Bay 12 Games Forum

Dwarf Fortress => DF General Discussion => Topic started by: Meph on August 12, 2014, 06:14:05 pm

Title: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Meph on August 12, 2014, 06:14:05 pm
Hello everyone,

Of course I know this isnt the modding forum, but I wanted to ask the entire DF community what they think about MasterworkDF (http://www.bay12forums.com/smf/index.php?topic=125633.0). Some will have tried it out, others might dislike it, or prefer vanilla over any mod at all, or they just never heard about it. I often make polls and ask for feedback in the MasterworkDF board and on Reddit. The problem is that posting there is like preaching to the choir: People know it, People like it. Someone brings some harsh criticism, and meets quite a large resistance by people that think they need to defend it.

Thats why I made this thread. I want to know what Non-MDF-players think. Anything goes, praise or criticise away. Rant about it if you like. Negative feedback is still feedback, as long as it doesnt border on insults. ;) And ask what you like. Anything you might want to know about the project or me.

Now before this goes out of hand, I do have to ask you to exclude two things:
I will be travelling for 2 weeks, so you have plenty of time to figure out what you want to know, or discuss while I am away. I will most certainly come back and answer everything in due time. I am quite curious how this thread will look then. :)

EDIT: Now, two weeks later, I did answer everything and sorted through all the feedback: http://www.bay12forums.com/smf/index.php?topic=142210.msg5613192#msg5613192
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: dudlol on August 12, 2014, 07:51:20 pm
Just got into masterwork, and I enjoy it a lot so far. Entirely for the change that comes from plaiyng a different race every game.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Elephant Parade on August 12, 2014, 07:54:45 pm
I've played Masterwork a few times. It certainly adds a ton of content, and the content is very well-done. I don't really like the high-magic setting, though; it just doesn't seem right for a dwarven fortress.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Tryble on August 12, 2014, 08:06:16 pm
Dislike it.

I tried it for a while as I really wanted to try out generic materials (and you hadn't made the Accelerated Mod by then), and disabled nearly all the extra options so as to have a mostly-vanilla experience. 

Didn't get very far, as all sorts of small but weird issues kept popping up, eventually culminating with the first caravan obliterating the surface as they were carrying units of 'magma' with them, which took no time in setting fire to everything from the edge of the map to the depot.  I'm only a little familiar with DF's modding, but I have a general understanding on how easily things like this crop in, and I know it's sometimes unavoidable for new versions of mods to be perfect and error-free.  That said, I just don't want to deal with yet another layer of little annoyances and problems to look up and fix.  DF is pretty full of that as it is.


I'll probably sound a bit like a dick for saying this, but I don't much like additional modded content much, because I view most as 'random junk some guy added because he thought it'd be cool'.  Most mods in most games I've tried is just bucketfuls of snazzy-sounding but shallow junk piled onto the base game with not much thought into how well it meshes with the various aspects of the game..particularly things such as altering the atmosphere of the game (I remember seeing screenshots of some feature in Masterwork, something about a crazy cultist dwarf praying to the carp god to destroy the fortress...it honestly made me cringe) and screwing with the logical progression of gameplay.  I'm just the kind of guy who's naturally hostile to significant mods in general. 
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 12, 2014, 08:17:48 pm
Quote
Most mods in most games I've tried is just bucketfuls of snazzy-sounding but shallow junk piled onto the base game with not much thought into how well it meshes with the various aspects of the game.
You would be surprised how well Total Conversion work in DF. ;)

You played Masterwork probably somewhere around V.2... now its V.6 and has much advanced. Not saying that you would like it more, since it adds even more things, but they are more refined and there is way less bloat than you might expect. Its split into different races now, so each race gets different mechanics to play with. The cult, lovecraft inspired, is one of my favourite additions btw. Obviously not everyone likes it, as it is not only a crossover but also rather difficult to defeat, but thats why the mod has its GUI. The cult is optional, people can play without it.

But overall you say that the extra content feels out of place, which is fair. Its all made up by Not-Toady-One, and has many references to other intellectual properties, which automatically puts some people off.

I've played Masterwork a few times. It certainly adds a ton of content, and the content is very well-done. I don't really like the high-magic setting, though; it just doesn't seem right for a dwarven fortress.
Magic is optional. One click on a button, and no more magic altars or magic dwarves. But yes, this one and blackpowder were among the higher-ranking complaints of "out of place in DF" I have gotten over the years. I might outsource the magic to another race, and remove it from dwarves completely, in future updates.

Just got into masterwork, and I enjoy it a lot so far. Entirely for the change that comes from plaiyng a different race every game.
That is good to know. If I had to guess I'd say that at least 1/3 of the people play dwarves exclusively.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Paphi on August 12, 2014, 08:51:29 pm
I'm not a fan. I played v5, if memory serves.

I'll say first off I strongly dislike generic materials. I take pride in having my militia outfitted in forgotten beast or titan leather cloaks and hoods, and am especially fond of depictions of their death on items in their own leather or bone, and I micro moods to use their bits whenever possible.

The sheer volume of content puts me off as well. It would be one thing if it were all coherently managed, but the progression methods and cobbled-together nature of much of the content just makes it a headache to try and figure out what to do next. Add in content that you haven't made personally and crash-inducing conflicts tend to rear their ugly heads, which is what every one of my MW games invariably ended with.

I don't see any aim to MW, just a bunch of neat stuff in a pretty box.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Vherid on August 12, 2014, 09:06:07 pm
Over the years as I've played DF, I've always had continuously differing opinions of masterwork. Way back when MW was in it's early stages, I had been primarily playing genesis. I was bored with vanilla at that point and a new update wouldn't be out for a while. Now there was aspects of masterwork that I found interesting. I think it was mostly the magic related things, that was a newer thing and I never really wanted to mess with chocolate. However at it's early stages, I found it to be buggy and very inconsistent with what was included. Sure you could turn things on and off, but whats the fun in that? Either way though I found it bloated and just not all that well sorted out. I went back to genesis and enjoyed that for a while, especially once genesis started adding some light religion elements and etc, it was pretty cool.

Then came the whole masterwork super overhaul. The mod started to collect even more things, and while this wouldn't really help with the bloat in my mind, it added more interesting ideas such as starting to include more playable races such as the orks, and delving deeper into things such as religion and guilds. I played it for a while, I even stuck with it for a while and enjoyed it for a bit. Hell I was about to make a whole playable race for it.

Now a new update is out again and while I dick around in vanilla again until things stabilize, I feel that I'm not that into MW again. At it's current point I feel it's bloated again, and the overall combination of things from so many different people leads to it again being inconsistent with itself. It's the lack of a standardization. That's half the reason I don't really want to play any of the other races. It's also the same exact problem I have with the current version of the warhammer fantasy mod. Not to discredit the effort pulled by the creators, but when 10 people come together and all build chunks at different times with varying amounts of detail or completeness, it's very off putting to me. I understand you have gone through some overhauls to remove a lot of bloat and redundancy in the raws per say, but the overall feeling of playing the mod, it just feels off. In the old version it felt awry as well, something just wasn't right. Currently as it stands, theres nothing in there that really pulls me in. All of these new things were included, but I would say a handful of them are just flavor additions, and not mechanic additions. The rest that do add to mechanics, not all of them are as interesting as I may have hoped, and that's mostly because of the limitations we currently have as modders.

I don't see any aim to MW, just a bunch of neat stuff in a pretty box.

I agree, In a way it almost feels like it doesn't really have a specific direction or idea internally, but rather just the external idea of, put cool things in here. It's like a toy-chest.

Maybe it just has to do with the fact that, as it's own little fantasy world, it's not really how I envision things. For example, the drow, I don't really see that as how it should be for the elves, but thats my view of it. Though there are some things I do like still, for example, I think having battleboars instead of wardogs is pretty cool.

So in a way it really just comes down to, it's just not for me.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Urist Da Vinci on August 12, 2014, 09:34:38 pm
Likes:

- I am generally supportive of most modding. It is interesting to see what people can come up with. I generally custom-mod my own raws, occasionally borrowing aspects from various sources, sort of a +vanilla+. Nothing that really changes the game feel.

Dislikes:

- DFHack dependancy. In any game I play, mainstream or indy, I somewhat dislike modding that depends on external code. External content is fine. I suppose it would be OK if things would not break horribly in the absence of DFHack. It is a handy utility. Therapist-like things that run and then are gone are OK. RAW-only modders need some love and attention, and they have limits. People who can handle coding or robust scripting can really raise the bar and leave the others behind.

- Mods that use launchers (any game, mainstream or indy). A holdover from the doesn't-trust-exe-files days.

- All encompassing absorbing mod. Eater of small mods. I am a veteran of the Neverwinter Nights modding community, up until the implementation of the "Community Expansion Pack", a good description of which is here: http://www.neverwinternights.info/cep.htm . It was too large for my internet connection at the time, and quickly became nonoptional. You just had to download everything and then only use the parts that you actually wanted. Bloaty AND created this atmosphere in the community where people would use it and nothing else. Without any malice or conscious effort, it killed creativity that was not dedicated to its enhancement.

- Drow. Underground elves, especially if they are dark elves, allegedly evil, or use kewl weaponz. Falmer (i.e. elder scrolls/skyrim) were despisable but tolerable when dead.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: weegth on August 12, 2014, 10:00:49 pm
I like new civs, overall modularity and "simple trees/meat/etc." options. However, new buildings, guilds, magic, etc. just add more bloat and micromanagement to an already somewhat bloated game. And even if I turn them off, some reactions still persist, bloating manager job list with a lot of stuff I can't even use. New armor is not very useful - not that it's bad, just there is very little noticeable difference between it and good old breastplate/high boots/etc. Also, if I turn off things like ore processor, there is still "metal-bearing rock" instead of ore - does it still give reduced results when smelting? If so, then it really shouldn't.
Overall, I would like to only enable new races/megabeasts/creatures/razing invaders/fear the night/fortress defense races/select few buildings like display case/exact reactions in still and have the rest of features off completely, with no new overly fancy metals or leftover reactions.
Oh, and a side note - timestream dfhack script is amazingly fun. But I wouldn't know it exists if not for masterwork.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Nopenope on August 12, 2014, 10:19:52 pm
Likes: I like how MW fills feature gaps, i.e. add stuff that's obviously missing and should be included in vanilla but hasn't been done due to the development scope. This includes features like the disease system, poison coating, the pantheon system, druidism, machinery, archaeology, etc.

I also like how it keeps up with dfhack development so I don't have to manually fetch every single plugin one by one if I want to test the latest features, which used to be a thing not so long ago.

Dislikes:
The animal revamp: it's just too confusing to have leatherwing bats and dew beetles and suchlike. First, they're not canon so it's "stuff someone thought would be cool", as someone in this thread said. Sure it's cool but it breaks the immersion and doesn't preserve the DF look-and-feel, which I believe was one of the avowed objectives of MDF. Second, you have to manually look up each and every animal to see what it does and completely change your management. Plus they're counter-intuitive. When you have turkeys, cats and dogs, you expect them to behave like turkeys, cats and dogs. Who the hell knows by heart how strong are boulder craps, how fast they breed, how much time they take to grow, etc.? At some point you stop treating leatherwing bats as actual bats and just see them as "flying leather generator", which is too gamey for my tastes.

Any non-canon mention of Armok in the game. Armok according to canon is the entity that generates, runs and reforges worlds, it's beyond worship and it certainly isn't equivalent to the procedurally generated gods. In my opinion "shrines to Armok" and such are cheap and don't respect the DF lore.

All workshops should be symmetrical. It doesn't make sense that you can only build some workshops from East to West or North to South. Also they should be 3x3 unless they represent extensive industries like siege engines, this would greatly simplify and reduce management pain and doesn't force the player to carefully dig every specific room for every specific workshop. Plus some of their requirements are absurdly difficult in comparison to most vanilla workshops which just require a block or a boulder. Most of these "specific workshops" don't have a mood associated to them either.

There are too many races. Since most of them are hostile it's just "generic enemy level 1", "generic enemy level 2", etc. with gimmicks, increasing difficulty and loot rewards. Since most of them are not canon they don't have an associated lore to them beyond generic stereotypes; they don't have associated sites or language files (as far as I know) and overall not as much thought put into them as for the canon races, which again breaks the immersion and doesn't preserve the DF look-and-feel; in other words I feel like I'm playing some weird LoTR spin-off instead of Slaves to Armok: Chapter II: Dwarf Fortress. Gnomes' features could very well be ported to Dwarves' without much loss, and Orcs are simply custom goblins. Succubi are just completely silly, even more silly than concubines in my opinion. I think you could cut the whole civilized races to Dwarves, Elves, Humans, Goblins, Kobolds without altering much of the actual content. Seriously, do we really need a whole civilization for Automatons or Frost Giants? Having them as megabeasts is fine; whole civilizations of them is just weird.

There are too many metals. Bloodsteel, bifrost, volcanic steel, etc. Again, they're not canon, and they're not realistic on top of that. I don't exactly know what I'm looking at when dealing with new materials. Microline I have a clear idea. Bismuth bronze? Sure thing, I can look it up. Now what the hell is bloodsteel? Steel with blood in it? Blood forged into steel? How do you set its melting point? What's its Young modulus? Why should it behave differently than volcanic steel? Realism is an important part of the game. Sure the vanilla game has adamantine, divine materials and whatnot, but they're hidden, are full of dangers and Toady has a long-term vision for them. Are you sure that you aren't going to scrap volcanic steel after a while?

Changelings and Djinns are way too silly to be casually embarked with. I know it's fun to randomly generate objects or creatures but it's yet another case of breaking the immersion. A smarter choice would be to have Djiins come up as rare animals or summons or something, and you could catch them and tame them.

Streamlining materials is too gamey to my tastes. Part of the whole game's charm is to be able to craft bolts from the forgotten beast's bones you've just slain.

The carp god doesn't belong to the game. Keep the community stories and bay12 references to the community and bay12.

In retrospect I realize I have been exceedingly harsh and I didn't expect my post to turn into a huge rant. Of course, you should know that we always notice what doesn't please us first, and this doesn't affect in the least the good features that have been added and mentioned above.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 12, 2014, 10:27:02 pm
- DFHack dependancy. In any game I play, mainstream or indy, I somewhat dislike modding that depends on external code. External content is fine. I suppose it would be OK if things would not break horribly in the absence of DFHack. It is a handy utility. Therapist-like things that run and then are gone are OK. RAW-only modders need some love and attention, and they have limits. People who can handle coding or robust scripting can really raise the bar and leave the others behind.

- All encompassing absorbing mod. Eater of small mods. I am a veteran of the Neverwinter Nights modding community, up until the implementation of the "Community Expansion Pack", a good description of which is here: http://www.neverwinternights.info/cep.htm . It was too large for my internet connection at the time, and quickly became nonoptional. You just had to download everything and then only use the parts that you actually wanted. Bloaty AND created this atmosphere in the community where people would use it and nothing else. Without any malice or conscious effort, it killed creativity that was not dedicated to its enhancement.

These two are big things for me.

On the former: This really applies to all the big mods out there, but at one point I had plans to do a rerelease of one of my mods, but then I saw the level that many of the other mods were doing, and it kinda pulled me back, especially since I was going to be changing it from an simple overlay mod to a total conversion.  With the scale that other mods were working at, I began to doubt that mine would really attract too much attention, since others have so much more.  I've tried a few times to go past the version 1.0 of my mod, but seeing the level of stuff others were doing always made me pull back and stop.  This problem has plagued me on the Xcom mod project I was trying to start up.

On the latter: With it being so large, it pretty much becomes the equivalent of a black hole, drawing to it many of the people who on a whim would want to try mods, then not wanting to try others due to there being so much that they can do.  While mods that are built based off of an existing franchise might not notice it as much, it deals a fair level of damage to mods where the creator is trying to develop original content.  I've had about 500 downloads of my mods df 34.11 final fixed state, which was made on October of 2012, and Masterwork has had over 100 in a day on just one of the mirrors.  While I can admit that this may be partially due to it being a more niche mod (playable dragons), it is the fourteenth most posted in topic on the Mod Releases sub-board, getting a few posts with gaps at worst being around 2 months.

I'm not saying I don't respect the level of work put into these type of mods, I really do.  It's just that they can easily outshine smaller mods who are trying to start up, possibly stunting their potential.  Maybe for some start-ups with unique concepts, there could be a post from the largely known modders with basically a 'Hey, check out this interesting thing.'  Maybe only a fragment will look at it, and only a fragment of those might stick around, but it would give the smaller modders a boost of confidence that a fair amount people are actually interested in the mod, which would drive them on to continue building it up, maybe even to the point their mod could be easily recognized.

That's just me.  I may be wrong on a few accounts, but that is how I view it at the current time.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Orange Wizard on August 12, 2014, 10:29:43 pm
I don't like Masterwork DF. The sheer amount of stuff that either doesn't make sense or just seems too fluffy has put me off.

I've also never played it, but I'll be prejudiced if I want to, damn it.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Talvieno on August 12, 2014, 10:35:33 pm
I'm honestly surprised I'm hearing so much negativity here. o.O Maybe General Discussion doesn't have much of the Masterwork crowd?

That said, Meph - you did remove my DF Rand Creatures from the new version, right? It doesn't play well (or at all) with 40.xx - not yet.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Nopenope on August 12, 2014, 10:40:44 pm
Before some people get offended at my discarding of most content in the game:

I'm not disparaging the work you've done. I'm not criticizing orcs or succubi themselves. I'm simply arguing that they don't belong to a mod whose original purpose was to expand the game while preserving its look-and-feel. Adding features that are missing like diseases is cool, but I don't think succubi are missing to everyone. Keep non-necessary features to a separate mod for people into that sort of thing, it'll make the mod lighter and overall less bloated.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 12, 2014, 11:07:01 pm
I do not have time to answer everything atm, have to catch a flight, but one thing:

I'm honestly surprised I'm hearing so much negativity here. o.O Maybe General Discussion doesn't have much of the Masterwork crowd?

That said, Meph - you did remove my DF Rand Creatures from the new version, right? It doesn't play well (or at all) with 40.xx - not yet.
MDF is still on 34.11, and does include DF Rand Creatures. ;) I need to wait for dfhack before I can update.

And please, keep it coming. Like I said, if you want to rant, rant. Negative feedback is still good, otherwise I wouldnt know what the change in future releases. ;)

Ok, one other thing: ^^
Quote
I'm not disparaging the work you've done. I'm not criticizing orcs or succubi themselves. I'm simply arguing that they don't belong to a mod whose original purpose was to expand the game while preserving its look-and-feel. Adding features that are missing like diseases is cool, but I don't think succubi are missing to everyone. Keep non-necessary features to a separate mod for people into that sort of thing, it'll make the mod lighter and overall less bloated.
But Succubi, like any other playable race, have no influence on Dwarf Mode, in addition to being optional.  ???
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 12, 2014, 11:41:13 pm
i've ranted enough thank you
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Dwimenor on August 13, 2014, 12:45:09 am
I know it's strange, but masterowk (I was trying somewhere around v5) was much slower then original for me. Not actual gameplay, but loading the game (and launcher) took ages. That is not specific to MDF, every "big" mod that adds a lot of content (I nailed that down to having to much castes) works like this on my laptop. Once the game is loaded everything is just fine. But creating world, embarking, loading/saving takes ages.

Second thing - lack of upstream Linux version.

On a plus side - I really like the whole enable/disable addons thing. I wish there was something like this for Lazy Newb Launcher, a possibility to play around with small modification.
(Well, there is. dfhavkr5 have initial support for that and pylnp launcher is working towards something similar)
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: thvaz on August 13, 2014, 01:30:25 am
I don't really like mods for DF. I'm mostly a purist, I don't use tilesets, DT, DFHack... at most I do small changes at the raws by myself.

I did try Masterwork once - I don't remember the version -  and I thought it missed the point in what makes DF great. It has a very palpable "gamey" feel, a bit like the old pre-Z dimension DF was. I think this is a good thing to have, but it is not for me.

Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Nopenope on August 13, 2014, 01:49:59 am
Second thing - lack of upstream Linux version.
Yeah, that too. I think I stopped playing the mod because I didn't feel like booting back to windows for the sole purpose of playing MDF.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Getix Kain on August 13, 2014, 03:37:22 am
I love the streamlined materials.
I wish I could have it for DF2014... :(

I like the launcher, played around 7-8 forts with MDF 5.x.
I found it fun and much faster than the original DF2012 due to the streamlining (my PC is not really powerful, so...).

Loved the launcher :D
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: kingu on August 13, 2014, 04:51:35 am
Ok here goes. I have been active in MDF forums but only when I actually play the mod so I guess I will write something here. Now I play vanilla for obvious reasons.

Playing vanilla again after playing ALOT of MDF is actually a really good thing for the express purpouse of giving MDF feedback. If this was a month ago I would have said I love everything with MDF. I still love it and I will soon be back but here a a couple of thoughts.

*Please keep up with the manual to the point of not releasing anything that is not properly included in the manual at the same time. When I played I found it hard or impossible to find out anything about for example alot of the wildlife and about some new materials. ( I dont understand the RAWs very well and is not intrested in learning) I know that some things might play better as a surprise (like being killed by unknown wildlife because of a blunt sword) but that should be optional as well as everything else. This might all be fixed now but it was an issue when I played.

*the only thing I really dont miss when playing vanilla again are the castes. They do nothng for me other than actually make me spend MORE time assigning labors.

*If it is possible I would like a few less workshops but still keep all the stuff in MDF. I understand if this is impossible but I feel quite relieved playing vanilla now not having to make so many to get the full experience.

* now I feel all the magic stuff doesnt belong with dwarfs (along with the pretend -bood-metals). Its still fun but out of place. Maybe move that to another race entirely?

Kepp up the good work! I really like plaing kobolds for the insane difficulty. Please keep kobold being really hard to play until I get back :)

Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: KingofstarrySkies on August 13, 2014, 04:58:05 am
I'm going to be very blunt with this; prepare thineself.

I love this goddamn mod so much.

Every race feels fleshed out and well done, the combat just feels BETTER, and overall it's just more fun IMO. Lag is sometimes an issue, but I usually don't mind.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: NullForceOmega on August 13, 2014, 07:12:22 am
I have played several versions of MW, and I just can't stay with it.  It feels incredibly slow for some reason, likely because everything is harder to do.  The farming changes are painfully overdone to me, yes I can disable parts, even most of the changes, but it still feels too extreme.  The various hostile creatures added by the mod are fun, but some (anything firebreathing) are a pain in the neck to even deal with, other (syndrome and interaction users) are simply cheap.  I have many ways to kill this fortress without arbitrary deaths and effects destroying any semblance of control.  The workshops are a humongous hassle, often requiring unreasonable volumes of materials just for construction, then adding huge numbers of activities that use some of the weirdest combinations of skills.  The mining changes are agonizing, even with the hazards turned off carving out even a basic fort takes forever, the reduced skill gains don't feel good for basic gameplay reasons.  I hate the castes, there, I said it.  The entire damned caste system is mind-numbing.  I can't even describe how much I hate it.  Carp god and other hidden stuff, thanks, more arbitrary crap to kill my fort while I'm actually trying to build up into a workable state.

That was a lot of negativity, and I'm a bit sorry about it, because there are things in MW that I really like, but it gets quickly overshadowed by the stuff I don't.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Gnomeknows on August 13, 2014, 07:33:39 am
Played latest version, being a new player having migrated to DF from Minecraft.  I wanted an in-depth game that I could play without feeling the need to include too many mods.  Mainly because for all the evolution in and standardizing of modding that minecraft has gone through, most still fall prey to a few simple key issues, here are the ones I felt MDF has fallen prey to:

First - documentation.  I put this first because it is THE most important thing.  The manuals were very lack luster.  Also the less you have to consult the MDF manuals the better.  In-game documentation, or simply intuitive reactions/building design are best.  EDIT: One big thing I noticed, is the wiki for the mod.  Vanilla df has the player base to support a wiki, sadly your mod does not.  Most pages are blank, still.  Many pages are missing.  Documentation will most likely have to come from you.  Sorry if that sounds harsh, but that's what this thread is for, right?

Second - less is more.  Especially in a game with DF's already enormous depth.  It's grating to see mods that force content and ignore what's already there, feels like the modder is trying to fit a square in a round hole.  My favorite mods have always been the ones that expand on already existing elements, or provide alternative routes to accomplishing goals, for example one thing I did really like was new way to get fuel that used an existing building.  That is also an example of how to eliminate some of the need for documentation as the player will discover it naturally without making new buildings and  there's no mystery around how to accomplish it.

third - incomplete or buggy content.  Remove it, all of it.  If it isn't done, but you need feedback, a dev branch would do that right?  Most would want a clean, complete feeling mod.  It would also ensure a more dedicated tester base, as they would be volunteers, not frustrated fans.  I might feel different about this except that I'm not a teenage gamer anymore :P, anything that feels rushed or not at least semi-professional just makes me go into a cane waving frenzy lol.

I'll end this with a few of the things I enjoyed most about the mod:

First and foremost, the races.  You had me at gnomes. 

Second - alternative power and expanded machinery and traps, electricity etc.  The extra automation

third - the different ways to interact with the world at large with raids, telegraphs etc, adds nicely to the immersion.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Dyret on August 13, 2014, 08:17:09 am
Yeah, I have the same problem most people seem to. Too much stuff that doesn't actually add anything. It's incredibly cool to play around with whatever modders can come up with, but all of it in the same mod is too much. The preposterous amount of workshops is especially silly, but I understand that has something to do with modding limitations at the moment.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Splint on August 13, 2014, 08:37:10 am
Manuals - I know you don't like doing them but you're the only one who knows everything about the mod (more or less,) and people who make various races need to do this as well: Keep up with them. make sure the manual documents everything major and even some of the minor. For example, the crucible in the manual didn't mention needing x number of boulders, nor do the relevant minerals. It was infuriating the first time I tried to process raw mithril when I had some and fuel only to realize I needed 3 mithril boulders to get anything. Chances are there's stuff I haven't done simply because the manual was less than helpful as to what was needed or what something did, or what would be a warning sign of what, exacerbated by issues concerning if it's clear in-game.

Diseases - You've heard me say this before. They need better documentation and/or a rewrite at the very least. The manual is no help other than 'it does this and spreads this fast' and a combat report tells me nothing about a disease unless it's super obvious, especially since several of them don't bother dwarves enough to make them see a doctor until it's practically killed them already or a chronic issue (stop complaining about your damned eyes Urist, they can't fix them!) I know someone else wrote them but at least some helpful information on what report goes with what disease in the manual under a spoiler would be nice. I'm also in favor of anything that can possibly cause permanent unconsciousness to just have that effect be replaced with "fatal stroke" instead. It saves a lot of trouble killing them yourself and keeps trade from being screwed up by that one jerk merchant who went and had a blood pressure spike in the caravan.

Alternative/other metals - Some people have complained about Bloodsteel and Ironbone, but I personally fine them as a great addition. It takes some pressure off hunting for metals when you can use other materials to make something just as good from renewable resources; it also lets you order other things from caravans instead of coal and ore. Like booze  for example. On that note, the alchemy lab should probably have those reactions placed in a separate workshop that can be accessed without research; You already have to sacrifice food (do you want to be able to eat that meat or fend off that goblin with something other than a copper sword and no armor?) or buy blood for Bloodsteel and use bones you could have used for crafts or training ammo on ironbone. No need to shoot people in the foot by making them possibly waste effort researching the lab.

SOmeone complained about bifrost and volcanic (I'd be in favor of a different name for that if a better one can be concocted,) when you need to work to get those by either great resource investment or killing one of the toughest ivading forces, with thier effectiveness reflecting the effort/danger in much the same way Adamantine does with the risk of demonic incursion for harvesting it.

Standardized materials - I love it. While it is a little annoying to only get generic stuff from things like titans, it's less shit to make the game track and less to track = a better running game performance-wise

Races - I feel the hermit was a pointless addition. I mean it, I really do feel like you wasted your effort on that, not because it was a bad idea, but because it's not something a lot of people will play or want. Part of the fun of playing a hermit fort is watching the migrants show up and die because they eventually start killing each other due to lack of beds, clothes, or what have you.

Succubi felt a little... Forced, to be included. They really don't feel like they fit well like the Warlocks did.  Boltgun did a great job on them from the looks of things, but overall I feel like they shouldn't have been included in Masterwork and would have worked better as their own expansion to vanilla. Kind of on the fence about the Drow as well because they kind of feel out of place in DF in general, but I'm used to them in Masterwork as an unplayable enemy/ally and if they stayed that way it'd be fine. They're a race that I feel really shouldn't be made playable for Masterwork.

Carp God - For the longest time carp were feared and rightly so. I find them a fun little threat to have as it stands to reason some would start to worship those fell fish in hopes of appeasing thier violent dorf-eating nature. I don't know why anyone would have complained about them, or the secret fun in general since it can be disabled before worldgen. Hell, I've never even run into them.

Dwarven Religious System: Dislike the references to armok, both in buildings and the wards. Shrines, Wards, and Temples should just be shrines, wards, and temples, while the Oracle of Armok can be changed to just "Volcanic Oracle." That way it feels less "meta" as it comes off instead as your dorfs call upon your civ's pantheon rather than an entity that they actually shouldn't know about. Plus on that last one dwarves often have volcano gods anyway so that's a win win.

Magic for Dwarves: I like it. They get a pinch of evil and good magic with things they'd regularly work with, as well as being able to act as considerably more versatile (or niche depending on your outlook,) troops at a great cost in resources (both in getting the alters and upgrading mages, especially in large numbers.) Need some heavy hitters for crowd control? Earth School. Web flinging FB? Air School. Firebreather? Sick the Fire School Mages on it. Want to hold an enemy at a bridge over a body of water or have to fight them near a crapload of ponds? The water mages can fight there safely (for a certain value of the word safely.) They fill various roles that regular dwarves can't and traps may take too long to prepare.

Trade nerf for dwarves: I read somewhere that the dwarves can't sell things anymore, which I find kind of a bad design choice. Long before the humans were playable the dwarves were able to buy and sell what they wanted in exchange for a trade license to build the shop; made it a great way to get rid of excess materials and get fewer, nicer things, or things you needed in a pinch. Or wanted to be rid of that copious mountain of leather you'll never use to pay for those relics that may or may not result in monsters killing everyone in the fort.

Excess workshops: I can agree with this to an extent. It does feel like there's way too many needed to get the most out of things, like the ore processor and the whole "need to process ore thing or only get a little metal;" it's just an extra workshop and step for the same result and would probably be better made part of the harder smithing option rather than default at the least.

Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Button on August 13, 2014, 09:56:47 am
I haven't tried masterwork, but I can share the reasons I've been put off of/scared away from trying it.

#1 The same kind of behavior you described in your OP. Maybe vanilla fans are the provacateurs in Masterwork-specific fora, but since I started with vanilla, I've only ever seen people barge in to people having vanilla discussions saying Y U NO PLAY MASTERWORK?!?! like we've deeply offended them. I've even had this happen when livestreaming.

#2 Orcs. I know that Tolkien launched modern fantasy and gave us the conceptions of the races yada yada, and I am a pretty huge Tolkien fan, but I don't think orcs fit into DF. DF draws on Tolkien a little, but not a whole lot actually. I like to think of it as drawing on Tolkien's sources - European legends - more than on Tolkien himself.

But orcs in their modern conception were essentially invented by Tolkien from whole cloth - he took their name from backwards etymology of a generic evil spirit, and gave them the traits they have today. So orcs break my game immersion something fierce, by introducing a race that Tolkien made up into a game about earth-folk, nature-folk, evil-folk, mischief-folk and humans.

I have the same problem with mithril.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: smakemupagus on August 13, 2014, 11:26:27 am
I think Tolkien did more to invent, or at least re-invent, Elves and Dwarves than people realize too, which as a scholar he came to regret.  From the "Letters of J. R. R. Tolkien" collection;

Quote
Also I now deeply regret having used Elves, though this is a word in ancestry and original meaning suitable enough. But the disastrous debasement of this word, in which Shakespeare played an unforgiveable pan, has really overloaded it with regrettable tones, which are too much to overcome. I hope in the Appendices to Vol. III to be able to include a note 'On translation' in which the matter of equivalences and my uses may be made clearly. My difficulty has been that, since I have tried to present a kind of legendary and history of a 'forgotten epoch', all the specific terms were in a foreign language, and no precise equivalents exist in English.

Quote
There are no songs or stories preserved about Elves or Dwarfs in ancient English, and little enough in any other Germanic language. Words, a few names, that is about all. I do not recall any Dwarf or Elf that plays an actual pan in any story save Andvari in the Norse versions of the Nibelung matter. There is no story attached to the name Eikinskjaldi, save the one that I invented for Thorin Oakenshield. As far as old English goes 'dwarf' (dweorg) is a mere gloss for nanus, or the name of convulsions and recurrent fevers; and 'elf' we should suppose to be associated only with rheumatism, toothache and nightmares, if it were not for the occurrence of aelfsciene 'elven-fair' applied to Sarah and Judith!, and a few glosses such as dryades, wuduelfen. In all Old English poetry 'elves' (ylte) occurs once only, in Beowulf, associated with trolls, giants, and the Undead, as the accursed offspring of Cain. The gap between that and, say, Elrond or Galadriel is not bridged by learning.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Baffler on August 13, 2014, 11:44:02 am
There are a few features I really like. The wood splitting block, for example, or the crematorium. They aren't as useful as they used to be with the masses of wood you can get now, but the crematorium still stands as a good way to get rid of the tons of dead rats and old clothes and whatnot and turn them into something useful. I also enjoyed the addition of cobalt as a metal, I've been frustrated more than once by having my "deep metals" be bituminous coal and cobaltite. The thatchery and stables are also pretty cool, even though I didn't use these as much as the above.

I've lately taken to just copying those things over (except the stables, which uses DFHack) to vanilla now though, most everything else just seems excessive, like the ore processor, or too unclear on what it actually does to be worth the expensive experimenting required, like the scientific workshops. Magic also seems cool, but I stopped using anything but the hard to acquire white magic when it consistently managed to kill more of my men than the enemy.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: PrimusRibbus on August 13, 2014, 12:14:06 pm
Let me begin by saying that I'm a HUGE fan of Accelerated Modest Mod. It has a tight scope and every change directly addresses a gap in gameplay. I also consider Meph one of the best modders in the DF community. The last time I tried Masterwork was sometime in 2013; unfortunately, I don't remember which version of Masterwork it was.

That said, Masterwork feels like dozens of amazing tech demos thrown together into a mod. The raws is an absolute joy to read and is a technical masterwork (pun intended), but there seems to be no real defined scope or direction to Masterwork. It reminds me of Oblivion mods that added a bunch of lore-based quest lines from different modders, then randomly added anime hairstyles, shops that sell schoolgirl outfits, and random Homestuck characters wandering around (okay I'm exaggerating for effect, but you get where I'm going); every individual part might be very well done, but the sum of the whole is actually less than the sum of the parts.

While you can turn off many of the parts of the mod, I consider this a stopgap measure rather than a solution. More frustratingly, the poor documentation and absolutely overwhelming number of features meant that I regenned my world almost a dozen times as I discovered more and more things that I wanted to turn off/tweak. I ended up deleting MW after a week because I found that I was spending more time tweaking features than I was actually playing the game, and many of the remaining features did not do much to enhance gameplay.

I did port things like the Crematorium back into my base game, though, because they enhanced parts of the base game that needed to be addressed.

TL;DR: Technical masterpiece. Lots of bloat and feature creep.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Gojira1000 on August 13, 2014, 01:00:53 pm
In a shorter form than most here:

Good stuff in MW. But (IMHO) from a design perspective, a mod should ideally polish a game's weak point(s), tweak it, tune it - not be a DLC pack. Especially not a game as huge as DF. It's a bit like adding more appendices to War and Peace as opposed to editing it for length. I prefer the second option.

so, like lots of it, but it needs focus.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Button on August 13, 2014, 07:16:39 pm
I think Tolkien did more to invent, or at least re-invent, Elves and Dwarves than people realize too, which as a scholar he came to regret.  From the "Letters of J. R. R. Tolkien" collection;

Dwarves I'll grant, though Tolkien kept his dwarves close enough to the Norse dwarfs that I can squint and be satisfied; but DF elves are nothing like Tolkien elves. Tolkien's elves were taller and stronger and pretty much better-in-every-way than humans; they were metalworkers and jewelers and ship-builders of great renown; and while they tended to build their dwellings in such a way that they seemed like part of the local nature, they weren't known for getting pissy about other races cutting down trees, nor the kind of druidic magic that DF elves use. And then there's the giant war animals as their only military advantage, and the matriarchy, and the cannibalism... The only really Tolkienian thing about them is that we fear their archers, but honestly I think that's more attributable to the ranged weapon power bug Toady fixed recently.

I mean, elven sites have them living literally in the branches of their trees. Not in homes that they build in the trees as part their aesthetic sense - they're out in the open where bogeymen can slaughter them in their sleep. They're essentially just hippies.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: sayke on August 13, 2014, 09:59:32 pm
I too am amazed that more people don't know about Masterwork - IMHO it's one of the best mods for any game ever. It's balanced, coherent, has a ton of content, modular, and quite bug-free. What more could you want? =D
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 13, 2014, 10:27:09 pm
I too am amazed that more people don't know about Masterwork - IMHO it's one of the best mods for any game ever. It's balanced, coherent, has a ton of content, modular, and quite bug-free. What more could you want? =D

It's not that balanced, pretty damn incoherent, I'll give you those two, and the fact that my stuff is used in it tells me that that last one is an outright lie.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Baffler on August 13, 2014, 11:54:26 pm
Standard materials are nice too, but for playing a modded game, I prefer a total conversion. Rise of the Mushroom Kingdom, Deon's Fallout, Nchardahrk, and the SCP mod are some of my favorites (though I never managed to actually contain any SCP for long.) I've been meaning to try the Homestuck mod, but the universe isn't really my cup of tea. My point is, there's much more out there than Masterwork, and it doesn't really get enough attention.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 13, 2014, 11:59:30 pm
My point is, there's much more out there than Masterwork, and it doesn't really get enough attention.

So my analogy about it being similar to a black hole in the second actual paragraph in this (http://www.bay12forums.com/smf/index.php?topic=142210.msg5568534#msg5568534) post was more correct than I thought?  Huh.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 14, 2014, 12:11:00 am
SI've been meaning to try the Homestuck mod, but the universe isn't really my cup of tea.

you won't like it
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Ant on August 14, 2014, 01:53:17 am
My experiences with MW have been positive; I've played it pretty consistently along with vanilla. I can't see really 'DLCness', as the MW IMO is an overhaul, substantially changing DF in particular mid-late game. It also offers more options in adv mode, and can't wait the day MW gets ported to 40.xx.

That said, there's lot of things I often simply switch off in MW. Warpstone, diseases, the new intruders are the most constant 'offs', as the complex metals and rearranged workshops tend to still offer enough challenge in themselves. At times also castes went to bin; religion is on but often passed in order to get some other industries to work; And I personally detest high magic in DF, so warlocks get the boot. These are of course personal preferences and can thankfully be switched off. New launcher is more consistent in information and options' descriptions more easily available.

Waiting for next version!
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Getix Kain on August 14, 2014, 02:36:15 am
It would be great if some features from MW could be imported as "standard package" into DF Vanilla.

Are they easy to export to a Vanilla DF?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Arbinire on August 14, 2014, 02:40:30 am
I used to play masterwork quite a bit some time ago, and I am amazed at how much work you have put into it Meph.  That said, having tried picking it up a few times the months leading up to the .40.01 release, I do feel like it has become rather bloated and unfocused.  The GUI options are a bit daunting now as well because of how many different options there are and I find that it takes nearly as much time going through all of them and setting everything how I want it as it does to manually tweak the .ini and raws

To be perfectly honest though I'd say this post is a bit pointless.  Since it's a mod and obviously a labor of love on your part Meph, it shouldn't matter so much what others think or what this or the reddit community thinks, whether is an overpositive echo chamber, or a mudslinging hate rally.  What matters is what you think about what you've done and how you like it.  If others do, that's a bonus, if not, well, there's no wrong opinion on this matter.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Gnomeknows on August 14, 2014, 03:18:54 am
To be perfectly honest though I'd say this post is a bit pointless.  Since it's a mod and obviously a labor of love on your part Meph, it shouldn't matter so much what others think or what this or the reddit community thinks, whether is an overpositive echo chamber, or a mudslinging hate rally.  What matters is what you think about what you've done and how you like it.  If others do, that's a bonus, if not, well, there's no wrong opinion on this matter.

just incase anyone reads the quote and gets deterred, it seemed to me, and I could be wrong, that Mephs labor of love as you put it, was in creating a mod FOR the community here, and he values the feedback, good or bad for the purpose of shaping the next version into something new players would want to jump into and try.  So if he does read all this and can look objectively at everyones posts(and having read this, no one here has used this thread to bash, only to give honest opinions) then I think this thread could be very useful for him.  Just my 2 cents.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Wastedlabor on August 14, 2014, 04:29:04 am
Tried it once, but I prefer something with a more canon feeling.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Repseki on August 14, 2014, 06:15:48 am
Before the new version of vanilla I was playing MW quite a bit on and off, but I'm not sure if I missed anything in the last few updates it's had. But here are my poorly organized, likely rambling, hopefully understandable thoughts.

I too am amazed that more people don't know about Masterwork - IMHO it's one of the best mods for any game ever. It's balanced, coherent, has a ton of content, modular, and quite bug-free. What more could you want? =D

It's not that balanced, pretty damn incoherent, I'll give you those two, and the fact that my stuff is used in it tells me that that last one is an outright lie.

This made me chuckle, so I thought it had to be quoted. I think I lean towards Putnam's view on it a little, although I think it's a great mod that does a lot of cool things; some great, some good, some a little iffy but usually optional. And has quite a bit of flexibility when it comes to choosing what features you want to use and which you don't.

The standardized materials are nice, and definitely helped me keep my sanity when I was newer to DF. But now that I've been playing 40.xx I somewhat wish there was a compromise between standardizing everything and having some of the more specialty creatures keep their materials (Semi/Mega Beasts, Trolls, maybe the sentient races, etc). That way things are a bit more manageable, but you don't lose all of the flavor of Troll fur clothing, or Hydra leather armor.

The number of ways to adjust the mod to how you want to play (for the most part) is also nice, although I could see having so much content getting a little overwhelming at times. And not everything always seemed to fit together smoothly, as opposed to being it's own little addition to the side that can be added on.

One issue I had with some of the options to turn more/less stone, wood, etc on or off is that not everything would really be set up to work with the mod after it was turned back on. From what I remember it was mostly turning more stone ore types back on, which would enable them, but clash with the mods added metal processing/smelting additions the mod makes. Not so much an issue with what the mod changes or adds, as much as not bringing the optional vanilla features that are off by default into line with the mod, so they will work like everything else if turned back on.

The caste system is nice to have as an option, but the military castes seemed a little powerful. And maybe even a tad redundant when it came to Melee options, with me never really using the Guard or Wrestler caste. Having enemies come half naked probably didn't help make combat all that challenging, although I understand wanting to keep the number of items down.

I didn't use the magic system all that much with the constant combat reports being rather distracting, or the magic abilities tending to cause more harm than good (Not always bad). Nor the religion stuff all that much, but not for any real reason.

Having the difference races as playable is cool though. I had a good bit of fun experimenting with the Gnomes over a few forts, especially having a few get diced by their own machinery or injure themselves while using the speed enhancing rocket boots to haul things a little to fast. And the other races seemed to have their own interesting ideas to play around with.

Overall the mod is a cool compilation of different additions and changes. It just seems to need a little smoothing out. Where it needs this, or how to do that, I have no idea.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 14, 2014, 12:24:31 pm
What I gathered so far: If I make a dwarf civ that is a copy of vanilla df, and have ptional additions that are disabled by default, the people that dislike the sprawling toybox of features that is dwarf mode atm, will like it.

And I had to cuckle a bit, when I saw one post saying that dfhack is the biggest negative point, followed by another user who quotes dfhack use as one of the best features. :D
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: ibluminatus on August 14, 2014, 02:02:59 pm
Well Masterwork and the Lazy Newb pack were the reason I was able to get into Dwarf Fortress. I very much enjoy the mod. I'm still mastering the Dwarves and honestly  the other races are like a new frontier. I don't see them as just re-skinned Dwarves but rather as their own individuals and I believe that was the purpose of them being made. Kind of like Starcraft; same game, it just changes with the race you use. The mod enhances my experience, I'm not forced to use the majority of the content, and it brings several new things to the game I enjoy. So I'd say its a successful mod. It isn't necessary for gameplay and I don't have to play it if I don't want it to be apart of my Dwarf Fortress Experience.

My interest in Dwarf Fortress started with googling the best free strategy/sim games and dwarf fortress popped up. I then saw articles complaining about the graphics(still praising the gameplay) and others mentioning graphics mods that make the game more accessible to newcomers. I made my way here and tried out Lazy Newb Pack. It was inevitable.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Shizmoo on August 14, 2014, 03:44:19 pm
Makes dwarf fortress playable. Vanilla is too easy/repetitive. Along with the many features like seeing items at different z-levels, images of items on the ground like a picture of an axe for an axe, etc.. Its exactly like I read someone else said - Vanilla is a skeleton and Masterwork is the flesh, blood, etc.. completing it. All these negative comments about adding too much fluff - you can disable it not hard.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Dyret on August 14, 2014, 04:50:19 pm
Makes dwarf fortress playable. Vanilla is too easy/repetitive.

OP told you not to do this for a reason.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 14, 2014, 09:04:04 pm
Along with the many features like seeing items at different z-levels, images of items on the ground like a picture of an axe for an axe, etc..

This is not Masterwork. This is Text Will Be Text, a DFHack plugin. Meph did not develop this. He was not involved. He most likely doesn't know how it works (based on his insistence of not being a programmer). It is not Masterwork, it's something that it grabbed and ate and put into the settings without a single word as to what it actually is except on the very surface. The very fact that you think that this is somehow something Masterwork does is the exact reason why I dislike it so much.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Shizmoo on August 14, 2014, 09:39:20 pm
Didn't know that, but I still thank someone for grouping all awesome features into one package instead of downloading/installing everything individually.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Scruiser on August 14, 2014, 10:01:51 pm
    The version of masterwork I currently have on my computer is one that still has concubines.  I liked Masterwork because one of the big draws of dwarf fortress for me was simply exploring everything I could do (build a fort to try penetrating the aquifer, build a fort with a water distribution system because I could).  Eventually I had tried many of the basic things and I was looking for something more to try.  The first Mod I seriously used was the fortress defense mod because it allowed me to really explore developing an army and fighting invaders (I did cheat with danger rooms though).  Eventually, as I got bored of the fortress defense mod, I stopped playing DF for a while as I was waiting for the 2012 release.  I went back to vanilla DF with the release of DF 2012, until I got tired of vanilla again, then I tried Masterwork for the first time (opening the version I still have, it was version 1.9.5).  I played Masterwork often for around a year.  I enjoyed all the different things there was to do.  I gradually got tired of it, and by 2014 I wasn't playing DF or MwDF very often.  Then as we neared the new release, I opened up Masterwork (the version still on my computer and not the latest version) again just to get back into DF.  Now that the new release of DF is out, I have been playing vanilla DF.  I have been trying forts that make a lot more usage of wood, along with the adventure mode.  I am also planning on systemically trying features that the new bug fixes have made more functional.  I will probably wait for myself to get tired of DF again and for MwDF to update to 40.xx before I try MwDF again.  Judging by all the new features that have been added, it will probably keep me going for a year or so before I start to get tired of DF again.
    Also, I don't want to get into the arguments that are going on about Vanilla versus Masterwork, so I will just clarify once that by "tired" I simply mean that I am looking for something else to play for a while.  By "tired" I do not mean that I dislike it or think that it need fundamental change or anything like, I just personally want to play something different for a while.

*Edit:
Didn't know that, but I still thank someone for grouping all awesome features into one package instead of downloading/installing everything individually.
This is one of the best characteristics of Masterwork.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: smakemupagus on August 14, 2014, 10:13:01 pm
Quote
Maybe for some start-ups with unique concepts, there could be a post from the largely known modders with basically a 'Hey, check out this interesting thing.'  Maybe only a fragment will look at it, and only a fragment of those might stick around, but it would give the smaller modders a boost of confidence that a fair amount people are actually interested in the mod, which would drive them on to continue building it up, maybe even to the point their mod could be easily recognized.

Some folks might not know, that the Masterwork launcher does in fact include links to about ~20 other mods on the main hotbar.  Some which I've been a long time fan of (LFR (http://www.bay12forums.com/smf/index.php?topic=84186.msg2254335#msg2254335))!, but I'm pretty sure that that was where I discovered Nchardahrk and Underhive.  (not to imply any of those are small mods or needed any external help building up -- just saying it's kind of a nice thing)
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: tootboot on August 15, 2014, 04:33:21 am
Dwarf Fortress already has a large learning curve, and then Masterwork adds a crapton of extra stuff that isn't nearly as well documented.  It's cool you've put so much work into it and have been so successful but the scope of things you're willing to add seems unlimited and it's too much.

I'd be more willing to put the time in if there was a version with only maybe 10-20% of the best content, all extensively documented.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: GhostDwemer on August 15, 2014, 04:17:45 pm
Played an early version of Masterwork, didn't like it as I felt it changed the feel of the game too much. Guns? Steam? This is a medieval fantasy game! Played a more recent version (as dwarves) a few months ago, and got totally hooked. It really fleshes out the game and makes mid to late game play much more interesting.  It's "Steampunk DF," I can enjoy that. Truly an amazing piece of work. Thanks, Meph! Hopefully, there will be a new version that works with .40?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: sayke on August 15, 2014, 05:55:44 pm
This is not Masterwork. This is Text Will Be Text, a DFHack plugin. Meph did not develop this. He was not involved. He most likely doesn't know how it works (based on his insistence of not being a programmer). It is not Masterwork, it's something that it grabbed and ate and put into the settings without a single word as to what it actually is except on the very surface. The very fact that you think that this is somehow something Masterwork does is the exact reason why I dislike it so much.

Masterwork smoothly integrates the best of everything in the DF community. Nothing else does that nearly as cleanly. If anyone is interested in all the moving parts under the hood, they can poke around and look at the changelog and credits - it's all there. Credit is given where due.

But what's so incoherent about it? It all draws from classic fiction tropes, and its modularity makes complaining about this pretty pointless. If there's something you feel is incoherent, can't you just disable it?

And what is so unbalanced about it? The baseline is vanilla, which is incredibly easy to game... And other mods have their own pseudo-exploits and unbalanced stuff. Again, if there's something you feel is unbalanced, can't you just disable it?

I've poked around the rest of the mods quite a bit, and while there's a lot of good work out there, the depth, coherence, and modularity of MW really does it for me.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 15, 2014, 06:04:28 pm
This is not Masterwork. This is Text Will Be Text, a DFHack plugin. Meph did not develop this. He was not involved. He most likely doesn't know how it works (based on his insistence of not being a programmer). It is not Masterwork, it's something that it grabbed and ate and put into the settings without a single word as to what it actually is except on the very surface. The very fact that you think that this is somehow something Masterwork does is the exact reason why I dislike it so much.

Masterwork smoothly integrates the best of everything in the DF community. Nothing else does that nearly as cleanly. If anyone is interested in all the moving parts under the hood, they can poke around and look at the changelog and credits - it's all there. Credit is given where due.

The problem is that you have to poke around simply to find what the hell you've enabled, and many of them are presented as part of Masterwork rather than their own things that happen to be included. It's like the difference between Technic Pack and FTB in Minecraft. FTB includes a bunch of mods and people know which mod they're all from because there's a lot of effort made to make sure of that. With Technic, people talk about something like "Macerator from Technic" while in FTB they'll say "Macerator from Industrialcraft". It's shit like this that made Minecraft's community so terrible; people didn't want their stuff in mod packs because the mod pack devours their mod and makes it its own. Thankfully, Minecraft at least has actually managed to get out of that by having multiple.

Dwarf Fortress has no such thing, and it could be worse because we're all too nice to each other to refuse permission to include stuff. This is why I've endeavored to create a modpack. Partially because it's a fun thing to do, partially because I want an excuse to make a bunch of small mods instead of ever making one big one ever again, and the rest because Masterwork is snowballing out of control and eating the rest of the mod community whole.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 15, 2014, 06:30:45 pm
Dwarf Fortress has no such thing, and it could be worse because we're all too nice to each other to refuse permission to include stuff. This is why I've endeavored to create a modpack. Partially because it's a fun thing to do, partially because I want an excuse to make a bunch of small mods instead of ever making one big one ever again, and the rest because Masterwork is snowballing out of control and eating the rest of the mod community whole.

...Masterwork is replicating the rise of monopolies...
In the DF modding community, each mod is analogous to a small business with players being customers.  Masterwork is taking those businesses and turning them into a monopoly.  The only way we dissolved those was by courts.  This does not bode well for the economy that is the DF modding community if it winds up going as far as monopolies did.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Scruiser on August 15, 2014, 06:53:15 pm
Dwarf Fortress has no such thing, and it could be worse because we're all too nice to each other to refuse permission to include stuff. This is why I've endeavored to create a modpack. Partially because it's a fun thing to do, partially because I want an excuse to make a bunch of small mods instead of ever making one big one ever again, and the rest because Masterwork is snowballing out of control and eating the rest of the mod community whole.

...Masterwork is replicating the rise of monopolies...
In the DF modding community, each mod is analogous to a small business with players being customers.  Masterwork is taking those businesses and turning them into a monopoly.  The only way we dissolved those was by courts.  This does not bode well for the economy that is the DF modding community if it winds up going as far as monopolies did.
I can think of two major exceptions to the Masterwork sucks everything up trend:
Total conversion mods.  As in Masterwork beats out other mods for general generic fantasy expansion to vanilla DF, but it doesn't out compete all the crossover mods right? 
Minor tweaks.  If I just want to add in a few metals or individual creatures or a few spells, I just copy the RAWs from the mod thread directly into the .txt RAW files.

And really, is this such a bad trend if it results in the mods being more usable and enjoyable to the average player.  Keep track of all the utilities can be confusing at times.  I really appreciate having the all available through one download and one interface (I like the starter pack for this reason also).  It seems like the only thing to address is making sure that credit is given clearly and fairly.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 15, 2014, 07:43:59 pm
Total conversion mods.  As in Masterwork beats out other mods for general generic fantasy expansion to vanilla DF, but it doesn't out compete all the crossover mods right?

As I see it, with Total Conversion mods, there are two types of industries in that analogy.  The Crossovers (Zelda, Final Fantasy, Homestuck, etc.) and the Original Content (which is where Masterwork is).  In the industry it is in, Masterwork is dominating everything else.  For example, the latest release of Legend of Forlorn Realms, with the Ironhand graphics preinstalled, is at 1,354 downloads and 2,335 views, last updated on Dec 02, 2013.  Masterwork's latest version, on the DFFD mirror (one of two, both of which barely noticeable compared to the large letters of the main branch) has 298 downloads and 690 views, and it was updated on Aug 11, 2014.  That's about 1/5 the downloads, 1/3 the views, in 1/51 of the time on just a single mirror.  As I said, that is just one of the mirrors.  Who knows how many downloads there are on the other and the main download.

And really, is this such a bad trend if it results in the mods being more usable and enjoyable to the average player.  Keep track of all the utilities can be confusing at times.  I really appreciate having the all available through one download and one interface (I like the starter pack for this reason also).  It seems like the only thing to address is making sure that credit is given clearly and fairly.

Meph himself had to start out within an a fairly large community himself, but at that time, there was less of a presence of an all encompassing mod.  Without a single mod dominating a large portion of the modding community, it would have been easier to get players to come and test and build up a fan base.  Now, with much of the player base of the modding community flocking to Masterwork, many who have the potential to build a great mod like Meph might become discouraged or mostly ignored because they can't get that start-up base of fans to a good enough point to be able to become a well known face.

I do have a potential solution.  I need to make a mock-up of it to be able to explain it more clearly, so give me a bit of time to make it.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 15, 2014, 08:49:29 pm
Decided to place it in its own thread here (http://www.bay12forums.com/smf/index.php?topic=142361.0), since it was too far derailed from the main topic.  Sorry if this is a double post, I had been working on it here before I decided to move it over to its own topic.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: samanato on August 15, 2014, 11:02:43 pm
For example, the latest release of Legend of Forlorn Realms, with the Ironhand graphics preinstalled, is at 1,354 downloads and 2,335 views, last updated on Dec 02, 2013.  Masterwork's latest version, on the DFFD mirror (one of two, both of which barely noticeable compared to the large letters of the main branch) has 298 downloads and 690 views, and it was updated on Aug 11, 2014.  That's about 1/5 the downloads, 1/3 the views, in 1/51 of the time on just a single mirror.  As I said, that is just one of the mirrors.  Who knows how many downloads there are on the other and the main download.

Speaking of which, where is the creator of LFR these days?  It would really be a shame, if she outright quit altogether and left an excellent mod for dead because another one is holding a monopoly over original content.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: sayke on August 16, 2014, 01:00:57 am
A monopoly over original content!? What, now nobody else is allowed to create original content because Masterwork is just too good!?  :D

Gosh... Of all the complaints I've ever seen about a mod, that one has to take the cake: It's too good and thus nobody wants to play anything else!!
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Baffler on August 16, 2014, 01:03:18 am
The complaint is less "this mod is too good, nerf plox!" than it is "most everything good gets absorbed by this mod sooner or later, and it chokes out other things."
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Nopenope on August 16, 2014, 02:10:12 am
This is not Masterwork. This is Text Will Be Text, a DFHack plugin. Meph did not develop this. He was not involved. He most likely doesn't know how it works (based on his insistence of not being a programmer). It is not Masterwork, it's something that it grabbed and ate and put into the settings without a single word as to what it actually is except on the very surface. The very fact that you think that this is somehow something Masterwork does is the exact reason why I dislike it so much.
Incidentally that's one of the reasons I play the mod sometimes, even though I turn off many features. As far as I know he's the only one who took the time of putting all the newest dfhackery features into one single mod (and respecting compatibility), and for that I give him credit because having to fetch every little thing that isn't included in the main repo really does get old.

Quote
The complaint is less "this mod is too good, nerf plox!" than it is "most everything good gets absorbed by this mod sooner or later, and it chokes out other things."
But absorbing other things is good in some ways. The bay12 community does an amazing job at filling the obvious missing features in DF due to its decentralized nature - there'll always be someone ready to come up with something new after a while. However, due to its very decentralized nature, third-party content management gets really clunky after a while. This is not a criticism, only a comparison of order and chaos, so to speak - both have their upsides and drawbacks.

Let's say you're a long-time user, meaning you've been on the forums long enough to be aware of most notable stuff. Let's say you play DF with soundsense, dfhack (with twbt or rendermax, neither of which are in the main repo), rubble and dwarf therapist on (not saying everyone does this, I don't either, but I'm willing to bet a majority does play with one of them). Let's say you mod your own little thing such as fixing raws or minor creature additions. Let's say you're a fan of druidism and add the script to your hack folder. Sure it's a little tedious to all of this by hand, but then you have your very own DF customization. Until there's an update (dfhack or df) that breaks everything and then you have to refetch everything, or wait because of course not every maintainer is going to keep up at the same rhythm, if at all. That's where an all-encompassing thing like MW comes into handy. Because it includes every cool feature, I know that everything will be up to date and tested for me when it does update. Sure there's a lot of this "everything" that I won't use, but the parts I will are there.

I feel a lot of people are criticizing the Masterwork philosophy (have everything cool into one mod) which in my opinion is a good thing and should even be a standard - the problem is that sometimes it doesn't keep up with that philosophy and not everything is cool to my tastes.

Quote
...Masterwork is replicating the rise of monopolies...
In the DF modding community, each mod is analogous to a small business with players being customers.  Masterwork is taking those businesses and turning them into a monopoly.  The only way we dissolved those was by courts.  This does not bode well for the economy that is the DF modding community if it winds up going as far as monopolies did.
The reason small businesses can't keep up with big monopolies is because they don't have the power, workforce and such to reach as wide an audience as big monopolies do. This is different here, because MW is maintained by one guy, like literally every other project on bay12 save for dfhackery. Anyone can start their own all-encompassing pack that isn't MW if they take the time to do it (which is incidentally what PeridexisErrant does).
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 16, 2014, 07:06:23 am
Along with the many features like seeing items at different z-levels, images of items on the ground like a picture of an axe for an axe, etc..

This is not Masterwork. This is Text Will Be Text, a DFHack plugin. Meph did not develop this. He was not involved. He most likely doesn't know how it works (based on his insistence of not being a programmer). It is not Masterwork, it's something that it grabbed and ate and put into the settings without a single word as to what it actually is except on the very surface. The very fact that you think that this is somehow something Masterwork does is the exact reason why I dislike it so much.
Slow down there Putnam, you know exactly that I made the 3 tilesets. Twbt allows me to add things that way, but I wrote the how-to on itemgraphics, made the first item sprites, made the vanilla override files that that Lnp/start pack now uses, and Masterwork is still the only mod using it. Yes, I did not write that plugin, but without my work the StarterPack wouldnt have item graphics either. I also released a vanilla version with them... saying that I did no work is a bit wrong.

When I started the mod, everyone was playing Genesis. ;)

Mdf got so popular because of the modularity (I hope thats an actual word) and because I put in more hours than any other modder. Yes, I do get donations, but as it stand atm its way below 1$ per hour ;)

Masterwork is also open source, whenever people ask about the Gui source or if they can copy raws, I allow it. Its not only a black hole that sucks things in, its also a giant repository of mods that people can learn from.

About the MDF smothers the community: It might have an effect. But what could I do to stop that? Stop mod developement?

If there is a big modpack, it will be the same. People wouldnt download individual minor mods, instead take "Putnams Mod Startr Pack", and say the same things about it... for example that it has item graphics and multizlevel view... Disregarding who the real author is, even if he is listed in the credits.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Authority2 on August 16, 2014, 07:25:52 am
I've heard of Masterwork, but I've never tried it. Maybe when it's updated for 40.x.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: snelg on August 16, 2014, 09:33:48 am
Been playing it almost exclusively before the newer df releases. The mod feels a bit bloated but since most of it can be turned off it's not that much of a problem. I especially like how it adds possible alternate sources for resources you might not have available in your embark location (for instance sand, water or trees). I'm not too fond of the magic or diseases. But since it's modular I can just get rid of those. Also never tried any of the other races.

New creatures were interesting as well since it does make exploring more interesting.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 16, 2014, 11:41:00 am
About the MDF smothers the community: It might have an effect. But what could I do to stop that? Stop mod developement?

If there is a big modpack, it will be the same. People wouldnt download individual minor mods, instead take "Putnams Mod Startr Pack", and say the same things about it... for example that it has item graphics and multizlevel view... Disregarding who the real author is, even if he is listed in the credits.

I'm not saying to stop the mod.  You've put a colossal amount of work into it, and as you said, even if you did, another would just come along and replace it.  The black hole effect is a symptom, not the core difficulty.  The core is that more people will flock to ease of use, not wanting to go through the process of manually installing, which most mods do.  Maybe if they were  simple to install and uninstall, maybe it would be different.  That's why I am going to be trying to do this. (http://www.bay12forums.com/smf/index.php?topic=142361.0)  If it's ease of use, then that might solve the problem.  If not, then at least there would now exist a simple to use mod and utilities downloader.

I feel a lot of people are criticizing the Masterwork philosophy (have everything cool into one mod) which in my opinion is a good thing and should even be a standard - the problem is that sometimes it doesn't keep up with that philosophy and not everything is cool to my tastes.

Personally, I don't think it should be a standard.  As I've seen from this thread, there are a great number of complaints about the on/off system masterwork uses, because you only want one or two things, and if its all bundled together, then there is going to be stuff you don't want that you cannot isolate out.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Paphi on August 16, 2014, 02:47:07 pm
If such a huge amount of Masterwork is optional, why is it even all bundled together to begin with? My opinion is that overhaul mods should have a clear idea of the changes they effect and the end result of those changes should be fairly concise - enough to summarize the reason behind every change, at least. Frankly, Masterwork has gone far beyond the conventional definitions of mod, and I don't see this as a good thing.


In regards to this idea of a monopoly, I agree. To those who wish to take the metaphor literally, obviously it seems inane. But when something becomes as large as Masterwork, for better or worse it creates an atmosphere hostile to new content. Why bother creating something if your creation, if bad, attracts few-to-no users, and if good, is merely absorbed into Masterwork? So it places this throttle on creative input.

There are obviously no hard restrictions on revealing content, but when the very real possibility of having your creation absorbed against your wishes into this blob is constantly present, that reality makes people apprehensive to contribute. There have been many situations in regards to Minecraft where someone creates a mod and then is forced to defend their objections to having their content packaged with another mod, which is completely backwards, which further leads to large mods being made intentionally incompatible with nearly any other mod.

In a community as large and varied as DF's, this foreshadows a very dark road. How long until there are just a handful of big mods that don't work with each other? How long until people have to release their mods quietly so as to keep them out of the large modpacks? How long until DFHack scripts stagnate due to conflicts over ownership and maintenance?

If I make a tool, I know how this tool works, and I can use it to make other tools that all work together. If I borrow a bunch of tools from different people, I have to rig everything else together based on this non-standard group of tools which are not mine and which I do not understand.

Perhaps the largest issue with MW simply is Meph putting every little neat thing he sees into his pretty box.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 16, 2014, 02:52:39 pm
I don't think Meph would include something against one's wishes.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Paphi on August 16, 2014, 03:05:02 pm
Granted, I doubt Meph would blatantly steal work, but I worry about the precedents being set by MW, and what I've seen in other, arguably less sensible, communities.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 16, 2014, 03:10:51 pm
Granted, I doubt Meph would blatantly steal work, but I worry about the precedents being set by MW, and what I've seen in other, arguably less sensible, communities.

So more along the lines that people are compelled to make their mods based off of Masterwork or else their efforts wouldn't get attention, rather than work basically being stolen?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Nopenope on August 16, 2014, 03:40:19 pm
stuff

You extrapolate too much. There are many people who play with a few minor mods, it's not like MW is actually a threat to other mods. It's not like there's a competition going on since major mods and minor mods target people with different tastes, not even mentioning people who use both. I have yet to see a single modder on bay12 who complained that his creativity was "stifled" by MW. Plus the "mod aggregation counter" is reset whenever Toady or the dfhack team does an update since it usually breaks everything but minor mods.

As for ownership, I think it's bad taste not to allow people to reuse your work, so I don't feel the urge to defend the people who do this. I for one make my own modding soup which is not useful to anyone but me, but people who release something for people to use must expect people to, well, use it. Fortunately, again, I have yet to see a single person on bay12 who was disgruntled that someone deemed their work interesting enough to use it in their project.

And having every little nice thing, is, well, pretty nice. That's even the point, I don't see why anyone would object to someone doing it.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Eric Blank on August 16, 2014, 03:54:54 pm
I've been turned off of masterwork most by the need for a launcher to manage all the various components that don't all make sense, the necessity of extensive documentation which isn't effectively provided, the sheer number of component parts and the standardized materials system. You can't opt-out of that. But what if you want to? Then don't play masterwork, apparently. ??

I'm no stranger to throwing things into my game just because it sounded cool at the time, but at some point you just wind up with mod pudding that you can't keep track of, update efficiently, and many things which don't necessarily play nice together. How do you even keep mods from other modders that you include up to date and compatible?

Its also remained unclear to me; just how friendly is masterwork's raw structure towards introducing other mods which rely on the vanilla raw structures? Are all the normal materials, tissues, interaction templates and inorganics still there or would every other mod need to be made compatible with masterwork?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 16, 2014, 03:58:58 pm
Every mod needs to be made compatible. I completely gave up on making a race for Masterwork due entirely to the general (ironic) bloatedness of the raws.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: sayke on August 16, 2014, 05:19:05 pm
If such a huge amount of Masterwork is optional, why is it even all bundled together to begin with?

Because this way it's optional. That's what the bundling does!

Why bother creating something if your creation, if bad, attracts few-to-no users, and if good, is merely absorbed into Masterwork?

Well, if it's bad, then it shouldn't attract users in the first place... And if it's good, why wouldn't you want it included as an option in an easy-to-use collection of similarly good things?

When the very real possibility of having your creation absorbed against your wishes into this blob is constantly present...

That is actually not a possibility, at all. Meph is very careful to ask for permission and give credit where due.

How long until there are just a handful of big mods that don't work with each other?

What about having big modular mods where people can turn things on and off as they like?

How long until people have to release their mods quietly so as to keep them out of the large modpacks?

This is an absurd "concern", and has nothing to do with Masterwork. Meph asks permission and gives credit. If somebody else doesn't, then feel free to take it up with whoever that is.

How long until DFHack scripts stagnate due to conflicts over ownership and maintenance?

This has nothing to do with Masterwork.

If I make a tool, I know how this tool works, and I can use it to make other tools that all work together.

That's one thing Meph did, and everyone else is welcome to try to do it as well!

If I borrow a bunch of tools from different people, I have to rig everything else together based on this non-standard group of tools which are not mine and which I do not understand.

That's another thing Meph did, and everyone else is welcome to try to do it as well!

Perhaps the largest issue with MW simply is Meph putting every little neat thing he sees into his pretty box.

And that is an issue because...? The box is too pretty and full of neat stuff!? God...

Dear gord - this has to be the loudest complaining that the grapes are just too sour that I have ever heard in my life! =D

"In an old fable by Aesop, a hungry fox noticed a bunch of juicy grapes hanging from a vine. After several failed attempts to reach the grapes, the fox gave up and insisted that he didn't want them anyway because they were probably sour. Nowadays when somebody expresses sour grapes, it means that they put down something simply because they can't have it. The phrase is often used incorrectly as another way to express bitterness or resentment." (http://www.urbandictionary.com/define.php?term=Sour+Grapes (http://www.urbandictionary.com/define.php?term=Sour+Grapes))

I've been turned off of masterwork most by the need for a launcher to manage all the various components that don't all make sense, the necessity of extensive documentation which isn't effectively provided, the sheer number of component parts and the standardized materials system. You can't opt-out of that. But what if you want to? Then don't play masterwork, apparently. ??

Yep! If only having several types of wood is just too problematic for you, rather than the hundreds of near-identical types of wood just with different names that vanilla uses, then you are welcome to customize the mod to do that.

How do you even keep mods from other modders that you include up to date and compatible?

Yea, how does Meph even do that, anyway? By putting an immense amount of time into it, that's how. Let me know when you put a tenth as much in!

Its also remained unclear to me; just how friendly is masterwork's raw structure towards introducing other mods which rely on the vanilla raw structures? Are all the normal materials, tissues, interaction templates and inorganics still there or would every other mod need to be made compatible with masterwork?

Eh, you've got to tweak it a bit, but it's doable, as exemplified by the fact that multiple other people besides Meph have made excellent races for Masterwork that have been added in, to excellent effect!

Every mod needs to be made compatible. I completely gave up on making a race for Masterwork due entirely to the general (ironic) bloatedness of the raws.

If the raws are so impossibly bloated, why do you think other people were able to make such cool races for Masterwork, then, and not any other mod in existence? Smakemupagus (Orcs), Boltungs (Succubi), IndigoFenix (Gnomes)... -Nihil- just got a new race working a few days ago. ;D

If someone is jealous of Masterwork, I would expect them to come up with all kinds of weak-sauce reasons to complain about it. I think the onus is on folks who complain at things like MW, without constructively working on solutions, to demonstrate that they aren't just yowling out of jealousy :D
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 16, 2014, 05:31:01 pm
They don't make races for other mods because Masterwork is the only one worth making a race for, both because it's the only thing popular enough to matter these days and because most other mods aren't quite so completely and utterly incompatible with vanilla.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 16, 2014, 05:39:44 pm
Well, if it's bad, then it shouldn't attract users in the first place... And if it's good, why wouldn't you want it included as an option in an easy-to-use collection of similarly good things?

You have built up a lore around it, and don't want it to be with things that would mess up that lore.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: smakemupagus on August 16, 2014, 05:45:44 pm
You have built up a lore around it, and don't want it to be with things that would mess up that lore.

So then don't include it /problemsolved
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Nopenope on August 16, 2014, 05:46:01 pm
A lore only exists within the person's mind - it becomes completely different when used by another person. If you want people to use your stuff, you have to expect them to use it with a different mindset than you do. Also nothing prevents you from developing your own "purist" (so to speak) lore-specific mod alongside the forked MW one, in case this situation ever happens.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: NullForceOmega on August 16, 2014, 05:51:26 pm
This thread is starting to get very hostile, I know Meph said anything goes, but let's try to keep the interpersonal attitudes out of it please.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 16, 2014, 06:02:27 pm
So then don't include it /problemsolved

Some people enjoy having an internally consistent to their mods.  Also, that's just one example, another is that they want their work to shine on its own.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: smakemupagus on August 16, 2014, 06:15:38 pm
Right, I get it (ed:  i think.  sorry if somehow i'm missing the point?...).  So then the author should just ask the curator of big mod pack to not use this contribution, and the curator of big mod pack should respect that wish.  What is the problem?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Boea on August 16, 2014, 06:34:24 pm
So then don't include it /problemsolved

Some people enjoy having an internally consistent to their mods.  Also, that's just one example, another is that they want their work to shine on its own.
But this changes from person to person? Wouldn't being able to easily change the content in the game be towards that end? (This is the point of Masterwork...)

And as noted before, Meph, et al., have spent innumerable hours making sure the various components work together in no particular order... for the above points...
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: NullForceOmega on August 16, 2014, 06:36:50 pm
I think that the point here is that if a mod does something unique and interesting, MW tends to quickly recreate that effect within itself, thereby decreasing the unique mods attraction to prospective players.  But that is just my read of it.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Zanzetkuken The Great on August 16, 2014, 06:45:39 pm
What is the problem?

The phrasing you had used made it sound as if it had to be in Masterwork, rather than it being the choice the creator.

I think that the point here is that if a mod does something unique and interesting, MW tends to quickly recreate that effect within itself, thereby decreasing the unique mods attraction to prospective players.  But that is just my read of it.

This is a true as well.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: smakemupagus on August 16, 2014, 06:58:07 pm
The phrasing you had used made it sound as if it had to be in Masterwork, rather than it being the choice the creator.

Oh.  No, that's not what I meant.  I used the verb "include" rather than "allow to be included" because authors of content are often personally involved in a collaboration if their stuff gets rolled in.

[edit to avoid double post]

I am *sure* it is not Meph or any other contributor's intent to use anything against the inclination of the original author.  If that somehow happened accidentally then send a PM to the parties involved and get it squared away.  I am confused why this discussion takes on the bent of talking about some hypothetical plagarism.  Seriously, noone intends for that to happen.

Quote
I think that the point here is that if a mod does something unique and interesting, MW tends to quickly recreate that effect within itself, thereby decreasing the unique mods attraction to prospective players.

I suppose, but then also lots of modders also learn by deconstructing big mods, and learn in a fraction of the time how to recreate similar effects that experienced modders spent a lot of time figuring out.  Everything flows both ways, everyone gets better at modding, and big and small mods alike become more able to actually implement the creative content that they want to achieve, everyone has more fun.  Just my view.  I understand that reasonable people can disagree on this point.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Vattic on August 16, 2014, 10:01:08 pm
I don't like the style of Masterwork, it's just not my cup of tea. I know I could turn off a lot of what I don't like, but I enjoy tinkering with my own private mod more than using something pre-packaged. I have borrowed the odd idea and used the raws to help me figure out how to do things, but I do this with lots of mods big and small.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Billy Jack on August 17, 2014, 04:48:45 am
The whole idea of a mod is to take someone else's work and utilize it in a different way then it was initially intended. When electricity was first discovered the light bulb wasn't developed the next day. Modern society is built upon the ever expanding implementation and further development of other's ideas. Without Bay12 doing the major development, none of the mods would be possible. Expanding on the work of one to create something new, is the entire nature of modding.

If a group of people hadn't started digging through the RAWs and determining what the tokens did, then others wouldn't have been able to leverage that knowledge to create their own mods. If the dfHack team hadn't started mapping out memory addresses and developing ways to read or change them, then others would not have been able to create the tools and scripts that many feel are necessary to truly enjoy the game.

Masterwork certainly does borrow from other mods and takes advantage of new developments in scripting. I would hope that the developers of those tools would be honored to see what their work has allowed others to accomplish. The same goes for mod creators. All of the originators of those developments deserve credit.

As mentioned previously, Meph handles all of the management and inclusion of those nifty tools, scripts, and mods that he feels would contribute to the MW mod. He helps other people benefit from all of the available tweaks that many view as enhancing the experience. He sees the value of a new script / plugin and is inspired with what it can do. The MW mod inspires others to see what they could do to benefit the community.

And now I will remove my nose from up his ass (as in "brown noser") and provide my criticisms.

I agree with a previous post about there being a stable, bug-free version of the mod. I drifted away from DF after the 4i version of MW came out and wanted to wait for the new release of DF before coming back. I'm not familiar with how development on v5 went, but previously, each update seemed to provide bug fixes to old issues, yet introduce new ones from new content being developed.

I dislike the magic, alchemy, harder mining, diseases, golems, among a few other things. I know I can disable much of them, but, I always wonder what doing so would potentially break.

Have all of the new metals / alloys added anything to the game - I don't think so. I thought the basis of this mod was to help increase FPS by removing the unnecessary materials and such that were essentially generic because many of them had all of the same attributes with different names and colors. Now it continues to add to the FPS issue by including other materials, that I feel are unnecessary. The standardizing of the materials is what initially drew me in to MW. Implementing other's mods without this initial goal in mind is not always a good thing.

Thanks, Meph for all the great work you have done. The sheer number of downloads of your mod indicates your influence on the DF community, whether it be good or bad.

TL;DR  - you don't care what I have to say and I likely don't care what you have to say either.  ;)
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: lunaman22 on August 17, 2014, 08:24:04 am
I really love the MDF mod but i still think that vanilla is better.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Arbinire on August 17, 2014, 02:50:37 pm
Right, I get it (ed:  i think.  sorry if somehow i'm missing the point?...).  So then the author should just ask the curator of big mod pack to not use this contribution, and the curator of big mod pack should respect that wish.  What is the problem?

There is always the problem that if someone refuses to let their work be absorbed by masterwork, or later decides they no longer want it packaged within masterwork, that this person will then be ridiculed and ostracized by the fans of masterwork because of it.  The general community on these forums do tend to be better than that, but places where masterwork is seen, such as Reddit, aren't nearly so nice and often devolve into mob mentality..*cough* aherm, I mean, Social "Justice".
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: malvado on August 17, 2014, 04:02:55 pm
Last I used Masterwork  I liked it , been a while now since I'm pretty busy.
I like that it's  easy to use and allows to set up the game to your convenvience , although it would be good to know a little bit more about each options.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: AJC on August 17, 2014, 07:05:10 pm
(http://img.photobucket.com/albums/v171/AJC46/wat_zps0c81b8ec.jpg)

i for one find it very amusing.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Splint on August 17, 2014, 07:17:18 pm
(http://img.photobucket.com/albums/v171/AJC46/wat_zps0c81b8ec.jpg)

i for one find it very amusing.

Agreed.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 19, 2014, 03:12:55 pm
Might I gently guide the conversation away from "MDF stiffles other mods" vs. "MDF helps more people to get good content easily" back to the main question: What do you think about the mod ; the content itself?

And while I have to thank sayke and smake for jumping in for a rigorous defence, I'd rather have everyone just speak their mind without the need to justify his opinion later on. While I not necessarily share the opinions posted, I would still like to hear them. I am actually quite surprised by some of them, which is good.

The lack of documentation has been named several times... I might have to remind everyone that Toady One does not do one at all. The community does write the wiki. I have to mod and write documentation, because the MDF users are not as good as the vanilla users when it comes to updating wikis. Partly because I update more frequently I guess.

Another point was the lack of an aim. While true in the beginning, I do have clear goals that I set and achieve for the last 2 years at least. Partly determined by the community itself, through suggestions and polls. Leading point on these polls, again and again, is adding more features, regardless of how large Dwarf Mode already is.

For those claiming that the multiple playable races do not add new mechanisms, I would like to request at least that you try them out once. Especially Gnomes, Warlocks and Humans make use of new game mechanics and play fundamentally different from dwarves.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Talvieno on August 19, 2014, 03:39:36 pm
I don't think Meph would include something against one's wishes.
Strongly agreed with this - he came to me directly and asked if I would permit him to use my utility before he put it in.

I've downloaded Masterwork in the past, mostly to learn from the vast amount of raws it included, and to use a couple of the utilities. Perfect World and a couple others come to mind. I've never used it, though... It's a bit too big of a change for me to really get into it, I suppose, but I feel tempted from time to time.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 19, 2014, 04:14:27 pm
I only had positive responses when I asked about adding content, be it utilities, raws, artwork... that goes from normal Df modders, over programmers to artists. The only exception of this are the images in the first page of each race-specific thread, as they are from Google.

On the other hand, the responses I get after things have been included for a while differ. For example you, Talvieno, did not even realize that your utility was still included at this moment... Roses responded very positively by saying he is glad that someone makes use of his scripts, after I showed him the upgrade/guildsystem I wrote for human mode with them... while Darkflagrance wasnt sure if his Fortress Defense II was still being used. Its included in MDF and I often see posts about its features in the MDF board, less so in darkflagrances own thread. I had to personally tell him this, otherwise he would have assumed that less people used it, while in fact it is more.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: burned on August 19, 2014, 10:34:23 pm
Vanilla DF vs. Masterwork. Please dont. Its not a contest, its not "versus", its not a Toady vs. Meph Deathmatch. I have seen discussions about this, and they never lead to anything, nor are they pretty.
The lack of documentation has been named several times... I might have to remind everyone that Toady One does not do one at all. The community does write the wiki. I have to mod and write documentation, because the MDF users are not as good as the vanilla users when it comes to updating wikis. Partly because I update more frequently I guess.

Your words come off as disingenuous. Your response to the lack of documentation is a direct comparison to your work versus Toady's, the MDF users versus the vanilla users and (as you already stated) will not "lead to anything" productive. The lack of documentation is a valid criticism of masterwork to some users in this thread. I don't think the manner in which you addressed the issue is helpful to the discussion.

I personally didn't appreciate the last sentence of that paragraph.

As someone who is not interested in masterwork, I am not sure that my reasons would be helpful. I guess it's just not my cup of tea as Vattic put it.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 20, 2014, 02:17:43 am
That was neither comparing Toady to me nor DF to MDF. It was only about the ability of a large group of people updating a wiki in comparison to a small group of people not updating a wiki. ;) No harm intended.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: k33n on August 25, 2014, 09:29:08 pm
I dislike the proliferation of common races and other fantasy tropes - it takes the weird aspects of DF and makes it generic and tired. Also that you take donations leaves a very yucky taste in my mouth.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: sum1won on August 25, 2014, 11:48:46 pm
Biggest issue is that as things stand, MDF seems to be less stable than even 40.0x vanilla, and runs slower thanks to terrible loading times.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: mifki on August 26, 2014, 12:01:24 am
Also that you take donations leaves a very yucky taste in my mouth.

Why is that?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 26, 2014, 04:13:50 am
I am not the only modder that accepts donations. ;) Compared to Toadys influx of donations, mine are almost not noticeable. August for example I got one donation over 25$. Generally hovering between 0 and 100$ a month, only exceptions were the two fundraisers, which worked similar to Rainseekers Animal Sponsoring Drive for vanilla Df. People vote on their favourite topic and I worked a month on those topics each.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 26, 2014, 04:20:13 am
Biggest issue is that as things stand, MDF seems to be less stable than even 40.0x vanilla, and runs slower thanks to terrible loading times.
Loadind and saving times, as well as worldgen are slower, but ingame FPS are higher. I personally run DF on a SSD and not a HDD, so save/load times are almost instantly. It takes longer than vanilla, because there are more files to copy into the save folders.

The instability is mostly worldgen, or directly at embark. I have not gotten any crash reports on the humans or the hermit, the newest additions to the mod. Generally, if a game crashes, it was dfhack, so disabling it, playing past the crash and enabling it again should help. I recommend using quicksave a lot, like in any other game.

Of course it would be nicer not to have any at all, but modders have a hard time finding the sources of such issues.

edit: Sorry for the double post, I write on a phone and thought that quote was added to my post above.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Devstorm on August 26, 2014, 08:46:56 am
I liked the way it looked enough to download it. Unfortunately, I can't tell you how it played for me. DF crashes as soon as I try to actually play the game through the Masterwork interface. So I've gone back to playing what I did prior to trying it out.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: burned on August 26, 2014, 10:03:44 am
There are a lot of people that provide free content online and then put their virtual hat out so to speak (this includes myself). Video creators, podcast editors, and even just blog post writers - people who put time and effort into some of the best free content out there; this includes the great game Dwarf Fortress.

It goes without saying that anyone who doesn't like said content isn't forced to donate.

I am not the only modder that accepts donations. ;) Compared to Toadys influx of donations, mine are almost not noticeable. August for example I got one donation over 25$. Generally hovering between 0 and 100$ a month, only exceptions were the two fundraisers, which worked similar to Rainseekers Animal Sponsoring Drive for vanilla Df. People vote on their favourite topic and I worked a month on those topics each.

Ignoring your consensus fallacy, I don't really follow why making a Toady/meph comparison (again) about how much you get versus Toady is relevant. Nor do I see how the Animal Sponsor Drive and your fundraiser(s) are apt.

However, it's easy for me to understand the "yucky taste" k33n speaks of without him explaining why.

Quote from: Toady One
I don't have a problem with people asking for money for the work they are doing, but I don't want to become entangled with anybody financially.  So I'd prefer not to receive any money or have Bay 12 be involved with any of the logistics. (http://www.bay12forums.com/smf/index.php?topic=131977.msg4703302#msg4703302)

Yes, I realize that Toady didn't say "No" when you originally sought him out regarding your first fundraiser, but Mifki seems to be in the dark about why this might be an issue with some people and based on how you responded to k33n's remark perhaps his comment is lost on you as well.

PeridexisErrant (http://www.bay12forums.com/smf/index.php?topic=126076.0) and fricy (http://www.bay12forums.com/smf/index.php?topic=128960.0) currently set a better precedent than your masterwork fundraisers. The difference is obvious, but I am not sure if it's reasonable to suspect that I can convince you otherwise, much in the same way that you could not convince me masterwork is interesting.

Other people like your work; other people enjoy masterwork. You have a sub-forum for masterwork. While it may be preaching to the choir as you put it "over there", "over here" it feels like reading a discussion on ASCII versus graphic sets interrupted by someone stepping in to point out that it's actually code page 437. The value is lost on me.

What is it that you are seeking here?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: macscarfe on August 26, 2014, 10:37:31 am
What is it that you are seeking here?
It's easy for me to understand what he is seeking.
However, it's easy for me to understand the "yucky taste" k33n speaks of without him explaining why.
Not easy for me at all.

In fact as a new to the forums lurker all I get from reading this thread is that a couple of people are seemingly determined to derail the thread for the sole purpose of keeping Masterworks in it's box ... presumably because it's unclean.

I downloaded Masterworks when I first tried DF, didn't like it was like being hit in the face by a baseball bat with no explanation as to who or why I was being hit. But given the tone of the posts from a number of people in this thread I'm determined to give it a second chance because anything that garners this much disgust is always worthy of a second look.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Dyret on August 26, 2014, 10:55:07 am
In fact as a new to the forums lurker all I get from reading this thread is that a couple of people are seemingly determined to derail the thread for the sole purpose of keeping Masterworks in it's box ... presumably because it's unclean.

I know, right? It's like the civil rights struggle of our day!
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Devstorm on August 26, 2014, 10:56:54 am
What is it that you are seeking here?
It's easy for me to understand what he is seeking.
However, it's easy for me to understand the "yucky taste" k33n speaks of without him explaining why.
Not easy for me at all.

In fact as a new to the forums lurker all I get from reading this thread is that a couple of people are seemingly determined to derail the thread for the sole purpose of keeping Masterworks in it's box ... presumably because it's unclean.

I downloaded Masterworks when I first tried DF, didn't like it was like being hit in the face by a baseball bat with no explanation as to who or why I was being hit. But given the tone of the posts from a number of people in this thread I'm determined to give it a second chance because anything that garners this much disgust is always worthy of a second look.

I found your last statement both true and funny. Too bad I can't do the same. People seem more inclined towards provoking an argument via the thread rather than seeing if they could help. But lately, that seems to be par for the course here. Sadly.

Good luck with your game, though. Hope you enjoy it!
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: burned on August 26, 2014, 11:20:00 am
What is it that you are seeking here?
It's easy for me to understand what he is seeking.
However, it's easy for me to understand the "yucky taste" k33n speaks of without him explaining why.
Not easy for me at all.

/snip

Something seems wrong about holding a fundraiser for yourself for a mod for a game where the creator of that game lives off donations. I guess it comes from an odd sort of love for DF; from passion and support for Toady and his life's work.

That's the best way I can describe the "yucky taste" - perhaps it isn't easy to understand, but I'd argue that the passion is clear.

Asking for feedback from people not interested in masterwork is sincerely not clear to me. If I put out a graphic set and asked for feedback from ASCII users that would be confusing, right? Am I going to convince them to convert? What would be the point?

Regardless, whether you guys are using masterwork or not or ASCII or graphic sets - Strike the Earth! ;]
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Devstorm on August 26, 2014, 11:26:49 am
What is it that you are seeking here?
It's easy for me to understand what he is seeking.
However, it's easy for me to understand the "yucky taste" k33n speaks of without him explaining why.
Not easy for me at all.

/snip

Something seems wrong about holding a fundraiser for yourself for a mod for a game where the creator of that game lives off donations. I guess it comes from an odd sort of love for DF; from passion and support for Toady and his life's work.

That's the best way I can describe the "yucky taste" - perhaps it isn't easy to understand, but I'd argue that the passion is clear.

Asking for feedback from people not interested in masterwork is sincerely not clear to me. If I put out a graphic set and asked for feedback from ASCII users that would be confusing, right? Am I going to convince them to convert? What would be the point?

Regardless, whether you guys are using masterwork or not or ASCII or graphic sets - Strike the Earth! ;]

Well, if I made a tile set, and wanted to find out what was thought of it, I would not only ask my users, but go to those still using ansi/other tile sets to find out if they've tried mine. And why, if they have, they aren't using it. It's a means to provide feedback that might lead to improvement. Or at least that is my best guess on what is being done with this thread.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: burned on August 26, 2014, 11:44:29 am
Well, if I made a tile set, and wanted to find out what was thought of it, I would not only ask my users, but go to those still using ansi/other tile sets to find out if they've tried mine. And why, if they have, they aren't using it. It's a means to provide feedback that might lead to improvement. Or at least that is my best guess on what is being done with this thread.

Perhaps it is very difficult for me to understand, since I am coming from a position of disinterest no matter how you spin "your graphic set." Masterwork just doesn't peak my interest.

Thats why I made this thread. I want to know what Non-MDF-players think. Anything goes, praise or criticise away. Rant about it if you like. Negative feedback is still feedback, as long as it doesnt border on insults. ;) And ask what you like. Anything you might want to know about the project or me.
Emphasis mine.

I do understand what you are saying Devstorm - but the whole "Non-MDF-players" means people like me - who just don't play it; have no interest in playing it. So why care what I think about it?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: thvaz on August 26, 2014, 11:58:46 am
I feel the "yucky taste" exactly as burned feels it, too. And I don't like how when It is so intrusive in the Dwarf wiki.

But what I like doesn't matter. As long as Toady is ok with it, it's ok.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: macscarfe on August 26, 2014, 12:09:38 pm
Asking for feedback from people not interested in masterwork is sincerely not clear to me. If I put out a graphic set and asked for feedback from ASCII users that would be confusing, right? Am I going to convince them to convert? What would be the point?

Well for me, as a person who has modded other games (not touching this game as I actually want a life and a steady income a job provides at the moment) I have seen so many mods die off simply because they did exactly what you said.

Preaching to the converted is an evolutionary dead-end, it leads to elitism and the vocal minority dominating the mod/game.

Surely it's better to cast your net a bit wider, to be more inclusive, to ask for criticism (and who better to ask criticisms from that those who actually criticize rather than massage your ego because your doing what they want?) and from that work towards making a mod that appeals to a wider audience? (if that is your goal)

Of course there's always the danger of going too far and trying to please all of the people all of the time, but I personally think Meph is taking the right approach by asking those who don't use his mod why in as broad, open and friendly way possible.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: arbarbonif on August 26, 2014, 12:53:55 pm
do understand what you are saying Devstorm - but the whole "Non-MDF-players" means people like me - who just don't play it; have no interest in playing it. So why care what I think about it?
It includes people like you and people that don't play because of other reasons, that Meph may be able to alleviate by changing things (thus getting them more interested). 

There are 4 types of people; those that like you for the right reasons, like you for the wrong reasons, dislike you for the wrong reasons, and dislike you for the right reasons.  Only the last group really matters.  -Mangled quote by somebody whom I don't know the name of.

More on topic: I do play Masterwork, but only dwarves and I do think there is simply too much in it (which is the main reason I haven't tried the other races).  The main thing I like about it is how it gives ways to deal with the variances of the map.  You don't need flux on the map to get steel, you can get bloodsteel or obtain flux from other ores and iron from praying.  You can even make a decent military without any metal at all.  A good embark is still a good embark but there are far fewer boringly bad embarks (oh look, the shallow metals were zinc and galena, with tin deep!). Meanwhile, FUN embarks can get even more FUN.  But I don't actually feel like I have a complete handle on dwarves since I run into the "ooh, maybe this would work better; time to restart!" even more strongly than I do in standard DF.  I've never made a volcanic item, made one golem (and ended up using the wrong dwarf since I didn't realize that it ate him)...  I think MDF has a problem with option paralysis (at least for me).

I do think that having one mod dominate the landscape is not good for the community, but I'm not sure what can really be done about it.  I think the creating a launcher that lets you combine mods seamlessly and easily is the best bet for making it a more competitive marketplace.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Arbinire on August 26, 2014, 01:16:08 pm
I do think it keeps baring in mind that Meph isn't a native English speaker, so while he may say something which comes across one way, it isn't necessarily what his intent with the message was.

I do think that having one mod dominate the landscape is not good for the community, but I'm not sure what can really be done about it.  I think the creating a launcher that lets you combine mods seamlessly and easily is the best bet for making it a more competitive marketplace.

That also runs the risk of mods becoming homogenized, smaller fish being eaten up by the bigger.  One of the complaints this very thread has seen is the fact that more than a few mods and 3rd party programs have been adopted by Masterwork and specifically it's launcher, and people now attribute them to Meph and Masterwork.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: samanato on August 26, 2014, 02:17:03 pm
Should there a mod-launcher, it at least needs to clear that it's just that, a launcher for mods.  It should be very clear about attribution, not just in credits, but explicitly naming the mod and its author in the interface itself.

The specific to Masterwork problem is being a modpack and an original creation at once, which doesn't help with the attribution of whose work is whose.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Nopenope on August 26, 2014, 03:24:26 pm
That also runs the risk of mods becoming homogenized, smaller fish being eaten up by the bigger.  One of the complaints this very thread has seen is the fact that more than a few mods and 3rd party programs have been adopted by Masterwork and specifically it's launcher, and people now attribute them to Meph and Masterwork.

Mods being homogenized is a good thing. There are people actively at work right now trying to come up with a standard way of making and combining mods; no one wants to sort through a bunch of raws because of one careless modder. As for people attributing stuff to Masterwork, I've seen it happen a grand total of two times - and there's been a lot of noise about either instance. We get it, MW is not DFHack; it's time to move on.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 26, 2014, 03:28:28 pm
That also runs the risk of mods becoming homogenized, smaller fish being eaten up by the bigger.  One of the complaints this very thread has seen is the fact that more than a few mods and 3rd party programs have been adopted by Masterwork and specifically it's launcher, and people now attribute them to Meph and Masterwork.
As for people attributing stuff to Masterwork, I've seen it happen a grand total of two times - and there's been a lot of noise about either instance. We get it, MW is not DFHack; it's time to move on.

You've never payed too much attention to Reddit.

Mods being homogenized is a good thing.

This is simply equivocation. Homogenized as you're describing it is in terms of syntax. Homogenized as corrosivechains is describing it is in terms of it all becoming one big mod called Masterwork.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: k33n on August 26, 2014, 08:47:56 pm
That also runs the risk of mods becoming homogenized, smaller fish being eaten up by the bigger.  One of the complaints this very thread has seen is the fact that more than a few mods and 3rd party programs have been adopted by Masterwork and specifically it's launcher, and people now attribute them to Meph and Masterwork.

Mods being homogenized is a good thing. There are people actively at work right now trying to come up with a standard way of making and combining mods; no one wants to sort through a bunch of raws because of one careless modder. As for people attributing stuff to Masterwork, I've seen it happen a grand total of two times - and there's been a lot of noise about either instance. We get it, MW is not DFHack; it's time to move on.

Not when one guy takes the credit and money.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 26, 2014, 09:24:49 pm
We're still not talking about the same word here.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Button on August 27, 2014, 02:29:00 am
If someone is jealous of Masterwork, I would expect them to come up with all kinds of weak-sauce reasons to complain about it. I think the onus is on folks who complain at things like MW, without constructively working on solutions, to demonstrate that they aren't just yowling out of jealousy :D

You. You and people like you and saying what you just said are the reason I won't even give Masterwork a look.

Meph came and asked for thoughts, including criticisms. For the most part people have given their thoughts politely and respectfully.

This is not "looking for reasons to complain about it" because we're "jealous".

There is no obligation for us to work on Meph's mod if we don't like it. I mean, what? What the hell is your problem?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Arbinire on August 27, 2014, 02:49:04 am
This is simply equivocation. Homogenized as you're describing it is in terms of syntax. Homogenized as corrosivechains is describing it is in terms of it all becoming one big mod called Masterwork.

Well....not necessarily called Masterwork :P but yes, that is exactly the spirit of what I meant ;)
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: smakemupagus on August 27, 2014, 08:16:35 am
I'm pretty sure he was suggesting that people who feel strongly about increasing the visibility of other mods could direct their energy to community solutions like working on a modpack launcher, making community games to increase visibility of the other mods, posting supportive feedback to the other mods, etc.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 27, 2014, 08:29:27 am
I will be back in Germany tomorrow, with access to a PC and will answer all questions I can, followed by a personal note on the discussion.

Till then I would like to ask everyone to keep their calm, please.

Just a quick comment on the latest pages: I was comparing the amount of donations to make it clear that MDF is not hurting Toadys income, since I assumed that this was meant with the comments towards a yucky taste. I would also like to remind everyone that accepting donations is not the same as taking money for something. Even Dwarf Therapist, a tool used by almost everyone has a donate button. Lastly, while it is true that sometimes people falsely attribute work to me that I did not do, especially on reddit, I would never take credit for other peoples work. I might add that by far the largest parts of the mod are written by me as well, since it seems that people unfamiliar with it sometimes assume that I simply collect and merge other peoples work. While I also do this, I can asure everyone that the largest part of the Raws were written by me myself.

Till then, please continue discussing, I dont mind a few harsh words, regardless of me agreeing to the opinion or not. But the fact alone that this thread has a lively discussion is sign enough for me that it was the right decision to post it.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: burned on August 27, 2014, 11:46:04 am
I was comparing the amount of donations to make it clear that MDF is not hurting Toadys income, since I assumed that this was meant with the comments towards a yucky taste. I would also like to remind everyone that accepting donations is not the same as taking money for something. Even Dwarf Therapist, a tool used by almost everyone has a donate button.

I don't have a problem with anyone asking for donations (http://www.bay12forums.com/smf/index.php?topic=142210.msg5606821#msg5606821) - whether it's masterwork, dwarf therapist, whatever. It's the fundraisers that leave the yucky taste. (http://www.bay12forums.com/smf/index.php?topic=142210.msg5607002#msg5607002) If you want to continue with consensus comparisons, the same yucky taste would be present if Dwarf Therapist did the same thing.

I realize that donating to Toady and contributing to another cause or fundraiser is not mutually exclusive, but the idea that you're doing it "in his house" is jarring.

There are 4 types of people; those that like you for the right reasons, like you for the wrong reasons, dislike you for the wrong reasons, and dislike you for the right reasons.  Only the last group really matters.  -Mangled quote by somebody whom I don't know the name of.

It's difficult for me to judge whether disliking your fundraisers is for the wrong reasons or if disliking your fundraisers is for the right reasons. As I mentioned previously, the feeling is fueled by passion and I am not sure it is something I can adequately convey to someone who doesn't feel the same way.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: arbarbonif on August 27, 2014, 01:31:56 pm
There are 4 types of people; those that like you for the right reasons, like you for the wrong reasons, dislike you for the wrong reasons, and dislike you for the right reasons.  Only the last group really matters.  -Mangled quote by somebody whom I don't know the name of.
It's difficult for me to judge whether disliking your fundraisers is for the wrong reasons or if disliking your fundraisers is for the right reasons. As I mentioned previously, the feeling is fueled by passion and I am not sure it is something I can adequately convey to someone who doesn't feel the same way.
That was more aimed at the "Why bother asking people who don't play Masterwork" question.  I think disliking the fundraisers on Toady's site is not unreasonable, but I kind of get a feeling that it is almost as much making sure people actually want it rather then trying to get cash money.  He certainly doesn't set a overly high bar to hit for them.

Meph is very quick to give credit to the people that actually wrote the parts of MDF that he didn't write, though it should probably be clearer in the mod itself (i.e. in the launcher).  Alas, I doubt that an acknowledgments page would actually stop people from attributing to Meph that which is not Meph's (and anything more complete would be hard to fit in the UI without it being too in the way).  And as I write this I realize I don't even know if there is an acknowledgement page in there already...
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Nopenope on August 27, 2014, 01:53:13 pm
The point is that Toady condones what Meph is doing (he even semi-supports it in a way since he added a special forum for MW) so there's no need to have a yucky taste for someone else. And to be honest, I don't think the total amount of MW donations (~$2000 I think, aka ~€1500 in Europe which is barely above minimum wage in most countries) actually harmed Toady's income.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Putnam on August 27, 2014, 02:23:23 pm
The MW forum was because it was asked for, same as the rest of the modding subforums.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: burned on August 27, 2014, 02:57:17 pm
The point is that Toady condones what Meph is doing (he even semi-supports it in a way since he added a special forum for MW) so there's no need to have a yucky taste for someone else. And to be honest, I don't think the total amount of MW donations (~$2000 I think, aka ~€1500 in Europe which is barely above minimum wage in most countries) actually harmed Toady's income.

While I don't appreciate you telling me how I should feel, how is any of what you said correlative?
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Nopenope on August 27, 2014, 03:24:03 pm
The MW forum was because it was asked for, same as the rest of the modding subforums.

We do need a DFHack forum. Hopefully people won't attribute things to MW when the DFHack folks get more than a few gigantic threads to discuss their latest research.

Quote
While I don't appreciate you telling me how I should feel, how is any of what you said correlative?
Uh, not sure what you mean. Feel free to feel however you feel you should feel.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Dyret on August 27, 2014, 04:22:59 pm
I feel you're being disingenuous when you say you feel he's free to feel however he feels he should feel. I feel you really feel he should feel the way you feel he should feel. That's just how I feel though.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: k33n on August 27, 2014, 04:59:25 pm
I feel you're being disingenuous when you say you feel he's free to feel however he feels he should feel. I feel you really feel he should feel the way you feel he should feel. That's just how I feel though.

I feel ya.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 27, 2014, 05:11:50 pm
I feel you're being disingenuous when you say you feel he's free to feel however he feels he should feel. I feel you really feel he should feel the way you feel he should feel. That's just how I feel though.
Difficult to judge sarcasm on the internet. :)

Quote
"Why bother asking people who don't play Masterwork"
Obviously to figure out why, and change it. ;) Of course I cant affect things like "I dont like mods" or "I dont like additions that are no done by Toady when it comes to lore", but with "its overwhelming", or "I wish I could set it to vanilla with the launcher" and similar reports, I can work with.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: mnjiman on August 27, 2014, 08:13:24 pm
The mod is attempting to be much more then it actually is. Thats the issue. You have a niche community and you are attempting to please everyone as much as possible. Why? Find a popular niche and try to focus on that. Even for a game like dwarf fortress this mod has too much fat. Good, I am happy it adds lots to the game many people like. Does not change that fact that there is too many options.


As someone said already "I think MDF has a problem with option paralysis." This sums up the issue perfectly. Even this thread and your current attitude in this thread is proof that this is occurring. Look at your mod. You toke away options from the main game just to add more options. Sure these options now have more meaning, but your are just shoving in these meanings just because. There is no balance. No Elegance. No.... smoothness. I just see fat upon fat.

You have to ask yourself "What are your goals right now?" because honestly, I think your kidding yourself if you think what you are doing here is the right course of action. It really isn't.

For now, IMO you should stop posting in this thread and let people just talk amongst themselves.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Sutremaine on August 27, 2014, 09:15:46 pm
I dislike that MW has become its own huge thing, but I think that's been covered enough.

I also dislike how much it relies on DFHack, though that's a purely personal thing. There's a sort of elegance I find about taking an idea and fitting it into DF and its modding limitations while still retaining the essence of the idea. With DFHack you can just steamroll those barriers, for better or worse.

There seems to be so much stuff in MW. What is the mod for? Is it a total conversion? Is it a collection of addons? Are its changes ones made to fix perceived problems with the vanilla DF experience?

I dunno, I just feel uneasy about MW.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Legionaries on August 28, 2014, 12:11:22 am
Since I've tried MW I answer the question posed by Meph - but I'll leave the mod philosophy arguments to you guys.  These goblins aren't going take their magma bath without some 'help'.

I tried to play MW.  I made the mistake of enabling every option I could enable to start my first game.  Too much stuff to start.  Then my drunk minions caused an event in game that wasn't MW's fault and I ragequit.  I haven't been able to force myself to go back yet... maybe someday.

However, MW exposed me to some mods I'd never seen before; I started to hunt some of those down and add them into vanilla and to PeridexisErrant's pack (I tried MF before PeridexisErrant started doing that for us).  My favorite is the Fortress Defense Mod.  I learned a lot about what I could do to modify the game to my liking.  I started trying several new utilities and mods because MF was just too much for me but had really cool things in it I could go back and look at.  I realize other people have felt the opposite is true, but that's my personal experience.

It also convinced me to finally try out the other tilesets.  Didn't make me change, but I tried out a bunch of them.

I think that when I'm ready to give it another go I need to spend time figuring out what I really want to use along why or why not, and more than likely use it for research on what other mods I need to try out.  I've found that so far I've been happiest using some utilities and only a couple of interesting mods.  There were just too many things to try all at once.


Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: fvanegdom on August 28, 2014, 11:54:31 am
I am going to go ahead and not lean in on the ongoing 'discussion'.

When I play Masterwork, I am really only interested in playing the dwarves. Maybe just because I am not bored with them yet.

What I like best about Masterwork and some other mods that went before it, is the progression that it adds. I can add features to my fort and improve it in many ways other than making it bigger. I can research new rooms and access new alloys as I upgrade my infrastructure. I would like to see ever more ways to 'upgrade' your fort by adding new types of rooms or upgrading existing rooms.
I would prefer if you focused more on dwarves. Some of the features that were added to other races, such as the automated workshops and machines(not all, but some of the less steam-punky ones, such as a sawmill and the drill) I would have preferred to see for the dwarves instead.

Also, I think you should rebalance the pop ratio's for the guilds/castes (easy to do by myself, but I think it should be standard), there should be more stoneworkers than there are beast-wardens.
I recently saw a thread that discussed creating water pipes, I would really love to see that.

Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Meph on August 28, 2014, 12:31:45 pm
Ok, here I will go through the entire thread, and collect everything that has been said. I tried to sum up the post of each person and made a tl;dr version of them. Then I answer to it. After that comes my take on this little 2 week collection of replies.

Quote
dudlol:Likes it, different races are good, because of their different playstyle.
Thank you. I made sure that each included race plays completely different from dwarves, which means that 7 included races will give you 1 dwarves+extras and 6 total conversions. Good that this is being noticed. :)

Quote
Elephant Parade: High-magic doesnt fit DF.
I hear that a lot, which is the reason that magic and mage-castes are optional. Its a personal opinion, some people like it, others dislike it. Since all things magical can be removed in the launcher, this should be no issue. If I would remove high-magic in general, I would get requests to mod in high-magic, for those that like it.

Quote
Tryble: Knows old mod versions. Dislikes "random junk of stuff added by random person", explained by "I'm just the kind of guy who's naturally hostile to significant mods in general." Likes standardized materials.
Obviously Accelerated DF or Putnams Fantastic DF are more geared towards you. Otherwise I can say that I havent added random junk in a long time. The first year I did MDF, yes, because I was new. But since 2 years at least I do have a pretty clear system.

Quote
Paphi: Not a fan, dislikes standardized materials.
Standardized materials were one of the first features, aimed at user friendliness and FPS improvements. Its a very polarized topic, either people love it or hate it. Its not optional, because the materials themselves are the basis for most reactions, so rewriting this is rather complex. It can be done, but hasnt been requested often.

Quote
Vherid: Likes/Dislikes different versions of the mod, doesnt like new non-df lore additions, says mod is bloated. (too many features)
Here we start with the bloated/feature-creep point, as well as DF lore vs. Non-DF lore. Writing a major mod for any game makes it hard to stick to its limited source material. When you reach this limit, you can either stop, or add original content they invent themselves, or use already popular content that is well established, e.g. crossovers. I try to do all three. All vanilla content is still there, so the source lore still exists. Then I freely invent things myself, or import tropes from Bay12, Warhammer, Warcraft, Lord of the Rings, books and movies... a mod as large as MDF can not just be vanilla DF lore. It automatically developes its own lore. Liking or disliking this is of course a personal matter, although it surprises me to hear it from you vherid, since you wanted to write a egyptian civ for MDF, and usually work on First/Second Worldwar soviet-style themes and mods. Clearly not DF lore. That leads me to the assumption (please correct me if I am wrong) that you dont like adding new non-DF lore in itself, but that specific lore I chose (warhammer/lotr), instead of specific lore you like. :P

Quote
Urist Da Vinci: Dislikes dfhack dependancy, Mods that use launchers (any game, mainstream or indy), additions of non-df lore in terms of drow/dark elves.
I cant really say much about the dfhack dependancy, as it allows groundbreaking features. It would be insane not to use it. Surprised to hear that as a point from you, since you write custom scripts for dfhack yourself, and use it to improve vanilla (for example removing those blood/extract barrels from embark/caravans).

The launcher is the one feature that made the mod as popular as it is. I cant do anything about your personal dislike for included .exes, but without it, the mod wouldnt exist. ;) And again, non-DF lore, in that case drow. Some people like them, others dislike them... personally, I might merge them with elves, once a playable elf race is written, as a caste. They were introduced into the mod as a evil civ, when those were lacking. With Warlocks and Succubi (undeads and demons), they are no longer necessary.

Quote
weegth: Likes most additions, but the plethora of buildings, which add too many options. Would like the ability in the GUI to remove even more mod-features, to bring the mod closer to vanilla.
Bloat criticism #2. The rest connects to it, more GUI options to disable features obviously reduces bloat, and brings the mod closer to vanilla.

Quote
Nopenope: Likes lots of additions, dislikes new pets (too complicated to learn), directly mentioning Armok ingame, too many non-toady-one races, that seem superficial/similar. New metals, especially fantasy metals, likes realism more than gamey additions. Same for creatures, RL animals ok, fantastic/story monsters should be rare. Also dislikes standardized materials, because its too gamey, as well as bay12 lore in the game itself (like evil carps). Likes collection of all the dfhack scripts.
The new pets are actually a mod by wannabehero. He (and I too) felt that normal human RL animals dont fit dwarves that live under mountains, and Toady One hasnt quite finished a proper animal farming system (animals dont eat/drink, except grazers that need grass, but cant be fed indoors in a stable for example). The new pets are designed to be more subterrenean in nature. The vanilla pets, realistic farm animals, are part of the human civ, since RL animals domesticated by humans should also be that way in the game.

Armok is another Bay12 lore that I included into DF, I honestly havent seen anyone react upon it negatively, except in this thread. It never crossed my mind. Overall your feedback tells me that you want realism and simulation more than features aimed at game mechanics, like the bloodsteel or tears of armok. The standardized materials, again, are very polarized, hate it or love it, and were done for user friendliness, with shorter lists in menus and stockpiles and FPS improvements. Most mods are quite "gamey", but you might enjoy GavJ mods a lot, he is always very precise when it comes to pre-14th realism and only makes mods aimed at RL features, not game features.

Quote
Zanzetkuken The Great: Meta-discussion, dislikes dfhack dependancy and "one mod to rule them all"-effect.
Not much to say here, since there is no feedback about the mod itself.

Quote
InsanityIncarnate: Never played it, wont start because too many features look intimidating.
Bloat criticism #3. Or at least "mod too large".

Quote
Putnam: Mostly meta-discussion about "one mod to rule them all"-effect, community falsely accrediting me for included features written by other people, and (a wild guess by me) the unsorted state of the Raws themselves.
Again, not much to say at this point, as there wasnt much feedback about the mod itself. But I know that Putnam doesnt play it because its too game-oriented and not simulation-oriented. The raws I have cleaned up a lot since his last foray into them. They are still more convoluted than the raws of other mods though, partly because several authors add features and the launcher toggles with using extra metatags. And its size. ^^ But from all the people that criticise the side-effects of MDF, Putnam is the only person to actively do something to improve the situation, work on the Mod Starter Pack idea, posts on reddit about other mods, converts old mods to new version, to save them from becoming outdated... He should be an example to all the others that contributed to what I call meta-discussion, to all that heated discussion about one-mod-to-rule-them-all and other sideeffects. And while doing that, he still answers questions of MDF users, or works with/for me on custom scripts. I wish the modding community had more people like him. 

Quote
Dwimenor: Lack of linux version, loads/saves a slower than vanilla, likes the launcher.
I sadly cant do much about Linux, I am not even sure of most utilities and dfhack scripts would work on it. I have never used it, but the community usually does linux ports on their own, which I link to from the main release thread. The loading/saving I explained earlier, its just that its more files that are saved into the save/region folders, but FPS are not affected by it.

Quote
thvaz: Purist that loves vanilla + ascii. Tried MDF, feels to gamey.
Nothing to say here, a clear statement. Also another nudge towards "please more simulation, not strategy game".

Quote
Getix Kain: Likes the mod, especially the launcher and the standardized materials.
Thank you. Even if that is not much for me to work with ( :P ) it shows that its simple a matter of personal opinions to like or dislike standardized materials.

Quote
kingu: Posted helpful suggestions instead of pure likes/dislikes. Magic and fantasy metals should be removed from dwarves, workshops could be less, maybe by merging them, castes are neat, and manual should be more up to date.
Obviously a MDF player with knowledge of its features here. :) Manual is alway a requested topic, although I always hope in vain that somehow people manage to get the MDF wiki in order. Its difficult as the author to know whats some people find easy to learn, while others find it hard. Bloat criticism #4.

Quote
KingofstarrySkies: Loves it.
:)

Quote
NullForceOmega: Dislikes unfair combat additions like interactions/syndromes/fire-that-burns-surface. "The mining changes are agonizing", and too many workshops with unreasonable skills/mixes of features. Hates caste system, hates carp stuff that kills his fort. (bonus points for asking everyone to calm down at some point)
Bloat criticism #5. The rest I dont understand to be honest. The interaction based combat (magic) and fires are all parts of optional features. There are no mining changes, except the optional warpstone/coal dust. All new workshops are optional. Caste system is optional, as is the hidden fun stuff like the carp cult. The combat/fire point I understand, thats a matter of game balancing, but the rest are personal taste issues, and all of the ones you mention are optional, all of them can be removed with the click of a button. These should be a non-issue(?)

Quote
Gnomeknows: Likes it, posts good suggestions. Better manual. Less bloat. Less test-features/unfinished stuff. Likes most of all the new races, especially gnomes, automatons and machines, and world-interaction. (force event script)
Bloat Criticism #6. Makes a perfect point for dfhack inclusion, because all the advanced game mechanics rely on them. And again, the better manual.

Quote
Dyret: Dislikes mostly too many workshops and features.
Bloat criticism #7.

Quote
Splint: Likes the mod (doesnt specifically state it, but he does several story forts with the mod, so its pretty save to say that he does.) Posts long and detailed feedback about features. Manual could be better. Diseases are unfair/need rewrite. Likes alternative metals/bloodsteel etc. Loves standardized materials. Thinks succubi dont fit well, as does the hermit (changed his mind by now about the hermit), dislikes mentioning Armok ingame (too meta), likes optional Carp stuff, likes magic because it fits specific roles, dislikes trading nerf and too many workshops.
Manual again. :D I could really need someone to just write down a list of things I should add. "A better manual" doesnt really give me an idea of what to add to make it better. If people could please specifically state "I am lacking information about X, and would like a table about Y", that would help so much. Not sure how much I should say here, since we talk often enough. :) I fully agree on the disease part, they were working differently from what I expected, which is the reason they are disabled for now. Bloat criticism about too many workshops agaion, #8.

Quote
Button: Never played the mod, because he dislikes people talking about it and fantasy orcs, because its not DF-lore.
I think you should overthink your position. Its like saying that you dislike bicycles because some idiot on a bicycle cut you off. ;) The orcs are fully optional, yet again one click in the launcher and they dont exist.

Quote
Baffler: Likes (?) the mod, but also copies single features into vanilla to use. Better documention should be included into the mod.
Another point for the manual. As said above, more specific requests for topics to be included in the manual would help me more, but I rather do that in the MDF board, thats what its for.

Quote
PrimusRibbus: Loves Accelerated DF for standardization, but dislikes MDF for too much bloat and aimlessness. In his own words, short and precise: TL;DR: Technical masterpiece. Lots of bloat and feature creep.
Bloat criticism #9. I could say lots more, but I would repeat myself at this point.

Quote
Gojira1000: Likes it, but too much bloat.
Bloat criticism #10

Quote
sayke: Loves it, but seems to ignore obvious flaws of it. (Even I have to smirk when I read "bug-free")
We know each other well enough I'd say. Thanks for jumping in and answering questions, but maybe be less zealous in future. :P Also, balanced and bugfree? Really? :P

Quote
Ant: Likes it, likes the launcher, because it allows him to disable features he personally doesnt like, e.g. warpstone or high magic.
Thank you so much for being an optimist. Most people that replied here said: "I dislike the mod because of X", while you say "I like the launcher, for disabling the X I dont want". Which is precisely the point of the launcher, to give people a bit of freedom of choice over the content.

Quote
Getix Kain: Would like single features as drag&drop for vanilla DF, e.g. a Mod Starter Pack that reverts back to vanilla, while adding minor mods.
This seems to me like a request for a more extensive launcher, that brings the mod closer to vanilla. Which has been stated by several people so far.

Quote
corrosivechains: Likes it, but feels it is getting bloated. Also a lot of Meta-discussion, like "There is always the problem that if someone refuses to let their work be absorbed by masterwork, or later decides they no longer want it packaged within masterwork, that this person will then be ridiculed and ostracized by the fans of masterwork because of it. "
Bloat criticism #11.  I quoted that one line of yours, because it already happened, and no one ever mentioned anything about it in neither positive nor negative view. Vherid asked me to remove several of his tilesets and color schemes, and I did. No one minded. Usually the creators of content seem very happy when I ask if I can add it to Masterwork, because it brings their content to a vast number of people.

Quote
Wastedlabor: Dislikes it because it adds too many foreign additions, not strictly DF-lore stuff.
I spoke about it earlier, there is a limit to what can be done with df lore alone. But I might consider making dwarves closer to vanilla, and changing the GUI to allows bringing it down closer to vanilla DF.

Quote
Repseki: Likes the mod, the launcher and standardized materials especially. Likes the new races, but feels that it can get overwhelming, and that the launcher should be able to bring the mod closer to vanilla.
Again two points that were adressed by other before, too many features and that the GUI should have more options to remove unwanted content. This convinces me even me to work more on the GUI.

Quote
ibluminatus: Likes it, together with LNP, MDF was what brought him to DF.
Thank you, that is nice to hear. :)

Quote
Shizmoo: Likes it, because vanilla DF is too easy for him by now. Likes graphical additions a lot, as well as the large collection of utilities and scripts.
Thank you too. :)

Quote
Scruiser: Likes it, will wait for the 40.x conversion. Likes the launcher for disabling parts that he personally dont think fit into DF.
And again, thank you too, for saying "launcher good for removing parts", instead of "parts are bad". I think its very important to make this point clear. Many additions are a matter of taste, the mod cannot meet everyones taste, but the mod offer the solution by being customizeable.

Quote
smakemupagus: Mostly answered questions in the thread, certainly likes the mod, considering that he was the first other modder to specifically write content for it, his Orc Mode.
Hey smake, fancy seeing you here. No comments needed. ;)

Quote
tootboot: Thinks its too overwhelming. Better solution to take 20% of best content, make smaller mod. (Masterwork Lite?)
I will put the overwhelming point towards bloat, #12 by now. Although the launcher could do what you suggest, removing the biggest part of the mod. I do have to admit that I thought about a smaller MDF version, something that is truly vanilla, but has completely independant modules that you can drop in.

Quote
GhostDwemer: Disliked older version, but loves newer version, but seen as "Steampunk DF", not "vanilla DF with extras"
I am curious what made you change your mind? Just the new outlook, to not try to see it as vanilla+ but instead as something new with its own lore?

Quote
Authority2: Never tried it, no likes or dislikes.
Ehm... thank you for your input, I guess. ^^

Quote
snelg: Likes it, especially launcher that can get rid of bloat. Feels its a bit bloated. Never tried different races.
Bloat criticism #13. I would like to ask you to try the other races at least. Humans should be easiest to get into, as well as Orcs. :) The others are more difficult, but the other races are such a large part of the mod, it would be a shame not to have a look at least. ;)

Quote
Paphi: "If such a huge amount of Masterwork is optional, why is it even all bundled together to begin with?" Dislikes it for mixing features from different authors, and being too large (?).
I honestly couldnt quite grasp your point. Sayke and smake answered most of your direct questions, but just for completions sake: Huge amounts of the mod are optional, because they are matters of personal taste. The optional features are not good or bad, and people keep the good and remove the bad, but instead they are features that someone might like or dislike, and people can only keep the ones they like. I could also split the mod into 7 mods (one for each race), but why should people download it 7 times, with all the extra utilities and fluff, if they can have it in one pack.

Quote
Eric Blank: Dislikes it, mostly for standardized materials, the launcher, the necessity of documentation, and the sheer amount of stuff. "How do you even keep mods from other modders that you include up to date and compatible?"
Another post that I dont quite understand myself. Saying that its too large for you is fine, but what could possibly be wrong about the launcher, or "the necessity of documentation" as you said? Is a mod that adds features that require a manual automatically a no-go zone for you?

Standardized materials are, yet again, a matter of taste. Sadly, its very difficult to make this point optional.

Quote
Vattic: Doesnt like it for its style (too gamey/fantasy, not enough simulation/realism I assume. He didnt post too many details), but takes parts if it for personal mods.
Fair enough. :) Again, the conflict between adding features for realisms sake versus the adding features as pure game mechanics.

Quote
BillyJack: Likes the mod, but dislikes optional parts. Got quite involved into improving it with some Raw patches, but would rather see more stable, better documented updates, instead of new features.
Another point for the manual. ^^ Again, if specifics would be mentioned, I'd be happy to include them. Oh, btw, you said that previously the updates always introduced new features with potential bugs, and bugfixes. Currently thats not the case, I only add new races and bugfixes for the old ones. There are no new features for older races, they only get bugfixes and balancing since 10 versions or so.

Quote
lunaman22: Loves it. Loves vanilla more. Very down-to-the-point post.
Thank you, especially for showing that both can be played at the same time, and that its not a contest. :)

Quote
malvado: Likes it, especially the launcher. Would like more detailed tooltips about them.
This can be done and falls under improving the GUI.

Quote
AJC: Finds it funny (so I assume he likes it), no further feedback.
MDF you funny guy. I'll kill you last.

Quote
Talvieno: Doesnt play it, because its too big a change.
I just be so free and put this under bloat criticism #14, too overwhelming for new players.

Quote
burned: Mostly meta-discussion about bay12, Toady, donations, etc. Dislikes it, never played it. Mostly criticises personal things, not mod content. Direct question: "What is it that you are seeking here? Asking for feedback from people not interested in masterwork is sincerely not clear to me." and "Something seems wrong about holding a fundraiser for yourself for a mod for a game where the creator of that game lives off donations." (those stood out to me the most)
Wow man, you stepped on so many peoples toes and completely missed the point of the discussion. If it werent for your good articulation and proper grammar, I would have assumed you a troll. To directly answer some of your questions: I am seeking feedback by DF players that dont play the mod, which is vastly different from people that are not interested in the mod. The people might be interested, but turned off from it for a reason. You never tried it? Why? You tried it, didnt like it? Why? (its too large. its not my style. its too hard to learn. its too far removed from vanilla DF. These are a few I took from this thread.) The entire discussion about donations, devouring smaller mods, credits and inclusions by other authors what not the intention of this thread.

About the donations/fundraiser: The only person that has a say in the matter is Tarn Adams.

Quote
k33n: Dislikes classic fantasy tropes introduced by the mod. Also a lot of meta-discussion, mostly about including other peoples work and taking donations.
DF lore and non-df lore has been discussed above. Source materials have their limits. 

Quote
sum1won: Would like a more stable version.
Bugfixing request, all right. :)

Quote
Devstorm: Downloaded it, couldnt get it to run, never played it. (I'll send you a PM, I want to know what happened)
Not much I can say here, since I have not much info.

Quote
macscarfe: Felt overwhelmed, but wants to give it another try.
I'll add this to bloat criticism #15.

Quote
thvaz: Mostly meta-discussion, dislikes the donation option and the inclusion on the DF wiki.
Again, the only person that has something to say about the donations is Tarn Adams. Everything else is inconcievable for me. About the wiki: I have absolutely no part in that, the creator and admin of the official DF wiki, locriani/briess approached me and asked if he can add this namespace to the wiki. All pages, links and content on the MDF wiki and the DF wiki that go towards MDF are done by the community and the wiki admins.

Quote
arbarbonif: Plays MDF dwarves, feels its somewhat bloated, never tried other races because of that bloat.
Bloat criticism #16. And please, please, have a look at the other races. You are missing out. I recommend humans, they have the best documentation and smallest building section, if it is the amount of features that turn you off.

Quote
mnjiman: Dislikes it a lot, mostly for option paralysis and pointless features. (Also dislikes how I do things(?)) "You have to ask yourself "What are your goals right now?" because honestly, I think your kidding yourself if you think what you are doing here is the right course of action. It really isn't. For now, IMO you should stop posting in this thread and let people just talk amongst themselves."
Bloat criticism #17. And criticism about this thread? To answer your question directly: My goal is to find out how to make the mod better. I usually ask in the MDF board, but obviously I only get feedback from players that already know the mod well. Here, I want to find out why people started playing the mod, but stopped. Could you please explain me why this isnt the right course of action, from your point of view? Because I opened the thread specifically stating that I will be back in 2 weeks and answer everything, which is exactly what I am doing now. See that top of the first post. ;)

Quote
Sutremaine: Meta-discussion about "one mod to rule them all". Also dfhack dependancy and too many features/aimlessness.
Besides the other non-content mod stuff, I dont understand why using dfhack would be a negative point, and bloat criticism #18.

Quote
Legionaries: Tried it, found it too overwhelming, but liked sideeffects like being exposed to new features, mods in general and tilesets. Learned a bit of modding from it.
And bloat #19. But it had positive sideeffects.

Quote
fvanegdom: Likes it for the vast size/progression, would like to see waterpipes, only played dwarves so far.
Nice to see that you are not bored with dwarves yet, but if you want to see water pipes, you might want to have a look at Gnomes. IndigoFenix did an amazing job and used dfhack to create a drilling rig that automatically sucks liquids, and can be used for pipes, you can even drill straight down into the magma lake and run it through the pipe to the surface. The pop-ratio for guilds is a good suggestion, its currently that all guilds have the same ratio.



Thats it, every individual that posted here, with their opinion and my stake on it.

Now what I took from it:


I did not anticipate that people would start a rather philosophical discussion about sideeffects the mod has on the community, nor something that turns into an outright fight between different viewpoints, nor that the donations would be a focus. I just wanted to know which parts of the mod made a player stop playing it, or stopped him from starting to play it. I think that I reached that goal.

I am also surprised by how that feedback turned out. Whenever I ask on reddit or make polls on the MDF board, people vote for... MORE CONTENT. Its always among the top voted topics. More features, more additions... looking back at it now, it makes sense. People that are bored with vanilla DF, because they already know all its features, start to play mods. They play Masterwork for its extended features, and sooner or later also explore all the possibilities it has to offer, therefore they vote for even more. Even I myself started to think that Dwarf Mode is too full, about a year ago. Thats why I focussed on adding new races, which can run on completely different game mechanics, without influencing Dwarf Mode. But I made two mistakes: I did not clean up Dwarf Mode, and I did not ask new players. (actually I did whenever I found one, but its impossible to judge on polls who voted for what. Most players dont even vote, maybe 1-2% of the more active people vote. And these more active people know the mod better than the other 98%)

Dwarf Mode is so cluttered, because it is the first thing I wrote as a modder. It has all the features, because people request new features, and it was not designed with a clear aim. However, the other races are. The problem with that is that new players start with the default Dwarf Mode, see a clusterfuck of features, and dont even try the additional races.

The other feedback I got here a lot is that its too large, too far away from vanilla, and that the GUI should offer more ways to get closer to vanilla content, and to remove mod-features you dont like. I dont think I can do a toggle for standardized materials, but I am certainly motivated now to add more to the GUI. Splinterz made an amazing addition to it with profiles, saveable settings. I can certainly include these profiles direclty with "hardcore mode", "all features active", "vanilla DF", "easy/medium/hard" and "25%/50%/75%-mod content" to ease new players into the mod. A "random" button would be immense fun, and specific profiles can be used for succession forts.

The manual was the last suggestion for content changes. I spend so much time on it, I might be predisposed to jump at people asking for a better one, it really is no fun to do for me. I would gladly accept any help I can get on it. A active wiki community would be best, but hasnt come to fruition.

The rest of the discussion, about taking-credit-for-other-peoples-work, taking-donations-in-toadys-yard and being-a-black-hole-of-mods: You guys have the audacity to challenge me on that? Are you out of your minds? The only people that have a valid reason to do so are the creators of the third party utilities, like Talvieno. People that write mods, like Smake or Putnam. And for the donations, Tarn Adams alone, which whom I probably spoke more to than any other person in this thread. I ask politely if I may include programs or mods or tilesets, or the creators come to me. The response has been positive in all cases, from "you may use anything I write." to "Its a privilege, thank you for considering it for MDF." People asking me if they may generate content specifically made for MDF. I asked the community "What do you think about a fundraiser?" and with overwhelming majority the people supported it. I offered Toady 50% of the donations, he would have none of it. The only reason he didnt want to be tied to someone financially (as seen in the quote posted somewhere in this thread) is for legal reasons. I offered to give 50% of it to charity, people said: I'd rather want you to have it, for your hard work. I literally lose money when I do these fundraisers, because working a month on DF for 750/1000$ is way below working a month for minimum wage in Germany. MDF stifflying other modders? Might be true, but it also empowers other modders. People learn how to mod from it. Its open source and every person can take parts of it and use them, privately or in a mod they release, freely. I go through the modding forum and specifically point people, that want to do a certain project, to raws or scripts that already exist, so they dont have to do the same work twice.

If you are a modder or author of a third-party program, feel free to say your piece. If you are Splinterz, who writes the Dwarf Therapist, if you are PeridexisErrant, who writes the Starter Pack, Deon who lost most of his players that migrated from Genesis to MDF, feel free. Putnam does it often enough, and I respect him for his position, and help as I can. But as someone standing on the sidelines, with no investement of his own, be it money, work or time, yelling "booo" for no other reason than that you can, is not acceptable, its downright childish.

tl;dr: Thanks for the feedback on the mod, I will unclutter Dwarf Mode, improve the GUI, make more things optional to bring the mod closer to vanilla, include profiles in the GUI that do so automatically, and try to motivate people to work on the wiki to bring you a better documentation.

I will leave this thread open and hope that any discussion springing from this stays objective and polite. If not, I'll close it.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Putnam on August 28, 2014, 01:25:01 pm
I actually kind of agree with Urist Da Vinci there about DFHack. I think it's a bit problematic to be so reliant on it.

Then again, DFHack is most likely going to outlast every mod out there unless the Toad himself comes up with some nice scripting language (which still hasn't happened; the ghosts of dead programmers are still haunting him, I've heard). This is especially true since some of the non-included DFHack scripts got an implementation in DFHack (itemsyndrome, bits of projectileExpansion and shapechange come to mind).
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Button on August 28, 2014, 01:38:03 pm
Quote
Button: Never played the mod, because she dislikes people talking about it and fantasy orcs, because its not DF-lore.
I think you should overrethink your position. Its like saying that you dislike bicycles because some idiot on a bicycle cut you off. ;) The orcs are fully optional, yet again one click in the launcher and they dont exist.

If making friends with fellow hobbyists is important to my enjoyment of my hobbies - which it is - then the fact that a lot of the cyclists I've met are assholes is a pretty damn good reason not to be interested in cycling.

Though even that's a bad analogy, because there's no simpler version of biking that I'm already part of the community for. Tricycle Club, maybe? Slower, and a little less maneuverable, but ultimately a similar experience.

Btw, you're coming off rather pushy - like you think if you can argue me out of my objections, then I'll play your game.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: burned on August 28, 2014, 01:40:27 pm
Quote
burned: Mostly meta-discussion about bay12, Toady, donations, etc. Dislikes it, never played it. Mostly criticises personal things, not mod content. Direct question: "What is it that you are seeking here? Asking for feedback from people not

interested in masterwork is sincerely not clear to me." and "Something seems wrong about holding a fundraiser for yourself for a mod for a game where the creator of that game lives off donations." (those stood out to me the most)
Wow man, you

stepped on so many peoples toes and completely missed the point of the discussion. If it werent for your good articulation and proper grammar, I would have assumed you a troll. To directly answer some of your questions: I am seeking feedback by DF

players that dont play the mod, which is vastly different from people that are not interested in the mod. The people might be interested, but turned off from it for a reason. You never tried it? Why? You tried it, didnt like it? Why? (its too large. its

not my style. its too hard to learn. its too far removed from vanilla DF. These are a few I took from this thread.) The entire discussion about donations, devouring smaller mods, credits and inclusions by other authors what not the intention of this

thread.

About the donations/fundraiser: The only person that has a say in the matter is Tarn Adams.



An appeal to authority does not invalidate my critism of your fundraiser. Nor did I critisize anyone personally, which ironically leads to your next quote.

The rest of the discussion, about taking-credit-for-other-peoples-work, taking-donations-in-toadys-yard and being-a-black-hole-of-mods: You guys have the audacity to challenge me on that? Are you out of your minds? The only people that have a valid

reason to do so are the creators of the third party utilities, like Talvieno. People that write mods, like Smake or Putnam. And for the donations, Tarn Adams alone, which whom I probably spoke more to than any other person in this thread. I ask politely

if I may include programs or mods or tilesets, or the creators come to me. The response has been positive in all cases, from "you may use anything I write." to "Its a privilege, thank you for considering it for MDF." People asking me if they may

generate content specifically made for MDF. I asked the community "What do you think about a fundraiser?" and with overwhelming majority the people supported it. I offered Toady 50% of the donations, he would have none of it. The only reason he didnt

want to be tied to someone financially (as seen in the quote posted somewhere in this thread) is for legal reasons. I offered to give 50% of it to charity, people said: I'd rather want you to have it, for your hard work. I literally lose money when I do

these fundraisers, because working a month on DF for 750/1000$ is way below working a month for minimum wage in Germany. MDF stifflying other modders? Might be true, but it also empowers other modders. People learn how to mod from it. Its open source

and every person can take parts of it and use them, privately or in a mod they release, freely. I go through the modding forum and specifically point people, that want to do a certain project, to raws or scripts that already exist, so they dont have to

do the same work twice.

If you are a modder or author of a third-party program, feel free to say your piece. If you are Splinterz, who writes the Dwarf Therapist, if you are PeridexisErrant, who writes the Starter Pack, Deon who lost most of his players that migrated from

Genesis to MDF, feel free. Putnam does it often enough, and I respect him for his position, and help as I can. But as someone standing on the sidelines, with no investement of his own, be it money, work or time, yelling "booo" for no other reason than

that you can, is not acceptable, its downright childish.

I feel foolish for addressing a blatant ad hominem, but it's possible you actually think the critism is about the money.

I quoted Toady's response to the fundraiser in this thread, because (as I said before) I do understand that it was not a "No." I originally believed that the issue would not be clear, so much so that the best analogy that I could think of was the idea of trying to shed light on why an ASCII/graphic set is morally the best decision to someone who thinks otherwise. Despite my doubts, I did think it was worth the effort to share my thoughts on the matter. Unfortunately and possibly due to the tangent of "the point of the thread," I don't think any choice words are going to crystalize the message further. Clearly.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: senilking on August 28, 2014, 01:50:54 pm
.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Sutremaine on August 28, 2014, 04:34:17 pm
You asked for an 'anything goes' discussion of MW, excepting 'MW vs. vanilla' and 'mod questions', and expressed curiosity about how the thread would go. Why aren't you glad about this whole viewpoint you've discovered?
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Zanzetkuken The Great on August 28, 2014, 04:41:58 pm
Quote
Zanzetkuken The Great: Meta-discussion, dislikes dfhack dependancy and "one mod to rule them all"-effect.

Not much to say here, since there is no feedback about the mod itself.

I was primarily focusing on how I viewed a couple aspects of the post I had quoted within mine.  I wasn't expecting much of a response.  I am a bit surprised at how far the "one mod to rule them all", as you so put it, had gone, though.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Meph on August 28, 2014, 05:09:36 pm
Button: Technically speaking, if I would argue you out of your objections, you would indeed try to play it. ;) But really, no hard feelings, the people that play the mod are the same people that play vanilla DF. Yes, there are a few foul eggs that bring it into a bad light, but vanilla DF has the same people floating around the board. It doesnt even have to be MasterworkDF, if you for example would have said that you dont play Genesis or Fallout, because of how you see the players of these mods, I would have reacted similar. Its just a weird thought for me to judge a mod (with probably 3000+ work hours in it), without actually having played it.

burned: I like to think of me as not-stupid, but I read your post 3 times and still have no idea what you are actually trying to say. Analogies and choice words aside, could you please be more brash and direct? Its not often that I say that, but I have the feeling that your post is open to far too many different interpretations, and I dont want to misjudge anything.

senilking: Ascii button should be right by all the other tilesets, after all, Ascii is just another tileset. ;) Shortcut keys? Do you mean for dfhack scripts? If thats the case, look no further: Its in the manual.

Spoiler (click to show/hide)

Sutremaine: I did not expect people that never played it come by and post opinions about it, thats for sure. Similar to Zanzetkuken the Great, I wasnt expecting a discussion about the greater effect about general df modding, or that even donations/credit giving would become a topic. The mod exists since 3 years, and those things have never been mentioned in a negative light, not by players, not in the general modding area, not by other mod authors or utility authors, nor by Toady. Only exception is Putnam and his crusade against reddit, but even that is very recent. I honestly thought the main discussion would be about raws. About features of the mod, that are good/bad/ugly. ;) Which I got as well, so I am glad I made this thread, but I am not sure what the other 3 topics should lead to. Donations are fine, with Toady, with me, and with the MDF community which is doing the donating, Credit-Giving is fine between me and all mod/utility/tileset-authors, and this one-mod-to-rule-them-all is something that is being worked on, in form of a standardized mod starter pack, with Putnam, PeridexisErrant, Fricy and more people working on it. Once its done, I myself plan to contribute many smaller parts from MDF as packages for it. I am a very practical person, a discussion about slightly philosophical things that doesnt change anything about these things gives me exactly nothing, except the discussion itself. I cant use it to create something constructive, therefore I dont see the point. I would be the most useless liberal arts major you have ever met.

Zanzetkuken The Great: Yes, I noticed that, but I wanted to include everyone who posted, regardless of actual mod-feedback or not. :)
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Putnam on August 28, 2014, 05:58:49 pm
The mod exists since 3 years, and those things have never been mentioned in a negative light, not by players, not in the general modding area, not by other mod authors or utility authors, nor by Toady.

I'll take the bullet on that one, heh.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Meph on August 28, 2014, 06:07:12 pm
Quote
Quote
The mod exists since 3 years, and those things have never been mentioned in a negative light, not by players, not in the general modding area, not by other mod authors or utility authors, nor by Toady. Only exception is Putnam and his crusade against reddit, but even that is very recent.
I'll take the bullet on that one, heh.

Well, you brought up the idea that MDF hinders small mods first, so... yeah? ;) How is the mod starter pack doing btw? I see a lot of Peridexis, Button and Thistleknot in the thread, but you not so much.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Putnam on August 28, 2014, 06:08:57 pm
I started working on something and stopped when I found that DFFD doesn't allow downloading through Python welp better get crackin (http://www.bay12forums.com/smf/index.php?topic=140808.msg5609900;topicseen#new)

Also, I do have a thing (http://www.bay12forums.com/smf/index.php?topic=142399.msg5578040#msg5578040), but nobody cared... at all. Huh.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Meph on August 28, 2014, 06:15:45 pm
Oh, I didnt see that (vacation and all). I thought is was all tied up with the Mod Starter Pack. Now I had a look at it, and I stay with what I said before: Presentation is important. And ease of use. I had to click on a link that brings me to github, which has a link that brings me to the guide for installation, which says I need to download DF and dfhack, and install that, which means I have to read the dfhack readme to learn how to install dfhack, then I have to copy stuff by hand from one folder to another, and then I have to use a dfhack command that opens a GUI that gives me a list of stuff to install.

You post this assuming that people know a lot more than they do. It should be easy to use for the most unlearned PC user ever. With flashy graphics. Graphical user interface. Aggressive advertisement: BUY NOW! GLUTEN FREE! ASBESTOS FREE! BEST MOD PACK THIS SIDE OF ASIA!
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Putnam on August 28, 2014, 06:18:02 pm
I suggested the DF Starter Pack :P I made that one first because it's easiest.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Baffler on August 28, 2014, 06:38:28 pm
Right on. I do like the mod, but don't play it very often because I find myself blinded by the light, so to speak, and try to set something up (build an aboveground fort and use the thresher extensively, for example) then give up when I can't figure it out and the manual doesn't have a useful answer. If I could figure out what's going on I'm sure I'd enjoy it, hehe.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Zanzetkuken The Great on August 28, 2014, 07:33:42 pm
You post this assuming that people know a lot more than they do. It should be easy to use for the most unlearned PC user ever. With flashy graphics. Graphical user interface. Aggressive advertisement: BUY NOW! GLUTEN FREE! ASBESTOS FREE! BEST MOD PACK THIS SIDE OF ASIA!

Laziness is a huge factor as well.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: MDFification on August 28, 2014, 08:13:08 pm
Main reason I don't play Masterwork? After downloading, I try to unpack the folder. It always results in a pure black window popping up for a milisecond (it looks like console commands), which then spontaneously closes.  :-\

Main reason I feel uneasy about masterwork? I feel like it's got a ton of bloat, a ton of overcomplication (with a less complete wiki) and now rendermax is slowing things down to the point that my FPS will still be slower despite standardized materials. Also, people think my name refers to MDF. This is false. My username refers to Medium Density Fiberboard. The ification was just a suggestion from youtube.

As for MW stiffling smaller mods - as a writer of smaller mods I've never felt that way, though I don't presume to speak for the rest of the community. I mean, sure, most mods out there don't get too many downloads. My biggest (+6 races, +4 entities, +3 castes and so on) only ever got 47 downloads in a single version (it died due to me having too many commitments - might resurrect it in 40.whatever at some point). But I never thought to blame MW - I assumed there weren't too many people drifting about the mod releases section willing to try out new mods. MW gets more downloads simply because it advertizes - it's got community forts, people talk about it on reddit, etc. It's not so much "that big thing is obscuring my little thing from those people" as it is "those people came over here to watch the big thing, and a few people thought the little thing was alright too" for me.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Scruiser on August 28, 2014, 10:24:34 pm
Quote from: Meph
Dwarf Mode is so cluttered, because it is the first thing I wrote as a modder. It has all the features, because people request new features, and it was not designed with a clear aim. However, the other races are. The problem with that is that new players start with the default Dwarf Mode, see a clusterfuck of features, and dont even try the additional races.
   Thanks for emphasizing how different the races are and how some of them are actually simpler to play.  I was aware that the other races presented vastly different play-styles, but it didn't occur to me that they would be more steam-lined/simpler to play.  I will definitely try them out soon (just started my Fall semester and I want to make sure all my classes are good before I sink time into a new fort  ;)).   If this thread is still open a few weeks from now, I will try to give more feedback here, if not I will post feedback to masterwork forum.
   You are probably already aware of this, but just to restate it, one of the the main trade-offs of asking for feedback in the general discussion forum is that you get feedback from a lot players that have only tried it once or haven't played it in a while (which you seemed to be going for), and you also get feedback from players that never got past the launcher screen or never have never played it at all.  Versus threads in the modding forum tend to attract players that already play it and have learned the many features and are thus more likely to be interested in more features.  So pretty much this thread sampled a much larger set of players.
Title: Re: Masterwork Mod - Let me know what you think, anything goes.
Post by: Getix Kain on August 29, 2014, 06:13:10 am
Quote
Getix Kain: Likes the mod, especially the launcher and the standardized materials.
Thank you. Even if that is not much for me to work with ( :P ) it shows that its simple a matter of personal opinions to like or dislike standardized materials.

Posting from work or mobile phone.

I will write something more complete about my experience in MF 5.x maybe Tomorrow.

Cheers!
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Button on August 29, 2014, 09:49:55 am
Button: Technically speaking, if I would argue you out of your objections, you would indeed try to play it. ;)

No, if you were to argue me out of my objections, I would become indifferent. I would most likely continue not playing it because I see no reason to pick it up.

You aren't entitled to have me play your game if I can't give a reason not to.

I'm probably overreacting to this attitude for personal reasons, but it leaves a bad taste in my mouth because I've seen it at its most toxic.

Edit: Details of the most toxic situation are inflammatory and derailing. I have removed them.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Legionaries on August 29, 2014, 01:39:36 pm
Because you have so much included in your mod I think it might be interesting to have a way to quick set different themes before genning a world.

For instance if you had a way for the launcher to quickly set up:
a steampunk dwarf fortress (lots of tech no magic)
a high magic dwarf fortress  (opposite of above)
maximum carnage dwarf fortress (maximum hostile races and ?)

That might help some newbies get past the option paralysis and pick something they know they might like.
 
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: jocke the beast on August 29, 2014, 01:57:36 pm
I have tried it. Wasn't my cup of beer. Too much stuff that didn't match for ME. I prefer vanilla with a touch of DFHack and some nice tilesets.
Seems like you've put alot of work on the mod and have many fans...so congratulations. Still, it's not for me.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: primalucem on August 30, 2014, 04:48:35 pm
Likes: The options to turn things on/off. The extra HFS is also a lot of FUN. All the FPS fixes and generic materials - as much as having Forgotten Beast pants is an amazing thing, the FPS bump is worth it for me. I kinda like the research aspect, although in practice I find it a bit more complicated and unwieldy than it could be. I like the idea, but I get annoyed when I use it, mostly because of all the reagents.

Loves: The new workshops, especially the Blast Furnace and others related to the metal industry.

Dislikes: The new pets (I like cats and chickens and can't seem to get them back through the options menu), the idea that Drow are a "good" race, and all the high magic elements, although that's just my taste. The disease stuff is pretty broken I think, although it can be highly amusing (puke everywhere). I've never played the other races because they don't interest me, so I can't say much about that. Also, warlocks. I just turn them off.

Overall: At this point, I only play with either Meph's Accelerated DF mod when I want a more vanilla DF that actually runs fast, or Meph's Masterwork Mod when I want things to turn into a crazy, dwarf-blood soaked shitshow quickly. It's really hard to go back to Vanilla DF now. So, thanks Meph!  Keep up the good work. I probably won't play the new version until you mod the hell out of it.

Also, I liked Legionaries' suggestion of a few default configurations. There is a LOT going on in the mod after all.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Meph on August 30, 2014, 05:01:37 pm
As I mentioned in that very long post, my current plan is to add lots more options to the launcher, adds profiles to it and change dwarf mode to have a tighter concept and less 'stuff'. :)
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: primalucem on August 30, 2014, 06:11:02 pm
I suppose I should read the whole thread before commenting. Oh well. ;)

Anyway, keep up the good work Meph. I'm looking forward to the new version.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: Aquathug on September 01, 2014, 11:17:55 am
Dislike it.

Without being as overly critical as I could be, I will just say that it seems to add way way way more stuff than is necessary; 99% of which seems to be like 'hey this sounds cool lets put it in'.
It just seems that masterwork transforms DF into more of a frilly clusterfuck with too many bells and whistles that take up each others space. I could go on for a while longer but...

 
As I mentioned in that very long post, my current plan is to add lots more options to the launcher, adds profiles to it and change dwarf mode to have a tighter concept and less 'stuff'. :)

To be honest I would like to see this. You are a great modder (from what I know at least) and I think it can be changed into something that more people will enjoy playing.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: mnjiman on September 03, 2014, 05:29:42 pm
Meph:What I was referring to was your level of emotional attachment to what is being said in this thread and your level of commitment to what is being said. Read what people are saying, but don't take it to heart.  I like what your doing with your Mod and love that your passionate about DF.  Nothing you have said or done thus far has been wrong or offensive. Saying this however, it seems to me that the thread may turn for the worse if you do end up getting too emotionally involved with what people are saying. Dont. People want to help you and getting your own emotions and passions involved may back fire. I am not saying you are... I just want to give you a warning that this may occur if you dont keep track of your feelings. If your going to reply, be tasteful and read over what you type before you post it. If your becoming too involved and the thread is bothering you way too much, either stop posting all together or just close it.

Why am I warning you of this? I have seen too many threads like this collapse under its own weight. Everyone here has amazing intentions. The betterment of DF. That is amazing and its amazing everyone is so passionate about it. However with passion comes emotions, and with emotions comes both the positive and the negative. We need to try to react to everything in this thread with more logic than emotion.

That is all I am saying.

TLDR: I just want to be sure people are aware of their emotions and to try not to be super passionate about what is being said. Not saying it is happening, but I do want to point it out so people can continue being more logical than emotional. The thread is turning out really well so far because people are doing this.
Title: Re: Masterwork Mod - Let me know what you think - Posted my conclusion
Post by: MDFification on September 03, 2014, 05:54:56 pm
Meph:What I was referring to was your level of emotional attachment to what is being said in this thread and your level of commitment to what is being said. Read what people are saying, but don't take it to heart.  I like what your doing with your Mod and love that your passionate about DF.  Nothing you have said or done thus far has been wrong or offensive. Saying this however, it seems to me that the thread may turn for the worse if you do end up getting too emotionally involved with what people are saying. Dont. People want to help you and getting your own emotions and passions involved may back fire. I am not saying you are... I just want to give you a warning that this may occur if you dont keep track of your feelings. If your going to reply, be tasteful and read over what you type before you post it. If your becoming too involved and the thread is bothering you way too much, either stop posting all together or just close it.

Why am I warning you of this? I have seen too many threads like this collapse under its own weight. Everyone here has amazing intentions. The betterment of DF. That is amazing and its amazing everyone is so passionate about it. However with passion comes emotions, and with emotions comes both the positive and the negative. We need to try to react to everything in this thread with more logic than emotion.

That is all I am saying.

TLDR: I just want to be sure people are aware of their emotions and to try not to be super passionate about what is being said. Not saying it is happening, but I do want to point it out so people can continue being more logical than emotional. The thread is turning out really well so far because people are doing this.

tl;dr

(http://i2.kym-cdn.com/photos/images/newsfeed/000/586/080/3aa.gif)