Bay 12 Games Forum

Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on May 27, 2016, 06:10:12 am

Title: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 06:10:12 am
(http://i.imgur.com/pL2MFqZ.png) (http://dffd.bay12games.com/file.php?id=5315)
::: Current version: V.1.03 - Updated 27th May 2016 - For DF.42.06 :::
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::

(http://i.imgur.com/LzoobUx.png) (https://www.patreon.com/meph)
::: If you like the content I produce and enjoy playing Masterwork, consider supporting it on Patreon. :::
::: It allows me to do regular updates and add more content more quickly. :::

(http://i.imgur.com/RvIKmWR.png) (http://www.bay12forums.com/smf/index.php?topic=157912.0)
::: Read up on future goals, vote on polls and make suggestions. :::
::: Or join community projects that add new mod content! :::


New Update - V1.03 !

Notes:
Every Friday a new release. :) This time I added options for some FPS-savings dfhack scripts, over 100 new armors and weapons thanks to 3 different item packs by LiberCeli, Grimlocke and Stalhansch; all optional of course. I fixed several reported bugs, two crash sources, but still have to figure out how standardized materials and butchering historic figures goes hand in hand. Some misc kobold fixes too.

There are two new workshops for dwarves, the inventors workbench and the handpump.

Inventors workbench:
Takes any item, armor, weapon, shield, ammo, etc; and makes a copy of it of a material of your choice. Sounds trivial, but it allows to reverse-engineer foreign items, which you have looted from invaders or bought from caravans. You like that orcish tomahawk, the goblin whips or succubi pitchfork? Now you can copy them, once you have access to one of their kind.

Handpump:
Must be build next to water or magma! It can store water or magma in barrels or buckets. Sounds simple, but is a massive change. For once you can store and stockpile water, building a reserve for bad times. Water in barrels also counts as a drink, so dwarves will drink water from your stockpiles now! Thats great for winter embarks or when you are low on booze. I might also use this workshop to enable liquid spawning in future, when you take a magma barrel and dump 7/7 magma somewhere else, for your magma forges. The orcs already have that feature.

A special thanks to Chaosfiend and DwarfElephantMonster for their bug reports, they really helped. :)

And now the big addition: ORCS!

Orcs are playable now, with their own castes, pets, weapons, armors, workshops and furnaces. Almost every features of the old mod has been ported, some improved. The only one missing is the magic, which Smakemupagus wants to rewrite. A total of 60 workshops and over 700 jobs are included. They also have a new way of handling captives: Dwarves, Humans and Elves can be released as civ-members, which do labors for you. Goblin, Kobold or Ogre migrants can be bought as well.

This means you can send your throw-away goblin troups at the enemy, while your elven captives have to fight in an arena; being watched by your ogre sheriff. :)



(http://i.imgur.com/swXIJPV.png)


Orcsby Smakemupagus
Proud warrior race with good fighters and an industry based on raiding and resulting slave labor; their units equipped with either well-made handcrafted wargear; or shoddy mass-produced makeshift arms and armors.

Workshops & Furnaces
Quote
Tribal Warcrafter
Fletcher
Boneforge
Orcish Factory
Molten Pit
Blacksmoke Furnace
Damasc Forge
Ashlander Glassblower
Ancient Foundry

Raiders Drydock
Freelancers Guild

Handpump
Fluid Caster

Dismemberment Theater
Blood Bowl Pitch
Sparring Pit

Ghetto Overseer
Dwarf Labor Cell
Elf Labor Cell
Human Labor Cell

Goblin Sawmill
Goblin Quarry
Goblin Tinkerer
Goblin Muckraker

Kobold Poisoner
Kobold Thief
Kobold Textile Hut
Kobold Bonescrimmer

Caravanserai General Bazaar
Caravanserai Farmers Market
Caravanserai Arms Dealer
Caravanserai Shadowbroker

Auxill Outpost
Orc Outpost
Human Outpost
Dwarf Outpost
Elf Outpost

Screenshots:
Spoiler: new GUI options (click to show/hide)
Spoiler: orc features (click to show/hide)

Features & Balancing V1.03
- Added FPS-improving options that also make the game harder: Decaying food and clothing.
- Added FPS-improving options that also make the game easier: Decaying refuse, corpses and undead.
- Added Grimlockes Historic Arms and Armors mod.
- Added LiberCelis Terrible Weapons mod.
- Added Stalhansch Arms and Armoury mod.
- Added Inventors Workbench. It can make copies of foreign items you looted from invaders or bought from caravans.9
- Fixed map-reveal/flood bug from Open-Legends script (Great Archive)
- Made Weight-Bench 10x more effective.
- Sorted workshop menu, to make it a bit more easy on the eyes. Standardized Workshop names to X's Shop.
- Added Handpump. Stores water/magma in barrels/buckets.
- Fixed wear on buildmaterials of kobold training workshops.
- Gem weapons&armor are now as good as iron-grade metal.
- Added vanilla non-square Ascii set to tileset options.
- Kobolds can butcher sentient creatures again, like killed invaders.

Future plans: I'm a bit on the fence about the werebeast, titan, nightcreature civs. While originally a nice idea, they really muck things up in Adv-Mode due to their sites (towns full of them), and in Fort-Mode due to their mercenaries, scholars and bards that come visit, toppling statues, razing buildings, etc.

I might have to remove them and make "normal" civs again for those. :/

Community feedback (http://www.bay12forums.com/smf/index.php?topic=157912.0): Last weeks poll was about playable races. Humans did win, but Orcs were leading for a long time, so by the time the humans overtook them, I'd already started on the orcs. This weeks poll said that 50% think dwarves have enough content, while 50% want more content for them. This means I will put in a little bit more; rune magic and golems. Steam engine and explosives. High-end things.

This weeks poll is about farmable wood. Yes, No?

Patreon (https://www.patreon.com/meph): There are a couple of new supporters this week, bringing the total count up to 21 patrons of Masterwork DF. Thanks! Patron rewards will be released on the 1st of each month. Consider adding $1 to the pool, if every player would do that, I could do this full-time. ;)

Cheers,
Meph

Edit: The first 20-ish people or so had a file called item_z_ammo_orcfort.txt. Please delete it; it contains duplicates of 4 ammo types. I uploaded the mod again without that file once I noticed, but some people already downloaded the version with said file.

Edit2: For the kobold players that have no pets; add this to your onload.init.

Code: [Select]
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste FEMALE

I also discovered the crash source when butchering historic-figures. Its "standardized bones", which I turned off by default now. Currently re-uploading the mod, with the changes.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items,
Post by: zakhad on May 27, 2016, 06:12:01 am
Downloads it before reading this post

Man that is some nice couple of content items, I didn't mean to be snarky :P It's just that this mod is that good :) The hand pump is definitely a major game changer, and I wonder if the inventor's will make duplicate large armor's for the merc's fodder easier hummm ^_^ No longer needing separate forges for each size of armor!

The Removal of clothes/food will be really useful and definitely more immersive imho. Decaying undead, will the effect be nullified if a necromancer is about?

Could you explain how weight benches work? I've made a topic about it but it seemed no one either knew or didn't understand what I wrote. There appears to be two toggle states and one functioning repeatable labor, so you would pick one stat group you'd want to raise, and then enable the repeatable labour and assign it to only that dwarf?

And who don't like orcs !?!

Edit: Having posting problems.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 06:42:42 am
Quote
No longer needing separate forges for each size of armor!
the copies should be dwarf sized.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: zakhad on May 27, 2016, 06:54:50 am
Sorry mepth I've been messing up my posts I didn't mean to double post, I edited my post but it didn't come through, and instead I quoted myself.

Edit: Have repoted the extra post to be deleted.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 07:11:06 am
No worries, can happen to anyone. No need to ask Toady to delete it, he is only one guy and has to manage everything. ;)
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: zakhad on May 27, 2016, 07:28:23 am
There's only 1 moderator ?!

Couple of links for anyone who's interested in the side mods that have been added
                                 
Grimlockes Historic Arms and Armors mod.    (http://www.bay12forums.com/smf/index.php?topic=146737.0)
Stalhansch Arms and Armoury mod.  (http://www.bay12forums.com/smf/index.php?topic=142993.0)
LiberCelis Terrible Weapons mod  (http://www.bay12forums.com/smf/index.php?topic=144493.0)

Edit - Learning how to use forum text links :P



Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 07:39:32 am
Links are also in the GUI; each mod names author and links to the bay12 thread. Terrible weapons by liberceli: http://www.bay12forums.com/smf/index.php?topic=144493.0
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: chaosfiend on May 27, 2016, 07:42:41 am
Awesome! Glad to see this update. I know a friend that was dearly missing the Orcs and had been waiting a fair while for an update.

Also, I'm so glad you made those Kobold Fixes. I loved being able to get an influx of food with every invasion, as well as having Animal folk for snacks. Also the Trap Parkour and Training room fixes are much appreciated. Sucked that I could not use those to their full ability prior.

Question about the weapons though. Which races all get access to the weapons? There a chance the added weapons packs might become restricted at some point by race, at least to a small degree? Just a casual glance tells me some of the weapons are not exactly 'dorfy', either maybe being a bit too unwieldy, or a bit odd for dwarven use.

One example would be the Scythes, and the 'meathook and chain', seem that they would be far more suited for a Necromancer and his undead to be wielding.

Another would be maybe limiting the Dwarven Access to some of the Polearms, (ones you swing/chop), as some of these would be unwieldy for shorter creatures, and harder to use in the tight confines of a Tunnel battle.

And the final little thing, I'm curious on how things are coming along with adding some of of those totem additions, like Totemhammers, and Totem Graves.

With my two cents spent now, I'm eager to explore the mod and its new fun!
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 07:53:21 am
Quote
Question about the weapons though. Which races all get access to the weapons?
Currently only dwarves. I can add it as options to any race though; maybe I'll do that in a future update.

Quote
And the final little thing, I'm curious on how things are coming along with adding some of of those totem additions, like Totemhammers, and Totem Graves.
When I write more kobold content, these will be in. but its not good for my productivity to randomly jump between different features and races, it makes testing harder.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: chaosfiend on May 27, 2016, 07:57:20 am
Quote
And the final little thing, I'm curious on how things are coming along with adding some of of those totem additions, like Totemhammers, and Totem Graves.
When I write more kobold content, these will be in. but its not good for my productivity to randomly jump between different features and races, it makes testing harder.

Fie and curses...I shall have to wait longer for my 'bold update.

Oh, and another thing, did you check out that bug with the Spike ball trap components that I spoke about? Where they were not registering as trap components?
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 07:58:49 am
Quote
Oh, and another thing, did you check out that bug with the Spike ball trap components that I spoke about? Where they were not registering as trap components?
not yet.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: chaosfiend on May 27, 2016, 09:01:02 am
Um, Quick hotfix might be needed Meph. I just tried a KObold Embark, and Kobolds are missing all their base animals. I'm only able to get animals they eventually discover through World Gen.

EDIT: Yeah, definately, after 3 world Gens, NONE of them have jack rats, or Helmet snakes, or any other of the 'base' creatures.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 09:11:15 am
Um, Quick hotfix might be needed Meph. I just tried a KObold Embark, and Kobolds are missing all their base animals. I'm only able to get animals they eventually discover through World Gen.

EDIT: Yeah, definately, after 3 world Gens, NONE of them have jack rats, or Helmet snakes, or any other of the 'base' creatures.
argh. Boltgun send me files, overwriting the current AddPetToCiv entries. :/

It only affects kobolds, thats why I didnt notice.

Just add this to the onload.init:
Code: [Select]
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ SUCCUBUS -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ SUCCUBUS -race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ SUCCUBUS -race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ SUCCUBUS -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ SUCCUBUS -race GIANT_BARK_SCORPION -caste FEMALE
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: chaosfiend on May 27, 2016, 09:17:12 am
Um, Quick hotfix might be needed Meph. I just tried a KObold Embark, and Kobolds are missing all their base animals. I'm only able to get animals they eventually discover through World Gen.

EDIT: Yeah, definately, after 3 world Gens, NONE of them have jack rats, or Helmet snakes, or any other of the 'base' creatures.
argh. Boltgun send me files, overwriting the current AddPetToCiv entries. :/

It only affects kobolds, thats why I didnt notice.

Just add this to the onload.init:
Code: [Select]
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ SUCCUBUS -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ SUCCUBUS -race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ SUCCUBUS -race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ SUCCUBUS -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ SUCCUBUS -race GIANT_BARK_SCORPION -caste FEMALE

Huzzah! Helping with obsessing over kobolds. :D

Thanks for the Hotfix Meph
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: chaosfiend on May 27, 2016, 09:22:00 am
Wait.....Um, Meph. Double Check your Hotfix there.....bit of a problem mate.

Quote
argh. Boltgun send me files, overwriting the current AddPetToCiv entries. :/

It only affects kobolds, thats why I didnt notice.

Just add this to the onload.init:
Code: [Select]
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ SUCCUBUS -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ SUCCUBUS [-race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ SUCCUBUS-race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ SUCCUBUS -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ SUCCUBUS-race GIANT_BARK_SCORPION -caste FEMALE

KObolds right now only get MALES, and you gave the female animals to the succubi. XD
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 09:43:10 am
Code: [Select]
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste MALE
AddPetToCiv -civ KOBOLD -race SHALSWAR -caste FEMALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste MALE
AddPetToCiv -civ KOBOLD -race RAT_KOBOLD -caste FEMALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste MALE
AddPetToCiv -civ KOBOLD -race SPIDER_CAVE_GIANT -caste FEMALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste MALE
AddPetToCiv -civ KOBOLD -race HELMET_SNAKE -caste FEMALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste MALE
AddPetToCiv -civ KOBOLD -race GIANT_BARK_SCORPION -caste FEMALE

Thanks again. I shouldnt try to do 5 things at once.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 27, 2016, 10:04:44 am
Quote
Question about the weapons though. Which races all get access to the weapons?
Currently only dwarves. I can add it as options to any race though; maybe I'll do that in a future update.



If it's not too much trouble I'd prefer to have them remain foreign for Orcs, maybe Terrible Weapons can be crafted at at the un-upgraded base Outpost and the other stuff available at the Arms Dealer and/or one of the upgraded forms of Outpost?  The Orcs' selection of domestic weapons goes heavily toward "choppy" on purpose so that there's a gameplay dynamic towards raids, outposts, etc. 

If it's a lot of hassle though i suppose i don't really mind it going in the forge since it's an optional feature. 
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 10:07:03 am
Quote
If it's not too much trouble I'd prefer to have them remain foreign for Orcs, maybe Terrible Weapons can be crafted at at the un-upgraded base Outpost and the other stuff available at the Arms Dealer and/or one of the upgraded forms of Outpost?  The Orcs' selection of domestic weapons goes heavily toward "choppy" on purpose so that there's a gameplay dynamic towards raids, outposts, etc. 

If it's a lot of hassle though i suppose i don't really mind it going in the forge since it's an optional feature.
I didnt want to add them to orcs, just add an option in the GUI to add them to orcs, if players want to. The items are disabled by default.

Like "Grimlockes Arms and Armors ", Add to Dwarves, Add to Succubi, Add to Orcs, etc.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 27, 2016, 10:07:53 am
Ah, I see.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Avacado on May 27, 2016, 11:49:16 am
Loved playing Orcs/Humans more than dwarves for some reason so I'm glad that my patreon donation was not in vain.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Dirst on May 27, 2016, 12:32:01 pm
Nice to see the new Masterwork growing, Meph.

I saw that The Earth Strikes Back is still off by default.  Are there any remaining stability issues, or is it more to avoid a WTF moment when someone unexpectedly gets their first Awakened Stone?
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 12:38:41 pm
Nice to see the new Masterwork growing, Meph.

I saw that The Earth Strikes Back is still off by default.  Are there any remaining stability issues, or is it more to avoid a WTF moment when someone unexpectedly gets their first Awakened Stone?
I did not get any reports about TESB this week, so I havent decided anything yet.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Urlance Woolsbane on May 27, 2016, 05:53:17 pm
I just experienced what I assume is a Masterwork-related bug.

I embarked with a dying Dwarven civ. The livestock comprised two plump-helmet men, a farm dromedary, and a charmane steed. The only other creatures on the map were wine ospreys  and cloisterhoof goat men.

Within seconds, a fire had started either in or around the wagon. It promptly burned five dwarves to death, and then killed another through a collapsing tree. The last dwarf would probably have died as well, had I not abandoned the site there and then.

For what it's worth, this was in the error-log:
Code: [Select]
Duplicate Object: creature GIANT_WORM_STRIFE
EDIT: Also, the only combat report was of a log crushing my miner.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 27, 2016, 05:55:57 pm
I just experienced what I assume is a Masterwork-related bug.

I embarked with a dying Dwarven civ. The livestock comprised two plump-helmet men, a farm dromedary, and a charmane steed. The only other creatures on the map were wine ospreys  and cloisterhoof goat men.

Within seconds, a fire had started either in or around the wagon. It promptly burned five dwarves to death, and then killed another through a collapsing tree. The last dwarf would probably have died as well, had I not abandoned the site there and then.

For what it's worth, this was in the error-log:
Code: [Select]
Duplicate Object: creature GIANT_WORM_STRIFE
EDIT: Also, the only combat report was of a log crushing my miner.
interesting, send me the save or region please. Sound like you enabled random pets and took a burning animals. charmane steed sounds lfameable.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Urlance Woolsbane on May 27, 2016, 06:01:18 pm
I just experienced what I assume is a Masterwork-related bug.

I embarked with a dying Dwarven civ. The livestock comprised two plump-helmet men, a farm dromedary, and a charmane steed. The only other creatures on the map were wine ospreys  and cloisterhoof goat men.

Within seconds, a fire had started either in or around the wagon. It promptly burned five dwarves to death, and then killed another through a collapsing tree. The last dwarf would probably have died as well, had I not abandoned the site there and then.

For what it's worth, this was in the error-log:
Code: [Select]
Duplicate Object: creature GIANT_WORM_STRIFE
EDIT: Also, the only combat report was of a log crushing my miner.
interesting, send me the save or region please.
Here ye be! (http://dffd.bay12games.com/download.php?id=12092&f=region2.7z)
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Kars on May 27, 2016, 06:46:23 pm
I'm having a lot of issues generating a world with 1.03. I have the same parameters set that I did in 1.02, but in 1.03 I'm getting subregion rejection errors, farming civilizations "placed without crops", and it's taking upwards of 30 minutes to generate them before giving me these errors then crashing, where before it took maybe 9 minutes or so to generate a new world.

EDIT: It seems to have an issue placing civilizations
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Dirst on May 27, 2016, 07:22:34 pm
I just experienced what I assume is a Masterwork-related bug.

I embarked with a dying Dwarven civ. The livestock comprised two plump-helmet men, a farm dromedary, and a charmane steed. The only other creatures on the map were wine ospreys  and cloisterhoof goat men.

Within seconds, a fire had started either in or around the wagon. It promptly burned five dwarves to death, and then killed another through a collapsing tree. The last dwarf would probably have died as well, had I not abandoned the site there and then.
With luck like that, no wonder the civ is dying! ;)
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Urlance Woolsbane on May 27, 2016, 08:01:25 pm
I just experienced what I assume is a Masterwork-related bug.

I embarked with a dying Dwarven civ. The livestock comprised two plump-helmet men, a farm dromedary, and a charmane steed. The only other creatures on the map were wine ospreys  and cloisterhoof goat men.

Within seconds, a fire had started either in or around the wagon. It promptly burned five dwarves to death, and then killed another through a collapsing tree. The last dwarf would probably have died as well, had I not abandoned the site there and then.

For what it's worth, this was in the error-log:
Code: [Select]
Duplicate Object: creature GIANT_WORM_STRIFE
EDIT: Also, the only combat report was of a log crushing my miner.
interesting, send me the save or region please. Sound like you enabled random pets and took a burning animals. charmane steed sounds lfameable.
It sure sounds that way, but I didn't see any mention of it in the description.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: chaosfiend on May 27, 2016, 10:14:15 pm
Have Jack Rats somehow been changed at all? For some reason, they seem a bit more....bloodthirsty than usual? Or was it because the Zebras that past here the random creature 'Zebra's of Cheese'?
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Kars on May 27, 2016, 10:18:03 pm
Hours of trial and error and I still can't figure out how to get world gen to work. I'm not doing anything different from 1.02.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: cerevox on May 27, 2016, 10:59:48 pm
Tell us what your trying to gen? There are varied enough settings that without details, we can't really propose solutions.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Kars on May 27, 2016, 11:45:06 pm
Spoiler (click to show/hide)
I'm not even sure what would cause this, I haven't really changed anything relating to vegetation. At first it was subregions, but I set the subregions to max, and that stopped, and then this vegetation thing started. The settings I use are exactly like 1.02 and I never had a problem there, so I don't know what I've done wrong.

EDIT: I let it run for 2 hours earlier while I was out and it never went through, so I'm clearly missing something important and it's not just bad luck
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: cerevox on May 27, 2016, 11:57:28 pm
Well, that's an interesting error, but your still not telling us what your genning. A preset like Medium Region? Something you built yourself? What civs are turned on? I typically just do medium region and it hasn't given me any errors.

In lieu of data, you might try browsing http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: zakhad on May 28, 2016, 12:04:47 am
Hours of trial and error and I still can't figure out how to get world gen to work. I'm not doing anything different from 1.02.

You have to explain what your doing. If nothing can be discerned from what your doing, then the next thing we can look at is the options your running with.

For example are you using the: create a world option, or using design a world using advanced parameters? Saying I'm not doing anything different from 1.02. might come across that you've loaded a old profile that no longer works with 1.03, its a needle in a haystack we've no idea.

On a side note, I did have an issue popping up saying that I didn't have enough sub regions(100+reject) in 1.03 on old adv par large region. I've changed to medium region since then so no idea if it still persists.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 28, 2016, 12:06:49 am
Working fine for me.  Either basic medium region or advanced medium island, nothing changed from defaults.  All default civs (orcs and dwarves playable) plus 3 Fort defense races.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Kars on May 28, 2016, 12:08:06 am
your still not telling us what your genning

Sorry, sorry. I'm genning large region with about 60 civs (I usually turn it up higher because I have a lot of trouble getting anyone to siege me otherwise), but beyond "large region with a few more civs" I haven't changed anything. I have all invaders enabled except for jotuns, minotaurs, nightwings, spider fiends, and harpies enabled. Only night creatures and titans are disabled on civs. It sounds like a lot but it ran fine in the old version. Caverns, rainfall, everything else is untouched. I guess I'll try medium region and see if that works.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 28, 2016, 12:12:09 am
My guess -- 60 is too many civs, the first ones are taking up all the fertile land, and the latter ones are failing. 
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Kars on May 28, 2016, 12:13:03 am
I guess so, in the old version I went all the way up to 150 civs and it genned without a hitch - not sure what changed
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: chaosfiend on May 28, 2016, 12:34:52 am
That doesnt sound right.....Cause I'm genning 60-70 civs, (usually the base10 plus 10-12 Fort Defense Civs) on a medium region, and I can get worlds genning reliably to 250 years, and a Max of 400 or so years (though I often cap at 150 due to kobolds dying out after that long). I've never hit that sort of error. :/
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 28, 2016, 01:14:08 am
Kars, I enabled the werebeasts, necromancers and nightcreatures civs as skulking civs again, that changed. Maybe they muck things up.

Urlance Woolsbane, I had a look at the save. You have fire-snake pets, which are vermin and therefore under the item section. They are selected automatically at embark, and burn their animal trap and cause !FUN!.

chaosfiend, no changes on jack rats.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: zakhad on May 28, 2016, 01:35:58 am
Don't know if this is 1.03 related but just had my first necro/undead siege on my first spring. I have the new feature enabled that allows undead to decay? I look away for like 3 minutes waiting for my impending doom preparing some emergency traps etc and go and check on there progress, and I can't find any of them on the map, there are corpses registered but I can't find the corpses, so I'm worried if its the new feature causing this, they're definitely not on the unit listing :S
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: cerevox on May 28, 2016, 01:37:20 am
I have had a couple of dead walk sieges where they leave right away. I think the necromancer measures relative numbers and bails if he is outnumbered, because if its just a few guys they flee, but if he brings a horde they stick around.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: zakhad on May 28, 2016, 01:48:41 am
Oh they outnumbered me 2 to 1 :S It wasn't a go on the map and leave siege I've had them, I think they're magically vanished but the siege tag isn't going away.

Edit: Well It's decided to bugger off now so, its been a month and a bit hummm....
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: zakhad on May 28, 2016, 02:10:53 am
Noticing the downside to enabling all them weapon mods, Hummm.... I have a very very large selection of arrows/bolts to assign to my military ammunition :(
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Avacado on May 28, 2016, 08:54:10 pm
fast body rot seems to go really fast, it's actually really hard for me to get a good leather economy going. This happening for anyone else?
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 28, 2016, 09:40:32 pm
fast body rot seems to go really fast, it's actually really hard for me to get a good leather economy going. This happening for anyone else?
I'd assume so. Its 1-3 months till everything is gone.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: zakhad on May 29, 2016, 04:10:39 am
Can we edit the duration ourselves? I also thought that they expire way too quickly, food is fine but leatherworking/bones are a bit too fast for my taste.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: burrito25man on May 29, 2016, 05:00:42 pm
Since this is the newest version, figured this would be the best place to post. I noticed that when the Mayday graphics pack is loaded, the d_init and inorganic_other files are replaced with 34.11 versions; so the tiles for trees are nonexistent and quicklime/milk of lime disappear. Small thing, but better to put it on your radar  ;)

Keep up the good work Meph!  :D :D
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 29, 2016, 10:46:59 pm
All my silk and yarn made cloth is "Hammer and anvil embroidery-" or "Sword and Spear embroidery-" cloth, where it probably should be "tunnel tarantula-" or "yak yarn-" or "squiggly beast yarn-" etc.  Straight out of the loom, not cloth crafts.

Standardized everything off, Small things off, Procedual Decorations on.

edit:  Now that a couple years have passed I'm seeing more regular materials in my cloth pile.  This one is definitely puzzling me -- my only guess is that around the embark site they initially had found some webs laid by CREATURE:RINGS_ANVIL and CREATURE:SPIKES_SWORDS.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 30, 2016, 12:32:38 am
Orcish Bloodsteel and a couple other minor things don't work because REACTION_CLASS:BLOOD isn't defined -- in Old Masterwork this was applied in [MATERIAL_TEMPLATE:BLOOD_TEMPLATE] in material_template_default.txt. 
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Kars on May 30, 2016, 06:19:18 am
How exactly does the fluid caster work? I have obsidian and magma-safe containers, but can't get any of the options to go green. Same with water, I have plenty of things to store the water in, but none of them are being recognized.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Meph on May 30, 2016, 06:43:44 am
How exactly does the fluid caster work? I have obsidian and magma-safe containers, but can't get any of the options to go green. Same with water, I have plenty of things to store the water in, but none of them are being recognized.
You build a handpump. It takes any barrel/bucket to fill with water, or steel barrel/bucket to fill with magma. These are used in the fluid caster as reagent.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: lokyar on May 30, 2016, 03:11:06 pm
So I played around a bit with the orcs and i got two "bugs":

The raider's drydock creat weapon kit doesn't seem to work with higher quality weapons (i have a save with 100+ iron weapons of all sorts/qualities and it keep cancelling/Not starting).

Molten pit steel/pig iron workflow orders take iron bars as input (if iron gets below the lower limit, it starts steel and pig iron production). I can export muh save if you want to.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 30, 2016, 03:22:00 pm
I don't think quality even can affect reaction reagents (unless there's some DFHackery going on that shouldn't be), so yes a save to debug the weapon kits might be helpful.

We'll double check the reactions for Molten Pit but i don't know the first thing about Workflow.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: lokyar on May 30, 2016, 03:59:09 pm
Have a save (have never passed along saves so this might be wrong): https://www.dropbox.com/sh/5pvzlwdukf47s65/AAD4O-kVj_kqCLFgJpLANrNxa?dl=0 (https://www.dropbox.com/sh/5pvzlwdukf47s65/AAD4O-kVj_kqCLFgJpLANrNxa?dl=0)
I have a weapon/coins/armour stockpile near the Drydock full of weapons.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 30, 2016, 05:20:55 pm
Got it thanks, will have a look in a few hours.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 31, 2016, 12:15:04 am
Hi Lokyar,

(1) I confirmed the Drydock wasn't working immediately on loading your save, but just did a "workflow unlimit-all" and then the Drydock had no trouble gathering weapons.
Spoiler (click to show/hide)
So, I guess this one was a user error and you had accidentally placed some constraint that was stopping it.  But, if you have further info please let me know.

(2) I understand what causes your second problem, it is the result of sort of a placeholder that we used in patching the mod to new version.  The Molten Pit is not quite as material efficient than the dwarven batch furnaces and instead creates randomly a bit of reusable residual junk material.  In Old Masterwork, this waste slag included "Rusty Iron" which is a material that no longer exists in New Masterwork, and so to maintain compatibility this was just replaced for now with "Iron".  But, this isn't a good permanent fix, so we will update that somehow. Thanks for catching it.

(edit) P.S.  I appreciate the save, since it lets me play around with a fort that already has a lot of stuff set up.  I don't have so much time to run long multiyear forts so it's pretty helpful.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: lokyar on May 31, 2016, 01:31:27 pm
two more things:

Shortcut for "open riches from the mountainhomes (ctrl m) also open the mechanical links submenu.

Ancient foundry seems really hard to get relatively to the benefit it will bring, i have been going for 4 years now and have been raiding a reasonable amount (enough to have been able to clad everyone in adamantine if i focussed my energy there) and have yet to see an ancient foundry blueprint. This might be because I am unlucky i admit and requires more testing.

Another quick question: when should I get access to the huscarl squad?

edit: ctrl s also opens a weird menu (succubus loot)

edit v2: assault dark tower and assault treasure fleet have the same hotkey (Capital T) and Succubus raiding and raid Merchant fleet are both capital S.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 31, 2016, 03:37:50 pm
Cool, thanks for catching the hot keys stuff.

Yeah, it is some kind of error that the Huscarl is available on embark (in Old Masterwork it would be after you're elevated to a clanholding).  I don't know if it's a typo or if the there has been a change in the way Nobles work in newer DF that I haven't learned about yet.

I'll look into A.F. drop rates -- well, into the whole raid loot tables, so any other feedback is welcome too.  Maybe the blueprint is really missing or typo'd.  But it will probably remain very rare, Deep Bronze is really powerful. I know overall the balance feels a little off now, in part because there are currently no other very rare blueprints.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: lokyar on May 31, 2016, 05:01:21 pm
Considering I'm busy raiding anyway: there are not options to unpack warlock/dark tower loot.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: chesse20 on May 31, 2016, 05:24:26 pm
idk whats up with this version but my new succubus fortress keeps crashing after the game is open for 5 minutes idk what i did wrong
Spoiler (click to show/hide)
crash log
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on May 31, 2016, 07:38:57 pm
Considering I'm busy raiding anyway: there are not options to unpack warlock/dark tower loot.

Yep, confirmed, thanks.  In fact the bug here is sort of the opposite -- the Raid Dark Tower reaction should be disabled for now, since neither Warlocks nor most of the arcane stuff that orcs would steal from them "exist" in the New Masterwork universe (yet).
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: taldarus on June 01, 2016, 05:06:00 am
Gah, with all these updates I don't even have time to play before a new one comes out! Awesome work!
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on June 01, 2016, 05:06:58 pm
Some kind of DF Hack thing is intercepting my normal keystrokes and bringing stuff up that I don't want (e.g. 'F1' = DFHack Help and 'r' = some workshop interface i don't understand).  I can work around not using F1, i guess, but not being able to 'r' repeat a workshop order is pretty bad.  Why did this start and how do i stop it, other than quiting and restarting the game?
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Nahere on June 01, 2016, 07:09:44 pm
Some kind of DF Hack thing is intercepting my normal keystrokes and bringing stuff up that I don't want (e.g. 'F1' = DFHack Help and 'r' = some workshop interface i don't understand).  I can work around not using F1, i guess, but not being able to 'r' repeat a workshop order is pretty bad.  Why did this start and how do i stop it, other than quiting and restarting the game?
Best guess is that you alt-tabbed out of the game at some point, and the game only registered the alt-down event, not the alt-up event. Tap alt to fix it.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: smakemupagus on June 01, 2016, 08:04:28 pm
Aha.  Could be it.  At first I thought it was activating when i ctrl-alt-s to save, but then it wasn't always happening.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: ScottS on June 02, 2016, 10:03:26 pm
Running v1.03, playing Dwarves.

1) I genned a world, played for awhile, first time I get a dwarven caravan, the ambassador is a wereelk.  He comes on the map, nukes the merchants and guards, and proceeds to stomp my fort.  Annoying.  Started a new fort in the same world, played for awhile, the same bleeping #$!%^ shows up with the first caravan and stomps me again.  I assume it's tied to the world, so I'm genning a new one now.  Is this intended?

2) Trying to make wood blocks with workflow in dfhack.  I can automate just fine running the block job at the carpenter's shop, but when I use the splitting block for the job dfhack tells me "no job".  Is this intended?

Thanks for making the game playable, Meph.  I've tossed you some coin in the past, I think I'm about due for some more.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: cerevox on June 02, 2016, 11:01:29 pm
Perhaps the mountinhome was infested with wereelk, or it could be your civilzation only has one member it can send out as an envoy, who happens to be a wereelk.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Dirst on June 02, 2016, 11:07:42 pm
Perhaps the mountinhome was infested with wereelk, or it could be your civilzation only has one member it can send out as an envoy, who happens to be a wereelk.
The Benevolent and Protective Order of Elks (http://www.elks.org) seems to be very strong in this world.  Also a lot less benevolent and protective.
Title: Re: Update 1.03 - ORCS! Inventor & Handpump for dwarves, 100+ new items, FPS scripts
Post by: Ivan Issaccs on June 03, 2016, 06:32:04 am
Im not sure if these are bugs are not but Ill throw them out there.
With the undead rot going on, they dissapear long before the reach my fort and leave it in a constant state of seige.

The other thing is that when I enabled rotting food, it seemed actually to slow my FPS to a crawl, dropping down to around 40 within the first season when I would expect it to still reach 150.