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Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on May 27, 2014, 12:37:20 pm

Title: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 27, 2014, 12:37:20 pm
(http://i.imgur.com/KlKv2UZ.png)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 27, 2014, 12:37:48 pm
Please post all discussion, questions, suggestions and bug reports for Dwarves in this thread. Thank you.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Erivor on May 27, 2014, 02:49:23 pm
Then i'll add this threads first question.

Is there anyway to check what biology research has already been researched?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 27, 2014, 03:04:23 pm
There is a way with dfhack, "showunitsyndromes him" targetted at a hostile. For example of goblins come, you check out a goblin and see if he has any of the debuffs from the biology you researched. Otherwise target a dwarf, but they have quite a few dormant interactions for all kinds of things.

Overall I am not statisfied with the biology system and might remove it. The idea is nice, but it would make much more sense to use dfhack, instead of masses of items, reactions and interactions that you cant really check.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: cs96385 on May 27, 2014, 06:25:33 pm
I really like the mod, but I have a crash to report.

The game crashes when the elven caravan is visiting. I think the elven diplomat is the trigger. The game crashes when the second dialog with him should happen. The first one (the greeting) works fine. I can also trade with the elven traders without problem if I am fast enough or the diplomat can't have the meeting with the leader.

Edit: The used Masterworks version is V4j.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 28, 2014, 02:52:45 am
Type in "DiggingInvaders Disable" into dfhack after you did load the save. That should fix it. The next update will have both an update on that plugin and will disable it by default.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on May 28, 2014, 04:41:30 pm
I had an ironclad cragtooth boar give birth. I thought they were supposed to be sterile? Not that im complaining that I get more bacon.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 28, 2014, 05:29:13 pm
They are turned sterile when they are transformed, but since STERILE is not a creature tag, but only one for interactions, the ones you buy from traders/embark do not have it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Podesta on May 28, 2014, 06:22:22 pm
Is the tagging of the different kinds of ammo (boradhead, piercing, et..) as foreign intentional? And if so, is there any reason for this, since they can be crafted?
I believe that due to the reason of them being foreign they are not automatically included in the default ammo that the hunters would use, which leads to dwarfs simply not equipping them.. He goes to the stockpile looks at it for while, go for it, and comes back, making a loop up until he is 'tired' of doing so... A search led mo to some posts with the same problem, and people not realizing it, usually linking to the bin bug.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 28, 2014, 07:14:25 pm
It is kinda intended, in so far that they are only available to players that have researched the better buildings. So you start with normal ammo, and later on you can make the better ammo.

Although I have been playing with the thought of just replacing normal ammo with these three and make them non-foreign. Have players make them in the forge. Maybe keep the Ammo caster for a more effecient production, but at least they would be in the military templates by default, since they would be ammo that is enabled in the entity file.

I cant do that with javelins though, because they have to be more expensive.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on May 28, 2014, 10:30:16 pm
Meph, the thing is, when the piggy gave birth.... the piglets WERE NOT ironclad. They were regular cragtooth boars.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Shizmoo on May 28, 2014, 11:51:26 pm
Dont know if this is the right place or to make new thread, but one of my miners is mining 10x faster than he use to and compared to other miners. I dont know what triggered this. Im using Masterwork. How do you fix this to put him back to normal? He has the same skill level as other miners who are at normal pace.

I see hes just 10x faster in general for everything
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: BlackFlyme on May 29, 2014, 12:04:26 am
Meph, the thing is, when the piggy gave birth.... the piglets WERE NOT ironclad. They were regular cragtooth boars.

The child name in the raws just calls them regular piglets. If you check their description it should mention armour.

Dont know if this is the right place or to make new thread, but one of my miners is mining 10x faster than he use to and compared to other miners. I dont know what triggered this. Im using Masterwork. How do you fix this to put him back to normal? He has the same skill level as other miners who are at normal pace.

I see hes just 10x faster in general for everything

It looks like he may have mined through a blessing of armok. It will wear off on its own eventually.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on May 29, 2014, 12:22:00 am
@BlackFlynne i just checked it when i got home from work, and you are right. The piglets have armor.

Edit: Question though. Since the piglets are natural born, will they ALSO continue to breed?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Shizmoo on May 29, 2014, 12:39:07 am
Meph, the thing is, when the piggy gave birth.... the piglets WERE NOT ironclad. They were regular cragtooth boars.

The child name in the raws just calls them regular piglets. If you check their description it should mention armour.

Dont know if this is the right place or to make new thread, but one of my miners is mining 10x faster than he use to and compared to other miners. I dont know what triggered this. Im using Masterwork. How do you fix this to put him back to normal? He has the same skill level as other miners who are at normal pace.

I see hes just 10x faster in general for everything

It looks like he may have mined through a blessing of armok. It will wear off on its own eventually.

Ah I remember seeing an announcement.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slom on May 29, 2014, 03:17:06 am
Few more newbie questions for today.
1. Is it worth to sacrifice food and booze to armok? I have large stacks of both made by legendary cook and legendary brewer. What are the bonuses from rewards? I suspect special foods and drinks like armok's wine, armok's cookies or smth. Does it have any special properties? (the wiki mentions "meat" instead of food, so I feel like this info is a bit outdated)
2. Souls. How to get any? I have few souls, but 0 idea where they came from. Prob, through butchering animals? But in this case, not every animal posses a soul. Which ones do?
3. Looks like weight bench doesn't train endurace and toughness. Which attriutes does it affect except strength and agility?
4. Archeology.
 4.1 Any comfy way to track archeologist's discoveries? Atm I just place mouse cursor over the workshop when I see an announcement, so dfhack shows me all items in a chosen tile. Not really reliable method.
 4.2 What are exact bonuses from those "superior" and "legendary" titles? Is rusty legendary iron sword>steel sword of same quality?
5. How to place magma for Volcanic Oracle of Armok? "below one of the 8 boundary tiles" Boundary, relative to what? Workshop has 52 boundary tiles. Tried a few variants, doesnt work. May I ask for a picture/screenshot of how it should be done?
6. Don't you think, that sacrificing blood and praying in the shrines is too OP? If I buy metals from caravans, manufacture different stuff and sell it, I get about 150-200% AVERAGE profit. If I buy blood, sacrifice it for 10% chance of reward and sell it, I get 300-400% profit MINIMUM. But I feel like chance of receiving a reward for blood is higher than 10%. Btw, does a praying skill affects this chance?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 29, 2014, 03:56:04 am
Few more newbie questions for today.
1. Is it worth to sacrifice food and booze to armok? I have large stacks of both made by legendary cook and legendary brewer. What are the bonuses from rewards? I suspect special foods and drinks like armok's wine, armok's cookies or smth. Does it have any special properties? (the wiki mentions "meat" instead of food, so I feel like this info is a bit outdated)
2. Souls. How to get any? I have few souls, but 0 idea where they came from. Prob, through butchering animals? But in this case, not every animal posses a soul. Which ones do?
3. Looks like weight bench doesn't train endurace and toughness. Which attriutes does it affect except strength and agility?
4. Archeology.
 4.1 Any comfy way to track archeologist's discoveries? Atm I just place mouse cursor over the workshop when I see an announcement, so dfhack shows me all items in a chosen tile. Not really reliable method.
 4.2 What are exact bonuses from those "superior" and "legendary" titles? Is rusty legendary iron sword>steel sword of same quality?
5. How to place magma for Volcanic Oracle of Armok? "below one of the 8 boundary tiles" Boundary, relative to what? Workshop has 52 boundary tiles. Tried a few variants, doesnt work. May I ask for a picture/screenshot of how it should be done?
6. Don't you think, that sacrificing blood and praying in the shrines is too OP? If I buy metals from caravans, manufacture different stuff and sell it, I get about 150-200% AVERAGE profit. If I buy blood, sacrifice it for 10% chance of reward and sell it, I get 300-400% profit MINIMUM. But I feel like chance of receiving a reward for blood is higher than 10%. Btw, does a praying skill affects this chance?
1. It is meat, but any prepared meal that includes meat is also accepted. The boni can be large, for example a drink that fully heals the person that drinks it, even regenerating lost limbs.
2. All butchered animals give souls. But they wither away after 2-4 weeks, you have to use them up quickly.
3. Really? Like not even looking at the manual?
Quote
A simple workshop that trains attributes. A dwarf can run the training reactions on repeat to raise strength, agility, toughness, spatial sense, kinetic sense and willpower
4. Nope, thats it. Look at the workshop. The superior and legendary have better combat stats. But a steel sword would still be better. They are the same items you make in the weaponry yourself.
5. The 8 tiles around the work-tile, which is close to the center of the workshop. just dig a single channel to magma and place it pretty much in the center of it.
6. Blood is a liquid, liquids are stacks. if you sacrifice 5 units of blood, the chance for reward is multiplicated by 5. And yes, you get more profit, but you also need more worksteps, the fitting buildings and the knowledge to do so. Praying skill only affects the speed, not the outcome. But if items with possible quality are created, the praying skill affects their quality.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Erivor on May 29, 2014, 06:03:40 am
i would like to correct meph on point 2: plump helmet men do not give souls when butchered.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 29, 2014, 06:06:17 am
i would like to correct meph on point 2: plump helmet men do not give souls when butchered.
All animals, large enough to leave butchery products, with brains give souls. (to correct myself ;) )
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Thelo on May 29, 2014, 08:06:10 am
I would gladly accept some help here.

I have problems with fish stockpiles. My current fort has 5 fish farms and one fish cleaner (maybe I need more, but that's not the problem), and I have plenty o'fish, but any of my stockpiles seem to receive any fish, either raw or clean. I set multiple options: only links, accept from everywhere, raw fish, prepared fish, both, etc., etc. I have checked my burrows and there should not be any problem.

My fish stocks are rather big now, but I can't distribute them!

Apart from that, everything is FUN for the moment. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: zach123b on May 29, 2014, 08:17:12 am
have you tried giving stockpile to stockpile? (q) over the large stockpile -> (g) give -> (enter) over the receiving stockpile
or (q) over the receiving stockpile -> (t) take -> (enter) over the large stockpile
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Thelo on May 29, 2014, 08:40:19 am
The thing is that all the fish is 'stuck' in the fishery building, so I can't take it to any stockpile and thus I can't try anything like that, even if I understood what you said.  :o
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: zach123b on May 29, 2014, 08:49:45 am
i usually have an overstock stockpile then have it give to smaller stockpiles elsewhere.  that was my way of trying to show you how to link stockpiles but here's the wiki for that :p
http://dwarffortresswiki.org/index.php/DF2012:Stockpile#Take_from_a_stockpile (http://dwarffortresswiki.org/index.php/DF2012:Stockpile#Take_from_a_stockpile)

but that sounds odd, i haven't used the fish farms for awhile.  have you tried deconstructing it? caution as enough stuff can cause an explosion i believe
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Thelo on May 29, 2014, 08:56:53 am
Yes, I use a centralized system myself for stocks. I did not try deconstructing yet... what's that of an explosion? Fishplosion, anyone? Oo?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 29, 2014, 10:47:11 am
After processing the fish it should be handled like any other fish in the game, traded or caught. It must be some order setting or stockpile setting specific to your fort.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 29, 2014, 05:13:28 pm
Quote
I can build flamethrowers (in an older version of Masterwork) but I don't know what ammo type to equip. Can someone enlighten me?

Also, do Firecannons use normal cannon balls?

Net launchers are a bit of a mystery too. I assume they use silk as ammo canonically, but what do they need equipped practically?
They dont need ammo. They add interactions to the wielder, so a flamethrower never runs out. But the AI was using the abilities not often enough, which is the reason I removed them again.

The firecannon fires normal cannonballs as well, using normal ammo, but they also shoot fireballs, unlimited.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DG123 on May 29, 2014, 06:11:04 pm
Whoops, sorry, I wasn't aware of the individual threads for races...

Anyway, what about putting both a firecannon and a flamethrower on a dwarf, and then giving him the sorcerer ability that gives him fire magic (I forget which, one of the various temple abilities)? Would the abilities stack leading to more flame use?

I'm trying to make some very nasty sentries that stand behind fortifications on either side of my base entrance and burn everything to a crisp. So the more fire going everywhere, the better.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 29, 2014, 06:13:22 pm
Yes, they would stack.

Try hellfire turrets. They have the same attack that dragons do. and are cheaper than mages.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DG123 on May 30, 2014, 04:03:46 pm
Yes, they would stack.

Try hellfire turrets. They have the same attack that dragons do. and are cheaper than mages.

I suppose I could buy some turrets... I've yet to find a single toolkit to buy so I can't build my own...

How do net launchers work, by the way? An infinite ammo interaction that paralyses or slows enemies from a distance? Anything that slows down enemies would help here since I'm trying to trap them inside a long winding corridor that is absolutely bristling with ballistae.

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 30, 2014, 04:41:39 pm
toolkit? Are you still playing V2 or V3 ? Thats years old...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on May 31, 2014, 12:16:29 am
toolkit - it might still be listed as needed in the manual, but im too lazy to go check  :P

Bug report of my own (i think). Ironhand tileset. v5.01. Researcher study. I told my dwarf to research StoneForging, and he turned out Machine Factory instead (or at least thats what the report screen says). Upon completion, 5 pages of reports of job cancel spam, for EVERYTHING that can be researched.

Also, the final item is listed as (researcher supplies) Rare Mortar, instead of what workshop it goes to.

edit #2: i did the reaction again, and when the 1st part was completed, the auto job pulled up EVERYTHING as a possible job.
edit #3: with ANY of the weird research items, i can build ANY research only building. And i dont even need the research only buildings, i can use large wooden pots, or a pile of sawdust.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 31, 2014, 12:48:38 am
Tenderroast: This means that the necessary tool subtype does not exist in the raws anymore, so it accepts any tool as reagent/buildmat, and it means that it produces a random tool that is defined in your entity file as product.

Seems that when I cleaned up the items, (with tools being the only file I didnt finish, because it had 1300 or so entries) that I messed up the research tools. I will fix it for the next update. Thanks for the report.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 31, 2014, 12:58:51 am
Quote
[REACTION:RESEARCH_LABORATORY_ROCKFORGE_STEP_ONE] //80% chance
[NAME:Conduct research in the field of Stoneforging (I)]
[BUILDING:BEASTLAB2:CUSTOM_NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:1:BLOCKS:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:C:1:ANVIL:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:90:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_ONE:INORGANIC:PAPER]
[SKILL:PRESSING]

[REACTION:RESEARCH_LABORATORY_ROCKFORGE_STEP_TWO] //64% chance
[NAME:Continue rockforge research (II)]
[BUILDING:BEASTLAB2:CUSTOM_NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_ONE:INORGANIC:PAPER]
[PRODUCT:90:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_TWO:INORGANIC:PAPER]
[SKILL:PRESSING][AUTOMATIC]

[REACTION:RESEARCH_LABORATORY_ROCKFORGE_STEP_THREE] 51.2% chance
[NAME:Finish rockforge research (III)]
[BUILDING:BEASTLAB2:CUSTOM_NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_TWO:INORGANIC:PAPER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_DISCOVERY:INORGANIC:PAPER_DISCOVERY]  => uses different mat for easier ID
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_ROCKFORGE_DISCOVERY] => creates an ingame announcement
[SKILL:PRESSING][AUTOMATIC]

Quote
[ITEM_TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_ONE]
[NAME:report:reports][VALUE:1][TILE:235][SIZE:1][MATERIAL_SIZE:1][UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_TWO]
[NAME:report:reports][VALUE:1][TILE:235][SIZE:1][MATERIAL_SIZE:1][UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_DISCOVERY]
[NAME:science discovery(rockforge):science discovery(rockforge)][VALUE:25][TILE:235][SIZE:1][MATERIAL_SIZE:1][UNIMPROVABLE] 

The Raws are fine. The reactions look good, and the tools are still there. Machine factory research looks the same. The behaviour you describe fits perfectly to missing/wrong id in the product/reagent of tools, but I just dont see it. It looks fine.  ???

Tenderroast, could you either look up the tools in your raws, or send me the save? Because I cant see the error. Usually I find the source of bugs quickly once they are reported, but this one I do not.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on May 31, 2014, 01:44:39 am
just made an account at DFFD to upload the save to, waiting on the verification email to activate the account. I will pm you the link when it is ready

nevermind on the save upload. I just checked item_tool... its kind of emptyish. a quick look at the file size... 5kb

Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 31, 2014, 01:51:35 am
In the meantime I embarked, made a researcher and successfully researched Stoneforging, without any issues.  ??? I cant replicate the bug.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on May 31, 2014, 01:54:58 am
I re-downloaded the original file. Somehow my 1st download got borked.  ??? 1st time that has happened to me...

edit: checked the .7z file, and the raws are fine, it must have just not extracted properly.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 31, 2014, 02:04:04 am
Mystery solved. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DG123 on May 31, 2014, 05:31:31 am
toolkit? Are you still playing V2 or V3 ? Thats years old...

I think I must be. I took a long break from playing. Didn't think it was quite that long, but maybe it was. I can't update without losing all the work I put in on my fortress, so...

Oh, and I have a question about farming. I read on the main DF wiki that you're supposed to need to irrigate your soil each year. I've gone for several years without needing to do any such thing. But now one of my farm plots magically deconstructed itself and the clay under it is dry. Any idea what the rules about drying out are?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rubicon on May 31, 2014, 07:32:37 am
Hey, just downloaded the latest and fired up gnomes for a try; got that duplicate raw bug, where you get bizarre stone types (embarked on a whole mountain of 'paralysing').

Has never happened to me before but I remember seeing people talk about it on the forums. Will try re-downloading.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DG123 on May 31, 2014, 08:36:05 am
I too gave in and downloaded version 5.01

But the manual is worrying me. Seems to say there is currently no artificier building.

Surely you haven't robbed me of my lovely power armour suits?

Can I get them in some way?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: splinterz on May 31, 2014, 10:58:42 am
Hey, just downloaded the latest and fired up gnomes for a try; got that duplicate raw bug, where you get bizarre stone types (embarked on a whole mountain of 'paralysing').

Has never happened to me before but I remember seeing people talk about it on the forums. Will try re-downloading.
in 5.0.1? argh, sounds like that bug is still there then. if you remember what options/profiles/tilesets you changed that would be very helpful to reproduce the problem.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kazzum on May 31, 2014, 11:40:14 am
Hey, just downloaded the latest and fired up gnomes for a try; got that duplicate raw bug, where you get bizarre stone types (embarked on a whole mountain of 'paralysing').

Has never happened to me before but I remember seeing people talk about it on the forums. Will try re-downloading.

I had this issue as well what I seem to have found it was is that if you don't launch the game before changing tile-sets it screws the raws up, after re downloading and running the game before changing any settings and closing it then changing the tile sets made it work just fine

and now I have a question I cant seem to understand, is the boneyard available for dwarves still or has that changed because I cant find it nor can I seem to find anyway to craft ironbone or bloodsteel anymore as dwarves I tried searching the changelogs but could find anything, Ill continue searching and try to post an update if I can

(( as a side not I have no idea why my profile says I am an escaped lunatic I don't get it..perhaps it is better that way ))

and now a less important question is there anyway to forge single handed weapons the way we can forge larger weapons like the zweihander because I do very much like the idea of customizing the weapons in that way.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: danmanthedog on May 31, 2014, 12:00:29 pm
I was wondering before the newest update you could make a wooden great axe in the carpenter workshop but now you can't make one. I was just wondering did you get rid of them for being op since I could make an above average army that could stand up to basic goblin ambushes. So did you get rid of them or is my game bugged?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slom on May 31, 2014, 12:53:57 pm
My damn RED DRAGON is missing. How the hell can someone steal a freaking dragon?
What might be the reason?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LordNippes on May 31, 2014, 01:30:34 pm
I somewhere read that agility is the most important skill for dwarfs in combat but what i saw it is hard to train but strengh is going up pretty good during sparring and weapon skill is also ok. So i wonder if it is a good idea to prefer westler dwarfs for my melee squads?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DG123 on May 31, 2014, 01:37:26 pm
New problem. When I generate worlds I can't find anywhere suitable to embark. I need flux stone and a river, with metal deposits. Why is the world supposedly empty of flux stone almost everywhere? (Except in evil biomes)...

Is there a way to prospect (dfhack) from the map before embarking? I forget.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on May 31, 2014, 05:02:04 pm
Use prospect and check it. If you have ores cranked to the max, flux will not show up on the list, but if you prospect, it is there. Look for marble, limestone,  and dolomite.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on May 31, 2014, 05:40:35 pm
Anytime the archeologist starts working, or I queue something up to be researched (once it spawns the second research job), it generates jobs for absolutely everything that the building in question fires off automatically (It doesn't seem to be firing the ones that are done manually).  Which means that my research workshop has a billion jobs on it, each of which will need to be canceled.
Spoiler (click to show/hide)

And I am getting a bunch of "bowls" and such.  The Gemforge I was researching appears to have succeeded, though it announced a machine factory.  It created a (Research Supplies) rare bowl.  It seems that I can create most anything using any bowls, pots, ladles or mortars  (of which I seem to have a lot).  It looks like the glue generating job is also creating random bowls/ladles/mortars (since I have several "bloated tuber plant" versions).  Bundling wicker also created a wicker bowl, and I've got a sawdust mortar...

So it looks like the tools are all messed up.  (So yeah, what Tenderroast reported)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DG123 on May 31, 2014, 06:58:57 pm
Use prospect and check it. If you have ores cranked to the max, flux will not show up on the list, but if you prospect, it is there. Look for marble, limestone,  and dolomite.

Wait, so you CAN do that before embarking? For some reason I thought it was only after embarking.

Anyway it occurs to me that I could just use bone and import limestone.

I have other problems anyway. I embarked on the only location on the map that has everything except flux (haven't prospected for that yet, might be there).

Even a volcano and a river.

Turns out one of my original settlers was not only a miners guild member... he was also completely insane. Schizophrenic no less. He attacked my other guys and was killed about 5 minutes after embarking. Thanks a lot game!

And then the badger dog pups I brought with me went berserk and although I don't think they actually attacked anyone, they were interrupting all the jobs. I don't understand why. Even the dead schizophrenic guy was interrupting jobs according to the log. After he was dead!

Is that just the log lagging behind the game progress, or what?

Anyway should I just avoid taking badger dogs? Or are they OK (i.e. Don't interrupt every dwarf nearby) once war trained?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: MightyPaladin on May 31, 2014, 07:28:04 pm
I just downloaded the new version, whipped up a world and started playing a dwarf game.

Researched stoneforging, ended up with machine factory.  the item itself is a (researcher supplies) rare ladle

that seems ... odd.

when I went to take a screenshot the game crashed.

Upon repeat, watching the research the halfway step the research object was a (researcher supplies) detailed mortar.

Then the game crashed again.

after a few more tries the game consistently crashes when I try to look at the research building after the wonky results

(http://i.imgur.com/f56LHF8.png?1)

that's what the research building looks like after it does 1 project.


edit: after more testing I've notice a couple of other oddities.  smelters don't make slag bars as a byproduct.  slag bowls and other slag finished goods are made instead.  I don't *need* to do research, because apparently minecarts can be used in place of the research bit in the buildings.  I did all this with a fresh new different world than the stuff above.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rubicon on May 31, 2014, 08:44:38 pm
Hey, just downloaded the latest and fired up gnomes for a try; got that duplicate raw bug, where you get bizarre stone types (embarked on a whole mountain of 'paralysing').

Has never happened to me before but I remember seeing people talk about it on the forums. Will try re-downloading.
in 5.0.1? argh, sounds like that bug is still there then. if you remember what options/profiles/tilesets you changed that would be very helpful to reproduce the problem.

Sure.

Settings: Tileset set to Phoebus. 'Digging stop' set to on.

Civilisations: only Gnomes set to playable in fortress mode. Succubus, Kobolds, Frost Giants and Automatons turned off completely. Drow set to evil.

Misc Features:  Aquifers, Harder Mining, Secret !FUN! and Diseases turned off. Food Variety turned on, all others in 'Additional Mods' turned off.

World Gen: Bogeymen set to zero, caves set to visible.

No other settings changed.
Generated a Mandelbrot fractal world. The one with the lake in the center.
Also, I remembered that I got a world gen crash initially, and had to restart the program and try again.

Hope it helps.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Netr0 on May 31, 2014, 09:12:41 pm
I made 2 world gens and both times the top layer of sand/dirt/clay is called Magma. The layer before that is 'paralyzing'.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on May 31, 2014, 10:51:22 pm
@mightypaladin. Redownload the archive. Fresh install, different folder from your other DF stuff. Same thing happened to me, you item_tools file got borked it sounds like. This issue has been cropping up ALOT ive noticed, but just re-install masterwork. You might be able to get the world to gen the same way, good luck with that (if you particularly love your embark choice)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Alestance on May 31, 2014, 10:55:48 pm
@mightypaladin. Redownload the archive. Fresh install, different folder from your other DF stuff. Same thing happened to me, you item_tools file got borked it sounds like. This issue has been cropping up ALOT ive noticed, but just re-install masterwork. You might be able to get the world to gen the same way, good luck with that (if you particularly love your embark choice)

I have a fresh copy of Masterwork. Didn't install it over my old one. It was broke fresh out of the box. I downloaded it from the dropbox link about 6 hours ago.

Edit:I just redownloaded again, and the same issues are occurring. This time from the Dwarf Fortress File Depot. If the issue is JUST from the one RAW file, can you post your copy to pastebin or something? It'd be much MUCH less of a hassle to just delete and change the single raw file than to download a file over 50 megabytes in size with the chance of having the same issue occur.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 01, 2014, 12:57:35 am
the problem isnt the file, the problem is the file is NOT extracting properly from the .7z archive. Pull it out manually.

The problem is the LAUNCHER. If you change tile sets, it changes the raws for item_tool to be a 5kb file.

THE FIX temporary at least

If you change tilesets, open the archive and manually extract ITEM_TOOL into your raws.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Alestance on June 01, 2014, 01:44:14 am
the problem isnt the file, the problem is the file is NOT extracting properly from the .7z archive. Pull it out manually.

Derp, now I feel dumb. It works now. Thanks for clearing that up.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 01, 2014, 01:54:34 am
Alestance, i was slightly wrong, the launcher is borking item_tool whenever you change tile sets.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Alestance on June 01, 2014, 02:08:16 am
Ah, well, that helps. I usually change the color set because I don't like default+. Either way, that's good to know.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 01, 2014, 02:18:05 am
i did not change the color scheme at all in my tests, but that might do it as well. I will have to check that.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DG123 on June 01, 2014, 07:04:21 am
I have a bit of a problem...

When I start up Dwarf Fortress I'm getting (every single time) two error messages in the log.

First one:

"World is not loaded: please load a game first.
Could not enable plugin: fix-armory"

How can I load a game "first" when all I'm doing is running the program? And what is this failing to fix? How do I run that plugin?

Second one:

...5.01\Dwarf Fortress\hack\scripts/construct-creature.lua:563: attempt to get length of global `args` <a nil value>
stack traceback:
...5.01\Dwarf Fortress\hack\scripts/construct-creature.lua:563: in main chunk
<...tail calls...>


What on earth does that mean?

And should the slash before "construct" really be in that direction? Might explain the problem if it's supposed to be \ not /

Obviously I have no idea how to fix that if it is.

Edit: Just checked the file paths in the actual game folders.

Yep, someone typed in the wrong slash somewhere. Whatever file tells Dwarf Fortress to look for the lua files has a typo in it.

But it seems this command is only related to spawning creatures made from materials like metal through a (manual?) command. Is this a problem at all for the game?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 01, 2014, 07:49:42 am
The fix-armory is no issue. It simply needs a world loaded.

The second one might be an issue for Gnomes, who use this script. I did write IndigoFenix about it. He is the author of both the race as well as the script.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Aristion on June 01, 2014, 09:41:28 am
Just embarked as dwarfs and one of the problems that shows up is that there is no plump helmets available or its products. I thought they always had access to underground plants. And yes there are caverns.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slom on June 01, 2014, 10:37:47 am
Whats the point in sending bards and spies? Is it possible to loose dwarfs by sending expeditions and mercenaries? Which expedition and mercenary group is the most dangerous/easiest?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on June 01, 2014, 02:32:36 pm
Just embarked as dwarfs and one of the problems that shows up is that there is no plump helmets available or its products. I thought they always had access to underground plants. And yes there are caverns.

Presuming there isn't actually a mistake in the raws, it is entirely based on what the civ actually has access to biome-wise within their territory. Possibly they don't have any tier 1 caverns in their biome (though not likely) or rather, no subterranean water biomes within their territory.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Marc Remillard on June 01, 2014, 03:13:46 pm
I'm not sold on the default-on emigration script. My first embark with 5.0.1, my Carpenters-guild dwarf just up and left as soon as they embarked. A little bit stroppy, why did he bother making the journey :) ? But if I had a legendary armoursmith up and leave like that I'd be mightily irked.

I can see how some people would enjoy the feature (and possibly if I trusted it a bit more wrt unhappy dwarfs I might), but I'd have it off by default (or at least tweakable via the GUI, couldn't see it, I'm just using 'emigration 0' in dfhack based on what the lua looks like).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Hotawotwot on June 01, 2014, 04:11:09 pm
I'm not sold on the default-on emigration script. My first embark with 5.0.1, my Carpenters-guild dwarf just up and left as soon as they embarked. A little bit stroppy, why did he bother making the journey :) ? But if I had a legendary armoursmith up and leave like that I'd be mightily irked.

I can see how some people would enjoy the feature (and possibly if I trusted it a bit more wrt unhappy dwarfs I might), but I'd have it off by default (or at least tweakable via the GUI, couldn't see it, I'm just using 'emigration 0' in dfhack based on what the lua looks like).
Meph said he thinks he set it a fair bit too high. You can disable it by typing "emigration 0" into Dfhack
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DG123 on June 02, 2014, 12:51:30 pm
The fix-armory is no issue. It simply needs a world loaded.

The second one might be an issue for Gnomes, who use this script. I did write IndigoFenix about it. He is the author of both the race as well as the script.

Regarding fix-armory, does it run automatically when you do load a world, or do you need to manually run it after loading the world?

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 02, 2014, 12:57:07 pm
I think it needs to be run manually, but I can just move it into the OnLoad.init, and it will do it for you.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: MightyPaladin on June 02, 2014, 10:18:48 pm
hey, new thatchery stuff.  If I build a giant fortress out of wicker blocks, will a Big Bad Wolf show up and knock it down?  :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Unspec on June 03, 2014, 05:56:57 am
What exactly are souls used for? I have a bunch floating around my refuse pile and I'm unsure of what do do with them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 03, 2014, 06:03:41 am
What exactly are souls used for? I have a bunch floating around my refuse pile and I'm unsure of what do do with them.

Quote
- Soul System. Based on an idea by Roses. Each creature leaves a soul after being butchered. Souls will wither after 2 weeks and disappear after 4 weeks. They can not be stored a long time, so you have to use them while you got them. Mass killings, be it invaders or pets, is the only way to get large amounts at the same time. Souls are used in the biology system, replacing the itemcorpses. Souls can also be sacrificed to Armok for rewards.

 - Overhaul of the Religion System. Altars can now create the same items that Shrines can, with the 'Offer a soul and pray for X' reactions. These reactions are not free, but cost a soul. They have a 10% higher returnrate then the free ones. You can also sacrifice many souls or objects at the temple for 'Bloody X of Armok', which are weapons and armors. Golem Hearts have been removed from the Religion, they are no longer needed to make Golemforges. Making Wards now requires a dwarven sacrifice, so better order them from caravans.

A new religious building has been added: The Volcanic Oracle of Armok. The three Blessings of Armok have been moved to it. They now instantly affect every dwarf in the fort at the same time, and cost souls. The Guardian of Armok has also been moved to this building, and costs 25 souls. You can also create Moonsilver and Shadesilver, which cost 1 bar of silver each. They have exactly the same properties as silver, but do 30 times damage against GOOD/EVIL creatures. Moonsilver hurts evil, Shadesilver hurts good. This means you can outfit specialised squads against certain enemies, but you have to remember that silver is otherwise not a good weapon material.

Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Unspec on June 03, 2014, 06:19:30 am
Another thing I've noticed is that I have wild blueberry seeds (purchased during embark) and yet no option anywhere to actually plant them on the farms. In fact, it seems like a lot of planting options are gone, such as wild maizes and rope reeds.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 03, 2014, 06:20:28 am
Thats biomes. You bought plants that your home civ can grow, but they do not grow in the biome you embarked on. Thats perfectly normal. Its like taking plants to a glacier. You cant plant any of them. Your biomes just doesnt happen to support the plants you listed.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Unspec on June 03, 2014, 06:42:36 am
Thats biomes. You bought plants that your home civ can grow, but they do not grow in the biome you embarked on. Thats perfectly normal. Its like taking plants to a glacier. You cant plant any of them. Your biomes just doesnt happen to support the plants you listed.

Ah I see, didn't know about that!

Edit: Even with tree acorns?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 03, 2014, 06:47:31 am
they should be all-biomes except cold ones.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Unspec on June 03, 2014, 07:34:06 am
they should be all-biomes except cold ones.

Only have tree stalks and ironbark saplings, no tree saplings option anywhere.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Buel on June 03, 2014, 10:30:54 am
Everytime I try to make a large world and generate it with a short history my game will start the history and then crash, is this a bug or just only effecting me?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on June 03, 2014, 10:49:44 am
Using any of the default presets tends to lead to crashes.  The named presets are far more reliable with MDF.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ToastStorm on June 03, 2014, 10:52:15 am
Everytime I try to make a large world and generate it with a short history my game will start the history and then crash, is this a bug or just only effecting me?

It does happen from time to time with me as well, I usually set my history length to around 50-100, but thats also my preference for a more mega beast filled world, maybe try a medium sized one on advanced generation if you want a slightly longer history (short is still decent length of time).

As for me, I have a question, I was playing around with some features I haven't used in a while and the weapons and armor of the Rockforge seem to be rather light (a stone breastplate is over 3 times lighter than a bronze one), which seems a bit odd?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: sanescientist on June 03, 2014, 01:20:59 pm
I've been trying to train an Ironclad Cragtooth Boar and an animated spear for war or hunting but nether options are available to me. I've assigned an animal trainer to them and put them in an animal training zone. I'm not sure if the problem is in Masterwork or DF itself.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Netr0 on June 03, 2014, 10:50:20 pm
Ok got a question. I've bought a web turret from the dwarven traders and placed it in my tower which is 1z level above the ground of my entrence. When invaders attack I see the web shooting but the webs all appear on the level of the turret and not on the targets. Is it working and hitting the targets on the ground? Or can it only fire webs on the same level?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: BlackFlyme on June 04, 2014, 02:28:02 am
Ok got a question. I've bought a web turret from the dwarven traders and placed it in my tower which is 1z level above the ground of my entrence. When invaders attack I see the web shooting but the webs all appear on the level of the turret and not on the targets. Is it working and hitting the targets on the ground? Or can it only fire webs on the same level?

After some arena mode testing, it looks like webs only work on the same level as the user, even if they are aiming at a different level.

The webs also have a habit of getting stuck in the air, it seems.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Netr0 on June 04, 2014, 10:19:28 am
Ah k thanks BlackFlyme
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Toasting on June 04, 2014, 04:02:21 pm
When using the Weaponry to upgrade steel longswords (the only weapon ive tried this with), it gives me a random steel weapon back rather than an improved steel longsword

EDIT: this is in 5.01
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: SharpKris on June 04, 2014, 04:38:59 pm
can someone guide me through the steps of making a magmaling?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 04, 2014, 04:43:15 pm
When using the Weaponry to upgrade steel longswords (the only weapon ive tried this with), it gives me a random steel weapon back rather than an improved steel longsword

EDIT: this is in 5.01
open item_weapon_melee_upgrades and change the first line OBJECT:ITEMS to OBJECT:ITEM. My bad. Thanks for the report, next version will have it fixed.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: MightyPaladin on June 04, 2014, 05:19:58 pm
5.03 straight out of the box.  changed the tileset and added invasion races using the GUI

Caravans were empty.  they brought nothing except the meat on the cattle and the clothes on their back.  Went until the second dwarf caravan to see if ordering stuff from the diplomat helped.  it didn't.

Making a new world to see if it repeats.

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 04, 2014, 05:24:19 pm
5.03 straight out of the box.  changed the tileset and added invasion races using the GUI

Caravans were empty.  they brought nothing except the meat on the cattle and the clothes on their back.  Went until the second dwarf caravan to see if ordering stuff from the diplomat helped.  it didn't.

Making a new world to see if it repeats.
It probably will. Interesting. I did not anticipate this.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: MightyPaladin on June 04, 2014, 06:52:18 pm
it did in fact repeat, and I see a fix has been uploaded in the meantime.  Good, fast work.  Thanks  :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 04, 2014, 07:00:32 pm
empty caravans make the game pretty unplayable, so a fix was needed. I hope everything is working as intended now. I did spawn a few caravans, the wagons are full of items.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Netr0 on June 04, 2014, 08:31:26 pm
Another question. With Magic, how does one train the sorcerers to gain level in sorcery? Is it just from using the spells? I've yet to actually make a mage from scratch as most of my bases I don't get around to it til 6+ years in and I keep hitting stopping points(from boredom of the fort to a spiral tantrum because I wasn't able to make a dang rosesilver bed)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: omniclasm on June 04, 2014, 08:52:16 pm
Yeah, magic feels too "end game" to me.

By the time I research and get everything to even build the thing, my fort is nearing it's end. And if you're making it that far in, you already have a reliable military.

Which is unfortunate, because I really want to play with fire.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Netr0 on June 04, 2014, 09:17:54 pm
Yeah, magic feels too "end game" to me.

By the time I research and get everything to even build the thing, my fort is nearing it's end. And if you're making it that far in, you already have a reliable military.

Which is unfortunate, because I really want to play with fire.
''
That's true... With magic you need a lot of platinum and the easiest way to get that is with a few priests 24/7 praying(after a long time I end up with like 300 silver 200 gold 170 platinum).

I think for a challenge... to start with all the equipment to do magic based start and play with just magic users for a def instead of normal soldiers. I guess I could call it 'School of Magic Expedition'. Which would include some basic builders and 1 or 2 people to start magic asap. Maybe rely on pets/traps at first(Since I always start with about 5-6 invader races at least). I think it sounds like fun :S
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: herocrafter on June 04, 2014, 11:08:50 pm
Hello.  I'm new to both dwarf fortress and masterwork so apologies if you find my question(s) simple.  I've wiki'd and forum'd and reddited and felt I was ready to begin.  I'm using the v5.0 now but will update after I post this to v5.04.  The short of it is I caged trapped Legionnaire Dwarf Necromancer and don't know if, or even how, I should let him free.  Its winter and he is getting frostbite.  He got trapped (cage trap) mere seconds before the arrival of a caravan so I'm thinking he might have been its vanguard; however, I didn't think (awake) dwarfs got caught in traps so I'm really confused with what to do with him.  The fact that he is a Necromancer is unnerving too.  And no, I haven't a clue as to whether or not there is a tower close to me.  So I'll have to remove him some time, dead or alive.  Would it be better to wait for his frost bitten butt to freeze to death or is no threat?  Should he die will the others be happier if I entomb him?  Will the merchants remember hold it against me that he got clumsy on their next visit?  If I'm to release him do I mark just the Dwarf Necro for dumping or do I also need a stockpile that accepts live dwarfs? 

Thanks for reading all this.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: BlackFlyme on June 04, 2014, 11:17:33 pm
Does the unit screen mention anything about him? It should say something like Merchant, Invader, or Friendly next to his name. It's most likely that he is an invader, as he had gotten himself trapped.

Regardless of which he is, he is very dangerous, and will be more than happy to raise any corpses he comes across around your fort, so simply letting him go would not be the best option.

If you do wish to free him, then you can do so by constructing his cage like a piece of furniture, linking the cage to a lever, and then having the lever pulled. Cages tend to work oddly when the occupant is the same race as your civilians, as they cannot be freely moved into or out of cages like animals can.

There won't be any mood shift from him being entombed, though entombment or a memorial slab will prevent him from rising as a ghost.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: herocrafter on June 04, 2014, 11:35:45 pm
Whereas everyone and everything else is labeled (wild animal, merchant, merchant (caged), or dipolomat) Erib Kabular Ronatzul Laltur, Legionnaire Dwarf necromancer has none.  Oddly though on that list he is placed above all the merchant's critter cages while the merchants and guards and draft animals are below.  I'll take that to mean he's not with them and let him freeze.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 05, 2014, 06:48:54 am
His name is so long that is blacks out the type. Press F12 to have a look without true type font. But he is hostile, otherwise he wouldnt have triggered the trap.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Buel on June 05, 2014, 07:35:01 am
Turning up the embark points does nothing or am I doing something wrong? I've generated whole new worlds after I turned the points up a little.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: splinterz on June 05, 2014, 08:03:15 am
Turning up the embark points does nothing or am I doing something wrong? I've generated whole new worlds after I turned the points up a little.
i just tested with 5.0.4 and it seems to work, although it's a bit weird. i had set it to 1649, and it actually gave 1711, no idea why. however, you can double check the Dwarf Fortress\raw\onLoad.init and verify that the points have changed.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 05, 2014, 08:05:04 am
Embark points vary for each location/world, which is a bit weird, I never found out why. But I tested with values over 10000, which is the worldgen settings max, and I got them. So it does work.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: dukea42 on June 05, 2014, 08:20:10 am
The faction you select add it's prosperity to your embark. Larger factions with more forts on the embark map will provide higher points (and likely more types of goods the others may not have).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 05, 2014, 09:34:27 am
The faction you select add it's prosperity to your embark. Larger factions with more forts on the embark map will provide higher points (and likely more types of goods the others may not have).
:o

And you learn something new every day.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Buel on June 05, 2014, 09:51:13 am
Oh. o.o Wow that makes sense heh, I mean my gnome one was pretty big. But i'm glad its not a bug or anything.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Netr0 on June 05, 2014, 09:54:40 am
Turning up the embark points does nothing or am I doing something wrong? I've generated whole new worlds after I turned the points up a little.
You could also use dfhack when looking for an embark spot and type points xxxxx
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Boltgun on June 05, 2014, 11:12:24 am
Turning up the embark points does nothing or am I doing something wrong? I've generated whole new worlds after I turned the points up a little.

Perhaps the related script is not ran upon loading the save.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 05, 2014, 08:59:14 pm
Interestingly, elven caravans now have wagons.  I'm guessing that is a side effect of the caravan fix.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 05, 2014, 09:00:52 pm
Ups. Sorry, I just added wagons to all civs. Completely forgot that elves are not supposed to have any.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 05, 2014, 09:43:15 pm
Oh, and I'm still not getting good weather.  I had an embark that had piles a milk and honey everywhere and everyone had "got caught in freakish weather" thoughts but the rain seemed totally normal and no one had any positive weather effects.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 05, 2014, 10:18:22 pm
Is there a quick fix for the wagons? preferably one I can just apply myself?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 06, 2014, 05:27:06 am
Is there a quick fix for the wagons? preferably one I can just apply myself?
Its fixed in 5.04 and 5.05.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 06, 2014, 08:01:11 am
The elves ones, you mean?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 06, 2014, 08:27:12 am
Elven caravans bring wagons in 5.04, but otherwise yes.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: MightyPaladin on June 07, 2014, 01:37:38 am
am I supposed to be able to make anvils out of wicker blocks?  'cause that's just ... hilarious.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on June 07, 2014, 05:22:27 am
Sounds like a novelty gag-gift. "Oh Urist, you shouldn't have! You really, really shouldn't have... I'll go put this with the glass warhammer and the wooden musket."
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 07, 2014, 05:50:31 am
am I supposed to be able to make anvils out of wicker blocks?  'cause that's just ... hilarious.
Probably not. ^^ I'll fix that, make them only useable for contructions.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zeebie on June 07, 2014, 10:46:50 am
The weaponry doesn't seem to be working at all.  This is what consistently happens:
1.  I assign "Improve battle axe"
2. A dwarf brings all the appropriate materials
3. I get "A weapon has been upgraded message"
4.  The original weapon is unchanged, all other materials have vanished.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 07, 2014, 11:12:02 am
The weaponry doesn't seem to be working at all.  This is what consistently happens:
1.  I assign "Improve battle axe"
2. A dwarf brings all the appropriate materials
3. I get "A weapon has been upgraded message"
4.  The original weapon is unchanged, all other materials have vanished.
You are playing 5.03, arent you? (or older)

See the changelog: "- Fixed the header of item_weapons_melee_upgrades. This fixes the Weaponry in dwarf mode."
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zeebie on June 07, 2014, 12:25:18 pm
The weaponry doesn't seem to be working at all.  This is what consistently happens:
1.  I assign "Improve battle axe"
2. A dwarf brings all the appropriate materials
3. I get "A weapon has been upgraded message"
4.  The original weapon is unchanged, all other materials have vanished.
You are playing 5.03, arent you? (or older)

See the changelog: "- Fixed the header of item_weapons_melee_upgrades. This fixes the Weaponry in dwarf mode."

I am indeed playing 5.03.  Is there an edit I can make to that file to fix things without messing up my saves?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 07, 2014, 12:28:36 pm
You can try. Remove the 'S' from OBJECT:ITEMS in the weapon_melee_upgraded.txt in your save file... but I dont know if it will work.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Polardwarf on June 07, 2014, 07:22:22 pm
Well... I was forging golems today in my fort and i noticed that if the dwarf you turn into a golem is carrying a child, the child will also turn into a golem and the "parent" golem will still carry the child golem around, soon i will put them in combat and see what happens :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: MightyPaladin on June 07, 2014, 08:43:18 pm
messing around with the finishing forge for the first time.

the reactions only take 1 bar, even with harder smiting.  I can mass produce bronze sawblades at 1 bar each.  Or I can fully equip a dwarf for the paltry sum of 7 bars
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 07, 2014, 08:48:09 pm
Intended. You get early and easy access to bad (bronze/copper) gear. Otherwise people jump straight to higher tech.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on June 07, 2014, 08:53:12 pm
Just had an archaeologist uncover an "unknown material red marker" from restoring a relic

Useful, useless, or bug?  (He also got a lot of mithril items, so that's nice.)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: MightyPaladin on June 07, 2014, 09:00:13 pm
so its supposed to be less bars to make the same thing?  I thought it was just supposed to not take fuel.  Alright then.

Starting with a bunch of copper and tin ore at 6 each just got really attractive  :-D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on June 07, 2014, 09:45:23 pm
Just had an archaeologist uncover an "unknown material red marker" from restoring a relic

Useful, useless, or bug?  (He also got a lot of mithril items, so that's nice.)

In terms of the red marker you may want to look it up from the game Dead Space.

In a similar way it would be prudent to begin carving the names of your dwarves into the walls so that when future expeditions stumble upon your horribly murdered corpses they will know what happened.

The best way to save yourself if you don't have an insanely strong military yet is would be to look into the reactions in religious buildings.

Fun Spoiler
Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on June 07, 2014, 10:04:45 pm
So that's where the necromorphs came from. Is it a one time spawning thing? I killed the first group easily.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 08, 2014, 03:09:23 am
So I just had an elven caravan show up.  They had unicorns as their animals (if that matters) and no wagons (as is proper). They also had no trade goods.  Not single splinter. Last fort they had goods, but they also had spiders as the pack animals...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on June 08, 2014, 03:17:54 am
So that's where the necromorphs came from. Is it a one time spawning thing? I killed the first group easily.

I'm pretty sure they keep coming back, as will everything else that dies.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on June 08, 2014, 03:32:23 am
Moved over from another thread...
First things first, this is in Masterwork mod, dwarf mode. I started my game at year 50, it is year 55.

I just happened to be looking at one of my leeches dwarven children and noticed that Rovod Udilrinal only has a mother listed under the relationships tab. He does have an older sister who also only has a mother listed. (I have found two more kids of single moms, and a child of a single dad, all 4 of them were not born in my fort.

Are single moms a new thing here? I mean, that's not a problem, but it is highly suspicious.

While trying to remember which child I was looking for, I noticed another weird child, Gamlatbecor ("Spewtemptations"), who apparently does not have a 2 part name like the majority of the members of my fort, though finding another one (a mason named Zardumed "Outrageousfortification" which is an AWESOME name) has not reassured me much. (And another one, Butcher, Zuglarzoden "Shiphoused".)

The kid's parents have normal names and so does his older brother. He is 3 years old. He is a legionnaire in his thoughts and preferences. He has not claimed a room for himself but his parents have and he sleeps there.

The Mason is married and has TEN kids. He is one of those weird dwarves appearing to be born before the world was created (my world is 55 years old, he has the appearance of someone 102 years old). He is a marksman in his thoughts and preferences. The mason has claimed a room for himself. NONE of his 10 kids or his wife are in my fort (this is really suspect).

The butcher is *not* married, and only has passing acquaintances. He has not claimed a room or property for himself. He is 38. He is also unquestionably weak (lol).

None of these single named dwarves have anything in common, aside from the fact that they don't have "last names" or whatever.

Is this normal? I mean, the kid not having a dad, is unexpected enough, but the one name dwarves have me REALLY paranoid. There is so much that can go fun in a fort, and I'm suspicious of these 4 dwarves. Suspicious enough that I might just decide to bury them and move on.

Has anyone else noticed anything like this? What happened with the odd dwarves?

Dwarves older than world generation are entirely normal, especially in young worlds - the world gen seems to assign a random age to every creature at the start of history, to avoid an even more suspicious situation where everyone is the same age.  Likewise, dwarves lacking a first name happen from time to time and aren't anything to be worried about.

A quick check of my fort has thrown up several dwarves without parents on the Relationships screen at all.  My guess is that only dwarves currently in your fortress show up, or that maybe the parents of migrants were "culled" as unimportant historical figures during worldgen?  Either way, you could probably find out more by creating a copy of your save, abandoning it, exporting all of the legends data, and looking up the dwarves in question with Legends Viewer.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: BlackFlyme on June 08, 2014, 03:40:29 am
A quick check of my fort has thrown up several dwarves without parents on the Relationships screen at all.  My guess is that only dwarves currently in your fortress show up, or that maybe the parents of migrants were "culled" as unimportant historical figures during worldgen?  Either way, you could probably find out more by creating a copy of your save, abandoning it, exporting all of the legends data, and looking up the dwarves in question with Legends Viewer.

Most likely is that it is the latter, as even relatives who are not in the fort should be listed as a relation. I've found a few historical figures in vanilla who had an unknown parent, though I believe it is very uncommon. I've even had a figure or two who had no parents at all, despite having been born during world-gen.

In Legends, it may say something along the lines of "the name of his/her father/mother has been lost to time" or "s/he was of unknown parentage", but it may not mention it at all.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 08, 2014, 05:44:03 am
It looks like unicorns don't work as pack animals.  The elves showed up the second spring with nothing again, using unicorns as their pack animals, even though I had requested stuff.

Not that it really matters since every single one of my dwarves has the bubonic plague, despite my having turned diseases off.  So I guess that would be a second problem.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on June 08, 2014, 05:50:09 am
Apparently the plague comes with one of the other included mods (I forget which one), rather than MDF's diseases module.  I think it's clear what you have to do, though - find a way to weaponise it against those annoying, unhelpful elves and their needlessly pointy steeds...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 08, 2014, 06:03:28 am
It looks like unicorns don't work as pack animals.  The elves showed up the second spring with nothing again, using unicorns as their pack animals, even though I had requested stuff.

Not that it really matters since every single one of my dwarves has the bubonic plague, despite my having turned diseases off.  So I guess that would be a second problem.
Please state the version number.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 08, 2014, 06:30:51 am
It looks like unicorns don't work as pack animals.  The elves showed up the second spring with nothing again, using unicorns as their pack animals, even though I had requested stuff.

Not that it really matters since every single one of my dwarves has the bubonic plague, despite my having turned diseases off.  So I guess that would be a second problem.
Please state the version number.

V5.05

And digging into the raws it looks like I have smallpox from interaction_plague  (it says smallpox in the description but bubonic plague in the tag).  Interestingly the dwarf raws have "!NONEWDISEASE!APPLY_CREATURE_VARIATION:HAS_BUBONIC_PLAGUE]"  so I shouldn't be getting all plaguey up in my shorts.   I noticed the plague at the same time a salt mage (alomancer) showed up, maybe there is some weird tie in with that?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 08, 2014, 07:31:16 am
And now I've starting digging into raws...  If I'm reading this right, genii are useless, since they don't become an adult until 1 year, at which point they die of old age.  Are they supposed to have maxage and child both set to 1?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on June 08, 2014, 07:33:24 am
I think it's to stop them breeding.  You just have to bung them on a nest box asap and hope they lay something good.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 08, 2014, 10:26:36 pm
I can confirm the v5.05 elven unicorn problem.

No wagon, unicorn as the pack animal, ZERO trade goods. Welp, i guess if they wont bring me stuff, i will force them to bring me lots of bodies to butcher, and lots of mithril items to melt down.  8) declaring war is fun
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: SharpKris on June 09, 2014, 01:18:13 pm
I can confirm the v5.05 elven unicorn problem.

No wagon, unicorn as the pack animal, ZERO trade goods. Welp, i guess if they wont bring me stuff, i will force them to bring me lots of bodies to butcher, and lots of mithril items to melt down.  8) declaring war is fun

knew i wasn't the only one who found it odded.
i dont usually trade with them so i didn't mind much
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jwpartain1 on June 09, 2014, 01:30:34 pm
Is there any way to change the 'm' key back to the military interface page? It's been really bugging me :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: dukea42 on June 09, 2014, 02:27:54 pm
I'm guessing your using Alt-tab, which makes a bug in the game think you are using Alt-m instead of M for military. Hitting alt once after returning from an alt-tab will fix that.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jwpartain1 on June 09, 2014, 02:46:02 pm
Thanks! That's most likely it, I'll report back after work.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DoX on June 09, 2014, 05:51:30 pm
Hey Meph, quick issue,

I'm playing on 5.01, want to put a few years into this fort before going up to 5.05

Migrants are showing up and instantly going "Friendly" instead of civ members. They just hang out on the edges of the map, and only show up on the "others" tab of the units screen. Can't do anything with 'em.

Is there a DFhack command to make a unit a civ member?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on June 09, 2014, 06:03:37 pm
It's a fairly longstanding bug (actually inherent to vanilla DF). Quoting an old post regarding the solution (from the previous dwarfmode bug thread):

Quote
There is a bug where when traders who came to your fort as part of a caravan may try to migrate to your fort some time afterwards, but for some reason still think that they are there to trade. Use the 'v'iew option to select them, then type 'tweak fixmigrant' into the DFHack window to fix them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 09, 2014, 06:09:33 pm
Hey Meph, quick issue,

I'm playing on 5.01, want to put a few years into this fort before going up to 5.05

Migrants are showing up and instantly going "Friendly" instead of civ members. They just hang out on the edges of the map, and only show up on the "others" tab of the units screen. Can't do anything with 'em.

Is there a DFhack command to make a unit a civ member?
Yes, makeown. See the dfhack readme. Its a vanilla bug.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DoX on June 09, 2014, 06:42:20 pm
Hey Meph, quick issue,

I'm playing on 5.01, want to put a few years into this fort before going up to 5.05

Migrants are showing up and instantly going "Friendly" instead of civ members. They just hang out on the edges of the map, and only show up on the "others" tab of the units screen. Can't do anything with 'em.

Is there a DFhack command to make a unit a civ member?
Yes, makeown. See the dfhack readme. Its a vanilla bug.

Ah, thanks much Meph. You rock, as always.

EDIT: Also thanks to Niveras, didn't see the post above. You rock as well.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: migshark on June 09, 2014, 07:29:29 pm
I've got a suggestion related to a pet-peeve of mine that I'm losing hair over; smaller building sizes - at least for future buildings, if not current ones. 3x3 workshops Meph, remember those :P ?

I'm always trying to design efficient, compact, vertical forts with as little pathing and used (dug out) space as possible to maximize production and minimize FPS death. I get that you can't have 100 reactions on every workshop, so the count can't really change, and you want a clear sense of progression, but big workshops just hamper design such that it that can only be compensated for to a limited extent. That is, the space they take up can't be reduced through any sort of skill, if all tiles aren't passable then entrances and so on are limited, and workshops with similar reagents can only be so close together when they're all so big. I'm guessing(?) you also want to have the sizes relative to their purpose realistic (eg: guildhall/temples), but I think you should leave more of the surrounding architecture for things like that up to us. The building tiles are pretty, but so are decorations, so they might see more use this way.

To give you some numbers just on space, I'm currently designing a QF blueprint for MW dwarves (about 150 of them living in segregated luxury, catacombs included, + 3.5 Zlevels for 75 more). I've roughly calculated that I could squeeze everything besides the larger temples and the admin/magic buildings into a 40x40x17-18 fort, but that handful of omitted buildings, many of which don't see constant use, would take up a couple Z levels on their own. Now that I think about it, my forge/magma levels would also be bursting at the seams... back to the drawing board spreadsheet.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ibluminatus on June 09, 2014, 08:52:11 pm
Played adventurer mode recently after updating to 5.05. I kept encountering Xen on the surface. It seemed strange to me because in the manual they are mentioned, their description at least, as being in the 3rd cavern layer. Sidenote I usually do clean installs/extracts to prevent duplicated raws or other errors.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Theinsomniac on June 09, 2014, 10:06:22 pm
My dwarves aren't collecting plants from their farm plot, they're just left there to wither and die.
I enabled farming for all of them, but the plants still remain unharvested, what can I do to get them to start harvesting their plants?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 09, 2014, 11:33:53 pm
Your dwarves might have them harvesting, but not gathering them. Make sure you have Dwarves Gather Food turned on. (o)rders -> Gather (f)ood
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Poonyen on June 10, 2014, 01:00:56 am
Since more people are reporting bugs over here and my problem is related to MW Dwarf mode, this is a repost from another thread (so apologies if you saw it and thought: 'What a loser, I'm not answering that. I hope he dies.'): http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723 (http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723)

Rendermax works perfectly, but not with illuminations (i.e. braziers, fireplaces). Didn't have this problem with 5.02.

Anyone else gets this error message when starting up (or restarting Rendermax):

(http://i.imgur.com/O0AQNKp.png)

My dwarves are walking around under there blind, falling over each other. Last week a dwarfette even got pregnant, and she swears she was assaulted outside the gemcrafter's.

Thanks!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Boltgun on June 10, 2014, 02:22:08 am
Since more people are reporting bugs over here and my problem is related to MW Dwarf mode, this is a repost from another thread (so apologies if you saw it and thought: 'What a loser, I'm not answering that. I hope he dies.'): http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723 (http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723)

Rendermax works perfectly, but not with illuminations (i.e. braziers, fireplaces). Didn't have this problem with 5.02.

Anyone else gets this error message when starting up (or restarting Rendermax):

(http://i.imgur.com/O0AQNKp.png)

My dwarves are walking around under there blind, falling over each other. Last week a dwarfette even got pregnant, and she swears she was assaulted outside the gemcrafter's.

Thanks!

I'm on it, if I cannot get it to work tonight I'll send a script without furnaces (because that's where the bug happens). At least illuminations will work then.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Poonyen on June 10, 2014, 02:43:38 am
Since more people are reporting bugs over here and my problem is related to MW Dwarf mode, this is a repost from another thread (so apologies if you saw it and thought: 'What a loser, I'm not answering that. I hope he dies.'): http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723 (http://www.bay12forums.com/smf/index.php?topic=138967.msg5353723#msg5353723)

Rendermax works perfectly, but not with illuminations (i.e. braziers, fireplaces). Didn't have this problem with 5.02.

Anyone else gets this error message when starting up (or restarting Rendermax):

(http://i.imgur.com/O0AQNKp.png)

My dwarves are walking around under there blind, falling over each other. Last week a dwarfette even got pregnant, and she swears she was assaulted outside the gemcrafter's.

Thanks!

I'm on it, if I cannot get it to work tonight I'll send a script without furnaces (because that's where the bug happens). At least illuminations will work then.

Okeydokey, thanks a lot.

Geez, I must appear so impatient :-\ Apologies.

As with many DF things, I'll make lemonade out of lemons for now: Urist forgot the flint and tinder, and since flint needs to be exported from the Hexpot in the northeast, which is cut off by the drow, we can't light any of the braziers. Also, no-one has the cojones to carry magma 91 stories up (yet).

Would I need to gen a new world you think?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lalala1231 on June 10, 2014, 02:43:12 pm
When my fort goes into next season, the game crashes. The fort was fine for 2 years but last time I played I didn't open the game from the masterwork settings. Is that the reason autosave stopped working? And is there any way to stop the seasonal autosave?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on June 10, 2014, 03:56:18 pm
Auto saving can be switched to yearly or off entirely in the d_init file (or also from the masterwork launcher).

Are you absolutely sure it's the season change causing the crash? In the past some people have reported crashes when invaders spawned while dfhack's digging invaders plugin was enabled. But that was several versions ago so I'm not sure if that crash has been fixed or if digging invaders have to be manually turned on with each new download.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lalala1231 on June 10, 2014, 04:25:58 pm
Thanks, it's the digging invaders from dfhack, turned it off and everything's working now.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: splinterz on June 10, 2014, 04:40:14 pm
Thanks, it's the digging invaders from dfhack, turned it off and everything's working now.
which version of MDF are you using?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lalala1231 on June 10, 2014, 04:44:51 pm
which version of MDF are you using?

4j, going to stay with it until they update the vanilla
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 10, 2014, 04:51:52 pm
which version of MDF are you using?

4j, going to stay with it until they update the vanilla
??? why?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lalala1231 on June 10, 2014, 04:57:04 pm
which version of MDF are you using?

4j, going to stay with it until they update the vanilla
??? why?
Laziness, I'm assuming you'll update it again once the newest version of DF is released so as long as there's no huge bug fixes between now and July I'll probably stick with 4j.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mithril Leaf on June 10, 2014, 05:20:11 pm
which version of MDF are you using?

4j, going to stay with it until they update the vanilla
??? why?
Laziness, I'm assuming you'll update it again once the newest version of DF is released so as long as there's no huge bug fixes between now and July I'll probably stick with 4j.
The new Masterwork for the DF update will likely take more than a month, and there has already been notable bug fixes, such as the solution to your problem.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 10, 2014, 05:23:49 pm
Yes, it will take a long time to update, mostly because of the utilities. The mod itself would be easy, but the dfhack scripts? wow...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on June 10, 2014, 06:06:27 pm
Playing 5.05, had a miner suddenly just stand still. He refuses to move or sleep, though people are feeding and watering him. Won't take any jobs. No injuries. Any ideas?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Aristion on June 10, 2014, 06:14:41 pm
Playing 5.05, had a miner suddenly just stand still. He refuses to move or sleep, though people are feeding and watering him. Won't take any jobs. No injuries. Any ideas?

It is related to coal or coal dust I think. I've gotten it several times and that was the block that he mined when he stopped.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Boltgun on June 11, 2014, 02:19:16 am
There you go, a fixed rendermax.lua.

https://drive.google.com/file/d/0B8QFWS9tHkaaaUU1YTJMeEt0aW8/edit?usp=sharing

Put it in the Dwarf Fortress subfolder and you'll have light, including furnaces.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Koggenmaster on June 11, 2014, 08:16:59 am
It seems like the reaction "Buy coke(3) for 500 shillings" for Bomrek's Bargains gives only 1 coke instead of 3
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Poonyen on June 11, 2014, 11:05:03 am
There you go, a fixed rendermax.lua.

https://drive.google.com/file/d/0B8QFWS9tHkaaaUU1YTJMeEt0aW8/edit?usp=sharing

Put it in the Dwarf Fortress subfolder and you'll have light, including furnaces.

Thanks so much for your effort. Best community ever, exhibit A.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 11, 2014, 11:44:34 am
It seems like the reaction "Buy coke(3) for 500 shillings" for Bomrek's Bargains gives only 1 coke instead of 3
Fixed in 5.06 :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 11, 2014, 12:47:49 pm
*reads 5.06 fix list*  AAAAARRRGGGGH!!!  I had just decided on running this fort until it died, instead of restarting every other year, then you went and fixed the butchering sentient thing (which was my biggest pet peeve with MDF as it was).  Now I've gotta download and upgrade. :P

Between the soul change, no more research for certain buildings and the caravan fixes I have no choice!  Why you gotta keep making things better?!?!?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 11, 2014, 12:51:57 pm
Quote
fixed the butchering sentient thing (which was my biggest pet peeve with MDF as it was).
Its not fixed. Warlocks and Orcs still stumble over the problem, but at least the Dwarves dont have to bother with it anymore. I might add it to Orcs as well, but I have to see how to handle scalps... same for Warlocks. And they even need the bones/meat/skulls from the invaders as well.

Quote
Why you gotta keep making things better?!?!?
We do what we must, because we can.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 11, 2014, 03:12:46 pm
Are souls stockpilable?  If so, where?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 11, 2014, 03:22:00 pm
Are souls stockpilable?  If so, where?
No.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mithril Leaf on June 11, 2014, 03:30:55 pm
Are souls stockpilable?  If so, where?
Withered ones that are about to be destroyed go in the refuse stockpile, but since you can still use them, it's a good place to keep a place where you can make use of them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 11, 2014, 04:27:23 pm
I am probably the only one... but I LIKED the butcher bug. I was able to train my butcher corps to legendary +5 pretty fast.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 11, 2014, 04:32:43 pm
But butchers dont need skills at all...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 11, 2014, 05:03:54 pm
Is there anything you still need changelings for? Or was everything switched over to the new spawning system?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 11, 2014, 05:05:06 pm
I think Kobold Arenas still use them, the Alchemy system still uses them for water/magma-lings, and mages make their familiars from them. I would have to check, if there are any other uses.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: omniclasm on June 11, 2014, 06:42:23 pm
But butchers dont need skills at all...

Pretty sure it affects butcher speed?

Even with three bucheries my orc fort gets bogged down after sieges and stuff starts rotting.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 11, 2014, 07:02:18 pm
Yeah, for bodyparts the skill counts for speed. Pets are butchered instantly though.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 11, 2014, 08:25:29 pm
How do you get the gold bags from kobold thieves now?  I've got some skeletons/corpses of kobolds that I would like to loot loot from.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 11, 2014, 08:32:34 pm
Unfortunately thats no longer an option. Automatons and Frost Giants still use the itemcorpses (bifrost bars and clockwork parts), but I cant do that for Kobolds, because you can also play kobolds, and it would be silly if you have no corpses, but bags of loot to bury in Kobold mode.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 11, 2014, 08:51:54 pm
Righty-o.  Off to the magma with them then. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: omniclasm on June 11, 2014, 08:55:28 pm
Regards the partial skeleton bug.

Wouldn't it be possible to have a script running that sets flags on all non-race corpses to not have a historical id?

Could even make it similar to the itemsyndrome script, where it checks whenever it is picked up by a dwarf/orc/warlock/whatever. Then if it has a historical id, set it to -1 (or whatever the exact flag is that causes it)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 11, 2014, 09:05:43 pm
I know nothing about scripts, so... yeah, possibly? (actually, I know how to use them, but I dont know what you can write ;) )
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: omniclasm on June 11, 2014, 09:13:24 pm
The hardest part would be finding the exact flags that cause it.

Would probably need to have a fort right after a small invasion with the bugged corpses, so I could reload, test, then kill the process and repeat. It seems there's several historical related flags, though, and not sure what some of them might break if cleared.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: omniclasm on June 11, 2014, 09:23:52 pm
I guess I could just do the inverse...kill some local wildlife and modify flags until I find the culprit.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: omniclasm on June 11, 2014, 10:51:47 pm
Think I found the flag, I'll throw together a quick script later that removes it for butcherable corpses.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: omniclasm on June 12, 2014, 12:15:58 am
Here's a script I threw together, seems to work pretty well. Called it "fixbutchery" but doesn't really matter, just add it to onload or something and it should work.

Code: [Select]
-- Removes historic id from corpses being butchered
 
local args = {...}

mode = 'enable'

function processArgs(args)
    for k,v in ipairs(args) do
        v=v:lower()
        if v == "disable" then mode = 'disable' end
        if v == "enable" then mode = 'enable' end
    end
end
 
processArgs(args)
 
eventful=require('plugins.eventful')
 
eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,5)

if mode == 'enable' then
-- Enable it
eventful.onInventoryChange.fixbutchery = function(unit_id,item_id,old_equip,new_equip)
-- Make sure item exists
local item = df.item.find(item_id)
if not item then return false end

-- Check that it's being butchered
for _, ref in ipairs(item.specific_refs) do

-- Butcher animal is 105 I think
if ref.job.job_type == 105 then

if item.hist_figure_id > 0 then
-- Remove historic id
item.hist_figure_id = -1
print('Fixing butchery for unit #' .. item.unit_id)
break
else
-- Already fixed
break

end

end

end

end
print('Enabled fixbutchery')

else
-- Disable it
eventful.onInventoryChange.fixbutchery = nil
print('Disabled fixbutchery')

end

Or do you just want me to upload the file somewhere?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: splinterz on June 12, 2014, 05:15:42 am
yep, that's the right job type (https://github.com/angavrilov/df-structures/blob/master/df.job-types.xml#L576)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 12, 2014, 07:02:11 am
Here's a script I threw together, seems to work pretty well. Called it "fixbutchery" but doesn't really matter, just add it to onload or something and it should work.

Code: [Select]
-- Removes historic id from corpses being butchered
 
local args = {...}

mode = 'enable'

function processArgs(args)
    for k,v in ipairs(args) do
        v=v:lower()
        if v == "disable" then mode = 'disable' end
        if v == "enable" then mode = 'enable' end
    end
end
 
processArgs(args)
 
eventful=require('plugins.eventful')
 
eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,5)

if mode == 'enable' then
-- Enable it
eventful.onInventoryChange.fixbutchery = function(unit_id,item_id,old_equip,new_equip)
-- Make sure item exists
local item = df.item.find(item_id)
if not item then return false end

-- Check that it's being butchered
for _, ref in ipairs(item.specific_refs) do

-- Butcher animal is 105 I think
if ref.job.job_type == 105 then

if item.hist_figure_id > 0 then
-- Remove historic id
item.hist_figure_id = -1
print('Fixing butchery for unit #' .. item.unit_id)
break
else
-- Already fixed
break

end

end

end

end
print('Enabled fixbutchery')

else
-- Disable it
eventful.onInventoryChange.fixbutchery = nil
print('Disabled fixbutchery')

end

Or do you just want me to upload the file somewhere?
I'll add it and we can see how it goes. :) Thanks for the help, the Orc/Warlock players will be very happy.

PS: Quadruple post? :P Edit button would have worked as well :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: migshark on June 12, 2014, 11:26:25 am
[5.06] The magic altar upgrades request the relevant science discovery even when the researcher is disabled. Haven't checked the other modified workshops yet. I'm liking the bloat reductions  :).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 12, 2014, 11:29:22 am
Ups... but thats an easy fix. :) (I just fixed it in my dev version, just took 1 minute.) Thanks for the heads up.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: HmH on June 12, 2014, 02:16:13 pm
(Version 5.06) Just now finished utterly destroying my first Masterwork fort with a tantrum spiral/loyalty cascade combination, have some questions I couldn't answer with independent research:
- I couldn't find the first step of prerequisite research for the School of Magic in the Researcher's Lab action list. It's absent from reaction_masterwork2.txt as well. Is some other building responsible for that bit of research?
- I had paper, ink(three jugs, black ink), glue and spring-steel quills, yet that wasn't enough to make my dwarves write books or copy reports in the Scriptorium. What was that "(library something) tool" if not quills or paper?
- What are the prerequisites for Machine Factory research? It didn't recognize an oil barrel(pressed out of quarry leaves) as an oil container, apparently, since I had all the other stuff ready, including finely-made steel mechanisms. Wait, I think I found the problem: 5 oil was likely not enough for the reaction.
- Are different intensities of Work Out obsolete now? There seems to be a Work Out(Medium) reaction left over if you look at a metal bar's list of reactions, but I can't find the (Heavy) or (Light) ones.
- Which stockpile section accepts slag bars? I want to fill a minecart shotgun with that stuff, see what kind of damage it would wreak.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 12, 2014, 02:48:14 pm
Hmh:

Omg, I didnt notice that with the Wizards School. I fixed it in my dev version. No idea when that went missing.  :-\
You need glue, and several units of paper. or vellum. or cloth pages. or papyrus.
Work Outs are not obsolite. Light takes any bar (even coke or soap), and Heavy only accepts lead bars.
Slag cannot be stockpiled.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: HmH on June 12, 2014, 03:03:31 pm
Hmh:

Omg, I didnt notice that with the Wizards School. I fixed it in my dev version. No idea when that went missing.  :-\
You need glue, and several units of paper. or vellum. or cloth pages. or papyrus.
Work Outs are not obsolite. Light takes any bar (even coke or soap), and Heavy only accepts lead bars.
Slag cannot be stockpiled.
2) Alright, got it. I had glue, forgot to mention that. Probably didn't have enough.
4) Oh. That's... unfortunate. Oh well, I'll find another way to weaponize it.

Also, another question:
- The slade-making reaction at the crucible appears to have been removed since the last time the manual was updated. Are there any other ways to get slade for the siege ammo?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 12, 2014, 03:04:21 pm
Yes. You can mine it.  8)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on June 12, 2014, 04:27:37 pm
i just got the new version today, turned off the simple meat options, and genned a world. On embark i noticed that the only options for meat was meat, and prepared gizzard, i will be genning a new world with the options enabled to see if there is a difference.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on June 12, 2014, 06:34:24 pm
2) Alright, got it. I had glue, forgot to mention that. Probably didn't have enough.

Other potential culprits could be burrows bug, not-recognizing-reagents-stored-within-container (e.g. bin) bug (creating job via manager menu can work around this), or the workshop is being fed some of the items from a stockpile but not all of them (a workshop fed from a stockpile won't look outside that [those] stockpile{s} for materials).

(squiggly bracket brace because forum thinks I'm opening a strike tag when using square brackets around s)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Poonyen on June 13, 2014, 07:06:31 am
Okeydokes, I have a save from 5.05 that's been corrupted (it's ok, wanted to restart before and I stupidly disabled backups).  Seemed to happen when, after I let their diplomat go crazy and wander my catacombs for a few months, a human empire besieged me.

More specifically, it appears that one of my outer walls were designated for dismantlement some moments after they arrived (razing is active BTW). When I removed the designation (thinking that I had accidentally done it myself), I got a CTD and was unable to reload after that.

Farewell, Bottlebottom.
Spoiler (click to show/hide)

Gonna retry with 5.07 and see if it happens again.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 13, 2014, 09:25:14 am
Okeydokes, I have a save from 5.05 that's been corrupted (it's ok, wanted to restart before and I stupidly disabled backups).  Seemed to happen when, after I let their diplomat go crazy and wander my catacombs for a few months, a human empire besieged me.

More specifically, it appears that one of my outer walls were designated for dismantlement some moments after they arrived (razing is active BTW). When I removed the designation (thinking that I had accidentally done it myself), I got a CTD and was unable to reload after that.

Farewell, Bottlebottom.
Spoiler (click to show/hide)

Gonna retry with 5.07 and see if it happens again.
Could you upload that save? I really want to see if its the digging/razing invaders again.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Koggenmaster on June 13, 2014, 10:39:08 am
The reaction "Extract tar from rough wood/smoothed wood" in the kiln doesn't work.
I assume the reagent should be "Wood logs/Smoothed Wood logs" instead of "Plant logs/Smooth logs"
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Poonyen on June 13, 2014, 12:22:29 pm
Okeydokes, I have a save from 5.05 that's been corrupted (it's ok, wanted to restart before and I stupidly disabled backups).  Seemed to happen when, after I let their diplomat go crazy and wander my catacombs for a few months, a human empire besieged me.

More specifically, it appears that one of my outer walls were designated for dismantlement some moments after they arrived (razing is active BTW). When I removed the designation (thinking that I had accidentally done it myself), I got a CTD and was unable to reload after that.

Farewell, Bottlebottom.
Spoiler (click to show/hide)

Gonna retry with 5.07 and see if it happens again.
Could you upload that save? I really want to see if its the digging/razing invaders again.

Sure, but the save doesn't even load. It just CTD. Would it still be useful?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 13, 2014, 12:40:32 pm
Maybe it loads on my end, when I disable dfhack. ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 13, 2014, 04:06:16 pm
found a typo. Researchers study. Research Ruen Armories
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 13, 2014, 04:09:33 pm
Already fixed in my dev version. :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: HmH on June 13, 2014, 05:42:47 pm
Hm. Is Engineer's Forge supposed not to be researchable via Researcher's Study?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 13, 2014, 06:11:44 pm
Hm. Is Engineer's Forge supposed not to be researchable via Researcher's Study?
Nope. [PERMITTED_REACTION:RESEARCH_LABORATORY_ENGINEER_STEP_ONE] went missing when I deleted the old entries for unused researches and the rock/gem/glass forge. Sorry.  :-\
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Koggenmaster on June 14, 2014, 10:13:56 am
Do metal siege engine parts have any advantage over the wooden ones?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 14, 2014, 10:39:01 am
no
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 14, 2014, 11:14:49 am
They're fireproof.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: eimirae on June 14, 2014, 05:37:18 pm
I download the latest version of masterwork, start the game with no changes.

Generate a new world, with options of very long time, and frequent minerals.

Game crashes around year 400 each time.

Any suggestions?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on June 14, 2014, 05:51:19 pm
Stop world gen at year 399.

But seriously, DF's world gen often crashes on "long" gens, probably related to capping out on the amount of memory it can handle (not necessarily the total ram of your system). And since masterwork adds more stuff, it would not surprise me if the long gens you might prefer in vanilla aren't possible in a masterwork gen.

That said, I'd guess all races/secrets/etc are functionality identical as far as what world gen does/can do with them, so a highly populated world with lots of different races might not be all that different from a vanilla world with just lots and lots civs of the few vanilla races.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 14, 2014, 09:14:19 pm
OK, first try with MDF pottery.  It is really annoying.  It seems to require way too much micromanagement.  I'm playing with trying to get it setup in a way that is usable...

Is there any way to do any kind of fire and forget setup?  If I set the potter to just create blocks from kaolinite on repeat, no drying jobs are created (even after I stop the repeat).  Is there a way to start drying jobs manually?  It looks like creating a second potter created the drying jobs, am I going to need two then?  Setting up 3 looks to get messed up, since the drying jobs show up on both (much the way having multiple researchers doesn't really work).  With 2 getting a constant flow is going to be a huge pain, since the drying step takes twice as long as the firing or molding steps.  Can I get around that by using 3 and setting the drying jobs to repeat once they show up?  Possibly, but now I need 3 dedicated potters and an over operator just to get some clay.  And I'll still have to keep an eye on it since I can't setup workflow to unsuspend jobs, since each step is producing "brick of some material" (even when I specify the inputs).

At this point I'm either not understanding something or need to turn the pottery workshop off and go back to clay ovening it (I assume that the reactions go back to the clay oven with the pottery workshop off).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 14, 2014, 09:21:32 pm
I am aware of the issue. I reduced the process to two steps in my dev version for kobolds. "pottery => shape clay item", "clay oven => burn clay item". So you collect clay, shape it into a unuseable item, burn it, done. No drying at all. DF unfortunately doesnt allow any form of timer, to change the item after a while automatically...

Either I remove the drying from all races, or I find a way with scripts. But it seems excessive to use dfhack for something that simple.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 14, 2014, 09:48:19 pm
What is required to get workflow to identify outputs?  There are several places where it would be handy for workflow to be able to be more specific.  I know you can commonly get more specific by using Ctrl-A to control the inputs (whatever plugin that is), but that doesn't always work (and in some cases the lists for Ctrl-A is messed up, specifically for leathers).  For pottery it would be more workable if you could setup a workflow and just always have a few green or leather-hard things around.

That would also be nice for things like the gem workshop. I tend to use gem jugs as trade goods, but once I start getting any scribing going that gets messed up (though I can get around it by only producing jugs of one gem).  Gem doesn't appear to work properly in workflow, though specific gems do, and the gem workshop produces rock goods as far as it knows.

I realize you might not want to get into the situation of having to code around the expectations of how other plugins react to your changes...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 14, 2014, 09:59:51 pm
one thing about the pottery. Alot of the issues i used to have with it, were the dorfs taking the unready product to a stockpile, halfway across the fort. Only to bring it back to dry. Solution, turn off Greenware, Leather-hard, and Bone Dry items in ALL furniture, and Finished goods stockpiles. I know it is not hte best of solutions, but its a start.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 15, 2014, 02:15:54 am
found  bug. Using the Magma Blast Furnace, melting batches of weapons. I was using a feeder stockpile to mass melt bronze knuckledusters. Results in a stack of bronze bars and a pile of blank bars. Literally, the item just says "bars". Nothing else. If it is supposed to be slag bars, not sure what went wrong, because my normal smelter is making slag properly. And my metalurgist is making massive slag bars properly.

Using 5.0.6
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 15, 2014, 02:20:12 am
found  bug. Using the Magma Blast Furnace, melting batches of weapons. I was using a feeder stockpile to mass melt bronze knuckledusters. Results in a stack of bronze bars and a pile of blank bars. Literally, the item just says "bars". Nothing else. If it is supposed to be slag bars, not sure what went wrong, because my normal smelter is making slag properly. And my metalurgist is making massive slag bars properly.

Using 5.0.6
Thanks for the report. The reaction had only 9 reagents, but 10 products. the  [REAGENT:a:1:WEAPON:NO_SUBTYPE:INORGANIC:NONE] was missing, and the product that was looking for reagent:a couldnt find any material, so it made a blank bar.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Child of Armok on June 15, 2014, 07:26:13 am
I have a problem to report. It isn't really a bug, but it was gamebreaking for me.

With my second migrant wave, a Schizofrenic child arrived.
At first, it wasn't really a problem, but on a certain moment, the Child punched a dwarf, ran away, and ran around the entrance of my fort. When i checked with the "v" tool, the child didn't seem to be part of my fort anymore, but I saw what i would expect when i hover over a wild animal. After that the kid got Hungry (I could still see the arrow) and tried to enter my fort, but he was scared and repeatedly ran away and came back, like certain animals would do, and my dwarfs also ran from him. Because of that, my dwarf started to spam job cancellations, " interrupted by Dwarf child". Because the kid was obstructing progress i sended my one man squad at him, and the axedwarf killed the child, although in the combat logs he still recognized the child as his "Bearded Brother", in other words, like sombody of the fort. After the short battle the Axedwarf tried to re-enter the fort to probably do his job.
But now my hunter started shooting him, and my other dwarfs ran away from him. Totally confused,
I let him slaugther 14 of my 16 dwarves before i taught of deactivating his squad, and then he changed back into a lumberjack and stopped attacking everybody. The soldier was injured by the Hunter, so now he fell on the floor and remained there. My remaining 2 dwarves then tried to "recover wounded" and they approched him to bring him to the hospital, but they cancelled the job, when they were interrupted by the very dwarf they were trying to save. I checked the status screen of the axedwarf, and he was at the same time, the military commander, the enemy and the FORMER Military commander of his squad. He was also, again, at the same time, a member of my civilization, and enemy of the civ and a Former member. 
Can someone please explain what possibly could have happend here?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Koggenmaster on June 15, 2014, 08:34:30 am
Isn't the steel rune covering for armor supposed to remove the fear from civilians?
Unfortunately this doesn't work for my siege operators, each wearing a steel mail shirt with steel rune covering :(
Do I need to make something special to activate the effect?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on June 15, 2014, 09:30:38 am
Can someone please explain what possibly could have happend here?

You've had a loyalty cascade! (http://dwarffortresswiki.org/index.php/DF2012:Faction#Loyalty_cascade)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Child of Armok on June 15, 2014, 10:21:50 am
Can someone please explain what possibly could have happend here?

You've had a loyalty cascade! (http://dwarffortresswiki.org/index.php/DF2012:Faction#Loyalty_cascade)

But why did the shizofrenic suddenly change into a weird dwarf?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Aristion on June 15, 2014, 11:20:28 am
Can someone please explain what possibly could have happend here?

You've had a loyalty cascade! (http://dwarffortresswiki.org/index.php/DF2012:Faction#Loyalty_cascade)

But why did the shizofrenic suddenly change into a weird dwarf?

Read the disease sectuion of the manual for an explanation of the disease add-on mod for MWDF.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on June 15, 2014, 11:42:32 pm
How do I make Ink?  I see make graphite from ash job marked in the craftsdwarf shop, but it's never done.  I have everything else I need for library supplies but this.

I even have glue.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on June 16, 2014, 12:41:45 am
Closing a help topic without me noticing >:(
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 16, 2014, 01:52:03 am
Closing a help topic without me noticing >:(
What?

How do I make Ink?  I see make graphite from ash job marked in the craftsdwarf shop, but it's never done.  I have everything else I need for library supplies but this.

I even have glue.
Ink in the scriptorium, you have 4 different options. Needs jugs.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Bazul on June 16, 2014, 03:32:30 am
So I'm kind of new to this, but I can't figure out how to make Adamantite strands from raw Adamantite.

I spent over an hour searching for an answer, both here, and in the downloaded guide file. The guide did mention that the strand extraction labor is now praying. I gave one of my dwarves that labor, and that labor only, but he still does not take the job at the craftdwarves workshop. I also checked my shrine of Armok, and it contained no strand extraction job. Where am I going wrong?

I'm not sure if this is specific to Dwarf Mode, so I apologize if I've put this question in the wrong place.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: IndigoFenix on June 16, 2014, 03:41:14 am
Craftdwarves workshop.  Same as in vanilla.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 16, 2014, 04:05:30 am
To add more info: The "extract metal strands" is the vanilla reaction, and would accept any metal that makes thread (silver, gold, orichalcum and adamantine) and uses the EXTRACT_STRAND skill, which has been renamed "praying", because I use it for the religious system. Its the only reaction that used it, so it offered itself.

You should also see 4 reactions "extract gold/silver/orichalcum/adamantine strands", which use METALCRAFT as a skill. Which should be visibile ingame, by the "==== SKILL METALCRAFT ====" above them.

Both are in the Craftsdwarf, as Indigofenix mentioned.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: HmH on June 16, 2014, 04:19:46 am
How do I make Ink?  I see make graphite from ash job marked in the craftsdwarf shop, but it's never done.  I have everything else I need for library supplies but this.

I even have glue.
You need three jugs, a dyer, and maybe one or two bars of ash to make three units of ink. It's in the Craftsdwarf's Workshop.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Bazul on June 16, 2014, 04:34:12 am
You should also see 4 reactions "extract gold/silver/orichalcum/adamantine strands", which use METALCRAFT as a skill. Which should be visibile ingame, by the "==== SKILL METALCRAFT ====" above them.

There was no "==== SKILL METALCRAFT ====" in my task list, however, after giving my extractor the Metalcrafting labor, he straight away started extracting.
EDIT: This is what I see http://puu.sh/9vQIy/6d12548658.jpg

I guess that Strand Extraction/Praying now has nothing to do with Strands after the name-change? I made an assumption there. Thanks for the help.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on June 16, 2014, 09:26:12 am
Glad you got it figured out.  The therapist windows can be confusing sometimes and do strange things when trying to assign unique jobs like praying. It's all worth it in the end though with all the amazing stuff added in masterwork.
Title: wizardschool start research
Post by: classon81 on June 16, 2014, 05:41:12 pm
Hi!
Me and my friend have been looking for hours, but we just can't seem to find the wizardschool start research.
Is it possible it has been misplaced during the 5.06 changes?

Keep up the good work, Masterwork is really epic.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 16, 2014, 07:08:57 pm
What is the stockpile option for skin globs?
Edit: They're under fat.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 17, 2014, 11:36:27 am
5.07, Linux, ASCII tileset: Alder trees are a blank space.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: HmH on June 17, 2014, 12:05:58 pm
(5.07) Possible bug: the Embassy doesn't have an option to declare war on succubi.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Aristion on June 17, 2014, 01:49:54 pm
(5.07) Possible bug: the Embassy doesn't have an option to declare war on succubi.

You should already be at war with them though.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 17, 2014, 01:51:30 pm
the declare war thing, forces a seige. It probably just hasnt been added yet.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Aristion on June 17, 2014, 02:41:49 pm
Ok. I did not know that. I still haven't gotten the embassy yet though.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: danmanthedog on June 17, 2014, 05:01:25 pm
I got to wonder why is meteorite is not spawning at all in my games. Is it just super rare of what?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tenderroast on June 17, 2014, 05:11:28 pm
meteroite can only be found in the soil layers. And only as single specks here and there. No veins. IF you are curious if you have any, just use reveal and scope out the soil layers real fast and unreveal
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: danmanthedog on June 17, 2014, 07:20:50 pm
meteroite can only be found in the soil layers. And only as single specks here and there. No veins. IF you are curious if you have any, just use reveal and scope out the soil layers real fast and unreveal
Thats just it I played so many worlds and no meteroite even with reveal. In my whole time with masterwork mod I have only gotten one fort that I found meteroite ore on, but then the fort died to a sneaking kobold werewolf.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Endovior on June 17, 2014, 07:22:19 pm
Are crayfish shells considered proper shells?  I have an entire refuse stockpile full of them, but my craftsdwarves refuse to craft/decorate with them, saying they need shell body parts.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Aristion on June 17, 2014, 07:43:24 pm
I have a blood beast that has been strangling a poor dwarf for over a year now and it is year 3.5 in my fort.I also a a warlock spy half way through my 3rd year.

EDIT: That good old bug with not being able to breathe pausing all needs for a dwarf.
Title: Re: wizardschool start research
Post by: palu on June 17, 2014, 08:03:28 pm
Hi!
Me and my friend have been looking for hours, but we just can't seem to find the wizardschool start research.
Is it possible it has been misplaced during the 5.06 changes?

Keep up the good work, Masterwork is really epic.
I can't find that either.
EDIT: I can't even find the reaction in the raws.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on June 17, 2014, 08:12:01 pm
meteroite can only be found in the soil layers. And only as single specks here and there. No veins. IF you are curious if you have any, just use reveal and scope out the soil layers real fast and unreveal
Thats just it I played so many worlds and no meteroite even with reveal. In my whole time with masterwork mod I have only gotten one fort that I found meteroite ore on, but then the fort died to a sneaking kobold werewolf.

NOW YOU KNOW WHY YOU FEAR THE NIGHT KOBOLD
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: danmanthedog on June 17, 2014, 08:44:39 pm
meteroite can only be found in the soil layers. And only as single specks here and there. No veins. IF you are curious if you have any, just use reveal and scope out the soil layers real fast and unreveal
Thats just it I played so many worlds and no meteroite even with reveal. In my whole time with masterwork mod I have only gotten one fort that I found meteroite ore on, but then the fort died to a sneaking kobold werewolf.

NOW YOU KNOW WHY YOU FEAR THE NIGHT KOBOLD

Yup dang thing was founded out half way into my frontdoor to which he got angry. Very angry, but he switch back got stuck fighting a tuskoxen and they change back to wolf killing ever but the ones stuck on the roof of my fort.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 17, 2014, 09:45:08 pm
What is an adjustable dark matter turret?

I got one from an armosmith mood:
Quote
This is a orichalcum adjustable dark matter turret.  All craftsdwarfship is of the highest quality.  It is encrusted with oval green jade cabochons and encircled with bands of orichalcum.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on June 17, 2014, 09:52:18 pm
It SOUNDS awesome. But I think it might just be useless. I'm guessing its something gnomish in origin. Maybe one of their shields with interactions attached doodads?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: danmanthedog on June 17, 2014, 09:53:17 pm
What is an adjustable dark matter turret?

I got one from an armosmith mood:
 
This is a orichalcum adjustable dark matter turret.  All craftsdwarfship is of the highest quality.  It is encrusted with oval green jade cabochons and encircled with bands of orichalcum. 
 
Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: zach123b on June 17, 2014, 09:54:20 pm
looking at the raws it looks like a chest piece made by gnomes, don't know enough about itemsyndrome but maybe the wearer can shoot dark matter :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Aristion on June 17, 2014, 10:04:19 pm
What is an adjustable dark matter turret?

I got one from an armosmith mood:
 
This is a orichalcum adjustable dark matter turret.  All craftsdwarfship is of the highest quality.  It is encrusted with oval green jade cabochons and encircled with bands of orichalcum. 
 
Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..

You forgot that it also loves hippies.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on June 18, 2014, 12:21:00 am
looking at the raws it looks like a chest piece made by gnomes, don't know enough about itemsyndrome but maybe the wearer can shoot dark matter :P

i know enough about itemsyndrome

I'd imagine it does do that, but I'd have to see the current itemsyndrome syndromes to check.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on June 18, 2014, 05:28:19 am
This isn't only a dwarf-thing but I don't want to start a new thread, so:

When enabling ff_plants, the embark automatically gives me 5 seeds of everything. This leads to tedious removal of most of the seeds. Not really a bug, but still kind of annoying.

Maybe it is fixed when using the GUI, I enabled plants_ff manually.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on June 18, 2014, 06:55:42 am
What is an adjustable dark matter turret?

I got one from an armosmith mood:
 
This is a orichalcum adjustable dark matter turret.  All craftsdwarfship is of the highest quality.  It is encrusted with oval green jade cabochons and encircled with bands of orichalcum. 
 
Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..
Anti matter and dark matter are actually entirely different. In fact, it doesn't seem likely that shooting dark matter would do any more than shooting normal matter.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: HmH on June 18, 2014, 08:55:33 am
What is an adjustable dark matter turret?

I got one from an armosmith mood:
 
This is a orichalcum adjustable dark matter turret.  All craftsdwarfship is of the highest quality.  It is encrusted with oval green jade cabochons and encircled with bands of orichalcum. 
 
Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..
Anti matter and dark matter are actually entirely different. In fact, it doesn't seem likely that shooting dark matter would do any more than shooting normal matter.
Especially since dark matter doesn't interact with normal matter in any way except via weak and gravitational interactions: in other words, it's almost completely transparent to light and if it hits something, it would just pass through.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 18, 2014, 08:56:45 am
Raws:
Code: [Select]
[SYNDROME]
[SYN_NAME:dark matter caster]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[SYN_CLASS:DFHACK_WIELDED_ONLY]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Slade Shot]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:SLADE:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:VERB:launch a burst of slade from the dark matter caster:launches a burst of slade from the dark matter caster:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:150]
Code: [Select]
[SYNDROME]
[SYN_NAME:adjustable dark matter turret]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[SYN_CLASS:DFHACK_ARMOR_ONLY]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Slade Shot]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:SLADE:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:VERB:launch a ball of slade:launches a ball of slade:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:150]
I think it's the bottom one
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 18, 2014, 10:21:13 am
It works! So far hasn't done much, but it knocked a rabbit clean across the river, probably would have gone farther, but it hit the map edge.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 18, 2014, 12:29:23 pm
Where do you make papyrus?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mithril Leaf on June 18, 2014, 12:40:02 pm
Where do you make papyrus?
Thatchery, I believe it's H or T in the workshop menu.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 18, 2014, 12:47:05 pm
5.07, ASCII tileset, Linux version:

Just like when I played a Gnome fortress, my Dwarves are opening crates multiple times in the Trade Storehouse.  Open a crate of iron bars, get 10 iron bars, then open the same crate again, get another 10 iron bars, etc.

To be precise, I have the following crates which were opened twice and are still not consumed:

box of library supplies
crate of iron bars(10)
crate of medical supplies
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 18, 2014, 01:03:05 pm
5.07, ASCII tileset, Linux version:

Just like when I played a Gnome fortress, my Dwarves are opening crates multiple times in the Trade Storehouse.  Open a crate of iron bars, get 10 iron bars, then open the same crate again, get another 10 iron bars, etc.

To be precise, I have the following crates which were opened twice and are still not consumed:

box of library supplies
crate of iron bars(10)
crate of medical supplies
Yes, thats a known linux bug and cant be fixed. If you change the raws to fix it, it would break on windows. If its fixed on windows, it breaks on linux.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: classon81 on June 18, 2014, 02:13:43 pm
Really? No one knows where the wizards school initial research is to be found in 5.06?  ???
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 18, 2014, 02:53:15 pm
Really? No one knows where the wizards school initial research is to be found in 5.06?  ???
I do. It has been (accidently) moved to the removed_stuff.txt outside of the release. I did clean up the old research reactions for things that dont need them anymore, must have deleted that one as well by accident. I will add it back next update.

you can open the building_furnace_masterwork.txt file in your save and delete the extra buildmat to get it to work without research if you want.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 18, 2014, 02:55:02 pm
5.07, ASCII tileset, Linux version:

Just like when I played a Gnome fortress, my Dwarves are opening crates multiple times in the Trade Storehouse.  Open a crate of iron bars, get 10 iron bars, then open the same crate again, get another 10 iron bars, etc.

To be precise, I have the following crates which were opened twice and are still not consumed:

box of library supplies
crate of iron bars(10)
crate of medical supplies
Yes, thats a known linux bug and cant be fixed. If you change the raws to fix it, it would break on windows. If its fixed on windows, it breaks on linux.

Huh?  :o  But it was allegedly fixed for the Gnomes (though I haven't played a Gnome fortress to test it since then).  The reactions for Gnomes look like this now:
Code: [Select]
[REACTION:CRATE_GEOLOGY_GNOME]
        [NAME:Open crate of geological analysis tools]

        [BUILDING:STORAGE:NONE]
        [REAGENT:A:150:BAR:NONE:CREATURE_MAT:GEOLOGY_CRATE_GNOME:SOAP][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

And the reactions for Dwarves:
Code: [Select]
[REACTION:CRATE_ZINC]
        [NAME:Open crate of zinc bars]
        [BUILDING:STORAGE:NONE]
        [REAGENT:A:1:BAR:NONE:CREATURE_MAT:ZINC_CRATE:SOAP][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

So, either (A) one of these is wrong for everyone, or (B) one is wrong on Windows and the other is wrong on Linux.  It should be simple enough to test whether (B) is indeed the case, by running a Gnome fortress on Windows and seeing whether the crates work.  If you give me some time, I can try a Gnome fortress on Linux to see whether they work, but I don't have one in 5.07 right this second.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 18, 2014, 03:01:43 pm
*sigh. One of the github fixes must have been the change from 150:BAR to 1:BAR, and I didnt notice.

On windows it must look like this: 150:BAR
On linux it must look like this: 1:BAR

Dont ask me why this is, but you would need to change the raws for the linux version. And I have to fix that stuff for the crates again, for all races/crates.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 18, 2014, 03:55:14 pm
*sigh. One of the github fixes must have been the change from 150:BAR to 1:BAR, and I didnt notice.

On windows it must look like this: 150:BAR
On linux it must look like this: 1:BAR

Dont ask me why this is, but you would need to change the raws for the linux version. And I have to fix that stuff for the crates again, for all races/crates.

Respectfully, I think you're confused.  It should be 150:BAR on both operating systems.

I just tested 2 crates in a throwaway Gnome fortress in 5.07 on Linux, and they worked.  So 150:BAR is correct.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: IndigoFenix on June 18, 2014, 04:34:07 pm
What is an adjustable dark matter turret?

I got one from an armosmith mood:
 
This is a orichalcum adjustable dark matter turret.  All craftsdwarfship is of the highest quality.  It is encrusted with oval green jade cabochons and encircled with bands of orichalcum. 
 
Some thing that looks amazing in real life. If my knowledge of scifi shit is right and if the person who made the mod is thinking the same way, Anti-matter turret fire streams of mini anti-dwarfs. Tall creatures that hate booze and are peaceful vegetarians who also love goblins and treat their children nicely..
Anti matter and dark matter are actually entirely different. In fact, it doesn't seem likely that shooting dark matter would do any more than shooting normal matter.
Especially since dark matter doesn't interact with normal matter in any way except via weak and gravitational interactions: in other words, it's almost completely transparent to light and if it hits something, it would just pass through.

In addition to non-baryonic dark matter such as neutrinos or WIMPS (the Weakly Interacting Massive Particles to which you are referring), there is also hypothesized to be baryonic dark matter; highly dense, non-luminous objects or MACHOS (Massive Astrophysical Compact Halo Objects) such as the material that makes up a brown or black dwarf star.

Slade, a black, non-luminous material with density approaching that of the core of a star and apparently common enough to compose the interior of entire planets, would be a likely candidate for baryonic dark matter if it existed.  It is this kind of dark matter that the dark matter caster produces by running an electrical current through a Bone of Armok gem (i.e., magic).

I am not making up the part about WIMPS and MACHOS, by the way.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 18, 2014, 04:39:31 pm
greycat: See this:

If the bug is still the same as it was with version 2.x, this is a difference between the Linux and Windows versions of DF. On Windows if a reaction doesn't require a full bar, it will still use up the entire bar. But in Linux, it will use the correct quantity and leave an incomplete bar behind. Slag from vanilla smelter reactions had the exact same problem.

It is simply fixed by multiplying all the crate quantities by 150 in the raws.
I cant test linux, but this is what has been reported to me.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 18, 2014, 06:20:42 pm
If the bug is still the same as it was with version 2.x, this is a difference between the Linux and Windows versions of DF. On Windows if a reaction doesn't require a full bar, it will still use up the entire bar. But in Linux, it will use the correct quantity and leave an incomplete bar behind. Slag from vanilla smelter reactions had the exact same problem.

It is simply fixed by multiplying all the crate quantities by 150 in the raws.

So, it should be 150:BAR instead of 1:BAR.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 18, 2014, 06:21:54 pm
Yes. 150:BAR is one bar. Like 10000 is one cloth.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: AJC on June 18, 2014, 06:58:17 pm
Are crayfish shells considered proper shells?  I have an entire refuse stockpile full of them, but my craftsdwarves refuse to craft/decorate with them, saying they need shell body parts.

they are different from from shells that can be turned into shellplate so no they are not.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: darthbob88 on June 18, 2014, 09:11:47 pm
I suspect there's a good reason for it, but I still have to complain about the pottery and the fact that "shape FOO from clay" jobs don't actually make FOOs, which messes up my workflows. Crafts in particular; if I make a workflow constraint to keep ~2000 crafts in the stockpiles, my craftsdwarves and metalbashers will understand and start/stop work as appropriate, but the potters will just chug away making "crafts" until I run out of clay. Even the kiln workers will stop firing the clay "crafts" once my stockpiles get full enough. It gets worse when you factor in the other two steps of the production chain; if I set workflow to keep 40 "crafts" in the stockpile, they'll shape 40 greenware "crafts", and stop. And then start again because somebody's dried those "crafts" into leather-hard and bone-dry "crafts", which don't match the constraint on "crafts" I'd set earlier.
TL;DR-  >:( Pottery >:(

On the other hand, I don't know of a much better way to keep greenware/leather-hard/bone-dry items from actually being used, so looks like I'll have to get used to it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 18, 2014, 09:16:07 pm
Dont complain to me, complain to the makers of workflow. Or do it by hand, like a filthy, non-workflow-using peasant.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 18, 2014, 09:35:35 pm
The toxicologist isn't working for me. It coats ammo just fine, but it's not coating weapons. It uses up the poison (shadowleaf) and takes the weapon, but it isn't poisoned. Mabye it's because I used the Alt-A job editor to choose the weapons?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 18, 2014, 09:50:24 pm
No, it should work fine. I havent changed anything on it in ages, and I know that it works...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 18, 2014, 10:13:19 pm
It looks like green glass bolts (at least) don't stockpile correctly.  No burrows,  all ammo options are enabled on the stockpile (including bolt and metal/green glass).  Bolts are not in bins or anything.  I could dump them just fine.  I haven't tried arrows/javelins or other versions of glass.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 18, 2014, 10:14:22 pm
I know. But it cant be fixed. Glass doesnt have the ITEMS_AMMO tag, and the material glass is hardcoded. Cant do much about it, except using a glass-copy with the appropriate tag.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 18, 2014, 10:19:52 pm
OK, I can just setup a glassforge just for ammo where I would want to stockpile it then.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: darthbob88 on June 18, 2014, 11:35:25 pm
Dont complain to me, complain to the makers of workflow. Or do it by hand, like a filthy, non-workflow-using peasant.
I have other complaints for them, but the fact that the reaction DWARF_MAKE_FIRECLAY_CRAFTS creates TOOL:ITEM_TOOL_CRAFTS_FAKE:INORGANIC:GREENWARE_FIRECLAY rather than the obviously sensible CRAFTS:NONE:INORGANIC:GREENWARE_FIRECLAY is entirely a problem with Masterwork.

And yeah, I was going to do it more or less by hand. On the other hand, glass is easier to automate, slightly easier to make, and almost as valuable as pottery. On the gripping hand, it looks like my problem is just with the workflow GUI. If I use the command line to order it to maintain a stock of TOOL:ITEM_TOOL_CRAFTS_FAKE, it appears to cooperate.

ETA: VV Figured as much. VV
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 19, 2014, 12:04:27 am
All of the items are a _FAKE tool version. Its to make them unuseable.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: classon81 on June 19, 2014, 06:49:30 am
Really? No one knows where the wizards school initial research is to be found in 5.06?  ???
I do. It has been (accidently) moved to the removed_stuff.txt outside of the release. I did clean up the old research reactions for things that dont need them anymore, must have deleted that one as well by accident. I will add it back next update.

you can open the building_furnace_masterwork.txt file in your save and delete the extra buildmat to get it to work without research if you want.

Aha.. Suspected something like that ;) Ok.. thanks!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: mglarev on June 19, 2014, 08:20:45 am
I updated to 5.07 today and started a new game (fortress mode, dwarfs). I have an ore processor and quite a lot of unprocessed galena and malachite. They are on a stockpile next to the processor (not all of them, though). I have plenty of masons without jobs. But no one will pick up the processing job. I checked for accidental stockpile settings, rebuild the processor. Does not work. Am I doing something wrong here?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 19, 2014, 08:23:32 am
I updated to 5.07 today and started a new game (fortress mode, dwarfs). I have an ore processor and quite a lot of unprocessed galena and malachite. They are on a stockpile next to the processor (not all of them, though). I have plenty of masons without jobs. But no one will pick up the processing job. I checked for accidental stockpile settings, rebuild the processor. Does not work. Am I doing something wrong here?
Most likely, because I processed both of these today, with 5.07. in my testfort. Sure you got the right labor active? Because your masons have nothing to do with it, its Machine Operating.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: mglarev on June 19, 2014, 08:30:17 am
Thanks! Works with machine operating. I often use the link in the manual, pointing to the reactions, where it says:

Quote
[SKILL:MASONRY]

Machine operating makes sense, though.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 19, 2014, 08:58:07 am
Most of those raws and reactions are out of date. Hopefully Meph will update them when he does the manual.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 19, 2014, 09:01:31 am
I honestly think it would make more sense to delete these links to raws in the manual. They would be nice if I could link directly to the game raws, but this way I need to make a backup copy, sort them, and update them with every change. The current raws that the manuals link to are from MDF V.3. so yes, outdated for sure.

People that understand raws can read the mod raws anyway. ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 19, 2014, 09:07:41 am
If I have time, I might copy them out sometime.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 19, 2014, 10:15:53 am
Code: [Select]
[REACTION:MAKE_BOTTLE_MAGMA]
        [NAME:Fill magma bottle]
        [BUILDING:MAGMA_CRUCIBLE:CUSTOM_M]
        [BUILDING:MAGMA_SMELTER:CUSTOM_M]

And yet, there is no such reaction in the magma smelter.  (I'm guessing you can't add a reaction to magma smelters without also adding it to regular smelters, because it's a hardcoded vanilla building...?)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: microMOOSE on June 19, 2014, 11:45:00 am
I'm having a problem which many types of alcohol and I believe some plants are not showing within the kitchen menu. I don't believe there's a dfhack command to set items to be forbidden to cook/brew so its a bit of an issue.

Items affected that I noticed so far:

Hide Root
Dimple Cups

Perhaps Kobold Bulb because it's extractable?

Strawberry Wine
River Spirits
Prickle Berry Wine
Dwarven Wine
Swamp Whiskey
Fisher Berry Wine
Tuber Beer
Sewer Brew
Dwarven Beer
Dwarven Ale
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: danmanthedog on June 19, 2014, 11:50:36 am
How strong is a superior lead war hammer because I'm just playing along in my game trying to kill a dumb monkey when boom its right there next to my entrance to my fort. I am just wondering also where in good lord of armok did it come from.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on June 19, 2014, 12:17:13 pm
I'm having a problem which many types of alcohol...

I can confirm Hide Root not showing on the kitchen menu whilst being on the stocks menu, don't currently have any dimple cups to check.

Neither Hide Root nor Dimple Cups can be brewed to alcohol.  In vanilla they can't be eaten or cooked either, although the MDF manual claims they can both be eaten raw and cooked.  I guess their absence from the kitchen list is either due to vanilla hardcoding, or maybe the manual is wrong and they can't be cooked.

How strong is a superior lead war hammer?

Well, better than a normal lead warhammer  ;) I understand density/weight is the primary consideration when picking materials for blunt weapons, and lead's pretty damn heavy.  I suspect your errant wildlife has a lot of broken bones coming up!

As for its origin, weapons next to your entrance are usually relics from sieges or caravans - a guard may have dropped it in a melee and never bothered picking it up, perhaps.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: danmanthedog on June 19, 2014, 01:22:35 pm
I'm having a problem which many types of alcohol...

I can confirm Hide Root not showing on the kitchen menu whilst being on the stocks menu, don't currently have any dimple cups to check.

Neither Hide Root nor Dimple Cups can be brewed to alcohol.  In vanilla they can't be eaten or cooked either, although the MDF manual claims they can both be eaten raw and cooked.  I guess their absence from the kitchen list is either due to vanilla hardcoding, or maybe the manual is wrong and they can't be cooked.

How strong is a superior lead war hammer?

Well, better than a normal lead warhammer  ;) I understand density/weight is the primary consideration when picking materials for blunt weapons, and lead's pretty damn heavy.  I suspect your errant wildlife has a lot of broken bones coming up!

As for its origin, weapons next to your entrance are usually relics from sieges or caravans - a guard may have dropped it in a melee and never bothered picking it up, perhaps.
Thank you good sir/madam.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kathol on June 19, 2014, 03:05:54 pm
I might be missing it, but is the research magic still in the researcher's study? I looked through every reaction and didn't see it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 19, 2014, 03:24:13 pm
He accidentally removed it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Urist Mc Dwarf on June 19, 2014, 04:01:14 pm
Which pieces of armor and weapons provide the most return when you melt them?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mithril Leaf on June 19, 2014, 06:49:49 pm
Which pieces of armor and weapons provide the most return when you melt them?

If you set up a way to split them, ammo is by far the best weapon.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on June 19, 2014, 09:10:56 pm
I can't seem to "make black ink with ash" I have ash, the job is queued, it just never gets done, and is why I have no ink.

I have a superburrow that has all land in it, so not thinking burrow issue.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 19, 2014, 09:27:39 pm
Do you have the right labors enabled?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on June 19, 2014, 09:37:51 pm
Scribers?  I have 4

craftsdwarf?  I have a few woodcrafters, stonecrafters.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: BlackFlyme on June 19, 2014, 09:42:19 pm
Any dyers?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on June 19, 2014, 09:55:42 pm
Enable all the labours and see what hapens. That's what I do with new reactions to find out what skill they use.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Repseki on June 20, 2014, 04:01:27 am
You also need three jugs for each reaction.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: danmanthedog on June 20, 2014, 03:07:35 pm
I got a question what is the chance of getting guardian of armok from the archaeology, just asking since I found about 5 in one fort.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 20, 2014, 03:11:12 pm
I got a question what is the chance of getting guardian of armok from the archaeology, just asking since I found about 5 in one fort.
1 in 10 for the "treasure" type. I just changed it to 1 in 33 in my dev version.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: splinterz on June 20, 2014, 04:02:45 pm
I got a question what is the chance of getting guardian of armok from the archaeology, just asking since I found about 5 in one fort.
1 in 10 for the "treasure" type. I just changed it to 1 in 33 in my dev version.
you mean.. your GITHUB dev version? right? right!?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 20, 2014, 04:08:17 pm
Please?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Urist Mc Dwarf on June 20, 2014, 04:37:47 pm
Which pieces of armor and weapons provide the most return when you melt them?

If you set up a way to split them, ammo is by far the best weapon.
Something that wouldn't require splitting would be best. Is the DF wiki accurate for masterwork?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 20, 2014, 05:27:40 pm
I got a question what is the chance of getting guardian of armok from the archaeology, just asking since I found about 5 in one fort.
1 in 10 for the "treasure" type. I just changed it to 1 in 33 in my dev version.
you mean.. your GITHUB dev version? right? right!?
You will either facepalm or laugh or both, but I did reboot the PC and finished installing git, which in turn told me to please update my .NET-Framework (lol, of all things, that?), which requires another reboot. So... that hasnt happened yet. Babysteps. :D (I actually do have a reason, I did order a new PC a week ago, but the order is delayed. Will get here somewhere next week I hope, and then I will have Win8.1.)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 20, 2014, 05:29:12 pm
Something that wouldn't require splitting would be best. Is the DF wiki accurate for masterwork?

The vanilla part is definitely not going to be consistently accurate for Masterwork.  There are a huge number of changes, everywhere.  (Just one example: in vanilla, a steel battleaxe takes 1 steel bar; in Masterwork, for dwarves, it takes 3 steel bars.)

There is a separate Masterwork namespace (http://dwarffortresswiki.org/index.php/Masterwork:Main_page) on the wiki, but it's extremely incomplete.  And the wiki is currently not editable for some of us, so the number of people who can even attempt to correct it is severely diminished.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 20, 2014, 05:30:49 pm
Quote
And the wiki is currently not editable for some of us, so the number of people who can even attempt to correct it is severely diminished.
What? Does Briess/Locriani need to unlock their accounts first?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 20, 2014, 08:21:18 pm
Quote
And the wiki is currently not editable for some of us, so the number of people who can even attempt to correct it is severely diminished.
What? Does Briess/Locriani need to unlock their accounts first?

No, it's a problem that just started happening again recently.  Current thread (http://www.bay12forums.com/smf/index.php?topic=139510.msg5389458), previous thread (http://www.bay12forums.com/smf/index.php?topic=125211.0).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: mglarev on June 22, 2014, 05:45:01 am
Comments on v5.07 (Dwarf Mode):

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 22, 2014, 05:48:33 am
Comments on v5.07 (Dwarf Mode):

  • I feel that steeloak and ironbark is a bit to easy to get. The dwarven civilization seems to have it all the time. Maybe add it to the human civilization instead? Overground farming does not really feels like something dwarfs usually do.
  • I very much like the availability of the different furnaces (crucible/greatforge/etc). Feels just about right.
  • The stone anvil seems superfluous, since you can form anvils at the smeltery
  • I see the reasons why slag is not stockpiled. But this sadly prevents me from using minecarts to haul it too the slag pits.

1. Steeloak and Ironbark are easy to get, but take 1 year to grow, and you need to research the Herbalist Lab to make iron/steel from it. But maybe I change it a bit once I have the humans for this. Even if wood farming should probably be more elvish.
2. Good to hear.
3. Its flavor. Just like the gem anvil. But yeah, maybe restrict it to metal anvils only. I will consider it.
4. Not much I can do about that.  :-\
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: psznm on June 22, 2014, 02:16:58 pm
Hi, I've got problem with my job manager, every time I write or delete anything it freezes for like 0.3 seconds. It isn't too much but when you got 20 character string and need to delete it, it gets really tedious watching it stutter for 5-10 seconds. I have read it is caused by too many reactions in MDF, so I tried deleting reactions I don't need, like kobold reactions, but when I loaded my save I got errors and game crashed. Is there any other way to fix that problem or to delete those reactions properly?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on June 22, 2014, 02:37:01 pm
You'd probably have to gen a new world after removing the unwanted reactions from other races; however, I'm not 100% sure it would even have an effect since I would expect the manager to show only reactions available to your current civ (as sourced from all your workshops). Indeed, when I use my manager, I don't have any results when searching for "tribal" (which exists only as some orc-related reactions).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Megawott06 on June 22, 2014, 02:41:40 pm
Hello. I downloaded the most recent version of Masterwork and I have a small and weird problem, my dwarves gather at
nonexistant meeting zones, as in, the zones have been removed but my dwarves are still deciding to gather there.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: psznm on June 22, 2014, 02:59:04 pm
You'd probably have to gen a new world after removing the unwanted reactions from other races; however, I'm not 100% sure it would even have an effect since I would expect the manager to show only reactions available to your current civ (as sourced from all your workshops). Indeed, when I use my manager, I don't have any results when searching for "tribal" (which exists only as some orc-related reactions).
Oh, I haven't realized it would make errors if I deleted reactions from save file instead of DF raws and then creating new world. So I deleted those reactions and created new world and it actually works! It still isn't like vanilla but it isn't so bad to bother anyone anymore.
Title: Re: v5.07: No "Embark Everywhere"?
Post by: Timeless Bob on June 22, 2014, 03:33:25 pm
Great update, Meph - keep up the good work.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 22, 2014, 03:51:55 pm
Hello. I downloaded the most recent version of Masterwork and I have a small and weird problem, my dwarves gather at
nonexistant meeting zones, as in, the zones have been removed but my dwarves are still deciding to gather there.

One of the things idle dwarves sometimes do is hang around the last place they did a job, or were stationed as a squad.  If you ever had a party in that meeting zone, that would qualify as a job.

I'm not sure if they also hang around former meeting sites when there are no current meeting sites.  In any case, making a new meeting site is the best solution.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Megawott06 on June 22, 2014, 04:00:50 pm
Hello. I downloaded the most recent version of Masterwork and I have a small and weird problem, my dwarves gather at
nonexistant meeting zones, as in, the zones have been removed but my dwarves are still deciding to gather there.

One of the things idle dwarves sometimes do is hang around the last place they did a job, or were stationed as a squad.  If you ever had a party in that meeting zone, that would qualify as a job.

I'm not sure if they also hang around former meeting sites when there are no current meeting sites.  In any case, making a new meeting site is the best solution.

Nope, no parties, this happened before my first migrant wave even. I have never had this problem in vanilla DF.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on June 22, 2014, 04:11:44 pm
Hello. I downloaded the most recent version of Masterwork and I have a small and weird problem, my dwarves gather at
nonexistant meeting zones, as in, the zones have been removed but my dwarves are still deciding to gather there.

Is the meeting zone your first one above ground and have you dismantled your wagon? The wagon can still act as a meeting zone if you haven't.
Title: Re: v5.07: No "Embark Everywhere"?
Post by: palu on June 22, 2014, 04:32:10 pm
Downloaded the latest version and realized that the "Embark Everywhere" option was missing from the utility list in the GUI.  I don't have a problem just booting it up from my other version saves, but for people who don't regularly use Masterwork, that might be a problem.  As soon as the GUI includes this, I'll be porting my Dwarfopoly forum game up to the newest version, but until then we'll probably just be using the v4g that the game was created in.

Was there a specific reason to get rid of this utility, or am I just not seeing something obvious?

Great update, Meph - keep up the good work.
It's a DFHack script now, You can get it with Alt-E  at the embark screen. Or Alt-N for Nano Fortress
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Megawott06 on June 22, 2014, 05:15:06 pm
Hello. I downloaded the most recent version of Masterwork and I have a small and weird problem, my dwarves gather at
nonexistant meeting zones, as in, the zones have been removed but my dwarves are still deciding to gather there.

Is the meeting zone your first one above ground and have you dismantled your wagon? The wagon can still act as a meeting zone if you haven't.

The meeting zone was around my Trade Depot (I just needed to get every dwarf inside fast, evil biome you know...) but dwarves still chose to hang around it even when I had set up a statue garden and removed the meeting zone around the depot.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on June 22, 2014, 05:45:30 pm
Does this persist even after you've saved, quit completely (closed the program entirely) and reloaded? Sometimes the game doesn't clear things properly - most frequently seen with squad orders/military drafting but might to meeting zone designations.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Shizmoo on June 22, 2014, 06:41:45 pm
Got two questions:

I got a possessed dwarf muttering "equalact    ---" what is this? -Nevermind it was the name of the artifact thought it was something he required

Second one is from this thread : http://www.bay12forums.com/smf/index.php?topic=139589.0

How, what, and where raws I copy/save and to what raws to save over if this indeed does work?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 22, 2014, 09:51:09 pm
Open GUI. Click on "Harder Farming" button to disable it. Done. Gen a new world.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Megawott06 on June 23, 2014, 02:48:44 am
Does this persist even after you've saved, quit completely (closed the program entirely) and reloaded? Sometimes the game doesn't clear things properly - most frequently seen with squad orders/military drafting but might to meeting zone designations.

Kinda useless now since I have lost the fort already to undead but I have no idea, didn't have enough time to try.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Repseki on June 23, 2014, 03:47:24 am
Had you made a new meeting zone/table designated to be a Meeting Hall after getting rid of the zone?

Because if the dwarves don't have anywhere designated to loiter around like that I believe they default to the location of whatever the last one was.

I don't know if a Statue Garden alone would work the same.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zeebie on June 23, 2014, 06:13:06 am
I am getting a consistent crash during a goblin siege.  Here's the errorlog. Any suggestions on how to prevent it? Thanks.

Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 23, 2014, 06:20:00 am
I am getting a consistent crash during a goblin siege.  Here's the errorlog. Any suggestions on how to prevent it? Thanks.

Spoiler (click to show/hide)
Type in DiggingInvaders Disable into dfhack
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zeebie on June 23, 2014, 12:24:26 pm
I am getting a consistent crash during a goblin siege.  Here's the errorlog. Any suggestions on how to prevent it? Thanks.

Spoiler (click to show/hide)
Type in DiggingInvaders Disable into dfhack

Thanks Meph, that did it.  Is there a red flag in the errorlog that indicates this is a problem with diggingInvaders?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 23, 2014, 12:31:17 pm
I am getting a consistent crash during a goblin siege.  Here's the errorlog. Any suggestions on how to prevent it? Thanks.

Spoiler (click to show/hide)
Type in DiggingInvaders Disable into dfhack

Thanks Meph, that did it.  Is there a red flag in the errorlog that indicates this is a problem with diggingInvaders?
Kinda maybe no. There was much confusion and two bugfixes by expwnent. But if you still have crashes, they apparently did not work. What version are you playing and which OS?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zeebie on June 23, 2014, 12:42:17 pm
I am getting a consistent crash during a goblin siege.  Here's the errorlog. Any suggestions on how to prevent it? Thanks.

Spoiler (click to show/hide)
Type in DiggingInvaders Disable into dfhack

Thanks Meph, that did it.  Is there a red flag in the errorlog that indicates this is a problem with diggingInvaders?
Kinda maybe no. There was much confusion and two bugfixes by expwnent. But if you still have crashes, they apparently did not work. What version are you playing and which OS?

5.06 on Win7.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 23, 2014, 12:43:56 pm
Quote
5.06 on Win7.
Crap. That means that expwnents fixes did not work. Or maybe a little, but if its still crashing I really dont know what to do with it. Send him yet another crash report? Remove it from the mod? Argh.

You dont happen to have a save from just before the crash?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 23, 2014, 07:14:37 pm
BTW, is it intended that the gem and stone workshops can't produce pestles?  The can make mortars, but you either need bone crafters or the standard craftdwarf to make pestles.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vjmdhzgr on June 23, 2014, 08:35:13 pm
In the newest version the dwarven distillery has a reaction called "Tests" and it seems to cause the worker to give birth.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 23, 2014, 08:42:58 pm
BTW, is it intended that the gem and stone workshops can't produce pestles?  The can make mortars, but you either need bone crafters or the standard craftdwarf to make pestles.
I think I wanted to merge them to mortar&pestle, one item, at some point, and simply got distracted. But that was a long time ago... I'll add it to my list.

In the newest version the dwarven distillery has a reaction called "Tests" and it seems to cause the worker to give birth.
Yikes. I did remove the cheat reaction from kobolds, but of course forgot about the dwarven one. That is unfortunate.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on June 23, 2014, 10:28:12 pm
In the newest version the dwarven distillery has a reaction called "Tests" and it seems to cause the worker to give birth.

Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vjmdhzgr on June 23, 2014, 10:41:01 pm
In the newest version the dwarven distillery has a reaction called "Tests" and it seems to cause the worker to give birth.

Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Can I put that as my signature? Is that something that makes sense as a signature? How do you put something as a signature? Is it called a signature?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 23, 2014, 11:14:49 pm
Its a great tradition of Masterwork to leave these cheat reactions in the release, just to remove them later. Argh, I cant believe I forgot about that one.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zeebie on June 24, 2014, 02:07:15 am
Quote
5.06 on Win7.
Crap. That means that expwnents fixes did not work. Or maybe a little, but if its still crashing I really dont know what to do with it. Send him yet another crash report? Remove it from the mod? Argh.

You dont happen to have a save from just before the crash?

I'm afraid not. If it happens again I'll let you know.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Repseki on June 24, 2014, 03:26:52 am
Quote
In the newest version the dwarven distillery has a reaction called "Tests" and it seems to cause the worker to give birth.
Yikes. I did remove the cheat reaction from kobolds, but of course forgot about the dwarven one. That is unfortunate.

The only unfortunate thing about this is that everyone's first thought wasn't to immediately weaponize the baby making reaction!!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vjmdhzgr on June 24, 2014, 03:04:20 pm
This is probably more of a general question, but it happened to me in Dwarf Mode and I don't think there's a thread for general questions. I decided that with my newest fortress once I talked to the first diplomat I would seal my fortress entirely. Eventually I ended up opening it to clear up all the corpses of the dwarves that went insane and I accidentally let in an elven diplomat. I was able to get everybody back inside and lock the door before the diplomat had finished talking to my Expedition Leader so I was expecting to have to briefly unlock the doors to let him out. Instead of waiting around however, the diplomat started going towards the caverns that I had yet to seal off and then he left through the caverns. This isn't something that's ever happened to me before, nor have I heard it mentioned so I thought it might be Masterwork related since I know Masterwork adds underground civs that can attack you. It might be important that the diplomat walked past about three possible exits before going through one.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on June 24, 2014, 03:25:44 pm
Nah, that's normal. Diplomats, migrants and caravans CAN come and leave through caverns, but they're hardcoded to only enter through the surface even if they could technically enter through the caverns.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Shizmoo on June 24, 2014, 06:00:55 pm
Open GUI. Click on "Harder Farming" button to disable it. Done. Gen a new world.

I do that, but every time I re open masterwork its on by default. Now harder smithing is always on. How do I make these off by default like the others?

Even when I gen a world with harder farming off, it still takes 4 season for plumps to grow
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 24, 2014, 11:28:27 pm
Open GUI. Click on "Harder Farming" button to disable it. Done. Gen a new world.

I do that, but every time I re open masterwork its on by default. Now harder smithing is always on. How do I make these off by default like the others?

Even when I gen a world with harder farming off, it still takes 4 season for plumps to grow
I tested it just now. The settings toggle fine. It goes from 4032 growdur (harder farming) to this: [GROWDUR:600] when you turn it off. Did you change something on your plant files?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Shizmoo on June 25, 2014, 12:26:19 am
Open GUI. Click on "Harder Farming" button to disable it. Done. Gen a new world.

I do that, but every time I re open masterwork its on by default. Now harder smithing is always on. How do I make these off by default like the others?

Even when I gen a world with harder farming off, it still takes 4 season for plumps to grow
I tested it just now. The settings toggle fine. It goes from 4032 growdur (harder farming) to this: [GROWDUR:600] when you turn it off. Did you change something on your plant files?

I did a clean install three times not touching anything other then disabling stuff on the GUI and same problem occurs.

So I just did one more clean install after reading your post. I checked the plant_standard beforehand and like you said its 4032 by default. I closed it and ran masterwork. Unchecked harder farming and like you said it changed it to 600. So I exited masterwork and re-opened and it works correctly staying off and plumps are at 600.

Now when I make these changes:

Cave-ins - off
Tileset - Ironhand + "yes" to prompts
Auto-save - Never
Window - yes
Graphics cap - 60 fps

I exit masterwork. When I re-open the GUI it has harder farming and harder smithing checked. I checked the plant_standard it says 4032. I uncheck harder farming and reopen plant_standard and it still is on 4032 instead of 600. It didn't toggle it.

Maybe one of the settings I change screw with something maybe the tileset and the prompts. Ill try to see if thats the case by changing one setting at a time. Btw do I need any other software like microsoft .net 3.5 etc maybe? I believe the graphics driver I install from nvidia installs .net 4.

Edit - Ya its when I change the tileset to Ironhand and asks if it wants to change raws etc.. That is causing harder farming to stay on. Gonna install the other .net framework since its needed for a standalone PeridexisErrant.

Instal .net 3.5 and still doesn't work. Tried using phoebus which has no problems with harder farming, but it has harder smithing always on lol. Gonna test making plant_standard read only with normal farming then switching to ironhand tomorrow.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 25, 2014, 01:22:48 am
Its indeed the separate tilesets. Splinterz said that the GUI changes all files in all sets...  could you please post this in the GUI thread, because thats a bug he might want to look at.

The plants are actually the last files that are in multiple sets, all the rest I merged. Plants are a lot of work though, but if they are still a source of issues like that, I might sit down 1-2 days and merge them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: omniclasm on June 25, 2014, 02:30:44 am
Fire mages seem to kill themselves.

They are fire immune, but then the various blood splatters they have on them "burst into a cloud of boiling blood" and they die.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 25, 2014, 02:43:50 am
Creature materials are sadly creature wide. I cant make firemages immune to fire without making all dwarves immune to fire. -.-
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Nahere on June 25, 2014, 03:05:53 am
Can't you just have a separate set of materials that only that caste uses? Just because a material is defined creature wide doesn't mean each caste has to use it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 25, 2014, 03:16:47 am
No.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: splinterz on June 25, 2014, 04:05:19 am
Its indeed the separate tilesets. Splinterz said that the GUI changes all files in all sets...  could you please post this in the GUI thread, because thats a bug he might want to look at.

The plants are actually the last files that are in multiple sets, all the rest I merged. Plants are a lot of work though, but if they are still a source of issues like that, I might sit down 1-2 days and merge them.
this issue was unique to the ironhand tileset. it's happening because the plant_standard file in the graphics pack has both the harder farming 'on' and 'off' GROWDUR in the file, so the GUI determined incorrectly that harder farming was already 'off' when it really wasn't.

the exe has been patched with a fix (right click, save as) (https://github.com/splintermind/masterwork-dwarf-fortress), but you can fix it yourself by checking the plant_standard file in the ironhand graphics raws and ensure all the GROWDUR tags have the same value to start with.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 25, 2014, 04:42:06 am
Thanks splinterz. And wow, such a silly error... and here I was, hoping that the reduced amount of raws would stop this... but no, it had to be plants. I hate plants.  >:(
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Boltgun on June 25, 2014, 05:20:10 am
Thanks splinterz. And wow, such a silly error... and here I was, hoping that the reduced amount of raws would stop this... but no, it had to be plants. I hate plants.  >:(

DF2014 is going to make you nuts then.  :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 25, 2014, 05:21:46 am
Not really. At least I hope so. If all the plants are new, I can throw the old ones away, and start from scratch. Its probably easier work than porting and fixing the old ones.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Shizmoo on June 25, 2014, 01:42:53 pm
Its indeed the separate tilesets. Splinterz said that the GUI changes all files in all sets...  could you please post this in the GUI thread, because thats a bug he might want to look at.

The plants are actually the last files that are in multiple sets, all the rest I merged. Plants are a lot of work though, but if they are still a source of issues like that, I might sit down 1-2 days and merge them.
this issue was unique to the ironhand tileset. it's happening because the plant_standard file in the graphics pack has both the harder farming 'on' and 'off' GROWDUR in the file, so the GUI determined incorrectly that harder farming was already 'off' when it really wasn't.

the exe has been patched with a fix (right click, save as) (https://github.com/splintermind/masterwork-dwarf-fortress), but you can fix it yourself by checking the plant_standard file in the ironhand graphics raws and ensure all the GROWDUR tags have the same value to start with.

(http://s17.postimg.org/ngrbmcvez/Untitled.jpg) (http://postimg.org/image/ngrbmcvez/)

I downloaded the masterwork.exe but when I run it this happens. Something about root element missing in user.config from AppData\local\...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: splinterz on June 25, 2014, 02:32:35 pm
can you post the entire contents of the details section in the exception?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Shizmoo on June 25, 2014, 02:35:16 pm
can you post the entire contents of the details section in the exception?
Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: splinterz on June 25, 2014, 03:24:48 pm
can you post the entire contents of the details section in the exception?
Spoiler (click to show/hide)
it looks like the user.config specified may be corrupt. try deleting (or moving) the file, and if that doesn't work paste the user.config for me to take a look at.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Shizmoo on June 25, 2014, 04:51:41 pm
can you post the entire contents of the details section in the exception?
Spoiler (click to show/hide)
it looks like the user.config specified may be corrupt. try deleting (or moving) the file, and if that doesn't work paste the user.config for me to take a look at.

That seemed to be the issue. I created a second windows account and logged on it. Installed Masterwork and your patch and it kept harder farming off.

On another note which is probably nothing, I unchecked harder smithing too and exited. When I re-opened it had harder smithing on, but doesn't look like it changed any value because breastplates still had a material size of 1 when I looked at the raw. I uncheck it again and exited. Reopened it and it was off by default.

Ill report any more errors, but seems to be working fine thanks for patch I love ironhand tileset and the new graphical icons are awesome in masterwork :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: herocrafter on June 25, 2014, 05:23:12 pm
Stupid question I suppose but do I need to generate a new world each time there is an update to make use all the tweeks and new goodies?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Undeadlord on June 25, 2014, 07:04:32 pm
In 5.08, selling a Titanium bar at Teduk's Fine Goods says it should be worth 2500 sovereigns. However once its sold there are only 3 of the 500 gold coins present.

Undeadlord
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on June 25, 2014, 07:05:43 pm
Stupid question I suppose but do I need to generate a new world each time there is an update to make use all the tweeks and new goodies?
Sadly, yes.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Dunamisdeos on June 25, 2014, 08:38:42 pm
The Destroyer.

This guy appeared in my fort. It looks slick. What causes him to appear? I have lots of questions about Masterwork, and the manual doesn't seem to want to open on my machine.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 25, 2014, 11:46:50 pm
The Destroyer.

This guy appeared in my fort. It looks slick. What causes him to appear? I have lots of questions about Masterwork, and the manual doesn't seem to want to open on my machine.
Guardian of Armok. Either from the religious tree and massive sacrifices, or you found one in a fossil. But that should be very rare now... maybe I even make it rarer, like the negative super-fossil.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Dunamisdeos on June 26, 2014, 01:36:52 am
Can he show up with a migrant? I got my first Apostle, and the next thing I knew the Destroyer was wandering about.

Also, I just ran across another issue. I can't build a greatforge even though I have two of the required researches needed to build them. I was able to build them no problem, then the researches were moved to a stockpile and they don't seem valid anymore.

::EDIT::
The greatforge thing fixed soon after. Not sure what that was about.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 26, 2014, 01:55:16 am
Can he show up with a migrant? I got my first Apostle, and the next thing I knew the Destroyer was wandering about.

Also, I just ran across another issue. I can't build a greatforge even though I have two of the required researches needed to build them. I was able to build them no problem, then the researches were moved to a stockpile and they don't seem valid anymore.

::EDIT::
The greatforge thing fixed soon after. Not sure what that was about.
No with migrants.

Burrows bug, see manual KnownBugs section.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kaos on June 26, 2014, 06:27:12 am
Bug Report:

* Category names are appearing as preferences, I got a Dwarf with Material like for "====special gems===="
* While preparing for the journey carefully, you can "buy" (for 0$) "collapsed bricks" and blocks, crafts and several other trinkets made of it... which apparently just evaporate into a "boiling magma" cloud in the middle of your wagon when embarking... this also allows for things like "buying" 5000 units of "collapsed brick" and showing up with 6 wagons (free wood!) and 12 pulling animals (free mountain tuskoxens!!)
* Also you can buy "liquid" (for 1$) which apparently serves no purpose besides giving you a free flask
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 26, 2014, 06:28:26 am
Bug Report:

* Category names are appearing as preferences, I got a Dwarf with Material like for "====special gems===="
* While preparing for the journey carefully, you can "buy" (for 0$) "collapsed bricks" and blocks, crafts and several other trinkets made of it... which apparently just evaporate into a "boiling magma" cloud in the middle of your wagon when embarking... this also allows for things like "buying" 5000 units of "collapsed brick" and showing up with 6 wagons (free wood!) and 12 pulling animals (free mountain tuskoxens!!)
* Also you can buy "liquid" (for 1$) which apparently serves no purpose besides giving you a free flask

1. unfixable
2. fixed
3. havent checked that one yet.

I could change the category titles to *GEMS* or something less out of line when seen in preferences. The guy just likes gems, all of them, no worries.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Boltgun on June 26, 2014, 06:56:40 am
Does SPECIAL helps with preference, I don't recall seeing anyone liking adamantine.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 26, 2014, 07:04:29 am
they all have special.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on June 26, 2014, 09:31:31 am
Can anyone confirm farming Shade-thorn and Nether-caps in farms ? For me the option does not appear once I obtain the spores. I have no trouble farming 3rd cavern herbs thou, only these 2 tree types.

Also can anyone point me to the files where I could add missing - make bed - option  to metalcrafter workshop. (I want golden beds)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kaos on June 26, 2014, 09:51:34 am
Bug Report:

* Category names are appearing as preferences, I got a Dwarf with Material like for "====special gems===="
* While preparing for the journey carefully, you can "buy" (for 0$) "collapsed bricks" and blocks, crafts and several other trinkets made of it... which apparently just evaporate into a "boiling magma" cloud in the middle of your wagon when embarking... this also allows for things like "buying" 5000 units of "collapsed brick" and showing up with 6 wagons (free wood!) and 12 pulling animals (free mountain tuskoxens!!)
* Also you can buy "liquid" (for 1$) which apparently serves no purpose besides giving you a free flask

1. unfixable
2. fixed
3. havent checked that one yet.

I could change the category titles to *GEMS* or something less out of line when seen in preferences. The guy just likes gems, all of them, no worries.
Oh, I was wondering that... does him having a preference for the category name actually has an effect on him liking gems of all types? if so I got myself a new Gemcutter... :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 26, 2014, 10:11:43 am
Bug Report:

* Category names are appearing as preferences, I got a Dwarf with Material like for "====special gems===="
* While preparing for the journey carefully, you can "buy" (for 0$) "collapsed bricks" and blocks, crafts and several other trinkets made of it... which apparently just evaporate into a "boiling magma" cloud in the middle of your wagon when embarking... this also allows for things like "buying" 5000 units of "collapsed brick" and showing up with 6 wagons (free wood!) and 12 pulling animals (free mountain tuskoxens!!)
* Also you can buy "liquid" (for 1$) which apparently serves no purpose besides giving you a free flask

1. unfixable
2. fixed
3. havent checked that one yet.

I could change the category titles to *GEMS* or something less out of line when seen in preferences. The guy just likes gems, all of them, no worries.
Oh, I was wondering that... does him having a preference for the category name actually has an effect on him liking gems of all types? if so I got myself a new Gemcutter... :P
No.

Can anyone confirm farming Shade-thorn and Nether-caps in farms ? For me the option does not appear once I obtain the spores. I have no trouble farming 3rd cavern herbs thou, only these 2 tree types.

Also can anyone point me to the files where I could add missing - make bed - option  to metalcrafter workshop. (I want golden beds)
For golden beds have a look at the Furniture Workshop.

I dont know about the farms, but had the report before.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vjmdhzgr on June 26, 2014, 10:54:52 am
Nah, that's normal. Diplomats, migrants and caravans CAN come and leave through caverns, but they're hardcoded to only enter through the surface even if they could technically enter through the caverns.
Is there a way to force them to come through the caverns?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 26, 2014, 11:23:02 am
No.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: mglarev on June 26, 2014, 11:40:26 am
Comments v5.07 (still up to date, i believe)

I experimented a bit with pottery. I like the system, hate to use it. Here is why:

Let us say i want to 30 clay pots (barrels). Now I need to:

That is 178 jobs. 188 if you account for the coal (10 wood turn into 30 coal).

If I would just take 30 pieces of wood, I would get 30 barrels with 60 jobs. (30x wood cutting, 30x carpentry), about thrice as efficient.
If I would cut 8 trees, cut them into 32 planks, I would get the same result (although lower quality) with 46 jobs, and still have 2 planks left, more than four times as efficient.

I get it that pottery is a bit more material-efficient, but I have currently five dwarfs that are doing pottery, and they can not keep up with one carpenter.

I would suggest to remove one of the dry processes and maybe make the drying process into a batch job. Is it possible to adjust the job time?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 26, 2014, 11:49:41 am
mglarev, good math/science.

I want to change it, and will. Just have a look at the kobolds in the current version, they have the simplified version. No bone-dry and leather-hard. Its just:

Shape clay into item (95%) (this item is greenware and can directly be used if you want)
Burn greenware into stone/earthware/porcelain (costs fuel, raises the value)

Thats it. No more drying reactions with fake items.

PS: Job time depends on worker skill, OR is instantly. No other options.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: mglarev on June 26, 2014, 11:59:24 am
Sounds perfect, thanks!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on June 26, 2014, 03:53:05 pm
Where did the volcanic forge go ? Can't find it anywhere... research is disabled but still no any magma workshops appear in the menu. Where all of them removed :(?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 26, 2014, 03:56:29 pm
Where did the volcanic forge go ? Can't find it anywhere... research is disabled but still no any magma workshops appear in the menu. Where all of them removed :(?

Magma workshops don't appear in the furnace/workshop menus until you actually find some magma on the map.  At least in vanilla, that's how it is.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kaos on June 26, 2014, 07:48:17 pm
am I missing something or in v5.09 there's no longer the option to have simple foods? I mean having the 3 types of meals like in vanilla, roasts being the lavish ones, instead of having cakes, pastries, pancakes, etc...??
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 26, 2014, 11:32:22 pm
am I missing something or in v5.09 there's no longer the option to have simple foods? I mean having the 3 types of meals like in vanilla, roasts being the lavish ones, instead of having cakes, pastries, pancakes, etc...??
Correct. Removing/Adding items messes up the new item graphics (because they go by order in the raws), so I no longer have a food option in the GUI. Instead I opted for a in-between solution: Its not 3 like vanilla, and not 80 like MDF before... but 15. 5 simple, 5 fine, 5 lavish meals. Hope thats ok.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kaos on June 27, 2014, 09:04:41 am
am I missing something or in v5.09 there's no longer the option to have simple foods? I mean having the 3 types of meals like in vanilla, roasts being the lavish ones, instead of having cakes, pastries, pancakes, etc...??
Correct. Removing/Adding items messes up the new item graphics (because they go by order in the raws), so I no longer have a food option in the GUI. Instead I opted for a in-between solution: Its not 3 like vanilla, and not 80 like MDF before... but 15. 5 simple, 5 fine, 5 lavish meals. Hope thats ok.
oh well, I guess is a good compromise. The only reason I prefered the "simple meals" option over the flavour names was because I'd mass produce lavish meals for trade, and it's easier to just look for "roast" in the screen of what to bring to the depot...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 27, 2014, 09:05:47 am
If its important to you, just open item_food and delete the extra entries. It shouldnt do any harm.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 27, 2014, 06:25:54 pm
How does collecting souls via the altar work?  Does the 15 tile radius go through walls and up/down Z levels?  Does there need to be a path, does it matter how long that path is?  Do burrows matter at all?  Does it only work on sentients (since you can get souls from animals via butchering)?  If I wanted to figure this out myself, how would I find out (there doesn't seem to be a reaction in the raws for it, I assume because it is dfhack wizardry)?

I'm trying to setup my religious area and want to make sure that the soul harvesting works with it. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rubicon on June 27, 2014, 11:00:36 pm
Anyone else having issues with lack of migrant waves in the latest version?  Something weird going on for me; because dwarves have not died out, but I am getting no migrants in current fort. Have traded successfully with dwarf caravan. Also tried the "invite migrant wave" reaction at the embassy, twice. So far, just a waste of gold -_- .

I also tried paying a dwarven caravan guard to join, it didn't seem to work. Is there a particular time during the caravan visit that you have to run it?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 28, 2014, 12:33:38 am
Anyone else having issues with lack of migrant waves in the latest version?  Something weird going on for me; because dwarves have not died out, but I am getting no migrants in current fort. Have traded successfully with dwarf caravan. Also tried the "invite migrant wave" reaction at the embassy, twice. So far, just a waste of gold -_- .

I also tried paying a dwarven caravan guard to join, it didn't seem to work. Is there a particular time during the caravan visit that you have to run it?
Check Legends to see how your civ is doing. if force caravan MOUNTAIN doesnt help, you have no civ.

The embassy has to be close to the caravan guard, the worker needs to see him.

How does collecting souls via the altar work?  Does the 15 tile radius go through walls and up/down Z levels?  Does there need to be a path, does it matter how long that path is?  Do burrows matter at all?  Does it only work on sentients (since you can get souls from animals via butchering)?  If I wanted to figure this out myself, how would I find out (there doesn't seem to be a reaction in the raws for it, I assume because it is dfhack wizardry)?

I'm trying to setup my religious area and want to make sure that the soul harvesting works with it. 
its line of sight of the worker. burrows dont matter. works on all resurrectable corpses. and yes, its dfhack.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rubicon on June 28, 2014, 02:47:48 am
Check Legends to see how your civ is doing. if force caravan MOUNTAIN doesnt help, you have no civ.

The embassy has to be close to the caravan guard, the worker needs to see him.


Yup, force caravan MOUNTAIN works fine, and civ is around.

Also, is the gnome caravan supposed to regularly come? It showed up the last two winters on its own. I haven't 'called' it using the embassy.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 28, 2014, 03:32:14 am
yes
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on June 28, 2014, 07:16:52 am
Noob question: under which stockpile section are the souls?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 28, 2014, 07:47:09 am
None, souls cannot be stockpiled.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: knaveightt on June 28, 2014, 09:11:01 am
Hola,

I'm running 5.09 on my linux distro, and everything seems to be fine, which is fantastic.

However, i noticed today starting up my fortress, dfhack has a lot of lines about civs such as:
Spoiler (click to show/hide)

And a whole slew of others, for pretty much the bulk of civilizations available. Is this... bad?  :o Like, is it game breaking, or something that's not really too much of an issue.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mithril Leaf on June 28, 2014, 09:26:18 am
None, souls cannot be stockpiled.

Withered ones go into the refuse pile, which can be useful for prioritization.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 28, 2014, 09:30:27 am
However, i noticed today starting up my fortress, dfhack has a lot of lines about civs such as:
Spoiler (click to show/hide)

And a whole slew of others, for pretty much the bulk of civilizations available. Is this... bad?  :o Like, is it game breaking, or something that's not really too much of an issue.

I get those too.  I guess I should have reported them at some point, but they didn't seem to be causing any obvious problems.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mithril Leaf on June 28, 2014, 09:40:37 am
However, i noticed today starting up my fortress, dfhack has a lot of lines about civs such as:
Spoiler (click to show/hide)

And a whole slew of others, for pretty much the bulk of civilizations available. Is this... bad?  :o Like, is it game breaking, or something that's not really too much of an issue.

I get those too.  I guess I should have reported them at some point, but they didn't seem to be causing any obvious problems.

I thought they were just errors because the civs already have those pets naturally and it was trying to add them manually because they are the guaranteed pets of that civ. Or something along those lines.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: knaveightt on June 28, 2014, 10:09:31 am
However, i noticed today starting up my fortress, dfhack has a lot of lines about civs such as:
Spoiler (click to show/hide)

And a whole slew of others, for pretty much the bulk of civilizations available. Is this... bad?  :o Like, is it game breaking, or something that's not really too much of an issue.

I get those too.  I guess I should have reported them at some point, but they didn't seem to be causing any obvious problems.

I thought they were just errors because the civs already have those pets naturally and it was trying to add them manually because they are the guaranteed pets of that civ. Or something along those lines.

That makes sense to me. I'm not even sure I've seen those messages when I first started this fortress. Doesn't seem to be anything to cause worry
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on June 28, 2014, 10:42:16 am
Its harmless. its just that they get added as pets, and again added as pull animals.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 29, 2014, 11:14:23 pm
Hmm...  In my latest embark I couldn't plant ironbark or steeloak.  There was some growing wild at the site, so it shouldn't be a biome issue (tropical swamp/forest).  My civilization was lacking in stuff (I'm guessing it is almost dead), does that drive what I can plant?  I had to buy the acorns from the elves.  Would harvesting the local flora help?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on June 30, 2014, 04:56:44 am
Hmm...  In my latest embark I couldn't plant ironbark or steeloak.  There was some growing wild at the site, so it shouldn't be a biome issue (tropical swamp/forest).  My civilization was lacking in stuff (I'm guessing it is almost dead), does that drive what I can plant?  I had to buy the acorns from the elves.  Would harvesting the local flora help?

Your civilization shouldn't affect the ability to farm trees provided that you have seeds (I assume you are using farms for that). So no need to harvest local flora just make sure your farm has sunlight since ironbark and steeloak cant grow in bellow ground. If still nothing I assume it's a bug ?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Vabalokis on June 30, 2014, 06:02:22 am
how to use embark command in dfhack?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on June 30, 2014, 06:12:21 am
Hmm...  In my latest embark I couldn't plant ironbark or steeloak.  There was some growing wild at the site, so it shouldn't be a biome issue (tropical swamp/forest).  My civilization was lacking in stuff (I'm guessing it is almost dead), does that drive what I can plant?  I had to buy the acorns from the elves.  Would harvesting the local flora help?

Your civilization shouldn't affect the ability to farm trees provided that you have seeds (I assume you are using farms for that). So no need to harvest local flora just make sure your farm has sunlight since ironbark and steeloak cant grow in bellow ground. If still nothing I assume it's a bug ?

There is a vanilla bug that makes seeds unplantable until you have also acquired an adult plant of the same species (or possibly a product made from such a plant).  I'm not sure how this affects the Masterwork tree-sapling-plants.

Ah, here it is: bug #4549 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4549).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on June 30, 2014, 11:53:28 am
Hmm...  In my latest embark I couldn't plant ironbark or steeloak.  There was some growing wild at the site, so it shouldn't be a biome issue (tropical swamp/forest).  My civilization was lacking in stuff (I'm guessing it is almost dead), does that drive what I can plant?  I had to buy the acorns from the elves.  Would harvesting the local flora help?

Your civilization shouldn't affect the ability to farm trees provided that you have seeds (I assume you are using farms for that). So no need to harvest local flora just make sure your farm has sunlight since ironbark and steeloak cant grow in bellow ground. If still nothing I assume it's a bug ?

There is a vanilla bug that makes seeds unplantable until you have also acquired an adult plant of the same species (or possibly a product made from such a plant).  I'm not sure how this affects the Masterwork tree-sapling-plants.

Ah, here it is: bug #4549 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4549).

Solution to bug: Use hackwish to spawn ironbark/steeloak saplings. Then dump them in a river/magma.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on June 30, 2014, 12:00:31 pm
There were some growing, luckily I was able to get both a steeloak and ironbark version.  So that works.  Thanks.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Dunamisdeos on June 30, 2014, 08:47:27 pm
Hey guys, minor issue. I'm having a problem where my dwarves won't dump things that die on my sawblade traps. Or rather, to be more specific, they will not gather the corpses. This leads to clogged traps. They are not forbidden. They will neither dump them when marked, nor move them to the corpse/refuse stockpile. I had to move them by dfhacking a torrent of water into them, at which point they were dumped. Anything I can do to avoid this?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: draeath on June 30, 2014, 10:23:37 pm
Are the traps in an area considered "outside?" If so you may have the policy set to prohibit gathering of refuse outside.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Dunamisdeos on July 01, 2014, 12:11:51 am
Oh. Well I'll try that next time. But would that prevent them from collecting things that have been [d][d] designated as for dumping? I thought that overrode it.

::EDIT::
One more thing. Is there a best way to find Blood of Armok? I've got about a dozen bones and half as many tears. No blood yet, seems odd. I can understand why it's rare, but I was hoping to have found some by now.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on July 01, 2014, 01:32:14 am
One more thing. Is there a best way to find Blood of Armok? I've got about a dozen bones and half as many tears. No blood yet, seems odd. I can understand why it's rare, but I was hoping to have found some by now.

I think it depends on your embarking location. For me it tends to be on the surface layers of dirt, clay and peat (mostly three first layers). To see you can use dfhack: reveal (to uncover the map) unreveal (to undo), prospect (to see if you have any at all)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Dunamisdeos on July 01, 2014, 03:13:25 am
One more thing. Is there a best way to find Blood of Armok? I've got about a dozen bones and half as many tears. No blood yet, seems odd. I can understand why it's rare, but I was hoping to have found some by now.

I think it depends on your embarking location. For me it tends to be on the surface layers of dirt, clay and peat (mostly three first layers). To see you can use dfhack: reveal (to uncover the map) unreveal (to undo), prospect (to see if you have any at all)

Oh no I don't have any at all :(

Can you trade for them in caravans? It makes me sad that I won't get to try out spawning magma and such in my fort.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 01, 2014, 04:45:43 am
You can buy Blood of Armok from Teduk's Fine Goods, for a mere 25,000 shiny gold circles.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mithril Leaf on July 01, 2014, 08:00:33 am
You can buy Blood of Armok from Teduk's Fine Goods, for a mere 25,000 shiny gold circles.

Which is in fact pretty easy to get if you just brute force the basic prayer reaction for soft metal with a good number of dwarves.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 01, 2014, 12:55:17 pm
This may apply to more than just dwarves, but several reactions refer to "kuckle" dusters rather than knuckle dusters.

However, this is purely cosmetic as it is only the item names that are referred to as such, the actual tags all refer to knuckle dusters. Nothing is broken.

In my browsing, reactions to make gem/glass (all three)/rock, copper/bronze (cold forging), and volcanic (magma forge) refer to kuckle.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 01, 2014, 01:36:17 pm
This may apply to more than just dwarves, but several reactions refer to "kuckle" dusters rather than knuckle dusters.

However, this is purely cosmetic as it is only the item names that are referred to as such, the actual tags all refer to knuckle dusters. Nothing is broken.

In my browsing, reactions to make gem/glass (all three)/rock, copper/bronze (cold forging), and volcanic (magma forge) refer to kuckle.
thanks, I fixed it. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 01, 2014, 02:04:32 pm
Now question, is there a renewable means of acquiring rock crystal for crystal glass (other than trading/market), or alternative methods of making crystal glass?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Baffler on July 01, 2014, 03:21:42 pm
Minor issue. I've been shearing leatherwing bats but not getting any product out of it. Has anyone else had this problem, or am I just not waiting long enough before shearing?

Nevermind, the guy doing the shearing also happened to be the tanner, and processed them without me noticing.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on July 01, 2014, 03:23:53 pm
To see you can use dfhack: reveal (to uncover the map) unreveal (to undo), prospect (to see if you have any at all)

Oh no I don't have any at all :(

Note, "prospect" only counts what you've already revealed.  "prospect all" includes gems & ores that are still unrevealed.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Dunamisdeos on July 01, 2014, 04:56:34 pm
This may apply to more than just dwarves, but several reactions refer to "kuckle" dusters rather than knuckle dusters.

However, this is purely cosmetic as it is only the item names that are referred to as such, the actual tags all refer to knuckle dusters. Nothing is broken.

In my browsing, reactions to make gem/glass (all three)/rock, copper/bronze (cold forging), and volcanic (magma forge) refer to kuckle.

While we're at it, I'm not looking at it now, but between Rune Weaponries/Armories one of them is misspelled ruen.  :)

To see you can use dfhack: reveal (to uncover the map) unreveal (to undo), prospect (to see if you have any at all)

Oh no I don't have any at all :(

Note, "prospect" only counts what you've already revealed.  "prospect all" includes gems & ores that are still unrevealed.

Yup, I did prospect all. I do have multiple biomes on the map, will it only prospect the biome in which the cursor lies? Frankly though, If I can just buy them from the shop there then I'm happy. Got more gold on this map than I know what to do with.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: micelus on July 01, 2014, 08:15:39 pm
Can plump helmet men haul?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: BlackFlyme on July 01, 2014, 08:17:38 pm
Can plump helmet men haul?

Probably not. They aren't proper citizens, so they shouldn't be able to do most jobs.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: micelus on July 01, 2014, 08:56:19 pm
Odd...keep seeing cancelled stockpile jobs being done by plump helmet men.

EDIT: Regardless, would it be possible to mod the raws to make them able to haul?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 02, 2014, 03:02:24 am
Hello,

I have two bugs (5.10), that might be linux-related I'm not sure though:

1. I played without ff_plants, and I could plant my underground plants all year. Also they all took one (!) year to mature. (YOu can imagine the fun I had.) Now I am pretty sure that harder-farming was enabled, but I also had that enabled in other games, where the crops took different durations, and I don't think they took one year. I checked plump helmet raw, and it said 4036(ca.), the equivalent of one year.
Okay, consulted the manual, and apparently plants in harder farming are supposed to grow one year. That is indeed strange, because I thought I remembered some situations with harder farming where it only took 2 seasons or something.  ???

2. When mining down a cave my miners found a vein of anthracite (nice!), but behind that was also a vein of "anthracite dust". I am guessing anthracite dust is supposed to make my miners sick or something as a part of the harder mining thing? Or is anthracite dust supposed to make veins?

EDIT: 3. What reaction should I use to shear my bearded cavernkneets? Share animal doesn't seem to work. Also how often are leatherwing bats supposed to be sheared? I have ~20 of them (damn, the breed fast) but if I just spam shear creature a litle it tells me there is no creature. Edit2: Manual tells me 1 season. That is not as much as I expected.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 02, 2014, 04:02:40 am
Sorry for the double post, but this is  aseperate question:

Is there any way to change the names of labours manually, like Meph did with the new MDF labours?

In my unit-screen it still displays the vanilla labour names, which can be quite confusing.

Also, is it intended that the Guild-membership only shows in the unit screen if the dwarf highest skill is supported by his guild?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 02, 2014, 04:43:09 am
Sorry for the double post, but this is  aseperate question:

Is there any way to change the names of labours manually, like Meph did with the new MDF labours?

In my unit-screen it still displays the vanilla labour names, which can be quite confusing.

Also, is it intended that the Guild-membership only shows in the unit screen if the dwarf highest skill is supported by his guild?
No and yes. no changing of names on linux, yes, the guild skill thing is intended.

bearded cavernkeets cannot be sheared. anthracite dust is harmful to your miners.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 02, 2014, 05:14:58 am
Quote
anthracite dust is harmful to your miners

Soo, I can just not mine it?

Quote
bearded cavernkeets cannot be sheared

Does that mean their awesome beards currently have no use?

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 02, 2014, 05:26:59 am
yes and yes. but anthracite dust should only be single tiles inside of anthracite veins.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: urmane on July 02, 2014, 07:14:26 am
How about doing something interesting with ice?

One can dig it from frozen rivers, sometimes.  If you're fast enough, you can build permanent buildings from it.  (Game of Thrones style ice dam :) )

Maybe an ice maker to make Dwarven Smoothies from.  Maybe an ice block maker to make floors and walls from (magma traps?), or a refrigerated hall to slow down invaders.  Maybe ice statues or decorations.

I dunno, just thinking out loud.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 02, 2014, 07:30:00 am
The problem is the temperature. If you mine ice outside (its cold), and carry it inside (its warm), the ice boulder will melt in the workers hand, giving you spam about job item lost.

Contructions also dont give any temperature changes, a wall of ice is NOT cold. They dont slow down anything. But Roses had a nice aoe script for changing temperatures, I made the suggestion for a heater and refrigerator that works on the level above. He liked the idea, but I guess he got distracted by other projects. :D It would be a nice addition to gnomes :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jwpartain1 on July 02, 2014, 07:35:34 am
With a low level smelter (furnace operator), should I be seeing a situation where I'm only getting slag? Is there a certain leveling/% process that goes on?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 02, 2014, 07:38:49 am
No, the level of the operator only determines speed.
You get rid of slag by processing the ore before you smelt it. Think of it like that: You have rock with 25% ore in it, you melt it, you get tons of unwanted, molten rock. Slag.

If you process it first, you get rock boulders, rock blocks and pure ore, which can be molten without that much slag.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jwpartain1 on July 02, 2014, 08:39:29 am
Thanks! Up til now, I've been "sufficing" with bone and leather; time to hit the Dwarf manual again!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 02, 2014, 08:41:45 am
Exactly how much magma can I get out of the magma spawner, per use?  I'm thinking of making a giant underground temple of armok / obsidian farm that requires a dwarven sacrifice every time I want some more shiny stone.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 02, 2014, 08:54:10 am
see the screenshots I posted, but they are unlimited, but the worker will die.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 02, 2014, 11:01:42 am
see the screenshots I posted, but they are unlimited, but the worker will die.
And you will need to rebuild the well if it isn't fully magma-safe.  I've been having fun trying to set up a nice way to get magma for forges and such.  I think a simple 10 radius circle over the well with grates over a trough that the magma is actually drawn out of is probably the best setup (though using the trap costs an extra blood).  trying to work out what will have the least waste, since the 1/7 remnants on the floor end up evaporating uselessly.

Oh, btw, large magma trap is spelled 'large magma trag'.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on July 02, 2014, 12:31:36 pm
Is there any way to change the names of labours manually, like Meph did with the new MDF labours?

In my unit-screen it still displays the vanilla labour names, which can be quite confusing.

You would need to binary-edit the executable program (libs/Dwarf_Fortress) to change the labor names that are are hardcoded in the program.  It can be done, but I don't know of a safe way to do it at the moment.  Someone had a zsh script that ran a bunch of sed -i commands against the program, and I wrote a bash translation of that, but that still isn't safe, because it doesn't escape special characters that might cause sed to do unexpected things (like & on the right hand side).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 02, 2014, 02:10:43 pm
Hm, okay thanks for the help anyway.

@Meph: So, the "not seeing the guild thing§ is intended. For me this makes it not that easy to keep track of everything, mostly in two situartions:

1. One starting-seven dwarf is already guild member, but for a skill, that's not initially useful. So I instead make him a miner, and forget about his guild membership. Later on, however, his guild-labour is useful, but I don't remember that my now epic miner is also potentially a awesome Glassmaker or someting.

2. Huge migrant waves make it difficult to keep track of everything even in Vanilla. You get the pont.

So, to be a bit more constructive, how about this: If a dwarfs highest skill is something his Guild doesn't support give him just an asterisk behind his name in the unit screen. That way I can see all my guild-dwarves on first glance, yet the screen doesn't get too full and distractive.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 02, 2014, 02:22:17 pm
It highlights the skills they are good in, which is a much more useful information than just "they are in a guild".

Solution to your issue: Therapist. It sorts by guilds. Much, much easier than anything you could potentially do ingame.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 02, 2014, 02:45:37 pm
Are werebeasts as puny in humanoid form as in vanilla? I cage-trapped an Orc Orc werebeast, a gem longsword didn't manage to tear his skin, but when I had him thrown before my sorry excuse of a military, his throat was torn apart by a war mastiff (not even a metal-clad or otherwise strenghtened one) and he was beheaded by a stab of a recruit's ironbone longsword. I guess it would have went very differently if he was in a transformed state... I had Deon's Genesis mod's werebeasts in mind, who had insane (as in, Chuck Norris) stat boosts in base form and could transform at will/when injured.

Also, centaurs give megabeast corpses? Neat. Are they usable?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jawesome16 on July 02, 2014, 09:07:45 pm
I'm not sure if this belongs in the Dwarves section, but I recently bought a few golems from a caravan, then i researched the 'Golemforge' and built one above a lava channel to make it work. I then started attempting to 'activate' the golems. It says they're being activated, but they never change. They just remain 'inactive swordgolem/hammergolem/speargolem'. Is there something I'm doing wrong?

Edit: Golems still don't work, but now I have a much more severe problem. My soldiers that I used to fight off a Beak Wolf siege and murder some werewolf hunters just recently started murdering every civilian within sight. The main problem is they have admantium weapons and armor so basically nothing can come close to hurting them. I haven't attacked any of my own civilians, and noone is unhappy/tantruming. Is there something that just makes the military go berserk?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 02, 2014, 10:58:48 pm
I'm not sure if this belongs in the Dwarves section, but I recently bought a few golems from a caravan, then i researched the 'Golemforge' and built one above a lava channel to make it work. I then started attempting to 'activate' the golems. It says they're being activated, but they never change. They just remain 'inactive swordgolem/hammergolem/speargolem'. Is there something I'm doing wrong?

Edit: Golems still don't work, but now I have a much more severe problem. My soldiers that I used to fight off a Beak Wolf siege and murder some werewolf hunters just recently started murdering every civilian within sight. The main problem is they have admantium weapons and armor so basically nothing can come close to hurting them. I haven't attacked any of my own civilians, and noone is unhappy/tantruming. Is there something that just makes the military go berserk?

Loyalty cascade. They must have killed a civ member. Or maybe werewolves or something else gave them [CRAZED]. In any case, they SHOULD still respond to orders. Lock them in a room and drown them. Or starve them. If they don't respond to orders, still try to do the "lock them in a room" thing by luring them into one.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jawesome16 on July 02, 2014, 11:21:29 pm
I'm not sure if this belongs in the Dwarves section, but I recently bought a few golems from a caravan, then i researched the 'Golemforge' and built one above a lava channel to make it work. I then started attempting to 'activate' the golems. It says they're being activated, but they never change. They just remain 'inactive swordgolem/hammergolem/speargolem'. Is there something I'm doing wrong?

Edit: Golems still don't work, but now I have a much more severe problem. My soldiers that I used to fight off a Beak Wolf siege and murder some werewolf hunters just recently started murdering every civilian within sight. The main problem is they have admantium weapons and armor so basically nothing can come close to hurting them. I haven't attacked any of my own civilians, and noone is unhappy/tantruming. Is there something that just makes the military go berserk?

Loyalty cascade. They must have killed a civ member. Or maybe werewolves or something else gave them [CRAZED]. In any case, they SHOULD still respond to orders. Lock them in a room and drown them. Or starve them. If they don't respond to orders, still try to do the "lock them in a room" thing by luring them into one.

I convicted 6 soldiers of murder and they were hammered to death. No one attacked anyone else afterwards. I think one of my dwarves was discovered to be a warlock spy then was basically torn limb from limb by my military, but that happened awhile ago. Maybe that caused it, or maybe the werewolves did. The admantium weapons did no/little damage to the werewolves, but my war drakes managed to kill them. The weapons kept bouncing off or something like that. That was definitely interesting to deal with ._.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: draeath on July 03, 2014, 11:33:17 am
What kind of adamantium weapons? Gotta be sharp stuff, like swords. Blunt weapons made of adamantium (http://image.dhgate.com/albu_169871517_00-1.0x0/children-s-toys-inflatable-hammer-swimming.jpg) are useless for combat (which is why folks like to use them for hammerdwarfs - so punishments are not lethal)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 03, 2014, 11:34:25 am
I'm not sure if this belongs in the Dwarves section, but I recently bought a few golems from a caravan, then i researched the 'Golemforge' and built one above a lava channel to make it work. I then started attempting to 'activate' the golems. It says they're being activated, but they never change. They just remain 'inactive swordgolem/hammergolem/speargolem'. Is there something I'm doing wrong?

Edit: Golems still don't work, but now I have a much more severe problem. My soldiers that I used to fight off a Beak Wolf siege and murder some werewolf hunters just recently started murdering every civilian within sight. The main problem is they have admantium weapons and armor so basically nothing can come close to hurting them. I haven't attacked any of my own civilians, and noone is unhappy/tantruming. Is there something that just makes the military go berserk?

Loyalty cascade. They must have killed a civ member. Or maybe werewolves or something else gave them [CRAZED]. In any case, they SHOULD still respond to orders. Lock them in a room and drown them. Or starve them. If they don't respond to orders, still try to do the "lock them in a room" thing by luring them into one.

I convicted 6 soldiers of murder and they were hammered to death. No one attacked anyone else afterwards. I think one of my dwarves was discovered to be a warlock spy then was basically torn limb from limb by my military, but that happened awhile ago. Maybe that caused it, or maybe the werewolves did. The admantium weapons did no/little damage to the werewolves, but my war drakes managed to kill them. The weapons kept bouncing off or something like that. That was definitely interesting to deal with ._.

W8, was the dwarven justice system just USEFUL? 0_0
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jawesome16 on July 03, 2014, 11:41:14 am
What kind of adamantium weapons? Gotta be sharp stuff, like swords. Blunt weapons made of adamantium (http://image.dhgate.com/albu_169871517_00-1.0x0/children-s-toys-inflatable-hammer-swimming.jpg) are useless for combat (which is why folks like to use them for hammerdwarfs - so punishments are not lethal)

They were using spears, long swords and short swords but the attacks kept glancing off.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kiefatar on July 03, 2014, 11:57:31 am
Werewolves need silver weapons it seems. Like the lore, they can be hurt by silver. I'd of thought anything would hurt them, but silver would be much more effective.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jawesome16 on July 03, 2014, 01:28:46 pm
I guess I'll have to make a squad dedicated to killing them and equip them with silver weapons then because more and more werewolf thieves are showing up.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 03, 2014, 01:55:20 pm
Either silver, or traps. or wall ins. or bridges. or moats. or fire. or ice. or moonsilver. or poison.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 03, 2014, 02:25:53 pm
Is an artifact cloth runerobe of any utility, besides making someone look pimp?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 03, 2014, 02:32:37 pm
Is an artifact cloth runerobe of any utility, besides making someone look pimp?
Yes, it adds a 50% damage reduction to the wearer.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jaso11111 on July 03, 2014, 07:04:19 pm
Is an artifact cloth runerobe of any utility, besides making someone look pimp?
Yes, it adds a 50% damage reduction to the wearer.
Pimp's Runerobe:
Effects
50% damage reduction
100% SWAG increase
Abilities
Pimp all the undead hos!
Make it rain (bones)!
 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 03, 2014, 08:38:06 pm
Is an artifact cloth runerobe of any utility, besides making someone look pimp?
Yes, it adds a 50% damage reduction to the wearer.
Pimp's Runerobe:
Effects
50% damage reduction
100% SWAG increase
Abilities
Pimp all the undead hos!
Make it rain (bones)!

My plump helmet wine does bring all the dwarves to the yard...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 04, 2014, 02:48:29 pm
Some things I just noticed:

1. Using the tavern is highly annoying. The constant battle report are really confusing and led to the death of one of my legendary miners, as after some time I started to ignore the tavern-spam. I suppose this can't be fixed. Is it possible that the tavern instead send sparring reports or something? I guess this is a common issue, if not I can explain in depth what I did ad what happened.
Also, the reactions themselves seem to be somehow buggy. There area always several dwarves transformed to a "tame pet", even if I just run the reaction once. Also, the dwarf-transformation seems to continue even after I have ended the last reaction.

2. What is it with werewolves in MDF? I did several embarks on every single one of them there was a werewolf, on some in the cavern, but still. Can I reduce this with the advanced reduce werwolf-curses setting?

3. The population cap of the GUI doesn't seem to be working. (Technically GUI thread, I know) I'm using Linux, so maybe that is connected. I set it to 40 dwarves and just got another migrant wave so now I have 48 dwarves. (It was not one of the first two waves.)

4. I researched the coin mint. I got the announcement, I even tried building it, but noticed that it needed more space or something.
Later, I dug out the space, want to build the coin mint, but now it tells me, that I also need the corresponding science discovery.
My theory is, that it somehow got lost at caravan trade. In between the rsearch and the attempted building, I transported all finished goods to the caravan. however, I am very sure, that I didn't trade the science discovery. It was an elven caravan, so I only could use some and manually selected some stone crafts, no whole bins. What else could explain this?

5. I think the manual says that the crematory needs "Furnace Operating" for working. To actually run the reactions I had to enable "wood burner" (or "oven operator", as its called here). The crematory got constructed with no oven operator enabled, so maybe it uses furnace operator for cunstruction?
EDIT2: Yup, just checked, building needs [SMELT] and burning vermin needs [WOOD_BURNING]. Is that intended?

EDIT: 6. Another thing, might be a vanilla bug. I traded with the caravan, removed my trader, and I think I got a message, that the traders will be leaving now. At some point I noticed, I had many more objects available. However, many of them had xxClothxx and the description says it is mangled. Did I accidentally deconstruct the depot?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 04, 2014, 03:00:16 pm
3. The population cap of the GUI doesn't seem to be working. (Technically GUI thread, I know) I'm using Linux, so maybe that is connected. I set it to 40 dwarves and just got another migrant wave so now I have 48 dwarves. (It was not one of the first two waves.)

This is a vanilla issue-slash-bug-ish-type-thing.

The pop cap isn't a hard setting. The confusion seems to be that players believe it to be a a game mechanic setting, like temperature or invaders, but it appears to actually work as a gameplay setting. This is to say, it alters certain behavior within the game but it is not a straight yes-no switch.

What I've read about is that the pop cap appears to still rely on the liaison. The first two waves are guaranteed (although I think the size of them is random), and after that you only stop getting migrants when the liaison returns to the mountain home to report that you've reached or exceed the pop cap. I don't know exactly how this works but it could potentially mean an extra three or four waves of migrants, and those waves are also either completely random in size or based on fort wealth (so even if you're 1 short of your cap when the liaison leaves, you may still get three waves of 20+ dwarves before the next liaison arrives).

But take all of this with a grain of salt because I could very well be perpetuating a myth.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: splinterz on July 04, 2014, 04:19:22 pm
is it intentional that you can butcher armok's wards?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on July 04, 2014, 05:27:40 pm
I have 18 bars of ash, and 7 jugs, yet I still cannot make ink at the craftsdwarf shop when I queue the job to make ink from ash.

I have a craftstdwarf who has been making crafts.

Am I using the wrong labor?

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on July 04, 2014, 05:31:05 pm
Try scribe or dyer.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on July 04, 2014, 05:44:59 pm
I just checked the raws, it says dyer.  I have dyeing enabled...

hrmm...

I enabled a few more labors (I had 12 remaining to enable).

Okay, it was another labor (not sure which one though), cuz now I have 3 inks.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 04, 2014, 06:38:13 pm
2. What is it with werewolves in MDF? I did several embarks on every single one of them there was a werewolf, on some in the cavern, but still. Can I reduce this with the advanced reduce werwolf-curses setting?

3. The population cap of the GUI doesn't seem to be working. (Technically GUI thread, I know) I'm using Linux, so maybe that is connected. I set it to 40 dwarves and just got another migrant wave so now I have 48 dwarves. (It was not one of the first two waves.)

4. I researched the coin mint. I got the announcement, I even tried building it, but noticed that it needed more space or something.
Later, I dug out the space, want to build the coin mint, but now it tells me, that I also need the corresponding science discovery.
My theory is, that it somehow got lost at caravan trade. In between the rsearch and the attempted building, I transported all finished goods to the caravan. however, I am very sure, that I didn't trade the science discovery. It was an elven caravan, so I only could use some and manually selected some stone crafts, no whole bins. What else could explain this?

2.  Did you enable the werewolf race?  I believe they send snatchers and such.  Did you get the "now you know why you fear the night" message (that is from 'normal' were-thingys)?

3. With cap set to 40 I usually end up with about 50ish dwarves as long as the liason has no problems.  As Niveras said it is based on what the liason says to the mountainhomes your population is.  I usually get right to 40 with the first spring wave and then have two little waves in Summer and Autumn.  If you really don't want any more you can run a dfhack command (that I can't remember the name of) to tell them not to send any more fresh meat.

4. Did you check burrows and make sure the discovery wasn't forbidden or dumped or stolen?  Is it in your stocks menu?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 05, 2014, 04:09:02 am
I had a lich show up at my fort.  I decided to lock him away until I decided what to do with him and he almost starved to death.  Turns out liches do not have NO_EAT (in the raws it is in as -NO_EAT- without the standard YESSCHOOLWIZARD or brackets).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: beepis on July 05, 2014, 08:44:30 pm
So i made steeloak logs in the sawmill where do i go to make it into steel?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on July 05, 2014, 09:35:26 pm
Try herbalist.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: beepis on July 05, 2014, 09:52:32 pm
what is herbalist and how do i try it?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on July 05, 2014, 10:01:20 pm
The Herbalist's Laboratory. It's a building you research. Reaction is Conduct research in the field of Herbalism (I) at the Researcher's study.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: beepis on July 05, 2014, 10:03:29 pm
can gnomes make steel from steeloak?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jawesome16 on July 05, 2014, 10:30:51 pm
I found a bug, but I'm not sure if it's a vanilla bug. I assigned some steelclad cragtooth boars to my captain of the guard. He was mauled by some 'Angry Deep One's and died, but his animals just stayed in the same spot. Even after i buried him they still said they were owned by him and stood in the same spot. Havent had any luck trying to re-assign them to someone else either. Is there a way to make them owned by nobody?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 06, 2014, 04:17:41 am
I never use burrows anyway, so that couldn't be it. Are science-discoveries considered finished goods for the sake of stockpiling?

Also, for my last world, I played as dwarves and also set their "skills" in the GUI to "2". The starting 7 had 2 levels in all military skills, one of the migrant waves had only 1 level though.
Maybe it was just my imagination, but I think, because of this setting the dwarves arrived with less regular labour-levels.

Does anyone have experience regarding that?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on July 06, 2014, 06:28:56 am
I found a bug, but I'm not sure if it's a vanilla bug. I assigned some steelclad cragtooth boars to my captain of the guard. He was mauled by some 'Angry Deep One's and died, but his animals just stayed in the same spot. Even after i buried him they still said they were owned by him and stood in the same spot. Havent had any luck trying to re-assign them to someone else either. Is there a way to make them owned by nobody?

No I do not think you can assign them to anyone once they had a master. They are like pets (have only 1 master) and after that point not much use of. Them standing in one spot is a bug I think, you can still try to chain them or pasture somewhere to make some use of them, or butcher for meat if you have such option. My personal advice would be pasture boars on the grate built on a lava pit, turn the leaver and make a sacrifice to the lava gods :).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Koggenmaster on July 06, 2014, 07:18:12 am
I have 2 questions about siege operators:

-Do blind siege operators still reload as fast as siege operators with intact eyes?
-Is it possible to make a reaction, which makes dwarves blind?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 06, 2014, 07:53:46 am
The wiki says a blind dwarf will "suffer a severe drop in the quality of his work", and that reloading time depends n the skill of the operator, so my guess is yes.

As an easy test, would removing the eyes from the raws of all or some dwarven castes result in a large population of blind dwarves for a research fort?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 06, 2014, 07:55:13 am
I never use burrows anyway, so that couldn't be it. Are science-discoveries considered finished goods for the sake of stockpiling?

Also, for my last world, I played as dwarves and also set their "skills" in the GUI to "2". The starting 7 had 2 levels in all military skills, one of the migrant waves had only 1 level though.
Maybe it was just my imagination, but I think, because of this setting the dwarves arrived with less regular labour-levels.

Does anyone have experience regarding that?

I don't think they're supposed to be stockpiled anymore, but if you're a version or two behind the current release then it is possible that happened. I don't recall what affect this has in terms of whether the discovery can be used in the building.

Maybe set your record keeping to highest accuracy then look in the stock menu with the dfhack-powered search option ({z}status-stocks-{tab}-{s}earch).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Koggenmaster on July 06, 2014, 08:46:45 am
The wiki says a blind dwarf will "suffer a severe drop in the quality of his work", and that reloading time depends n the skill of the operator, so my guess is yes.

As an easy test, would removing the eyes from the raws of all or some dwarven castes result in a large population of blind dwarves for a research fort?

The problem is: I don't know how to remove body parts from creatures in the raws  :(
If blind siege operators are just as good in reloading, plus they don't run away, it would be nice to integrate a new (blind) caste to make siege engines more effective.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 06, 2014, 09:47:34 am
You can rune-engrave armour at the rune armoury to make the wearer fearless, then put your siege operators in an inactive squad with said armour equipped.

On the other hand, finding a way of reliably blinding a dwarf, then testing his ability to operate a ballista, wuld make for a wonderful science thread over on the main forum... :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Koggenmaster on July 06, 2014, 10:11:35 am
I already tested the rune-engraving. The steel rune engraving which gives [NOFEAR] doesn't work, because [NOFEAR] only (as I read) prevents soldiers from fleeing in battle and doesn't works on civilians.  :'(
But some FB use blinding syndromes in their special ability. Shouldn't it be possible with itemsyndrome to make a rune which makes the
wearer blind?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on July 06, 2014, 10:19:09 am
is Titan Sickness?

How long does it last?

Seems to be an "ailment" that I can see in DT, and causes me dwarf's to be unconscious.  I thought it was forever, but one of my legendary dwarfs just popped back into consciousness.


Hrmm, I see that it's a vanilla syndrome...

How does one build a golemforge, doesn't seem to be listed in the forge menu, I researched the required paperwork at the researcher's library, but I can't seem to find an actual "golem forge" to build.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on July 06, 2014, 10:23:05 am
Does anyone know if you can dfhack cure a person of disease? Don't want to use it on my own, need to keep wagons from dying from illness and causing sieges...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on July 06, 2014, 10:35:17 am
I believe there is a way to cure with gaia's garden.

There used to be a workshop back in v3 I believe that let you repair any dwarf, but I can't seem to find it now.  Might have been removed due to balance issues?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 06, 2014, 11:11:18 am
How does one build a golemforge, doesn't seem to be listed in the forge menu, I researched the required paperwork at the researcher's library, but I can't seem to find an actual "golem forge" to build.

The golemforge requires magma, so it won't show up on the build menu until you find some.

If you type "feature list" into DFHack, then "feature show x", where x is the number next to "(the subterranean water, type magma_core_from_layer)", all of the magma-specific workshops will be shown on the build menu.

Does anyone know if you can dfhack cure a person of disease?

"Fullheal" may work.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on July 06, 2014, 12:02:36 pm
is there a [mw] building I can build to heal my infected dwarf (right ankle is infected).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: darthbob88 on July 06, 2014, 12:15:32 pm
I know the GUI launcher states Meph takes no responsibility for it, but I still have to complain about the Plant Variety option and how poorly it's integrated mechanically. Processing plants to leaves and threads works fine, actually, because they're hardcoded in, but the screw press, quern, and toxicologist's shop only have reactions for semi-vanilla plants, with no options for the new plants. Most of those I can work around; I can still take extracts at the still and farmer's workshop, and using the new poisons requires only that I add some reaction_class tags, but the quern is a problem, which is why I made/altered this reaction to take any millable plants. Unfortunately, it doesn't seem to work right, it just produces "powder" and "seeds". Help?
Code: [Select]
[REACTION:MILL_PLUMP_HELMET]
[NAME:Mill general plants to powder]
[BUILDING:QUERN:CUSTOM_J]
-BUILDING:MILLSTONE:CUSTOM_K-
[REAGENT:A:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:CUSTOM_MILL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:LOCAL_PLANT_MAT:MILL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[PRODUCT:100:1:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[SKILL:PROCESSPLANTS]
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 06, 2014, 01:32:41 pm
I know the GUI launcher states Meph takes no responsibility for it, but I still have to complain about the Plant Variety option and how poorly it's integrated mechanically. Processing plants to leaves and threads works fine, actually, because they're hardcoded in, but the screw press, quern, and toxicologist's shop only have reactions for semi-vanilla plants, with no options for the new plants. Most of those I can work around; I can still take extracts at the still and farmer's workshop, and using the new poisons requires only that I add some reaction_class tags, but the quern is a problem, which is why I made/altered this reaction to take any millable plants. Unfortunately, it doesn't seem to work right, it just produces "powder" and "seeds". Help?
Code: [Select]
[REACTION:MILL_PLUMP_HELMET]
[NAME:Mill general plants to powder]
[BUILDING:QUERN:CUSTOM_J]
-BUILDING:MILLSTONE:CUSTOM_K-
[REAGENT:A:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:CUSTOM_MILL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:LOCAL_PLANT_MAT:MILL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[PRODUCT:100:1:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[SKILL:PROCESSPLANTS]

Don't use Plant Variety or Tree Variety. Fixed. Its off by default for a reason. Not actually sure why it hasn't already been removed when it became incompatible with Masterwork. And from what I remember, the SKILL:PRESSING or some such reaction on the quern was actually the valnilla milling plants reaction renamed. Using that should make the extra plants work.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: darthbob88 on July 06, 2014, 02:31:38 pm
Don't use Plant Variety or Tree Variety. Fixed. Its off by default for a reason. Not actually sure why it hasn't already been removed when it became incompatible with Masterwork. And from what I remember, the SKILL:PRESSING or some such reaction on the quern was actually the valnilla milling plants reaction renamed. Using that should make the extra plants work.
Dammit. I was afraid of that; apart from the problems with milling the new plants, I quite like this fort. Ah well, on to the next fort.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mithril Leaf on July 06, 2014, 05:25:36 pm
I believe there is a way to cure with gaia's garden.

There used to be a workshop back in v3 I believe that let you repair any dwarf, but I can't seem to find it now.  Might have been removed due to balance issues?
Tavern should do it. Have him spend a month as a bard.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on July 06, 2014, 05:52:44 pm
I believe there is a way to cure with gaia's garden.

There used to be a workshop back in v3 I believe that let you repair any dwarf, but I can't seem to find it now.  Might have been removed due to balance issues?
Tavern should do it. Have him spend a month as a bard.
Can't do that to a wagon. :-P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Xnidus on July 06, 2014, 06:08:18 pm
Hi guys!

I'm embarked in a desert with the sea in one corner, thanks to this I have a lot of shrimp shell and lobster shell. Then only problem is... Can I do something with them? The craftsdwarf workshop don't work when I try to make shell crafts (message: "not shells item available" or something similar, also I try with the pearl, horn, tooth, bone reaction and anything...). Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun  ???

On the other hand... If somebody can help me with a small problem in this thread (http://www.bay12forums.com/smf/index.php?topic=106497.msg5440195#msg5440195)...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on July 06, 2014, 06:14:59 pm
Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun  ???
If you have stone, there is a reaction to craft a stone journal in the craftsdwarf.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mithril Leaf on July 06, 2014, 08:40:55 pm
Hi guys!

I'm embarked in a desert with the sea in one corner, thanks to this I have a lot of shrimp shell and lobster shell. Then only problem is... Can I do something with them? The craftsdwarf workshop don't work when I try to make shell crafts (message: "not shells item available" or something similar, also I try with the pearl, horn, tooth, bone reaction and anything...). Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun  ???

On the other hand... If somebody can help me with a small problem in this thread (http://www.bay12forums.com/smf/index.php?topic=106497.msg5440195#msg5440195)...
Not sure about shrimp and lobster, but turtle shell can be used to make between iron and steel grade armor pretty easily.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Xnidus on July 07, 2014, 01:29:44 am
Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun  ???
If you have stone, there is a reaction to craft a stone journal in the craftsdwarf.

Well, I have no stone yet... I usually like embark with the roleplaying of manage a group of political exiled (traitors to the king or something similar) with the biggest punish for a dwarf: NO PICK! But now is early autumn and I think that it is possible to survive to the next caravan...  :P

Not sure about shrimp and lobster, but turtle shell can be used to make between iron and steel grade armor pretty easily.

Between iron and steel? Holy fuck! What are eating this turtles? xD
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 07, 2014, 04:18:38 am
I have just one question now:

Is the "Modest Mod" included in Masterwork? The Modest Mod seems to bring along some very useful features and balance improvements. I guess there are some things that are also included in MDF, but how many and which ones?

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: shaver on July 07, 2014, 11:04:02 am
I'm using Masterwork for the first time, and I can't select skills at embark (chose Prepare Carefully). The +/- keys do nothing with skills selected, though they work for items. I'm using 5.10 on Windows 8.1. Some of the dwarves have Arcane or Guild properties, if that matters.

I've turned off all the balance changes, and don't have any mods. Don't think I have any other changes. I did make the executable large-address-aware.

Am I doing something wrong? It would not be surprising.

Also, when I pop up the Tileset preview, I can't dismiss it. Clicking the X just gives me the system error sound, as does clicking on the main MW settings window.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: darthbob88 on July 07, 2014, 01:44:49 pm
Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun  ???
If you have stone, there is a reaction to craft a stone journal in the craftsdwarf.

Well, I have no stone yet... I usually like embark with the roleplaying of manage a group of political exiled (traitors to the king or something similar) with the biggest punish for a dwarf: NO PICK! But now is early autumn and I think that it is possible to survive to the next caravan...  :P
Fortunately, journals are just crafts, so you can just have somebody crap out shell crafts by the truckload and hope you get a journal early.
Quote
Not sure about shrimp and lobster, but turtle shell can be used to make between iron and steel grade armor pretty easily.

Between iron and steel? Holy fuck! What are eating this turtles? xD
I thought it was more like bronze, after combining and reinforcing it with more shells in the tanner's shop.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on July 07, 2014, 02:06:33 pm
I'm using Masterwork for the first time, and I can't select skills at embark (chose Prepare Carefully). The +/- keys do nothing with skills selected, though they work for items. I'm using 5.10 on Windows 8.1. Some of the dwarves have Arcane or Guild properties, if that matters.

Most likely it's a matter of embark points and skill points.  First make sure you actually have some embark points left -- even with "Prepare carefully", there is still a default set of equipment that the game tries to bring, and this can eat up all your points until you remove some of the items, especially if your civ has no access to raw iron, and therefore everything gets magically upgraded to steel.

Second, make sure the dwarf in question has some skill points left.

The guild shouldn't matter for this part, as far as I know.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: shaver on July 07, 2014, 02:29:43 pm
I'm using Masterwork for the first time, and I can't select skills at embark (chose Prepare Carefully). The +/- keys do nothing with skills selected, though they work for items. I'm using 5.10 on Windows 8.1. Some of the dwarves have Arcane or Guild properties, if that matters.

Most likely it's a matter of embark points and skill points.  First make sure you actually have some embark points left -- even with "Prepare carefully", there is still a default set of equipment that the game tries to bring, and this can eat up all your points until you remove some of the items, especially if your civ has no access to raw iron, and therefore everything gets magically upgraded to steel.

Second, make sure the dwarf in question has some skill points left.

I know the dwarf had skill points left, but I didn't think to check the embark points! The sporewood wheelbarrow and crutches/splints/etc. were indeed eating everything up. Thank you!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 07, 2014, 03:25:52 pm
I'm having a problem with the Pet Shoppe.  When I bought a changeling, to make into a griffon, but it doesn't show on the animal list.  I can pasture it, but it doesn't show on the list for trainers.  It was successfully changed into a griffon but I can't war train it, so it can't be assigned to the airmancer.  I even got it to kill a kobold thief (which gave it a dwarfly name) but it still can't be trained or assigned.  Its name is Male Changeling <Actual dwarfly name> Griffon.  I ended up having to kill it with gravity and buy a changeling from the caravan, eventually the mage re-griffoned and all was well.  I also tried makeown with no success.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 07, 2014, 03:26:39 pm
I think that spawned animals are only added to the animals list after you reload the save.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Xnidus on July 07, 2014, 04:54:20 pm
Fortunately, journals are just crafts, so you can just have somebody crap out shell crafts by the truckload and hope you get a journal early.

Yeah! But finally I obtained a journal crafting the wood (very painful in a desert). I think that the diseases should be balanced, it is really funny play with them, but are too much aggresive. I suffered two epidemics, losing three dwarfs in the first year, when the settlement have less than 30 dwarfs (that mean, around ~10% mortality). Basically, two of them become crazy and attacked one of the musk ox... The last one was a merchant that attacked their comrades, being killed in the process...

At least, one year later, with a functional Apothecary and many medicines, I not suffer any epidemic again, also it is true that I not receive any inmigrant during the second year. My wealth is very very low (~20,000 dwarfbucks at the start of the second year), I needed one year for buy a pick and another year for breach the aquifer.

Due to this I have three questions:
1) The lack of epidemics is due to not receive any immigrants or thanks to a provision of medicines?
2) Did I not receive any immigrant due to the low wealth? Or another cause?
3) Finally... In the second year, with a very small fortress and less than 30 dwarfs, living in the surface of the desert: when rain my FPS fall to ~50. It is normal? I put all the diversity stuff (plants, animals, minerals, diseases...) on, with the exception of trees.

Thanks you very much!

PD. Sorry for my english, not is my native language.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Vabalokis on July 07, 2014, 07:52:15 pm
as noone answered me several pages back i am asking again :

how to use "embark" in dfhack?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Koggenmaster on July 08, 2014, 07:08:37 am
The "make bread/candy" reactions are bugged, because you need to have the bags in a barrel in the reaction. But so far i know
screws the barrel+bag the "GET_MATERIAL_FROM_REAGENT" up. Removing the barrel from the reaction fixed the problem.

BTW: What advantages does bread have?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 08, 2014, 02:41:49 pm
OK, so I fielded my first Rockmage the other day.  In his first fight he went from happy (he may have actually been ecstatic) to miserable, because one of his basilisks died, he was attacked, he then went off duty and he was "choked by dust underground" (that would be the dust he himself created).  So that is going to take some work to get going.  Can you make the earth mages immune to the dust thought at least?  He was also spraying clouds of "announcement", which was amusing but probably a bug.

At this point the white mages, air mages, and demonbound seem nice (I haven't actually tried a demonbound yet).  Everything else seems to be more problematic... (my lich just meant I had to kill everything twice).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on July 08, 2014, 06:29:03 pm
BTW: What advantages does bread have?

It's something Meph stole adopted from the old Genesis mod.  It's probably something you should simply not attempt to do.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 08, 2014, 07:28:30 pm
Bread is supposed to be higher value.

Also, here a collaboration with Mike Mayday (he did all the work :P I just did some shading.)
(http://i.imgur.com/0RSRAbR.png)
- click to enlarge -
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 08, 2014, 10:42:45 pm
oOOOOOH, SHINY!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 09, 2014, 12:34:39 am
New races, eh? I'm still on my 5.09 fort, waiting for a proper siege, frostgiants and stuff like that to show up. Might take a while, it took about 5 years to get my first goblin ambush (110 dwarves with ridiculous wealth).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kizucha on July 09, 2014, 01:14:39 am
Uh~ i like Banshees, werewolves and hivemind the most. :D Is this shiny masterwork for he manual or maybe we get it on the menu?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 09, 2014, 08:07:49 am
Its for the new manual (and wiki, if someone wants to upload it).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 09, 2014, 08:43:00 am
Between iron and steel? Holy fuck! What are eating this turtles? xD

Carp.

how to use "embark" in dfhack?

As in, Embark Anywhere?  I'm pretty sure you press Alt-E at the big map screen, once you've selected the site you want.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 09, 2014, 10:46:51 am
Apparently I have huge areas of "living rock" on my embark. I did already mine some of it, but I want to avoid "fun" as I already have 800+ meat for my fortress of 40 dwarves. The manual tells me, that I should be able to butcher living rock at the kitchen. I remember I did that in an older version, now I'm using 5.10 on Linux. The kitchen doesn't list the reaction though. Looked at the linked raw in the manual and didn't find it there either.

Another thing is, I crafted some bone spikes, in an attempt to create a massive trap for my invaders. Now the spikes say something like "serrated bone spike". I have harder traps enabled, and aren't serrated spikes supposed to be an update from the engineers shop?

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 09, 2014, 10:58:16 am
Apparently I have huge areas of "living rock" on my embark. I did already mine some of it, but I want to avoid "fun" as I already have 800+ meat for my fortress of 40 dwarves. The manual tells me, that I should be able to butcher living rock at the kitchen. I remember I did that in an older version, now I'm using 5.10 on Linux. The kitchen doesn't list the reaction though. Looked at the linked raw in the manual and didn't find it there either.
It is done in the slaughterhouse.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 09, 2014, 11:23:55 am
Quote
It is done in the slaughterhouse.

Thank you very much!

Meph, it is really time to update those manuals. ;) (Kein Stress, aber.)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 09, 2014, 11:31:53 am
I've got an odd problem with a dwarf.  My second earth mage is REALLY slow. Like 1/3 the speed of any other dwarf.  He isn't wearing any scaleplate (scaleplate clothes slow dwarves badly).  He isn't missing any arms or legs.  He is healthy and has no unexpected effects on him, not hungry or thirsty.  He has gone through 3 transforms (dwarf->arcane->earth1->earth2) and it doesn't change his speed at all (I didn't notice it before he became arcane, but have no reason to suspect it wasn't there since I was annoyed at how long it took him to change).

Is there anything I can even look at to try and figure out his issue?  Glancing through the dfhack scripts didn't reveal anything useful; cprobe and the syndrome check didn't show anything...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on July 09, 2014, 11:48:07 am
I've got an odd problem with a dwarf.  My second earth mage is REALLY slow. Like 1/3 the speed of any other dwarf.  He isn't wearing any scaleplate (scaleplate clothes slow dwarves badly).  He isn't missing any arms or legs.  He is healthy and has no unexpected effects on him, not hungry or thirsty.  He has gone through 3 transforms (dwarf->arcane->earth1->earth2) and it doesn't change his speed at all (I didn't notice it before he became arcane, but have no reason to suspect it wasn't there since I was annoyed at how long it took him to change).

Is there anything I can even look at to try and figure out his issue?  Glancing through the dfhack scripts didn't reveal anything useful; cprobe and the syndrome check didn't show anything...
Check his ambushing skill. If he has any it's because he was attacked at some point and started sneaking, and hasn't stopped. Don't know a fix.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 09, 2014, 12:07:45 pm
I have a strange bug, that might be vanilla-related:

I have many barrels, and my food stockpile is not full. Yet, there are many piles of meat lying around on the open air. The dwarves seem to put that meat in barrels, although generally I also have meat-barrels.
Do I have too much meat overall? (800+)
Also a question: Can ground meat spoil like regular meat?

Thanks
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 09, 2014, 06:54:46 pm
I have a strange bug, that might be vanilla-related:

I have many barrels, and my food stockpile is not full. Yet, there are many piles of meat lying around on the open air. The dwarves seem to put that meat in barrels, although generally I also have meat-barrels.
Do I have too much meat overall? (800+)
Also a question: Can ground meat spoil like regular meat?

Thanks

well, barrels and large pots can store stacks up to certain size. So if you have huge meat stacks, they cannot be stored in a container. I remember my warlock fort and butchering Frost Giants... those ~250 meat stacks :D unless you intend to use the meat for some other purposu, I would suggest cooking it and selling it for something usefull.

spoiling food - I think (not 100% sure) that all food will spoil in time if it is not in a food stockpile. On the other hand, if it is stockpiled, it does not need to be in a container
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 10, 2014, 03:04:19 am
Hm, I do have large amounts of meat, but the stack sizes are usually not larger than, say, ~30. (Got some massive invasions by rheesus macaques and gray langurs.)

Quote
if it is stockpiled, it does not need to be in a container

Are you sure?  :o I always crank out masses of barrels, because I want to avoid my massive amount of meat spoiling into miasma. I thought I read about it somewhere, and even I had some rotten meat in a stockpile, if I remember correctly.

Another thing: In what category are my prepared meals, in the trading screen? Or is it even smart to trade those? What would be a large enough stack of prepared meals for a fortress of roughly 60 dwarves?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 10, 2014, 03:10:25 am
Barrels stop vermin, rather than rot.  I've had forts happily kick out hundreds of prepared meals, stick them in a barrel-free quantum stockpile, and the only miasma issues I had were from vermin remains.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on July 10, 2014, 08:51:28 am
Another thing: In what category are my prepared meals, in the trading screen? Or is it even smart to trade those? What would be a large enough stack of prepared meals for a fortress of roughly 60 dwarves?

Usually I just press s on the trade goods screen to search for things by name, then type prepare.  Or, if the stacks are big enough, they should be extremely valuable, so they will also be near the top of the d (sort by value) list.

Trading prepared meals is very common.  They are extremely valuable, for the amount of resources and labor needed.

60 dwarves will go through about 480 meals per year (or fewer meals if they eat other things, like raw plump helmets).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: JAK on July 10, 2014, 12:55:28 pm
Yes, any item you're having trouble finding for trading, just go to the "All" section and use the search feature. As with all searches, you have to be specific.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 10, 2014, 04:24:44 pm
Masterwork complicates trading meals because there is such a broad naming scheme for each tier. Makes it more difficult to find them, unless they're stored in containers (at which point the containers are labelled "prepared meal [foo]"), which may not happen if the stacks are particularly large (and the container may not necessarily be titled "prepared meal" if other foods are also stored in it).

Well, doesn't really make it difficult to find them, just more time consuming and requires that you remember what all the possible names are.

It is possible to revert them back to the vanilla names (cookies for 2 piece easy meals, stews 3 piece meals, roasts for 4 piece lavish meals) by editing item_food.txt in the raw\objects to make them easier to find that regard.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 10, 2014, 06:50:34 pm
Masterwork complicates trading meals because there is such a broad naming scheme for each tier. Makes it more difficult to find them, unless they're stored in containers (at which point the containers are labelled "prepared meal [foo]"), which may not happen if the stacks are particularly large (and the container may not necessarily be titled "prepared meal" if other foods are also stored in it).

Well, doesn't really make it difficult to find them, just more time consuming and requires that you remember what all the possible names are.

It is possible to revert them back to the vanilla names (cookies for 2 piece easy meals, stews 3 piece meals, roasts for 4 piece lavish meals) by editing item_food.txt in the raw\objects to make them easier to find that regard.

Why do you want to make a living of selling food? It's harder to get than in vanilla, you're much better off selling crafts for food than the other way around. True, the insane high value trap components are fixed, but you can have some priest Pray for soft metal/R, and if you have peat, you have unlimited fuel too. Platinum goblets fetch a nice price.  ;D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 10, 2014, 06:54:21 pm
I only really use food to trade in the first few years, since it is very easy to throw a bunch of foods together into one item that not only feeds dwarves but can also sell well. That is to say, it takes very few jobs when your dwarf-work-time is at a premium because you only have a few. Making crafts, especially from metals which might take you time to find, takes longer and more jobs, but once you get your second wave, half your dwarves are probably idle most of the time anyway so might as well put them to work at something.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Linkeron on July 10, 2014, 08:01:41 pm
I'm currently having an issue building a Temple right now. It's been a while since I've played, and it's really my first attempt at the religion system, but the building says it requires 6 candelabras. I queued up a job with the manager to make 6 bone candelabras, and when the task was completed I still couldn't lay the plan for the building down. I checked my stocks and it says I have bone braziers and fireplaces, but no candelabras, and I never queued up either of those items. Then I told my craftsdwarfs workshop to build 6 stone candelabras, and he only made one. The other items he made are braziers and fireplaces.

So what gives? Is this a bug? Or do the reactions make a random illumination item, and I actually need to keep queuing up the reaction until I have 6 actual candelabras?

EDIT: Misleading spelling error

EDIT2: Resolved. I had to keep queuing the reaction until six actual candelabras were made. A little annoying, but considering they replaced toys, understandable.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Bodkin on July 10, 2014, 09:34:38 pm
I'm new to the mod, so I don't *really* know, but the game wasn't really meant to make a Plump Helmet Man my mayor ... was it? How did that happen? In the nobles screen, he's called "Shebemobebibe, Stray Mayor (Tame)," and he wants an office, etc., which I can't give him because (a) it won't let me view the list of things he's owed, and (b) he's a damn Plump Helmet Man, so possessions can't be assigned to him. He has all kinds of mayory skills, though, which is a bit weird. And maybe also a little bit awesome, in a one-act-play kind of way.

Urist RustyKnife (surgeon): What on earth possessed you to take on that Forgotten Beast all by yourself?
Urist MissingLimbs: A Plump Helmet Man talked me into it.
RustyKnife: But Plump Helmet Men don't even have brains!
MissingLimbs: He was a competent persuader and a skilled liar.
RustyKnife: Somebody pit this poor fool before somebody "persuades" him to trade his eyeballs for magic beans.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 10, 2014, 10:17:28 pm
Plump helmet men becoming mayor is just the result of the Other trying to install its favoured creations in positions of power.

Plump helmet men mayors are awesome. They don't make mandates. They don't get upset in the same way dwarves do. They conduct meetings quickly and efficiently. They're just BETTER then any being of puny flesh and bone could ever be.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kougarkat on July 10, 2014, 11:54:52 pm
Bug:  Trying to build a Water Staff and whenever the job completes -- no output.  I've successfully made air and earth staves. 

Edit: Finally got it to work.  No idea what the problem was.  About ~10 attempts ~5 got a job cancelled message the rest I couldn't find one but I've finally got 1 water staff.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Firehawk45 on July 11, 2014, 02:48:09 am
Plump helmet men becoming mayor is just the result of the Other trying to install its favoured creations in positions of power.

Plump helmet men mayors are awesome. They don't make mandates. They don't get upset in the same way dwarves do. They conduct meetings quickly and efficiently. They're just BETTER then any being of puny flesh and bone could ever be.

Soooo, Im calling !!!SCIENCE!!! on that one. Someone get me a way to turn my mayor into a plump helmet man while he keeps his noble position. And secondly, someone test the rest of noble positions. Chief medical wont work i guess, and bookkkeeper needs an office, but broker? Can you assign a plump helmet man as a noble? An if not, what do we need to turn all forts into wretched hives, where plump helmet men rule over the dwarves with their chilled, efficent attitude, keeping them content with plump helmet man wine and roast of their less privileged brethren.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 11, 2014, 03:44:12 am
Masterwork complicates trading meals because there is such a broad naming scheme for each tier. Makes it more difficult to find them, unless they're stored in containers (at which point the containers are labelled "prepared meal [foo]"), which may not happen if the stacks are particularly large (and the container may not necessarily be titled "prepared meal" if other foods are also stored in it).

Well, doesn't really make it difficult to find them, just more time consuming and requires that you remember what all the possible names are.

It is possible to revert them back to the vanilla names (cookies for 2 piece easy meals, stews 3 piece meals, roasts for 4 piece lavish meals) by editing item_food.txt in the raw\objects to make them easier to find that regard.

Why do you want to make a living of selling food? It's harder to get than in vanilla, you're much better off selling crafts for food than the other way around. True, the insane high value trap components are fixed, but you can have some priest Pray for soft metal/R, and if you have peat, you have unlimited fuel too. Platinum goblets fetch a nice price.  ;D

it may be a bit harder than in vanilla, but it is still easy and cheap to get food. 1 fisherman, 1 herbalist and a few farmers net me more than the whole world can eat :D not to mention you can order animals from caravans to slaughter. I would say food has much better dwarftime and player effort/value ratio.

when there is a real shortage of food (like when I embark with very little provisions), I sell wicker wheelbarrows :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 11, 2014, 04:23:46 am
Plump helmet men becoming mayor is just the result of the Other trying to install its favoured creations in positions of power.

Plump helmet men mayors are awesome. They don't make mandates. They don't get upset in the same way dwarves do. They conduct meetings quickly and efficiently. They're just BETTER then any being of puny flesh and bone could ever be.

Soooo, Im calling !!!SCIENCE!!! on that one. Someone get me a way to turn my mayor into a plump helmet man while he keeps his noble position. And secondly, someone test the rest of noble positions. Chief medical wont work i guess, and bookkkeeper needs an office, but broker? Can you assign a plump helmet man as a noble? An if not, what do we need to turn all forts into wretched hives, where plump helmet men rule over the dwarves with their chilled, efficent attitude, keeping them content with plump helmet man wine and roast of their less privileged brethren.

Forget the lesser non-mandating nobles, how about a Plump Helmet Man Baron? I guess he needs to kill something to become a historical figure.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 11, 2014, 05:00:20 am
Plump helmet men becoming mayor is just the result of the Other trying to install its favoured creations in positions of power.

Plump helmet men mayors are awesome. They don't make mandates. They don't get upset in the same way dwarves do. They conduct meetings quickly and efficiently. They're just BETTER then any being of puny flesh and bone could ever be.

Soooo, Im calling !!!SCIENCE!!! on that one. Someone get me a way to turn my mayor into a plump helmet man while he keeps his noble position. And secondly, someone test the rest of noble positions. Chief medical wont work i guess, and bookkkeeper needs an office, but broker? Can you assign a plump helmet man as a noble? An if not, what do we need to turn all forts into wretched hives, where plump helmet men rule over the dwarves with their chilled, efficent attitude, keeping them content with plump helmet man wine and roast of their less privileged brethren.

I think there's been some research done in that regard in vanilla, with sentient but non-civ races like tigermen.

The gist is that the mayor position is based on social skills. Because sentient non-civs can still talk and interact with dwarves, but can't take other jobs, they gets lot of time to practice social skills, potentially more than any of your dwarves. This results in them being voted for mayor over your dwarves who are busy with other work. But they are not members of your fort (or rather, not units you can command directly) so you can't assign them to anything. Mayor is the only position they can be given. A similar thing happens with children because they get 12 years to do nothing but talk to people, so once they become an adult their skills may surpass other options for mayor.

Baron is also an assigned (that is, by the player) position.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 11, 2014, 05:07:28 am
Plump helmet men becoming mayor is just the result of the Other trying to install its favoured creations in positions of power.

Plump helmet men mayors are awesome. They don't make mandates. They don't get upset in the same way dwarves do. They conduct meetings quickly and efficiently. They're just BETTER then any being of puny flesh and bone could ever be.

Soooo, Im calling !!!SCIENCE!!! on that one. Someone get me a way to turn my mayor into a plump helmet man while he keeps his noble position. And secondly, someone test the rest of noble positions. Chief medical wont work i guess, and bookkkeeper needs an office, but broker? Can you assign a plump helmet man as a noble? An if not, what do we need to turn all forts into wretched hives, where plump helmet men rule over the dwarves with their chilled, efficent attitude, keeping them content with plump helmet man wine and roast of their less privileged brethren.

I think there's been some research done in that regard in vanilla, with sentient but non-civ races like tigermen.

The gist is that the mayor position is based on social skills. Because sentient non-civs can still talk and interact with dwarves, but can't take other jobs, they gets lot of time to practice social skills, potentially more than any of your dwarves. This results in them being voted for mayor over your dwarves who are busy with other work. But they are not members of your fort (or rather, not units you can command directly) so you can't assign them to anything. Mayor is the only position they can be given. A similar thing happens with children because they get 12 years to do nothing but talk to people, so once they become an adult their skills may surpass other options for mayor.

Baron is also an assigned (that is, by the player) position.

I remember when I gave my war rhinos [CAN_LEARN] and they became eligible for baronship.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 11, 2014, 02:11:07 pm
So what gives? Is this a bug? Or do the reactions make a random illumination item, and I actually need to keep queuing up the reaction until I have 6 actual candelabras?

I always make my candelabras in the stonecutter's workshop (I make everything in those workshops.  Wood is for elves.), using the "make candelabra from blocks" option in the manager screen.  Guaranteed to be 100% candelabras, unlike the presumably hardcoded craftsdwarf reactions.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 11, 2014, 02:46:20 pm
So what gives? Is this a bug? Or do the reactions make a random illumination item, and I actually need to keep queuing up the reaction until I have 6 actual candelabras?

I always make my candelabras in the stonecutter's workshop (I make everything in those workshops.  Wood is for elves.), using the "make candelabra from blocks" option in the manager screen.  Guaranteed to be 100% candelabras, unlike the presumably hardcoded craftsdwarf reactions.

You should be able to do that in the bonecarver and gemcutter shoppes too (only from bones and cut gems of course).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on July 11, 2014, 05:20:12 pm
I'm currently having an issue building a Temple right now. It's been a while since I've played, and it's really my first attempt at the religion system, but the building says it requires 6 candelabras. I queued up a job with the manager to make 6 bone candelabras, and when the task was completed I still couldn't lay the plan for the building down. I checked my stocks and it says I have bone braziers and fireplaces, but no candelabras, and I never queued up either of those items. Then I told my craftsdwarfs workshop to build 6 stone candelabras, and he only made one. The other items he made are braziers and fireplaces.

So what gives? Is this a bug? Or do the reactions make a random illumination item, and I actually need to keep queuing up the reaction until I have 6 actual candelabras?

EDIT: Misleading spelling error

EDIT2: Resolved. I had to keep queuing the reaction until six actual candelabras were made. A little annoying, but considering they replaced toys, understandable.

Hmm a while back the same thing was happening with stone candelabras. I hunted down the raws and found that the reaction targeted ITEM_TOY instead of ITEM_TOY_CANDELABRA. What version of masterwork are you using because that fix should have been in I think in 4c. Its possible bone is doing the same thing from a never caught error or a copy in of old code while the workshops were being updated. I'll take a look through later.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: herocrafter on July 11, 2014, 06:12:20 pm
I'm trying to understand harder farming for above ground non-tree plants with a spring, summer and autumn sowing.  Manual says you "will need 2 seasons to grow, and should only be planted in spring or summer; and harvested in summer or autumn."  Yet two seasons(168 days) with a summer planting would put you in winter.  And indeed if, during your first busy spring, the spring planting doesn't get done until the last week of the season you'll only have the last week of autumn to harvest before winter.  Am I understanding this correctly; planting these crops has to be done in the spring?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 11, 2014, 06:17:30 pm
I'm trying to understand harder farming for above ground non-tree plants with a spring, summer and autumn sowing.  Manual says you "will need 2 seasons to grow, and should only be planted in spring or summer; and harvested in summer or autumn."  Yet two seasons(168 days) with a summer planting would put you in winter.  And indeed if, during your first busy spring, the spring planting doesn't get done until the last week of the season you'll only have the last week of autumn to harvest before winter.  Am I understanding this correctly; planting these crops has to be done in the spring?
you understand correctly, and I have changed grow time a long time ago to 1 season because of that. I mistake in my early days of modding. Manual is just wrong, its 1 season, not 2.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jimexmore on July 12, 2014, 03:35:33 am
Meph! when are you porting the mod?
Unless it's to much work with human coming out soon and such
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Linkeron on July 12, 2014, 03:58:36 am
I'm currently having an issue building a Temple right now. It's been a while since I've played, and it's really my first attempt at the religion system, but the building says it requires 6 candelabras. I queued up a job with the manager to make 6 bone candelabras, and when the task was completed I still couldn't lay the plan for the building down. I checked my stocks and it says I have bone braziers and fireplaces, but no candelabras, and I never queued up either of those items. Then I told my craftsdwarfs workshop to build 6 stone candelabras, and he only made one. The other items he made are braziers and fireplaces.

So what gives? Is this a bug? Or do the reactions make a random illumination item, and I actually need to keep queuing up the reaction until I have 6 actual candelabras?

EDIT: Misleading spelling error

EDIT2: Resolved. I had to keep queuing the reaction until six actual candelabras were made. A little annoying, but considering they replaced toys, understandable.

Hmm a while back the same thing was happening with stone candelabras. I hunted down the raws and found that the reaction targeted ITEM_TOY instead of ITEM_TOY_CANDELABRA. What version of masterwork are you using because that fix should have been in I think in 4c. Its possible bone is doing the same thing from a never caught error or a copy in of old code while the workshops were being updated. I'll take a look through later.

I recently formatted my entire hard drive to fix my windows install, and haven't played MWDF before this Fort. I started in the past week, so definitely 5.10. Likely it was missed. Also, I tried building the altar after double-checking that I had the required materials, and even though I had two stone (Of different stones) and one bone candelabra, I still couldn't lay down the blueprint for it until my Archaeologist discovered a relic that had a lot of ruby illuminations, and I could only use two of those candelabras as materials, and couldn't mix it with either the stone or bone ones I already had. It appears that all of the building materials have to be of the same construction material. If quality makes or breaks it, I dunno, but it's certainly something that should be fixed unless that particular bit is intentional for whatever reason. I don't play any other modded or vanilla DF, and haven't put any extra addons that could potentially screw with it. So unless some kind of unrelated update or program screws with it, I think it's gotta be somewhere in the RAWS. I'm actually surprised it hasn't come up and been resolved sooner, who doesn't like free booze when underground farming take a full year for a crop?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 12, 2014, 06:49:28 am
I've got an odd problem with a dwarf.  My second earth mage is REALLY slow. Like 1/3 the speed of any other dwarf.  He isn't wearing any scaleplate (scaleplate clothes slow dwarves badly).  He isn't missing any arms or legs.  He is healthy and has no unexpected effects on him, not hungry or thirsty.  He has gone through 3 transforms (dwarf->arcane->earth1->earth2) and it doesn't change his speed at all (I didn't notice it before he became arcane, but have no reason to suspect it wasn't there since I was annoyed at how long it took him to change).

Is there anything I can even look at to try and figure out his issue?  Glancing through the dfhack scripts didn't reveal anything useful; cprobe and the syndrome check didn't show anything...
Check his ambushing skill. If he has any it's because he was attacked at some point and started sneaking, and hasn't stopped. Don't know a fix.

I've noticed this happening to some of my dwarves as well. Do you know if there's a bug report about it on the tracker, or if there are any other discussions in the vanilla forums? (I didn't notice any in searching for sneaking but there's a lot of chaff to sift through.)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on July 12, 2014, 11:21:50 am
If you cook with medicine does the food then cure people?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 12, 2014, 12:01:36 pm
I seem to be unable to use Indigo flowers to make dyes. Quern has no reactions for them, I tried searching through the Manager screen but there were only reactions for "indigo laquered" stuff from the painter. Any idea whats wrong? (is it a bug or am I missing some prerequisite?)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: JAK on July 12, 2014, 12:37:17 pm
Every time I give military dwarves a kill order, hitting v for View shows their current task as "No valid target." Specifically, this happens when I tell anybody to go kill ambusher platoons. The only bug I know of that this crap reminds me of is the one where inactive burrows can screw up a workshop's ability to craft items if one or more reagent is not in the burrow. I have a Civilian Alert Burrow encompassing the entire interior fortress, but not the outside. I've had to make do with use the m Station order to move melee troops in the general direction of hostiles, and make ranged troops take up position I think they can shoot from, but it's crazy annoying nonetheless.

I am going to make a completely unused burrow that encompasses everything, from 10 level above the highest dirt patch down to the HFS, to see if that solves it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Mictlantecuhtli on July 12, 2014, 02:01:07 pm
Meph, while you're waiting for the DFhack update to begin working in earnest, do you mind if I try to hotfix some of the stuff that can be added to 40.x as of now? Standalone, of course, just want permission before I start ripping ideas from here to spice up my time before MWDF comes out proper.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 12, 2014, 10:50:47 pm
Meph, while you're waiting for the DFhack update to begin working in earnest, do you mind if I try to hotfix some of the stuff that can be added to 40.x as of now? Standalone, of course, just want permission before I start ripping ideas from here to spice up my time before MWDF comes out proper.
Sure, go ahead. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 13, 2014, 02:17:14 am
I've got an odd problem with a dwarf.  My second earth mage is REALLY slow. Like 1/3 the speed of any other dwarf.  He isn't wearing any scaleplate (scaleplate clothes slow dwarves badly).  He isn't missing any arms or legs.  He is healthy and has no unexpected effects on him, not hungry or thirsty.  He has gone through 3 transforms (dwarf->arcane->earth1->earth2) and it doesn't change his speed at all (I didn't notice it before he became arcane, but have no reason to suspect it wasn't there since I was annoyed at how long it took him to change).

Is there anything I can even look at to try and figure out his issue?  Glancing through the dfhack scripts didn't reveal anything useful; cprobe and the syndrome check didn't show anything...
Check his ambushing skill. If he has any it's because he was attacked at some point and started sneaking, and hasn't stopped. Don't know a fix.

I've noticed this happening to some of my dwarves as well. Do you know if there's a bug report about it on the tracker, or if there are any other discussions in the vanilla forums? (I didn't notice any in searching for sneaking but there's a lot of chaff to sift through.)

Sneaking was redone in the new version, so even if there was it is probably totally out of date now.  We may just need to test stuff in 40.0.x...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 13, 2014, 05:24:36 am
Depending how long ago it was first reported, a discussion about it might still have some suggested work-arounds relevant to the .34 version.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 13, 2014, 12:06:49 pm
One  bug I found, I thnk I read about it somewhere,too:

Improving a weapon at the weaponry, and got a "superior steel knuckle duster" and a "legendary steel knuckle duster". I'm not really complaining, but it is is a bug. :D

Also, another thing that might be a bug:

I bought a warpstone-turret from the merchants and pastured it nearby my main entrance. Another bullet turret is much further away from the entrance and shoots at the occasional rhesus macaque. The warpstone turret has done nothing so far. Is it range really really small, like 3 squares in each direction?

One more thing that is very likely a vanilla bug, just trying to confirm:

Trap components in bins are not available for weapon trap construction.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 13, 2014, 02:49:57 pm
According to raws, the standard turrent is range 45, warpstone (along with fire and hellfire) are 15. Web is 10.

Curiously, slade is actually also 10 but it has the interaction three times with different wait periods. I presume it basically just has three attacks rather than a shotgun effect.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 13, 2014, 05:12:41 pm
Hm, I guess that means Warpstone turrets are kind of broken?
There were several occasions where there was an enemy close enough to get attacked by the turret. I bought the turret regularly from the merchants.
Maybe it's connected to the fact, that I use linux -> perhaps problems with dfhack?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: GreyPowerVan on July 13, 2014, 07:59:48 pm
Not sure if I posted this elsewhere, if so, I can't find it... Does anyone know how to make quickfort make the masterwork workshops? I don't know how to set alt+y or whatever on a quickfort blueprint.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Raide on July 13, 2014, 08:49:31 pm
Hi Meph thanks for bringing us such a great mod, found a bug whenever i try to improve a sledgehammer at the weaponry i get some random other weapon using a magma weaponry if it makes a difference
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zeebie on July 13, 2014, 09:15:34 pm
Where are glazing reactions these days? I don't see them in the clay oven, the kiln, or the pottery?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on July 13, 2014, 10:22:09 pm
The trebuchet reactions seem to all last 10x longer than the arbalest reactions

      [CE_BODY_TRANSFORMATION:PROB:100:START:0:END:11200]
         [CE:CREATURE:GUNNER:STUBBER]


      [CE_BODY_TRANSFORMATION:PROB:100:START:0:END:112000]
         [CE:CREATURE:GUNNER:STUBBER_TREBUCHET]
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: AJC on July 13, 2014, 11:43:04 pm
One  bug I found, I thnk I read about it somewhere,too:

Improving a weapon at the weaponry, and got a "superior steel knuckle duster" and a "legendary steel knuckle duster". I'm not really complaining, but it is is a bug. :D


not a bug the reaction has a small chance of getting you that legendary X weapon when doing the upgrade reaction on top of the superior weapon.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Snaaty on July 14, 2014, 02:24:17 am
Quote
not a bug the reaction has a small chance of getting you that legendary X weapon when doing the upgrade reaction on top of the superior weapon.]
Hm, I know that there is a chance 15% chance to receive a legendary weapon. However, I guess this should be instead of the superior weapon, not in addition to that. I mean, thing of that, you put one battleaxe there to improve it and you should get either a regular, superior battleaxe, or as in some cases a legendary version of your input weapon.

If it is impossible to mod reactions that they give either x or y I am willing to accept what ever timey-wimey explanation that justifies that, though. Perhaps, when creating the superior weapon the dwarf has a brilliant idea and uses the superior weapon to make a copy but improve that even more to legendary status.

Still, I think the manual states you get either legendary or superior.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 14, 2014, 04:57:16 am
Where are glazing reactions these days? I don't see them in the clay oven, the kiln, or the pottery?

I don't think the glazing reactions exists anymore per se. The skill itself was repurposed and is now toolmaking.

I don't work with clay or equivalents, but I think you make things out of the clay material directly, then fire/burn that without actually glazing it. Not sure what that means for earthenware jugs.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 14, 2014, 01:03:13 pm
Can anyone tell me what is the deal with "finding dead dwarves"? How long must a dorf be dead for others to officialy find his corpse?

I accidentaly caught a vampire. Swiftly I applied the atom smasher. But the poor victim...first, I had his bed repeatedly removed and built on his face. Dorfs always moved the corpse away to make space for the furniture, sadly noone noticed that it actualy is their dead friend they are pushing around the floor. Then I had the corpse dumped in the middle of the busiest crossroad in the fort. Still noone noticed. Then I had the body moved back and forth between the Corpse stockpile and the crossroads dump. Nothing. After a while I just left the body in the Corpse stockpile. And then, just as I got the announcement about 1 week missing, a moleweasel kit finally found the body :D The weird thing is that "Dorf Dorf has been found dead" announcement zooms to the place he was killed, not the place the body was when the announcement popped. :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: JAK on July 14, 2014, 09:24:51 pm
Is there anywhere I can see an updated version of something like this Chart? http://mwmanual.mapforge.net/latest/MasterworkDwarfFortress/repository/screenshots/Metals%20by%20shear%20yield.png

That's from the old Dorf manual (It still mentions the old Welded alloy metals), but I don't now if any of the the metals we still have have been changed. It'd be appreciated. Just telling me the data for the metals that still exist are accurately described in the chart I linked to would, of course, also work.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on July 15, 2014, 08:55:10 am
Can anyone tell me what is the deal with "finding dead dwarves"? How long must a dorf be dead for others to officialy find his corpse?

After a week, a dwarf will be declared "missing", unless a live dwarf happens to stumble across the corpse before then.  Once that happens, you can engrave a memorial slab.

If nobody saw a dwarf die (except a vampire -- that doesn't count), then nobody will know there's a corpse sitting there.  You, the human playing the game, can see it, but your dwarves don't know it's there.  However, all of the dwarf's attire (socks, cloak, toga, more socks, etc.) will become known.  If the dead dwarf wasn't married, then the clothes become fortress property (unowned), so someone may come along to haul them to a stockpile, and -- hey, look, a corpse!  If the dwarf was married, then the clothes become the widow's property, so they might sit there for a very long time indeed.

If you know where the corpse is, and you want your dwarves to know, give a military squad a station order which will lead them to it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 15, 2014, 11:35:53 am
Hey guys just joined the forum, means I am fairly new.

Anyways relativly new to DF aswell and got really hyped when seing the masterwork mod and immediatly installed and start playing.

Everything good so far, its a masterpiece of a mod(pack).

But however I have run into a few issues which I would like to ask about:

Currently playing as dwarfs (kinda obvious) and have following problems:

1. Have decided to build a School of Magic and it says now that I need an architect to finish it. Have assigned multiple dwarfs as architect and some of them have socery as skill. Yet none of them decides to build, even after stripping away their hauling duties etc. So did my building just glitch out or is there a requirement I havent met?

2. Have given myself to start off with the mod some more time (set invasions which are above late down to late), however I do not seem to get ANY invasion forces at all. Like nothing... no Goblins, no Orcs, no Kobolds, No Automatons, no Freezers, nothing. Though I am almost in year 3 now, but from what I have experienced is that invasions occur earlier... maybe I have set them that late that I get soon a big board onto my fortress... or what I suspect: On embarking it said that my only neighbours are my Civ (Dwarfs), Freezers and Automatons... I embarked on a single Tile volcano island, 4x5 (weird size) and theres literally no land connection to any other civs. There are other civs whatsoever.

3. I dont get the research system quite yet. I have researched the greatforge, deployed it. Ok good now I can craft big weapons... then I saw that I need to research it again in order to build another one or use a scriptorium and library to copy schematics. Well since I am anyways not going for melee weapons on that embark and I rather want to use mages and ranged combat units I would like to know: How do I craft books? I cannot figure it out... basicly I miss ink and glue, that I know. Neither I know how to get. I need to get ink and glue in order to copy schematics of a gunsmith for instance... or runic weaponary... or golemforge (not that I need more then one anyways)

4. If I change the invasion settings in the launcher under civs will it affect my current world? Or do I have to generate a new one?

5. Rather simple question: I have read about the mod a bit and saw that there are new megabeasts... 2 in particular caught my attention which are supposed to be in the mod... A "firebird" and a "thunderbird". Now 2 things: Are they trapavoid? Cause I kinda want to keep them as pets. And last but not least... assuming that if we have a firebird and a thunderbird I would think that there might be some kind of frostbird/icebird... so am I right in that assumption?


But a really good, challenging fun mod. Have had some fun with necromorphs already, but since I was lurking on here I knew how to deal with them quick. No vamps or anything like that so far, but having an eye on them (via ward of armok, sticky web turret and a orichalcum crossbow dwarf ready to shoot intruders with steel bolts).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 15, 2014, 12:20:31 pm
1. Have decided to build a School of Magic and it says now that I need an architect to finish it. Have assigned multiple dwarfs as architect and some of them have socery as skill. Yet none of them decides to build, even after stripping away their hauling duties etc. So did my building just glitch out or is there a requirement I havent met?

2. Have given myself to start off with the mod some more time (set invasions which are above late down to late), however I do not seem to get ANY invasion forces at all. Like nothing... no Goblins, no Orcs, no Kobolds, No Automatons, no Freezers, nothing. Though I am almost in year 3 now, but from what I have experienced is that invasions occur earlier... maybe I have set them that late that I get soon a big board onto my fortress... or what I suspect: On embarking it said that my only neighbours are my Civ (Dwarfs), Freezers and Automatons... I embarked on a single Tile volcano island, 4x5 (weird size) and theres literally no land connection to any other civs. There are other civs whatsoever.

3. I dont get the research system quite yet. I have researched the greatforge, deployed it. Ok good now I can craft big weapons... then I saw that I need to research it again in order to build another one or use a scriptorium and library to copy schematics. Well since I am anyways not going for melee weapons on that embark and I rather want to use mages and ranged combat units I would like to know: How do I craft books? I cannot figure it out... basicly I miss ink and glue, that I know. Neither I know how to get. I need to get ink and glue in order to copy schematics of a gunsmith for instance... or runic weaponary... or golemforge (not that I need more then one anyways)

4. If I change the invasion settings in the launcher under civs will it affect my current world? Or do I have to generate a new one?

5. Rather simple question: I have read about the mod a bit and saw that there are new megabeasts... 2 in particular caught my attention which are supposed to be in the mod... A "firebird" and a "thunderbird". Now 2 things: Are they trapavoid? Cause I kinda want to keep them as pets. And last but not least... assuming that if we have a firebird and a thunderbird I would think that there might be some kind of frostbird/icebird... so am I right in that assumption?

1.  I'd guess it is a burrow problem, or the guild is suspended, or no one has gotten around to it yet...  It works fine for me.

2.  You will only get attacked by things on your neighbor list and both automons and frost giants are late game.  In year 3 in my current fort I've had ambushes of goblins and succubi, but nothing more advanced than that.

3.  To write books or copy researches (which you only need to do if you want more than one of the building and don't want to just do the research again), you need ink (from a craftdwarf's shop, made from ash/graphite/dye and jugs), glue (made in the kitchen from horn/hoof, or screwpress from bloated tubers), and paper (from screwpress, or tanner, or thatchery).  Paper is either papyrus, vellum or paper (depending on the source).

4.  Dunno.

5.  firebirds are not megabeasts and not trapavoid (but will light the world on fire if they get mad).  I don't know if thunderbirds are trap avoid (every time I've seen any they just flew in and I didn't have traps), I think they are basically Rocs from vanilla, not really "thundery" per se.  I'm not sure if there are ice birds or anything.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 15, 2014, 01:06:23 pm
1. Have decided to build a School of Magic and it says now that I need an architect to finish it. Have assigned multiple dwarfs as architect and some of them have socery as skill. Yet none of them decides to build, even after stripping away their hauling duties etc. So did my building just glitch out or is there a requirement I havent met?

2. Have given myself to start off with the mod some more time (set invasions which are above late down to late), however I do not seem to get ANY invasion forces at all. Like nothing... no Goblins, no Orcs, no Kobolds, No Automatons, no Freezers, nothing. Though I am almost in year 3 now, but from what I have experienced is that invasions occur earlier... maybe I have set them that late that I get soon a big board onto my fortress... or what I suspect: On embarking it said that my only neighbours are my Civ (Dwarfs), Freezers and Automatons... I embarked on a single Tile volcano island, 4x5 (weird size) and theres literally no land connection to any other civs. There are other civs whatsoever.

3. I dont get the research system quite yet. I have researched the greatforge, deployed it. Ok good now I can craft big weapons... then I saw that I need to research it again in order to build another one or use a scriptorium and library to copy schematics. Well since I am anyways not going for melee weapons on that embark and I rather want to use mages and ranged combat units I would like to know: How do I craft books? I cannot figure it out... basicly I miss ink and glue, that I know. Neither I know how to get. I need to get ink and glue in order to copy schematics of a gunsmith for instance... or runic weaponary... or golemforge (not that I need more then one anyways)

4. If I change the invasion settings in the launcher under civs will it affect my current world? Or do I have to generate a new one?

5. Rather simple question: I have read about the mod a bit and saw that there are new megabeasts... 2 in particular caught my attention which are supposed to be in the mod... A "firebird" and a "thunderbird". Now 2 things: Are they trapavoid? Cause I kinda want to keep them as pets. And last but not least... assuming that if we have a firebird and a thunderbird I would think that there might be some kind of frostbird/icebird... so am I right in that assumption?

1.  I'd guess it is a burrow problem, or the guild is suspended, or no one has gotten around to it yet...  It works fine for me.

2.  You will only get attacked by things on your neighbor list and both automons and frost giants are late game.  In year 3 in my current fort I've had ambushes of goblins and succubi, but nothing more advanced than that.

3.  To write books or copy researches (which you only need to do if you want more than one of the building and don't want to just do the research again), you need ink (from a craftdwarf's shop, made from ash/graphite/dye and jugs), glue (made in the kitchen from horn/hoof, or screwpress from bloated tubers), and paper (from screwpress, or tanner, or thatchery).  Paper is either papyrus, vellum or paper (depending on the source).

4.  Dunno.

5.  firebirds are not megabeasts and not trapavoid (but will light the world on fire if they get mad).  I don't know if thunderbirds are trap avoid (every time I've seen any they just flew in and I didn't have traps), I think they are basically Rocs from vanilla, not really "thundery" per se.  I'm not sure if there are ice birds or anything.

Thanks alot, probaly just trying rebuilding it. Might be also conducted to the fact that I lack anyone being part of that "wizard guild" means no firemage, watermage etc.Might be just glitched, just trying to reconstruct it once I play later on.

About the Glue... are those bulls you get when starting off usefull for Glue production? Cause the only other thing I have where I have read about is that spore trees might yield some kind of glue... but horned animals? Not sure if I have any of those... probaly wind up hunting the local wildlife... Ash I assume I get by incinerating corpses in the crematorium. Got tons of vermin corpses lying arround and some expendable dwarves able to take the sickness they get from it.




Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 15, 2014, 02:07:00 pm
Thanks alot, probaly just trying rebuilding it. Might be also conducted to the fact that I lack anyone being part of that "wizard guild" means no firemage, watermage etc.Might be just glitched, just trying to reconstruct it once I play later on.

About the Glue... are those bulls you get when starting off usefull for Glue production? Cause the only other thing I have where I have read about is that spore trees might yield some kind of glue... but horned animals? Not sure if I have any of those... probaly wind up hunting the local wildlife... Ash I assume I get by incinerating corpses in the crematorium. Got tons of vermin corpses lying arround and some expendable dwarves able to take the sickness they get from it.

I've started the guild without any mages of any stripe.  I'd check to make sure it wasn't suspended and that there isn't a burrow issue.

In the kitchen you can boil hooves and horns for glue (iirc), which you can get from the tuskoxen.  I usually get it from running bloated tubers through the screw press.  Ash you can get from burning corpses or just from burning wood to ash in the smelter.  Look at the available reactions (including the red ones) in the various workshops, there are a lot of ways to get most everything in Masterwork, which is one of the things I like the most about it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: darthbob88 on July 15, 2014, 03:08:48 pm
Thanks alot, probaly just trying rebuilding it. Might be also conducted to the fact that I lack anyone being part of that "wizard guild" means no firemage, watermage etc.Might be just glitched, just trying to reconstruct it once I play later on.

About the Glue... are those bulls you get when starting off usefull for Glue production? Cause the only other thing I have where I have read about is that spore trees might yield some kind of glue... but horned animals? Not sure if I have any of those... probaly wind up hunting the local wildlife... Ash I assume I get by incinerating corpses in the crematorium. Got tons of vermin corpses lying arround and some expendable dwarves able to take the sickness they get from it.

I've started the guild without any mages of any stripe.  I'd check to make sure it wasn't suspended and that there isn't a burrow issue.

In the kitchen you can boil hooves and horns for glue (iirc), which you can get from the tuskoxen.  I usually get it from running bloated tubers through the screw press.  Ash you can get from burning corpses or just from burning wood to ash in the smelter.  Look at the available reactions (including the red ones) in the various workshops, there are a lot of ways to get most everything in Masterwork, which is one of the things I like the most about it.
The herbalist's workshop can turn spore trees into glue, which is my big source once I get a decent tree farm operational. Personally my usual method for finding out how to make things is through the job manager UI; j-m-q then type in "glue" and I see that I can boil horns and hooves, press bloated tubers, or cultivate glue from spore-tree logs. Easy peasy. Granted, it doesn't say what workshops you need to do those jobs, but I'll usually have one of each workshop by the time they become important. You can also look in the raws; searching through raw/objects for "glue" gets me
Code: [Select]
[REACTION:PRESS_BLOATED_TUBER]
[NAME:Press glue from bloated tuber]
[BUILDING:SCREW_PRESS:CUSTOM_G]
[BUILDING:GUILD_FARMER_N:CUSTOM_G]
[REAGENT:A:2:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:STRUCTURAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_GLUE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:TUBER_BLOATED:SEED]
[SKILL:PROCESSPLANTS]
, so then I can look for "ITEM_TOOL_GLUE" to find more reactions which produce glue, along with the workshops they take place in.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 15, 2014, 03:43:00 pm
Great, got a dwarven caravan but have no idea how to trade with them, its different then in vanilla, theres no item value... only weight. Well guess no Mithril for me then :/
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 15, 2014, 03:44:17 pm
Great, got a dwarven caravan but have no idea how to trade with them, its different then in vanilla, theres no item value... only weight. Well guess no Mithril for me then :/
Your broker doesnt have skill in Appraising. Which is the same as vanilla, he cant guess values.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 15, 2014, 04:07:25 pm
Great, got a dwarven caravan but have no idea how to trade with them, its different then in vanilla, theres no item value... only weight. Well guess no Mithril for me then :/
Your broker doesnt have skill in Appraising. Which is the same as vanilla, he cant guess values.

Oh ok good to know, sorry still kinda new to all of this. Replaced him with a Dwarf I named Vampire because his skills are unusual high... however he is eating and drinking as regular dwarves do so I think he is normal. Thanks, got now a price list cause of that replacement

And bought some stuff... including this very special poison:

Spoiler (click to show/hide)

Not sure if thats Vanilla or something from a mod... but now I kinda want to have the animal producing that poison. And guess I apply that (whatever it does) to the Orichalcum blade I give one of my mages soon.


Also on the unit selection screen I found this:

Spoiler (click to show/hide)

Assuming that this is a ranged weapon, but not knowing which faction it has, maybe Gnomes since they get railguns and such.
Pretty interesting, liking masterwork more and more.


Thanks alot, probaly just trying rebuilding it. Might be also conducted to the fact that I lack anyone being part of that "wizard guild" means no firemage, watermage etc.Might be just glitched, just trying to reconstruct it once I play later on.

About the Glue... are those bulls you get when starting off usefull for Glue production? Cause the only other thing I have where I have read about is that spore trees might yield some kind of glue... but horned animals? Not sure if I have any of those... probaly wind up hunting the local wildlife... Ash I assume I get by incinerating corpses in the crematorium. Got tons of vermin corpses lying arround and some expendable dwarves able to take the sickness they get from it.

I've started the guild without any mages of any stripe.  I'd check to make sure it wasn't suspended and that there isn't a burrow issue.



Omg thanks, it was indeed suspended because at the time I tried building it none of the architects were aviable.
Its finished now and I start producing mages, now only need the elementary shrine.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 15, 2014, 04:16:09 pm
4. If I change the invasion settings in the launcher under civs will it affect my current world? Or do I have to generate a new one?

Depends which setting you're talking about. If it's the one under the Settings tab with the checkmark, you don't need to gen a new world; this toggle is equivalent to flipping the option in the d_init.txt file. (Though keep in mind that any forts running before changing the setting may have some invaders lying in ambush when you turn it off, but you won't get any more. Not 100% sure how it affects forgotten/mega-beasts, titans, night creatures, etc, but definitely no more thieves, ambushers, or sieges from other civs until you turn it back on.)

If you're changing settings under the Civilizations tab, you'll need to gen a new world, since these options modify the raws. In theory you could manually alter your fort-save's raws in an equivalent fashion and that might work to delay invaders or alter behavior but the launcher won't alter save-raws for you.

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lwCoyote on July 16, 2014, 02:33:06 am
So I got a dwarf with the 'Lich' guild.. is that bad?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on July 16, 2014, 08:45:37 am
So I got a dwarf with the 'Lich' guild.. is that bad?

That depends. The undead he raises will be powerful and retain their loyalty from before death. So just make sure you don't let him near a pile of orc or goblin corpses. Undead pets and dwarves are useful. I hear its possible he could go mad with power and try to take over but haven't seen it. Overall he's a very late tier powerful magic user so don't just throw him away. Just requires a short leash like guard animal escorts and plenty of doors to lock.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 16, 2014, 09:50:33 am
Can anyone tell me what is the deal with "finding dead dwarves"? How long must a dorf be dead for others to officialy find his corpse?

After a week, a dwarf will be declared "missing", unless a live dwarf happens to stumble across the corpse before then.  Once that happens, you can engrave a memorial slab.

If nobody saw a dwarf die (except a vampire -- that doesn't count), then nobody will know there's a corpse sitting there.  You, the human playing the game, can see it, but your dwarves don't know it's there.  However, all of the dwarf's attire (socks, cloak, toga, more socks, etc.) will become known.  If the dead dwarf wasn't married, then the clothes become fortress property (unowned), so someone may come along to haul them to a stockpile, and -- hey, look, a corpse!  If the dwarf was married, then the clothes become the widow's property, so they might sit there for a very long time indeed.

If you know where the corpse is, and you want your dwarves to know, give a military squad a station order which will lead them to it.

I am confused - why are you replying to me when you didn't read my post? :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 16, 2014, 11:37:46 am
So I got a dwarf with the 'Lich' guild.. is that bad?

You may want to keep him away from refuse piles if you need the bones. He will create golems out of them... and waste your bones that way.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 16, 2014, 11:39:39 am
So I got a dwarf with the 'Lich' guild.. is that bad?

That depends. The undead he raises will be powerful and retain their loyalty from before death. So just make sure you don't let him near a pile of orc or goblin corpses. Undead pets and dwarves are useful. I hear its possible he could go mad with power and try to take over but haven't seen it. Overall he's a very late tier powerful magic user so don't just throw him away. Just requires a short leash like guard animal escorts and plenty of doors to lock.

I had one at one point.  Using him in combat is a pain, since everything needs to be killed twice in the end.  Maybe station him in the graveyard and let him raise dwarven golems all day as his job, maybe?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: JAK on July 16, 2014, 12:03:43 pm
So I got a dwarf with the 'Lich' guild.. is that bad?

That depends. The undead he raises will be powerful and retain their loyalty from before death. So just make sure you don't let him near a pile of orc or goblin corpses. Undead pets and dwarves are useful. I hear its possible he could go mad with power and try to take over but haven't seen it. Overall he's a very late tier powerful magic user so don't just throw him away. Just requires a short leash like guard animal escorts and plenty of doors to lock.

I got one too. This explains why bone golems seem to fight each other from time to time. The bone golems actually seems pretty underwhelming; one got mauled by boas and another by king cobras.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 16, 2014, 12:27:43 pm
Alright another question:

I am too afraid to build a warpstone pool cause I have read that warpstones belong to "harder mining !FUN!" and honestly I dont know what those are either.
So what is a warpstone and what is a warpstone pool?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on July 16, 2014, 12:31:27 pm
I am confused - why are you replying to me when you didn't read my post? :D

Oh, did I write too many words?  OK, let me try again.

How long must a dorf be dead for others to officialy find his corpse?

Dwarves don't "officially find" a corpse.  They have to "literally find" the corpse.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on July 16, 2014, 12:43:38 pm
I am confused - why are you replying to me when you didn't read my post? :D

Oh, did I write too many words?  OK, let me try again.

How long must a dorf be dead for others to officialy find his corpse?

Dwarves don't "officially find" a corpse.  They have to "literally find" the corpse.
He said in his post that the corpse got dragged around long before it was found. Hence the difference between literally finding it(presumably done when you move it to a stockpile) and officially finding it (message). If you're accused of not reading his post please have the decency to return to it and make sure you understood it before trying to insult his intelligence.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on July 16, 2014, 01:59:22 pm
He said in his post that the corpse got dragged around long before it was found.

Oh, sorry.  I must have missed that part.  If there was no death announcement the minute someone started hauling the corpse, then either the hauler was literally blind (loss of eye function due to syndrome, etc.) or you've found a new bug I wasn't aware of.

If the issue is merely that the corpse's name is not showing up in the "engrave slab" list, this is a different already-known bug.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lwCoyote on July 16, 2014, 02:21:59 pm
I had one at one point.  Using him in combat is a pain, since everything needs to be killed twice in the end.  Maybe station him in the graveyard and let him raise dwarven golems all day as his job, maybe?

Ooh.. uh. I will take him out of the military immdiately. Too bad though, cause he's mighty, agile and quick to heal with no negative physical traits -_-

Its a little frustrating to get dwarves of a military guild (wrestler, guard, etc) who have a ton of negative physical traits.. seems to happen to me a lot, especially the awful "slow to heal" one
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on July 16, 2014, 02:23:35 pm
Even a weak military guild dwarf is stronger than a normal dwarf.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 16, 2014, 03:05:10 pm
Yeah, those are relative attributes, take a look at him with therapist to see the actual numbers, you might be surprised. A good use for him would be to burrow him away from refuge piles and actual corpse-making, having him chill in your dining room and dump your dead war animals to him. Those can't be butchered anyway if they died to enemies or old age, can't be buried even if they are assigned to dwarves, and if any war training, attribute-boosting (rune-engrave steelclad animal) or skill training is passed on to the bone golem, jackpot. One bone golem might be a pushover, 20 legendary fighter bone golems, less so.

As for warpstone: if you have Mason-Guild miners, you won't have any serious problems. If not, kiss goodbye to your miners if you mine into warpstone, or coal. Also, even if you don't have stable warpstone on your map, you can request it from human and dwarf caravans, and you need only one boulder to summon a tame FB from the Warpstone Pool, totally worth it. Harder mining also introduces some kind of metal wraiths and balrogs found when mining, but they are either rare or I am extremely lucky. A word on warpstone landmines though: they have a surprisingly large blast area, and they kill practically any dwarf the cloud hits in minutes. Walls and bridges and probably doors stop the effect, twists in tunnels not so much.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 16, 2014, 04:01:13 pm
Alright had my first !FUN! moment with Masterwork...

2 Forest spiders decided to infiltrate my base, dunno how my guard animals (6 Drakes) ignored them, but maybe it was better. A badgerdog was in their way and got quickly eaten by them. Well the forest spiders moved on after they dispatched my poor badgerdog (which was a pet of a farmer) and they moved to my entrance. Gave out a civilian alarm so they retreat all into their bunker while my military handles it. Send in my full titanium armored crossbowman. What happend? The damn spiders dispatched a civilian before they arrived, the owner of said dog. Moved on and got caught in my cagetraps.

Now heres my question: Can I tame those things? I am very impressed by their ability to slow down my people with their webs. Its a couple, 1 male 1 female. So I could produce tons of them in case I could tame those 2 somehow.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 16, 2014, 04:50:58 pm
Not sure you should properly train the ones that fragged your pet, and your civilian. They might remain hostile to your civ, yet part of it, so trapavoid. I's a lot easier to buy them from the Elves, you can even requet them, and then you won't have to deal with a webbing creature becoming semi-wild or wild or just running amok in your fort.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 16, 2014, 05:21:45 pm
He said in his post that the corpse got dragged around long before it was found.

Oh, sorry.  I must have missed that part.  If there was no death announcement the minute someone started hauling the corpse, then either the hauler was literally blind (loss of eye function due to syndrome, etc.) or you've found a new bug I wasn't aware of.

If the issue is merely that the corpse's name is not showing up in the "engrave slab" list, this is a different already-known bug.

I see you still have not read the post you are commenting on :D 80% of my original post was description (mostly just for fun) of all the hardships the corpse went through before it was officialy found (announcement). I guess there were too many words for you in that post, sorry about that, let me try again: many dwarves moved the corpse and many more saw it (at least 50 since my pop at the time was ~100).
I did not check the "engrave slab" options during the buggy time period since I had enough free coffins so I did not even think about a memorial slab. It would be really weird, though, if Dorfs would engrave a memorial but not bury the corpse in a coffin.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 16, 2014, 06:42:26 pm
Forest spiders do breed.  So if you can capture others without them killing dwarves, or you are sufficiently clever with the ones you have, you can get nice webbers for defense.  Actually does "enemy of the fort"-ness breed true?  Can you get tame children from enemy beasties?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: JAK on July 16, 2014, 06:55:58 pm
Apparently blowguns are the pinnacle of orcish melee weapon technology, with even copper examples able to tear right through steel breastplates. Who knew?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 16, 2014, 08:23:07 pm
Apparently blowguns are the pinnacle of orcish melee weapon technology, with even copper examples able to tear right through steel breastplates. Who knew?
blowdarts or blowguns? The ranged projectile, or the weapon itself? ^^
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 17, 2014, 08:39:38 am
spontaneous dwarf materialization? A 84 year old dwarf just appeared in my fort and I have no idea how he got there. He is a Mason guild member (which is how I noticed him - I had 9 masons, next time I look in the Therapist, there are 10. And no, i did not make him join). No announcement. No migrants. Fort is sealed because of a siege. This suspicious fellow is happily running around Armok Wards and several High Priests so he should not be some secret spy or what not. Any idea what is going on? :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: moseythepirate on July 17, 2014, 11:35:44 am
spontaneous dwarf materialization? A 84 year old dwarf just appeared in my fort and I have no idea how he got there. He is a Mason guild member (which is how I noticed him - I had 9 masons, next time I look in the Therapist, there are 10. And no, i did not make him join). No announcement. No migrants. Fort is sealed because of a siege. This suspicious fellow is happily running around Armok Wards and several High Priests so he should not be some secret spy or what not. Any idea what is going on? :D
Have you asked dwarf therapist? It should tell you when he arrived, at least. He might just be part of a migrant wave you didn't notice.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 17, 2014, 11:40:51 am
spontaneous dwarf materialization? A 84 year old dwarf just appeared in my fort and I have no idea how he got there. He is a Mason guild member (which is how I noticed him - I had 9 masons, next time I look in the Therapist, there are 10. And no, i did not make him join). No announcement. No migrants. Fort is sealed because of a siege. This suspicious fellow is happily running around Armok Wards and several High Priests so he should not be some secret spy or what not. Any idea what is going on? :D
Have you asked dwarf therapist? It should tell you when he arrived, at least. He might just be part of a migrant wave you didn't notice.

I checked that, he supposedly arrived some time ago. However, as I said, there were 9 masons, now there are 10. So either he appeared out of thin air with a false date of arrival, or he spontaneously became a guild member (i do not know whether that is a should be possible) :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: herocrafter on July 17, 2014, 01:57:27 pm
My cook instead of using 2 ground meat used a stack(14) to make 3 sausage.  A bug, not sure if you already knew.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 17, 2014, 06:45:36 pm
So how exactly does this research system work? I eager to get runic weaponaries... but my researcher seems to fail every bloody time to research (aborts in the middle of researching)... I wasted about 16 gold bars already on the research.. Is there a way to fix this? He has a decent researcher skill aswell...
Will save and reload reroll the odds of succeeding if theres a failure chance or anything like this? I am running out of ressources cause of that damn research... I checked the manual but I dont get how researching exactly works...


Edit: He just got it done... hopefully that was worth the 16 gold bars.

Edit 2: Ok worthed it, well the runic armory did, the other one is yet in building process.
Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lwCoyote on July 17, 2014, 11:22:22 pm
EDIT2: Alright, turns out I was looking at DF2014 stuff. Heh. So, 180 extra plants?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 17, 2014, 11:54:46 pm
EDIT2: Alright, turns out I was looking at DF2014 stuff. Heh. So, 180 extra plants?
What?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lwCoyote on July 18, 2014, 12:55:03 am
EDIT2: Alright, turns out I was looking at DF2014 stuff. Heh. So, 180 extra plants?
What?

Apologies, tired.

The option to add 180 new plants, in the launcher; where can I find info on these 180 plants? Aside from the RAWs?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on July 18, 2014, 01:03:07 am
i noticed today in my new fort that i am getting alot of "rocks" show up when i butcher animals, i was wondering is there anything to do with these "rocks" or are they purely a bug? examples are... troll rock, stray boozebelly goat rock, stray cave beetle rock, stray unicorn rock, frogman rock... i didn't even notice them until i realized my refuse pile was full and my corpses were not being butchered. i am currently dumping all of these "rocks" into my garbage pile.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 18, 2014, 04:12:31 am
i noticed today in my new fort that i am getting alot of "rocks" show up when i butcher animals, i was wondering is there anything to do with these "rocks" or are they purely a bug? examples are... troll rock, stray boozebelly goat rock, stray cave beetle rock, stray unicorn rock, frogman rock... i didn't even notice them until i realized my refuse pile was full and my corpses were not being butchered. i am currently dumping all of these "rocks" into my garbage pile.

Is temperature on?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 18, 2014, 08:58:16 am
So some of my dwarves got caught in the Warpstone turret goo. All parts of their bodies rotten. Medics managed to remove most of the rot.  Now all the patients have "rotten left breast" and "rotten right breast" (yes, ALL the patients have the same rotten bodyparts), they behave like they are healthy, they are spreading miasma from the rot and they do not seek medical attention. Is there any way to cure them completely or at least stop the miasma?

EDIT: I used dfhack fullheal to solve the problem. Still wonder though if there is a "legit" way :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 18, 2014, 10:51:07 am
So some of my dwarves got caught in the Warpstone turret goo. All parts of their bodies rotten. Medics managed to remove most of the rot.  Now all the patients have "rotten left breast" and "rotten right breast" (yes, ALL the patients have the same rotten bodyparts), they behave like they are healthy, they are spreading miasma from the rot and they do not seek medical attention. Is there any way to cure them completely or at least stop the miasma?

EDIT: I used dfhack fullheal to solve the problem. Still wonder though if there is a "legit" way :D
Magma? Or an atomsmasher would do it.  Stops the miasma like nothing else!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on July 18, 2014, 11:42:24 am
I just encountered another oddity. My dwarves seem to want to pick up and stockpile some item(s) outside of the map. Quite a lot of dwaraves (whenever I look there are ~5) are walking to the edge of the map with "Store item in a stockpile" and when they get to the edge, they just go to "No job". And this goes on and on and on... :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on July 18, 2014, 01:22:09 pm
i noticed today in my new fort that i am getting alot of "rocks" show up when i butcher animals, i was wondering is there anything to do with these "rocks" or are they purely a bug? examples are... troll rock, stray boozebelly goat rock, stray cave beetle rock, stray unicorn rock, frogman rock... i didn't even notice them until i realized my refuse pile was full and my corpses were not being butchered. i am currently dumping all of these "rocks" into my garbage pile.

Is temperature on?

yes temperature is on, i am in a temperate terrifying biome, i have not had this show up before, and i notice these "rocks" have a dark grey icon like vermin remains
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 18, 2014, 04:06:10 pm
So some of my dwarves got caught in the Warpstone turret goo. All parts of their bodies rotten. Medics managed to remove most of the rot.  Now all the patients have "rotten left breast" and "rotten right breast" (yes, ALL the patients have the same rotten bodyparts), they behave like they are healthy, they are spreading miasma from the rot and they do not seek medical attention. Is there any way to cure them completely or at least stop the miasma?

EDIT: I used dfhack fullheal to solve the problem. Still wonder though if there is a "legit" way :D
Magma? Or an atomsmasher would do it.  Stops the miasma like nothing else!

Transformations still cure everything, right? Make them sing at Morul's Tavern, they should be OK afterwards.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 18, 2014, 06:12:09 pm
Oh good I got a mage in my latest migration wave...

*Checks which type of mage*

Uff its a firemage... shall I execute him straight off or keep him and let him fight underground? Map is full of grass and combustable materials
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 18, 2014, 06:30:51 pm
Nah, just let it burn.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: black47 on July 18, 2014, 06:39:07 pm
I searched for "shadowleaf" on this board and only found this mentioned a couple of times but not addressed:
Shadowleaf processed into leaves have nothing but these tags:
[MATERIAL_VALUE:2][EDIBLE_VERMIN]

Is it missing [EDIBLE_COOKED]? or is this intended? Like this the leaves are just for sale for low value, and edible for vermin.

I've added [EDIBLE_COOKED] on my own RAWs so there's a useful reason for processing them into it, but I thought I'd share this and ask.

I'm on 5.10 btw!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 18, 2014, 06:56:14 pm
It can be made into poison, but I think that uses the actual plant and not bags of leaves.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: black47 on July 18, 2014, 08:23:12 pm
Yeah, the bushes can be used for lots of things:

LEAF: shadowleaf bush leaves (2)
EXTRACT(Barrel): shadowleaf poison (25)
OIL: shadowleaf oil (7)
SOAP: shadowleaf soap (7)
PRESSED: shadowleaf seed press cake (1)

(I took this from the "all plants" table)

But the leaves themselves are what's not very useful right now. I propose we cook/eat those as well :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 18, 2014, 08:27:05 pm
From what I remember, shadowleaf leaves were for tobacco. But its been forever since I played Dwarf Mode, so I don't know if that's accurate.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: SuicideRey on July 19, 2014, 12:59:52 am
Oh good I got a mage in my latest migration wave...

*Checks which type of mage*

Uff its a firemage... shall I execute him straight off or keep him and let him fight underground? Map is full of grass and combustable materials
Something similar happened to me but not really? Anyway, I got a migrant wave and straight off the bat this dwarf mage brought hell upon me grasslands... Not sure why he was just randomly spewing fires all over. Here's some screenies, I'd be happy if someone can elaborate all this to me, oh and I lost the fort in a matter of minutes after he started a fire in the dining room, heh.
Spoiler (click to show/hide)

The great thing about shadowleafs is that they grow both underground and outside.
 I believe they're used for poisons, oil, soap and water? Not sure about tobacco since I never focused on that.

Right before one last survivor died of thirst from going mad a migrant wave appeared and I'm back in business but now I can't assign any nobles?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 19, 2014, 06:04:28 am
Oh good I got a mage in my latest migration wave...

*Checks which type of mage*

Uff its a firemage... shall I execute him straight off or keep him and let him fight underground? Map is full of grass and combustable materials
Something similar happened to me but not really? Anyway, I got a migrant wave and straight off the bat this dwarf mage brought hell upon me grasslands... Not sure why he was just randomly spewing fires all over. Here's some screenies, I'd be happy if someone can elaborate all this to me, oh and I lost the fort in a matter of minutes after he started a fire in the dining room, heh.


Wait it says "Aeromancer"? I am not sure but that looks like something different to me, like someone messing arround with... well air spells and lightnings etc, weird that he started fires. Hm, really considering to execute my Firemage now before he causes any serious trouble... there are still many wooden furniture pieces arround my fort and I dont want them to combust (yet).


Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 19, 2014, 06:33:00 am
Oh good I got a mage in my latest migration wave...

*Checks which type of mage*

Uff its a firemage... shall I execute him straight off or keep him and let him fight underground? Map is full of grass and combustable materials
Something similar happened to me but not really? Anyway, I got a migrant wave and straight off the bat this dwarf mage brought hell upon me grasslands... Not sure why he was just randomly spewing fires all over. Here's some screenies, I'd be happy if someone can elaborate all this to me, oh and I lost the fort in a matter of minutes after he started a fire in the dining room, heh.
Spoiler (click to show/hide)

The great thing about shadowleafs is that they grow both underground and outside.
 I believe they're used for poisons, oil, soap and water? Not sure about tobacco since I never focused on that.

Right before one last survivor died of thirst from going mad a migrant wave appeared and I'm back in business but now I can't assign any nobles?

I thought guild membership, military class membership, priesthood and being a mage were mutually exclusive, all of them being castes.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: SuicideRey on July 19, 2014, 06:37:08 am
I thought guild membership, military class membership, priesthood and being a mage were mutually exclusive, all of them being castes.
Yeah it's pretty weird but as you can see on the screenshot being an aeromancer is a curse given during worldgen, I checked in dwarf therapist. So he's a cursed member of a jewelers guild.

So, any thoughts on why he went mad and burned everyone to crisps? One second he was having a chat in the dining room and the next it's all on fire. Could he have tried to target one of those cave creatures? I'm pretty curious about all this.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 19, 2014, 06:58:19 am
Got a little issue... the forestspiders breeded while being in the cage now they have 3 hatchlings in their cages aswell... how do I kill the spiders now? Have a military ready and moving them downstairs into the mine
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 19, 2014, 11:52:53 am
Pit the spiders into a pit with a upright spike attached to a lever. Pull lever repeatedly. Laugh.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 19, 2014, 03:05:41 pm
Pit the spiders into a pit with a upright spike attached to a lever. Pull lever repeatedly. Laugh.

Have done that, but stationed my crossbowman nearby just to be save, deployed cages, linked them to a lever in a room full of spikes... ended up that they rather died to a few broadhead steelbolts fired from 3 volcanic repeater crossbows, 1 oricalcum repeater crossbow before someone was able to pull the other lever. Got attacked shortly by another "lethal force" of 3 spiders which got teared apart by the second squad in full volcanic armor with legendary mithril longswords and volcanic bucklers.

Well have the deathpit ready to use now. Its at my entrance and currently thinking if I should make it into a pitfall trap for future enemies... still having frostgiants and automatons as neighbours. Thanks for the suggestion with the spikes, that will have some use in the future


Also another issue I stumbled upon today: I tried to engrave some of my weapons (Legendary mithril swords) with Titanium runes and add steel runes to my armor to make my dwarves fearless. But most of the time wrong weapons get taken in the procedure of engraving. So is there a way to force that a certain weapon is engraved without the need of forbidding all other weapons for the moment of crafting?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 19, 2014, 03:48:58 pm
Well. Your armaments are considerably more impressive then I assumed. Yeah, forest spiders shouldn't do more then annoy your military, webs or no. Deathpits are still useful for culling peoples pets if they get too abundant. at the very least.

Stockpile feeding works pretty well to limit which weapons get runed. You'll also have to forbid/assign to military the weapons once they're done being runed so they don't waste more metal runeing it again.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 19, 2014, 04:10:28 pm
I use locked doors instead of stockpile settings. Lock a worker inside the room with some metal bars and weapons available. Same thing, in the end.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 19, 2014, 06:10:14 pm
I use locked doors instead of stockpile settings. Lock a worker inside the room with some metal bars and weapons available. Same thing, in the end.

Thats genious, will add that tommorow to the fortress. From what I can remember I can clearly determine which weapons go into which stockpile, atleast by typing. Providing Titanium and Steel, then the armor pieces and crossbows and swords and done. Thats alot easier then anything else I could think of, thanks.


Now I only have to fix the current, very sudden FPS drop from steady 60-100 to lowsy 20-30... might use DFHack with several clear commands.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: darthbob88 on July 20, 2014, 01:43:31 am
I use locked doors instead of stockpile settings. Lock a worker inside the room with some metal bars and weapons available. Same thing, in the end.
Personally I just use job-material (https://github.com/DFHack/dfhack#job-material) for that; set the engrave job on repeat and order it to only take steel weapons, long swords, or steel longswords. Quality it can't handle, but I just melt down everything of insufficient quality.

Question/Bug: For some reason, water isn't flowing up in one section of piping. I'm draining an underground lake for reasons, and the pipe running from the lake to the drain has a couple vertical jogs to avoid ore veins, where it goes down one z-level, carries on horizontally, and then comes back on the other side of the vein. Water is flowing down into the lower level, but isn't flowing back up.
Code: [Select]
Side view.
Water flows
=============V  down a level V====>
             ^===============^ and up again
Water will flow down that first level, but won't flow back up to the original level. I've even pressurized the water with a pump, but still nothing.

ETA: I suspect this is a bug in base DF, but regardless this is one of the faster places to go for problem solving.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on July 20, 2014, 01:55:40 am
Do you know that water pressure only fills up to one level lower than the source, except in the special case of infinite sources like rivers?  so if your lake is not a source the behavior you describe sounds normal.  Pressurizing pumps should work but they might need to be one z level higher than you might think.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: darthbob88 on July 20, 2014, 10:51:44 am
Do you know that water pressure only fills up to one level lower than the source, except in the special case of infinite sources like rivers?  so if your lake is not a source the behavior you describe sounds normal.  Pressurizing pumps should work but they might need to be one z level higher than you might think.
Forgot about the one-level-below thing, but this should still have worked, because the pump is on the level above the water I want to flow, right about where "Water flows" is on this diagram. I'll put another pump on top of the one that's already there, give it a higher pressure head. If that doesn't work, I'll just give up and cut through the ore like I probably should have done.
 
Code: [Select]
Side view.
Water flows
=============V  down a level V====>
             ^===============^ and up again
ETA: WTF? I built another pump two levels above the water I want to make flow, and it's still not flowing up. I carved a ramp, in case the water just couldn't flow up stairs, and still nothing. Might also be because the pressurized water is mixing with the unpressurized flow, so I'm building a wall to separate the pump output from input.

ETA2: And that did it. I now have water properly flowing uphill.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 20, 2014, 02:22:09 pm
Noob question: How do I enable rendermax? And why is my dfhack window so small with extremely small letters, and no way to make it bigger? What is it, dfhack for ants?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 20, 2014, 05:07:24 pm
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Samarkand on July 20, 2014, 05:10:33 pm
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.
You have to pray for the holiest of metals.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 20, 2014, 05:18:25 pm
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.

Strand Extraction job has been renamed prayer. Still does it, and now it might be higher skill level too, from all that Pray for soft metal!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 20, 2014, 05:29:16 pm
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.
You have to pray for the holiest of metals.
Rather stupid question... how do I extract adamantine strands? Theres no extractor labor... I can only do "Extract Adamantine Strands" in the craftdwarfs workshop... and thats it, nobody is going to do that.



You have to pray for the holiest of metals.

Kinda makes sense, that material is so unbelieveable powerfull that it must be something send by Armok...

Now new issue... damn leeches... I mean children... how do I get rid of them on a preferable cruel method for leeching my alcohol. They dont contribute anything and I havent setup a deathpit on that harder fortress yet...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 20, 2014, 11:32:27 pm
Dwarf children grow up way quicker in Masterwork. Don't kill them, tempting as it may be.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 21, 2014, 05:32:00 am
Dwarf children grow up way quicker in Masterwork. Don't kill them, tempting as it may be.

Aw... was going to turn them into living Bioweapons with the forgotten beast I am about to trap... it has a slow necrosis breath and would simply let the kids get infected, putting them outside of the fortress and see if Goblins like them.

But well if they grow up faster I give it a shot... so far they organized 7 damn parties and keep my Dwarves off from working.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Guthbug on July 21, 2014, 09:13:50 am
Dwarf children grow up way quicker in Masterwork. Don't kill them, tempting as it may be.

Aw... was going to turn them into living Bioweapons with the forgotten beast I am about to trap... it has a slow necrosis breath and would simply let the kids get infected, putting them outside of the fortress and see if Goblins like them.

But well if they grow up faster I give it a shot... so far they organized 7 damn parties and keep my Dwarves off from working.

Burrow them in a different area and they won't form relationships with so many people. It helps. I love to have children who were actually born, raised, and grow up to live and work in the same fortress, but I get frustrated with the adult dwarves who say "I'm going to stop cranking out these masterwork gold crafts and exceptional steel armor so I can go spend 2 months at the birthday party of this kid I met yesterday in the dining hall."

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 21, 2014, 01:06:22 pm
Mood-related question: where can I get shells in dwarf mode? Turtles from the fish pond don't seem to have any.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 21, 2014, 01:19:58 pm
Mood-related question: where can I get shells in dwarf mode? Turtles from the fish pond don't seem to have any.
They should. Do you have a fishery to get shells from them?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Guthbug on July 21, 2014, 01:54:55 pm
Ok, testing the turtle thing ...

I (finally) spawned a raw pond turtle. It does not show up on the kitchen list yet.

After I collected a few of them, I created a fishery. The workers rushed to pick up the raw turtles and carried them to the fishery where they then created a "pond turtle" which now shows up on the kitchen list as an item to be cooked.

No shells in the fishery.

The fishery is a vanilla building so I don't know where to look for its reactions, but here's the custom one from one of the fishpond buildings.

I've never paid much attention to the fishery. Is it supposed to be 100% chance of producing a shell when you process a raw turtle? (I would think so.)

Seems to be some subtle difference between [PRODUCT:10:1:FISH_RAW:NONE:POND_TURTLE:MALE] and the turtles you catch in rivers and such naturally.



[REACTION:FISH_TURTLE]
[NAME:Catch turtles]
[BUILDING:FISH_POND:CUSTOM_T][BUILDING:FISH_POND_KOBOLD:CUSTOM_T]
[REAGENT:A:1:BUCKET:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:10:1:FISH_RAW:NONE:POND_TURTLE:MALE]
[SKILL:DISSECT_FISH]
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 21, 2014, 01:59:07 pm
If you want to do me a favor, add this line in the reaction: [PRODUCT:100:1:FISH_RAW:NONE:TURTLE:MALE] (in your save raws, you dont need a new world for this at all), and test again. I very much hope it works and gives a shell.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Guthbug on July 21, 2014, 02:03:31 pm
[REACTION:FISH_TURTLE]
[NAME:Catch turtles]
[BUILDING:FISH_POND:CUSTOM_T][BUILDING:FISH_POND_KOBOLD:CUSTOM_T]
[REAGENT:A:1:BUCKET:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:10:1:FISH_RAW:NONE:POND_TURTLE:MALE]
[PRODUCT:100:1:FISH_RAW:NONE:TURTLE:MALE]
[SKILL:DISSECT_FISH]

Ok, here's what the edited raw looks like. I'm modifying reaction_masterwork.txt in the region 1 raw folder.

Playing as dwarves (even though the reaction has kobold in it, I'm guessing it's the same one?)

Here goes ...

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Guthbug on July 21, 2014, 02:06:55 pm
Nope. No shell.

It creates every time now a "raw turtle" instead of a "raw pond turtle" and then the fishery turns the "raw turtle" into a "turtle" which shows up on the kitchen list.

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 21, 2014, 02:08:33 pm
Mh, crap. I can make it spawn an actual creature, instead of vermin, but that would be overpowered. It would spawn a living pet turtle, which you would have to butcher to get the shell. It would work for sure, but also gives meat and bones and scales...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Guthbug on July 21, 2014, 02:12:40 pm
Mh, crap. I can make it spawn an actual creature, instead of vermin, but that would be overpowered. It would spawn a living pet turtle, which you would have to butcher to get the shell. It would work for sure, but also gives meat and bones and scales...

While that gives me the idea for an awesome "wildlife preserve" building ... I think that would be a bit much. :)

Can you just add a reaction line in to sometimes spawn a piece of shell? While it would lead to sometimes catching a turtle and not getting a shell, that's less ridiculous than never getting a shell and would just basically mean that some turtles don't have a shell that would be suitable for anything.

But by all means ... don't let this shell issue distract you much from the next Warlock update. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 21, 2014, 02:20:37 pm
I can easily spawn a tanned shell that can be used for armors and such, yes.. but moods require the shell body part, which I cant spawn. Its like skulls and bones and skins. I have no access to those, only to totems, bone items and leathers.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Guthbug on July 21, 2014, 02:25:25 pm
I can easily spawn a tanned shell that can be used for armors and such, yes.. but moods require the shell body part, which I cant spawn. Its like skulls and bones and skins. I have no access to those, only to totems, bone items and leathers.

Yeah, seems like everything that touches the base buildings has some sort of limitation.

Looks like if you embark in a place where you don't fish properly, then you're going to run the risk of a strange turtle mood. And I suppose we all know that some moods just end in a berserk fit where you've got to be put down by the militia squad.

"So sorry about, Urist, ma'am, but you know how he was about his turtle shell."

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lwCoyote on July 21, 2014, 04:16:10 pm
i noticed today in my new fort that i am getting alot of "rocks" show up when i butcher animals, i was wondering is there anything to do with these "rocks" or are they purely a bug? examples are... troll rock, stray boozebelly goat rock, stray cave beetle rock, stray unicorn rock, frogman rock... i didn't even notice them until i realized my refuse pile was full and my corpses were not being butchered. i am currently dumping all of these "rocks" into my garbage pile.

I always assumed these represented gizzard stones; they appear to stockpile as gems and can be traded
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 21, 2014, 04:30:41 pm
Anyone else not able to select Pigtail Spawns on Embark? The ones I use are bought from a Dwarven caravan... am I just blind and you can actually select them or cant you select them and its intended or cant you select them and its unintended?

Cause if its intended not being able to select them I need to look for alternatives to get material for bandaging and suturing easily... might need to get some mountain sheep or whatever dwarves use then... or go straight for forest spider silk farms.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 21, 2014, 05:22:41 pm
What normal animals give shells? Cave turtle? Boulder crab?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 21, 2014, 05:34:42 pm
Anyone else not able to select Pigtail Spawns on Embark? The ones I use are bought from a Dwarven caravan... am I just blind and you can actually select them or cant you select them and its intended or cant you select them and its unintended?

Cause if its intended not being able to select them I need to look for alternatives to get material for bandaging and suturing easily... might need to get some mountain sheep or whatever dwarves use then... or go straight for forest spider silk farms.

Embark depends on what your civ has access to.  If you can buy them from the dwarven caravan you should be able to buy them at embark.  Are you sure you didn't buy them from the gnomes?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on July 21, 2014, 10:50:50 pm
i know this has probably been talked about before but i was wondering, ive made 2 seperate forts now both dwarven. and i notice that elves no longer trade with me, i have used the embassy to invite elves, but they never show up. i noticed today in the embark screen with neighbors that the elves show up as NO TRADE in the entire map. i was wondering how can i get around this issue or is this a new intended feature
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 22, 2014, 12:21:30 am
You probably just embarked far away from the elves, with water or mountains in between.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 22, 2014, 04:36:53 am
Question: iirc colisseum spawning no longer requires changelings, and magmalings/waterlings are removed. Are there any uses for changelings, apart from transforming into familiars? They don't even give meat when butchered...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 22, 2014, 04:57:53 am
Noob question: How do I enable rendermax? And why is my dfhack window so small with extremely small letters, and no way to make it bigger? What is it, dfhack for ants?

I'm pretty sure you type "rendermax lights" into DFHack to turn on, then "rendermax off" when you're done admiring the prettiness and would like the game to get a bit of a move on :)

If that doesn't work, just typing "rendermax" should throw up a list of relevant commands.

No idea about your font size, the Utilities sub-forum might be a better place to ask.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 22, 2014, 05:41:27 am
And why is my dfhack window so small with extremely small letters, and no way to make it bigger? What is it, dfhack for ants?

The dfhack window's font size may have something to do with the default settings for the console window (at least on Windows, not sure how or if it works on mac/linux). Right-click dfhack's title bar, select defaults, select font tab, modify to your convenience. I use size 8x12, Raster font, on a 1280x1024 resolution. Can also adjust the window size (so you can see more lines at once) under the Layout tab.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 22, 2014, 05:58:49 am
Anyone else not able to select Pigtail Spawns on Embark? The ones I use are bought from a Dwarven caravan... am I just blind and you can actually select them or cant you select them and its intended or cant you select them and its unintended?

Cause if its intended not being able to select them I need to look for alternatives to get material for bandaging and suturing easily... might need to get some mountain sheep or whatever dwarves use then... or go straight for forest spider silk farms.

Embark depends on what your civ has access to.  If you can buy them from the dwarven caravan you should be able to buy them at embark.  Are you sure you didn't buy them from the gnomes?




Hm might have bought them from the gnomes, after all I invited them to buy some clockwork mechanisms and Pistol Crossbows and other gimmicky equipment... need to check on that the next time they visit me.

Another thing, sorry but still relativly new and I checked the manual twice for info.

So for animated swords you need an air altair... there was one thing I have no idea how to get... like absolutly no clue... have checked the manual and there was nothing indicating what you need. The things I need: Silk thread: No problem, can go and kill some forest spiders or even giant cave spiders with my military at this point. Large gems? Suppose I need the MDF Gemcutter workshop, the new one. Leather LEATHER_EXOTIC Tanned hide... whatever that means... have no idea. One of the things I have no idea how to aqquire. Candle... that guy making candles.

So for the earth and Water altar whatsoever its getting a bit weirder...


Water altair:

What the hell are Rough Tears of Armok? I checked the manual and have no clue what they are or how to get them...

The rest is clear as... water...


Alright now to the Earth altair raising biggest question tags in my head:

A_Containing_Bag... suppose that means any bag.
IS_METAL Bars... supppose that means any metal.
Sand... no problem, having a beach.
Fired_Mat_Producing_Stone... again no idea what material is meant... maybe coal?


Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 22, 2014, 07:23:01 am
Bug: Tears of Armok is not aquifer in 5.10. I turned aquifers off but the manual said that won't affect Tears of Armok.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 22, 2014, 10:32:44 am
Wait aquifiers are supposed to contain tears of armok but arent working like they should? So theres no way to get them now whatsoever? Hm... anyone knows they are called in the raws so I can add them myself as a reaction or maybe as a possible trade in case they arent already aviable?


Apparently you need to sacrifice meat to Armok for his tears. Hm interesting. Will try that later.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on July 22, 2014, 10:59:50 am
Yeah, turning off aquifers turns off tears of armok creating aquifers. 

Tears of Armok are special gems you can find (or buy) that can be used to generate water and create water altars/mages.  Earth altars need clay, metal and sand (the bag stuff is because sand comes in bags).  Air needs (5?) standard leather (I believe only leather works, not chitin or suede etal), a large gem (which you can make or buy from gnomes at least), silk thread (not sure how many) and a tallow candle from the chandlery (oil candles don't work).  I had alot of problems with things not working if the leather or thread were in bins, so make sure they are free.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 22, 2014, 04:43:05 pm
Is it possible to upgrade coppers to shillings to sovereigns, or split them down?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 22, 2014, 04:44:07 pm
Yes. That reaction should be in the tavern.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 22, 2014, 04:47:30 pm
Ah, the one license-requiring building I didn't build.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 22, 2014, 05:16:42 pm
Ah, the one license-requiring building I didn't build.

IIRC it doesn't require a license.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 22, 2014, 05:24:05 pm
Ah, you are right. Glad you mentioned that before I spent two years ordering another license, only to find out I didn't even need it (though I guess I could build more of the other shops to more quickly convert useless stuff into currency).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 22, 2014, 05:26:47 pm
ProTip of the day: Deconstruct a merchant stall to get the license back, build another one with it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 22, 2014, 05:59:54 pm
But then I don't have the other shops!

Unless you're suggesting some kind of ever shifting state of chaos in which objects are deconstructed and constructed and deconstructed on a whim, constantly recycled into what's most useful at the moment, like some kind of colony of Moties. Madness!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Felius on July 22, 2014, 08:16:34 pm
Same question I asked about an year ago:

Smelting: The GUI doesn't have anything about Harder Smelting anymore, but the manual still reefers to it and there is (still) some code on the raws about violent reactions on the Raws.

That being, do I need to carefully segregate my smelters and worry about them setting fire to thing and people?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on July 22, 2014, 08:24:33 pm
Unless you're suggesting some kind of ever shifting state of chaos in which objects are deconstructed and constructed and deconstructed on a whim, constantly recycled into what's most useful at the moment, like some kind of colony of Moties. Madness!

There'll be no Crazy Eddy nonsense in this fort!  (Now, Crazy Urist on the other hand....)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on July 22, 2014, 10:12:43 pm
Same question I asked about an year ago:

Smelting: The GUI doesn't have anything about Harder Smelting anymore, but the manual still reefers to it and there is (still) some code on the raws about violent reactions on the Raws.

That being, do I need to carefully segregate my smelters and worry about them setting fire to thing and people?

I've never had that happen. Just in case, maybe put it on stone so it doesn't ignite moss and such.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on July 23, 2014, 04:54:16 am
Harder Smelting was removed in v4b (" - Removed Hardersmelting Button in the GUI, this setting is obsolete with the addition of the Ore Processor."). The manual hasn't really been updated in a while but Meph will have a few one soonish.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Fleeb on July 24, 2014, 10:44:35 am
I don't get it. Are plump helmets not distillable? I just started a dwarf fort. I have a distillery, I have like 40 plump helmets in a stockpile right next to it, I have available barrels. Nothing is forbidden. In the kitchen screen plump helmets are set to "brew" and not to "cook" but every time I queue up "brew drink" I get the message that it is cancelled, needs distillable item.

It's winter so my outside water sources froze. Now my fortress is dehydrating to death because they won't brew the plump helmets.


::edit:: yeesh, of course, right after I post this they miraculously start brewing. May be too late to save this fort though. Dumb ass dwarves.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Innocent Dave on July 24, 2014, 11:54:16 am
Large gems? Suppose I need the MDF Gemcutter workshop, the new one.

Large gems are a random by-product of normal gemcutting.  Just keep cutting stuff in the jeweller and they should appear.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 24, 2014, 12:57:04 pm
Large gems? Suppose I need the MDF Gemcutter workshop, the new one.

Large gems are a random by-product of normal gemcutting.  Just keep cutting stuff in the jeweller and they should appear.

IIRC you can also make large gems out of 5 small gems in the gemforge, or some other gemworkshop.

Also, my game crashed after my summoned FB (from warpstone pool), some kind of beast made of water with deadly vapors, started fighting. It didn't specify how deadly it is, but I didn't expect dwarffortress.exe to be the first casualty. Does this kind of thing happen often?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: There Is No Vic on July 24, 2014, 09:10:36 pm
MWDF 5.10, windows 7, Phoebus

Herbalist Lab Extract Perfume from Orchids produces orchid none [5]
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on July 25, 2014, 05:09:37 pm
MWDF 5.10, windows 7, Phoebus

Herbalist Lab Extract Perfume from Orchids produces orchid none [5]

Same version, brick oven doesn't use dye to make the painted bricks. Nevermind, it never reads anywhere that it should use it.

Although the Apotechary reaction of Bonesetting learning, which says it needs totems, takes bones instead.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: herocrafter on July 27, 2014, 01:27:33 am
How do you build the display case decoration?  I've read its in here but that might of been an older version.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Guthbug on July 27, 2014, 07:25:29 am
Ah. The display case. :)

It's in the "furnace" list, available from b>e commands. It's at the very tail end.

Takes a block or some other building structure, and then whatever item you're wanting to display.

For best results, build a display case holding your weird artifacts (the bone left shoe or whatever) and put it in a public area where everyone can see how epic the fort they're living in actually is.

For whatever reason, all dwarves will get a happy thought when they walk past the display stand hosting a legendary stone abacus.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: herocrafter on July 27, 2014, 05:44:44 pm
Yes.  Thank you very much.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: wer6 on July 27, 2014, 06:16:27 pm
Its probably bolted down so that you could play with it but not actually steal it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on July 28, 2014, 04:32:25 am
So anyone knows where I can find item and creature raws (in particular the IDs to spawn them in)? The testing arena doesnt seem to work for me for whatever reason (crashes on trying to launch it) and I wanted some testing with a few matchups (Adamantine gear dwarves vs strong enemies like Bronze Colossi or Dragons) before that happens to my main fortress. Its just a matter of time till Uristhesam gets attacked by a dragon and I want to be prepared just in case my Adamantine Repeater Crossbowman wont be sufficient enough. Have created a small world for testing purposes.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jacketgun on July 28, 2014, 11:44:29 am
when i create an acid turret it says that a land mine has been created.
not a major bug, but i thought i would post it anyway.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on July 29, 2014, 09:49:20 pm
I think adding mechanisms to woodcrafter's workshop or stonecrafter's workshop would add an extra level of difficulty to early embark
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: shaver on July 31, 2014, 08:37:34 pm
I chose the easy start embark profile, and ended up with what I think are the wrong items. I didn't have any animals, I was missing an anvil, and I had wood/granite/coal that I didn't expect. I also didn't have as much food as I was expecting.

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

The anvil was available to add, and there were no problems listed in the embark screen.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on July 31, 2014, 09:17:52 pm
General suggestion: Would it be possible to add some fake "plants" to gather along coastlines? Like bits of coral and seashells that seem to wash up on the shores of ocean biomes, that could then be gathered and processed (but not farmed) into usable materials for crafts? I think it would make coastal forts a little less boring.

If so, I've thought of a list of such "plants":

Conch: rare, provides a single shell

Sand Dollar: common, very fragile, provides 0-1 shells

Bivalve: rare, provides 1-2 shells

Oyster: rare, provides a small amount of oyster meat and 0-1 highly-valued "pearl" rough gems

Urchin: common, provides a small amount of urchin meat, possibly a source of shell and/or pain-poison

Jellyfish: common, provides a small amount of jellyfish meat, possibly a source of pain+paralysis-poison

Kelp: very common, provides a moderate amount of leaves for cooking, possibly have a reaction that makes it into rope similar to intestines

Large Driftwood: very common, provides a low-valued log

Coral: rare, provides 1-2 high-value rough gems

Shark Tooth: rare, provides a tooth for ivory crafts/decoration



It isn't dwarf-specific, but I wasn't sure where to put this, since to my knowledge, there isn't a "general suggestions" thread.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 01, 2014, 03:19:06 am
The problem with those naturally occuring plants is that they could be farmed in farm plots. ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on August 01, 2014, 04:38:06 am
The problem with those naturally occuring plants is that they could be farmed in farm plots. ;)

Not if their seeds evaporate at room temperature  ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 01, 2014, 05:06:24 am
They would still be in the list.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on August 01, 2014, 12:07:00 pm
Do plants need seeds?  Can you create a plant that will grow in the wild that doesn't have seeds?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: BlackFlyme on August 01, 2014, 12:49:34 pm
Do plants need seeds?  Can you create a plant that will grow in the wild that doesn't have seeds?

There are already a few vanilla plants that grow without seeds just fine. Mostly the swamp plants, which are muck roots, bloated tubers, and kobold bulbs. But also valley herbs, which grow in temperate grasslands during spring.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on August 01, 2014, 01:27:27 pm
forgive me if this has been asked but how do I turn multi z level viewer off in 5.10?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 01, 2014, 02:21:32 pm
forgive me if this has been asked but how do I turn multi z level viewer off in 5.10?
first page of the GUI, "item graphics". you have to turn them off, it disables zlevels as well.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on August 01, 2014, 04:58:16 pm
forgive me if this has been asked but how do I turn multi z level viewer off in 5.10?
first page of the GUI, "item graphics". you have to turn them off, it disables zlevels as well.

Will that work on a pre-existing fortress, or I have to gen a new world for that?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 01, 2014, 07:17:30 pm
All options on the first page of the gui work on existing forts, which the exception of tileset changes, which still work, but might look wrong, depending on which tilesets you choose. So no worldgen needed.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Legless on August 02, 2014, 01:08:48 am
Hi, guys!
I am playing with harder farming. As underground crops grow for a year, I tried to organize some aboveground farms. But I encountered with problem: I can't put in anything except kobold bulbs (only one point in farm plot list). Farms are outside, have light. Summer. Some seeds are nearby. What am I doing wrong?
===
I've probably got it. Farms are on mountain biome.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on August 02, 2014, 06:05:30 pm
Were the expedition outfitter and starting point removed during one of updates ? if not I might be blind and cant find them, please help...
Also how to store blood barrels extracted from body parts, and will the vampires drink it ?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 02, 2014, 06:08:11 pm
vampires wont drink it any more than normals dwarves.

Expeditions have been removed.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on August 02, 2014, 06:15:21 pm
well, vampires... I got a Vampire mage migrant - he was a 5 years old child :D Poor kid got atomsmashed (and it took me a long long time to get him into the right position :D ), I had no idea how else to protect the other bloodbags.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on August 03, 2014, 07:14:33 am
Expeditions have been removed.

Awww too bad I really enjoyed them, and now there is no way to obtain deep bronze I guess :(
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LordNippes on August 03, 2014, 08:45:46 am
Is there any way to push the goblins a little bit in the world generation maybe anything in the raws? In my worlds they are always near extinction. But i don't want to change something like babysnatching that's to essential for me.
I tried countless worlds with different settings and set their BANDITRY to 10 but nothing seems to work. I never get a strong goblin civilisation, best is around 1000 goblins. Best i got was 1600 but every other important civ had at least 5000+.

Edit: As i wrote this i designed a world with a 6000 golblin civ. I didn't change anything new but it needed more than 30 attempts rather more.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Giimer on August 03, 2014, 09:48:12 am
Fish caught in the pond is transferred to the warehouse
Fish bought in the market is transferred to the warehouse
Fish caught in Fishpond not transferred to the warehouse. Can I fix it?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 03, 2014, 10:14:50 am
Fish caught in the pond is transferred to the warehouse
Fish bought in the market is transferred to the warehouse
Fish caught in Fishpond not transferred to the warehouse. Can I fix it?
No. But the fishery will accept it, and after it has been made into prepared fish, it will be stockpiled.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Giimer on August 03, 2014, 10:48:06 am
Fishery will accept. But then is not transported-lies in the fishery. Transferred only if the cook in the kitchen
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vonsch on August 03, 2014, 12:03:17 pm
Fishery will accept. But then is not transported-lies in the fishery. Transferred only if the cook in the kitchen

You try a stockpile link? And make sure you have room in the stockpile. I am forever forgetting to check and finding out there's just no room at the destination.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: SecondBreakfast on August 03, 2014, 07:33:09 pm
How long does it take you guys to get sieges? I've had multiple forts get to the five/six year mark with nothing but thieves and snatchers before I get bored and start begging for invasions through the embassy. Even then I only get sent ambushers. Anyone know what gives?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: darthbob88 on August 03, 2014, 08:28:34 pm
I've got a siege of raptor people in year 3, so it's probably just you. Best solution is probably just making and exporting more wealth.

Question of my own: How can I make dwarves in mixed-ranged-weapon squads carry the right ammo? Like, I've got a dwarf with a crossbow who's carrying javelins, and one with a javelin thrower that's got a quiver full of bullets. Can I do anything about this, or should I just standardize on one kind of weapon/ammo for the whole squad?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 03, 2014, 08:52:37 pm
The glorious answer detailing dwarven AI is: You cant. You need several squads, with one type of ranged weapon each.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on August 03, 2014, 08:58:51 pm
has anyone else noticed the lack of flavor in the cave system concerning the animals? in my current fort the only animals entering my cave system are pekyts, cave beetles, blobs of varying types, and frogmen/raptormen, i have some cage traps setup so my dwarves will never go hungry again with the 78 caged pekyts sitting in my zoo. lol, but is there a way to change the frequency to add more diversity down there?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 03, 2014, 09:05:58 pm
First cavern is easy. Did you dig down more?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on August 03, 2014, 09:14:30 pm
ya i have all 3 caverns and breached into the adamantine layer, currently setting up my blue army of full sets of adamantine armor, that is if the veins hold out long enough... i have second and third layer currently blocked off for fps reasons, as i am flooding a z-level up top for underground pastures, in a terrifying biome and the grazers hate the grass since one of the recent updates. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on August 03, 2014, 09:50:19 pm
Hey Meph. I would like to report a bug. When you try to brew a specific drink. Ex: brew Whip Wine instead of brew drink. It will only accept rock pots and not wooden barrels. I do not have any burrows and i definitely have empty barrels but i couldn't brew a specific drink until i decided to craft rock pots.

Also one more thing. What is wood stalk used for?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on August 03, 2014, 10:32:04 pm
The large pots when brewing specific drinks is something that has to do with Toady doing weird stuff to barrels to make them fit more then they should with the default valnilla reactions.

Wood stalk is made into wood for kobolds and orcs. Not sure what building it'd be for dwarves. Try typing "wood stalk" into the manager screen. If no reactions turn up, dwarves can't process it into wood. Pretty sure its brewable though.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: windalu on August 04, 2014, 05:27:07 am
Hey Meph. I would like to report a bug. When you try to brew a specific drink. Ex: brew Whip Wine instead of brew drink. It will only accept rock pots and not wooden barrels. I do not have any burrows and i definitely have empty barrels but i couldn't brew a specific drink until i decided to craft rock pots.

Also one more thing. What is wood stalk used for?

brewing specific drinks uses any large pots. Generally, I just do not produce barrels :D.

Wood stalks can be brewed into Stalk whiskey or be made into papyrus (like any other plants). There is no reaction "Brew stalk whiskey" so if you want to make some, just forbid all other brewable plants in the Kitchen menu and use the vanilla Brew drink reaction in the distillery.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on August 04, 2014, 05:08:50 pm
Another question. I found dragon scales at the archeologist and what i got from google is that I'm supposed to make it into dragon scale armour. Now my question is, wether or not it's worse or better than steel or at least rigid shellplate.

Also, do they have any other uses?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zuzu Reish on August 04, 2014, 05:25:08 pm
Hopefully this is the right place for this: I'm playing with the additional flora/fauna plugin activated, on a badland embark. What are the utility of barrel cacti? I can barrel-process them for water, which seems useful, but will the dwarves actually use that for anything water-related: e.g., pouring it into a bucket to give to a patient / clean a patient /etc.? I can cook the seeds, sure, but I'd rather not be stuck with a bunch of barrels of water (sounds like problem you'd want to have, in a desert).

Any help would be much appreciated!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 04, 2014, 05:31:23 pm
I have a problem with effects of joining guilds in 4j and 5.10. Everything seems to work except that after transformation XP gains in relevant jobs are the same (low, -50% in my case). It doesn't happen with naturally occurring guildsdwarves, they have a proper +100%. Tested only for civilian guilds, like Masons, Smiths and Carpenters by observing XP changes in Therapist.

Can anyone confirm this behaviour? I wasted two days doing experiments because... well, I couldn't believe that this whole thing was purely decorative and no one have noticed, but now I reproduced it in freshly generated world on clean right-out-of-archive version of 5.10 and I'm pretty much out of ideas. Please help! I can't stop thinking about it %-)

Also, fun fact which I didn't see mentioned anywhere is that joining guild not only generates new set of physical attributes, but also changes the age. Seems completely random.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 04, 2014, 05:35:49 pm
Hopefully this is the right place for this: I'm playing with the additional flora/fauna plugin activated, on a badland embark. What are the utility of barrel cacti? I can barrel-process them for water, which seems useful, but will the dwarves actually use that for anything water-related: e.g., pouring it into a bucket to give to a patient / clean a patient /etc.? I can cook the seeds, sure, but I'd rather not be stuck with a bunch of barrels of water (sounds like problem you'd want to have, in a desert).

Any help would be much appreciated!
Can't say about cacti specifically, but pressing water from quarry bush leaves was a lifesaver on waterless site! Dwarves did actually use that water.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Ogamaga on August 04, 2014, 11:04:32 pm
Is there currently a way to obtain deep bronze as dwarves?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: nukularpower on August 04, 2014, 11:24:28 pm
Is there something special you have to do to get the magmaling/waterling reactions to show up in the alchemist?  I have magma discovered... were they moved from there or something?  The manual says I should be able to do it there, but the only gem reaction i'm seeing is to create metal from bones of armok.  Sucks cuz I was counting on it for lava this time :(

Secondly, I noticed this before like a year ago, and since picking DF back up I was surprised to see it happening again - I thought it was some sort of one-off bug, but apparently not.  2 times I've started fortresses with an Earthkin dwarf.  Both times he starts out fine, but after a few years he slows down so much that he can hardly move.  Tried training with workbench to get his str up to no avail - seems to be an issue with the rockskin buff they are constantly recasting on themselves not expiring or something like that?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zuzu Reish on August 05, 2014, 01:25:22 am
Hopefully this is the right place for this: I'm playing with the additional flora/fauna plugin activated, on a badland embark. What are the utility of barrel cacti? I can barrel-process them for water, which seems useful, but will the dwarves actually use that for anything water-related: e.g., pouring it into a bucket to give to a patient / clean a patient /etc.? I can cook the seeds, sure, but I'd rather not be stuck with a bunch of barrels of water (sounds like problem you'd want to have, in a desert).

Any help would be much appreciated!
Can't say about cacti specifically, but pressing water from quarry bush leaves was a lifesaver on waterless site! Dwarves did actually use that water.

I suppose that would be the same reaction, interesting; did the dwarves use the water to clean patients? That's really what I'm concerned about; I'd very much LOVE to do a TOTALLY above-ground fortress on a scorching embark. I've sometimes seen them give water from the alcohol-to-water reaction from the brewery, but that's different. Keep in mind, here, that I'm being a bit of a purist...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 05, 2014, 04:58:38 am
I suppose that would be the same reaction, interesting; did the dwarves use the water to clean patients? That's really what I'm concerned about; I'd very much LOVE to do a TOTALLY above-ground fortress on a scorching embark. I've sometimes seen them give water from the alcohol-to-water reaction from the brewery, but that's different. Keep in mind, here, that I'm being a bit of a purist...
Can't say for certain about cleaning patients. Seen it quite a bit ago, so 'maybe'. But waterling or liquid spawner could help with this, if it's not against your policy  :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zuzu Reish on August 05, 2014, 05:42:09 am
I suppose that would be the same reaction, interesting; did the dwarves use the water to clean patients? That's really what I'm concerned about; I'd very much LOVE to do a TOTALLY above-ground fortress on a scorching embark. I've sometimes seen them give water from the alcohol-to-water reaction from the brewery, but that's different. Keep in mind, here, that I'm being a bit of a purist...
Can't say for certain about cleaning patients. Seen it quite a bit ago, so 'maybe'. But waterling or liquid spawner could help with this, if it's not against your policy  :)

I'd be okay with that, although I'm pretty new to the mod: how would I get access to the Tear of Armok (if I understand the process correctly) aboveground?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 05, 2014, 05:42:53 am
Dig down and find one, or buy one for lots and lots of money from the merchant stalls.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 05, 2014, 06:38:53 am
I really can't figure out the magma well as it is (and searching doesn't help).

I can't find a way to make it a "safe" thing for the worker.
It seems to spawn a finite amount of magma that even goes through walls, when I thought it would just spawn liquid continuously from itself.
I tried to make one magma safe (even the bucket), and it still exploded.

As it is, either I am not understanding the thing well or it is not as usefull as I thought (thought it was a "safe" way to get magma up for forges and moats that doesn't require tons of pumps).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on August 05, 2014, 07:15:12 am
I really can't figure out the magma well as it is (and searching doesn't help).
I can't find a way to make it a "safe" thing for the worker.

It is not the best thing but I would suggest resort to cheating. Dig a moat where you want your magma be and use liquids in df hack. using help will display whole bunch of useful commands. It is the safest and most reliable way to get magma, well at least for me.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 05, 2014, 07:48:29 am
I know, but I really thought the magma and water wells were a way to use very rare gems to do those "cheats" in a more legit way.

I guess my choices now are magma sea (deep down at -50, vetical 3rd cavern), cheating, or using minecarts to take magma up (last time I tried ended badly, green glass melted, and iron was too heavy and got stuck in the magma).


On an other side note, I have a few questions that might as well be posted here:

1/ How do you guys deal with worn out clothes? They clutter my fort all over, and I can't seem to find a good way to take only those to a stockpile to get disposed.

2/ Very similar question, but for surplus of seeds, and potentially other items.
I use a central "seed" stockpile, that gives to individual seed piles, and either sell or roast the ones in surplus (depending on food needs).
This is very heavy on the preparation, but that's the best I could figure out so far to ensure keeping seeds on the side.

3/ I embarked with plump helmet folks. Those breed like madmens and throw parties all the time (cancelled because in a pe'n', but still). I tried to butcher a lot of them, and I am now with piles of their "meat" in the plant pile. I know I can brew that, but I'd need way too many barrels and brewers.
Anyone else had troubles with those critters?

EDIT:
4/ Is there any way at all to make a wood plank stockpile per type?
I'd love to be able to filter them, because of colour, weight and value, but the only option seems to be building multiple sawmills and 't'ake from them, or to switch the pile that takes each time, the first option being a waste of materials and place, the second very micro intensive.

5/ I quicly checked the 5x3 brewery, but it seems to take more for less yield (2 plants to 2x3 booze, compared to 1 plant to 5).
Did I miss something while reading the reactions?



That's all (for now^^), I am enjoying my return to MDF a great deal after stopping for a year, all those new things to play around with that I still am not finished.

Particularly loving the rewamp of the guild system, the merchants and the praying, it really gives a lot more flexibility to playing dwarves.

Heck, it might be possible to make a fortress with a lot of priests (and butchers for later souls) to sustain it, just like it's possible with merchants.

Looking forward to the proper human release (with doc) in a few days, going to continue mostly with dwarves for now.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: GreyPowerVan on August 05, 2014, 08:47:14 am
1/ How do you guys deal with worn out clothes? They clutter my fort all over, and I can't seem to find a good way to take only those to a stockpile to get disposed.

Try typing "Cleanowned all" into your dfhack.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on August 05, 2014, 10:16:47 am
For worn out clothes you can build crematorium and burn them or just sell them to the caravans
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 05, 2014, 10:24:44 am
I know, but I really thought the magma and water wells were a way to use very rare gems to do those "cheats" in a more legit way.

I guess my choices now are magma sea (deep down at -50, vetical 3rd cavern), cheating, or using minecarts to take magma up (last time I tried ended badly, green glass melted, and iron was too heavy and got stuck in the magma).
Glass melted? Weird. Anyway, build magma well one level under a basin for magma (no holes in the floor) and use "Spawn magma trap" in well.  It was in changelog (http://www.bay12forums.com/smf/index.php?topic=125633.msg4214412#msg4214412). (Scroll down to Water Wells and Magma Wells)

Some problems with it, though. It needs two rough blood of Amrok gems. One for well itself and one for reaction and it gives only fixed amount of magma.

Another is that is spawns incorrectly and sticks magma into walls and in any open space, no matter if it would be possible for magma to get there by flowing. So you'll have to be very careful to have enough empty space over the well. I suppose to prevent constant flow in less than 7/7 filled basin it would be better to have a drain somewhere to keep actual magma storage full and compact and let excess evaporate...

On an other side note, I have a few questions that might as well be posted here:

1/ How do you guys deal with worn out clothes? They clutter my fort all over, and I can't seem to find a good way to take only those to a stockpile to get disposed.

2/ Very similar question, but for surplus of seeds, and potentially other items.
I use a central "seed" stockpile, that gives to individual seed piles, and either sell or roast the ones in surplus (depending on food needs).
This is very heavy on the preparation, but that's the best I could figure out so far to ensure keeping seeds on the side.

3/ I embarked with plump helmet folks. Those breed like madmens and throw parties all the time (cancelled because in a pe'n', but still). I tried to butcher a lot of them, and I am now with piles of their "meat" in the plant pile. I know I can brew that, but I'd need way too many barrels and brewers.
Anyone else had troubles with those critters?

EDIT:
4/ Is there any way at all to make a wood plank stockpile per type?
I'd love to be able to filter them, because of colour, weight and value, but the only option seems to be building multiple sawmills and 't'ake from them, or to switch the pile that takes each time, the first option being a waste of materials and place, the second very micro intensive.

1. I don't have stockpile for clothes. Everything which just lays around gets burned in Crematorium. (Though I cheat sometimes and use alternative stock interface to dump everything with wear and not equipped to speed up the process. Or to dump them on refuse stockpile.)

2. dfhack seedwatch if you want. But usually I don't bother. I simply don't cook them or any plants which seeds are useful.

3. LOL Luckily the only plumphelmet man I saw quickly died in a cursed dust accident, so no.

4. I don't think there is. Actually, I mostly gave up on stockpiles %-) They are buggy, kill fps and are otherwise unmanageable.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 05, 2014, 10:33:51 am
Glass melted? Weird. Anyway, build magma well one level under a basin for magma (no holes in the floor) and use "Spawn magma trap" in well.  It was in changelog (http://www.bay12forums.com/smf/index.php?topic=125633.msg4214412#msg4214412). (Scroll down to Water Wells and Magma Wells)

Some problems with it, though. It needs two rough blood of Amrok gems. One for well itself and one for reaction and it gives only fixed amount of magma.

Another is that is spawns incorrectly and sticks magma into walls and in any open space, no matter if it would be possible for magma to get there by flowing. So you'll have to be very careful to have enough empty space over the well. I suppose to prevent constant flow in less than 7/7 filled basin it would be better to have a drain somewhere to keep actual magma storage full and compact and let excess evaporate...
Well, it is indeed a possibility, but it requires a second "blood of armok", of which I only had 1 (an only 5 in total on the map, the rest bing in the 3rd cavern layers).

I'll try to get my hand on one with wall hacking (ssense in 'h' mode).

The finite quantity is what bugs me the most though, so maybe back to other ways for now).

1. I don't have stockpile for clothes. Everything which just lays around gets burned in Crematorium. (Though I cheat sometimes and use alternative stock interface to dump everything with wear and not equipped to speed up the process. Or to dump them on refuse stockpile.)

2. dfhack seedwatch if you want. But usually I don't bother. I simply don't cook them or any plants which seeds are useful.

3. LOL Luckily the only plumphelmet man I saw quickly died in a cursed dust accident, so no.

4. I don't think there is. Actually, I mostly gave up on stockpiles %-) They are buggy, kill fps and are otherwise unmanageable.
2. I usually don't bother either, but when I get to 200+ strawberry seeds, for a 25 plot farm, it starts to impact the FPS for no benefit at all.

3. They gain social skill really fast, but on the other hand, they can be a big help if you embark without soil, to get you booze while you figure out a flooding system.

4. I use a lot of stockpiles, and figured out most of what I needed with toying around with 'g'ive and 't'ake, wheel barrows, minecarts and all that, but that's the only point I couldn't figure out for now.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 05, 2014, 11:03:28 am
Glass melted? Weird. Anyway, build magma well one level under a basin for magma (no holes in the floor) and use "Spawn magma trap" in well.  It was in changelog (http://www.bay12forums.com/smf/index.php?topic=125633.msg4214412#msg4214412). (Scroll down to Water Wells and Magma Wells)

Some problems with it, though. It needs two rough blood of Amrok gems. One for well itself and one for reaction and it gives only fixed amount of magma.

Another is that is spawns incorrectly and sticks magma into walls and in any open space, no matter if it would be possible for magma to get there by flowing. So you'll have to be very careful to have enough empty space over the well. I suppose to prevent constant flow in less than 7/7 filled basin it would be better to have a drain somewhere to keep actual magma storage full and compact and let excess evaporate...
Well, it is indeed a possibility, but it requires a second "blood of armok", of which I only had 1 (an only 5 in total on the map, the rest bing in the 3rd cavern layers).

I'll try to get my hand on one with wall hacking (ssense in 'h' mode).

The finite quantity is what bugs me the most though, so maybe back to other ways for now).
You can buy them too, they aren't all that costly for established fort. Or let some uselessselfless dwarf become a sacrifice for the future of your Fort. Dwarf analogue of Prometheus, so to speak :) Just needs careful set up.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on August 05, 2014, 03:39:18 pm
Blood of Armok and Magma Wells: the other problem is that they don't unlock magma buildings, so you have to dig down anyway.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on August 05, 2014, 03:52:47 pm
For the magma trap (large), scale down the circle for smaller uses

z+1, digcircle 21 filled
z make a 3x3 room with a single stairway in front (center tile of the room is the center of the circle.  Surround that with stairs, with one tile of room, so:
Code: [Select]
XXXXXXX
X     X
X ... X
X ... X  <-- magma well goes in this room.
X ... X
X  <  X
X     X
XXXXXXX

extend those stairs up into the circle and down a few levels, then put a pipe of to the side on the bottom level, that you either let drain into magma works, or pump.

z-3
Code: [Select]
>>>>>>>
>     >
>     >
>     >
>     >
>  X  >      <--- stairs for access to magma trap
>>>>>>>...    <--pipe for usage.

Or if you are lazy make the pipe off a channel on the initial circle and pump it out.  I think that Meph fixed the magma unlocking a version or two ago, there is a dfhack command for it (which I don't remember at the moment).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on August 05, 2014, 03:55:43 pm
4. I use a lot of stockpiles, and figured out most of what I needed with toying around with 'g'ive and 't'ake, wheel barrows, minecarts and all that, but that's the only point I couldn't figure out for now.

Not easily. Although the game correctly interprets planks as wood blocks, block stockpiles don't have the option to distinguish between wood block types like they can stone block types. The only way to stockpile them is to turn on wood in the block stockpile, which is going to stockpile everything.

In theory, what you could is have a wood (logs) and/or food (saplings) stockpile that accepts only one kind of log/Sapling, feed that to a specific sawmill, then feed the sawmill to wood block stockpiles that accept from links only. These block stockpiles could then feed specific workshops - for example, if you only ever wanted fungiwood furniture, that chain would feed a workshop while other chains would feed, for example, a smelter to turn unwanted blocks into ash or coke. That would take a lot of space, though, chiefly because you'd need multiple sawmills (one sawmill for each wood type you wanted to separate from the rest).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 05, 2014, 06:23:44 pm
I have a problem with effects of joining guilds in 4j and 5.10. Everything seems to work except that after transformation XP gains in relevant jobs are the same (low, -50% in my case). It doesn't happen with naturally occurring guildsdwarves, they have a proper +100%. Tested only for civilian guilds, like Masons, Smiths and Carpenters by observing XP changes in Therapist.

Can anyone confirm this behaviour? I wasted two days doing experiments because... well, I couldn't believe that this whole thing was purely decorative and no one have noticed, but now I reproduced it in freshly generated world on clean right-out-of-archive version of 5.10 and I'm pretty much out of ideas. Please help! I can't stop thinking about it %-)

Also, fun fact which I didn't see mentioned anywhere is that joining guild not only generates new set of physical attributes, but also changes the age. Seems completely random.

Anyone? Pretty please! If anyone knows how to change learning rate from dfhack it would be great too. I was into tenth year when I discovered this. Things just started getting interesting... But it really messed up my plans. Don't want to abandon that fort yet though.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 05, 2014, 06:44:57 pm
I have a problem with effects of joining guilds in 4j and 5.10. Everything seems to work except that after transformation XP gains in relevant jobs are the same (low, -50% in my case). It doesn't happen with naturally occurring guildsdwarves, they have a proper +100%. Tested only for civilian guilds, like Masons, Smiths and Carpenters by observing XP changes in Therapist.

Can anyone confirm this behaviour? I wasted two days doing experiments because... well, I couldn't believe that this whole thing was purely decorative and no one have noticed, but now I reproduced it in freshly generated world on clean right-out-of-archive version of 5.10 and I'm pretty much out of ideas. Please help! I can't stop thinking about it %-)

Also, fun fact which I didn't see mentioned anywhere is that joining guild not only generates new set of physical attributes, but also changes the age. Seems completely random.

Anyone? Pretty please! If anyone knows how to change learning rate from dfhack it would be great too. I was into tenth year when I discovered this. Things just started getting interesting... But it really messed up my plans. Don't want to abandon that fort yet though.
If they transform, they also get the new skill learn rates, its declared in the caste, its impossible for it not to work. Its more likely that the Therapist cant read it out properly.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 05, 2014, 07:44:31 pm
All right, Meph.

I did fresh embark, with two proficient miners (skills assigned in embark, I assume that they have exactly the same XP).

One has to dig exactly 200 tiles of stone to get to talented.

Meanwhile I build a guildhall and convert second miner to Mason. Everything goes as it should, announcement, seven days pause, another announcement, dwarf info says *MASON GUILD*. And after that it takes second dwarf exactly 200 tiles of stone to level up to talented.

I did not use Therapist. For purity I didn't even run it once on this game. I only used dfhack commands "reveal" and "createitem COIN GOLD 500".

This does not work this way for dwarves who are members of guild from the start (immigrants).

So. Uhm... Either it is broken or I have some rather severe misunderstanding here. Any ideas?  :'(
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 05, 2014, 08:00:10 pm
Sounds like solid science, I will have to test it myself at some point. I know for a fact that it worked as advertised, but your report indicates that it got broken at some point. Maybe some dfhack upgrade... you can try using naturalskills.lua, but I think it only fixes the skill levels, not the skill learn rate.

either way, thats not good news, but its good to have it. Thanks.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 05, 2014, 08:45:03 pm
It might be related to the same 'bug' that caused your human militia not to get their bonus, so a call to the same function that solved it might help here too?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Ogamaga on August 05, 2014, 09:21:48 pm
All right, Meph.

I did fresh embark, with two proficient miners (skills assigned in embark, I assume that they have exactly the same XP).

One has to dig exactly 200 tiles of stone to get to talented.

Meanwhile I build a guildhall and convert second miner to Mason. Everything goes as it should, announcement, seven days pause, another announcement, dwarf info says *MASON GUILD*. And after that it takes second dwarf exactly 200 tiles of stone to level up to talented.

I did not use Therapist. For purity I didn't even run it once on this game. I only used dfhack commands "reveal" and "createitem COIN GOLD 500".

This does not work this way for dwarves who are members of guild from the start (immigrants).

So. Uhm... Either it is broken or I have some rather severe misunderstanding here. Any ideas?  :'(
Sounds like solid science, I will have to test it myself at some point. I know for a fact that it worked as advertised, but your report indicates that it got broken at some point. Maybe some dfhack upgrade... you can try using naturalskills.lua, but I think it only fixes the skill levels, not the skill learn rate.

either way, thats not good news, but its good to have it. Thanks.
According to Therapist at least it works for me, only 1 change from "stock" masterwork. (involves pets available at embark)
Also, am I out of luck on the deep bronze as dwarves issue?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 06, 2014, 04:53:28 am
Deep Bronze is currently not available to dwarves. Sorry. But you could add it easily to the smelter/forges yourself.

So, Ogamaga, the guild boni work for you? What OS and version do you play? Same question to Elfy, OS and version, please. Maybe it helps to narrow down the source.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 06, 2014, 06:02:05 am
Windows 7 x64. Guilds learning bonuses did not work for dwarves transformed in fortress in 4j, in 5.10, and I got 3i from archives yesterday and it did not work either. I'll go further back as time allows.

4j was somewhat modified, but two other versions were right from archive, dfhack and all that.

Also I tested install/save from Ogamaga too, and it did not work for me. From PM I got that it might not worked for him either, some more testing is needed.

UPD:
2i: wow, this looks like a different mod :-D Couldn't find a way to change caste in it.
3 (the first one, without letter): nope, not working. Tested carpenter and miner.

That's it, I guess. Either something is missing from packages, or there is some system issue which affects at least two players.

UPD2: naturalskills.lua does nothing for this issue.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Ogamaga on August 06, 2014, 07:40:15 am
Window 7 x64. Guilds learning bonuses did not work for dwarves transformed in fortress in 4j, in 5.10, and I got 3i from archives yesterday and it did not work either. I'll go further back as time allows.

4j was somewhat modified, but two other versions were right from archive, dfhack and all that.

Also I tested install/save from Ogamaga too, and it did not work for me. From PM I got that it might not worked for him either, some more testing is needed.
Confirmed, I was going by the bonus xp percent in Therapist, had not checked actual xp gain yet. Only tested in 5.10 here though so far, next will be 4b.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on August 06, 2014, 08:20:59 am
Hey it's me again. So what happened this time was that my miner mined into coal dust and now he has lung damage. now my question is this. Is black lung like some poisons in that it slowly gets worse and worse until the dwarf eventually dies or is it just one time damage caused by mining coal dust? the reason why i'm asking this is so i could know whether or not i should send him on a suicide mission and mine the rest of the coal now that he's been infected. If mining more coal dust speeds up his eventual demise please tell me that as well.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 06, 2014, 08:24:40 am
The more coal he mines, the worse it gets. He should survive for now. Masons Guild miners are immune btw.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kiefatar on August 06, 2014, 10:48:46 am
Least you fixed it so that they don't mine a single piece of coal/dust and fall over dead from asphyxiation. They used to do that half the time...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 06, 2014, 10:52:39 am
Least you fixed it so that they don't mine a single piece of coal/dust and fall over dead from asphyxiation. They used to do that half the time...
Yeah, that wasnt intended. ^^

I never noticed that, because I always dig with digv, which mines all the "coal" and ignores all the "coal dust" tiles.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: soyweiser on August 06, 2014, 11:04:29 am
What does the "summoner" curse do? A gigantic flying monster made out of copper is cursing my military with it...

Edit: http://prntscr.com/4a5ky8 OW FUCK.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 06, 2014, 11:08:43 am
What does the "summoner" curse do? A gigantic flying monster made out of copper is cursing my military with it...
Thats from Fear The Night.

I dont know, but you might find info here: http://www.bay12forums.com/smf/index.php?topic=127213.msg4317508#msg4317508
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: soyweiser on August 06, 2014, 11:10:58 am
I dont know, but you might find info here: http://www.bay12forums.com/smf/index.php?topic=127213.msg4317508#msg4317508

"Summoner (Can turn corpses into 3 special "demon" types, has the least physical ability)"
Thanks.

Super. I still have two dead invasionforces laying around. And a couple of dead grimelings. (And my corpse total is 125 and my bodypart total is 700+). FUN!

Edit killed the summoner fiend, now I have ten summoner dwarfs, lost a few more. They have a lot of broken bones. Meh.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 06, 2014, 01:04:41 pm
All right. I "fixed" guilds issue.

Disclamer: I have NO idea what I'm doing. So it might not make much sense to more knowledgeable folks and it might break something else horribly. I post it only to provide some experimental data. And because so far it works.

Here is the deal.
Code: [Select]
local unit=dfhack.gui.getSelectedUnit()
if unit == nil then
    print('No unit selected')
    return
end

if unit then
    print(unit.status.current_soul.caste)
end

I ran this code for various native and transformed guildsdwarves and noticed that transformed ones have their before-transform value. That is, mostly the same as male and female caste.

Then I put this line in the script above

Code: [Select]
unit.status.current_soul.caste = 10
and run it for a dwarf which was supposed to be male Smith but didn't get XP bonus. Just because. I have no idea whether it's ok and whether it will stick, but I had to try, right? And voilà, next pair of chain gauntlets gave him proper +180XP instead of +45XP.

The number was taken from inspecting some native guild member, but I suppose there is a proper way to find specific guild ID.

Meph, if you can make sense of this and fix it properly it would be great.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 06, 2014, 01:11:24 pm
Quote
Meph, if you can make sense of this and fix it properly it would be great.
You already know more about dfhack than I do. :P

I will ask around, very relyable people are Boltgun, IndigoFenix, Putnam and Roses for such kind of scripts. I dont know lua, but I think it should be possible to add this. There is already a script to fix naturalskills, so why not skill learn rates. I think I can do it myself with the code you posted above, but I would end up copy+pasting that script once for every caste.... across humans and dwarves, which share the same guild system. That would work, but be ugly as hell. I hope someone can find a better solution, with "take caste id from creature" and run that, instead of a hardcoded number I'd put in.

But good, solid help you are doing, thanks for that. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: SharpKris on August 06, 2014, 02:46:38 pm
diplomats keep lingering on the map edges. is there a way to make them leave?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 06, 2014, 02:49:57 pm
they leave after a while.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on August 06, 2014, 04:28:56 pm
has anyone else noticed that bloodwine is no longer consumed or stockpiled? my dwarves are complaining of nothing to drink but i have 100 bloodwine, they are drinking from my wells fine but not my bloodwine barrels


Edit: ok so i checked into it more, when i made the bloodwine in the brewery the dwarf did not use a barrel, i have 2 stacks of 50 bloodwine just sitting at the brewery
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 06, 2014, 05:21:11 pm
has anyone else noticed that bloodwine is no longer consumed or stockpiled? my dwarves are complaining of nothing to drink but i have 100 bloodwine, they are drinking from my wells fine but not my bloodwine barrels


Edit: ok so i checked into it more, when i made the bloodwine in the brewery the dwarf did not use a barrel, i have 2 stacks of 50 bloodwine just sitting at the brewery
You somehow managed to get the stack of blood (or liquids amount of blood) in the reagent so high, that the amount of bloodwine was too large for the barrel, and spilled. That happens, although I have no idea how you managed to get 50 blood in the reagents barrel in the first place.

I fixed it in the raws... now you get 10 units of blood wine, no matter how much blood you put in. That means you can cheat a little and get more, or you dont look to closely and lose a bit, but nothing will ever spill.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on August 06, 2014, 06:30:27 pm
For the manual's cheats and tips topic: Transformations heal all wounds, and temporary transformations don't reset attributes once they are over. If your strong, extremely agile, basically unbreakable *Swordsdwarf* loses a leg or suffers from infection/rot, deactivate his squad, and have him hold a speech in Morul's Tavern.

Now, question: IIRC there was a dfhack command to assume control of a specific dwarf in fort mode and start adventurer mode with him. Does this exist? What is the command? As FPS death gets closer to my fortress, I have an urge to equip one of my local demigods with rune-engraved volcanic plate armor and rune-engraved poisoned legendary longsword, and go kill megabeasts.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 06, 2014, 06:40:47 pm
For the manual's cheats and tips topic: Transformations heal all wounds, and temporary transformations don't reset attributes once they are over. If your strong, extremely agile, basically unbreakable *Swordsdwarf* loses a leg or suffers from infection/rot, deactivate his squad, and have him hold a speech in Morul's Tavern.

Now, question: IIRC there was a dfhack command to assume control of a specific dwarf in fort mode and start adventurer mode with him. Does this exist? What is the command? As FPS death gets closer to my fortress, I have an urge to equip one of my local demigods with rune-engraved volcanic plate armor and rune-engraved poisoned legendary longsword, and go kill megabeasts.
Better ask in the dfhack thread, but yes, I think there was something like that.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: SharpKris on August 06, 2014, 07:09:53 pm
they leave after a while.
define a while. there's 2 of them now and i fear of a loyalty cascade if they die. it's been aobut a year since they arrived
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 06, 2014, 07:16:50 pm
There is no loyality cascade when they die. They should leave the next time a caravan leaves.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on August 06, 2014, 09:42:21 pm
has anyone else noticed that bloodwine is no longer consumed or stockpiled? my dwarves are complaining of nothing to drink but i have 100 bloodwine, they are drinking from my wells fine but not my bloodwine barrels


Edit: ok so i checked into it more, when i made the bloodwine in the brewery the dwarf did not use a barrel, i have 2 stacks of 50 bloodwine just sitting at the brewery
You somehow managed to get the stack of blood (or liquids amount of blood) in the reagent so high, that the amount of bloodwine was too large for the barrel, and spilled. That happens, although I have no idea how you managed to get 50 blood in the reagents barrel in the first place.

I fixed it in the raws... now you get 10 units of blood wine, no matter how much blood you put in. That means you can cheat a little and get more, or you dont look to closely and lose a bit, but nothing will ever spill.

it was blood i got at embark, i used the new embark setup in the gui to give myself 25000 embark points, currently using the embassy to bring in trade caravans so i can get the necessary items for the researching of advanced buildings to check them out...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 07, 2014, 02:34:58 am
But good, solid help you are doing, thanks for that. :)
Thank you for such a great mod :)

And yeah, please ask someone who actually knows these internal structures to look at this caste mismatch after transformation.

For now I'll be using this hack
Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on August 07, 2014, 02:58:09 pm
Another question, does lignite also cause black lung?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 07, 2014, 03:00:31 pm
Lignite dust, bituminous dust and anthrazite dust, yes.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 07, 2014, 04:22:57 pm
I wasn't looking, and my dwarves made masterwork ironwood piercing bolts.

Ok, guys, we have very expensive things for the next caravan, stop decorating those totems with bones!

Edit: Just saw the patch notes, and cried a bit at the dwarves no longer able to sell stuff for coins.
But there are coin mints and blast furnace for them to make a lot of gold coins fast, so it should be ok, just removes the "merchant" fortress style for dwarves, was fun to play while it lasted.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 07, 2014, 04:37:00 pm
They have iron quality, so you might even keep them.  ;D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 07, 2014, 04:47:01 pm
Yeah, I shot some invading succubus and a megabeast with them after posting, and it's so powerful that I might even think about setting up my iron/steel farm bigger for ammo.

I planned to use them for high value furnitures first, but these are really punching through enemies, and my low military is having a blast with taking out multiple invaders without reloading.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 07, 2014, 04:59:39 pm
They are exactly iron-grade. Steeloak is steel-grade. Even if they count as wood.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: palu on August 07, 2014, 07:57:09 pm
Edit: Just saw the patch notes, and cried a bit at the dwarves no longer able to sell stuff for coins.
But there are coin mints and blast furnace for them to make a lot of gold coins fast, so it should be ok, just removes the "merchant" fortress style for dwarves, was fun to play while it lasted.
Try humans
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 07, 2014, 08:35:09 pm
Dwarves can still make coins a lot, because they mine better, smelt the metals better and mint the coins faster than humans. You can also transmute metals and exchange currency, so you will have lots and lots of gold coins more than humans. I simply removed one part of their income. You can still get gold and use all the traders and buy what you need, and sell things to caravans. Besides, you can call caravans from many different races as dwarves as well. ;)

I just tried to trim down redundant features.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on August 07, 2014, 11:27:02 pm
Dwarves can still make coins a lot, because they mine better, smelt the metals better and mint the coins faster than humans. You can also transmute metals and exchange currency, so you will have lots and lots of gold coins more than humans. I simply removed one part of their income. You can still get gold and use all the traders and buy what you need, and sell things to caravans. Besides, you can call caravans from many different races as dwarves as well. ;)

I just tried to trim down redundant features.
Any chance you could add more coin exchanging/pressing?  Change iron, mithril, and the decorative metal coins (with exchange rates based on value).  Basically make the way that dwarves get the gold coins for guilds and merchants based on mining and smelting/pressing.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on August 07, 2014, 11:51:24 pm
Dwarves can still make coins a lot, because they mine better, smelt the metals better and mint the coins faster than humans. You can also transmute metals and exchange currency, so you will have lots and lots of gold coins more than humans. I simply removed one part of their income. You can still get gold and use all the traders and buy what you need, and sell things to caravans. Besides, you can call caravans from many different races as dwarves as well. ;)

I just tried to trim down redundant features.
Any chance you could add more coin exchanging/pressing?  Change iron, mithril, and the decorative metal coins (with exchange rates based on value).  Basically make the way that dwarves get the gold coins for guilds and merchants based on mining and smelting/pressing.

That doesn't sound like the best plan. I mean, gold, silver and copper are three clear cut denominations of currency. Something expensive costs gold. Something cheap costs copper. Silver is the middle ground. Adding other metals into the mix would either create another arbitrary tier or add a bunch of reactions to already cluttered workshops. And making decorative coins to trade doesn't really seem that different then selling metal bars was. Dwarves already have too many features. Trimming down on them and making them more specialized is probably a good plan. Although making dwarves only use electrum currency appeals to me for some reason. Gold and silver are really easy to come by with a decent priest. Why not add an extra processing step to make it less exploity.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Morrigi on August 08, 2014, 02:19:51 am
How do I spin wooly mountain goat fleece into thread? I have two stacks of it, but I keep getting a cancellation message at my farmers' workshop.
EDIT: Looked at the RAWs, apparently you have to do it at the tanner. That, to my knowledge, is not mentioned in the manual.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 08, 2014, 06:23:14 am
I couldn't see it in the patch notes, and as it wa brought up here...

Was the caste change fixed in V6, or do we still have to run that script?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 08, 2014, 06:28:01 am
I couldn't see it in the patch notes, and as it wa brought up here...

Was the caste change fixed in V6, or do we still have to run that script?
There is no fix yet. There is only the script that was posted for people that want to do it manually.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 08, 2014, 06:59:17 am
Oh, I thought for a time that it was related to what was posted in your "30 days", where it was said to run an other dh hack command after true transform:
http://www.bay12forums.com/smf/index.php?topic=139518.msg5541999#msg5541999

Not sure if souls and natural skills have anything to do with each other though.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 08, 2014, 07:09:51 am
One is about natural skills, the other about skill learn rates. The natural skills I can fix, the skill learn rates not yet.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 08, 2014, 07:33:07 am
I refined the script into one that actually fixes the caste (checking soul and unit castes):

EDIT: This is just a junior dev's try at fixing the issue, it comes with no warranties.

Code: [Select]
local unit=dfhack.gui.getSelectedUnit()

if unit == nil then
print('No unit selected')
else
soulCaste = unit.status.current_soul.caste
unitCaste = unit.caste
print('Unit caste', unitCaste)
print('Soul caste', soulCaste)
if unitCaste ~= soulCaste then
print('Assigning new caste ID ', unitCaste)
unit.status.current_soul.caste = unitCaste
end
end

I am unsure as for how to automatically run such script (or similar) with what you call TrueTransform, but it might be possible to do it.

Basically, the caste change only change the unit's caste, and not the caste in the soul.

In hope it can help you.

For the others, just copy any file in "Dwarf Fortress/hack/scripts", rename the copy "caste-fix.lua".
Open it with a notepad (or other raw text editor), and replace all the content with my above script.

To use it 'v'iew the unit you need to "fix" and type "caste-fix" in the dfhack console.


In hopes it helps both players and any/all people helping Meph with this mod.

PS: @Meph: Should I post this in a more central place? the problem is not just for dwarves.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on August 08, 2014, 12:58:37 pm
Speaking of souls, are PHM intentionally soulless? Also, what are the requirements for invader soul harvesting? If it needs fresh bodies, it needs an impractically large number of haulers. Could it be changed to accept skeletons too?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vonsch on August 08, 2014, 01:14:29 pm
I refined the script into one that actually fixes the caste (checking soul and unit castes):

EDIT: This is just a junior dev's try at fixing the issue, it comes with no warranties.

Code: [Select]
local unit=dfhack.gui.getSelectedUnit()

if unit == nil then
print('No unit selected')
else
soulCaste = unit.status.current_soul.caste
unitCaste = unit.caste
print('Unit caste', unitCaste)
print('Soul caste', soulCaste)
if unitCaste ~= soulCaste then
print('Assigning new caste ID ', unitCaste)
unit.status.current_soul.caste = unitCaste
end
end

I am unsure as for how to automatically run such script (or similar) with what you call TrueTransform, but it might be possible to do it.

Basically, the caste change only change the unit's caste, and not the caste in the soul.

In hope it can help you.

For the others, just copy any file in "Dwarf Fortress/hack/scripts", rename the copy "caste-fix.lua".
Open it with a notepad (or other raw text editor), and replace all the content with my above script.

To use it 'v'iew the unit you need to "fix" and type "caste-fix" in the dfhack console.


In hopes it helps both players and any/all people helping Meph with this mod.

PS: @Meph: Should I post this in a more central place? the problem is not just for dwarves.

Thanks. I will definitely be trying this out, and soon. Should have put up at least one guild already. (Can't decide where I want to put them though... decisions!)

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on August 08, 2014, 05:37:28 pm
What's the best armor layering one can mass-produce reliably in a dwarven fort? I thought (replace clothing): lamellar leather padded armor set, mail shirt, plate armor set. I know they can wear a mail shirt with these, but can they wear a mail greaves, boots, hood and gloves too?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 08, 2014, 05:47:39 pm
What's the best armor layering one can mass-produce reliably in a dwarven fort? I thought (replace clothing): lamellar leather padded armor set, mail shirt, plate armor set. I know they can wear a mail shirt with these, but can they wear a mail greaves, boots, hood and gloves too?
they should. padded armor under, platemail, then chainmail over.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on August 08, 2014, 07:38:26 pm
This might be the stupidest question anyone has ever asked you but i couldn't find the answer anywhere.

In the version 5 manual it mentioned races such as ashlander elves, deep drow, and the dwarven legion. so i check the neighbours tab on the embark but i didn't see them there. I then checked the launcher and i noticed that there was no toggle to turn these races on and off.

Were they removed? May I ask why?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 08, 2014, 07:58:14 pm
They are removed, because they were too many civs. I recently added centauren, banshee, werewolves, naga and more... are they still mentioned in the new manual somewhere?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on August 08, 2014, 09:08:08 pm
they are mentioned in the manual that was made before the human update under the races tab. right below gnomes. It says 5.10 manual

Also one thing that confused me was that in your glimmering fortress, you mentioned a guard who was wearing an ashland glass helm
   


Quote

This is a ashland glass helm. 

On the item is a rendition of a masterfully designed  image of voodoo poison. 
The image is the symbol of The Smiling Nation, a human civilization.  It is made from gargoyle bone. 
 

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 08, 2014, 09:11:20 pm
Ashland glass is still in the game. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Nelia Hawk on August 08, 2014, 09:13:30 pm
They are removed, because they were too many civs. I recently added centauren, banshee, werewolves, naga and more... are they still mentioned in the new manual somewhere?

saw them mentioned in the new v6 in the warlock manual at the glass shaper:
Quote
You can also make a long list of ruby glass and cobalt glass items. These new glasses are traded by the Ashlander elves, taiga orcs and are made in the Ebonforge.


and if you click on the manual button in the GUI it still opens the tabs for all the races... but then errors instead of going to the manual.
i guess the tabs are not needed anymore and just a manual button that goes to the new manual would be enough.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on August 08, 2014, 11:50:03 pm
Ashland glass is still in the game. :)
How do you get it then?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 09, 2014, 06:34:28 am
Orcs and Warlock produce it in custom buildings.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ruffruff on August 09, 2014, 08:52:32 pm
Hi, I know I'm still playing an outdated version of MDF (v5.10) but I've got quite a thriving fortress and am loath to update. Nevertheless I've got some questions and bug posts that I'm fairly sure hasn't been answered in this thread. (I've read through almost all of 52 pages and not found mention of them.)

My fortress is 9 years old with a population of 150 adult dwarfs (I'm not counting children because they don't do diddly squat), my wealth count is <300k and my fortress leader is a Duke. But so far as yet no sieges. I've called a few raiding parties via the embassy but no naturally occurring organic sieges. I've check before embarking that all races have survived and they have access to my map site. Oh, and no megabeasts either, just a pair of FB that lingered in the un-penetrated caverns and left shortly afterwards. (Small world whose age is 109 years old)

Second, I've played an earlier version of MDF with toolkits expedition points and welded materials still in-game (and was quite vexed not to find them in this game) so I roughly know how most stuff works. I've tried engraving runes into weapons and as far as I'm concerned the reaction takes place but the weapon description doesn't show indication of it. Is this a bug? Has it been fixed already? On the same topic of runes, is it intentional that runes can only be engraved on glass armor? Edit: Need to use armor it seems, not helms, gauntlets etc.

Thirdly, a fair number of items cannot be found when placed into bins, making it an hide and seek game to mark them for dumping and then recover them afterwards. This includes greenware items and research plans. Is there a workaround other than not using bins altogether?

Lastly, making bone helms in the bone workshop (?) creates breastplates instead. That quite started me when locally produced dingo breastplates started appearing in my stockpiles.

Thanks in advance for any replies and help! Cheers!

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vonsch on August 09, 2014, 10:55:14 pm
My testing indicates that slay_mythos's caste-fix works as advertised. I've only used it with making marksmen so far, but if I put them through the conversion and don't run caste-fix, their bow skills move at the same speed as the non-marksmen (-50%). After I run it they quickly outstrip the others. My first trial just hit level 5 and the highest non-marksman is at 2, with the others at 1 still, so it looks like the 100% bonus has kicked in after caste-fix.



Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: shaver on August 10, 2014, 12:29:24 am
I think I might be using the embarks incorrectly.

I generated a sandbox world, and then chose the sandbox embark profile. It had things like 10 copper cages and a bunch of breastplates and so forth, and also wanted to buy a lot of other stuff:

(http://i.imgur.com/o8jJtP5.png)

I'm using a fresh V6 install, with research and a couple of other things turned off. Could any of that cause the embark profiles to get confused? Am I supposed to crank up the point values to huge amounts?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: banita on August 10, 2014, 03:58:22 am
I've got a weird situaton. Embarked in V6 world as dwarves (used 2x speed)
First caravan came from mountainhome and they were unloading good for whole time and when time passed they run away :( (Couldn't even trade with them)

Someone got similar problem?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 10, 2014, 06:35:12 am
@banita: that's perfectly 'normal'.
The time they take to unload is in game 'tick', but the time they stay is in days (or months), so lowering the 'tick' per day results in odd things like that, if they had a lot to unload.
In my 1/8 game, they stay a very long time.

I guess I could be wrong, but I think that the game has two different 'time' lines, and altering the speed of one can cause weird things like that.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 10, 2014, 06:56:24 am
shaver: I am fairly certain that the GUI settings for embark points overwrite the settings in the worldgen, so the starters world has just as many points as any other... but you can change it in the GUI, first page, and get as many points as you like, even more than 10.000.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vonsch on August 10, 2014, 06:58:32 am
When I've seen the unloading message (running at 2x speed with v6) it's been because the wagons were still dodging trees on the way in. If it takes them a long time to get there, you don't have much time to trade sometimes. Also, things like a trader getting injured or killed by a thief (I had an orc thief one-shot a trader while stealthed recently, even though the trader's guards immediately whacked him) can make them refuse to trade. (or accidentally stealing from them by unforbidding something of theirs.)

Unless you piss them off a lot, they will be back next year. You might make them a nice straight road from your trade center to the nearest map edge to speed up those wagons. Or even take them into a tunnel as soon as they come in and close it behind them to keep out thieves. Just remember to open it when they are ready to leave!

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on August 10, 2014, 07:35:00 am
I'm not 100% sure what affect roads have on incoming caravans (I'd expect, if there is anything planned at all, it is probably nothing at the moment).

I tend to create a specific path from depot to nearest map edge and line it with wall-gap-gap-wall (also building a road on it but that's just to prevent trees from popping up). Because wagons need 3-tile-wide spaces to path through, this renders everything outside that path "depot inaccessible" so it forces the wagons to spawn (and exit) in a predetermined location. If your location is light on trees, the last five tiles from the map edge can be problematic, since you're blocked from building constructions that close, but in the past I've used raised bridges to the same effect. I've never tried it, but I guess you could also use a ramped pit to that effect, provided you can ramp close enough to the map edge to prevent wagons from spawning in other places, while still allowing wagons to spawn at/on the ramp (which may not actually be possible because of how wagons move, I'd have to try it to be sure).

Incidentally, when the traders leave they will head to the nearest accessible map edge from the point of the depot... which is not necessarily the nearest map edge from your fort's "entrance." For example, if your depot is on the south-ish side of the map, but surface entrance is at the north, traders will head to the surface then loop back south to exit at that map edge. Wagons still obey their movement rules so if you forced them to enter from some location, they'll probably exit from the same location, but the pack animal traders will take their own way out - which can be problematic if you're dealing with possible ambushers, since the whole point on controlling how they enter and exit the map is to make it easier to protect them or keep the path clear of ambushers.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 10, 2014, 07:56:17 am
Yeah, I do that all the time as well, see the tutorial fort. It has a nice road + entrance for caravans as well, but still leaves invaders in.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on August 10, 2014, 10:41:29 am
Hey guys. i built a metalurgist's forge and i got myself some wolfram bars but when i decided to try to make pattern welded wolfram i couldn't find it in the menu. Not even a red version.

so how do i make patter welded wolfram?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 10, 2014, 10:45:27 am
It has been removed several version ago.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 10, 2014, 11:55:13 am
I just accidentaly found a way to secure caravan path without looking for it.
It's a bit cheaty, because it relies on dfhack's additions to the building placement, so feel free to not use it.

Basically, when you enable 'b'ox mode for walls and place the first point at a buildable spot, you can then place the second in the normally unbuildable zone, up to the border itself.

I use it for two setups:
1/ caravan entrance, totally cut from the rest of the map, complete with ceiling and two bridges to sceal the depot.

2/ Two entrances to my fort, cutting the map in 3, forcing both animals and invaders in pathes where I can setup cages, traps, military, scarecrows, you name it.

It is borderline cheating (or plain cheating, depending on if you consider using the tools at disposal fair or not), but for people like me that tend to get overwelmed by everything there is to do, it helps by making your entrances and overall map safer for your population.


Also, for forts that have access to a decent supply of leather, having all the workers that are suceptible to go outside clad in padded leather and giving them a cheap weapon makes their survivability go up by a lot in the early/mid game.

Last tip: once you get past 15-20 population, try to specialize all you can through castes, the experience bonus will make them all that much usefull in a short time.

Those are just generic things I picked up from my last fort, in hope it helps.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 10, 2014, 12:28:19 pm
That can easily by done with bridges in vanilla... no dfhack needed, you just build bridges on the map edge and raise them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 10, 2014, 12:55:24 pm
Last tip: once you get past 15-20 population, try to specialize all you can through castes, the experience bonus will make them all that much usefull in a short time.
There is one thing to be aware of though. Physical attributes do matter, and switching caste generates new set of them at random. Which means that your physically exceptional dwarves would probably be of more use as they are. Useless ones though are perfect candidates.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: shaver on August 10, 2014, 12:56:54 pm
shaver: I am fairly certain that the GUI settings for embark points overwrite the settings in the worldgen, so the starters world has just as many points as any other... but you can change it in the GUI, first page, and get as many points as you like, even more than 10.000.

OK, I wasn't sure if the embarks were designed for more points or not. Thanks.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lurtze1 on August 12, 2014, 03:56:47 pm
I have always wondered what the recommended settings for this mod is for dwarf mode in particular. Does anyone have an answer
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 12, 2014, 04:03:29 pm
I have always wondered what the recommended settings for this mod is for dwarf mode in particular. Does anyone have an answer
The ones already set, default settings.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lurtze1 on August 12, 2014, 04:36:11 pm
Another question, is it normal for in the Geomagic world gen to have no plump helmet spawn on embark? Like you cannot embark with the spawn or normal plump helmets
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on August 12, 2014, 05:40:30 pm
Might be, AFAIK the pregen worlds are all fixed (not only specific seeds but the maps are drawn). If the civ doesn't have subterranean water then it won't have a biome that plump helmets can spawn it so they aren't offered. And, in theory, no amount of regenning would ever spawn a world where they do.

Caveats: I don't know how the fixed seeds/drawn maps affect caverns... ostensibly, if the geometry seed is fixed then the caverns and biomes should always be the same. A longer world gen might also bring the biome into its territory, presuming the civ actually acquires new territory.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lurtze1 on August 13, 2014, 04:25:07 am
Will try changing the seeds like a bit. Will come back with results

Edit: didn't work, made world with only centaurs and dwarfs.

Edit2: changing cavern water to min45 and max75 seemded to work, might just be a fluke but I am happy
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on August 13, 2014, 11:24:32 pm
theres a possible bug in the game... i know meph reworked the merchant stalls to make way for the human update and such... i noticed just now that in olon's culinary wonders stall you can still sell raw fish for 500 sovereigns
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: moseythepirate on August 14, 2014, 04:34:06 am
Am I crazy, or did the reactions that use Blood of Armok and Tears of Armok are gone from the Alchemists Workshop?

Can someone else confirm this, make sure it's not just me?


Edit: Never mind, I'm just crazy.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vonsch on August 14, 2014, 06:36:23 pm

The below is all over the current manual in the Dwarf section. But I don't think it's true any longer, is it? I sure can't find the option on the furnaces so listed.

"As with all magma furnaces, you can fill magmabottles here. These are used in the spawn location to create liquid magma, for moats or traps."
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: esperandus on August 16, 2014, 12:34:31 am
Awesome Mod!

Ir brings DF to a new level.  Makes it hard to play vanilla ....

Quick Question for Masterwork veterans: Can you get your mages to shoot missiles? I sure cant.

Disclaimers: Im experienced-ish at df, can get my standard archers working just fine, when and if I want to. But my mages refuse to use any magic missle.

Im not quite up to the level of troubleshooting RAWs; however, I did test the mages in the Arena. There appear to be more than one kind of magic missle, and also mage staff. I can get them to fire missiles using one kind, but the second kind they simply use to bludgeon each other. I am wondering if there is something slightly off with the missiles? if other people are able to get the mages to fire using this version, then that would disprove my theory :)

If they work in the new version, I will simply upgrade once I my fort Dies FPS death.

Also, I managed to get a fire mage to transform a changeling into a familiar. Unfortunately, it immediately burned up and bled to death. Not sure why, but reporting the issue as it stands.

Overall, huge amount of value, and almost no bugs for the complexity. Respect!

V5.1 ,
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Prats on August 16, 2014, 08:23:27 am
So what are correspond pets for Dwarves now? I didn't play Masterwork for a year,so everything for me is new, can't find it in manual.
Cats=?, Hens=?, Turkey=?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 16, 2014, 08:40:35 am
I think most "missiles" are the result of something else than a ranged weapon, so it's way trickier to get them working when you want, and even worse for specific targetting.

If I'm not mistaken, there are also ranged weapons for mages (depending on the race, like dwarve's staves) that can shoot specialized ammo.

I never really went into mages (yet), so I'm no expert at it, but that's what I understood from them.



@Prats: The 'pets' section of the dwarves cover this pretty well, but here are a few.
* Cats: search for "vermin" in the page.
Frill lizards are cheap, leatherwing bats can give free leather by shearing them, moleweasels are twice as fast, so they can be better at finding hidden units. Plump helmets are closer to cats in that they also have an annoying part to them (cats addopt, plump helmets are a bit different).

* Hens/Turkey: search for "egg".
Genie and boulder crabs are special cases (flux stone and random items as eggs), but any other egg laying is basically a poultry.

Again, the manual covers this pretty well, telling you what can be milked, sheared, what hunts vermin, what lays eggs...
The names change, the animals are a bit different, but there are the same basic functions for each race.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on August 16, 2014, 08:44:40 am
There really isn't any equivalent to hens/turkeys because everything lays way, way less eggs.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 16, 2014, 08:54:50 am
with Harder farming, everything lays less eggs, even hens/turkeys (if you buy them from caravans, or play humans).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Elfy on August 16, 2014, 12:29:41 pm
Quick Question for Masterwork veterans: Can you get your mages to shoot missiles? I sure cant.
Air mage shoots missiles without problem in 4j. You need to make them first though. And equip them as ammo. And use staff as a weapon. And they somehow counts as "missiles" not "magical missiles" in ammunition assignment interface. And as usual all military is quirky, so your mage might be reluctant to pick his equipment up. But after it is all set, it works. Can't say how effective it is though. Since I trained my mage NO hostiles come to my fort at all. :(
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on August 16, 2014, 02:00:46 pm
Dwarf-specific ideas because you mentioned in the poll thread that you were at a loss of how to go about it:

A way to manufacture the Tears, Blood, Bones, and Breath of Armok gems by fusing large amounts of specific stone types together with a large cut-gem at a special furnace with prayer. The Tear could require sedimentary stones like claystone and mudstone, the Blood with especially volcanic stones like obsidian and basalt, the Bone would need heavy rocks like cinnabar and pitchblende, while the Breath would need light stones like talc and jet. Fusing would be extremely expensive and have low chances of success, but it would give dwarves an ability none of the other races do.

Chaining off of this: A way to forge holy weapons and armor incorporating the Armok gems for special powers. Tear-based equipment would have a fixed temperature just above cold-damaging and be steel-grade, protecting the wearer of such armor against heat-based attacks. The Blood by contrast would be a steel-grade metal of burning fixed temperature, being very dangerous to handle but incredibly powerful in properly-protected hands. Finally, the Bone would grant supernaturally strong equipment, basically dreadnought for dwarves while only being as light as aluminum.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: moseythepirate on August 17, 2014, 08:37:27 pm
Dwarf-specific ideas because you mentioned in the poll thread that you were at a loss of how to go about it:

A way to manufacture the Tears, Blood, Bones, and Breath of Armok gems by fusing large amounts of specific stone types together with a large cut-gem at a special furnace with prayer. The Tear could require sedimentary stones like claystone and mudstone, the Blood with especially volcanic stones like obsidian and basalt, the Bone would need heavy rocks like cinnabar and pitchblende, while the Breath would need light stones like talc and jet. Fusing would be extremely expensive and have low chances of success, but it would give dwarves an ability none of the other races do.
It's not a terrible idea; however, you can always just buy them at one of the shops. Unfortunately, Blood and Tear of Armok are a heck of a lot more of a pain in the ass to use than they were in the previous release; you can only produce magma (as a dwarf) with the Magma Trap building, which produces the magma the level ABOVE the trap, and it often produces spillage on the level above that. In other words: it's fine, if you don't mind flooding your fortress. This isn't a big deal for magma-immune succubi and warlock skeletons, of course.

It used to be that you could produce magma with a changeling and a Blood of Armok safely and without trouble. Alas, gone are those days.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on August 18, 2014, 10:25:48 am
Wait, magmalings no longer exist?

Well, at least I know that before trying to get one, but it's sad news.
Those beasts sounded so amazing, compared to the lacking magma well.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: mageprince on August 18, 2014, 06:04:12 pm
-Post moved to relevant subforum by post author-
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Prats on August 19, 2014, 04:48:42 am
Quote
Magic: There is an advanced, very complicated magic system in place. I wont touch the subject here, see the building section for the Wizards School and the Altars of Magic.
Building Section
Quote
You can create arcane dwarves here and all magical reagents. For all info on the magic system, please go to the "Magic" section of the manual

Where is the Magic section? I remember in older versions were picture guides of Magic system (What auras,spells do mages have) So where I can find more info?   ???
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 19, 2014, 01:08:09 pm
Quote
Magic: There is an advanced, very complicated magic system in place. I wont touch the subject here, see the building section for the Wizards School and the Altars of Magic.
Building Section
Quote
You can create arcane dwarves here and all magical reagents. For all info on the magic system, please go to the "Magic" section of the manual

Where is the Magic section? I remember in older versions were picture guides of Magic system (What auras,spells do mages have) So where I can find more info?   ???
my mistake... i forgot to port it. I will add it back with the next update, but if you download an older version you can still use the magic page from it... it hasnt changed.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kalinth on August 21, 2014, 11:13:38 am
First post here, really enjoying this mod so far but I've hit a small snag and i'm not sure if it is a bug or if perhaps I've done something wrong. Seeing as the snag I've hit relates specifically to !!FUN!! stuff, it shall all be under a spoiler tag! This is all version 6.0, have not updated to 6.1 since it only added hermit mode and I wasn't particularly worried at not being able to try that out yet and I didn't see any bug fixes in it's patch notes!

Spoiler (click to show/hide)

I've really enjoyed the spin this whole mod puts on DF and am hoping that the reasons these items have not worked is because I derped somewhere, either in my world creation (not a preset world, was freshly generated on 6.0) or because I have turned something off on accident (Fear the night is on, Diseases are off) Everything else aside from starting dwarves and points is default as near as I can tell.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 22, 2014, 08:08:20 am
Did you have corpses around when the marker was found? It only reanimates stuff directly after being found.

The ward: There is a script issue about created creatures not using their interactions. I can fix it... wards bought at embark or from caravans should still work fine. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kalinth on August 22, 2014, 09:13:35 am
Did you have corpses around when the marker was found? It only reanimates stuff directly after being found.

The ward: There is a script issue about created creatures not using their interactions. I can fix it... wards bought at embark or from caravans should still work fine. :)

Based on what I can remember of my fort and the state it was in at the time I don't believe there were any dwarf corpses around and odds are there weren't any non dwarf ones laying about. Don't recall having had a siege before I found it and I hadn't started culling my goat herd yet. If that is the case I apparently avoided a good time by sheer luck lol.

As for ward, The initial ward I had did come from a caravan/embark. It still acted like a dud. I am in the process of starting up a new fort now though and will grab some wards at embark and test the stuff again (this time on 6.1!)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kartag on August 24, 2014, 05:38:48 am
Looks like it is possible for runes on weapons to be washed away. Today, when I finally managed to clad my prized squad in volcanic armor and arm them with volcanic swords engraved with 14 different runes, I sent them out to fend off some wolves. On the first hit one wolf transformed into a "cloud of blood and gore", which showed up in units screen as "berserk". My dwarves kept hitting and slashing it, until it finally disappeared and left no corpse or any items whatsoever. I checked the weapons to see which rune caused such a transformation. Five out of ten swords were completely rune-less, the only thing covering them was vomit - not even blood. On three more swords 6-10 runes disappeared, but some were left. Is this intended? I don't like the thought that I have to re-engrave all weapons after every single kill.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: BoffoDorf on August 25, 2014, 12:50:01 am
It appears all things craftsdwarf related reactions mix scepter and scabbard....

Spoiler (click to show/hide)

Seems that when nobles ask for scabbards, they mean scepters. This leads to much head scratching if one does not use the manager or perhaps some workflow wizardry. Seems to me scabbards should be made from materials other than rock in the first place since historically wood, leather, cloth and metal was used.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on August 25, 2014, 07:42:09 pm
Ok I've just started my first playthrough after planning my embark very carefully.

I took strawberry, prokble berry and fisher berry seeds to plant aboveground at the start. I prepare the farmplot where I see some grass and not on the snow just to be sure and what happens? The 3 seeds doesn't show up on the ui, I only see "kobold bulb" that I even don't have.  :(
Any idea on what could be wrong? In the manual it says "all terrains".
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on August 25, 2014, 07:45:48 pm
Use DFhack to snuffle up a full grown plant of each of the seeds types. That has been known to help with problems like this. Just type "hackwish" and look for strawberry, fisher berry and prickle berry. Be careful not to snuffle straw/fisher/prickleberry JUICE instead, as that is a plant which shouldn't exist in its normal form.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on August 25, 2014, 07:53:34 pm
Use DFhack to snuffle up a full grown plant of each of the seeds types. That has been known to help with problems like this. Just type "hackwish" and look for strawberry, fisher berry and prickle berry. Be careful not to snuffle straw/fisher/prickleberry JUICE instead, as that is a plant which shouldn't exist in its normal form.
Thanks, I'll try.
It's so demoralizing to find a bug after..like 5 seconds of play :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on August 25, 2014, 08:16:43 pm
Done that with all 3 plants, over the farmplot. Even tried to create another farmplot. Nothing changed.

I really don't know what to think. I'm not even in a wetland, and the only thing it shows is the kobold bulb.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on August 25, 2014, 08:29:03 pm
Sorry for the 3 posts.
I tried on a different biome I had in the map and it worked. The biome I was in before was a mountain area. So it's not a bug, even if the kobold thing shouldn't show up so at least I've found something to fix  :P

From the wiki:
Quote
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Those are "land" biomes excluding the notoriously cold Glacier and Tundra, but also all Mountain biomes.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on August 26, 2014, 01:58:47 am
In the future, I'd suggest an initial gather job, anything your herbalists find is guaranteed to be farmable in that biome if the plants/seeds you've brought are incompatible.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Prats on August 27, 2014, 05:54:18 am
If I turn off "Researcher's Study", can I build researchable buildings at the beginning or all of them will be unavailable?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: zach123b on August 28, 2014, 11:01:09 pm
i had a similar problem with planting plants such as you're describing, i had a barren desert instead but try digging down a layer and make another farm plot.  it worked for me at the time, made the barren desert start having some random plants too
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 01, 2014, 07:12:04 am
Ok I didn't find anything on the subject, so:

- can dwarves use the weapons they can't use on vanilla (for example the pike, halberd or great axe) and new ones (for example the Zweihander)?

If so, is the any info on the new weapons? (I mean stats or their peculiarity)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 01, 2014, 07:44:04 am
For what your dwarves (or any race) can or can't use, I suggest to go to Dwarf Therapist, there is a "weapons" tab.
if it's not there by default (I can't remember), you can add it from the preset tabs by clicking on the button all the way to the left.

You'll see that some weapons have restrictions, depending on the race you are playing (and sometimes, the caste).

But that's weird, I always thought that you could use Pikes and other weapons in vanilla, if you got them from merchants or invaders. Did I miss something?

For more infos on the weapons, I'd say the manual, it will give you the damage type of the weapons, or the raws themselves (all the "item_weapon_") for the actual numbers.
The old manual used to have a pretty complete set of tables with datas for weapon and armour materials, sorted by different stats (cutting, blunt, price...), but I can't seem to find them in the new one.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 01, 2014, 08:09:37 am
Thx slay. Two things:

- If you go to the official wiki of df you can see a lot of pages dedicated to weapons and the relative bug\inaccessibility (pike, for example: http://dwarffortresswiki.org/index.php/DF2014:Pike_%28weapon%29). Maybe MDF solved these issues, idk.
- I know of the wepons listed in the manual, I'm searching for informations like for example bonus to damage or similar things (for example the pike has a 20% increase in penetration, as the wiki says)
- Wow, I missed the additional tabs on dw therapist, thx.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 01, 2014, 08:59:58 am
Ok I'll answer myself: yes, that bug is actually solved in MDF (in vanilla you couldn't use two-handed swords, great axes, halberds, mauls, or pikes). It was solved by modding the minimum size requirements to a lower value (see here and check the weapons tab in therapist: http://dwarffortresswiki.org/index.php/v0.34:Weapon#Size)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: snowhusky5 on September 03, 2014, 10:05:08 am
So I was digging around, making some bedrooms, when I found a 'breath of Armok' gemstone in the wall. Naturally, I mined it, but it didn't seem to leave a gem behind. I thought gem walls were guaranteed to leave gems when mined. Did I miss something? Was I supposed to get it some other way? I feel like I missed something important...

Oh, by the way, in the manual for DF workshops, in the magic altar section it says to look at the magic part of the guide, but that doesn't seem to exist? A bit strange...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 03, 2014, 11:04:50 am
I might be wrong, but I think I remember seeing "breath of armok" as a vein when running dfhack "prospect all", not as a vein, like the blood and tear.

For the magic part, Meph forgot to include the page that was present in the old manual, and kept the mention, making things a bit confusing.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on September 03, 2014, 11:07:55 am
Breath of Armok might make the miner super fast. It doesnt leave a gem.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: snowhusky5 on September 03, 2014, 02:52:14 pm
So if the magic isn't in the manual, how does it work? It seems like you can turn dwarves into mages, and make staves/wands and stuff, which presumably do things. Are the wands only usable by mages, or by anyone with the sorcery labor enabled? If so, what's the difference between normal dwarves and mages? Do mages need wands to cast spells? What are the spells for both wands/staves and the mages themselves if they have them? Is there an old version of the manual maybe?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Disco on September 03, 2014, 04:10:58 pm
So how on earth do I make a glaze? I can't see any reactions in the Clay oven, Pottery, Kiln, Millstone, or Quern that would let me glaze anything. Not a deal breaker, but it would be one more thing to do with this massive pile of ash (thank god for quantum stockpiles) :).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 03, 2014, 04:24:23 pm
@snow: At worst, you can download the v5 and just keep the manual from it, I guess.

Spoiler: from that manual (click to show/hide)

I can't just copy that page here, but there are quite a few helpfull infos in there.

For the DL link, check the main thread, last post.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gamerlord on September 04, 2014, 01:03:31 am
I can't find the Golemforge in the menu. I forget, do I need magma for that?

EDIT: Nevermind, got it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 04, 2014, 07:19:51 am
For the things you don't find in the "official" manual, go here :) http://mwmanual.mapforge.net/Manual.html


I've a sort of issue that is buggering me, it's not strictly MDF related but maybe you know of a way to avoid it: I'm sure those of you that played enough knows of the constant "error" message from the farmers saying they "don't have seed to plant and have to stop" because (who knows why) now for evey seed moved the dwarves have to take the whole barrell or bag from the stockpile and move it around, hence depriving the farmers of their main material and causing the farming to take ages.

SO: is there a way to circumvent this? Pls say yes.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 04, 2014, 11:26:15 am
There is a way for the seed thing (well, mostly working), but it involves quite a lot of stockpiles with take and "only take from links".

Basically:
1/ Make a "seed stockpile" (possibly without barrels)
2/ Make stockpiles for each specific seed type you need, and 't'ake from the stockpile in 1/, along with 'o'nly take from links, these stockpiles should not allow barrels
3/ Have a stockpile to store empty bags (to prevent stockpiles from getting filled with empty bags).

It won't prevent the seed bag completely, but if the first stockpile is close to the specific ones, then the bag will only be available for a short time.
Additionnally, when you have enough seeds to have 2+ bags, the 'no barrel' means that you should always have seeds available.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: snowhusky5 on September 04, 2014, 05:24:09 pm
I've been having that job cancellation spam too, it makes sense that it's because other dwarves are stealing the seed bags to go pick up seeds before the farmers can get to them. I'll try that out, see if it works.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 04, 2014, 06:11:25 pm
Thx slay, seems to work :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 06, 2014, 08:01:01 pm
Ok seriously, is there something wrong in having a map with shallow+deep metalS and having only these ores?

(http://i.imgur.com/9d2oMEU.jpg)

I'm also in a mountain+other boome.
Unfortunately I only checked after hours and hours of gameplay, I was pretty sure to find..you know..some ore other than tin and copper, considering the amount this mod should have.
A problem with the map generation?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 06, 2014, 08:18:07 pm
wah, adamantine starting at z 104, and in theory surface around 144-147, that's quite the compact world you have there.
What preset did you use?

As for deep metals, I think at least Malchite and Aluminium should qualify (present as deep as 94, 10 z levels lower than the highest adamantine, and very close to the bottom (89, 1 for the red bedrock, 3 for the magma sea, and you are there)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 06, 2014, 08:37:00 pm
This..I only touched these values, nothing else. It seems I cannot get a normal game on df, ffs.

(http://i.imgur.com/rGy475i.jpg)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on September 06, 2014, 08:42:04 pm
Ok seriously, is there something wrong in having a map with shallow+deep metalS and having only these ores?

(http://i.imgur.com/9d2oMEU.jpg)

I'm also in a mountain+other boome.
Unfortunately I only checked after hours and hours of gameplay, I was pretty sure to find..you know..some ore other than tin and copper, considering the amount this mod should have.
A problem with the map generation?

Nothing in MDF changes how world building works in terms of ore distribution, since that's not accessible to the raws. Well, you can define how many things there are and where they're found, but it's still up to worldgen what layers actually generate and what it puts, from the available options, in those layers.

The most recent release set the mineral scarcity up to 400 from the 100 of previous releases, but I don't think that option affects variety, only quantity.

So yes, it's a "problem" of world gen but it's not something anyone can easily mod.

Quote
wah, adamantine starting at z 104, and in theory surface around 144-147, that's quite the compact world you have ther

I find upping the minimum elevation from 0 to ~80 (or even as high as 95) helps in that regard. It seems to me that what happens is that caverns can't intersect with ocean layers, so what happens is that all across the world, layers are at least as deep as the bottom of the ocean before you ever get to the first cavern. And of course, if you embark at a higher elevation versus near the ocean, you might have a couple dozen layers to go before hitting sea level to begin with. But since any elevation lower than 100 is used as ocean, you don't necessarily need the default 100 that it allots.

*Observations subject to dis-proof. Given the natural land elevations range from 100 to 300 before they turn into mountains (with mountains being 301-399, 400+ being peaks), it is entirely possible that deep embarks prior to hitting the caverns (and subsequently anything below them) are simply a result of embarking at high elevations - which would happen if one has a preference for embarking on or near mountains themselves.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on September 06, 2014, 09:50:12 pm
tin and copper is bronze of course, just as good as iron, and incidentally it's available in such quantity that you'll get a decent amount of orichalcum by smelting it.
silver and gold is plentiful enough, and the galena veins will probably contain mithril clusters  too.

>>  I was pretty sure to find..you know..some ore other than tin and copper

the only thing missing is iron, right?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 06, 2014, 10:52:56 pm
This..I only touched these values, nothing else. It seems I cannot get a normal game on df, ffs.

Well, you are using the vanilla presets, with an heavily modded install, it's bound to make a few odd things here and there.

If you want a "normal" MDF experience, I'd recommend the "many biomes" preset, or at least one of the named presets (not "small", "medium" or "large" ones).
They are tailored to catter for the added civs, have more rock layers on average (higher minimum layers between caves), and way more ores (ore rarity set to 400, nearly the minimum, meaning a lot more ores than the default).

But is there such a thing as a normal DF game anyway?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 07, 2014, 05:09:41 am
@slay: I just wanted to create a "balanced" world and\or maps to play..not too compact or whatever the problems are here. As you can see I've modified the values in the profile, but probably it isn't enough.
Is there a list of things to modify to have proper maps\world creation? I mean things like what Niveras suggested (modify min height)


 
the only thing missing is iron, right?
Yes you're probably right, my bad. I didn't realize the other were all alloys.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 07, 2014, 06:25:50 am
Quote
wah, adamantine starting at z 104, and in theory surface around 144-147, that's quite the compact world you have ther

I find upping the minimum elevation from 0 to ~80 (or even as high as 95) helps in that regard. It seems to me that what happens is that caverns can't intersect with ocean layers, so what happens is that all across the world, layers are at least as deep as the bottom of the ocean before you ever get to the first cavern. And of course, if you embark at a higher elevation versus near the ocean, you might have a couple dozen layers to go before hitting sea level to begin with. But since any elevation lower than 100 is used as ocean, you don't necessarily need the default 100 that it allots.

*Observations subject to dis-proof. Given the natural land elevations range from 100 to 300 before they turn into mountains (with mountains being 301-399, 400+ being peaks), it is entirely possible that deep embarks prior to hitting the caverns (and subsequently anything below them) are simply a result of embarking at high elevations - which would happen if one has a preference for embarking on or near mountains themselves.
Ok, to be sure I've understood correctly: you shorten the min elevation so that, since caverns can't intersect with oceans, there is going to be more space to "distribuite" the "non oceans" layers into?
And just so that I know, how should a "non compact" world look like?

PS: I had the embark at 143 and hit  1st cavern at 128. The cavern's height was 5 or 6 tiles, nothing more.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Disco on September 07, 2014, 06:52:33 am
In addition to missing glazes, there seems to be a missing reaction in the Alchemist lab. There's no way to go from Chrome to Wolfram.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 07, 2014, 12:01:55 pm
Just to update my "issues" with the world gen, I used perfectworld and fine tuned some parameters: came out a world way better that all the last ones, balanced, and without the latest issues i had.
Here the details:
Spoiler (click to show/hide)

Oh and to avoid posting again, I had a question from my last game..do you know where can i find the stockpiles for papar\vellum\..., for ink, books, glue. I found and activated some entries but with no results.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on September 07, 2014, 01:00:44 pm
Quote
wah, adamantine starting at z 104, and in theory surface around 144-147, that's quite the compact world you have ther

I find upping the minimum elevation from 0 to ~80 (or even as high as 95) helps in that regard. It seems to me that what happens is that caverns can't intersect with ocean layers, so what happens is that all across the world, layers are at least as deep as the bottom of the ocean before you ever get to the first cavern. And of course, if you embark at a higher elevation versus near the ocean, you might have a couple dozen layers to go before hitting sea level to begin with. But since any elevation lower than 100 is used as ocean, you don't necessarily need the default 100 that it allots.

*Observations subject to dis-proof. Given the natural land elevations range from 100 to 300 before they turn into mountains (with mountains being 301-399, 400+ being peaks), it is entirely possible that deep embarks prior to hitting the caverns (and subsequently anything below them) are simply a result of embarking at high elevations - which would happen if one has a preference for embarking on or near mountains themselves.
Ok, to be sure I've understood correctly: you shorten the min elevation so that, since caverns can't intersect with oceans, there is going to be more space to "distribuite" the "non oceans" layers into?
And just so that I know, how should a "non compact" world look like?

PS: I had the embark at 143 and hit  1st cavern at 128. The cavern's height was 5 or 6 tiles, nothing more.

I did some simple tests to check myself before giving a clearer example, and it's clear that I am 100% wrong. This is implied in your own post, but when I tried two separate embarks on the same world, one embark (near a mountain starting at about 150z), the caverns began at around 139, while a second embark next to the ocean (starting at 100z), the caverns started at 90. So clearly caverns can exist before the lowest point of the ocean.

So just ignore anything I said in that regard.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 07, 2014, 02:30:59 pm
As for why the caves are usually different than vanilla ones (not just creatures/tiles), it's because the presets are made so that the caves are usually on less z-levels, and less occurences of the "no plants or moss" problem, along with less "full water" caves too.

Most importantly, they also have more layers as a minimum between caves, before the first, and between cave 3 and the lava sea.

This is something many players tends to do even on vanilla, because it gives more "safe" layers, and make the cavern layouts more manageable by land.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on September 07, 2014, 05:14:15 pm
I'm in a nice hot swamp.  So I got a Arcane Protector and a second level water mage in migration waves.  Naturally I put them both in the military.  The water mage freezes to death in the first fight, having no combat logs.  The arcane protector freezes to death while watching the marksman shooting succubi in the pit, only combat log being him buffing everyone.  I'm thinking this is a problem...

Does the arcane protector's buff spell use an evaporating boulder that accidentally freezes the target (or caster) to death?  At this point the only magic user I have ever had that was net beneficial in a combat situation are air mages.  And even then they need to be with only other air users, or they end up entrapping your forces as well.

Air : Webs alot, which is nice.
Earth : Kill their basilisks with the dust and give themselves bad thoughts from being caught in cave ins from the dust  (went from ecstatic to miserable in their first fight).
Fire : Light the universe on fire as well.
Water : Freezes self to death.
Arcane Protector : Freezes self to death (haven't had other two white mages).
Lich : Makes you kill everything twice since everything it kills gets raised as an enemy (though had no problems doing it).
Vampire : Eats other dwarves.
Haven't made a demonbound.

I'm thinking it is time to turn mages off entirely...  (This is still in 5.10 btw)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on September 07, 2014, 11:14:51 pm
I thought Fire/Water mages had fixedtemp to avoid freezing/melting?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on September 08, 2014, 03:54:49 am
Clerical Healers were fine last time I tried them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 08, 2014, 07:02:56 am
Tbh I never liked it from the start, I think magic should be used with other races.
In my last game I had a very good air mage, but I ended up not using it in the military because he casted webs a lot on my regular troops.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on September 08, 2014, 09:08:25 am
the only thing missing is iron, right?
Yes you're probably right, my bad. I didn't realize the other were all alloys.

Sounds like you need some religion in your fort for iron and steel, so you can make mithril or even volcanic ;) Or some alchemy, if ironbone and bloodsteel is good enough for you.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 08, 2014, 09:35:07 am
You also have quite a lot of gold, you could make coins and ask for caravans when you wish, asking for crates of both iron and steel each time (10 bars each), and even gold for more coins if you wanted.

Praying is nice when you need a few little things, but to base your whole iron-based industry on it, you would have to have multiple legendary priests, in order to have a decent amount. Plus you would get other metals too, might be a plus, but what you get is quite a bit random.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 08, 2014, 11:33:14 am
Yes I know Slay but I hate trading for iron or generally metals. I mostry like to use trade only for plants/seeds and animals (the traders are also one of the few things I disabled in MDF, really too easy to use them)

I'm now starting a new game, can you give me some suggestions on how to use the crematory? I'd like to make it "automatically" use the refuse stockpile outside, is it possible without changing the "gather refuse from outside" order? Maybe it also works for the butcher\slaughterhouse. I never got them totally right.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 08, 2014, 12:35:51 pm
As far as I know, if you want to use your stockpile for the crematory, just tell the stockpile to 'g'ive to the crematory.

If it's already on the stockpile, it shouldn't be affected by the o-r-o orders, unless Toady specifically hardcoded that, which I doubt.
That's not a 100%, but that should work.

For the butcher workshop, I usually use o-r-o (gather refuse from outside), but exclude the vermins (the sub order that appears). It usually brings things to the refuse pile alright.
The only problem after that can be the distance (or the usual 'g'ive orders/burrows).
Just set your butcher workshops close to the refuse stockpile that accepts only full bodies (not the corpse stockpile) and maybe body parts, and it should work fine.
Some animals can't be butchered though, so it might clutter a bit, along with invader corpses, until they become skeletons and can be butchered for bones.

Also, I recommand setting different refuse stockpiles, if you go for the crematorium thing, because you certainly don't want to burn down the elephant your hunter came back with while it is waiting to be butchered, right?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zeebie on September 09, 2014, 08:05:23 am
Does anyone know how fertilizing interacts with harder farming? If seasonal fertilizer is on, will the dwarfs try to fertilize every season even for crops that take a year to mature?  Similarly, do they understand that above-ground crops don't need fertilizer in the winter?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 09, 2014, 08:29:29 am
I don't use fertilizing, because it's too much work (and I don't understand what it offers), but a simple way to check about the winter one is to have a "fallow" plot and tell it to do seasonal fertilizing on a fortress without fertilizer.
If it does a cancellation message next season, it means it tried to fertilize.

But all in all, fertilizing should have the same use as in Vanilla DF, because all harder farming does is to put a longer growth time in the raw.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on September 09, 2014, 10:10:36 am
Does anyone know how fertilizing interacts with harder farming? If seasonal fertilizer is on, will the dwarfs try to fertilize every season even for crops that take a year to mature?  Similarly, do they understand that above-ground crops don't need fertilizer in the winter?
And has anyone done any science to see what happens if it fertilizes more than once during the life of a crop?  I saw a thread on fertilizing with normal growth times, but I don't think anyone has checked with longer times.  I haven't seen any evidence that they fertilize fallow fields, though I could be wrong.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: greycat on September 10, 2014, 02:28:04 pm
And has anyone done any science to see what happens if it fertilizes more than once during the life of a crop?  I saw a thread on fertilizing with normal growth times, but I don't think anyone has checked with longer times.

I don't know of any science that has been done on that specifically, but with vanilla, it was determined that fertilizer is checked when the crop matures, not when it is planted.  Given this, it seems probable that fertilizer is a simple boolean (yes or no), and that additional fertilizing would not matter.

Or to put it another way, I'd be extremely surprised if multiple fertilizing actually does anything.

That said, I never use fertilizer.  It's too much effort, and too many trees killed (especially pre-0.40), for too little benefit.  Even with harder farming, you can just plant more tiles if you want more plants.  There's no real reason to fertilize a small number of tiles instead of just planting more tiles, unless you have extremely limited space for your farms.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on September 11, 2014, 05:57:12 pm
Aye, but in Masterwork you don't need to use a single log to get a lot of ash, as it's a byproduct of fuel smelting jobs you'd do anyway, or a product of various garbage removal reactions. So it might be worth it in terms of investment and return.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Zeebie on September 11, 2014, 09:34:04 pm
In a fit of curiosity, I made a pair of sledgehammers in the greatforge, then upgraded them at the weaponry. In one case the sledgehammer was changed into a morningstar, and the other turned into a chopping axe! I'm assuming this was a bug?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 11, 2014, 10:33:02 pm
It definitely is a bug.

Here is the reaction:
Code: [Select]
[REACTION:HAMMER_METEOR_UPGRADE_ONE]
[NAME:Improve sledgehammers]
[BUILDING:WEAPONRY:NONE][BUILDING:MAGMA_WEAPONRY:NONE]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_HAMMER_SLEDGE:NONE:NONE]
[REAGENT:B:300:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_SLEDGE_UPGRADE_ONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:15:1:WEAPON:ITEM_WEAPON_HAMMER_SLEDGE_UPGRADE_TWO:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_WEAPONUPGRADE]
[SKILL:FORGE_WEAPON][FUEL]

It all seems fine, right?
It is not, because none of the two weapons items in the products were declared, in any file of the raws, but used in two others (kobold and warlocks).

My guess is that Meph completely forgot about it, either during a merge or completely, from the start, because it seems like most other weapons have their upgraded version defined.


The fix should be pretty easy, just making the raw entries, with appropriate numbers (copy the original item, and apply the buffs on the stats), but it will require a new world to work.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on September 11, 2014, 10:36:36 pm
Yes, look at the reaction id. [REACTION:HAMMER_METEOR_UPGRADE_ONE]. It was Meteorhammers first, which had the correct upgraded version, but I replaced it when I removed most of the redundant weapon entries. Seems I never made the upgraded sledgehammers for it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Disco on September 13, 2014, 07:04:32 pm
So if I have a dwarf that's stuck as a Trebuchet operator, is there anything I can do to force him to change back or should I just write him off? It's been 4 months now when I originally did the reaction for 2.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kartag on September 15, 2014, 07:48:40 am
So if I have a dwarf that's stuck as a Trebuchet operator, is there anything I can do to force him to change back or should I just write him off? It's been 4 months now when I originally did the reaction for 2.
If I recall properly, there was a workaround involving DFHack in "Known Bugs" manual section.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 15, 2014, 08:26:08 am
Idk if it's mod-related, but I haven't got any migrants for 4 years now. Trowing away another fortress (last one, I guess I'll retry the next year or so)
Had the "no migrants" announcement one year and then zero others. With 14 dwarves and:

- no caravans killed
- enough wealth created
- always traded and left the merchants happy

Idk what to think.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on September 15, 2014, 12:39:04 pm
Civ dead? (Create a copy and abandon, or use an autosave if you have those enabled, and check through legends for your civ's population.)

Is your site accessible to your civ (not completely surrounded by mountains or seas/oceans)?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 15, 2014, 12:43:35 pm
Thx niveral, will check legends but It wasn't dead after creation.
Site accessible to all civs, I had only the fist two waves then nothing. I also checked the possible bugs relative to immigration but there was none.
Will edit here after I've checked legends.

PS: oh and I also have low fps (50-70), but Idk if It's a symptom of something or not (on the map I only have a brook)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on September 15, 2014, 12:52:31 pm
It's not really mod related.  I think you can also check by go to your "c"ivilizations menu inside fortress mode, click on your own civ and if it says "this land has no important leaders" then you will probably never get more migrants.  Depending on your preferences it can be fun to play out if you have critical mass to have some growing families, especially in Masterwork kids grow up faster, but 14 dwarves is pretty small population of course so maybe it's not fun for you.  If find in legends that your world happens to have another civ of the same race that isn't dead, you might be able to abandon and reclaim.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gatallorsith on September 15, 2014, 01:39:29 pm
(I'm with dwarves)

SO:

- civ figures\leaders still there
- In the legend viewer, I read:

Quote
Populations

16331 Dwarves
10 Dwarf Outcasts
5 Mountain Tuskox Outcasts
1 Wagon Outcasts

I really don't know what to think :(
edit: anyway..deleted all.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on September 15, 2014, 02:32:58 pm
Make sure you don't have the population cap set super low or anything.  If it was set to 0 you get the first two waves then nothing.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ElenaRoan on September 18, 2014, 09:17:26 am
PS: oh and I also have low fps (50-70), but Idk if It's a symptom of something or not (on the map I only have a brook)

Low?? I'm lucky if I get that initially a couple of years in I'm 10 fps at most
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on September 18, 2014, 09:42:53 am
PS: oh and I also have low fps (50-70), but Idk if It's a symptom of something or not (on the map I only have a brook)

Low?? I'm lucky if I get that initially a couple of years in I'm 10 fps at most
In my last fort, human mode, 4 years, ocean 3x3 embark, I had stable 150 FPS. Didnt breach the caverns though, as humans are usually aboveground only. Are you doing a lot with liquids, or is your CPU a bit older?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on September 18, 2014, 11:42:18 am
I have to say that even on my older computer, it wouldn't dip bellow 100FPS until I get a fairly high population (80+).

The only things that can really impact FPS are:
* Really high amount of items (the game tracks every item, so it takes its toll after a while).
* High number of people and creatures, because of path finding.
* Lots of moving liquids (waterfalls, among other things, and apparently waves).
* Temperature flickering with moving magma. Can be solved by temporarily switching off temperatures in the launcher (a lot of reactions won't work as a result of it though)
* Contaminents (blood and other stuff), because it tends to multiply as people walk on it and spread it. Can be solved with the "clean all" dfhack command.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ElenaRoan on September 18, 2014, 07:18:30 pm
PS: oh and I also have low fps (50-70), but Idk if It's a symptom of something or not (on the map I only have a brook)

Low?? I'm lucky if I get that initially a couple of years in I'm 10 fps at most
In my last fort, human mode, 4 years, ocean 3x3 embark, I had stable 150 FPS. Didnt breach the caverns though, as humans are usually aboveground only. Are you doing a lot with liquids, or is your CPU a bit older?

cheapy laptop I got when I lost my better one, I'm surprised at some of the things it can handle. It probably shouldn't be able to handle some of the things I've got it to do *lol* I'm looking forward to trying MWDF on the new computer when I get it
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: draeath on September 21, 2014, 03:45:56 pm
Does anyone know what the "analog" for turkeys would be in dwarf mode, when you have the additional animals enabled? Eg, I don't have any "pedestrian" animals like turkeys or chickens, but beetles and such.

I've got harder farming off. Any suggestions on what egg layers would be good to keep around?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on September 21, 2014, 04:10:41 pm
See the manual.

The dwarven bird is the bearded cavernkeet. Otherwise reptiles can be used for egg production, like frill lizards or the mentioned cave beetles.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on September 22, 2014, 06:43:52 am
See the manual.

The dwarven bird is the bearded cavernkeet. Otherwise reptiles can be used for egg production, like frill lizards or the mentioned cave beetles.

Not the best alternatives as they lack the majestic beards of the cavernkeets. But if youre desperate...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on September 22, 2014, 03:57:23 pm
Beetles give chitin, and frill lizards hunt vermin.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on September 22, 2014, 04:17:24 pm
See the manual.

The dwarven bird is the bearded cavernkeet. Otherwise reptiles can be used for egg production, like frill lizards or the mentioned cave beetles.
Cave beetles don't lay eggs.  Are you thinking of dewbeetles?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: draeath on September 22, 2014, 04:22:16 pm
I've gone ahead with the cave turtles. We'll see how they work out :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: arbarbonif on September 25, 2014, 12:08:03 pm
Are there any uses for silver or copper coins (beyond converting into gold) in dwarf mode any more?  Is there any point to having coin downgrading reactions in the tavern anymore?

I guess you could melt them down or something...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: charred_gp on September 26, 2014, 12:43:35 am
I apologize if this is the wrong board or an easily answered question, but I don't understand how magma/water wells work. I can't find them in any of the menus despite having an Alchemist's Lab and the appropriate gems. Am I just completely blind?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on September 26, 2014, 01:17:18 am
I believe the wells are under the "Furnaces" building section- along with most of the other magicky stuff in the mod.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Stuebi on October 07, 2014, 11:18:18 am
Quick question:

I tried a bunch of times, but weirdly, I only get Copper and Tin on my maps as regular ores. Is this normal? Maybe because I genned the starters world? I've dug around, and the only thing besides Copper and Tin bearing Rocks I could find was a bit of Aluminium.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 07, 2014, 01:41:45 pm
Quick question:

I tried a bunch of times, but weirdly, I only get Copper and Tin on my maps as regular ores. Is this normal? Maybe because I genned the starters world? I've dug around, and the only thing besides Copper and Tin bearing Rocks I could find was a bit of Aluminium.

Have you tried using "prospect all" in dfhack?  That will tell you exactly what is on your map.  It depends on the embark locations, but I can usually find gold/copper/tin/lots-of-everything-else-but-iron in many maps.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 07, 2014, 02:26:56 pm
Do you always embark on volcanoes or generate worlds with high volcanism?  If you find only copper and aluminum it makes me suspect this.  There should also be hematite and some other nice things in igneous extrusive layers if you scout around, though.

But anyway, if so you're possibly missing out on the ores e.g.  Limonite, magnetite, and coal and some other good things (kaolinite, saltpeter) that are found in sedimentary layers, which is mutually exclusive from the volcanic igneous extrusive layers. 

Either way, there's usually a decent chance to strike gold, silver, nickel, and other stuff as you dig deeper and hit metamorphic and igneous intrusive layers.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 07, 2014, 02:57:51 pm
Quick question:

I tried a bunch of times, but weirdly, I only get Copper and Tin on my maps as regular ores. Is this normal? Maybe because I genned the starters world? I've dug around, and the only thing besides Copper and Tin bearing Rocks I could find was a bit of Aluminium.
Starters world has pretty much everything, as do the other presets I include.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Illogical_Blox on October 07, 2014, 05:50:08 pm
There doesn't seem to be a general discussion topic, so i'll ask here: is it possible to remove the generalisation of leather and bone?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 07, 2014, 06:23:53 pm
There doesn't seem to be a general discussion topic, so i'll ask here: is it possible to remove the generalisation of leather and bone?
No, there isnt.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Illogical_Blox on October 07, 2014, 06:30:06 pm
There doesn't seem to be a general discussion topic, so i'll ask here: is it possible to remove the generalisation of leather and bone?
No, there isnt.
Damn. Ah well.

Now, I feel really dumb for asking, but I can't seem to be able to embark as non-dwarves. How do I do so?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 07, 2014, 06:32:20 pm
Activate other civs as "playable" in the GUI, gen a new world, check the embark selector (the map before you press 'e' to embark) with tab. The topmost civ on the neighbours screen is your civ. You can select different civs in the civs screen, just a few more tabs ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Illogical_Blox on October 07, 2014, 09:26:57 pm
Activate other civs as "playable" in the GUI, gen a new world, check the embark selector (the map before you press 'e' to embark) with tab. The topmost civ on the neighbours screen is your civ. You can select different civs in the civs screen, just a few more tabs ;)
I am embarrassed to say that I completely forgot about the GUI ::)

Oh, and are Harder Farming etc. found on thd GUI or elsewhere?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 07, 2014, 09:30:38 pm
yes, all the options are in it... where else? :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Illogical_Blox on October 07, 2014, 09:51:06 pm
yes, all the options are in it... where else? :P
I was only able to check it out for a shorttime, so its probably quite obvious, but.... I can't find them :'( Found it!

And why the heck are hermits part of the evil faction? I was at war with a HERMIT.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on October 08, 2014, 03:37:45 pm
Probably because he found a shiny magic talisman and your dwarves want/need it more than he does. I doubt it'll affect anything in dwarf-mode, since it'd be a bit hard for hermits to siege you when all but one of them evaporates on arrival and they wouldn't even leave any loot.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 08, 2014, 04:26:36 pm
Yeah, they are not intended to do anything. They also have no active seasons, so war or not, they will never siege or trade.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: AJC on October 08, 2014, 07:40:58 pm

And why the heck are hermits part of the evil faction? I was at war with a HERMIT.

it's a hardcoded civ thingy that meph can't avoid i would think for the reason for that because without full info it would be possible to make it work properly enough .
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 08, 2014, 08:35:49 pm
They are evil, because the other evil factions dont trade. If you turn your hermit "civilized" you get dwarves, elves, gnomes and humans as traders... or if you make the "slavers", your hermit can trade with orcs and succubi.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Illogical_Blox on October 08, 2014, 09:41:07 pm
Oh, yeah, and does turning of Stardarised Butchering in the launcher actually do anything?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on October 08, 2014, 09:47:22 pm
I might be blind, but I can't seem to find "Standardized butchering" anywhere in the launcher.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Illogical_Blox on October 08, 2014, 10:04:11 pm
I don't actuslly have it in front of me... it might be simple butchering.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ibluminatus on October 09, 2014, 11:41:44 am
I was trying to create a warhammer to test out "Welded Wolfram" but I get the message "Unrecognized Material". The DFHACK command I use is below:

" createitem WEAPON:ITEM_WEAPON_HAMMER_WAR INORGANIC:PATTERN_WOLFRAM 1 "
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on October 09, 2014, 12:11:27 pm
As far as I can tell, the welded versions of metals seem to have been removed in V6.

A quick search in the raws also indicate that the only ocurence of wolfram as a metal is the standard one.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ibluminatus on October 09, 2014, 12:25:39 pm
Ah thank you. I beginning to believe that was so.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on October 09, 2014, 06:11:48 pm
I was trying to create a warhammer to test out "Welded Wolfram" but I get the message "Unrecognized Material". The DFHACK command I use is below:

" createitem WEAPON:ITEM_WEAPON_HAMMER_WAR INORGANIC:PATTERN_WOLFRAM 1 "

Using "Hackwish" for this kind of stuff works a lot better in my experience.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 09, 2014, 06:27:30 pm
pattern/welded metals have been removed.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on October 09, 2014, 08:22:39 pm
Hi Meph, is it okay if I ask why they were removed. I'm just curious
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on October 09, 2014, 08:25:33 pm
I believe Meph disabled them because they were mostly redundant and weren't THAT much of an improvement over normal wolfram or mithral.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 09, 2014, 08:32:40 pm
They actually were a large improvement, but I removed them because the upgrade system didnt make much sense. Why weld/patten-forge these metals, and not others? But if I add all, the forge and stockpile menus would be way too large.

In the end I removed them, because moon/shadesilver, basiliskine and stygian bronze, and because of dreadnaught metals. The warlocks, succubi and humans added new metals, and I tried to keep the menus small.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Illogical_Blox on October 09, 2014, 09:19:58 pm
Oh, yeah, and does turning of Simple Butchering in the launcher actually do anything?
Cough cough, hem hem.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 09, 2014, 09:44:15 pm
Oh, yeah, and does turning of Simple Butchering in the launcher actually do anything?
Cough cough, hem hem.
Yes. You wont get lung, eye, brain, kidney meat etc.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Illogical_Blox on October 09, 2014, 09:53:44 pm
Turning that OFF does that?!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 10, 2014, 12:23:23 am
First off, apologies if this has been already discussed. I didn't read all 62 pages.

I have now started 3 small regions as Dwarves and with small regions, I notice I only have 1 dwarven home civ. The civ seems very alive, as it has blue dwarf icons all over the world map pre embark. I also check legens mode, and it seems the civ has not fallen...

Now being on the 3rd attempt at creating a fort and playing until winter, I have yet to get a first dwarven caravan. I have abandoned every fort after winter because I'm not sure if I am going to get a caravan at all.

All forts have been built with trade depots that are accessible to the entire map as well. Anyone have any ideas why this is happening?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on October 10, 2014, 12:56:09 am
The civ needs a land access to be able to trade/attack you, not just being alive.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on October 10, 2014, 01:51:31 am
Land access shouldn't affect the home-civ, they send caravans and migrants on time even if you're on a small island somewhere off the coast on the other side of the continent. (At least, that's what they do for DF2012.)

I'd wager this has something to do with the "Earliness" that the dwarves are set to. I recall the last few versions had evil civs getting steamrolled in the first year by a dwarf siege because they were set to appear as early as possible by default, if that was changed it might be affecting when they send caravans too.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Emperor on October 10, 2014, 11:32:47 am
Land access isn't affecting home-civ, but it affects the time you'll have to wait between caravans. For example, embarking next to a homeland Mountain Hall will ensure that you will get regular caravans, while embarking on a isolated island will result in caravans arriving very irregularly.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on October 10, 2014, 11:48:57 am
I can't say I've ever - ever - noticed an inconsistency in terms of arriving caravans. Either you get caravans every year (baring sieges or bypassing your inaccessible depot) or you don't. Not in any game I've ever played, no matter how I embark, have I gotten a caravan one year but not the next, without one of the previous situations being responsible for it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Emperor on October 10, 2014, 11:53:01 am
I can't say I've ever - ever - noticed an inconsistency in terms of arriving caravans. Either you get caravans every year (baring sieges or bypassing your inaccessible depot) or you don't. Not in any game I've ever played, no matter how I embark, have I gotten a caravan one year but not the next, without one of the previous situations being responsible for it.

I've expected it a few times, but mostly in vanilla. That was a few versions ago, though, so i may not be strictly accurate.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 10, 2014, 06:01:36 pm
Not sure if intended, "Slade" reagent will accept any rock?

[REACTION:TURRET_SLADE]
   [NAME:Build a slade turret]
   [BUILDING:MACHINE_FACTORY:CUSTOM_ALT_S]
   [REAGENT:F:2:TRAPPARTS:NO_SUBTYPE:NONE:NONE]
   [REAGENT:G:300:BAR:NO_SUBTYPE:INORGANIC:BRASS]
   [REAGENT:H:300:BAR:NO_SUBTYPE:INORGANIC:IRON]
   [REAGENT:C:3:TOOL:ITEM_TOOL_AUTOMATON:NONE:NONE]
   [REAGENT:slade:5:BOULDER:NONE:NONE:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SPAWN_TURRET_SLADE]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_TURRET]
   [SKILL:OPERATE_PUMP]
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 10, 2014, 06:05:15 pm
Intended. It used slade before, but since you cant make it yourself anymore (i removed it when Toady introduced the minecarts/wheelbarrows. Since that update heavy weight slow everything down extremely), I decided to use normal rock.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thegamemaster1234 on October 10, 2014, 06:53:13 pm
While I have yet to actually use the mod (Mac user here, and installing Wine is taking the longest time ever) I can't wait to use it.

I'm thinking you should warn people about the amount of files inside of your 7zip; extracting it to downloads and having to sift through all my other crap to find the stuff I just extracted is annoying. I suggest moving everything inside of one folder, THEN zipping it (the folder, not the files inside).

I know this is probably a really difficult thing to do (or possibly just time-consuming (or both)), and I don't even know the exact details of the differences between versions 34 and 40, but I would at least like to know whether or not an updated version is underway.

On a side note, this is my first comment on the forums! Hello!

oh god this wine thing is taking ****ing forever to install, having an old macbook pro really doesn't help :P
I can't wait until I can lead a group of Warlocks for ultimate magical domination. The complexity of everything should be an interesting challenge.

Also, even though this is supposed to be a "dwarf mode only" thread, I didn't exactly see a "general stuff" thread, so I posted here. I hope that's ok :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 10, 2014, 08:18:21 pm
Next time, instead of "extract here" use "extract to 'folder name'", and it will unpack into a folder called MasterworkDF V.6.1 ;)

Mdf40.x I havent started with yet, I'm super busy atm.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 10, 2014, 09:59:43 pm
Well, thanks for the input. I am guessing that sunce I have a small world that the other civs are just devastating my home Civ. Thats about all I can come up with.

But how about this one? Maybe <eph can shed some light on this...

I started amedium world, mainly to get more home civs, and I keep getting crashes about 5-20 minutes after embark. Sometimes sooner.

I go to the error log in the DF folder and keep getting this error message...  Would this be causing constant crashes? Is it a bug?

*** Error(s) finalizing the creature WEREWOLF
FEMALE : BITE : Special attack interaction token not recognized : WEREWOLF_CURSE_R
MALE : BITE : Special attack interaction token not recognized : WEREWOLF_CURSE_R
*** Error(s) finalizing the interaction WEREBEAST_AOE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
*** Error(s) finalizing the creature WEREWOLF
FEMALE : BITE : Special attack interaction token not recognized : WEREWOLF_CURSE_R
MALE : BITE : Special attack interaction token not recognized : WEREWOLF_CURSE_R
*** Error(s) finalizing the interaction WEREBEAST_AOE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF_N:MALE
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 10, 2014, 10:09:29 pm
It's related to the fact that you have Werewolf civ turned off, while some of the items in the raws are still looking for deactivated werewolf bits.

These kind of issues can be hard for Meph to test himself because there's no way for him to play with every possible combination of GUI settings.  A lot of times this sort of thing will "fail gracefully" and don't cause serious crashes but, you never know.  Still definitely worth reporting.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 10, 2014, 10:11:41 pm
Ahh, ok. Well thank you for the quick response. I suppose my best bet is to just turn the werewolf civ on then as I am not in any way proficient enough to start messing in the raws.

I appreciate the info. Maybe this will help Meph in later versions, either way thanks  :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 10, 2014, 10:12:54 pm
And just an FYI, the error log seems to just FILL with this message over and over again, as it seems to keep trying and trying. Eventually my game just totally bombs.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on October 10, 2014, 10:25:44 pm
No, it only does that when it loads the raws.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 10, 2014, 10:37:18 pm
And just an FYI, the error log seems to just FILL with this message over and over again, as it seems to keep trying and trying. Eventually my game just totally bombs.
the errorlog you posted does not affect the FPS at all.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 10, 2014, 10:40:47 pm
Hm. well the game consistently crashes on me every time. The FPS are actually perfectly ok (150) all the way up until the crash.

Is there any other log I can look into to see what may be the cause?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 10, 2014, 10:44:55 pm
Did you try running the game without dfhack? If its a consistent crash, at the same date, you can upload the save if you want.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 10, 2014, 10:51:21 pm
Damn, I just went ahead and deleted the world and am trying to regen a new one. If I have any other issues, I will try without DFHack.
If this doesn't resolve it, I will save and upload if it helps.

I noticed that it would run pretty well generally for like I said 15 minutes, but it didnt seem to happen at the same time every time. It actually seemed to happen if I would use the command "reveal" in DFHack and go down a few z levels.

I played plenty of Masterwork DF on medium maps in previous versions, but for whatever reason, it crashes pretty consistently on medium maps on this version. Hopefully I'll figure it out.

Thanks for your time.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 11, 2014, 01:19:39 am
Well after trying to generate about 6 or 7 medium worlds, the game crashes every time in world gen mode. I have no idea what the problem is or any idea of how I would diagnose it.

Sad too, as I have played several earlier versions of Masterwork DF with medium worlds with really no problems whatsoever. My computer has been upgraded too.

Wish I knew what to do, but I guess I'll just try vanilla for awhile :(


Only major thing I notice is that it seems to just LOCK UP and crash when I use the mouse wheel to zoom in or out on the screen (to see the whole map and make the text smaller or larger).
This seems to just kill the whole game. I'm using Masterwork Font and Obsidian graphic pack...

Is it something to do with true type maybe?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 11, 2014, 01:44:33 am
Only major thing I notice is that it seems to just LOCK UP and crash when I use the mouse wheel to zoom in or out on the screen (to see the whole map and make the text smaller or larger).

rendermax enabled?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 11, 2014, 01:56:45 am
No, it hasn't been enabled.

Strangely, now trying starfox or mayday tilesets from main GUI, the whole generation process works just fine and seems a lot smoother, although I'm still afraid to zoom in or out during map gen process.

Should I try rendermax? My comp has a decent processor and video card and runs most modern games relatively well.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 11, 2014, 02:00:43 am
Verified now 100% ===

Any time I try scrolling my mouse wheel even after world gen mode has finished and I'm looking for a sutable embark site, if I use the mousewheel to zoom in or out of map, dwarf fortres.exe stops working...

Weird eh? I have no idea why it would do this. This happens regardless if its mayday, starfox, obsidian etc.

Found this... Maybe has somethiong to do with it. I don't know.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2750
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 11, 2014, 02:07:11 am
No, sorry, just the opposite; the only thing that I've ever heard of causing a problem like you're describing is Rendermax.  the lighting redraw system is incompatable with zooming, or something like that. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on October 11, 2014, 02:10:39 am
TWBT also caused a glitchy renderring for someone on the embark map when using the zoom.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 11, 2014, 02:21:23 am
I'm going to do a clean install of the whole thing and try again. I really have a suspicion it's truetype. Thing is though, I hit f12 to "try" to turn it off on main screen.

I just have no idea if it turned off or not, as hitting f12 didn't give me any prompt like "true type is now off" etc.

So, I hit f12 one time, just assuming it turned truetype off and barely scrolled my mousewheel... the text got one step larger and CRASH.

hehe. This is kind of crazy.

Also, I embarked, being very careful not to scroll my mousewheel until in the game on a map with my dwarves, and then scrolled the mousewheel and got for a split secon a very wavy diagonal screen with font going all over the place and immediate crash...

Thanks for your input on this regardless. Hopefully I'll get it sorted out.

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on October 11, 2014, 02:28:24 am
I'm fairly certain that true type is not enabled when TWBT is ON.
In fact, it is even grayed out in the launcher in that case.

Well, TWBT is way better than true type, it doesn't have the problems of the black boxes everywhere.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 11, 2014, 02:32:07 am
Well, I just did a fresh install, fired up the game and just one slight mousewheel scroll ont the main menu (create new world menu) and crash...

Im at a loss.

I'm going to try it on vanilla DF and see if the same thing happens.

And just verified : Mousewheel zoom on vanilla DF works just fine. No problems whatsoever. I zooomed in and out several times. Should I disable TWBT and go back to whatever type vanilla uses>?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CheeseHolePete on October 11, 2014, 02:51:41 am
Well, OK. I think I may have figured it out.

In the main Masterwork opening GUI, i hadnt selected a font tileset for the TWBT plugin. (by default it was blank)

Once I chose "Obsidian" for Masterwork-Obsidian Tileset, it scrolls in and out with no crashes. YAY !

But I notice that if I choose "Pheobus" but keep the above  graphics tileset at Masterwork Obsidian, i still gtet a crash if I even scroll the mouse wheel one click.

At least I can play :)

Thanks again guys.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Insanegame27 on October 11, 2014, 07:08:28 am
I had the above bug, until i went into settings and disabled zooming using scrolling
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on October 14, 2014, 03:08:04 am
Suggestion: Process cinnabar into mercury at the screwpress for use in Dwarven alchemy. Rather than a poison like the last time I suggested mercury, it'd be an alternative to the normal metal cycling that can seem wasteful just to get a hold of some springsteel or brass components. Basically it'd be a reaction that called for a barrel of mercury, and transmuted it into an empty barrel and a few bars of any randomly chosen metal that isn't an alloy or something special like adamantine. An additional reaction could be the duplication of metals you already possess, by requiring a bar of the metal in addition to the barrel and producing a single extra bar.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 18, 2014, 10:50:58 am
Is there any documentation on how to use the magma well?  I'm trying to fill a rather large area but the darn thing keeps deconstructing itself.  I'm even using a steel mechanisms and steel blocks and it still deconstructs itself.  Any help?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 18, 2014, 12:19:01 pm
So using a magma-safe bucket fixed the problem of the magma well deconstructing.  However the person who activated the building was immediately incinerated, which would be fine if the buildign continued to pump out magma, but it eventually stopped...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on October 18, 2014, 01:35:34 pm
So using a magma-safe bucket fixed the problem of the magma well deconstructing.  However the person who activated the building was immediately incinerated, which would be fine if the buildign continued to pump out magma, but it eventually stopped...

I was under the impression there are two ways to use it.  One spawn the liquid for free on the same level as the workshop and worker, while the other spawns it on the level above and requires a Blood of Armok gem I believe.  So maybe you activated the free one and instantly burned the worker?  The free one is probably best used for the water well only haha.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 18, 2014, 05:37:12 pm
I'm in the process of creating a firemancer and outfitting him with a full set of scaleplate.  He should be able to turn on the well without killing himself...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on October 18, 2014, 07:11:01 pm
He might still drown and I'm not sure if he'll be able to path through magma. Worth a try though.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 19, 2014, 10:52:26 am
I gave her scaleplate armor with a rune of "nobreath" on it.  However she was still incinerated (or just disappeared?) with all of her equipment immediately after turning on the magma well.

Also, another strange bug, this dwarf appears to be permanently stalking.  She is also slowly gaining experience in hunting even though the labor is off.  It's not that big of a deal, it's just that her movement speed is very low.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on October 19, 2014, 12:22:50 pm
I don't think scale plate is magma proof, fire-proof yes, but magma's a lot hotter.

Also, I'd let your stalker do her thing, see if you can draft her without making her de-stealth and you'll have yourself an assassin.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on October 19, 2014, 12:30:25 pm
I gave her scaleplate armor with a rune of "nobreath" on it.  However she was still incinerated (or just disappeared?) with all of her equipment immediately after turning on the magma well.

Also, another strange bug, this dwarf appears to be permanently stalking.  She is also slowly gaining experience in hunting even though the labor is off.  It's not that big of a deal, it's just that her movement speed is very low.

Probably an arcane dwarf who cast a hide spell. For some reason, there's no way to UNstealth after using an interaction to make you stealth. Makes playing kobolds interesting.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 19, 2014, 01:14:52 pm
I save scummed and watched it a bit closer, the magma well sits above a several story tall cistern, she was pushed off and fell to the bottom.  I don't know if she stealthed afterwards, but she did disappear shortly afterwards with all of her gear and was no longer accessible from the units screen.

I'm going to build a cage around with the magma well with lots of grates and bars and see if that helps...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 19, 2014, 01:39:07 pm
I don't think scale plate is magma proof, fire-proof yes, but magma's a lot hotter.

Also, I'd let your stalker do her thing, see if you can draft her without making her de-stealth and you'll have yourself an assassin.

She's drafted... and currently administrating justice with her scaleplate gauntlets.  I'm not sure if that's a good thing...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 19, 2014, 03:38:27 pm
It works, it works!

Here's what it looks like:
(http://i.imgur.com/PkUpfoi.png)

The area around the magma well are grates, to allow the magma to fall away, and the walls keep the wizard from being pushed over the ledge.  She can activate the well, then move to one of the grates before she gets incinerated.  Huzzah!    :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 21, 2014, 11:02:43 pm
Nice job :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: urmane on October 23, 2014, 11:12:07 am
How does one replace golem oil?

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on October 23, 2014, 11:35:25 am
Pretty sure it's like the creature's blood, you can't replace it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Illogical_Blox on October 23, 2014, 02:15:50 pm
How does one replace golem oil?

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Woah, that guy is pretty well used.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ImmortalBrain on October 24, 2014, 03:36:23 pm
I've decieded to make my own "text playthrough" of DF for my friends so that they can join me in this wonderful game/mod. (Can also post it there if you wish, though i'll have to translate it from russian to english first :) )

Anyway, i've been away from Masterwork for quite some time, and during my playthrough i've encountered various weird things:

1) Not getting any XP boost after strange mood (happened 3-4 times in a row). I was getting "Withdraws for society" or "Fey mood".
2) Having graphical glitches when using Rendermax Light + multi Z level view (although Meph posted a screenshot with both working)
3) The hell is this thing?! Ladle? Got it from a relic.
Spoiler (click to show/hide)
Sold it to elves for 240 \0/.
4) Has Meph removed Broodlords? or other ways to create mindless workers? God i hope he didn't. I am not able to get them from elven caravans. Any other way to make cheap work force? i play with mostly 0 migrants, so i have around 20 dwarves. Need some fodder and haulers.
5) Tried re-creating world several times - still no hematite. It apears i am not the only one who encountered that. All the iron i get is from praying (Although my legendary priest is pumping bars from the altar like a madman)

And a little suggestion: Can you please make "big" buildings (Like monastery) emit light? (like smeltery does)
Spoiler (click to show/hide)
Seems a bit wrong, doesn't it? No light inside.

P.S. Still struggling with poisoning. Is ther a way to make the reaction target a SPECIFIC weapon? like THAT ONE masterwork mithril longsword? and not some random rusty iron dagger... Tried it with custom stockpiles, it works, but it is still very annoying to do.

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on October 24, 2014, 07:09:16 pm
4) Has Meph removed Broodlords? or other ways to create mindless workers? God i hope he didn't. I am not able to get them from elven caravans. Any other way to make cheap work force? i play with mostly 0 migrants, so i have around 20 dwarves. Need some fodder and haulers.
I'd say to spend a bit of time into setting up an efficient stockpiles + minecart system.
It takes quite a bit of work to start it up (both from you and from your workers), but it can lighten the hauling of many goods by a big margin, freeing the hands of many for more important tasks.

I know it doesn't answer the question per say, because I didn't experience broodlords in the versions I played (both past and present).
Quote
5) Tried re-creating world several times - still no hematite. It apears i am not the only one who encountered that. All the iron i get is from praying (Although my legendary priest is pumping bars from the altar like a madman)
It's a bit odd, because hematite is usually present nearly everywhere.
Did you try to check different biomes (mountains, coast, plains, forests...)?

Quote
P.S. Still struggling with poisoning. Is ther a way to make the reaction target a SPECIFIC weapon? like THAT ONE masterwork mithril longsword? and not some random rusty iron dagger... Tried it with custom stockpiles, it works, but it is still very annoying to do.
You have a pretty nice tool at your disposal for this kind of thing, hit alt+a when you are on the task to open a nice little menu that will help you restrict the ingredients (more info in my sig).
It won't allow you to choose a specific weapon (so not this specific silver maul among the 50 you have), but you can specify it enough to make the it choose at least the weapon type and material you want.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on October 24, 2014, 07:33:34 pm
Townportal can summon more dwarves, for a price. A legendary priest + coin press could churn out new dwarves fairly quickly.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ImmortalBrain on October 24, 2014, 09:47:37 pm
I'd say to spend a bit of time into setting up an efficient stockpiles + minecart system.
It takes quite a bit of work to start it up (both from you and from your workers), but it can lighten the hauling of many goods by a big margin, freeing the hands of many for more important tasks.

Yeah, my stockpiles are really a mess and i have never tried using minecarts before (hell, even wheelbarrows were new to me). Guess i'll read about them on the wiki.
I know it doesn't answer the question per say, because I didn't experience broodlords in the versions I played (both past and present).

Broodlords were churning out "mind controlled" dwarves. They were something like lobotomized ones you can make now - no real labors available apart from mining/hauling and possibly cheap fodder/guards. In my last fort i had 20-30 "real" dwarves and like 100 of those, guarding everything and hauling. Felt really similar to warlock fortress (with warlock overlords and skeleton fodder).
Oh well, i can still summon dwarves via town portal and lobotomize them afterwards for the same effect i guess :D.
You have a pretty nice tool at your disposal for this kind of thing, hit alt+a when you are on the task to open a nice little menu that will help you restrict the ingredients (more info in my sig).
It won't allow you to choose a specific weapon (so not this specific silver maul among the 50 you have), but you can specify it enough to make the it choose at least the weapon type and material you want.

Wow, thanks a lot! that is exactly what i was looking for!

Oh, and by the way, what is better? Bows/Xbows/Javelin throwers? My guess is that bows are the fastest and javelin throwers pack the biggest punch?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: UristMcDuck on October 25, 2014, 12:47:34 am
If I may, how would I go about making it so that Dwarfs can build Gnomish automated workshops?  I love the automated technology, but really want the options that Dwarfs alone get.  Is it as simple as altering the the ENTITY file and their permitted buildings?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on October 25, 2014, 06:45:03 am
Crossbows, with the "repeated" augmentation are one of the deadliest weapons of the game, especially when you make use of the correct ammo type for the enemy (piercing, cutting or blunt).
Technically, the damage per shot is slightly lower than the spear/javelin/axe throwers, but the very high fire rate more than makes up for this, and the ammo stacks are bigger, so less reload trips (25 bolts for 10 javelins).

The upgrade only takes a few mechanisms at the fletcher's workshop.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 25, 2014, 07:12:21 am
If I may, how would I go about making it so that Dwarfs can build Gnomish automated workshops?  I love the automated technology, but really want the options that Dwarfs alone get.  Is it as simple as altering the the ENTITY file and their permitted buildings?
Yes, you could permit the workshops and reactions.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 25, 2014, 11:37:01 am
Yeah, my stockpiles are really a mess and i have never tried using minecarts before (hell, even wheelbarrows were new to me). Guess i'll read about them on the wiki.

This is what my workshop floor looks like (http://mkv25.net/dfma/poi-32161-workshopfloor) (and if you look at the two floors below you can see the way the raw stone comes up from the mines).  It's very efficient hauling and storing.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on October 25, 2014, 03:05:04 pm
Back when the DF34 version of MDF was released (the first one, years ago), I played around with the wagons, and even made a system that had rails able to access every floors, from the surface to the magma sea, two lanes to make it possible for multiple carts to run along, and I made most of my stockpiles and workshop use it.

It was a big work, and mostly for fun, but I encourage anyone not knowing carts too well to make such a test fort, where you try to use every parts of the carts and the stockpiles, because it allows for really nice things, like an other use of quantum dumps into actual stockpiles.

Many things are confusing at first, from the stop conditions to the ways to make the carts move, going through routes and how to prevent carts from flying everywhere (or making use of it).

Someone knowing how to use carts could in theory deliver goods from one end of a fort to an other in very little time, use it to transport a lot of heavy items at once, or even weaponize the carts as parts of the defence.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ImmortalBrain on October 26, 2014, 05:45:04 pm

This is what my workshop floor looks like (http://mkv25.net/dfma/poi-32161-workshopfloor) (and if you look at the two floors below you can see the way the raw stone comes up from the mines).  It's very efficient hauling and storing.
Thanks for sharing, nice setup  :). Took some ideas and even invented a way i can implement them.
A little bit unrelated - why did you build your bedrooms in soil/sand/clay levels? You can't smooth/engrave them, thus dwarves sleeping there don't gain any good thoughts, or am i wrong?

Played a little bit more and noticed some more...bugs i guess?

1) If you get a legendary weapon at the Weaponry you get BOTH a superior one and a legendary one at the same time (guess this one is known).
Spoiler (click to show/hide)
2) Still no exp boost from strange moods.
3) No option to build a golemforge? i can still research one.
4) I've managed to replicate my old issue with poisons - they simply vanish. It was OK for some time (i was using them to a great effect), but after a siege (it was raining also btw) they simply vanished. Still unable to check if rune-coating will also dissapear, but i guess it also will.

Also...i dont really like that dwarves are losing options (like selling stuff for gold, expeditions, power armor) every patch because of new races. Yes, i agree that all races must be unique, but taking away already existing features because "another race already has that" ? Now i feel dwarves are lacking endgame or generally "features". Like seriously, i've come to endgame and i have nothing to do apart from mages (which are generally useless, annoying to make, buggy and are a huge danger to your fort in the first place). Being "best" at metal-making seems weird and boring, especially considering 3 priests make a RIDICULOUS amount of resources for free. The only time i was in need of some metal ( while having 0 miners ) was when i required nikel for spring-steel. After you've removed welded metals i see no point in using any progression apart from gem-->steel-->mithril/wolfram. This also makes 90% of items found in relics useless because you should already have better stuff.

Also, in the earlier versions trading with caravans was a huge deal. There were lots of unique things you could only get by trading (like blueprints). Now there are very few of them left. Is it possible to add other race's "unique" building blueprints to caravans? Or maybe someone else will have a better idea, i dunno. But really, the more races were added, the less interesting it is for me to play as dwarves.

Just my 2 cents.


Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on October 26, 2014, 06:17:03 pm
Well the only thing I can say is that the golemforge is a magma workshop, so you have to discover a source of magma before you can build one
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 26, 2014, 06:37:47 pm
>> 1) If you get a legendary weapon at the Weaponry you get BOTH a superior one and a legendary one at the same time (guess this one is known).

I don't know how you would avoid this, without perhaps some kind of advanced DFHack shenanigans.  There's no exclusive-OR feature in the native raw interpreter.

>> 2) Still no exp boost from strange moods.

I really don't think this is moddable, at all.  Are you sure you're having the types of moods that give XP?

>> 4) I've managed to replicate my old issue with poisons - they simply vanish. It was OK for some time (i was using them to a great effect), but after a siege (it was raining also btw) they simply vanished.

Huh -- I would have thought that's working as intended (not in the case of runes perhaps). I usually use poisons on ammo so i guess i'm used to thinking of them as disposable.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on October 26, 2014, 07:46:24 pm
>> 1) If you get a legendary weapon at the Weaponry you get BOTH a superior one and a legendary one at the same time (guess this one is known).

I don't know how you would avoid this, without perhaps some kind of advanced DFHack shenanigans.  There's no exclusive-OR feature in the native raw interpreter.

Here is how I believe this should be fixed, it is possible with auto-syndrome to create something called a probability table which is used to execute console commands with an OR based perspective. There is a dwarfhack command to spawn items (I forgot what it is). Use the probability table to execute the spawn item commands and that will prevent the legendary and superior item at the same time bug.

Anything that I need to elaborate on?
Any questions?

here is a relevant link http://www.bay12forums.com/smf/index.php?topic=134774.0 (http://www.bay12forums.com/smf/index.php?topic=134774.0)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 26, 2014, 07:58:29 pm
Yes, thats possible. ProbabilitySyndrome to give either interaction that trigger a script that creates the weapon. But lots of work ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on October 26, 2014, 08:22:52 pm
why an interaction rather than just executing the commands with auto syndrome directly?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 26, 2014, 08:26:02 pm
True. (Its late, sorry)

Only issue is the material. The reaction uses GET_MATERIAL_FROM_REACTION, which I cant add to the script without rewriting it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: heydude6 on October 26, 2014, 08:43:05 pm
that is a major roadblock, you're right. oh well, we almost had something.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 26, 2014, 08:53:27 pm
Do blunt (hammer, mace, knuckleduster) legendaries still use the ultimate attack 90%+ of the time because of preference of edge over blunt?  if so that's an easier fix :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Vidox Darkling on October 27, 2014, 01:39:31 am
It's been a while since the last update, and it's left me wondering (since I don't know where to go for Masterwork DF news), are you planning on making Masterwork compatible with the new release or are you just going to keep it on the release it is currently?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on October 27, 2014, 02:05:45 am
It will update. Maybe not soon, but it will.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 27, 2014, 05:02:57 am
It's been a while since the last update, and it's left me wondering (since I don't know where to go for Masterwork DF news), are you planning on making Masterwork compatible with the new release or are you just going to keep it on the release it is currently?
Toady is still doing bugfixes. The latest release was a bit different, but he said that he is going back to fixes again. Other than that, yes, MDF will update sooner or later, although there does not seem to be that many requests about it ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ImmortalBrain on October 27, 2014, 05:31:47 am
>> 2) Still no exp boost from strange moods.

I really don't think this is moddable, at all.  Are you sure you're having the types of moods that give XP?

Fey mood, withdraws from society, has been posessed. Those are the ones i had. Everything but "has been posessed" should give XP.
>> 4) I've managed to replicate my old issue with poisons - they simply vanish. It was OK for some time (i was using them to a great effect), but after a siege (it was raining also btw) they simply vanished.

Huh -- I would have thought that's working as intended (not in the case of runes perhaps). I usually use poisons on ammo so i guess i'm used to thinking of them as disposable.

Well, Meph stated that they are supposed to be permanent. I've encountered that in the past, but IIRC we blamed that on DFhack update (was using a modified version)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on October 27, 2014, 09:22:11 am
Could be the wrong guild. I remember getting moods for a skill I hadn't put the guild for and it nerfed the xp gain to only a few levels instead of going legendary.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 27, 2014, 09:27:00 am
Could be the wrong guild. I remember getting moods for a skill I hadn't put the guild for and it nerfed the xp gain to only a few levels instead of going legendary.
Only some moods give XP, and with harder learning it might not go till legendary.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on October 27, 2014, 11:47:03 am
It's been a while since the last update, and it's left me wondering (since I don't know where to go for Masterwork DF news), are you planning on making Masterwork compatible with the new release or are you just going to keep it on the release it is currently?
Toady is still doing bugfixes. The latest release was a bit different, but he said that he is going back to fixes again. Other than that, yes, MDF will update sooner or later, although there does not seem to be that many requests about it ;)

Well, I want it as well, I just don't want to seem like a nag...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: katana on October 28, 2014, 06:58:04 pm
My migrant icemage (I didn't have any magic stuff set up yet, and have never done the magic stuff before) just froze to death after doing a bunch of icemage stuff, is this intended?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CptCrunchy on October 28, 2014, 08:36:19 pm
My migrant icemage (I didn't have any magic stuff set up yet, and have never done the magic stuff before) just froze to death after doing a bunch of icemage stuff, is this intended?

I usually just euthanise icemages and firemages in dwarf and orc mode, they're pretty bugged and always end up killing either destroying their clothes and then being pissed about it, killing themselves or killing so many goddamn allies.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on October 28, 2014, 08:43:37 pm
It's been a while since the last update, and it's left me wondering (since I don't know where to go for Masterwork DF news), are you planning on making Masterwork compatible with the new release or are you just going to keep it on the release it is currently?
Toady is still doing bugfixes. The latest release was a bit different, but he said that he is going back to fixes again. Other than that, yes, MDF will update sooner or later, although there does not seem to be that many requests about it ;)

...did you really wait until 0.34.11 to update Masterwork to 0.34?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 29, 2014, 05:10:30 am
I actually dont mind the raw update much, its dfhack thats my problem. I dont like that expwnent introduced the new registration system while deleting the old AutoSyndrome/SyndromeTrigger. Thats is reason number 1 I dont update.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Boltgun on October 29, 2014, 05:25:19 am
I actually dont mind the raw update much, its dfhack thats my problem. I dont like that expwnent introduced the new registration system while deleting the old AutoSyndrome/SyndromeTrigger. Thats is reason number 1 I dont update.

To its defense it will lead to less raws, and less bugs. But it will take so long to migrate that we'd might have to prioritize.

But in truth there is still requirements to meet, ie without force and spawnunit many of the features are out.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 30, 2014, 03:00:25 pm
Simple Meat - Off seems to produce errors:

Code: [Select]
*** Error(s) finalizing the template EYE_TEMPLATE
Unrecognized Inorganic Token: EYE
*** Error(s) finalizing the template INNERBRAIN_TEMPLATE
Unrecognized Inorganic Token: BRAIN
*** Error(s) finalizing the template BRAIN_TEMPLATE
Unrecognized Inorganic Token: BRAIN
*** Error(s) finalizing the template OUTER_BRAIN
Unrecognized Inorganic Token: BRAIN
*** Error(s) finalizing the template LUNG_TEMPLATE
Unrecognized Inorganic Token: LUNG
*** Error(s) finalizing the template HEART_TEMPLATE
Unrecognized Inorganic Token: HEART
*** Error(s) finalizing the template LIVER_TEMPLATE
Unrecognized Inorganic Token: LIVER
*** Error(s) finalizing the template GUT_TEMPLATE
Unrecognized Inorganic Token: GUT
*** Error(s) finalizing the template STOMACH_TEMPLATE
Unrecognized Inorganic Token: STOMACH
*** Error(s) finalizing the template PANCREAS_TEMPLATE
Unrecognized Inorganic Token: PANCREAS
*** Error(s) finalizing the template SPLEEN_TEMPLATE
Unrecognized Inorganic Token: SPLEEN
*** Error(s) finalizing the template KIDNEY_TEMPLATE
Unrecognized Inorganic Token: KIDNEY
*** Error(s) finalizing the creature TOAD
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE
*** Error(s) finalizing the creature BULLFROG
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE
*** Error(s) finalizing the creature BULLFROG_MAN
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE
...
...
*** Error(s) finalizing the creature NIGHT_CREATURE_29
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE
*** Error(s) finalizing the creature NIGHT_CREATURE_30
Unrecognized Inorganic Token: KIDNEY
Unrecognized Inorganic Token: SPLEEN
Unrecognized Inorganic Token: PANCREAS
Unrecognized Inorganic Token: STOMACH
Unrecognized Inorganic Token: GUT
Unrecognized Inorganic Token: LIVER
Unrecognized Inorganic Token: HEART
Unrecognized Inorganic Token: LUNG
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: BRAIN
Unrecognized Inorganic Token: EYE

One set of errors for every creature, all the way down.

To reproduce:
Fresh d/l of MDF 6.1
De-select Simpler Meat in GUI
World gen any world

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 30, 2014, 03:04:06 pm
Code: [Select]
SCHEELITE: Environment Spec Stone Not Found, Token - RHYOLITE
PUDDINGSTONE: Environment Spec Stone Not Found, Token - CONGLOMERATE
MAGNETITE: Smelt Ore Not Found, Token - ARSENIC_POISON

To reproduce:
Fresh d/l of MDF 6.1
De-select Simpler Minerals in GUI
World gen any(?) world -- Magnetite is reproduce-able for sure. The others unfortunately are hit and miss.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 30, 2014, 04:05:34 pm
Code: [Select]
SCHEELITE: Environment Spec Stone Not Found, Token - RHYOLITE
PUDDINGSTONE: Environment Spec Stone Not Found, Token - CONGLOMERATE
MAGNETITE: Smelt Ore Not Found, Token - ARSENIC_POISON

To reproduce:
Fresh d/l of MDF 6.1
De-select Simpler Minerals in GUI
World gen any(?) world -- Magnetite is reproduce-able for sure. The others unfortunately are hit and miss.
The simple-meat I can have a look at, but those inorganics are more or less intended. You add the old minerals back without adding the old rocks back. If you tick both simple minerals and simple stone, you get no errors. Same for simple gems... because they might only appear in a specific stone layer, and that layer is missing.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on October 30, 2014, 04:49:08 pm
No problem, I don't know which of the errors are a real issue or not, figured I might as well report 'em on the rare occassion I have an un-tinkered-with fresh download of Masterwork on my computer :)  The "Error finalizing creature" sounded more potentially serious to me, since I don't know what material the tissue defaults to or whatever.

Quote
If you tick both simple minerals and simple stone, you get no errors.

That seems to be correct for the Puddingstone and the Scheelite one, but the Magnetite error seems to be something else.

The culprit is probably this line, which gains a front square bracket when YESMIN, which seems to be enough to trigger the error. 

Code: [Select]
F:\Games\DF\MasterworkDF V6.1\Dwarf Fortress\raw\objects\inorganic_mineral.txt(382): YESSMELTING!NOMIN!METAL_ORE:ARSENIC_POISON:1-

As far as I can tell there is no ARSENIC_POISON inorganic.  The token appears only in inorganic_mineral.txt(382) and inorganic_ore.txt(337).  In the latter case I think it is permanently commented out and so never causes errors. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on October 30, 2014, 05:11:11 pm
Tissues default to nothing at all, which always gets a "pass through" message when attacked.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CyberSpyder on October 30, 2014, 05:54:40 pm
My arcane dwarf is moving very slowly compared to everybody else, and I assume that it's because he's using his abilities to sneak.  How long is it supposed to take for them to return to normal?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 30, 2014, 06:59:34 pm
My arcane dwarf is moving very slowly compared to everybody else, and I assume that it's because he's using his abilities to sneak.  How long is it supposed to take for them to return to normal?
That was reported long ago, and there seemed to be no end to it. Hugo_the_dwarf mentioned that units go out of sneak if they use interactions, so I added a interaction that they do, a harmless self-targetted attack that should get them to stop sneaking, but I dont think it worked.

Long story short, I dont think you can get them to un-sneak. I should probably delete all the hide-interactions.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CyberSpyder on October 30, 2014, 09:15:08 pm
Oof.  Yeah, that's quite a disadvantage.  Guess I could delete them from the raws to keep any newly-created dwarf mages from doing it.

Running and hiding using magic doesn't seem very dwarfy, anyway.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on October 30, 2014, 09:18:54 pm
My arcane dwarf is moving very slowly compared to everybody else, and I assume that it's because he's using his abilities to sneak.  How long is it supposed to take for them to return to normal?
self-targetted attack

You can't have self-targeted attack interactions, unless by "attack" you mean something different from the ATTACK usage hint.

Oof.  Yeah, that's quite a disadvantage.  Guess I could delete them from the raws to keep any newly-created dwarf mages from doing it.

Don't delete the caste from the raws... bad idea. Don't delete the interaction, either. Just change what it does to, say, nothing.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CyberSpyder on October 30, 2014, 09:20:33 pm
Well, no, I wasn't going to delete the caste.  What's wrong with removing the interaction, though?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on October 30, 2014, 09:43:52 pm
Could cause similar problems. Safest to just replace it with something harmless/useless.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vcordie on October 31, 2014, 07:34:40 am
Few questions about arablists:
Does the bolts used in the reaction matter, or does the arbalest magically spawn certain material bolts no matter what bolts you use
Can the arbalest be killed?
Do the skills of the dwarf that becomes the arbalest matter in terms of how accurate the arbalest is?
Is the tile that contains the arbalest on the edge of the workshop? That way you can place the arbalests directly adjacent to fortifications
Does the material of the crossbows used in its construction matter
Does the quality of the crossbows used in its construction matter for accuracy?
How actually effective is the arbalest? Could I defend my entrance way with a bunch of arbalests and a decentaly geared/trained melee squad?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: katana on October 31, 2014, 11:33:53 am
One of my dwarves is wearing a bloodsteel breastplate with the following runes:
bronze (no pain) 
copper (no nausea) 
wolfram (no stun) 
mithril (no exert) 
chrome (nosleep)
cobalt (underwater breathing)
titanium (no paralysis) 
 
She ended up with a fractured thigh after a fight plus some bruises and there's no mention of pain, so I think the bronze rune is working. This is her first time on the surface and there's the unhappy thought of being nauseated by the sun but no actual nausea/vomiting so I think the copper is working properly. 
 
She still got stunned when colliding with enemies/objects and is currently listed as tired, am I misunderstanding what the wolfram and mithril runes do or are they just not working due to a bug?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vcordie on October 31, 2014, 12:31:47 pm
No exert just prevents over-extertion I believe. As for the no stun, I haven't a clue why it got stunned. maybe its a different kind of stun.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CyberSpyder on October 31, 2014, 01:16:38 pm
That's odd.  The code for the wolfram item syndrome is this:

Code: [Select]
[INORGANIC:WOLFRAM_COATING_ARMORY]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Protection from Stun, given by the wolfram rune][STATE_NAME_ADJ:LIQUID:Protection from Stun, given by the wolfram rune][STATE_NAME_ADJ:GAS:Protection from Stun, given by the wolfram rune]
[MELTING_POINT:19000][BOILING_POINT:11905][SOLID_DENSITY:20][MATERIAL_VALUE:1]
    [SYNDROME]
         [SYN_NAME:rune]
         [SYN_CONTACT] [SYN_INHALED]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
642: [SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CLASS:DWARF_INTER]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CLASS:ALL_CREATURES]
[CE_ADD_TAG:PROB:100:NOSTUN:NO_SLEEP:START:0:END:498]

Which is fairly unique among the armory item syndromes in that it has an end defined, and a rather quick one, too.  The only other one with an end is the gold rune, protection from dizziness.  My immediate reading would be that it essentially doesn't work, because it ends shortly after it begins.  A bug?

Also, since NO_SLEEP is in there as well, I guess it would be redundant to have both wolfram and chrome, if the wolfram were working.

The mithril one is less clear, though.  The DF wiki says NOEXERT is supposed to prevent an entity becoming either over-exerted or tired from too many combat actions, and that's the tag the mithril coating grants.  No oddity there with an END defined, either.

edit:  The inclusion of an end may relate to this, from the wiki:

Quote
Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.  If this creature must eat and drink while playing, it WILL die.

Though since it has NO_SLEEP as well...I don't know.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CyberSpyder on October 31, 2014, 04:06:24 pm
Also:  Tangentially connected at best, but there's an exceedingly minor issue with philosophum/eternal youth potion.  The NO_AGING syndrome it gives dwarves for some reason has the name "sterile" instead of something more accurately descriptive, so dwarves who have drunk it may be diagnosed as sterile rather than eternal.

Do those herbs even grow naturally?  I've never seen them, even in good biomes.  Only gotten them from elves or the reaction at the herbalist.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: katana on November 01, 2014, 10:29:57 am
Yay more problems from me
 
So a dwarf who was weak is training at the weight bench and gets unbelievably strong. Some time later (on a scale of weeks, not years) said dwarf goes back to being weak. Any idea what's going on? 
 
Update: the dwarf's physical attributes seem to be resetting randomly (mid-training included). Also, the outpost liasion is running in circles from wolves across the moat :L
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 01, 2014, 11:15:19 am
Strange, the only thing that kept resetting my military was for the humans (induced by a bug).

Basically, when you change the caste of your dwarves, it randomizes all the stats again.
Apart from that, I don't know of anything that resets the stats, sorry.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vcordie on November 01, 2014, 09:48:04 pm
Where do I research the mages guild? I can't seem to find its research anywhere in the raws
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CyberSpyder on November 01, 2014, 10:37:27 pm
The school of wizardry doesn't require research to build.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: CyberSpyder on November 02, 2014, 07:18:37 pm
Small bug:  When conducting fire magic research, every reagent except the oil itself has DOES_NOT_DETERMINE_PRODUCT_AMOUNT, but the oil is the one most likely to be a problem there.  I think I must have brought in a particularly large pot of oil, because I got 5 or 6 of the immediate output.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 05, 2014, 02:56:40 pm
Hey guys got a few questions regarding dwarfs and certain materials which are not worthy an own thread:

1. For the Air Altar to enchant adamantine swords to animate them I need "EXOTIC LEATHER". No damn clue what that is. Any hints on what I should send my crossbowdwarfs at to get this type of leather? Cause I aint go into the circus without an army of animated swords which will have all the same name.

2. Tears/Blood of Armok: Not sure how to get those either, I know they are sorta rare gems, but I have mined quite alot now, so how rare are those? Anything in particular I need to look for?

3. Warpstones: Same for those, I have read some cool things you can do with the warpstone pool and might want to get one myself, but that requires me getting hand on a warpstone. I know they are also rare occurences in underground and can really really hurt your miners... yet havent found any.

4. Flame turret doesnt like his colleagues: Have stationed a flame turret at my entrance with a web turret, and guess what. The flameturret actually decided to attack the neighbouring web turret for whatever reason. Not sure what happened there, but it took some time to replace the web turret and have gotten rid of said flame turret.

Last but not least

5. Coins... last time I played I had some good coin production going on... not sure how though... cause the coinmint requires me to have: "Coin Dye Copper", "Coin Dye Silver" and "Coin Dye Gold". The gold dye I think I have laying underground in form of orpiment (looked that one up, it was used as golden paint in the past, albeit it contains arsenic...). Said coins I could use to buy... Blood and Tears of Armok, and possibly exotic leather if I know what it means (and all the other crap for my research lab on some of the other cool features).

Its a coin die, and not a dye. Misstook coin die for a typo and read coin dye for whatever reason. That one is solved ^^

But for the rest... nope not a damn clue again. So yeah, some noob issues I suppose, didnt expect that I forgot that much over about half a year.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on November 05, 2014, 03:08:18 pm
Coin "die" i assume, not "dye"?  A die is a tool used by coinmakers, and other folks in real life to form malleable stuff into an image.  it's like a stamp with a negative image of a coin (or whatever) in it.


Code: [Select]
Searching for: coin die
item_tool.txt(1306): [NAME:coin die:coin dies]
reaction_masterwork2.txt(7246): [NAME:Engrave a coin die (coppers)]
reaction_masterwork2.txt(7254): [NAME:Engrave a coin die (shillings)]
reaction_masterwork2.txt(7262): [NAME:Engrave a coin die (sovereigns)]
Found 4 occurrence(s) in 2 file(s)


##################################
#####  PRECISION TOOLMAKER  ############
##################################
//makes new tools that are needed for steampunk, machinery and high-tech and guns.

[REACTION:SKILL_TOOLMAKER_ENGRAVE_DWARF][NAME:=======SKILL ENGRAVING========][BUILDING:TOOLMAKER:NONE]


[REACTION:MAKE_TOOL_MINTING_COPPER]
[NAME:Engrave a coin die (coppers)]
[BUILDING:TOOLMAKER:CUSTOM_B]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:COPPER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:COPPER]
[SKILL:DETAILSTONE]

[REACTION:MAKE_TOOL_MINTING_SILVER]
[NAME:Engrave a coin die (shillings)]
[BUILDING:TOOLMAKER:CUSTOM_C]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:SILVER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:SILVER]
[SKILL:DETAILSTONE]

[REACTION:MAKE_TOOL_MINTING_GOLD]
[NAME:Engrave a coin die (sovereigns)]
[BUILDING:TOOLMAKER:CUSTOM_D]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:GOLD]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:GOLD]
[SKILL:DETAILSTONE]
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 05, 2014, 04:26:44 pm
Coin "die" i assume, not "dye"?  A die is a tool used by coinmakers, and other folks in real life to form malleable stuff into an image.  it's like a stamp with a negative image of a coin (or whatever) in it.


Code: [Select]
Searching for: coin die
item_tool.txt(1306): [NAME:coin die:coin dies]
reaction_masterwork2.txt(7246): [NAME:Engrave a coin die (coppers)]
reaction_masterwork2.txt(7254): [NAME:Engrave a coin die (shillings)]
reaction_masterwork2.txt(7262): [NAME:Engrave a coin die (sovereigns)]
Found 4 occurrence(s) in 2 file(s)


##################################
#####  PRECISION TOOLMAKER  ############
##################################
//makes new tools that are needed for steampunk, machinery and high-tech and guns.

[REACTION:SKILL_TOOLMAKER_ENGRAVE_DWARF][NAME:=======SKILL ENGRAVING========][BUILDING:TOOLMAKER:NONE]


[REACTION:MAKE_TOOL_MINTING_COPPER]
[NAME:Engrave a coin die (coppers)]
[BUILDING:TOOLMAKER:CUSTOM_B]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:COPPER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:COPPER]
[SKILL:DETAILSTONE]

[REACTION:MAKE_TOOL_MINTING_SILVER]
[NAME:Engrave a coin die (shillings)]
[BUILDING:TOOLMAKER:CUSTOM_C]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:SILVER]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:SILVER]
[SKILL:DETAILSTONE]

[REACTION:MAKE_TOOL_MINTING_GOLD]
[NAME:Engrave a coin die (sovereigns)]
[BUILDING:TOOLMAKER:CUSTOM_D]
[REAGENT:A:1:TOOL:ITEM_TOOL_PRECISION:INORGANIC:SPRING_STEEL][PRESERVE_REAGENT]
[REAGENT:A:150:BAR:NONE:INORGANIC:GOLD]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINTING_PLATE:INORGANIC:GOLD]
[SKILL:DETAILSTONE]

Yeah I think figured that out now, I mean coloring coins wouldnt make much sense after all... my bad, I am not a native english speaker and actually mistook that for a typo, no suprise I wasnt able to find it out... anyways figured out how to build those dies/prints, thanks alot.

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on November 05, 2014, 04:44:10 pm
No problem!  Glad it's working.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 06, 2014, 06:36:57 pm
Alright, got now a water altair and got lucky and received a sorcerer dwarf in a migration weave. Bought tears with gold and trained my sorcerer dwarf in water magic... He is now a water(s)kin... so what are his special abilities? Can he cast icebolts yet to kill enemies? Or is he just immune to water?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on November 06, 2014, 06:40:37 pm
Toss him in a lake and find out. Applying Science to Magic produces the best results.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 06, 2014, 06:43:09 pm
Toss him in a lake and find out. Applying Science to Magic produces the best results.

On that, might throw him down my well and see if he can survive there, after all I setup that nasty thing earlier for a reason.
Could send him down with his squad and let him fight some giant cave spiders and see if he uses any spells
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kreepergrimms on November 06, 2014, 11:58:23 pm
hey everyone, i am having a problem with research, i have had several research projects complete, but for some reason all the new ones are failing, it goes through the process of gathering resources then does the levels of research, but fails, i have researched alchemy lab 15 times already with no results, herbalist 10 times no results, rune armory and others a few times each with no results, i have had some results complete, toxicologist, chemist, coin mint, greatforge, but no new research will complete
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 07, 2014, 04:23:47 am
There is a random chance at each of the steps that it fails, my guess is that you were just unlucky.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 07, 2014, 09:06:02 am
Alright my freshly gained waterkin got now following tags: "Sakzul Ronzas, Adept of the magesguild metalcrafter dwarf."

Nothing bad till there... now "This animal is waiting for training"...

Animal? I thought its a dwarf. I am rather confused on that. He is not exactly in the water altair and stands like 2 tiles outside of it... is he now being trained and return to normal state after some time or will he stay in that state forever and I gotta kill him at some point?


Edit 1: Nvm I found his description saying that he is trying really hard to learn and forgets to eat and drink. Guess the animal part is just a way to remove the need to eat and drink in the time of transformation and he just turned into a wavekin now able to resist cold and breath in water which is kinda nice. Continuing so he gets hailstorm.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on November 07, 2014, 03:19:16 pm
There is a random chance at each of the steps that it fails, my guess is that you were just unlucky.

The other possibility is that interim steps are being stored in a stockpile, which is preventing the auto-run reactions from finding them to queue the continuing research.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 09, 2014, 09:07:32 am
So got now a watermage (soon be turned to an icemage) who is using a legendary sleep and paralysis poison coted adamantine longsword, 2 adamantine golem 1 with sword 1 with hammer, 2 adamantine auto crossbow dwarfs with Steel Broahead Bolts (Steeloaks are fun) and soon an Air Mage for enemies down there together with a legion of animated swords (and more useless imigrants will get turned to golems)

Pretty much preparing to breach to the clown tent down there... but one thing I would like to have: Some kind of tameable spider which can be utilised as war animal, kinda like the drow have, or the kobolds with their trap spiders. So is there a way for dwarfs to get giant maneating spiders as pets or war animals? Or do I have to use that one shop and buy an ultra expensive red dragon as a coolfactor?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on November 09, 2014, 09:25:19 am
hfs is trapimmune ;)

but please share how the combat turns out after you visited the circus. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 09, 2014, 10:21:43 am
Trap immune, but not immune to hell fire turrets and landmines (because they melt everything, without exception).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: dead on November 09, 2014, 11:28:06 am
So hey. Haven't played Dwarf Fortress in a while. Awesome amazing ridiculous updates and what not. Meaning I have to relearn how to play again.

Quick question though. The journals, I can see the straight up journals from rock reaction, but I can't find the other materials. I searched this topic and am I suppose to just pump out random crafts using wood/bone in hopes of accidentally getting some? Also, I remember that you made library supply easier to stockpile, where it is stockpile now? Thanks.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: sayke on November 10, 2014, 03:34:09 am
I think you pretty much have to make them from rock... I personally think it would make more sense for them to use paper, but hey =D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: TheStratovarian on November 11, 2014, 08:08:08 am
With the crate supplies at start, is it just the amount in () of the desc ? or is it more?

I didnt see anything in the search amount of this forum, so I figured to ask.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 11, 2014, 10:21:57 am
if you mean "Crate of Steel Bars (10)", then yes, the number is (should?) be the amount of items in it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: TheStratovarian on November 11, 2014, 12:07:52 pm
Thanks, i was trying to figure why that was more costly than buying the 10 individually if that was the case. Is there a good spot to show what each has for the unlisted items like the wool/silk, and other clothing or engineering or library?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 11, 2014, 01:30:15 pm
The raws?

I know it looks daunting, but more often than not, knowing basics on how to search and read the raws can give you answers pretty fast.
Additionally, the default windows "search", when in the folder (raws/objects) searches into the .txt, meaning you don't need any additional tools.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 11, 2014, 01:57:00 pm
Decided to do another fortress in dwarf fortress mode and laughed pretty hard at the name gen of the fortress... its kinda... weird to say the least... not even sure if I can upload the screenshot of that here. Pretty weird name.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 12, 2014, 01:29:10 am
for images, the best place these days is imgur.com
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 12, 2014, 01:39:50 pm
The ways to get gold coin in dorf mode are:
-Mine gold and smelt to coins
-Upgrade lesser bars from the alchemy system to gold, then smelt
-Upgrade copper/silver coins
-Pray for soft metal at the altar

Am I forgetting anything?  I've always found gold to be so incredibly important (with the caste system, and the trade system) that embarking on a site without it becomes a huge crutch.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on November 12, 2014, 07:54:56 pm
A High Priest praying for soft metal on repeat generates enough gold to fuel ANY fortress indefinitely.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 13, 2014, 05:02:56 pm
Alright the archeologist fort which name shall not be named got visited by a Arurk, the red female firedragon which is described as "Huge yet weak".

Uh I have some cagetraps setup and a few of my dwarfs are training since beginning but only cladded in copper, some wielding spears, 1 halberd out of gems, 1 longsword, all but the halberdist with bone kite shields and only one actually has a shitty copper javalin launcher... 6 dwarfs in military in total. So are Dragons still not set to trapavoid like in Vanilla DF or did this get fixed and I really need to get my military out there and face the minotaur (which is a dragon)... oh and I might have some mithril repeater crossbows from the archeologist somewhere arround with some bolts but I highly doubt that this will cut it. The dragon has already ignited the surface to kill some of my scarecrows and has now parked next to the trader depot like I would park a car... or a Latios... or a VTOL, guess he is waiting for food.

Got a megabeast kennel and I want the dragons damn soul and his head so I can revive him and use her powers for my own. At the same time I am waiting for an Goblin Siege/Ambush to be a little decoy for my dwarfs to kill both, the dragon and the Goblins while they are fighting eachother... that requires that a damn ambush shows up.

So yeah kinda in pickle right now which is quite some fun I havent had in months. Either I send out my dwarfs and face the minotaur (DRAGON) or I stay inside, turtling, retract the drawbridge (guess he just flies over the walls then, except... it got the same weird vanilla mechanics of not being able to fly...) and hope the cagetraps at the 3 tiles wide tunnel are capable of catching him. If nothing of that happens... Welp. Good by fort with the Duke Nukem Reference name.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on November 13, 2014, 05:21:42 pm
Pretty sure dragons are TRAPAVOID in masterwork, but still not FLIER.  (search CREATURE:DRAGON in raws if you want to verify)

If your crossbowdwarves are decently skilled and have some metal ammo, repeating crossbows are among the game's best weapons, firing them from a fortified tower or wall would not be a bad way to take on a megabeast.  Javelin launchers with piercing ammo are a good option too.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 13, 2014, 06:33:49 pm
On it, the archer/javalin gunner has a decent skill and I have down in my mine enough copper for about 1k bolts currently. So plan will be: Retract the drawbridge so it cant enter, remove alert, build quickly a tower inside the walls. Station my javalin gunner ontop of it. And shoot it down and kill it.Wwill slay that damn beast tommorow hopefully, and therefor get his skull, his soul and his scales. Just to summon my own which will obey my command.

Nevermind, couldnt resist and did the attack on this beast today. It went unexpectingly easy for my dwarfs. My commander Swo Rdman is apparently a high master Swordsman and also Great at using his bonekite shield... the dragon focused him, breathed once fire which he blocked with his shield and then few slices and he managed to kill it via stab into its brain...

The rest of the military was either busy getting the equipment or just awfully slow up there... when the Javalin gunner got up there it was already over... Traders arrived immediatly after... and pissed off directly after arrival.



Slaughtered said corpse, got some nice scale, some meat, its skull and soul...

Latter I used directly:

Spoiler (click to show/hide)

So far pretty impressive. Not sure where I pasture the now named Dragon Pyro though...

Edit 2:

Apparently the traders who ran off left the wares I ordered arround... 3 free acid turrets. Yay.

Edit 3:

Alright stuff gets stranger... my dwarf without any experience in robotics or anything related to the knowledge of creating a sentry gun creates... guess what...

Spoiler (click to show/hide)

Its an "Adjustable Dragonfire Turret"... too bad it seems that is doesnt have any use and ends up as vendorjunk/ in a item display.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: mikael grey on November 14, 2014, 06:57:20 am
A quick question. Do megabeasts breed?

My little dwarf fort got a visit from a Thunderbird (they seem to be a plague, all my recent forts usualy get thunderbirds), after weeks of bashing his unconscious body with their wolfram knuckle dusters, the beast finaly died (probably due to internal bleeding from shattered ribs).

So after some fiddling around I ressurected the poor resilent beasty, and the first thing it does, it bolts for one of my nest boxes and lays and egg. A Thunderbird Egg. Is it just food, or should I be expecting little thunderbirds on the way?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 14, 2014, 07:54:25 am
I don't think they do, but go nuts with !!SCIENCE!!, an army of those things sound painful for your enemies.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 14, 2014, 10:45:20 am
Random Question:

Can glass items be used at a gemcutter's workshop?  I cut some green glass into gems, but all the reactions are still red.

My site has no naturally occurring gems, or metal (or vein stone, etc).  But I still need anvils, and green glass gem anvils seemed like an easy way to get it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on November 14, 2014, 11:01:03 am
I don't think so, since gems are a subtype of "INORGANIC" but glass is not

[REACTION:CRAFT_GEM_ANVIL]
   [NAME:Make gem anvil from 3 gems]
   [BUILDING:GEMWORKSHOP_WARLOCK:CUSTOM_ALT_A]
   [BUILDING:GEMWORKSHOP:CUSTOM_ALT_A]
   [REAGENT:A:3:SMALLGEM:NO_SUBTYPE:INORGANIC:NONE] ## accepts SMALLGEMs made of any INORGANIC material
   [PRODUCT:100:1:ANVIL:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:CUTGEM]
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 14, 2014, 11:32:22 am
A quick question. Do megabeasts breed?

My little dwarf fort got a visit from a Thunderbird (they seem to be a plague, all my recent forts usualy get thunderbirds), after weeks of bashing his unconscious body with their wolfram knuckle dusters, the beast finaly died (probably due to internal bleeding from shattered ribs).

So after some fiddling around I ressurected the poor resilent beasty, and the first thing it does, it bolts for one of my nest boxes and lays and egg. A Thunderbird Egg. Is it just food, or should I be expecting little thunderbirds on the way?

Not sure, if it stays in the nestbox I suppose they are breeding. I mean rocs or however those big other birds are called breed in vanilla aswell. But it takes ages to get them grow up.

I would just try it out. Some megabeasts do breed, some just dont (like bronze collosi, Dragons, Plague Wraith)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 14, 2014, 12:48:51 pm
I don't think so, since gems are a subtype of "INORGANIC" but glass is not

That helps.  I'll have to rely on my one and only anvil until I get a trade caravan or my priest is good enough to start putting out metal bars.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on November 14, 2014, 01:00:41 pm
There may be a rock block anvil too at the [NAME:Stonecrafter's Shop].  Unless you don't even have stone, that might be an option. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 14, 2014, 01:23:25 pm
That is definitely an option.  I have lots of stone.  There are five levels of completely perfect, uninterrupted marble below the soil layers.  I will have perfectly uniform marble engraved walls for the bedrooms.

(It's a nano-fortress, even with five levels I really only have room for bedrooms and a level for the dining room / dormitory and barracks)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 14, 2014, 02:16:47 pm
I know it's not technically MDF specific, but how do you deal with noise and bedrooms?

The vanilla way of putting things far away is good to some extent, but in MDF, you have so much things that it tends to creep up everywhere, when you don't plan effectively.

Or do you just make quality furnitures and don't bother with it?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on November 14, 2014, 02:32:02 pm
Dont bother. Just make quality furniture, meals, engravings... oh and make them dead to the world by pitting animals 20z levels into the dining room. Haha.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on November 14, 2014, 04:05:42 pm
I don't think so, since gems are a subtype of "INORGANIC" but glass is not

That helps.  I'll have to rely on my one and only anvil until I get a trade caravan or my priest is good enough to start putting out metal bars.

You should be able to process raw ore at the ore processor. Get some charcoal or coal. Then the vanilla smelter should have a make anvil from bars reaction.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 14, 2014, 04:39:58 pm
I haz no ore on the map  :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 14, 2014, 05:00:31 pm
You still has the merchants, the caravans and the priest.

But still, if that's really true, then props to you, go post it in "what's happening in your fort"!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on November 14, 2014, 09:08:57 pm
I haz no ore on the map  :P

Now that is a good challenge.  A while back I did a challenge for myself with a completely religious fort.  Could be worth a try if you aren't too established yet.  No farming, no fishing, no cooking or drink making or cutting down trees (burning them is okay).  Just dwarves praying constantly for food, booze, materials, metal.  It actually worked out alright once I got a few legendary praying.  Before that we were drinking murky water, no beds, eating vermin. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on November 14, 2014, 09:28:48 pm
I guess you could embark with massive amounts of food, and put a few 5 point prayers to wok, while the others try to get as priests and the few remaining build the very basics.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 15, 2014, 07:22:22 pm
Alright got now a white magic and black magic altar on my main fortress (the one which breaches to the clown circus tent sooner or later).

I got absolutly no idea what those new "classes" of mages are doing... Sure a cleric heals, a vampire drains people, a demon sounds incredible powerfull while necromancer ressurects bones etc...

But what EXACTLY are their abilities? And what exactly are their drawbacks? Anyone played with these yet?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 16, 2014, 02:49:00 pm
One of the older manuals had more information in it.  I don't know why it was removed from the current one.  But it makes me sad as I can't remember either =[
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on November 16, 2014, 03:55:34 pm
the creature_standard raws contain basically a list of their spells.  you can find the location by searching, for example "white mage"

Searching for: white mage
creature_standard.txt(998): white mages
creature_standard.txt(4487): white mages  # The info you're looking for happens to be here on line 4487
interaction_magic_spells.txt(5): //interaction to stop more then one black/white mage from appearing at the same time:
Found 3 occurrence(s) in 2 file(s)

cleric, levels 1, 2 and 3 are listed, with perhaps some repetition because of Male and Females castes are separate

Code: [Select]
-----------------------------------------------------------
white mages


YESSCHOOLWIZARD[SELECT_CASTE:WHITE_1_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Lifemancer*:*Lifemancer*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Lifemancer*:*Lifemancer*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]     
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10] 
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_1]


-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------
            YESSCHOOLWIZARD[CAN_DO_INTERACTION:HEALING]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Healing touch]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:pray for healing:is enchanted with faster healing by the lifemancer]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1995]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:SPEED_BOOST]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Speeding touch]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:bless with speed:is enchanted with a speed bonus by the lifemancer]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2005]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:START:0]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Reconnect soul with body]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:INTERACTION:RESSURECT]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:VERB:guide a spirit back to the mortal plane:guides a spirit back to the mortal plane:NA]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:are brought back from beyond: is brought back from beyond]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:400600]




YESSCHOOLWIZARD[SELECT_CASTE:WHITE_1_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Lifemancer*:*Lifemancer*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Lifemancer*:*Lifemancer*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]       
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_1]

-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------
            YESSCHOOLWIZARD[CAN_DO_INTERACTION:HEALING]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Healing touch]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:pray for healing:is enchanted with faster healing by the lifemancer]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1995]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:SPEED_BOOST]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Speeding touch]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:bless with speed:is enchanted with a speed bonus by the lifemancer]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2005]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:START:0]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Reconnect soul with body]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:INTERACTION:RESSURECT]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:VERB:guide a spirit back to the mortal plane:guides a spirit back to the mortal plane:NA]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:are brought back from beyond: is brought back from beyond]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:400600]

YESSCHOOLWIZARD[SELECT_CASTE:WHITE_2_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Witch Hunter*:*Witch Hunter*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Witch Hunter*:*Witch Hunter*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]     
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_2]

-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SANCTIFY_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:sanctify a restless being:sanctifies a restless being:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are put to the final rest:is put to the final rest]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:200]

YESSCHOOLWIZARD[CAN_DO_INTERACTION:CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:destroy a corpse:makes the sign against evil and destroys a corpse:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow:is starting to glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]


YESSCHOOLWIZARD[CAN_DO_INTERACTION:LIVING_CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:bring holy wrath on the undead abomination:brings holy wrath upon the undead abominationNA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow with a bright inner light:is starting to glow with a bright inner light, eating away the undead flesh]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]

YESSCHOOLWIZARD[SELECT_CASTE:WHITE_2_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Witch Hunter*:*Witch Hunter*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Witch Hunter*:*Witch Hunter*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]     
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10] 
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_2]

-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SANCTIFY_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:sanctify a restless being:sanctifies a restless being:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are put to the final rest:is put to the final rest]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:200]

YESSCHOOLWIZARD[CAN_DO_INTERACTION:CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:destroy a corpse:makes the sign against evil and destroys a corpse:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow:is starting to glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]


YESSCHOOLWIZARD[CAN_DO_INTERACTION:LIVING_CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:bring holy wrath on the undead abomination:brings holy wrath upon the undead abominationNA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow with a bright inner light:is starting to glow with a bright inner light, eating away the undead flesh]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]


arcane protector


YESSCHOOLWIZARD[SELECT_CASTE:WHITE_3_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Arcane Protector*:*Arcane Protector*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Arcane Protector*:*Arcane Protector*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]       
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_3]

-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------


YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLINDNESS_CURSE_NO_EMISSION]
YESSCHOOLWIZARD[CDI:ADV_NAME:Blindness]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:15]
YESSCHOOLWIZARD[CDI:VERB:shine with an immense inner light:shines with an immense inner light:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are blinded by the radiant glow:is blinded by the radiant glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2600]

YESSCHOOLWIZARD[CAN_DO_INTERACTION:ANTIMAGIC_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Resist magic]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:VERB:are surrounded by a crackling ward:is surrounded by a crackling ward]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1500]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:COMBAT_BOOST]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Combat boost]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
               YESSCHOOLWIZARD[CDI:VERB:enchant for combat bonus:enchants her fellow dwarves with renewed strength:NA]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2250]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:PROTECTOR_AURA_HIDE]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Protection Aura]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
               YESSCHOOLWIZARD[CDI:VERB:enchant for protection:protects her brothers and sisters with a magical aura, taking away their pain and exertion and helping them flee and hide, if necessary:NA]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3500]


YESSCHOOLWIZARD[SELECT_CASTE:WHITE_3_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Arcane Protector*:*Arcane Protector*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Arcane Protector*:*Arcane Protector*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]       
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_3]


-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------



YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLINDNESS_CURSE_NO_EMISSION]
YESSCHOOLWIZARD[CDI:ADV_NAME:Blindness]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:15]
YESSCHOOLWIZARD[CDI:VERB:shine with an immense inner light:shines with an immense inner light:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are blinded by the radiant glow:is blinded by the radiant glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2600]

YESSCHOOLWIZARD[CAN_DO_INTERACTION:ANTIMAGIC_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Resist magic]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:VERB:are surrounded by a crackling ward:is surrounded by a crackling ward]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1500]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:COMBAT_BOOST]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Combat boost]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
               YESSCHOOLWIZARD[CDI:VERB:enchant for combat bonus:enchants her fellow dwarves with renewed strength:NA]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2250]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:PROTECTOR_AURA_HIDE]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Protection Aura]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
               YESSCHOOLWIZARD[CDI:VERB:enchant for protection:protects her brothers and sisters with a magical aura, taking away their pain and exertion and helping them flee and hide, if necessary:NA]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3500]


Easy peasy to search for the others castes too. 
I don't know Dwarf mode well enough to know whether they can learn additional spells outside of the ones they get defined in their caste.  If so they would require a little different  type of search-fu to find ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 16, 2014, 09:54:56 pm
Sooo...  any clever ideas on one can one get orichalcum on an embark without ore?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on November 17, 2014, 12:37:21 am
interesting question.  How many bars do you need?  the only things that come to mind are:

(1) trade for, and then smelt some ore

(2) let kobolds steal some stuff.  emboldened, they will send a larger raid posse.  kill kobolds en masse (assuming they still drop "gold bags of loot"?)  each will have an small chance of leaving some orichalcum crafts when opened at the Storage warehouse..
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 18, 2014, 09:23:05 am
I don't need many.  I just need a few for the magic industry.  However I don't think I can import raw ore: only bars or blocks are available from the traders.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 18, 2014, 02:59:45 pm
the creature_standard raws contain basically a list of their spells.  you can find the location by searching, for example "white mage"

Searching for: white mage
creature_standard.txt(998): white mages
creature_standard.txt(4487): white mages  # The info you're looking for happens to be here on line 4487
interaction_magic_spells.txt(5): //interaction to stop more then one black/white mage from appearing at the same time:
Found 3 occurrence(s) in 2 file(s)

cleric, levels 1, 2 and 3 are listed, with perhaps some repetition because of Male and Females castes are separate

Code: [Select]
-----------------------------------------------------------
white mages


YESSCHOOLWIZARD[SELECT_CASTE:WHITE_1_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Lifemancer*:*Lifemancer*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Lifemancer*:*Lifemancer*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]     
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10] 
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_1]


-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------
            YESSCHOOLWIZARD[CAN_DO_INTERACTION:HEALING]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Healing touch]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:pray for healing:is enchanted with faster healing by the lifemancer]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1995]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:SPEED_BOOST]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Speeding touch]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:bless with speed:is enchanted with a speed bonus by the lifemancer]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2005]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:START:0]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Reconnect soul with body]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:INTERACTION:RESSURECT]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:VERB:guide a spirit back to the mortal plane:guides a spirit back to the mortal plane:NA]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:are brought back from beyond: is brought back from beyond]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:400600]




YESSCHOOLWIZARD[SELECT_CASTE:WHITE_1_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Lifemancer*:*Lifemancer*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Lifemancer*:*Lifemancer*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]       
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_1]

-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_1]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------
            YESSCHOOLWIZARD[CAN_DO_INTERACTION:HEALING]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Healing touch]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:pray for healing:is enchanted with faster healing by the lifemancer]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1995]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:SPEED_BOOST]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Speeding touch]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:bless with speed:is enchanted with a speed bonus by the lifemancer]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2005]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:START:0]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Reconnect soul with body]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:INTERACTION:RESSURECT]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
               YESSCHOOLWIZARD[CDI:VERB:guide a spirit back to the mortal plane:guides a spirit back to the mortal plane:NA]
               YESSCHOOLWIZARD[CDI:TARGET_VERB:are brought back from beyond: is brought back from beyond]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:400600]

YESSCHOOLWIZARD[SELECT_CASTE:WHITE_2_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Witch Hunter*:*Witch Hunter*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Witch Hunter*:*Witch Hunter*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]     
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_2]

-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SANCTIFY_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:sanctify a restless being:sanctifies a restless being:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are put to the final rest:is put to the final rest]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:200]

YESSCHOOLWIZARD[CAN_DO_INTERACTION:CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:destroy a corpse:makes the sign against evil and destroys a corpse:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow:is starting to glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]


YESSCHOOLWIZARD[CAN_DO_INTERACTION:LIVING_CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:bring holy wrath on the undead abomination:brings holy wrath upon the undead abominationNA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow with a bright inner light:is starting to glow with a bright inner light, eating away the undead flesh]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]

YESSCHOOLWIZARD[SELECT_CASTE:WHITE_2_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Witch Hunter*:*Witch Hunter*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Witch Hunter*:*Witch Hunter*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]     
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10] 
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_2]

-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_2]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:SANCTIFY_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:sanctify a restless being:sanctifies a restless being:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are put to the final rest:is put to the final rest]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:200]

YESSCHOOLWIZARD[CAN_DO_INTERACTION:CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:destroy a corpse:makes the sign against evil and destroys a corpse:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow:is starting to glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]


YESSCHOOLWIZARD[CAN_DO_INTERACTION:LIVING_CORPSE_EXPLODE_RUNE_CURSE]
YESSCHOOLWIZARD[CDI:ADV_NAME:Put to rest]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:5]
      YESSCHOOLWIZARD[CDI:VERB:bring holy wrath on the undead abomination:brings holy wrath upon the undead abominationNA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are starting to glow with a bright inner light:is starting to glow with a bright inner light, eating away the undead flesh]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]


arcane protector


YESSCHOOLWIZARD[SELECT_CASTE:WHITE_3_F]
YESSCHOOLWIZARD[FEMALE]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Arcane Protector*:*Arcane Protector*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Arcane Protector*:*Arcane Protector*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]       
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_3]

-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals herself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------


YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLINDNESS_CURSE_NO_EMISSION]
YESSCHOOLWIZARD[CDI:ADV_NAME:Blindness]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:15]
YESSCHOOLWIZARD[CDI:VERB:shine with an immense inner light:shines with an immense inner light:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are blinded by the radiant glow:is blinded by the radiant glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2600]

YESSCHOOLWIZARD[CAN_DO_INTERACTION:ANTIMAGIC_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Resist magic]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:VERB:are surrounded by a crackling ward:is surrounded by a crackling ward]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1500]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:COMBAT_BOOST]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Combat boost]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
               YESSCHOOLWIZARD[CDI:VERB:enchant for combat bonus:enchants her fellow dwarves with renewed strength:NA]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2250]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:PROTECTOR_AURA_HIDE]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Protection Aura]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
               YESSCHOOLWIZARD[CDI:VERB:enchant for protection:protects her brothers and sisters with a magical aura, taking away their pain and exertion and helping them flee and hide, if necessary:NA]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3500]


YESSCHOOLWIZARD[SELECT_CASTE:WHITE_3_M]
YESSCHOOLWIZARD[MALE]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
YESSCHOOLWIZARD[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
YESSCHOOLWIZARD[POP_RATIO:3]       
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:ALCHEMIST:*Arcane Protector*:*Arcane Protector*]                                   
CASTE_PROFESSION_NAME:MAGIC_NATURE:*White wand user*:*White wand users*  => broken
YESSCHOOLWIZARD[CASTE_PROFESSION_NAME:STANDARD:*Arcane Protector*:*Arcane Protector*] 
YESSCHOOLWIZARD[SKILL_RATE:MAGIC_NATURE:500:0:0:0]               
YESSCHOOLWIZARD[SKILL_RATE:ALCHEMY:500:0:0:0]       
YESSCHOOLWIZARD[NATURAL_SKILL:MAGIC_NATURE:10]       
YESSCHOOLWIZARD[SKILL_RATE:RANGED_COMBAT:200:0:0:0]           
YESSCHOOLWIZARD[SKILL_RATE:THROW:200:0:0:0]             
YESSCHOOLWIZARD[NATURAL_SKILL:RANGED_COMBAT:10]           
YESSCHOOLWIZARD[NATURAL_SKILL:THROW:10]
YESSCHOOLWIZARD[NATURAL_SKILL:ALCHEMY:10]  YESSCHOOLWIZARD[CREATURE_CLASS:MAGIC_WHITE_3]


-------------  block spell ---------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLOCK_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Block the creation of more then one mage of this type]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
-CDI:TARGET:A:LINE_OF_SIGHT-
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:200]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:200]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3599]
----------------------------------------------------------

------------ hide spells -----------------------------------
      YESSCHOOLWIZARD[CAN_DO_INTERACTION:HIDE_EFFECT]
      YESSCHOOLWIZARD[CDI:ADV_NAME:hide]
      YESSCHOOLWIZARD[CDI:USAGE_HINT:FLEEING]
      YESSCHOOLWIZARD[CDI:VERB:conceal yourself with a magic veil:conceals himself with a magic veil:NA]
      YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
      YESSCHOOLWIZARD[CDI:WAIT_PERIOD:300]
      YESSCHOOLWIZARD[CDI:FREE_ACTION]
------------ hide  spells -----------------------------------

------------ familiar spells -----------------------------------
YESSCHOOLWIZARD[CAN_DO_INTERACTION:FAMILIAR_WHITE_3]
YESSCHOOLWIZARD[CDI:ADV_NAME:Create familiar from sprite]
YESSCHOOLWIZARD[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:3]
YESSCHOOLWIZARD[CDI:VERB:create a white familiar from a nearby sprite:creates a white familiar from a nearby sprite that will aid in combat:NA]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:1]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:9999999]
------------ familiar spells -----------------------------------


------------ spells -----------------------------------



YESSCHOOLWIZARD[CAN_DO_INTERACTION:BLINDNESS_CURSE_NO_EMISSION]
YESSCHOOLWIZARD[CDI:ADV_NAME:Blindness]
YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:15]
YESSCHOOLWIZARD[CDI:VERB:shine with an immense inner light:shines with an immense inner light:NA]
YESSCHOOLWIZARD[CDI:TARGET_VERB:are blinded by the radiant glow:is blinded by the radiant glow]
YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2600]

YESSCHOOLWIZARD[CAN_DO_INTERACTION:ANTIMAGIC_SPELL]
YESSCHOOLWIZARD[CDI:ADV_NAME:Resist magic]
YESSCHOOLWIZARD[CDI:TARGET:A:SELF_ONLY]
YESSCHOOLWIZARD[CDI:USAGE_HINT:ATTACK]
YESSCHOOLWIZARD[CDI:VERB:are surrounded by a crackling ward:is surrounded by a crackling ward]
YESSCHOOLWIZARD[CDI:WAIT_PERIOD:1500]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:COMBAT_BOOST]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Combat boost]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
               YESSCHOOLWIZARD[CDI:VERB:enchant for combat bonus:enchants her fellow dwarves with renewed strength:NA]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:2250]

            YESSCHOOLWIZARD[CAN_DO_INTERACTION:PROTECTOR_AURA_HIDE]
               YESSCHOOLWIZARD[CDI:ADV_NAME:Protection Aura]
               YESSCHOOLWIZARD[CDI:TARGET:A:LINE_OF_SIGHT]
               YESSCHOOLWIZARD[CDI:TARGET_RANGE:A:10]
               YESSCHOOLWIZARD[CDI:MAX_TARGET_NUMBER:A:10]
               YESSCHOOLWIZARD[CDI:VERB:enchant for protection:protects her brothers and sisters with a magical aura, taking away their pain and exertion and helping them flee and hide, if necessary:NA]
               YESSCHOOLWIZARD[CDI:WAIT_PERIOD:3500]


Easy peasy to search for the others castes too. 
I don't know Dwarf mode well enough to know whether they can learn additional spells outside of the ones they get defined in their caste.  If so they would require a little different  type of search-fu to find ;)

Perfect, looking into the raws really help if you are used to some rather abtruse cryptic writing. I aint go get a necromancer or demonbound for good I can tell you. But the rest... everything but the Witch Hunter will be added, kinda dont need a witch hunter for my fortress, not getting attacked by undeads at all. And if so I supress them with my now 4 Adamantine Golems, 3 Sword, 1 Hammer and then bring them to my unfortunate accident device/Atomsmasher.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on November 18, 2014, 07:29:58 pm
I don't need many.  I just need a few for the magic industry.  However I don't think I can import raw ore: only bars or blocks are available from the traders.

Ores are on the list of "stones" in the trade agreement menu. Traders don't typically arrive with raw stone unless requested because it's heavy and heavy stuff limits how much goods they can bring, but it's still an option. Make sure you have wagon access, the pack animals can't carry stone.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 21, 2014, 10:47:15 am
You're right, I see it now.  I don't know how I missed it. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on November 23, 2014, 10:03:39 am
Tiny bug: The magma metallurgist can use non-magma safe anvils.  The armory and weaponry have the same issue.  Is this intentional?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Boltgun on November 24, 2014, 11:19:23 am
Yes, because magma and fire safe modifier are not working for furnitures.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on November 24, 2014, 03:09:55 pm
Kind of makes sense anyway since you're not dunking the anvil into the magma, even if you're using magma to heat the metal you're working with.

On a similar note, given that you can smelt any metal with magma, ostensibly that means no metal is magma-safe.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on November 24, 2014, 03:57:06 pm
Alright getting ready for the clown circus... Preparing my troops in my main fortress to extinct them.

Heres a small cost of my military, or well one of the military guys I use. And my new last ditch defense in case anything else shows up.
Spoiler (click to show/hide)

Since he is one of my icemages/Will be soon an icemage he got the name Mr.Freeze. Bad puns inbound. The sword is coated in different poisons (Paralysis, Sleeping Poison, Slowness) and multiple runes (Double Damage and Instant Kill most noteable.). He is armored in full Adamantine platemail and gets soon an Adamantine Towershield or maybe an Ice Aura... though I got someone doing support with that already, will see about that. And I loooove the special move of the legendary longswords... Sounds like he is draining the dragon and absorbs it. Do also note he soloed that dragon... though with that equipment even someone being none professional would be able to do that...
Still impressive though if you think about it, he sliced a giant waterdragon in half by using a "simple" sword with who knows what nasty kind of stuff on it engraved in runes which are for some reason increasing its damage... that and some ice magic tricks... which is as efficient as trying to raze a wall with a butter knife if you compare that to that sword...

His squadmates are all but one ranged with Auto-Crossbows currently using steelbolts my dwarfs pray for... Also... Just checked his sword... apparently he was soooo brainy to freeze the poison on it... Does that actually mean that the poison coating wont do anything now and will it eventually unfreeze? Looks pretty interesting RP wise though... since he is well.. a icemage he freezes his stuff... After that he went to a cool party and asked everyone to chill.



Also my last defense infront of my burrow:
Spoiler (click to show/hide)


Pretty interesting beast... name is apparently based on a giant tree in nordic mythology. Though I hoped for a giant spider like abomination with a mist/cloud/string attack which is corrosive and colored white instead of webs (The Mist anyone?)



Edit 1: Might have gone a little bit overboard with covering my other tasks...

Edit 2: Apparently it says wavekin... should say Watermancer instead, he is Level 2 and got the Icestream/Icefoam spell... and yes he is, just went ingame and checked again with Dwarf Therapist
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on December 01, 2014, 01:56:34 pm
So the Stonecutter's workshop takes stone blocks and converts it into various things like tables, doors, floodgates, etc.  It uses the Stonecrafter's labor.  The furniture workshop can also take stone blocks and convert them into furniture objects in groups.  However it uses the Masonry labor.  Is this intentional?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jaso11111 on December 10, 2014, 03:31:21 pm
Ok im sure this has been asked before, but is there any way too war train a Guardian of Armok? Or at least make it follow my commander?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on December 10, 2014, 03:35:29 pm
Is there any way to war_train anything in MW? 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jaso11111 on December 10, 2014, 03:36:30 pm
Is there any way to war_train anything in MW?
Im simply asking if i can put him on a moving train for war purposes!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on December 10, 2014, 03:47:19 pm
Is there any way to war_train anything in MW?

Sure why not?  Are you having trouble?

Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on December 10, 2014, 05:10:48 pm
I've yet to find a way to do it.  Maybe I'm just not familiar with how it's done in DF2012 D:
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Thebluemage on December 13, 2014, 04:03:32 pm
Hey, first time posting. I've recently come into possession of a large amount of devil thorn logs, and they apparently make really good weapons. My question is in which workshop I should go to/build to make these logs into weapons. The blacksmithy doesn't seem to be able to do this, do I go to the carpenter
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on December 13, 2014, 04:04:27 pm
I've yet to find a way to do it.  Maybe I'm just not familiar with how it's done in DF2012 D:

You need an animal training zone.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on December 13, 2014, 05:07:04 pm
(orc mode, but i assume it carries over)

I always embark with a pair of wolves, or at least a growler squig or two, and just pasture them in a big 20x20 zone near the wagon.  And train them from there by Therapisting a couple animal trainers and using z-animals interface to queue up the jobs.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jaso11111 on December 14, 2014, 09:20:59 am
(orc mode, but i assume it carries over)

I always embark with a pair of wolves, or at least a growler squig or two, and just pasture them in a big 20x20 zone near the wagon.  And train them from there by Therapisting a couple animal trainers and using z-animals interface to queue up the jobs.
You can use the Therapist to train animals?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Larzo on December 14, 2014, 12:44:39 pm
Hello !

issue 1: Clay Oven workshop can collect peat from Clay/Dirt/Peat zone ->Screw press workshop can process 5 peat into compact peat. Smelter burn compact peat to 2-4 bars of coke.

My question: I have found natural compact peat, i dug all of it and now i have "compact peat cavern floor" (when i make Clay/Dirt/Peat zone over it is say (0) and its gray.).
Is there any way how to collect this compact peat like normal peat / Clay Oven ?

issue 2: I want to train my Legionnaire Guild guys on weight bench (because they train in athlete faster) and i cant find "athlete/athletics" anywhere in dwarf therapist. Any ideas please ?
(i set workshop profile on weight bench so only Legionnaires train there but i want to know where is  athlete/athletics showed)


Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 14, 2014, 02:19:01 pm
1. No, you cant collect from it. The compact peat is a rock, while you can only collect peat, which is a soil.

2. Misc Object User. Should still show as Athlete or Athletics in Therapist though. Its not a labor you can toggle btw, its a skill only. You determine who uses the workshop by using workshop profiles, by looking at the workshop and pressing P, then enabling the dwarves you want.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on December 14, 2014, 02:50:49 pm
You can use the Therapist to train animals?

No, I mean you can use therapist to enable the appropriate labor on orcs/dwarves.  Not having enough workers with the right labors assigned is a common cause of relatively new players being confused when some job doesn't happen as quickly as they expect.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Larzo on December 14, 2014, 03:25:43 pm
1. No, you cant collect from it. The compact peat is a rock, while you can only collect peat, which is a soil.

2. Misc Object User. Should still show as Athlete or Athletics in Therapist though. Its not a labor you can toggle btw, its a skill only. You determine who uses the workshop by using workshop profiles, by looking at the workshop and pressing P, then enabling the dwarves you want.

Thank you for answers !

I dont see Athlete or Athletics in Dwarf The rapist and i looked in all Dwarf Therapist tabs .... maybe i am just blind.


Clay/Dirt/Peat gathering zones can be drained ? ( i mean if its endless/renewable resource)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jaso11111 on December 14, 2014, 07:51:27 pm
You can use the Therapist to train animals?

No, I mean you can use therapist to enable the appropriate labor on orcs/dwarves.  Not having enough workers with the right labors assigned is a common cause of relatively new players being confused when some job doesn't happen as quickly as they expect.
Its not that the job dosent happen. Its that he (well, she according to the description) dosent even show up on the Z screen!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 15, 2014, 04:53:54 am
Guys, there is no athlete labor. Its a skill. It will not show in the tabs of the therapist as a labor, you have to go to the skill page, or check the dwarves individually.

Like I said, you should use workshop profiles for this.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Larzo on December 16, 2014, 05:11:21 am
Hello! can someone explain me weapon damage types please ? I did not find anything about cutting damage on wiki so i am asking here.

This is what i know so far (correct me if i misunderstood something)
Slashing Damage = hacking through tissues and severing limbs and heads, good vs smaller and weaker (non armored) creatures.

Cutting Damage = same as slashing ?

Blunt Damage = most effective against heavy and heavily armored foes, breaking bones beneath their blows.

Piercing Damage = punch through armor and do damage to internal organs. effectivity between Blunt/Slashing ?

Also which of these bolts i should made  for my hunters and early army?

Ordinary Bolt - Cutting Damage
Broadhead Bolt - Slashing Damage
Piercing Bolt - Piercing Damage
Hammerhead Bolt - Blunt Damage
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 16, 2014, 11:13:47 am
Cutting and slashing is pretty much the same.

Most effective, if you ask me, is cutting/slashing, while piercing can help with very large creatures. blunt weapons I dont often use, but should in theory work well on heavily armored targets.

Hunters should go with anything but the blunt ammo. There are no animals in armor running around in the wild.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: There Is No Vic on December 16, 2014, 01:37:58 pm
Hunters should go with anything but the blunt ammo. There are no animals in armor running around in the wild.

Or firearms. Steel bullets won't penetrate wildlife skin often, instead breaking nearly every bone, but brass bullets manage to penetrate steel plate and mithril chain when it's worn by a dwarf.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 16, 2014, 02:20:14 pm
Hunters should go with anything but the blunt ammo. There are no animals in armor running around in the wild.

Or firearms. Steel bullets won't penetrate wildlife skin often, instead breaking nearly every bone, but brass bullets manage to penetrate steel plate and mithril chain when it's worn by a dwarf.
This is news to me, but doesnt sound that bad.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: There Is No Vic on December 16, 2014, 02:53:20 pm
Hunters should go with anything but the blunt ammo. There are no animals in armor running around in the wild.

Or firearms. Steel bullets won't penetrate wildlife skin often, instead breaking nearly every bone, but brass bullets manage to penetrate steel plate and mithril chain when it's worn by a dwarf.
This is news to me, but doesnt sound that bad.

Now that I recall further, it was a Human village. Legendary riflemen would empty their muskets into the local wildlife, leaving broken animals to crawl off the map. Two Automaton thieves managed to headshot two chain and plate-armored knights on the first shot. Don't think I have a save.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on December 16, 2014, 02:59:47 pm

Now that I recall further, it was a Human village. Legendary riflemen would empty their muskets into the local wildlife, leaving broken animals to crawl off the map. Two Automaton thieves managed to headshot two chain and plate-armored knights on the first shot. Don't think I have a save.

Indeed, compared to a bodkin arrow or etc., bullets are not nearly as good at doing fatal damage (unless they hit brain or other vitals) but much better at piercing armor and disabling the enemy for your melee to finish off.  I think this is pretty good in general, makes different kind of ranged squads useful actually.  If you want your legendary gunners to be killers get them a hand cannon.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Larzo on December 16, 2014, 05:21:29 pm
I hope nobody mind my spam here  ;D

Does war training affect on breeding or butcher/shear/animal harvest items output ?
Know that armored animals do not breed... but can "war" animal mate with normal or hunting animal ? War dog will give birth to war puppies or just puppies  ?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on December 16, 2014, 07:18:59 pm
Hunters should go with anything but the blunt ammo. There are no animals in armor running around in the wild.

Or firearms. Steel bullets won't penetrate wildlife skin often, instead breaking nearly every bone, but brass bullets manage to penetrate steel plate and mithril chain when it's worn by a dwarf.

Breaking bones requires piercing skin due to the way the game does wounds, IIRC.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on December 17, 2014, 07:50:44 pm
Meph, a user on reddit reports:

Quote
Though now all my wave-kin/icemages are getting frost-bitten?

If you want to avoid, you might want to try something like the Frostskalds have to avoid frostbite:

Quote from: Orcish Frostskalds
      [HOMEOTHERM:10000]
      [FIXED_TEMP:10000]

Instead of or in addition to what you currently have, [COLDDAM_POINT:NONE].
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 17, 2014, 08:10:49 pm
Isnt that creature-level? I was under the impression that this cant be assigned to individual castes, and would count for all castes, effectively making all dwarves fire/frostbite-immune.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on December 17, 2014, 08:25:27 pm
Nope, homeotherm and fixed_temp are both caste level; and I know from game play that other orcs caught in the blast can get (generally non-fatal) frost bite.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 18, 2014, 01:31:19 am
Neat. I added it to the list of fixes.  :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Keoru on December 18, 2014, 02:12:15 am
Meph, a user on reddit reports:

Quote
Though now all my wave-kin/icemages are getting frost-bitten?

If you want to avoid, you might want to try something like the Frostskalds have to avoid frostbite:

Quote from: Orcish Frostskalds
      [HOMEOTHERM:10000]
      [FIXED_TEMP:10000]

Instead of or in addition to what you currently have, [COLDDAM_POINT:NONE].

Awesome! So I would add it the the creature_standard.txt to each level of the water mage? So instead of just looking like
YESSCHOOLWIZARD[COLDDAM_POINT:NONE]

 it would be

YESSCHOOLWIZARD[COLDDAM_POINT:NONE]
YESSCHOOLWIZARD[HOMEOTHERM:10000]
YESSCHOOLWIZARD[FIXED_TEMP:10000]

Or this is completely wrong because I have no idea what I am doing heh


EDIT: Or when looking closer, fire mages have fireimmune up right underneath their other stuff(the natural_skill and what not), while the water have nothing to do with temperature so I would just add those three things there instead?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on December 18, 2014, 03:13:46 am
Yes, it should work.  You can add it anywhere within the block of code that defines the specific caste, I don't think the position within that block will matter for this. 

I suggest you (and Meph) actually delete the current    

YESSCHOOLWIZARD[SELECT_MATERIAL:ALL]
YESSCHOOLWIZARD[COLDDAM_POINT:NONE]

because "select_material," is in fact creature level and; according to my testing it doesn't actually help

evidences:

http://www.bay12forums.com/smf/index.php?topic=123457.msg4069539#msg4069539
has [SELECT_MATERIAL:ALL][COLDDAM_POINT:NONE]  ~~ dies horribly

http://www.bay12forums.com/smf/index.php?topic=123457.msg4069937#msg4069937
has [HOMEOTHERM:10000][FIXED_TEMP:10000] ~~ heroically defeats a tapir
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 18, 2014, 03:24:52 am
That poor tapir. ^^

Is changed. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Jaso11111 on December 18, 2014, 09:48:04 am
So since the Gnomes use it, is there a dfhack command to auto war train a creature?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: deepfield on December 21, 2014, 03:21:22 pm
Can't seem to find a cat on the embark page to get going.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 21, 2014, 03:45:44 pm
Cats?

Maybe you'd want to open the manual and read Dwarves:Pets.

Quote
Dwarven Pets

Dwarves have unique pets, which are more geared to underground fortresses than the vanilla pets. Humans still have access to those, so you can trade with them if you like. You can have access to leather, tough leather, chitin, scale and shells, as well as poisons and special milks with the new dwarven pets.

It has info on all pets the dwarven civ has access to. Cats are surface animals, real life animals, and therefore were given to the humans. Dwarves are fantasy creatures living underground... they get a more fitting cat replacement.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on December 21, 2014, 04:06:27 pm
So not a single death due to icemages/watermancers freezing themself or firemages/pyromancers torching themself down from what I have experienced, pretty neat ^^



Can't seem to find a cat on the embark page to get going.

Buy Leatherwing Bats (They give leather when you shear them) or moleweasel. They are the closest thing you can get to cats (hunting vermin and are at size of a cat). And they dont adopt dwarfs so you can butcher them any time you like without trouble (Or use them to drop them into your dining room from a 30 z-level high tower and watch your dwarfs getting spattered with blood and intestines and slowly become immune to the view of disgusting things).

Also those nasty Frill Lizards are vermin hunters too and they lay tasty eggs.

Check below :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 21, 2014, 04:07:13 pm
And Frill Lizards are vermin hunters. ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on December 21, 2014, 04:07:59 pm
Grr ninajed was about to edit my post Meph :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 21, 2014, 04:14:34 pm
No one ninjas me on my own mod. :P (except everyone who is typing faster than me)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: deepfield on December 21, 2014, 04:25:45 pm
Cats?

Maybe you'd want to open the manual and read Dwarves:Pets.

Quote
Dwarven Pets

Dwarves have unique pets, which are more geared to underground fortresses than the vanilla pets. Humans still have access to those, so you can trade with them if you like. You can have access to leather, tough leather, chitin, scale and shells, as well as poisons and special milks with the new dwarven pets.

I was digging through the raws looking, didn't see the pets section there :D Thanks!

And Frill Lizards are vermin hunters. ;)

Found Moleweasels to maybe suite my needs. They seem to cover twice as much ground. Although I can't harvest anything from them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kamikazi1231 on December 21, 2014, 10:30:21 pm

Found Moleweasels to maybe suite my needs. They seem to cover twice as much ground. Although I can't harvest anything from them.

Nothing besides mountains of delicious meat. A moleweasle population will breed into the hundreds fast. They truly catsplosion if you don't manage them. Ive never tried it myself but maybe look into the autobutcher dfhack program.

On a similar note I think ill start designing compartmentalized food stockpiles with lava. Im pretty sure my forts usual fps death is from stockpiled food. Need a way to cut the amount in half quickly.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Gamerlord on December 22, 2014, 04:06:42 am
Something from the previous version that I just remembered, dunno if it's been fixed or not;

In the Weaponry Upgrade workshop the 'Improve sledgehammer' doesn't work. At the time I looked through hackwish and I don't think there is an actual upgraded sledgehammer for it to make.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on December 22, 2014, 08:14:38 am
Alright military back to its old glance, well sorta, golems are missing and 3 other ranged troopers + their paladin with hammer and shield (arcane protector) are missing.
Mr.Freeze is again the Icemage and doesnt freeze while well... freezing things, 2 Crossbowmen with Wolfram Autocrossbows (Switched from Adamantine since Adamantine does literally no damage on melee) and got those 2 to legendary in Hammerdwarf, Armoruser, Dodger with a dangerroom. Same for Mr.Freeze, but with swordskill instead.
And their crossbowskill is fairly high either with Rank 10. Quite satisfied, alot higher quality military then last time. Now I need to turn those guys into mages, 2 air and maybe 1 fire and I call it a day.

Edit 1: Now my Paladin/Arcane Guardian, Zeratul, is ready to fight. Armored in atleast exceptionally well crafted Adamantine Plate Armor wielding a Masterfull Legendary Tungsten/Wolfram Warhammer
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on December 22, 2014, 12:26:19 pm
Is Zeratul unstoppable?   :o
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 22, 2014, 12:29:17 pm
Is Zeratul unstoppable?   :o
Spider Spider, Spider Spider, does whatever a spider does. (Which is webbing your military and one shotting them, regardless of armor or skill)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on December 22, 2014, 12:31:14 pm
Is Zeratul unstoppable?   :o
Spider Spider, Spider Spider, does whatever a spider does. (Which is webbing your military and one shotting them, regardless of armor or skill)

Yep nothing is worse then a eyeless Spider Forgotten Beast composed of steel. They kill anything, even if armored...

Edit 1:

Hm Air Mages might help with this, they are webimmune arent they?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on December 22, 2014, 12:42:14 pm
Is Zeratul unstoppable?   :o
Spider Spider, Spider Spider, does whatever a spider does. (Which is webbing your military and one shotting them, regardless of armor or skill)

Yep nothing is worse then a eyeless Spider Forgotten Beast composed of steel. They kill anything, even if armored...

Edit 1:

Hm Air Mages might help with this, they are webimmune arent they?

Air mages are, and level 3 of another element are as well (I just don't remember which, earth maybe? it's fire mages per the manual)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ___MeRliN___ on December 22, 2014, 01:46:16 pm
So IceMages get apparently a ice web-spray... but arent webimmun. Quite ironic, cant be freezed yet can be webbed with his own ice webs?

Anyways Paladin/Protector is ready, going to transfer one of my Ranged Combat Units into a firemage, the other one maybe too...

Then getting either a second swordman or a spearman with Air magic and make him a spider killer, what do you guys prefere? Spears or Swords for spiders? Or Wolfram Warhammers in case I find another forgotten beast with metal skin... Also is dualwielding and are Greatforge/2 Handed Weapons viable? Havent played with them in my propper military. The few times I used Zweihanders I was kinda dissappointed, maybe because I made them out of obsidian instead of steel lol.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on December 22, 2014, 07:04:16 pm
The few times I used Zweihanders I was kinda dissappointed, maybe because I made them out of obsidian instead of steel lol.

Yep, that would do it...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: bluntobj on December 29, 2014, 04:54:59 pm
Some questions:

Plate Armor - does the platearmor inherit the properties of the leather used in its construction, e.g. Netherleather, dragonscale, etc.

Layering armor - earlier entries in this thread indicate you can go padded + Platearmor + mail as layering.  Is this still the case?

Musket / pistol ammo - what material factors affect the damage of bullets?  Is lead better for weight or steel for for piercing?  Does it follow the general rules for bolt damage, or are they effectively blunt damage only?

Large gems - I'm trying to make a large gem stockpile, but cannot locate the proper settings.  Any pointers?  I'm trying to build the air temple, but it's not pulling the large gems from the archeologists lab.  Unless I am muffing one of the other materials...

!!FUN!! - I admit that sometimes secret fund stuff can be really fun, but hard to figure out.  I've gotten good at identifying fun like vampires with vanilla, but the things that turn your dorfs into opposed to life berzerkers are eluding me.  It drove me nuts so I was using DF Hack's curse check to look at every dorf, (blanket cursecheck had revealed 3 cursed creatures on the map, one was a vampire I had Amontillado'd as my bookkeeper.), but I never saw the other two.  I generated two wards of armok and placed them, but no cultist appeared.  Is an acolyte of the carp god opposed to life?  I ended up doing the sacrifice to remove shoggoths, which appeared to work (curse count back to 1), but I wonder if it was the ward fixing them or the sacrifice?  I did not see any message warning, so I assume it is a behind the scenes thing.  Can you shed a bit of light here if its not too spoilerish?

Plump helmets / pig tails - I'll never generate a world with no cavern water again.  Interestingly this had a major effect on dwarfish civilizations.  There was only one mountainhome left to choose from.  I was using fortress defense invasion races, which took up most of the available civilizations out there.

Armory - I assigned two stockpiles to the armory; one a leather and the other an armor.  Jobs are still red?  (edit - I am silly.  I needed to add steel bars to those stockpiles. geez)

Magic School - to have a dorf join the magic school, do I have to manage the allowed laborer, or will the school pick a dorf with the Sorcery labor assigned that is not yet a member of the school?

Patternwelded metals - This only available at the magma version of the metallurgist?

Totems made from leatherwing bats and moleweasels are not valid to sacrifice as totems to armok?

I have a love/hate with the disease function.  Never before have I had to make a diagnoser a priority on embark.  However, is there a way to modify the storage function of the hospital so medicine is stored there where dorfs can access it?  I have a huge number of barrels in a storeroom next door for this purpose, but can liquids receive the same treatment as thread, soap, etc?

Nitroglycerin - is the chance for failure truly what is described?  I've had 3 explosions in 6 attempts.  Either really unlucky or clumsy chemists, but I learned the hard way to put the chemist in its own room with a 1 tile wide gooseneck and blast doors.

Thank you Meph for putting together a spectacular mod!




Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on December 29, 2014, 06:45:58 pm
Isnt that creature-level? I was under the impression that this cant be assigned to individual castes, and would count for all castes, effectively making all dwarves fire/frostbite-immune.

Since this doesn't seem to have come up, that's MAT_FIXED_TEMP that you were thinking of, which is a material definition token, and materials are of course defined creature-level.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: misiekm on December 29, 2014, 07:51:31 pm
Some questions:

Plate Armor - does the platearmor inherit the properties of the leather used in its construction, e.g. Netherleather, dragonscale, etc.

Layering armor - earlier entries in this thread indicate you can go padded + Platearmor + mail as layering.  Is this still the case?

Magic School - to have a dorf join the magic school, do I have to manage the allowed laborer, or will the school pick a dorf with the Sorcery labor assigned that is not yet a member of the school?


1. Only the material of the base item matters, so no.

2. I remember doing padded + mail + plate in 6.0, and I don't think anything was changed in regards to armor since, so I'd say yeah.

3. A random dwarf with Sorcery enabled will go. Though I don't think anything bad will happen if an Air Mage attempts to join Air Mages again (except losing the materials used in the reaction).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DoX on January 11, 2015, 01:12:54 pm
Hey guys, got me a problem.

I'm playing 6.2, latest version. Just built a fortress, but as of the third year, no migrants. I've tried setting emigration to 100, dug out a ton of space, created a great deal of wealth, everything that usually encourages immigrants. I get regular caravans from the dwarf homestead, so they're an active civ. The first two migration waves show up (but those are hardcoded).

I tried forcing migrants, and got this message

(http://i.imgur.com/3ajufNY.jpg)

Any idea what it means? Is there a workaround?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on January 11, 2015, 01:29:54 pm
Emigration makes dwarves move away from your fort, set it back again.

Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DoX on January 11, 2015, 01:33:08 pm
Ah. Doesn't explain the lack of immigration for three years though. Emigration was set to disabled for that time. Also doesn't explain why I can't force migrants.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on January 11, 2015, 01:44:08 pm
Sounds like your civ is dead, or has no access to your fort.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DoX on January 11, 2015, 02:06:57 pm
Hey Meph! I thought that too, but I get regular caravans!

Edit: Just checked - Zuglar Gigin, The Ship of Flying, Dwarven. Active.

It's very odd. I can force caravans, diplomats, anything and everything from MOUNTAIN, but not migrants. They just 'aint coming.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on January 11, 2015, 03:01:48 pm
Then go for a Townportal or cheat with spawnunit. Nothing I could do about your save having no migrants. ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DoX on January 11, 2015, 03:32:16 pm
Then go for a Townportal or cheat with spawnunit. Nothing I could do about your save having no migrants. ;)

Eh! Alright. If there's nothing to be done, there's nothing to be done. Heck, I can also always make it a challenge fortress with baby growth only!

Thanks Meph. Hope your cycling tour is going well. You the man!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on January 11, 2015, 03:54:29 pm
I've been running around museums the last couple of days, no cycling. Waiting for visa... tomorrow I should get it, then its off 1 week cycling to Warsaw.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: DoX on January 11, 2015, 06:00:54 pm
I've been running around museums the last couple of days, no cycling. Waiting for visa... tomorrow I should get it, then its off 1 week cycling to Warsaw.

Nothing wrong with museums! I was at Pointe-à-Callière just a few weeks ago with a friend. I'm keeping up to date on the twitter. Good luck!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Bainin on January 19, 2015, 07:20:33 am
http://imgur.com/LLM92J6 (http://imgur.com/LLM92J6)
Any idea how to clean that up?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on January 19, 2015, 03:04:14 pm
It looks like there's a volcano right there, use magma. Magma cleans everything.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Bainin on January 19, 2015, 03:12:50 pm
you suggest i should pump the lava up and flood my surroundings with lava?? well... thats 1 plan i guess i tryed burning it down atomsmashing looks like alot of work but this mess would be back in no time since i get invaded quite often..
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on January 19, 2015, 04:45:19 pm
http://imgur.com/LLM92J6 (http://imgur.com/LLM92J6)
Any idea how to clean that up?
dfhack?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Bainin on January 19, 2015, 05:27:04 pm
Dont know how to use and isnt that cheating? xD
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on January 19, 2015, 05:38:12 pm
Hey guys, got me a problem.

I'm playing 6.2, latest version. Just built a fortress, but as of the third year, no migrants. I've tried setting emigration to 100, dug out a ton of space, created a great deal of wealth, everything that usually encourages immigrants. I get regular caravans from the dwarf homestead, so they're an active civ. The first two migration waves show up (but those are hardcoded).

I tried forcing migrants, and got this message

(http://i.imgur.com/3ajufNY.jpg)

Any idea what it means? Is there a workaround?

update the force script, it's probably doing something monumentally stupid with that indexing
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: toradrow777 on January 19, 2015, 07:03:48 pm
Okay, I've set things up so that I have a 10 Dwarf, 5000 point embark, but now, since I haven't played DF in forever, I'm kinda stuck.  Any advice for what I should take, what skills my Dwarves should have, and how to get my fortress started?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vjmdhzgr on January 19, 2015, 07:16:17 pm
Okay, I've set things up so that I have a 10 Dwarf, 5000 point embark, but now, since I haven't played DF in forever, I'm kinda stuck.  Any advice for what I should take, what skills my Dwarves should have, and how to get my fortress started?
Well you definitely want at least one miner, a lot of people seem to start with more, but i've only ever found one necessary. You'll probably want a woodcutter if therre are trees where you are, but if there aren't I wouldn't bring one. Along with those two you'll want a copper pickaxe and axe for each of them. Then It's always good to get a mason, a carpenter, and a farmer/herbalist unless you for some reason are without stone, wood, or plants. Past that it's a bit less clear. I normally bring a cook/brewer and then another dwarf depending on the individual embark, like if I'm playing humans I might get a broker with negioting skill for the trading reactions, or if I get a smith's guild dwarf I'd get a weapon/armorsmith. However since you have four dwarves that could be changed around you might want something else. It could be good to have all the dwarves you need for metalsmithing early on so maybe a machine operator for ore processing, a furnace operator for smelting (and in masterwork wood burning can be done at a standard smelter too), then your metalsmiths. As for what to bring I'd advise keeping most of the things you start out with, but getting rid of those really expenisve things you won't need early on like ropes and wheelbarrows, along with any seeds for foods that require processing. Early on you just want some easy to farm plants like plump helmets, and you can always buy the iron bark or cave wheat later when you need it. Then you'll probably want to bring animals. Pigs are good for early on because they don't need to eat grass so they can be moved into underground pastures before you open the caverns. Then after that maybe bring some fuel and metal? It depends on the embark, but since you can't tell without prospect which is pretty much cheating then I always bring some bituminous coal (as it's the most fuel for it's price) and some ore of the metal I want. If there's flux stone some hematite bearing stone would be good, but if not it might be good to bring cassiterite, malachite, and bismuthinite bearing stone instead as bismuth bronze is cheaper and cooler than plain iron.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on January 19, 2015, 07:50:43 pm
Okay, I've set things up so that I have a 10 Dwarf, 5000 point embark, but now, since I haven't played DF in forever, I'm kinda stuck.  Any advice for what I should take, what skills my Dwarves should have, and how to get my fortress started?

This is what i do:

2 Miners/Engravers
1 Stonecrafter / Woodcarver
1 Woodcutter / Carpenter / Bowyer
1 Mason
1 Farmer / Herbalist
1 Leatherworker / Bonecarver
1 Cook/Brewer/Miller/Butcher/Tanner (he's your general food processor)
1 Weaponsmith / Armorsmith
1 Trader / Crossbow user

Before I've unpaused the game, I've designated an above ground food stockpile, trees to be cut, farms for two or three above ground crops to be built and building for a bowyer, bonecarver, butcher and tanner.

I immediately butcher the two tuskoxes and turn their bones into a crossbow (bowyer) for the crossbow dwarf and 4 bone spears (bonecarver) for a small militia.  The leftover bones become bolts.  I try to get two or three above gruond crops into the ground immediately, as it is more difficult to farm in MDF and thus harder to get booze.  I generally rely on meat from the two tuskoxes and the crossbow dwarf "hunting" (just recruit him into the military and give him targets, don't bother hunting) until a good supply of sweet pods, cave wheat and quarry bushes gets established. 

Then go full tilt into getting a set of rooms for a dormitory, meeting hall and belowground food storage going.  After that, explore!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on January 19, 2015, 09:37:47 pm
you suggest i should pump the lava up and flood my surroundings with lava?? well... thats 1 plan i guess i tryed burning it down atomsmashing looks like alot of work but this mess would be back in no time since i get invaded quite often..

Why not just pit or minecart dump all that junk into the volcano?  Or use a crematorium?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: toradrow777 on January 20, 2015, 10:54:18 am
Most of my Dwarves are now Ghastly Plaguebearers.  What exactly is that and how screwed is my current fortress?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: SabbyKat on January 20, 2015, 03:15:48 pm
Most of my Dwarves are now Ghastly Plaguebearers.  What exactly is that and how screwed is my current fortress?

Uh... you are playing dwarves with no alterations to the raws, right?

Plaguebearers, last I know of, were old-old 'special' monsters you could get from trade, they got removed eons ago. I've never once encountered anything like what you just described in 200+ forts since then... ._.;

Are you in an evil biome? if not, then the only ruling I can think of is one of those 'special books' that can gen in the world and cause various odd stuff like the above. I'd assume it is one these 'magical items' a dwarf can find and inherit (and in this case, sounds like it's a very bad thing). Be intrigued if you could toss a screen shot up and show their descriptions from the unit list to help.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on January 20, 2015, 03:38:52 pm
Its either from the diseases or from a secret in worldgen. Its not the old plaguebearer creature, or else everyone would be dead.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: toradrow777 on January 21, 2015, 05:04:15 pm
I have a question regarding the security of my fortress.  Right now I have no military (about to make one, though) and no traps, but I do have a wall and draw bridge.

Spoiler (click to show/hide)
Not shown is the main hallway where I've pastured my Ward of Armok, my badgerdogs, and my war mastiffs.

I have yet to be invaded, ambushed, or sieged, it's Spring of the second year, and my population is currently over 50.  Will my current defenses suffice until I get a proper militia up and running?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vonsch on January 21, 2015, 05:37:13 pm

I have yet to be invaded, ambushed, or sieged, it's Spring of the second year, and my population is currently over 50.  Will my current defenses suffice until I get a proper militia up and running?

Depends.  ;)

You may have an ambush get right into that courtyard area past the gate before they get spotted. And then there are fliers. I just had a flock of buzzards drop into my tower which is still open to the sky. Flew off with some food and created some panic, but no serious harm. One died when my military dwarf arrived to see what was up. Rest flew off lugging bloomberry roasts and such.

Not sure of those pups in the passage are on chains or pastured in 1x1 spots either. You want pets covering the full width (they can see at least one urist to each side, but beyond that gets iffy) of any entry that's open to the outside to prevent thieves and ambushes from sneaking in.

Invasions you get warning and enough time to close the gate (assuming the lever controlling it is put somewhere far away where there is usually an idling dwarf around to yank it.) I usually put my gate controls in the main meeting place deep inside.

I don't see your trading post. That (and free and easy traffic flow) are the only reasons for a corridor that wide (beyond looks!) I usually put my trade depot more on the "edge" of things, with a narrower, more easily defended, entry to my main fort past that. It's protected from outside things, once I close the main gate (assuming it comes in through one), but no where near as much as the main entry to my proper fort.

But that's one style. Some people like a lot of fighting and they build more open. But they also get military ramped up very early so it has a real fighting chance.



Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: toradrow777 on January 22, 2015, 12:27:48 pm
If I want to include an arcane dwarf and a guard recruit in my militia (early fortress defense, two dwarf guard team until I get a good migration wave), what would be the best skills for them to embark with?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: misiekm on January 22, 2015, 12:53:58 pm
If I want to include an arcane dwarf and a guard recruit in my militia (early fortress defense, two dwarf guard team until I get a good migration wave), what would be the best skills for them to embark with?

I used to embark with one 5 Teacher / 5 Dodger and one 5 Teacher / Shield User, and set them to train right from the start. Sparring means they'll have decent weapon skills by the time the first ambush arrives, and teaching each other Dodger / Shield User tends to help a lot with surviving these first skirmishes, especially if you don't have the means to put them in full armor just yet.

Never did any science on how much that 5 Teacher speeds up the teaching process, but it seemed to work out well. I like to think it helps when each gets his own squad, maybe those biting lessons will be over faster :p
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on January 22, 2015, 01:08:34 pm
I have a question regarding the security of my fortress.  Right now I have no military (about to make one, though) and no traps, but I do have a wall and draw bridge.

Spoiler (click to show/hide)
Not shown is the main hallway where I've pastured my Ward of Armok, my badgerdogs, and my war mastiffs.

I have yet to be invaded, ambushed, or sieged, it's Spring of the second year, and my population is currently over 50.  Will my current defenses suffice until I get a proper militia up and running?

Just to add on to what vonsch said, If that's the lever that controls the gate, it's not in a great place, because by the time an approaching stealth ambush is spotted by your dogs, the enemy will likely be between your dwarves and the lever.  Alternatives are having the lever deeper in the fort, or having some guard animals outside the gate.  (like, far enough outside that you have time to react)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vonsch on January 22, 2015, 02:09:01 pm
After the ambush I just dealt with, AT my door (in fact, the leader died in the actual doorway), I am about to put up some external "bait" structures to draw out the ambushes so I at least have more warning. A moleweasel chained with some cover on three sides, but with an open path from outside, is probably what I will do. Put it where I have good fields of fire and quick access from inside. When they kill the poor weasel, they will become visible.

Not worth using a real fighting animal like a war mastiff or a war bear. It's going to get shot up before it can react, unless/until it can be one with full armor and rune protection. That comes later.


Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: toradrow777 on January 22, 2015, 09:50:32 pm
Not sure if this would be the right thread for this, but how do I heal my Dwarves using DFHack?  It's not something I plan on using much, but one of my Dwarves has, somehow or another, managed to break his shin and he's about to die from starvation and/or dehydration and I don't really feel like losing a Dwarf this soon after embark.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vonsch on January 22, 2015, 11:06:24 pm
Not sure if this would be the right thread for this, but how do I heal my Dwarves using DFHack?  It's not something I plan on using much, but one of my Dwarves has, somehow or another, managed to break his shin and he's about to die from starvation and/or dehydration and I don't really feel like losing a Dwarf this soon after embark.

From the DFHack Quickguide in the documentation folder:

- type "fullheal" while looking at a creature to heal it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: toradrow777 on January 23, 2015, 09:11:46 am
One of my migrants has just came with a genie child; the last time I had genies they died for some unknown reason.  How do I keep genies alive?

Also, since I'm now setting up my hospital, I'm gonna need a well.  I'm using the nearby river as the water source for my well, connecting the two with a channel trench, but I'm concerned that their may be enough pressure to push the water up the well and start a flood.  Will pressure be a concern in my system, and, if so, what's the best, easiest way to prevent flooding?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on January 23, 2015, 01:20:32 pm
Water loses pressure if it is forced diagonally.  I generally build a few "baffles" to remove any excess hydraulic head that I don't want before it enters a cistern.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: toradrow777 on January 23, 2015, 01:30:36 pm
And, aside from flooding in my fortress, how can I tell if I need to decrease water pressure, and how much I need to decrease it?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on January 23, 2015, 02:09:06 pm
One of my migrants has just came with a genie child; the last time I had genies they died for some unknown reason.  How do I keep genies alive?

Also, since I'm now setting up my hospital, I'm gonna need a well.  I'm using the nearby river as the water source for my well, connecting the two with a channel trench, but I'm concerned that their may be enough pressure to push the water up the well and start a flood.  Will pressure be a concern in my system, and, if so, what's the best, easiest way to prevent flooding?

Genies only live to a max age of 1 year.  Their purpose is to lay ususual eggs.

Water pressure is pretty simple, it is always pressurized up to 1 z-level below the source or pump that is pressurizing it.
http://dwarffortresswiki.org/index.php/DF2014:Pressure
You can read the sections on depressurizing and wells there.  As mentioned, diagonal regulator is the simplest. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: toradrow777 on January 24, 2015, 05:29:57 pm
Okay, so, in DFHack, "fullheal" heals all of the selected target's physical ailments, but what heals things like unhappiness?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vjmdhzgr on January 24, 2015, 05:33:28 pm
I think there's just a script called removebadthoughts you can enter in. I think if you target a dwarf it removes their bad thoughts specifically, but if you don't it removes the whole fortresses bad thoughts as well as tells you what they were.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Tirion on January 25, 2015, 08:34:04 am
Okay, so, in DFHack, "fullheal" heals all of the selected target's physical ailments, but what heals things like unhappiness?

Big dining rooms  ;D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Cheesoburgor on January 25, 2015, 01:34:08 pm
Could someone explain what just happened?
Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on January 26, 2015, 09:28:06 am
I got no idea. That doesnt sound like anything I modded in. I think Liches are from Xanthis Fear the Night mod, but I dont think that they'd do scarecrow transformations...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Boltgun on January 26, 2015, 10:06:43 am
Posting the save would help but my theory is that the game tends to barf and throw random interaction at people, like that time humans transformed into devils for no reason and a babysnatcher did questionable things to its victims.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on January 26, 2015, 10:39:07 am
There are at least 2 ways in the raws to obtain a Transform into scarecrow spell; the dwarf chocolate secret "INTERACTION:TRICKERY_SECRET" and the Masterwork "CREATURE_VARIATION:SCARECROW_FORM".  Perhaps some other creature on your map has that ability?  I don't know how the creature variations come into play, though.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on January 26, 2015, 11:23:22 am
Oh right... Dwarf Chocolate mod from Seth Crieyd. Lots of crazy stuff, but very rare.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Cheesoburgor on January 26, 2015, 01:34:20 pm
Perhaps some other creature on your map has that ability?
im pretty sure no creature has that ability because i killed all the creatures on the map with the killitwith X command from dfhack and im still seeing dwarves and creatures turning into scarecrows and going berserk. The only thing i can think of is an unit that is sneaking and randomly casting spells on my dwarves and animals but ive already scouted the entire map with 2 military squads and im not finding anything
Posting the save would help.

How exactly do i get the save and where do i upload it?

Also something that happened while i was embarking a while ago (i reinstalled masterwork after this happened though)
The ground was randomly shifting in different materials from blood to vomit to adamantine to *insert material here* even when paused.
Spoiler (click to show/hide)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Wheeljack on February 03, 2015, 11:03:34 am
Hey guys, long term vanilla player here, but first time Masterpiece player. Any advice or things I should be aware of playing dwarves vs vanilla dwarves? And can anyone recommend a good let's play of this mod?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on February 03, 2015, 02:06:10 pm
Cheesoburgor, you messed up your save raws somehow. You have either duplicate raws or no soils at all, thats the reason. Try a clean install.

Wheeljack: Read the manual. It also include a page with links to community fortresses that you can read through. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on February 03, 2015, 02:11:32 pm
Hey guys, long term vanilla player here, but first time Masterpiece player. Any advice or things I should be aware of playing dwarves vs vanilla dwarves? And can anyone recommend a good let's play of this mod?

Does "let's play" mean only the video type?  I know there's a couple out there, but never looked at them too much.  There are several good text stories including

Riverrun (http://index.php) which covers a lot of the features in Dwarf mode.  The manual gives you some getting started advice.

Battle of the 8 Armies (http://www.bay12forums.com/smf/index.php?topic=146594.0) shows you all the civs but I guess is probably kind of hectic to look at if you're new!

If you're Dwarves, Orcs, or Humans, you can pretty much start playing like in vanilla and experiment with one new workshop / industry at a time until you get comfortable.
* Dwarves are a compilation of every and all cool feature.  They will someday be overhauled to be more focused, but for now they are both awesome and bewildering in their scope.  Don't try to take it all in at once.  Use the ore processor before smelting.
* Humans are more at home above ground.  They can run some big operation like a plantation or fishery and buy and sell materials for coins, and can rent out "empty" workshops to artisans from the other races to sample features from other modes.
* Orcs have access to lots of different weapons from several different industries that use different resources, so they are flexible to take advantage of many different environments.  They can also butcher and make bonemold weapons from animals or invaders.  You can stay at that baseline tech level forever and be perfectly successful, or explore the "tech tree" by buying or raiding blueprints.

Depending on your tolerance for unexpected !!FUN!! you might want to turn off Diseases, Harder Mining, Secret FUN, Banshees civ, Werewolves civ.  Your mileage may vary.
I personally also turn off extra vermin and simple gems / soil / stone / minerals mostly just because of preference.

The other race modes are worth the time investment to learn, but are more different from vanilla, so you'd be well off to read the manual or a tutorial fort to get the feel for it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Daundra on February 03, 2015, 02:14:12 pm
Sorry to bug but I've encountered a problem.

I'm trying to make arcane dwarves, and to make a spell tome it requires ink and a writing object.

I've made quills, and just recently made ink from ash at the craftsdwarf workshop, and cannot make the spelltome. What am I doing wrong?

Thanks for the replies.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on February 03, 2015, 02:15:38 pm
Maybe not enough glue? Pages? Are they in a burrow?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Daundra on February 03, 2015, 02:18:54 pm
That seems to have been it, just checked and one of my burrows overlapped where the pages were being stored. Oops.

Thanks!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: psywy on February 20, 2015, 05:49:07 am
HELP!
I start a new game, DF34.11 plus MWv6.2. 3 miner dwarfs dig a channel and reach the lower floor. While they are trying to expand the space of this floor, they "transform" into metal and disappear one by one. The game says, for instance, "Basement Glazewaste, Dwarf Miner Hammergolem has transformed into a gold hammergolem!" Oh my, what on earth happened to my dwarf??? Waiting online for help. Thanks!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on February 20, 2015, 09:37:06 am
not normal behavior, need more info.

Just to be clear, you are not running the reaction [NAME:Create gold hammergolem] at the golem forge, correct?

You say they "disappear".  Are they gone, or are they still around, transformed into a gold hammer golem?

What rock were they mining?  Is there anything in your errorlog? 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: psywy on February 20, 2015, 10:54:36 am
not normal behavior, need more info.

Just to be clear, you are not running the reaction [NAME:Create gold hammergolem] at the golem forge, correct?

You say they "disappear".  Are they gone, or are they still around, transformed into a gold hammer golem?

What rock were they mining?  Is there anything in your errorlog?

I just begin a brand new game, so there is no golem forge or something like that.

I made a mistake. They didn't disappear. They became creature named "golden hammergolem" and were wondering around my wagon, doing nothing. When I "look" at them the decription is, "A big glod construct provided by the mountainhomes. It resembles a humanoid with thick muscles and broad shoulders made entirely from gold. The eyes glow faintly red. It never speaks or even utters any sound. A valiant giant gold hammer as a right hand and swings it mercilessly. He is incredibly muscular." When I "view units" on them, it says "This is animal, cant work"

There is nothing in my errorlog and I dont know what rock they were mining exactly. Just beneath the starting position!

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: misiekm on February 20, 2015, 12:29:32 pm
Did you, perhaps, install Dwarf Fortress and then unzip Masterwork on top of it?

I keep reading about all the crazy things duplicate RAWs cause, it doesn't sound very far-fetched that they'd make the ground layer consist of some stone that boils and then causes the Hammergolem reaction :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: GhostDwemer on February 20, 2015, 01:16:27 pm
Question about white and black mages in v6.2. What is the area of effect of their buffs? Is it the buffs that stop duplicate white/black mages? I'm making a mage school fort, and I want to have more than one of each type, as apprentices. If I put prospective apprentices into a burrow away from the main fort, will they eventually be able to become, say, a second lifemancer?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: psywy on February 21, 2015, 02:50:52 am
Did you, perhaps, install Dwarf Fortress and then unzip Masterwork on top of it?

I keep reading about all the crazy things duplicate RAWs cause, it doesn't sound very far-fetched that they'd make the ground layer consist of some stone that boils and then causes the Hammergolem reaction :D

Yes!I install DF first and then unzip MW on top of it! If it made trouble, what is the right way to install MW?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on February 21, 2015, 02:56:40 am
Yes!I install DF first and then unzip MW on top of it! If it made trouble, what is the right way to install MW?

//Manual

Installation

This is a pre-installed package. Unpack and you are good to go. When you are reading this, you will already have done all the work, congrats! Please do not download a normal copy of DF and mix them, this will result in errors. All you have to do to run this mod is this:

Run Dwarf Fortress.exe.
Gen a new world using the adv. world gen with the included templates.
Play.


Chosing your settings

Masterwork DF tries to keep the DF feel alive. It is not a total conversion, and Fortress Life will go on as usual. It does have many extended Industries however, which you will get to know by playing Fortress Mode. If you want to alter the mod to better suit your wants, you can follow these easy steps:

Run Masterwork Dwarf Fortress.exe to add/remove parts of the mod.
Chose the tileset you like, set allies and enemies to levels you like and more.
Chose the active civs. You can play not only dwarves.
Gen a new world using the adv. world gen with the included templates.
Play.
You now have your very own version of Masterwork DF. You can even save different settings and make templates for your favourites, or ask other people for theirs! New options for succession forts await!

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: psywy on February 21, 2015, 11:31:23 pm
Thanks a lot! Problem solved!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on March 24, 2015, 11:40:50 am
Let's bring the relevant threads back to the first page... *bump

Dwarves are fully playable in the 40.x version of the mod and I'd be happy about feedback. They focus heavily on metalsworks, mining and smelting now, without the trading and magic they had before.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: ManlyMeatMan on March 30, 2015, 02:22:51 pm
To start off, I'm still using the 34 version of dwarf fortress and v.6.2 of masterwork i believe. I'm wondering if dwarf mode in masterwork reborn is at the same level of completion. I know that it will be different and that dwarves are playable, but is there still a good amount of content? The main reason I love playing as dwarves over most other races is because they are the most fleshed out. Are they close to the same level in the 40.x version?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on March 30, 2015, 07:34:06 pm
Just download and have a look at the buildings list. It's much smaller. They are fleshed out, but they are no once-race-does-everything anymore. no magic, no trading for example.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 02, 2015, 12:18:14 am
I've noticed an odd bug. Has anyone else had their farmers do nothing? I don't know why, they were working before. Do plants take longer to grow now?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Emperor on April 02, 2015, 03:26:53 am
I've noticed an odd bug. Has anyone else had their farmers do nothing? I don't know why, they were working before. Do plants take longer to grow now?

If you enabled Harder Farming in the GUI, then yes, plants take longer to grow.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 02, 2015, 06:33:10 am
Ah. That explains much... Thank you  :D!
Edit: Lol, not sure if intentionally done, but a human woodworkers guild member came to my fort. He wound up dead, but not before causing the games orders to freak. Anyone else experience this?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on April 05, 2015, 03:19:13 am
What do you mean with game orders to freak?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 05, 2015, 09:05:25 am
They all started canceling near him. Saying they were interrupted.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on April 05, 2015, 12:33:42 pm
Do you have diseases turned on? It sounds like you got a loyalty cascade somehow and rabies has a tendency to cause them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 05, 2015, 02:47:50 pm
Uhhh no. All I know is it's normal now that he's dead.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on April 05, 2015, 03:34:08 pm
I dunno, sounds like he was just hostile?  If not a regular invader, maybe a were-creature or Tower mage of some kind?  Lots of possibilities, hard to diagnose more precisely without seeing it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: kafkaf on April 05, 2015, 03:44:53 pm
I have a problem similar to the one of lordofgilneas. It seems to be a loyality cascade but it has no distinctive reason.
All the plump helmet men are caged (there was a rebellion years ago and my mayor now is a PHM), I never attacked carvan guadrs/diplomats, "diseases" are off, but "secret !Fun!" is on. Without any reason a dwarf starts attacking another and the cascade starts. They shout something like "I hope Armok can forgive me..." or "He must be stark raving mad..." either in red or cyan before trying to kill eachother. Why do they do this?

I loaded an earlier save multiple times to see if it still happens (it does, but with a different onset time and different dwarves) and later tried exterminating the first combattants in adavance via DFhack, but it dosen't affect anything. I don't know if it's a coincidence but a few times there were some raccoons before the cascade started. Is there a possibility to end this via DFhack?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on April 05, 2015, 05:17:42 pm
Sounds like Secret Fun; if you don't like this kind of stuff, I'd suggest turning that off in your next fort.  You can try a Ward of Armok and see if it cures people, I'm not sure what else to try.

Quote
something like "..."

If you note *exactly* what they say you can search (find in files) it in the raws and might be able to figure out exactly what it is, if you don't mind turning it into Non-secret Fun ;)    I didn't find either of the phrases you mention.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 05, 2015, 07:56:20 pm
It listed him as friendly. But perhaps it was secret "FUN".
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on April 05, 2015, 11:32:26 pm
Quote
They shout something like "I hope Armok can forgive me..." or "He must be stark raving mad..." either in red or cyan before trying to kill eachother. Why do they do this?
dwarf to dwarf battle cry. Just like they shout "got you thief" if it's dwarf to kobolds, or "die, greenskin", if its dwarf to goblin.

I figured that it's only against berserking dwarves, so they feel remorse for striking them down. It's just flavor, not the reason for you loyality cascade.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 06, 2015, 01:14:06 pm
Hey, some of the first dwarf caravan merchants STILL haven't left. It's not pathing probs. The entire elf caravan could leave. Why is this?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on April 06, 2015, 02:04:11 pm
Have they completely packed up what you sold them? Packing up is not instant, and if you sell tons of individual items, like crafts, without bins they take a lot longer to pack than if they had bins included or if you sold them fewer items.

That's presuming there isn't some other bug involved.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 06, 2015, 07:51:03 pm
Possibly. Kinda mean to leave them behind.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on April 09, 2015, 02:36:46 am
Question: What are acids used for?

I was messing around with my herbalist and saw that I could make plants that seems to have the sole purpose of being processed into acids (Necromantic and Corpse-Shock acids). Do those items actually serve a purpose because I cannot figure out how to make use of them outside of just trading them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 09, 2015, 03:06:50 am
Traps and weapon enhancements probably.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on April 10, 2015, 07:10:35 pm
Traps and weapon enhancements probably.

Well that is what is to be expected, however I cannot find any workshops that utilize acids for such options and the online manual say nothing about actually using acids that I could find.


I also have another question because something strange happened. One of my dwarves just suddenly became a Level 5 Hunter. I never enabled Hunting for any dwarves and this happened with one of my initial dwarves, no migrants have come so I'm not confusing him for someone else. Just all of a sudden, I get an announcement that one of my dwarves became a Hunter, and I find my mechanic magically became a Hunter for no apparent reason.

Is this an error of some kind or a gameplay feature I am not aware of? I'm not complaining but it is really odd that it happened.

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: donoya on April 10, 2015, 07:30:54 pm
Hello, I have a suggestion regarding balance: could you make it so that the gems you make from regular stones using the jeweler aren't used in the gem furniture (especially the anvils) and gem equipment? As it is, it makes the rockforge and stone crafter seem unnecessary for progression.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on April 10, 2015, 09:38:07 pm
Okay, I figured out what happened with my dwarf suddenly becoming a Hunter. He's an arcane dwarf and my fort is constantly attacked by flying zombies so he has been constantly hiding at the first sign of rotting bird so his hunting skill was getting beefed up.

Still haven't figured out what and where acids are used for/at.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on April 10, 2015, 10:19:20 pm
Still haven't figured out what and where acids are used for/at.

In Dwarf mode, I have no idea.  In orc and warlock mode they're used for acid weapons of various types, and cleaning rusty iron.

It looks like Dwarf mode has reactions for acid landmines and acid turret, but don't actually require an acid reagent.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on April 10, 2015, 11:00:27 pm
Still haven't figured out what and where acids are used for/at.

In Dwarf mode, I have no idea.  In orc and warlock mode they're used for acid weapons of various types, and cleaning rusty iron.

It looks like Dwarf mode has reactions for acid landmines and acid turret, but don't actually require an acid reagent.

Yeah I noticed that. Weird that the only things dwarves have that utilize acid, don't actually require acid.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on April 11, 2015, 01:25:47 am
Yeah, the two recipes for dwarves that seem to require acid actually don't.

If you look into the raws, you will notice a comment about that too.

My guess is that they were made before the actual acid, and then everyone forgot about adding the acid in the ingredients.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on April 11, 2015, 03:09:41 am
There was a larger chemistry system, based on RL, in the works, but I deemed it too complicated for most players...it got scrapped. :/
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Emperor on April 11, 2015, 04:18:16 am
Not exactly dwarf-mode related, but during browsing the raws I noticed that plants like kobold bulbs, strawberries, fisher berries etc. we used to plant are missing [GROWDUR:]. Is it intentional?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Thelo on April 11, 2015, 01:48:03 pm
I've checked the raws as well as I know and...

Magmalings don't exist anymore? I can't find the way of creating them in the Alchemy Lab. I have Blood of Armok, I've discovered magma and I have changelings. :(
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: slay_mithos on April 11, 2015, 04:02:19 pm
Magmalings got extinct a few versions ago, sadly.
There is always the "magma well", but it is hazardous, and not really fit for magma spawning.

Your best bet would be to use dfhack to spawn the magma directly, and then dump the "cost" of the magmaling under a bridge to destroy it (I think the gem is magma proof, so only the hellfire turret/landmine or a bridge can destroy it).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on April 11, 2015, 04:34:40 pm
Yeah the Magma Well is not very useful for dwarves since fire-immune is not very common among them so the well tends to kill the operator. However, I tend to find it necessary for the Magma Discovery without having to dig into the caverns since I don't think spawning magma through dhack alone is capable of triggering magma workshop availability.

The "easiest" and most practical way to make good use of Magma Wells is to make it from all magma-safe materials (slightly tricky for the bucket but not too difficult) and make a Emberblaze Alter to make a dwarf into a fire-immune Ashkin and make it do the operations. It is a little annoying to go through all of that since it requires several difficult to get items (to the point where I have yet to actually put it into practice despite thinking of it weeks ago) but it seems to be the only way to spawn magma without using dhack and needs all the preparation necessary for catching and holding the magma that is spawned.

You can also just send dwarves you don't like to do the operations until you have spawned all the magma you want, still without using dhack.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Thelo on April 12, 2015, 04:24:16 am
Ok, I see now. Very useful information, guys. Thanks.


What was the reason for dropping magmalings (and, I presume, waterlings)? What is the Blood of Armok used for now?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 12, 2015, 04:30:36 am
Blood for the blood god XD?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Thelo on April 12, 2015, 11:59:14 am
Another question: how do I do to get my military dwarves constantly working on the weight bench? I have plenty of lead bars around my benches and my dorfs just use them a couple of cycles (or just one) and then they suspend the reaction.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 12, 2015, 12:36:15 pm
Dwarves are fickle beings. Although consider assigning a burrow round it. If there's nothing else to do they will sleep and pull weights. Probably.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on April 12, 2015, 05:41:54 pm
Another question: how do I do to get my military dwarves constantly working on the weight bench? I have plenty of lead bars around my benches and my dorfs just use them a couple of cycles (or just one) and then they suspend the reaction.

That is strange. Do you have a bar stockpile? It may be that dwarves keep tagging the lead bars with hauling jobs to bring them to the stockpile.

If that is the case, just turn off Lead in your bar stockpile. If not, then try checking your alerts page for job suspensions, that may shed some light on the matter.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 13, 2015, 01:18:50 am
Hey so I abandoned a fort while there were merchants around. When I reclaimed some of their merchandise was there. Is this normal?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Thelo on April 13, 2015, 02:28:31 am
Another question: how do I do to get my military dwarves constantly working on the weight bench? I have plenty of lead bars around my benches and my dorfs just use them a couple of cycles (or just one) and then they suspend the reaction.

That is strange. Do you have a bar stockpile? It may be that dwarves keep tagging the lead bars with hauling jobs to bring them to the stockpile.

If that is the case, just turn off Lead in your bar stockpile. If not, then try checking your alerts page for job suspensions, that may shed some light on the matter.

I have a stockpile for only lead around my weight benches. It only accepts lead and is set to not use any bins. After a fitness cycle, my dwarves cancel the job and it gets suspended forever unless I activate it again manually. The stockpile is full of lead and no one is using those bars.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on April 13, 2015, 02:57:22 am
Hey so I abandoned a fort while there were merchants around. When I reclaimed some of their merchandise was there. Is this normal?

Yeah, abandoning forts can do weird things when members of other civs are around. They won't just leave or do things as normal when the fort ends so leaving their stuff where they left it is to be expected.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on April 13, 2015, 03:02:27 am
Use dfhack to make the map a lair before you abandon and reclaim. That fixes it.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: lordofgilneas on April 13, 2015, 03:22:34 am
Oooooorr.... Keep their stuff...  :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Lottanubs on April 23, 2015, 01:24:36 pm
Where my magma smelters at..?

wowe im such noob.

Even in Vanilla you have to find a magma lake/volcano before the magma furnace unlocks. wowe.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: dimescion on April 23, 2015, 06:59:00 pm
My female cave tortoise is "tattooed with pictures of skulls." Is this a bug?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: vjmdhzgr on April 23, 2015, 10:22:06 pm
My female cave tortoise is "tattooed with pictures of skulls." Is this a bug?
The text string that shows when creature's have the highest level of muscle is replaced with that in Masterwork. I don't know why, but I'd say it's not a bug, just an oversight.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: dimescion on April 24, 2015, 01:21:23 am
My female cave tortoise is "tattooed with pictures of skulls." Is this a bug?
The text string that shows when creature's have the highest level of muscle is replaced with that in Masterwork. I don't know why, but I'd say it's not a bug, just an oversight.

Ah, thank you.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Lottanubs on April 24, 2015, 08:06:38 am
My female cave tortoise is "tattooed with pictures of skulls." Is this a bug?

Haha, I'm imagining the turtles doing squats and lifts with each other to pass the time.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on May 06, 2015, 02:53:18 am
So the shrine of Armok's harvest souls task somehow resurrected the corpses instead of turning them into souls. I don't think that is intended so uh... does anyone know if that reaction is messed up or something because that was really weird. Luckily it only rezzed a pair of gnolls, a wild falcon (which just flew away), and a tuskox (which is now counted as friendly to me). 

Okay, so I just tried to use that reaction again and it worked properly, turning the corpses into souls as normal. But now the resurrection thing bugs me even more.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: oldark on May 08, 2015, 05:49:50 pm
Can you make illumination in the current version? I checked the craftsdwarf shop and the only option is toys.  Using rendermax and I needs to make things look bright and pretty xD
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 09, 2015, 12:24:01 am
Can you make illumination in the current version? I checked the craftsdwarf shop and the only option is toys.  Using rendermax and I needs to make things look bright and pretty xD
Not yet.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Urist Arrhenius on May 09, 2015, 09:08:56 pm
Are you interested in having people make embark profiles, like you included in the last one? Or am I missing them and they're already incorporated?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 11, 2015, 03:37:16 am
I can make some, but I wanted to wait till a mode was actually finished.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Albany on May 13, 2015, 09:48:51 pm
Hey guys, I've loaded up Masterwork again and tried a straight dwarf mode fortress.

So far so good, but the Rendermax plugin is making it almost impossible to see anything in the deeper reaches.

I discovered the "make illumination" option at the craftsdwarf shop, but I can't figure out where and how to place said illumination. Any help would be appreciated. Thanks!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on May 13, 2015, 10:15:17 pm
They are buildings, you build them just like a workshop. :) Or you can turn off Rendermax. ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Albany on May 13, 2015, 10:23:17 pm
Ah. I looked through the workshops but couldn't find them. I'm running Masterwork straight out of the box and haven't changed anything; what's the keyboard shortcut in case I've just missed them?

I've turned off Rendermax for now, but it's such a lovely addon that I'd like to have things working like normal!

Edit: Aha, they were under furnaces, the slippery devils!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Curious Key on May 14, 2015, 10:12:43 am
I just loaded up the new masterwork for 40.xx, and I noticed that most of the hostile races have invasions/etc disabled. Is this due to them being unfinished for this version, or is it just a default setting to prevent it being too hard out of the box?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Kars on August 03, 2015, 12:31:21 pm
About Vampire mages and Demonbound...

Are Vampire mages physical attributes locked like a normal vampire? Do Demonbound dwarves age? And where are the interaction raws to edit them?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 03, 2015, 01:51:32 pm
I just loaded up the new masterwork for 40.xx, and I noticed that most of the hostile races have invasions/etc disabled. Is this due to them being unfinished for this version, or is it just a default setting to prevent it being too hard out of the box?
It's because they dont exist yet.

You can use fortress defense for now, if you want extra invaders.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Curious Key on August 04, 2015, 07:42:01 am
I just loaded up the new masterwork for 40.xx, and I noticed that most of the hostile races have invasions/etc disabled. Is this due to them being unfinished for this version, or is it just a default setting to prevent it being too hard out of the box?
It's because they dont exist yet.

You can use fortress defense for now, if you want extra invaders.

Ahh, I thought that might be the case, hence why I asked. Didn't want to get non-existent invaders. Shudder That's just too much metaphysics for my dwarves. :P

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: There Is No Vic on August 11, 2015, 08:42:02 am
Exploding catapult ammo blocks:

1. What stockpile holds exploding catapult ammo blocks? I've tried Blocks, Stone, and a stockpile with everything set to take from the Chemist's Lab. I managed to get the blocks near the catapult by building a floor out of them and deconstructing it. Then made a stockpile holding everything where the blocks were.

2. How to get catapult to fire exploding catapult ammo blocks? Siege engine gui: tried blocks, stone, and anything. Message: Unable to fire catapult, needs non-economic rock blocks.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Crioca on August 11, 2015, 06:01:07 pm
I can't seem to tan leatherwing bat skin, I've got about 10 units of skin and no way to tan them. Using latest version of Reborn.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on August 13, 2015, 09:00:23 pm
I bought a red dragon from Ineri's Pet Shop and for some reason the dragon is thirsty. I um... don't know what to do about that, I didn't even think anything other than dwarves (or other playable entities) could get thirsty. I'm not sure what to do. Is there a way to actually get it to drink or will it just die of dehydration?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: zlurker on August 13, 2015, 10:14:07 pm
Should be able to get a drink of water on its own. I had that happen before and the critter seemed to just path to water and drink like dwarves would. On the other hand I don't think it should happen in the first place either but what can you do. :x
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: c0mplex on August 13, 2015, 10:45:38 pm
Okay so I just need to give it access to water. I had the dragon pastured indoors so that makes sense that it didn't decide to go drink on its own.

It worked. My usual watering area was frozen so I marked an unfrozen water source and removed the dragon from being pastured and it went to go drink on its own. Thank you for the help. I guess this means if I want it to have guard duty indoors, I need to dig out a pond for it to drink from.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Stormbuilder on August 21, 2015, 09:55:37 am
Hi guys, I haven't been playing for a while, so I am bit rusty on some stuff.

I have a fantastic embark with flat surface volcano...but after some digging I realize that I only have gold and tin ore on the map.

I am playing reborn btw.

Assuming that fortress siege races disrupt my trade, what are the non-metal alternatives for iron and steel? Glass? Wood?

Edit: ok praying seems to be working, albeit slowly. What is praying in Dwarf the Rapist? Strand Extraction?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on August 21, 2015, 01:29:40 pm
Yeah it's strand extraction, the logic being that adamantine is the most holy of metals and thus can only be prepared by the most holy of dwarves.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 21, 2015, 01:54:38 pm
Yeah it's strand extraction, the logic being that adamantine is the most holy of metals and thus can only be prepared by the most holy of dwarves.

Quote
[REACTION:PRAY_BOOZE]
   [NAME:Pray for booze]
   [BUILDING:SHRINE:CUSTOM_B]
   [REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
      [EMPTY]
      [FOOD_STORAGE_CONTAINER]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:1:3:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
      [PRODUCT_TO_CONTAINER:barrel/pot]
      [PRODUCT_DIMENSION:150]
[PRODUCT:33:1:BOULDER:NONE:INORGANIC:PRAYER]
   [SKILL:PACIFY]

True for Masterwork 34.11, which has custom skills; not true for Reborn, where I sticked to original skills. Hope pacify makes sense for priests ^^
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Isngrim on August 21, 2015, 02:18:31 pm
i think it makes sense,prayer/sacrifice has been used to "pacify the gods in many religions...
But is it even possible to pacify Armok?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: zlurker on August 22, 2015, 12:25:21 pm
Interpretations of Armok seem to be pretty varied. Personally I've always seen him as a being similar to Moradin from D&D's patheon with some hints of Thor's rackousness spirit and comrade-ry towards the common dorf. The kind of god that would be willing to sit down and have a pint with you. :x
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 23, 2015, 12:59:26 am
Interpretations of Armok seem to be pretty varied. Personally I've always seen him as a being similar to Moradin from D&D's patheon with some hints of Thor's rackousness spirit and comrade-ry towards the common dorf. The kind of god that would be willing to sit down and have a pint with you. :x
I think the official consensus is that the player himself is Armok, since we generate worlds, control the lifes of the dwarves, are cruel, never satisfied, and throw everything away to generate a new world sooner or later. :P
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: misiekm on August 28, 2015, 10:56:38 am
If I disable caravans in the GUI, can I still call them through the embassy (or whichever building it was that does it)? I'm planning to finally try out some mega projects when I'm back home, so I'm looking into every possible way of saving FPS (so 34.11).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 28, 2015, 11:48:39 am
No, and how would that help your FPS?  ??? If you want less dwarves, just set a population cap.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: misiekm on August 28, 2015, 12:02:12 pm
I do set a pop cap. What I meant is that when caravans visit, my FPS tends to go down, especially later in the game. I was hoping I could call them over only when necessary. Oh well, too bad. Thanks for the answer.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 28, 2015, 12:40:19 pm
I do set a pop cap. What I meant is that when caravans visit, my FPS tends to go down, especially later in the game. I was hoping I could call them over only when necessary. Oh well, too bad. Thanks for the answer.
Deconstruct your trade depot = no caravans come.  8)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: misiekm on August 28, 2015, 07:20:30 pm
... Well that is one simple solution I did not consider.

Thanks again :D
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on August 29, 2015, 04:12:16 am
I do set a pop cap. What I meant is that when caravans visit, my FPS tends to go down, especially later in the game. I was hoping I could call them over only when necessary. Oh well, too bad. Thanks for the answer.
Deconstruct your trade depot = no caravans come.  8)

they do afaik, just sit at the edge of the map

they don't come with wagons, though
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on August 29, 2015, 12:29:22 pm
No pathfinding, no FPS affected. ;)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on September 07, 2015, 04:04:03 pm
nah, any creatures will affect FPS regardless of pathfinding, even if not as much as when they're moving
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Fairin on September 08, 2015, 03:55:00 am
so i went back to dwarfmode since like.. forever, having fond memories of the tradestalls i built a few.. and i can only sell fish to them for gold?

what about if i don't have gold on my embark?, why cant i trade with the damn merchants. so help me if it was gutted for "humans" i will go berserk...


fine if i cant sell my crap to merchant stalls for gold to buy neat fun things, how do "YOU" go about getting gold coins to pay for the stuff. aside from the obvious "mine it / trade for it / use the tavern / alchemy lab"
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: There Is No Vic on September 08, 2015, 05:53:31 am
so i went back to dwarfmode since like.. forever, having fond memories of the tradestalls i built a few.. and i can only sell fish to them for gold?

what about if i don't have gold on my embark?, why cant i trade with the damn merchants. so help me if it was gutted for "humans" i will go berserk...


fine if i cant sell my crap to merchant stalls for gold to buy neat fun things, how do "YOU" go about getting gold coins to pay for the stuff. aside from the obvious "mine it / trade for it / use the tavern / alchemy lab"

I mint copper coins. Exchange for shillings at Morul's tavern. Exchange shillings for sovereigns. After a while, invaders drop gold and rose gold armor and weapons. Melt those. Rose gold bars get melted into gold bars at the metallurgist forge.

I also like to have a priest praying for soft metals, offering souls, and sacrificing hearts.

Selling raw fish works too, if I remember to do it. It makes me smile that of all dwarven craftdwarfship, the merchants will only buy raw fish.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on September 08, 2015, 10:51:33 am
OH! Now I get it.

That fish-selling reaction shouldnt be there. I took out selling stuff from the dwarves when I introduced the trading mechanism to the humans.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: qorthos on September 09, 2015, 12:07:58 pm
so i went back to dwarfmode since like.. forever, having fond memories of the tradestalls i built a few.. and i can only sell fish to them for gold?

what about if i don't have gold on my embark?, why cant i trade with the damn merchants. so help me if it was gutted for "humans" i will go berserk...


fine if i cant sell my crap to merchant stalls for gold to buy neat fun things, how do "YOU" go about getting gold coins to pay for the stuff. aside from the obvious "mine it / trade for it / use the tavern / alchemy lab"

Pray for soft metal
Mint gold/silver into coins


Why mine when you can pray?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Stormbuilder on September 17, 2015, 03:26:21 am
so i went back to dwarfmode since like.. forever, having fond memories of the tradestalls i built a few.. and i can only sell fish to them for gold?

what about if i don't have gold on my embark?, why cant i trade with the damn merchants. so help me if it was gutted for "humans" i will go berserk...


fine if i cant sell my crap to merchant stalls for gold to buy neat fun things, how do "YOU" go about getting gold coins to pay for the stuff. aside from the obvious "mine it / trade for it / use the tavern / alchemy lab"

Pray for soft metal
Mint gold/silver into coins


Why mine when you can pray?

Praying is strong indeed. I have done "monastery" forts and once you get a few legendary priests (happens quicker than you may think) and a few trading licenses, you are set.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: oliverosky95 on September 25, 2015, 04:30:36 pm
Where can i find the illumation buildings that are used in rendermax? talking about the mdf reborn version
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Brutaka001 on September 27, 2015, 02:51:36 am
At this point in time, rendermax still isn't working properly with this version. So for that the illuminations haven't been added. They will be when the problem is fixed, and located under the Furnaces as in the previous version.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: There Is No Vic on September 27, 2015, 04:54:56 pm
I know bugs aren't going to get fixed for 6.2, but I thought I'd share.

Study Researching does not increase Researching after 5 attempts.

Improve Sledgehammer yields a random weapon of the same material.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Daundra on September 30, 2015, 12:35:13 am
I bought a red dragon from Ineri's Pet Shop and for some reason the dragon is thirsty. I um... don't know what to do about that, I didn't even think anything other than dwarves (or other playable entities) could get thirsty. I'm not sure what to do. Is there a way to actually get it to drink or will it just die of dehydration?

Sorry for the long quote, but I've been having the same issue across multiple races whenever I revive a megabeast. Would there happen to be a way to fix this, or is this intentional?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on September 30, 2015, 12:51:07 am
I bought a red dragon from Ineri's Pet Shop and for some reason the dragon is thirsty. I um... don't know what to do about that, I didn't even think anything other than dwarves (or other playable entities) could get thirsty. I'm not sure what to do. Is there a way to actually get it to drink or will it just die of dehydration?

Sorry for the long quote, but I've been having the same issue across multiple races whenever I revive a megabeast. Would there happen to be a way to fix this, or is this intentional?
INTELLIGENT creatures eat and drink. I cant change that, it's a side effect. But I rather have intelligent dragons in worldgen; than have better dragon pets.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Boltgun on September 30, 2015, 02:53:46 am
You can add [NO_EAT][NO_DRINK] to creatures you do not want to die of thirst.

The problem is that creature with CAN_SPEAK only will get thirsty but still uses the pet AI and will dehydrate.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: There Is No Vic on October 02, 2015, 06:56:20 am
Is there any way to identify a runed pet? I suspect that a random animal that followed the trainer to the warbeast kennels is getting the buff, but I can't see a change in stats in Therapist.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Daundra on October 02, 2015, 11:53:54 pm
Just made a gelv cyclopes the baroness of my fort.
Megabeast (or would a cyclopes be a semi–megabeast?) nobles are amazing.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on October 09, 2015, 09:21:10 pm
Is there any way to identify a runed pet? I suspect that a random animal that followed the trainer to the warbeast kennels is getting the buff, but I can't see a change in stats in Therapist.

Sure, just position the cursor over the beastie, "v" to inquire and the description will end with something like "you added runes to this one."  You will have to track 'em down individually to check. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: endlessblaze on November 01, 2015, 05:41:02 pm
that makes three acolytes dead. first it was a tailor he changed last year. then just now it was a military dwarf minuets later, another military dwarf.

checking the thoughts of a sad sword woman I see it was her younger brother tat was the first military dwarf to transform. the tailor had been her nephew.

how? how can I stop this madness!?

edit- holy crap, the swords womman is not the only one with relations. the tailor was her second eldest son....and the first military dwarf to transform was her husband! but she's not that sad, maybe the baby she had recently is cheering her up? (I did not even notice it being born.)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: endlessblaze on November 02, 2015, 05:52:49 pm
someone just transformed again. moments later the BABY transformed.

I SWEAR TO ARMOK IF YOU GUYS DONT TELL ME HOW TO FIX THIS I WILL GO BEZERK!

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Sver on November 02, 2015, 07:53:29 pm
Kill off every single witness and let the world be damned?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: endlessblaze on November 03, 2015, 08:54:08 am
I dot have magma yet.

Any ways that won't result in fort collapse?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on November 03, 2015, 10:06:27 am
Get a temple, priest, high priest, ward of armok, or find/kill the cult leader.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: endlessblaze on November 03, 2015, 10:52:18 am
How can I find the leader?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: blapnk on November 03, 2015, 02:18:33 pm
What does the armory/weaponry do in Masterwork Reborn? My items don't show any quality levels at all but the value goes up. Does this actually increase the combat effectiveness and is there a limit to how much I can improve a weapon this way?

(Also hi, returning after being used to Masterwork 34.11. Playing dwarves feels a lot closer to vanilla dwarf fortress, although a tungsten web spitting forgotten beast showed up to destroy by first successfully running fort to remind me the new materials are still there)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: endlessblaze on November 03, 2015, 03:28:44 pm
nobgost it was you!? that explains why so many of the military turned. being the squad leader you had plenty of time to target them for your vile god.
......this ends now!

......what? oh no! our new addition was also in on it! that brings us down to two members!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: There Is No Vic on November 04, 2015, 10:16:45 am
What does the armory/weaponry do in Masterwork Reborn? My items don't show any quality levels at all but the value goes up. Does this actually increase the combat effectiveness and is there a limit to how much I can improve a weapon this way?

(Also hi, returning after being used to Masterwork 34.11. Playing dwarves feels a lot closer to vanilla dwarf fortress, although a tungsten web spitting forgotten beast showed up to destroy by first successfully running fort to remind me the new materials are still there)

The workshops increase the quality of an item up to masterful. Take care though, attempting the reaction on a masterful item returns a standard quality item that cannot be improved.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Spleenling on November 26, 2015, 04:50:14 pm
Masterwork version 6.2

What conditions to Boulder Crabs need to breed?
I can't get mine to grow the way I normally get egg-layers to breed.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Darkond2100 on December 28, 2015, 07:21:56 am
What ☼Dwarves☼ content came from modders besides Meph? Anybody know the sources?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 28, 2015, 03:00:32 pm
What ☼Dwarves☼ content came from modders besides Meph? Anybody know the sources?
Not much. Scripts, but otherwise I wrote at least 90% of them.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: dukea42 on December 28, 2015, 04:48:17 pm
Plump men, the dwarven domestic creatures, the diseases/cure system, the different plant system where all items outside of Meph that he reworked in.

Probably more that could be considered derived from others such as weapon balancing, alternative metals, caste system.

For the most part I've always said masterwork is 50% Meph but I'm sure it still requires so much rework to consolidate that he earns the 90% :).

It funny because now I'm watching other modders recreate small things for DF42 that make me think "masterwork has already done it".  Oh you made a larger 2h crossbow thing... That's a javelin thrower.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 28, 2015, 05:55:23 pm
Fun fact: the javelin thrower is from Legends of Forlorn realms by Narhiril, not me. ;)

I thought he meant the workshops when he said dwarf content. The rest affect multiple races, llike the diseases or plants or plump helmet men.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Darkond2100 on December 29, 2015, 12:36:09 am
I meant the stuff that isn't exclusive to Succubi, Warlocks, Kobolds, Humans, Orcs, and Gnomes, etc. Because yeah, I'd like to know where the diseases and plants and plump helmet men came from.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on December 29, 2015, 03:57:23 am
Diseases: I wrote one myself, didnt like it, Halfling wrote one, sounded much better, still ended up not working well. ^^ So that is Halflings. The Plump Helmet Men are indigoFenix, who also wrote the Gnomes.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Amperzand on January 04, 2016, 06:01:04 am
PTW
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: automaticsquid on January 06, 2016, 07:30:12 pm
Hey, I have a question, in masterwork reborn you can make morningstars in the finishing forge but not the metalsmith's forge so you can never make them better than bronze. Is that intentional? If it is how hard would it be for me to add them to the metalsmith's forge? Or it's possible i missed something real obvious and you make them somewhere else.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on January 07, 2016, 01:36:05 am
We IIRC morning stars are a blunt weapon anyway; so their effectiveness comes from the weight of the metal rather than it's ability to hold an edge, and it's probably cheaper to just use copper unless you have more tin than normal for some reason.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on January 07, 2016, 06:15:34 am
I'm about to lose a favored dwarf in fey mood for lack of required materials.  Wood -- check; cloth -- (all) check; metals -- damn near all, check; gems -- she likes "Bloody"; what's this?  The screams are longer than two seconds so it's the first material, maybe need more than one of ... something? 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: RickRollYou2 on January 07, 2016, 09:06:54 am
Diseases: I wrote one myself, didnt like it, Halfling wrote one, sounded much better, still ended up not working well. ^^ So that is Halflings. The Plump Helmet Men are indigoFenix, who also wrote the Gnomes.

Unless you're referring to some unspecified quality of Plump Helmet Men that I am unaware of and not just the creature itself (I haven't played in so long ;)), I'm pretty sure they're from Vanilla DF.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on January 07, 2016, 01:56:02 pm
Diseases: I wrote one myself, didnt like it, Halfling wrote one, sounded much better, still ended up not working well. ^^ So that is Halflings. The Plump Helmet Men are indigoFenix, who also wrote the Gnomes.

Unless you're referring to some unspecified quality of Plump Helmet Men that I am unaware of and not just the creature itself (I haven't played in so long ;)), I'm pretty sure they're from Vanilla DF.

Dwarves can keep them as livestock by default, you can embark with a bunch of them and then slaughter a few to harden your population to death while bolstering your food stockpiles with tasty plump helmet man flesh/wine.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on January 11, 2016, 07:05:49 am
IndigoFenix wrote a large mod giving plump helmet men a rudimentary AI which leads to revolts. That is what I meant. In vanilla DF I think they are called mushroom men, not plump helmet men.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Putnam on January 11, 2016, 07:35:49 pm
They are plump helmet men in vanilla.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcadico on January 16, 2016, 04:11:18 pm
Why can't i see all the new workshops? I found only some of them when i tried to build them up in a new fortress..
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: There Is No Vic on January 25, 2016, 06:04:17 am
Why can't i see all the new workshops? I found only some of them when i tried to build them up in a new fortress..

Have you researched them?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Dozebôm Lolumzalìs on January 25, 2016, 08:05:52 pm
Are you playing the right version?  :P 34.11 has all the neat stuff, in my opinion.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Niveras on January 26, 2016, 04:53:01 pm
Why can't i see all the new workshops? I found only some of them when i tried to build them up in a new fortress..

Which 'new' workshops are you looking for? Reborn "removed" a lot of the shops because the intention was to focus each race in a particular way. Dwarves don't have the sawmill, for example, that's for human guilds. Nor do they have much in the way of magic, that's for warlocks. Hence jwoodward's post about 34.11.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on February 03, 2016, 02:18:18 pm
Does anyone know how to make everyone in V6.2 contruct walls/floors just like in V.006. Atleast at which files do I need to look at?
Best feature of .006 so far...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on February 03, 2016, 03:56:10 pm
Everyone? Its just that the mason-labor is enabled. You can do that with Dwarf Therapist.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on February 03, 2016, 04:37:14 pm
I think they're talking about the new(ish) Construction labor that was added in .40.20, which separated building walls and floors from making furniture and bricks. Though why they thought that feature was specific to Masterwork is beyond me.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Dozebôm Lolumzalìs on February 03, 2016, 11:32:51 pm
They hardly played vanilla? BTW, Masterwork can't actually do anything to mod labors/skills. Just use in different ways, re-name (using a hack), and perhaps increase the skill through hackery. Milling still is used at a millstone, even though it's named Archeology, and so on. A few bugs, but works well. Nothing like the "Construction Labor" could ever be done by a mod.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Rimbinas on February 04, 2016, 12:23:57 pm
Well in that case sorry for the confusion, and yes I have never played vanilla, ever. Setting custom job on Therapist and skill cap on workshops did the trick, thanks
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Devin9 on February 15, 2016, 07:54:51 am
Diseases: I wrote one myself, didnt like it, Halfling wrote one, sounded much better, still ended up not working well. ^^ So that is Halflings. The Plump Helmet Men are indigoFenix, who also wrote the Gnomes.

Unless you're referring to some unspecified quality of Plump Helmet Men that I am unaware of and not just the creature itself (I haven't played in so long ;)), I'm pretty sure they're from Vanilla DF.

Dwarves can keep them as livestock by default, you can embark with a bunch of them and then slaughter a few to harden your population to death while bolstering your food stockpiles with tasty plump helmet man flesh/wine.
That reminds me of some strategy where you make a pit high above your meeting area and periodically drop something in to harden your dwarves to death. I guess it's better to use something you can make wine from, at least.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: someone12345 on July 04, 2016, 07:27:16 am
How should I deal with a evil biome? I am not sure if it reanimates, but there is kobold blood rain. I used startdwarf to bring 12 dwarves, and upped the embark points by 500ish. I brought: 3 miners, 2 masons, 1 smith (proficient weapon and armor), 2 farmers, 2 soldiers (novice discipline, competent hammer, shield, dodge), 1 brewer+cook, and 1 weaver+clothier (last 2 mostly haulers). I also brought 9 turkeys (3 male and 6 female). I turned on slow learning. I walled in with wood I brought (sealed the last square with dfhack to avoid issues with dwarf walling self out or standing on wall and not building it. The zombies can climb over this, right? I then channeled out a pit and started digging my fortress. Next, I should slaughter my pack animals and immediately tan their skins, right? Also, I should seal the tunnel, to stop flying/climbing stuff from getting in? How should I deal with migrants and caravans? How should I deal with invaders (killing them may lead to zombies). Should my military be exclusively blunt weapon? I am guessing that mass cage traps are the way to go, as they basically instakill zombies and prevent reanimation. How should I get rid of the zombies in the cages? 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 04, 2016, 07:32:17 am
Evil biomes: Ignore the surface, just stay underground all of the time. Zombies get dumped in atom-smashers or magma.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: someone12345 on July 04, 2016, 10:21:33 am
What are all these mushrooms? I looked at their raws, and they seem to be edible raw and cooked, and can be made into dye, glue, and alcohol. What was the point of adding them?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 04, 2016, 12:00:25 pm
dye colors. Original game has only a few dyes, now there is one for each color.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: someone12345 on July 05, 2016, 07:07:31 am
I'm going to abandon, as there are no zombies. I had some hairs around for quite a bit, and they did not reanimate. Also, I did not see any wandering zombies.
Edit: Regened the world, got zombies. Managed to get underground and wall off, and only lost 2 dwarves and a turkey.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on July 13, 2016, 02:00:30 pm
Is anyone else having problems with the Library system? 

All required items are in close stockpiles.  A tasked dwarf will carry thread, a quire, ink and a bookbinding into the Scriptorum, say he’s writing the book and then – nothing.  The books aren’t listed in Tools where they used to be, T and K screens says they’re not in the Scriptorum or any close stockpile, z screen doesn’t list ‘em at all.  Make the ten required books, go to build a Masterwork library and red screen says NONE of the books are available.  Bomrek Ed just repeated steps for writing “Bonecrafting” for this screenshot, the screen says he’s writing it, all items are in the Scriptorum after he carries them there, afterwards he’s described as “no job” walking away but – no book. 

So what’s changed?
Spoiler (click to show/hide)

Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 13, 2016, 02:16:20 pm
the books took their material from the paper reagent. This has been replaced with a quire, from the new vanilla DF library system. So the products are broken and books dont have a material.

I fixed it in my dev version, will be released on friday. if you want to fix it yourself, open reaction_dwarf_civ.txt, search for "GET_MATERIAL_FROM_REAGENT:X:NONE" and replace with "GET_MATERIAL_FROM_REAGENT:quire:NONE".
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on July 15, 2016, 08:40:50 am
Thanks for the tip but, nope.  Changed the code, next ten books, still nada.  Guess I'll wait for the next release.  Upper/lower case, didn't seem to matter. 

Also, what is the reaction for making glue?  Raws describe kitchen as 'glue building' but I don't see the actual reaction mechanism. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: MechaJeb Kerman on July 15, 2016, 08:41:23 am
(sealed the last square with dfhack to avoid issues with dwarf walling self out or standing on wall and not building it.

There is actually a neat trick to avoid that, you just assign for 2 walls to be built, and suspend the one that is on the wrong side, like this.

Spoiler (click to show/hide)

Very useful for building floodgates and other stuff too.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on July 15, 2016, 11:09:44 am
Thanks for the tip but, nope.  Changed the code, next ten books, still nada.  Guess I'll wait for the next release.  Upper/lower case, didn't seem to matter. 

Also, what is the reaction for making glue?  Raws describe kitchen as 'glue building' but I don't see the actual reaction mechanism.

You made the change in the save folder, not main raws, right?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Metaltooth on July 15, 2016, 05:15:13 pm
Is there anything that is to be added for the dwarves or do you considered their faction complete
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on July 15, 2016, 05:42:14 pm
Is there anything that is to be added for the dwarves or do you considered their faction complete
Still lots that can be added. runesmith, golems, explosives maybe.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Metaltooth on July 15, 2016, 06:00:31 pm
Is there anything that is to be added for the dwarves or do you considered their faction complete
Still lots that can be added. runesmith, golems, explosives maybe.

Are the golems of the magical or mechanical variety?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on July 15, 2016, 09:59:21 pm
Thanks for the tip but, nope.  Changed the code, next ten books, still nada.  Guess I'll wait for the next release.  Upper/lower case, didn't seem to matter. 

Also, what is the reaction for making glue?  Raws describe kitchen as 'glue building' but I don't see the actual reaction mechanism.

You made the change in the save folder, not main raws, right?

Oh ... no, still made no difference.  Still writing books, books still disappearing/redded out.  Shame, this was 4 years into an amazing fortress. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Bigheaded on July 16, 2016, 07:13:04 am
Any ideas why my grazers stopped grazing? Or they are grazing but not enough?
Originally let them just wander, they started getting hungry so i made a pasture which has tonnes of grass, now they're starving.
Both on yak cows and rabbits.

There are clearly areas where they have eaten the grass, but they don't appear to be consuming enough and have no inclination to do so.

Any ideas? May be able to save them temporarily by feeding them manually with animal trainer, but this is less than ideal.

The only thing i can think of, is that i've turned on the mod which allows you to get war animals on all animals. Never had an issue before.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on July 23, 2016, 10:12:19 am
On Glass:
Is it possible to code a smelting reaction – guess it would be metallurgist, now – to combine lead and sand to make CRYSTAL_ROCK?  Glass types are vanilla code, shame there’s no easy way to get around those limitations (esp. colors).  I still want my skilled dwarves to be able to make one of these:

Spoiler (click to show/hide)

Millstones *used* to grind boulders into sand and that was great.  A true Mountain embark meant underground plants (or now, perhaps gathered/traded plants) and an emphasis on getting early magma and water.  A mountain with gold ore made every Masterwork thing easy but Alchemists still do their thing and even without flux stone, a kiln is very efficient at making bonemeal, turkeys are very cheap and haven’t yet been nerfed back again on clutch size so, lots of early leather, tallow and bones.  Making rock crystals would be another pretty gem, infinite supply.  It’s a rare mountain that doesn’t at least have tetrahedrite for silver and that’s good enough.  Dwarf and now human caravans bring wagonloads of cut gems, I’d still like to have raw rock crystals available w/o using DFHack. 

Also,
Engravings can't be done on constructions.  Can that be changed? 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: smakemupagus on July 23, 2016, 11:23:11 am
FWIW orcs can make nice cameo glass, with decorated stained glass goblets :) 

(well, better once I fix the cobalt glass reaction typos)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on July 23, 2016, 12:31:10 pm
Cameo glass sounds nice, as does stained glass.  Cobalt glass was used for the base of the Portland vase, nobody's quite sure how the white glass glaze w/ detailed engraving was done; for many years, that was an ongoing contest among top glassmakers. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 06, 2016, 03:23:12 pm
New 32x32 dwarf sprites... coming soon.

(http://i.imgur.com/3pjfoUs.png)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Caponimoq on October 09, 2016, 06:10:40 pm
How do I make my dwarves magical? Do I have to use a workshop, or they just come as immigrants?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 09, 2016, 06:27:38 pm
I'm not exactly sure what you are asking about. There are a few rare dwarven mages that have become a mage by reading a slab in world-generation, but you cant make mages yourself in fort mode.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on October 09, 2016, 07:08:42 pm
I'm not exactly sure what you are asking about. There are a few rare dwarven mages that have become a mage by reading a slab in world-generation, but you cant make mages yourself in fort mode.

Well you can (http://www.bay12forums.com/smf/index.php?topic=156896.msg6866546#msg6866546), but you need to already have a book with the desired secret written in it and a library zone.

So either embark on a tower, steal a book with an adventurer and drop it off, or just embark near a tower a hope they're dumb enough to bring the book to you. Then set up a library.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: grotball on October 11, 2016, 02:04:35 am
New 32x32 dwarf sprites... coming soon.

Look excellent to me on a casual glance. Any chance you'll release these under a creative commons license, are they crowd funded?

I haven't yet used a 32x32... on widescreens it might be pretty cool. The other question I had, with the TWBT thing, does that support (PNG) animation? I read vaguely somewhere it does. That would add a pretty powerful element to the UI (beyond animation changes every tick).
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on October 11, 2016, 08:03:04 am
I made them.

TWBT does not support APNG.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: GhostDwemer on October 14, 2016, 03:35:56 pm
Any use for an artifact wooden hand cannon in dwarf mode? Dwarves seem to lack guns and gunpowder, and I've never seen the humans bring any to trade, so I kind of doubt it can be used.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Metaltooth on October 14, 2016, 04:21:14 pm
Any use for an artifact wooden hand cannon in dwarf mode? Dwarves seem to lack guns and gunpowder, and I've never seen the humans bring any to trade, so I kind of doubt it can be used.
How'd you acquire it
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: GhostDwemer on October 14, 2016, 07:25:14 pm
I acquired the hand cannon from a bowyer strange mood. It's wood because a bowyer will always grab a bowyer's workshop and make a wooden ranged weapon. Moody dwarves can make just about anything in the raws, regardless of whether their civilization knows how. In the base game I've had moody bowyers make blowguns.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: p0m1d0rka on October 18, 2016, 01:53:58 pm
after 1,5 years my military dwarfs suddenly start to kill each other. Mb bug with sparring?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on October 19, 2016, 05:55:05 pm


1) Should questions on Ye Olde Masterwork go in this thread, some other, or should there be a YOM thread?  Does anyone besides me still mess around with YOM?     :)

2) New releases used to come with a changelog at thread’s top but I can’t see one anymore; somewhere else?  96 pages is a lot of skim searching --

3) A looks-like-it-died thread from Meph on 01 October, “Who wants to play a community fort?”: did this ever start?  Listed on the Community thread?    ??   
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: IlFedaykin on October 20, 2016, 06:46:38 am
The fort never started, mostly for lack of players. I was about to create a thread but got some IRL problems. If you start one count me in, tho.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on October 20, 2016, 08:52:10 am
Three or four players can make an interesting Community fort and it’s a great learning experience (for players, lurkers and as feedback for Meph) but there needs to be a good theme.  My forts are most always some variation of Greedy Little Bastards, dwarves living ‘as they should’ in the mountains, digging deep for gold and magma, encrusting everything possible with jewels and fighting off strong sieges and invasions.  But it’s been done now several times.   And really, the first couple of years is fairly boring with design and FPS logistics considerations.  But if somebody else comes up with a good idea, I’ll also take a rotation slot. 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: p0m1d0rka on October 25, 2016, 02:08:30 am
I am surprised about price of prepared meals: 2000 -6000. Is it legal? You can product nothing but food and purchase easily entire caravans. Mb devide price by 10 for balance?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: jimboo on October 25, 2016, 10:05:45 am
Food worth 2 - 6K?  What’s the deal, your cooks making vermin tallow biscuits?      :)

We haven’t made it to a million yet but are getting close:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Disclaimer:
We keep enough legendary roasts around to have everyone deliriously happy (or in this case, 'merely' exceptional) but the rest are hauled under a smashing bridge to help with FPS.  It’s kind of a shame to lose the gems on the pots, though, an empty pot can be worth 40K+ on its own.  Even so, by the time legendary cooks in a mature fortress are making six-figure roasts, even decent weapon smiths are making trap components worth hundreds of thousands each and from Textiles, a legendary clothier using even homegrown silk masterfully woven, dyed, studded and encrusted can produce a single shoe that’s worth 50K even after it’s worn out.  Meph would have to nerf back pretty much everything ... 
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on November 05, 2016, 09:06:03 pm
bronze?  How do I make it?

I see that I have a metallurgist mod on and it kills a lot of the bronze reactions...  Am I unable to make bronze armor any longer?  I used to specifically use bronze for armor.  It appears to even make a Metallurgist smelter, I need to have 2 iron cauldrons...
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on November 05, 2016, 09:12:40 pm
Bronze is copper+tin. Finishing forge or metallurgist.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: GhostDwemer on November 05, 2016, 10:00:04 pm
More efficient bronze production is done at the crucible. Regular smelters are just for smelting ore in Masterwork, not making alloys. You'll probably need to make a metallurgist first, to make steel because it takes steel cauldrons to make a crucible.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Amostubal on November 09, 2016, 01:30:05 pm
Okay I was playing around trying to make a grand library... I built a scriptorium and got all the goods together to make books... my dwarves kept canceling saying I had no quires.... I made a ton of quires tried again... they drug some 20+ quires to the scriptorium for one book.  This does not appear to be the intended requirements.... so I was looking in the raws:

[REACTION:SCRIBE_BOOK_WARFARE_1]
[NAME:Write "Stick them with the pointy end"]
[BUILDING:SCRIPTORIUM:CUSTOM_A]
[REAGENT:ink:1:LIQUID_MISC:NONE:INORGANIC:INK][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:quire:1:TOOL:ITEM_TOOL_QUIRE:NONE:NONE]
[REAGENT:ink pot:1:NONE:NONE:NONE:NONE][CONTAINS:ink][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT][REAGENT:quire:1:TOOL:ITEM_TOOL_QUIRE:NONE:NONE]
[REAGENT:thread:15000:THREAD:NONE:NONE:NONE][NOT_WEB]
[REAGENT:binding:1:TOOL:ITEM_TOOL_BOOK_BINDING:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_BOOK_WARFARE_1:GET_MATERIAL_FROM_REAGENT:quire:NONE]
[SKILL:WRITING]

rearranged a little bit to make it easier to read... I don't see what in here that is causing it TSK 20+ quires.  although I do see it requiring 2 separate quires... could this be causing the issue in question?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Amostubal on November 09, 2016, 08:28:33 pm
Another oddity in the creature_civ_dwarf.txt file

YESGUILDHALL[CASTE_PROFESSION_NAME:STONECRAFTER:*Stonecrafter & Potter*:*Stonecrafters & Potter*]

not sure why?  I was guilding up for the first time and rearranging my group when I noticed the title pop up and was confused...  Pottery is not in the stack of skills for mason's guild.

I cleaned up the earlier problem with the quires by removing 1 of the quire requests and doubling the other.  Suddenly the multiple quires disappeared, still had to run them through the job manager, because setting the job at the workshop would have random books missing from job cancelations.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: blapnk on November 10, 2016, 02:44:56 pm
I think that's a holdover from a previous version of masterwork where stonecrafting and pottery were merged under the same skill, so that the old pottery skill could be renamed and used for something else.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Meph on November 12, 2016, 02:17:31 pm
I think that's a holdover from a previous version of masterwork where stonecrafting and pottery were merged under the same skill, so that the old pottery skill could be renamed and used for something else.
You are goddamn right!

Thanks for the reports, thats an easy thing to fix. :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Farnite on November 21, 2016, 04:30:41 pm
after 1,5 years my military dwarfs suddenly start to kill each other. Mb bug with sparring?

I had this problem too, two games in a row actually.  Not sure exactly what happened but suddenly random dwarves would go 'berserk' and no longer show up as in my civ.  Happiness would be fine beforehand and everything... was really strange.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Amostubal on November 21, 2016, 10:29:13 pm
after 1,5 years my military dwarfs suddenly start to kill each other. Mb bug with sparring?

I had this problem too, two games in a row actually.  Not sure exactly what happened but suddenly random dwarves would go 'berserk' and no longer show up as in my civ.  Happiness would be fine beforehand and everything... was really strange.

Happened once to me... check your food.  Mossrova meat can cause hallucinations, berserk, etc.   There is another, but primarily Mossrova is horrendous to a base
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Farnite on November 22, 2016, 07:02:01 am
after 1,5 years my military dwarfs suddenly start to kill each other. Mb bug with sparring?

I had this problem too, two games in a row actually.  Not sure exactly what happened but suddenly random dwarves would go 'berserk' and no longer show up as in my civ.  Happiness would be fine beforehand and everything... was really strange.

Happened once to me... check your food.  Mossrova meat can cause hallucinations, berserk, etc.   There is another, but primarily Mossrova is horrendous to a base

You are 100% right, I had some mossrova I'd butchered for some food.  DF continues to provide interesting -fun- that I rarely expect.  Back to work on my first magma pump stack, I'm sure that will result in -fun- too :)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: someone12345 on December 10, 2016, 04:53:03 pm
How effective are broadhead/hammerhead bolts? Compared to the regular ones?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: LMeire on December 10, 2016, 05:43:54 pm
Depends on the target's armor and the material of the bolt, the different head types create different types of damage. Regular bolts are basically mini-spears and Broadhead bolts are like mini-swords, so those follow standard weapon metal statistics (iron, steel, candy, etc.); but hammerheads deal blunt damage, so the most economic metal for them is copper because it weighs more and will pulp a target more effectively.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: someone12345 on December 10, 2016, 09:25:21 pm
I found a bug!
In 1.12 (but code didn't change in 1.13, right)?, dwarves have

[PERMITTED_REACTION:WOLFRAMITE_WOLFRAM],
but the reaction was renamed WOLFRAMITE_TUNGSTEN (maybe because wolfram was renamed tungsten)?

So it should be
YES_CRUCIBLE[PERMITTED_REACTION:WOLFRAMITE_TUNGSTEN] to allow dwarves to smelt tungsten.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on December 10, 2016, 09:42:40 pm
1.23 can't seem to chop wood anymore, I have one axe on -1 z level and no one is picking it up, I disabled all labors other than wood cutting

http://dffd.bay12games.com/file.php?id=12607
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Amostubal on December 11, 2016, 03:32:07 pm
I'm away from the computer right now.  But usual suspects, burrows, axe isn't axe it's a training axe, ownership, the axe is owned by someone who refuses to go outside(cleanowned in dfhack), the dfhack autochop is on and you are over max logs...  so many ways this could happen.  If it's not one of these, and someone else doesn't find it, I'll load it up when I get home.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: thistleknot on December 11, 2016, 11:52:58 pm
it's an early embark so no burrows.

as to training axe... I did embark with 10 wood, but I purposely avoided copper axes thinking training axes would chop.  Did training axes stop chopping word or something?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Darkond2100 on December 12, 2016, 12:34:04 am
Are Calcareous Ooze, Bone of Armok, Cave Fungus, Rubble, and Living Rock back in MWDF yet? I really miss rubble and living rock. Also
Spoiler (click to show/hide)
Those were fun. Now we just have pet rocks.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Arcvasti on December 12, 2016, 01:01:22 am
Did training axes stop chopping word or something?

Yes. Since they're made from trees, they now refuse to harm their own kind.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Amostubal on December 12, 2016, 09:39:25 am
it's an early embark so no burrows.

as to training axe... I did embark with 10 wood, but I purposely avoided copper axes thinking training axes would chop.  Did training axes stop chopping word or something?

so all you have is a training axe... yeah they no cut, because they are for training only.  no edge.  That option left a few versions of DF back, so problem solved?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: postm00v on December 20, 2016, 05:04:48 am
I was wondering if this mod adds more nobles to the dwarves, or has this not changed from vanilla?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Amostubal on December 20, 2016, 10:32:27 am
off-hand, without verifying... I believe Dwarfs are as close to vanilla on everything... the only changes were the addition of a dozen or so workshops, guilds, libraries, and the additions that the MW adds to the game to begin with.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: FantasticDorf on May 26, 2019, 11:48:30 am
Hi, poking this a bit since apparently this has been wip in the last 3 years to do a health check and drop some comments.

I've been playing dwarf mode for a little while and while i think im just about the other side of the endgame content as im slowly massing my orichalcum and mithril together from the advanced forges with my lively metal industry for the volcanic buildings far enough to be comfortable with understanding and grasping the intended playstyle and experiencing what the masterwork workshops do.

I guess its suitable to understand that dwarves are not as trade centric race that humans are but there's some inconsistencies id like to address with the Mountainhome Marks and the liasons office.

Quote
1. The three shops are very broad and non-competitive in prices, 4 copper is 500 soveriegns from Bomrek's Bargains. Aside from being extortionate as a shop theme, the only time it jumps up to a return value that's worthwhile is with platinum for 1000 which you probably dont want to sell anyway, brass for example as a alloy is also worth 500 soviereigns.

2. Its generally a waste to trade for backend profit when metal for minting fresh gold coins is lucrative by metal production and refinement.

3. Besides from Tobul's fine goods in exchanging for special gems like chests & relics, there aren't any groundbreaking trades here for how expensive the shops are to build and fiddly to trade with, and the screen is cluttered to go through because the shops are unspecialised, maybe playing as humans has made me very choosy but the 100% value for money trades with orcs because silver + copper coins are used to allievate value and the cheap + cheerful ease to build and use markets for humans makes it look sour.

Regarding the liason, this seems to be under-supported as gnomes no longer appear, and updating it to attract a wider variety of caravans (including the slavers) would give a wider edge over the other playable races.

Here are some other comparisons with the other races that seem to be 'deeper' than dwarves of sorts in different ways other than manufacturing.

Direct comparison - Orcs

Quote
(-) Orcs have deep bronze, this alloy isn't really accessible without grabbing bars of it (somehow) despite dwarves being master metal smiths, being outdone by orcs is a bit embarrassing, there are a number of different ways you could get around to obtaining it though.

(+) But dwarves can copy whatever orcs (and anybody) can produce broadly with a tinkerer workshop, toothed spears and all that good stuff, refitting armors also to dwarf size.

(~) Obtaining a orc contract by trading with them by calling a orc caravansai fair/merchant guild summon with the liason office might rectify some issues, otherwise you can only raid or be sieged to obtain more exotic items like ork katanas being in the interest of dwarves to squirrel away equipment to copy.

(-) Spawning new population from orc ghettos from slave objects is interesting, however there's other cavern creatures like gorlaks that might be encouraged to join dwarven ranks (ill have to read up what got commented out), if golems are not a sole intended substitute. Ransoming back dwarves via liasons office for example is also another valid option like humans do. (would a tavern building suffice stocked with booze and sovereigns?)

(+) Least dwarf migrants are cheap as chips from the liasons office which is no fuss at all to build, a gold-mine equals unlimited migrants virtually. Very Dwarfy.

(-) Caravansai is very helpful and sells bundles of helpful objects (a entire group of seeds etc) using multiple currencies rather than soveriegns, or sells excess at a proportionate price to be exchanged into more valuable currency rather than undercutting gold standard by making coins hard to obtain.

Direct comparison - Humans

Quote
(-) Humans have variable stores with lots of reactions to trade for things at different prices, and use contracts for different purposes, dwarf stalls kind of pale in comparison and are expensive to build upfront.

(-) Dwarves have no use for contracts, despite being able to embark with their own, even in a abstract or alternative sense to how humans use them.

(+) Dwarves have no problems minting their own coins or living where humans would typically not so tend to be richer for buying, and having more exotic mineral things to sell.

(~) Guild system for humans is expansive with utility, dwarf halls are not as bombastic for their purpose of specialising civilians but are space efficient to not be rebuilt over.

(~) Humans split stone blocks, while dwarves split wood, it would make sense to unify these block splitters across both because colored dwarf bricks are very very good and magma proof so should be prized more than en-masse mason workshops for the sheer amount you need, a simple change. Dwarves having a metal block splitter would be a 1 over on humans.

(~) Dwarves don't really have pet stalls of much of any kind, not that its really that important with how trap centric dwarves can be with competent mechanics, some to buy DFFD animals in a cavern theme would be a nice addition.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: FantasticDorf on May 27, 2019, 11:58:33 am
Little bit of a double post, i will rectify my comments that mithril as a singular case out of fairly common silver extraction at the cruicible for 2500 is nice that i overlooked (large gems are a little inconsistent i've heard without the crystal garden) and would be better if other precious minerals were sold/bought at those kind of prices as Tobuk's fine goods is a little bit better than the rest.

Buyable bundles of seeds/plants of the respective underground plants as a further suggestion from Olon's Culinary wonders and selling prepared meals (with dividing up the stores a little bit more with perhaps two to three new ones, ill put some ideas in quotes below) would be a overall improvement. Ill keep my previous post as it does have some still relevant feedback and criticism.

Quote from: Handful of mountainhome mark suggestions
Ushrat's Curiousity Shop - Deals with jewels, archeology and special components, same kind of leveraged prices as Tobuk's has now.

Tobuk's Fine Goods - Now specialises in small goods & textiles and leathers, buys/sells quilted and padded material

Sigun's Foriegn Boutique (Dwarven Harrods sort of) - sells scriptorum book sets & buys exotic metals, certain buyable collectible sets of foriegn objects require contracts and sovereigns to fund 'mountainhome expeditions' but have rng attached not dissimilar to orc raids

Atir's Munition's - Sells & buy dwarven weapons & armor, the principle scriptorium books on war and smithing are also on sale as seperate bundles of the 10 books each for 10,000 sovereigns or thereabouts.

Inod's Exotic Animal Exchange - As the name suggests, sells atyical DFFD tame animals and some exotics, like raptors for example or mundane surface animals like dogs/bears/lions at premium prices

Even if these remain with a forward cost of gold bars to build, with a slightly better thought out prices they should be completely fine and not overwhelm dwarves with trade, but have some useful ways to repurpose their goods.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: generalerwin01 on June 10, 2019, 12:33:03 pm
so Im still sort of new to this mod, and trying to figure out all the new stuff. When I came up on warpstone I figured I could use it for something cool. I didn't find anything in the manuals but I saw some forum posts about a warpstone pool. Is this feature outdated and not in the current version, or is it for a different race. And if I can use warpstone, how do I use it?
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: nordak on July 17, 2019, 05:54:14 pm
so Im still sort of new to this mod, and trying to figure out all the new stuff. When I came up on warpstone I figured I could use it for something cool. I didn't find anything in the manuals but I saw some forum posts about a warpstone pool. Is this feature outdated and not in the current version, or is it for a different race. And if I can use warpstone, how do I use it?

Someone correct me if I am wrong, but warpstone is just a gemstone with no apparent reactions for Dwarves (I only play dwarves, So I do not know the other available races) But be aware that mining it does cause syndromes, sort of like the old coal lung dangerous mining mods. 

Second, I have a question of my own.  Is there a way to make armor for your Golems, or do I need to start DF hacking gear for them?  I lost a bunch of Gold golems to trivial things due to not having appropriately sized armor for them.  Pandeshi men do drop usable armor, but it is general garbage, especially since I have abundant Volcanic, Mithril and Adamantine stored up.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: JEB Davis on July 25, 2019, 08:24:03 pm
Sorry, for the wasted space, I had posted this in a new thread when it should have been here.  :(
Anybody see something like this before?

A mason's workshop keeps canceling making statues because it needs microcline.
Microcline was specified as the stone type using "d" for Details.
There are many microcline boulders within 11 tiles, both inside & outside of a stone stockpile.
The problem only happens with microcline, not other stones.

I've searched the MW manual & the web and had no luck.
Masterwork DF - V1.31 (44.12)
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: FantasticDorf on July 26, 2019, 06:00:05 am
Sorry, for the wasted space, I had posted this in a new thread when it should have been here.  :(
Anybody see something like this before?

A mason's workshop keeps canceling making statues because it needs microcline.
Microcline was specified as the stone type using "d" for Details.
There are many microcline boulders within 11 tiles, both inside & outside of a stone stockpile.
The problem only happens with microcline, not other stones.

I've searched the MW manual & the web and had no luck.
Masterwork DF - V1.31 (44.12)

General DF question, you likely need to unset microline from your economic stone's list which disables things like gold nuggets (ore) by default from being used by masons as well as let you set your own automatic ban's on stone.
Not a masterwork problem as I understand it but Masterwork & DFhack's capabilities make short work of correcting the issue.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: JEB Davis on July 27, 2019, 10:07:01 am
Many thanks, FantasticDorf  :)
There is so much to learn and that screen opens up interesting new opportunities!
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Logiwonk on September 19, 2019, 03:07:03 pm
Can't seem to brew any of the new mushrooms despite them being set to brew in kitchen, lots of pots, but no recipe options under the "brew specific drink" option in the still, any tips? Need my Dwarven Vodka.
Title: Re: ☼Dwarves☼ - Everything Dwarf Mode
Post by: Logiwonk on September 25, 2019, 04:36:12 pm
Wasn't getting any replies so I modded them in myself. Attached are the edited RAW files for anyone interested in brewing the the new alcohols  (Dwarven brandy, cider, vodka, whiskey, portobella[sic] gin, bourbon) from the new mushrooms included with Masterwork DF, you can just drop these into your RAW/objects folder and overwrite the two files, you will need to generate a new world to use them.

*Modest Mod should be activated first then override the below RAWS as the specific and mass brew recipes are part of Modest mod.

Google Drive link for reaction_modest_brew.txt (https://drive.google.com/file/d/1ARRV8KaraKbswT6N25nvSThAIesCc5Bz/view?usp=sharing)
Google Drive link for entity_good_dwarf.txt (https://drive.google.com/open?id=1aeLgTNTSeUztDo6lIk9LS8gskO7-Dfvg)

All the normal caveats, make backups before modding, your mileage may vary. Remember to generate a new world after installing.

And thanks again to Meph for all your hard work.