I know it's Thursday, but I'm pretty much done with the update, so why not have it a day early? ;)
(http://i.imgur.com/pL2MFqZ.png) (http://dffd.bay12games.com/file.php?id=5315)
::: Current version: V.1.02 - Updated 19th May 2016 - For DF.42.06 :::
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::
(http://i.imgur.com/LzoobUx.png) (https://www.patreon.com/meph)
::: If you like the content I produce and enjoy playing Masterwork, consider supporting it on Patreon. :::
::: It allows me to do regular updates and add more content more quickly. :::
(http://i.imgur.com/RvIKmWR.png) (http://www.bay12forums.com/smf/index.php?topic=157912.0)
::: Read up on future goals, vote on polls and make suggestions. :::
::: Or join community projects that add new mod content! :::
New Update - V-1.02 !
Notes: The leading item on the poll last week was "workshops/furnaces". So here you go, a nice round number, 10 new buildings for your intrepid dwarves.
1.Gemforge
Creates any weapon, armor or trapcomp that the dwarves have access to, using between 3-8 small cut gems for it. First gem used will determine the material of the product, so a diamond + rock crystal + rock crystal + rock crystal will make a diamond item. Dwarves are also a bit stupid about these items, since vanilla DF does not have gem weapons, so there is no stockpile option for them. Gems can be rather sharp, so they are good for edged weapons.
2.Rockforge
Same as above, just with normal rocks. Good for blunt weapons, horrible for edged weapons. And very heavy, so not that great for armor. This is more a flavor building than anything else, although mass-production of rock trapcomponents will make your fort safe in no time.
3.Glassforge
Same as above, with 3 sub-menus for clear glass, green glass and crystal glass. Sharp and not as heavy as rock, these are actually decent materials for items. Especially trapcomps and edged weapons. Uses rough glass as reagents.
4.Boneforge
Same as above, uses entire stacks of bones. If you have 20 bones in a stack and want to make a sword that only needs 5, it will create 4 swords in one go. Bone is a rather bad material, light but not sharp at all. Again, mostly for flavour.
5.Great Archive
The great archive is a building for community forts. It opens legends mode for you, so you can look up information on historical figures, artefacts, civs... if a dragon or titan comes by, the more curious of you can quickly read up on their backgrounds a bit. Makes storytelling much easier.
6.Thatchery
Another basic workshop, this one plant-based. Create wicker out of plants to either make furniture, tools or blocks. Wicker is very light, so wicker bins or wheelbarrows don't slow your workers down much. It's also great for flavour, building thatched roof huts.
7.Embroidery Studio
This workshop does three things: Make quilted cloth, close to copper in material stats; and padded cloth, close to iron in material stats. These can be used in the clothier to make clothing for your civilians that protects them a bit better. It still wears out though.
You can also make cloth furniture, using quilted/padded cloth and a block. This is mostly done for color-coding items or roleplaying. Padded beds sound much better than rock beds.
Lastly, you can embroider said cloth-based furniture. You can select from many different decoration types, which also increases the value of the item. An embroidered, dyed, padded bed is perfect for your nobles!
8.Dyers Studio
Use 8 dyes to make colored cloth. You can select between normal cloth, quilted cloth or padded cloth. Please mind that this is not the vanilla dyeing reaction, but instead replaces the material itself. A "pig tail cloth" will turn into a "red cloth" or "blue cloth", not a "red pig tail cloth". This new dyer studio has mostly been added to color-code your clothing, furniture or carpets.
9.Carpet(s)
By far the smallest and yet biggest addition. Carpets are purely decorative; you build a 3x3 workshop made of 1 piece of cloth. It takes on the color of the cloth and can be aligned into one of 20 pieces. See the screenshot below. These pieces can be put next to each other as you please, to make a multitude of designs. You have 280 options, 20 pieces X 14 colors. This took 6h for me to add, so I hope people will actually use them. If you do, please send me screenshots. :)
10.Poison Vat
A tiny 2x1 workshop that only requires a bucket to be build, the poison vat covers weapons, ammos or trapcomps with poisons. Very simple to use, you can either select "any ammo/weapon/trapcomp" or pick a specific item. The poison itself is milked from animals in your farm workshop, just like milk. All you need is the fitting animal; spiders, scorpions and snakes are a good bet. Every creature that has some form of venom can be milked. Try catching those in the caverns or buying from elves.
Screenshots:
(http://i.imgur.com/F6CoG7g.png)
(http://i.imgur.com/so9o1X5.png)
(http://i.imgur.com/MeGv2If.png)
(http://i.imgur.com/1rZvnaz.png)
I also added 5 new TWBT fonts, which you can see here:(http://i.imgur.com/ViNJihA.png)
Apart from this I added some arctic creatures, lots of pref-strings, engravings, speech, etc... everything ornamental, decorative. I standardized grass to make the surface look less noisy; and added some reactions to kitchen, quern and millstone; fixed the Armory and Weaponry and added Armok Vision, a 3D visualizer.
I also updated The-Earth-Strikes-Back! with the newest version, which should fix the crashes some people have been reporting. I did turn the mod off by default just for safety; if you do play with TESB, please report any issues you have. (or dont have)
Here the full changelog: Features & Balancing V1.02:
- Added 75.000 procedually generated descriptors for engravings. 56 different shapes with tons of descriptions, making for random yet entertaining engravings.
- Fixed Armory/Weaponry. You can now improve any undecorated weapon or armor exactly once, raising their quality level!
- Fixed resetting GUI setting for The Earth strikes back.
- Added 1000 new prefstrings for creatures.
- Added 220 new speech lines for Adv-Mode.
- Added 300 new engraving decriptors.
- Standardized Grass. Only grass, evil/good grass and bamboo left.
- Added 15 new food types for prepared meals.
- Added Arctic Additions Mod by Malecus. Adds 20 arctic creatures, 2 megabeast, 1 entity and 4 plants to glaciers
- Added Armok Vision.
- Added link to Armok Vision and SoundSense to the utilities tab in the GUI.
- Added carpets. 280 variants of carpets.
- Added the Great Archive, a building that opens legends mode for you, while you play fort mode. Just press 'Esc' after using it to go back into fort mode.
- Added Gemforge. Weapons, Armors, Shields and Trapcomps from gems.
- Added Glassforge. Weapons, Armors, Shields and Trapcomps from glasses.
- Added Boneforge. Weapons, Armors, Shields and Trapcomps from bones.
- Added Rockforge. Weapons, Armors, Shields and Trapcomps from rocks.
- Added 6 new mushrooms and gave plump-helmets and dimple-cup fitting dye. This means 8 dyes for the 8 colors in DF.
- Added reaction to kitchen to make cheese from these 8 mushrooms.
- Added reactions to quern to mill individual plants.
- Added Embroidery Studio. Makes quilted and padded cloth; Makes quilted/padded cloth furniture; Embroiders quilted/padded furniture.
- Added Dyers Studio. Colors cloth, quilted and padded cloth. Good for picking specific colors for furniture, clothing and carpets.
- Added Thatchery. Makes wicker from plants; makes blocks and furniture from wicker.
- Reset Nightmare milk to local_creature_mat. (Its not standardized because you need it for a reaction)
- Added poison vat, add venoms/poisons to any ammo, weapon or trap-comp. Get venom from milking animals.
- Note: Millstones behave differently from vanilla. Querns mill soft materials (plants), while millstones mill hard materials (stone). You can grind boulders into sand, or grind rock items into dust to get rid of them.
Community feedback:
It is very important to me that people report their experience, issues and make suggestions. VOTING! on polls is something I'd please ask you to do.
This weeks poll: (http://i.imgur.com/egqPur4.png)
Next poll (http://www.bay12forums.com/smf/index.php?topic=157912.0) is about dwarves and their content.
Patreon (http://www.patreon.com/meph): 3 more people joined, bringing the total to 15. :) $53 in the pot. Downloads were just over 800 this week, down from the 1100 last version. (probably because I'm a day early.)
Plan for next week is adding an additional race, there has been a lot of work in my dev-version on orcs. They were the leading item on the poll, but now the humans have overtaken them. ^^
Cheers,
Meph
Ok, I just tried to gen 3 worlds, and each of them, when I tried to export the info to legends, DFhack gave me this error
...02 (42.06)\Dwarf Fortress/hack/scripts/exportlegends.lua:643: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
[C]: in function '__index'
...02 (42.06)\Dwarf Fortress/hack/scripts/exportlegends.lua:643: in function 'export_more_legends_xml'
...02 (42.06)\Dwarf Fortress/hack/scripts/exportlegends.lua:746: in function 'export_legends_info'
...02 (42.06)\Dwarf Fortress/hack/scripts/exportlegends.lua:803: in function 'f'
...terwork V1.02 (42.06)\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...terwork V1.02 (42.06)\Dwarf Fortress\hack\lua\dfhack.lua:503>
(...tail calls...)
Invoking: exportlegends info
...02 (42.06)\Dwarf Fortress/hack/scripts/exportlegends.lua:643: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
[C]: in function '__index'
...02 (42.06)\Dwarf Fortress/hack/scripts/exportlegends.lua:643: in function 'export_more_legends_xml'
...02 (42.06)\Dwarf Fortress/hack/scripts/exportlegends.lua:746: in function 'export_legends_info'
...02 (42.06)\Dwarf Fortress/hack/scripts/exportlegends.lua:803: in function 'f'
...terwork V1.02 (42.06)\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...terwork V1.02 (42.06)\Dwarf Fortress\hack\lua\dfhack.lua:503>
(...tail calls...)
And the info refuses to work in Legends mode, giving me the following error:
There was an Error Loading this XML file. Do you wish to repair?
I click yes, and then it says
Repair completed. Would you like to overwrite the original file with the repaired version? (No Effect if opened from Archive)
I click yes
Unhandled Exception has occurred in your application. If you click continue the application with ignore this error and attempt to contined, if you click Quit, the Application with close immediately. Unexpected end of File had occoured, The following elements are not clsoed: historical_event .
System.Xml.XmlException: Unexpected end of file has occurred. The following elements are not closed: historical_event, historical_events, df_world. Line 464806, position 1.
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.ThrowUnclosedElements()
at System.Xml.XmlTextReaderImpl.ParseElementContent()
at System.Xml.XmlReader.ReadEndElement()
at LegendsViewer.Legends.Parser.XMLParser.ParseProperty() in C:\Users\Thomas Svoboda\Source\Repos\Legends-Viewer\LegendsViewer\Legends\Parser\XMLParser.cs:line 207
at LegendsViewer.Legends.Parser.XMLParser.ParseItem() in C:\Users\Thomas Svoboda\Source\Repos\Legends-Viewer\LegendsViewer\Legends\Parser\XMLParser.cs:line 168
at LegendsViewer.Legends.Parser.XMLPlusParser.ParseSection() in C:\Users\Thomas Svoboda\Source\Repos\Legends-Viewer\LegendsViewer\Legends\Parser\XMLPlusParser.cs:line 60
at LegendsViewer.Legends.Parser.XMLPlusParser.Parse() in C:\Users\Thomas Svoboda\Source\Repos\Legends-Viewer\LegendsViewer\Legends\Parser\XMLPlusParser.cs:line 23
at LegendsViewer.Legends.Parser.XMLPlusParser.AddNewProperties(List`1 existingProperties, Section xmlParserSection) in C:\Users\Thomas Svoboda\Source\Repos\Legends-Viewer\LegendsViewer\Legends\Parser\XMLPlusParser.cs:line 139
at LegendsViewer.Legends.Parser.XMLParser.ParseSection() in C:\Users\Thomas Svoboda\Source\Repos\Legends-Viewer\LegendsViewer\Legends\Parser\XMLParser.cs:line 141
at LegendsViewer.Legends.Parser.XMLParser.Parse() in C:\Users\Thomas Svoboda\Source\Repos\Legends-Viewer\LegendsViewer\Legends\Parser\XMLParser.cs:line 78
at LegendsViewer.Legends.World..ctor(String xmlFile, String historyFile, String sitesAndPopulationsFile, String mapFile, String xmlPlusFile) in C:\Users\Thomas Svoboda\Source\Repos\Legends-Viewer\LegendsViewer\Legends\World.cs:line 91
at LegendsViewer.FileLoader.load_DoWork(Object sender, DoWorkEventArgs e) in C:\Users\Thomas Svoboda\Source\Repos\Legends-Viewer\LegendsViewer\FileLoader.cs:line 407
at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1076.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
(http://i.imgur.com/Kp2Kn8H.jpg)
(http://i.imgur.com/CypVRxh.jpg)
Hey, I found an interesting bug in v1.01, but since that thread is locked, I'll put it in here. I don't see this in the change log so I assume it went unnoticed. It looks like if I capture and trained a wild animal, their meats are no longer standardized and sometimes causes crashes. The animals that my hunter hunted or killed by my military will give standardized products (sliced brain chop, gray langur skull, rugged skin, gray langur fat, and sliced meat). The monitor lizard was captured, trained and then butchered. Right now, I have a couple of captured and trained grey langurs, but every time I set them to be butchered, the game crashes. Also, none of the fat are not standardized, though I do see 'rugged fat', 'rugged tallow' and so on in the stockpile option. Are you working on it or finished working on it but it's not working as intended? This means that tallow and thus soap are not standardized.
...
Sounds like I had the same problem as you. Look at my thread for Intense Graphical Glitch to see if it was Similar. Meph says its a rare occurrence that happens.
Yeah it looked a lot like that except a bit lighter with some kind of dark symbol near the bottom.
For me, it isn't 'rare' but it’s happening less with last week’s release than before – haven’t dl’d the newest one, yet. Sometimes, the crash starts with just a diagonal line, Upper Left to Lower Right, sometimes half the screen greys out. Either way, 50% of the time, the game could be saved by Escape key maneuvers.
(http://i.imgur.com/Ga1WNQW.jpg)
What is the QUILTED:THREAD that is necessary to make quilted cloth and padded cloth at the new Embroidery workshop? Any thread can be DFHack forced and that works but, how is it supposed to happen?
[REACTION:TEXTA]
[NAME:make quilted cloth]
[BUILDING:EMBROIDERY_STUDIO:CUSTOM_Q]
[DESCRIPTION:Use 2 threads to make a stronger cloth material. Quilted cloth.]
[REAGENT:A:30000:THREAD:NONE:NONE:NONE][REACTION_CLASS:QUILT]
[PRODUCT:100:1:CLOTH:NONE:PLANT_MAT:QUILTED:THREAD][PRODUCT_DIMENSION:10000]
[SKILL:WEAVING
(http://i.imgur.com/m62aMlO.jpg)
I had something very interesting happen to one of my young forts, Swimarrow. I'm not sure what triggered it, the only thing I did that stands out to me is using the newly added Great Archive. It worked as it should, I was able to use the legends mode in fortress mode. While in legends, I exported some detailed maps to use in Isoworld, and I also ran "exportlegends info" in the dfhack window.
About 15 or so minutes after exiting out of the legends mode, Spring Arrived, and then the entire map became revealed to me. I could see every vein/cavern/etc. I even got the "Hilarious honking sounds echo from the darkness below!" message. It's important to note I was over 100 z levels away from the nearest adamantite tube. I never even dug into the first cavern. Even so, the first cavern ended around zlevel -28. I've never had this view before so it was pretty fascinating to see the generated area.
At the same time as this happened, every mined out section became filled with whatever material was there before I mined it out except for designated stockpiles (I think, I could see the grid pattern of the stockpile, but am uncertain if it, too, was filled), encasing all dwarves within the fort. No dwarves were harmed/crushed (although half an elven caravan that just arrived on the screen was instantly crushed to death by a layer(layers?) of sand that appeared on most of the surface. None of the dwarves outside farming were harmed, though most of the animals outside are trapped.
I did not experience any crashing during any of this nor any abnormal graphical glitches. Not even while loading/saving.
Zipped folder of the saved game:
https://www.dropbox.com/s/d973fdna023sctk/The%20Doomed%20Absolute.zip?dl=0
Brief (poorly written) summary of fortress events including a brief Forgotten Beast rampage and elven decimation:
The Mystery of *Swimarrow* (based in a small sized world/3x3 embark)
Masterwork mod is used (V1.02 - Newest version as of 5/21/2016 [DF42.06]). Default settings from a fresh download were used.
Swimarrow (Population 49 - 0 Dwarf Deaths) was (still technically existing) a pretty normal fortress, found on the year of 5 in a temperate forest, until one seemingly typical day. Before this, the only interesting things to happen were a few monkey attacks, which ended in about a dozen mutilated monkey corpses. As well as a Forgotten Beast (The Wickedness of Oars) making an appearance whilst rampaging in a discovered cavern.
Luckily the Forgotten Beast had no way of entering Swimarrow because the only staircase was not connected to the cavern (unless there is something out there that climbs on ceilings..or flies). During the rampage he was slain (bled to death) by a rather large female boulder crab named Rampartbraves. The boulder crab is still alive as far as I know. At least the Forgotten Beast got a chance to completely destroy a tribe of troglodytes in the cavern before its death.
There was some sort of freak accident in year 7. About 15 minutes after using the Great Archive I had just built, Spring Arrived, and then the ENTIRE EMBARK AREA WENT SCREWY. The entire map became revealed, I could see every vein, every secret/cavern/etc. Every mined out area, except for designated stockpiles and the surface, became flooded/filled with solid rock, or whatever was there before I mined it.
Most of the surface became covered in a layer of sand, instantly killing half of a caravan of elves that just happened to arrive at that exact moment and trapping the rest. I specifically remember one elf being brutally slammed into their own caravan water buffalo and the entire contents of her/his being exploding into indiscernible gore on impact. Not sure what became of the water buffalo.
Most of the domesticated animals in pasture outside were unharmed, but they were trapped, surrounded by sand. Some dwarf farmers outside were unharmed and not trapped. They have no access to picks and are unable to recover anything from inside the fortress. The outside farms were unharmed, as well as a carpenter’s workshop and ashery that were outside. The farmers are able to access the outside farms/workshops.
The dwarves stuck in stone are unable to mine around themselves and seem to just be getting more drowsy and thirsty. It is important to note that this was not a collapse of sorts.. As far as I can tell. The dwarves encased in stone are not bruised or wounded in any way. No dwarves died during this.
Another fun thing that happened during this was The Circus literally opening up. None of my miners were remotely close to being near it or any adamantine tubes (the tubes are still sealed/untouched). The clowns, unable to unleash hell upon the dwarves, opted instead to start killing each other.
Z Level 0 The "browned out" areas are portions I tried marking around every dwarf to see if they could escape/dig out to no avail.
(http://i.imgur.com/AdOw9Bk.jpg)
Z Level -1 This is where the bedrooms, some crating stations, and stockpiles.
(http://i.imgur.com/X8NxvKV.jpg)
Z Level -2 This is where the barracks are located. Archery range and coffin pile were planned to be here.
(http://i.imgur.com/jB71jr5.jpg)
Z Level -3 This is the location of the temple and the main meeting area, which doubles as a tavern.
(http://i.imgur.com/IqQ26ak.jpg)