Bay 12 Games Forum

Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on June 24, 2016, 01:36:06 pm

Title: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 24, 2016, 01:36:06 pm

(http://i.imgur.com/pL2MFqZ.png) (http://dffd.bay12games.com/file.php?id=5315)
::: Current version: V.1.07 - Updated 24th June 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! :::


Hey guys,

As always, a new Friday, a new release.

This week I added two new options to the GUI, you can either reduce all toys to a standardized "toy" item or add almost 100 new toys for more flavour.

Spoiler: New toys (click to show/hide)

The two other additions are for the birthday of Jason, one of the Patrons that support the mod. He requested the Antikythera mechanism and asked if its possible to do pipeweed, pipes, smoking, that sort of thing.


The antikythera mechanism is a 2200 year old greek calender/computer, which can now control the timeflow in dwarf mode.

There are two types of pipeweed, sweet galena and deep galena, one is a surface plant you can buy from humans or elves, the other an underground plant used by dwarves.

You process the pipeweed and create pipeweed leaves in bags; make a wooden pipe in the craftsdwarf; and then you smoke it. Dwarves take a break in either kitchen or still to enjoy their smoke. It gives them a positive thought.

Please post suggestions and give me feedback, it really helps with the mod. Thank you!

Patreon (https://www.patreon.com/meph): It's possible to support the mod with a monthly donation; Patrons can request nicknames for engravings, custom items and mod features as rewards. This week 4 more Patrons joined; adding $12 to the pot. :)

Cheers,
Meph

PS: This is a smaller update but I have not been idle. I talked with other authors of major mods about a possible "Previews" tab in the GUI. It would add small parts of massive mods or total conversions with background info and link to their thread and authors. That way people can install them quickly, have a look, and if they like the content, download and play the mods proper.

Masterwork has the majority of mod users, I thought this would be a nice idea to give exposure to the other large mods, hopefully motivating more people to try them out. :)

PPS: I also fixed create-unit, which means succubus summoning; hermit mode and everything else that spawns units works again.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Golbolco on June 24, 2016, 02:48:01 pm
Something about the smoking being done in the kitchen and still bothers me, it feels like it's the wrong place. Some kind of opium den room or hookah building might be more fitting in my opinion.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 24, 2016, 02:50:21 pm
I thought about a new room, but I didnt want to add one just for something this minor. I'm thinking about a few more reactions that influence toughts, like relaxing, reading, drinking fancy wines/beers, that sort of thing. A lounge, so to speak.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: SharpKris on June 24, 2016, 04:19:37 pm
Why not add it to the ashery then?
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 24, 2016, 04:24:37 pm
Dirst just told me about a typo in create-unit, I upload a hotfix. Otherwise hermit mode and a lot of succubus stuff doesnt work.

It had this:
Quote
local hf = df.global.history.figures.all[u.hist_figure_id]
instead of
Quote
local hf = df.global.world.history.figures.all[u.hist_figure_id]

 ::)
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Dirst on June 24, 2016, 06:27:32 pm
Dirst just told me about a typo in create-unit, I upload a hotfix. Otherwise hermit mode and a lot of succubus stuff doesnt work.

It had this:
Quote
local hf = df.global.history.figures.all[u.hist_figure_id]
instead of
Quote
local hf = df.global.world.history.figures.all[u.hist_figure_id]

 ::)

There is a variant of create-unit called create-unit-friendly that should also be updated.  I think the latter one is unique to Masterwork?  The same typo is there as well.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 24, 2016, 06:44:34 pm
I fixed all three. the friendly one, the normal one, and the one in raws from the succubi mode.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 24, 2016, 06:54:45 pm
Wow!  This update really speeds up box selection for construction!  I was quite surprised to see my perimeter wall designation appear almost instantly.  If you've been avoiding box selection because it's so slow, give it another chance.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 24, 2016, 07:03:53 pm
Wow!  This update really speeds up box selection for construction!  I was quite surprised to see my perimeter wall designation appear almost instantly.  If you've been avoiding box selection because it's so slow, give it another chance.
?
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 24, 2016, 07:43:38 pm
Wow!  This update really speeds up box selection for construction!  I was quite surprised to see my perimeter wall designation appear almost instantly.  If you've been avoiding box selection because it's so slow, give it another chance.
?
In previous versions, using the box selection mode for designating construction provided by DFHack would take huge amounts of time when designating a construction larger than 10x10.  It was so bad I've fallen into the habit of only using the box selection mode for a huge perimeter wall, and I'd plan to take a break while it designated the construction.  This time it didn't even take 2 seconds to designate an 80x60 wall.  I assume a DFHack update or some miscellaneous lua script cleanup has improved the process time.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 24, 2016, 07:52:10 pm
No changes on any of that.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: moseythepirate on June 25, 2016, 02:37:08 am
I thought about a new room, but I didnt want to add one just for something this minor. I'm thinking about a few more reactions that influence toughts, like relaxing, reading, drinking fancy wines/beers, that sort of thing. A lounge, so to speak.
I like. For what it's worth, I think that seems like a good idea.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of
Post by: Ekaton on June 25, 2016, 06:04:47 am
I thought about a new room, but I didnt want to add one just for something this minor. I'm thinking about a few more reactions that influence toughts, like relaxing, reading, drinking fancy wines/beers, that sort of thing. A lounge, so to speak.

I don't really think it's minor - it can be quite a feature in itself. That lounge is a good idea too.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Fairin on June 25, 2016, 06:14:15 am
Wow!  This update really speeds up box selection for construction!  I was quite surprised to see my perimeter wall designation appear almost instantly.  If you've been avoiding box selection because it's so slow, give it another chance.

? i did box selection for my forts overland celing, 15000 blocks. it took a reasonable 60 seconds... back in 1.05
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: zakhad on June 25, 2016, 07:59:38 am
Generally speaking how are people going about updating their client? I've been downloading a new one and resetting the options manually.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 25, 2016, 08:14:33 am
Generally speaking how are people going about updating their client? I've been downloading a new one and resetting the options manually.
Thats how it works. I'm not smart enough to add an auto-update functionality. Sorry, I just mod raws. ;)
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 25, 2016, 10:16:11 am
Generally speaking how are people going about updating their client? I've been downloading a new one and resetting the options manually.
This is how I do it.  I typically screw up my install a couple times a week so I just keep a clean copy of the .zip around and start from scratch when I've managed to populate my errorlog.txt.  Preserving options across installs is of limited value because the available options are always changing from version to version anyway, plus often times if you're reinstalling to regain functionality or stability your options are the source of the problem anyway so starting from defaults and editing from there is a good policy.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 25, 2016, 10:32:34 am
daisha, if you have errorlogs, please post them.  ;)
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 25, 2016, 11:09:33 am
daisha, if you have errorlogs, please post them.  ;)

This is my latest, it's pretty representative of my standard errorlog.txt.  milk of lime, quicklime, parchment and peat are the usual suspects.  Again, note that I'm playing on Linux via wine, so some of these may be unique errors related to cross-platform differences or errors in the implementation of various windows features in wine.

Spoiler (click to show/hide)
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 25, 2016, 11:17:42 am
No, they are helpful. These three missing inorganics are part of inorganic_other.txt, which is unique to each tileset. I added the new entries to the default tileset, but not to the ones for other tileset.

My assumption: You are not playing with the default tileset.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 25, 2016, 11:46:17 am
No, they are helpful. These three missing inorganics are part of inorganic_other.txt, which is unique to each tileset. I added the new entries to the default tileset, but not to the ones for other tileset.

My assumption: You are not playing with the default tileset.

Indeed.  In Masterwork I use Mayday w/Phoebus colors and Dungeon text through TWBT.  My favorite tileset for vanilla is Gemset, though, and I'd be most excited to see it included in Masterwork.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 25, 2016, 11:52:34 am
Gemset is amazing, but I have two issues with it:
1. it heavily uses twbt and I'd need to teach my GUI to also copy/merge override files.
2. it has creature sprites for all vanilla creatures, but for none of the mod creature. This will make those stand out like a sore thumb, since they still use their normal sprites.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 25, 2016, 12:01:23 pm
Gemset is amazing, but I have two issues with it:
1. it heavily uses twbt and I'd need to teach my GUI to also copy/merge override files.
2. it has creature sprites for all vanilla creatures, but for none of the mod creature. This will make those stand out like a sore thumb, since they still use their normal sprites.

Hm.  That's a bummer.  I guess even using a normal 16 px tile from another quality set would look pretty awful next to the 24 px gemset tiles.  My pixel art doesn't really qualify as such or I'd volunteer to make a supplemental tileset.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: IndigoFenix on June 25, 2016, 12:50:08 pm
Keep in mind that the original timestream code was written before DF2014's world activation.  I'm not sure how it interacts with stuff like wandering armies and visitors.  Watch out for bugs.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 25, 2016, 01:03:58 pm
Keep in mind that the original timestream code was written before DF2014's world activation.  I'm not sure how it interacts with stuff like wandering armies and visitors.  Watch out for bugs.
Thank you for the head-up.

I also looked into porting the warlocks, but its even more  :'( :'( :'( because IMMOBILE creatures no longer use interactions. That means no soul wisps, monoliths that resurrect the dead, pylon system, standards, none of the "pasture thing here and it does AOE effect".

Same holds true for dwarven landmines and turrets btw, which is why there are none in the new mod.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Needs More Pickles on June 25, 2016, 01:50:20 pm
I also looked into porting the warlocks, but its even more  :'( :'( :'( because IMMOBILE creatures no longer use interactions. That means no soul wisps, monoliths that resurrect the dead, pylon system, standards, none of the "pasture thing here and it does AOE effect".

Same holds true for dwarven landmines and turrets btw, which is why there are none in the new mod.
Would it be possible to just make them really, really slow so they're effectively immobile?

On another note, something is a little buggy with my onLoad.init file. I have pretty much all the mods enabled except those that add equipment or vermin. The last few lines of the file are as follows, make note of the last partial line:
Code: [Select]
<stuff that looks fine then a whole bunch of creature stuff like the next line>
modtools/reaction-trigger -reactionName CREATE_MALE_SNAIL_MAN -command [ modtools/create-unit-friendly -race SNAIL_MAN -caste MALE -civId a -groupId a -location [ \\LOCATION ] -name FOREST -age 18 ]


# kobold mode
modtools/reaction-trigger -reactionName BREEDING -syndrome -command [ empregnate \\WORKER_ID ]
modtools/reaction-trigger -reactionName WEATHER_CLEAR_KOBOLD -syndrome -command [ weather clear ]
modtools/reaction-trigger -reactionName WEATHER_RAIN_KOBOLD -syndrome -command [ weather rain ]
modtools/reaction-trigger -reactionName WEATHER_SNOW_KOBOLD -syndrome -command [ weather snow ]


###
ools/reaction-trigger -reactionName WEATHER_SNOW_KOBOLD -syndrome -command [ weather snow ]


###
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 25, 2016, 01:55:07 pm
I'm aware of those. The GUI sometimes copies fragments of the last line again, its harmless. It just throws one error message at the dfhack startup, thats it.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: IndigoFenix on June 25, 2016, 03:46:41 pm
Keep in mind that the original timestream code was written before DF2014's world activation.  I'm not sure how it interacts with stuff like wandering armies and visitors.  Watch out for bugs.
Thank you for the head-up.

I also looked into porting the warlocks, but its even more  :'( :'( :'( because IMMOBILE creatures no longer use interactions. That means no soul wisps, monoliths that resurrect the dead, pylon system, standards, none of the "pasture thing here and it does AOE effect".

Same holds true for dwarven landmines and turrets btw, which is why there are none in the new mod.

If you're looking to rebuild the warlocks, might I suggest taking a look at my soulshuffle script?  It would be right up their alley and is EXTREMELY flexible.  Uh, assuming it still works, that is.
As I discovered later, constructing creatures using reagent materials doesn't actually work the way I thought it did, but everything else should function.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 25, 2016, 06:43:50 pm
I started porting humans, its more realistic to do those first. Warlocks/Necromancers are more complex.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 25, 2016, 06:58:21 pm
I started porting humans

And there was much rejoicing!  I must be a real square to be waiting on the human update in particular, but I prefer building to digging.  :'P
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: zakhad on June 25, 2016, 11:06:26 pm
Slightly offtopic but I've made too many topics and don't want to flood the forums - whats the in game green questionmark status "?" stand for?
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 26, 2016, 03:49:26 am
Slightly offtopic but I've made too many topics and don't want to flood the forums - whats the in game green questionmark status "?" stand for?
It depends on what tileset you're using.  If you want to see what's going on with a particular dwarf flashing a status, loo(k) at the dwarf flashing the status to learn his/her name, then browse the (u)nit menu and see what job that dwarf is doing.  Usually it'll be something like drinking, eating, or sleeping, but more rarely it's something like partying (which you might stop by removing the designation of the meeting hall in which they're partying) or an injury (make sure someone has doctoring labors enabled.)
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 26, 2016, 10:04:53 am
Slightly offtopic but I've made too many topics and don't want to flood the forums - whats the in game green questionmark status "?" stand for?
It depends on what tileset you're using.  If you want to see what's going on with a particular dwarf flashing a status, loo(k) at the dwarf flashing the status to learn his/her name, then browse the (u)nit menu and see what job that dwarf is doing.  Usually it'll be something like drinking, eating, or sleeping, but more rarely it's something like partying (which you might stop by removing the designation of the meeting hall in which they're partying) or an injury (make sure someone has doctoring labors enabled.)
Nope.

http://dwarffortresswiki.org/index.php/DF2014:Status_icon (http://dwarffortresswiki.org/index.php/DF2014:Status_icon)

? is always No Job/Destination, its when the dwarf tries to do something, but has to cancel because something is missing. For example he wants to work in workshop X, but that one was just razed by a buildingdestroyer.

Its the same across all tilesets.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Dirst on June 26, 2016, 10:17:17 am
Gemset is amazing, but I have two issues with it:
1. it heavily uses twbt and I'd need to teach my GUI to also copy/merge override files.
2. it has creature sprites for all vanilla creatures, but for none of the mod creature. This will make those stand out like a sore thumb, since they still use their normal sprites.
The sprites in The Earth Strikes Back are 32x32.  And ugly, because most are scaled-down versions of 128x128 Stonesense sprites that were already ugly at that size.  They aren't going to look any better or worse based on the player's tileset :)
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: zakhad on June 26, 2016, 12:20:09 pm
I just found it a little odd I've never had a green ? I've seen red ? for pasturing animals e.g. pathfinding update, and blue ? for when they're doing new tasks.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 26, 2016, 01:49:01 pm
I just found it a little odd I've never had a green ? I've seen red ? for pasturing animals e.g. pathfinding update, and blue ? for when they're doing new tasks.

It may be that you're using a different colorset than you have in the past, and the same blue ? you've always seen is now appearing green to you?  Or have you changed displays or your display settings?
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: zakhad on June 26, 2016, 04:17:30 pm
Nope been using phoebus tileset forever, they just go about in meeting area's doing tasks etc with a green ? coming up and it rotates between 2-3 people every now and again, I still have the blue and red's but with a green thrown in now and again hummm doesnt matter i guess its not really hampering me in any way.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: daisha on June 26, 2016, 04:55:49 pm
If you can pause it while the green ? is up you can always go to the unit list and see what that dwarf is up to.  That might narrow it down at least.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: 123nick on June 26, 2016, 08:43:23 pm
any plans on re-adding or re-implimenting gnomes?
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 27, 2016, 04:21:23 am
any plans on re-adding or re-implimenting gnomes?
I can't, but IndigoFenix, the author, said he maybe would. If the scripts can be updated and he finds the time and motivation to do it.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: chilller6 on June 27, 2016, 12:37:51 pm
Are these updates save compatible, because I dont want to restart my orc fortress?
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 27, 2016, 04:05:12 pm
Are these updates save compatible, because I dont want to restart my orc fortress?
Of course you can continue your orc fortress playing on 1.06. None of the changes in this version affect orcs in any way, these are for dwarf mode. ;)
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Splint on June 29, 2016, 06:11:39 pm
So does this mean Earth Strikes Back is fixed in this release? Cause if so, that's lovely.  :)
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 29, 2016, 06:14:18 pm
So does this mean Earth Strikes Back is fixed in this release? Cause if so, that's lovely.  :)
I got a report on Reddit for this version that said that a CTD happened just after The-Earth-Strikes-Back spawned a unit... so... maybe? I dont know why it would crash, neither does Dirst. I hope the next update will fix it for good, he send me another version of create-unit with more stuff for history of units.

I really cant say.

Have you ever played humans? Because they are coming on friday.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Splint on June 29, 2016, 06:17:41 pm
I have not, but once my initial turn in Braveworks is taken care of, I wouldn't mind to play them for the story fort.

I did want to play the legacy version, but I just never got around to it more than once (which ended in disaster because I neglected this silly thing called water... A first for me really, but a hot biome with no river? Not a good combo.)

And funny you should mention them, I'm starting to chip away at my kingdom humies thing. Do the MW humans still have that cave adaptation mechanic?
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Meph on June 29, 2016, 06:24:45 pm
They do. After a while they get slower and dizzy from claustrophobia, but thats it.
Title: Re: Update 1.07 - Time control, LotR-style pipeweed and tons of toys.
Post by: Splint on June 29, 2016, 06:29:19 pm
Mkay. They seem like a good candidate then. Capitalism ho!