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Topics - Urist McTeellox

Pages: [1]
1
Utilities and 3rd Party Applications / DFHack Script Collection
« on: January 15, 2014, 04:56:31 pm »
DFHack Script Collection

Here are a list of additional scripts for DFHack. Please add any you know about to this list:

  • announce.lua - Print an announcement to the screen and the gamelog.
  • df-ai - a script that plays alone in fortress mode.
  • force - Allows forcing of events. Some of them are iffy, some don't work at all. It's mostly functional.
  • hackWish - Use a swanky GUI interface to create an item with any material and quality.
  • instant transmission - Allows teleportation to units in adventure mode by adventurer. Also gives power level readout.
  • itemsyndrome - Allows items to impart syndromes when equipped.
  • moddableGods - Allows custom gods to be added as hist figures. They do nothing as of now. Might do something funny next version, but nobody knows what exactly.
  • Probability Syndrome - Run AutoSyndrome commands which honour reaction probabilities.
  • projectileExpansion - Allows a lot of stuff related to projectiles, such as explosions, syndrome addition and script running-on-creatures.
  • rip-heart - removes units heart for a better storage (usually kills in process)
  • shapechange - Allows willful polymorph into arbitrary creature with filtering by ID or size.
  • skillroll - Allows for skills to be considered when running Lua scripts. Probability Syndrome is probably better for most purposes.
  • take-slave - Like hire-guard, but with more transformation. Requires a SLAVE caste for currently played race.
  • teleport - Allows simple teleportation of unit to position. Position can be cursor or hardcoded.
  • trainskill - Raises the skill level of an unit.
  • fovcommand - Executes a dfhack command on targets within the line of sight of an unit.
  • callsiege - Causes a random siege, you can set a probability for this to happen.
  • naturalSkills - Make sure creatures have their natural skills.
  • points - Allows to pick any number of embark points.
  • construct-creature - Allows you to construct creatures with reactions that incorporate the reagent materials into the creature's body.  Perfect for robots and golems.
  • slam - A simple script that slams a creature into the ground at a given velocity.  Can cause targets to explode at high enough values.
  • exile - Sends units away into the wild. Options include fort members, pets, wild animals, invaders, merchants, and diplomats.
  • hfspit - Creates a pit under the target leading straight to the underworld.  Instant death to non-fliers.  Very small chance of triggering a demon attack.
  • DFHack spells - Set of scripts for more complex interaction based spells
  • spawn unit - finally a central place for spawn unit script updates
  • heal unit - heal units script
  • rubble_fluids module - Functions for easy fluid and minecart interaction from Lua code.
  • rubble_fluids command - Test driver and autoSyndrome command for the rubble_fluids module.
  • whosout - lists any dorfs who are not in any of the burrows passed as arguments.
  • show-cursed - list assumed name of any cursed dorfs
  • show-dfhack-version - outputs dfhack release to the console (put it in your dfhack.init)
  • show-speeds - Shows current speed and encumbrance for each citizen.
  • add-exp - Adds a set amount of experience in a particular skill to a particular unit, and levels them up accordingly.
  • timestream - Multiplies the speed of calendar time by the specified value.


This top-post is generated automatically!  You can edit it in markdown format if you think it's missing something.  Be bold with your edits, they're easy to undo!

2
Masterwork DF / [ORC] [RELEASE] Orc Fortress Rebalanced!
« on: January 10, 2014, 07:51:42 am »
Orc Fortress Rebalanced!


This is a heavily updated copy of Smakemupagus' excellent Orc Fortress plug-in for Masterwork Dwarf Fortress. It's based upon Masterwork Dwarf Fortress - Studded With Patches, which in turn is based upon the latest stable release of Masterwork Dwarf Fortress.

Quicklinks


In "Studded With Patches" (SWP), you may need to enable orcs as a playable race in the settings GUI. It's recommended you download the SWP version if you want all the latest bugfixes.

What's new?

Dwarves and kobolds may be content to hide behind their traps and pets, but Taiga Orcs desire conquest over their foes! The rebalance changes Taiga Orcs to encourage a style of play that more readily encourages raiding and battle.

Orcs will now take the scalps of their fallen foes, provided they're deemed worthy. Scalps are used for building and technology unlocks. Ten scalps may be sewn into a standard of honour. No clan would build a caravanserai for merchants, or a meadhall for warriors, without first collecting trophies to display their victory in combat. Likewise, codexes are a matter of honour for the clan, and require scalps for their construction.

Dreamwalkers use the souls from worthy foes to weave spirit talismen. Blueprints are now unlocked not through raiding, but by walking the dreams of those who have fallen in combat. Likewise, rituals, ceremonies, and certain reactions also require spirit talismen to complete.

Raiding other civilisations is now much more risky, and carries a chance that they will retaliate! It's usually safe to harass local farmers, and bullying kobolds and goblins, but others may not take kindly to you plundering them! Of course, with advances in your clan now dependent, you may want to provoke your enemies into an attack.

Orichalcum is now much harder to come by, and can no longer be purchased from the shadowbroker, nor obtained by raiding. It can still be manufactured if you've built the arcane forge (which requires two bars of orichalcum to build), although its manufacture now yields much less material, and requires a soul gem as part of the transformation.

Bloodsteel and ironbone are now constructed at the totem pole, rather than at the bonecarver. The totem pole only requires a single totem and a log to construct.

Drydocks, and most orcish religious buildings, now must be built above ground. Your Sun & Stars Orrery now actually needs a view of the sun and stars.

Lots of bugfixes and tweaks. Embarks have been adjusted, merchants return coins in 500-unit stacks, corsairs have their own dagger+gun combo, the tribal crafter knows how to make boots and gloves, sorcerers are no longer as spammy, castes show up at embark, and more! This release also includes all the patches made to the gold (formally 'master') branch of Studded With Patches.

Updated manual

This release not only comes with a manual overhaul, but also with the ability for you to make updates and changes to it! The manual is included in the download as you would expect, but it's also now a wiki that anyone can edit. If you spot a mistake, you can fix it. If you find something missing, you can add it. Please be bold with your edits.

The manual is automatically converted into the Orc Fortress manual included with Studded With Patches, so people can take advantage of your changes almost immediately!

Detailed Changelogs

In case you want to see all the changes in detail, here are selected changelogs from the git repo. Less exciting changes (fixing typos, etc) have been omitted:

Spoiler (click to show/hide)

Notable Masterwork Dwarf Fortress - Studded With Patches changes included in this release:


Reporting Bugs

While you're welcome to report bugs in this thread, I'm able to track them better if you report them on github. You can also view my bugtracker there to see what's being worked upon.

Future Plans

Improved orcs don't stop here! Plans for milestone 2 are already underway. This includes a cleaner system for buffs, announcements on important events like blueprint unlocks and raids, better uses for tears and blood of armok, improved lighting with rendermax, and more.

Contribute

Contributors are amazing! Here are some ways you can help:
Many thanks!

~ T

3
Masterwork DF / UnholinessSparked - Let's Play Orc Fortress (rebalanced)
« on: January 06, 2014, 04:47:23 am »
Ours is the story of many of the great tribes. The legends tell of inspired leaders, striking their own in the wilderness, building their fledging clan to glory and conquest. The legends tell of heroic acts and great deeds, or bravery and cunning. But I know that many of the great clans started because of fractured tribes, regrouping after the great enemies beset them with steel and cannon. There is much honour in the old ways, but I fear that the glory of the orcish crafters—leather and ironbone, obsidian and raw strength—has met its match against the industry of the dwarves and humans. We fight to bring glory to those who have fought before us, but the humans and dwarves do not fight for honour; they clad themselves in metals that were not from glory in combat, and while it shames them to do so, I cannot argue its effectiveness.

I know all this, and I know that many—nay, most—of those who head into the wilderness are never heard of again. They achieve glory and honour in fighting the elements and the great foes, but all that remains of them now is a shattered spear or rusted arrow-head amongst a circle of stones.

But I speak none of this to the others. Despite our homelands being shattered, they are eager and believe they will be the stuff of legends. I look across the barren wilderness and our meagre supplies, and I hope that they are right.

Ours is a band of misfits. No families, no homes, and nothing to lose. There's Vyctryx, an impressive olog, rarely seen, and twice the size of any other in our band; pure muscle and strength, she is the most fearsome thing I've ever seen. In our journey through the wilderness we raided a village for supplies, and she flattened the helm—and the head—of a human warrior with a single strike of her maul. She has appointed herself as warchief, and none dare argue with her decision.

CptCrunchy and Mahrgell are proficient bow-snagas, quick on their feet, and quick with their wits. Once upon a time some tribes regarded snaga poorly, but all of those tribes have since fallen from their beliefs. While not as fearsome with an axe, most snaga seem to have an agility that still makes them deadly foes. Alas, they seem to suffer from the mental affliction that plagues bow-orcs everywhere; I know not why archers choose to forget their arrows, and I know it's not ours. I've walked the dreams of the leaders of the dwarves, and seen their frustration as crossbow-dwarves use their weapon as if it were a mere club. Mahrgell has proven to be handy with a pick, and CptCrunchy with a pen, or so he claims.

Theog is a fine orc. Skilled with a spear, brave in battle. I believe he will go far. We have need of a carpenter, and while none of us have any experience in those ways, Theog has stepped up to that role admirably.

Tarkuul is our tribal crafter. Knowledgeable in the old ways, I've been impressed by her work. Theog and Vyctryx are clad in her lamellar armour, and Theog wields an obsidian spear of Tarkuul's design. She does not have the same lust for glory in combat as others; or maybe she does, and she brings that about through the weapons and armour she creates.

SageEthereal is another dreamwalker, we found her wandering the wilderness, like the rest of our band. She is skilled in the ways of healing, and I am delighted by her company and conversation.

Our new home is secluded. Cold, forested, it reminds many of our number of home, whatever homes we had. We have some basic weapons, some leather and tools, some food and drink, but not much. Despite it being spring, the snow is still thick on the ground, and the river is frozen. In summer it may thaw, and we may go raiding upon it, but for now it provides us nothing, not even fish or fresh water. But these lands are rich in game; ones worthy of a hunt, there are signs of great beasts here, larger even than Vyctryx and her giant maul.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

We strike camp at a bend in the river, and as we strike flint to steel for a fire, a star shoots across the sky. I know from my dreams that our destiny is close, and the heavens have given us a sign. The others feel it too. We set about digging a space underground to protect us from the elements, and we discuss The Circle and its design:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

While the design varies from clan to clan, The Circle has always been the way of the taiga orcs. Each orc has their own hollow, and as new clansmembers arive or are born, the circle is expanded to accommodate them. The hollows are not just a place to live, but a place to demonstrate skill and worthiness. Every clansmember has a workshop, their own accommodations, and their own trophies, where they display the greatest of their accomplishments. When their day of glory arrives, a celebration is held for their ascent to the Fields of Battle, and their remains are interned amongst their trophies and masterpieces, and sealed for good. The greatest of clans have many rings of great warriors who have ascended, and the surface of such circles have the greatest of shrines.

We dig the first layers of The Circle, but we also sink a shaft to see what may lie below. The stars have indeed shown favour upon us:

Spoiler (click to show/hide)

Obsidian! The cooled blood of the earth! The greatest of warriors have caskets made of this black glass, and it has long been crafted into the sharpest of claws and macuahuitl. But that's not the only discovery that awaits underground. We breech a cavern complex not far underground. It has fresh water, and a great deal of mineral wealth:

Spoiler (click to show/hide)

Above ground, CptCrunchy shows the bravery of the clan. While felling a tree, he is set upon by a monstrous cat. The size of a giant, but CptCrunchy shows no fear, and wounds it, but not without his own injuries. It is a great honour for him to have his blood spilled in combat upon the grounds of our new home.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Theog hears the sound of battle, and is quickly upon the scene, disabling the beast quickly with his spearorcship:

Spoiler (click to show/hide)

There are more of the enormous cats in the woods, and even though they tower over her in size, Vyctryx quickly proves her worth, slaying two of them:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

The skulls of these beasts are incredible; Theog tells me that even while unconscious, the spirit of his beast clung to its body despite dozens of strikes to the skull. It was only when Vyctryx crushed it with terribly force did it eventually die:

Spoiler (click to show/hide)

This is a great day for us, the giant cats shall provide us with meat for many months to come, and their remains shall continue to be honoured as they are fashioned into much needed armour and decorations. Their skulls shall be fine trophies indeed for CptCrunchy, Theog, and Vyctryx.



Orcish thoughts and personalities

Mahgell
Spoiler (click to show/hide)

Theog
Spoiler (click to show/hide)

CptCrunchy
Spoiler (click to show/hide)

Vyctryx
Spoiler (click to show/hide)

Tarkuul
Spoiler (click to show/hide)

Tarrlox (McTeellox's Orcish name)
Spoiler (click to show/hide)

Sage Ethereal
Spoiler (click to show/hide)



UnholinessSparked is a thematic embark based upon the Orc Fortress (rebalanced) beta.



For a list of orcs, links to story posts, and more, check out the UnholinessSparked wiki page

4
Quicklink: Download here

Have you wished to run an AutoSyndrome command a certain percentage of the time, only to discover that AutoSyndrome completely ignores reaction product probabilities? I know that I do, and so I've written probability-syndrome. This is a ruby script for DFHack, and an accompanying inorganic file that supports it. To use probability-syndromes, we just use the special INORGANIC:PROBABILITY_TABLE stone as a reaction product:

Code: [Select]
    [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PROBABILITY_TABLE]

Now let's say that we want there to be a 20% chance each of an an elf siege:

Code: [Select]
    [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PROBABILITY_TABLE]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_ELF]

Pretty nifty, right? It gets better; we could have a 20% chance a siege from the four great races, and a 20% chance of nothing. Only *one* of these events will trigger, so you'll never end up being double-sieged:

Code: [Select]
    [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PROBABILITY_TABLE]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_ELF]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_HUMAN]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_DWARF]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_DROW]

This means we can now do things like have a reaction with a 90% chance of doing something nice, and a 10% chance of doing something nasty:

Code: [Select]
    [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PROBABILITY_TABLE]
    [PRODUCT:90:1:BOULDER:NONE:INORGANIC:SOMETHING_NICE]
    [PRODUCT:10:1:BOULDER:NONE:INORGANIC:SOMETHING_NASTY]

So, I know what you're thinking... What do those inorganics actually look like?

Code: [Select]
[INORGANIC:SIEGE_ELF]
    [USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
    [SYNDROME]
        [SYN_CLASS:\AUTO_SYNDROME]
        [SYN_CLASS:\COMMAND]
        [SYN_CLASS:probability-syndrome][SYN_CLASS:cmd]
            [SYN_CLASS:force]
            [SYN_CLASS:siege]
            [SYN_CLASS:FOREST]

In other words, they're the DFHack command you want to run (along with arguments), but with '[SYN_CLASS:\AUTO_SYNDROME] [SYN_CLASS:\COMMAND] [SYN_CLASS:probability-syndrome] [SYN_CLASS:cmd]', at the front. This sequence of tags fires off AutoSyndrome (which we need because it cleans up the rocks for us), but delegates the command itself to probability-syndrome. The PROBABILITY_TABLE inorganic actually does the heavy lifting, as it's what inspects the reaction products and decides what to actually fire.

As of 4th January 2014, probability-syndrome now supports \REACTION_INDEX, \WORKER_ID, and \LOCATION meta-arguments in commands.

Probability-syndrome has only been tested under DFHack r4; I don't believe that r3 has the necessary df.dfhack_run() method available.

Probability-syndrome is already part of the Masterwork Dwarf Fortress: Studded With Patches master branch, but you can also download a stand-alone zipfile containing both the script and the supporting inorganic file.

Enjoy!

~ T

5
= Locked thread. Use this one instead =

Quicklink: Download here

Have you wished to run an AutoSyndrome command a certain percentage of the time, only to discover that AutoSyndrome completely ignores reaction product probabilities? I know that I do, and so I've written probability-syndrome. This is a ruby script for DFHack, and an accompanying inorganic file that supports it. To use probability-syndromes, we just use the special INORGANIC:PROBABILITY_TABLE stone as a reaction product:

Code: [Select]
    [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PROBABILITY_TABLE]

Now let's say that we want there to be a 20% chance each of an an elf siege:

Code: [Select]
    [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PROBABILITY_TABLE]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_ELF]

Pretty nifty, right? It gets better; we could have a 20% chance a siege from the four great races, and a 20% chance of nothing. Only *one* of these events will trigger, so you'll never end up being double-sieged:

Code: [Select]
    [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PROBABILITY_TABLE]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_ELF]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_HUMAN]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_DWARF]
    [PRODUCT:20:1:BOULDER:NONE:INORGANIC:SIEGE_DROW]

This means we can now do things like have a reaction with a 90% chance of doing something nice, and a 10% chance of doing something nasty:

Code: [Select]
    [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PROBABILITY_TABLE]
    [PRODUCT:90:1:BOULDER:NONE:INORGANIC:SOMETHING_NICE]
    [PRODUCT:10:1:BOULDER:NONE:INORGANIC:SOMETHING_NASTY]

So, I know what you're thinking... What do those inorganics actually look like?

Code: [Select]
[INORGANIC:SIEGE_ELF]
    [USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
    [SYNDROME]
        [SYN_CLASS:\AUTO_SYNDROME]
        [SYN_CLASS:\COMMAND]
        [SYN_CLASS:probability-syndrome][SYN_CLASS:cmd]
            [SYN_CLASS:force]
            [SYN_CLASS:siege]
            [SYN_CLASS:FOREST]

In other words, they're the DFHack command you want to run (along with arguments), but with '[SYN_CLASS:\AUTO_SYNDROME] [SYN_CLASS:\COMMAND] [SYN_CLASS:probability-syndrome] [SYN_CLASS:cmd]', at the front. This sequence of tags fires off AutoSyndrome (which we need because it cleans up the rocks for us), but delegates the command itself to probability-syndrome. The PROBABILITY_TABLE inorganic actually does the heavy lifting, as it's what inspects the reaction products and decides what to actually fire.

Currently, you can only use probability-syndrome to run commands, and right now the \REACTION_INDEX, \WORKER_ID, and \LOCATION tags from AutoSyndrome don't work in probability-syndrome commands. There's no technical limitation stopping us there, I just haven't written the code yet. (Patches welcome!)  Probability-syndrome has only been tested under DFHack r4; I don't believe that r3 has the necessary df.dfhack_run() method available.

Probability-syndrome is already part of the Masterwork Dwarf Fortress: Studded With Patches master branch, but you can also download a stand-alone zipfile containing both the script and the supporting inorganic file.

Enjoy!

~ T

6
DF Modding / [DFHack] RFC: Reducing clutter with volatile items
« on: December 25, 2013, 10:12:26 pm »
Hey fabulous modders!  I know that myself, like many people, have been bothered by the clutter that invading forces bring. Ammunition, socks, cotton pants, bits of armour; clutter management isn't enjoyable, and yet it takes a lot of my in-game effort.

However what also bothers me is that material from invaders can make the game too easy, at least in the mods I enjoy. Goblinite might be fine, but if you're playing Masterwork, and mithril-clad elves mount an ambush (which they do all the time if you're playing orcs), then suddenly you have a bunch of mithril, which should be rare and hard to come by.

I hope to have a way that efficiently solves both of these problems with the help of DFHack, and I'm hoping for your feedback.

Put simply, we introduce a way of saying that a material or item is 'volatile'. If it's being carried or worn, then nothing happens, but if it's dropped then it's converted to another, non-volatile material. This would allow elves to arrive with 'enchanted mithril armour', which reverts back to wooden armour when dropped. Or goblins could arrive with 'worn cotton pants', which revert to a material with a low boiling point when dropped (causing them to evaporate). This opens the way for both low-clutter invasions, and invaders with high-level materials but without players ending up with a glut of those same materials.

From a coding standpoint, it should be possible to do this very efficiently using a mark and sweep arrangement. Here's some psuedocode:

Code: [Select]

// Mark - Start by examining all our units and recording volatile items in their
// inventory. We only ever have to examine a unit once, since volatile items
// will only be held by invaders, and can never be acquired except through
// unit generation.

foreach (unit <- all_units)

    next if unit_already_seen()

    foreach (item <- unit.inventory)
        next if not item.volatile
        volatile_list.add(item)

// Sweep (this can be a separate DFHack thread)

foreach (item <- volatile_list)
    if (item.not_held or item.not_held_by_original_owner)
        item.convert_material()

As for the volatile materials themselves, I'd propose the material have a 'VOLATILE_(identifier)_BECOMES_(new material)' naming convention. For example: 'VOLATILE_MITHRIL_BECOMES_WOOD' (converts to INORGANIC:WOOD on dropping), or 'VOLATILE_WORN_COTTON_BECOMES_SMOKE' (INORGANIC:SMOKE can be a custom material with a low boiling point). The use of the 'BECOMES' component over a 'VOLATILE_IDENTIFIER_NEWMAT' syntax is that additional underscores can be used on both sides, preserving clarity. This should work great for inorganics, and my understanding is that DF is pretty tolerant of an item's material being changed via DFHack. I'm not yet familiar with how organics (which I presume includes leather) work in DF, so guidance here is appreciated.

I will admit that while I have a lifetime of experience with software engineering, I'm still finding my way with DFHack. So if you see any potential pitfalls, are aware of any similar scripts that have been written, or even wish to write this script yourself, I would be delighted.

Thank you very much for your time!

~ T

7
Masterwork DF / Let's Play Orc Fortress (prelude)
« on: December 24, 2013, 05:04:43 am »
I really want to play Orc Fortress again, but I want to do that after I've fixed some balance issues. I like my games hard, so I'm looking at doing the following:

  • Minimal resources embark, similar to Gildrounded, except with orcs, and some basic equipment appropriate to orcs displaced from their homelands (armour, weapons, picks, but no food or drink).
  • No farming. It's not the orcish way.
  • Traps shall be greatly shunned. Enemies shall be met in glorious combat.
  • Unified released of Studded with Patches used as the embark.

Most importantly, this will be a playtest of any balance changes I make.

So, why am I telling you this? Well, if you wish to be 'Orced', here's the place to request it. A couple of the starting seven are already taken (notably for the Warchief, Tribe Leader, and possibly Shaman), but I'm sure we'll see plenty of orcs in the camp if things go well. While you can state preferences for what sort of orc you'll get, I can't make promises.

Likewise, if you want to suggest any particular playstyles I should adopt, or if you want to give feedback in the rebalance thread, I'm delighted to hear them. I'm intending for all citizens to be involved in military service in some way, for there to be large tombs decorated with totems of our enemies, and for a more tribal-like arrangement of buildings (the typical orc will have workshops in the same dwelling where they live, and these workshops will only be used by the orc who lives there).

Named orcs:

Spoiler (click to show/hide)

~ T

8
Masterwork DF / [ORC] The Proud Orcish Rebalance
« on: December 21, 2013, 10:56:53 pm »
You want [[Orc Rebalance]]

9
Masterwork DF / Poll: What OS and races do you play?
« on: December 09, 2013, 02:53:32 am »
This poll is purely out of curiosity. Which platform and races does everyone use? If you'd like to use a platform or race but can't, then please comment why below.

If I go on a bug-squashing rampage, I may this this information to decide which bugs to squash first. :)

~ T

10
What is this?

Masterwork-DF - Studded With Patches (MWDF-SWP) is an unofficial development branch of Meph's amazing Masterwork Dwarf Fortress, with patches and experimental features applied. It's not intended to replace the official Masterwork releases, and due to the developmental nature of the project, it may actually contain more bugs than the official releases. However the project goal is to provide the community with faster access to Masterwork bugfixes with minimal friction.

How does it differ from official Masterwork DF?

MWDF-SWP contains bugfixes, software upgrades, and experimental features that are not yet in the official Masterwork release. The definitive list can be seen in the commit logs, which show changes are they are made. Note that some changes in that list are to developer tools, and won't be visible to end-users.  MWDF-SWP has been the basis of official Masterwork releases, including 4e and 4f

Changes since Masterwork 4g include:

Spoiler (click to show/hide)

The unified branch and master branches are currently the same.

Finally, all the changes ever made are:

Spoiler (click to show/hide)

Downloading

The distribution is updated whenever I apply a patch. There are two downloads I recommend you chose from:

  • The gold release contains all bugfixes and improvements which are considered stable. It is always based upon the most recently release of Masterwork Dwarf Fortress.
  • The beta release (recommended) is the same as the gold release, but with additional changes which are not yet considered completely stable. Things don't get placed into beta until we're pretty sure they work, so it's recommended for most users, but occasionally things will still be a bit rough around the edges.
Both downloads are based on the latest release of Masterwork, and both include an updated release of Dwarf Therapist.

There's also a release for the very, very brave, but if it's broken, you can't complain. ;)

Spoiler (click to show/hide)

If you already have the latest release of Dwarf Fortress, you can download patch files which should update your distributions to the Studded With Patches versions of the files. These are automatically generated, and are not guaranteed to work. If in doubt, use the zips above.

Contributing

MWDF-SWP is hosted on github, so you'll want to get yourself a github account, which only takes a few seconds.

The SWP Contributor's Guide is a wiki page which contains information on how to report bugs, contribute patches, and other useful information. If you feel it's missing something, then please add it.

Thanks

Super-thanks goes to Meph, and all the Masterwork contributors, for making such an amazing mod.
Special thanks to Meph again, for giving me permission to publicly host a development branch to solicit bugfixes and improvements.
Thanks goes to thistleknot, for being consistently encouraging in my efforts. ;)
Thanks to Putnam, for integrating DFHack r4!
Thanks to Splinterz, for the new settings manager!
Thanks to Falconne, for all the updated DFHack plug-ins!
And a big thank you goes to you, for testing and contributing!



This top-post is generated automatically!  You can edit it in markdown format if you think it's missing something.  Be bold with your edits, they're easy to undo!

12
I'm using MWDF v.4b, playing Taiga Orcs. I've just build a researcher's study, but there's absolutely no reactions available to it. Digging through the raws reveals why.  In entity_orcfort_taigaorc.txt:

Spoiler (click to show/hide)

As implied by the comments, these are creature research options, but they're defined in reaction_masterwork2.txt as occurring at either the DRUIDS_HUT, or the MEGABEAST_CELL, although at a glance I can't spot either of these as being available to orcs.

The orc manual suggests orcs should have access to the crucible. That either means we should adjust the research lab to allow its production (and figure out what science the science/tech-tree is for orcs), or alternatively make it so that crucible and other blueprints can be obtained from raids (which feels more orc-appropriate).

~T

13
Masterwork DF / Masterwork version control repository?
« on: October 23, 2013, 04:45:42 pm »
I know Meph is travelling like a badass, so this may take a while to be answered... However...

Once upon a time the raws for Masterwork lived in a mercurial repo on javaforge. That seems to have since disappeared or moved (or I'm failing my mercurial rolls).

I seem to be doing a lot of tweaking as I play (fixing a bug where composite bows were incorrectly powered, rebalancing archaeology a little so one doesn't end up with oodles of guardians of Armok,  seeing if I can tweak orcish raiding to occasionally result in sieges, etc). This is great for me, and I can apply those tweaks to new releases of Masterwork. However I'd *love* to be able to send them upstream for consideration.

Obviously I can post them here, but that doesn't feel right compared to sending pull requests and using gitomancy/mercurialmancy. Does anyone know if Meph is doing MWDF development in a public repo anywhere? If that comes with a list of known bugs, then that's even better, because it means I can take a stab at fixing some. :)

Many thanks,

~ T

14
Masterwork DF / Vegan warlocks?
« on: October 22, 2013, 04:23:05 am »
So, we all know not to offer wooden items to elves.

However it appears that offering leather items to warlocks causes them offence ("I see your race still revels in death... that poor, gentle creature...")

I'm guessing this a feature, not a bug?

(Also, oops, I hope I don't see a warlock siege!)

15
Masterwork DF / Which dfhack repo to fork on github?
« on: October 19, 2013, 10:34:15 pm »
This is very much a technical question.

I've noticed that peterix's dfhack repo on github hasn't seen much activity recently. Is there a dfhack repo that's best to fork if I want to be adding/fixing things? Judging from other contributors, I'm guessing putnam and warmist's repos are prime candidates.

Many thanks,

~ T (aka @pjf on github)

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