Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Amostubal

Pages: 1 ... 43 44 [45] 46 47 ... 60
661
Masterwork DF / Re: Changes to rocks, metal, gems, jewelry, and currency?
« on: January 30, 2017, 01:14:09 pm »
quick answer no.  use to be the entire barrel/bag was picked up and dragged around the map, now the seed itself is grabbed and dropped in the bag that is in the barrel.  if a new bag is needed it grabs a the fresh bag and roams around gathering the seeds then places it in the barrel.... it use to be the other way around, so seeds would end up being unacessible while a dwarf roamed around gathering all the dropped seeds.

662
Masterwork DF / Re: Changes to rocks, metal, gems, jewelry, and currency?
« on: January 30, 2017, 08:26:52 am »
*shrug*
I like stacks of coins.... Its more realistic to me.

In your current version your turning a single bar(an ingot is how I perceive this) into a single tool, that is 6000 cubic cm, basically 6 liters of soda, describing it as a bag of money, then not allowing us to open the bag and take out say 1/10th of the money.  I feel like this isn't realistic.

I can think of other ways of making stacks of coins and even bags of coins, that is realistic and isn't ammo.....seeds.
1.  It stops all possibility of melting the objects without it being a custom reaction we decide on how much it earns.
2.  It would even create work that would cause units to gather the coins and put them into bags and barrels for safe storage.
3.  You can name them whatever you wanted them to be.
4.  You can block them from being used for different things, there is a lot of controls in food items.
5.  You can set their image.
6.  A bag is 100 coins... seed money.  could always just print them in 100 stacks anyway... close to the current 500 stacks.
7.  A barrel is 1000 coins, 10 bags.
8.  Elfs could actually plant their's... you know because they so nature hippy based...
9.  You can set up reactions to spend say 1 gold talent.
10. exchange rates could switch at any value up and down the chart. (i.e. 10 copper talents for 1 silver talents and visa versa, and the in game units would just pick it up and put it in a bag that has room for 1 talent, generally filling bags 1 by 1.)
11. when you spend them they will bring all the bags/barrels they need to the location and leave behind the empty bags/barrels ready to pick up the next stock of talents coming down the line.
12. value is easily set, and plant seeds cannot have quality levels. Nor do they rot.

I almost want to go and make them now... I bet it would be as much fun as making the ammo coins... but I'm actually wading through fish lists right now.... and I'm feeling good about working on and testing a few other reactions, I was wanting to complete yesterday.

663
Masterwork DF / Re: !!SCIENCE!! with Weapon Traps
« on: January 30, 2017, 07:42:59 am »
you know that spears and spikes stick far less then axes?  also rock axes are far more deadlier due to momentum and mass. basically you had 10 axe shaped hammers, neither of those stones are capable of having cutting edges according to their raws, if I read them correctly.  I don't remember for sure, but I think obsidian, slate, mica, and most metal ores can hold cutting edges, otherwise they just end up being hammers that want to cut.

664
Masterwork DF / Re: Changes to rocks, metal, gems, jewelry, and currency?
« on: January 29, 2017, 08:31:01 pm »
okay I played around with it and I hit on what I think was a failure due to reserve words.... but here's the final raw:
Code: [Select]
New Items:
[ITEM_AMMO:ITEM_ORC_FRANK]
[NAME:frank:franks]
[CLASS:FRANK]
[SIZE:1]
[ATTACK:BLUNT:1:1:bounce:bounces:NO_SUB:1]

[ITEM_AMMO:ITEM_ORC_FRANK_BLANK]
[NAME:blank frank:blank franks]
[CLASS:FRANK]
[SIZE:1]
[ATTACK:BLUNT:1:1:bounce:bounces:NO_SUB:1]

[ITEM_AMMO:ITEM_NON_ORC_FRANK]
[NAME:foreign frank:foreign franks]
[CLASS:FRANK]
[SIZE:1]
[ATTACK:BLUNT:1:1:bounce:bounces:NO_SUB:1]

test reactions:
[REACTION:CREATE_ORC_COIN_BLANK]
    [NAME:magically create blank orc coins for nothing.]   
    [DESCRIPTION:test reaction to create blank orc coins.]
    [BUILDING:ORC_COIN_PRESS:CUSTOM_A]
[PRODUCT:100:500:AMMO:ITEM_ORC_FRANK_BLANK:INORGANIC:COPPER]

[REACTION:TURN_BLANKS_INTO_ORC_COINS]
    [NAME:magically turns blanks into orc coins.]   
    [DESCRIPTION:test reaction to turn blanks into orc coins.]
    [BUILDING:ORC_COIN_PRESS:CUSTOM_B]
[REAGENT:a:500:AMMO:ITEM_ORC_FRANK_BLANK:INORGANIC:NONE]
[PRODUCT:100:500:AMMO:ITEM_ORC_FRANK:GET_MATERIAL_FROM_REAGENT:a:NONE]
[AUTOMATIC]

[REACTION:CREATE_ORC_COIN_FOREIGN]
    [NAME:magically create foreign coins for nothing.]   
    [DESCRIPTION:test reaction to create foreign coins.]
    [BUILDING:ORC_COIN_PRESS:CUSTOM_C]
[PRODUCT:100:500:AMMO:ITEM_NON_ORC_FRANK:INORGANIC:COPPER]

[REACTION:TURN_FOREIGN_INTO_ORC_COINS]
    [NAME:magically turns foreign into orc coins.]   
    [DESCRIPTION:test reaction to turn foreign coins into orc coins.]
    [BUILDING:ORC_COIN_PRESS:CUSTOM_D]
[REAGENT:a:500:AMMO:ITEM_NON_ORC_FRANK:INORGANIC:NONE]
[PRODUCT:100:500:AMMO:ITEM_ORC_FRANK:GET_MATERIAL_FROM_REAGENT:a:NONE]
[AUTOMATIC]

And there you go.  Basically I couldn't give them the name of coin:coins it would reject them instantly.  I could have the reactions say coin I could even have the item say coin in the name, but putting coin in the CLASS had it fail.... now you have stacks of coins just like before.  same process you are using about taking previously pressed coins and passing them on as you was doing. But we wouldn't have to change all of our current price systems due to coins being individually.... also later we could make a coin gun.... and shoot our money all over the place....  I always wanted a coin gun.   No new materials necessary.  We could just have each race have a different name for their coins and set them up to consider all the other races coins to be called the same thing but foreign... this way they are just reprocessed through another coin press, and pop them out the other side as proper coins without quality modifications and we don't have to loose the skills gains that are associated with trading, raiding, ransoming, etc.

oh and from the language files:
<W:COIN><N:0111110001:coin:coins><V:coin:coins:coined:coined:coining><T:DWARF:omtag:ELF:thiri:GOBLIN:lazaz:HUMAN:rumoth:ORC:gazatala:SUCCUB:ondende:KOBOLD:ebabam:NAGA:hsimeecki:NECRO:zyelben>
<W:COINAGE><N:0111110001:coinage:coinages><T:DWARF:detnir:ELF:icerisa:GOBLIN:smrang:HUMAN:edlekor:ORC:thakhamalaghak:SUCCUB:guxilil:KOBOLD:empsompsibanonty:NAGA:nsenuus:NECRO:mazar>

I'm not sure where you got your words, I'm not familiar with them...  but there's some suggestions.  I had already removed money and currency from the languages along with most 'economic terms'  just spotted them by searching for coin in the file.  if people want to go with this... then whatever word you use I'll need to edit coin to reflect that.

EDIT: and I had to give it an attack, that is why I gave it low numbers and bounce:bounces lol.... I could see coin guns to train ranged attackers, by building a training range where you shoot a captive, then later collect the coins to melt down....

665
Masterwork DF / Re: Can anyone give me advice on trade in Masterwork?
« on: January 29, 2017, 06:31:50 pm »
What sweet images. That's exactly what I propose.
1. We can do this, if we like. If the answer is "Yes, both drink from and use in trade", then perhaps the simplest solution would be to make a new material type to represent (for example) platinum-encrusted skulls, and then create a reaction requiring a skull (of civ-forming species only?) and a platinum bar to create a cup. Drinking would then happen automatically, and trade would accept cups of this material type. We can either allow such cups to have quality modifiers, or (by using a second, automatic reaction) force them to have no quality. I'm open to either notion.
I'm wondering if goblets can have definitions... lol... so many things you can't play with too much, looking at several things, I see that an actual cup would be listed as [GOBLET:NONE:INORGANIC:PLATINUM] or [GOBLET:NONE:CREATURE_MAT:DWARF:SKULL] (not sure, I've not been in the business of figuring out how to make bone gear, yet). in the first case any platinum cup would end up being counted as a equivalent to a skullcup, and in the later any skullcup would be considered equal value.  Only if you made them [TOOL:SKULLCUP:INORGANIC:PLATINUM] would it be separated enough to not be grouped with the other 2, but then it wouldn't be a goblet.
Quote
2. Yes. Should be one (or two) reaction(s) per type of skullcup. We also need a way for Orcs to get suitable skulls (because DF doesn't always supply seiges, etc. in the current version). The big question is "How quickly should the average Orcish fort be able to get lots of skulls to make cups?".
3. Fairly valuable, if we're using skulls of civ-forming species. We're talking huge prestige goods here. Open to notions, but perhaps values of 20 for silver and 50+ for gold? (n.b.: the base value of silver in Wonderwork is 12; for gold it is 48, and gold's harder to get now)

4. Orcs come back with the head of worthy enemies, maybe?
skulls would be easy to get off of animals, and there are several "civ" raids in the raid docks that you could add an item drop for skulls...
Quote
5. It certainly does envision a major shift.
yeah that would be a concern.  I'd rather have something that impacts the game play minimally... 
Quote

Yeah, I'm definately with you on bonemold/bloodsteel. In the Lord of the Rings - and, yes, I am influenced by this fantasy universe - Sauruman had his Orc chop down entire forests to feed his forges of war around the dark tower Orthanc. The Uruk-Hai marched out with good steel armor, and the ordinary orcs and miserable snagas made do with iron and rusty iron. That's one of the reasons why I was so fond of Smakemupagus' (or Meph's, not sure) original rendition of Orcish industry.

Yeah rusty iron hasn't been in masterwork at least since I joined the group in june last year.  Not sure what happened there, meph might know, but he is currently unavailable. and smakemupagus is beyond reach, he's not been online in 6 months.   There's actually entries all through the orc entity file saying rusty_iron was changed to iron, or rusty_iron coin was changed to bonemold coin, etc.  It would explain some of the other issues in the set up.  the molten forge has a 3 hematite(the rusty iron ore) to 10 iron bars which is rather sub par for iron, with the only benefit being chances for flux and copper ore to be produced beside it.  then its iron to pig iron, and pig iron to steel reactions are also sub par.  considering the smelter produces better and the metallurgist converts better.... there is no use in using these weaker reactions, unless your short on flux.... which you shouldn't if you have dwarf cells...  In either case rusty iron and bloodsteel along with all the leathers become useless once you get raiding going full steam.

Raiding is over rated since sieges can't be triggered/forced by raiding... Its also way unbalanced, dwarf outpost raiding will net you iron, steel, gold, silver, bronze... then you switch to raiding dwarf mountainhomes and ancient ruins.  the later 2 will earn you hundreds of metals, orichalcum and deep bronze gear, and ancient foundry blueprints.  Ancient Foundries let you make orichalcum bars and deep bronze bars.  With these 2 metals you can equip an orc with zero skill and he just about can survive against anything except lava, drowning, falling off a cliff, and 1 on 1 assaults on megabeasts/dragons (and the later he may survive by shear luck).

666
Masterwork DF / Re: Changes to rocks, metal, gems, jewelry, and currency?
« on: January 29, 2017, 03:32:17 pm »
interesting.  too bad you can't turn this into actual coins that are in stacks of say 500 and then reformat them into named coins like the ones you get from the forging.

so following the concept.... orcs could receive all their coins as they do now, but they wouldn't be functional they would be treated as if they were blanks, at which point they would be tossed into a screwpress and reformatted into valid coins....   

I'm bored with what I'm currently working on... I'm going to play around with a few concepts...

667
Masterwork DF / Re: Can anyone give me advice on trade in Masterwork?
« on: January 29, 2017, 03:10:26 pm »
I guess I'm not fully understanding what you are meaning by skullcup....  I'm thinking drinking goblet made from an animal skull... which means the money would be constantly getting picked up and used to drink grog.

I'm seeing a cross between this...

this...

and this...


reply so the issue becomes this....
1. are they going to be able to drink from them?
2. are we going to add reactions to create each one?
3. what kid of material costs are we talking about... If you need a skull for each one, then thats going to end up being a lot of skulls, or are we going to have reduced the number needed for purchases (1 bar =500 coins, so if 1 bar = 1 skullcup, then prices will have to be reduce by 500).
4. how does that work with the current raiding system...  Orcs raid other societies and gather their coins.... melting coins down isn't productive as soo much of the raid goods get melted down already.
5. further skulls already have some use as totems for a couple of buildings, a few reactions, and sell items to the market... this is beginning to look like a rewrite of the orcs from their current format.

On the other hand i understand the concern over bonemold/bloodsteel  I'm not sure when the decision was made... I really don't like how bonemold/bloodsteel has become a raid item received from succubus as they have very little capacity for the stuff.  they are more slade/obsidian/glass society.  The current format is rather not magical as its processed through a few actually devoted to the job shops, bonemeal from a dismembering theater where training surgeons occurs, then a boneforge is where all the bonemeal is turned into bonemold and then into bloodsteel.  I see it more along the lines of orcs from the lord of the rings movie their armors and weapons being forged deep in the earth beneath the white tower with all the local trees and wildlife used to produce the material.

668
Masterwork DF / Re: Can anyone give me advice on trade in Masterwork?
« on: January 29, 2017, 07:41:18 am »
yeah, I remember working a couple of times with the current system of dwarven shops, but the dwarves are very self sufficient. 

Humans can be played self sufficiently, but really are boosted by their shopping.

Orcs ... well I've been going through and making fixes, smakemupagus has been missing for quite sometime... I'm very intimate with the files at hand.  the fact you cannot produce bonemold coins through any forge keeps the cheapness down, add in that they are virtually worthless at the trade depot, (last I checked a no quality 500 stack of bonemold coin was worth less than 100).  Its only one minor change that makes them mintable at a forge.  Their silver and gold equivalents are actually worth a lot more at the trade depot.  I think the platinum thing is rather normal for most RPG games (the whole copper to silver to gold to platinum in a lot of game worlds).  I would personally like to exchange bonemold coins with bloodsteel coins in the code.  Its an extra layer of blood and ash to the construction, its a lot more work, increasing the number of reactions x 2 to produce, coins can already be minted without changing the code, and its on par with the normal price range (bloodsteel lands between silver and gold in value), it also sounds cooler, and they would be RED, lol.

I was thinking the group needed an Orc bank, the amount of coins becomes quite impressive after 3 to 5 years.  a general exchange location that could switch back and forth from coin to coin, and also provide mass storage(say through a voucher system where 1 voucher could represent 1 million coins).

669
Masterwork DF / Re: Can anyone give me advice on trade in Masterwork?
« on: January 28, 2017, 10:56:10 pm »
generally speaking the most complex is the orcs:
1. you have copper, silver, gold, bonemold, and platinum coins.
2. very few things that can be bought from the vendors can be sold back to the vendors.
3. what can be sold back is almost always sold at 1/2 what the buy value is.
4. each purchase and sell has its own reaction, the fact they are linked to skills(negotiation generally) cause the coins to have "quality" levels, making some coins of the same type extremely valuable for depot trades.
5. the value is set in stone and unidirectional, you can't break down from say bonemold to copper.  end products are bonemold and platinum
  2500 c->1,000 b
  500 s->1,000 b
  500 g->3,000 b
  5,000 c->1,000 s
  5,000 s->2,000 g *which directly would of been 10,000 b but through this makes 12,000 b
  5,000 g->2,000 p

6. there are 3 fake coins that can be converted into bonemold coins... zinc, lead, tin at 1:1 ratio.
7. a lot of orc society revolves around the movement of coins.  you need bonemold coins to raid, raids earn you coins in silver and gold which get dumped back into bonemold coins.  you need coins to buy certain things to advance your base, such as seed packs for the orc fort only crops that are used in making colored bricks from clay which are magma safe.
8. it takes a lot of work to understand the system and the incapacity to revert the coins into lesser coins, leave some players high and dry when they need say copper coins or silver coins and their entire stock is in bonemold and platinum.
9. In the base set up you can't mint bonemold coins at a forge.

Dwarves and Humans are very different.... most people don't even get involved in the dwarven shops, other then minting coins for guilding characters.  I personally don't have a lot of experience with the dwarves.

Humans have only 1 coin in their setup and a voucher system.  They have I think 15 shops(don't quote me its been a long time).  I just remember I could make a square room 25x25 and all the shops + a depot would fit around the outer edge leaving a 15x15 space in the middle.  I'd ring that with 3x3 shops then I'd have a quantum stock in the middle 9x9.

basically if you can buy it with a coin it generally sold at 1/2 the price unless it was considered "common"... the common items could be traded 1:1.  generally anything purchased could never be resold at better the 1:1.  you could sell or buy just about anything, but for somethings a voucher system would become involved.

vouchers would be a tool item made of the same material as the item sold, so say you sold a copper sword, you would get a copper voucher, well if you bought a sword it would cost you 2 vouchers, and the material of the voucher determined the material of the sword.  you could directly buy certain material vouchers at set coin prices(I believe they were gold coins).  basically with enough raw materials to sell, a player could eventually buy decent military goods and equip an army... many human players will wipe out an entire forest and sell it, then dig an open mine, sell the stone, wipe out the new growth forest, fish out the rivers and ponds, create huge ranches, etc.  just to produce raw resources to produce goods.

the main thing coin is used for in human societies though is the guild halls.  a lot of coin gets sucked up in building and purchasing permits to build up the various guild halls, each hall has 4 special shops that require permits to build. these are then used to produce large quantities of goods at rapid rates.

there thats all the knowledge I have for you.

670
Masterwork DF / Re: What's happening in your Fort.
« on: January 28, 2017, 07:05:34 pm »
I think they come just to drop their anchor babies and stay forever...

671
DF Modding / Re: Community Mods and utilities list.
« on: January 27, 2017, 08:12:32 pm »
Thanks for adding my mod to the list.  I'm working on a new version, hopefully to release mid February now, progress is slow as its a line by line edit of the files, but I appreciate being listed anywhere!

672
additional modification that adds in archaeologist shop... until we have an orc Archaeologist... put it at the end of
ENTITY_SLAVER_ORC.TXT

Code: [Select]

###################################################################
##################      ARCHEOLOGIST
###################################################################
Added by Amostubal because otherwise there's no reason for all the treasure chests and relics from the raids.

YESARCHEOLOGIST[PERMITTED_BUILDING:ARCHEOLOGIST]
YESARCHEOLOGIST[PERMITTED_REACTION:EXCAVATE_STONE]
YESARCHEOLOGIST[PERMITTED_REACTION:PREPARE_FOSSIL]
YESARCHEOLOGIST[PERMITTED_REACTION:PREPARE_RELICT]
YESARCHEOLOGIST[PERMITTED_REACTION:PREPARE_TREASURE]
YESARCHEOLOGIST[PERMITTED_REACTION:FINISH_RESTORING]


and make this change to REACTION_DWARF_CIV.TXT:

Code: [Select]
YESARCHEOLOGIST[REACTION:EXCAVATE_STONE]
YESARCHEOLOGIST[NAME:Excavate stones(5)]
YESARCHEOLOGIST[BUILDING:ARCHEOLOGIST:CUSTOM_A]
YESARCHEOLOGIST[BUILDING:GUILD_MASON_W:CUSTOM_A]
YESARCHEOLOGIST[REAGENT:A:5:BOULDER:NONE:INORGANIC:NONE]YESARCHEOLOGIST[WORTHLESS_STONE_ONLY]
YESARCHEOLOGIST[PRODUCT:5:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:OBSIDIAN]
YESARCHEOLOGIST[PRODUCT:5:1:WEAPON:ITEM_WEAPON_SPEAR:INORGANIC:OBSIDIAN]
YESARCHEOLOGIST[PRODUCT:10:1:CRAFTS:NONE:INORGANIC:CERAMIC_EARTHENWARE]
YESARCHEOLOGIST[PRODUCT:25:1:CRAFTS:NONE:INORGANIC:CERAMIC_STONEWARE]
YESARCHEOLOGIST[PRODUCT:5:1:ROUGH:NONE:INORGANIC:FOSSIL]
YESARCHEOLOGIST[PRODUCT:2:1:ROUGH:NONE:INORGANIC:RELICT]
YESARCHEOLOGIST[PRODUCT:3:1:ROUGH:NONE:INORGANIC:TREASURE]
YESARCHEOLOGIST[SKILL:CUTGEM]

one word (BOULDER:NONE:NONE:NONE to BOULDER:NONE:INORGANIC:NONE) and the archaeologist can be set to only accept what you set in details so you can individually select the material for excavating.  So later when your running basically all dwarf cells for ore you can burn up the dolomite as fast as you can...  No more Stockpiles!

On another note I've sent a few messages to our friend smakemupagus... and I've received no reply... I'm considering consolidating all my bug fixes for Orcs into a zip and releasing it.  Considering actually making some serious modifications into it.... I think this went off the tracks when magic was considered for orcs.  I'm not sure how it could be implemented.  But the following changes I could see useful:

1.  the above fixes and others I've posted in this forum.
2.  addition of a way to craft your own bladesigils and magic missiles for the weapons orcs have access to that use these.
3.  an actual orc archaeologist of their own design(I'd start with just a copy of the dwarf archaeologist building, and make the reactions custom to orcs).
4.  redesign of the orc metal industry to fix its various issues:
4a.  process to gain mithril bars (currentlly you grind raw mithril into dust, then into damascas armors, then melt the armor down for mithril is the current process).  I'm thinking a process to take mithril dust (also other metal dusts orcs have access to) and casting it into bars at say the molten pit, damascas forge, or orc factory.
4b.  fix the orc smelting issues (most do not produce equal results to the smelter).
5.  Do something with all the junk that raids produce.
5a.  Possibly a separate building for unpacking raids, that has melt down options (equal amount of metal, but instead of a ton of goods, that you have to melt, it just drops all the goods and provides their metal bar equivalent... with a cost of say 5 coke with it).
5b.  Remove the mine raid or make it more valuable(say have possible stacks of axes and picks).
5c.  maybe a separate building for making raid boats and raid kits.... so they don't clog up the lists for raids.
5d.  use for all the souls received from succubus raids.... I'm thinking a succubus slave cell with reactions for turning the souls into goods or even burning them for skill boosts (as the libraries in the dwarf civ accomplish).
5e.  New raids... there are several designed not currently available.
6.  Fix the ancient foundry reactions (many of the reactions do not produce better goods then what can be produced at a forge... I hate that... some were originally designed to produce stronger armors that were 'dumbed' down to normal forge goods without reducing the higher reaction costs).
7. New acid reactions for the black furnace, currently the stones used in it are so rare that are a 3x3 embark location usually can only produce a handful of goods, a real waste of a awesome idea.
8.  Fixing all the shortcuts that are linked to the different things...
9.  Looking into basic magic, although I think that maybe just fixing the ammos for sigilblades and gnarled staffs would be helpful.

just some ideas I've been kicking around.

673
interesting conundrum.... I was moving through the orc reactions making a few interesting changes to modify the play so as to remove extranous steps (such as adding seeds to the reactions to make colored clay bricks because the original eats the plant and seed together.... requiring you to create tons of extra dimple dye to keep seed counts up for production.)  I was moving around the files and playing a world when I noticed there are 2 reactions for grinding stones in to sand at the millstone.

Code: [Select]

[REACTION:STONE_GRIND]
[NAME:Grind boulder into sand]
[BUILDING:MILLSTONE:CUSTOM_SHIFT_S]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:IS_STONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:MILLING]

[REACTION:STONE_GRIND_ORC]
[NAME:Grind rocks into sand]
[BUILDING:QUARRY_GHETTO_ORC:CUSTOM_SHIFT_S]
[BUILDING:MILLSTONE:CUSTOM_SHIFT_S]
[REAGENT:A:2:BOULDER:INORGANIC:WORTHLESS_STONE_ONLY]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_TO_CONTAINER:B]
[SKILL:STONECRAFT]

Both are accessible to Orcs, neither of them is properly set up to allow for detail setting... so you can't tell it what kind of rocks to use for grinding without elaborate stockpile settings...(I hate elaborate stockpile settings).  so my next thing to mess with is how to do that (I'm betting its similar to the wording on blocks to make it provide detail settings on them).

But the main issue is that we have 2 of them... I think we need to get rid of 1.  Either remove the orc reaction or remove the dwarf reaction from the orcs...  the dwarf version is 1 for 1 exchange compared to a 2 for 1 exchange in the orc version....and in one test this works great:

Code: [Select]

[REACTION:STONE_GRIND_ORC]
[NAME:Grind rocks into sand]
[BUILDING:QUARRY_GHETTO_ORC:CUSTOM_SHIFT_S]
[BUILDING:MILLSTONE:CUSTOM_SHIFT_S]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN][PRODUCT_TO_CONTAINER:B]
[SKILL:STONECRAFT]


works like it should, runs only worthless marked stones and you can decide to only burn up certain stones by selecting detail and it works with workflow correctly!

674
I've got several bugs, possibly/probably related to eachother. First is that the game always crashes when trying to start playing in a world I created, entirely barring me from playing the mod. The second is that when I change the font or tileset in the launcher thing, those changes don't show up in-game. What do? Playing with the latest version of the mod.

first: have you tried this: http://www.bay12forums.com/smf/index.php?topic=162031.0

second: launcher does not update game files, so any changes to the font or tileset will not change anything in a game world... you need to make those decisions prior to world generation.

On the second point, it doesn't change anything for new worlds either. Also, font doesn't change.

Edit: I have no idea what anything on the first one means either.

you were lost in the holidays.  Right now the 2 fixes for errors in masterwork(and really the preferred options for a lot of players) are:
1.  Use the LAA Utility, you can find it in the upper bar of the masterwork program.  It increases the memory allocated for the game.  Corrects almost any issue of random crashing.
2.  Turn off compressed saves.  You end up with larger save files, but they don't crash when loading or saving nearly as often.

if those 2 things don't fix your problem you have a much deeper issue.... As for font and tileset issue... I'm not understanding what you are attempting to do, if you are having trouble getting into worlds then you haven't even seen the tileset yet in game.  The font option above the tileset option, I never change because I use TWBT but I know that TWBT Font below there does change in game, and can be seen from the opening screen... but you still have to restart the game to see those changes.  So really I don't know whether we are discussing a misunderstanding of the game options or a catastrophic error that requires erasing your entire DF folders and starting off with a fresh downloaded file.  In other words the font/tileset issue is either operator error or corrupted files.

EDIT: I think I may have fixed it
disabling save compression makes it not only save way faster, but also seems to have greatly reduced the amount of crashes.

I love you. Disabling save compression ended my crash problems :D Thank you!


congrats!

What happened to Meph? He's apparently been active but hasn't posted since Christmas.
I am hoping that he is okay.

675
Masterwork DF / Re: Taming Eliminators?
« on: January 21, 2017, 11:35:47 pm »
Yep eliminators are sentient and can work for you... goblins and succubus like to bring them in trade caravans.  Also gorecyclops.  I hate both of them as they are not as direct in movement, and eliminators like to do stockpile jobs... they carry huge amounts of weight so they will roam around the map carrying 200+ items before finally dropping them on a stockpile...  socks when they pick up things you want riget now and they carry them for 2 months....

Pages: 1 ... 43 44 [45] 46 47 ... 60