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Author Topic: Update - V.3f - SCIENCE, Bugfixes and an introduction of new workshop ideas.  (Read 9898 times)

Meph

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Masterwork Dwarf Fortress V.3f

tl;dr: Hope it fixes crashes, lots of new workshops that are half-finished, and a massive balancing change: Science. This release is a testrun to see how people like the custom announcements, the new workshops and if the crashes are truly gone.

Notes: This release is a strange one, at least from my perspective. I did not plan to release it so early, with several workshops and game mechanisms that I wanted to add, but did not finish. It includes several rather empty workshops, the supernatural and siege-engines mostly. The Monastery is also just a framework for future additions. I do release this mostly because I want to know if this odd crashing behaviour that was introduced in the last update has been fixed. I checked all materials and items, but nothing stood out to me. I did disable a few dfhack scripts that spawned errorlogs. These scripts also meddled with historc figures, which might have corrupted the saves. If this version crashes as well, try disabling the "add-spatter.dll" plugin, which can be found in the DwarfFortress/Hack/Plugins folder. It is needed for poison and rune coating, but has showed up in some reports. Hopefully it helps. I will monitor future reports about crashes, if 3f persists to crash, I might have to downgrade to an earlier version.

From a gameplay perspective this release allows you to test future additions I have planned, most noteably Science and Supernatural effects, which are vampires, werebeasts, megabeasts, demons and necromancers. I also made workshops in general cheaper, added an announcement-script of my own, and made the magic reactions a lot cheaper.

Important: Some new plant tiles or workshop tiles, especially decorations, might only display correctly with the default MDF/Matrix tileset. There is not much I can do, because the other tilesets simply lack the new tiles I made, like the Abacus, Skeleton and so forth. I would have to go through all 324 (!!!) buildings (Dwarf, Orc, Kobold) and redo them fitting to the tileset, then delete most of the decorations. I hope this is excuseable as of now.

The GUI, which I can not alter atm, does not recognize the new workshops, neither that the old ones are removed. Please dont take the workshop category in it too serious atm. I will fix it once I am back in Germany, in 1 month from now.


Dfhack
 - Removed dwarfnamesadvanced, moddablegods and makeworshipper, all of which might have caused crashes or not.
 - Added Hotkey: Alt-Shift-S@dwarfmode/Default "stocks show"

 - Added Hotkey: Alt-Shift-I@dwarfmode/Zones "zone set"
 - Updated Falconnes utility scripts.
 - Added Autochop script by falconne - Like Workflow & Autobutcher, just for trees.
Spoiler: AutoChop Screen (click to show/hide)


Utilities & GUI & Orc Fortress
 - No changes on OrcFortress or the GUI/Settings.exe.
 - Added seasons.xml, to allow soundsense to find the correct seasonal changes. Must be installed after you update soundsense.
 - Updated Japa's Isoworld to V.2


Manual
 - Updated manual, fixed some outdated material.
 - Added tileguide for the Masterwork Tileset
 - Seperated Buildings into Workshops and Furnaces.


Multiplayer
 - Ambitious project to allow several players to play together.
 - DfTerm.3 - Check it out


Kobold Camp
 - Fixed caps being stolen from civilians, as well as degrading like clothing.


Bugfixes & Balancing
 - Removed 162 reactions from the entity_default that are not used. They showed up in the Manager Screen.
 - Removed Kimberlite. Added Vanadite/Vanadium.
 - Completely sorted the entity_default. No gameplay changes, but other modders might appreciate it.
 - Sorted buildings a bit differently. Colosseum moved to Misc, Magic to Furnaces, Studies and Labs have their own section. Great Magma Forge is now the *Magma Volcanic Forge. Gunsmith is Gunsmith's Forge, and more little changes like that.
 - Removed Artificer and Weather Control Device.
 - Changed value of gems slightly. Added lapis lazuli and turquoise, used in reactions.
 - Fixed a typo in goblin lashes.
 - Fixed a type in language file (word:childish)
 - Fixed a major bug with reactions that need generic metal bars (any metal). They didnt work.
 - Moved paints and some special stones in the raws to affect the order of stockpiling.
 - Made glacier-weather more likely to appear. (Hopefully)
 - Added un-hide interaction to stop hidden creatures from being hidden forever, and sneaking/slowing down forever. After 5000 ticks creatures become visible again.
 - Removed kite-shields and twohanded weapons from the entity file. They are now made in a specialised, more expensive workshop.
 - Removed timberyard, moved wood-production to sawmill, moved item product to Herbalists Lab.
 - Added all trees to tree-farming, this means you can farm crystaltrees, feather, glumprong, shadethorn and more.
 - All scrapwood has been removed.
 - Sawdust has been made 10 times rarer. (to avoid spam).
 - Plywood now needs 1 unit of glue and sawdust for one log, and effectively replaces the scrapwood.
 - Rebalanced magic. The buildings are a lot cheaper and the reactions as well. Completely removed the gem-catalyst and pentagrams, magic tomes are now preserved in reactions, and reactions require way less reagents.
 - Moved pulley from engineer to toolmaker, since its a reagent for tech. I think its better to collect them all in one place.
 - Hidden creatures now automatically unhide themselves after a while.
 - Added lapis lazuli and turqoise back in, both can make dye/glazes.
 - Removed clay mechanisms.
 - Added orpiment and vanadite, both needed for a future chemistry update. Removed kimberlite.
 - Raised saltpeter/brimstone/realgar/cinnabar/rocksalt occurence
 - Added "brew mead" to brewery.
 - Added "transmute nickel" to alchemist.
 - Added rune-engraving of animal armor. Gives 100% boost of attributes to the warbeast.
 - Booze selling should now be ok. It depends on how much booze is left in the barrel.
 - Fixed bladed composite bows lacking an edged attack.
 - Removed hawk, there are enough vermin hunters already.
 - Bullets are now made in batches of 100, the new ammo in batches of 50. This allows ranged dwarves to shoot more before needing to reload.


New Features
 - Category Titles now have more atmospheric names, I hope you guys like pig latin.
 - Added new building categories: Supernatural and Siege-Engines and Illumination.
 - Added new buildings: Inventors Workbench, GreatForge, Wood Cutting Block, Weight Bench, Herbalists Lab, Trebuchet, Arbalest, Vampires Abode, Werebeasts Lair, Megabeasts Cell, Necromancers Crypt. Full explanation can be found below.
 - Added dirt, which can be collected like clay. Currently only used as cheap buildmat.
 - Made peat collectable.
 - Added fireclay and kaolinite back in. The clay oven can now make earthenware, stoneware or porcelain. Lowered value of these three mats.
 - Screwpress can compress 5 peat into 1 compact peat. This allows work-intensive, but unlimited, fuel.
 - Drow/Elven plants can now be farmed in evil/good biomes. Might even be found in nature.
 - Dwarves that flee get a very short speed burst, the adrenalin gives them strength.
 - Archeologist can find items made from corrupted bloodsteel.
 - Warlocks now arrive with corrupted bloodsteel.
 - Dwarves wearing corrupted items might go insane after a while. This insanity lasts a short time, but can be dangerous.
 - The Temple can cleanse this corrupted material. (This is a testrun for more magical materials to add. Wapstone...)


New Feature: Bone Stack Fix
 - You can now chose to either use a full stack of bones, or use another workstep to seperate it first.




New Designs: Buildings
 - Standardized some building designs and buildmats, for your convenience.





New Workshop: Herbalists Laboratory

 - Cultivates seeds into random plants. You can chose between surface, caver, good, evil and poisonous plants.
 - Can make items directly from trees. Some of these are taken from the removed timberyard, but the Herbalist can do much more.
 - Can make items directly from specific plants, for example rope from rope reed, cages from whip vine.
 - Can make items from evil/good plants. Totems, Bonemeal, Acids, Potions and positive Alcohol.*
 *Acids do not have a use as of yet, it is planned for the chemistry and gas-disperser buildings.


New Workshop: Wood Cutting Block

 - A low-tech replacement for the Timberyard/Sawmill.
 - You can cut rough logs into smooth logs, cut gnarled roots, make planks.
 - Has a small chance to produce sawdust piles needed for plywood.


New Workshop: Monastery

 - Makes ceremonial totems and statues needed for temples, altars and shrines.
 - Trains praying.
 - Allows dwarves to join the Apostles of Armok. (Moved from Guildhall)
 - Will be used in future for the religion system, with Priests and High-Priests, Prophets and the Avatar of Armok. This is simply a testrun to see how people like the building.


New Workshop: Weight Bench

 - Simple, low-tech workshop that trains attributes.
 - Dwarves now have the "Athlete" skill, which can only be trained in this workshop.
 - Training raises Strength, Agility, Toughness, Spatial Sense, Kinetic Sense and Willpower.
 - Even if a dwarf reaches legendary athlete, his attributes can still be increased.


New Workshop: Necromancers Crypt

 - Raises either a nearby corpse or all corpses on the map.
 - Needs orichalcum for the reactions.


New Workshop: Vampires Abode

 - Allows to cure a dwarf from vampirism, or the make new vampires.
 - Needs orichalcum for the reactions.


New Workshop: Werebeasts Lair

 - Allows to infect a dwarf with a werebeast sickness.
 - Needs orichalcum for the reactions.


New Workshop: Megabeast Cell

 - Train instant-legendary skills from megabeast souls.
 - Was previously in the researcher, now got its own workshop.


New Workshop: Trebuchet

 - A new type of siege-engine.
 - Fires slow and powerful burning and exploding ammo.
 - You can chose to man it 1,2 or 3 months. A dwarf will transform into a stationary "siege operator"
 - The ammo for the reaction is used up even if there is no fight.


New Workshop: Arbalest

 - A new type of siege-engine.
 - Fires fast volleys of multiple bolts.
 - You can chose to man it 1,2 or 3 months. A dwarf will transform into a stationary "siege operator"
 - The ammo for the reaction is used up even if there is no fight.


New Workshop: Greatforge

 - Note: Not to be confused with the Great Magma Forge, which is been renamed to Volcanic Foundry.
 - Creates two-handed weapons, kite-shields and armor sets.
 - All weapon/armor materials are available.
 - You can forge weapon blades (edged) and weapon heads (blunt) for 5 bars and 3 coke.
 - Making a two-handed weapon requires 1 scabbard (tool from craftsdwarf/forge), 1 weapon hilt (tool from craftsdwarf/forge), 1 unit of leather (for the hilt-wrapping) and either a weapon blade or weapon head (tool from greatforge).
 - Making Kite-Shields requires 3 metal bars, 1 unit of wood (for the frame) and 1 unit of leather (for a holding strap to carry the shield)
 - Armorsets produce a helm, breastplate, greaves, 2 gauntlets, 2 boots. They need 12 bars and 4 coke.
 - Example: Steel Great Axe => Steel weapon blade + hilt + leather + scabbard + coke.
 - Example: Bronze Kite Shield => 3 Bronze bars + wood + leather + coke.
 - Example: Set of Mithril Armor => 12 Mithril bars + 4 coke.
 - The reactions in the *Magma Greatforge do not require this additional coke. To ease using the manager, I renamed them slightly, they "Magmaforges" sets/shields/weapons, while the normal Greatforge "Forges". This way you can tell the reactions apart in the manager screen.


New Workshop: Inventor's Workbench

 - Note: This workshop is very randomized and can give overpowered or useless items. Its designed that way, so dont ask why an orcish sappers satchel doesnt work, or why you cant make ammo for the kobold totem-sling. Dwarven inventors do not care for such things. Many special items are designed to work with a specific type of material only, and they will not show their full functionality. This is intended.
 - The Inventor Workbench can create a random weapon, armor, shield, helm, pants, glove, boot or armor, just like a mood.
 - Creating random items costs 1 coke, 3 metal bars and 1 spring-steel precision tool, which has a 50% chance to be preserved.
 - These random items can be foreign or dwarven, powerful or broken.
 - The Inventor Workbench can also copy any foreign item. This costs 1 coke and 3 metal bars, and has a 85% chance of success, and a 15% chance to destroy the original. The copy will take on the material of the metal that is used in the reaction.
 - Letting an inventor meddle around with an artefact will cause bad thoughts for the maker.


Workshop Overhaul: Researcher's Study

 - Has 180 new reactions, the old ones are either deleted or moved.
 - Almost 2/3 of all buildings require science before they can be build. Dwarves have to invent these technologies first.
 - To start a research you simply need to gather the materials and run the first reaction, "Conduct reserach in the field of..."
 - Each research starts a chain of reactions, automatically, which have a 80% chance of success. This means the longer the chain, the higher the chance that the research results inconclusive results.
 - Inconclusive results are checked automatically a last time, and have a 1% chance for a random success.
 - You have over 40 different scientific fields to study, each one will unlock a new building. You will get an announcement if you succeed.
 - I know this sounds complicated here, but ingame it is quite simple.
 - Researching Magma/Liquid Spawner will also unlock all Magma-Workshops, even without digging to the magmalake/volcano.


Workshop Overhaul: Architect's Study

 - The Architect's Study now writes a simple, singular blueprint, which is used for all furnace-building.
 - The blueprint requires 1 paper/vellum/papyrus + 1 ink. It will start a chain of 10 reactions, all of which are automatic.
 - An unlearned architect will require about 10 ingame days to finish those, simulating a longer worktime for blueprints.
 - You can also copy any scientific discovery you made, using 1 paper/vellum/papyrus + 1 ink.


Tileset Related
 - Fixed wheelbarrow and minecart tile for Masterwork/Matrix tileset.
 - Fixed some pixels in the salamander/lizard tile, bed and swords/ammo.
 - Added grass/floor background to a couple of tiles.
 - Added 2 types of flowers to grass. (inverted tile trick)
 - Added Abacus, replaces "Ring" craft.
 - Changed tile of Traction Bench. Now looks more dungeon/torture like.
 - Checked and updated all buildings to fit the new tiles.
 - Recolored grasses. Evil/Good grass no longer has an animation.
 - Added golem and mage tile, to be used for creatures.


Idea for the next release - Feedback wanted - Ore Processor
 - A new building that needs to be build to refine ore before it can be smelted. It crushes and sorts raw ore.
 - This means more control for me, more bugfixes (for example slag-problems), more work for the dwarves and more realism in the mod.



Notes: The supernatural and siege-engine building categories, the vampire/werebeast/megabeast/necromancer as well as the arbalest/trebuchet, are very simplistic at the moment. I chose to only add a few reactions for each and wait for feedback on these features. If the feedback is positive, I will increase their usability. More reactions, different types of vampires and werebeasts, re-animating megabeasts, mutating corpses into different constructs like bone golems or flesh haunts and husks, as well as different sorts of ammo for the siege-engine, a tar-pot or gas/acid disperser with AoE effect... many things can be done if the interest exists. If people dislike it I can downgrade/remove these features, or compact them into 1-2 workshops.

IMPORTANT: I removed several dfhack scripts that I assume might have to do with the crashes. Its either this, a material/item from the new workshops, or the magic system. So if anyone has any saves that crash with 3f, please upload them and let me know.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Apani

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Urrą for new version. :P In which way did you fix caps?
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Vabalokis

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Thanks Meph , you are great !
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silentdeth

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    • Let's Play Dwarf Fortress: Mastwork Mod Season 1

yay, new stuff to play with!
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Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

sayke

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bloody fantastic =D thank you very much sir and well done!!
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Apani

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So, sorry if I'm out of place, but who would be available for a Kobold Succession camp now?
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Mechlin

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Yay! Vielen Dank for the new release!
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xaldin

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Hm no weather control device... Was the functionality moved to something else or just gone now? I was just starting up a fort in day or two and was making plans around using that.
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mglarev

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Very cool, will test.

Mg
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Apani

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Huuuuum... Kobolds can't make bone stacks. I gave you the inspiration for them, and you betray me like this? :'( Whatever, my possible explanation: bone stacks take the place of bone helms, but Kobold couldn't make helms in first place, only caps, so they can't make bone stacks either. Also, why did you choose to turn the caps into armor, robbing poor regular bolds of headwear, instead of just making helmets native to kobolds? I remember testing in the arena and they could wear them just fine: Adamantine clad kob with cap vs adamantine clad kob with helmet -> Guy with cap eventually gets hit in the brain. I have also read that it's handy to make caps unshaped, so that you don't have to make your military dump them in favor of an helm.
Also, would you make the wood cutting block available for Kobolds? I'd like to start building with planks as soon as possible, but nevertheless lI have already mastered the race to the sawmill and the batch kiln (which is apparently still able to be built with wooden planks).
Also, dirt as a building material? That sounds very minecrafty. In Italian Minecraft a dirt house is called "casa di fango e merda", that should be fine for a kobold. If I recall correctly I've seen a Timber and Stone video where you could make bricks out of stone and dirt. Would it possible to use dirt to build natural, farmable walls and floors, or only constructed ones?
« Last Edit: August 18, 2013, 02:19:51 pm by Apani »
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mglarev

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In year three now. No crash so far.
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Mortimer1066

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I hate to say it, but I am still getting the start up crash with that add-splatter.plug.dll file
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Spacebat

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I have a question, why are so many options disabled by default now?

Specifically, why are the timberyard, Church of Dark Depths, the Fountain of Youth, and the Hall of the Mountain King disabled?
« Last Edit: August 18, 2013, 08:21:08 pm by Spacebat »
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Gamerlord

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*looks at Masterwork DF subforum*
*sees this thread*
*opens window with 8 year fort where the entire military is armoured in orichalcum*
"Goodbye my little friends."
*starts crying*

masterdiscord

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Quote
Also, dirt as a building material? That sounds very minecrafty. In Italian Minecraft a dirt house is called "casa di fango e merda", that should be fine for a kobold. If I recall correctly I've seen a Timber and Stone video where you could make bricks out of stone and dirt. Would it possible to use dirt to build natural, farmable walls and floors, or only constructed ones?
I would think the best bet for making a farmable construction would be a workshop that works like a farm. I dunno if that's even possible, though. It would be kinda fun to build 'planter boxes' though.
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