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Poll

One or the other... vote once for #1 and once for #2.

#1: Put the Alarm Siren in the Military Garrison, it fits and is one buildings less.
#1: Keep the Alarm Siren seperate, I want to have it near my other levers.
#2: I have traded with Gnomes, build Artificer and Weather Control Station.
#2: I have NOT traded with Gnomes, did not have the chance to build their buildings.

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Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1344824 times)

fasquardon

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7635 on: December 21, 2012, 06:23:44 pm »

@Meph

I you add toilets, I think they should actually do something...  Like give dwarfs happy thoughts and produce potash & saltpeter.  Toilet statues just...  Meh.  I'd rather you put more work into other forms of decoration if that's all a toilet would be.

And yes, my idea for a dysentery syndrome would have been a bit disruptive.  Toilets curing certain diseases might still be a worthwhile idea though.

@MiamiBryce

I was going to rename the ornamental bricks "glazed bricks" and create a more advanced glaze system for all ceramic products, so that there would be a glaze colour for each colour in dwarf fortress.  At least that was the idea.  Then I did some research, and found that glaze chemistry is actually pretty complex stuff.  So I'm still trying to work out how to make a simplified dwarf fortress version that doesn't kill everyone with micromanagement.  If anyone has ideas on that actually, I would welcome them...

fasquardon
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Putnam

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7636 on: December 21, 2012, 06:28:15 pm »

@Meph

I you add toilets, I think they should actually do something...  Like give dwarfs happy thoughts and produce potash & saltpeter.  Toilet statues just...  Meh.  I'd rather you put more work into other forms of decoration if that's all a toilet would be.


Happy thoughts can't be modded.

moisesjns

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7637 on: December 21, 2012, 06:33:29 pm »

Alright. well ill try to have dedicated haulers then and see if it does anything.  Even with designated haulers only and checking to see if meet is forbidden they still will not store items called Meat or tripe and organs basically.  What a nuisance it was never like this before latest patch. They will dump it into garbage zon but afterwards if i reclaim it they just ignore it.
« Last Edit: December 21, 2012, 06:35:17 pm by moisesjns »
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Meph

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7638 on: December 21, 2012, 06:57:32 pm »

@moisesjns: Before latest patch ? Latest patch is from end of august...

@putnam&arclance: Thanks for the answers before I got here :)

@fasquardon: The mod includes an extended glazing system, at least a bigger one then vanilla. You can do monochrome, bichrome and polychrome glazing, mixing different ores. But as far as I can figure people do no use this... or barely at all.
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

MiamiBryce

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7639 on: December 21, 2012, 07:11:19 pm »

@miamabryca: I know about the vellum bug and fixed it, but what else it wrong with the library system ? I couldnt find anything else.

I just wrote a tree 1x1 and a patch of grass 1x1. I dont know if anyone really wants to create gardens, but now they can. The 1x1 patch of grass will be painful to use for bigger areas though.

Grass?  GRASS?!  OMG I could almost kiss you.

About the library - it was something like the making of paper from scrapwood wasn't working - it was taking any wood because the wood subtype wasn't right, but looking at the 1.9.5 raws I downloaded, it appears correct.  Oh hey here, this might be it, I see here that MAKE_PAPER creates ITEM_TOOL_PAPER:INORGANIC:BLANK_LIBRARY while MAKE_SCRAPPAPER creates ITEM_TOOL_PAPER:INORGANIC:PAPER].  There was some more messing around I did because the materials and tools weren't working quite as smoothly for production as I like.  For a more solid example, use falconne's DFHack plugin for managing production and then try to organize creation of crafting tomes.  Because of the way the tools and materials are defined, it doesn't work very smooth.

Anyway I figure you really did fix a ton of stuff and when you put out the next version I'll just peek at the stuff I really enjoy and let you know if I see anything that looks out of place (I have no idea how you do all this!!).

Thanks
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moisesjns

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7640 on: December 21, 2012, 07:24:42 pm »

Ok i think the problem is with the butchery shop. I just bought tasty brain and stuff like that from a dwarf caravan and my dwarfs stockpiled it just fine. But when i butcher stuff they dont.... Or its just this slay kid script.
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MiamiBryce

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7641 on: December 21, 2012, 08:10:14 pm »

Or its just this slay kid script.

was it something intelligent?  i got a tigerwoman and i thought i'd 'free' him from the evil elve's captivity but winter came and she was going die of thirst so i figured i might as well get use out of her corpse but after i butchered her i couldn't use any parts of her.
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Deimos56

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7642 on: December 21, 2012, 08:37:44 pm »

Out of curiosity, in the upcoming bugfix, do you have any plans to replace the assorted adventure mode tools and plant items that seem to be gone? It's kind of... strange... creating a pair of pants made out of 'plant' thread with a chessboard as the tool.

Unless there was something that necessitated their removal, anyway.
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I'm curious what the barely conscious ai wrote about.
Well that went better than expected.  He went nuts and punched a rabbit to death, then the dogs and the whole dining hall ripped him to shreds.

Meph

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7643 on: December 21, 2012, 08:39:39 pm »

Paper from scrapwood... wow, good catch. it should be BLANK_LIBRARY in the end, well spotted. Is fixed now.

I dont know about any "slay kid script", that is not part of the mod ^^ I did change the ethics, you can butcher sentients without problem, but not civ-members. No pets and no dwarves. Or dwarven kids...

adv mode tools... ehm... I will look into it ? (I dont play adv. mode, so thanks for reminding me)
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7644 on: December 21, 2012, 08:41:48 pm »

Do you mean those by any chance ?

tools:
Spoiler (click to show/hide)
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deimos56

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7645 on: December 21, 2012, 08:46:44 pm »

Do you mean those by any chance ?

tools:
Spoiler (click to show/hide)

Those seem to be the tools in question.
I know that in 1.9.5, making scrapers, needles, and similar tools resulted in various vanilla toys (chessboards. figurines. et cetera). And the gather plants reaction created a generic, inedible 'plants' item. It was quite strange.
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I'm curious what the barely conscious ai wrote about.
Well that went better than expected.  He went nuts and punched a rabbit to death, then the dogs and the whole dining hall ripped him to shreds.

Meph

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7646 on: December 21, 2012, 09:03:10 pm »

OK, I added them. They are part of lofns wanderers friend, dont know how they got lost. If a tool ID is missing the game usually takes one at random from the tool file.
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deimos56

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7647 on: December 21, 2012, 09:04:02 pm »

OK, I added them. They are part of lofns wanderers friend, dont know how they got lost. If a tool ID is missing the game usually takes one at random from the tool file.
That would explain the chessboards. Thanks for all your work on this, by the way. Amazing mod.
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I'm curious what the barely conscious ai wrote about.
Well that went better than expected.  He went nuts and punched a rabbit to death, then the dogs and the whole dining hall ripped him to shreds.

Meph

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Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« Reply #7648 on: December 21, 2012, 11:48:16 pm »


Masterwork Dwarf Fortress V.2


- Bugfixes, Balancing, 34 new GUI Options
- New Designs, Names and Categories for Workshops
- Updated therapist & dfhack, with custom plugins
- Power-generating workshop, the Steam Engine
- Coat weapons and ammo with poison
- Fully playable race: Orcs
- Manually controllable siege engines
- Create water and magma in workshops
- Dynamite-ammo for massive AoE damage
- Specific megabeast rewards and trophies, catch slaughter them all.
- More workshops: Sawmill, Finishing Forge, Blast Furnace, Slaughterhouse...
- Overhaul of Alchemy, Chemistry and Transmutation Systems

Major Changes/Additions:

Orc Fortress
Forumthread: Here
- Play as proud taiga orcs.
- Includes sprites, workshops, caste system, magic, new game mechanics...
- Ally yourself with golbins, giants and warlocks...
- Fight against dwarves, elves and humans...

GUI
- Updated GUI, 34 new options.
- Bigger control over which buildings you enable/disable.
- Switch from dwarves to orcs.

dfhack r2
Forumthread: Here
- Fixes hardcoded bugs.
- Allows manual control of siege engines.
- Adds search function to stock screen and pastures.
- Addes more mouse functions, easier contructions and better workflow plugin
- Custom: construction helper, pasture and mouse query, extended workflow, extended search
- Note: Takes slightly longer on startup and closing, at least on my netbook.

Slaughterhouse
- Each megabeast leaves a unique corpse.
- Butcher the megabeast in the slaughterhouse for your rewards
- 1. a trophy to put in your display cases, or use as tradegood
- 2. a skill aether that turns one skill into legendary immediatly
- 3. a unique reward specific to the beast you killed... dragonscale armor, manticore poison and more...

Steam Engine & Magma Steam Engine
- A workshop that creates power.
- Connect the axles/gears at the top left or right corner.
- Needs to be build above a "downstairs" to water.
- Needs fuel or magma for one activation.

Sawmill
- Little brother of the timberyard
- Cut your wood logs into 4 wood planks/blocks
- Start contructing your wooden aboveground fortress today!

The Return of the Blast Furnace
- Because I was asked so often: Where is it gone?
- Allows mass smelting of ore.
- Allows mass production of fuel.

Water/Magma Source
- Spawn your own liquids at the Spawn Location.
- Create unlimited water with the tear of armok.
- Create unlimited magma with the blood of armok.
- Transport water from the fishpond or fountain.
- Transport magma from the magma smelter.
- Note: You have to deconstruct the Spawn Location to release the liquid.

Transmutation Cycle
- Transmute 2bars of any metal into 1,5bars of the next best.
- Needs flux to work.
- This enables to obtain every metal type on each map... for a cost.

Alchemy and Chemistry
- Coat weapons and ammo with different poisons.
- Create exploding ammo, one good hit will defeat an invasion.

No Manual
- Horrible outdated building guides!
- Fumble your own way through a unique experience!
- Note: I have neither dreamweaver nor the last version of the html manual with me. So... good luck, I guess...

Full Changelog:


Bugfixes
Spoiler (click to show/hide)

User Friendliness
Spoiler (click to show/hide)

Balancing
Spoiler (click to show/hide)

Additions
Spoiler (click to show/hide)

Special thanks to:
- Deon, because I blatantly stole the bitterroot/shadowleaf poisons for testing purposes.
- Falconne, for his dfhack plugins. Seriously, check them out.
- My brain, for keeping me awake till this was finished.
- You guys, for showing the patience. First update in 3 months, yeah. *dead.

Personal note:
- This entire thing is pretty much untested. I run 2 very short test forts, checked the errorlogs, did debugging on the GUI, but havent run every single reaction one by one. I do hope that I killed more bugs then I created, and wish everyone happy bug-hunting :)
I do know of one cosmetic bug in the GUI: If you enable orcs, close the gui and reopen it, the logo will still show a dwarf. The button will correctly show that you selected orcs however, so this is a very minor concern.
« Last Edit: December 22, 2012, 12:02:08 am by Meph »
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

BigD145

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Re: ☼MASTERWORK-DF☼ V.2 - New version is there.
« Reply #7649 on: December 22, 2012, 12:41:12 am »

Yes, dfhack with plugins will cause slowdowns on startup and closing. Even my desktop does this, although it is an older athlon x2.
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