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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 1343782 times)

Meph

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7800 on: December 26, 2012, 06:14:05 am »

I was more thinking of 1-2 bars of slag/flyash for each bar of metal you create, depending on which one.

Make 10 steel bars ? Have 20 slag bars lying around. Clutters up workshops, thats how you motivate people to move it ^^
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Flare

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7801 on: December 26, 2012, 06:37:49 am »

Yeah, but I can live with clutter. I think we can separate the occurrence of slag and how much slag appears once it appears. In a 10% chance that it appears, the slag could be qualified as being huge when it does appear, quite literally being so heavy that you'd need a minecart to haul it away.

As for motivation, I'm not too sure about the clutter thing. It seems to be gaming the fragility of the system a bit too much for me, and isn't one of the features of this mod is to remove all the clutter anyway :P?

Maybe you can do this to motivate people to move slag out. The reaction produces three things, the metal desired with a 100% probability, the ginormous and heavy piece of slag with a 15% probability, and a 3% probability of something that will cause the slag to explode or release toxic vapors. Perhaps that 3% product can be a small bit of fire, that causes the slag to release something, or maybe produce a tile of water to dissolve the slag and have it react that way.

Of course though, this whole process doesn't require the player to actually destroy the slag in the process, it just requires them to remove it from the blast furnace. Which when you think about it is like how the real work kinda works. The only difference in DF is that space is infinite and free and thus there's no need to destroy anything at all.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7802 on: December 26, 2012, 07:01:25 am »

No, fire and poisonous gases are already in the game...

Quote
isn't one of the features of this mod is to remove all the clutter anyway ?
Yeah, I thought of that too. But the items would be destroyed by a reaction to clean them up...

I think adding miasma to the slag would do it. Clutter and miasma ^^ Ah... people will HATE it. :)

Unrelated: If Kobold Camp becomes an addition... I just made this, just for fun:



EDIT: Oh..shiny :) I just noticed that I can mod the BODY_TRANSFORMATION announcement. That means I could pause / refocus the camera on a creature whenever it transforms.

It would greatly help people notice when a golem/armored pet/mage transformation has been completed, as well as those special threats I have, when infiltrators transform into lich/spy/werebeast/cult.

The negative effect would be quite a lot of spam whenever you spawn creatures. If you spawn ONE landmine, you get dwarf => dwarf setting up a landmine => dwarf and the bodypart => landmine transformation, so 3 pause/recenter. With the 4 treants it would mean 6 pause/recenter.

If people are willing to put up with that, I could add it as on optional setting. I think the benefits outweight the negatives. :)
« Last Edit: December 26, 2012, 08:01:00 am by Meph »
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Riun

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7803 on: December 26, 2012, 08:00:07 am »

Slag with Miasma sounds fine to me, metal industry is too easy in my eyes anyways. Make it a chooseable option, then nondwarfy players can turn it of.. :P

And the Pictures are looking awesome!
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Meph

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7804 on: December 26, 2012, 08:44:10 am »


UPDATE: Masterwork V.2b

 - Alphabetically sorted reactions in workshops.
 - Fixed steel industry and kobold loot for Ascii/Ironhand users. Sorry, forgot about you guys...   :-\
 - Improved creature spawning, higher success chance.
 - Fixed landmine and turret blackpowder, now takes the new version from the chemist.
 - Slight weapon balancing... added battlepick, training hammer, kicked out scimitar.
 - Standardized thatch/wicker bales.
 - Simplified bayonettes. Now simply use any large dagger.
 - Brewery can distill drinks more efficient, but needs more barrels then the still.
 - Zinc and Brass are back in the game.
 - Third cavern plants changed. Removed firetree/livingtree, added shadethorn, very expensive black wood.


Notes: This update is mostly for the ascii/ironhand users, because I accidently broke the steel industry for them. Again, sorry for this. The sorted workshop reactions do make a massive difference ingame. I dont know if people notice it, without seeing a direct before/after comparison, but it will make using workshops a lot less hassle.

RL: I will fly to Paris this evening, spend a day there, then spend a day getting back to Germany. That means I will probably not show up here the next 2 days. Take your time and test the new version, vote on the poll, and tell me what you think about the slag system in the meantime.

Full Changelog V.2b
Spoiler (click to show/hide)


SLAG SYSTEM - THIS IS NOT IN THE GAME YET. I JUST WANT YOUR OPINION

I would like to introduce an optional waste system to make metal refining harder. I want to do this, because I had a fully clad steel dwarf in the succession fort, before the first caravan arrived. This means that the current layout is way too easy.

 - Slag and flyash is a realistic byproduct of ore refining.
 - I would also like to use more realistic catalysts in the furnaces.
 - For each metal bar you would create 1-2 slag.
 - Slag can be tossed in a new building, the Slag Pit, to destroy it.
 - Slag could be used to create cement/concrete blocks for constructions.
 - Slag would create miasma if not destroyed in time. (if I can mod this in)
 - Slag would clutter the furnaces, if not destroyed/moved.

The basic idea is to make metalworking areas larger, adding a few slag pits to keep it clean, and using more hauling labor to clean it up. I know that an addition that only adds negative aspects might sound bad at first, but I do like both the realism and the game mechanic of it. Unhappy, slow workers if ignored, happy fast workers if the workarea is cleaned.


TRANSFORMATION ANNCOUNCEMENTS - AGAIN; NOT IN THE MOD YET

I could pause the game and refocus the camera every time a creature is transformed.

It would greatly help people notice when a golem/armored pet/mage transformation has been completed, as well as those special threats I have, when infiltrators transform into lich/spy/werebeast/cult members.

The negative effect would be quite a lot of spam whenever you spawn creatures. If you spawn ONE landmine, you get dwarf => dwarf setting up a landmine => dwarf,  and the bodypart => landmine transformation, so 3 pause/recenter. With the 4 treants it would mean 6 pause/recenter. If I add armies that spawn inside your base, you unfortunately would get one pause/stop for each creature spawned + 2.


Again, I would love to hear feedback on this.


Masterwork V.2a
Spoiler (click to show/hide)

Masterwork Dwarf Fortress V.2

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.
- smakemupagus, for the Orc Fortress Plugin.
- My brain, for keeping me awake till this was finished.
- You guys, for showing the patience. First update in 3 months, yeah. *dead.

Edit: I double-spoilered the V.2 and V.2a, because the post was getting a bit big.
« Last Edit: December 26, 2012, 08:55:29 am by Meph »
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LoGIRz728

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7805 on: December 26, 2012, 09:04:32 am »

Hello there. I'm posting to report an Archeology glitch in 2a on ASCII version. There is a reaction called "Identify found fossil" which takes ANY rough gem and has 10 rolls for 13% to get a fossil.
So it takes a gem, profuces fossil and uses that for this reaction again and again or something, resulting in insane amounts of loot.
The reaction code I found in the raws
Code: [Select]
[REACTION:PREPARE_FOSSIL]
[NAME:identify found fossil]
[BUILDING:ARCHEOLOGIST:CUSTOM_F]
[REAGENT:A:1:ROUGH:NONE:INORGANIC:FOSSIL]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_1:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_2:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_3:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_4:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_5:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_6:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_7:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_8:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_9:INORGANIC:BLANK]
[PRODUCT:13:1:TOOL:ITEM_TOOL_FOSSIL_10:INORGANIC:BLANK]
[SKILL:CUTGEM]
[AUTOMATIC]
Any help on that?
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McClaude

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7806 on: December 26, 2012, 09:04:45 am »

I personaly love every addition that makes the game harder. SLAG SYSTEM great idea, just let it optional as a difficulty increase.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7807 on: December 26, 2012, 09:28:15 am »

@LoGIRz728: Well... as is the tried and tested tradition of this mod, whenever I upload a new version, one last thing immediatly pops up. Ascii and Ironhand are missing the new fossil inorganic files, and I have added them now. Currently reuploading the V.2b. I guess about 20 people or so will download atm, so please mind that your ascii/ironhand fossils are missing. If you play Phoebus you have nothing to worry, your version is fine.

If you are one of these people that downloaded V.2b before I made this post, please install this easy fix yourself:

Go to: MasterworkDF 2b\MasterworkDwarfFortress\Ironhand\raw\objects
Go to: MasterworkDF 2b\MasterworkDwarfFortress\Matrix\raw\objects

And replace the content of inorganic_fossil with this:
Spoiler (click to show/hide)

As a personal note I think I might start testing all tilesets before a release, instead of just one.

Edit2: And before I forget it: LoGIRz728, you deserve an award. Because this is as good as a bugreport can be. You named your mod version, which tileset you use, a description of what happens, and even a fitting part of the raws. Well done. :)
« Last Edit: December 26, 2012, 09:33:29 am by Meph »
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LoGIRz728

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7808 on: December 26, 2012, 09:41:41 am »

Thanks for the fast reply, Meph! Better now than after 2 days I guess
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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7809 on: December 26, 2012, 09:43:28 am »

Well, I am still here for an hour and have nothing to do... then its off to the airport. At home i'll be busy for quite some time as well, so dont expect any updates soon ;) your report came just in time.

EDIT: Updated the changelog in the first post. Was still on 1.9.3 ^^
« Last Edit: December 26, 2012, 09:56:08 am by Meph »
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vdpk7

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7810 on: December 26, 2012, 10:00:48 am »

Thank you for the update Meph!

btw will a v.2a world parameter genereted with the ironhand setting work with the .2b update?
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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7811 on: December 26, 2012, 10:07:49 am »

No changes take effect in old saves. You can still play them, but nothing would change. Thats why I rushed this release so much, the missing steel industry would really hurt ascii/ironhand players. It was leftover coarse iron ore, that shouldnt have been there.

But if you want to fix it yourself, you can go to your save folder, open reaction_masterwork.txt, press CTRL+h, then find all BAR:NO_SUBTYPE:METAL:IRON and replace with BAR:NO_SUBTYPE:METAL:PURE_IRON

That should fix it even in a generated world.

Edit: Oh, and if someone wants to indulge me: Spawn Location + Magmabottle is a powerful building destroyer trap. The magma stays in the building till it is deconstructed, so build some outside, wait for trolls or similar nonsense, and see them raze the building, and engulf in magma. I havent seen it myself in invasion, and would be curious about reports. :)
« Last Edit: December 26, 2012, 10:20:30 am by Meph »
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::: ☼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 :::

thistleknot

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7812 on: December 26, 2012, 12:07:36 pm »

so what is ur steam engine meph? is it a unit? or a building? im curious.

smokebubble

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7813 on: December 26, 2012, 01:50:28 pm »

The cult, and other hidden threats are currently optional, and will stay optional. I will make settings for new ones, if I choose to introduce more of those.


That's much appreciated. Though I was thinking it would be whole sieges magically appearing inside but after reading your "Development and Discussion" post on reddit; I see that I was wrong and what you have planned is actually pretty cool.
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thistleknot

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7814 on: December 26, 2012, 02:06:30 pm »

how can I export craft rock bin into modest mod?

I guess I'd like to also incorporate underground pastures.

Well, unless underground pastures are buildings, those are in vanilla.

Rock bin crafting is just a reaction you can put into the craftsman workshop if you want.

dont i have to add a item_bin somewhere as well?
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