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Author Topic: Masterwork mod vivisection  (Read 14147 times)

Tierre

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Re: Masterwork mod vivisection
« Reply #45 on: July 12, 2012, 04:29:01 am »

Ok now it's rockforge turn. (grumbles something about MAGMA_SAFE_WORKSHOP but doing it so that Meph can't hear him)

Spoiler (click to show/hide)

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Tierre

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Re: Masterwork mod vivisection
« Reply #46 on: July 12, 2012, 08:59:11 am »

Ok now i found a really broken part. Not sure if it is intended. Loading and unloading station are dead.

They got buildings with WHEELBARROW tag and only show reactions in evil dwarf entity. No reactions in fact there:(

Spoiler (click to show/hide)
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Tierre

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Re: Masterwork mod vivisection
« Reply #47 on: July 12, 2012, 09:45:31 am »

Now it is a SLAVE part:)

Spoiler (click to show/hide)
So you just get an ability to buy a pet which will create brood guys who will immidiately transform themselves into dwarfes:) Which actually rises questions as how is it looks then a brood mother spawns on the fort side with some labor guys who immidately turn into dwarfes BUT i guess notthe friendly ones. They should be neutral then - but will they leave... though you can kill and butcher them:) Only thing better than elf bone earring is dwarf bone earrings:):):)
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Hugo_The_Dwarf

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Re: Masterwork mod vivisection
« Reply #48 on: July 12, 2012, 09:56:42 am »

Acually if a BROOD creature did show up, it should only be the LABOR caste which would turn into Wild Dwarf Slaves. Also I thought Meph put NO_<season name here> for all seasons to prevent accidental spawning. Maybe he put them in an entity? Meph's current method is an old one of mine (his, ours?) I remember Me and Meph discussed and run some tests side-by side. Only I have a more modified and controlled version, which allows me to make more then just 1 caste of creature from the LABOR caste so to speak.

So the SLAVEs will probally be re-done once Meph gets back to his motherland.
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Meph

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Re: Masterwork mod vivisection
« Reply #49 on: July 12, 2012, 12:02:37 pm »

Wow,you are doing some work...

Random comments by me:

I havent started working yet, but I cant keep my hand of my todo lists and just write down ideas...
 - Slade is still undiggable, you can create it by compressing stones though...
 - Why dont you rename the wrongly named stuff for in here ? The readers who want to take one part out would appreciate it, I think...
 - The slaves are horribly messy. They do work as intended, but result in tantrum spirals and unslabable ghosts ingame.
 - Wheelbarrows are indeed dead, because of official minecarts/wheelbarrows.
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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 :::

Tierre

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Re: Masterwork mod vivisection
« Reply #50 on: July 12, 2012, 04:09:28 pm »

Makes sense for wheelbarrows :) But you got tails left in evil dwarfes (they are your testing ground as i see:) ). About renaming - i think that anybody willing to take a part of mod should  actually think about it and mod it to his tastes.... but you have a point. I will see if i can maybe repair some problems in raws i found to make it more user firendly..... if i find time for this:( They explicitly prohibited me to use net at work for anything not related to work.... That may really slow this work. And i finally got a good speed on this. Well i will try anyway, though i will post on forum in general less now:(
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Meph

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Re: Masterwork mod vivisection
« Reply #51 on: July 12, 2012, 07:11:41 pm »

lol, are you complaining that you cant do DF stuff while being on work ? :P
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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 :::

Hugo_The_Dwarf

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Re: Masterwork mod vivisection
« Reply #52 on: July 12, 2012, 08:51:11 pm »

Makes sense for wheelbarrows :) But you got tails left in evil dwarfes (they are your testing ground as i see:) ). About renaming - i think that anybody willing to take a part of mod should  actually think about it and mod it to his tastes.... but you have a point. I will see if i can maybe repair some problems in raws i found to make it more user firendly..... if i find time for this:( They explicitly prohibited me to use net at work for anything not related to work.... That may really slow this work. And i finally got a good speed on this. Well i will try anyway, though i will post on forum in general less now:(
Looks like you will have to stop updating this at work, of course you can place your work on a flash drive and use that. To travel your "work" with you from work and home
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Tierre

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Re: Masterwork mod vivisection
« Reply #53 on: July 13, 2012, 05:09:35 pm »

Well i am doing IT in a bank - specifically i look for all stocks trade software and back-office for traders. It can be really time consuming then something happens....but it is a problem that i repaired everything and it works cool. So i got a lot of spare time now and can't use it all on PL/SQL... cause it gets boring after a while - i hate PL/SQL... Python is way cooler, but i have to go for PL/SQL cause it is used in QUIK servers and oracle DBs.... ah anyway stop grumbling:) I will update a little on flash drive anyway;)
« Last Edit: July 13, 2012, 05:21:16 pm by Tierre »
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orius

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Re: Masterwork mod vivisection
« Reply #54 on: July 22, 2012, 01:46:59 am »

Some useful information in here.  I'm think I'm starting to understand how at least some of the simpler modding works.  There's some interesting ideas in Masterwork, and one reason I tried it out was to get some ideas of what can be modded.  I've got two questions for Meph:

1.  How did you add the custom battle text that appears in the combat reports?

2.  How did you add the merchant guild representative to the elves?
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Fortressdeath

smakemupagus

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Re: Masterwork mod vivisection
« Reply #55 on: July 22, 2012, 02:32:55 am »

1.  How did you add the custom battle text that appears in the combat reports?

2.  How did you add the merchant guild representative to the elves?

1.  The attack tags within the ITEM_WEAPON object definition cf. Weapon_token
Spoiler (click to show/hide)

2.  a position definition with the appropriate Responsibility tags in the entity definition cf. Position_token
Spoiler (click to show/hide)

Putnam

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Re: Masterwork mod vivisection
« Reply #56 on: July 22, 2012, 03:12:34 am »

An addition to 1. above: subtokens to ATTACKs in creatures can do the same.

Meph

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Re: Masterwork mod vivisection
« Reply #57 on: July 22, 2012, 11:17:38 am »

Yes, thats how the Sauropods "stomp" on people, instead of kicking them... and so on.

Here the dwarven unarmed attacks:

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 :::

Tierre

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Re: Masterwork mod vivisection
« Reply #58 on: July 24, 2012, 07:13:04 am »

Ok some update at last (Meph got 1.9.4 update.... i'll need to redo some of the work now.... well it is good for masterwork users:) even if it makes me redo something:) )
Brick oven:
Spoiler (click to show/hide)
so it takes 1 any stone boulder to make 4 bricks with value 1 or takes 2 boulders for 4 bricks of value 5.

More to come.
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Tierre

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Re: Masterwork mod vivisection
« Reply #59 on: July 24, 2012, 07:27:32 am »

And now the fishing pool:)
Spoiler (click to show/hide)
magma fishing pool is not working so you might want to delete it. i think it is a good idea to change fish to generic fish? like with animals. Also reactions for live fish  - are they really working? I mean box is empty and no water there..... and will turtle give us a shell? Also - magma fishing pool can be used to breed cave fish and water animals (as they need warm water) while normal is for the above-ground variations. Also i think probability of destroying your net or fishing pole in a reaction is a bit exaggarated (even if dwarfes suck at fishing). Maybe make a raction to catch
live moghoppers instead live turtles and lungfishes - they can be made into moghopper juice. Also can be a good idea to make other fish which can bear extractable juices or other things (though will need time to test it).
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