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Author Topic: My Little Fortress - 2016 (DF 0.43.04) yay!  (Read 188170 times)

Asssasin Asha

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Huh, now that I checked, it seems that I can make and use golden fleece without researching it. Golden silk as a material does not exist at all even if it is in the research.
And I think it would make sense to have to research ironwool as well.

Back to the bug. It seems I can't add to the queue the jobs that make new materials. Fleece, golden fleece, ironwool and cloud cloth.
Though suddenly, when my pony made the cloud cloth and it stayed in the loom I got the option to make fleece back again... and as I said, using manager to order them made works without issues.
I don't think you should be concerned by those reactions not working. It looks like it is a DF bug. Actually, I recall reading on the wiki that for screw press, the option to press honeycomb might also be not active and it can be done by work manager. And it's listed as a bug.

Also, fun fact! If you make, say, crystal forge take material from a stockpile, then you will not be able to issue any job that requires blueprint, even if that blueprint is present in the forge. As long as it's not in the stockpile that is giving, it will not work. And since you can't put blueprints in stockpiles... yeah, not working. :( And I don't think it is possible to work around it. Even if you hooked the blueprints to a stockpile, it would be tedious to wait for the print to be moved back from workshop to pile and then back again. It's easier to simply forgo any giving from stockpiles to workshops.

Oh, hey, I got so "lucky"! For some reason when I ordered to shear my animals one wool from the sheep got bugged... they are neither moving it nor using nor dumping... and my moody pony demands exactly one more yarn cloth... I decided that a bug is a valid excuse and changed one of my flax cloth into sheep wool cloth. And now I have an artifact dog bone buckler and a sane high master bonecarver. Cheats, yes. But it was a bug!
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Asssasin Asha

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Yes, double post, not the first one at that, but just look at this beauty! That's how we deal with snatchers!
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Iceblaster

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* Iceblaster apologizes profusely for not getting testing done
* Iceblaster has begun a mysterious construction
* Iceblaster mutters 'Ponies. Ponies everywhere'

Incase you couldn't figure it out, I am saying 'Fuck it' to my little modding Project and putting it on hiatus so I can actually test... and maybe get over my short term sadness after I turned my computer off, completely forgetting I had DF up(I can spend 10 minutes at a time looking at TVtroped while playing DF)

Yes, double post, not the first one at that, but just look at this beauty! That's how we deal with snatchers!


Heh.

Amorack

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Incase you couldn't figure it out, I am saying 'Fuck it' to my little modding Project and putting it on hiatus so I can actually test... and maybe get over my short term sadness after I turned my computer off, completely forgetting I had DF up(I can spend 10 minutes at a time looking at TVtroped while playing DF)

Only 10 minutes looking at TVTropes? You got off easy :P
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Iceblaster

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Incase you couldn't figure it out, I am saying 'Fuck it' to my little modding Project and putting it on hiatus so I can actually test... and maybe get over my short term sadness after I turned my computer off, completely forgetting I had DF up(I can spend 10 minutes at a time looking at TVtroped while playing DF)

Only 10 minutes looking at TVTropes? You got off easy :P

I have my ways... and it doesn't include a goat I sacraficed to satan nope, not at all...

Jim get the trainquilizers!

Maklak

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> And since you can't put blueprints in stockpiles... yeah, not working.

FoE mod has blueprints and similar items as tools and toys, made of a specific material. That way we can have stockpiles for these things. When reactions require those specific materials, it als works around the issue of setting toys and crafts on repeat and getting lots of special items.
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Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
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Sorcerer

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Hmm, makes sense, I wonder tho if blueprints are going to be a bit iffy for repeated jobs if they're not stored in the buildings themselves. They'll have to be carried back and forth right?
If having buildings take items from specific stockpiles is a dearly wanted feature this is definitively something I can change.

Changelings may well prove an easy match for a well suited and trained pony militia, I may have to boost their combat capabilities a bit..
currently their vitals are protected by a layer of carapace, which is stronger than iron and non vascular, but I am honestly not entirely sure how well that actually works.

They might be slightly reliant on their interactions to boost them.. perhaps add a swarm ability that makes them more efficient when more are together?
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Maklak

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As far as I remember, the usual stockpile / improved hauling problems (such as something needed for the reaction being inside a hauled bin) caused a lot of cancellation spam, and the solution was to set up stockpile for Tools or Toys (forgot which), made out of "Schematics material" and with 0 bins. It was a bit tricky, but pretty much solved the problem. Or just have no stockpiles that accept blueprints at all and they will get carried to the right workshops and left there.

Many reactions in FoE also required toolboxes and while those were hauled back and forth at first, I suggested for them to be merged into the list of items needed for workshops and it was done. That way we need 2-5 toolboxes up front, but have a way of making them from scrap and they become a non-issue.

> carapace, which is stronger than iron
Realistically, it shouldn't be stronger than chitin or bone.

Interactions are a good idea. They have offensive spells after all. You might want to take a look at FoE BIND and destruction spells.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
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Iceblaster

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Don't think it has been mentioned, but I will say it anyway!

There are two Radish Seeds items on the 'n'ew item screen on Embark. Pic may be put up if you request it.

Sorcerer

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damn those radishes!

the chitin strength is for balance purposes, the changelings don't have armor atm
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Asssasin Asha

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Or just have no stockpiles that accept blueprints at all and they will get carried to the right workshops and left there.
Only then you cannot designate a stockpile to give to those workshops, else you won't be able to give it a job, as it refuses to see the blueprint in the workshop itself. Granted, you can set it via job manager and I suppose when you use those give/take orders you are making it automatic because you now use the manager, but still...
Oh well, the give/take system is wonky at best. While I can designate the default blocks stockpile to give to a dedicated cloud blocks stockpile, I can't make it so that dedicated stockpile gives to another dedicated stockpile. Or, at the very least couldn't do it for a long time. I just checked and apparently the second one is now also filled... after at least a year of being around, when it was supposed to be the first one to be filled... yeah, wonky at best...
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Maklak

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Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
« Reply #596 on: August 09, 2013, 11:41:08 am »

I've completed my weapons table script and it appears that no civilisation has access to many of them in this mod. Have a look.




Read 23 melee weapons, 3 ranged weapons, 3 ammunition types and 5 trap components.

Table of melee weapons: (count: 23)
 
Name
 ID
SkillSize
 Mat.
2H
 1H
Stone
 Train
CivsAttacks
axe
 ITEM_WEAPON_AXE_PONY
AXE400
 2
42500
 47500
Yes
 --
BUFFALO GRIFFON PONY ZEBRAhack: edge C:2 P:100 V:1.25
 flat slap: blunt C:100 P:1000 V:1.25
battle axe
 ITEM_WEAPON_AXE_BATTLE
AXE800
 4
42500
 47500
--
 --
--hack: edge C:40000 P:6000 V:1.25
 flat slap: blunt C:40000 P:6000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
great axe
 ITEM_WEAPON_AXE_GREAT
AXE1300
 5
62500
 77500
--
 --
--hack: edge C:60000 P:8000 V:1.25
 flat slap: blunt C:60000 P:8000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
halberd
 ITEM_WEAPON_HALBERD
AXE1200
 5
62500
 77500
--
 --
--slash: edge C:20000 P:8000 V:1.25
 stab: edge C:50 P:2000 V:1
 shaft bash: blunt C:20000 P:6000 V:1.25
training axe
 ITEM_WEAPON_AXE_TRAINING
AXE800
 4
42500
 47500
--
 Yes
--hack: blunt C:30000 P:6000 V:1.25
 flat slap: blunt C:30000 P:6000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
large dagger
 ITEM_WEAPON_DAGGER_LARGE
DAGGER200
 1
5000
 27500
--
 --
DIAMOND_DOGSslash: edge C:1000 P:800 V:1.25
 stab: edge C:5 P:1000 V:1
 pommel strike: blunt C:20 P:600 V:1
maul
 ITEM_WEAPON_MAUL
HAMMER1300
 5
62500
 77500
--
 --
--bash: blunt C:100 P:6000 V:2
war hammer
 ITEM_WEAPON_HAMMER_WAR
HAMMER400
 3
32500
 37500
--
 --
--bash: blunt C:10 P:200 V:2
flail
 ITEM_WEAPON_FLAIL
MACE500
 4
42500
 47500
--
 --
--bash: blunt C:200 P:4000 V:2.5
mace
 ITEM_WEAPON_MACE
MACE800
 3
32500
 37500
--
 --
R: PONYbash: blunt C:20 P:200 V:2
morningstar
 ITEM_WEAPON_MORNINGSTAR
MACE500
 3
32500
 37500
--
 --
--bash: edge C:10 P:500 V:2
 pommel strike: blunt C:50 P:1000 V:1
pick
 ITEM_WEAPON_PICK
MINING500
 4
42500
 47500
--
 --
--strike: edge C:100 P:4000 V:2
shovel
 ITEM_WEAPON_PICK_PONY
MINING250
 2
42500
 47500
--
 --
BUFFALO GRIFFON PONY ZEBRAstrike: edge C:50 P:1000 V:2
pike
 ITEM_WEAPON_PIKE
PIKE800
 4
62500
 77500
--
 --
--stab: edge C:20 P:12000 V:1
 shaft bash: blunt C:10000 P:6000 V:1.25
spear
 ITEM_WEAPON_SPEAR
SPEAR400
 3
5000
 47500
--
 --
DIAMOND_DOGS SUBTERRANEAN_DIAMOND_DOGS GRIFFON PONY ZEBRAstab: edge C:20 P:10000 V:1
 shaft bash: blunt C:10000 P:6000 V:1.25
training spear
 ITEM_WEAPON_SPEAR_TRAINING
SPEAR400
 3
42500
 47500
--
 Yes
--stab: blunt C:200 P:10000 V:1
 shaft bash: blunt C:10000 P:6000 V:1.25
long sword
 ITEM_WEAPON_SWORD_LONG
SWORD700
 4
52500
 57500
--
 --
--slash: edge C:60000 P:6000 V:1.25
 stab: edge C:50 P:3000 V:1
 flat slap: blunt C:60000 P:6000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
scimitar
 ITEM_WEAPON_SCIMITAR
SWORD300
 3
32500
 37500
--
 --
--slash: edge C:20000 P:4000 V:1.25
 stab: edge C:50 P:2000 V:1
 flat slap: blunt C:20000 P:4000 V:1.25
 pommel strike: blunt C:50 P:1000 V:1
short sword
 ITEM_WEAPON_SWORD_SHORT
SWORD300
 3
32500
 37500
Yes
 --
DIAMOND_DOGS GRIFFON PONYslash: edge C:20000 P:4000 V:1.25
 stab: edge C:50 P:2000 V:1
 flat slap: blunt C:20000 P:4000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
training sword
 ITEM_WEAPON_SWORD_SHORT_TRAINING
SWORD300
 3
32500
 37500
--
 Yes
--slash: blunt C:20000 P:4000 V:1.25
 stab: blunt C:50 P:2000 V:1
 flat slap: blunt C:20000 P:4000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
two-handed sword
 ITEM_WEAPON_SWORD_2H
SWORD900
 5
62500
 77500
--
 --
--slash: edge C:100000 P:8000 V:1.25
 stab: edge C:50 P:4000 V:1
 flat slap: blunt C:100000 P:8000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
scourge
 ITEM_WEAPON_SCOURGE
WHIP300
 2
22500
 27500
--
 --
--lash: edge C:10 P:50 V:2
whip
 ITEM_WEAPON_WHIP
WHIP100
 1
22500
 27500
--
 --
--lash: blunt C:1 P:10 V:5



Table of ranged weapons: (count: 3)
 
Name
 ID
Ranged
 Skill
Force
 Max Vel.
AmmoSize
 Mat.
2H
 1H
CivsAttacks
bow
 ITEM_WEAPON_BOW
BOW
 SWORD
20
 250
ARROW300
 3
15000
 0
DIAMOND_DOGS PONYbash: blunt C:10000 P:4000 V:1.25
blowgun
 ITEM_WEAPON_BLOWGUN
BLOWGUN
 SWORD
10
 150
BLOWDART150
 2
5000
 0
SUBTERRANEAN_DIAMOND_DOGSbash: blunt C:10000 P:4000 V:1.25
crossbow
 ITEM_WEAPON_CROSSBOW
CROSSBOW
 HAMMER
20
 250
BOLT400
 3
15000
 0
PONYbash: blunt C:10000 P:4000 V:1.25


NOTES:
Size is in cubic centimeters. At average body density this roughly translates to grams, so size 1000 would be around 1 kg. Items made out of metal will weight (about 8 times) more, of course. Larger size means more mass for blunt attacks.

2H / 1H values are responsible for who can use that weapon. 2H is MINIMUM_SIZE, the minimum creature size to wield that weapon at all. 1H is TWO_HANDED, the minimum creature size to use that weapon with one hand (or other grasper). It stands to reason that 1H >= 2H, so 1H is coloured red when that isn't the case. Creature size depends on species and has some variation. See http://dwarffortresswiki.org/index.php/DF2012:Weapon under "Size" for more details on this.

Mat. is MATERIAL_SIZE. It is responsible for how many bars get used to make that item and how many get produced when smelting it. An item will typically rexuire max{1, floor(MATERIAL_SIZE/3)} bars to make (so 1 for 1-5, 2 for 6-8, 3 for 9-11 and so on) and yield MATERIAL_SIZE*0.3 bars when melted. Note, however, that this is just the usual ammount, there ARE anomallies in Vanilla and mods can introduce custom reactions to make items that use different (amounts of) materials than what you might expect from this value.

Stone Allows the weapon to be made at a craftsdwarf's workshop from a sharp ([MAX_EDGE:10000] or higher) stone (e.g. obsidian) plus a wooden log.

Train menas this is a training weapon, can only be made of wood and therefore will be ineffective in combat.

Shoot force is the amount of force used when firing projectiles - actual velocity and kinetic energy are determined by the projectile's mass.

Max velocity is the cap on projectile velocity when fired from this weapon. For small or otherwise light projectiles, this is the value that matters. There are also some irregularities from rounding. See http://www.bay12forums.com/smf/index.php?topic=116151.msg3716892#msg3716892

Civs are the civilisations that have this item on embark and craftable, usually at the forge. Civilisations playable in Fortress Mode are highlighted green. Civilisations playable in adventure mode are in bold font. Everything listed after R is made in a custom reaction. This only takes into account the possibility, so if you have a reaction "open crate" that produces a no-quality revolver 4% of the time, it still counts as craftable. (A) means the item can be crafted in adventure mode. If this is empty, no one has access to this item. Unless I missed something, in which case let me know.

Attack lists all the attacks that can be made with this weapon. The attack is always chosen at random, with edged attacks being 100 times more likely. The format is name, type (edged or blunt), contact area, penetration, velocity multiplier. It can be shortened with --shortattack option.
  Blunt attacks are better at penetrating armour and breaking bones, while edged attacks can cause bleeding, pierce internal organs or even sever entire limbs. Edged attacks become piercing attacks when their contact area is less than 25% of the targeted body part or cutting attacks otherwise. So edged attacks with large contact area are primarily cutting, while those with 10 or 20 contact area are primarily piercing. Piercing attacks are better at penetrating armour and damaging internal organs (such as brain), but Cutting attacks can cut off entire limbs. The problem with cutting attacks is that there needs to be enough force behind them and enemy armour can convert them to blunt attacks, which tend to be much less effective.
  The higher the penetration is, the better, especially against bigger enemies. My best guess is that 10000 penetration is 1m.  Velocity multipler greatly increases effectiveness of an attack, multiplying the force behind it.
  If an attack is listed as FIXME, it means it doesn't conform to standard attack RAWs and the modder should fix it. It may still work, though.
  Rating and comparing attacks isn't trivial to do and is on the "nice to have features" list.


Table of ammo: (count: 3)
 
Name
 ID
SizeClassCivsAttack
arrow
 ITEM_AMMO_ARROWS
150ARROWDIAMOND_DOGS PONYstab: edge C:2 P:2000 V:1
blowdart
 ITEM_AMMO_BLOWDARTS
20BLOWDARTSUBTERRANEAN_DIAMOND_DOGSstick: edge C:1 P:50 V:1
bolt
 ITEM_AMMO_BOLTS
150BOLTPONYstab: edge C:2 P:2000 V:1


NOTES:
Size is in cubic centimeters. Together with material density and weapon's shoot force this determines kinetic energy of the projectile, which is also capped by weapon's max velocity.

Class is the type of ammo listed in ranged weapons table.

Attack See notes under weapons. Of course when a projectile hits, an attack from the projectile and not the weapon is applied to the target. The weapon can influence it's power through shoot force and max velocity, though.


Table of trap components: (count: 5)
 
Name
 ID
Size
 Mat.
Screw
 Spike
Metal
 Wood
HitsCivsAttack
enormous corkscrew
 ITEM_TRAPCOMP_ENORMOUSCORKSCREW
1600
 5
Yes
 --
Metal
 Wood
1PONY ZEBRAdrill: edge C:100 P:10000 V:1
giant axe blade
 ITEM_TRAPCOMP_GIANTAXEBLADE
1600
 5
--
 --
Metal
 --
1PONY ZEBRAslash: edge C:100000 P:10000 V:1
large, serrated disc
 ITEM_TRAPCOMP_LARGESERRATEDDISC
1000
 4
--
 --
Metal
 --
3PONY ZEBRAsaw: edge C:100000 P:10000 V:1
menacing spike
 ITEM_TRAPCOMP_MENACINGSPIKE
1600
 5
--
 Yes
Metal
 Wood
1PONY ZEBRAstab: edge C:10 P:6000 V:1
spiked ball
 ITEM_TRAPCOMP_SPIKEDBALL
1000
 4
--
 --
Metal
 Wood
3PONY ZEBRAstrike: edge C:10 P:200 V:1


NOTES:
Normal weapons (such as those brought in by invaders) can also be used in weapon traps, but specialised components are generally more effective.
Chance to hit by a weapon trap is affected by the quality of mechanism and possibly the quality of the weapon. In a retracting spike trap, probably just the weapon quality counts.

Size, Material size, Attack: see notes under weapons.

Screw means it may be installed in a screw pump.

Spike means it may be installed in a spike trap.

Metal, Wood mean that the trap component may be made out of metal or wood, respectively. If none of them apply, it is probably a product of some custom reaction.

Hits is the number of attacks by this weapon when a trap is triggered. There can be up to 10 weapons in a trap, so this can add up to quite a lot of overkill. Hits also multiply the value of the trap component, which is why serrated discs and spiked balls are so expensive.



NOTES:
Printing tables of toys and tools was considered, but toys, instruments and so on, aren't that interesting. They have ID, name and value. Tools can have attacks and uses, but can't be equipped by soldiers. Listing the names of backpacks, mining carts, etc. is not that interesting.
Known bugs:
* Item craftability by civilisations does not take into account availiable materials or if the produced item gains quality.
* Syndromes from weapon and ammo from special materials are out of scope for this script.
* There is an unspoken assumption that entities, items and reactions are in separate files. If they aren't, some may be skipped by this script.
* You can give feedback or request features here: http://www.bay12forums.com/smf/index.php?topic=126953.0
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

Ultimoos

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Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
« Reply #597 on: August 25, 2013, 11:45:30 am »

Does the version 1.4.9.7 contain fixes for recently reported bugs? Also, are changelings present now?
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Hetairos

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Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
« Reply #598 on: August 25, 2013, 01:09:19 pm »

It's just version 1.4.9 in a 7z archive... and I don't know why is everyone talking about changelings either.

Sorcerer

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Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
« Reply #599 on: August 25, 2013, 05:36:22 pm »

Ohhai, sorry, I got cought up in work and such as usual, and what little freetime I've had has been spent on other projects. I've not been giving the ponies the love and caring they deserve.

It SEEMS like the beta has been a success, very few bugs have been reported and those have been squashed.
for now, you can get the 1.5 beta version here, and I promise I'll get around to writing up a proper posting of this soon.

My Little Fortress - Losing is !!Magic!! beta 1.5
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