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Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84041 times)

Meph

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #915 on: January 06, 2014, 09:09:59 am »

You ignore the normal DF completely. Do not touch it.

You download the file and unpack it. Its an archive. The DF game is included, and the mod is pre-installed, you dont need to to anything. Just unpack. Then open the manual and have a look at the "getting started" part. The archive is a 7-zip file, you can get it here: http://www.7-zip.org/download.html (or use winrar)


I was just thinking of an expansion of landmines. A landmine with the kill undead effect of white makes and one of black mages. Possibly requiring a reactant that can only be made at the high level mage buildings. I'm currently fighting a 200 undead siege and would love to throw white magic landmines in cages with the siege plugin.
Not a bad idea. Merging tech and magic tree. Thats certainly late game. ^^
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thistleknot

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #916 on: January 06, 2014, 05:23:54 pm »

A way to search the manual.

As it is, I use notepad++ to search through the files for the keyword I'm looking for (inside the repository folder), and figure out what html file I need to open to read about it.

Meph

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #917 on: January 07, 2014, 01:47:52 am »

Ctrl+F ? I mean most of the info is in either "general changes" or "buildings".
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FengYun

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #918 on: January 07, 2014, 06:14:37 am »

A few observations, mostly about GUI and small stuff:

The version on dffd.wimbli.com is still shown as 4f.

We need a description (reached in game by using 'k') added to Tear of Armok saying that it produces water.

It would be nice, if the current version of Masterwork would be written somewhere in GUI or manual, or both. I got confused which version I had at the moment.

Also, in the 'About' section of GUI nothing is written about splinterz or Meph. I think, it should say that the author of the mod is Meph, GUI is done by splinterz (or the current version of it, anyway) and the version of GUI is 2.0.0.5, while version of the Masterwork mod is 4g.

It would be more convenient if the tabs in the menu of GUI would open when you mouse over them (on hover), not on click.

Also the menus do not close, when I open them one by one: go to 'Mods', then click 'Major mods', 'Minor mods', 'Complete overhaul' - all three menus open up. This looks strange.

'Storymaker' in the 'Utilities' section of GUI is not in its place: all other elements are sorted alphabetically, while this one stands somewhere between 'Nano' and 'Perfect World'. Though wouldn't it be better to place the most important elements, like 'Therapist' or 'Soundsense' first?

DFinit and TileGenie should be added to the 'Utilities' section of the manual.

I suggest that a big button 'Play' or 'Start' should be added to GUI. It is not obvious that after choosing all the options, people look for a not-so-clear button with the letters 'DF' written on it.

EDIT: Oh, and a link to dfdb.info is desperately needed to be put somewhere. It's a totally awesome database.

EDIT2: I am not good with dealing with raws, but
ITEM_INSTRUMENT:ITEM_INSTRUMENT_TAMBOURINE
in
Dwarf Fortress\raw\objects\item_instrument_masterwork.txt
does not have [HARD_MAT] tag, while all other instruments seem to have it. Thought it might be worth mentioning here.
« Last Edit: January 08, 2014, 12:26:46 am by FengYun »
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kamikazi1231

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #919 on: January 07, 2014, 07:19:30 am »

FengYun

The tear of armok has been around a long time. Masterwork is a massive mod and the manual should be read through before playing.  New players are usually directed to it  Besides mdf is still a losing is fun game. No one forgets the first time they unearth one. Also it should give a damp stone warning around it. Haphazardly digging it is the same risk as breaching any watery cavern or ocean side. It serves as a nice replacement for aquifers in terms of water supply without having to worry about using cave ins or other tricks just to get below an aquifer.

The version is updated very frequently and needing to put a version in the manual would be tedious.  The next manual update will probably happen after the massive warlock addition since it will alter so much.  When you unpack your next version put it in a file named Masterwork 4g or something instead of just masterwork. Helps me keep track.  I have a main masterwork folder and inside each I still have folders going back to a few versions in 3.

Clicking should stay in the gui because hovering currently brings up a description for many things.

« Last Edit: January 07, 2014, 10:22:42 am by kamikazi1231 »
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FengYun

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #920 on: January 07, 2014, 07:31:34 am »

kamikazi1231, oh, you are a troll, I got it.
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kamikazi1231

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #921 on: January 07, 2014, 07:41:40 am »

kamikazi1231, oh, you are a troll, I got it.

Whoa calm down. I meant no offense. I just don't think those features could be implemented.  Maybe when the tear is an item to use k but i don't think it'd work before it's mined. As soon as it's exposed it would create water. I'm just glad the blood of armok doesn't spawn lava. That would be a hazard.

EDIT 2: Hmm Meph.  When we strike an ore vein we get a message. When a tear is exposed could it be written that we get a message "You've struck tear of armok- a magical gem used to spawn water"?

My second point was just a tip. I used to lose track too so i just name my directory now. The manual isn't always updated as fast as the mod. Keeping separate directories will save plenty of headache when applying a studded with patches release.

And the last part was just my personal preference about hovering vs clicking. It's worth a discussion. 

Edit: I also just noticed a link to the directory is under the download links on Mephs main mod page up top. Would be good to have in the manual as well. Maybe after the massive warlock update it'll make it in.
« Last Edit: January 07, 2014, 08:15:05 am by kamikazi1231 »
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Grimmash

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #922 on: January 07, 2014, 11:43:05 am »

I prefer click to hover for changing tabs.  I also think that is more consistent with most guis, and removes the annoyance of accidentally switching tabs when you are, say, reading the manual in a browser while making chouces in the gui.

And kamikazi was just trying to answer some of the concerns you brought up.  No need to jump on people who provide a countering viewpoint.  Meph pushed a lot of updates recently, and probably will continue to do so with the new races.  When you add in SWP updates, the manual and gui might lag in numbering.  Everyone doing this is mostly doing it for free, aside from the dundraiser to let meph work on the new race.

Billy Jack

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #923 on: January 07, 2014, 01:09:49 pm »

Just a few comments regarding FengYun's post.

As previously mentioned, I keep track of the version I'm running by putting it in a new folder each time. That way I can finish up the previous fort I was playing. Recompiling the settings program just to change the version of MW would be asking too much.  However, it shouldn't be too difficult for the program to read a text / XML file to populate the items that can change relatively frequently, such as the version of MW and the About menu.

No, no, no to changing tabs by hovering. Stick to the same behavior as 99% of the GUIs out there.

Totally agree with the changing of the little DF icon and name to a Play button that appears on each of the ribbons.
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Godlysockpuppet

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #924 on: January 07, 2014, 03:26:12 pm »

A few observations, mostly about GUI and small stuff:

The version on dffd.wimbli.com is still shown as 4f.

We need a description (reached in game by using 'k') added to Tear of Armok saying that it produces water.

It would be nice, if the current version of Masterwork would be written somewhere in GUI or manual, or both. I got confused which version I had at the moment.

Also, in the 'About' section of GUI nothing is written about splinterz or Meph. I think, it should say that the author of the mod is Meph, GUI is done by splinterz (or the current version of it, anyway) and the version of GUI is 2.0.0.5, while version of the Masterwork mod is 4g.

It would be more convenient if the tabs in the menu of GUI would open when you mouse over them (on hover), not on click.

Also the menus do not close, when I open them one by one: go to 'Mods', then click 'Major mods', 'Minor mods', 'Complete overhaul' - all three menus open up. This looks strange.

'Storymaker' in the 'Utilities' section of GUI is not in its place: all other elements are sorted alphabetically, while this one stands somewhere between 'Nano' and 'Perfect World'. Though wouldn't it be better to place the most important elements, like 'Therapist' or 'Soundsense' first?

DFinit and TileGenie should be added to the 'Utilities' section of the manual.

I suggest that a big button 'Play' or 'Start' should be added to GUI. It is not obvious that after choosing all the options, people look for a not-so-clear button with the letters 'DF' written on it.

EDIT: Oh, and a link to dfdb.info is desperately needed to be put somewhere. It's a totally awesome database.

EDIT2: I am not good with dealing with raws, but
ITEM_INSTRUMENT:ITEM_INSTRUMENT_TAMBOURINE
in
Dwarf Fortress\raw\objects\item_instrument_masterwork.txt
does not have [HARD_MAT] tag, while all other instruments seem to have it. Thought it might be worth mentioning here.
Alright. So #1, when you press 'k' the boxes around the tear of armok show up as blue - indicative of water.
#2, the GUI is buggy as fuck. Just avoid it after you've selected whatever boxes/checks you feel are neccesary. Click as opposed to hover is superior in my opinion, as it's both consistant with... Just about every other program, and if you jerk the mouse or something it doesn't change tabs :)
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Meph

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #925 on: January 07, 2014, 03:42:34 pm »

Quote
#2, the GUI is buggy as fuck
Ehm... its not? There are no bugs in the current version that I am aware of.
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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 :::

Godlysockpuppet

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #926 on: January 07, 2014, 04:56:04 pm »

Quote
#2, the GUI is buggy as fuck
Ehm... its not? There are no bugs in the current version that I am aware of.
I found that when setting races proficiency levels around (set it to four, then six, then ten or whatever) it really screws around with their stats. I put dwarves to four, then back to zero, and when I genned a world they were still at four despite the gui saying otherwise :P
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arcturusthelesser

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #927 on: January 07, 2014, 06:10:19 pm »

Quote
#2, the GUI is buggy as fuck
Ehm... its not? There are no bugs in the current version that I am aware of.
Actually, while I wouldn't term it as 'buggy', the hover text for the Kiln is the same as that of the Crematorium. Additionally, some tabs, in particular the 'Civilization' and 'World Gen.' ones, could use revamping. The both of them are somewhat confusing, and the world gen tab has no real context for the two left areas, e.g. the differences between curse types and probably a recommended setting for each to limit the !!FUN!!, and the possible range of total embark depth and cavern passages to other tiles and to each other that could be generated with the current settings. But it's mostly okay, especially to anyone who's familiar with advanced worldgenning in vanilla DF.

One thing that is confusing me, though, is the crops. It seems that every site I embark at is classified as a wetland, though I have no idea why. What biomes can grow what crops, in general? The manual doesn't really say much, though I guess bloated tubers having 'all wetland' versus just 'grassland' might imply exclusivity? Also, I can't find kobold or orcish plants in any of the manuals, though they are in the table. Why?
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thistleknot

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #928 on: January 07, 2014, 08:08:43 pm »

I would love to see ash be allowed to be made from burning one plank.

Rather than let plank burn to charcoal with a 20% chance of ash

why not just have (similar to wood oven)
plank to charcoal
or
plank to ash

As it currently is, I find I end up with WAY WAY WAY to much charcoal, and I hate the idea of burning wood logs just for ash if I have a better chance of getting a unit of charcoal AND a 20% chance of getting ash.  I think it would be nicer to just have an option like the original wood oven does, of choosing what I want my burned product to be turned into

I ask because charcoal is used for forging, but ash is used for soap as well as potash, so it's used MORE (considering potash and farming requirements).  Being able to split up the wood production by allocating some planks for just ash production I would hope would help balance the wood reservation against being too easy.  Otherwise players will end up with a lot of charcoal (if they try to use the smelter method) and lose out on a lot of wood as they have to produce ash pretty much from the wood oven.

BTW:
Is there a way to fix plant stacks like bone stacks for purpose of medicine production?
« Last Edit: January 07, 2014, 10:20:38 pm by thistleknot »
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splinterz

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Re: [DWARF] - Discussion & Suggestions - NEW POLL!
« Reply #929 on: January 08, 2014, 04:40:40 am »

A few observations, mostly about GUI and small stuff:

The version on dffd.wimbli.com is still shown as 4f.

We need a description (reached in game by using 'k') added to Tear of Armok saying that it produces water.

It would be nice, if the current version of Masterwork would be written somewhere in GUI or manual, or both. I got confused which version I had at the moment.

Also, in the 'About' section of GUI nothing is written about splinterz or Meph. I think, it should say that the author of the mod is Meph, GUI is done by splinterz (or the current version of it, anyway) and the version of GUI is 2.0.0.5, while version of the Masterwork mod is 4g.

It would be more convenient if the tabs in the menu of GUI would open when you mouse over them (on hover), not on click.

Also the menus do not close, when I open them one by one: go to 'Mods', then click 'Major mods', 'Minor mods', 'Complete overhaul' - all three menus open up. This looks strange.

'Storymaker' in the 'Utilities' section of GUI is not in its place: all other elements are sorted alphabetically, while this one stands somewhere between 'Nano' and 'Perfect World'. Though wouldn't it be better to place the most important elements, like 'Therapist' or 'Soundsense' first?

DFinit and TileGenie should be added to the 'Utilities' section of the manual.

I suggest that a big button 'Play' or 'Start' should be added to GUI. It is not obvious that after choosing all the options, people look for a not-so-clear button with the letters 'DF' written on it.

EDIT: Oh, and a link to dfdb.info is desperately needed to be put somewhere. It's a totally awesome database.

EDIT2: I am not good with dealing with raws, but
ITEM_INSTRUMENT:ITEM_INSTRUMENT_TAMBOURINE
in
Dwarf Fortress\raw\objects\item_instrument_masterwork.txt
does not have [HARD_MAT] tag, while all other instruments seem to have it. Thought it might be worth mentioning here.
PLAY is a good idea for the main button. hovering to change tabs isn't intuitive and will probably annoy people. i can take a look at the menus not closing on mouse exit, but no promises. i'll adjust the positions of the utilities out of alphabetical order. the latest version has a button to the database site already.

this is great feedback though, thanks!

Quote
#2, the GUI is buggy as fuck
Ehm... its not? There are no bugs in the current version that I am aware of.
I found that when setting races proficiency levels around (set it to four, then six, then ten or whatever) it really screws around with their stats. I put dwarves to four, then back to zero, and when I genned a world they were still at four despite the gui saying otherwise :P
there was a bug with the skills where if you changed the skills for fortress defense creatures it was changing some of the other civilization's starting skills as well. that's since been fixed. while 'buggy as fuck' isn't quite as helpful as you might imagine, we do appreciate any more specific bug reports you can provide so we can get things fixed up.

Actually, while I wouldn't term it as 'buggy', the hover text for the Kiln is the same as that of the Crematorium.
...
Additionally, some tabs, in particular the 'Civilization' and 'World Gen.' ones, could use revamping.
good catch, we'll get that tooltip fixed. any other specifics on why the civilization grid is confusing?
« Last Edit: January 08, 2014, 04:47:33 am by splinterz »
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