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Poll

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 84229 times)

Gamerlord

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #645 on: September 07, 2013, 04:23:53 am »

Meph, why does mining rubble cause my dwarves to spam job cancellations?

Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #646 on: September 07, 2013, 04:27:53 am »

I dont know. Never does for me...
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silentdeth

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #647 on: September 07, 2013, 01:01:26 pm »

Correct me if I'm wrong, but can't you forbid/dump items in a container, freeing the container for something else?

You can forbid the contents and trade the container, that will leave the contents behind as a puddle type of contaminate, like a puddle of blood.
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silentdeth

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #648 on: September 07, 2013, 01:33:35 pm »

Silentdeth: That is a really good idea. Will it affect trade-screens? Serrated Serrated Spikes? Otherwise I will add it at once, nice fix. :)

Trade screens? Requesting items? You cannot ask for the upgraded trap components, only the basic ones.
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #649 on: September 08, 2013, 02:22:17 am »

You can sell them. ;) I tested it a bit, and it shows double in the military equip-section. "Legendary Steel Legendary Battle Axes."

The embark also show this when you take multiples, but of course you cant embark with the upgraded version. All in all its a trade off between wrong wording in the military screen vs. wrong wording in the stockpile settings. I'll do some more tests, but if its just the uniforms, then I think I can live with it. It does help stockpiling. It seems that I can certainly do it with the trap-components.
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #650 on: September 11, 2013, 05:14:14 am »

Airport Wifi, no upload from here... BUT the next version got a lot more interesting. Warmist/Putnam allowed me to use a new script... which... SPAWNS CREATURES.

I can completely delete toolkits, changelings and sprites, and you just run a reaction, and BAM; MAGIC, new creature. I will talk to them about possible alterations, the next version will have a little testrun. I did replace Sprites and Toolkits already, so all turrets, all landmines, the Guardian, the Ward, the Scarecrow are done with this script.

I also put some other stuff in there... here the changelog, I really hope that I can upload this later, in about... 8h or so.

Quote
IMPORTANT: Reactions that use autosyndrome don't trigger when you set them on repeat. Autosyndrome is responsible for all scripts and transformations, so dont run guild/militarygroup/mage/golem transformation on repeat, nor the animal training. I assume that many of the bug-reports about misfiring transformations I got are caused by this.

Notes: I focused on balancing, bugfixing and the manual for this version. Most noted issues are fixed and I did delete the Architect/Blueprints, making furnaces easier to build. The Science Discoveries now list their workshop name, so it should be easier to handle. The manual got a massive update, with 2 new pages, tons of tables about all items, creatures and plants. Yes, I do mean ALL. Info about domestic pets, a Getting Started text, and more. I hope this fullfills the needs that many people adressed about a better manual. The MDF Wiki is also going strong with many recent changes. Thanks for that. :)

A user mentioned a possible use for the loo, to clean buckets. I expanded on that idea and added it in. And Apani, of Kobold Camp Fame, has written an entirely new pottery and clay system. I did not even yet add all of it, because many parts rely on soils and sands that mod currently does not include. It might be expanded with a new knapping and glazing system later. Thanks for the help, I appreciate it when people write content specifically for the mod. :) Other then that I only improved some existing features, for example the animal training in the warbeast kennels now goes up till Legendary Skill, Boars and Badgerdogs can be armored and trained, and even Golems and Turrets can be upgraded in the Golemforge and MachineFactory, using the same system. 45 mechanisms for a Golem with all skills legendary, I think thats fair. ;)

I juggled some skills around, which resulted in a better setup, I even have 2 more or less free for future additions. Working with skills lead me to find some missing ones in the library, so I added the 14 (!) culprits, all skills available for training now. I fixed all issues with the Ore Processor (Embark Locator, Stockpiling, Smelter). You can now smelt mineral bearing rock directly, resulting in a lot of slag and little metal, ore is again stockpiled in ore stockpiles, and embarks show metal again. It uses mining skill now, giving your miners something to do even after you dug enough material.

Dfhack
 - Type "dwarves X" at the embark selector to get X dwarves.  Same as startdwarf X, but I thought its easier.
 - Type "points X" at the embark selector  to get X embark points. Same as startdwarf, just for points. Can raise the points over the world-gen max of 10,000 points.


Manual
 - Added all creatures, all weapons, all ammo and all trap comps in searchable tables.
 - Tables can be found in the folder "Quick-Guides" or as links in the manual on the first page.
 - Added info on all Fortress Defense races to the Races page.
 - Added a wall of text under "Getting Started", which introduces new players to the mod.
 - Added above mention autosyndrome/repeat bug to the known bugs section.
 - Added new manual page: Domestic Pets, listing all embark pets with info and price.
 - Added new manual page: Donations, because why not. The site already existed, but I never linked to it, except from the GUI.
 - Added Dimensions, Buildmats and Requirements to all buildings.
 - All buildings now link directly to their building and reaction raws, so you can check all things 1-to-1, if you want to.
 - Added a small table about the 5 elven/drow (good/evil) plants to the plant section.
 - Added feather trees and glumprong trees to the tree section.
 - Updated the Credits.
 - Fixed some typos.






Bugfixes & Balancing
 - The tanner can now clean and shape a horn into a small dagger.
 - Added gem wheelbarrows and minecarts to the Gemcutters Workshop.
 - Smooth wood is now twice the value as rough wood.
 - Raised value of bloodwine.
 - Nerfed rusty steel value and density.
 - Changed obisidan tile in Masterwork Tileset. Stands out more now.
 - Fixed coal dusts and other mats appearing in embark and trade menus.
 - Fixed names of the rockwraith spawning rocks to fit the new naming scheme of "mineral bearing rocks"
 - Made warpstone stockpile-able in all tilesets. (previously only in default set)
 - Made black-lung from coaldust kill much, much slower in all tilesets. (previously only in default set)
 - Made castes and mages appear naturally in all tilesets. (previously only in default set)
 - Fixed brazier, candelabra and fireplace buildmat. was a leftover from testing.
 - Updated gamedat.init of Therapist to recognize the new skills and labors.
 - Fixed the dfhack errorlog about soundsense-season, thanks Putnam.
 - Added improved version of itemsyndrome and projectileexpansion, which run more efficient.
 - Removed the three additional entries of Adamantine in the forge, leftover from testing.
 - Removed "spawn items" from the still, leftover from testing.
 - Added Ore Processor to Orc Mode.
 - Added stonesense colors for porcelain, stoneware and earthenware.
 - Ore Processer uses mining skill now.
 - Moved vanadium smelting to the crucible.
 - Fixed "reagent in bag in barrel" can not be fund bug.
 - Removed batch-vanadium smelting reaction.
 - Fixed typo in "transmute chrome to vanadium" reaction.
 - Mailgreaves are no longer shaped and can be worn with other armor.
 - Fixed clay/dirt/peat stockpiling.
 - Added the missing skills of fishing, fish farming, fish processing, mining, alchemy, sorcery, milking, cheese making, shearing, beekeeping, trapping & poisoning, animal caretaking and machine operating to the Libraries. 14 new ones in total, this means all skills can now be trained in them.
 - Removed intermediate step "bind book" from library, instead you just take the same reagents for the "write a book" reaction. Same price, but one workstep less and less stockpiling micromanagent.
 - Removed Dragon Raptors. They felt overpowered and often ended forts prematurely. Raptors are still in the game.
 - Removed native copper ore and tetrahedrite ore. This means only malachite remains as copper ore.*
 - *Reason: 3 different minerals for copper did result in less variety of metals on any given map. Instead of iron/copper/gold it could have been copper/copper/copper. You get the idea.
 - Removed all reactions that use tetrahedrite or native copper.
 - Added 20% metal ore back to "mineral bearing rock". This way it counts as ore again, is found by the embark finder, is stockpiled in ore-stockpiles. It also automatically adds: "Smelt xxx bearing rock" to the smelter, which is hardcoded, I cant avoid it. Using it will give you ~1  metal bar. This means smelting unprocessed ore is possible, but very wasteful.
 - Processed ore is now called "pure hematite (iron)" ore. I think its quite simply to understand that pure ore is better then mineral bearing rock. ;)
 - This adds slag bars back, but I changed its templates, which hopefully (cant test moods reliably) still excludes them from moods.
 - Improved Animal Training. Combat-training now gives +1 skill on biting, dodging and fighting, added to the existing skill. Till lvl15. It only costs a stack of bones now, as reward for the animal.
 - Turrets can be upgraded, which uses one mechanism and adds 1 skill point in throwing/ranged combat, used for bullet/slade turrets. Till lvl15.
 - Golems can be upgrades, which uses one mechanism and adds 1 skill point in either combat skills, weapon skills or dodging. Till lvl15.
 - Cragtooth boars can now be trained with the above mentioned animaltraining.
 - Shaggy Badgerdogs and Cragtooth boars can now be armored in steel or iron.
 - Cleaned five entries in the errorlog that appeared when playing Orc Mode.
 - "Breakthroughs in Science" are now called "Science Discovery(name)", with the name being the name of the workshop they unlock.
 - Removed cave tortoise (because horned cave turtles exist)
 - Removed cave beetle (because dew beetles exist)
 - The slaughterhouse can now extract blood from living stone.
 - The toxicist no longer uses all creature extracts to coat items, which included honey and similar extracts.
 - The toxicist now differentiates between creature poison and creature venoms.
 - Removed kimberlite from merchant stalls, since it does not exist anymore.
 - Fixed broken reagents in blast furance brass and bronze making.
 - Orcs can make ironbone/bloodsteel again.
 - Disabled "less solid stones" by default. Chalk, Sandstone, Mudstone and similar previously evaporating stones give solid rock again. You can still find rubble however, which only leaves dust.
 - Upgraded trap-components now show their adjective in stockpiles. (instead of "spikes, spikes, spikes" you will see "spikes, serrated spikes, sharpened spikes") Thanks to silentdeth for the suggestion.


New Feature: Pottery



 - Stonecrafters are now called: Stonecrafter & Potter
 - Clay items are not made from clay directly, but need an intermediate step at the Pottery.
 - You can shape items from clay, fire clay or kaolinite. This first step is called "greenware", which is fresh pottery.
 - Drying greenware results in leather-hard clay, drying leather-hard clay results in bone-dry clay. The reactions are done automatically.
 - Bone-dry items can finally be fired into stoneware, earthenware or porcelain at the clay oven.
 - Each reaction has a 5% to fail, simulating failed attempts at shaping or bursting/shattering clay from the firing process.
 - I know this sounds unecessarily complex, but it comes down to: "Shape clay item", wait, wait, "Fire clay item".
 - Reasons, if you want to know: The Oven Operator does a lot of quality items and it was easy to level up and abuse this skill. So I moved it to Stonecrafter. The reason for the 3 extra steps, shaping, drying (leather-hard), drying (bone-dry) is simple. Clay is unlimited and free and there is barely any reason to use rock anymore. Now I hope it is more balanced.


New Feature: Dwarven Loo Reactions
 - Not a joke, but a rather nice idea a user posted in the forum.
 - The dwarven loo can now be used to empty containers. Empty buckets, barrels or large pots.
 - You can chose to empty all, only lye, extracts, poisons, venoms, milk, blood, pus, ichor, goo, slime, hydraulic fluid, water or magma.
 - The dumped liquid will simply vanish, the reaction is finished instantly and uses no skills.


Slight, but important Workshop Change
 - Architects Study is gone, as are all blueprints. You still need Science Discoveries though.
 - This means all furnaces are faster to build. I wasnt satisfied with the Architect Setup as it was.
 - You can still copy Science Discoveries, same reactions, they simply moved to the Scriptorium.
 - Science Discoveries, the produced tool, now shows the name of the workshop that it unlocks.
 - The Biologists Laboratory is now the Biologists Study, and does not need any research.


Slight, but important Creature Spawning Change
 - Thanks to a script done by Warmist (and altered by Putnam)
 - Removed toolkits and sprites, only changelings remain.
 - Removed decoys, because they were pretty pointless.
 - Scarecrows are now made in the Craftsdwarf, and can be made from shirt + hay or wicker.
 - Landmines, Turrets, Scarecrows, Guardians and Wards no longer need a creature to transfrom. You just run the reaction and a new creature will be spawned on the spot.
 - This is a test-run. If I get positive feedback I will replace (maybe) replace the Changelings, change Golem-Making, Colosseum Monster-Spawning, Megabeast Revival and add more magical units like Elementals or Animated Objects.
 - Even a sort of "Townportal" that spawns more civ-members, dwarves/migrants, would be possible.


Kobold Camp
 - Fixed Bombardier, it now shows reactions.
 - Kobolds now have access to the Slaughterhouse, which can dissect Megabeasts.
 - Kobolds Druids Hut can now use Megabeast Souls to revive Megabeasts or train legendary skills.
 - Kobolds (and Orcs) can now use the new millstone reactions.
 - Fixed furnace menu.
 - Added pottery, same system as above.
 - Added apanis pottery additions to the gremlin chemist.
 - Added a few reactions to kiln, like hay-making.
 - Added stables, which enable indoors grazer feeding.
 - Updated skill names to fit the new skills and labors I added.
 - Removed bonfire.
 - Made firepit easier to build.
 - Added missing building plans to Mineshaft, Warpstone Shrine and Gremlin Chemist.
 - Removed minecart ingredient from Mineshaft reactions, which can crash the game. Thanks silentdeth. :)
 - The Kobold Soothsayer can now make water/magmalings, which can spawn unlimited water or magma.
 - Instead of caps kobolds can now produce "dogshaped helms" which are full helmets.
 - Kobold can now produce large daggers.
 - Some other small stuff I dont remember, a few minor things.


NOTE: THIS IS NOT A RELEASE, ONLY THE CHANGELOG FOR THE NEXT RELEASE.

I just wanted to know if something stands out as a bad idea, or if something obvious is missing. ;)
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Repseki

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #651 on: September 11, 2013, 05:48:58 am »

Why are you changing "less solid stone" to be disabled by default?

I don't have any issues, just curious.
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Z1000000m

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #652 on: September 11, 2013, 07:32:51 am »

Whats the reasoning behind removing decoys? Except the occasional (actually not that rare) headshots, they were great for nerfing the invading ranged units.
I dont know about being able to crank golems up to  lvl15 though..
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sir_schwick

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #653 on: September 11, 2013, 10:02:11 am »

Especially with mailed greaves being unshaped, I was hoping the Tailor's workshop armor sets would be changed to be all the under armor pieces.
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Nevets_

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #654 on: September 11, 2013, 10:11:17 am »

Wow, awesome work on creature spawning script!  It also gave me an idea:

Maybe instead of having the ability to summon the Dwarven Legion, you can spawn Ghostly Dwarven Warriors.  A squad of intangible heroes from ages past appear to battle your foes.  After a season or two they disappear back into the nether world (die from old age) leaving behind no bodies or weapons to exploit.  (Make the creatures out of a material that boils away harmlessly?) I think it would fit the 'Armok: God of Blood' theme better, and avoid adding a whole new civ and the problems it can cause in world-gen.

Not sure what is possible with creatures, but I know ghostly dwarves can pass through walls/floors, and ideally a squad of ghostly warriors should be able to even see through walls/floors, so you could build the summoning workshop on the other side of your entry hallway's walls and as soon as you summon them they all zip through the wall and attack your invaders.

As far as the workshop goes, I was thinking something small with only a 2 or 3 materials required so it is fast to build, but one of those would be something expensive or difficult to create.  This would prevent you from getting the workshop right away, but once you do it would be fast to deconstruct it an move it to a different location.

The reaction to summon the ghostly dwarves would require some common religious reagents and a sacrifice to Armok, maybe a barrel of blood?
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #655 on: September 11, 2013, 10:23:50 am »

Repseki: The option was from the time when drop-rate of boulders was linked to the skill of the miner. Now its a flat 25%. This means Toady himself nerfed the amount of stones a lot, so I dont have to do this anymore. I also get the odd question/remark about it as well, and since its outdated I felt like removing it.

Z1000000m: Because I got a report that they get one-shotted a lot... (?) Thats not the case? Its very easy to put them back in before the release, I just thought people dont use them that much, especially with the cheap scarecrows now. But if you want I can keep them in.

sir_schwick: Tailor Armor sets are leather armor for archers. I thought about adding "complete mail-set" to the greatforge and "complete padded armor set" (which is "under") to the tailor, but didnt find the time yet. lots of copy pasting. ;)

Nevets_: Not my work, I am just the benefitiary. Write Warmist a thanks for the script, or Putnam for altering it to the current dfhack.

Your idea is good, but doesnt work. I can spawn civ.member or pets, thats it. All of them without items. I thought about a "hero-civ-unit" which is unique and can only be spawned once, but I have to wait and see if something like that is possible. Currently I am working on a poll, a couple of ideas about creatures spawning. I got 5.6.7 of them. ;)

Through walls and actual ghosts and all that is hardcoded though, thats impossible. But other things opened up. :) I will include the test with pets in dwarf mode, and with civ-units in kobolds mode... with a breeding warren that pops out more kobolds for the camp.

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Putnam

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #656 on: September 11, 2013, 02:33:09 pm »

Nevets_: Not my work, I am just the benefitiary. Write Warmist a thanks for the script, or Putnam for altering it to the current dfhack.

(Preferably Warmist--he did the hard parts, I just changed ~10 variables and made it autosyndrome compatible)

Z1000000m

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #657 on: September 11, 2013, 02:49:33 pm »

Actually, I though you'd might fix them instead rather than jsut doing away with them.

I know that them not havig a weakpoint/not getting killed by a headshot would make them somewhat overpowered, but i though they could have their head as another limb and have a brain like "critical point" in upper torso that would cause it to fall apart if hit hard enough. Basically something that would prevent deaths from the usual "one projectile takes a whole limb" mechanic.
« Last Edit: September 11, 2013, 02:51:12 pm by Z1000000m »
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #658 on: September 11, 2013, 02:56:13 pm »

I'll tell you a secret: I am really bad at writing creatures like that. ;)

For now they are out, but I have a "improved decoy spawn" in my todo list... maybe some day. ;)
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BoffoDorf

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #659 on: September 14, 2013, 07:56:28 am »

Would adding thickness greater than 1 for the decoy make it a bit harder to kill? That or at least give it a metal helmet  :)

Where is this cheap scarecrow reaction hiding out btw? I see it's from the thatchery from the raws and manual but no such reaction shows up even with the raw prescribed materials in game.
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