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Author Topic: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021  (Read 945672 times)

BelligerentGnu

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #285 on: May 24, 2015, 10:28:51 pm »

So it's been mentioned in a few places that dwarf mode is nearly finished - I'm curious about what's left to add. I'm happy with most of what's been left out, but there's still a few features in the manual that I'd love to see in-game. Specifically:

  • Toxicologist's Lab
  • Display Stands
  • Fishpond
  • Stables
  • Slaughterhouse (possibly modified to be less powerful)
  • ditto the Colosseum
  • Warbeast Kennels
  • Rune Upgrades
  • Material-specific reactions at the quern/millstone

Is there any chance we'll still get to see these?

Also, what do you think about changing the ore processor to use the furnace operator labour, instead of mechanics? Always annoying when my main gearhead is spending his time hauling boulders instead of making gears and constructing minecart stops.
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Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #286 on: May 24, 2015, 11:44:15 pm »

So it's been mentioned in a few places that dwarf mode is nearly finished - I'm curious about what's left to add. I'm happy with most of what's been left out, but there's still a few features in the manual that I'd love to see in-game. Specifically:

  • Toxicologist's Lab
  • Display Stands
  • Fishpond
  • Stables
  • Slaughterhouse (possibly modified to be less powerful)
  • ditto the Colosseum
  • Warbeast Kennels
  • Rune Upgrades
  • Material-specific reactions at the quern/millstone

Is there any chance we'll still get to see these?

Also, what do you think about changing the ore processor to use the furnace operator labour, instead of mechanics? Always annoying when my main gearhead is spending his time hauling boulders instead of making gears and constructing minecart stops.
Toxicologist: No. Dwarves are no cowards that use poison.
display stand yes.
fishpond maybe, if I can balance it better.
stables certainly for humans, not sure about dwarves. I wanted to give them cavern pets that can only graze on cavern moss, to make pet farming more interesting.
slaughterhouse, maybe. I hope I can do this better.
colosseum maybe, but not high priority.
warbeast kennels YES!
rune upgrades YES! (they are not in the mod already?)
quern reactions: Maybe, because it feels like there are a million new plants and plant products. Would be a lot of work.
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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 :::

Dramegno

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #287 on: May 25, 2015, 12:00:45 am »

I was just thinking is it possible to add fountains into the game?

As in use a similar code to the magma forges to where there has to be a block of water under the fountain and have the center un-passable?

Dammit BelligerentGnu, Meph now I have to learn how to make it! *storms off muttering various things.*
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So, it's AnimaRytak, mighty Void God, versus the greatest cluster[FOWL] my incompetence can engineer.

I will be so god damn proud if AMBASSADOR bites your head off.

Putnam

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #288 on: May 25, 2015, 12:31:08 am »

no, not with raw modding

Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #289 on: May 25, 2015, 12:42:42 am »

But with this you can:

<DFHOME>\hack\scripts\tap.rb
Code: [Select]
$fountains ||= []

cur_source = {
:liquid => 'water',
:amount => 7,
:life => 7,
:pos => [0,0,1]
}
cmd = 'help'
axis = 0
found = false
$script_args.each { |a|
case a.downcase
when 'water', 'magma'
cur_source[:liquid] = a.downcase
when /^r-?\d+.*$/
cur_source[:life] = a[/^r(-?\d+)/, 1].to_i
when /^\d+$/
cur_source[:pos][axis] += a.to_i
axis += 1
found = true
when /^z-?\d+.*$/
cur_source[:pos][2] += a[/^z(-?\d+)/, 1].to_i
when /^y-?\d+.*$/
cur_source[:pos][1] += a[/^y(-?\d+)/, 1].to_i
when /^x-?\d+.*$/
cur_source[:pos][0] += a[/^x(-?\d+)/, 1].to_i
else
puts "source: unhandled argument #{a}"
end
}
if (!found)
cur_source[:pos][0] += df.df_cursor.x
cur_source[:pos][1] += df.df_cursor.y
cur_source[:pos][2] += df.df_cursor.z
end

def fount(s)
if tile = df.map_tile_at(*s[:pos]) and tile.shape_passableflow and tile.shape_basic==:Open
# XXX does not check current liquid_type
des = tile.designation
cur = des.flow_size
if cur != 7
tile.spawn_liquid(cur+1, s[:liquid] == 'magma')
else
fount({
:pos=>[s[:pos][0],s[:pos][1],s[:pos][2]+1],
:liquid=>s[:liquid]
})
end
end
end

$fountains_onupdate ||= df.onupdate_register('fountains', 6) {
# called every 6 game ticks (100x a dwarf day)
$fountains.each { |s|
fount(s)
if s[:life] > 0
s[:life] -= 1
end
if s[:life] == 0
$fountains.delete(s)
end
}
if $fountains.empty?
df.onupdate_unregister($fountains_onupdate)
$fountains_onupdate = nil
end
}

if cur_source[:pos][0] >= 0
if tile = df.map_tile_at(*cur_source[:pos])
if tile.shape_passableflow
$fountains << cur_source
else
puts "Impassable tile: I'm afraid I can't do that, Dave"
end
else
puts "Unallocated map block - build something here first"
end
else
puts "Please put the game cursor where you want a source"
end

onload.init:
Code: [Select]
tap MAGMA_TAP
Quote
You create a 3X3 workshop, named (in the raws) MAGMA_TAP.  If you have built it where one side is empty and the opposing side is next to a wall containing a blood of armok (just the middle square on each side) it creates a permanent, uncontrolled flow of magma on the side across from the gem. The only way to turn it off is to mine the blood gem away or destroy the workshop.

All done by arbarbonif
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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 :::

BelligerentGnu

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #290 on: May 25, 2015, 01:39:33 am »

Toxicologist: No. Dwarves are no cowards that use poison.
display stand yes.
fishpond maybe, if I can balance it better.
stables certainly for humans, not sure about dwarves. I wanted to give them cavern pets that can only graze on cavern moss, to make pet farming more interesting.
slaughterhouse, maybe. I hope I can do this better.
colosseum maybe, but not high priority.
warbeast kennels YES!
rune upgrades YES! (they are not in the mod already?)
quern reactions: Maybe, because it feels like there are a million new plants and plant products. Would be a lot of work.

Thanks, this is great to hear. The stables one I'm mainly interested in because War Elephants still seem to be really precarious to try to breed/train, despite the bugfix. As far as I can tell, runes aren't in the game yet? It's possible I just haven't figured out how to build them, but I don't see them in the build menu, anyways. And even quern reactions for the original six would be awesome. Thanks for all your hard work. :)
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Niveras

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #291 on: May 25, 2015, 01:54:51 pm »

While we're on the subject, I was suprised to see that the dwarves don't have a sawmill. I presume that, because they're more stone-themed, they're expected make everything out of stone (and metal) and only humans will get the sawmill advanced wood-block production (given they're thematically needed for houses)?

I forget, have you mentioned if there are any plans to re-add tree farming (if it isn't in already), since that would require the mill to process the saplings, or is that also going to be human-only?
« Last Edit: May 25, 2015, 01:57:06 pm by Niveras »
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Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #292 on: May 26, 2015, 12:34:54 am »

No sawmill, because the new trees give an extreme amount of wood already. Maybe a sawmill for the humans. No tree-farming for dwarves either, it doesnt fit their theme, planting trees and all. Maybe tree-farming for human, certainly in some form for elves.
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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 :::

Brutaka001

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #293 on: May 26, 2015, 02:42:54 pm »

Honestly, I can't wait until the Naga are finished. *Wonders if they will be "traditional half-man half-snake peoples or something COMPLETELY different." Either way, can't wait!
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Mafia_Puppet

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #294 on: May 26, 2015, 09:54:20 pm »

So how do you assign nobles in this new version? I downloaded it from dropbox, enabled Humans and disabled Kobolds as the fort race, and created a new world without changing any other settings. The noble list is blank.
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-Nihil-

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #295 on: May 26, 2015, 10:21:31 pm »

So how do you assign nobles in this new version? I downloaded it from dropbox, enabled Humans and disabled Kobolds as the fort race, and created a new world without changing any other settings. The noble list is blank.

Humans are not currently playable. The first post in this thread lists the playable races as Dwarves, Succubi, Gnomes, and Kobolds. Nobles should work as expected for those races although the roles and titles will be different.
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Dramegno

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #296 on: May 26, 2015, 10:37:19 pm »

to my information humans really not have been worked on in the current reborn release this link might help you out better since I am unsure if Humans have even been started on for reborn.
http://www.bay12forums.com/smf/index.php?topic=137690.msg5162077#msg5162077

but a look into the entity_good_human.txt shows that the nobles section of the civ does not exist as well as the added buildings and reactions. you could in theory make nobles by coping the nobles section of one of the other races like dwarf from their entity_*_*.txt to the bottom of the entity_good_human.txt and save it and gen a new world or if you don't mind playing 34.11 you can download the last masterwork version 6.2.7 from here http://www.bay12forums.com/smf/index.php?topic=125633.0

I hope that this helps you.
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So, it's AnimaRytak, mighty Void God, versus the greatest cluster[FOWL] my incompetence can engineer.

I will be so god damn proud if AMBASSADOR bites your head off.

mglarev

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #297 on: May 27, 2015, 05:34:44 am »

I am thinking about switching to masterwork reborn. How complete is the Dwarf mode as of now? I am very willing to contribute with some testing, but not really ready for massive bugs.
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Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #298 on: May 27, 2015, 05:36:17 am »

Dwarf mode is fine. As is kobold mode and succubi. Gnomes are there, but miss a lot so far.
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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 :::

mglarev

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #299 on: May 27, 2015, 07:46:47 am »

Thank you very much :) I will give it a try
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