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Author Topic: MANUAL - Let me know what's missing.  (Read 10152 times)

Lottanubs

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Re: MANUAL - Let me know what's missing.
« Reply #30 on: September 01, 2013, 10:38:29 am »

I really appreciate you doing this. Thank you, Meph.

And I agree what you suggested.. The seriously out-dated manual can be phased out in exchange for a community-governed wiki. Your efforts are, like you said, more valuable being allocated towards updates and content. So if I can change my vote, I would :P
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Chaosinum

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Re: MANUAL - Let me know what's missing.
« Reply #31 on: September 02, 2013, 09:38:03 am »

Hi, great game and great mod. If anyone could explain research and architect workshop, I've read the manual but still can't get a hold of it. The dwarf gets a discovery at the research workshop but then it's the end of it, i can't create the newly discovered workshop and neither can make a blueprint at the architect workshop. I had quill, ink and paper. Both shops are in the same barrow. I've also noticed that when i research a field it has levels, i.e. stoneforge I-II-etc. does it mean i have to get all levels before i can build the shop? Sorry, bit lost here if anyone could explain how it works and how the shops involved in the tech research work and how do they relate to each other, what's the materials needed and in what quantity. Took me forever to figure out that the quill was made at the tanner lol. Cheers everyone. ;)
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firefly68

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Re: MANUAL - Let me know what's missing.
« Reply #32 on: September 02, 2013, 10:28:05 am »

Most buildings that need research will also require a blueprint, although there are a couple that don't need a blueprint such as the chemistry lab. Blueprints, as you already know, are made in the architects workshop. They require ink and paper/papyrus/vellum (but not a quill) to make. If you have those items, then you should be able to begin making the blueprint. If you can't, it might be because the items are not accessible. If your using a burrow then the item might lie outside it. Other than that, if the items (or their container) are being moved your dwarves won't be able to use them.

The research is done in a similar way, but at the researcher's study. Make sure you have the required reagents for the reaction. Each of these reactions also has multiple steps that will need to be completed successfully in order to get the "Breakthrough in science" needed. Once you have the breakthrough and a blueprint, you should be able to construct the building.

I would suggest setting a stockpile up nearby to hold tools with the 'stone' types for (researcher supplies) and (library supplies).
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BigD145

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Re: MANUAL - Let me know what's missing.
« Reply #33 on: September 02, 2013, 10:51:04 am »

Make sure you have the required reagents for the reaction.

THAT is a very handy spreadsheet.

Where is the "tanker" built?
« Last Edit: September 02, 2013, 10:53:06 am by BigD145 »
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Chaosinum

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Re: MANUAL - Let me know what's missing.
« Reply #34 on: September 02, 2013, 01:17:53 pm »

Thank you Firefly, the spreadsheet it's very useful, I'll give test with the stockpiles and see what happen. To be continued... hopefully not hehe. Cheers
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ElenaRoan

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Re: MANUAL - Let me know what's missing.
« Reply #35 on: September 02, 2013, 02:33:03 pm »

Make sure you have the required reagents for the reaction.

THAT is a very handy spreadsheet.

Where is the "tanker" built?

Forge.
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

Linkeron

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Re: MANUAL - Let me know what's missing.
« Reply #36 on: September 02, 2013, 06:13:22 pm »

So, what you are saying is this:

Instead of writing ~3 new updates I should spend the same amount of time and effort into more details for the manual, which is something everyone with understanding of raws can do, and should do for the wiki. There is a wiki, there are ~10000 players. Why are people not taking the info out of the raws and adding it? Lets say I work another 100 hours on the manual. If 1% of the 10000 players work 1 hour each on the wiki, it would have the same effect.

I understand that people want more info, what I dont understand is why they take if for granted that someone else has to provide it. ;)

With Roses and Maklaks scripts I can automate at least some part of the process though, so some things I can and will do. Interactive lists have to wait till somebody shows me how to do those, because I certainly cant.
Why don't you dig through the raws and make an article on the wiki for embark creatures which will include such basic info?

Animals at embark are an essential part of starting a fortress. Personally I think if it's not documented what any of the animals do and if the ones that are documented (vanilla) aren't even in the mod, it's difficult to start a new fortress at all.

I feel like you shouldn't have to go through the raws just to even play the mod. Still love the mod Meph, but it's like changing or taking out a feature that people rely on to play the game and not explaining anything. Extra things that aren't really essential should be looked up and added to the wiki, I agree. Even just a few lines or a simple description of each creature, not even necessarily extremely detailed info would be very helpful.
I've already taken up the job of writing pages on the Masterwork Wiki for the creatures, and I'm gonna start with the domestic creatures because of the exact points you just made. The challenge is I don't know anything at all about writing pages on a Wiki, or even how to correctly decipher a creatures entire RAW. It's gonna take some time to learn, but I can tell you what I already know.

Frilly Lizards and Mouseweasels are the replacement for cats in MWDF, the difference is Lizards also lay eggs.

Mastiffs are a breed of dog, as are Shaggy Badgerdogs. Mastiffs are more expensive at embark, but are definitely worth it. They'll take on all lower difficulty hostiles with ease, some zombies included. They can even take on Kobolds and Goblins 1v1 if you wartrain them.

Boozebelly Goats are an excellent choice as well, as they're milked for an alcoholic drink that can still be made into cheese. Replenishable food and drink from one animal.

Anything with 'Wooly' in their name can be sheard. Cragboars as well, though they give tusks when sheared instead of hair. I have not found a use for them yet, as I don't take them on embark. As far as guard animals go they're slower than Mastiffs, but nothing to be overlooked in comparison either.

Just be patient, not a lot of people want to step up and help out with things like this, and Meph has enough on his plate as it is. Pressuring him to work faster isn't going to help.
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ElenaRoan

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Re: MANUAL - Let me know what's missing.
« Reply #37 on: September 02, 2013, 06:45:51 pm »

leatherwing bats are also vermin hunters and you can shear them for leather
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

Lottanubs

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Re: MANUAL - Let me know what's missing.
« Reply #38 on: September 02, 2013, 06:55:31 pm »

Drakes appear to be the most expensive type of guard dog. They don't reproduce through eggs, like I believed for a time, and are about as expensive as a War Mastiff. However, they're hella effective. They can only be trained for war, though, not hunting, and I don't believe they can be armored (I'm not sure how tough their scales are, either. So in the end, Mastiffs may or may not be more effective).

And yes, leatherwing bats do hunt vermin and can be shorn for leather.

As for 'Mouseweasels,' in my game they're "Moleweasels," so there's some discrepancy somewhere. Still adorable, though.
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Linkeron

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Re: MANUAL - Let me know what's missing.
« Reply #39 on: September 02, 2013, 07:11:46 pm »

Drakes appear to be the most expensive type of guard dog. They don't reproduce through eggs, like I believed for a time, and are about as expensive as a War Mastiff. However, they're hella effective. They can only be trained for war, though, not hunting, and I don't believe they can be armored (I'm not sure how tough their scales are, either. So in the end, Mastiffs may or may not be more effective).

And yes, leatherwing bats do hunt vermin and can be shorn for leather.

As for 'Mouseweasels,' in my game they're "Moleweasels," so there's some discrepancy somewhere. Still adorable, though.
I only took them twice, before I discovered Lizards, so sorry about getting the name wrong.

Did not know about Leatherwing Bats. Thought you had to butcher them for the leather, but hey, shearable leather? I'll take the higher cost and scrap lizards from future embarks for that, for sure.
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Foffy123

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Re: MANUAL - Let me know what's missing.
« Reply #40 on: September 02, 2013, 07:57:07 pm »

Actually, I didn't make those points for myself. I already know mostly how the new animals work due to my own testing and/or trial and error. I just believe that the original creator has a responsibility to make sure the essential information is available.

Meph doesn't have to be the one that does it, but one way or the other it needs to be done for the new player's sake. I'd be glad to give a hand if I wasn't busy at the moment. I can find my way around the raws for the most part, so I'll be sure to contribute to the wiki once I get some free time.

Linkeron

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Re: MANUAL - Let me know what's missing.
« Reply #41 on: September 02, 2013, 08:38:46 pm »

Actually, I didn't make those points for myself. I already know mostly how the new animals work due to my own testing and/or trial and error. I just believe that the original creator has a responsibility to make sure the essential information is available.

Meph doesn't have to be the one that does it, but one way or the other it needs to be done for the new player's sake. I'd be glad to give a hand if I wasn't busy at the moment. I can find my way around the raws for the most part, so I'll be sure to contribute to the wiki once I get some free time.
That's the exact reason why I'm writing the pages on the Wiki, and the essential information is available. You've even been told where to find it. It's just not handed to you like you want it to be, which is where the community then has the ability (And through that, the responsibility) to step in and do that. If you read the changelogs he posts with every update, he explains exactly what he's done to a point. You're expecting him to do, on his own, what normally takes a small team to do in a reasonable amount of time. He does not get paid to do this, and he has his own life away from his mod.

You want to help? Then help. Anyone can edit the Wiki. You don't want to help? That's fine too, just remember that those who are helping have to wait for the new release before they can write up the pages to help the newbies. There's a lot that can be done, and hardly anyone's stepping up to do it.
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ElenaRoan

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Re: MANUAL - Let me know what's missing.
« Reply #42 on: September 02, 2013, 08:57:17 pm »

someone turn off the SEP generator...I can't find it
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

lacora

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Re: MANUAL - Let me know what's missing.
« Reply #43 on: September 02, 2013, 11:25:15 pm »

Hi, in adventure mode when you are a warlock e.g mad sorcerer and cast a spell on someone it says you are surrounded by lightning and it doesnt do damage can you help please? Thanks!
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Lottanubs

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Re: MANUAL - Let me know what's missing.
« Reply #44 on: September 03, 2013, 07:56:03 am »

I'll answer that here, but this isn't the right thread for it.

The magic system doesn't quite work in adventure mode, and we're not exactly sure why. My personal belief is that the relevant dfhack plugin (either temperature or syndromes) fails to load when starting Adventure Mode.

Which reminds me, we're probably going to need a comprehensive summary of the magic system on the Wiki. We can find most of the info on the manual but otherwise we might need to do some science. For example Liches. Meph mentioned that their raised golems:
they keep their soul, so a pet will be a "tame" bonegolem, a follower will be a "friendly" bonegolem, and a raised hostile will be a hostile bonegolem. Same in fort mode, in case you are wondering.

So there's certainly some surprises we've yet to discover.
To arena mode!
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