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New scripts allows creature spawning. Which type would you like most? You have 2 votes.

Constructs: Mechanical/Steampunky Creatures, like Turrets, Landmines and Golems.
Fungi: Fungus-farming dwarves create Myconids, Slimes and Blobs.
Summoning/Conjuration: Demon and/or Elemental summoned at a magical altar.
Animate/Alchemy: Animate mud, stone, gems, metals, weapons or armor into "animated sword" or "mud golem"
Entymologist: Create giant insect versions, like Giant Spiders and Giant Roaches through mutation.
Heroes/Unique Super-Creatures: Hire well trained mercs or heroes of dwarven legend. Only one at a time. (Unsure if possible)
Something else (Please give more info about your idea)
Whatever you think is best, Meph. But rather towards new types. (Fungi/Demons/Animated things)
Whatever you think is best, Meph. But rather towards existing types. (Constructs, Colosseum)

Pages: [1] 2 3 ... 9

Author Topic: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.  (Read 13205 times)

Meph

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Masterwork Dwarf Fortress V.3i - Patch

Download Patch - Requires MDF V3i

 - Fixes spawning of creatures
 - Fixes missing manual pictures in quick-guides
 - Fixes pottery in phoebus, ironhand and ascii > this require a new world gen.

Install:
Download, Unpack, Copy into MasterworkDF V3i folder, Replace all, Done.


Masterwork Dwarf Fortress V.3i


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: Special thanks to Boltgun, Putnam, Warmist, Maklak, Roses and Apani, all of which have helped greatly on this update. 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.







Overhaul: Skills & Labors
Code: [Select]
Comedy is now:       Playing Music       Used in: Tavern
Flattery is now: Public Speaking       Used in: Speaker Podium
Trapping is now: Trap Setting & Poisoning Used in: Poisoner
Stone Crafting is now:       Stone Crafting & Pottery       Used in: Clay Oven & Pottery
Playing Music is now:          Tool Making       Used in: Toolmaker
Crossbow-making is now: Bow & Ammo Making       Used in: Bowyer & Fletcher
Wax Working is now:          Chandler Used in: Craftsdwarf (Will be used for Chandler and Light-System)
Animal Training is now: Animal Training & Armoring Used in: Warbeast Kennels
Animal Armoring is now: Animal Caretaking Used in: Nothing (Will be used for new features in future)
Siege Engineer is now:          Engineer Used in: Engineers Forge (Well be used for the Artificer in future)

This only means: You cant spam good trapparts that easily anymore, I combined the rather unused Animal Trainer and Armorer into one, freeing one skill. Same idea about the WaxWorker:Chandler, which will be used in future updates together with Rendermax, which adds lighting to the game. The Toolmaker is for the Toolmakers Workshop, and both Music and Speeches are done by social skills. Just like the Merchant Stalls use Negotiation.


Bugfixes & Balancing
 - Added stonesense colors for porcelain, stoneware and earthenware.
 - Stonesense shows correct color for grasses now. Thanks Apani.
 - 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.
 - 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.


New Feature: Breeding Warrens



 - Kobolds can build this new workshop from blocks, leather and a bed.
 - Breed new kobolds here. Run a reaction, get one brand-new kobold of a selected type.
 - Bred kobolds have a set name (which you can change) and are born naked. So prepare some clothing first.
 - Breeding costs you some time of one worker, a stack of meat and a tanned skin to snuggle in afterwards. ;)
 - Just like the dwarven turrets/landmines, this should be treated as a testrun. If well recieved, the system will be expanded.


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.


Plans for next version: I know that Religion and Warlocks were high on the list, so this is still a priority, even if I did not touch them in this release. The next release will focus on improvements of current workshops and game mechanics. Depending on the time I finish the next release, I might even be back in Germany and can starting on the UI. After that it will probably be no DF for me for quite some time, as I do have one or two things I want to do when I am back. ;)


Donations
If you like the content and want to help the developers, why not buy them a coffee?
Support Toady ::: Support Meph / MasterworkDF :::
Thank You!
« Last Edit: September 13, 2013, 02:10:43 am by Meph »
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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 :::
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Apani

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Looks like I'll have to work more for a manual credits promotion. ;)
On breeding warrens: I think I won't use it, while kids requiring clothes and food may make it balanced, with triplets and quintuplets and whateverplets I think you're supposed to have enough enough children around. The fact they can do pre-fixed jobs and grow (an die) quickly as well is rather useful too.
Anyway, Kobolds lay eggs. You can keep this in mind for future modifications.
I think you could make large daggers required for thieving missions as well.
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Meph

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These are dog-like mammal kobolds. No eggs. Silentdeth reported that the many deaths caused by old age did deter migration, because they dont want to travel to the "cursed deathtrap that is your fort", simply because people die of natural causes. And please do test the warrens at least once, after all, I want to know how they work out. ;)

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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 :::

Apani

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Yeadh, I'd already figured out these weren't Authentic Cave Thieving Greenskin Machos Kobolds. No migrants because of death? Never heard about that.
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https://imgur.com/a/FmNzHhh

Pascale

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Ach, I can't vote for three things. *sigh* Oh well, someone else will have to vote for fungus.
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Felius

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Nice! Gonna test it soon. Kinda sad about the Dragon Raptors, I liked them, even if they were evil bastards that could destroy entire fortresses. :P

On a sidenote, Meph, for the the version after this one, any chance of implementing the sling as a new weapon? Partially because it might be nice to have a weaker ranged weapon that's very easy to make and to supply ammo for, partially because I want some use for lead that's actually useful. :P Or should I go learn how to mod DF and do it myself instead? :P :)
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"Why? We're the Good Guys, aren't we?"
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Meph

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Play kobolds, their main weapons are slings and bolas. ;) I decided against slings, because how low tech can you get, when you only need a piece of wood/bone to build a crossbow? Slings cant be easier to make, there would be no reason to make them.
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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 :::
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Felius

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Play kobolds, their main weapons are slings and bolas. ;) I decided against slings, because how low tech can you get, when you only need a piece of wood/bone to build a crossbow? Slings cant be easier to make, there would be no reason to make them.
For me it's actually more about the ammo than about the weapon itself. I really want to get rid of all that lead that I end acquiring in a somehow practical manner, specially since I dislike using lead for trade goods or furniture for semi-rp reasons. Gunpowder is a bit annoying to make, so going for downright firearms is not entirely practical. :P

Edit: On another note, when you can, the UI still need some fixes: Removing the architect study button toggle, adding one for the science discoveries and fixing the grazer toggle. Those are the ones I remember.
« Last Edit: September 11, 2013, 02:36:44 pm by Felius »
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"Why? We're the Good Guys, aren't we?"
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Meph

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UI comes later... but a sling with lead bullets is higher-tech then a crossbow with bone bolts, but still does less damage. There are other uses for lead, I am sure. ;)
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Felius

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Fair enough. Gonna have the check later, but do sawdust still have quality modifiers? It's kinda silly and annoying for the negative thoughts when it gets cleaned out.
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

SabbyKat

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I am downloading it now, but two things.

#1 THANK YOU FOR MAKING GOLEMS/TURRETS IMPROVABLE!! :O Yes, that needed to be said in caps. Golems are quite insanely OP (unless you fixed their immortality, but you likely known/intend to fix that in the coming updates), but turrets especially can benefit from this. Would the increased skill make them 'deadlier'? More damage to flesh, pierce armor better, shoot further, all of the above? (I would test, but yes. Sure others are curious too).

#2 Thank you for making animals war-trainable and viable! I hated how I captured/traded for sauropods or something that should be hilariously fun (impractical due to their long breeding times and such for real 'war animals') only to see them miss 99.98% of the time, and when they hit, hit like little girls. I giant elephant shouldn't 'bruise the fat' of a freakin' gnoll! The raw size of it is almost as large as a SPERM WHALE for crying outloud! :P Now with this, I can fix up those oddball critters (and my real guard animals!) to do some real damage. Especially invaluable on 'harder siegers' (+material, and +skill especially as they dodge like crazy even on mastiff's or similar who have +5-6 skills).

#3 Over-all lots of great changes, perks, and additions. the removal of needing toolkits, etc, really shouldn't be a 'what if' - but a definite choice! It adds a burdensome layer of effort with no real perk that was done as a 'work around' - if you found a solution, implement it! Though, I still like changelings and think they can be given some new use. Maybe able to 'create' new migrants/other race migrants (if there's no issue with that functioning), maybe with the lobotimized syndrome on creation to keep them a bit less desirable then real migrants? Though, that belongs in a suggestion thread. :P

Over-all, keep up the good work! Liking this update (despite having spent the last three damn days trying to find an evil embark, with a non-thralling cloud, and having just got it 30 mins before I see the new update, ARGH!), and can't wait to see especially how 'souped up' I can make the turrets. I don't expect killing machines, but it would be great to make them more valuable. :)

P.S.

Been looking around, but yes. You talk of 45 mechanism for a golem (1 golem) to be upgraded to max. Are mechanism still only from automatons?

P.S.S.

Yes, I'm annoying, I know. :D
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TheKevroar

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Hi Meph,
first of all i'd like to thank you for your big work on the manual!!!

Unfortunately there is an error in the new manual: the tileset manual is an almost blank page. Nothing is showing.

Just FYI...

Keep up the great work!!

TheKevroar
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Arkenor

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Quote
- 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.

Was this actually a problem? Surely everyone is using a high mineral setting in worldgen as suggested in the instructions? Copper is really important for alloying, so missing out on the only ore of it would be a killer.

Losing Tetrahedrite is going to remove the main source of silver too.
« Last Edit: September 11, 2013, 04:02:25 pm by Arkenor »
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Etarip

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Gnome civ's are now disabled by default?
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Etherdrinker

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First, I not a english native speaker, so, some funny grammar is expected.

All the features are really great, I get really pissed how those drakes destroy the whole embark in the first days of the game then some early forrest spiders.  Thanks for the fix.

Other thing is I canīt make work any command in Df hack console they keep saying "is not a recognized command", what I missing?

I wish have more useful workers for a fast settlement that wait for get lucky in the caravans.

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