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Author Topic: Urist McTeellox's patches for Masterwork  (Read 7140 times)

thistleknot

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Re: Urist McTeellox's patches for Masterwork
« Reply #30 on: November 10, 2013, 06:22:24 pm »

say I wanted just the raws? how would I pull just that?

Meph

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Re: Urist McTeellox's patches for Masterwork
« Reply #31 on: November 10, 2013, 06:34:16 pm »

Same question here, I want to do another update before I leave, it would be amazing if you have something I can drag&drop, and then start working on new stuff myself, on your set of raws... that saves me the merging of two sets.
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thistleknot

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Re: Urist McTeellox's patches for Masterwork
« Reply #32 on: November 10, 2013, 09:17:25 pm »

just googled a bit, he'd have to create a submodule...

Urist McTeellox

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Re: Urist McTeellox's patches for Masterwork
« Reply #33 on: November 10, 2013, 10:03:12 pm »

So, it looks like "just the raws" is going to be a common request. Submodules are an option, but I hesitate at their complexity, so I may just write a bot that extracts all the raws and uploads them somewhere.

In the meantime, see my post below!
« Last Edit: November 11, 2013, 12:58:45 am by Urist McTeellox »
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Urist McTeellox

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Re: Urist McTeellox's patches for Masterwork
« Reply #34 on: November 11, 2013, 12:57:03 am »

Okay, I've updated my workflow a bit and I've now got code to automatically generate update zips. These contain all the files needed to update a freshly unzipped upstream (currently 4c) release to the current state of my repository. They contain copies of all changed files, with the exception of Dwarf Therapist and my own maintenance tools. They also contain a 'PATCHLOG.txt' file, which contains a summary of all changes in the file (as well as the branch as a timestamp).

These files are considerably smaller than the ones in my last post, and because I'm generating them with a script, they'll be updated on a regular basis.


Enjoy!

~ T
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thistleknot

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Re: Urist McTeellox's patches for Masterwork
« Reply #35 on: November 12, 2013, 12:52:30 am »

I hope you keep this thread as the defacto go to for bugfixes

I genned a patch the only way I knew how (winmerge).  I was able to clone a repository on my local drive (but it was taking up too much space).  I would only really care to update raw stuff personally so I can conserve space.  In the meantime, I hope you can implement my patches that I posted earlier.

Vanilla attributes patch for creature_Standard.txt

Code: [Select]
--- C:/Games/Dwarf Fortress/Mods/MWDF-patched-raws-unified/Dwarf Fortress/raw/objects/creature_standard.txt Sun Nov 10 18:42:31 2013
+++ C:/Games/Dwarf Fortress/Mods/Masterwork/MasterworkDF 4cv2/Dwarf Fortress/raw/objects/creature_standard.txt Mon Nov 11 21:49:52 2013
@@ -165,6 +164,22 @@
 
  These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.
 
+ Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.
+
+ [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
+ [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
+ [PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
+ [MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
+ [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
+ [MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
+ [MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
+ [MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
+ [MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++
+
+ [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
+ [APP_MOD_IMPORTANCE:500]
+ [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
+ [APP_MOD_IMPORTANCE:500]
 

Bloated Tuber Seeds patch (not my contribution, but is in this thread) in reaction_masterwork.txt
Code: [Select]
--- C:/Games/Dwarf Fortress/Mods/MWDF-patched-raws-unified/Dwarf Fortress/raw/objects/reaction_masterwork.txt Sun

Nov 10 18:42:31 2013
+++ C:/Games/Dwarf Fortress/Mods/Masterwork/MasterworkDF 4cv2/Dwarf Fortress/raw/objects/reaction_masterwork.txt

Mon Nov 11 21:59:11 2013
@@ -3843,8 +3843,9 @@
  [BUILDING:SCREW_PRESS:CUSTOM_G]
 [REAGENT:A:2:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:STRUCTURAL]
 [PRODUCT:100:1:TOOL:ITEM_TOOL_GLUE:GET_MATERIAL_FROM_REAGENT:A:NONE]
+[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:TUBER_BLOATED:SEED]
  [SKILL:PROCESSPLANTS]
-
+
 [REACTION:PRESS_PIG_TAIL]
  [NAME:press oil from pig tails]
  [BUILDING:SCREW_PRESS:CUSTOM_T]
@@ -4041,364 +4042,364 @@
  [PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:VINE_WHIP:MILL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
  [PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:VINE_WHIP:SEED]
  [SKILL:PROCESSPLANTS]
« Last Edit: November 12, 2013, 01:17:55 am by thistleknot »
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thistleknot

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Re: Urist McTeellox's patches for Masterwork
« Reply #36 on: November 12, 2013, 01:20:51 am »

Last, but not least, is the worldgen issue for the garden of gaia, also mentioned in this thread and pulled from the dwarf bugs
Also added back in nicknames, and set mineral scarcity to 2500 (may not supposed to be 2500, but Meph had it set to 200, and this has been known to cause a lot of world rejects).

too long to fit in this post, so linked to
here
« Last Edit: November 12, 2013, 01:28:20 am by thistleknot »
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Urist McTeellox

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Re: Urist McTeellox's patches for Masterwork
« Reply #37 on: November 12, 2013, 01:50:07 am »

I hope you keep this thread as the defacto go to for bugfixes

I'm hoping to, although I'd be delighted not to update the top post every time! It's a shame the forums threads don't let me make that editable to everyone.

Thank you very much for the patches! They're both applied! (commitlog)

~ T
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Urist McTeellox

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Re: Urist McTeellox's patches for Masterwork
« Reply #38 on: November 12, 2013, 02:07:15 am »

Last, but not least, is the worldgen issue for the garden of gaia, also mentioned in this thread and pulled from the dwarf bugs
Also added back in nicknames, and set mineral scarcity to 2500 (may not supposed to be 2500, but Meph had it set to 200, and this has been known to cause a lot of world rejects).

I'm a little hesitant to apply changes to mineral scarcity, since changing it to 200 feels like a feature. :)  The wiki does note that as of DF2012, mineral scarcity settings don't cause world rejections. I've certainly not seen rejects from them (and Gaia has *way* less minerals than I would like, so I presume it would be a reject candidate)

Applying the other changes now. :)
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thistleknot

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Re: Urist McTeellox's patches for Masterwork
« Reply #39 on: November 12, 2013, 05:16:45 am »

ye no issue. my winmerge had those nums diff from urs and 4c

thistleknot

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Re: Urist McTeellox's patches for Masterwork
« Reply #40 on: November 12, 2013, 08:55:38 am »

bloated tuber should be credited to oni77

gaea map should be urmane
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