Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Thoughts about Masterwork RAWs  (Read 1982 times)

Tierre

  • Bay Watcher
    • View Profile
Thoughts about Masterwork RAWs
« on: October 31, 2013, 07:49:01 am »

I like to see through RAWs of different mods and first of them is MW of course:) A year ago i started a thread where i was taking out parts of MW and posting them for people who wanted to use them in their mods, and possibly to find errors or duplicates.I want to do it again (hopefully i won't burn-out like last time, then i stopped watching at DF's direction for a year. MW is so big after all).

I hope i would be able to help find all the little mistakes and clutter which are left from all the research and changes Meph does.
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #1 on: October 31, 2013, 07:51:06 am »

I will repost this from Discussion and Suggestion thread to keep all my findings in one place:

A quick question - you have inorganic material BLANK_LIBRARY which is used for different paper implements.

So if you make some writing thing it is usually TOOL_PAPYRUS:INORGANIC:BLANK_LIBRARY or PAPER, or VELLUM or even CLOTH. Then it is used as a reagent with TOOL:NO_SUBTYPE:INORGANIC:BLANK_LIBRARY (or for some strane reason TOOL:NONE:INORGANIC:BLANK_LIBRARY in RESEARCH_LABORATORY_WIZARDSCHOOL_STEP_ONE).
But you also have TOOL:ITEM_TOOL_GLUE:INORGANIC:BLANK_LIBRARY which can be used in those reactions but strikes me as odd. I mean i wouldn't use glue INSTEAD of paper:)
It is obviously unintended from the MAKE_TNT reaction where you have a comment
[REAGENT:C:1:TOOL:NO_SUBTYPE:INORGANIC:BLANK_LIBRARY] => paper, papyrus or vellum
Shows you didn't intend it to be glue.
Just my first glimpse at the raws.

Also in cheating reactions you left you have ballista parts from that material.... do they work? Funny idea to make a book from chain or ballista:)
« Last Edit: October 31, 2013, 07:52:39 am by Tierre »
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #2 on: October 31, 2013, 08:06:51 am »

Now on to cheat reactions left for testing purposes - i think they should all be removes, as they clatter RAW and load into the game thus reducing (even slightly) FPS.

They are:
building workshop in building_masterwok.txt
Spoiler (click to show/hide)

This building is used in [REACTION:WARD_CULT] as second possible workshop and i think should be removed from this reaction.

Also there is a reaction_cheat.txt file which is a real testers dream.
Including such products as [PRODUCT:100:21:CHAIN:NONE:INORGANIC:BLANK_LIBRARY] which can probably be used as a part of book writing process:)
And testfor spawning dogs too using a stone INORGANIC:SPAWN_DOG which is used only in this reaction and hence should be deleted with the reaction from inorganic_zmasterwork2:
   [INORGANIC:SPAWN_DOG]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE][STATE_NAME_ADJ:ALL:Spawn a creature][MATERIAL_VALUE:0]
[SYNDROME][SYN_CLASS:\COMMAND][SYN_CLASS:spawn][SYN_CLASS:SHAGGY_BADGERDOG_DDD][SYN_CLASS:0][SYN_CLASS:Dogmeat][SYN_CLASS:\LOCATION]
As i understand it uses DFhack to spawn a creature with it's scripts targeting syn_class \COMMAND.

Also in 1 reaction there is product [PRODUCT:100:10:TOOL:NONE:INORGANIC:BLANK_LIBRARY]    which really puzzles me:) What would you get from it? Also in inorganic_zmasterwork.txt there is a CHEAT inorganic material which is not used anywhere at all - guessleft from testing different coatings. Also there is a question for the armok's armor and shield made from quite interesting materials:)
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Thoughts about Masterwork RAWs
« Reply #3 on: October 31, 2013, 08:25:04 am »

The glue is a good find.

The cheat reactions I wanted to clean up, and add as a "Dev-Mode" Button to the GUI. People like you, billy jack, or other testers, that just want to start up a quick fort to look at features, could enable it and spawn everything they need.

Clean up is very welcome. I know that there are tons and tons of unused entries, scattered everywhere. Its a 2 year developement, no clear plan, and lots of stuff by other authors in it.
Logged
::: ☼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 :::

Tierre

  • Bay Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #4 on: October 31, 2013, 08:28:37 am »

Those materials used in cheat reaction:
[REACTION:CHEAT3]   
   [NAME:Test marker destroy]
   [BUILDING:CHEAT:CUSTOM_S]
[REAGENT:A:1:TOOL:ITEM_TOOL_RED_MARKER:NONE:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:KILL_NECROMORPHS]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_MARKER_STOP]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_ARMOK:INORGANIC:ADAMANTINE1]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_ARMOK_SWORD:INORGANIC:ADAMANTINE2]
   [PRODUCT:100:1:SHIELD:ITEM_SHIELD_ARMOK:INORGANIC:ADAMANTINE3]

Interesting are those 3 versions of adamantine located in inorganic_dfhack.txt and not used anywhere else (i think they should be deleted from a list of materials, so that megabeasts won't come made from them).
Spoiler (click to show/hide)
What is interesting about them? They are full copies of usual candy but they got syndromes attached to them. And those interactions are not used anywhere so can be deleted too. From interaction_masterwork:
Spoiler (click to show/hide)
I don't really understand what it does (i was always bad with interactions) but i think it gives a great speed to a dwarf. But will it work as part of inorganic material for armor or shield? I am really interested how Meph tests ended:)
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Thoughts about Masterwork RAWs
« Reply #5 on: October 31, 2013, 08:37:33 am »

It works like this: You make three items from these three materials. You wear one of them... or even two... nothing happens. You wear all three? BAM, you get a positive effect. Its testing for item-sets. Imagine Diablo-type or DragonAge-type equipment sets. You get all items of a set together, you get a bonus.

I never used it, because it spams (internally, the player never knows) these interactions a lot, was the only way I could do this. I didnt want people to have FPS problems if they have 50 dwarves running around in that stuff, so I never developed it further.
Logged
::: ☼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 :::

Tierre

  • Bay Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #6 on: October 31, 2013, 08:43:08 am »

Finally i noticed Meph answered me:) I went on a little strange mood here and been posting very fast. Well i just started with taking 4a RAWs (they are same as 4b right?) apart. And first things taken out were those which are not needed by a usual player (not those addicted to different testing FUN things like me). So i will just post everything i found for your Dev-Mode Button:)
Some kobold test reactions in their entity
+++PERMITTED_REACTION:CHEAT_KOBOLD+++
+++PERMITTED_REACTION:CHEAT_KOBOLD2+++
+++PERMITTED_REACTION:CHEAT_KOBOLD3+++
+++PERMITTED_REACTION:CHEAT_KOBOLD4+++
Can be deleted.....

Those are in reaction_kobold:
Spoiler (click to show/hide)
There are some really hardcore plants there from [PRODUCT:100:5:PLANT:NONE:NONE:STRUCTURAL] - how do they work out really?

PS i won't have much time to test things in real DF fort, because a pregnant wife and a son in first school grade are taking all my free time at home and at work i can't run DF or security guys will notice (it is a sad thing then all exe's you run on your machine are logged and sent to security guys). So i will be playing DF in RAW mode:) Please tell me if i missed something in things i take out.

PPS oh another answer from Meph:) Cool implementation of item sets. But if it not works why not make those armor and shield simple things (with say little bonus on each) but make a reaction which will combine them into 1 item which gives big boost. Now the problem here is you can't forbid them wearing something in slots which are now unused. Also if each item gives small bonus - people will still want a set as it's effects would be additive. Also - does those effects are summed up or multiplied?
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #7 on: October 31, 2013, 08:46:24 am »

Still.... those things will continue spamming interactions and will kill FPS. So all idea should be either rethinked a lot or postponed before Toady changes something in interaction engine.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Thoughts about Masterwork RAWs
« Reply #8 on: October 31, 2013, 08:53:41 am »

I'll go into detail about itemsets another time, but here this:
Quote
(they are same as 4b right?)
NO. Seriously, they are not the same. Dont work with outdated versions. Changelog is here
Logged
::: ☼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 :::

Tierre

  • Bay Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #9 on: October 31, 2013, 08:55:15 am »

Oh i mislead you. I meant i use 4b and there are no changes with 4c.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Thoughts about Masterwork RAWs
« Reply #10 on: October 31, 2013, 09:16:26 am »

In that case: Ok, no worries. ^^
Logged
::: ☼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 :::

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #11 on: October 31, 2013, 10:15:29 am »

I'm all for this and will gladly help out.

Removing unused materials and reactions would be a big help on the future development and testing of the mod. And in some cases, make the managing of materials in stockpiles easier.
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Tierre

  • Bay Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #12 on: November 01, 2013, 08:10:54 am »

random things i found:
in creature masterwork
Spoiler (click to show/hide)
can be deleted as it is not going to be used. Now weather reactions are done in other buildings. Not used anywhere.

Also in item_z_orcfort
[ITEM_TOOL:ITEM_TOOL_BLUEPRINT_RUNESMITH]
[NAME:library blueprint:library blueprints]   
[VALUE:1000]
[TILE:10]
[SIZE:1000]
[MATERIAL_SIZE:1][UNIMPROVABLE]
Name should be Runesmith blueprints i think. It is obviously copied from previous arcane library blueprint.
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #13 on: November 06, 2013, 06:52:39 am »

Kobolds (non playable) and goblins should get their separate enntity files - then you disable them some lines tend to stay behind and stick to dwarves entity. Namely YESKOBOLDYESGEMSHAPE and YESGOBLINYESGEMSHAPE are not working as they should and !NOMORECLOTH! in goblins give
!NOMORECLOTH!ITEM_ARMOR:ITEM_ARMOR_TUNIC]
!NOMORECLOTH!ITEM_GLOVES:ITEM_GLOVES_GLOVES]
!NOMORECLOTH!ITEM_HELM:ITEM_HELM_HAUBERK]
!NOMORECLOTH!ITEM_HELM:ITEM_HELM_HEADBAND]
!NOMORECLOTH!ITEM_SHOES:ITEM_SHOES_SHOES]
!NOMORECLOTH!ITEM_PANTS:ITEM_PANTS_PANTS]
!NOMORECLOTH!ITEM_PANTS:ITEM_PANTS_LOINCLOTH]
to dwarves if enabled. It actually doubles loincloth and gloves which can give some glitches.
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: Thoughts about Masterwork RAWs
« Reply #14 on: November 06, 2013, 07:16:54 am »

Also GUI could get some more polishing. Then i was playing with settings garrison and some other workshops sometimes never turned off then i pushed buttons. Also in megabeast file appeared some strange symbols which persisted (hampered with my WinMerge) before i deleted them manually.
Logged
Pages: [1] 2