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Concerning the automatic factories...

Have few types but with many possible functions for each.  The simpler option
- 38 (42.2%)
Have many different types that each takes a particular input, for long assembly lines
- 29 (32.2%)
Have many types, allow using the wrong ones, but using them correctly lets the items have quality levels
- 23 (25.6%)

Total Members Voted: 69


Pages: 1 ... 17 18 [19] 20 21 ... 24

Author Topic: [GNOME] - V0.78.2: Latest Patch: Couple of bugfixes  (Read 46879 times)

Meph

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Re: [GNOME] - V0.51: Industrial Revolution, Part 1
« Reply #270 on: February 27, 2014, 02:35:15 pm »

Yes, it can. Which is surprising, since you just guesses offhand, but yes, it can allow time travel in theory. warpstone = chaos = rift in space/time = wormhole = faster then light travel. But its more Warhammer40k, than classic Warhammer.

But, WTF, I am curious how you will put this into DF. Timetravel. Not bad.
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IndigoFenix

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Re: [GNOME] - V0.51: Industrial Revolution, Part 1
« Reply #271 on: February 27, 2014, 04:37:49 pm »

First test in time travel: A success.  Well, kind of.  Some stuff isn't exactly logical due to how DF calculates time and events.  For instance, it seems that each creature has a set date that it will die of old age at, regardless of other circumstances.  Even if it is still a child.
But yeah, watching a forest grow around you in fast-motion is pretty cool.  The seasonal change seems a bit inconsistent though, weather might operate on a different system.
Now I'm going to try running the clock backwards and seeing what happens. :)

Edit: Time travelling backwards also worked.  Trees didn't un-grow but creatures did age backwards.

Edit: I tried cranking the time flow up by a ridiculous amount.  Everything on the map died of old age but somehow...the game didn't end.  Is this a Masterwork thing or an effect of time warping?  I wound up looking at a forest growing over 2000 years in about 30 seconds, with nothing moving... Then I turned the time back to normal, and migrants immediately showed up.

I don't think anything that drastic will happen in the actual game though.  It'll be more for speeding up the arrival of merchants or giving yourself extra time to prepare for an invasion.  (You'll find out about the invasion by talking to birds.  Turns out DF stores some future events a month or so ahead of time, so reading the future is possible.)

IndigoFenix

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Re: [GNOME] - V0.6: Changing the Cosmic Clock. Also bird-talk and other stuff.
« Reply #272 on: February 28, 2014, 09:43:09 am »

Update time...

This one adds two new machines, an automatic decorator (feed it ground-up items from the grinder in one end, and improvable items in the other) and an automatic tailor (no clothes, but can make bags, ropes, backpacks, and waterskins).

Calling the homeland is a bit more difficult now, you'll need to plan it out ahead of time.  Traders will arrive the season after you send the message.

You can now communicate with birds.  They will give you hints about what kind of creatures are heading for your map in the near future: caravans, migrants, sieges, megabeasts, item-stealing animals, etc, and when they can be expected to arrive.

Speaking of curiousbeasts, when animals steal from you, you will now get merit points for it.  Currently all items give the same amount.  This will change in the future.

As for the time machine, it's called the Cosmic Gear.  You'll need a warpstone boulder, a dynamo, and a bunch of large gems to build it, and a whole lot of power to make it work (it must be powered from above or below, but the power can be transferred through a solid floor).  But it's pretty cool.  You can accelerate time or slow it down to a stop, which will affect things like the season, the arrival of traders or invaders, the spread of material clouds (seriously, I stopped the clock while there was a room with a rotting fish, and the miasma cloud just froze in the air), and other things that have not yet been properly tested but which will no doubt be cool to see.  Note that if you stop time, gnomes will not start idle jobs like eating, drinking, and sleeping, but they will still get hungry, thirsty, and tired, so use this option sparingly.

Giimer

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Re: [GNOME] - V0.6: Time travel. Also bird-talk and other stuff.
« Reply #273 on: March 01, 2014, 12:28:23 am »

hello
I feel like a fool, but I could not run AUTOMATIC plants. Please take a few screen shots, telling about their work

thank you
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Meph

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Re: [GNOME] - V0.6: Time travel. Also bird-talk and other stuff.
« Reply #274 on: March 01, 2014, 12:58:45 am »

IndigoFenix, I am more than impressed. Almost every feature of the race is new, innovative and makes them unique from other races.
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IndigoFenix

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Re: [GNOME] - V0.6: Time travel. Also bird-talk and other stuff.
« Reply #275 on: March 01, 2014, 02:02:41 pm »

hello
I feel like a fool, but I could not run AUTOMATIC plants. Please take a few screen shots, telling about their work

thank you

All automatic machines are powered by connecting a power source (a gear assembly or an axle) to one of their 'gear' tiles (the tiles that look like gear assemblies/rough gems/spiderwebs), typically in one of the corners.  You can also power them by placing a powered gear assembly or vertical axle underneath their center tile.
All automatic production factories must also have both a 'Machine Input' and a 'Machine Output' adjacent to them, next to the center tile of one of their sides (NOT adjacent to the 'gear' tiles).  Items placed on the Machine Input will be processed and deposited on the far side of the Machine Output.
I'm pretty much done with the major features of this mod, aside from some touch-ups and bug fixes, so maybe I'll make a short playthrough with screenshots to demonstrate the features of the race.  Until then, have this ascii diagram:

0[]0
Machine Input->^[][][]#<-Machine Output
0[]0==<-power source

IndigoFenix, I am more than impressed. Almost every feature of the race is new, innovative and makes them unique from other races.

Thank you very much :)  I think I may have gone a little mad with power once I worked out how to use dfhack scripts :P

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Re: [GNOME] - V0.51: Industrial Revolution, Part 1
« Reply #276 on: March 01, 2014, 07:24:37 pm »

First test in time travel: A success.  Well, kind of.  Some stuff isn't exactly logical due to how DF calculates time and events.  For instance, it seems that each creature has a set date that it will die of old age at, regardless of other circumstances.  Even if it is still a child.
But yeah, watching a forest grow around you in fast-motion is pretty cool.  The seasonal change seems a bit inconsistent though, weather might operate on a different system.
Now I'm going to try running the clock backwards and seeing what happens. :)

Edit: Time travelling backwards also worked.  Trees didn't un-grow but creatures did age backwards.

Edit: I tried cranking the time flow up by a ridiculous amount.  Everything on the map died of old age but somehow...the game didn't end.  Is this a Masterwork thing or an effect of time warping?  I wound up looking at a forest growing over 2000 years in about 30 seconds, with nothing moving... Then I turned the time back to normal, and migrants immediately showed up.

I don't think anything that drastic will happen in the actual game though.  It'll be more for speeding up the arrival of merchants or giving yourself extra time to prepare for an invasion.  (You'll find out about the invasion by talking to birds.  Turns out DF stores some future events a month or so ahead of time, so reading the future is possible.)

Wow, it is both possible to do time travel in Dwarf Fortress and tell the future. Have you got some system to call migrants and does it get around the 1000+ units cap beyond which migrants stop coming?
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Giimer

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Re: [GNOME] - V0.6: Time travel. Also bird-talk and other stuff.
« Reply #277 on: March 02, 2014, 01:11:47 am »

I still feel stupid.
1. I created a perpetual motion machine
http://i.imgur.com/6hPM3ci.jpg
2. factory connected
http://i.imgur.com/LRq8qhm.jpg
3. added input and output
http://i.imgur.com/ko4EaHe.jpg
4. brought materials
http://i.imgur.com/fXOF00l.jpg
5. factory consumes no energy and does not work
http://i.imgur.com/RfDchJl.jpg

Masterwork Dwarf Fortress V4g gnome 0.6
maybe I did not include some utility in dfhack?
------------
I apologize for my English but I use a translator


PSS/Thank you, enter "machina d" solved the problem
« Last Edit: March 02, 2014, 03:37:55 am by Giimer »
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IndigoFenix

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Re: [GNOME] - V0.6: Time travel. Also bird-talk and other stuff.
« Reply #278 on: March 02, 2014, 01:41:29 am »

Hmm...Well, your setup is correct.  I should mention that the gnome machines do not *say* that they consume power, they actually run off of the extra power provided by the machine they are connected to.  But the machine should be working.

You need to have the machina.lua script included in your hack/scripts folder, which is included in the download file.  Try typing 'machina d' into the dfhack console.

Wow, it is both possible to do time travel in Dwarf Fortress and tell the future. Have you got some system to call migrants and does it get around the 1000+ units cap beyond which migrants stop coming?

It is possible to call migrants, but it runs off the same principles as force.lua, so no; it simply creates a new migration event but the game still has to determine how many actually show up.  Basically the force script works by creating a new 'future' event and placing it exactly at the current instant.  So the events that can be predicted are the same as the events that can be forced.

As far as I know, the only way of getting around the unit cap would be to spawn new units directly... and honestly it would probably be simpler to simply delete some zombies from the game's memory.  Not sure exactly how, but it should be doable.  Though I'm more interested in trying to figure out what causes that bug in the first place.

IndigoFenix

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Re: [GNOME] - V0.6 Intermission: Demonstration Fortress
« Reply #279 on: March 02, 2014, 02:41:35 am »

My name is Onoondo Oboobogga, from The Chanting Kingdom, a gnome civilization from the Garden of Gaia.  I was selected along with a small band of other gnomes to venture out into the world to try and make a living among the Big People.  Along with us were a tuskox and a rothe, as well as a pair of leatherwinged bats and two pet bobcats.
Our business plan was simple:
 Step 1: Collect rocks.
Step 2: ???
Step 3: Profit!
A perfect plan.  What could possibly go wrong?



We chose a location typical of gnomish frontiersmen.  Thick woodland, with lots of trees for constructing machinery.  A nearby river, for powering that machinery - and for fishing!  Gnomes don't like to kill animals if we can avoid it, since it makes it much harder to make friends with other animals.  What?  No, of course fish don't count as animals.  Well, except for the big ones.  Anyway, there's also a high liklihood of metals in the area, although it's hard to find places that don't have access to metal here in the Garden of Gaia.
It was only after we arrived that we realized our mistake.



No sand.  No sand means no glass, and no glass means some of our higher-end technology wouldn't work.  Well, there are alternatives.  But it would be a setback for sure...
We immediately began in traditional gnomish fashion: cutting down a small clearing in the forest, and digging a hole in the ground.  In a matter of hours, we had set up a carpenter's shop and carved out some wooden blocks to construct a Nature Shrine.
We set it up near the river.  We agreed to all take turns communing with the animals around us.  All gnomes are natural animal trainers, and it is important to spend time out in the woods.  At least, that's what I think.  Our mason took the first turn...



There were some otters playing in the river.  One of them came out to greet us.



We're off to a good start!  One of the otters decided to join us.  And a platypus, too!



We immediately designated a standard training area and set anyone with free time to bond with our new river-dwelling pals.  If they get bored of us, they'll leave, but if we spend time with them, more animals may show up later.  The stronger or more wild an animal is, the harder it is to coax to live among us, but if we are kind to the animals we have, they will see that and become more interested in our society.



Of course, personal skill also comes into play.  Seems I just don't have the experience needed to tame coral snakes... but in time, that may change.



We carve out a modest underground living space.  It's nice and cozy, and there's plenty of rocks, and we even dug up an old chest!  But we need to find some metal, and soon.  No metal means no large pistons, and no large pistons means we can't make a seismic telegraph to send a message back to the homeland.  And if we don't send a message back to the homeland, we'll stop getting migrants pretty fast.  Gnomes are a cautious folk.



Well, we found some emeralds.  Gnomes love the gem business.  We have a trick that makes finding valuables underground easy!  But first, we need access to a lens.  Normally we prefer to make our lenses from cheap glass - it's a shame to waste a precious gem on a simple utilitarian item.  But with no sand, it seems we have no choice...



Oh, look at what we found in the chest!  A large gem, a statue, and...what's this thing?  A soul?  What could we do with a soul?  Well, the statue will look nice in the dining room.  A gold statue of our people!  Whoever buried that chest had good taste.  We also found a golden pot.  We mostly have been keeping fish in it.  Our fishergnome has been keeping our stockpiles and our bellies filled quite nicely.
We build a small tinker's shop and make a nice lens out of one of the emeralds.



We then set up a small excavation site.  It's time to stop leaving this metal-searching business up to chance.
Anonu brings the emerald lens to the site.



Big people tend to miss the signs that we gnomes can find if we look hard enough.  Sure enough, there are traces of malachite nearby, both to the north and to the south.  We decide to dig south first.  Maybe we'll find another old chest.



Our prospecting methods might not have pin-point accuracy.  But they're never wrong.  Where's the malachite?



Oh, there it is!  And just in time for the start of summer.

We decide to do some more prospecting near the dining room.  We just got some migrants, and need to expand to make bedrooms for them, so why not expand in a direction that's likely to have goodies?



Seems there's been some nice gems hiding right under our noses.
Meanwhile, we start smelting that malachite.  Shame we haven't found coal, we're going to have to burn some trees...



We smelt some copper from the malachite.  There's plenty of slag, but that's hardly a bad thing... but I'll get to that in a bit.  First priority is getting that telegraph up and running.  One of our new migrants is a metalsmith, so we set him to work making us a copper piston.



We set up a telegraph.  Also it seems that our mechanic has some ideas.  What's that off to the side?  Looks like a device for bringing power down into the ground from the river...
We make a sawblade as we're sending the request for traders...



What?  No response?  But...how?  This isn't good... if we don't get traders, we'll never get migrants and our colony will die out for sure.
Our mechanic is still at work.  I send another message...



Oh...seems like our message was recieved after all.  What a relief!  Also, our otter had pups!  Seems that we tamed another otter while I wasn't paying attention.  We quickly designate our sleek new residents for early training.
I'm surprised, though, that we haven't gotten any other new animals to join us.  I check the surface and find that there have been some echidnas running back and forth. Seems that since we built a bridge across the river, they've been trying to migrate across.  But our pastured tuskox has been scaring them.  The tuskox seems to be a little too close to the Nature Shrine, too.  I don't think any animals have been coming close enough...
Well, disrupting animal migration routes is no good.  Animals blocked from leaving the area won't join us.  We build a second bridge further south for animals to use, and also move our tuskox to where it won't disrupt our attempts to communicate with the wild creatures.  Now that we have some more migrants, we can also afford to run a second Nature Shrine.



We get our first thieves.  Some filthy kobolds seem to have taken an interest in our goods... and it seems that they killed one of our bats!  This cannot be forgiven!



Also they cut off our fishergnomes right arm.



Well, you win some, you lose some, I suppose.  An owl has joined us.  And he brings news.
It's good to know that our traders are on their way.  And some dwarves, too!  But I'm worried about those goblins...we should really get around to setting up proper defenses.  At least the dwarves should be arriving around the same time.  They should help us... but we can't rely on it.  If my experience serves me, I'd guess that they'll start showing up in around a month's time, right around the onset of the winter season.  I hope our mechanic has a good plan, because we just aren't equipped to deal with a band of greenies face-to-face.

So much to do, so little time to prepare...

Meph

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Re: [GNOME] - V0.6 Intermission: Demonstration Fortress
« Reply #280 on: March 02, 2014, 04:50:21 am »

Massive post with feedback coming up. I loaded the game, embarked and build a ton of building, and had a look at everything. The biggest parts are working, but there are many, many small issues. Mostly cosmetical or user friendlyness, but a few are big, like the missing Metallurgist/Ore Processor workshops.



One thing I noticed: The current download doesnt include the manual file I send you, with the building icons. http://dffd.wimbli.com/file.php?id=8437

Most of your building dont have the skill help reaction I usually put on top. Since I did that, I never get any questions in the forum about: What skill does workshop X use? It was a really simple addition to help new players.

Ctrl+h hotkey in buildmenu conflicts with dfhack hotkeys. You should probably try to avoid all Ctrl+Somethings. There are plenty of CUSTOM_A, SHIFT_A and ALT_A left.

Hotkeys for Artificer and Magma Artificer and Clockwork shop are all already taken. (Actually, after looking at everything, there is too much chaos with unsorted buildings to start with proper hotkeys. You add, remove and move so much stuff, it wouldnt make sense to do this now)

You could add a "MISC" category under the screw press/soap maker (the last vanilla workshops) and before the mod workshops, like pottery, thatchery... and move the unraveling machine into this, its in Administration atm. ^^ I think you have to move it to building_custom.txt for this.

I dont know why, but the Magma Artificer shows in the menu, even before you discovered magma. (?) Its odd, the raws are correct. Maybe its because its a workshop that needs magma, and DF is not smart enough to notice. Magma Furnaces work fine.

You have the torchbearer statue and the candelabra as rendermax decorations, but both require special parts (candles and torches) to be build. But the Gnomes dont have access to them. I guess you could change this, maybe add electrical lightbulbs or gaslamps for Gnomes, or simply disable these two dwarven lights, or add the chandler workshop.

I saw that you can make weapon hilts as gnomes. Are they used for anything? In dwarf mode they are just for the heavy twohanded weapons. You could probably remove this tool from the entity file.

You have shoes and socks. Shoes in MDF are, literally, the vanilla socks. People wear shoes inside of boots and all that. You can easily delete the socks and get rid of clutter that way, except if you really like that sandals+socks vibe ;) (I guess gnomes will currently also wear shoes inside of sandals.)

Brewery makes bloodwine. I would deem that a bit un-gnome-like. After all they are friends of animals, and dont want to butcher, bleed them out and drink the blood.

I would advise to split the workshops a lot more into categories. The Arc Smelter and Thunder Forge clearly fall under Furnaces, not Workshops, and all these NOR/AND/OR operators could go to furnaces as well, in the catergory =======OPERATORS========. POWER GENERATION could be another one, for dynamos, coils and steam/clockwork key.

Druidic device under nature, the machinery into the fitting place, the high end stuff like the cosmic gear into its own, I usually put such high-end things into furnaces as well. I noticed that you already have several category titles, but its simply not sorted yet. I guess a small oversight, because you have to much fun adding new stuff. :P

The slaughterhouse has two times "SKILL BUTCHER" skill help reaction on top. One of them can go...

The farmed tree saplings only give wood with the sawmill. To get the special items, like the glass weapons from glass thorns, or the awesome leather from nethercap, the dwarves build a Herbalists Lab. Your gnomes dont have that, so they cant use these. I guess you can add this to the "nature" part, some sort of tree-related workshop that allows gnomes access to these natural materials. Just look in reaction_masterwork2.txt for HERBALIST LAB, the reactions I mean start at [REACTION:RESIN_MAKING].

I would say that some of the decorations, like pentagrams, totems, monster statues... they are all not gnome-like. You could easily remove them, this way they are more unique to other races. Warlocks for example ;)

Magnets. They are made in the smelter. I can understand that magnetic metal is made there, but arent magnet precisely made tools, to be made in the forge or better: Toolmaker?

I might have overlooked something, but the Metallurgist is missing. (Yes, the dwarven one required research, so it would be best to just copy the workshop, make METALLURGIST_GNOME, add [PERMITTED_BUILDING:METALLURGIST_GNOME] to all the reactions in reaction_masterwork.txt for the dwarven metallurgist. The workshop is super essential, since ALL ALLOYS, I repeat, ALL ALLOYS in the game are made there. For example you have "make spring-steel precision tool" and "make spring-steel flintlock" in your Toolmaker, but no way to make spring-steel, which requires steel and nickel and is made in the, you guessed it, metallurgist. It also makes normal alloys like electrum, bronze, sterling silver, rose gold and all that. You really need it. (Also brass, for your brass pistons and so forth)

Also missing: Ore Processor (wow, you probably get lots of slag), and Crucible. For smelting cobalt and titanium and such. I think its done in your Arc Smelter, but its empty (?) Is it one of the automated machines?

Make Mechanical Wooden Arm in the carpenter, is that intentional?

The slaughterhouse gives you megabeast souls. I guess you dont use them for anything yet. Dwarves have the Megabeast Kennels for that, just wanted to give you the heads up that these souls are tools, and dont wither away like normal ones. They are so rare and valuable that you should probably could do something nice with them, like power your mechanical dragon engine with it, or similar features. Or add an automatic reaction to get rid of them, otherwise you are stuck with them.

The tailor you have makes dwarvish clothing and armor. You should probably copy the reaction, add MAKE_SET_XXX_GNOME and add the fitting items from your entity file. I did the same for Warlocks, its not much work. 

The tailor also has the original unravel cloth reactions. You can safely remove them, since you have the much better unraveling machine. Otherwise you just have a few of the reactions twice.

Not sure, but are you using paper, papyrus, vellum and cloth pages for anything? Like writing, books, libraries, scribe... because if the answer is no, you can easily remove these reactions. They are in screw press (paper from wood), the thatchery (papyrus from plants), the tanner (vellum from leather) and the tailor (cloth pages from cloth).

I dont know if you have any skill-training yet (or if you even want to), but a gnomish scribe seems fitting. I myself could envision gnomes having a library similar to the dwarvish ones. If you want to copy or alter the system, you would already have the basics with journals, ink, glue and papers. (all these reactions are already enabled in the gnome civ as I noticed)

You could remove the medicine reaction from the apothecary, as gnomes dont have the diseases, OR you can add the diseases to the gnome creature. Although they are not well made yet, sorry for that. I need to improve that system, before people start going even more insane because of plagues.

Easter Egg Time: You should really, really remove/alter the [REACTION:PREPARE_RELICT_11] you use. Make a [REACTION:PREPARE_RELICT_11_GNOME] and give it something normal. Dwarves have the temple to deal with this, but gnomes will die. Your fortress will crumble if gnomes uncover relict11.

You might want to add something like this:
Code: [Select]
[REACTION:KILL_SOGGOTHS]
[NAME:Sacrifice a dwarf to banish shoggoths]
[BUILDING:ARMOK_TEMPLE:CUSTOM_G]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SACRIFICE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:KILL_SOGGOTH]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_ARMOKDEATH]
[SKILL:EXTRACT_STRAND]

The important part is the kill_soggoth. If gnomes dig the non-euclidian rock, the shoggoths might kill your fort, but surely the FPS, since they multiply without end in combat. Again, the dwarves have the temple to clean that mess up, but other races are rather helpless atm.

Again, not entirely sure: Do you have a way to make blackpowder pouches? I saw it as a requirement for rocket boots for example, but the dwarves make it in the chemist. Your gnomes do not have a chemist, or a gnomish version of it. 

I noticed how many of the automated workshops are completely empty. No reactions what so ever. Since I know that you do a lot with power and dfhack, I know how they are supposed to work, but most players will just scratch their heads and think its a bug. I cant stress this enough: It would be a very good idea to add a few placeholder reactions. Just something like that:
Code: [Select]
[REACTION:HINT_MISTGENERATOR_1]
[BUILDING:MIST_GENERATOR:CUSTOM_NONE]
[NAME:To use this workshops, do X or Y]
//if the hint is too long, make as many as you need. See my embassy.

EDIT: PS: Gunsmith is missing as well. ;) I saw you have the flintlock reaction, but no workshop to use it to create actual muskets or pistols from it. Except you have a gnomish version that I missed.
« Last Edit: March 02, 2014, 05:04:41 am by Meph »
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IndigoFenix

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Re: [GNOME] - V0.6 Intermission: Demonstration Fortress
« Reply #281 on: March 02, 2014, 06:44:18 am »

The next update will have a better manual.

Skill help...that's an idea.  Then again, they generally all use the same skill anyway.

I redid all of the building hotkeys.

Artificer and Magma Artificer are now furnaces, to fix the magma issue.

I removed all the illuminations except the Gem of Light.  Powered lightbulbs may come, but first I have to figure out how rendermax gets its info.

Weapon hilts, shoes, and bloodwine removed.

Logical operators have been given their own category.  I want to keep all of the powered workshops together, even things like the druidic device, arc smelter, and cosmic gear, because even though they have vastly different functions they all function in basically the same way, so it's less confusing that way.  Maybe the workshops that need an input and output could be given their own category though.  Also, the game stores workshops and furnaces as separate types of objects, so splitting the automatic machines between them would make the code much more complex to write.  Just technical stuff.

I guess I might make something to get the special tree items, but for now the sawmill is only there to give access to more logs for machinery.

Some of the decorations have been removed.  The pentagram could stay though.  Gnomes like arcane wisdom and connection to the earth, which is what the pentagram actually represents, at least in some circles.

I'll probably add more metallurgy options, but for now it's not that critical.  Remember, gnomes don't really do melee anyway.  As for the toolmaker, I removed it.  All of the parts it makes, gnomes can just make in the regular forge or the tinker's workshop.  As for slag... gnomes can convert it into sand, which they use a lot of.  Slag is mostly silicon, after all.

Wooden mechanical arms are intentional.  I plan on making wooden robots too, but I'll need to rewrite some of the construct-creature code to allow organic materials.  At least now I know how to do it.

Megabeast souls... I didn't really think much about them.  However, if they are high-value items, gnomes can leave them out for curiousbeasts to steal and get a lot of nature merit that way.  I kind of like that idea, actually.  Especially since having a ton of nature merit is a prerequisite for taming other megabeasts.

I gave gnomes padded clothing.  They can use it.

A gnomish scribe would be a good idea, so I'll keep that around for later.  Knowledge is their thing, after all.

Blackpowder is made at the bomb maker...which doesn't show up because I misspelled it.  So that's fixed.

I made a reaction to 'check the power' for all powered workshops.  It's not a bad idea in any case.

Question about soggoths and necromorphs: will the reactions that spawn them even affect gnomes in the first place?  I notice that they have affected_creatures, so wouldn't they simply do nothing?  Which isn't to say I can't make a way to deal with it, I'm just asking if it's actually a concern.

Meph

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Re: [GNOME] - V0.6 Intermission: Demonstration Fortress
« Reply #282 on: March 02, 2014, 07:34:46 am »

Quote
I removed all the illuminations except the Gem of Light.  Powered lightbulbs may come, but first I have to figure out how rendermax gets its info.
Its quite simple. In the Dwarf Fortress folder you will find the Rendermax.lua. The entry for the glowing orb is this:
addBuilding("Furnace:Custom:GLOWING_ORB",{1,1,1},{1,1,1},50)

addbuilding, furnace and custom should be self-explanatory. GLOWING_ORB is the building ID. 1,1,1 is the color it creates, the second one is the color it lets through (like a colored glass window) I think, and the 50 is the strength of the light. The 1,1,1 is RGB. So:
addBuilding("Furnace:Custom:"LIGHTBULB",{1,0.9,0.7},{1,0.9,0.7},25) should make a slightly yellowish light bulb.

Quote
A gnomish scribe would be a good idea, so I'll keep that around for later.  Knowledge is their thing, after all.
I am looking into Putnams advslab atm. Its pretty neat, you can inscribe slabs with custom messages you type. That would be a nice atmospheric addition for engravers or scribes. I wrote him a message, I am really curious if other furniture or items can have such descriptions.

Are you familiar with how the dwarvish library system works? It runs a script that sets the skill to a specific level. "Read about X" => instantly level 5 in X. This way all migrants can reach the same basic level of understanding in each researched and written about topic.

The Warlocks do it differently, they get "Learn about X" => X is skill of X + 1. This way you can level up from 0 - 15 (or any max you like), but its slower and requires more resources.

Quote
Question about soggoths and necromorphs: will the reactions that spawn them even affect gnomes in the first place?  I notice that they have affected_creatures, so wouldn't they simply do nothing?  Which isn't to say I can't make a way to deal with it, I'm just asking if it's actually a concern.
You are right. Shoggoths can only affect dwarves atm (no spawning will happen if other races mine these odd, rare rocks) and the relic11 is dwarf, kobolds and orcs atm.

EDIT: lol, just notice that now: You have two lines twice in the entity file:

   [INDIV_CONTROLLABLE]
   [CIV_CONTROLLABLE]--- is toggled when you play other races.

Once the ones I added, with the tags for the GUI in front, to toggle them on/off, and the second version are leftovers. Which of course means that they are always toggled on. ^^ You have to delete the two lines without the tags. ^^

EDIT2: Another thing about user-friendliness: This helps a lot:
[CASTE_PROFESSION_NAME:STANDARD:*caste specific stuff*:*caste specific stuff*]

If you add this to your gnomes, and clockborgs, and special castes, people can directly see them at embark. I know you have some castes you dont want to show openly, but but you have a quite a few with natural skills or special powers. For example this:
[CASTE_PROFESSION_NAME:STANDARD:Clockborg Peasant:Clockborg Peasants]

It just makes it easier for players to realize that there are different castes. If they learn something special in a specific labor, I usually add this '*' to it. So an alchemist guild guy has *Alchemist* as profession name, that way the player knows that he learns that faster. Guess your clockborgs could have some *swordborg* and *axeborg* :)

Maybe I can reach warmist in time, and I can add his dragon-fire engine to the gnomes. It fits the theme beautifully, and you have something to do with magma then. :) Any thoughts on a magma-generating thing? High-voltage + rock = molten rock = magma?
« Last Edit: March 02, 2014, 11:41:19 am by Meph »
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IndigoFenix

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Re: [GNOME] - V0.6 Intermission: Demonstration Fortress
« Reply #283 on: March 02, 2014, 02:00:31 pm »

For the lightbulbs, I was wondering if there was a way to switch them on and off in-game depending on whether or not they have a power source.

I can already make the dragon engine, or something like it, easily enough using the current system.  But that'll wait until I'm finished fixing up some minor issues with the current bugs.  The mist generator placed over magma works well enough.

I've decided not to let the gnomes spawn magma the way the dwarves and warlocks do.  Bringing magma to the surface is basically the point of the drilling rig (well, magma or water), which is essentially a self-building pump stack.  The difficulty in constructing it is offset by the ability to turn it off and on at will once it's done.  Gnomes use the Blood of Armok for powering infinite fireball-shooting guns instead.  I don't know what the Tear of Armok should be for though...infinite water guns seems a little tame by comparison.

The special castes aren't really distinctive enough to be given their own names, most only exist so that children will do work and their effects are basically nullified once the gnome learns any skill, one is a personality disorder based on a Discworld joke, and the other could probably be taken out entirely and nobody would notice the difference.  As for clockborgs... I don't really like them.  I made the system before I was using dfhack and honestly the whole thing could be done much better.

IndigoFenix

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Re: [GNOME] - V0.61: Almost out of Beta
« Reply #284 on: March 02, 2014, 06:20:37 pm »

Updated!

Nothing special, just some bugfixes, touch-ups, straightening things up.
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