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What do you want next?

More enemies! - Civs & Creatures.
More items! - Weapons & Armors.
A manual! - Doesn't exist atm.
Kobolds - Hard mode, no digging.
Necromancers - Playable successor to the warlocks
Nagas - Water-based race. All new.
Hermit - Superhard mode, single person civ.
Humans - Traders & Guilds.
More GUI Options - Add optional stuff, like complete other mods!
Something else - Please post your suggestion.

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Author Topic: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.  (Read 117533 times)

Rydel

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I'm working on trying to put my tileset in Masterwork to test, but there's a couple things I haven't figured out.

1. Sometimes the default raws don't match the raws from tilesets in ways other than graphics.  For instance, inorganic_stone_gem.txt adds [REACTION_CLASS:GEM] to each gem in the default version, but not the tile sets.  Does this need to be added manually, or does the launcher have a way of merging them?  inorganic_stone_mineral.txt does the same with Oricalcum.
2. Where should I put my overrides.txt and override graphics?  I don't want to just replace the existing overrides.txt, since that would mess up people that don't want to use my graphics.

Meph

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Rydel: Just dont. Especially not for the new Masterwork. Do you even use altered raws? Otherwise you dont have to do anything, I can set it up. It's not even in the dwarffortress folder at all.
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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 :::

Rydel

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I do use altered raws, and I was comparing mine to both the DwarfFortress\raws\objects and the MasterworkDwarfFortress\graphics\Phoebus\raws\objects.  I noticed that the [REACTION_CLASS:GEM] tag was added to Phoebus's inorganic_stone_gem.txt, but the Oricalcum change wasn't (or was it the other way around? Can't check from work).

In mine, I'm creating MasterworkDwarfFortress\graphics\RallyHo, along with the appropriate files for colors, Twbt Text, etc.  No idea where to put TWBT overrides, though.

Because I'm not the kind of person to follow advice like "don't do crazy things" or "don't taunt world destroying eldrich abominations," I'll probably poke around more until I figure out.  I don't suppose the source code for the launcher is hosted anywhere?  I didn't see it in your GitHub.

fricy

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I don't suppose the source code for the launcher is hosted anywhere?  I didn't see it in your GitHub.
Meph will correct me if there's a newer source, but this is what I know of.

Meph

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That should be the source of the current GUI for 34.11. it works the same way as the unfinished one I use in the alpha.
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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 :::

Rydel

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Close enough that if I make a source code change it will work?  I've made a bit of a change to get the launcher to swap override files along with graphic files, though I still need to work out one error preventing it from compiling before I can test it
Code: [Select]
Error: Type  could not be read from the data in line 131, position 5.  The type's internal structure may have changed.  Either implement ISerializable on the type or provide a type converter that can provide a more reliable conversion format, such as text or an array of bytes.  The conversion exception was: Unable to find assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
Position: Line 131, Column 5.
Inner exception: Unable to find assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.

Meph

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You dont need to change anything in the source code or compile the program again just to add a tileset. You just need to add the files and add a few lines in the graphics_definitions.JSON file in Masterworkdwarffortress/graphics.

No coding necessary.
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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 :::

Rydel

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Moving over the tileset was working fine, but it isn't using my graphic overrides, which is why I made code changes.  Right now, it looks like the only way to use those is to move them over manually.

Sky Icewind

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Huh...Is there just not a Misc Features tab in the .4 launcher or am I missing something?

It was kinda nice to be able to toggle features of masterwork/base game on and off (especially goddamn aquifers and harder mining), kinda sad that it's gone.
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Fairin

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harder mining isn't in reborn yet, you can turn aquifer's off by removing the raw's in the objects folder for stone layers.


its not that they're out. its that they are not in yet. it is after all.. version 0.000004 . not 0.4 =)
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Sky Icewind

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Oh thank god.

What about harder farming as well, is that in or no?

I'm not fond of it, damn dwarves already tear through food supplies like they're starving.
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Fairin

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no its all vanillia settings for now.. if you need food get a stepladder and a herbalist, you wont farm anymore after the rediclious amount of food one brings in

just set the entire surface to harvest using the zones to pick/gather fruit =)


biome depending...

untill theres more enemys to deal with, the surface is relatively calm, sure i got a siege of 80+ goblins in my 14th year...
Spoiler (click to show/hide)

anyway to fix it so we can see tree trunks meph?
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Meph

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Not sure about the tree trunks yet, sorry. Havent looked into that yet.

I'm working on adding the FD races atm. The GUI has a new tab for them, they will be as customizeable as the other civs... with their teams, timings, AI, skulking, etc. For each FD race. That should breathe some life into the missing invasions. :)
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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 :::

Meph

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Got the fortress defense races finished.

Phoebus tree trunks are fixed, it was an outdated d_init.txt file that caused it. Same for all other sets, it works now.

Got a graphical error with obsidian soul and twbt fixed.

bad news for the Hermit conversion: It requires spawnunit to create Bob, your faithful hallucination, and for the magic thing to work... summoning creatures and all that. I cant port the entire Hermit mode as is.
« Last Edit: March 24, 2015, 09:46:18 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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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Current changelog:
Quote
V.000005

Added new utility: df text fix, to get rid of black spaces when using TTF.

Added additional speech files for Adv. Mode (From Wanderers Friend)

Added Personal Shrine - Pray for things (1% chance to get it. 33% to get XP in Pacifying.) All items you can pray for are required in moods, this building is designed to help save a moody dwarf. This building works the same way as in the old mod, just with much rarer outcome. You can power your fortress on prayer anymore.

Added new reactions to several vanilla workshops:
-  Millstone: You can grind boulders into sand. You can destroy any rock object.
-  Kiln: You can bake bones/remains into bonemeal, a flux. You can make cinder blocks from Ash bars.
-  Tanner: Make flasks from stomachs. Make daggers from horn/hoof. Make rope from leather.
-  Craftsman: Make individual rock crafts (good for mandates/demands) like rings, bracelets, amulets, scepters, crowns or earrings. Extract strands of silver, gold, mithril or orichalcum, to make fancy clothing/thread.
-  Smelter: Make iron or steel anvil from 3 bars. Directly, no need for a forge.

Fixed graphical error: missing treetrunks.
Fixed graphical error: Twbt wasnt working with Obsidian Soul.
Fixed a bug: Grinder destroyed full cages/buckets/jugs etc. They now must be EMPTY.

Added support for Fortress Defense races.
 - You can set every race as active or inactive and/or as playable in Adv.Mode.
 - You can determine the combat skills of each race.
 - You can set their AI, be it thieves, snatchers, siegers, ambushers or skulking (like kobolds)
 - You can determine if the siege and/or trade early or lage.
 - You can determine their active seasons.
 - You can determine their ALLIANCES!!! => This means you can ally with Fortress Defense races if you want.

Added cavern grasses, three unique styles for the three caverns.
 - First cavern is green with moss.
 - Second cavern is blue with crystals. => If eaten, your grazers get a 50% defense buff "covered in crystal growth"
 - Third caverns is grey with floor tiles.

Added peat, compact peat, anthracite.
 - Peat can be collected like clay.
 - 5 Peat can be pressed into a compact peat boulder.
 - Compact peat can be used to make 2-4 fuel in the Smelter.
 - Anthracite can be used to make 10 fuel in the Smelter.
« Last Edit: March 24, 2015, 09:45:36 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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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