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Author Topic: Update 1.05 - The manual is back!  (Read 14324 times)

Meph

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Update 1.05 - The manual is back!
« on: June 10, 2016, 11:52:23 am »



::: Current version: V.1.05 - Updated 10th June 2016 - For DF.42.06 :::
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::


::: If you like the content I produce and enjoy playing Masterwork, consider supporting it on Patreon. :::
::: It allows me to do regular updates and add more content more quickly. :::


::: Read up on future goals, vote on polls and make suggestions. :::
::: Or join community projects that add new mod content! :::


Update 1.05 :)

Notes: This week I had a look at the old manual; its updated to the new Masterwork version now. Sections that are not finished yet have a (WIP), work-in-progress, added to their title. There are three of those: Dwarven buildings, Orcs and Succubi. Boltgun and Smakemupagus will have a look when they find time and update those sections themselves.

Other changes:
- Added local banditry to orcs.
- Added quickguide for succubi.
- Fixed Embroidery materials howing up as webs on surface.
- Fixed hermit civ name, its now "hermit", not "dwarves".
- Fixed hermit migrants, you shouldnt get any migrants anymore.

Not a lot of changes, but the manual was a lot to read through and rewrite. I might or might not have been distracted by the Witcher III too, something I wont deny nor confirm. :P

Spoiler: Example manual page 1 (click to show/hide)
Spoiler: Example manual page 2 (click to show/hide)
Spoiler: Succubi Quickguide (click to show/hide)

I'll focus on bugfixing, balancing and adding descriptions to things already in the mod for next week. :)

Lately a few people have reported low FPS, which I assume is caused by some dfhack shenanigans. If anyone knows more, please let me know.

Community feedback: Poll about new races is still up... what should it be? Humans, Goblins, Elves, Necromancers?

Patreon: This week I got one new patron. Slow and steady progress, or something like that. :P Still waiting on all the nicknames and items people would like as backer rewards, but if people dont reply I'll just add what I have so far.
« Last Edit: June 10, 2016, 01:52:07 pm 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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Emperor

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Re: Update 1.05 - The manual is back!
« Reply #1 on: June 10, 2016, 01:45:44 pm »

- Fixed hermit civ name, its not "hermit", not "dwarves".

Then what is it?

(I know, I know, probably just a typo. But I had to point it out - I simply couldn't resist.)

As for the manual - great job, as always! Keep up the good work!
« Last Edit: June 10, 2016, 01:47:27 pm by Emperor »
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Meph

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Re: Update 1.05 - The manual is back!
« Reply #2 on: June 10, 2016, 01:52:28 pm »

- Fixed hermit civ name, its not "hermit", not "dwarves".

Then what is it?

(I know, I know, probably just a typo. But I had to point it out - I simply couldn't resist.)

As for the manual - great job, as always! Keep up the good work!
I don't don't what you are talking about.
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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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baldamundo

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Re: Update 1.05 - The manual is back!
« Reply #3 on: June 10, 2016, 02:43:53 pm »

Have to say, one of the things that's always impressed me about this mod in the past, besides the quality and depth/breadth of the work, is the standard of the documentation - something even otherwise brilliant modders don't always have the time to do, but which actually adds a huge amount to a mod, especially one as huge as this! So thanks and <3
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DoX

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Re: Update 1.05 - The manual is back!
« Reply #4 on: June 10, 2016, 05:28:23 pm »

Hey Meph :>

Sorry to say, but the Hermit is still getting both migrants and caravans. Dwarf ones. I'm going to start a new fort, with all caravans set to "never".

As for the migrants, it might just be the first two hardcoded waves?

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Fairin

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Re: Update 1.05 - The manual is back!
« Reply #5 on: June 10, 2016, 05:48:05 pm »

if you don't want the first two migrant waves, set them up under a bridge and pull the lever =) before you had to deal with migrants having to bury your past regrets hehehe...

meph minor typos in manual from my casual looking over, the hermit page says on bay21 =) . the dwarf general info page stats no real magic when the raw additions state they bring mages, so which is it ? =P

the hermit states you get all the dwarf buildings. but i don't remember the guildhall in the last version... maybe i'm blind

how difficult would it be to spawn in an optional ' second hermit ' maybe start a family for reasons can just use the start hermit mode to spawn as many as i want.. yay apparently its only leathal to dwarves?  , also those first two migrant waves be optional as well if you do manage to off them =)

more options! mooooar options!
« Last Edit: June 10, 2016, 09:17:43 pm by Fairin »
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Needs More Pickles

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Re: Update 1.05 - The manual is back!
« Reply #6 on: June 11, 2016, 02:38:39 am »

Nice to see a Succubi quick guide. I'm a little confused though, it says the Metallurgist makes steel, but I thought Succubi couldn't make steel? There's also a typo for the glass forge, saying it makes "amors".
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Boltgun

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Re: Update 1.05 - The manual is back!
« Reply #7 on: June 11, 2016, 03:28:22 am »

Nice to see a Succubi quick guide. I'm a little confused though, it says the Metallurgist makes steel, but I thought Succubi couldn't make steel? There's also a typo for the glass forge, saying it makes "amors".

It only makes steel for races who has access to it, so no steel from the metallurgist's.
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Meph

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Re: Update 1.05 - The manual is back!
« Reply #8 on: June 11, 2016, 05:20:13 am »

My mistake, I added the lower part of the quide.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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DoX

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Re: Update 1.05 - The manual is back!
« Reply #9 on: June 11, 2016, 12:12:39 pm »

Huh! This is odd, but in Hermit mode, there's no option to build bookcases. I checked all workshops, made a work order through the manager, nothing!

Is this intentional?
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Meph

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Re: Update 1.05 - The manual is back!
« Reply #10 on: June 11, 2016, 12:15:57 pm »

No. I'll add them. I assume some of the new vanilla reactions went missing.
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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 :::

Fairin

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Re: Update 1.05 - The manual is back!
« Reply #11 on: June 11, 2016, 12:50:36 pm »

game crash from butchering dark strangler thief. (well thats when it happened 3 out of 3 times =) if you wanted to see. or tell me what it really is...

1.05 hermitx2 twbt off kept the 2 migrant waves again
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Puddingkuchen

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Re: Update 1.05 - The manual is back!
« Reply #12 on: June 11, 2016, 01:03:16 pm »

Some keybinds are used twice in the workshop list:

Y - Display Stand & Bonecarver's Shop
Alt + f - Campfire & Library of Farmwork
Alt + b - Banner (Black) & Bomrek's Bargains
Alt + c - Carpet & Library of Crafting
N - Handpump & Potter's Shop
V - Poison Vat & Guildhall (v is still free)
T - Stonecrafter's Shop & Thatcher's Shop

Some suggestions
Move all the library's to Ctrl + *
Alt + w for Woodcrafter's Shop (Library of Warfare right now)
Alt + e for Embroidery Studio
Alt + d for Dyer Studio (Woodcrafter's Shop right now)

Edit:

Errorlog shows:
Code: [Select]
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity weapon token: ITEM_WEAPON_MACE_GOEDENDAG
Unrecognized entity armor token: ITEM_ARMOR_BRIGANDINE
Unrecognized entity armor token: ITEM_ARMOR_HAUBERGEON
Unrecognized entity armor token: ITEM_ARMOR_LAMELLAR
Unrecognized entity helm token: ITEM_HELM_GREAT
Unrecognized entity helm token: ITEM_HELM_KETTLE
Unrecognized entity helm token: ITEM_HELM_SALLET
Unrecognized entity helm token: ITEM_HELM_BASCINET
Unrecognized entity helm token: ITEM_HELM_COIF
With Grimlockes Historic Arms and Armors enabled (looks like they all belong to Stal's Armoury Pack)
« Last Edit: June 12, 2016, 05:29:31 am by Puddingkuchen »
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Fairin

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Re: Update 1.05 - The manual is back!
« Reply #13 on: June 13, 2016, 07:45:01 am »

dying cave spider silk plump helmet purple in the dyer studio gives violet quilted cloth, not sure if feature or.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: June 13, 2016, 07:51:46 am by Fairin »
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Meph

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Re: Update 1.05 - The manual is back!
« Reply #14 on: June 13, 2016, 08:31:57 am »

Thats intended. Reactions dont allow dyeing like vanilla does, aka changing the color without changing the material. I had to make new materials for each color.
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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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