Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

One or the other... vote once for #1 and once for #2.

#1: Put the Alarm Siren in the Military Garrison, it fits and is one buildings less.
#1: Keep the Alarm Siren seperate, I want to have it near my other levers.
#2: I have traded with Gnomes, build Artificer and Weather Control Station.
#2: I have NOT traded with Gnomes, did not have the chance to build their buildings.

Pages: 1 ... 17 18 [19] 20 21 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1833591 times)

hanspeter

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #270 on: January 12, 2012, 05:46:11 am »

Loving your mod so far! Truly excellent work!

One thing however - how would I go about adding invader corpses back in? I love tunnels filled to the brim with corpses and random body-parts of fallen enemies (I mean, really, who doesn't?). Thanks.
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #271 on: January 12, 2012, 06:23:23 am »

That option should be easy to include for settings.exe
Logged

zilpin

  • Bay Watcher
  • 437 forever!
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #272 on: January 12, 2012, 10:49:08 am »

One thing however - how would I go about adding invader corpses back in? I love tunnels filled to the brim with corpses and random body-parts of fallen enemies (I mean, really, who doesn't?). Thanks.

1) Get Notepad++
2) Open all creature_*.txt files in NP++.
3) Edit -> Replace
Search String:
Code: [Select]
[ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:LOCAL_CREATURE_MAT:BLOOD]Replace String:
Code: [Select]
--ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:LOCAL_CREATURE_MAT:BLOOD--
Click «Replace All In All Open Files» button.
Save All.

Done.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #273 on: January 12, 2012, 03:25:59 pm »

@ziplin: Almost :) The frost giants create a pool of water when they die, not blood. I could add it to the settings, but the core idea of the mod is to remove clutter. And, except magma, there is no way to get rid of corpses, even the reagent token for them is broken. Thats why you cant cremate them like remains or bodypart. Speaking of bodyparts: These are still included. :)

Did a bit of work on the mod as well: Important stuff:
Added expanded glazes 1.4 mod. Lets you do a lot more with glazing, YEAH.
Added growable biofuel. Booze+Oil=Fuel. Done in kitchen. For people without trees and coal.
Fixed the material_size in armor and weapons. Now things really do need more then one bar. The honor goes to rephikul, for giving me the right number (450 instead of 150)

Full changelog:
Spoiler (click to show/hide)
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 :::

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #274 on: January 12, 2012, 03:30:19 pm »

I like a lot of the things you've come up with here. Not all of them, but a lot of them. I might use some parts of this.

Great work.
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK☼ Dwarf Fortress - NOW WITH SETTINGS! V.06
« Reply #275 on: January 12, 2012, 03:57:43 pm »

>>> NEW DOWNLOAD : VERSION 0.7 WITH MORE MODS <<<

- Includes Expanded Glazing 1.4 mod, Fortress Defense Mod II, Flora and Fauna 22c mod.
- Adds 85 toys, 25 instruments, 120 trees, 160 plants, 120 creatures, 12 semi/megabeasts, 25 new cavern animals. ALL OF THE ABOVE ARE OPTIONAL.
- Fixes unkillable mines.
- Fixes Zombies immunity against mines.
- Fixes material use for weapon and armor smithing.
- Adds growable fuel, produced in the kitchen from alcohol and oil.
- Adds 2 ambushing Cave Civs, one melee, the other ranged combat.
- Rebalanced Religion (a bit, is currently WIP)


Full changelog:
Spoiler (click to show/hide)

@PTTG: Thanks. Again I have to ask: Could you please be more specific ? I'd love to know what people like and dislike. It is quite easy for me to add that as optional settings then ;)

@ALL: New ideas concerning religion and ... A TECH TREE. Kind of. A small, simple one ;-) Both things are NOT in the current upload and are just ideas. I'm curious about what you have to say about them :)

Religion overhaul:
Spoiler (click to show/hide)

Tech Tree based on magma buildings. You can make your standart items better, more valuable or more powerful with it. Is just in my head, nothing has been done to any raws. Some things might not be possible as well, we'll see.
Tech Tree:
Spoiler (click to show/hide)
« Last Edit: January 12, 2012, 05:50:31 pm by Meph »
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 :::

kanaak666

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
« Reply #276 on: January 12, 2012, 05:31:51 pm »

Dang... don't tell me I will need to abandon that fort I build this morning...
Logged

Teh Zip File

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
« Reply #277 on: January 12, 2012, 07:08:09 pm »

No updates for the ASCII version?
Logged

kanaak666

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
« Reply #278 on: January 12, 2012, 07:12:20 pm »

I noticed something that might be a bug... I have 3 female pet turtles. One season have passed and now I have 45 eggs.
Logged

Shintaro Fago

  • Bay Watcher
  • discuss safe nourishing non-plant non-animal diets
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
« Reply #279 on: January 12, 2012, 07:16:28 pm »

Probably another raw file bug: creature_beasts_masterwork.txt has no [OBJECT:CREATURE]. Otherwise looks impressive, Meph!
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
« Reply #280 on: January 12, 2012, 07:22:09 pm »

The pet turtle clutch size is 1:15. But I nerfed it a bit, it's down to 5 now.

Updating the ascii... I'd like to, but I sorted the raws and had to link them to the settings prog, and added a lot that uses phoebus anyway. I applied your fix, but since my knowledge of Ascii-characters for DF is almost zero I cant really edit anything. You see, if I playtest and an elf looks like: ī then I think thats ok. I wouldnt know right from wrong.

Currently I'm adding one extra building to religion, 4 new reactions and looking into a tech tree.

@shintaro fago: Oh, thanks. I'll fix that. Seems there are no new megabeasts as of now ;)
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 :::

Ashnal

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
« Reply #281 on: January 12, 2012, 10:21:57 pm »

I haven't gotten bone, horn, or hoof homogenized yet. I think rephikul knows how to do that though.

Woould you like the raws I have now? it includes all the creature files, a tissue file and the detail plan file.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
« Reply #282 on: January 12, 2012, 10:42:50 pm »

Sure :) But it includes creatures files as well ? In that case i would have to alter the 160 new creatures I put in as well... ^^

As soon as I get the code I will add it and upload a V.0.7.1 version. I really forgot about the damn creature parts...
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 :::

Ashnal

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
« Reply #283 on: January 12, 2012, 11:08:14 pm »

If you want I can use my magic to convert all the new creatures for you.

One caveat. They won't follow the common, rare, and exotic tiers that everything else has unless you run veok's replacer program on them. The program assigned new templates based on the creatures MULTIPLY_VALUE tags. Which is very tedious without a script or program.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK☼ Dwarf Fortress -V.0.7 - MAJOR UPDATE!!!
« Reply #284 on: January 12, 2012, 11:17:25 pm »

It would be awesome if there would be no change on the creature files themself. Of course, if that doesnt work, send me your solution :) Do you still base it upon the animel/rare/exotic from veok ?
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 :::
Pages: 1 ... 17 18 [19] 20 21 ... 749