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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.

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Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1856164 times)

Meph

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Well, I can test... I have underground sieges, but I dont know if underground caravans would approach. ;)

More fixes:
Gave all landmines [POP_RATIO:1], flash landmines (weakest) has [POP_RATIO:1000] Hopefully migrants only arrive with flash landmines now.
Added different colors for some wood types. NEEDS TESTING
Added this to dwarves, to nerf fishing a bit:
   [SKILL_RATE:PROCESSFISH:15:60:12:120]
   [SKILL_RATE:DISSECT_FISH:15:60:12:120]
   [SKILL_RATE:FISH:15:60:12:120]
Removed bandicoot mans, were causing errorlogs.
Removed common_domestic from drow lizards/drow rothes and set freq to 0. Should only arrive in caravan.
Added POPULATION_RATIO:0:0 to all elven warbeasts. TESTING, NEEDS ELVEN CARAVAN.

50% done with the list. Again, only easy things, no testing yet.
« Last Edit: February 26, 2012, 07:32:49 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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isitanos

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BTW, I hope you know that you can use diff programs like WinMerge to compare raws between two versions of Dwarf Fortress? I saw you asked Toady "which files did actually change from 34.1 to 34.2 ?", but the best way of knowing that is to install WinMerge, click "Compare With" in the context menu of the first DF raws folder, then "Compare" on the second, and then... enjoy!

If I was you I'd also use a local revision control system like Mercurial (with TortoiseHG to make it easier) to track your changes as you do them, but that has a slightly higher learning curve.
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Ranik

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BTW, I hope you know that you can use diff programs like WinMerge to compare raws between two versions of Dwarf Fortress? I saw you asked Toady "which files did actually change from 34.1 to 34.2 ?", but the best way of knowing that is to install WinMerge, click "Compare With" in the context menu of the first DF raws folder, then "Compare" on the second, and then... enjoy!

If I was you I'd also use a local revision control system like Mercurial (with TortoiseHG to make it easier) to track your changes as you do them, but that has a slightly higher learning curve.

I was going to suggest the same but for different reasons. I was thinking a DEV folder with the most up to date RAWS, for testing purposes.
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Meph

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Beyond Compare and Winmerge I do use, but are mostly useless in this case, since I also changed the order of creatures/items/mats. Necessary for my GUI, and to change the order they show up ingame, in reactions, workshop screens and the stocks screen/stockpile screen. The programs are horribly lost when they see my raws.

@Ranik: I have several folders. Last time I checked, my modding DF stuff was about 2gb and about 23000 files.
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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 :::

xaldin

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Beyond Compare and Winmerge I do use, but are mostly useless in this case, since I also changed the order of creatures/items/mats. Necessary for my GUI, and to change the order they show up ingame, in reactions, workshop screens and the stocks screen/stockpile screen. The programs are horribly lost when they see my raws.

@Ranik: I have several folders. Last time I checked, my modding DF stuff was about 2gb and about 23000 files.

Part of it unfortunately is the way that default and yours have a different structure. If it was me I'd have every building its own file, every reaction its own etc but that is even further from Toady's which really would make it an adventure to find the changes.
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The Scout

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It seems I cannot turn the graphics off from the program. Could you fix that or tell me I'm doing something wrong.
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slay_mithos

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@Meph: for adventure mode, I know even less than you, I usually just launch an elf when I am bored of fortresses, and usually end up getting him/her killed before long.

Doing this in masterwork 1.4 gives you plenty of reactions, so I made a knife, carved a bow, some arrows, all is good, until I try to find quests and companions, or even bandits or anything to fight against.

Pretty much every towns generated and that you can visit are based on the human towns and forts introduced by toady in .34.
With so many races around because of the invaders + Fortress defense, there are so few human towns and so much other races (only a few per race, but a lot of races) that you basically spend 20 minutes in this little map to try to find the only race that you can interact with, and most of the adventure stuff is nowhere to be found:

1. So far, no kobolds or goblins attacking as bandits, not to mention humans or anything else.
2. Very little low level stuff to be done (hunting bandits, human vampire...) and I even found only very few remaining beasts altogether, as they seem to be hunted by nearly every living forms on the continent.

So adding new reactions for adventure mode is great, but as it stands, vanilla is the way to go for adventures, unless you want to hunt animals for hours until you get high stats to take on an entire village or fort of an "enemy" civilisation, by initiating a fight with people merely standing around.

That being said, I am only a player, so I can only offer you the player view point on the matter, maybe try to see with the creators of the mods for adventure mode if you have time to spare (which you already spend by great amount for us).
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

smakemupagus

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Yay, only took 9 tries!


I'm sure my solution is not even close to optimal,and it's probably buggy too*, but here it is for anyone interested.  Basically I made a new material in inorganic_masterwork called YARNTHREAD and gave it YARN instead of PLANT_THREAD. 

And generating 9 new worlds, I was finally able to get colored wood, albeit by brute force trial and error!

Spoiler (click to show/hide)


* for example, i wouldn't be surprised if now every animal hair produces yarn.  better than the alternative, for the time being
« Last Edit: February 26, 2012, 08:24:13 pm by smakemupagus »
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Mr. Palau

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Meph while we are talking about fishing is there anyway for you to make fishing a more stable long term source of food? A fisherdwarf can single handily deplete an occean of fish in less than a decade in the current version and will probabley still be able to do so even with the skill train reductions. I think the skill train reductions is good, reduces fishing output to comparable levels, what I mean is making fishing a more viable long term industry. could you increase the populations of vermin fish? is it possible to make vermin fish replenish over Time> (I know not reproduce over time, because they are vermin, but just reppear in the biome?)
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you can't just go up to people and get laid.

UncleCern

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Yay, only took 9 tries!


I'm sure my solution is not even close to optimal,and it's probably buggy too*, but here it is for anyone interested.  Basically I made a new material in inorganic_masterwork called YARNTHREAD and gave it YARN instead of PLANT_THREAD. 

And generating 9 new worlds, I was finally able to get colored wood, albeit by brute force trial and error!

Spoiler (click to show/hide)


* for example, i wouldn't be surprised if now every animal hair produces yarn.  better than the alternative, for the time being

Nice. If my solution will not pass my testing now I will use this :] Always good to have an alternative. Also brute force modding is WIN. Hehe.

Another question now - how guildshall works? I build the thing and minted one batch of copper coins. I cannot obtain any crafter-caste dwarf though. Any tips how to use the building properly as I have no clue o.0
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Welcome to the mad, mad world of RAW errors or duplication. Somewhere you have files which dont quite add up, and crazy shit happens(..) There are instances of this where you can adventure as a fly, or embark with wagonmeat, wearing shoes made of burning soap(..)

DF is so awesome that it doesnt just crash, it crates batshit crazy worlds where intelligent chairs farm dragons and make houses out of thier toenails.

CheatingChicken

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Quote from: Meph
Turrets arrive with migrants. Landmines arrive with migrants.
 - I will give the weakest mine/turret a high pop-ratio, and all others a pop ratio of 0. This way only the weakest version

I had an idea when reading this one: Is it possible to add the [PET] token on caste level? If it is, you could just make a dummy caste with a high Pop Ratio that does NOT have the [PET] token and set all other ratios to 0.

If that does not work, then rather than setting the weakest turret to be available for migrants, make a new caste, without an attack. Call it "Toy Turret". Or make it be a "pet Rock". That one would be incredibly dwarfy :)

Maybe this helps you.
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Mr. Palau

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How long are my dwarves likely to last after they have been hit by warpstone or warpstone vapor? not the kind that comes from the stones in the ground but the kind that comes from the turrets.
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smakemupagus

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EDIT: Just checked the wood values in the raws (not ingame) they seem to be alright, here the raw:

I have

-rough wooden bed-     20 db
-fungi bed-                   100 db
+rough wooden bed+   30 db
+fungi bed+                  150 db

so it seems to be working for me at least.

I don't know if the order of the tags matters because i'm a noob, but one of the things i did when playing with the wood color is move the WOOD_TEMPLATE tag above the tags for value and color, in case it was over writing.

Spoiler (click to show/hide)

*edit, now that i have my timber yard in --

sap, heart, smooth wood logs (the ones i didn't mess with) are all worth 3 db, same as scrap or rough.  Fairwood logs are worth 15 db, properly 5 times more. 
« Last Edit: February 27, 2012, 12:19:53 am by smakemupagus »
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Seraphyx

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I'm having a bit of trouble trying to make the new ores and I'm not understanding what the requirements to make them are.

To make slade powder it says I need "slade stones, empty bag"

I have a ton of slade stones and several empty bags but the option to make them is still unavailable.

Same for cobalt bars, it says I need cobalt powder (I have some), ore powder-containing item (don't know what this is, assuming powder, if it is then I have some..), refined coal?

I'm using magma furnaces for all of this. I only seem to be able to make cobalt powder, and even after making several it doesnt let me make bars. I can't make slade anything, not even the powder and I have empty bags which is the only thing it asks for aside from the stones (which I also have).

----

The slade blocks don't seem to have a reaction to make powder out of them. When I loo[K] at it the only uses it says it has is to carve into slade blocks and compress steel.
« Last Edit: February 27, 2012, 12:53:22 am by Seraphyx »
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Hugo_The_Dwarf

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EDIT: Just checked the wood values in the raws (not ingame) they seem to be alright, here the raw:

[PLANT:FAIRWOOD]
   [NAME:fair][NAME_PLURAL:fair]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE] --- starts the WOOD material and everything to [TREE.... overwrites the WOOD_TEMPLATE stats
   [MATERIAL_VALUE:5][VALUE:5]
      [STATE_NAME:ALL_SOLID:fair]
      [STATE_ADJ:ALL_SOLID:fair]
      [STATE_COLOR:ALL_SOLID:MAHOGANY]
      [PREFIX:NONE]
      [DISPLAY_COLOR:4:4:0]
   [TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:22]
   [DRY][SAPLING][SOLID_DENSITY:450]
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