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 ... 128 129 [130] 131 132 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1855066 times)

Flobulon

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1935 on: March 04, 2012, 09:10:00 am »

Question/suggestion for you Meph - I'm wondering what the motivation behind having different Guild-joining reactions require different labours is. I'm guessing it's so you can assign specific dwarves to join specific guilds - but couldn't this simply be achieved through the workshop profile? I just feel it adds an unnecessary complication, and would be easier to use if no specific labours were required.
Cheers!
Logged

Nexaduro

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1936 on: March 04, 2012, 09:51:15 am »

I wish I didn't have to ask this here, but damned if I can find it elsewhere-

Having installed the .rar file, what the hell do I do with it?
Logged

Nimrod

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1937 on: March 04, 2012, 09:55:49 am »

I wish I didn't have to ask this here, but damned if I can find it elsewhere-

Having installed the .rar file, what the hell do I do with it?

I am not sure if I understand your problem correctly, but Ill try to help ;)

After the download you have to unpack "Masterwork DF 1.4.1.rar" into the location of your choice (with unrar or another such program) and then simply start "Settings.exe".
Then you choose your prefered settings and strike the earth

Is that what you wanted to know?
Logged
---=== Inveniam Viam Aut Faciam ===---

Nexaduro

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1938 on: March 04, 2012, 10:00:00 am »

Thanks, I thought I would need something like WinRAR.

Now I just need to figure out how the raws work, so I can do a bit of modding myself. =P
Logged

fungee

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1939 on: March 04, 2012, 10:02:04 am »

This looks really nice. Now I just need to try it out...
Logged
It's easy being an experimentalist. If you fail try again.

isitanos

  • Bay Watcher
  • Seasonal river flood nostalgic
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1940 on: March 04, 2012, 10:09:04 am »

About the stones: Good solid rock to build with is hard to find. As it (in my opinion) should be. With simple materials on 75% is cave fungus... and for firesafe you have to go a few z-lvl deep, for magma safe a lot deeper. Once I had to dig 64 levels till I reached magma safe stone. This is an important feature of the mod and works exactly as intended.  I can make the 6 normal rocks optional, and probably add this option to the next upload, but living stone/cave fungus will stay. They are part of the core idea of removing clutter and helping FPS.
Honestly if I was you I wouldn't force living stone/cave fungus on people... Many find them disgusting or annoying, and they do generate a spam of useless cleaning jobs. How much FPS people get is their own problem, just make it optional with a warning in the tootip, I say.


The other new thing: A ton of reactions now produce dust.
Pretty cool. One interesting flavor thing would be to rarely (so it doesn't spam us) make dwarves who work in smoke or dust cough, or sneeze. But doesn't it go against your FPS-improving goals? The game has to process all those particles moving around.
Also, handling food making you sick doesn't make much sense to me. The ones getting sick from contaminated food should be the ones eating it... Do we need dwarven hygiene inspectors now who close down the kitchen if they see corkroaches :P ?


@meph :
Pretty please can we have a bug fix release? and then you can take a month off to do !!SCIENCE!! or whatever you want :P
Specifically, golem fear, and druids arriving with the migrants.

This.

Logged

slay_mithos

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1941 on: March 04, 2012, 10:46:26 am »

"bug fix" is not going to happen, as there is also a new DF version to use anyway.

Apart from this, the releases here are set to "very often", meaning we get new versions of the mod every now and then, meaning we got one every two weeks approximately.

Every new release means that you have to start a new fort to use the newest version too, so more frequent would just hurt the interest over time.


I need to point out that, even if the mod was basically about making the game run at higher FPS without removing possibilities, it now adds quite a lot to the game, in pretty much every aspect, while still having less clutter than vanilla, thanks to common materials and other specific points.
Also dusts dissipate quite fast, so it is of no concern for FPS, decay and miasma producing much, much more "cloud" computing, and still not having much impact in the end.


As for fixing the druids, you can still remove them completely as a "fix"
Logged
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

Morwaul

  • Bay Watcher
  • ..............boo
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1942 on: March 04, 2012, 11:03:41 am »

Meph, I have to say I do not care for the Cave Fungus / Living Stone thing either. 

Every time I run into Cave Fungus I thing why cave fungus?  There is no cave here.  Why not use something that makes more since like sand.  Not only would it not cause clean up jobs but it could ad interesting locations for tree farms, etc. 

Living stone is cool.  I mean way cool.  It should be much rarer and much deeper.  It should also be usable/useful for something.  Maybe Mages could craft Golems out of  it without taking a life, or maybe it could spawn living stone monsters or something.  How about a chance that it absorbs the Miner mining it and turns him into an automation 25%/75% friendly/hostile or something.  (doubt this is possible but would be awesome)  Another idea would be to have Living Stone drop wood, plants, or meat when mined.  Guess it depends on what living stone is.  Is it stone that looks and feels like stone but is somehow alive, or maybe stone that is more like flesh that bleeds, or could it be stone that is like plant life (a mass of roots and foliage )(could you do root tentacles that grab miners and seek out anime dwarves)

Awesome Mod, Thank you for all your effort.
Logged

MiamiBryce

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1943 on: March 04, 2012, 11:07:21 am »

Meph, out of curiosity...why, after going through all the trouble to simplify so many things about the game, leather, wood, etc, did you add so many additional metals?  I mean...SIX new types of just steel (Meteoric, Damast, Heavy, Light, Fireproof, Stainless)?

Thanks
Logged

Goncyn

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1944 on: March 04, 2012, 11:08:47 am »

Found this typo while trying to figure out how to farm wood (NETER_CAP_SMALL):

Code: [Select]
[REACTION:NETHERWOOD_BARK]
[NAME:remove netherwood bark]
[BUILDING:TIMBERYARD:CUSTOM_E]
[REAGENT:A:1:WOOD:NO_SUBTYPE:PLANT_MAT:NETHERWOOD:WOOD]
[PRODUCT:100:1:SKIN_TANNED:NONE:INORGANIC:NETHER_WOOD][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:NETER_CAP_SMALL:SEED]
[SKILL:WOODCUTTING]
Logged

JimmyBobJr

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1945 on: March 04, 2012, 11:09:56 am »

Quick question; are the "Blunt Stone Bolts" That you can make at the Stonecutters workshop bugged?

My marksdwarves refuse to pick them up.

Or am i missing something?
Logged
Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.

Nimrod

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1946 on: March 04, 2012, 11:16:56 am »

Quick question; are the "Blunt Stone Bolts" That you can make at the Stonecutters workshop bugged?

My marksdwarves refuse to pick them up.

Or am i missing something?

They work just fine for me. I have designated them to the squad(s) with the Training only Flag.
Logged
---=== Inveniam Viam Aut Faciam ===---

Flobulon

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1947 on: March 04, 2012, 11:18:10 am »

Meph, out of curiosity...why, after going through all the trouble to simplify so many things about the game, leather, wood, etc, did you add so many additional metals?  I mean...SIX new types of just steel (Meteoric, Damast, Heavy, Light, Fireproof, Stainless)?


I obviously don't speak for Meph here, but this is my understanding of the matter:
The new metals have a purpose - they are another (optional!) way to specialise your fortress and dwarves.
The leather/wood variations in the vanilla game are basically identical in all but name/appearance, and as such have no real purpose other than 'flavour'.
Hope this clears things up a bit.


Logged

Morwaul

  • Bay Watcher
  • ..............boo
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1948 on: March 04, 2012, 11:25:35 am »

Meph, out of curiosity...why, after going through all the trouble to simplify so many things about the game, leather, wood, etc, did you add so many additional metals?  I mean...SIX new types of just steel (Meteoric, Damast, Heavy, Light, Fireproof, Stainless)?

Thanks

I like the addition of multiple types of Steel.  Usually I go straight for Steel for military production and never make anything else until I find the Candy.  Thus expanding Steel expands what I would actually use.  I think what Meph is trying to do is get rid of some of the stuff we never use (Tin, Zinc, Cobalt, etc) and expand upon what we do use (Steel *queue angel choir*).
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1949 on: March 04, 2012, 11:29:19 am »

@flobulon: Guildhall: Yes, that was my intention, but it does not work very well, but I already changed it to the teacher skill, so everyone can do workshop profiles on it now.

Quote
Is it intentional that Heavy Steel doesnt have [ITEMS_ARMOR]? (so it can NOT be used for making armor)
  Yep. Heavy means it weights more, and would be worse then normal steel for armor. Only use: Blunt weapons.

I will delete the double tower shields, good find.

About the living stone/fungus: It certainly helps FPS a ton, when I see that 75.000 stones are fungus on average. I can make them optional though. And since you guys asked (for the first time) I will. :)

The 6 new version of steel are:
Stainless: Alterante way of making steel without flux.
Meteoric: Rare to find surface almost-steel.

And now the 4 uprades that can only be made from steel:
Damast, Light, Heavy and Fireproof. This means that steel is not the best, and you have to decide to either have a light/fast squad, a damast/egded squad, a heavy/blunt squad or a fireproof/vs. dragons/hellfireturrets squad. This allows specialisation, since you can only pick one of 4, and dont end up giving everyone just steel all the time.

Stone bolts work. Check the military screen they should be there somewhere.

Typo in netherwood reaction is already fixed, but thanks for the heads up.

The flavor dusts from workshop do really not affect FPS, since they evaporate immediatly and leave no item the game needs to keep track of. And they will be optional, so yeah, no problem there.

Fixing Mages and fleeing Golems is the major problem right now. There seem to be only workarounds. I COULD make golems a dwarven caste, that would allow them to join the military and fight, but they also do labor then. And count as citizens. But if it is the only solution, why not.

Oh, and about the shells: You can fish or have a couple of turtle/cave tortoise pets around. I dont want to take the AUTOMATIC from the tanner, since skins rot otherwise.

PS: Things I will definetly do befor the next upload:
NEXT:
- Split turrets into 3 creatures with 2 castes, with the better ones having a low pop ratio.
- Add golems to dwarven race as caste, removing the adamantine version. sadly. (graphics ?)
- Raise the pop ratio of all other dwarves, to make golems/mages appear close to not at all.
- Add special secret feature (muhaha) as well, make 5 versions for now.
- Test slaves with hugos new setup.
- Make drow interactions have a higher cooldown time.
- Remove double tower shield.

GUI:
- Make the 8 dust rocks optional
- i need a new pet button
- drow on off button
- human/goblin/elf/kobold on/off (?)
- vanilla buildings new additions button
- leather upgrades button
- Dust effects optional

UPDATE MANUAL
- Fun.
« Last Edit: March 04, 2012, 11:44:04 am 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 :::
Pages: 1 ... 128 129 [130] 131 132 ... 749