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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 1837511 times)

Firehawk45

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5625 on: July 12, 2012, 05:04:57 am »

Meph, the problem with the boneyard, that it tooks the whole stack, couldnt you fix that by doupling the "make bone crafts" reaction and modifing it? Or isnt that possible? (My knowledge of modding is somewhere near zero, ive never taken a look at raws)
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Tierre

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5626 on: July 12, 2012, 06:09:32 am »

It MIGHT be possible with bone crafts or bone studs and was discussed with me and Hugo and Meph. But i think nobody tested this yet. Also vanilla reactions won't work with them i think. But boneyard might actually work.
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ioi101

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5627 on: July 12, 2012, 09:48:19 am »

Heh, so that's what those special books were lol. I remember seeing "The art of war" and wondered what happened there. As far as I can tell it isn't usable though? Or maybe it's for something I haven't used.

I guess I'm the only one who finds books useful in the current balancing, so they should probably be more worthwhile. I do think that connecting the scriptorium with a profession (plant processing, LW, or whatever) would help alot though, since a skilled dwarf would then make books much quicker then they do right now.

Making crates of them is definetly a good idea, and so is the idea of a one shot (or maybe few shot, like say 50% chance of return) books that give alot more experience. That would allow you to make a tradeoff between the efforts of your industry vs. the time for your specialist dwarves, which is very good. Either ones you find through arch, or maybe ones that just require alot more mats (although I can't think of any rare mats that they would logically require). Perhaps crates of rare books, with high cost? And maybe make wizard-type enemies drop them? Oh and I think putting them all in one building is a mistake, you generally specialize them to a specific dwarf that only needs a specific type of training anyways.

As for the transformations... that's strange, doesn't the spawn reaction involved multiple transformations where you transform back and forth? Anyways, I know nothing of modding so I guess that's that heh. I'd still definitely prefer having the option to transform into castes, with a warning in known issues or something that you can't transform again. Now that I finally got the 2nd dwarf caravan and bought half a mil's worth of runes and blueprints, I guess I'll be trying out the other transforms heh. I'm looking forward to the healer mage.

I'll try to look at weapon balance later, probably when I play through with the fortress defense races enabled, that's when combat should get very !FUN!. I think my tests vs. dwarves were pretty conclusive, but when you're outnumbered or fighting against creatures that don't feel pain or bleed (nightwings), the balance can be very different, so we'll see.
« Last Edit: July 12, 2012, 09:49:58 am by ioi101 »
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smakemupagus

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5628 on: July 12, 2012, 10:47:06 am »

some of the item_weapon_masterwork don't have a [MATERIAL_SIZE] token (v1.9.2)

specifically
ITEM_WEAPON_AXE_CHAIN
ITEM_WEAPON_VOID_CUTTER
ITEM_WEAPON_VOID_REAVER
ITEM_WEAPON_FELLING_AXE
ITEM_WEAPON_EVIL3
ITEM_WEAPON_EVIL6
ITEM_WEAPON_KERIS
ITEM_WEAPON_ELF1

ITEM_WEAPON_KERIS_TWIN
« Last Edit: July 12, 2012, 11:03:04 am by smakemupagus »
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Merijeek

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5629 on: July 12, 2012, 11:38:56 am »

Relatively simple question here...

Is there a manual or explanation of what does what and how and where and how different things are linked?

Typically, I'm just having to go to the manager interface and start to filter looking for whatever I can't figure out and then seeing what errors pop up when the job gets to the front of the queue. Yes, I probably should have been able to figure out that a medieval book cover was made by a leatherworker, but still.

Is there anything out there? I don't see it in the OP.
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smakemupagus

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5630 on: July 12, 2012, 12:22:19 pm »

check out the Guides & Readmes folder in your install, especially the Building Guides

dead

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5631 on: July 12, 2012, 02:19:00 pm »

so, hey. what happens if i catch the war elephant high queen and tame her? because apparently she and the war elephant calves born in captivity are tamable. those calves are also hostile toward their mothers, but the ones born inside cages are hostile to dwarfs like their parents. i feel like using them as pets are going to end really badly.

one more thing, what skills are needed to extract blood from unrotten remains in the kitchen? cause my cooking dwarfs are not doing it and are just idling when that comes up.
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ioi101

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5632 on: July 12, 2012, 02:27:24 pm »

I always thought it was cooking, but since my cooks are from the cooking caste it could be butchery. Or even brewing.

Speaking of that, are there any other good sources of blood? Seems like it's meat, remains, and prepared food with meat in it. All the other body parts that you get from butchering don't seem to work. Is there something I'm missing?
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Neyvn

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5633 on: July 12, 2012, 04:23:23 pm »

Damn, I can't load the page from DFFD. Is there any Mirrors or such up anywhere???
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Neyvn

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5634 on: July 12, 2012, 05:22:13 pm »

Anyone???
Meph???
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Bouchacha

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5635 on: July 12, 2012, 06:25:04 pm »

I have a couple more ideas:
1. Early Chinese blast furnaces were powered by water wheels. Instead of requiring steel bars and leather (I don't understand the point behind these), why not just require them to be powered by wind/waterwheels? It would certainly add the proper "price" to establishing blast furnaces, and it would also add to the woefully underpopulated category of machine-powered buildings. Maybe other top tier forges should also require power. It's logical from a flavor and game balancing perspective. It would also look cool. Is it possible to add a power requirement?

On a similar note, I don't understand the bronze bar requirement for metallurgists. It's tautological, unless you happen to bring some on embark or melt some bronze equipment. I find it an annoying requirement.

2. In MDF and Vanilla, one corpse will only get you one skin. You can change this behavior as follows:
in material_template_default.txt, you add the following to the SKIN definition:
[BUTCHER_SPECIAL:GLOB:NONE]
[STOCKPILE_GLOB]
[DO_NOT_CLEAN_GLOB]

and then remove [USE_BODY_COMPONENT] from the TAN_A_HIDE reaction in reaction_other.txt (credit goes to GulMadred & scamtank over at SA)

This would now get you leather hides proportionate to the corpse. The problem is that leather reactions still only require 1:1 production, so you end up with way too much leather than you know what to do with, with this modification. I personally like the idea of proportionate hides, but they'll need to be balanced against production, probable on a higher scale than bars are right now. For example, leather shirt = 9 hides or something. Do you find this an interesting option to the mod?

You might also balance out tanning production by always having it generate miasma. This is historically accurate, as tanning was traditionally always relegated to the outskirts of town because of the smell.

I think you also mentioned using leather for book pages (aka vellum)?
« Last Edit: July 12, 2012, 06:32:20 pm by Bouchacha »
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5636 on: July 12, 2012, 06:50:10 pm »

Thanks again for the long report and the thought behind it. I love those. :)

Leather for blast furnace: Bellows.


Tanning should smell, yes, that why I added the chance for a sickly smell/nausea. I already had leather vellums in the mod, but took them out after a while... dont ask me why, I think there was a misunderstanding between vellums and books.

I plan to do multiple leather skins from bigger creatures, but with extra-butchery-items. This allows me to do more precise numbers, and I dont have to rebalance the leatherworker reactions, which would be impossible anyway, because these are hardcoded. The same counts unfortunately for workshops and power, I cant link the blast furnace to a waterwheel.

@nevyn: Ehm... try DFFD later I guess... I dont have another mirror.

@ioi101: extract blood uses brewing. (was in the still previously,never changed the labor, ups) and you named the best sources. Meat and bodyparts. Although I never anticipated that prepared meals would work as well, have to find a workaround for that,otherwise people loose a lot of food.

@tierre: wrote you a PM

@firehawk: Sadly impossible... there is no bone craft reaction I could copy.
« Last Edit: July 12, 2012, 06:58:34 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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deimos56

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5637 on: July 13, 2012, 12:51:01 am »

@firehawk: Sadly impossible... there is no bone craft reaction I could copy.
Just a thought... possibly a very inefficient thought... would it work to be roundabout and use a bone's worth of bone crafts as the material instead of actual bones?... I'm not sure whether or not you can designate generic 'bone crafts' as a material, but it could be something to think of, maybe?
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I'm curious what the barely conscious ai wrote about.
Well that went better than expected.  He went nuts and punched a rabbit to death, then the dogs and the whole dining hall ripped him to shreds.

ShadowLop

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5638 on: July 13, 2012, 05:02:58 am »

Damn, I can't load the page from DFFD. Is there any Mirrors or such up anywhere???

Unless Meph objects (I wanted to get started quick since my internet is slow atm) I'm uploading a copy of Masterwork to Rapidshare and can share a link as a mirror.
Will update this post once uploaded.

Meph, please let me know if you don't want it mirrored and I'll take it down.

https://rapidshare.com/files/1602626619/MasterworkDF 1.9.3.rar
« Last Edit: July 13, 2012, 05:33:28 am by ShadowLop »
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Hmm...a trade? Intriguing...No, wait, boring! PULL OFF HIS KNEECAPS!

Kandryn

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - NEW POLL - Future of the Mod
« Reply #5639 on: July 13, 2012, 06:29:22 am »

Are rocktip bolts broken at the moment? I've setup my marksdwarves militia to use any kind of bolt, still they don't take the rocktip bolts from my ammo pile. (they do with wooden ones though)
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