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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 1839326 times)

blu

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9345 on: February 25, 2013, 04:14:50 pm »

I just tested all of the misc settings... grazing button reports ON, even if it is set to OFF (ingame its still off) and the soapmaker button does not do anything, because I deleted the batch soap bars reactions... I want to add mineral oil soap, so thats WIP.

More tests:
Whoever said that animalman/giant creature button does not work/change the raws (di?)... is wrong. It does change YESPERSON[CV_ADD_TAG:DOES_NOT_EXIST]
YESPERSON[CV_ADD_TAG:FANCIFUL] in c_variation_default.txt. Works.

Massive slag is destroyed. That one works as well.
What did you find with the harder farming setting? For me, regardless of what I have selected, it stays on.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9346 on: February 25, 2013, 04:21:20 pm »

Are you generating a new world with your new settings?

Ishar

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9347 on: February 25, 2013, 04:55:54 pm »

@Ishar: No problem, I take feedback very serious. I thought about removing rockwraiths all together, and leaving metalwraiths in specific metals. For example mining iron is ok, but if you want to take away silver/gold the spirits of the mountain defend themselves. Topic "greedy dwarves" ;)  I would love to limit them by depths, for example start with wraiths at lvl50 and the deeper you go that more you hit, but I cant do this... I noticed myself that the most mining is done at the very start, which of course makes no sense, because your starting 7 would meet the most wraiths...

I understand the concept of it, I already said it's a great idea, but it needs some serious balancing.

Silver is nothing special... not very valuable, and quite bad for military purposes. A few suggestions: aluminum, platinum, mithril, gold, wolfram, and of course adamantine, though in that case, wraiths would be the least of your worries. Maybe rockwraiths could pop out of anthracite or hidden chests or fossils or something. If you can limit them this way, I think they would be okay.
Still, please do something about the soggoths. It's a bit absurd right now - killing a few dwarfs is OK I guess, but the framerate problems they create are crushing. Maybe they could be limited to a given type of stone as well - a creepy one like living rock would be a logical choice. That way, they wouldn't be such a surprise, you could go in prepared.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9348 on: February 25, 2013, 05:04:35 pm »

+1 to everything Ishar says about metalwraiths :)

Meph

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9349 on: February 25, 2013, 05:44:05 pm »

I am working on it... I think rockwraiths will disappear completely, but I will leave the metalwraiths in silver, gold and cobalt for now. I doesnt work with non-vein stuff like mithril or wolfram, because they use small clusters. Silver because you can make mithril from silver.

Soggoths actually give you a warning. "You have struck non-euclidean rock". Yes, it may appear everywhere, but you get this small warning. But yeah, I know what you mean.

So far I have this:
Changelog - Masterwork DF V.2g
 - Added efficient steel making to the crucible. (went missing somehow)
 - Increase "ferment boozebelly cheese" from 10 to 20 units of booze.
 - Added [PERMITTED_REACTION:MILL_CARMINE] to entity file. Allows dye to be made of cochineal insects.
 - Shadowleaf bush is now underground only and inedible, just as it should have been.
 - Removed ITEM_SHIELD_ROUND from dwarf_evil, since this item does not exist anymore.
 - Fixed grazing button showing YES even if set to NO
 - Fixed spelling error in GUI (instead of simple toys it said simply toys.)
 - Removed CASTE_PROFESSION_NAME:LASHER:halberdier(*):halberdiers(*)] from legion caste.
 - Golem Upgrades now accept all types of clockwork parts, not just those looted from automatons.
 - Kobolds can now butcher and eat sapient beings.
 - Drow no longer sell useless golem heart toys. (they had one entry under misc and one entry under toy)
 - Removed batch soap making reactions.
 - Fixed chitin and scale upgrades.
 - Fixed pray for booze reaction.
 - Dead/Butchered iron/steel-clad animals now leave a casts. These can be recycled for 2 bars, 1 chain, 1 mechanism.
 - Dead turrets leave a damaged turret. These can be recycled for 2 bars and 1 mechanisms.
 - Dead golems leave a damaged golem. These can be recycled for 5 bars and 2 mechanisms.
 - Sausages now need 2 units of meat and 1 vermin remain for 3 sausages. (no more free meat, and yes, they are disgusting)
 - Alcohol vapors, bacteria and stench is no longer linked to the "smoke effect button" (it had some untrue describtion, sorry)
 - Steel batch reaction fixed, the iron bars ingredient was missing.
 - Raised pig iron and steel batches from 6 to 12 bars.
 - Lowered bonestud value to 1.
 - Removed Rockwraiths
 - Metalwraiths only emerge from Cobaltite, Silver or Gold
 - Soggoths only appear in living stone
« Last Edit: February 25, 2013, 05:51:36 pm by Meph »
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9350 on: February 25, 2013, 05:56:02 pm »

Meph, thank you for your answers. So I will play with extra plants off but I'll start with boozebelly goats in my embark :)
Your mod is great, I want to try the "noble escort embark" starting from a neutral or evil pre-buld tower with "embark anywhere". So much fun.

But because I'm going to start a big game, I'll wait your "G" version, seems almost ready isn't it ?
I'm designing my fortress on paper for now, geeky.

Oh and I feel responsible for that:
- Kobolds can now butcher and eat sapient beings.
:D
« Last Edit: February 25, 2013, 05:58:10 pm by Nokao »
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sayke

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9351 on: February 25, 2013, 05:56:51 pm »

@meph - awesome! one thing to add: is there any way you can make prepared food less valuable as a tradegood, by any chance? in my current fort the only tradegood i really need is $40k masterwork meals. they really add up.

and maybe add metalwraiths to hematite, limonite, etc...? that keeps it interesting! i haven't had much of a problem with wraiths because i do most of my mining in a separate shaft away from the main body of my fortress, and i armor up my miners in their own squad. soggoths, though, yowch... did you figure out a way to make them expire after a month or two?

regardless, might i suggest isolating balrogs and soggoths to igneous layers? approaching magma should have risks... =D

and did you get milkable poison-creatures working, by any chance?

one thing i make a point to do is move a bunch of the really weird creatures in creature_monster_masterwork.txt to creature_magical_ff.txt, and vice versa for the more-normal ones - then i make sure the weird magical ones are biome-specific.

also - why did you remove the faedogs? the mutant ones should have had their breath attack removed, but other then that, they were cool! same wither berzerkers... they were useful too!

and i'm not getting the more complicated body parts when i butcher things... i only get meat and bone/horn/shell/wool/etc. i never get eyes, brains, kidneys, sweatbreads, etc. is that normal? did i turn it off in a setting somewhere?

finally - can you include the original default color scheme? i put it back in from 1.9.5, and it looks far better in my opinion. the one that's in there by default now is not the actual default one, i'm pretty sure!

regardless, absolutely all the best and thanks again! =)
« Last Edit: February 25, 2013, 06:14:41 pm by sayke »
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Nokao

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9352 on: February 25, 2013, 06:28:22 pm »

Can I make a general question related to my MW DF experience ?

If I just started a game and I found a perfect place to make my fortress, and I'm with MasterWork Dwarf Fortress 2f
And 2g came out tomorrow.

What can I do to play with 2g in this world ?
Keep in mind that I not only like the natural waterfall and 2 rivers I found, but also the particular disposition of a human castle I just conquered.

sayke

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9353 on: February 25, 2013, 06:32:57 pm »

Nokao - you can try regenning with the same worldgen parameters. it won't be exactly the same but it should be close. i use custom world_gen.txt that i made in perfectworld, and i always embark in the same spot =P it doesn't reproduce everything, of course - the distribution of surface ponds, and the distribution of minerals underground, can vary quite a bit - but it's damn good!
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Nokao

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9354 on: February 25, 2013, 06:37:22 pm »

Ok thank you. Maybe you could help me in a little project of mine ... I'm searching a good round castle, with two opposite rivers in the map.
I want to dig the rivers into the castle and make a central artificial lake, and make an underground waterfall with that, that will be the center of my fortress.
Never saw something like that ?

About my current gen, can I somehow get this worldgen seeds/files to re-start it again from zero ?

I don't want to get too offtopic, if you want answer in a private message.

Meph

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9355 on: February 25, 2013, 06:40:14 pm »

I just started 2g two hours ago or so... ^^ its not finished by a long rung.

Did this since the last post:
 - Added oil sand and oil shale, black mineral oil bearing clusters.
 - Chemist can make mineral oil from oil shale and oil sand. 1 boulder = 1 unit of oil.
 - Chemist can make fatty oil from tallow. 3 tallow = 1 unit of oil.
 - Slagpit now needs 2 querns to be build.
 - Concrete from slag now has 3 reaction:
 - Concrete from slag = 2 blocks
 - Concrete from 2 slag and 1 ash = 8 blocks
 - Concrete from 4 slag and 1 lye = 20 blocks

@Nokao: Nope, version are not save compatible.

@sayke: milkable poisons will come. soggoths with expire date I can do. faedogs should still exist(?), and what berserkers do you mean? All bodyparts are "meat", thats normal, you can turn it off with the "simple meat" button in the settings.

the default color is not the default color? Ups ^^ I have a look.

EDIT: there you go:
 - All poison and venom bearing animals can be milked for poisons/venoms. Used for the Toxicist.
« Last Edit: February 25, 2013, 06:49:23 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 :::

sayke

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9356 on: February 25, 2013, 06:52:29 pm »

@meph - hehe awesome! i approve of all these changes!! i was referring to the berzerker caste - i liked them and didn't understand where they went =D

might i also suggest making the dynamite ammo ballista-only? that would give people a reason to use ballista, and would help prevent the crazy friendly-fire bloodbaths you get with dynamite crossbow/javalin-thrower ammo... come to think of it, if you could do dynamite catapults, we'd have straight-up dwarven artillery! wouldn't that be badass?? =]
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Nokao

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9357 on: February 25, 2013, 07:00:57 pm »

@Nokao: Nope, version are not save compatible.

Sad, but I still could wait, I just started to test some things :D
However, I still would like to start again in this embark point.

Do someone have suggestions on saving a world seed after it's been created, and regenerate the sane world from zero (so using the updated mod) but finding the same geography ?

Meph

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9358 on: February 25, 2013, 07:01:19 pm »

Berserkers were similar to Legionnaires... they just added more micromanagement in my view.

You know, reading this ballista ammo thing... my initial reaction was: That cant be done... and now that I think of it a bit more... it cant be done. :( Have you used dynamite ammo a lot? Does it work like intended? I only ever used it in the arena, a report about fortress mode about it would be more then welcome.

Maybe dfhack trickery... coating ballista ammo with dynamite that way... mh... I'll try.
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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 :::

blu

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9359 on: February 25, 2013, 07:29:04 pm »

Are you generating a new world with your new settings?
I deleting the Masterwork dwarf fortress game entirely, replacing it by just unzipping a clean copy. Before I even launched dwarf fortress for the first time I turned off all of the misc. options; particularly the difficult farming option. Regardless of what I have set, it still seems to be turned on. My crops never grow even after going through several seasons.
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