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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 1860368 times)

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10080 on: March 19, 2013, 07:38:02 pm »

There's a sticky on "do i need new world" at the top of this forum.  I think you might be OK playing with GROWDURs. 

Wilm0chimp

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10081 on: March 19, 2013, 07:43:23 pm »

Im reading it now whilst scratching my head like a monkey.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10082 on: March 19, 2013, 07:52:06 pm »

I am busy all day tomorrow, and I have to wait for a finished, working version of itemsyndrome.lua and force.lua... itemsyndrome seems to have a bug atm, and I dont know what syntax to use to trigger different events with force event. The siege from force siege works fine, but I will need more info about the migrants/caravans/diplomats/megabeasts/nightcreatures before I can do anything.

Here is the changelog for what I have done so far. The rune armory and artificer raws are done, but without itemsyndrome have no effect atm. Please have a look and see what looks good, what bad, whats missing. To-do list is plenty full... Skaven, Warpstone items, Warpstone Lab reactions, Glass industry extension, cursed items, a shade entity that sends late-game assassins, chaos civ that lives in hell (fake, not a real civ), kobold camp improvement (plenty of them to go around), a system to make fuel of oil-sand/oil-shale, a dwarven embassy, maybe a marketplace, maybe a casino, maybe upgrade systems for the mages, guild system... so much.  8)

Code: [Select]
##########################################################################################
Changelog - Masterwork DF V.2h

 - Updated dfhack to r3
 - Added putnams itemsyndrome script, needed for some new additions.
 - Added "forumdwarves" utility. Press Ctrl-P to print any ingame text to the forumdwarves.txt
 - Applied binpatches from dfhack to fix following vanilla bugs:
# Bug 5994 - items teleported when removing a construction binpatch apply deconstruct-teleport binpatch apply deconstruct -heapfall
# Bug 4406 - hospital overstocking on all items binpatch apply hospital-overstocking
# Bug 808 - custom reactions completely using up all of their reagents binpatch apply custom-reagent-size
# Bug 4530 - marksdwarves not training when quiver full of combat-only ammo binpatch apply training-ammo
# Bug 1445 - weapon racks broken, armor stand capacity too low

 - Added [LEATHER][ITEMS_LEATHER] to shellplate and rigid shellplate templates. Leatherworker now accepts these as well.
 - Fixed bronze ballista/catapult parts reaction.
 - Replaced all coal:coke reagents with coal:no_matgloss, this way people can use charcoal as well. (was used in 20 or so custom reactions)
 - Added Machinery Section to Workshops and moved Steam Engine to it. (dfhack related, does not work as furnace)
 - Updated Phoebus Minecart tile (was outdated, sorry)
 - Reduces clutch size of the new dwarven pets.
 - Updated falconnes dfhack plugins for r3
 - Shalswars and Orges no longer spawn with clothing (kobold camp)
 - Golems rebalanced. Golem Casts no longer exist. Making a golem now needs:
 - 5 metal bars, 1 metal mechanism, 1 metal weapon. This will create 1 golem. (and the dwarf of course)
 - Lowered the value of cheese, but raised the value of milk.
 - Warbeast Kennels rebalanced. Pet Armor Casts no longer exist. Armoring a pet now needs:
 - 3 metal bars, 1 mechanism. This will armor 1 pet.
 - Recycling a dead pets armor will give you 2 metal bars back.
 - Recycling a broken golem will give you 1 mechanism and 3 metal bars back.
 - Rebalanced landmine and turret making. Landmine/Turret cases no longer exist. You now need:
 - 1 iron bar, 1 copper bar, 1 mechanism, 1 blackpowder for landmines. + reagents for the specific type. (fire, ice, warpstone, etc.)
 - 2 iron bars, 2 copper bars, 2 mechanisms, 1 clockwork part for turrets.  + reagents for the specific type. (fire, ice, warpstone, etc.)
 - Rebalanced the Colosseum.
 - To "Release a creature" you need a caged monster. These can be bought from any caravan, in the tool section.
 - When a "golden caged monster" is realeased, you get a spawned creature to fight, and a golden cage. Same for all other materials.
 - To summon a Colossus in the Colosseum, you need a statue and the book of summoning. These can be bought from dwarves or drow caravans.
 - Added New Building Category "Machinery"
 - Added Alarm Siren and Gnomish Artificer Buildings.
 - Kobold Viper-Caste no longer causes fires when it bites. Really odd bug, that one.
 - Designing and copying blueprints now needs jugs full of ink, instead of just flasks.
 - Renamed Runesmith to Rune Weaponry, and added Rune Armory.
 - Rune Armory enchanted metal armors with up to 15 positive effects.
 - Weather Control Device. Trade the blueprint from gnomes, late game traders.
 - Added gnome race. Late game traders, arrive in Summer. You need a really big fortress or wealthy fortress to attract gnome traders.
 - They bring a diplomat and a guild representative, and are the only source of blueprints for the "gnomish artificer" and the "weather control device"
 - Gnomes bring no wagons and no bodyguards, so take care of their caravans.
 - Added gnomish artificer. New furnace.  Creates 3 kinds of powerarmor and 3 kinds of ranged weapons.
 - Steampower Armor: Iron grade armor, gives max strength
 - Steamguardian Armor: Steel grade armor, gives max endurance
 - Steamrunner Armor, Bronze grade armor, gives max agility
 - These armors can still be enchanted with runes, if you want to.
 - Flamethrower and bladed flamethrower: Dwarves can shoot flames. Beware friendly fire.
 - Firecannon and bladed firecannon: Dwarves shoot cannonballs and fireballs.
 - Cannon and bladed cannon: Dwarves shoot cannonballs.
 - Added weather control device. New furnace.
 - You can run 3 reactions there: Clear the sky, Let it rain, Let it snow.
 - Added 5 options to the GUI: Gnome Race, Alarm Siren, Weather Control Device, Gnomish Artificer, Rune Armory. You can toggle these on/off.
 - Updated Manual
 - Snow Leopards are now war-trainable.
 - Fixed 27 web-throwing creatures, including the trap spider (kobold camp) to actually USE THEIR WEBS. Turns out the webber tag is not enough.
 - Thieves tunnel (kobold camp) is easier to make
 - Ogres (kobold camp) are better. 5 skill in strike, kick, dodge and fighting.
 - Armored ogres (kobold camp)are better. 10 skill in strike, kick, dodge and fighting.
 - Fixed REACTION:KOBOLD_RIGIDCHITIN_LEATHER_ARMOR_BREASTPLATE] (kobold camp)
 - Scriptorium allows to "record the history of your fortress", which will quicksave your progress.
 - Elves now sell 2 special items, the Song of Gaia and Song of Titania. These are found in the misc-section of the trader.
 - You can regrow all grass once with the Song of Titania, or regrow all grass and tree-saplings with the Song of Gaia.
 - Gnomish Artificer can now make a steampowered Net-Thrower as well. It shoots webs. :)
 - Fixed a splill-over bug when making boozebelly rum.
 - Lowcapsed all the embark profile titles. Small thing, bit effect, way more readable. Put the easy embarks for beginners and the empty template to the top.
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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 :::

Putnam

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10083 on: March 19, 2013, 08:02:58 pm »

Uh oh, what itemsyndrome bug?

Wrex

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10084 on: March 19, 2013, 08:08:14 pm »

So, how did you get the boiling stone reactions to be 100% succesful, DF hack nonsense?
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10085 on: March 19, 2013, 08:09:23 pm »

So, how did you get the boiling stone reactions to be 100% succesful, DF hack nonsense?

Yes, autoSyndrome by expwnent.
« Last Edit: March 19, 2013, 08:11:12 pm by Putnam »
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10086 on: March 19, 2013, 08:35:56 pm »

I am busy all day tomorrow, and I have to wait for a finished, working version of itemsyndrome.lua and force.lua... itemsyndrome seems to have a bug atm, and I dont know what syntax to use to trigger different events with force event. The siege from force siege works fine, but I will need more info about the migrants/caravans/diplomats/megabeasts/nightcreatures before I can do anything.

Here is the changelog for what I have done so far. The rune armory and artificer raws are done, but without itemsyndrome have no effect atm. Please have a look and see what looks good, what bad, whats missing. To-do list is plenty full... Skaven, Warpstone items, Warpstone Lab reactions, Glass industry extension, cursed items, a shade entity that sends late-game assassins, chaos civ that lives in hell (fake, not a real civ), kobold camp improvement (plenty of them to go around), a system to make fuel of oil-sand/oil-shale, a dwarven embassy, maybe a marketplace, maybe a casino, maybe upgrade systems for the mages, guild system... so much.  8)

Code: [Select]
##########################################################################################
Changelog - Masterwork DF V.2h

 - Updated dfhack to r3
 - Added putnams itemsyndrome script, needed for some new additions.
 - Added "forumdwarves" utility. Press Ctrl-P to print any ingame text to the forumdwarves.txt
 - Applied binpatches from dfhack to fix following vanilla bugs:
# Bug 5994 - items teleported when removing a construction binpatch apply deconstruct-teleport binpatch apply deconstruct -heapfall
# Bug 4406 - hospital overstocking on all items binpatch apply hospital-overstocking
# Bug 808 - custom reactions completely using up all of their reagents binpatch apply custom-reagent-size
# Bug 4530 - marksdwarves not training when quiver full of combat-only ammo binpatch apply training-ammo
# Bug 1445 - weapon racks broken, armor stand capacity too low

 - Added [LEATHER][ITEMS_LEATHER] to shellplate and rigid shellplate templates. Leatherworker now accepts these as well.
 - Fixed bronze ballista/catapult parts reaction.
 - Replaced all coal:coke reagents with coal:no_matgloss, this way people can use charcoal as well. (was used in 20 or so custom reactions)
 - Added Machinery Section to Workshops and moved Steam Engine to it. (dfhack related, does not work as furnace)
 - Updated Phoebus Minecart tile (was outdated, sorry)
 - Reduces clutch size of the new dwarven pets.
 - Updated falconnes dfhack plugins for r3
 - Shalswars and Orges no longer spawn with clothing (kobold camp)
 - Golems rebalanced. Golem Casts no longer exist. Making a golem now needs:
 - 5 metal bars, 1 metal mechanism, 1 metal weapon. This will create 1 golem. (and the dwarf of course)
 - Lowered the value of cheese, but raised the value of milk.
 - Warbeast Kennels rebalanced. Pet Armor Casts no longer exist. Armoring a pet now needs:
 - 3 metal bars, 1 mechanism. This will armor 1 pet.
 - Recycling a dead pets armor will give you 2 metal bars back.
 - Recycling a broken golem will give you 1 mechanism and 3 metal bars back.
 - Rebalanced landmine and turret making. Landmine/Turret cases no longer exist. You now need:
 - 1 iron bar, 1 copper bar, 1 mechanism, 1 blackpowder for landmines. + reagents for the specific type. (fire, ice, warpstone, etc.)
 - 2 iron bars, 2 copper bars, 2 mechanisms, 1 clockwork part for turrets.  + reagents for the specific type. (fire, ice, warpstone, etc.)
 - Rebalanced the Colosseum.
 - To "Release a creature" you need a caged monster. These can be bought from any caravan, in the tool section.
 - When a "golden caged monster" is realeased, you get a spawned creature to fight, and a golden cage. Same for all other materials.
 - To summon a Colossus in the Colosseum, you need a statue and the book of summoning. These can be bought from dwarves or drow caravans.
 - Added New Building Category "Machinery"
 - Added Alarm Siren and Gnomish Artificer Buildings.
 - Kobold Viper-Caste no longer causes fires when it bites. Really odd bug, that one.
 - Designing and copying blueprints now needs jugs full of ink, instead of just flasks.
 - Renamed Runesmith to Rune Weaponry, and added Rune Armory.
 - Rune Armory enchanted metal armors with up to 15 positive effects.
 - Weather Control Device. Trade the blueprint from gnomes, late game traders.
 - Added gnome race. Late game traders, arrive in Summer. You need a really big fortress or wealthy fortress to attract gnome traders.
 - They bring a diplomat and a guild representative, and are the only source of blueprints for the "gnomish artificer" and the "weather control device"
 - Gnomes bring no wagons and no bodyguards, so take care of their caravans.
 - Added gnomish artificer. New furnace.  Creates 3 kinds of powerarmor and 3 kinds of ranged weapons.
 - Steampower Armor: Iron grade armor, gives max strength
 - Steamguardian Armor: Steel grade armor, gives max endurance
 - Steamrunner Armor, Bronze grade armor, gives max agility
 - These armors can still be enchanted with runes, if you want to.
 - Flamethrower and bladed flamethrower: Dwarves can shoot flames. Beware friendly fire.
 - Firecannon and bladed firecannon: Dwarves shoot cannonballs and fireballs.
 - Cannon and bladed cannon: Dwarves shoot cannonballs.
 - Added weather control device. New furnace.
 - You can run 3 reactions there: Clear the sky, Let it rain, Let it snow.
 - Added 5 options to the GUI: Gnome Race, Alarm Siren, Weather Control Device, Gnomish Artificer, Rune Armory. You can toggle these on/off.
 - Updated Manual
 - Snow Leopards are now war-trainable.
 - Fixed 27 web-throwing creatures, including the trap spider (kobold camp) to actually USE THEIR WEBS. Turns out the webber tag is not enough.
 - Thieves tunnel (kobold camp) is easier to make
 - Ogres (kobold camp) are better. 5 skill in strike, kick, dodge and fighting.
 - Armored ogres (kobold camp)are better. 10 skill in strike, kick, dodge and fighting.
 - Fixed REACTION:KOBOLD_RIGIDCHITIN_LEATHER_ARMOR_BREASTPLATE] (kobold camp)
 - Scriptorium allows to "record the history of your fortress", which will quicksave your progress.
 - Elves now sell 2 special items, the Song of Gaia and Song of Titania. These are found in the misc-section of the trader.
 - You can regrow all grass once with the Song of Titania, or regrow all grass and tree-saplings with the Song of Gaia.
 - Gnomish Artificer can now make a steampowered Net-Thrower as well. It shoots webs. :)
 - Fixed a splill-over bug when making boozebelly rum.
 - Lowcapsed all the embark profile titles. Small thing, bit effect, way more readable. Put the easy embarks for beginners and the empty template to the top.
You damn beautiful son of a bitch.

Wrex

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10087 on: March 19, 2013, 08:55:36 pm »

Can we replicated the kobold-fire bug? That might be useful for an end-game megabeast.
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10088 on: March 19, 2013, 09:15:15 pm »

From what I understand, it an be done so easily.

Billy Jack

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10089 on: March 19, 2013, 10:20:14 pm »

Looks great, Meph.

Is there any chance you could squeeze in adding some pants that count as armor for leather?  Right now, the leather trousers don't have an armor value and everyone just changes out their existing xPantsx for what I was thinking would be part of a set to give to my VIP's.

Also, something for the future maybe, integrate the migrants_now script to create an expedition to go find more dwarves for the fort.

My current fort is mildly frustrating because after 6 years, I have a population of 48 + 7 youngen's.  Only 6 adults have died.  I continue to get migrants but there's only two in each wave, and I still get trading expeditions from my dwarf civ.

Created wealth is almost 4 mil, the only ambush I don't just run out and wipe out is the warlocks.  All others get smacked down by my 5 legionnaire + 2 crossbowmen army.  All of them have named their weapons and shields, and all other citizens are decked out in cobalt sets of armor.

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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Putnam

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10090 on: March 19, 2013, 10:28:39 pm »

I PMed Meph a new version of the force script that should allow migrants to come with autoSyndrome shenanigans.

Ahrimans Library Card

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10091 on: March 20, 2013, 05:40:55 am »

Well, almost all of my problems with Kobold camp are being fixed with that. Also, I'm a complete and total noob. Is that applied to Masterwork automatically, or do I have to download something?

And I have a suggestion for making the Theive's tunnel not requiring you to make enough cloaks and bags to swathe a continent. Just add "Theive's Cloak" (Same coast as a normal cloak, just seperated so that the Bolds won't run up and grab it), and Theive's Sack (Same method as the Theive's cloak).
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Meph

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10092 on: March 20, 2013, 05:47:19 am »

Ahriman, you seeker of arcane knowledge, the word is "thief". ;) But yes, a good idea with the seperate items. And the changelog I posted is NOT a realease. Its only what I personally have here atm. Just wanted to know what people think of it, whats mising and so forth. You will notice when I upload something
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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 :::

zach123b

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10093 on: March 20, 2013, 06:38:59 am »

the dewbeetles honey has a problem when being made into mead, the reaction in the still uses all the honey in a barrel and spits out 5 times that and often makes it not fit in a barrel.  could you add a reaction for the brewery and add a note to use buckets alone for the honey?
also: why are the dewbeetles so slow? :P

i also didn't see the tusks of the boars you added being fixed where they would churn out skin/leather instead of ivory or teeth :s
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Meph

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10094 on: March 20, 2013, 07:27:41 am »

 - Fixed dewbeetle mead spilling over
 - Fixed cragtooth teeth being sheard as "skin"
 - Kobolds can now make clay sling bullets. (kobold camp)
 - Stealing from civs no longer needs bags and cloaks, but "pouches" and "thief's cloaks". Both are tools. (kobold camp)
 - Removed bone studs. You now make studded leather directly from leather+bone/horn/hoof/remains.

I dont know what you are talking about.  8)
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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 :::
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