Well, it definitely works to some extent, however, none of the Masterwork workshops and other buildings are present. It's essentially just normal dwarf fortress, but with Masterwork's usual set of extra mods.
okay grotball, I don't have any experience with DT. I've not really used it since 42.06, I prefer to use autolabor for most skills (just because I don't want to run around selecting units) disabling for skills that matter to me. Then use the DFHack DT under u->l fro them. If you come across anything useful send it to me, I'll add it in if it works.
64bit Masterwork is what I've been waiting for.
Thanks m8
Wow, this is really a nice surprise, goodjob!
Thanks for this!
I make changes to the various playable races' learning rates, along with maximum amount of civilizations; because that takes so long to go in and manually make those adjustments, i was hoping to just save those files and paste them into your v1.24b version. Will that work?
Wanted to make sure this wasn't just me....I'm not seeing guild members on embark with strong skills associated with their professions. They have "peasant" starting skills.I don't think they did or ever have. Can anyone confirm that they were suppose to? I don't really play dwarves and humans as much as orcs and succubus, but orcs show up of different castes (which are what guild members are) and their skills do not always match their castes when they migrate in. At embark those will only have the skills you set. the caste only provides faster learning rates for their skills, if I understood the raws correctly. I've not done anything with the skill settings in the various raws.
Thanks
(http://i.imgur.com/uHlCp1P.jpg)
Does anyone know where these new metals come from: Stygium, Afelsteel, Faceted, all the metals at the bottom? were they accidentally added to the dwarves reaction listings?
I'm playing as dwarves, looking at the metalsmith forge and I've never seen these metals, granted some of them I recognise as other playable races metals.
Wanted to make sure this wasn't just me....I'm not seeing guild members on embark with strong skills associated with their professions. They have "peasant" starting skills.I don't think they did or ever have. Can anyone confirm that they were suppose to? I don't really play dwarves and humans as much as orcs and succubus, but orcs show up of different castes (which are what guild members are) and their skills do not always match their castes when they migrate in. At embark those will only have the skills you set. the caste only provides faster learning rates for their skills, if I understood the raws correctly. I've not done anything with the skill settings in the various raws.
Thanks
Currently having serious crash issues. Details:
I created a pair of worlds with 1.24. I played on one. At first, I had no problems quitting/loading. My most recent save was having troubles loading (multiple crashes at load screen). I downloaded this version. The initial load resulted in a crash with an error message about the graphics set and my house. I messed around with graphics settings, but the game crashed at the same point. I had the same problem when I attempted to gen a world. Any suggestions? Is there a log you would find helpful?
Just a FYI I haven't had any crashing what so ever pretty much same settings from the previous version (Fresh install) I just made a copy of profile settings of the meph launcher, no need for laa with 64bit constant 30fps, I might see if I can push the fps up O.o.
Each of the guilds shows the wrong skill bonuses in Therapist:
http://imgur.com/MzdKdt1
(http://i.imgur.com/MzdKdt1.png)
1.24c for the fix, perhaps?
Getting a really strange error. All older versions of DF with DFHack works, but not this one.no idea. can you provide more info of the steps taken that caused the error? I've ran several unzips of the pack to verify it has all its components. and I'm running test forts at the moment with the pack, as I work up a few new changes.
(https://i.imgur.com/H3dLdFp.png)
Anyone have a clue what's wrong?
Getting a really strange error. All older versions of DF with DFHack works, but not this one.no idea. can you provide more info of the steps taken that caused the error? I've ran several unzips of the pack to verify it has all its components. and I'm running test forts at the moment with the pack, as I work up a few new changes.
(https://i.imgur.com/H3dLdFp.png)
Anyone have a clue what's wrong?
over all I think your download was corrupted or it messed up when it unpacked. not sure. but there should of been a dfhack.dll in the dwarf fortress folder.
Getting a really strange error. All older versions of DF with DFHack works, but not this one.no idea. can you provide more info of the steps taken that caused the error? I've ran several unzips of the pack to verify it has all its components. and I'm running test forts at the moment with the pack, as I work up a few new changes.
(https://i.imgur.com/H3dLdFp.png)
Anyone have a clue what's wrong?
over all I think your download was corrupted or it messed up when it unpacked. not sure. but there should of been a dfhack.dll in the dwarf fortress folder.
I downloaded the pack from DFFD, unpacked it, ran Masterwork Dwarf Fortress.exe for some settings and so on, then I tried to run DF and this error occured.
The only dfhack.dll in the folder is "dfhack-client.dll". If a grab a fresh copy to extract, the result is the same.
Also this: (https://i.imgur.com/gnnBw2X.png)
Solved it. I removed the Lua environment variables and restarted my computer. :-[
Not sure if this is the right thread however I've just had a few "Incandescent dolomite" creatures spawn in the magma sea and proceed to drown.
1. Don't believe so.Not sure if this is the right thread however I've just had a few "Incandescent dolomite" creatures spawn in the magma sea and proceed to drown.
was you digging in dolomite? and do you have The earth strikes back mod on or off (3 options, I need to know all 3 of them). did they spawn at the top left corner in the magma sea or did they appear in the middle of the map somewhere?
New, user, is it known whether graphics are still broken in 43.05? Trying to run this vs of MW with Phoebus tileset and creature sprites gives the 'GPU unable to accommodate texture catalog' crash and error at the 'Loading Graphics' step of new world generation. My specific options chosen are:sorry I missed this. can anyone else confirm the issue. I'm heading to bed, I'll look into it sometime tomorrow.
Color - Phoebus
Print mode - TWBT
Font - default
Tileset - Phoebus 16x16
Truetype font - OFF
Creature sprites - ON
TWBT Font - Phoebus
Z levels - 5
Thank you in advance.
I had a similar problem. It appeared that chopping up certain creatures resulted in them reanimating as friendlies. Very bizarre.
(Also, I'm not sure if you fixed this, but it appeared that the masterwork download you provided for .c had several changes from the default settings. Is that still the case?)
Just for the record what do you think is "default settings", I can check the settings for 1.23 and push those into the repository, but never really considered it that much.
@-nihil- well as I develop the repository I switched to the same settings as was in 1.23 so here's the images of the 1.23 settings as it came out of the package...
http://imgur.com/a/JMbzS
tell me what you think is wrong with these I would like feed back from anyone.
The grazing thing always bothered me in vanilla a couple of sheep shouldn't be eating a 31x31 field to dirt in 1 month, lol. I own 15 sheep and they don't demolish my 3 acres.
The grazing thing always bothered me in vanilla a couple of sheep shouldn't be eating a 31x31 field to dirt in 1 month, lol. I own 15 sheep and they don't demolish my 3 acres.
Yeah, sometimes it can be a little off trying to figure out what makes sense within the abstraction of the game. I just don't like making things easier xD
As for the poison I haven't used it much but I think it would make sense for each race(that should) to have their own poison reactions but maybe they could be in the same workshop? Otherwise make it a "masterwork" reaction rather than a kobold one. That's my vote at least.
Yeah I think most mods should be off by default, so they can be tried out as they decide to.
Hello, how would I go about disabling rendermax? Dfhack command, "rendermax disable" does not seem to work, and there is no tick in the settings that I noticed.
don't know if anyone's aware of it, or for how long it's been a problem, but the quern reactions for milling specific crops doesn't want to work. digging through the raws, it seems like there's a problem with what the product calls for.
Quinoa for example:
[PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:plant:FLOUR_MAT]
Is calling for the MATERIAL_REACTION_PRODUCT for flour, but there's no such thing for any crop, only for things like drink and seed.
[PLANT:QUINOA] Chenopodium quinoa
[NAME:quinoa][NAME_PLURAL:quinoa][ADJ:quinoa]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
Later on for Quinoa and for other grains there's this:
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:quinoa flour]
So i tinkered around and added
[MATERIAL_REACTION_PRODUCT:FLOUR_MAT:LOCAL_PLANT_MAT:MILL]
to the list of reaction products, which seemed to fix it. It did create a stack of 3 flour in one bag, not sure if that's the intended result but at least it's a step in the right direction. So I think to generally fix the quern not working, that line would have to be added for every crop that has a flour or dye product, or there'd have to be some change to how the specific reactions are written, though I'm not well-versed in this stuff enough to know how to go about that.
If you want, I could try to go through the crop files tomorrow if nobody else is up to it, let me know if that's something you're interested in.
[PLANT:QUINOA] Chenopodium quinoa
[NAME:quinoa][NAME_PLURAL:quinoa][ADJ:quinoa]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[MATERIAL_REACTION_PRODUCT:FLOUR_MAT:LOCAL_PLANT_MAT:MILL] <=== additional line in Modest Mod
[MATERIAL_REACTION_PRODUCT:FLOUR_MAT:LOCAL_PLANT_MAT:MILL] Modest Mod
[MATERIAL_REACTION_PRODUCT:SUGAR_MAT:LOCAL_PLANT_MAT:MILL] Modest Mod
[MATERIAL_REACTION_PRODUCT:DYE_MAT:LOCAL_PLANT_MAT:MILL] Modest Mod
Thanks, I'll try using mode:standard. Rendermax was running for me by default.
you can only diasble rendermax if you are running in print mode:standard, otherwise its not running at all. What problems do you think is coming from rendermax?
Thanks, I'll try using mode:standard. Rendermax was running for me by default.
you can only diasble rendermax if you are running in print mode:standard, otherwise its not running at all. What problems do you think is coming from rendermax?
There is no problem coming from it, I simply like the classic view more, it's not as distracting I guess? Maybe I just haven't gotten used to it.
Great job man, I was trying to find a way similar to what you did but couldn't figure anything out. The vanilla mill command worked fine, so there had to be some kind of reaction process that works somewhere.
Thanks for the hard work. :)
Woo! I went missing for a month and I come back to find out you picked up Masterwork... Thank you very much, I'll try it out now and send feedback asap.
First off, I only got into DF Masterwork recently but I appreciate all the work everyone does to keep it running.
Does anyone else have an issue with the guild/caste dwarfs in v1.24e not having skills that match their profession? i.e. Crafting guild has boost to fishing and gemcut or the legionnaire having a boost to carpentry and beekeeping. The skills are correct in the 43.03 original version from Dec 9th but I was having other issues with that which your updates have fixed.
I've had the same issues in v1.24d and v1.24e and tried to redownload and unzip them separately with the skills still not showing up correct. I looked in the raw files and it *seems* to my untrained eye that the skills are set correctly under the guild dwarf professions but yet they show up incorrect in game.
Any thoughts about how to fix this myself or am I the only one having this issue?
Second question I have is that using Meph tileset the minecarts show up as black tiles. Anyone know a quick fix for that issue? I saw a post about inverting colors but was not sure if that would work.
You are correct that I am using dwarf therapist when it show the incorrect skills associated with the caste dwarves. Since the files look identical that would make sense that it is working correctly and Therapist is just showing the tooltip incorrectly.
I do not use minecarts that often so it is a minor annoyance that I can easily deal with. I found a couple threads where it mentioned that bins and I think elven warriors were showing up as black tiles but I could not find anything about the mine carts specifically so I thought it might been something with my game.
Thank you for the quick reply.
As someone who attempted to make a race for masterwork myself (with a team of two other people), I wouldn't recommend working on the new race immediately. There is a lot of work in there that you might not expect. You have to make the creature file, entity file, language file (this one is a bitch), reaction file (for any new reactions you might want to make), dfhack scripts (it seems like you already know how to do this so this shouldn't be a problem), and new sprites (potentially the deal breaker here, this was what inevitably killed my race the last time I worked on it, though if I were to work on it again it would be porting the .34 stuff to Df 2016 that would kill it)
Documentation rewrite though, that would be amazing! There's a wiki that's just filled to the brim with outdated articles and it would be great to bring some life into it. It might be a good idea to list the differences between reborn and Ye olde, since some guys might still appreciate documentation for the original MW.
What MW is lacking is ELVES! People keep taunting me with promises of elves, but then it doesn't happen, or it's too buggy to implement.
What MW is lacking is ELVES! People keep taunting me with promises of elves, but then it doesn't happen, or it's too buggy to implement.
Wasn't Meph waiting on some specific script to get updated? I know there was a theme that the reactions in his planned civ would be different from season to season, since the one thing that Vanilla elves have in abundance is time and he wanted to expand both on that and a codependency on the local wildlife.
1. Documentation rewrite... We re seriously behind in documentation... over a year behind in documentation.
1. Documentation rewrite... We re seriously behind in documentation... over a year behind in documentation.
sobbing from the dark corner slowly ebbs away ... I can has documentation?
Seriously, this would make my week. I've been trying to get into MW, and keep seeing new stuff that I can't find any information on. Not here, the wiki, the manual, or the deep, dark crevasses of the internet.
It's like the early 90's here, I have to ask PEOPLE if I have questions. Send help.
Well as humans are described as being "prone to great ambition", and taking their MW mercantile/mercenary nature, I think it'd be best to just make sure they don't completely hate the values that affect goals/longterm survival and let the RNG sort the rest out. So maybe:Awesome, yeah your talking about conflicting between the creature and the entity definitions. They look good, I'm glad you know how that functions. putting these in my notes for what needs to be done.
*Consults Wiki*
Family: 10-35
Power: 0-33
Artwork: 0-33
Craftsmanship: 0-33
Martial Prowess: 0-33
Skill: 0-33
Commerce: 15-40
Romance: 10-35
Knowledge: 0-33
So nothing too extreme, with the average human society at least respecting an ideal even if individuals don't have an interest in it. And from what I've seen in vanilla, those numbers aren't hard limits on behavior because I've gotten dwarves that "despised artwork and would delight in destroying a masterwork if he got the chance" and some that think it's the best thing since Betty White- so keeping the lower range near the center should let at least somebody have a personal dislike of one value or another.
[REACTION:SPLITTING_STONE]
[NAME:Split boulder into blocks(10)]
[BUILDING:SPLITTING_BLOCK_STONE:CUSTOM_A]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:NONE]
[WORTHLESS_STONE_ONLY]
[PRODUCT:100:10:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]
So tell me does anyone else feel like the current version is the fastest loading MW since 1.19? I've not updated my home system I'm running DF on since 1.17 and I've never been able to load, world gen, etc this fast... maybe its me maybe its my personal preference but I'm excited!
The brick splitting block for humans doesn't seem to have a properly working reaction. I've looked through a few pages of the forum and the search function trying to figure out my current human woes, and I've come up with nothing so far.
I've embarked with a stonecrafter and mason, I've ensured I have a supply of non-economical rocks, I've built the Brick-Splitting Block workshop, stockpiled granite beside it, however it doesn't have the reaction to craft ten blocks from a boulder in it.
The reaction appears to be here.. (Dwarf Fortress/Raw/Objects, reaction_humans.txt, Line 47)Code: [Select][REACTION:SPLITTING_STONE]
[NAME:Split boulder into blocks(10)]
[BUILDING:SPLITTING_BLOCK_STONE:CUSTOM_A]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:NONE]
[WORTHLESS_STONE_ONLY]
[PRODUCT:100:10:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]
But it doesn't show up in the brick splitter's task menu.
I may just not be using the Brick Splitter in the proper way--I assume it's used the same way as you would use a Mason's Workshop to make stone blocks, IE going into the Q menu and choosing the reaction to take place?
Below is a view of the empty task menu. The Bricksplitter is to the right.
(http://image.prntscr.com/image/db18e9f59d45415787b38f8fc3d37936.png)
So tell me does anyone else feel like the current version is the fastest loading MW since 1.19? I've not updated my home system I'm running DF on since 1.17 and I've never been able to load, world gen, etc this fast... maybe its me maybe its my personal preference but I'm excited!
Haven't tried 1.25 yet, but as someone who has extremely frequent crashes during World Gen, even with low history like 100-200 years, I actually managed to make a world with 150 years of history on my first try on 1.24e which has been unheard of for me for a long time.
Does anyone else have an issue with designating plant gathering? They do seem to get picked, but the tiles aren't being highlighted so I have no visual indication that it's working.
I'm not sure if this is actually a MW bug or one with the included DT version, but the tool seems to have odd ideas about what the human castes are best at. For instance, it's reporting that I should set my Farmer's guild guy on engraving and trapping.
Does anyone else have an issue with designating plant gathering? They do seem to get picked, but the tiles aren't being highlighted so I have no visual indication that it's working.
Oh it's been a while since I actually logged in to say things, but I've gotten back into DF thanks to Masterwork, so I'm wondering if I could give back and help with anything for you guys (though I'm sure I don't do enough stuff to find any obscure bugs, seeing as the last bug I found, by the time I came back there was a new version out that had fixed it. Thank you for fixing the milling reactions by the way).
Also, am I just doing it wrong, or does Hermit Mode have issues with hauling labors? They don't really queue up properly it seems, so the hermit makes it about 10 or 20 steps back towards the meeting area or wherever else he wants to idle after he drops stuff off, and then realizes there's more hauling to do; it wouldn't be so bad except for the fact that hauling is so time intensive as it is for one guy to do, and this can add pretty significant amounts of time to what should be short trips. I assume this is just a vanilla DF behavior of it not properly making a task queue, but it still feels kind of buggy. Is there a way to make a hermit haul in a way that doesn't turn into a game of waiting and hoping he figures out what he should be hauling, especially given that food will rot if he doesn't decide to store it away quickly enough, or is that just part of the !FUN! of playing hermit mode?
So, not sure if this is the appropriate place to report bugs, but I've ran into something (still on v1.24e, but I haven't seen this in the patchnotes, so I figured I might as well post it here anyway).Pretty sure it's a vanilla bug, or at least some iterations (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9954) of the bug are. It seems to have some rather weird factors in what causes it, as some of the related crashes have apparently been due to stretched graphics, so it's going to be quite a time for whoever has to track it down. I had it too when I was trying to specify to get charcoal in one thing, but it crashed whenever I got to the second c.
I tried to create a job from a Farmer's Workshop, to process plants once my cloth stockpiles run low. Once I try to specify the material of the cloth to pigtail, it crashes as soon as I get to typing the "g" or "t". Very reproducible. My guess is there's an entry somewhere around there that throws an error as soon as it's checked.
I'm not entirely sure it's MW's fault, but I've never had problems with workshop orders in Vanilla.
Can provide a save if helpful.
Pretty sure it's a vanilla bug, or at least some iterations (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9954) of the bug are. It seems to have some rather weird factors in what causes it, as some of the related crashes have apparently been due to stretched graphics, so it's going to be quite a time for whoever has to track it down. I had it too when I was trying to specify to get charcoal in one thing, but it crashed whenever I got to the second c.
I've seen random crashes while using detail either in the workshop build menu or in the Job Monitor... and I've seen it straight Dwarf Vanilla
I realize this is relatively minor in the grand scheme of things; Have you been able to fix the duplicate booze types? (Dwarf Mode)
You misunderstand. Last time I played, there were 2 entries for almost every booze. At embark, there would beI realize this is relatively minor in the grand scheme of things; Have you been able to fix the duplicate booze types? (Dwarf Mode)
ahhh you mean everything being called dwarven (beer, wine, ale, etc}
The game runs perfectly, expecially the advance world gen.
the only problem is that everytime I try to start Dwarf therapist it chash or is unable to read the game
You misunderstand. Last time I played, there were 2 entries for almost every booze. At embark, there would beI realize this is relatively minor in the grand scheme of things; Have you been able to fix the duplicate booze types? (Dwarf Mode)
ahhh you mean everything being called dwarven (beer, wine, ale, etc}
Dwarven Brandy
Dwarven Brandy
Dwarven Rum
Dwarven Rum
Et cetera. I think it was a result of the 'harder farming' plugin, which added a bunch of new mushrooms.
I've noticed something that's probably unimportant to most people: There's no reaction in the raws for making the churchwarden pipe, i.e., the item used to smoke sweet or deep galena. At the moment it's impossible for dwarves to decide to go smoke these things due to this.
Aside from anyone feeling like having some !fun! by dumping galena on a tile and then carefully lighting it up with lava or something and pumping the smoke (which has an inhalable syndrome), both sweet and deep galena are completely functionless. And I've not spent the time to figure out whether or not that smoke actually can do so if you manually burn it (I did light some on fire but the poor test dwarf decided that walking away from the campfire after lighting it up was a silly idea and not for him).
Maybe disable them if they're just nonfunctional in DF's mechanics? I could probably put together a raw for the pipe, but I'm not sure if you're interested in it or dealing with anything in the patreon rewards stuff.
It seems like there's an issue with magma and water wells in the latest version for the dwarv civ. Had to register, so I don't have the errors on hand, but trying to use a magma/waterwell as a dwarf civ on a clean download of 1.25 resulted in a nil reference error and no liquid spawn.
Well, that's the thing - I've disabled most other civs with the intent of getting a semi-vanilla set up for civs (only deviation is the inclusion of more primitive - beakwolves and stranglers usually - fortress defense races from time to time.) They should be spawning fine, but they simply aren't
And this is across about 20 separate gens, which makes me think there's some kind of problem with thier entity or something, unless my download is messed up for that one race for some reason...
[REACTION:SMOKING_PIPE]
[NAME:Make churchwarden pipe]
[DESCRIPTION:Requires a log. Creates a pipe for smoking pipeweed.]
[DESCRIPTION:]
[DESCRIPTION:Uses carpentry skill.]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_PIPE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]
I think all we need to make the pipes work is addingCode: [Select][REACTION:SMOKING_PIPE]
[NAME:Make churchwarden pipe]
[DESCRIPTION:Requires a log. Creates a pipe for smoking pipeweed.]
[DESCRIPTION:]
[DESCRIPTION:Uses carpentry skill.]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_PIPE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]
to reaction_patreon.txt
The pipe itself exists, in item_z_patreon.txt, the smoking reactions exist, and the plants exist in plant_patreon.txt. I tested it and the smoking reactions themselves, while they don't seem to have any products, do have a hook somewhere that results in the reaction applying the syndrome to the dwarf that does the labor. Probably does it somewhere in the dfhack stuff, buried deep in there somewhere, unless simply doing a reaction that had the item as a reagent is sufficient contact for an on-contact syndrome.
Further testing for me shows that my doubts were unfounded; the reactions exist for the dwarf species. It just stood out to me that it doesn't exist for hermit mode due to my favoritism for such and the fact I was playing hermit at the time I decided to try it.
If we're concerned about being a way to make the syndrome affect all the possible hermit races without making it an inordinately long list of affectable species perhaps changing the SYN_AFFECTED_CREATURE tags to instead a SYN_AFFECTED_CLASS tag that covers the playable fortress races would work.
I'm not sure how the reaction exists for the dwarf civ though. There isn't one in the raws, but maybe some DFhack trickery is involved so that it can be under the "wood" subsection on the craftsdwarfs. I wouldn't know how that all works though.
Even so, lacking any way to keep the pipeweeds from appearing, it probably should be available to all the fortress civs, even if it's only so that food stockpiles don't end up slowly, sneakily filling up with bags of sweet/deep galena leaves that are completely unusable because you're not the right race. Though given that apparently this reaction is being coded in somewhere I can't seem to find, I don't know how to fix it. Above fix definitely isn't actually workable, even if it looks about right as a reaction. Especially since when I tried it and permitted the reaction the masterwork launcher then overwrote the dwarf civ file and removed that line.
modtools/reaction-trigger -reactionName SMOKE_PIPE_SWEET -command [ modtools/add-syndrome -syndrome "smoking a nice pipe of sweet galena tobacco" -target \\WORKER_ID ]
modtools/reaction-trigger -reactionName SMOKE_PIPE_DEEP -command [ modtools/add-syndrome -syndrome "smoking a nice pipe of deep galena tobacco" -target \\WORKER_ID ]
[SYNDROME]
[SYN_NAME:smoking a nice pipe of sweet galena tobacco]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CREATURE:ORC:ALL]
[SYN_AFFECTED_CREATURE:HUMAN:ALL]
[SYN_AFFECTED_CREATURE:ELF:ALL]
[SYN_AFFECTED_CREATURE:SUCCUBUS:ALL]
[SYN_AFFECTED_CREATURE:GOBLIN:ALL]
[SYN_AFFECTED_CREATURE:KOBOLD:ALL]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:1000:PROB:100:START:0:PEAK:0:END:12000:DWF_STRETCH:4]
which is in the plant definition! And thats how you smoke it up!Further testing for me shows that my doubts were unfounded; the reactions exist for the dwarf species. It just stood out to me that it doesn't exist for hermit mode due to my favoritism for such and the fact I was playing hermit at the time I decided to try it.
If we're concerned about being a way to make the syndrome affect all the possible hermit races without making it an inordinately long list of affectable species perhaps changing the SYN_AFFECTED_CREATURE tags to instead a SYN_AFFECTED_CLASS tag that covers the playable fortress races would work.
I'm not sure how the reaction exists for the dwarf civ though. There isn't one in the raws, but maybe some DFhack trickery is involved so that it can be under the "wood" subsection on the craftsdwarfs. I wouldn't know how that all works though.
Even so, lacking any way to keep the pipeweeds from appearing, it probably should be available to all the fortress civs, even if it's only so that food stockpiles don't end up slowly, sneakily filling up with bags of sweet/deep galena leaves that are completely unusable because you're not the right race. Though given that apparently this reaction is being coded in somewhere I can't seem to find, I don't know how to fix it. Above fix definitely isn't actually workable, even if it looks about right as a reaction. Especially since when I tried it and permitted the reaction the masterwork launcher then overwrote the dwarf civ file and removed that line.
EDIT: Okay, now I'm figuring out my confusion. I'm kind of new to dealing with the raws and wasn't aware that just putting an item definition in the middle of an entity would automatically make fitting reactions for the item in question. I assumed you needed to make an explicit reaction, but apparently, no, just putting [TOOL:ITEM_TOOL_PIPE] in there is sufficient. That statement only exists in the dwarf and human civ definitions, so that's why it's not available to hermits.
plant_patreon
YES_PATRON_CONTENT[OBJECT:PLANT]
[PLANT:SWEET_GALENA]
[NAME:sweet galena][NAME_PLURAL:sweet galena][ADJ:sweet galena]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:34][PICKED_COLOR:3:0:0][DEAD_PICKED_TILE:182]
YES_SLOWER_FARMING!GROWDUR:500] YES_SLOWER_FARMING[GROWDUR:1000][VALUE:2]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:15]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:sweet galena seed]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:smoking a nice pipe of sweet galena tobacco]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CREATURE:ORC:ALL]
[SYN_AFFECTED_CREATURE:HUMAN:ALL]
[SYN_AFFECTED_CREATURE:ELF:ALL]
[SYN_AFFECTED_CREATURE:SUCCUBUS:ALL]
[SYN_AFFECTED_CREATURE:GOBLIN:ALL]
[SYN_AFFECTED_CREATURE:KOBOLD:ALL]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:1000:PROB:100:START:0:PEAK:0:END:12000:DWF_STRETCH:4]
[SEED:sweet galena seed:sweet galena seeds:3:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[WET][BIOME:NOT_FREEZING][DRY]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:green leaves]
[PREFSTRING:exquisite tobacco]
[PREFSTRING:sweet taste when smoked]
[SHRUB_TILE:'"']
[DEAD_SHRUB_TILE:'"']
[SHRUB_COLOR:3:0:0]
[DEAD_SHRUB_COLOR:6:0:0]
[GROWTH:LEAVES]
[GROWTH_NAME:sweet galena leaf:sweet galena leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:7:0:0:NONE]
[PLANT:DEEP_GALENA]
[NAME:deep galena][NAME_PLURAL:deep galena][ADJ:deep galena]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:34][PICKED_COLOR:7:0:0][DEAD_PICKED_TILE:182]
YES_SLOWER_FARMING!GROWDUR:500] YES_SLOWER_FARMING[GROWDUR:1000][VALUE:2]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:15]
[STOCKPILE_PLANT_GROWTH]
[SYNDROME]
[SYN_NAME:smoking a nice pipe of deep galena tobacco]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CREATURE:ORC:ALL]
[SYN_AFFECTED_CREATURE:HUMAN:ALL]
[SYN_AFFECTED_CREATURE:ELF:ALL]
[SYN_AFFECTED_CREATURE:SUCCUBUS:ALL]
[SYN_AFFECTED_CREATURE:GOBLIN:ALL]
[SYN_AFFECTED_CREATURE:KOBOLD:ALL]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:1000:PROB:100:START:0:PEAK:0:END:12000:DWF_STRETCH:4]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:deep galena seed]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[PREFIX:NONE]
[SEED:deep galena seed:deep galena seeds:7:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[PREFSTRING:grey leaves]
[PREFSTRING:exquisite tobacco]
[PREFSTRING:earthy taste when smoked]
[WET][DRY]
[SHRUB_TILE:'"']
[DEAD_SHRUB_TILE:'"']
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:6:0:0]
[GROWTH:LEAVES]
[GROWTH_NAME:deep galena leaf:deep galena leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:7:0:0:NONE]
I'll add I had many, many things disabled.
The same civs are in play.
Under the "Mods" tab of the launcher, Silk Eggs, *-Mancy, Deep Cult, DDD, Terrible Weapons, Mythical Monsters, Arctic Additions (minus the Jotun,) Earth Strikes back + secrets, Modest Mod minus orientations, and More leather are active. I also accidentally left Small Things and Procedural Engravings on. All other mods under this tab are disabled.
Under creatures, vanilla fliers are disabled, and everything except for MDF cavern/surface creatures, megabeasts, and HFS are disabled. In previous releases, these settings crapped out goblins as normal.
Only world gen thing I can think of is disabling vanilla demons, since I never cared for the non-fleshy ones that got random-genned (I much prefer the Nightmares and the like.) I guess I'll enable them, but if goblins still fail to spawn then something has to be wrong with an entity file or something somewhere in the files on my end I overlooked trying to fix this issue. It's gotta be something stupid if it's not that, but I was never under the impression goblins absolutely needed vanilla demons to spawn.
[DEFAULT_SITE_TYPE:DARK_FORTRESS]
[LIKES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:DARK_FORTRESS]
[START_BIOME:ANY_LAND]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_LAND]
Has the Large Address Aware utility been removed? Doesn't start from the Launcher, and it seems to be missing from the 1.26 release.
and I had a virus hit
Amostubal
Thanks for the great work you are doing.
Probably you are already aware of errors in 1.26 raw but, just in case, here is a short list.
Duplicate "ENERGY_TEMPLATE" in material_template_zm5.txt and in material_template_masterwork.txt
Empty token [] in creature_subterranean.txt SPIDER_CAVE_GIANT line 1085
Duplicate "SOUL_GEM" in inorganic_zm5 and inorganic_succubus.txt
Duplicate "4TUSKS" in body_zm5.txt and in body_default.txt
Duplicate "8EYES" in body_zm5.txt and in body_masterwork.txt
Duplicate "BRAIN_NOTHOUGHT" in body_zm5.txt and in body_masterwork.txt
Duplicate "SKELETON_MATERIALS" in b_detail_plan_zm5.txt and in b_detail_plan_masterwork.txt
Duplicate "SKELETON_TISSUES" in b_detail_plan_zm5 and in b_detail_plan_masterwork.txt
I found an error in building_dwarf_civ.txt which makes it impossible to build the 3 merchants for the dwarves.
The building reactions for the merchants are like this.
[BUILD_ITEM:5:BLOCKS:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[BUILD_ITEM:5:COIN:NONE:INORGANIC:GOLD]
I tried changing the COIN to 500 but that didn't seem to change anything, just removing the Coins as building item and using only blocks worked though.
Hey it's me from http://www.bay12forums.com/smf/index.php?topic=125638.msg7460665#msg7460665
Saving and using a profile with the Fortress Defense races works fine.
But the "Default" profile still doesn't store most of the settings, so applying it doesn't revert all the changes, i.e Fort-mode civs and "Invaders".
Never had a hill titan appear ... and if it auto crashes the map... there's not much of a cure possible. such titans are "generated" at world creation... and if it crashes you then it has some interesting thing about it that can't be editted out. maybe a DFHAck through region pops looking for titans and deleting their populations... but that might not work on internal generated titans.
Never had a hill titan appear ... and if it auto crashes the map... there's not much of a cure possible. such titans are "generated" at world creation... and if it crashes you then it has some interesting thing about it that can't be editted out. maybe a DFHAck through region pops looking for titans and deleting their populations... but that might not work on internal generated titans.
Thanks Amostubal for responding.
On the off-shot it wasn't the Hill Titan, here's a link to my save file in case you'd like to have a look. I'll just see what I can do based on your recommendation then.
https://www.dropbox.com/s/5z6cpdeugnvrwnc/region1.rar?dl=0
Other than that game-breaking (at least for me) bug, nice pickup on Masterwork! Really good stuff!
Never had a hill titan appear ... and if it auto crashes the map... there's not much of a cure possible. such titans are "generated" at world creation... and if it crashes you then it has some interesting thing about it that can't be editted out. maybe a DFHAck through region pops looking for titans and deleting their populations... but that might not work on internal generated titans.
Thanks Amostubal for responding.
On the off-shot it wasn't the Hill Titan, here's a link to my save file in case you'd like to have a look. I'll just see what I can do based on your recommendation then.
https://www.dropbox.com/s/5z6cpdeugnvrwnc/region1.rar?dl=0
Other than that game-breaking (at least for me) bug, nice pickup on Masterwork! Really good stuff!
Apologies - oone more report, if I may.
Again, please find attached a save game: https://www.dropbox.com/s/5z6cpdeugnvrwnc/region1.rar?dl=0
For some reason, after all the dwarves install the furniture on the left of the save's starting location (just did the planning) the game becomes unstable. I can't quicksave via the console (instant crash) and if I try to wait for the auto-save at the end of the month, it crashes again before said time.
I don't know how to debug it, but if there's a conflict you should be aware of - enjoy :P
My game has been stalling every second every since I updated to 1.26 (new fort) while playing the Succubus race. Every second the game will pause for a fraction of a second. I had no problems with 1.25 with a similar setup.
I used kill-lua to kill scripts/masterwork/base/periodic-check.lua and the lag went away.
Not sure which part lags the game, but it's something that wasn't there in 1.25.
Duplicate "ENERGY_TEMPLATE" in material_template_zm5.txt and in material_template_masterwork.txt9. update armok vision.
Empty token [] in creature_subterranean.txt SPIDER_CAVE_GIANT line 1085
Duplicate "SOUL_GEM" in inorganic_zm5 and inorganic_succubus.txt
Duplicate "4TUSKS" in body_zm5.txt and in body_default.txt
Duplicate "8EYES" in body_zm5.txt and in body_masterwork.txt
Duplicate "BRAIN_NOTHOUGHT" in body_zm5.txt and in body_masterwork.txt
Duplicate "SKELETON_MATERIALS" in b_detail_plan_zm5.txt and in b_detail_plan_masterwork.txt
Duplicate "SKELETON_TISSUES" in b_detail_plan_zm5 and in b_detail_plan_masterwork.txt
Hello, thanks for all the work you're putting into this! I have a slight problem: I'll be playing the game and everything is going fine, until the game just disappears. I thought it might have something to do with enabling the LAA, like you mentioned on several other posts. However, when I clicked on the utility in the utility bar nothing happened. I opened up the folder but couldn't find it. The other utilities seem to all be there, but I can't find the LAA. Do you have any idea about what I should do?
I'm not sure this helps you in anyway but the current version is very unstable and does hardly work out of the box with the gfx utilities provided (tested on 2 different systems) Armok Vision doesn't work, Stonesense works but crashes the DF client randomly. Isoworld doesnt work. Lots of random crashes on at the moment where i could not determine what the cause is. Can i help anyway by providing more detailed error logs ?
isoworld was last developed in 2015... its a map viewer off of legends... has anyone tried it recently? I haven't and I don't know if it will ever be updated... its last update is really pre 42.06. so if what is in the pack isn't working I'll deprecate it from future editions... I need a few confirmations on this so I can delete it.
Can confirm that bone pots don't seem to be used for anything.
Also, it appears that Jotunn visitors from the artic mod will topple buildings and workshops when they're friendly and visiting. I'm fairly sure that's related to the [BUILDINGDESTROYER:2] tag present in creature_artic. I'll try genning a new world once I'm done testing on this one and see if that still occurs. For now they get a quick visit from the DFhack exterminator..
Bone pots don't seem to be used to store things.
isoworld was last developed in 2015... its a map viewer off of legends... has anyone tried it recently? I haven't and I don't know if it will ever be updated... its last update is really pre 42.06. so if what is in the pack isn't working I'll deprecate it from future editions... I need a few confirmations on this so I can delete it.
Not working for me. Neither is Armok Vision.
It's the artic mod's Jotunns, not the Fortress Defence enemies. They seem to be set to civilized, and I've never actually had a world (50+ now) that they've been enemies. Although besides building destroyer, they seem to have a tendency to catch on fire somehow.. never did track down why though.
Another report for the launcher itself-- looks like the group size selector broke in 1.25 or 1.26. Not sure where to start looking to troubleshoot that though, maybe related to the init file move?
The bone pots are made in the bonecrafter.
Hi! Masterwork noob question here:
I cant seem to find how to build Temple of Armok. Any suggestions?
I assume you are talking about dwarves, and that you're talking about the Shrine of Armok as mentioned in the current MW manual?
The structure is currently called the Personal Shrine. Should be amongst the workshops. You'll need a totem, which requires a skull to make and is crafted at the craftsdwarf's.
If you want an example of just how dropped those features are: The altar and temple to armok are no longer even in the building raws.Oh.. thats poopy. That was kinda the reason I downloaded Masterwork, for Im in the mood for playing as a religious cult. Perhaps, you know a good mod to suggest?
Did anyone have trouble with quickfort? i keep getting the error of unable to move files to macro folder, and whenever i make changes to the blueprint, or choose another blueprint, i get the correct text style preview popup, but the actual result in the ingame designations is the original first blueprint i had used the first time i managed to make it work.
Hi! Masterwork noob question here:
I cant seem to find how to build Temple of Armok. Any suggestions?
I still have the same problem - dwarfs getting permanently idle after first few days - and I have no idea what to do. Miners, farmers, haulers, all of them are just slacking around.
The wiki is even more outdated than the current manual included with the MW download (which I'm hard at work updating), and that's saying something. It should not be used for any purpose and should be considered as teaching you negative amounts about most of the current mechanics due to introducing concepts that are either simply outright false (like the existence of rusty iron and its use in the orcish economy; the material was changed years ago to bonemold, and the methods of acquiring bonemold are very different) or referring to features have been dropped completely (like the aforementioned religion things).
If you want an example of just how dropped those features are: The altar and temple to armok are no longer even in the building raws. They weren't just removed from the entity raws, they didn't just have their reactions removed from the permitted ones in the entities, they were not simply disabled. No, someone went and actually deleted the lines that defined these structures and their reactions from the raws.
The shrine survived only because it was deemed useful for getting resources in case of strange moods, but had the references to Armok removed. Likely because of the addition of the vanilla religion systems, because looking at the wiki those are entirely things that could be done with DFhack and raws.
Edit: Nevermind silly question,tnx for your efforts :-*.
Ok here goes:
1. World Generation.
Been using Dfhack to prospect all and check the ores in possible embark locations. Most of the time there is no iron ore (Hematitte, Limonite or Magnetite) to be found, with tetrahedrite being super common. I always look to embark in low and flat elevation areas though. Is that the reason? Furthermore i always examine regions which have shallow + deep metals, river and flux + at least deep soil (super comfy easy start, shame me). Is the iron less common than copper, or its more common in mountainous areas?
2. Why do dwarves sometimes decide to go exploring around the map? Is the only solution walling them in?
3. Before embaring i check my neighbours. I will only receive a caravan/invasions from a civ race if it appears as a neighbour? Like if i have no goblin neighbours, i will not get sieged by goblins?
4. Tips for dealing with untamed wilds/wilderness. They wreck my dwarves, or swarm them with a dozen of caiman which decide to zerg me. I end up taking 8 badgerdogs and 8 boars, maybe i can change them for a strong guard animal which i can set as a guard to protect me? Does such a thing even exist? Mostly the chain him somewhere and have him guard the area instead of randomly running around/being pastured and waiting for the enemy to come to him.
5. Sometimes the reaction that can be qeued in a workshop are too long to be properly displayed. sometimes i can press a to se a description but not always. IS there any other way apart from conducting archeological research in the raws?
6.Trading: Prepared Meals
Imagine my suprise after years of playing and only just realising how expensive meals are! (craftsdwarf you are fired!) But unless they are left outside a barrel in the stockpile, i cannot bring them in the barrel and then select a few of them specifically to trade like i would do with a finished goods bins. Any workaround to this?
7. Trading: Agreement with Liaison.
Basically on the first menu where i choose stuff i tell him what i WANT him to bring, and on the last screen he shoes what eh wants? Because his rp text made me feel like it was the oposite - but that is wrong right?
8. Embarking and finding a couple of ponds around my wagon. I hate it, i always restart until i find a clear embark. I tend to make a vertical fortress close to the surface and want a 27x27 area clear under the wagon. What can you do apart from digging around to spread the water and allowing it to dry. you cant fill holes with mud and make it dirt again right?
9. Risk of collapse: If i were to dig out ahuge area is there a chance for it to collapse? Also could i build a long line of floor to then start constructing something bigger?
So I wonder, based on the mechanics of the human civilization, is it even worth going about this as humans or will I always run into trouble from them being inside all the time? I know I can do basically all the same stuff with dwarves and eliminate the potential issues, but that seems too easy.
outside w inside
w
gggggg ggggggg
g g
ggggggg
I noticed a few extra trap components from vanilla, namely the large piston. Are they just as good just different approach to damage (pierce, slash, bludgeon) etc?
Anyone knows for a cure for my werenoobiness that make sme quit/restart once i reach 30 dwarves, out of stress of not being capable to deal with the number? :-[
Is the force damage balanced? Or a peasant still can kill someone because their punch broke someone's neck due to the force?
The bone pot thing makes sense. I have never done glazing and didn't even thing of doing that.
I have noticed that turning on 'fastdwarf 1' can cause a lot of dwarves to go idle. I am guessing that dwarves will only take so many jobs in a short period of time before going on break. Turning off fastdwarf gets them going again.
If you are changing the Masterwork client, can you make it resizable so we can get rid of the sizing issues some are having?
Just wanted to say props for carrying the torch :) I've played a few test forts, and the optimization work you have done thus far is readily apparent. I had twice as many features enabled as I normally do, actually used them all ingame, and was playing 4 hours straight without a crash.
Hello,
I have a small problem. I've been trying to use Dorten's tileset with Masterwork but it doesn't want to work properly.
I added Dorten as an option in Masterwork and it works, but ONLY when I have creature's sprite turned on.
If I turn creature's sprite off, then the tileset reverts to.. i don't know. Another one.
Does anyone have an idea about how I can get this to work? Can't I use Dorten's wonderful tileset? I really don't like graphic sets :(
Small bug report; I disabled Naga in the Civs tab, but they still showed up in my worldgen.
@Mysterius- I don't see 'Dorten' in the tileset options. If you are trying to manually add a non-supported graphics pack, then you are probably on your own. Also, if it works with creature sprites turned on, why not just leave them turned on?
A couple curious things I noticed after playing through for a little while as humans...
1) Embark items are fit for dwarf. I'm guessing this may be an issue with the core game being built around dwarves.
2) The skills for nobles don't seem to exist. Broker doesn't use appraiser and so can't see values at the depot. Chief of medicine doesn't list doctor skills. Etc. Is this intentional and they're designed to use other tools, or a bug?
when you say show up in worldgen you mean they make civs or they are just a race that is running around? there's three options, active, fort, and adventure. the first one turns off their civs, the last one turns off their player access in adventure mode, and fort would (if possible but not for naga) make their fort player mode available.. none of these options turn them off from being a creature population in game.Interesting. I disabled them in both 'Active' and 'Adv.', thinking this would prevent them from spawning at all, but they were on the list of neighbor civs in the world map.
when you say show up in worldgen you mean they make civs or they are just a race that is running around? there's three options, active, fort, and adventure. the first one turns off their civs, the last one turns off their player access in adventure mode, and fort would (if possible but not for naga) make their fort player mode available.. none of these options turn them off from being a creature population in game.Interesting. I disabled them in both 'Active' and 'Adv.', thinking this would prevent them from spawning at all, but they were on the list of neighbor civs in the world map.
That would explain it. I do have Serpent Men Invaders enabled.when you say show up in worldgen you mean they make civs or they are just a race that is running around? there's three options, active, fort, and adventure. the first one turns off their civs, the last one turns off their player access in adventure mode, and fort would (if possible but not for naga) make their fort player mode available.. none of these options turn them off from being a creature population in game.Interesting. I disabled them in both 'Active' and 'Adv.', thinking this would prevent them from spawning at all, but they were on the list of neighbor civs in the world map.
Oh shit... I discovered 2 naga civs.... 1 for the nagas that meph had started to make... and a second one in the invaders tab (its called serpent men in the launcher, but their castes... nagas, naga men and naga women.... wtf!?!)
A couple curious things I noticed after playing through for a little while as humans...
1) Embark items are fit for dwarf. I'm guessing this may be an issue with the core game being built around dwarves.
2) The skills for nobles don't seem to exist. Broker doesn't use appraiser and so can't see values at the depot. Chief of medicine doesn't list doctor skills. Etc. Is this intentional and they're designed to use other tools, or a bug?
well something else must be wrong, because:
1. embark items are always sized for the civ that is chosen.
2. These settings haven't been changed in nearly a year and worked the last time I played them in 1.26.
so you got some other bug going on. regen.
A couple curious things I noticed after playing through for a little while as humans...
1) Embark items are fit for dwarf. I'm guessing this may be an issue with the core game being built around dwarves.
2) The skills for nobles don't seem to exist. Broker doesn't use appraiser and so can't see values at the depot. Chief of medicine doesn't list doctor skills. Etc. Is this intentional and they're designed to use other tools, or a bug?
well something else must be wrong, because:
1. embark items are always sized for the civ that is chosen.
2. These settings haven't been changed in nearly a year and worked the last time I played them in 1.26.
so you got some other bug going on. regen.
Well that was weird. Sorry about that. Regen did in fact fix it. Well, at least the new region didn't have it. Not sure what triggered it in the other one.
That would explain it. I do have Serpent Men Invaders enabled.when you say show up in worldgen you mean they make civs or they are just a race that is running around? there's three options, active, fort, and adventure. the first one turns off their civs, the last one turns off their player access in adventure mode, and fort would (if possible but not for naga) make their fort player mode available.. none of these options turn them off from being a creature population in game.Interesting. I disabled them in both 'Active' and 'Adv.', thinking this would prevent them from spawning at all, but they were on the list of neighbor civs in the world map.
Oh shit... I discovered 2 naga civs.... 1 for the nagas that meph had started to make... and a second one in the invaders tab (its called serpent men in the launcher, but their castes... nagas, naga men and naga women.... wtf!?!)
The bone pot thing makes sense. I have never done glazing and didn't even thing of doing that.
I have noticed that turning on 'fastdwarf 1' can cause a lot of dwarves to go idle. I am guessing that dwarves will only take so many jobs in a short period of time before going on break. Turning off fastdwarf gets them going again.
If you are changing the Masterwork client, can you make it resizable so we can get rid of the sizing issues some are having?
I'm not sure where that option is for resize... I'm not a VB programmer... I've been learning as I dig through what is in front of me.
The bone pot thing makes sense. I have never done glazing and didn't even thing of doing that.
I have noticed that turning on 'fastdwarf 1' can cause a lot of dwarves to go idle. I am guessing that dwarves will only take so many jobs in a short period of time before going on break. Turning off fastdwarf gets them going again.
If you are changing the Masterwork client, can you make it resizable so we can get rid of the sizing issues some are having?
I'm not sure where that option is for resize... I'm not a VB programmer... I've been learning as I dig through what is in front of me.
I think in vanilla VB it's the WindowStyle attribute or perhaps ResizeMode, should hopefully be fairly easy to just allow it to maximize and unhide any hidden buttons (would look a bit ugly but usable). If the source is available on github or gitlabs I could send a pull request if I've got the right IDE etc.
I think in vanilla VB it's the WindowStyle attribute or perhaps ResizeMode, should hopefully be fairly easy to just allow it to maximize and unhide any hidden buttons (would look a bit ugly but usable). If the source is available on github or gitlabs I could send a pull request if I've got the right IDE etc.
Amostubal (or any modder):Thank you for asking, I try not to bore people with my personal story but for this question I will.
Where did you start, in bringing you to this point where you can contribute to MDF? I've played DF on and off for 10 years and MDF for 2-3+. I've always wanted to contribute. From reading several posts on modding DF, it sounds like improving DFHack is the #1 priority, and this may be out of my reach. If it's just bugs to be reported that is most helpful now, that I can do.
Thank you so much for progressing this wonderful mod. And thank you, Meph, as well. I never go back to regular DF anymore.
You sound like a genuinely nice guy Amos, but this effort, in my opinion, is wasted. Toady has declared his codebase his own, doesn't want open source contributions. Whilst we can mod it through memory hacks, it doesn't seem like his intention to release control.
There are better games.
Edit: Look to Rimworld for modding support, or any number of other games that emrace outside contributions now. Normally it starts with mods that become popular, the developer realizes it's a good idea, and includes it. This isn't happening, his priorities seem to be on the tedious, and whilst imaginative people say it's the best and most complex game ever, it isn't.
You sound like a genuinely nice guy Amos, but this effort, in my opinion, is wasted. Toady has declared his codebase his own, doesn't want open source contributions. Whilst we can mod it through memory hacks, it doesn't seem like his intention to release control.
There are better games.
Edit: Look to Rimworld for modding support, or any number of other games that emrace outside contributions now. Normally it starts with mods that become popular, the developer realizes it's a good idea, and includes it. This isn't happening, his priorities seem to be on the tedious, and whilst imaginative people say it's the best and most complex game ever, it isn't.
Dude this is the modding board, Toady has next to nothing to do with anything here. Unless you somehow meant Meph?
Amostubal,Thank you, Altaree, that is what keeps me working!
Thank you for picking up the MDF baton. I was assuming you were a long time fan who saw a need. I have been extremely impressed with how you have managed this project. Your work brought me back to DF after over a year of not playing.
Sincerely,
Altaree
Sounds like you might need to take a breather for a bit mate. The work you've done so far is top-notch. This is seriously the most stable version of MW I have ever enjoyed. That said, it is the culmination of many years of work. Meph himself has always worked in bursts, so expecting that you can keep going without a break is unrealistic.
Lastly, on a business note; Do you know offhand how the MW-specific additions like Carpet & Decorations are displayed in other tilesets? (if at all). I got to wondering after I noticed that Plump Helmet Men (the mod, not the vanilla ones) appeared as amorphous purple dots in the 32x Meph tileset. Although my monitor is nowhere near 4k, so that might have something to do with it as well.I'm also wondering if there an option to set the Invader & Visitor cap. LNP has this, but I don't see it in the MW menu.Edit: I found the visitor & invader number settings in the 'd_init' file.
So is there going to be anything major done besides a possible new playable race? I'd like to do a new MDF story fortress as the dwarves, kind of a Riverrun 2.0 if you will (for those who don't know it was for 34.11's last or second-to-last MW version and I lost my saves for it when I had to integrate my external hard drive into my desktop - the input for its USB had snapped off,) and don't want to miss out of any major additions to them if they're coming in the near future.
It was getting to be a hell of a good time in terms of story quality and audience participation, and I'd managed to make use of everything the dwarves had access to at the time, functionally becoming a pseudo-tutorial in the process, and I'd love another crack at it, but preferably without being left in the dust by mod updates.
So is there going to be anything major done besides a possible new playable race? I'd like to do a new MDF story fortress as the dwarves, kind of a Riverrun 2.0 if you will (for those who don't know it was for 34.11's last or second-to-last MW version and I lost my saves for it when I had to integrate my external hard drive into my desktop - the input for its USB had snapped off,) and don't want to miss out of any major additions to them if they're coming in the near future.I won't even read what you wrote.
It was getting to be a hell of a good time in terms of story quality and audience participation, and I'd managed to make use of everything the dwarves had access to at the time, functionally becoming a pseudo-tutorial in the process, and I'd love another crack at it, but preferably without being left in the dust by mod updates.
I personally use Staal's Armory and Terrible Weapons. Grimlock is very good in its' own right, I just was never feeling the RP scenario of Dwarves with guns. The Terrible Weapons addition is especially fun when you draft the entire population and set weapon preference to 'individual choice melee'.
I was going to try this idea myself to help out because in my head it seemed like a simple cut-paste-tweak-numbers thing, but since .lua is somehow more intimidating than "standard" DF raw files and I'm only semi-fluent in .xml I figure I'd just post the idea here.
A little before he left Meph added a gaming-table-workshop-thing that would make managing angry dwarves easier, apparently not realizing that tantrum spirals stopped happening around when booze started making drinkers drunk. I was going to see if I could move the mood-altering effects over to menial labor jobs like tanning, smelting, and making zero-quality objects, but reverse the effect so laborers became more upset as one might when doing something tedious. But since he used a DFHack script to do the positive moods thing I honestly have no idea what I'm even looking at besides some if-then-loops and random letters.
I personally use Staal's Armory and Terrible Weapons. Grimlock is very good in its' own right, I just was never feeling the RP scenario of Dwarves with guns. The Terrible Weapons addition is especially fun when you draft the entire population and set weapon preference to 'individual choice melee'.
yeah the reason for not updating has nothing to do with the weapons and armor themselves... but both Staal and Grimlock made "body plan changes", which would effect a lot more than just their stuff. to install them I would have to do a complete switch out and they wouldn't be able to run simultaneously... its basically more work than I want to do and way too much work to do for an update of it.
I found it:Riverrun (http://www.bay12forums.com/smf/index.php?topic=139455.0)
I would love to see it done, again... are we going to have more plump men hijinx?
Are you kidding? When you dropped the human one you broke my heart :'(
@ Ilfedaykin: Did my other ones leave a good impression or something?
Are you kidding? When you dropped the human one you broke my heart :'(
@ Ilfedaykin: Did my other ones leave a good impression or something?
That worldgen had SO MUCH TO GIVE!
I should add that my vote for elves isn't a vote for "tree hugging hippies." I want a primal cannibal tribe straight out of the jungle, heh.
I always wondered why Orcish Fletcher can't make wooden/bone arrows, only stuff from metal or so.
New to the forums here. Enjoying the mod a lot. Noticed an issue in Therapist with the past two versions and wanted to see if things work in game correctly? Guild members are showing different professions then what I would anticipate them being related to. IE Smiths guild being Brewing and Milling. Is this working correctly in game and just a therapist issue? Is there a fix for this?Its an issue with therapist... I need to go over there and discuss it. In game they are working correctly.
I always wondered why Orcish Fletcher can't make wooden/bone arrows, only stuff from metal or so.
Presumably because you can make them in the craftsman workshop or they're specialized ammo. Been awhile since I played orcs though.
I personally use Staal's Armory and Terrible Weapons. Grimlock is very good in its' own right, I just was never feeling the RP scenario of Dwarves with guns. The Terrible Weapons addition is especially fun when you draft the entire population and set weapon preference to 'individual choice melee'.
yeah the reason for not updating has nothing to do with the weapons and armor themselves... but both Staal and Grimlock made "body plan changes", which would effect a lot more than just their stuff. to install them I would have to do a complete switch out and they wouldn't be able to run simultaneously... its basically more work than I want to do and way too much work to do for an update of it.
I found it:Riverrun (http://www.bay12forums.com/smf/index.php?topic=139455.0)
I would love to see it done, again... are we going to have more plump men hijinx?
Quite possible! Hell, I might even try to assign two to every militia dwarf since they could be war trained last I knew. Do hope you enjoy reading the fort, such as it is. Was going to do a "Divergent timeline" since I had a save I uploaded to DFFD for someone else to poke around in, but it was so far back in terms of years and work I just didn't find it to be worth it.
And I'm partial to Stal's Armory myself. Dunno why but dwarves always seem especially deadly with boar spears for some reason when I run that mod...
At any rate, I'll see if I can whip up an OP before going to work and a starting update; I work saturdays, but I got all night and Sunday to do stuff.
I noticed that with Orc's, when you make weapons from tribal wargear, they use blood and bones etc thus making bonemold bars made in boneforge useless, I haven't found any use for bonemold bars, manual says that weapons in tribal wargear uses bonemold bars but ingame they don't, they just use bones.I checked with Khaos and it turns out manual is indeed outdated. You should be able to use bonemold bars at the forge or factory as with other metals. Tribal warcrafter works in a different way. If you find more issues you're welcome to ask again.
You sound like a genuinely nice guy Amos, but this effort, in my opinion, is wasted. Toady has declared his codebase his own, doesn't want open source contributions. Whilst we can mod it through memory hacks, it doesn't seem like his intention to release control.
There are better games.
Edit: Look to Rimworld for modding support, or any number of other games that emrace outside contributions now. Normally it starts with mods that become popular, the developer realizes it's a good idea, and includes it. This isn't happening, his priorities seem to be on the tedious, and whilst imaginative people say it's the best and most complex game ever, it isn't.
Dude this is the modding board, Toady has next to nothing to do with anything here. Unless you somehow meant Meph?
Greetings,i have an issue,when i launch the game and go to advanced world generation the screen goes completely bonkers.I have dual monitors and it goes like a quater to the other monitor and its all pushed up so i dont see much,does anybody knew how to fix this issue?
Greetings,i have an issue,when i launch the game and go to advanced world generation the screen goes completely bonkers.I have dual monitors and it goes like a quater to the other monitor and its all pushed up so i dont see much,does anybody knew how to fix this issue?
Are you in fullscreen or windowed mode? If fullscreen, try switching the windowed. I really doubt the mod could cause an issue like this. Does it happen in un-modded DF?
You sound like a genuinely nice guy Amos, but this effort, in my opinion, is wasted. Toady has declared his codebase his own, doesn't want open source contributions. Whilst we can mod it through memory hacks, it doesn't seem like his intention to release control.
There are better games.
+
Now that's fine if that's your cup of tea, but it's not much fun when you realize the limits of what can be modded in this game. It was just a heads-up, that passion and keenness is a poor thing to throw a blanket on, but perhaps a 'been there, done that, and got frustrated' kind of reply I guess. Running around finding memory addresses and tweaking things via DFHack, when the author could just expose an API or functions, is utter pain.
You sound like a genuinely nice guy Amos, but this effort, in my opinion, is wasted. Toady has declared his codebase his own, doesn't want open source contributions. Whilst we can mod it through memory hacks, it doesn't seem like his intention to release control.
There are better games.
+
Now that's fine if that's your cup of tea, but it's not much fun when you realize the limits of what can be modded in this game. It was just a heads-up, that passion and keenness is a poor thing to throw a blanket on, but perhaps a 'been there, done that, and got frustrated' kind of reply I guess. Running around finding memory addresses and tweaking things via DFHack, when the author could just expose an API or functions, is utter pain.
Sorry for the offtopic.
I can understand your frustration. However I feel that you are neglecting the main contribution Toady made by creating this phenomenon of DF.
He never asked for any assistance nor did he demand money for playing the game. He's the one in charge and he's the one who has the vision of how the things should work.
Obviously you may have your own views on some things but the thing is: you're mixing commercial games with the one being made on a pure enthusiasm.
Look at the *nix OS family. Which one should I use - Gentoo, Mandriva, Fedora, Debian, Ubuntu or some other? Which fork? Which version?
This chaotic structure is very typical for any decentralized coding. Although it may be very flexible it serves different purpose of utilizing system resources.
Here we have a work of art with quite a natural desire of the author to keep the rights of authorship to himself. Being named on the main screen is the only reliable thing Toady gets in return for his constant wok (I'm aware of contributions but we all know the nature of them not being a reliable and stable source of income).
Long story short. We all appreciate community work here (bug reports, solutions, software extensions, etc) but nobody forces you to do this. If it troubles you and leaves you frustrated - then just quit doing that, as simple as that. Save your energy, enthusiasm and morale for something that makes you happy.
------
Back to the topic.
Thank you very much, Amostubal, for keeping Meph's and Toady's works up-to-date.
I recently felt the urge to have MDF installed (after a typical break of ~2 years) and now I'm enjoying the struggle with FUN like back in the old days.
Loved the graphic fixes and the possibility of save game editing! Excellent job.
However, I have noticed some oddities with the human sprites in the phoebus pack (this is also present in "vanilla MW"). Some of the sprites seem corrupted and a lot different from LNP vanilla version. The bureaucrat sprite appears as a carpenter with the legs switched with the head, and all military sprites are some blurred red hooded person holding something I can't identify (in vanilla LNP they are mailed soldiers, each holding their skill specific weapon)
Loved the graphic fixes and the possibility of save game editing! Excellent job.
However, I have noticed some oddities with the human sprites in the phoebus pack (this is also present in "vanilla MW"). Some of the sprites seem corrupted and a lot different from LNP vanilla version. The bureaucrat sprite appears as a carpenter with the legs switched with the head, and all military sprites are some blurred red hooded person holding something I can't identify (in vanilla LNP they are mailed soldiers, each holding their skill specific weapon)
Loved the graphic fixes and the possibility of save game editing! Excellent job.
However, I have noticed some oddities with the human sprites in the phoebus pack (this is also present in "vanilla MW"). Some of the sprites seem corrupted and a lot different from LNP vanilla version. The bureaucrat sprite appears as a carpenter with the legs switched with the head, and all military sprites are some blurred red hooded person holding something I can't identify (in vanilla LNP they are mailed soldiers, each holding their skill specific weapon)
There is an alternative set in the Phoebus folder that works better for a fort. Just copy that and overwrite the one that automatically gets installed. You may need to do it directly to the save folder to take effect on an existing world.
I'm sorry for asking this, but I'm not very knowledgeable about the folders yet, and I can't seem to find it. Do you mean the dwarffortress/raw/graphics/phoebus path, the MWDF/graphics/phoebus-16x16 path or another one I haven't found? Could you point me to the specific folder?
By comparing these two folders with the LNP I can't seem to understand what is going wrong. The sample images are all correct, but for some reason the game keeps assigning the sprites incorrectly (I've just figured out that the "red hooded figure" sprite it kept using instead of the military sprites is a mechanic with his feet on top of his head).
Hi there, I've recently started playing DF again and a friend recomended me Masterwork.Check out the file "Readme - Mod - The Earth strikes back!.txt" in the "Readmes of included mods" directory.
I'm having problems with one of the mods "Earth Strikes back". My miners keep getting attacked by Awakened Soil things (My best one even died).
Is there any way to turn it off manually? I'm sure I had it off on the interface but somehow this keeps happening.
I'd hate to have to keep a military squad posted near my miners. This thing is seriously annoying. I havent even finished my first year and had half a dozen of attacks already and i've not gone deeper then 6 levels
Awesome work on the design by the way
Hi there, I've recently started playing DF again and a friend recomended me Masterwork.Check out the file "Readme - Mod - The Earth strikes back!.txt" in the "Readmes of included mods" directory.
I'm having problems with one of the mods "Earth Strikes back". My miners keep getting attacked by Awakened Soil things (My best one even died).
Is there any way to turn it off manually? I'm sure I had it off on the interface but somehow this keeps happening.
I'd hate to have to keep a military squad posted near my miners. This thing is seriously annoying. I havent even finished my first year and had half a dozen of attacks already and i've not gone deeper then 6 levels
Awesome work on the design by the way
I think you are looking for "save/[savename]/raw/onLoad.init". Find the line that starts with "tesb-job-monitor". Since I have the mod disabled, this line is commented out.Spoiler (click to show/hide)
https://puu.sh/x0mw5/60adcf6ce7.png What on earth is this bug?
https://puu.sh/x0mw5/60adcf6ce7.png What on earth is this bug?
I've booted this thing up, set my basic preferences for saves and such, enabled humans for fort mode, now every time I try and start dwarf mode my game crashes when loading " text characters "
The mosaic barf bug is caused by more than the added dictionary. It can still occur under other circumstances, with a variety of fixes.https://puu.sh/x0mw5/60adcf6ce7.png What on earth is this bug?I've booted this thing up, set my basic preferences for saves and such, enabled humans for fort mode, now every time I try and start dwarf mode my game crashes when loading " text characters "
yeah verify you are running 1.29... because thats the old bug in 1.23... and it was fixed in 1.24b...
Hi. Just started playing MWDF again since 1.23. Is there a reason that Therapist now says Orc castes have different xp bonuses from before, and that those bonuses are not unique among the different castes and don't really make a lot of sense anymore? Was this change intentional? If so, is there anywhere on the forum that discusses the reasoning behind these changes?Therapist doesn't accurately show XP bonuses anymore. Everything should be the same as it was.
https://puu.sh/x0mw5/60adcf6ce7.png What on earth is this bug?I've booted this thing up, set my basic preferences for saves and such, enabled humans for fort mode, now every time I try and start dwarf mode my game crashes when loading " text characters "
yeah verify you are running 1.29... because thats the old bug in 1.23... and it was fixed in 1.24b...
Hi. Just started playing MWDF again since 1.23. Is there a reason that Therapist now says Orc castes have different xp bonuses from before, and that those bonuses are not unique among the different castes and don't really make a lot of sense anymore? Was this change intentional? If so, is there anywhere on the forum that discusses the reasoning behind these changes?Therapist doesn't accurately show XP bonuses anymore. Everything should be the same as it was.
Hi there, I've recently started playing MWDF again, and want to ask some questions.
Why i have warpstone (and what it is?) if i certainly disabled Earth strike back mod?
Why my miners rot massively if they only work underground and don't have any fights?
And where can i get a coins for guildhall and others? I haven't found any coin mint at all.
I have been playing for a while now, and I just noticed that the XP value bonus shown on Therapist is reading different XP bonuses for the caste, with smith caste getting bonuses for brewing a such. Can anyone tell me if Therapist is wrong or is it something with the files itself?
I have been playing for a while now, and I just noticed that the XP value bonus shown on Therapist is reading different XP bonuses for the caste, with smith caste getting bonuses for brewing a such. Can anyone tell me if Therapist is wrong or is it something with the files itself?
I haven't seen a lot of the negativity you mention, but I haven't been keeping tabs on the page 24/7 either, so maybe I've just missed it.
I haven't seen a lot of the negativity you mention, but I haven't been keeping tabs on the page 24/7 either, so maybe I've just missed it.
I tend to keep tabs on things. Amostubal's grievances are basically the same ones I've been having for years. Meph is just incredibly tolerant of these things.
Okay I've been sitting back and thinking... a lot of thinking.
I could make a huge rant on the subjects that are bothering me but I wont. Here's a list.
1. It's not a commercial piece of work, but everyone acts like it is.
2. It's not mine, I'm just maintaining it for the time being.
3. Very few people will step up and assist with the work.
4. No one reads or searches for any answers. We answer the same questions every few days.
5. People somehow expect me to be true to an original vision with somethings, while
6. Others wanted me to rewrite things to what they want.
7. And frankly I'm disgusted with the whole thing.
So I'm putting in my notice. There will be no more updates of MDF by me. Any further updates will be from Meph, or someone else in the community that decides to do so... personally I haven't decided what I will do next... I'm not even sure if I'm going to mod in DF anymore... So to the MDF community farewell and good luck.
As far as I know Meph could be dead. He returned from his Africa trip on April 18th or so, and his been totally silent online since.not totally true... he has multiple online accounts, he doesn't respond to just anything on those accounts, but hes been doing magazine interviews (both print and e-mag) answerring questions about his trip... the last I looked he showed activity in July and mentioned another trip for the later part of the year.
video games lots of video gamesyeah me too... they drain the hours faster than you think.
If I were to continue development I'd probably switch the launcher to a variant on PyLNP, but I'm not sure I'll do that. I am actually considering it, since Masterwork being in limbo is a bad situation imo, but I don't want to commit.
Problem is, if Meph comes back, the launcher would be alien to him and that's a definite problem.
So I'm putting in my notice. There will be no more updates of MDF by me. Any further updates will be from Meph, or someone else in the community that decides to do so... personally I haven't decided what I will do next... I'm not even sure if I'm going to mod in DF anymore... So to the MDF community farewell and good luck.
Can you post the error log in a spoiler? Also, if you still have the save try to load it and pay attention to the dfhack console window that appears, there might be some red text that might be interesting.
Also, post a screenshot of the launcher settings that you use.
Can you post the error log in a spoiler? Also, if you still have the save try to load it and pay attention to the dfhack console window that appears, there might be some red text that might be interesting.
Also, post a screenshot of the launcher settings that you use.
I decided to run a much smaller map (2x2) to see I could replicate it in a situation where memory/etc wasn't as much of a factor and no crash for 3 years, so I think the errors were red herrings and I was just going over DF's memory cap.
Turn off werebeasts in the launcher. They're currently very buggy. Don't worry, vanilla werebeasts will be fine, this is just a civ that might occasionally invade you.
Thanks for the input guys! You are absolutely right. I modified the script to do just that :P :PSpoiler (click to show/hide)
Googling revealed that I should edit the onload.init file, but... it's not a text file, so how do I edit it? ???
Why are masterwork boas hyper-agressive poisonous snakes? They're one of the most famously non-venemous snakes of all.
Have you checked how long it takes the turtles to grow to adulthood?I did indeed. Unless I am misreading the RAW, they should also have a maturation period of about 6 months. I'm aware that Amostubal is on hiatus, and this obviously isn't game-breaking. Was just hoping someone else had encountered a similar issue of DDD critters not growing up.
...
(though I only did so AFTER world gen, does that matter?)
...
Okay, disabling embark anywhere on the embark screen was simple and worked like magic. No need to edit any files whatsoever.
However, new question! :)
I've noticed that a lot of races aren't selectable for adventure mode even though their civs haven't died out and even though I enabled them for adventure mode in the Masterwork GUI (though I only did so AFTER world gen, does that matter?) For instance, I can't choose humans or elves for adventure mode. Their world pops are really low (under 500) but their civs exist and have sites.
In the case of orcs (and goblins and some others) I can only choose them as adventurers belonging to a pandashi (!?) civ. Orc and goblin civs do exist in the world, but only Pandashi ones are selectable. The same is true for vampires, a Pandashi vampire is my only option. Does anyone have an idea why? There are actual vampire civs and they're active and warring other civs...
Also, is there anything I can do to enable more options for adventure mode? I'd reeeeally like to select an elf and help save them from extinction... maybe with the psychic secrets slab my dwarven adventurer left in a dwarven library :D
Use rock pots instead of barrels. You can still brew the drinks with regular barrels If you use the generic "brew a drink" reaction, but to brew specific alchohols you need rock pots.
Use rock pots instead of barrels. You can still brew the drinks with regular barrels If you use the generic "brew a drink" reaction, but to brew specific alchohols you need rock pots.
Ahah! I was wondering why the option to brew some drinks didn't pop up at times. Rock pots are awesome overall - they let you trade food with elves. There are times when you really want to trade with elves... like that one time they brought a pet worth 30K dorfbucks. :o
Something different: I once had an adventurer who, when visiting sites with hostile creatures in them, would occasionally see magma spawn out of literally nowhere to burn the hostile population. Not just once or twice, but literally every time she visited a site with hostile entities in it. The magma spawned as if there was an invisible magmawell in midair - 4 points (N, S, E, W) where it would spawn with a depth of 4, and flow downward. It can't have been a bug because it never happened in friendly zones. Also, it always spawned at a location with hostiles. So... I guess a deity was involved? The adventurer in question happened to worship a god of fire and volcanoes.
I wonder... was this a vanilla or a Masterwork feature?
As an aside, my dwarven fortress (of the same world as the aforementioned adventurer) would sometimes see visiting jotunn traders be set on fire for no apparent reason. It was actually kind of a pain because the resulting smoke would mess up the pathing of my dwarves, leading to lots of job cancellation messages. This only ever happened with jotunns, no other races - maybe because they couldn't exactly be considered 'allies'? They tend to raid everyone, after all...
That being said, the last Therapist build posted by Clément in the Therapist thread works perfectly fine for me and solves the castes bug:
http://www.bay12forums.com/smf/index.php?topic=122968.msg7570014#msg7570014
Also make sure to read this:
http://www.bay12forums.com/smf/index.php?topic=122968.msg7571098#msg7571098
How much still exists from ye olde d34 of masterwork? Like, the carp cult for dwarves? Or the evil dark church cult building that can turn a dwarf into an unnamed one?
Is embarking as Orcs normally stable for anyone else? I crash nearly constantly as Orcs.
magmawells and waterwells have always been buggy... their settings are persistent to a point across reloading maps. to turn them off you had to turn them off on each direction not the turn off all sinks option which never worked as far as I can remember.
magmawells and waterwells have always been buggy... their settings are persistent to a point across reloading maps. to turn them off you had to turn them off on each direction not the turn off all sinks option which never worked as far as I can remember.
Now that explains why there was a single-tile level 6 magma aquifer on a sand layer floor on one of my embarks.
Fun times were had.
z=0 Fluidcaster
z-1 empty space for fluidcasting
z-2 empty space to provide room for fluidcasting to escape.
z-3 water room on top of...
z-4 lava room that is now a casting floor...
add in runoff control to 3 and 4, 4 could run to tunnels to fuel magma shops and 3 could run to a well basin to provide water.
with careful planning and a few obsidian to start the process an orc fort had all the magma it needs, generally I would have z-4 have a channel down path on one edge to fill my magma shops through z-5, than my z-3 would extend opposite direction a tunnel that would then drop into a fill room for excess water with an over fill tap to edge of map with an engraved fortification to allow out flow. even would build my farms their along that tunnel then put up walls after being mudded and enter from other side. About 3 months of digging and operating fluidcasting and I'd have a fairly decent source of lava, water, obsidian, etc.
Hej Amostubal,
I'm feeling like giving yours MDF a go.
Any chance for the package with latest updated stuff? :)
This must have been on of those famous "new game" crashes. Game stabilized after hitting winter for no reason whatsoever.
But I have been trying to make use of few buildings here and there and for example Libraries do not do anything. Script for skill increase seem to be missing from build? They give me nothing.
DFhack didn't recognized the existence of few scripts, like create-unit as well. I had to manually copy them around.
Unfortunately, 70% of caravans get scared by something and simply explode leaving tons of free goods. I end up getting a huge clutter of every good possible, which doesn't really help against fps death either :/
Anyways, what does this .lua script do?
Is this the right version of Masterwork to pick up and play?yes, but development has stopped because Amostubal doesn't want anything to do with masterwork now (the bad stigma in the community), but he is making a new mod its called legacy (or something like that) which is coming out towards the end of the month.
I like how many people in the community don't even know about this supposed community stigma.its not here that much on the bay12 forums, but its present in the other DF communities (he isn't very well liked in the modding community especially).
Why isn't he liked, and why are there other DF communities?1. its a bunch of stuff like, having a pateron for a mod compilation (from mods he didn't make), completely ignoring everything dwarf fortress related. go to the reporting meph pateron post for more
Well, i got a nice world with all the playable races, so I'm happy for now.
I don't totally remember what I'm doing, looks like the first fort will have about 50/50 chance of making it a year (the usual problems -- tower zombies and lack of water supply). Probably would have been dead already if not for that handy new "do this task immediately" button to finish the gate lever while zombies were on the map.
Is there yet a way to "un-nerf" invasions? I've slowly stopped playing, as I haven't been invaded in like a year real-time, I'm losing my basis for lording a sense of superiority over my kids for playing Minecraft ;)
I understand it was a change made in the base DF vanilla, but wondering if one can turn it up to 11.
Oh, hello!
After troubled times, I have some brain time free to play df again. I am barely catching up with all the good work from Amostubal with the scripting and it seems that we have a major update around the corner.
Once everything is in order, it will be succubus time.
I don't want to make too much committments, because i'm still pretty busy, but yes I'll probably look into whatever it takes to port over Orc Fortress at least to the new vanilla version, and you all are welcome to use all or pieces for your new project (and I can help a bit as needed of course). I consider it pretty much feature complete, but of course it's always fun to tinker.
If I find time to do serious modding I would probably take up another race rather than re-learn how to do all the DFHack shenanigans.
Do you have an idea of when the next release is coming out?for what? LDF or Masterwork, LDF is still being worked on and Masterwork has been canceled to work on LDF instead.
Do you have an idea of when the next release is coming out?
Do you have an idea of when the next release is coming out?
I've decided not to work on MDF for the time being until either:
a) Meph appears and returns to work on MDF;
b) Meph appears and releases ownership on MDF; or
c) Sufficient time has passed that MDF, could be fully considered non ownership... at which point I expect there will become multiple versions of MDF and this forum would be removed from the DF boards.
as I've stated in many posts I don't even consider MMDF my property, that meph made it very clear in many places of the code that the original authors retained ownership of their code and that he retains ownership of his part of the code. Personally I'm not interested in the intellectual properties debate of such things. Anyways I originally was only trying to provide a fixed version of MDF to give a spring board to future revisions, and I think I did a fairly good job of that. And if anyone wants to take over the work, I'm not opposed to handing over all the material I have on the project.
Do you have an idea of when the next release is coming out?
I've decided not to work on MDF for the time being until either:
a) Meph appears and returns to work on MDF;
b) Meph appears and releases ownership on MDF; or
c) Sufficient time has passed that MDF, could be fully considered non ownership... at which point I expect there will become multiple versions of MDF and this forum would be removed from the DF boards.
as I've stated in many posts I don't even consider MMDF my property, that meph made it very clear in many places of the code that the original authors retained ownership of their code and that he retains ownership of his part of the code. Personally I'm not interested in the intellectual properties debate of such things. Anyways I originally was only trying to provide a fixed version of MDF to give a spring board to future revisions, and I think I did a fairly good job of that. And if anyone wants to take over the work, I'm not opposed to handing over all the material I have on the project.
The first two aren't going to happen. I spoke with Meph over on Reddit and he's washed his hands of the entire forum, saying something to the effect of "Yeah, I guess I really should go over there and explain."
He never explained. Hence he is wishy washy about the subject, and it's a lot easier to simply continue playing his little card game (or whatever) than to face the mob. Go ahead and work on MDF - Meph isn't going to come back.
* Sieges, ambushes, snatching, thievery does not seem to occur at all.Those are problems with the game itself atm, not anything to do with any mod.
* Underground wildlife barely exists.
* Extremely sparse attacks of semi-megabeasts. Mostly berserking were-kin.
The problems I've encountered is:
* Succubi not having all workshops (no temples etc)
* Sieges, ambushes, snatching, thievery does not seem to occur at all.
* Underground wildlife barely exists.
* Extremely sparse attacks of semi-megabeasts. Mostly berserking were-kin.
* Hermit crashes instantly when you have selected a race. When i selected to play as an Ogre, the other dwarves instantly killed me, and i lost.
The problems I've encountered is:
* Succubi not having all workshops (no temples etc)
* Sieges, ambushes, snatching, thievery does not seem to occur at all.
* Underground wildlife barely exists.
* Extremely sparse attacks of semi-megabeasts. Mostly berserking were-kin.
* Hermit crashes instantly when you have selected a race. When i selected to play as an Ogre, the other dwarves instantly killed me, and i lost.
I had some kobolds show up and take some crap, so that isn't an issue. No sieges, ambushes, or snatching.
One problem I encountered with Succubi is that everybody loves them, the nations could be at war and the only visitors from the enemy I get are merchants. No soldiers or anything... heck, the wars themselves are super-rare as well. Nobody ever wants to harm the succubi.