Bay 12 Games Forum

Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Amostubal on March 16, 2017, 05:49:11 pm

Title: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on March 16, 2017, 05:49:11 pm
Modified Masterwork v1.29 (43.05 x64)

Windows version:
7z here: http://dffd.bay12games.com/file.php?id=12768 (http://dffd.bay12games.com/file.php?id=12768)
Github release page for zip and tar: https://github.com/Modified-MW-DF/modified-MDF/releases

github repository here: https://github.com/Modified-MW-DF
Discord Channel here: https://discord.gg/cRbmUAZ
Bay12Forums here: http://www.bay12forums.com/smf/index.php?topic=163261.0

If your interested in helping with the project, here's how to use github to send in changes:
http://www.bay12forums.com/smf/index.php?topic=164688.0

This is Modified Masterwork v1.29 (DF 43.05 X64)

based off MW v1.23 by Meph.

DISCLAIMER:
Spoiler (click to show/hide)

Changes:
Old Change Logs:
Spoiler (click to show/hide)
version 1.29:
- More manual updates
- more Hidden Gems - I need to know if you think the amount is high... I can make them go lower, randomly the treasure, fossil, relic, tears of armok, and blood of armok will appear while digging through layer stone... the warpstone gem appearance has been reduced.
- Kobold - cobalt anvil fixed.
- fixes for soundsense
- fixes to adventure reactions
- orc embark fixes
- library fix
- standardized milk fix.
- masterwork wood crafter reactions - cost reduced to 1 plank for balancing issue.

Title: Re: ☼MASTERWORK☼ v1.24 (43.05 x64) test version
Post by: c0mplex on March 16, 2017, 09:15:41 pm
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.
Title: Re: ☼MASTERWORK☼ v1.24 (43.05 x64) test version
Post by: Amostubal on March 17, 2017, 08:09:32 am
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.
!?! which race? which buildings? I'll double check the raws and scripts, but I moved them all over from 1.23.  The DFhack is a beta and as I said, I couldn't test 100% of the content. 

NVM... I missed 1 file... I accidentally left in vanilla DF's:

entity_default.txt - it defined the basic Dwarves in vanilla DF and causes their to be no masterwork buildings for Dwarfs.

Delete that file.  I'm reviewing the list of raws/scripts right now first, to make sure there aren't any other accidental "additions", that was completely my fault and I apologize.  I'll try to run a quick test pocket world, all base fort races, drop 1x1 embarks and try to double check each race for a bit today.  If I or no one else spots any errors, I'll upload a new pack in 12 hours or so amended to version 1.24a.


EDIT:
So after running every race, all the buildings are available, as far as I can tell.  I can't confirm every reaction/interaction/etc(there is just too many), nor can I confirm every use of DFHack... Its still in beta, and is liable to be unstable, so caution when doing anything that may invoke a DFHack script(such as a immigrant/liason call).  The only other issue I ran into was a DFHack issue, I attempted to use the dfhack command blueprint to speed up my testing of a few things, the "blueprint" command seems to CTD dwarf fortress if called, it's a rarer command but be warned. My advice, if you use a lot DFHack, "quicksave" is working fine and should be used prior to any command you haven't tested yet.  There are also other DFHack errors showing up in the console, if you see any that are not the usual, post images please.  Some of the DFHack scripts are more Masterwork than DFHack.  I know that liquid spawning is working so magmawells/waterwells/fluid casters should be working correctly.

I've uploaded the updated version with the offending file removed.  so the file is now listed as v1.24a.  Again thanks for your support, I'll look into any issue you have with this version, please send images and details if possible.
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: imperator on March 17, 2017, 11:26:22 pm
Wow thank you for taking the time to do this Amostubal.  I'll try it out this weekend.
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: redivider on March 20, 2017, 10:32:03 am
holy kreygasm balls, it WORKS!
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: Amostubal on March 20, 2017, 08:08:07 pm
I'm reworking through the DFHack scripts... I've already found 3 major fixes, the next release will have the create-unit hack reactions working correctly.  I'm looking into an error with on-death.lua and another with item-trigger(worse case, I'll have it outputting info on what is triggering it when it errors, best case I'll figure out why its putting out nil value errors and fix it completely) that is causing spam... I plan for 1.24b this friday/saturday.

issues I plan to have resolved in 1.24b.
1. Create-Unit.lua - done. All spawn reactions are now spawning correctly.
2. onLoad.init - done. Several bad lines that weren't being used were "commented out" they wont effect game play because they were tied to "missing reactions/missing permitted_reactions"
3. DFHack.init - done. Some bad lines made calls to scripts that could not run unless a game world was loaded.  "commented out" now produce zero errors.
4. On-death.lua - understand the problem, need to test my current solution a few more times to verify I corrected it correctly.
item-trigger - working on it.

Any other issues any one wants me to resolve?  I'm figuring out DFHack rather quickly.  I don't have the ability to edit the Masterwork gui.  so until I get the source of the current Masterwork gui, that is an out... I know of a dozen other issues that has plagued game play, I'll prioritize them according to what is requested.  I'm going to stick to repairs until Meph's return.  I'm working on a few side projects, but I'm not really pushing their development until I have an error free script set for MWDF.

I will continue the 1.24{letter} direction until I reach a fairly error free console result, There's no reason to call it 1.25 until then.
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: grotball on March 21, 2017, 09:13:00 pm
Thanks for uploading, just about to give it a go after incorporating a few changes from this thread:

http://www.bay12forums.com/smf/index.php?topic=162937.0

I fixed the clay layers and reactions (hopefully), the boulder crabs, and disabled the "More Leather" plugin to see if I can shear drakes etc correctly. I've added in some personal changes based on old Masterwork like philosophum and being able to create netherbark leather from nether caps (I'd like the growable trees back too but not quite there yet). Shall see how it goes...
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: Amostubal on March 21, 2017, 09:28:22 pm
Cool I would like to see a working more leather fix for the drakes, it would probably fix all the other more leather issues with shearable animals.

the clay thing... yeah I was going to return to that at some point...  we really need to come up with a consensus.  me personally, its aggravating the way it is currently, but I need to actually see how it is working in all races.   the races all need to have some sort of similar set up... that is not going to be a thing I'll do anytime in the next version, but thanks for bringing it up.old school masterwork stuff? I'm not really planning that... I want to get it to the point where I don't have any errors in the dfhack console, then start working through things that aren't functioning correctly and repair them, then I'll consider making any serious changes.  the more leather? if you get it to work upload your changes and send it to me, that's a for sure thing that needs to be in.
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: grotball on March 23, 2017, 09:40:45 pm
My fix for More Leather is just to disable it at this stage, I can live with one unit per corpse. Presumably the mod would be easy enough to fix up but I guess they currently patch in some incorrect material templates or something like that and it doesn't match MW ones.

I think in previous versions of Masterwork, Dwarf Therapist had to be recompiled for the new skill names and things. The one bundled with this will show something like this for e.g. Mason caste dwarves: These dwarves gain a significant XP bonus for Mining, Carpentry and Metal Smithing whereas it should be Masonry etc. The castes in the raws look OK, not sure if this makes DT unusable.
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: grotball on March 23, 2017, 09:53:46 pm
Actually I don't think DT needs a recompile, just a new game_data.ini and possibly grid stuff (based on a quick squiz at http://www.bay12forums.com/smf/index.php?topic=132010.0).

I haven't played around with DT much in this regard, I'll have a fiddle and see if I can find that file and get the mappings correct (docs say it should be under %APPDATA% somewhere).
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: Amostubal on March 24, 2017, 07:01:37 am
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.

The more leather effect on the shearable animals affects all the shearable leather, scale, shell, chitin related creatures.  If you plan to use them, then more leather may not be effective, if you are going to play a leather heavy race (early game orc or Kobold the entire game) you may find it more beneficial to skip the shearables as the gains from more leather will far outweigh the 2/4 times a year on a handful of shearables.  of course this is assuming your not embarking with 10 leatherwing bats.  Its linked to the fact that shearing the bats, frill lizards, etc actually produces the untanned skin, while more leather is a modification at the butcher/tanner to create a fake untanned skin that is actually a glob.  If your using more leather tanning does not recognize untanned skins any more but is looking for the globs.  So either someone has to figure out how to create the globs from shearing (I tried once it sucks....) or get the tanner to target both (having both reactions active? I've not looked into it lately).

anyways yeah its an issue.
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: grotball on March 24, 2017, 07:06:15 pm
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.

I might familiarize myself with autolabor; I had a bit of a look at DT, I think we can provide an override game_data.ini under DwarfTherapistInstall/share/game_data.ini, and then map the [professions] and [labors] sections appropriately with skills, but I'm yet to find what the mappings should be. I might set them manually in DF and see what happens in the GUI and go from there. Possibly it might be in the caste.cpp DT code when it's looking at what skills to display for castes (it's suspicious it lists two skills for Carpenter caste when there are four enhanced skills > 100 pc rate).
Title: Re: ☼MASTERWORK☼ v1.24a (43.05 x64) test version
Post by: Amostubal on March 24, 2017, 07:53:36 pm
Most of the info on enhanced skills can be found in the creature_civ_xxxx.txt files.  Good luck with that.  I'm uploading 1.24b right now.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on March 24, 2017, 10:45:44 pm
NEW VERSION IS UP NOW!
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Devast on March 26, 2017, 04:31:35 am
64bit Masterwork is what I've been waiting for.
Thanks m8
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on March 26, 2017, 10:47:29 am
64bit Masterwork is what I've been waiting for.
Thanks m8

You are welcome!  I've been waiting since 64x came out(actually I attempted it at first release... but masterwork relies heavily on DFHack to operate a lot of extra functionality).
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: zakhad on March 26, 2017, 11:56:03 am
Wow, this is really a nice surprise, goodjob!
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: friendo on March 26, 2017, 01:27:11 pm
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?
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on March 26, 2017, 01:39:56 pm
Wow, this is really a nice surprise, goodjob!

You're welcome, and thank you.

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?

I made no edits to civ files...  I think that the only one you need to watch is creature_civ_succubus.  I installed Boltgun's update, but didn't check it for any changes to the civ file, so that one may have to be manually updated.  The rest of the creature_civ_XXXXXX files should be direct copies from the v1.23 and most likely beyond that.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: friendo on March 26, 2017, 02:52:37 pm
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.

Thanks
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on March 26, 2017, 05:17:22 pm
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.

Thanks
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.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: zakhad on March 26, 2017, 07:28:42 pm
(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.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on March 26, 2017, 07:54:54 pm
(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.

Issue with a material being defined as a metal that can be used to make things at a forge... there is no way to restrict a metal from the forge, other than removing all their item_XXXX tags from the metal, at which point the forge becomes useless for that metal for all races.  Its not an error,  most of those metals are actually impossible to collect in fort mode no matter the race, because they are high end adventure mode monster metals(divine metals)

stygium and afelsteel are included in succubus, but not accessible.

some of these are defined in the files for special NPC races.  If it was defined its going to show up.  Unless someone can show me how to restrict their appearance in the list, I can't help you.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: IlFedaykin on March 27, 2017, 12:16:07 pm
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.

Thanks
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.

starting guild members only have xp boost. The membership is a caste and is chosen at random upon embark. Starting skills are always null if you don't add points as in vanilla
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: sum1won on March 27, 2017, 01:00:37 pm
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?
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on March 27, 2017, 05:18:28 pm
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?

sorry been dealing with RL and other mods I maintain.  so let me see if I get this right you had a previous version 1.24(1.24 or 1.24a? or did you mean 1.23).  You then downloaded this version and it crashed when you tried to load the save(really it sounds like a corrupted save, 1.24a should load fine, 1.24 would have some serious issues but still load, 1.23 shouldn't load at all, there was serious script changes to get from 1.23 to 1.24b).  interesting what do you mean by "my house"?  it really sounds like a lost save.  really I think you need to completely delete your copy of masterwork and start with a fresh install, and start from the beginning... even if I had the save folder and the stderr.log/errorlog.txt I couldn't promise I could decode what was happening... It sounds like an issue that involves a corrupt save or a write over of an old folder. 

Every version is really its own "environment" and it generally isn't going to help to bring files from one to the other.  There was some serious changes that occurred between 1.23,1.24,1.24a, and 1.24b... estimates of some 50 plus files are updated, fixed or replaced and any of those being brought over, even by accident would cause issues.  Other than say creature_civ_XXX files and certain other raws that I didn't touch, the dfhack scripts inside of the raw\scripts and inside of hack\scripts can be temperamental if they are seeing the old version.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Protonicus on March 27, 2017, 05:23:05 pm
Thank you for the masterwork! ptw.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: zakhad on March 28, 2017, 05:22:45 pm
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.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on March 28, 2017, 08:15:04 pm
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.

And that is what I like to hear! 
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Maul_Junior on April 01, 2017, 11:57:13 pm
Between binging The Littlest Cheesemaker and starting to reread the Tragic Tale of Dumplin.....

*Maul_Junior has been taken by a Strange Mood*

*Maul_Junior claims a copy of Masterwork DF*
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Tracker on April 02, 2017, 07:30:30 pm
Each of the guilds shows the wrong skill bonuses in Therapist:

http://imgur.com/MzdKdt1
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on April 02, 2017, 09:31:10 pm
Each of the guilds shows the wrong skill bonuses in Therapist:

http://imgur.com/MzdKdt1
(http://i.imgur.com/MzdKdt1.png)

interesting from the creature_civ_dwarf:
*MASONS GUILD* This dwarf is member of the most prominent of all dwarven guilds, the masons. Working with stone is an age old tradition among dwarven society and the masons guild has honed this skill to perfection. Members learn masonry, engraving and mining, as well as skills like architecture and archeology.

so the line after archeology, must be pulling from somewhere else... its probably an auto built line.  the caste section of skills for masons guild:
  YESGUILDHALL[SKILL_RATE:MINING:200:0:0:0]           
YESGUILDHALL[SKILL_RATE:DESIGNBUILDING:200:0:0:0]       
 YESGUILDHALL[SKILL_RATE:MASONRY:200:0:0:0]         
 YESGUILDHALL[SKILL_RATE:STONECRAFT:200:0:0:0]         
YESGUILDHALL[SKILL_RATE:DETAILSTONE:200:0:0:0]

which covers the appropriate skills for the guild.

so that would be a dwarf therapist issue, not a masterwork issue.

Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: ussdefiant on April 03, 2017, 11:12:58 am
so, i'm playing as Succubi, and a whole bunch of people are showing as having no Succibi language name, although their translated name shows up fine. My latest game even has this happening to an entire civ.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on April 03, 2017, 04:43:43 pm
Noted. 
I'll have a talk with boltgun.  It looks like he brought back an old language file in his modpack. its circa masterwork 1.20 I think, pre-installation of the expanded dictionary.  But that's not as big a problem as it may seem... I'm renovating the language mod (its my mod, by the way) so in a month I'll have a nicer more streamlined cleaner pack of words, (knocking it down to 5000~6000, 2 to 3 times the vanilla set), and regenerating the language files anyway.  When I complete that, I'll add them to the Masterwork and release an updated masterwork.  I'm hoping Meph will be back by then, but if not, I'll continue to work on things as I can, when I can, where I can.

The current fix install this into your raw folder:

Expanded Dictionary MW edition (http://dffd.bay12games.com/download.php?id=12594&f=ExpandedDictionary.MW.0.10.2.zip)

that's the expanded dictionary in masterwork 1.23.  It wont fix a current running fort, but it will fix any future generated worlds... I din't see it until you posted it.
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Yinseng on April 06, 2017, 09:09:20 am
1.24c for the fix, perhaps?
Title: Re: ☼MASTERWORK☼ v1.24b (43.05 x64) test version
Post by: Amostubal on April 11, 2017, 10:29:07 am
1.24c for the fix, perhaps?

really, i thought about it.  and If I did release a fix it would be the original MWDF word list from 1.20 or prior.... my own language mod pack became way too big and out of hand and beyond just being culled.  I went with a complete restart because I found the last edition to be too big and too unwieldy to edit down any farther without completely trashing the system... Since I'm currently waiting for some consensus from the communities on my mod pack... (i.e. if no one responds I'll delete all the data on it and trash it, maybe)... I may just go ahead and do just that, re-implement the original MWDF word files and release as say 1.24c, I haven't mde any more fixes to the files, so there wont be anymore changes other than that.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 11, 2017, 12:42:28 pm
UPDATED PACK!  well sort of...

I reverted all the language files to the old 1.20 and uploaded it.  named it 1.24c to maintain the current format.  names will now be shorter, and language errors should be eradicated!



On to my personal status I started a new post her in masterwork detailing the efforts to revamp the expanded dictionary.  I restarted from scratch vanilla and am adding words in this time, instead of the max out then cull it back version I was doing... mainly because there was translation errors that encroached on the project and the symbols tables were just to much to work with so many words.  if your interested in the project, then go look at that post or look at my mod page for that below.  I'm at a stopping point where feedback is needed before I continue forward.  the eventual new version will be a serious reduction in size from which we can add words back in as needed, it will be easier to work in symbols as we add the words people want back in, than it is to try and symbolize 10,000 words that may be culled.  it will also read better overall as the verb forms and plural forms are being typed out manually instead of brute force applied.  Thank you for your patience... If I get a masterwork edition done, that will be my next update for masterwork x64 version.

As always I'm here to help ask me anything or point out any new errors you spot along the way.  thanks for your support.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Brutaka001 on April 14, 2017, 06:43:10 pm
Hm... for some reason if i try to open Therapist from the GUI is says it cannot open the executionable file. When i try to open it from the folder location directly it says i do not have appropriate permissions, even with admin rights. This is the only account i have on my home computer so theres no reason that my permissions are messed up with just Therapist and no other program
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 14, 2017, 07:30:52 pm
I just tested it, extracted the 7z into a new folder and tested the dwarf therapist it is functional.  I'm not sure, but I remember that DT x64 version relies on mscv x64 version to be installed... other than that I'm not sure what could be causing issues for you.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Liamar on April 15, 2017, 06:03:47 am
I've tried over a dozen times already and so far every attempt to create a new world resulted with a silent crash with no message at all, at different stages. Had the same issue with Mephs 43.03.

Edit: It finally worked. Seems fine now.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Devast on April 15, 2017, 09:02:14 am
I don't know what's causing it but DF & Masterwork crash without warning every 30 minutes or so.
I think it happens when I press a key however I can't confirm which one
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Yarxie on April 15, 2017, 05:26:59 pm
Getting a really strange error. All older versions of DF with DFHack works, but not this one.

(https://i.imgur.com/H3dLdFp.png)


Anyone have a clue what's wrong?
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 15, 2017, 07:56:23 pm
Getting a really strange error. All older versions of DF with DFHack works, but not this one.

(https://i.imgur.com/H3dLdFp.png)


Anyone have a clue what's wrong?
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. 

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.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Yarxie on April 16, 2017, 06:25:25 am
Getting a really strange error. All older versions of DF with DFHack works, but not this one.

(https://i.imgur.com/H3dLdFp.png)


Anyone have a clue what's wrong?
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. 

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)
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Yarxie on April 16, 2017, 06:34:58 am
Getting a really strange error. All older versions of DF with DFHack works, but not this one.

(https://i.imgur.com/H3dLdFp.png)


Anyone have a clue what's wrong?
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. 

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.    :-[
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 16, 2017, 08:49:54 pm
Solved it. I removed the Lua environment variables and restarted my computer.    :-[

glad you figured it out... even installation can be an adventure full of !!FUN!!.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 17, 2017, 01:01:30 pm
 spoilers on new entity file appearance. (http://www.bay12forums.com/smf/index.php?topic=163261.0)

I just finished up modding the entity_good_dwarf.txt file, its sleak its fast, its smaller, with better feature handling, easier to read, easier to understand, and in the end just looks better.  In current tests all buildings and reactions exist as they should with no loss.  15% file reduction, removal of several duplicate lines and unnecessary "noise" in the file.  take a look, comment please.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Devast on April 18, 2017, 04:32:45 am
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.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 18, 2017, 07:09:31 am
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?
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Prismaa on April 18, 2017, 10:28:27 am
This was in earlier versions too (since Meph added his own tileset) when I change to Phoebus tileset, some items like stepladder and wheelbarrows are upside down ? mark instead of using twbt icons.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 18, 2017, 02:21:00 pm
I would fix that... but I really have no understanding of image work... that's an area I've not spent much time on... and what I did spend it on was workshop creations.  I'm going to leave any graphic issues for the graphic people that can figure it out.  if they produce something that fixes an issue, I'll add it in.

Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Devast on April 19, 2017, 03:37:44 am
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?
1. Don't believe so.
2. I have Earth Strikes back & Secrets on.
3. Top right, edge of the map.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 19, 2017, 06:34:05 am
Interesting, I'll have to look into it... they are suppose to be set to swim in magma, at least they didn't melt.  They were probably a part of wild life roaming around... I'm not home right now or if look up their raws.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 19, 2017, 10:44:24 am
I did, after 2 days, get through the entity_good_human.txt in clean up. I'll be looking at reactions and building now.  I'm trying to see how far I get while waiting for meph's official return.  If I don't hear from him by the time I get the buildings and reactions separated and clean, I'll post that as version 1.24d, we are talking a week of work to complete, easily.  If he returns before I finish it, I'll hand over the cleaned files to him.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: SIGVARDR on April 20, 2017, 08:46:43 am
Thanks for continuing the work there. Meph seems to be gone a little longer than usual this time without a check-in. You'd figure he'd atleast throw an "i'm alive" up on the patreon. With the reactons cleaned up a bit, Modding would be a lot more hassle-free than it has been.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 20, 2017, 10:57:22 am
He's alive.  From the feeds I've been 'stalking':
April 18th -
Back in Germany; planning the next tour. Besides some UL hiking and mountaineering I'd like to visit East Africa later this year. Maybe Algeria too. :)
13 countries left in Africa. 5 left in Asia. Rest is islands...


I have much respect for him, and his work here has been huge...

on further note, I'm just about done cleaning the trade shop reactions(I'd say 95%) for humans and dwarves.  recombined them, renamed them appropriately, fixed their titles, separated out their buildings.  I came across several errors, where reaction names were 'corrupted' etc. basically ensuring right now that each race has the same "items" it has currently for buy/sell, and that they appear in the "same" order.

I came across one error, the pet purchases for humans produces a named critter... one on the animal list, but can't be trained or butchered.  I'm trying to find the correct flags right now to make it appear as stray XXXX (tame) so the dogs can be turned into war animals.... and so that animals purchased can be butchered. -fixed, sort of.  more investigation, produced worse information, actually the named dog is trainable etc.  but its fully wild and unfriendly.... well I have it kicked the name off the unit (it shows up when you "v"iew it and its a number.... so I put the name back, and made them "tame" which apparently sets it to semi-wild, which at least wont attack your other animals or units.  and its trainable etc....FUN.

Considering slapping a few cleanup sell reactions to reduce the number of reactions(why have in stone 10+ sells for the same price, just create 1 sell that takes any stone, with detail selection that will sell at lowest price.  keep the higher price individual sells.  same for gems, plants, etc. I could probably clean out 1/4th the reactions..  plus these "any" reactions will be able to clean up/out a lot more items. 

after that moving on to pottery. It crosses 3 entity files, and is contained in the Kobold race reaction file.... which means it really needs its own file, and cleaned names, made more readable.  And personally its a personal issue I've manhandled in the past... now I want to finish it off...
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: triskaideka on April 23, 2017, 11:13:56 am
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:

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.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 24, 2017, 01:07:30 am
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:

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.
sorry I missed this.  can anyone else confirm the issue.  I'm heading to bed, I'll look into it sometime tomorrow.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Devast on April 28, 2017, 08:12:30 pm
Is this normal?
(http://i.imgur.com/OTOD5ac.jpg)

Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Amostubal on April 28, 2017, 08:53:55 pm
lol.... what the hell happened?  can you provide steps to it?  It looks like you have friendly corpse pieces... I've never even seen the cheese men...  they may not have a nervous center, or one in every section... I'm just not sure what that is.
Title: Re: ☼MASTERWORK☼ v1.24c (43.05 x64)
Post by: Devast on April 28, 2017, 10:20:21 pm
It was an undead siege. My dwarfs killed them all with only one death.
I had to stop playing, however before I stopped I was still under siege and every 2 irl minutes another invader would show up
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: Amostubal on April 29, 2017, 03:23:12 am
@Devast - no clue, I'll look at the cheese men raws later this next week, but other than that I couldn't tell you anything.

To everyone else! I'm a little late, but I got it uploaded version 1.24d.  It took bit but I had to makke several last minute changes and verify a few things.  but it should be all good now! As always if you're moving old save over, they may work, but it is not guaranteed; so its better to do a new folder, new world gen.  Have fun!
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: sum1won on April 29, 2017, 04:28:40 pm
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?)
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: cerevox on April 29, 2017, 05:11:31 pm
It is the *mancers mod. It adds a bunch of strange necromancer equivalents, and they summon strange things instead of undead like living cheese people or wine people or whatever. It also seems pretty buggy, since after you hack them apart the pieces come back as friendly. If you leave them alone they will overrun your FPS and murder your fort, so its a good idea to have a squad attack them all. It doesn't cause a cascade or anything, but you want them gone.
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: Amostubal on April 29, 2017, 07:44:39 pm
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?)

Oh? I apologize, I haven't been trying to maintain a particular set of default settings.  generally speaking I was running a test directory that I was making changes on, and then copying all the raws/scripts/ etc over into a fresh file.  Setting come from the read of the raws by the gui at startup.  so... if the last thing I tested had settings X then thats what will show up....  I'm moving it over to a github repository tonight to help maintain things better, since I can set it to ignore files I don't want to zip up by accident (like saves....), will show me what changes are between what I have here and in the repository(including those random "setting changes"). 

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.

additionally, it will provide a download source for those who don't want to use 7z, as you can have a zip of it downloaded from there.

also a place for people to make suggestions and post issues.
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: -Nihil- on May 01, 2017, 04:05:08 am
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.

I know this wasn't directed at me but I figure I would state my opinion anyway.

Going to try and state my opinion in order of the settings on the launcher

General World:
- all on
- population caps maybe at vanilla? I usually change these depending on the fort I am planning

Save & Load:
- all on
- auto save seasonal

Announcements:
- should probably be on by default, can always turn them off if they get annoying

Graphics:
- as awesome as Meph's tileset is, it only works if you have enough RAM it seems so another tileset should probably be default?

TWBT:
- Meph or Gemset are the most readable in my opinion but this is super subject
- I think 15 z levels has been default in the past and that has always worked for me

FPS:
- FPS display on
- graphics: 30
- fps: 150
- sound has always been off, not sure i've ever turned it on

Embark:
- 3x3
- points 1274
- group 7
- warning on
- labors by skills

Misc:
- default/normal where available
- fullscreen mode
- Maybe intro movie should be on by default? Most will probably turn it off though
- hide dfhack

Standardization:
- by default I would only standardize blood

Balancing:
- aquifers, slower learning, slower farming are all on, rest should be off
- grazer coefficient should probably be 100 but I haven't looked in to it recently so maybe not

Additions:
- if they don't affect performance then food and toy types should be on, otherwise they should all be off

FPS:
- All off except decaying corpses maybe? I thought corpses decayed in vanilla though, at least down to the bones.

Mods:
- Should probably overhaul the mods that are here, I feel like it's kind of a mess. I don't understand how most of these work or interact with everything so I usually keep them all off except "More Pets"

Civs:
- Active should have all the civs that we know are in a decent state and "complete" for AI civs. Everything from dwarves down to kobolds assuming they are all working currently.
- Fort could stick with only dwarves if we assume people don't know how to pick their civ on embark
- Adv can have all available
- Factions we know
- Caravans should be left as default if that respects the settings in the entity file
- Invasions should be the same, default if that works.
- All should have guards maybe? Not sure if this makes sense as a launcher option, should respect what is in the entity file
- AI, all should be siegers except elves, and kobolds I think.
- Skulk, just kobolds
- Materials, default
- Skills, 0
- Seasons, should have a default option to respect entity file, otherwise I guess you have to read them and set them as such
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: Amostubal on May 01, 2017, 07:35:35 pm
@-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.

anyways, now that I have the repository up on github, I'm going to start working on fixing the orc entity/reaction files then move onto human/reaction files. 
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: Immortal-D on May 01, 2017, 09:59:30 pm
Decided to check in and see how MW was doing these days.  Mad props for carrying the torch :)  As an aside; for anyone experiencing seemingly random crashing issues, the #1 cause I have found is simply having too much stuff enabled.  MW incorporates a tonne of nifty features, but if you try to use them all at the same time, you're asking for trouble.
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: -Nihil- on May 01, 2017, 11:05:05 pm
@-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.

As I mentioned I'm not sure if Meph's tileset would work for everyone, if they only have 2GB RAM it would probably not work. Also everyone on 32 bit maybe? I just am not sure and if the mod breaks on the default settings for someone that's not fun :/

As for the grazing coefficient I feel that reducing the land needed by such a large margin ruins any balance intended. And since masterwork generally strives to make the game more challenging I feel this should be the vanilla value. Just my opinion though.

Most of the other values on the settings page I would change as I described above. Nothing is really "wrong" though.

In the mods tab I would say most of that should be off by default. Let people consciously pick what they want to turn on. Sometimes things break due to other mods as well, not sure how stable they all are. We want default masterwork to be as stable as possible.

Civs look fine, not even really sure if all those settings actually change anything.

Invaders looks good to me.

Creatures tab, im just not sure about that frequency. I feel like normal animals should be more than just twice as common as giant or man variants of them. 25 is the highest I would probably put it as default. Really doesn't matter much though.
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: Amostubal on May 02, 2017, 06:45:23 pm
Agreed, on most everything you said... yes the civ  page settings are working they edit the entity file to make changes... tested them under 1.24 c.   

Yeah o think most mods should be off by default, so they can be tried out as they decide to. 


Agree those giant and men values are too high... should be around 10%.

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.
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: Amostubal on May 02, 2017, 10:07:20 pm
interesting thing discovered.... theres 3 sets of the same reactions across 3 races, that only have 1 change between them..

it seems that the kobold poison cookery reactions were duplicated to orcs and humans.  the 1 change is that what is remains in kobolds, becomes cobalt dust in orcs, and then is completely removed in humans for all the reactions..... personally I'd just combine them all as the Kobold version, making orcs need remains over cobalt dust, and humans would need remains.... but I thought I would pass it up to the community before I made the change.  I had already pulled the Kobold reactions out, because I thought they was the same as the orc reactions.

anyways, other changes in orcs (these all come from my revision of the orcfort mod, that I never included into masterwork):
1. added quick exchanges to the orc shops for trading coins up and down from bonemold all the way to platinums...  Its always annoyed me that they didn't have that ability.
2. orc factory now has its bricks in a category menu, and the ones that use plants returns their seeds so they don't end up running completely out of seeds when making bricks.
3. added part of my orc mod into the orc factory, instead of making say large copper daggers, instead you know have to shape a mold, then use that mold to make large daggers of whatever metal you choose.  the molds break at a rate of 1 in 20 runs, so you have to keep making molds to use the mass productions.  additionally the molds can be made from any clay or from bonemold (for locations without clay).  Its a balancer to push mass raiding away from the start of orcs.
4. ashland glassblower now has a magma option.
5. fixed a lot of reactions that didn't allow for the selection of materials. basically things call for boulders/blocks allow you to select the type of block.
6. fixed the strawberries from one of the raids that produced an unnamed plant item.

anyways almost done with orcs may make a few other minor changes, would like to hear what people think about the posion cookery thing above.
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: -Nihil- on May 03, 2017, 03:31:04 am
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.
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: Amostubal on May 03, 2017, 06:54:41 am
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.

grazing - yeah the issue is that the map is very abstract, what is the size of a square?
Spoiler (click to show/hide)
TLDR: maybe a point in between somewhere nearer to 500 would be better than the 1000 or 100 option.  The issue with the original value is that you need a huge embark to raise more than a pair of anything larger than lamb.

on the poisons: well they are currently in 3 different shops for the 3 different races, with 3 different reactions.... so I'm just going to push the poison cookery of Kobolds back into their race file and clean the reactions of the other race shop names. (they shouldn't be tied to them, or a kobold group could just take over an orc /human embark location and utilize their shops as if they were their own).
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: heydude6 on May 04, 2017, 02:10:56 pm
Yeah I think most mods should be off by default, so they can be tried out as they decide to. 

Personally, I disagree with this sentiment. In the past, the way masterwork worked was that most mods were on. The only mods that were disabled were those that had bugs and would generally result in a less enjoyable experience if they were enabled. Thing is, masterwork reborn still has mods like that (the randomized creatures for example). If we leave newcomers to decide which mods they want, they'll do either of the two following: don't change anything at all because they assume that the default is the intended experience, or turn on everything causing all sorts of crashes and other unfun things. Few people are going to browse through the options, read the tooltips and decide which options are good for them.

I believe the mods page should stay mostly the same but have *mancers turned off since it seems that it's bugged. I'm not a fan of silk eggs either, but I can understand why some might want it default.
Title: Re: ☼MASTERWORK☼ v1.24d (43.05 x64)
Post by: Amostubal on May 04, 2017, 03:33:27 pm
The silk eggs only affects really those who raise spiders... basically it's 1 reaction and 1 1x1 building.  The male spiders produce silk eggs if I remember correctly.   I still build old school silk harvesters every once in awhile.  Its not an option I use.

On the rest well it's an in between.  I think I'm going with 1.23 minus a few that seem problematic for some.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 05, 2017, 10:42:32 pm
Okay new version is up with the rest of the entity/reaction pages cleaned up... Its as cleaned up as its going to get... succubus corruption and human pet shop have been updated and will now properly work, as does succubus summon... if you have any issues with these please send me the errorlog.txt, stderr.txt etc... post pictures etc!

next version will be version 1.25.  If your interested in collaborating on any projects, let me know, I've got a github repository of the entire mwdf system, including the html docs, the scripts, the raws, the dfhack, all the other fun bits... if you want to directly input over there, send me a message and I'll make sure you get a link.  Anyways, other than that I'm rather pleased with the work so far and am going to take a break from coding for a weekend!

Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 06, 2017, 10:58:24 am
okay fixed the zip link, and added the repo link to the main document.  I need to know if anyone has issues with that zip.  using that I wont have to re upload a zip every new version.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: SuicideRey on May 08, 2017, 05:11:21 am
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.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 08, 2017, 07:37:52 pm
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.

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?
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: peezimaru on May 10, 2017, 05:29:34 am
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.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 10, 2017, 10:14:57 am
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.

interesting... that's something new to look into, I'll see if I can't come to a full fix and have in the next update.  Thank you.



things currently complete for the next update:

warpstone gems - will properly spawn periodically while digging stone layers and weak warpstone. fixed and condensed the scripts that performed those actions.

The Earth Strikes Back! - updated to properly function, it should be (fairly) stable.  hidden gems should appear when digging appropriate stone layers and awakened stones/wyrms will also appear properly.  Be ware its a mine its not your mine! lol.... yeah in testing discovered beserked wyrms can kill your miner fast, so the mod will be set to off in the standard (starting) options, so as not to upset new/unsuspecting players. additionally fixed the dfhack console commands... so if you are interested in an advanced hard mode fortress just type into the DFHack console....

Spoiler (click to show/hide)

and be prepared...

things on the to-do list:
figure out why full-heal command throws errors from time to time... they don't seem to affect the results, but its annoying seeing the red when I'm testing out deadly things...
this quern activity issue mentioned above.
Someone told me random creature wasn't working, but thats all I was told, I'm investigating it to see what he was talking about.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 10, 2017, 12:03:20 pm
and I've already discovered the error, by downloading the last version of modest mod.... apparently at some point (who knows when) the plants were reverted to pre modest mod versions... I went back as far as 1.19 and the issue has been there that long....  you just was the first to spot it... interesting enough, I've made sure the reactions showed up but never bother to actually make anything with them, because I assumed they were still working... since you know no one bother to say hey they aren't working... lol.

I'll update the files to include the proper line, but if you want to mod your save the line is:

Code: [Select]
[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

just as you suspected.  the interesting thing is that while I was playing with it, I found by adding the line to the "PLANT_POWDER_TEMPLATE" made all the specific reactions accessible... they just wouldn't produce anything, funny enough considering that a similar trick is used for soap, leather, oil etc... I don't know if it was because I was running tests on an old fort, or what... so I'm going to just try it that way on a new fort creation this afternoon, if it works then that is the route I'm going to take since that would be WAY easier then to find and edit every plant that these reactions use... If it doesn't work, well then I'm going to go around plant by plant adding the lines.... the modest mod versions of the files would conflict with other additions to the masterwork plant files.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 10, 2017, 05:14:12 pm
found the perfect answer... okat the DYE_MAT, FLOUR_MAT, and SUGAR_MAT only occur in the modest mill mod.... so placing them in anything else wont effect the functionality of that script or any other script, as the vanilla functions operate off of "Fixed reactions" that target through a different process.

so go to material_template_default.txt

go to:
[TEMPLATE:STRUCTURAL_PLANT_TEMPLATE]

and add in:
Code: [Select]
[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

to pretty much anywhere after that before the next template is defined.

I was just putting it in the wrong place... It has to be defined prior to the powder being defined.  the powder being defined, links it to this in the first structure template that is called inside of that plant.   which means it becomes completely compatible with all the current scripts involving those files (the issue is that all the files have tile definitions, so every graphic pack redefines those files, so every time, you switch a graphic set in it replaces any changes you make to those particular files, unless you go back and completely rewrite "ALL" the plant_crop, plant_standard, etc files.

there may be additional issues (such as missing alcohol, or something else). If anything isn't working with a mass brew/mass mill and you want me to look into just point out the individual... but this fix should correct 95%+ of the issues, involving them... and its only 3 lines to add so shouldn't cause any other issues.  8)

heading on to the next issue.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: peezimaru on May 10, 2017, 05:31:09 pm
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.  :)
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: SuicideRey on May 10, 2017, 05:53:43 pm

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.
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.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 10, 2017, 07:35:06 pm

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.
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.

okay, when you say classic view you mean ascii?  Rendermax is specifically a standard mode mod that produces light effects inside and under ground.





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.  :)

your welcome.  I figured out the full-heal error too, sent it to DFHack, so if anyone likes to full-heal their early embark members that works.

about to start moving through the random creatures and see whats going on there.
and I was also pointed toward an issue with grudgeon fish not being edible.... that one might be hard to test... does anyone else ever seen that issue?

another thing I was thinking about when I was looking at the warpstone script... it would be easy to move the fossils, relics, old chests, blood of armok, tears of armok over there (they were originally suppose to be special hidden gems that would appear randomly as you dig around) I can even establish that certain veins have higher rates of drops (simulating old brick wall veins etc that have higher chance of clusters of these gems, would have higher random rates).  It would change the process a bit, where instead of reveal->prospect... you would instead hunt in the right type of "stone" to discover them.  It was a really powerful script.

anyone else having issues that they would like me to look at?  I currently have all the red errors I had fixed (except 1 that is not my error, its roses, I don't even know if we are using the roses script in anyway shape or form).

I do plan to start testing another script addition, that would allow the removal of vanilla buildings at some point this week or next week. It would be a nice addition to the repository of scripts we have for future races/changes in current races.

I am really enjoying the feedback from everyone.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: IlFedaykin on May 12, 2017, 05:53:26 am
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.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 12, 2017, 07:03:06 am
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.

Welcome back IlFedaykin!  glad to see you coming around.  I'm pushing past errors as fast as I can, I plan a next release either this evening or tonight after I test a couple more features and check a couple more things.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: fuzzywarbles on May 12, 2017, 09:36:54 am
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.


 
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 12, 2017, 01:56:56 pm
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?

how do you see this?  those raws have not been changed and shows the correct settings.  but I've hade people say Dwarf Therapist shows that... which is a Dwarf therapist issue... I can't fix that.

Quote
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.
 

known issue, Meph was half way complete with the work when he went on his trip and hasn't returned.... I'm not an artist and I don't want to mess up his work on the tileset.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: fuzzywarbles on May 12, 2017, 03:03:22 pm
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.
Title: Re: ☼MASTERWORK☼ v1.24e (43.05 x64)
Post by: Amostubal on May 12, 2017, 05:31:26 pm
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.

yeah I sent a few error reports over to dwarf therapist's maintainer... I think he has as much or more on his plate than I do... I'm waiting for the first "non beta" release of DFHack before I upgrade it in the pack, and I hope by then DT will be updated 1 to 2 more times... I ws just glad it works for most people, even though I don't use it... i like the the manipulator in game.

yeah I think the elves were fixed. and the bins.  The minecarts... well graphics are an oddity to me... I'm reading all I can, but wont touch anything involving the graphics on MW or DF until I know I have a better grasp at it... I'm just now getting to a point I understand building designing.  My scripting is improving daily and my raw skills are on par with most DF_modders... But draw.... now thats something I have no ability at. lol... I'll stick with borrowing other people's tiles.

running test worlds on the current planned 1.25 version.  It should be in the repo right now and if I don't have any issues, I'll be packing it and sending it to the web tomorrow.

features:
fixed The Earth Strikes Back... should be fully functional now.
fixed Random warpstone gem production... you should be seeing random warpstone gems now like they are suppose to.
fixed an error in full-heal that was tossed if a unit is resting... just incase you spam it as much as I do while trying to test things.
fixed modest mill issues... I was thinking of fully updating to the last version of modest but that's a FULL REWRITE of about 1/10th the mod.
fixed a few other minor things.
split the initialization when entering embarks... now each race has their own as to declutter the onLoad.init

Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 13, 2017, 03:42:22 pm
AND UPDATED!  MW v 1.25 is uploaded!  More fixes and cleaned it up a little.  Contact me if you have any issues with this version.

For next update I need some ideas.... I've got some milling around my head, but It would be appreciated if someone would point out what they see MW is lacking...

Its going to be at least 2 weeks till the next update.   Here's the things I'm considering:

1. Documentation rewrite... We re seriously behind in documentation... over a year behind in documentation.
2. Start work on my own race inside of MW.... I've got an awesome idea... but it's going to take some time to put it together...
3. Start checking all the extra programs, and verify which ones work and which ones need to be replaced.

  Happy Pre-Mother's Day Present!  Its time for me to go play some myself.  so post your ideas!
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: heydude6 on May 13, 2017, 05:02:26 pm
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 13, 2017, 07:57:43 pm
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.

Personally I was thinking about asking that the masterwork wiki pages to be deprecate and deleted.  In many ways they are so beyond functionality that trying to "rework" them would be take months.  IT would be easier to start off from scratch... but what I was really considering was the documentation released with masterwork... it's almost as bad... I was considering producing a readthedocs file.  like the one that DFHack has.  But who knows.

The race thing... well I'm interested in delving much deeper into raw editing and that would accomplish it.  Plus the idea I had would be so much of a game change that it would provide an interesting side step while at the same time complete reduces the amount of "programming".  Personally I want to do a Zergling/xeno race...

Additionally I have a terraforming concept for the race, where they use building structures to eat away at the local environment.  All kinds of fun things.  Acid spitters, etc...

I'm also looking into a few other fun things...
updating the ZM5 creatures...

 but for right now I need a break...
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: heydude6 on May 13, 2017, 08:46:12 pm
Well if you are taking a break, perhaps you may enjoy some reading.

The race I was working on was a race of parasitic wasps that would primarily gain population by capturing animals and invaders and feeding them to larva. Most of the communication of the team was done via forum thread so you can actually read the whole development process.

The first one you want to read is this one right here:
http://www.bay12forums.com/smf/index.php?topic=141987.0 (http://www.bay12forums.com/smf/index.php?topic=141987.0)

Basically, this is the thread where the idea is first suggested. Me and a few others decide to help out by contributing a few files and then there is a sort of radio silence as I continue working on my creature file, the thread creator Insanegame27 assumes the thread is dead.

By the time I finished my work, Insane has created a new thread (http://www.bay12forums.com/smf/index.php?topic=143774.0) with a new guy helping out, Than402. After a brief moment where I reappear and merge my creature file with Than's, we become less of like a bunch of one-time contributors and more of a stable development team. We make steady progress on the mod and if you are only going to read one thread, read this one!

Eventually, another thread (http://www.bay12forums.com/smf/index.php?topic=147995.0) is made in order to commemorate the beta release of the mod. Personally I thought this was too early (lot's of bugs, the core mechanic of capturing enemies was barely functional, no graphics, many missing features) but I didn't say anything because I didn't have the courage to speak up. At most you could call it an alpha, but even that is stretching it.

Soon afterwards development died. For me, this was mainly due to school and the difficulty of drawing sprites, but also realizing the shear magnitude of work still needed to be done to make it a complete and polished product.



So what does this have to do with Xenos? Well xenomorphs reproduce via eggs, then facehuggers, the host infection, then chestburster, then full-blown xenomorph. Hivemind wasps reproduce via egg, then larva, the host infection, then full-blown wasp. They are surprisingly similar. Many of the problems we encountered in development will likely be the same ones you will encounter. You can look at our threads for inspiration if you want.

Also, you will have to use Dfhack scripts to make it work. If I understand correctly, you already know how to use Dfhack so it shouldn't be as big of a problem as it was for us, but I'm just warning you that "delving much deeper into raw editing" is not going to be the only thing you need to do to accomplish this.

Still, despite all of my warnings, I see you as a very capable modder who I honestly believe has a much better chance at accomplishing a project like this than we did. Hopefully what I said so far will be helpful and I wish you good luck.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 13, 2017, 11:06:54 pm
In now out of town so if this looks bad blame it on my phone...


I saved those links to my browser.

Okay I was thinking warhammer style creature I read but forgot the name of it.  Basically eventually it will become a multiple creature concept.  Basically small creature would "infect" sentient creatures causing them to be sick, feverish, dizzy and pass out.  Its a short lived sickness that ends with a transform permanent command which switches them out of their current race/caste and places them into tier 1 race and with fake caste (basically a mass caste that maintains normal definitions of the race and caste so that by all appearances in game they are a normal unit).

Use some dfhackery to even hide the attack reports of the infection... so dirt players wouldn't even suspect it unless they dig into the d fhack code.... tier 1s can randomly infect others through similar attacks like a vampire... d fhack counts will maintain unit counts and if the units ever reach a count of 1:1 with the normals... they can suddenly be morphed into tier 2 creatures that will attack the normal units of the fort.  Think plump helmet men revolts...

Now then tier 2s are werewolfs/cenobites/priests of the swarms they can appear randomly on the map like animal men.  They can also morph back into tier 1s... tier 1s castes will be assigned to appropriate civs so they may show up with "migrants".  They will try and mate with others of the same group in base giving birth to twins and triplets etc at higher rates than the race they emulate... 

Their real controllers are tier 3 a drone style race that is very simple they utilize special constructed pits to turn everything they find into biomass.  This biomass is a fuel, a building material, food etc.  Basically the conversions would be automatic, so they cut down a tree, and suddenly they are converting it into biomass. gather plants, biomass, gather fish biomass, kill a pig, biomass.   The pits will be upgradeable with resources and upgraded pits will be to create special units... queens, kings, hunters, knights etc... Basically the base unit drone sacs himself to transform into new units.... etc....


Which just reminded me.... I forgot to finish an upgrade to dwarf and human guild recruiting, basically fixing the requirement of a male and a female version to each reactions.  Its rather simple fix too... I just hadn't run tests on it... that will be in the next edition...

I've actually have literally pages and pages of writing on what I want to accomplish in that race as I do with orcfort.... if I introduced everything I have in my personal version of orcfort... specific raiding so you can't raid civs that don't exist civ raids for all potential civs, reworking of the ancient foundry,  race cells changed to upgrade buildings that look like cells (you build a cell you put the guy in the cell to turn it into the individual dwarf/elf/human etc cell). You can even remove prisoners returning the captive token.  Added captive tokens for all races(elephants, beak dogs, know, etc).  Reworked archeologist, reworked ship building, reworked vendors.  Killing of captives that left butcherable corpses, with usable/edible body parts.  skull cups.  Upgrading ghetto cells, for kobolds and goblins.  Reworked outposts, all shops that use fuel, had magma versions.  Fluidcasters could unlock magma shops(added in this version of MW).  I was about to start working on magic users... but now I would have to upgrade it to 43.05 x64 and MW 1.25 architectures..... it would cause OMGs around the world...and I felt it was still only 30% finished I had 30 pages of notes on what was going on.

Anyways enough boredom text, happy mother's day.  I'll be back home in a day or so.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Rekov on May 14, 2017, 01:19:58 am
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: LMeire on May 14, 2017, 02:39:54 am
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 14, 2017, 07:45:16 am
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.

Well than he was waiting on a script writer, because we can already with DFHack identify time, day, month, season.  We can also identify local wildlife pops, and we can cancel/restrict/remove jobs, reactions from menus, and even buildings...  I was going to have to do all that in my own idea.  We even have the code to move or recode elsewhere, hardcoded reactions from building to building if we wanted (except butcher reactions,  it's only usable at the butcher shop, and crashes anywhere else, but we can rename butcher shops).   Even that last thing I know a couple of people collaborating to try and replicate those reactions.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: LMeire on May 14, 2017, 10:34:57 am
Would it be possible to give the humans a few pre-set values and leave the rest random? Because as it is they have this weird state of having a culture built around buying and selling, but potentially despising the very concept of money. That's just a cosmetic thing though, the other one is that sometimes they hate the idea of romance/family, which ensures that nobody dreams of raising a family and AFAIK that means no marriages and no kids.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 14, 2017, 12:31:15 pm
It took me a minute to realize what your saying... I never paid much attention to it, but thinking back they are just set to random.  They also seem to be designed for a multi human civs approach(accidentallymap gened with only humans, kobold, and goblins.. 20 civs and every human cub was at war with at least 2 other human civs if not half of them).  Come up with a set that you think is appropriate to humans and I'll add it in... They are probably a copy over hold over, any way.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Haekel on May 14, 2017, 02:07:44 pm
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: LMeire on May 14, 2017, 05:13:45 pm
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:
*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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 14, 2017, 05:50:27 pm
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 considering a few options I'm looking at I may know documentation out along with another fix I'm looking at doing.... If it all works Masterwork will become even more flexible than ever. As one person has said to me... "Masterwork used to be the gold standard of DF modding, Clean it up, redoc it, increase its flexibility and it can be the gold standard again... "  Well I was thinking why stop there lets make it the Platinum standard, the 5 star model, the diamond crusted version of DF....

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!

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:
*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.
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.

Another thing I noticed... I still didn't grab up Dookmiester's (http://www.bay12forums.com/smf/index.php?topic=161996.0) graphic fixes for Meph's tileset... I've thought about it for a long time... I did install it once on 1.23 and played with it some... I might tackle that too in the next version.. It will reduce that list of OMG we have missing TWBTs yellow text on the first load of a map with meph's tileset.  should convert just fine

I am going to finish off and test that guild upgrade that removes the need for the "separate" reactions for each sex.  speeding up the use/functionality of it.  Additionally anyone really want me to "force" the consumption of the reagents in human guilds for the extensions... Either they should be just lost forever, or If I can catch the items from reagent I can force them to be stored in the building construction items... It may take some testing... but If no one cares, I'll leave it alone.

DFHAck 43.05r1 will be added in, if the TWBT for it becomes available...

It will be 2 weeks till next update... unless miracles happen.  There is a lot of BIG things I want to get done, and RL work is also going to be heavy these next 2 weeks, I've got some major events going on... so we will see.  If I get all the above done, and make progress on my next "gold standard" concept for the mod.  I might even update sooner.  anyways lets get this thing right!
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Slovak on May 15, 2017, 12:52:36 pm
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)
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: peezimaru on May 15, 2017, 04:28:50 pm
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 15, 2017, 07:25:39 pm
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)

lol you didn't build the bricksplitter.... you built a building menu title.  try again.... don't use the shortcut... I noticed that before and its in a list of things that need to be fixed...

I need a way to lock out titles from being built... I'm thinking of writing an onjobcomplete.cancel that can be set to target those, (there is one, I just have to make the trigger).  But there is a lot of those...  I'm wondering if there is a way to make sub menus in the buildings menu. and then those can just be put in a sub menu as it is suppose to be.

Its now on the list to do... for now just select it manually from the menu.



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.

Glad to hear.  I like to see positive reviews!

Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: LMeire on May 16, 2017, 12:46:34 pm
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: peezimaru on May 16, 2017, 02:15:09 pm
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: LMeire on May 16, 2017, 03:09:01 pm
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.

Plants only get highlighted to be picked if they're in season, also the highlighting resembles a generic bush with Meph's tileset.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 16, 2017, 07:32:47 pm
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.

Yes, its a DT issue, i've checked them they are functioning correctly.  Its also an issue with castes in kobolds, orcs, and dwarves.... certain skill learning rates are lining up correctly in the DT data structure.

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.

What LMeire said additionally, when your selecting it with the designation menu, set priority to 3+ and the you should see them blinking their priority numbers.


Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Khaos on May 17, 2017, 09:28:12 am
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?
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: LMeire on May 17, 2017, 10:31:57 am
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?

Just part of the fun, the important part to remember is that you don't need to supply for more than one person, so just 8 meals a year (2 per season) and then you can safely divert work towards other stuff.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Haekel on May 17, 2017, 02:59:12 pm
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).

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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Khaos on May 17, 2017, 04:58:45 pm
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).

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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 17, 2017, 08:15:01 pm
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 (something I "like" to do to remind myself what its like.... thats one option I wish MWDF had... a settings option that reverts the game completely back to as near to vanilla as is possible with MW (ITs rather hard as the graphics are so tied into the game right now).



Alright I'm passed all the ugly shit this week at work... so here's a working list of things I plan to accomplish in the next edition of MWDF, v 1.26

1. update DFHack to 43.05 r1 - completed in testing.
2. Update TwbT to the latest version - completed in testing.
-- of note if I understand it, It has TwbT Next installed in it...TwbT Next (http://www.bay12forums.com/smf/index.php?topic=163298.0) is.
3. Fix to Guildhall transformations - testing complete, DONE.
4. Check for building menu title objects that have a hotkey set to them. done.
--- in addition, see if there might be a way to remove the titles and put these items in their own menu.... I'm sure there has to be a way... just not sure If I want to do that much work, but that's just an additional idea I'll be kicking around.  Also possibly a way to cause the building to auto cancel if its selected.
5. Value fix to humans. done.
6. Start looking at a way to create documentation from the raw scripts... I've got a concept... but I want to see if it hashes with any webhook document creator.
7. updating the ZM5 creatures, I've been in contact, and he's agreed to have the newest versions of his scripts incorporated into the project.
8. tesb fix. done.
9. test golems, supposedly get attacked by caravans.

Anyone have any other suggestions they want fixed?  I'm still looking at documentation.  I'm looking at some code of a supposed version 1.17 of the launcher, that one is going to be a bugger to understand,  I'd appreciate a VB programmer directly messaging me and discussing it, its been 17 years for me...
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Haekel on May 18, 2017, 06:04:48 am

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


Well, damn. Guess I was just lucky in Vanilla, then. Thanks for the reply, folks!
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 18, 2017, 08:09:24 pm
well modified vanilla... basically it requires enough added creatures, items, etc, to cause possible materials to exceed a 32000+ which is a pointer issue... Its most likely the cause behind all the unknown material in various menus such as military equipment material selection...  the additional is that when you filter such lists if the filter ends up targeting the name of an unknown material... boom goes the dynamite... Its just very less likely in a smaller less modified version... its also why standard leather, standard blood, standard meat etc are helpful. 

I've been contacted about an issue with stal's armor and weapons having odd effects.
An issue where golems get attacked by caravan guards.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 18, 2017, 08:43:15 pm
Damn discovered the error in TESB, yes you can't turn it off from the launcher... it apparently lost its ability when I cleaned up the init files.  Until next version, if you need to turn it off type in the DF Hack console:

tesb-job-monitor -living 0 -gem 0

this will reset TESB to not create any living mobs or gems... if either are on, it will try and make them and you could summon wyrms.

another interesting command for dfHack I just discovered in the documentation:

disable season-palette

it turns off the color switching that occurs with the seasons....  Now I need to get this option into the launcher.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Nightcore Angel on May 19, 2017, 09:06:18 am
yaaay, this is awesome
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Immortal-D on May 20, 2017, 09:45:28 pm
I realize this is relatively minor in the grand scheme of things;  Have you been able to fix the duplicate booze types? (Dwarf Mode)
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 20, 2017, 10:29:12 pm
I 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}

I didn't really consider it any.  Really it could be named after its plant, i.e. a fine portabella wine, etc etc

but its a lot of coding for something that is rather aesthetic.  I'm currently chasing down errors, and porting in updated mods. (just finished ZM5's update to the mods.... a lot of new bad ass mobs, several fixes... more insane shit.)  I was heading to do the mythical mods section next (the second coloumn on the 3rd page).

I've got to go and do a rework of modest mod milling soon, to get rid of errorlog entries, its not really causing issues, but I like having clean errorlogs.  I can watch for duplicate naming... but really I'd love to see some of this get delegated to others to accomplish.

Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Immortal-D on May 20, 2017, 10:50:42 pm
I 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}

You misunderstand.  Last time I played, there were 2 entries for almost every booze.  At embark, there would be

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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Keld on May 21, 2017, 10:59:29 am
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
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 21, 2017, 11:30:07 am
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

DT is having issues.  I believe you have to have a specific MSVC.dll, you can find the links in the DT forum over in utilities.
I 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}

You misunderstand.  Last time I played, there were 2 entries for almost every booze.  At embark, there would be

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.

yes the double entries come from the alcohol definitions in the new mushrooms and certain plants.  I have not spent time to track them down, they were just duplicate over from the original dwarf plants.  Harder Farming, just increases the time frame of all the growth rates of plants, reducing number of harvests by 1/2.

Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Splint on May 21, 2017, 06:24:01 pm
So, I dunno if anyone else pointed it out, but goblins seem to be failing to spawn. Is there something in thier entities I'm overlooking? Cause this was also an issue in the last update Meph did.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 21, 2017, 07:31:48 pm
I've had several worlds gen with goblins... determined by which other civs you add in, goblins may have a hard time finding a site on some maps.  also some of the custom world gens have issues where goblins and kobolds wont produce civs. 
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Splint on May 21, 2017, 07:42:02 pm
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...
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Khaos on May 21, 2017, 08:02:41 pm
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Aelforth on May 21, 2017, 09:44:23 pm
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 21, 2017, 10:23:12 pm
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.

I'll check into it.  didn't know it was missing.

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.

Really?  well I'll check into and fix it for 1.26... I don't know why it broke in 1.25, if it is.  if its not on this side, hold onto the save file and I would like to see it. (just the region folder inside the data\save folder).

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...

Interesting, Well I have to run some more tests of the ZM5 creatures and apparently check a few other errors, so I run a few world gens tomorrow and see what shows up.  you had beakwolves, stranglers, goblins, dwarves, and anything else?  I'll see if I can do a few legend exports too and see how goblins are fairing... Is it that you just don't see them on the map, or are you actually checking to see if goblins are in the legend file at an earlier point?  And bare with me, what time frame and map size are we talking about... they could just be getting ripped up at an earlier year mark.



current work on 1.26
1. update DFHack to 43.05 r1 - completed in testing.
2. Update TwbT to the latest version - completed in testing.
3. Fix to Guildhall transformations - testing complete, DONE.
4. Check for building menu title objects that have a hotkey set to them. done. basically only found the one in humans, if anyone else see one with a hotkey let me know.
5. Value fix to humans. done.
6. Start looking at a way to create documentation from the raw scripts
7. updated the ZM5 creatures. - completed in testing.
8. tesb fix. testing complete, DONE.
09. updated the MMMMM creatures. - completed in testing. - this is the section with mythical monsters, plump helmet men, the wild hunt, *-mancy, etc on the mod page... fully updated several upgrades and balances and additions. 
10. Grim's historical arms.... being considered, may get offset to a later pack.
11. Stal's armoury.... being considered, may get offset to a later pack.
12. update to spacefox graphics. - files in hand needs to be checked against original, for MW additions.

additional fixes being looked into:
1. test golems, supposedly get attacked by caravans.
2. magma/water well failure !?!
3. goblin not spawning.
4. alcohol names, duplicates.
5. errors from the errorlog.

Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Splint on May 21, 2017, 10:56:27 pm
Using legends viewer, they don't show up at all in every instance.

The gens are usually 200-ish year histories with medium worlds. Civs in play this last go around were Humans, Dwarves, Elves, Goblins, Stranglers, Kobolds, and Beakwolves. All but the goblins spawned normally and worked perfectly fine, and when in play orcs have absolutely no trouble spawning whatsoever.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: cerevox on May 22, 2017, 01:24:10 am
Just posted over in the succubus thread since i was using them, but their magma well isn't working either and is throwing an error in the dfhack console.

Edit: Unrelated but possibly also a bug, succubi can't use stockpiled toys to build a pleasure room. If the toys are in a bin in stockpile they are invisible to them for construction use.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Sol Invictus on May 22, 2017, 03:36:02 am
To restore the functionality of magmawell and waterwell is necessary to move the "base/roses-init" from onMapLoad.init to onLoad.init and add the section "#new waterwell test" to onMapLoad.init.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 22, 2017, 06:21:20 am
thumbs up, That's what I'm talking about, community cooperation.  I'll look at this right now that I'm up.  I arranged some things trying to separate the race info, but it wouldn't surprise me if something broke that I didn't think to test.


and if it has to do with "base"  I have a whole series of stuff I need to directly check that might not be functional. sigh, you try one little thing and everything goes dead.  Roses base was originally used for all sorts of things but I thought we had modded around them all(building upgrades is modded around), and working correctly. apparently this is one I didn't think of.



In addition, I remember what was going on I was hunting for a roses update and got distracted last week.  I apologize...as soon as I get this fix put together, its a big enough break, that I'll go ahead and call this update 1.26. What I have added/fixed is 99% tested (summoned inside of arena, for new creatures or operated on this side.

Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Khaos on May 22, 2017, 10:19:59 am
I think all we need to make the pipes work is adding

Code: [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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 22, 2017, 10:52:31 am
I think all we need to make the pipes work is adding

Code: [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.

syndrome is on the smoke thats produced... thanks for the post... I'll push that into the patreon file!  Was there already PERMITTED_REACTION:SMOKING_PIPE in the entity files?  I'll check.

updates:

I've upgraded roses files... chasing a dang script bug down. *BAM*

checked the water well and magma well... they worked in dwarf.  only needed the base/roses-init fixed. the other half is in a location that works, verifying the rest of it, but it all looks correct.
checked the golem/caravan issues that were reported... they don't seem to be causing the error reported.  It must have been fixed already, or the issue was an isolated incident.
checking a few other "potential" errors due to miss called roses scripts, verifying they are working.
spacefox graphics updated with files - no errors.  some people go tell 3wire thanks over in his post.

as soon as I get rid of this bit of red text, I'll post the update.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Khaos on May 22, 2017, 02:55:10 pm
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.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 22, 2017, 03:47:17 pm
Okay goblin issue:
pocket:
(https://image.prntscr.com/image/44e646adf7c04a83aafb79cf2c279cd9.png)
smaller:
(https://image.prntscr.com/image/dc580ffc6b2c4ff0a57579b503aff590.png)
small:
(https://image.prntscr.com/image/d18e0a6a7278402f9d5eea8ed2c94d24.png)
This is my favorite image... I had all the secrets from ZM5, MMM, etc on and so all these towers popped up all over the map.
Even had a dark human civilization because of it!
medium:
(https://image.prntscr.com/image/ec130230d022471aa261527175d93f4d.png)
What do you do when you have Kobold and Goblin wizards? In another place a human and a dwarf wizard erected their towers directly beside each other...
large:
(https://image.prntscr.com/image/f3cbfc50f58c415ea96d5f433e4b3f5f.png)

so first map generation, every size, with the setting suggested, goblins formed.  I think there's something else going on if your having issues with goblins not forming civs.



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.

Okay the reaction was needed and I added it to the permitted reactions for human dwarf and hermit.
Here is the issue you ran into... you have to make raw edits with the launcher off... it protects the files from being changed, I've got an older version of the launcher code, but I'm just beginning to understand it... I can't make any serious changes to it, yet.  It is very complex.

how it works is a reaction-trigger, in onMapLoad.init, when the reaction is completed to smoke some galena herb, it triggers the buff:
Code: [Select]
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 ]

which searches through all the available syndromes and adds the appropriate syndrome to the unit:
Code: [Select]
[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!

it should be functional in this update:  additionally I need to update the entity hermit file all together... I missed it in the entity updates last month.



I'm packing 1.26 right now so here's the list of changes:

current work on 1.26
1. Updated DFHack to 43.05 r1
2. Updated TwbT to the latest version
3. Fixed to Guildhall transformations
4. Fixed a building menu title that had a hotkey set
5. Value fix to humans.
6. Updated the ZM5 creatures. - turned on in options... should have interesting effects, and really well written.
7. Fixed the earth strikes back - turned off in options.
8. updated the MMM creatures - turned partially on in options... many cool updates hopefully you will get to experience it.
9. update to spacefox graphics - thanks 3wire!
10. fixed/updated roses-init
11. cleaned up several errors and made sure magma/water wells and various other things are functioning.
12. fixed the smoke pipe reactions.

additional notes:
1. tested golems, couldn't get elves, dwarves, or human caravans to attack them... no issue.
2. goblins seen on several maps... no issue.
3. errors from the errorlog... needs a little work when I get the time, they aren't crashing so they aren't pressing.
4. alcohol names, duplicates. pushed to next pack.
5. Start looking at a way to create documentation from the raw scripts... pushed to next pack... I have some concepts.
6. Grim's historical arms... pushed to next pack.
7. Stal's armoury... pushed to next pack.
8. Entity reformat for Hermit entity file. pushed to next pack.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 22, 2017, 04:14:47 pm
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.

lol, well that helps I missed the edit... so all you need is the patron section from entity_good_dwarf or entity_good_human, which should be in this update minus that reaction line.... personally its a little late to make any more changes, now the pack is being uploaded right now... let me see what a quick fix so hermits can smoke:
Code: [Select]
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]

basically just adding: [SYN_AFFECTED_CLASS:GENERAL_POISON] will make the syndrome work for everyone... but really it should be affecting hermits without it... the add syndrome dfhack should be pushing it past the "target only tags".  If not, well that tag will make most everything target-able.
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Splint on May 22, 2017, 04:21:05 pm
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.

Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Amostubal on May 22, 2017, 05:00:07 pm
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.

Ahhh!!! your turning vanilla demons off?   no wonder you don't have goblins.... goblins require dark fortresses... you don't get dark fortress without a procedural generated demon.... at least 1 race of demons, which is one option set demons to 1, otherwise....  Go over in the goblin entity, edit out those references to dark fortresses..
Code: [Select]
[DEFAULT_SITE_TYPE:DARK_FORTRESS]
[LIKES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:DARK_FORTRESS]
[START_BIOME:ANY_LAND]

replace them with:
Code: [Select]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_LAND]

do the same for any other race with DARK_FORTRESS... otherwise they wont generate either...
Title: Re: ☼MASTERWORK☼ v1.25 (43.05 x64)
Post by: Splint on May 22, 2017, 05:08:51 pm
I figured it was something stupid.

I wonder why that was changed?
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 22, 2017, 05:24:36 pm
AS far as I understood it was always a thing.  Dark Fortresses are the top of demonic spires from hell... no demon race tied to a spire and no Dark Fortress will form.

1.26 7Z file is live! I need to revamp the github before the 1.26 zip is ready.

Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Khaos on May 22, 2017, 05:27:38 pm
I am enjoying getting into the raws though, I've not done this before, which is fun for me, given I've had plenty of fun times getting programming experience. I'm almost interested in just diving in and trying to build up something big, step by step. I want to learn this, because it's just so very distinct from anything I've done before.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Haekel on May 23, 2017, 08:02:30 am
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.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 23, 2017, 07:15:33 pm
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.

LAA doesn't really make any changes to DF x64. 

Its designed for x86(x32) programs. considering this, I decide to remove it...
I also removed another utility DFTool, because it was designed for 43.03, the 43.05 version isn't full production, and I had a virus hit when I tried to open this version.

All of these factors made me decide it would be better to remove these 2 now.  I was going to updat the other utilities and mod packs for 1.26, but didn't get that far as I had to push a release for the severe break in 1.25.

Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Haekel on May 24, 2017, 03:23:37 am
and I had a virus hit

Yikes.   Glad you caught that before releasing it into the wild.

Thanks for your time!
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Sol Invictus on May 24, 2017, 12:09:40 pm
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
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 24, 2017, 07:14:01 pm
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'm aware of many errors... It's a process of cleaning them up one by one.  Thanks for the notes.  I have a github if you want to directly send any repairs.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Conflictx on May 25, 2017, 05:57:10 pm
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.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: tase on May 25, 2017, 07:42:07 pm
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".
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 25, 2017, 08:01:30 pm
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.

Can I get a confirmation on this?  I've never had any problems building dwarf merchants before.



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".

It looks like the default profile does not contain any info on Fort-mode civs and "Invaders"... I'll see about updating it in the next update.  Shouldn't be too hard, just make a custom save and copy it... but it may be a launcher/gui failure.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Encrtia on May 26, 2017, 10:15:55 am
Has anyone else had the problem whereby the game CTDs after a Hill Titan enters the world for the first time?

"A towering quadruped composed of coral. It has wings & emanates an aura of giving & kindness" - not very kind killing my game :O

Got my save game that guaranteed crashes within 5 seconds now.. any cure about per chance?
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 26, 2017, 07:58:26 pm
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.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Encrtia on May 27, 2017, 05:32:01 am
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!
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 27, 2017, 06:21:10 am
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!

I just woke up, I'll download that, and look at it.



additional note: earlier this week, I played MDF in adventure mode in what could only be called vanilla DF graphics... you don't have to change anything from the initial settings other than turning sprites off on the first page... so many people talked so much about how to revert to vanilla DF... that sprite button was designed to set graphics to off...  If you click anything after that, the change is written over and graphics are turned back on.  so the last thing you need to do to activate "vanilla DF" graphics is hit that button and nothing else.... man we need more documentation on what these options do, lol.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 27, 2017, 06:58:46 am
stack traceback:
   ...ct\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:125: in global 'handler'
   ...ct\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:167: in global 'equipHandler'
   ...ct\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:177: in function <...ct\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:171>
...ct\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:125: attempt to index a nil value (local 'itemMat')

This concerns me... I didn't see them in the DFHack console, but right when it crashes these are written into the "stderr" log, 4 times.  I'm going to investigate what is tossing this its an item-trigger, so its triggering when something gets picked up/equiped etc.  have you been getting a lot of these normally?
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 27, 2017, 07:46:57 am
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!

Well to save the map... just target the titan in the unit menu.

go to dfhack and type exterminate him

he literally disappears in a puff of smoke...end of story map doesn't crash.

additional notes:
1.  you have a bunch of gloves and shoes listed as unknown frozen creature substance (lol, its not frozen its just solid) and I have no clue what they are made of or from... they throw item trigger errors, because the material can't be accessed... they are not causing any issues.
2.  I still don't know why the titan is causing a crash... it may be the coral.. it seems to be unstable at room temperature, which makes the titan unstable... he should of just poofed on his own, cause his corpse poofs when he is exterminated.


oh and congratulations! let the game run a couple of days and you will know why....

Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Encrtia on May 27, 2017, 08:13:04 am
Thanks! Much appreciated! Truly!
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Encrtia on May 27, 2017, 12:21:58 pm
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
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: tase on May 27, 2017, 02:15:32 pm
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.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 27, 2017, 02:59:51 pm
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

have you tried it without planning... there is a discussion of it being unstable over in the dfhack section.


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.

hmmm periodic-check.lua not sure what we have that uses it at the moment... what reactions/shops/ etc that you are using?  what errors are appearing in the dfhack log (stderr.log) otherwise I don't know whats going on, based on the info you provided.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: tase on May 27, 2017, 03:33:28 pm
I had no errors prior to running kill-lua.

This is the trace on kill:
Spoiler (click to show/hide)

I used the Magma Well, which uses the tables to spawn liquids sources. Also used the "Den of iniquity" (convert invaders) and the *Glass shaper (using magma from the magma well).

I restarted DF and the problem persists.

In stderr.txt there isn't anything outstanding:

Spoiler (click to show/hide)

Here is the full stderr.txt: https://pastebin.com/y5Ct5Rzk

Is there is a verbose mode? I can turn it on and report any additional errors in the logs.

I'll post my save game and my profile JSON once it's done uploading.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 27, 2017, 04:22:39 pm
WOoooooo thats a lot of invokes... oh shit I'm going to go look at the paper work... nothing should be producing that many invokes.


yeah I'd like to see the save.  just the region folder...  It should have all I need to check it.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: tase on May 27, 2017, 04:32:32 pm
Here is the region folder: https://mega.nz/#!2Al01C4B!c0EQcSRFy81TvA9ppkVnVMxAI8hwkulCMwyyoAq8GUo
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 27, 2017, 06:32:19 pm
nvm I just found it... apparently after the error in the scripts I fixed for 1.26 it calls this script, then this script calls itself every 100 ticks afterwards... just delete it... it should throw one error in the console when initializing, but after that it wont change game play.  I have disabled its initial call in the 1.27 comits and if we decide to use its functions in the future we will restart it.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 27, 2017, 07:11:26 pm
okay here's my current list based on what I didn't get done last update and want to do for the next update.... I'm sick though, I can't promise I'll get through it, but I'm moving a little now... lets see what is in the list.

left over that I didn't get done:
1. errors from the errorlog. I've removed several.
2. alcohol names, duplicates.
3. Start looking at a way to create documentation. I have some concepts.... out sourcing... if anyone is interested let me know, I have a lead developer, you can join a team.
4. Grim's historical arms. some inherent oddities in the new version may not upgrade.
5. Stal's armoury.
6. Entity reformat for Hermit entity file.
7. fixed that periodic check thing by disabling it - done.
8. fix these:
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
9. update armok vision.
10. update modest mods if possible... I'll have to look into it.
11. fix dwarf merchants. done.  it wasn't that it needed 5 coins it needed 5 stacks of coins, which presented an issue that any stack size counted... changed it to 1 gold bar.
12. figure out whats going on in default profile. - fixed sort of...I set the default profile to the same as the settings I use when I "pack" MDF ... warning keybindings may not work the way you are use too... apparently I've had a modified version of the keybindings forever and a day being passed with the mod (even I may be upset, lol)  if in testing I can't handle it... well either I'm going to revert and save my keybindings under amostubal's or one of those 2 options are going to get hacked.
13. try to find out whats going on in liquid fire, and coral both odd materials that are appearing now suddenly... liquid fire destroying dwarf embarks, coral beings crashing worlds.... whats MDF coming too... this one probably wont have an answer this update.
14. any other updates you would like to see... anything else erroring in odd ways? let me know.

Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: cerevox on May 28, 2017, 03:04:50 pm
When you say "delete this script" which one are you talking about, and where is it? I have been getting the same stutter on my succubus, but just assumed it was something else i had running on the box.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 28, 2017, 03:45:16 pm
the file located at:
Dwarf Fortress\hack\scripts\masterwork\base\periodic-check.lua

you can just delete that file... its not maintaining anything that we are using.  so it will throw an error when you initiate a map... but after that no more errors should occur.  besides I need people to do that while I'm fixing the other things in the game... a test period I would call it.  so that if deleting it does cause more serious errors I can deal with that.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: cerevox on May 28, 2017, 07:06:56 pm
Deleted file. So far, game has been working fine, as far as I can tell. The stuttering is gone. However, it is throwing errors in the dfhack console. On startup it threw the no periodic check error you said it would, but it also threw a "base/liquid-update is not a recognized command" error as well right after the periodic check one.

It has also been throwing an error every now and then with this...
http://imgur.com/a/HTfPO

However, nothing has died that I can tell, and its just throwing it at random. Haven't noticed any issues from it.


As an unrelated issue, succubui magma workshops are locked till you reach the magma sea. I can make magma topside with the well, but I can't make the magma furnace/glassmaker/forge till I dig to magma sea.



Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 28, 2017, 10:46:31 pm
yeah thats a non necessary line... rose-init calls the liquids-update script on its on, a second call isn't necessary.  fixed in the 1.27 planned pack already.

interesting... that should be fixed by the succubus-init file... It worked when I embarked as succubus earlier today... I've noticed that sometimes it wont be unlocked at first when embarking... but if you save and reload the game it will work... not sure what is causing that.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: woven silk. on May 29, 2017, 12:18:43 am
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?
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 29, 2017, 11:13:55 am
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?

LAA was removed from this version, it was designed for x32 (archaic x86 windows) programs using it on DFx64 shouldn't have any effect, but for concern it may cause DF to have other issues, it was removed.

If the game just disappears it could be a plethora of things.... any serious memory leak or system fail in DF itself, will cause it to crash... Is there any common factor in what is going on when it happens?   so far I've seen generated monsters made of coral seem to cause CTDs(crash to desktop), certain other things like too many weapon traps, Sometimes caravans, setting details either in shop or job manager.   Basically if you have one, reload the last save and see if it happens again.  try to find the point it does happen at by saving every couple of in game days.  If it was while you was in the menus(game pause) try and repeat the actions you did prior to the crash.  If you can pin it down to a particular event or something repeatable, something we can test, then we can know what's going on.

the LAA fix of the past was primarily a fail to load issue where either it wouldn't load/lock up/freeze then crash, or it would loose it's tilesets and be unplayable (eveything turned into colored squares like 1 pixel for each tile, lol).  That was a 1.22 to 1.23 issue... and was fixed.



status if 1.27 update:
1. errors from the errorlog. I've removed several more... almost 0.
2. alcohol names, duplicates. - done, 3 duplicates, portabella's - dwarven portabella gin, blue caps - dwarven vodka, white caps - dwarven brandy.
3. Outsourced documentation: I've got a lead documentation developer working on the documentation packed with masterwork.
4. Grim's historical arms. some inherent oddities in the new version may not upgrade.
5. Stal's armoury.
6. Entity reformat for Hermit entity file.
7. fixed that periodic check thing by disabling it - done.
8. fix these:
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
- done.
9. update armok vision.
10. Well I fixed the modest milling so it doesn't dump 1000 errors anymore - done.
11. fix dwarf merchants. done.  no longer needs 5 stacks of coins ... changed it to 1 gold bar.
12. figure out whats going on in default profile. - fixed, let me know if anything doesn't seem to be working correctly on it.
13. liquid fire - boltgun is investigating this, we will go with his recommendations
14. coral from naga - removed for some reason creatures made of it are so brittle that they crumble to nothing(yep thats the final determination, these creatures are taking on severe damage as they move and in about 100 ticks from appearing they turn to dust) and this causes games to crash to desktop (the game cannot handle the creature becoming nothing without dying, it doesn't die its still there without a body...)... this may not be the actual cause, I could not verify that it was or was not the coral in naga, but since we didn't need it for anything, disabling it was the best option to see if coral creatures continue to be created.

any other updates you would like to see... anything else odd? let me know.

Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Lancezh on May 29, 2017, 05:53:48 pm
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 ?
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 29, 2017, 06:39:57 pm
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 ?

Armok vision and isoworld packed with MDF has not been updated to current versions, so will most likely fail.  a lot of applications have not been updated in the pack since 43.03 x32 so they are not guaranteed to run at all... its apart of the updates I'm looking to get done now.
stonesense - comes from dfhack out of the box as is... so there's no telling whats going on there... I've never set it up before so I can't tell you what it might need to be correct... that would be an issue to bring up in the stonesense forum post run by lethosor, maybe he can tell us what is wrong with it.




status if 1.27 update:
1. errors from the errorlog. I've removed several more... almost 0.
2. alcohol names, duplicates. - done, 3 duplicates, portabella's - dwarven portabella gin, blue caps - dwarven vodka, white caps - dwarven brandy.
3. Outsourced documentation: I've got a lead documentation developer working on the documentation packed with masterwork.
4. Grim's historical arms. some inherent oddities in the new version may not upgrade.
5. Stal's armoury.
6. Entity reformat for Hermit entity file.
7. fixed that periodic check thing by disabling it - done.
8. fix these:
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
- done.
9. update armok vision.
10. Well I fixed the modest milling so it doesn't dump 1000 errors anymore - done.
11. fix dwarf merchants. done.  no longer needs 5 stacks of coins ... changed it to 1 gold bar.
12. figure out whats going on in default profile. - fixed, let me know if anything doesn't seem to be working correctly on it.
13. liquid fire - boltgun is investigating this, we will go with his recommendations, currently I can't even get a save that has a dwarf with anything of liquid fire.
14. coral plant from naga - removed for some reason creatures made of it are so brittle that they crumble to nothing(yep thats the final determination, these creatures are taking on severe damage as they move and in about 100 ticks from appearing they turn to dust) and this causes games to crash to desktop (the game cannot handle the creature becoming nothing without dying, it doesn't die its still there without a body...)... this may not be the actual cause, I could not verify that it was or was not the coral plant in naga, but since we didn't need it for anything, disabling it was the best option to see if coral collapsing creatures continue to appear.
15. isoworld update if I can find it. impossible, last update was years ago.
16. legendsViewer updated to v 1.17 - done.

any other updates you would like to see... anything else odd? let me know.


Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 29, 2017, 08:50:42 pm
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.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Altaree on May 31, 2017, 01:15:44 pm
Bone pots don't seem to be used to store things.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Aelforth on May 31, 2017, 03:07:39 pm
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..
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Lancezh on May 31, 2017, 04:47:52 pm
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.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 31, 2017, 07:50:12 pm
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..

yeah thats normal behavior giant spider fiends dot the same on evil embarks... they are really designed to be invaders of the opposite group, not friends for trading.  Not much I can do with that.

Bone pots don't seem to be used to store things.

Bone pots made where?  I can review the code... but Its probably because bones are to porous to hold liquids, etc.

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.

I've upgraded armok vision for the next version... it will have some issues that will need fixed because its not calibrated for "MDF"....

I'm just not really using the 3d viewers so I'm not well versed with them... I know that armok is going to have issues because of missing pngs and models.  so if anyone understands it and wants to submit what needs to be added, I'll make changes.

stonesense is probably having a similar issue since we don't have any dedicated files for MDF... I may check older packs and see if any of them were accidentally deprecated during a DFHack update.

I''m building the pack for 1.27 tonight and try to update it by morning.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Aelforth on May 31, 2017, 08:12:41 pm
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.
Title: Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
Post by: Amostubal on May 31, 2017, 09:33:55 pm
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.

they will siege succubus, orcs, and kobolds.

group size selector broke? I'll look into it... I think I know why... its not the move, its a change in a DFHack r1 script I spotted but hoped wouldn't change anything...

I'll check the bone pots for 1.28 since 1.27 is being uploaded.

plans for 1.28:

either fix or deprecate the bone pots... its probably a minor error. here's hoping.

Going after the gui/launcher.... there's no other way around it... i have the code for 1.17... so I'm going to dive into the changelogs from 1.17 to 1.23 and verify there was no update to the launcher setup, the graphics are stored and ran externally.  And go after the tag switches that break mods....  I'll probably have to make the group size selector fix internal to the launcher anyway. 

going after the launcher will enable the ability to make deeper changes and fixes... so far I've been working around its errors and adding additional blocks of data to keep it from causing the severe issues of the past...  These deeper changes could include the "potential for properly installing grimms and stahl updates"  At this point they can't be updated do to many "base" changes.  I'm currently just tossing ideas around.

additional issues:  I still need a save with liquid fire clothing showing up so I can verify what is causing that issue.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on May 31, 2017, 10:23:10 pm
New version is up good night folks!
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 01, 2017, 09:06:55 pm
I've opened a discord server just for MDF discussion.  If you are interested you can join me and others as we discuss the future of MDF development, issues, and of course the best ways to kill elves... Accomplish all things Masterwork!

https://discord.gg/cRbmUAZ

Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Popokolara on June 02, 2017, 07:13:54 am
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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Morhem on June 02, 2017, 01:04:29 pm
Hi! Masterwork noob question here:
I cant seem to find how to build Temple of Armok. Any suggestions?
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Sol Invictus on June 02, 2017, 02:00:34 pm
To solve the problem with Quickfort create a folder named "macros" in \Dwarf Fortress\data\init\
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Khaos on June 02, 2017, 02:32:58 pm
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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Szarrukin on June 02, 2017, 02:44:43 pm
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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Khaos on June 02, 2017, 02:59:51 pm
What same problem, you haven't expressed any such problem as far as I can see anywhere. You've had problems with woodcutters and tilesets recently, but I have no context for this problem. Over the past week or so I've ran an orc fort for 5 years with absolutely 0 issues like that (besides a lack of invaders, but that's vanilla DF for you).
There are a lot of possible causes for this behavior, Szarrukin. Essentially all of them boil down to vanilla DF behavior, failure to meet system requirements (which for MW can be quite higher than what DF needs), user error, or a combination thereof. If you want a specific fix, I suggest details and probably a save file. Because the simple fact of the matter is that pathfinding is pretty securely hardcoded in DF proper, so this mod is basically incapable of freezing up your dwarves like that (in a way that doesn't involve simply freezing the game).
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Morhem on June 02, 2017, 03:18:31 pm
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.

So, the religion tree from the wiki is outdated? It mentions Shrine, altar, and temple of Armok, including human(dwarf) sacrifices, making of wards, etc
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Khaos on June 02, 2017, 03:46:50 pm
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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Popokolara on June 02, 2017, 03:49:38 pm
I forgot to add, i did find that solution but it literally worked for one game and now im getting the same error and will not designate anything. If i switch to key mode it will designate, but it distorts the design in the same pattern each time  :-[
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Morhem on June 02, 2017, 04:20:16 pm
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?
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Khaos on June 02, 2017, 04:48:02 pm
You might be better off building a giant temple or two and performing your sacrifices manually if you feel like making blood sacrifices to Armok.
Or maybe enabling Meph's little deep ones cult mod on the third MW tab. And then for a cultleader to bring absolute hell upon your fortress for your foolish worship of the carp gods.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 02, 2017, 07:51:24 pm
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.

Quickfort issues would be involving quickfort...I'm pretty sure its either not updated yet, or the dfhack scripts have errors and no one noticed yet.  I'll go over to those forums and check out if there is any updates that fix them.  I admit I haven't played with quickfort since 1.20.

Hi! Masterwork noob question here:
I cant seem to find how to build Temple of Armok. Any suggestions?

It appears to be deprecated in DF 42.06  there was several changes to how the game functioned in 42.06 and sacrificing sentient creatures and using there body parts was broken then... god functions and force invasions pretty much died at the same time... so there's the answer it was a dead end and removed.

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.

I could state 300 reasons this would happen, all of them vanilla DF gameplay issues.  without additional information about what you have been doing or a game save there is no way to reduce the amount of reasons this may be happening.  You could of locked the only door out of where they are.  They may all be sick/injured and wont get up until you heal them.  They may be bored.  they may be hungry, thirsty, and unable to find either.  You may have turned their labors off. They could be set to a warren and have nothing to do inside of it.  and thats just a few...

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.

agreed the wiki was really best kept up back under pre 42.06 after that a couple of years back it fell into disrepair and should be ignored.
Title: u
Post by: Amostubal on June 03, 2017, 07:52:08 pm
Alright so here is the pile of things done so far in 1.28:

1. minor bug in Orc releases caused humans to not spawn correctly - fixed
2. a few text descriptions, typos.
3. Quickfort updated and a base maintained macro folder added to keep it from self deleting.
4. internal DFHack script digfort corrected to allow for Z level change, not their is a blueprint script also for writing the csv files used by both quickfort and digfort, blueprint currently only records from the lowest z and up.
5. tested large bone pots and bone barrels... bone barrels hold liquid and food, no problem, bone pots need to be and can be glazed to hold liquids or food.  so they are working as properly.

I am still in need of a liquid fire clothing save, a werewolf save, and any other info on any other issues people have. 

I am going to start considering how I'm going to work on the launcher.  I have the files... I'm not seeing a lot of additional stuff I need to add in for the range from when it was used and now... I'm going to verify it some more than probably correct all the tags in it and rebuild.  that's all I plan to do with it this "update".
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Popokolara on June 04, 2017, 09:04:50 am
Edit: Nevermind silly question,tnx for your efforts :-*.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 04, 2017, 10:53:14 am
Edit: Nevermind silly question,tnx for your efforts :-*.

There is no silly questions... just silly answers!  anyways I hope you are enjoying the game!  let me know if you need any assistance.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Popokolara on June 04, 2017, 02:25:13 pm
I am absolutely obsessed with it, i just get triggered easily and end up restarting, never have i actually run a fort for more than barely 2 years!

i compulsively need to have all my dwarves working on something, to the point where i calculated the amount of jobs i want to be carried out and set the pop cap there and i alt+f4 if a simple one dies. I just feel the game becomes soiled or something.  :'(
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Popokolara on June 04, 2017, 04:12:49 pm
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?
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 04, 2017, 05:20:36 pm
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?

yes and yes and yes... iron appears in regions with at least hills, generally, it is less common then copper ores except when you find a mountainside with it... 

Quote
2. Why  do dwarves sometimes decide to go exploring around the map? Is the only solution walling them in?

weird DF logic... maybe they are thirsty, maybe they went a picked a plant to eat, maybe they mad... it happens.

Quote
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?

generally yes.

Quote
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.

go to ground early and wall in somewhere so that animals can't swarm you.  bridges and traps really only need 2/3 shops to start making and the materials are everywhere.

Quote
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?

tab/tab/tab it changes the width of the menu to the right and what is displayed there.

you can also change your twbt font in the launcher. ishmera is a favorite of mine, its thin and can get more letters in one line.

Quote
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?

not really food in barrels are sold in batches, the game is not designed to treat it any other way.

Quote
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?

yep the menu that you can change is the one where select what you want him to bring next time.  the last screen is what they will pay for goods you sell them now at the caravan.

Quote
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?

not really and even if you dug it out, it would refill when it rains unless you put a roof over it.  basically try not to embark on swamps or jungles, savannahs and forests have a lot less ponds.  there is no way to "fill" it in, ponds are permanent features, as far as I've ever seen.

Quote
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?


DF will not collapse things as long as they have an edge of connection.   you can build a single up stair at the corner of the map then build a fort that runs the entire width/height/length of the map as long as that stair is still connected.... remove it and the entire thing would fall apart and self destruct.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Popokolara on June 04, 2017, 05:44:05 pm
Is it possible to permanently disable season-palette colour changing?

I have this "thing", where i want flat surface with no pondes and no patches of hills who break the balance, because then the soil levels will be uneven and my 4 underground layer for example might be partially rock etc etc - Its pointless and i should get over it, RIGHT?

I have set up 35 levels above 1st cavern on launcher, and sometimes i still get the cave at 8 levels under the surface - isnt this wrong?
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 04, 2017, 06:40:30 pm
I always use the in game settings on world gen.  With the launcher game settings you have to select away from the selector after making a change, for it know your ready to make your change.  It wont make the edit before that.  additionally you need to make that change prior to loading the game and they can only effect the advanced game generation settings.

your also picking low lying areas if your ending up with lots of ponds... that could very well be the issue, too.

to disable season-palette -
1. open up your data/save/{region-folder}/raws/
2. there delete the files that say summer spring winter and fall.

I'm working on a way to disable those.

Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Khemul on June 04, 2017, 08:37:27 pm
So I have an embark that I'm looking to try out which seems like potential for lots of fun. Basically it's an area where a sinister region meets a serene one. A 4x3 embarks has 130-170k gold and 100-150k copper and about 4-5k iron, depending on the balance of the two regions. Iirc theres some marble down there too. So, other then raining muck that causes fevers and the undead, pretty nice place.

I genned it in 1.25 with 4 necromancer towers nearby, but they seem less common now and in 1.27 I had to try a bunch of time just to get 2. Interesting enough the region were flipped too when I regenned in 1.27, but that changes depending on what creatures are in the raws so it may have been a change to the game or I may have simply selected something different in the launcher. It also used to rain harmless blood in 1.25, but now rains fever-inducing muck.

I figured this would be a good opportunity for a human fort as they focus so much around gold. The 1.25 version I built in the serene region, with the edges of the map being sinister. It went pretty well at first, walled off a nice area, started covering living areas, with an open quarry. They fought off some zombie armadillos and zombie ravens while finishing the wall, the zombie harpies were a bit more of a problem and killed all but 2 people. So to reapproach this as humans, I'm thinking the open air quarry is out. I know I can build an above ground fortress downwards, making all underground area aboveground/inside, which should halt the darkness penalty, although won't reverse it unless I manage to get open areas usable. 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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Popokolara on June 04, 2017, 08:40:01 pm
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? :-[
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Caponimoq on June 05, 2017, 05:20:27 am
Is the force damage balanced? Or a peasant still can kill someone because their punch broke someone's neck due to the force?
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 05, 2017, 08:29:50 am
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.

Oh wow... okay my suggestion when coming from the human direction in an evil/serene location.... you need walls. preferably:
Code: [Select]
outside    w            inside
           w
gggggg     ggggggg
     g     g
     ggggggg

or in other words a ditch with ramps removed 3 to 5 wide preferably 2 deep if its soil.  with a wall atleast 2 high inside of that.   That will stop most things in evil biomes that are outside from pathing (except birds).  Humans are great at ranged combat and have some of the most powerful late game ranged combat weapons.
basically start training ranged weapons early adding to your group.  along the wall build archer towers that are 1 higher than the wall and roofed with fortifications. spread them out so that the gap is no more than 30 wide.  interior I'd continue the grid placing archer towers through out the base.  use a guard action for each tower point for 1 required 2 assigned to each tower... you should be able to assign 5 towers to 1 squad this way, and if they are well trained most flying zombie critters will get shot down before they can land and they will probably take out anything approaching outside too.  I generally use 9 towers with humans in a 3x3 pattern covering ~60x60 tiles around wherever my caravan trade outpost is... on a zombie embark... I don't know if it would be worth worrying about traders, I'd might limit my surface fort to 40x40 or less (25x25 interior) with only 4 archer towers.

The worst human problem is no magma access.  you can get there if you try but your humans will cave sick before you could get it pumped to the surface, so instead of trying to build a pump stack interior dig a 6x6 hole with a staircase in the corners that you are building every level.  when you uncover the magma sea, build the walls and the pump stack all the way to the top like you would have dug it in vanilla DF.  use that to fill the ditch.... that will deal with the dumb zombies that just can't stand it and want to try and leap the gap to your walls.  also will help with disposal of body parts as you can toss them down the shaft to the magma sea.

another thing to note.  you can dig a region out, cover it with a cieling and its still considered light inside and not a cave. after you do this every floor you dig down after that will still be considered light inside... and not count as a cave.... in other words you can just build a ceiling over your original opening into the surface and then its protected.... you can do that for areas outside of your fortress walls.   when I play humans I general make 11x11 ditches, with a gap of 3 between them, get them down to 3z while trying to cover them.  I'll dig cross tunnels at -3z to avoid the water features and the tree root/roof collapse issues.  that will gain access to each of these and dig walk around the edge on the floor with the tunnels to it. stairs in the corners of each pit from surface to bottom andd wala open surface dig shafts to the underworld, without making humans sick.  if your going deeper than 20z I would suggest taking the time to remove the stairs and replace them as even long internal dark stairways will eventually cause cave sickness.

My best map with humans, 20 humans working 20.  I had 2 shafts that made it all the way through cavern 3 and one that was hot with magma beneath when a flying firebreather megabeast attacked the fortress at the top....  Anything is doable.

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?

large pistons are actually a machine part for a steam engine, I've rarely used them. they have horrible statistics and I would not suggest they be used in traps, but if you do let us know how it works out!

Quote
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? :-[

simple, breathe, and let it go, let it go.... forts aren't a micromanaging nightmare,  I generally set up a few automatic things.
1. military training, 1/4th to 1/2 of my units only have hauler skill set and are in the military training 1 month on, guarding a tower or patrolling a path 1 month, 2 months off that they spend partying and hauling things.
2. use work flow alt-w when you are making tasks... so you want arrows on the ready for your hunters set a workflow to keep 10 stacks of wooden arrows always made.. simple.  other ones I would suggest, the mason, the still, and the kitchen... keep enough blocks, beer, and food on hand to get the work done.  other than that make an order for 10 of this or 10 of that as you need it.
3. designate a dig in priority numbers, 1 is areas you want fully dug out when your miners reach them, 2 are important paths that need to be dug before you got to the next area 3 are breaks between areas you want dug.... however you want to do it... I set up entire 3x3 floors to be dug by the priority numbers, into whatever I want housing, store rooms, workshops. and then sit back and let the dwarfs do they work.

but beyond that if they idle so what.... if they don't idle some they will get stressed out from overwork... they need some time to party, pray, spend time with the kids.  they are more than just worker bees.  Food stockpiles full? turn off the hunters and the fishers and let them spend time chasing the kids and their spouses.  spend time trying to see what the non workers are doing.  you will see them dance with their spouses in the taverns,  or make a home together in their assigned rooms... you can watch people go to your leader and make petitions, the funniest thing you will catch a couple of dwarfs standing on a bed together and 9 months later shes dropping a kid and chasing after it.... thats the best damn "dwarf sex simulator" I've ever seen.

You can spend time watching the doctors fix guys you intentionally dropped a rock on.... you can spend time learning minecart physics and building a roller coaster...  you can spend time watching your hunters hunt, your fishers fish(the later is as boring as watching real people fish, but some like to do it).  you can play with lava, or conquer the caverns.  Even go on a vacation to hell and take the family for a picnic there...

The main thing... don't worry about the losses.... dwarf fortress is about the living and the dying, its about simulating a group of dwarfs struggling in the wild to establish a home and settle down.  As long as a farm is making plants, a still is making portobella gin, a meeting hall is jumping with life, and little babies are appearing every now and then... that's a win no matter what else is happening....

Loosing is when all the !!FUN!! is happening, and that's when all that time you spent with them either comes to end or you cheer with them in their victory.  In the end remember its just a game and generally whatever bad decisions happen... they will grow back or you can start a new.... my longest running fort went 40+ years had over 100 coffins in the graveyard and was being run by the great grandchild of the original leader.  You just have to let it go and it will for the most part do everything on their own.

Is the force damage balanced? Or a peasant still can kill someone because their punch broke someone's neck due to the force?

ummm for the most part yes... what your describing is a vanilla DF issue, that seems to be getting reduced every iteration of the game.  Really what I see now is not I broke somones neck, but oh my I bent they neck funny... and they are still fighting lol... weapons are still much better at killing things than fists.

Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 05, 2017, 10:23:49 pm
some eye candy:
(https://cdn.discordapp.com/attachments/320010142110449664/321476994036400128/unknown.png)
(https://cdn.discordapp.com/attachments/320010142110449664/321449428256948234/unknown.png)

so working through 1.28:
1. I've added a switch to the first page for the season pallete so now they should stop changing just click that.
2. I've moved the decoration switches to the settings page (second page) so that you can turn them on or off for everyone in one switch, it just didn't make sense to make individual switches when we don't have a page for every race yet.
3. fixed all the tags so no tag in the game can change the EOF length causing corruption of the file.
4. fixed several broken switches that weren't functioning or pointing at the wrong thing.
5. minor bug in Orc releases caused humans to not spawn correctly - fixed
6. a few text descriptions, typos.
7. Quickfort fixed.
8. internal DFHack script digfort fixed.
9. changed the starting settings: no werebeasts, titans, or night creatures as these are all broken...  we know they can be fixed... they need a complete rewrite.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Altaree on June 06, 2017, 03:19:03 pm
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?
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 06, 2017, 05:12:36 pm
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.

fastdwarf 1 1 makes them fast work/move and teleport, 1 0 is just fast work/move, 0 1 just teleport normal speed work.

the thing is most jobs will only que so far ahead.  a workshop wont seek a worker for its next job before it completes the current job, a stockpile will only request a small portion of its empty spots to be filled, etc.  well generally a worker trudges through a job, then trudges through the ideas of what to do next, and then goes off to do it... well during that time its trying to decide what to do next, the shop has already requested a worker and the guy standing on it may decide to do it... If you have fastdwarf on, the job completes instantly, and the unit jumps to his decision and leaves before the workshop can request for a worker.  so he runs away and if there isn't a job he wants he goes to the meeting hall... well if enough dwarfs are available to do all the work, then a large portion will just be hanging out in the hall all day... if thats what's happening, more work or fastdwarf off would help....

the coolest thing is to find your hunter or butcher with 1 1 going... he leaps from the hall to the animal to the butcher shop to the hall to the next animal etc etc etc leaving a few dots of blood everywhere... have it on when you get an invasion and tell your squads to attack and watch as all your troops blink to the invasion slaughter the one you target. and bounce back to the hall not skipping a beat in their drink..lol.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Immortal-D on June 06, 2017, 09:05:03 pm
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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 06, 2017, 10:17:42 pm
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.

awww thanks dude!  I really appreciate that!

I've just finished cleaning the End of File for all the primary raws... I now need to check all additional graphic raws.

I'm also testing a new set of overrides for the Meph decorations... been reviewing the files.... I'm going to have to update 45 others just for that...

additionally... It looks like really the twbt overrides need to be completely off for some graphics (ASCII style).  Otherwise the ascii will be punctuated with the meph decos and workshop overrides.  so I'm going to completely remove the overrides in those and leave a blank file so they will overwrite correctly.  other 16x16s will either be given the Meph set of overrides... or a variation mix of the meph decos and their own overrides.

werebeasts, titans, and night creatures at the bottom of the civs page will not be functional at all in 1.28.  they need a complete rewrite from scratch... any modders want to take a look and do one let me know, I'll point you at the files.


(https://images.discordapp.net/.eJwNyFEOgyAMANC7cABosbLpbQgSNNOW0Jp9LLv79j7fx93jdKvbzbquIWyHFhmbV5ORW_VNpJ0190N9kStks1z2q7JpmCIAAlJEBKIlJfoXPhMSIU5LpBnmR7j5xfJm37m57w8A9SK2.0_tYFv0mRYqZS9zZufBCkZPAhsA?width=751&height=451)

sorry its not the best image... my color scheme was a bit dark when I went to work...
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Khemul on June 07, 2017, 09:15:51 pm
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?
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Mysterius on June 08, 2017, 09:29:05 am
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 :(
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Immortal-D on June 08, 2017, 07:45:21 pm
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?
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 08, 2017, 08:31:52 pm
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 :(

turning creature sprite off actually turns off all the graphic settings... so the tileset you end up with is the base set which I believe is curses. but I'm not certain.  it basically turns [GRAPHICS:YES] to [GRAPHICS:NO] so all the settings are just basically off including changing tilesets since it does that through the twbt etc graphic settings.

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?


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.

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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Immortal-D on June 08, 2017, 08:52:32 pm
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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 08, 2017, 09:12:49 pm
I'll check the tags... they shouldn't even be civs if they aren't set to active.... but they would still spawn as world pop creatures.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 08, 2017, 09:25:07 pm
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!?!)
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Immortal-D on June 08, 2017, 10:35:40 pm
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!?!)
That would explain it.  I do have Serpent Men Invaders enabled.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Khemul on June 09, 2017, 07:56:52 pm
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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 09, 2017, 08:12:00 pm
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.

the df engine is not 100% bug free( i don't think its 10% bug free)  and any sort of pile of stuff could of happened.... I chalk many weird errors up to the struck by armok errors.


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!?!)
That would explain it.  I do have Serpent Men Invaders enabled.

Yeah and the second one comes up as naga civs when they generate after testing... I'm changing the name to Serpentines to match the invader switch.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Caponimoq on June 11, 2017, 12:26:39 pm
I don't know if this is a bug, but when playing as Humans you can produce steel without the smith's guild. You just have to construct the metallurgist's smelter, and for that the guild is not necessary.
BTW, how do I make bullets?
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: grotball on June 11, 2017, 06:13:24 pm
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.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 11, 2017, 07:44:31 pm
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.

Ok grotball, I'll look for that one.  I've been learning things as fast as I can... I have a few more little bugs I'm squashing... planning for 1.28 release at the end of the week... if anyone wants to test the 1.28 beta its on my github(1.28-planned branch).  also jump on my discord link below, we have lively discussions of future changes to masterwork.

Right now the last couple of goals I'm working for:
1. reduced adventurer option.  I've got to make the button and put it in the launcher, but basically turning off all the non civ creatures that are optionally playable in MDF.  After fielding a complaint and searching the files... well I found there was 144 creatures that are just always on as playable, counting an average 3 castes(some are multiple casts) that 450 extra options in the selections... so I'm turning them all off and calling the switch "more adventurers"  just got to decide where to put it.

2. work around to end the liquid fire clothing bug.  If I can't figure out how clothing is coming from fire snake venom... well I'll just turn the venom off.. they are already hot enough they can ignite things that can burn.

3. Reduced pet option.  Concept: basically all the vermin that are listed as pet along with a lot of the other "creatures" with pet tags from various "addons" are getting listed in various races embarks and being brought by caravans.  this option would turn all their tags to PET_EXOTIC, which should stop races from taming them in world gen, but not stop a player from taming the creature inside of his fort.  It may take a day to finish... but should help reduce some of the clutter at embark.  Thee option in the launcher will be 'more pets".  again just got to decide where to put it.

4. why I haven't updated, yet: I fixed the overrides for the graphics files, but due to the nature of how twbt overrides are accomplished. they are not maintained in the save which causes saves to have broken graphic appearance if you change "graphics" after the world is generated.  I know what is going on and I have the code to switch the graphics in a save, and can therefore fix this. I just have to make the pack definitions stable, not impossible.  the process is simple, switch the coding for standard grass and a couple of other "switches" to not delete the definitions, just change them internally to get the desired effect.  I expect this to take me about a day to complete and verify its functioning.

This will be a big update.  It will break saves.  The fix to that is that any save you want to continue to play either only play it on 1.27 or don't place it in 1.28 save folder until after you have set your graphic settings inside the launcher.  I expect to publish the 1.28 release on thursday or friday.
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Khaos on June 12, 2017, 04:32:55 pm
Popping this here: http://www.bay12forums.com/smf/index.php?topic=164483.0 (http://www.bay12forums.com/smf/index.php?topic=164483.0), for anyone who would like to try their hand at giving us some nice introduction text for the game.
Like this:
(http://orig15.deviantart.net/6b8f/f/2017/163/9/b/dwarfintro_by_erebus566-dbch8s2.png)
Title: Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
Post by: Amostubal on June 13, 2017, 09:14:01 am
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.

Update:
I've accomplished everything I wanted in 1.28, its currently is being tested and I plan to release it this afternoon, around 12 hours from now.  I'm sorry this was a 2 week gap on this update but it was a lot of additional work, and a lot of codependent work so let me go ahead and post the list and end with a nice image.

1. I've added a switch to the first page for the seasons, so now if you don't want them turn them off!

2. I've moved the decoration switches to the settings page (second page) so that you can turn them on or off for everyone in one switch, it just didn't make sense to make individual switches when we don't have a page for every race yet.

3. fixed all the tags so no tag in the game can change the EOF length causing corruption of the file.

4. fixed several broken switches that weren't functioning or pointing at the wrong thing. including the decorations, the patreon content, additional food, the list is soooo long.

5. minor bug in Orc releases caused humans to not spawn correctly - fixed (somehow it was aimed at RAT_MALE... I guess its how some orc felt about humans).

6. a few text descriptions, typos. (broken Engrish, again I blame an orc for that.)

7. Quickfort fixed. (basically it was missing a folder and a single file... I blame an orc, I can't tell you what happened to the file).

8. internal DFHack script digfort fixed. (lol, I submitted this to the DFHack crew it will now run multiple Zs).

9. Werebeasts, Titans, and Night creatures civs - Their creature files are off, their civs should not spawn at all, they have plant bleeding hearts, and crumbling coral legs and wings that decide they should freeze solid... something happened at some point (like in 42.06 or prior) that actually broke these... They need full rewrites as the creatures as stand are impossible to read or fix.  If anyone wants to see their return, get on the horn and rewrite them for us please.  I have enough on my plate... plus I have a future of the mod announcement about my personal plans this summer that would probably conflict with me rewritting these.

10. Redux of pets - I added a switch it's in the creature settings (although I want to move to where the grazing coefficient is)... that switch does turn off all the vermin pets from vanilla files and most of the pets in the mod page... it does this by labeling them as [PET_EXOTIC] instead which means if your race can catch them you can still make them into pets... they just wont be learned in world gen, traded by caravans, or show up in embarks.  This means no more embarking with 20 cyclops... lol.  If you do want these things back, flip the switch in the creature settings.

11. More Adventurers - well a complaint led me to inspect and we had approximately 140 additional creatures tagged for adventure mode... with no way to turn them off...  so basically I gave them a MDF Tag and turned them off.  If you want those 140 additional animal people, skavens, bloodgods, etc available for adventurer options turn it on.  If you don't well leave it off.

12. Khaos has input several changes to the manuals, mostly orcs, a little through out.  Check them out!  Give him some praise for doing that, and let us know if you see anything wrong in the edits.  I really appreciate any help i get from the community to assist with the project.  We are on Discord every day discussing MDF and and DF in generally and what we want to accomplish and working through it.  You should come join us if you haven't yet.

13 Hydraknight's Orc Embarks have been added in... so now the orcs shouldn't feel they are being discriminated against, ( and maybe they will quit breaking things behind my back.... maybe... just maybe...)  they are beautiful set encorporating different play styles of orcs from war bands to raiders, farmers to deep miners.  check those out and give him some love for that.

14. So much cleaning of junk and corruption after the Tag system was fixed.... omg soo much cleaning.... it was a mess in there... and I'm absolutely positive I didn't get it all...  But I tried very hard to get it all done, and placed some really short blocks at the end of all files so that I can easily check to see if any tag corruption has crept back in.

15. Override switches -  basically overrides.txt was not even programmed in to be switched with the graphics... this caused pure ascii sets to be funky looking etc... this is now switching properly, thanks to all the graphically inclined individuals that pointed this out as I was trying to figure out the decoration switches above.  So now people who want to switch graphics, they should function better than ever.

16. Graphic switches in saves - DF really only maintains one graphic set and one twbt set at a time.  If you switch graphics you should restart DF completely.  Also changing the graphics would in the past make your games appear funky... Not anymore.  I fixed the definitions inside of thee graphics folders so that definition loss should no longer be occurring.  I can't guarantee it 100%, but I tested DF through the entire series and I grabbed a few images along the way:
(https://cdn.discordapp.com/attachments/320010142110449664/323950316414566401/GIF.gif)

And that my friends was the culmination of all the work this past two weeks, as I fixed one error I realized it caused an error in another part of the system... so I went in a circle till I reached what I think is the end of those errors to get that done....  Isn't it beautiful.  I cannot promise that old saves wont break if you change their graphics... so I advise don't update old game save graphics...

I really can't say that enough because I'm almost absolutely certain:
 DO NOT UPDATE PRE 1.28 GAME SAVES, PLEASE, THEY WILL ALMOST ASSUREDLY BREAK.

to understand the width and breadth of this update... I thought about renaming it completely to 1.3.0 or even further MDF 2.0 ... 724 changed files with 29,345 additions and 81,714 deletions.  that's the amount of work this has had put in it... I've not been idle... I've sunk at least 50 hours of production time in the past 2 weeks in between work and family schedules.

so If you want to test drive it before I release it this afternoon, get over to the github and download it!  look for the 1.28-planned branch, that's the big kabowski.



On the future of MDF

I just want to start off with, I didn't start working on this project to fully take it over.  I started working on this project to get it up to date with DF and everyone else, and I wanted to produce something for Meph that would help keep his work up to date in his absence.  I've made this into a community project, because well you guys the community are what I've always felt modding was about.  I've not asked for 1 penny, and even told people I wont be accepting any money for MDF, not now and not ever, because MDF is the communities mod not mine.  I plan to keep that promise from now to however long as I'm working on MDF. 

That being said, We are a community and if we want new content, well we as a community has to come together and help make it work.  One man cannot make MDF and do more than maintain what can easily be fixed and add what can be easily added.  The content of MDF is decreasing.  I've had to turn off several things that really have been broken for a long time and just went unnoticed or unreported (I was informed the werebeasts had their bleeding heart plant problems for over a year and yet no one reported it)....  really people, lets pull this together. 

I understand stalking mods... I've done it in the past, I'll probably do it in the future.  But here is the thing, if your stalking and not reporting the issues (the crazy ones especially like liquid fire shirts, I turned off that venom product, that should stop), don't go complaining on other mediums like discord, youtube, etc.  The problem will continue until people speak up and let us know directly its going on.  If I could get 1 in 10 of those playing MDF right now to report their bugs and 1 in 20 of those people who are playing MDF to step up and produce content... we wouldn't have any bugs in MDF and a complete civ page with all the races working properly many with fort modes in 6 months easy.  I'm talking about 5 to 10 people.  We need creators, bug reporters, community involvement, etc or this mod, just like many other mods and prior versions of this mod in the past, is just going to keep losing more ground as things break from vanilla DF version to vanilla DF version.

I am going to be less available over the summer,  I have a large family and they all want to come home and spend time with me during the summer months... I've got work and other pressing matters also going on.  Personally... I have no plans for anymore work on MDF...  I am going to rework the github repository after the next release, so its easier to contribute too.  I am also going to publish a github repository of the entire VB version of the MDF launcher, for anyone that wants to go in there and look at it and tinker with it.  Of course I plan to combine the 2 under one github organization.

so here's some projects I know need to be completed and anyone can join in and help:

1.  Khaos is still working on the manual updates, keep up the good work, if anyone wants to make suggestions send them in.

2.  Khaos has also wrote a nice little script that will allow us to change fort intros at creation of new forts.  Additionally it can also give more than just a random intro for a race.   Now we need intros, so if you can speak english and use spell check (I'm out, the orc in me ruins my english) we could use some creativity, I'd even like some that look like journal entries... and you could tag the end with - from the journals of {insert your game name} for credit. lol... that would be interesting.

3.  I plan to start work on at least one new race this summer.... I notice we have 3 of the 5 original races in DF (Dwarves, humans, and kobolds) and are missing Elves and Goblins.  Now then I could do either of these (even though we already have 2 civil races and 2 slaver races)... I know naga are pretty much down for the count as for "fort mode" as they wont path through water correctly, unless someone wants to do them as a water level 1 race (you can't build in water levels above 1 and you can't path through water levels above 3 in fort mode).  We need a complete rewrite on werebeasts, titans, night creatures, necromancers, and vampires if we want them to be available for fort mode (or even for adv/active civ in some cases) and that rounds out the savages and evil civs.  I'm willing to replace any of these with something else if enough people want that.  I posted a poll! let me know what you think!

4.  We need other people to take up the other races that I don't work on any one who wants to pick up any of these races mentioned, or create a new civ all together let me know, and we can discuss the idea.  I'm currently only asking for someone to create an active civ.  If you are wanting to flesh it out for adventure mode or fort mode, that would be appreciated, but just getting it working correctly to be active civ, visiting other forts, etc. is all I'm asking for.

5.  Anyone want to post up some new mod ideas, go for it... I'm willing to look at it.  anyone wanting some feature, post it, If i can't figure it out maybe someone else will... See an error and figured out how to fix it... Please get involved and send us your error fixes...

That's all I really got to add in here.  I'll be packing and posting the update this evening.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 13, 2017, 08:59:15 pm
NEW VERSION IS LIVE!
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Lokked on June 13, 2017, 09:54:57 pm
Amostubal (or any modder):
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 13, 2017, 11:00:17 pm
Amostubal (or any modder):
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.
Thank you for asking, I try not to bore people with my personal story but for this question I will.

How did I get here? Where did I start? What did I have to learn?

simple... I started playing DF around June 9th of last year.  I have never been to college.  I have never taken a class on any programming language.  I have done nothing but strive to learn everything I know.  I dived in head first and started playing around with the MDF raws back in October when Smak the last writer for Orcs left.  While playing with that, Meph said he wanted a mod to do a particular thing, and I jumped on the idea.  I worked for months on that project, and eventually deleted it because it was so bad I didn't want anyone to be using it because they found it from me... I shared my orcfort updates with a few friends here and there.   

I didn't like sitting in the backseat, that's what it takes to do these things... get out of the backseat.  If you want to drive, you got to get behind the wheel and try.  That's what it takes.  You can be programming next week if you are willing to take the steps to read a few docs, and play with some files, and see what happens...

You're going to fail, you're going to fail a lot, but so what... I failed, I failed more times than I have been successful... What I did in the last 2 weeks was fail over and over and over and over again... But I learned from my failures, I picked myself up, and tried again.

If I quit when I failed, I'd never have been successful in anything that I have done.  You keep trying and trying, learning and learning, eventually you dodge the common errors and find good resources to provide you with the right bits to do what you want done.  I literally taught myself enough ruby script in the last 2 weeks to provide a fix to an old DFHack script that has been defunct for over a year.  I am learning Virtual Basic to edit the launcher better, and I started on that 2 weeks ago.  I learned lua last November to accomplish a series of tasks so I didn't have to do it behind... Have I mastered them? No, because mastering requires a lot more work, but I would say I'm at least competent.

So basically everything I've learned, to do what I'm doing right now, I picked up in the last 9 months to a year.  I realized this wasn't WoW, Dragondogma, DragonAge, or any commercial game where I couldn't help if I wanted to (well actually I did create mods for WoW, I can't tell you what that language was. I've not played WoW for 10 years).   This game relies on the community.  I've had 500 downloads in 2 weeks... estimates of 400 or so players downloading it.  if just 10 of those people stepped up and started modding in content, we could be having 2000 downloads a week because we would be writing our own content, not just fixing errors and adding other people's mods in.  MDF and DF itself lives or dies because of our own actions here and now. 

No one cared when I stopped updating my mod overlay for healers in WoW... there was already 20 variants out within 2 months... WoW went on.   But DF... DF is an organism that desires new content, we all strive for new things to do in DF... yeah we can run a thousand forts but what does that get us? eventually you design a perfect defense and get over all the humps to live till your Dwarfs get sick of each other or reach FPS death.  You adventure till you become a vampire and sink to the depths of hell and kill all the demons than wander town to town slaying peasants and drinking their blood... We can give them new content, new beasts, new races, new buildings, new ideas, new reactions, new syndromes, new secrets, new plants, new items, and we have all the tools to do it with.  We bring life into DF, where if it couldn't be modded, it would of died years ago.  Just open a raw and play with it, open the arena and see what happens when you turn a creatures blood into ichor, etc. before long you're finding those annoying errors you saw in game in the files and fixing them.  You are modifying reactions to work better, do more, give more variety.  etc.


How did I get here? Where did I start? What did I have to learn?

I opened a file, and tried to figure out how to make ink for the library.  I opened reaction_orcfort.txt and tried to figure out why a raid produced plants with no names.  I opened a file and said,"what would of made this more realistic, better, fun for everyone?" I opened a file and said why is pottery not working for this person whose asking about it.  One step at a time, ignore fails, keep trying, eventually you succeed.

Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: grotball on June 14, 2017, 02:54:00 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: LMeire on June 14, 2017, 03:50:58 am
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?
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Altaree on June 14, 2017, 07:42:31 am
Amostubal,
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
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 14, 2017, 07:48:18 am
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?

Now, now, LMeire, He's right, Toady is like a several game creators I met in the past, controlling his creation and heading toward a vision, etc.  The difference Toady is a nice guy too.  He's made a lot of this project open source, and has answered many questions on the details of what is going on internally.  He could of squashed the entire modding community by shoving the raws back internally and obfuscating the memory better.   But I think he knows that a large portion of the constantly remaining base is here because of things like Masterwork and DFHack. 

What I was saying is we make these things that keep people coming back.  I play vanilla from time to time to remind myself what vanilla DF is.  I don't do what I do to get Toady to put it into the game, I do what I do to make something for the community to enjoy.  I know tomorrow Toady could put out a new version that breaks everything I do... and if we can't create around that environment, I'll probably move on to the next game world I can play with, or pass away who knows how much longer these old bones have. 

Amostubal,
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
Thank you, Altaree, that is what keeps me working!
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Immortal-D on June 15, 2017, 06:01:53 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 15, 2017, 07:15:11 pm
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.

basically the meph decorations should only be visible in non-ascii tilesets.  In ascii tilesets their overrides are disables so they should revert to generic symbols of those sets.  The graphic sets of 16x16 and up have the overrides in, but if your not running twbt those overrides wont appear,  they should resize to fit that tileset. and as far as I tested they did, but if not I need images to test them.  A lot of creatures actually don't change between sets because they utilize "graphic overrides" in the raw/graphics folder that are used across all but when graphics are off in the d.init file(thats actually what the sprite switch does, it turns off all the raw/graphics folder overrides).  the reason ascii's looked so bad in MDF was the TWBT overrides were still in place, and the sprite graphics still on.  The last upload fixed that.

As for the rest of what you have said I agree... thats why I'm looking for more people to work with me.  1 person is guaranteed to burn out.  Shoot I've almost gave up once already.  I'm taking a break, a backseat role a bit this summer, I expect people to step up.  Currently I have 5 people working with me and that's better than some projects I've manned before. 

So on to an announcement:  I've opened up the launcher to outsider assistance.  Its on github also... and additionally its all been grouped together as an organization.

https://github.com/Modified-MW-DF

I'm going around and updating a few links.  So that they can be aligned with the new repository settings.
 
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Rekov on June 15, 2017, 07:36:25 pm
Oh please oh please, elves!
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Splint on June 16, 2017, 03:27:01 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 16, 2017, 04:23:47 am
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.

At this moment the only current plans:
1. Fix bugs / gameplay issues as they occur.
2. Continue to provide updates as necessary.
3. I have individuals currently working on several side projects:
3a. Updating the adventurer craft reactions (wanderer) that I did not know were up to date.
3b. Khaos and a handful are coming through the manual included in the game for "bad info,".
3c. There is one individual considering taking up orcs, although I'm going to verify his work before I let it in.

There is a couple of minor DFHack script and Launcher changes being discussed but they should not be game breaking.  those include:
1. A switch off of warpstone syndromes from digging up weak warpstone veins.
2. Humans option tab in the launcher.
3. Adding Blood of Armok and Tears of Armok gems to a script that makes them randomly appear; i.e. as warpstone gems and TESB hidden gems do now.

I have family that comes in over the summer, so I don't have as much time to do a lot of major work while they are here.  That being said there is no plans to add any content that would break a game save or disrupt a play through of MDF: Dwarves.  My suggestion is if you are going to do a play through do it in Meph 32x32 or 16x16 graphics, with the decorations on, and either the seasonal palletes on or with some other color then meph ( meph's color scheme is way to dark in most player's opinion, its more of a menu color schema ).

I believe I have every mod updated, except for stahls, grimlockes, and fortress defense, and I currently am not planning to update those.  The first 2 are wide spread changes that would effect everything, and the later is working fine as it sits now, and updating it really as far as I can tell is not going to add anything to the game dynamic.

Trying to think of anything that would effect a long term dwarf play through right now, but can't think of anything.   Link it up to us when you plan to start.  Is it going on twitch or youtube?  If I get a chance I would love to sit and watch it live.

Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: LMeire on June 16, 2017, 06:37:55 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: IlFedaykin on June 16, 2017, 11:01:41 am
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.
I won't even read what you wrote.
I'm in!

Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Splint on June 16, 2017, 04:28:55 pm
@ Amostubal: I was actually gonna use Meph's Tileset and all the bells and whistles with the dwarves. I loved having the decorative stuff in Riverrun, let me give everyone their own nice homey little fireplace in thier rooms.  :)

And I don't actually stream. Equal parts performance anxiety and that I write updates while playing (fights in particular I'll often go over blow by blow and try to make sound neat/condensed as able or needed,) which would make for long hunks of dead air :P Plus I'll sometimes use DFhack to speed up work on shit like a dirty cheater, and nobody wants to see that (looking at you giant Riverrun "magic" wall.)

In fact, as dumb as it is to plug it, could go and check it out. It's linked on the Ye Olde thread somewhere on an update for it from a long time ago.

@ Ilfedaykin: Did my other ones leave a good impression or something?

Somewhere along the way I also lost my save for that human fort, which makes me sad cause that was going along pretty nicely, but maybe I can introduce that factionalism somehow... I feel like I can make a super good story, I just need to figure out the right impetus...

Oh, and how does anyone who cares feel about Terrible Weapons? Had a professional-feeling army/militia in Riverrun what with the runic weapons and plate armor, kinda considering a more ad-hoc feel this time around with little "hard" armor and only a few professional-quality weapons doles out to those who deserve them based on merit.

And any starting scenario would be good, presuming world gen doesn't give us a good one...
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Immortal-D on June 16, 2017, 05:29:21 pm
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'.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 16, 2017, 08:02:46 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 16, 2017, 08:31:38 pm
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.

lol pretty much... basically a reaction-trigger for the reaction runs a happiness improvement for the worker of the reaction.  I've not gone to in depth into it.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Splint on June 17, 2017, 02:10:42 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: IlFedaykin on June 17, 2017, 03:48:45 am

@ Ilfedaykin: Did my other ones leave a good impression or something?

Are you kidding? When you dropped  the human one you broke my heart :'(
That worldgen had SO MUCH TO GIVE!
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Splint on June 17, 2017, 04:16:59 am

@ Ilfedaykin: Did my other ones leave a good impression or something?

Are you kidding? When you dropped  the human one you broke my heart :'(
That worldgen had SO MUCH TO GIVE!

I actually didn't drop it per se. I have a bad habit of keeping multiple piles of DF versions and when I go to clean house, I sometimes lose saves for in-progress games because I forget which one had which game in it.  :-\

When I went to play it a couple weeks back I actually got super bummed out when I realized I'd cleared it (along with several gigs of other DF and non DF stuff,) during my typical house cleaning of stuff I haven't messed with in ages.  :(
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Prismaa on June 17, 2017, 08:11:54 am
I always wondered why Orcish Fletcher can't make wooden/bone arrows, only stuff from metal or so.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Rekov on June 17, 2017, 03:22:47 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: LMeire on June 17, 2017, 04:03:45 pm
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.

Yeah tree huggers don't have to be pacifists, RL druids were known to just murder people for tresspassing on the wrong oak groves. And the morals of traditional folklore elves ranged from "burning down your house because they just don't like you" to "burning down your neighbor's house as an unsolicited favor to you and then demanding payment in the form of 1000 years of indentured servitude".
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Splint on June 17, 2017, 05:50:00 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: rouk58 on June 17, 2017, 08:02:15 pm
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?
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 17, 2017, 08:32:04 pm
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.

correct the fletcher shop only has access to specialized ammo, the craftsman shop has the wood and bone versions, already.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 17, 2017, 08:34:19 pm
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.

yeah stal's is still functional its just 3 versions behind the current version! lol.  Bt it still works fine.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Prismaa on June 18, 2017, 01:23:34 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: IlFedaykin on June 18, 2017, 05:24:33 am
I never played with the orcs so i can't be sure... but it may well be that the manual is outdated. We are still updating it from ye old masterwork. I'll look at this. We are also on discord, if you still have to drop by.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: IlFedaykin on June 18, 2017, 07:42:07 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Felius on June 18, 2017, 03:56:53 pm
Someone probably should take a look on dwarven castes, the skills they boost seem to be rather borked when looked through the dwarf therapist although the raws seem to be fine.

For example, when looking at a Marksman Guild caste dwarf, the Therapist is accusing that it boosts Growing, Herbalist, Strand Extraction, Wood Crafting, Spear, Bowmaking, Pike and Throwing. And special note that it says that it does not boost Crossbow or Acher.

No idea where the problem is, if it's just the Therapist not being able to read Masterwork properly or if it's some issue with the changed skills or if it's an actual bug with the caste system, but either way it does seem to be weird.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Khaos on June 18, 2017, 05:17:06 pm
The issue is Therapist is utterly broken reading any castes skill boosts at the moment, which is rather sad and kind of weird from a coding perspective, seeing as a program like that could be just as easily pulling info like that from the relatively-unchanging format of the raw files as opposed to trying to pull from the dynamic mess that is live ram
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 20, 2017, 11:09:51 pm
Okay so the vote is in and necros and elfs won sort of.

So we I've been working up some notes on both, but necros have 43% and elfs 29% of the vote... so it's going to be necros.

So I'm going to start a separate post from this one, discussing the idea.



Okay so on further note I'm on vacation this summer.  If people start to push github updates I'll set members to review those updates in the modified-mdf organization setup on github, if they agree that it looks good, I'll push it to the beta.  I'll update every 2 weeks for the next say 2 months, meaning next release a week from today.

  That's how long my oldest sons will be here, after that business will return as usual.  I'll pack what updates people produce and set up releases on github and dffd on that schedule, and work on stuff as I can, I'll have time here and there but a lot less than usual.  I've made plans to spend time with my sons and I plan to keep them.

But that being said, people can find our organization on github and can send in fixes and new content for the community.  So if you can think you can write raw code, step on up.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Splint on June 21, 2017, 03:34:54 am
Just as a heads up, the story fort is actually being worked on, just putting some drawings together and getting three seasons worth of stuff done. Will likely have it up this afternoon.

Fun fact: Cragtooth ivory and copious piles of wooden trade goods can make the difference between having an anvil and picks or not.

Hope you have a good Summer, Amostubal, we all appreciate the work you put in on the mod.

EDIT: IT'S HERE BOYOS. Blazegate, the spiritual successor to Riverrun! (http://www.bay12forums.com/smf/index.php?topic=164598.0)
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Amostubal on June 21, 2017, 12:48:41 pm
Necro discussion:
http://www.bay12forums.com/smf/index.php?topic=164604.0
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: MechaJeb Kerman on June 27, 2017, 04:58:45 pm
Awesome <3 Just one thing, most pots look like this with Phoebus tileset for some reason: (http://i.imgur.com/6G3bg6k.png) Any suggestion how to fix it please?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on June 30, 2017, 08:54:39 am
A new version is up and operating.  1.28 saves should work in 1.29 but only new worlds in 1.29 will have fixes that 1.29 provide.  Have Fun!
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on June 30, 2017, 08:56:27 am
additionally I posted a how to github here:
http://www.bay12forums.com/smf/index.php?topic=164688.0

for aspiring modders of MDF.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: grotball on July 10, 2017, 09:56:22 pm
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?

No, I meant Toady, may have not been clear above I guess. I, like a few others I guess, are keen to mod this game, but all you can do is play around the edges with the raws, or dig into memory hacks/DFHack.

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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: dragon001cz on July 11, 2017, 12:49:06 pm
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?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Altaree on July 12, 2017, 07:55:06 am
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?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: dragon001cz on July 12, 2017, 09:13:57 am
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?


Haha! Thank you very much good sir! I wanted to try that actually but i couldnt find the resolution option,you just have to push F11 and adjust it as you want.
Title: Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
Post by: Dave Nicksen on July 14, 2017, 10:51:53 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: andrian on July 15, 2017, 07:28:32 am
Hey, I'm loving the mod! I'm really grateful to have a version of MDF to use with 43.05.

I am having a problem, though... Every time I load a save, the next time I try to use the command to assign labors to a dwarf, the game crashes. I have no idea what's causing this, but unfortunately it makes the whole mod unplayable. Is there some kind of file I can send you that will tell you what settings I'm using to help you track down this weird bug?

I also noticed another weird thing that's happening, but this is a minor bug. When I select the ASCII 8x12 tileset, it works fine... until I tell it to turn off creature sprites. Then it goes back to using the default tileset for the mod. I had to go in and manually change the tileset back. (Yes, I prefer the vanilla look. It's what I'm used to, and I can't recognize anything in any other color scheme or with any other tileset. Don't judge me!)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on July 15, 2017, 07:55:09 am
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.

Thanks Dave!

I agree toady is never going to share the glory for his game and he rarely takes anything from the modding community and puts it into his game...  but I see his game as more of just an engine... like unity, just with more game mechanics permanently installed.  Take a look at some of the zero DF mods out there that toss all the original game raws and tries to replace everything except the exe...  You can make a lot of changes within the confines of the game...

another note...  I don't care for most of the crap commercially produced.... I've been taking a vacation for the past "month" with my oldest son... we've played 4 major game titles... in order:

1.  dragonage: inquisition - Too many game play options, abilities, crappy content; for a quick hard crap ending,  100hrs game play(hard mode) to complete all quests and side quests, with no feeling of reward at end, really we turned it into a story book game by replaying it in newbie mode and running the conversations in 10hrs and just to get a better ending. The best part of this game was discovering how many broken/incomplete map content we could discover.  really why give me the option to jump if jumping isn't really necessary to play the game...  The only reason we played this one so much was that it did draw you into the characters and story early and made you invested in finding out how screwed up your bad advice messed up a bunch of medieval characters... Really the best moment in the game... near end I found out that like the second or third time I talked to 1 character I had set her on the path to be a ruthless evil killing machine... making killers while trying to get approval for love... I actually would say this game is a solid 7/10 if and only if you avoid all side content and all the BS crap: play it in newbie mode, avoid all the additional content, play it as if its an interactive story book, avoid any fights you don't need, most of the game isn't worth messing with. done.

2. Assassin's creed - Twitch twitch twitch twitch twitch.... 10 hrs and I was tired of it. 

3. Warframe - rather rewarding and fun gameplay... didn't take me long to figure out the controls and crafting... but you had to be online and you had to find others to play with to accomplish most major tasks... Lots and lots of gear crafting, i hate the timers, I hate the grinding... think 10 hours maybe 20...

4. Skyrim, enough said....

other than this we whipped out the old favorites... metroid, super metroid, super mario {1 2 3}, super mario world, super mario wii, guitar hero {1 2 3 world tour, aerosmith,, metallica}, zelda {1 3 ocarana, majora, skward, and shadow}, along with several others, lol.  not including the board games.  Honestly  I've been really busy .... but back to that subject...

Honestly If I'm paying for the game I don't really care much for the mod packs... besides people want to charge for them and shit and I'm not interested.  But I really find most modern games to be too short, before they become completely boring or their errors become glaringly obvious.  Even top rated games to me are crap.  Most games today rely too much on their graphics to dazzle, and if you take that away they wouldn't get a 3/10 from me.  That's why this game makes me so happy, I can make it the game I want to play.  I mean it... I play till the game hits 0 FPS death or I get undead fire men...

anyways next month I plan to be back 100%,  see all of you there.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Caponimoq on July 15, 2017, 12:38:38 pm
Hey, I have a human fort in masterwork 1.27. I have met the preequisites  for the baron, but when the guild representative arrived, i could't appoint any baron. Is the baron- Count- Duchy-capital system available for other races than dwarves?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Thatotherguy23 on July 17, 2017, 12:57:55 am
Hey Amostubal, great work with modified Masterwork!
I'm aware you're mostly keeping the mod the same as it was before, but just wanted to point out some discrepancies with the launcher that, because I'm picky, I've noticed:

Creatures Tab: Despite unselecting flying creatures in all three boxes, you still get giant flying bees, drones, queens etc among other creatures/giant vermin that fly. I'm sure this is from selecting monsters or surface creatures in the Masterwork box but it's still slightly misleading

Invaders Tab: There's no Easy, but there is Medium and Hard...not really important but yeah. Also, the ones in Hard are actually meant to just be different or slightly harder variations of the Easy creatures to deal with, whereas the ones in Medium are entire magnitudes above the others. Pandashi possibly being Medium difficulty as they can have martial trances etc but they don't have much armour usually. The harpies could also be chucked into Medium along with Werewolves. Minotaurs and Werewolves could also be renamed to what they're called in-game but that doesn't matter. Hellfire imps could be chucked into Medium or the bottom of Easy, War Elephants should definitely be in Medium atleast with their plate metal armour and massive size. Just wanted to nitpick that's all
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: vbuss on July 21, 2017, 12:00:36 pm
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)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Eligiblefoot on July 22, 2017, 07:51:31 am
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)

I haven't fully tested this but it seems that taking the graphics files from LNP for phoebus tileset fixed this for me. I haven't tried a human fort so I'm not sure it worked fully but the merchants and their bodyguards are the correct sprites.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Khemul on July 22, 2017, 12:46:37 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: andrian on July 22, 2017, 04:43:16 pm
Does anyone have any idea why my game crashes when using this mod? I posted about it a few days ago, but nobody has responded yet.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Dave Nicksen on July 23, 2017, 03:10:05 pm
Check gamelog.txt in the parent directory of DF. It usually contains latest events announcers and sometimes you can find out what causes the game crash.

Once I butchered some animals without butcher-output configured and that made a stable crash.
Now I'm kinda stuck with my fortress as I was just attacked by Dark Stranglers and now I'm cleaning the battlefield (with butchers again in order to acquire DS bones (making beds, tables and everything from bones of your enemies is kinda sick and for my personal (Dave's) ETHICS it's totally ACCEPTABLE)) so I suppose I know what is the cause of constant crashes. I managed to save just a couple of ticks away from the actual crash (with quicksave DFHack command) so I'm gonna determine what's the problem.


2 Amostubal: Try out the Witcher series. The latest title (W3: Wild Hunt) kept me in for more than 200 hrs I guess. After having played for 100+ hrs I realized some dubious features and restrictions but overall experience for me was kinda 97/100 and it's my personal favourite Action-RPG title (being able to surpass the Fallout: New Vegas fun).
And yeah, I totally agree: the vast majority of modern games (especially AAA titles) is a complete rubbishit.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: andrian on July 23, 2017, 03:24:11 pm
Thanks for the reply, Dave. As I said in my original post, the game crashes consistently under the following conditions: I load a game from a save, go to the units list and zoom to any dwarf, and then I attempt to view the Profession menu (or really any menu other than General) for that dwarf. I've done this with several different game saves using different starting parameters. gamelog.txt only shows that I loaded the game. Any other suggestions?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: vbuss on July 23, 2017, 04:34:38 pm
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). 
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: evil_pigeon on July 28, 2017, 07:46:52 am
So does anyone know why the 7 sins curses are crashing worldgen? It seems to work fine on vanilla DF when I tested it but not on masterwork apparently
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: bro918 on July 28, 2017, 10:55:30 pm
Hi guys just started playing modified MW a few days ago and have noticed these messages popping up regarding dwarf skill changes. Its nice to see when a swordsman levels up but this is just too much.

That said, does anyone know how to not show rusty skill changes? I checked the Dfhack manual a bit and couldnt see anything relating to these new announcements so im not completely sure where its from or how to disable it.(http://i.imgur.com/lzWUnnK.png)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Zharg on July 30, 2017, 12:18:26 am
Hi there, I've recently started playing DF again and a friend recomended me Masterwork.
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
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: andrian on July 30, 2017, 07:40:49 pm
Alright, so I have figured out something about my crash. Apparently it isn't happening every time I view a citizen. However, sometimes, when I view a citizen, instead of showing me that citizen's skills on the general screen, I just get a blank empty screen. This is the point of no return and attempting to do anything, such as switch screens or leave the menu will cause a crash.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Altaree on July 31, 2017, 08:47:37 am
Hi there, I've recently started playing DF again and a friend recomended me Masterwork.
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
Check out the file "Readme - Mod - The Earth strikes back!.txt" in the "Readmes of included mods" directory.

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)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Zharg on August 01, 2017, 12:03:43 am
Hi there, I've recently started playing DF again and a friend recomended me Masterwork.
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
Check out the file "Readme - Mod - The Earth strikes back!.txt" in the "Readmes of included mods" directory.

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)


Thanks! Will try
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: dirkdragonslayer on August 03, 2017, 01:13:47 am
I guess the Anvil change is what did this, but I have definitely noticed that Kobolds now survive through worldgen much more reliably, meaning reliable trade and immigrants in this cruel world. Thank you so much for the fix, and thanks for making Cobalt and Bonemold usable again.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Balgias on August 03, 2017, 01:50:37 am
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 "
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Balgias on August 03, 2017, 02:32:16 am
https://puu.sh/x0mw5/60adcf6ce7.png What on earth is this bug?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: LMeire on August 03, 2017, 09:02:33 am
https://puu.sh/x0mw5/60adcf6ce7.png What on earth is this bug?

Looks like the language bug from Meph's release, I personally haven't seen it since switching to the unofficial patch.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 03, 2017, 07:23:04 pm
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...

Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: ANickel on August 03, 2017, 07:43:52 pm
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...
The mosaic barf bug is caused by more than the added dictionary.  It can still occur under other circumstances, with a variety of fixes.
When I had it, I fixed it by deleting plays.tv which gets bundled with Raptr, some people have said this works, while it hasn't worked for others.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: 13thEssence on August 04, 2017, 09:20:07 pm
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?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: ANickel on August 04, 2017, 10:35:32 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Balgias on August 05, 2017, 08:40:19 am
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...

Ohh, I've been struggling with an outdated version -
(http://i0.kym-cdn.com/photos/images/facebook/000/000/578/1234931504682.jpg)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: 13thEssence on August 05, 2017, 04:10:32 pm
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.

Looking at creature_civ_orc.txt, even 1.23 Therapist wasn't accurate. It seems that Dreamwalkers, Ologs, Artisans, and Corsairs had the right xp bonuses in the MWDF 1.23 Therapist, but contrary to that version's therapist other Orc castes don't get any bonuses at all (e.g. Uruks don't really get armour and fighting skill xp bonuses).  Are these strings, when you hover over the name of a creature in Therapist, just string entries in some .ini or .dll file that can just be fixed in an editor, or are they generated by Therapist runtime?  If it's something I can fix (and share), I'll do it.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Qasder on August 06, 2017, 11:27:45 am
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.
 
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: LMeire on August 06, 2017, 11:58:40 am
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.
 

Warpstone is part of the base Masterwork mod; it's basically Color From Outer Space (https://en.wikipedia.org/wiki/The_Colour_Out_of_Space)- either a pretty rock for jewelry or a horrible disease, depending on how stable it is. Think of it as the inert mineral form of Forgotten Beasts and prepare accordingly.

Your miners are probably rotting because they breathed in unstable warpstone.

Coins can be obtained from the vanilla forge, in one of the secondary Engineering Guild halls, or in a trade with a Market Stall building by selling something.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: runedog48 on August 12, 2017, 01:03:09 am
It seems that the perception radius doesn't show ( when sneaking in adventure mode ) when using Meph's tileset.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: g5ash on August 12, 2017, 03:09:08 am
I've got a fort going in v1.28 and I've noticed that products from Cragtooth Boars and Horned Caveturtles (and probably all creatures in creature_domestic_DDD.txt) don't get standardized by the standardized leather and standardized meat options. They also drop unusable <material> chops (ex. cragtooth boar leather chops, horned caveturtle hardened leather chops, etc) instead of sliced meat when butchered.

I've poked around on the raws a bit to try and solve this, but I haven't been able to figure out what makes the DDD creatures different from any other creature from a standardized leather/meat perspective.

A problem that I was able to solve is that beak dogs need the [PET] or [PET_EXOTIC] tag added to their raws in creature_standard.txt. They already have [COMMON_DOMESTIC], so evil civs can sometimes buy them at embark. But without the pet tags they don't function correctly.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: LonelyZues on August 12, 2017, 08:15:16 pm
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?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: LMeire on August 12, 2017, 10:23:57 pm
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?

Therapist is just reading it wrong.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: 13thEssence on August 15, 2017, 06:25:59 am
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?

Please try a search before posting.  I just asked about this in this same thread, on the previous page.  I have a post about it literally in the same page as your inquiry.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: 13thEssence on August 15, 2017, 07:39:29 am
I noticed something about the item raws a few days ago.  There are inconsistencies with some of the armour for different slots in terms of armour level.  Also, the armour levels described in the manual are all incorrect (or the raws are), and two "plate" items are missing from the raws.

Check out item_gloves.txt.  Gloves (ie leather) have ARMORLEVEL 1, Gauntlets (ie metal) have AL 2, and Plate Gauntlets also have AL 2.

Gloves are inconsistent with boots and helm slots where the leather/clothing equivalent have no/zero AL, the metal equivalent has AL1, and the plate equivalent has AL2.  Chest pieces start zero AL for clothing, AL1 for (leather) armour, AL2 for (metal) mail, and AL3 for breastplates and plate armours, while legs only have AL for leather/chain leggings (AL1) and greaves (AL3).  Full Plate suffers a down-grade in comparison to breastplates (half plate) or plate armour, having only AL2 which makes little sense, and has a smaller MATERIAL_SIZE compared to Plate Armor despite its larger LAYER_SIZE.

The manual suggests AL3 for all "Plate___" pieces and breastplates,  AL2 for all regular metal pieces and chain shirts, AL1 for leather armour, and AL0 for all other cloth or leather pieces.

Shoes, Gloves, Torso all have a "Plate___" equivalent, but there's no Platehelm or Plategreaves at all in item_helms.txt or item_pants.txt files, despite them being listed in the manual.

These raws haven't changed since at least MDF v1.02 (42.06).  I first saw the manual introduced in v1.05 and the items listed haven't changed.

Also, mostly unrelated and arguably not buggy or inconsistent, Orcs are able to make lamellar armour sets including chest, greaves, helm, gaunts, high boots, and also able to craft robes, cloaks and masks out of lamellar.  Robes and cloaks can be used with other armour, but masks are completely useless as they'll block any helm or cap due to being SHAPED.  So in my reaction_orcfort.txt I change the lamellar masks to ITEM_HELM:ITEM_HELM_VEIL_FACE.  I think orcs could probably sly in (cheat with) two face veils under a helm without adjusting the sizing, while making masks not SHAPED still doesn't allow them to be used with caps at current size, but one way or another I'd like to see this tweaked permanently in the raws.

Edit - clarified some grammar/language.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 16, 2017, 03:23:05 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: LMeire on August 17, 2017, 12:11:02 am
That's fair. Though I imagine half of your grievances are just from the DF Reddit directly linking to the board, so there's lots of users that haven't actually played the original game before loading up and wondering why the mod's UI/AI/whatever is so wonky if the graphics/gameplay are better. I hope you're not turned off of the game altogether.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: dethb0y on August 17, 2017, 03:52:14 am
I'm very sorry to hear that, Amostubal. Your work on the project has been invaluable to me and i have appreciated (and looked forward to) every single update.

I hope that whatever the future might bring for you, it is great. Stay amazing!
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: dantebelmondo on August 17, 2017, 04:46:28 am
Thank you Amostubal for your invaluable contribution. There's one point that I cannot agree with you. The second one. This is your master piece of work, the Modified Masterwork DF.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: ANickel on August 17, 2017, 06:14:15 pm
Sad to hear you go, but you've gotta do what's best for ya.
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.
Well, anyhow thank you for your contributions!  You've done a great job.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Putnam on August 17, 2017, 07:10:37 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 17, 2017, 08:34:35 pm
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.

Lol... the one thing I kept thinking is... maybe that's why he disappears for a year at a time... to give the grievances a break... I'm actually a rather positive individual... I try to look at my mods (that've done for other games and DF in the past) as pieces of artwork... I create the thing I want and put it out there, for the world to see.  This is the second time I picked up another's work and tried to make repairs that were lacking... and its hard work.  This project needs a team of 10 to 15 mod writers to go through and discover the errors and fix them.  It needs a couple of (or more) real programmers (I am not, I'm a dabbler) to go and actually work on the launcher to fix the errors it has, along with possibly scrapping it and producing a cross platform launcher.  If I had the resources and time, I would have a team of 15 to 20 people to work this project over.  Personally I think 40 people + have put into this project in various ways (from the mods that have been added in to actual masterwork content).

This project is no longer a 1 man job, and it hasn't been for years, but that's whats been going on for several years here in DF.  We have a handful across the modding and programming community that has done 95% of the work.  The few like Putnam here that really has put in not just hours or days into creating content, but literally months of time over the past several years.  There is maybe 10 solid programmers and modders with more than 2 years experience still working on DF.  I have a lot of respect for them... I didn't even know of Dwarf Fortress 2 years ago...

I learned of it through a youtube video that was discussing the most difficult games ever, an opinionated top 10... I had played 9/10 and had felt rather satisfied with my ability to grasp them, and played till I was tired of them... so when number 3 (behind dark souls 1 and 2 at 1 and 2 go figure) was a game I had never heard of... I went looking for it... was glad it was free... and then began what became this.   I died, a lot, I wiped on everything from elephants to demons and hell.  And in the end I figured it out... vanilla DF is sooooooo boring now.  I can run fortresses for decades... or at least until FPS kills the game play.

What makes Dwarf Fortress so difficult is that there isn't a real game plan, there really isn't any concept that remains from the beginning to the end.  To be exact if you take what worked 2 years ago and tried it that way today, it doesn't function.  What we do today, is going to be lost 2 years from now.  This is the nature of the beast.  The mods we write have the same frustration times 100.  What works last year wont work this year.  What we make today may be broken when the next version is released... who knows? Only Armok knows, and he's deathly quiet.  I've decided I want to work on a project that is my own and if it breaks when the next release comes out, well fuck it, lol.  MDF was broken when I got, broken for a long time, but people played it and ignored the issues...

So my biggest problem is that the game isn't a commercial work, and this project isn't either.  We get it for free, but we treat it like we paid 40 bucks and a monthly subscription to play it.  the truth is there is no standard in the community, at least not in the raws.  there is no programming language forcing a conformity on the community, so what one writes is illegible to the next person, there is no 1 standard mod loader... everyone plays one of several ways and they don't want to switch.

The fact is that Masterwork is easy mode for mod enjoyment with DF.  there is no work.  you boot up the launcher and boom, you have access to a whole bunch of cool features.  Its the mod version of PyLNP.  The other launchers are just that other attempts at having a standard and a bunch of arguments between them about who is the best, If you had a list of how everyone plays DF, it would be 69% PyLNP, 30% MDF, .9% Rubble, and .1% other (PyDwarf, revised, modest, STFU DF, etc, etc, hard core, my personal mod set because I did it myself !!Biotches!!). 

Which is why if I mod again its going to be my own little mod pack... It will be my own little artwork, few will be paying attention to it, and the ones who do will most likely be Putnam, Lethosor, or whoever stumbles across it.... I'll come up with a pretty little name... just look for me someday when you get a chance.



To everyone who said their goodbyes, well thanks for the compliments and thanks for being good friends while I was here... I'm keeping my discord open if anyone wants to holler at me.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Putnam on August 17, 2017, 09:33:32 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on August 17, 2017, 09:35:04 pm
I feel like it wouldn't be right if I just let you quit without saying goodbye.

Amostabul, your dedication to carry on Meph's work while he was gone was amazing. During your time here you taught yourself how to mod RAWs, use DFhack, and even code in visual basic. It's clear you cared a lot about this project and the effort isn't lost on us (at least some of us). You went through the mess that was the original masterwork RAWs and you tidied it up. You ported the game to a new version of DF and Dfhack. When the community didn't help you with difficult problems, you solved them on your own. In a way, you put more work into this mod than we ever deserved.

I understand why you want to leave, and I will not try to convince you not to. We all get burned out, you deserve a break.

Spoiler: PS (click to show/hide)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Rekov on August 17, 2017, 10:14:41 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: sum1won on August 18, 2017, 09:32:25 am
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.

I've done some modding for other games, and appreciate these complaints.  The only real solution I've found is doing what you want with the product.  As you said, it's not a commercial product - so no need to try and please everyone.  At the end of the day, the only vision that matters is that of the creator (and people working with him).  If people prefer the original vision, the original version is still available.  If people want the mod to function as they want, they can always learn how to code.

If you do decide to come back, my offer to help with the combat issues (if you want that help) still stands.  This also applies to anyone else who might pick this up instead.

I appreciate the work you've put into this.  You fixed a bunch of issues, and the mod is more enjoyable and less error-prone as a result.  I look forward to seeing whatever else you produce.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 18, 2017, 11:15:45 am
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.

Quote
video games lots of video games
  yeah me too... they drain the hours faster than you think. 

And folks I'm not gone... I'm just not really wanting to push this buggy... If Meph doesn't return (which I doubt, in his pattern he always returns) maybe I'll jump back on the train again... I just need to work on something different for a bit.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 18, 2017, 11:27:02 am
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.

Putnam, I don't think the thing is in limbo at all.  Right now its in the best shape it has been in a year... We can just call this the last stand of 43.xx... eventually the next variant of DF will be out soon... and someone will have to port and DFHack etc this back together... At least this version is in better standing than 1.23 was.  Anyways Masterwork launcher is a variant of an old VBLNP launcher, go figure...  laters.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Avacado on August 21, 2017, 01:11:27 am
Game's been crashing to desktop frequently and the only thing in the error log is a bunch of errors tied to were creature reactions. Are those errors probably what's crashing my game? Rather not deal with vampires and werecreatures if I don't have to, but I'll turn them back on if I must.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on August 21, 2017, 06:53:01 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: urmane on August 22, 2017, 02:09:00 pm
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.

(Just back from GenCon and reading this now)

I'm sorry to see you go, but I understand.  This list seems to be common among code authors/co-authors - it's just too easy these days for the 'net to flood one with asks/whines/complaints, with little useful feedback.

Know that I, for one, appreciate all your work these many months, and that's why I'm still playing MDF.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 22, 2017, 02:23:31 pm
Thank you, Urmane.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on August 22, 2017, 02:35:02 pm
I think I found a pretty serious bug. I'm playing a human fort and can't for the life of me get foreign contracts. Caravans never carry them, calling diplomats doesn't work (not a barony, though I met the requirements a couple years ago) and the random contracts from the human shop only ever result in human contracts (4 times in a row before I gave up on wasting coin on them).

Is there any fix for this? Not having access to foreign contracts takes some of the fun out of human gameplay.  :'(

Alternately, what's the DFhack command to generate foreign contracts? I usually don't cheat, but...

I'm using this modified mod version with the most up to date DF version, by the way. No other mods whatsoever.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 22, 2017, 04:10:01 pm
well...
1. some of the contracts aren't even accessible in normal game play, due to their race not existing (such as warlocks). 
2. if a race is turned off then their contract has no ability to become available to caravans.  common reason none are showing up, since most players turn off the other playable races, and only have 1 on.
3. the random drop one is very rare and always has been, again it wont create one for a race that doesn't exist as a civ in your game world.

Generally speaking its better to leave all the playable races on, and just turn off their fort modes if you don't want to play them in fort mode.  That way you can still interact with these civs without having to worry about starting a fort of the wrong race.

If none of that applies to your situation... then I don't know why its not working... I wouldn't immediately call it a bug unless you can point out the actual lines of code that aren't working correctly.  as for dfhack commands... there's a command called 'ls' that lists all the commands... I think its 'createitem' after that you would just need to hunt in the raws for the right item / material combination.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on August 22, 2017, 09:44:19 pm
Hey, thanks for taking the time to respond! Appreciate it  :-*

I have all the races on, so that's not it... BUT! After I decided to no longer waste coins on random contracts I reloaded, invited a succubus caravan and... suddenly I have 2 other race contracts. NO idea why! Last I knew I had 4 human contracts, now it's 2 human, elf and dwarf. I only realized it because the succubi asked for them in a trade counter-offer. xD Dwarf is the one I wanted most, so I'm happy even if I never get another. (Cue invisible skulkers stealing them both...)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Avacado on August 24, 2017, 07:00:28 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 24, 2017, 07:55:43 pm
Additional note if anyone wants to continue submitting updates/fixes to the github go ahead... I'm still sort of accepting them as they show up... If anyone who the community trusts want admin control of the github group page... I can add you for a test period and then transfer it completely.

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.

yeah masterwork is much heavier than DF.... I can run a vanilla DF world age 500; map large; embark size 10x10 at 120 fps for the first 3 to 5 years.... but masterwork has always given me trouble; with anything over 6x6, world age 125, small map, wont stay above 60fps past year 2... additionally using things such as water/magma wells definitely decrease fps rather quickly on large embarks or if on older systems... once DF start having fps dips to below 20 your chances on crashes at season changes, caravans, or invasions seems to go up exponentially.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Avacado on August 24, 2017, 11:38:14 pm
Of course the world I gen immediately after the crashes stop crashes.

Here's a snippet of the errorlog (it's all variations on 2 errors)

Spoiler (click to show/hide)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on August 25, 2017, 07:20:33 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 25, 2017, 08:01:39 am
heh those errors wont hurt anything... its just letting you know those interactions wont work because the target body doesn't exist.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Avacado on August 25, 2017, 12:06:34 pm
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.

They are turned off though, both in the creatures/civ tabs.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on August 25, 2017, 04:47:57 pm
He was talking about the civ tab... but it wont matter, the file has its opening broken... so they wont show up no matter what you press in the launcher... the interaction files are not broken... so their interactions are loaded but no the creatures the interactions need to load them... It will not cause crashes... Those type of error messages are to let modders know there is missing bodies for interactions, and that the interaction will not function because of it.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: blapnk on August 26, 2017, 02:17:16 am
In older masterwork versions I got worldgen crashes like that from switching off and switching back on certain features. Making a fresh install and choosing exactly what features I wanted the first time around made worldgen run fine. Mind, this was a few versions back, could be something else entirely.

I've been tinkering around with my own install of ☼Masterwork☼, though mostly for flavour and my own personal tastes nothing worthy being a true fix. Closest is I've been trying to balance animal populations and frequency. Some of the new animals (often searchable with the -UBIQUITOUS- demitag) had insane population numbers and frequency set to 100 while vanilla animals like the good old grizzly bear were left with [FREQUENCY:2] and [POPULATION_NUMBER:2:3]. The tricky thing is what do you set it to? In my own raw files I've just gone for blatant favouritism and upped the chances of seeing animals I like. Some animals are more equal than others.

I have had a few thoughts on the issue while looking into it: With so many extra creatures is seems worth getting more specific with the biome tags. Instead of several kinds of bears with [BIOME:ANY_TEMPERATE_FOREST], you can split them up into those with [BIOME:FOREST_TEMPERATE_CONIFER] and those with [BIOME:FOREST_TEMPERATE_BROADLEAF]. But then the thing about Masterwork is that there are many options so you could be playing with just vanilla creatures or you could play with all the extra creatures available.

Related, if you've gotten used to playing Masterwork with a certain set of options but then decide you want to try ZM5s creature packs, you'd probably want a higher chance of seeing the new stuff.

There's a lot I still don't understand about how dwarf fortress populates its world and then how it choses which particular group of animals to harass your fortress with. Or answer questions like "What is the ideal predator/prey ratio in the wild and should Masterwork even take it into consideration or just throw what would be most interesting to gameplay?". I just know I don't want to select a huge variety of extra critters for my world only to meet with the same group of Drakes and Asps all the time.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on August 26, 2017, 09:16:50 am
Predator prey ratios Irl are typically around 1:10

predator:prey
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Chaos97 on August 28, 2017, 06:36:33 am
I took a look in the raws and I found a 'Skaven' civilization. It wasn't in the list of civs, but the raw looked like it was supposed to be a playable in Fortress Mode. Is it fine if I try out this 'Skaven' civ?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: forsaken1111 on August 28, 2017, 06:38:31 am
Nobody can stop you from trying...
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on August 29, 2017, 04:11:34 pm
This is probably an incredibly stupid question, but... were runesmith, golem & volcanic forges removed from this version? I can't find them in any of the building options for dwarves.  ???

Thanks!
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: blapnk on August 29, 2017, 04:19:22 pm
They require magma so you need to discover magma features to unlock them. Just strike the earth and dig deep
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on August 29, 2017, 06:29:35 pm
Oh! I knew about the requirement, but I thought the lack of magma would just stop me from building it, kind of like you can hover planned farm plots over stone but not actually build them there. I wanted to see how large those workshops are so I can dig out appropriate amounts of space.

Would building a magmawell help at all?

Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: blapnk on August 29, 2017, 08:42:26 pm
Won't help, has to be a natural magma feature. Succubus fort has a script that run on load that automatically activates magma workshops. You can also use dfhack console to discover the magma sea in a couple of ways, either with reveal or feature. The golemforge and runesmith are both 5x5 while the volcanic forge is 10x5 with a 2x4 impassible area.

oooooooooo
oxxooooooo
oxxooooooo
oxxooooooo
oxxooooooo

I think ye old masterwork used to have a reaction to unlock magma workshops for the dwarves somewhere, don't think there's one in 2014
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: ANickel on August 29, 2017, 10:22:40 pm
If you build a magma-well, you can select the task to "Unlock Workshops" when you use it!
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on August 30, 2017, 09:36:43 am
Oooh, good to know. Thanks!
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: burrito25man on September 02, 2017, 04:18:59 pm
Hey Amostubal, the next time you post an update for masterwork, would you mind including my script?

I wrote this to fix the dead_dwarf bug in fortress mode. Thank you for everything man.

Thanks for the input guys! You are absolutely right. I modified the script to do just that  :P :P

Spoiler (click to show/hide)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on September 03, 2017, 07:11:24 am
Can anyone tell me how to disable embark anywhere? It's causing the fortress unretire bug. Googling revealed that I should edit the onload.init file, but... it's not a text file, so how do I edit it?  ???

Also, the file exists in the main DF folder as well as the individual save folders. Does it need to be edited in more than one place?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on September 03, 2017, 10:50:03 am
look bottom left on embark select, i think its s there for embark mods.

basically you can turn off all the embark screen mods manually there... including sand, embark anywhere, and few others.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Putnam on September 03, 2017, 02:56:30 pm
Googling revealed that I should edit the onload.init file, but... it's not a text file, so how do I edit it?  ???

It is a text file. Just open it in any text editor.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on September 04, 2017, 02:01:59 pm
Not sure why, but I can't open mine. Asks me to search for a program to open it. The raws are text files, but this is not, for some reason.

Thanks Amostubal, I'll check it out next time I'm on embark select.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on September 04, 2017, 02:05:29 pm
When it tells you to search for a program, select notepad
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Dorsidwarf on September 09, 2017, 05:16:38 am
Why are masterwork boas hyper-agressive poisonous snakes? They're one of the most famously non-venemous snakes of all.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Metall on September 09, 2017, 01:26:51 pm
Why are masterwork boas hyper-agressive poisonous snakes? They're one of the most famously non-venemous snakes of all.

If you think twisting around people until their bones are little more than small fragments and dust as friendly, sure. The poison is probably because they couldn't exactly model being full-body squeezed to death and then slowly eaten in one massive bite. The aggression is because Fun. But this isn't the thread for such questions, I would recommend that you make your own thread around the topic.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: blapnk on September 10, 2017, 10:07:17 am
I mean it feels fair to ask if a particular feature is working as intended and the boa is masterwork creature not one added by one of the sub mods. In this case yes there's a little note in the files that the venom is fictional. The poison causes pain and paralysis (which can cause suffocation) which is probably the closest we're going to get to a constriction attack. Interestingly I can't find anything that would make them hyperaggressive other than the [NOEMOTION] tag that means they won't run away once attacked.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Immortal-D on September 11, 2017, 11:18:00 pm
Query for anyone using the Deeper Dwarven Domestication mod.  Has anyone encountered a bug of the animals never reaching adulthood?  Specifically, I have a small army of Horned Cave Turtle hatchlings, but after more than a year, none have become adults.  I was also using Cragtooth Boars, and they grew up after like 6 months.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: forsaken1111 on September 12, 2017, 02:51:45 pm
Have you checked how long it takes the turtles to grow to adulthood?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Immortal-D on September 12, 2017, 05:54:16 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: blapnk on September 14, 2017, 01:11:50 am
Horned cave turtles have the [CHILD:2] so yeah, should be two years. There's still good eating on them after a year though. I'm pretty sure I've got them growing up before, used to be my main egg farmers. You weren't confusing them with the masterwork cave tortoise? Different animals.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on September 14, 2017, 12:09:37 pm
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
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: LMeire on September 15, 2017, 01:25:41 am
...
(though I only did so AFTER world gen, does that matter?)
...

The GUI functions are literally altering your raws so yes you do need to regen a world for any changes to take effect.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on September 18, 2017, 10:39:33 am
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

What lmeire said and look in the gui also for more adventurers or something like that, you can turn on literally hundreds of adventure options that i added that option specifically for, to remove the clutter.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: McClaude on September 20, 2017, 09:54:37 am
Hi, thanks for the x64 update!, I have a few issues with distilling some mushrooms, the reactions to make alcohol are not there, i have the mushrooms, the barrels and everyting is set to make alcohol, but there is no recipie.

This happens with White Caps, Glow Caps, Blue Caps, Toadstold and Dimple Cup, maybe some others.

Any help?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on September 20, 2017, 11:00:17 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: forsaken1111 on September 20, 2017, 03:02:09 pm
Do dimple cups brew into a drink? I didn't think they did.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on September 20, 2017, 03:44:00 pm
They don't unfortunately. They exist solely to be made into dye.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on September 20, 2017, 04:04:42 pm
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...
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on September 21, 2017, 02:43:05 pm
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...

no such god effects exist in mdf...

Jotuns will fry if the temp doesn't drop into low or freezing during the activity period...
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Lottanubs on September 24, 2017, 05:29:32 pm
... Why is the caste system all borked? I've got Craftsdwarfs getting their XP bonus in shit like Fish Cleaning and Wax Making and other guilds are getting their bonuses in similarly random skills.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on September 24, 2017, 07:43:44 pm
It's just a therapist bug. Therapist says that guilds are gaining bonus xp from the wrong skills, but in actuality everything is working as intended.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on September 24, 2017, 08:34:53 pm
lol heydude.... I've almost started replying to those with... no their working as intended enjoy your fish.  How many times have we said that the therapist is broken?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on September 24, 2017, 09:14:20 pm
No idea, definitely a lot though. The thing is, though we like to talk about searching up a problem first before posting about it in the thread, the masterwork community is too small for that to really be viable. Let me show you an example right here. (http://www.letmegooglethat.com/?q=masterwork+dwarf+fortress+weird+caste+xp+gain+glitches)

Problem is, none of those links are relevant to the issue at hand. So it makes sense that people will ask in the thread. When I was first getting into masterwork (please note, I did play a lot of vanilla before then), I asked stupid questions as well such as one related to black lung.

Newbie questions are just a part of this project and we need to learn how to deal with it.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: ThoMeuhGal on September 25, 2017, 02:31:53 am
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
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Lottanubs on September 25, 2017, 07:58:15 am
Well I did my glancing around before asking, so no apology from me. Thanks for the solution as well.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: heydude6 on September 25, 2017, 08:05:04 am
It's fine, you don't need to apologize. As I said before, searching things up isn't really viable here so it makes sense that you would ask a question.
 
FAKEDIT: Perhaps in hindsight, I shouldn't have used the phrase "stupid question" in my previous post.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Lottanubs on September 25, 2017, 08:17:43 am
Nah I've been on both sides, I get it.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on September 27, 2017, 01:32:46 pm
Its nothing personal here either... I've just actually seen it get asked when the answer was 2 posts above it.  It seems like when we have a bug with stuff we can't fix (its not ours and it would take me a week to get caught up enough on the memory layouts to understand the basics of it), It comes back up over and over.

Then every once in a while someone tosses in something that hasn't been messed with in over year... You start working on it and someone else comes along (you know that guy who is standing around drinking coffee and looking over your shoulder), and he says oh yeah... that... Its a bug that I noticed around since 42.06, over a year ago... that guy I just want to scream at.  That's how we ended up with 3 races completely disabled... They had been broken for over a year, no one had said anything, and a complete rework from the ground up is needed to fix its problems.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on September 27, 2017, 01:40:04 pm
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

Nice info... I hope that works for everyone else... I may go and upload that version to the github.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: 123nick on September 29, 2017, 09:46:40 am
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?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on September 30, 2017, 08:33:13 pm
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?

Heh Carp cult yes... evil dark church cult building no... and as far as the rest of ye olde... well a lot of it was deprecated before I touched it, anything missing on my end was removed because it no longer worked either.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: joaodosgrao on October 01, 2017, 01:03:11 pm
Hey, a question about magma/water wells:

They create an aquifer below them. That much I got, can get them to spawn the desired liquid.
But what is the "turn off sink" option for? It doesn't stop generating the fluid, even if I deconstruct the well. I tried to flood a layer with water for deep underground farms, had a cavern drain with a built bridge over stairs to control the flow, but it wouldn't stop flowing, and the aquifer would stay there permanently.

What am I doing wrong? Could it be because I chose the 7 depth water generation? If I pick 1 depth water generation it never spreds from the aquifer tile.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on October 02, 2017, 10:32:50 am
4 depth magma generation was the same. It never stopped, but didn't 'overflow' either.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on October 04, 2017, 07:19:56 am
Update: I'm starting to think that my magma-spawning adventurer might have been a bug connected to magmawells. Because the magma spawned with the magmawell 'pattern' - N,S,E,W - and with a depth of 4, which is the spawn depth I used in my previous fortress (that the adventurer started in).
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: ALWAYSANGRON on October 06, 2017, 01:04:42 am
Is embarking as Orcs normally stable for anyone else? I crash nearly constantly as Orcs.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on October 07, 2017, 03:24:09 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Avacado on October 10, 2017, 03:58:24 pm
Is embarking as Orcs normally stable for anyone else? I crash nearly constantly as Orcs.

I tend to get crashes with Migration waves/new months, yeah.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: pikachu17 on October 16, 2017, 02:49:37 pm
PTW
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: joaodosgrao on October 18, 2017, 11:39:57 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on October 19, 2017, 08:02:45 am
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.

Yeah,  the list of bugs with this that I have heard were many:
1.  once a tile area is designated as magma/water its nearly impossible to get the opposite to spawn in same location - in other words lets say you messed up and put down a magma well and spawned a tile of magma where you wanted water... Then you go back and switch the well, and try to put down water... It would come out magma again.
2. even if you go and dig out a new floor above it/below it and try to put water there... it would still come out magma, it seems to extend vertically about 3 levels up and down from its initial drop point.
3. but there is hope.  If you place it high enough above the floor say 10 above an underground chasm... well you can drop both water and magma from that spot as long as you give enough time between the two for all the water/magma to get at least 5 levels below you.
4.  try to build a magma well 2z above water has same issues.
5. all stop never works... and I looked at the code several times no clue why, I think its the work around to make sure it doesn't stop natural spawns that keeps it from working. stop the spawns individually.
6. all spawns are not guaranteed to be still going if you exit and reload.
7. if you pull the well before stopping the spawns... You are never going to be able stop that spawn... even putting the well back down, may not work 90+% of the time.
8. If you retire a fortress with one on, you may open a new embark and have a spawn going at the same x,y,z as the one you left on.
9.  Wherever your spawns were on the map in the previous embark, even if they were off, and emptied (always build an emptying system is advisable...). If you try to spawn the opposite at that location, you will get the previous spawn, most likely.  (Really noticable if you build embarks in similar ways causing this issue, to occur a couple of times for me).
10. occasionally left over spawn data will cause all sorts of weird things such as random magma rain.

This is why I prefered the orc fluidcaster to all the others... It was a fixed amount, that after you learned the pattern you could control...  no spawn points.  If you had at least 1 floor drop between the fluidcaster and the place you put lava, you could use the fluidcaster to spawn the opposite on same location:
Code: [Select]
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: joaodosgrao on October 20, 2017, 06:50:43 am
Just reporting a few issues I have found related to skill libraries and guilds:

-Pressing doesn't give skill bonus on the farmwork library; persistant through various forts.
-Pottery and glazing also seem to have this issue (I'll double check it, might be only one, but I'm quite sure it is both)
-There could be others I don't remember or haven't found. I'll make a new fort for this purpose and report back.

-Sometimes dwarves in guilds don't seem to get the experience boost, for some reason. Military guilds seem to work fine (I could be wrong, it seems guard dwarves take very long to level up armor related skills). Craftsdwarves guild don't seem to impose positive attributes to potters, too. For someone playing with -50% learning rate it is kinda annoying to invest time and material on getting gold only to get no bonus from them. I have a weaponsmith on my last fort, he has created about 300 copper warhammers already, and is still lvl 9. My potter definitely is not getting benefits from the craftsdwarves guild. A description for what jobs apply to what guild on the guild selection menu would be golden.

Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Evans on October 21, 2017, 02:38:10 am
Hej Amostubal,

I'm feeling like giving yours MDF a go.
Any chance for the package with latest updated stuff? :)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on October 21, 2017, 07:01:32 am
Hej Amostubal,

I'm feeling like giving yours MDF a go.
Any chance for the package with latest updated stuff? :)

Well I keep saying the github is still up and running if anyone submits me new fixes to scripts and they appear to be in good order I'll push them in... so if you go there and get the one at https://github.com/Modified-MW-DF/modified-MDF/archive/Master-Branch.zip  that is the latest set of files.... but I've only had I think 2 small fixes be sent there(a manual fix and a formatting error for a script which didn't really change it's performance).  I may push a changed file there for spacefox graphics that someone pointed out was in error later today... but for the most part I've stopped production and I've started producing my own new mod pack that I plan to release sometime mid November... in time for Christmas lol.



And that is still an option for the whole community... I'm still in control of the Github repository for MMDF which can be found here:
https://github.com/Modified-MW-DF/
If you know of an error and want to send in a fix of it... You can!  You don't have to do anything but to have your own github account (its free) and fork the repository online.  than go to the file in question on your fork and change it... then send a push request for your changes... It will show up on my account and I'll add it in... It's easier than you think it is!
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Evans on October 21, 2017, 02:54:45 pm
Thanks for the answer.

Not sure what happens with MDF now, but it keeps crashing. No error in the log, it just exists.
For example when I caged an animal, I went to unit list and wanted to look at it -> crash.
Job change -> crash.

All those happen at random, but today I had 7 crashes in 5h of playing. Is there any way to turn on some extra logging or 64 bit version requires some wizardry to run?

I have a save just before a Werekangooro enters the map. Probably something tries to enter with unknown values and game crashes during this as well.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: joaodosgrao on October 21, 2017, 04:34:19 pm
I'm running 64-bit vers on 64-bit OS, I think the only crash I got was when my disk got full. Then I got crashes when a megabeast arrived.
Just deleted a few things, increased disk space, and voilá, no more crashes. I very rarely get crashes with this version, but it could just be me.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Evans on October 22, 2017, 06:15:00 am
This must have been 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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: joaodosgrao on October 22, 2017, 06:01:21 pm
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.

They work fine for me. Although I gotta say some of the skills seem broken - pressing, glazing and pottery iirc, do not give skill bonuses - there could be others. I also don't really use the philosophy library, since most of the skills there have very little documentation on actual impact and don't really contribute to the early-mid game where libraries shine the most - so I don't know about this specific one. But as I said, there definitely are a few broken ones, and it's probably script/code related.
Also, if you have skill 3 on any particular job, it goes all the way up to 8 (not sure if it's intended or not)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Evans on October 23, 2017, 03:52:47 am
Yeah, dfhack reports that skill name provided is not in the list for those you have mentioned.

I usually use library of warfare and of metal crafting, to give all my dwarves weaponsmith skill (for moods, if anything, reaching 20 pops seems much easier than it was) and basic fighting skill (dodge, armor, kicking etc).

Since I usually embark on at least 4 biomes (with at least one Terryfing and one Joyous Wilds) those few extra dodge points go a long way for my dwarves survival :)

One thing I have noticed that slam.lua still is not present in this version, as it was in Meph's new MDF. Mayhaps adding it back would be a good idea.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: joaodosgrao on October 23, 2017, 07:12:50 am
Haha, I usually embark on terrifying/reanimating biomes, preferrably close to a tower, so I can see some action. Which hasn't really worked very well, I mostly get a single necromancer siege, and by the time next siege should arrive I start getting necromancer visitors due to having a library and tavern set up already.

I take many stag dewbeetles on embark, (and a few does to get more dewbeetles) with a lvl 5 leatherworker, and as soon as I slaughter them, I forbid their tallow from being cooked and start hardening chitin. I also take a lvl 5 potash maker/wood burner to fertilize the fields for the first pig tail harvest, so I usually get to build 6 to 7 libraries on the first year, 2-3 of them being warfare, and the spare quires are usually invested on an early vanilla library. All my civilians are on a militia, except miners (since hunters don't thrive on undead/reanimating biomes) due to civilian uniform conflicts, having studied hammers & mauls (I make warhammers with whichever most abundant metal I find), armor, shields, melee, dodgin bitin kickin & strikin, all fully geared up with chitinplates. Common leather goes for padded clothing. xD My silk collectors usually deal with whatever they find on the caverns, unless it's a big swarm of powerful creatures, in which case the war animals assigned to them usually buy some time. At this point all my civvies usually just rock the undead with their copper/gold/silver/cobalt/tungsten warhammers, so injured dwarves usually are not a problem and undead are only there to cause fps death due to the sheer amount of teeth spread all over the place, LOL.

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 :/ I only get the occasional migrant death due to being attacked by some sort of flying corpse, since once fps starts diving, stationing militia don't act right, and take a long time to respond to kill orders. Also, I don't even bother with marksdwarves due to their AI being awful. And I also use the weaponsmith/armorsmith tactic for possible moods, but I'm so unlucky with them, I get possessed mood way too often :/

/rant

Anyways, what does this .lua script do?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on October 24, 2017, 12:16:57 pm

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 :/

Use the DFhack command autodump destroy to help with FPS-reducing clutter. Make sure all the junk you don't want is marked for dumping and NOT forbidden (otherwise autodump destroy won't work.)
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Evans on October 24, 2017, 01:19:32 pm
Anyways, what does this .lua script do?
Spoiler (click to show/hide)

One thing I have noticed is that visitors who petition for residency can use libraries. Since they do get strange moods, it helps to have them weaponsmith skill so that they create artifact weapons.

In other news:
I'm improving adventurers crafting from MDF a bit. Nothing fancy, won't replace it with the latest Wanderer's scrips, but have decided to add missing recipes, like leather hoods, or breaking/crafting shields.
Will post it here once finished.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Evans on November 01, 2017, 08:40:16 am
Here is the small update to adventurer recipes for MDF.

Added:
- tailor clothes
- few new weapons, morning star, whip, scythe, maul.
- can now break any metal armor piece, vanilla or otherwise
- bone mask
- few leather clothes, like a veil or hood.

Important note:
- in Breakdown category there is an option to recover thread. It is a single line reaction, that takes any clothing material, unfortunately this includes threads.
For that reason both threads and clothes are of size of '1'.

All those interested:
https://filehost.net/cf76a0ae08f85829
Download and put into raw/objects/, overwrite file already present.

Compatible with everything previous version was.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: smakemupagus on November 08, 2017, 03:11:14 pm
Hi folks.  Especially greetings to those of you i know well from back in the days.

I'm going to start playing a little bit after almost 3 years away (probably no public modding for a while, because real life is still very busy, but i'll try to drop in and post sometimes to keep in touch a bit). 

Is this the right version of Masterwork to pick up and play? 

-Smak

Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: deathpunch578 on November 08, 2017, 03:26:03 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: smakemupagus on November 08, 2017, 03:32:54 pm
Oh, OK!  Thanks for letting me know.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: forsaken1111 on November 08, 2017, 03:39:04 pm
I like how many people in the community don't even know about this supposed community stigma.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: deathpunch578 on November 08, 2017, 04:48:22 pm
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).
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: pikachu17 on November 08, 2017, 05:09:06 pm
Why isn't he liked, and why are there other DF communities?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: deathpunch578 on November 08, 2017, 05:12:34 pm
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
2. I was talking more like stuff outside the forums, not individual communities.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: smakemupagus on November 08, 2017, 06:23:54 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on November 08, 2017, 08:32:01 pm
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.

OMG! Smakems!   I thought you was gone for good.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: smakemupagus on November 08, 2017, 10:29:06 pm
Hey!  Yeah the kids are good enough about bedtime now that I get some gaming in.  Mrs. Smak saw me playing Shadow of War a couple days ago and asked if it was a new visualizer for orc fortress :) 
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: urmane on November 10, 2017, 03:30:21 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: LMeire on November 10, 2017, 04:18:08 pm
Decrease the size of the world and/or the number of sites; the former gives the armies less ground to cover while the latter means civs run out of peaceful methods of expansion faster and start more wars, which has the side-effect of increasing the number of deaths and generating more 'Mancy Towers.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Saeldanya on November 13, 2017, 05:20:51 pm
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.

Are you playing humans? Because there's some weird issue where they only get invaded by megabeasts and tower inhabitants.

With other races, I've noticed it can take a while for potential enemies to start noticing you. With my last dorf fortress I waited like 2 years for beak wolves and ferris elves to start sending their very first one-squad parties, and then another year before they sent bigger groups. Fortress wealth was high long before that point. Having taverns might help with getting noticed faster, though I'm not 100% sure on that one.

You could always activate more of the optional fortress defense races, too.

Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Boltgun on November 14, 2017, 08:19:41 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on November 14, 2017, 08:33:26 am
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.

Nice to see you around again!  I was afraid you had slipped away from us... even though I'm not updating MMDF anymore.  I'm glad to know you are ok!
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on November 14, 2017, 10:26:29 pm
Legendary Dwarf Fortress v00.00.01 alpha version 1.


Welcome to my newest embarked on project.  Legendary Dwarf Fortress is a multi race; fortress playable; adventure playable mod pack based on the works of ZM5, Grimlocke, and various other modders.  It's thematically a Warcraft/Dragon's Dogma cross over that plans to flesh out all the various entities provided to us by the ZM5 mod packs. 

Links:
Github Release Page - https://github.com/LegendaryDwarfFortress/LDF/releases
DF Forums Link - http://www.bay12forums.com/smf/index.php?topic=168221.0

additional Information in the links above!

Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Boltgun on November 20, 2017, 09:57:18 am
Nice, I will concentrate on vanilla and make sure it will be compatible with your project.

I see a few new scripts that has been developed and I need to check if adding syndromes through dfhack is still troublesome.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on November 20, 2017, 10:34:52 am
Awesome.. I've been so busy with it,  I've been meaning to contact you Boltgun and see if you wanted in,  I have a few players that would love to see your work in there.

I was thinking of asking Smakemupagus, if he planned on taking Orcfort back up.  Hit us up on the discord below and we can discuss it if you have the time.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: smakemupagus on November 20, 2017, 01:02:00 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on November 20, 2017, 07:17:17 pm
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.

I did add some modifications to it to make it work a bit better with MDF, and fixed a few minor errors... I couldn't even tell you what all that was.  As it was some of the early stuff I fixed prior to putting out MMDF.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: chilller6 on November 26, 2017, 04:02:23 pm
Do you have an idea of when the next release is coming out?
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: deathpunch578 on November 26, 2017, 06:34:10 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on November 27, 2017, 07:46:25 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Kruniac on December 05, 2017, 08:13:49 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on December 08, 2017, 11:13:15 am
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.

Yeah I figured as much... but that just brings up a greater issue. 

Do I return to repairing the broken stuff and add in some of the more interesting things I've written for LDF, do I go for a full restart on MMDF.... we are already have a working 44.02a-r1 DFHack, just waiting on 44.02a-r1 TWBT.  Will I get to actually make serious changes to the MDF code base beyond fixes and minor additions?  Its just a repetitive issue there.   

I also have people working on content for LDF, do I stop that work or refocus it for MMDF?  I kind of walked away from this project for many issues, including the Meph issue.   People wanted me to spin up exactly what MDF was back in Ye Olde MDF and that just wasn't going to happen. 

Anyways... I'll bring up the issue in my discord, and I'll post a vote here and there, and see what people are interested in... I'm also going to barrage meph with a few messages, there is one thing needed prior to any future work on MMDF.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on December 08, 2017, 12:53:18 pm
ADDITIONALLY!   

I need reports of errors in the current MMDF version... I need to know exactly how many things need repair work?  please post immediately.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: deathpunch578 on December 08, 2017, 01:18:07 pm
well, to start off
orcs are unstable (crashes a lot)
kobolds have some pathing issues with ramps (they refuse to go above ground after channeling)
and orcs will get stressed really fast
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: oggrr on December 12, 2017, 08:54:27 am
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: ZM5 on December 12, 2017, 12:04:03 pm
* 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.
Those are problems with the game itself atm, not anything to do with any mod.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Kruniac on December 12, 2017, 12:10:41 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Metall on December 17, 2017, 06:28:02 pm
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.
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Boltgun on December 18, 2017, 04:49:31 am
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.

Giving them 300% social skills might have been too much.  ;D
Title: Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
Post by: Amostubal on December 21, 2017, 07:37:31 am
Well guys with the return of Meph, this topic is no longer needed, so I'm going to lock it down.  Its been great if You need to speak to me send me a pm, otherwise I scour the forums generally daily, I'll see you there!