Liaisons Office:
Pay gold coins to request migrants or caravans to come.
Weight Bench:
Lift boulders to increase physical stats.
Shrine:
Pray for an item type. This has a very low success chance, but is a good last chance to get that missing strange-mood item.
Wood Splitting Block:
Basic wood-cutting workshop. Cut your tree trunks into many smaller wooden planks/blocks.
Stonecrafter, Woodcarver, Bonecarver and Gemcutter:
Four simple workshops that create items and furniture from there four materials that are missing in vanilla DF. Both the stonecrafter and woodcarver accept blocks as input.
Furniture Workshop:
Make complete sets of furniture from different materials, including some metals.
Pottery:
Form all kinds of items and furniture from clay, fireclay or kaolinite. These soft clay items can't be used yet, but after burning them in the kiln, you get stoneware, earthenware and porcelain items.
Tailor:
Create clothing and leather-armor sets with a single reaction, or unravel cloth back into thread.
Archeologist:
Your miners can find three unique gem-types: Relics, fossils and treasures. The archeologist can restorate them to former glory and gives you a random item... maybe a golden throne, maybe an adamantine sword... good luck!
Alchemist:
Requires one Orichalcum bar to build, which is a byproduct of metal working. For every 100 bars of metal made in the smelter, you get one orichalcum bar. The Alchemist can turn lead into gold, create gems and transmute metals into different metals.
Guildhall and Garrison:
Large buildings that enable your dwarves to change their caste. For 2500 gold they turn into a guild-member or military-group member of your choice. Guild members learn related skills twice as fast, while military-group members learn combat skills twice as fast and get a few attribute boni.
Scriptorium:
Write books for your library sections. Once you have 10 on any given topic, you can build a library (workshop) with it.
Library:
Six library sections, of warfare, mind&body, farmwork, crafting, smithing&engineering and philosophy. They instantly give any dwarf reading up on a skill a basic knowledge in it. Good for migrants and militias.
Brick Oven:
Make blocks of any color for awesome megaprojects.
Ore Processor:
Optional step before smelting your ore. Sort it into pure ore and rocks for higher yield.
Crematory:
Burn items and refuse to clear the fort and create ash/coke.
Metallurgist:
Create alloys. Attention! This means steel is made here, not in the smelter!
Crucible:
Smelt mithril and wolfram and efficiently make steel and bronze bars.
Blast Furnace:
Smelt large batches of metal ore at once. Very fuel efficient.
Volcanic Foundry:
Create volcanic metal, a better-than-steel alloy, warm to the touch.
Finishing Forge:
Cold hammer bronze, tin and copper. This allows early militias even without the need for fuel.
Armory & Weaponry:
Improve the quality of armors and weapons. Instead of smelting it down and reforging, simply refine the item you have. Adds one quality level per workstep, but can only be done once per item.
Javelin Maker:
Make ammo for your heavy crossbows, the javelin throwers. Aka mini-ballistas.
Heavy Siegeworks:
Create metal ballistas and catapults and batches of ammo for them.
Wood Splitting Block:
Splits logs into several planks/blocks. Simple!
Leather Upholstery:
Makes leather furniture.
Leather Trimmer:
Tans and upgrades leathers and makes leather armor.
Chitin Scrapper:
Tans and upgrades chitins and makes chitin armor.
Shell Crafter:
Tans and upgrades shells and makes shell armor.
Scale Cleaner:
Tans and upgrades scales and makes scale armor.
Glass Blower:
Makes glasses, glass weapons and items.
Clay Shaper:
Makes clay items, which are fired in the kiln.
Cloth Cutter:
Unravel cloth into thread, make clothing sets.
Wood Carver:
Makes wooden items from planks/blocks.
Bone Chipper:
Makes bone items and weapons.
Wicker Weaver:
Makes wicker from plants, uses said wicker for furniture and blocks.
Trap Setter:
Makes mechanisms and trap parts; upgrades trap parts.
Breeding Warrens:
Use female workers to spawn new kobold babies. They are fully grown in only one year.
Crematory:
Burn items to clear stockpiles and create ash/coke.
Booze Burner:
Make fuel from alcohol.
Training Room:
Use training weapons to raise military skills.
Totempole:
Control the weather. Rain is especially good at putting out fires!
Magma Well:
Will let you fill nearby holes with magma. Channel some areas around the well then run a job, instant fuel.
Summoning portal:
Spawns creatures. Check the description of each job for more info on the result.
Den of iniquity:
Will turn nearby non succubi into hybrids demons who will instantly join your cause.
Underworld drill:
Generates free slade blocks and boulders.
Floating glass furnace:
Produces glass blocks and windows in great quantities.
Red/Blue portals:
Provides instant transportation between two spots of your map.
Brick oven:
Produces colored bricks.
Crematory:
Burns body parts and vermin for ash and free refuse space.
Gemcutter:
Produces gem crafts and furniture.
Bone carver:
Produces bone crafts and furniture.
Tribal Warcrafter
Fletcher
Boneforge
Orcish Factory
Molten Pit
Blacksmoke Furnace
Damasc Forge
Ashlander Glassblower
Ancient Foundry
Raiders Drydock
Freelancers Guild
Handpump
Fluid Caster
Dismemberment Theater
Blood Bowl Pitch
Sparring Pit
Ghetto Overseer
Dwarf Labor Cell
Elf Labor Cell
Human Labor Cell
Goblin Sawmill
Goblin Quarry
Goblin Tinkerer
Goblin Muckraker
Kobold Poisoner
Kobold Thief
Kobold Textile Hut
Kobold Bonescrimmer
Caravanserai General Bazaar
Caravanserai Farmers Market
Caravanserai Arms Dealer
Caravanserai Shadowbroker
Auxill Outpost
Orc Outpost
Human Outpost
Dwarf Outpost
Elf Outpost
Cook Guild
All things brewing and cooking. Allows mass-brewing of drinks, aging cheese and wine, and making fuel from booze.
Carpenter Guild
All things wood. Makes wooden blocks for more constructions, breaks apart unwanted wooden furniture to reclaim the logs, and makes new items out of special woods found deep in the caverns.
Academic Guild
Chemists and Alchemists unite! Soap making, blackpowder for guns, wildfire for bombs, metal transmutation and more.
Smith Guild
All things metal! Create steel and mithril, mass-smelt ores, increase the quality of armors and weapons.
Mason Guild
All things stone! Create color-coded blocks, rock armory and weaponry, restore found fossils and relics to former glory.
Engineer Guild
All things tech! Steam engines produce power, mint coins for easier trading, build cannons and siege engines.
Farmer Guild
Herbalists unite! Unlocks the screw-press, create poisons from plants, breed your own war-dogs and make wicker furniture and blocks.
Fisher Guild
Fish farming made easy. Build indoor pools to farm fish, eel, oyster and turtles.
Merchant Guild
The hub of commerce! Call for more migrants, diplomats and caravans and exchange coin nominations.
Jeweler Guild
All things shiny! Work with gems and glass to make new items, weapons and armors with them.
Tanner Guild
All things leather! Tan scales, shells and chitin into armor, upgrade them, or create entire armor-sets.
Clothier Guild
All things textile! Dye cloth, upgrade cloth types, create cloth-padded furniture, clothing sets and unravel cloth or thread.
Local Merchants
15 different merchant stalls that buy and sell basic goods for gold. Be it wood, stone, gems, ore, metal, pets, food, drinks, leathers, clothing, armors, weapons, ranged weapons or trap-components.
Foreign Merchants
8 different merchants from different races, Human, Dwarf, Elf, Kobold, Orc, Goblin, Succubi or Necromancer, offering different items unique to their civs. Be it muskets, tungsten warhammers, clay crafts, poisons, captured prisoners, summoned monsters...
Foreign Workshops
8 different craftsmen from different races, Human, Dwarf, Elf, Kobold, Orc, Goblin, Succubi or Necromancer, offering different services unique to their civs. Be it forging, brewing, crafting, summoning and casting spells...
Scriptorium
Write books for your library sections. Once you have 10 on any given topic, you can build a library (workshop) with it.
Library
Six library sections, of warfare, mind&body, farmwork, crafting, smithing&engineering and philosophy. They instantly give any dwarf reading up on a skill a basic knowledge in it. Good for migrants and militias.
[url=http://www.bay12forums.com/smf/index.php?topic=125633.0]¤MasterworkDF¤ for 42.06 - A comprehensive mod-pack[/url]
V.06
Fixed dwarven Armory reagents.
Added Autofixhandedness script to allow custom gloves.
Added forumdwarves script. CTRL P prints your description ready for succession forts.
Creatures now give leather according to their size.
(this will be optional, once added to the GUI)
All creatures are now trainable.
(this will be optional, once added to the GUI)
Standardized bodyparts.
- When you butcher an animal, you get "sliced meat/lung/heart/kidney chop".
(this will be optional, once added to the GUI)
Standardized bones.
- When you butcher an animal, you still get "animal name bone"
- As soon as it's used to make an item, it turns into "cleaned bone item"
(this will be optional, once added to the GUI)
Added language to kobolds.
Removed utterances.
Added graphics to kobolds.
Added values and nobles.
Added items to kobolds.
- Instruments as usual
- Toy are chew toys
- Tools as usual
- Ballista ammo as usual
- Trap comps are pump mechanisms & menacing spikes (rest only available in custom workshop)
- Shields: Buckler
- Pants: Pants & Greaves
- Shoes: Sandals & Low Boots
- Gloves: Gloves (get worn down)
- Helmets: Hoods (get worn down)
- Armor: Vest, Leather Armor & Mail shirts
- Training weapons: All (except pikes, they are too large)
- Weapons: whip (WHIP), large dagger (KNIFE), clubs (MACE), hatchets (AXE), mallets (HAMMER), machetes (SWORD), pointy sticks (SPEAR).
- Ranged weapons: Blowgun with blowdarts.
Kobolds now get nauseus, drowsy and/or dizzy when drinking alcohol!
Added Shalswars (tiny raptor vermin hunters)
Added jack rats (fast breeding meat-production)
Added giant jack rats (wagon-puller/pack animals and mounts)
Added giant bark scorpion (chitin and venom source)
Added helmet snake (scale and venom and egg source)
Added giant cave spider (yes, you read that right. Also:Venom & Silk)
Added new reaction to craftsbold:
- "Melt metal thingy into blocks" => THIS IS YOUR ONLY WAY TO GET FIREPROOF BUILD MATS!!!
- Takes any metal object and 1 log to melt it into a bar.
- Use this to start your smelter, kiln, glass furnace or wood furnace.
- Where do you get a metal object in the first place? Ask invaders.
Added booze burner, new furnace for kobolds:
- Turns 1 unit of booze into 1 fuel.
- Turns 1 unit of booze and 1 oil into 3 fuel.
Added new reactions to kitchen:
- Cook 2 vermin remains for 1 meat.
- Cook 2 vermin remains into 1 bonemeal (flux) boulder.
- Cook 1 bone into 1 meat.
Added new reactions to still:
- Cover 15 blowdarts with venom. Needs any venom.
- All venomous creatures can be milked now.
- You have 3 venomous pets at embark, 2 snakes, 1 scorpion.
Added new reactions to tanner:
- Make waterskins from stomachs.
- Make daggers, mallets, clubs and pointy sticks from horn/hoof.
- Make rope from leather.
Added breeding warrens, new workshop:
- Instantly impregnates a female worker, making her give birth to 1-5 new bolds.
- These new kobold babies take 1 year to grow up to adulthood.
Added Trainingroom and Trap Parcour
- Both train weapon, armor and military skills.
- They use objects like training weapons, bucklers and armorpieces, which are preserved.
Added Glass Blower
- Makes bins, beds, barrels and buckets from glasses.
- Makes ammo, weapons and trapcomps from glasses.
Added Crematory
- Destroys items and makes ash.
- Burns wooden items into coke.
Added Wood Splitting Block
- Takes log, makes planks. Simple and automatic.
Added Bone Chipper
- Makes items from bones. Mostly furniture.
- Makes weapons from bones.
Added Wood Carver
- Makes items from wooden planks. Mostly furniture.
Added Clay Shaper
- Forms clay items from clay, fire clay or kaolinite. 5% failure rate.
- These items are called "greenware", which means they are not burned in an oven yet.
- You need to fire them in the kiln to use the items.
Added new reactions to Kiln
- Fire clay/fireclay/kaolinite items. Mostly furniture.
Added Leather Upholstery
- Makes leather furniture.
- Note: Not all items will be stockpiled, due to being animal-materials.
Added Wicker Weaver
- Makes wicker blocks from whip vine, quarry bush, longland grass, cave wheat or blade vine.
- Makes wicker blocks from any leaves (process plant to bag in Farmworkshop)
- Uses wicker blocks to make furniture.
- Makes no(!) items that hold liquids. (pots, barrels, buckets, floodgates, etc)
Added Cloth Cutter
- Unravels woven cloth into thread.
- Makes cloth bedrolls, backpacks and quivers.
- Makes specific clothing sets.
Added Leather Trimmer, Shell Crafter, Scale Cleaner and Chitin Scrapper
- All four use the specific animal-materials.
- Can upgrade their materials with tallow to get better protection.
- Makes specific armor pieces & armor sets.
- Leather trimmer also makes ropes and whips.
Added Trap Setter
- Makes mechanisms from bone or wood.
- Makes trap-comps from bone or wood.
- Can improve trap-comps in three way: Barbs, Snares and Webbing.
- Attach webs to trap-comps to give them a chance of slowing the enemy down.
- Attach ropes to trap-comps to give them a chance of paralysing the enemy.
- Attach wooden barbs to trap-comps to cause extra bleeding and pain.
Added Totempole
- Allows you to change the weather to clear, raining or snowing.
- This is your only way to stop forest fires!
Added Kobold Cheatsheet file. Large .png with summary of all workshops.
Added pre-liminary manual.
V0.5
Added new utility: df text fix, to get rid of black spaces when using TTF. => It's in the MasterworkDwarffortress/Utilities folder. It has been written by Cyberphantom and you can find out more about it here (http://www.bay12forums.com/smf/index.php?topic=149632.0).
Added additional speech files for Adv. Mode (From Wanderers Friend)
Added Personal Shrine - Pray for things (1% chance to get it. 33% to get XP in Pacifying.) All items you can pray for are required in moods, this building is designed to help save a moody dwarf. This building works the same way as in the old mod, just with much rarer outcome. You can power your fortress on prayer anymore.
Added new reactions to several vanilla workshops:
- Millstone: You can grind boulders into sand. You can destroy any rock object.
- Kiln: You can bake bones/remains into bonemeal, a flux. You can make cinder blocks from Ash bars.
- Tanner: Make flasks from stomachs. Make daggers from horn/hoof. Make rope from leather.
- Craftsman: Make individual rock crafts (good for mandates/demands) like rings, bracelets, amulets, scepters, crowns or earrings. Extract strands of silver, gold, mithril or orichalcum, to make fancy clothing/thread.
- Smelter: Make iron or steel anvil from 3 bars. Directly, no need for a forge.
Fixed graphical error: missing treetrunks.
Fixed graphical error: Twbt wasnt working with Obsidian Soul.
Fixed a bug: Grinder destroyed full cages/buckets/jugs etc. They now must be EMPTY.
Added support for Fortress Defense races.
- You can set every race as active or inactive and/or as playable in Adv.Mode.
- You can determine the combat skills of each race.
- You can set their AI, be it thieves, snatchers, siegers, ambushers or skulking (like kobolds)
- You can determine if the siege and/or trade early or lage.
- You can determine their active seasons.
- You can determine their ALLIANCES!!! => This means you can ally with Fortress Defense races if you want.
- Added nobles, diplomats and merchants to all Fortress Defense races.
Added cavern grasses, three unique styles for the three caverns.
- First cavern is green with moss.
- Second cavern is blue with crystals. => If eaten, your grazers get a 50% defense buff "covered in crystal growth"
- Third caverns is grey with floor tiles.
Added peat, compact peat, anthracite.
- Peat can be collected like clay.
- 5 Peat can be pressed into a compact peat boulder.
- Compact peat can be used to make 2-4 fuel in the Smelter.
- Anthracite can be used to make 10 fuel in the Smelter.
Added the old, well-known worldgen recipies for the Adv. World Generator.
- You know the drill: Open caverns, lots of flat areas, specific evil/good/mixed worlds, etc.
- New: North/South poles. Set to North and/or South in each world.
- New: Divine metals. Set to 1 unique divine material per world.
- IMPORTANT!!! => With the mod as is you can still use the normal World Generator. It will be fine.
Added Castes to Kobolds
- Same 12 castes as before.
- Instead of LIKES_FIGHTING the 3 earth castes get NOFEAR => after they have seen combat.
- Instead of hiding/vanishing the 3 air castes get FLEE => double speed for 500 ticks when fleeing.
- Combathardness powerup does not work yet. Errorlog claims that the tags dont exist. Toady deleted those (?).
0.000004: 22 tilesets, GUI prototype, more workshops for Dwarves, Succubi are playbale, Gnomes are playable, Twbt has all item graphics and more.
0.000003: Spacefox Tileset, Phoebus Civ and Creature graphics, Wannabeheros new pets (moleweasels, leatherwing bats, etc), Twbt is active, Multilevel is active. Added new metals (mithril, cobalt, volcanic, tungsten) and workshops to make them. Crucible, Volcanic Foundry, Blast Furnace. Added all new items, your forge menu should be more interesting.
0.000002: Metal Siegeworks, Crematory, Brick Oven, Metallurgists Smelter, Libraries, Scriptorium, two-handed weapons, ink & glue in kitchen, vellum (leather pages) in tanner, Ore Processor. Mithril. (no way to get it yet)
0.000001: All utilities, DF 40.23 (of course Toady updates right now to .24), dfhack, standardized wood, standardized leathers, and following mod-workshops: Bonecarver, Stonecrafter, Woodcrafter, Gemcutter, Wood Splitting Block, Weight Bench, Furniture Workshop, Tailor and new reaction in the Tanner.
I made a Linux version of v3. (http://rapidshare.com/files/3964213845/MasterworkDF_linux%20v3.tar.gz) However, I am not very experienced in these things, so I don't know if I've done everything that needs to be done. What I've done:ah, great I was thinking of doing the same ^^. I'.m also not vrey fit in this, only did this for my self for the last version. I will try your version and see if I can provide any help.
...
The settings just doesn't seem to work on Mac. You can run DF, but not the settings. Mono doesn't install. Or maybe I'm just crap at using Wine; it's pretty opaque. I tried bottling it, it came back with 150 meg app that didn't work...Did you install Mono (http://www.mono-project.com/Main_Page)? The settings program is in VB, which fails silently if it can't find an interpreter. You need to install the Windows version under wine for it to work (and even then I can't make any guarantees). Sorry about that... :(
Ps: meph, I was thinking of writing a (much simpler) settings manager in python. Can you explain in short how you do the settings? Do you simply copy and replace the raws and edit the init file or is there more to it?
The settings just doesn't seem to work on Mac. You can run DF, but not the settings. Mono doesn't install. Or maybe I'm just crap at using Wine; it's pretty opaque. I tried bottling it, it came back with 150 meg app that didn't work...Did you install Mono (http://www.mono-project.com/Main_Page)? The settings program is in VB, which fails silently if it can't find an interpreter. You need to install the Windows version under wine for it to work (and even then I can't make any guarantees). Sorry about that... :(
No problem, I realise how finicky this stuff is.I got an error myself when I tried running it (apparently I'm missing a bunch of files, which I hadn't realized. I guess that means it won't work for anyone else using my package. I should probably fix that :P).
Yeah, I tried installing Mono - that didn't seem to work either. It might just be me. Like I said, I have a pretty ragged track record when it come to wine-ing things: sometimes they work, others they just create a large lump of digital rock, so to speak. In this case it was the latter. I might have another go at a later date.
I am reachable, but I dont have the source code with me. There is the source code for V3 online though, in this thread.I completely missed that... I'll take a look at it now. :)
I honestly disagree about the python GUI, simply because it was tried before and fizzles slowly away after 6months of work on it, on and off. I wouldnt say no to a python gui for the MAC/Linux version, that probably helps a great deal of people. :)
But the win version should rather have a executable that doesnt need python installed, and that I personally know how to mod/code. I dont know python. Heck I dont even know VB, but it worked so far :P
This is not the place for questions.
any community game started by meph is doomed to be abandoned to the third page :PThats because its so much more interesting to write new content, then to write about old content.
For the Linux version, you need to beware that several DFHack plug-ins don't work on Linux or cause the game to crash. Most notably the growthfixbug.rb script and the Digging Invaders script. Even with those two disabled, I still get more crashes than I would get in vanilla. With the increased reliance on DFHack, it is simply too much work to get a stable version of Masterwork running on Linux. You could try it, but expect a lot of crashes before you get everything running again.Did you compile your own dfhack? Though I've been afraid to try the digging invaders script, I've had no problem with the growthfix one, and haven't had any crashes at all in probably 15+ hours of gameplay. Only bugs I've seen (and don't know if it's linux specific from looking at the reaction raws), is various reactions creating a "liquid barrel" instead of, say, gnomeblight.
Nobody blames you for that, and I'm pretty sure everyone generally agrees, but it would be nice to see how you progress through the tech tree, considering you wrote the mod and have the best idea on how the progression's supposed to go :PQuoteany community game started by meph is doomed to be abandoned to the third page :PThats because its so much more interesting to write new content, then to write about old content.
Backups of older Versions:
V.1 - If anyone has old files, please let me know. I dont think there is much interest for these very old versions, but you never know.
V.2 - 2 (http://dffd.wimbli.com/file.php?id=8074) - 2a (http://dffd.wimbli.com/file.php?id=8075) - 2b (http://dffd.wimbli.com/file.php?id=8076) - 2c (http://dffd.wimbli.com/file.php?id=8078) - 2d (http://dffd.wimbli.com/file.php?id=8077) - 2e (http://dffd.wimbli.com/file.php?id=8080) - 2f (http://dffd.wimbli.com/file.php?id=8079) - 2g (http://dffd.wimbli.com/file.php?id=8081) - 2h (http://dffd.wimbli.com/file.php?id=8083) - 2i (http://dffd.wimbli.com/file.php?id=8082)
V.3 - 3 (http://dffd.wimbli.com/file.php?id=8047) - 3a (http://dffd.wimbli.com/file.php?id=8046) - 3b (http://dffd.wimbli.com/file.php?id=8038) - 3c (http://dffd.wimbli.com/file.php?id=8039) - 3d (http://dffd.wimbli.com/file.php?id=8042) - 3e (http://dffd.wimbli.com/file.php?id=8040) - 3f (http://dffd.wimbli.com/file.php?id=8041) - 3g (http://dffd.wimbli.com/file.php?id=8043) - 3h (http://dffd.wimbli.com/file.php?id=8044) - 3i (http://dffd.wimbli.com/file.php?id=8045)
V.4 - 4 (http://dffd.wimbli.com/file.php?id=8034) - 4a (http://dffd.wimbli.com/file.php?id=8037) - 4b (http://dffd.wimbli.com/file.php?id=8035)
GUI Source Code - V4c
Download it here (http://dffd.wimbli.com/file.php?id=8085) - The Visual Basics Source Code for the Settings.exe.
Is there a place to download just the manual for us who are temporarily stuck on another computer without the ability to run DF for long periods of time?
rm -r ~/.wineThat sounds like it could potentially offer a lot of "FUN" to anyone who likes to copy-paste stuff and doesn't know much about wine/bash :3 "Hey, where'd all my windows stuff go?"
sudo apt-get install wine winetricks
WINEARCH=win32 WINEPREFIX=~/.wine32_DF winetricks DOTNET40 corefonts
echo "export WINEARCH=win32 && export WINEPREFIX=~/.wine32_DF && cd ~/.wine32_DF" > ~/Desktop/DFTerminal.sh && chmod +x ~/Desktop/DFTerminal.sh
...Alright, thanks. I'm a bit of a noob myself, so you probably saved quite a few people's wine directories. Although, your explanation was a tad bit difficult to understand. If you would write up a proper step by step procedure of what needs to be done I'm sure the 64 bit linux users would appreciate it.
[Desktop Entry]
Name=DF Masterwork configuration (wine)
Exec=env WINEPREFIX=\"$installdir/.wine_df\" wine \"$installdir/$masterpath/Masterwork Dwarf Fortress.exe\"
Type=Application
StartupNotify=true
Path=$installdir/$masterpath
Icon=WHAT_I_DONT_HAVE_AN_ICON_GET_YOUR_OWN_ICON
NOW LOOK WHAT YOU'VE MADE ME DO! I made a mess! T_TLooks like you are having some FUN.
http://www.bay12forums.com/smf/index.php?topic=136827.0
The heck is game_data.ini? You talking about init.txt?It's a Dwarf Therapist config file, according to the first post.
Added it to the first post. :)I'm getting "The file or directory could not be found" as an error on the race manuals, and not seeing any icons or pictures on the quick-guides.
EDIT: And a couple of succession forts as well.
What is "it" that says this, and "same" as what?When I try to start Masterwork it says it is not in the same directory as Dwarf fortress.
The "Masterwork Dwarf Fortress.exe" should be one level up from "Dwarf Fortress.exe", not in the same folder. What version are you trying to use? My guess is you did some non-standard unpack and don't have the right file hierarchy.DF VER. 34.11, the latest version of Masterwork. I'm not sure if I did something wrong, 7Zip was placing it in a folder I couldn't find so I routed it to downloads.
The scroll crash is because of rendermax, FYI.This is fixed in newer versions of rendermax - I'm not sure what MDF distributes.
thanks. I assume its Rendermax for 40.x ?The scroll crash is because of rendermax, FYI.This is fixed in newer versions of rendermax - I'm not sure what MDF distributes.
I havent been keeping up with dfhack to be honest. I rather not change anything on my current setup, but update to the new dfhack directly. For 40.x... but I dont even know if Rendermax works with it.
What are the guidelines for partial reuse of Masterwork DF code/raws? Is it OK to do as long as you credit the source, or would you prefer people don't do it?Everything is open source, you can use what you want. Keep in mind that many parts are not done by me, so you might copy something that has a different original author.
It's somewhat doubtful that I'd actually do anything substantial, but I'm curious about whether it would be allowed or discouraged.
Whats next: I know people will want to see a MDF + DF40.6 version, but I have to wait for dfhack to update. After that I can start working on it, but will rely heavily on foreign support for script updates. I have no problem with patching the Exe and updating the Raws, but someone will have to help with dfhack. I will also go hiking for two weeks in Ireland, so I wont be around for a bit. After that I plan to write a bit of Warlock content, which are my favourite race to write for. Its good to be bad. :)
I also see that -actually- Therapist is not working for current DF version,Memory layouts were added for 0.40.23 9 days ago (https://github.com/splintermind/Dwarf-Therapist/tree/DF2014/share/memory_layouts).
I also see that -actually- Therapist is not working for current DF version,Memory layouts were added for 0.40.23 9 days ago (https://github.com/splintermind/Dwarf-Therapist/tree/DF2014/share/memory_layouts).
Hard to see updates? Warlocks, Humans, Succubi, Gnomes? Four entire races are hard to see? :P
Updates in this 2,5 years (June 4, 2012) are many,
but I'm trying current version now and it's hard to see them.
The program cant start because fmodex.dll is missing from your computer. Try reinstalling the program to fix this problem.Is fmodex.dll in the DF folder (the folder with Dwarf Fortress.exe)? What about fmod.dll?
i could kiss you meth
made all animals trainable
Nice and clean food stuffs:
(http://i.imgur.com/VhROnA7.png)
Creatures now give leather according to their size.
(this will be optional, once added to the GUI)
All creatures are now trainable.
(this will be optional, once added to the GUI)
Standardized bodyparts.
- When you butcher an animal, you get "sliced meat/lung/heart/kidney chop".
(this will be optional, once added to the GUI)
Standardized bones.
- When you butcher an animal, you still get "animal name bone"
- As soon as it's used to make an item, it turns into "cleaned bone item"
(this will be optional, once added to the GUI)
- Weapons: whip (WHIP), large dagger (KNIFE), clubs (MACE), hatchets (AXE), mallets (HAMMER), machetes (SWORD), pointy sticks (SPEAR).
Added giant cave spider (yes, you read that right. Also:Venom & Silk)
MASTERWORK REBORN IS V006. V1 would be a finished release.
This means, to make myself abundantly clear: It's NOT finished. It's very much work in progress.
That's why the Dwarf tab is blank, why half of the content is missing, etc. It's not a conversion of Masterwork to 40.x. It is a completely new mod.
Technical limitations are not really a concern. Any new technical limitations are either temporary or offset by much greater freedom in other areas.I was unaware they were focusing more on making it compatible with other mods. That seems like it will make modded dwarf fortress a much better experience overall. I also look forward to your new invader races. Anything to make the game harder is fine by me.
As for amount of content... personally, I don't really think it's necessary for it to have that much. The way it's being made will allow you to merge other mods far more easily. Obviously Meph and whoever else will make whatever they want, but it being as full of content is irrelevant, as it can have content regardless of whether it's having content made for it specifically.
Also, hopefully the invader races I'm working on will be less likely to die, heheh.
MASTERWORK REBORN IS V006. V1 would be a finished release.
This means, to make myself abundantly clear: It's NOT finished. It's very much work in progress.
That's why the Dwarf tab is blank, why half of the content is missing, etc. It's not a conversion of Masterwork to 40.x. It is a completely new mod.
Newbie questions from a casual player (with prior experience in playing DF and some in MDF):
1. Is it stable?
2. Is the dwarf specific work complete? (Since kobolds have been started).
Also a nitpicky questions about the version numbering: why not call 0.1, 0.2, 0.3 instead of 0.000001
More a private joke because I get a heartattack every time I remember how much content is missing/could be ported. ;)
Impoverished Word Selector
*** Error(s) finalizing the entity TIGERGIRLNYAFD
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_HANDER_ZWEI
Kobolds were active by default when I checked, maybe that's why you don't get picks. I haven't checked them out yet though so it's a guess.
Fortress Defense races are bugged.Quote*** Error(s) finalizing the entity TIGERGIRLNYAFD
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_HANDER_ZWEI
That is causing a crash.
The weapon that they are using is not defined.
Cheers
[ITEM_WEAPON:ITEM_WEAPON_SWORD_HANDER_ZWEI]
[NAME:greatsword:greatswords]
[SIZE:900]
[SKILL:SWORD]
[TWO_HANDED:77500]
[MINIMUM_SIZE:60000]
[MATERIAL_SIZE:9] was 5
[ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
Duplicate Object: inorganic PEAT
path fail: dwarf,Fell Tree,70,71,83 -> 55,106,82: Id #7731:Path Goal Chop:Station Wagon at 68,69,82
path fail: dwarf,Carve Downward Staircase,71,71,83 -> 38,112,82: Id #7732:Path Goal Dig:Station None at 71,73,82
path fail: cragtooth boar,71,71,83 -> 71,72,82: Id #7758:Path Goal Seek Station:Station None at 71,71,83
path fail: mountain tuskox bull,75,70,83 -> 73,68,82: Id #7768:Path Goal Seek Station:Station None at 75,70,83
path fail: cragtooth boar,76,68,81 -> 68,64,83: Id #7759:Path Goal Seek Station:Station Milling Flood at 68,63,83
loop path fail: <same square> dwarf,Store Item in Stockpile,44,118,76 -> 54,123,76: Id #7729:Path Goal Store Item:Station Mill Building at 42,118,82
The missing weapons ARE NOT causing crashes. Just saying.
I'll check the no nobles thing, but I still got 250km to cycle the next 2 days, so... not anytime soon, sorry.
Nah, it's the Duplicate Object: inorganic PEAT thats causing that. That was my mistake. You can delete one entry in inorganic_soil.txt to fix it, but need to gen a new world.
Only happens to people that changed their tileset.
The missing weapons ARE NOT causing crashes. Just saying.I'm not sure that is true. I had a bunch of crashes (it would crash every time I quit DF). I changed the ZWEI to 2H (since you changed the name) and created a new world and it no longer crashes at all. I haven't quite played enough to be sure that the crashes have totally stopped, but I made it to the second spring without any crashes. Last world I crashed 2-3 times the first year and couldn't get through the second year completely without it crashing (I'm guessing the the tigermen were coming to attack and it would crash at that point).
Maybe he's a masochist. Stop judging people, 4maskwolf. :P
But thank, the bugreport is helpful. I assume it has to do with a script for butchery products, which makes souls. Which race were you playing?
I think there is a problem with the Fishery workshop, I have all fishing enabled and they wont build the workshop.....?No. The fishery workshop and skills are hardcoded, no way I could affect that.
I got a duplicate inorganic entry in the mod, people get it once they change tilesets. No surprise that there might be crashes. I'll fix that, reupload and see if the crashes go away. Otherwise I'd be very surprised, because the only other change was leather globs, milking poisonous animals and the kobold content, which doesnt affect Dwarf mode at all.
How much is your embark points set to? I find that too large amounts can crash a game.It's very unlikely that this would trigger a crash 3-4 years into a game.
I've been playing the mighty Kobolds and having loads of fun building an entire tribal village out of clay and wood, but I can't seem to get the shellcrafting underway. I have a hundreds of shells in a stockpile - but my shell crafter building won't turn the shells into leather (I also have a tanner and all bolds set to tanning) and I can't seem to turn them into anything useful like armour.
When I attempt to make something, it tells me that I'm missing shell_tanned_hide which takes place at a Shell Crafter.
Screenshot: http://i.imgur.com/nJNIZfQ.png
You can see the shell stockpile on the right - the shell crafter building is highlighted.
Any ideas?
Are human dwarf races playable without bugs ?Dwarf runs great as far as I could tell. Only problems I had was unrelated crashes from vanilla df when building over trees.
[REACTION:DWARF_CRAFT_CLAY_FLOODGATE]
[NAME:Shape floodgate from clay]
[BUILDING:BRICKOVEN_KOBOLD:NONE][BUILDING:POTTERY:CUSTOM_L]
{BUILDING:WORKSHOP_KOBOLD:NONE}
{BUILDING:HERMIT_WORKBENCH_CLAY:NONE}
[REAGENT:clay:1:BOULDER:TOOL:NONE:INORGANIC:CLAY][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]was shaped_mat
[PRODUCT:95:1:TOOL:ITEM_TOOL_FLOODGATE_FAKE:INORGANIC:GREENWARE_CLAY]
[SKILL:POTTERY]
[REACTION:DWARF_CRAFT_CLAY_GRATE]
[NAME:Shape grate from clay]
[BUILDING:BRICKOVEN_KOBOLD:NONE][BUILDING:POTTERY:CUSTOM_SHIFT_G]
{BUILDING:WORKSHOP_KOBOLD:NONE}
{BUILDING:HERMIT_WORKBENCH_CLAY:NONE}
[REAGENT:clay:1:BOULDER:NONE:INORGANIC:CLAY][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]was shaped_mat
[PRODUCT:95:1:TOOL:ITEM_TOOL_GRATE_FAKE:INORGANIC:GREENWARE_CLAY]
[SKILL:POTTERY]
Just off the cuff, but shouldn't it be
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
?
INORGANIC:CLAY is subtle wrong because it excludes other types of clay like Silty Clay and Sandy clay; it would work properly only in simple soils mode which is likely how Meph plays/tests
BOULDER:TOOL is wrong ofc just because, that's not a thing. (qorthos, it probably "looks like" it works because the reagent is totally borked so the reaction runs for free)
I changed population cap to 50. Therefore, there is no any fun invaders except FB despite i've been living for 3 years. In vanilla DF i could change invaders' properties in creature_default. But Masterwork's raws differ from vanilla's ones. Which file i need to tweak to change invasion triggers?I don't know what field does that, but apparently you do, so you have two ways to go about it.
Just off the cuff, but shouldn't it be
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
?
INORGANIC:CLAY is subtle wrong because it excludes other types of clay like Silty Clay and Sandy clay; it would work properly only in simple soils mode which is likely how Meph plays/tests
BOULDER:TOOL is wrong ofc just because, that's not a thing. (qorthos, it probably "looks like" it works because the reagent is totally borked so the reaction runs for free)
I tested it at the time and the dorfs were grabbing a boulder of sandy clay. I'll recheck it later tonight or tomorrow and see verify what works.
Any idea on the layer of soul_gem?
Is there anywhere that explains the differences between the original Masterwork and Reborn? I'm very confused as to whether or not Reborn already includes the majority of things from the original mod or not. Sorry.
Emperor,
Thank you for getting back to me. I've been playing the original DF mod for a couple of years now and am thinking about switching to this because it uses a more recent version of DF. Any idea what features will be missing?
In the GUI I'm having trouble finding the command to disable aquifers. Is it somewhere hidden or am I just blind?
I'm confused, is this the newest update or is it a very old one?
Okay I am having a separate problem now. for some reason the save system is misnaming my save files or is having some sort of naming failure. all of my df-hack quicksaves and quit saves are being written in a back up folder for a couple of seasons ago. an example is that my saves are being written into the auto-save folder "region2-00125-01-15-00125-10-01" even though the saves are being saved on dates in 00126-01-xx. So I know that Meph most-likely didn't tweak the save system but Iam asking to please point me to the right forum/thread if I am experiencing an actual bug, cause as they say when your looking for an elf ask a tree.
v.006 ("Masterwork Reborn") only has dwarves and kobolds at the moment. You'll need to download v.6.2 for the other races to be playable.
Note that v.6.2, as noted in the thread title, runs on DF34.11 so some of the 40.XX improvements (stepladders, non-destructive plant gathering, minor hauling improvements, multi-tile trees) won't be present.
.
Assuming you only posted here because the other thread is locked, did you change the "Fort" setting on the civs in the launcher (Civilizations tab)? By default, I think only dwarves are fort-enabled; the other races being mostly "active" (e.g. present during world gen but not fort-enabled). Note that changing those settings will require genning a new world.
If you have more than one race fort-enabled, you can determine to which race a civ belongs by, during fort-selection, tabbing through the lists until you see the neighboring races. The first one in the list will be your own civ's race.
v.006 ("Masterwork Reborn") only has dwarves and kobolds at the moment. You'll need to download v.6.2 for the other races to be playable.
Dumb question from a noob and first time poster:
I'm a big fan of Masterwork and now am trying to jump in on REBORN but I've realized something after playing vanilla 40.24. I absolutely love the clean, plain font. I can't bring myself to play REBORN with any of the fonts the game has, I dislike seeing sprites pop up where characters should be and all that jazz. How can I change the font to vanilla dwarf fortress while still using a tilepack (spacefox)?
EDIT: oops I realize I put this in the wrong place. One thousand apologies
Choosing a civ
-----------------------
http://www.bay12forums.com/smf/index.php?topic=143091.msg5619893#msg5619893
That's the problem I turn Kobold off and only dwarf on in the "fortress" section in the settings but I still start out with kobolds....
kobolds are a surface race and to my knowledge is unable to dig, but I have seen a couple of posts here and their that makes me believe that they can dig soil? I am not sure don't quote me on it. the kobold thread here on the masterwork board would know more
They cant dig atm, but I have a script that I want ot use to make them dig soil. It's planned, but not added yet.
Can someone help me with even getting this? The OP says I can use 7zip but it doesn't work for me.
I have a few questions, first I noticed that their are two different spots labeled as embark points in the launcher the first under the settings tab in the Embark and Migrants section the other being under World Gen. in the Miscellaneous section. Me and Ferno has played around with both settings and haven't seen a difference so are these two sections not functional as of v.006 or are we doing it wrong.
My second question is that even though their is a section on the metals added via masterworks in the incomplete guide, is their a location that lists the added metals in effectiveness for blunt, slash, pierce, and armor ratings or do I have to look in the raws and compile the necessary charts myself?
My last question is that playing masterworks and reading Deathgate and Mudermachines has made me really want to make my own tweaks/mods for df is their a handy primer for the different types of mods like entities, buildings, items/weapons/armor, and races/civs? or is it more of stumbling in the dark till you get it?
I have a few questions, first I noticed that their are two different spots labeled as embark points in the launcher the first under the settings tab in the Embark and Migrants section the other being under World Gen. in the Miscellaneous section. Me and Ferno has played around with both settings and haven't seen a difference so are these two sections not functional as of v.006 or are we doing it wrong.
My second question is that even though their is a section on the metals added via masterworks in the incomplete guide, is their a location that lists the added metals in effectiveness for blunt, slash, pierce, and armor ratings or do I have to look in the raws and compile the necessary charts myself?I don't think there's any real changes to the materials between v6.2 and v.006. I could've sworn the manual had a chart of the material raws somewhere, but any data compiled from them during v6.2 should still be accurate (meaning the link Emperor provided above).
QuoteMy second question is that even though their is a section on the metals added via masterworks in the incomplete guide, is their a location that lists the added metals in effectiveness for blunt, slash, pierce, and armor ratings or do I have to look in the raws and compile the necessary charts myself?I don't think there's any real changes to the materials between v6.2 and v.006. I could've sworn the manual had a chart of the material raws somewhere, but any data compiled from them during v6.2 should still be accurate (meaning the link Emperor provided above).
*** Error(s) finalizing the reaction WELL_MAGMA_S
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction WELL_MAGMA_M
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction WELL_MAGMA_L
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the creature ELEMENTAL_PAIN
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction LUA_HOOK_SUMMON_NAHASH TAME NUM_5
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction LUA_HOOK_SUMMON_ORTHUS TAME
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction LUA_HOOK_SUMMON_NIGHTMARE TAME
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction LUA_HOOK_SUMMON_PAIN_ELEMENTAL NUM_3
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction LUA_HOOK_SUMMON_IMP_FIRE
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction LUA_HOOK_SUMMON_FROG_DEMON
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction LUA_HOOK_SUMMON_TENTACLE_MONSTER
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction LUA_HOOK_SUMMON_SPIRIT_OF_FIRE
Unrecognized Inorganic Token: SMOKE_PURPLE
*** Error(s) finalizing the reaction LUA_HOOK_SUMMON_HFS
Unrecognized Inorganic Token: SMOKE_PURPLE
[PERMITTED_REACTION:TAN_A_SHELL]
to your entity_good_dwarf.txt or equivalent.It is fleshed out, but not as large as before. But you got lots of new workshops. Just start it up and then you can decide if you think the features are enough. It's certainly larger than vanilla DF.
There is one large bug, but it only happens if you change tilesets. You have a duplicate of PEAT_SOIL. Otherwise the mod runs fine.
quick question I have noticed that the hammerhead bolts that my dwarfs fire do not land forbidden like regular bolts do. Is this intended operation or am I experiencing a bug that by my knowledge will lead to fun in the future or even worse is it due to the limitations of the game that would prevent them from behaving the same?There is no difference in the game for different ammos. They should be either all forbidden or all allowed, depending on your settings.
qorthos I experience something similar when a workshop uses different skills like the craftsdwarf workshop if their is not a free dwarf with the skill enabled to do the job an example is say you order a wooden nest box to be built but your woodcrafter is too busy or their is none with the job enabled the nest box will sit at the top blocking say your legendary bonecrafter from making shell crafts in the same workshop.
@SimRobert2001 the current version has at least some of the tweaks already active. all woods logs have been renamed to rough wooden logs, all leather/chitin/shell/scale has been renamed to Rugged [leather/scale/chitin/shell] hide so on and so forth. even meat and other butchered goodies have been simplified mostly by changing it to sliced [brain/stomach/etc..] the only exception to that that I have noticed is tallow/fat/milk/cheese it still has the the originating animal in the name an example would be cat tallow is still cat tallow. In fact the only other organic material(s) to not be done this way is the plants since doing so and not breaking the game would be very interesting.yea, i just saw that. thanks.
@qorthos that is an issue I have now idea why it isn't suspending have you disabled the workflow plugin and re-enabled it?
Nanimonai this link should help you with changing your keybinds http://dwarffortresswiki.org/index.php/DF2014:Interface.txt (http://dwarffortresswiki.org/index.php/DF2014:Interface.txt) and the reason why you are having trouble with ctrl-s is that it is bound to the macro save function in the general category of the key bind menu.
okay Nanimonai I took a gander at the keybind files in keybinds folder, and I see your confusion, it seams that to change that and their might be a better way than what I am about to tell you but it is a way. open up your building_dwarf_civ.txt in your raw folder for both your save and in your df raw folder and find stonecrafters ctrl+f if you need to and change [BUILD_KEY:CUSTOM_SHIFT_S] (should be about the 5th token down) to say [BUILD_KEY:CUSTOM_SHIFT_Z] or [BUILD_KEY:CUSTOM_ALT_Q] just make sure that you keep it all caps and that nothing in the general tab of the keybind.txt is taking it already like you know [BUILD_KEY:CUSTOM_CTRL_S] at best would order it to be built while bringing up the macro save screen, of course you can change the macro save hotkey to something else if you want to use ctrl+s. also if you want to chnge the actual hotkeys in the workshop menus you do that in reaction_dwarf_civ.txt located in the raws folders.
also you might want to download notepad++ from https://notepad-plus-plus.org/ (https://notepad-plus-plus.org/) and the language file from http://www.bay12forums.com/smf/index.php?topic=130510.0 (http://www.bay12forums.com/smf/index.php?topic=130510.0) and install it per the directions on their pages, it will help keep sane.
It's not really impossible to build, you can still navigate the menus with +/-. It can certainly be inconvenient, but not quite game-breaking, when workshop build shortcuts overlap like that.
from my understanding Dwarf, Succubi, kobold, and gnome modes have most of the planned features done up. So they are quite playable. But as far as comparing it to the version you are referencing, one of the main goals for Masterwork reborn is to be Masterwork's leaner more fit little brother. Basically from what I have been able to find Reborn will not have all of the bells and whistles but enough to where it is tasteful and not overpowering. I hope this answers your question.
from my understanding Dwarf, Succubi, kobold, and gnome modes have most of the planned features done up. So they are quite playable. But as far as comparing it to the version you are referencing, one of the main goals for Masterwork reborn is to be Masterwork's leaner more fit little brother. Basically from what I have been able to find Reborn will not have all of the bells and whistles but enough to where it is tasteful and not overpowering. I hope this answers your question.
Yeah it does. I really liked it in v34 and its why I havent played v40 yet. I turned off alot of features because I supposed those features I didnt like. But is it mostly the same as before, like theres the new megabeasts and guns and all those things I loved that made adventure mode great?
So it's been mentioned in a few places that dwarf mode is nearly finished - I'm curious about what's left to add. I'm happy with most of what's been left out, but there's still a few features in the manual that I'd love to see in-game. Specifically:Toxicologist: No. Dwarves are no cowards that use poison.
- Toxicologist's Lab
- Display Stands
- Fishpond
- Stables
- Slaughterhouse (possibly modified to be less powerful)
- ditto the Colosseum
- Warbeast Kennels
- Rune Upgrades
- Material-specific reactions at the quern/millstone
Is there any chance we'll still get to see these?
Also, what do you think about changing the ore processor to use the furnace operator labour, instead of mechanics? Always annoying when my main gearhead is spending his time hauling boulders instead of making gears and constructing minecart stops.
$fountains ||= []
cur_source = {
:liquid => 'water',
:amount => 7,
:life => 7,
:pos => [0,0,1]
}
cmd = 'help'
axis = 0
found = false
$script_args.each { |a|
case a.downcase
when 'water', 'magma'
cur_source[:liquid] = a.downcase
when /^r-?\d+.*$/
cur_source[:life] = a[/^r(-?\d+)/, 1].to_i
when /^\d+$/
cur_source[:pos][axis] += a.to_i
axis += 1
found = true
when /^z-?\d+.*$/
cur_source[:pos][2] += a[/^z(-?\d+)/, 1].to_i
when /^y-?\d+.*$/
cur_source[:pos][1] += a[/^y(-?\d+)/, 1].to_i
when /^x-?\d+.*$/
cur_source[:pos][0] += a[/^x(-?\d+)/, 1].to_i
else
puts "source: unhandled argument #{a}"
end
}
if (!found)
cur_source[:pos][0] += df.df_cursor.x
cur_source[:pos][1] += df.df_cursor.y
cur_source[:pos][2] += df.df_cursor.z
end
def fount(s)
if tile = df.map_tile_at(*s[:pos]) and tile.shape_passableflow and tile.shape_basic==:Open
# XXX does not check current liquid_type
des = tile.designation
cur = des.flow_size
if cur != 7
tile.spawn_liquid(cur+1, s[:liquid] == 'magma')
else
fount({
:pos=>[s[:pos][0],s[:pos][1],s[:pos][2]+1],
:liquid=>s[:liquid]
})
end
end
end
$fountains_onupdate ||= df.onupdate_register('fountains', 6) {
# called every 6 game ticks (100x a dwarf day)
$fountains.each { |s|
fount(s)
if s[:life] > 0
s[:life] -= 1
end
if s[:life] == 0
$fountains.delete(s)
end
}
if $fountains.empty?
df.onupdate_unregister($fountains_onupdate)
$fountains_onupdate = nil
end
}
if cur_source[:pos][0] >= 0
if tile = df.map_tile_at(*cur_source[:pos])
if tile.shape_passableflow
$fountains << cur_source
else
puts "Impassable tile: I'm afraid I can't do that, Dave"
end
else
puts "Unallocated map block - build something here first"
end
else
puts "Please put the game cursor where you want a source"
end
tap MAGMA_TAP
You create a 3X3 workshop, named (in the raws) MAGMA_TAP. If you have built it where one side is empty and the opposing side is next to a wall containing a blood of armok (just the middle square on each side) it creates a permanent, uncontrolled flow of magma on the side across from the gem. The only way to turn it off is to mine the blood gem away or destroy the workshop.
Toxicologist: No. Dwarves are no cowards that use poison.
display stand yes.
fishpond maybe, if I can balance it better.
stables certainly for humans, not sure about dwarves. I wanted to give them cavern pets that can only graze on cavern moss, to make pet farming more interesting.
slaughterhouse, maybe. I hope I can do this better.
colosseum maybe, but not high priority.
warbeast kennels YES!
rune upgrades YES! (they are not in the mod already?)
quern reactions: Maybe, because it feels like there are a million new plants and plant products. Would be a lot of work.
So how do you assign nobles in this new version? I downloaded it from dropbox, enabled Humans and disabled Kobolds as the fort race, and created a new world without changing any other settings. The noble list is blank.
i Believe its because their default site is CAVE,which prevents them from showing up in the local civ screen,i had the same problem,so i switched [DEFAULT_SITE_TYPE:CAVE] to [DEFAULT_SITE_TYPE:CITY] and they showed up.I cant seem to generate a world with Kobolds. I have them set as the only Fort Civ in the Civilizations tab in the launcher. There are tons of civilizations in the world too, but its just elves and humans as the options that I have :/
I'm just brainstorming, but is it possible they maybe they don't appear in the civ list because of skulking?
I turned off their skulking in the launcher but that didn't change anything when I generated a new world.
People are in fact using Kobolds in this new version though? Seems odd that it isnt working for me when I have not really changed anything.
From the Entity token page on the wikiSpoiler (click to show/hide)
Do you have any more info on the butcher crash? That sounds like something dfhack related... because the creatures alone cant do that. I didnt change anything on them, besides the necessary updates for 40.x
Illumination is not in yet, I need to rewrite some TWBT graphic settings for them.
*** Error(s) finalizing the entity BROCK_FD
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_HANDER_ZWEI
*** Error(s) finalizing the entity NIGHTWINGFD
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_HANDER_ZWEI
*** Error(s) finalizing the entity WOLFFD
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_HANDER_ZWEI
*** Error(s) finalizing the entity TIGERGIRLNYAFD
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_HANDER_ZWEI
*** Error(s) finalizing the entity HERMIT
Unrecognized entity creature token: HERMIT
Unrecognized entity position allowed creature token: HERMIT
The Stray Puppy (Tame) has been slaughtered.
after that it just crashes.
Do you have any more info on the butcher crash?Stray Moleweasel Kit, Goblin Zombie
Something else that I found odd is that apparently I am also unable to smelt bronze at all. The option simply isn't there under the smelter interface.
Also, I've noticed threads from the original Masterwork mod that mention illuminating items to light the area when using rendermax. Is there anything like that in the reborn version yet or is that not implemented?
I don't think the illumination items or other decorations are in yet
Not suitable terrain to place them? I'm not sure what they require but I presume something like high savagery (presuming world gen can place any civ in high savagery), tropical forest. Whatever file that defines them will, I think, specify the biomes they can be placed in, but I'm too lazy to go digging to find it,So everyone else using Reborn V.006 is getting orcs?
So everyone else using Reborn V.006 is getting orcs?
I presume something like high savagery (presuming world gen can place any civ in high savagery), tropical forest.
I want a challange.. im bored of most stuff i survived the crazyest shit (well my dwarfs /others did) im looking for a challange i like the dwarfen race, i dont rlly know what to play i did not try the new df features so far. any good suggestions?
(spoiler) i prtty mutch eradicated the hell inhabitants in vanilla DF with my candy dwarfs and defensive system.. so i want a reaally hard challange.
That would probably be because straight after extraction kobalds are the only civilisation checked to allow being controlled.
Hey, question. Why is the tile set returning to a default after it finishes loading DFHack..... I personally HATE that tileset which is default. Heck I hate most tilesets. I see my chosen set there for a second as the menu loads but as soon as DFHack finishes doing its thing it swaps back to the default...
EDIT:: Wait... Wait... I think I found it. Its this "Text will be Text" plugin or such. I turn that off, DFHack has a little hissy then loads it with the tileset I have chosen... WTF is going on?
OK. That explains why it wasn't working then...Hey, question. Why is the tile set returning to a default after it finishes loading DFHack..... I personally HATE that tileset which is default. Heck I hate most tilesets. I see my chosen set there for a second as the menu loads but as soon as DFHack finishes doing its thing it swaps back to the default...
EDIT:: Wait... Wait... I think I found it. Its this "Text will be Text" plugin or such. I turn that off, DFHack has a little hissy then loads it with the tileset I have chosen... WTF is going on?
The main function of Text-Will-Be-Text plugin is to use separate fonts (tilesets) for map tiles and for text. For instance, if you select Phoebus tileset and Obsidian font, you can have Phoebus map tiles, and Obsidian text.
You changed the cap after you already had the babies and children in your fort? It only prevents new births..
You can set the maximum population of your fortress here. Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features. The strict cap also stops fort births. Both caps can be violated by a few special cases, like the arrival of the monarch if you qualify.
[POPULATION_CAP:200]
[STRICT_POPULATION_CAP:220]
This allows you to control the number of babies+children in your fortress. The first number is an absolute cap on the number of babies+children. The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here). The lower number is used as the cap. The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap. Setting either number to zero will disallow pregnancies in the fortress.
[BABY_CHILD_CAP:100:1000]
/shrug Put a suggestion in Toady's suggestion thread, I guess?
Oh, for when you get back from your latest trip. Check out Putnam's metal calculator (http://www.bay12forums.com/smf/index.php?topic=140645.0) if you haven't. Silly useful if you're adding in materials with an eye for realism.I know it, but adding realistic things without gameplay value is a bit against the theme of the mod. I see it more as a strategy game, not as a simulation, but I might consider it as an optional plugin for players that like it. :)
Why would you remove the option to disable aquifiers? :(Aquifers aren't THAT difficult...
Now I can't use this mod!
Why would you remove the option to disable aquifiers? :(
Now I can't use this mod!
Open these in a text editior. Open the “Find and Replace” function of your text editor.
Replace all instances of [AQUIFER] with (AQUIFER)
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER]
Is the misunderstanding here coming from the fact that you cannot build floors on top of a wall? Try to build it and see if it actually ends up on the 'lower level'
how do I spawn a titan or anything that is a creature with spawn-unit because it does not work (I Put in spawn-unit UNICORN last time I did it)You can't, spawnunit is not done yet for 40.24
how do I spawn a titan or anything that is a creature with spawn-unit because it does not work (I Put in spawn-unit UNICORN last time I did it)You can't, spawnunit is not done yet for 40.24
I hope that this isn't sounding impatient or rude, but...Not rude at all.
How is the work going towards the next update? I am really looking forward to the next version of the Humans...
I hope that this isn't sounding impatient or rude, but...Not rude at all.
How is the work going towards the next update? I am really looking forward to the next version of the Humans...
The answer: I have done absolutely no work on MDF what so ever. The reason for that might be that I only have access to a netbook, had no internet for 3 countries, and just spend the last week cycling over 1100km. I'm on a trip from Germany to Japan to Germany by bike atm, see my sig. In one month I will be home and developement will continue. I do have big plans and hope to at least do one update every week, like good dwarven clockwork.
Dont start spreading wrong information. ^^ I havent done anything with the plants in 40.24 yet, there is no harder farming in Masterwork Reborn.Fixed =),i honestly thought it was in already...though it makes sense that its not,with all the new plants
Blank civ-specific tabs are not a bug, more of an work-in-progress. They are not done as for now, nothing you can do about it.
As for the vanilla workshops...Yes, dwarves are mostly "vanillin", but they have a few reactions and workshops added, so it's not as much content as 6.2, although it's fairly solid.
Impossible. There are ~20 new workshops and there is not function in the GUI to disable them yet.Blank civ-specific tabs are not a bug, more of an work-in-progress. They are not done as for now, nothing you can do about it.
As for the vanilla workshops...Yes, dwarves are mostly "vanillin", but they have a few reactions and workshops added, so it's not as much content as 6.2, although it's fairly solid.
By "appears vanilla" i meant the workshops are 100% default none of the reactions/workshops are changed even though i can see the new ones in the RAWs
Hi,Meph is cycling around the world, Smake (orcs) has 2 babies now, IndigoFenix (gnomes) abandoned them, Boltgun (Succubi) is working on the succubi, dilligent as always.
I understand that the last update to Masterwork Reborn was in March. Just curious to know if the work is still going on, with the parts not developed by Meph (other civs, etc), and if they make it available separately as a download.
Also, if yes, where can I track development?
Only..two more weeks...to wait for beloved dwarfiness creation to resume....*heavy breathing*...after several months of you biking...*heavy breathing*...the waiting...Comic sans?Spoiler (click to show/hide)
What tool is used to generate the pre-defined biome maps used by some of the worldgen settings?It was perfect world. What exactly makes you think that my presets were done with something else? Or to ask in a better way: What is it that you want to do?
I'd like to use the desert map but I want to expand the forested area; however, I'm not sure how they were created in the first place?
I thought PerfectWorld could do it but it appears to only generate maps. While I can look at what's preset for the world gen, I can't modify it without simply generating a new map entirely (and then, I guess, painting it manually).
It also seems that attempting to assign a PW generated rainfall map to the worldgen settings crashes the program, but that's for me to hunt down in the PW thread moreso than here.
I'd like to use the desert map but I want to expand the forested area
Until the disease mod and Apothecary is added back into Reborn, there are no diseases in Dwarf Fortress correct? There would be no sense in adding Halflings Disease mod separately (if that's even possible) without the Apothecary anyway to help cure them right? The lack of diseases and harder farming are what is keeping me from switching to reborn as much as I would love to.
It's done. Expwnent released a new version. There will be additions to it for equipment and location, best to write him a PM.
@Meph:
What's the status of "construct-creature" script?
Or any other creature spawning script. I'm looking forward to that specifically.
Who's working on it?
It's done. Expwnent released a new version. There will be additions to it for equipment and location, best to write him a PM.
@Meph:
What's the status of "construct-creature" script?
Or any other creature spawning script. I'm looking forward to that specifically.
Who's working on it?
In 11 days.It's done. Expwnent released a new version. There will be additions to it for equipment and location, best to write him a PM.
@Meph:
What's the status of "construct-creature" script?
Or any other creature spawning script. I'm looking forward to that specifically.
Who's working on it?
Meph, when are you back? When do we get updates on whats happening with MDF?
In 11 days.It's done. Expwnent released a new version. There will be additions to it for equipment and location, best to write him a PM.
@Meph:
What's the status of "construct-creature" script?
Or any other creature spawning script. I'm looking forward to that specifically.
Who's working on it?
Meph, when are you back? When do we get updates on whats happening with MDF?
the updates continue 1st september. because I'm back already, writing from my home pc. muhahah
I am about to resume playing DF, how up to date is this mod with the latest release?The features that have been put into the mod all work just fine. Its not 100% where it was before but that is partially because they are not aiming for all of the previous features to be in this time. Think more quality, less kitchen sink
I am about to resume playing DF, how up to date is this mod with the latest release?
Excuse me? Most of the dwarf mode and kobold mode I made is finished and there are no bugs to my knowledge, neither imbalances, if you can even say that in DF.I am about to resume playing DF, how up to date is this mod with the latest release?
To my grasping, the new release (that's been there since March?) is arguably an early Beta. Its playable, but lots of missing features, bugs, and imbalances. Not unplayable, but not really better compared to the stable version (yet, Meph is working on the new version and hopefully, will remedy a lot of the issues soonish).
I am about to resume playing DF, how up to date is this mod with the latest release?
To my grasping, the new release (that's been there since March?) is arguably an early Beta. Its playable, but lots of missing features, bugs, and imbalances. Not unplayable, but not really better compared to the stable version (yet, Meph is working on the new version and hopefully, will remedy a lot of the issues soonish).
The biggest bug with kobold mode is lack of invasions, but that is not your fault. Can't get glass production happening. :(
Can't make anything beyond leather/bone. Although they seemed to be quite capable of stacking wood very high.
However repeating the job allows you to create infinite metal bars from metal bars.How so? The reagent should be gone afterwards.
Masterwork Reborn v0.06Platinum is not a weapon material.
I processed native platinum ore in the Ore Processor, and then smelted the pure Platinum into Platinum bars, and yet I cannot make Platinum items at the forge. Has Mesterwork Reborn changed the building for this? 'Cuz I could really use a couple of ☼Platinum Warhammer☼ right now...
Masterwork Reborn v0.06Platinum is not a weapon material.
I processed native platinum ore in the Ore Processor, and then smelted the pure Platinum into Platinum bars, and yet I cannot make Platinum items at the forge. Has Mesterwork Reborn changed the building for this? 'Cuz I could really use a couple of ☼Platinum Warhammer☼ right now...
In 11 days.It's done. Expwnent released a new version. There will be additions to it for equipment and location, best to write him a PM.
@Meph:
What's the status of "construct-creature" script?
Or any other creature spawning script. I'm looking forward to that specifically.
Who's working on it?
Meph, when are you back? When do we get updates on whats happening with MDF?
the updates continue 1st september. because I'm back already, writing from my home pc. muhahah
hey quick question but... why are the new civs, like kobold/dwarf mode, have much less content? i can understand why if its due to hardcoding or something, but i still would like to know.I believe mostly because they're not done yet.
hey quick question but... why are the new civs, like kobold/dwarf mode, have much less content? i can understand why if its due to hardcoding or something, but i still would like to know.I believe mostly because they're not done yet.
"cricket... cricket... cricket..."Toady probably posts an update a day after I do something. I have a couchsurfer coming over today, but the weekend might give me enough time to finally start. I think that's the hardest atm. ^^
... Anyone home, I am sure that your are busy getting this and that done Meph... so any news about where you are at on it at the moment? and in other news why do I get the fealing that with in a week or two toady is going to put out a new update after meph posts his?
Having some trouble with Masterwork. A lot of building options are Red, but when using the manager to queue, it works as if i have materials. Just wondering what that's all about.Burrows. It's a know bug that affects all mods. Custom reactions ignore reagents that are stored outside of burrows, regardless of the burrows being active or not.
64bit DF isn't going to change a whole lot, even in terms of vanilla performance.
Previously, Toady has been focusing on content additions to the exclusion of, (and often the detriment to) the engine.
64-bit is completely unrelated to multithreading.Nevets didn't say they were related. He said that perhaps the move to 64-bit indicates that Toady is looking to do some non-content engine upgrades which might include multithreading.
What, the 19 bugfix and performance improvement updates in the 0.40 line don't exist?
Hey all.
I'm still kinda new to Dwarf Fortress, but I've played a lot of Adventure Mode and have it down pretty well. Do my mod launcher settings have any impact on Adventure Mode? Any big changes to AM or does this mod just focus on Fortress Mode?
I'm a horrible person for delaying this so long
Look here meph, if you don't get to work soon I'm going to demand my money back. I deserve free entertainment!! :-PWell if ToadyOne really is less than a month out from a release, it might be worth just waiting for that.
I m embark near NecroTower and i have Goblins in NEIGHBORS. Well now i have ~100 Beards and over 500000 treasury, 2 years have passed. And no Thieves,no Snatchers, no ambushes, no sieges, (INVADERS ARE ON). Are FUN never come?
Well it sounds like Meph is going to be on the road for a while, even if it does launch relatively soon.I'm at home. I already bought the good laptop to mod on the next tour. That's no issue. I just got other stuff to do atm, for the next 3 weeks. Moving house.
My Linux version is here: http://dffd.bay12games.com/file.php?id=11174 (http://dffd.bay12games.com/file.php?id=11174)DGWhats so anoying!
Masterwork Reborn v0.06
latest git of dfhack (including a working stonesense)
latest git of Dwarf Therapist
latest git of Isoworld (not dfhack-included version; compiled myself)
soundSense added the old stoneSense.sh script
I know that this is a bit (alot) off topic but Meph damn boy I finally clicked your website in your sig and damn I am surprised that you have had time to do any gameplaying much less making at least a good portion of this mod if it can be really called that since it might be more of an complete overhaul of the game.That's why I'm not having so much time atm, I just came back from that last trip 2 months ago and the next one starts in a week from now. ;)
Try this http://dffd.bay12games.com/download.php?id=11174&f=MasterworkRebornv0.06.tar.bz2 (http://dffd.bay12games.com/download.php?id=11174&f=MasterworkRebornv0.06.tar.bz2)
42.03v??42.03 just came out. Have some patience.
Yeah, i just cant wait.No worries. I'm waiting for dfhack myself.
Im pure fangirling this game sometimes, like those times you get into those places in the forums and your like, God i love this game.
Me as well, god the necessities we have, holy. i actually wrote that without thinking what i was typing.Yeah, i just cant wait.No worries. I'm waiting for dfhack myself.
Im pure fangirling this game sometimes, like those times you get into those places in the forums and your like, God i love this game.
Dont tell me. I know how many utilities and scripts I require. Next time I wont build so many dependencies into the mod.
Ye gods... Completely compatible, without any problems whatsoever?Call it luck ;)
How can it be?
Ye gods... Completely compatible, without any problems whatsoever?
How can it be?
If you use advanced worldgen, you can turn up the number of civs to a genuinely silly extent, you get some social darwinism, and then lots of civs survive.Easiest way is to gen a world and instantly stop worldgen. With only 1-10 years of history, the chance that any civ dies out is minimal.
On Reborn I'm having game crashes on starting adventure mode,
with a gnome-selected civilization.
With a succubus outsider the game starts, but it's 1 frame every 2 minutes.
Could it be because the world is > 500 years old ?
In DF MW everything seems fine...
EDIT: after 5 minutes of exploring the game went to 10 FPS also in DF MW (adventure mode) then crashed.
I'm curious, Boltgun, what is causing the crashes? one of the fort-mode succubi/gnome scripts?
Let me know if I can help testing stuff,Nobody else did an update for this mod in a year, so do you want to do that? :P
it seems that I'm really good in doing things nobody else does.
I like that the art of necromancy is some lost, forbidden art that only a few hermits can learn about from ancient tablets or books.ok, not natural-born necromancers, but how about mutated dwarves? 3 arms anyone?
But iirc you can also train a dwarf to become a Lich, at least in the non-reborn version.
Great effort! =) Thanks to developers!Apart from uploading a safe with a repeatable crash, sadly no. Since Today does not give access to code, it is pure guesswork, why things crash or not.
Are there any recommendations/recipies/prophylaxis which might help better avoid crashes in long run?
I get a stable crash when traders come, with a savegame near the crash - trying to avoid it, but cannot... ((
MW seems to be dying... last update was nearly this time last yearIt is inactive, but not for much longer. My RL was super stressful the last... well, 1.5 years? But I'll go back to how things were before in about 3 weeks. Just have to survive Bangladesh and Northern India
MW seems to be dying... last update was nearly this time last yearIt is inactive, but not for much longer. My RL was super stressful the last... well, 1.5 years? But I'll go back to how things were before in about 3 weeks. Just have to survive Bangladesh and Northern India
North Korea when?Last year.
The succubi supplied are barebones, but there is an update available :
- Grab this (https://github.com/Devduweb/DF-succubus/releases/download/fooccubus-12.1/succubus-masterwork-12-1.7z)
- And this (https://github.com/DFHack/dfhack/releases/download/0.40.24-r3/dfhack-0.40.24-r3-Windows.7z)
- Unzip both in the 'Dwarf Fortress' subfolder, overwriting what's needed.
Not all buildings will be in but that'll change as soon as Meph update MDF again.
do you think of making this compatible with grimlockes weaponry?I did ask Grimlock before, he agreed to include it into the mod. Its one of the things I want to do when I continue working on this.
do you think of making this compatible with grimlockes weaponry?I did ask Grimlock before, he agreed to include it into the mod. Its one of the things I want to do when I continue working on this.
Yes, it will be. I just got back today.
dfhack.run_script('add-thought','-thought','the soothing of an auspistice','-emotion','FONDNESS','-severity',50,'-unit',unit.id)
inorganic_thoughts_troll
[OBJECT:INORGANIC]
[INORGANIC:FORTBENT_THOUGHTS]
[STATE_NAME:ALL:feelings]
[SYNDROME]
[SYN_NAME:arguing with a kismesis]
[SYNDROME]
[SYN_NAME:the soothing of an auspistice]
[SYNDROME]
[SYN_NAME:a feelings jam with the moirail]
[SYNDROME]
[SYN_NAME:auspiticizing]
Speaking of the GUI, any change you'll be adding support for different tilesets to have their own TWBT overrides?That would be a lot of work considering the amount of tiles I'd have to do.
Speaking of the GUI, any change you'll be adding support for different tilesets to have their own TWBT overrides?That would be a lot of work considering the amount of tiles I'd have to do.
So are the races in the current version mainly feature complete? I Really want use the amazingness of Masterwork but with the additions that come with the newer df version.im not 100% sure? i think some of them have implimented features, but not sure which.
i assume there is some progress on reborn? sorry if im being a bit needy, but, you said you were gonna start working, and im just curious if you have, or if another temporary setback has befallen you. maybe a progress report or something would be neat.
How pretty is pretty in that case? :Pi assume there is some progress on reborn? sorry if im being a bit needy, but, you said you were gonna start working, and im just curious if you have, or if another temporary setback has befallen you. maybe a progress report or something would be neat.
I'm pretty sure it is not being worked on, yet.
Look meph, I feel that your work on this free entertainment product is severely lacking and I am going to demand a refund if you don't start cracking the whip! /sarcasmIt's free? Damn. No one told me.
is free for me. :PLook meph, I feel that your work on this free entertainment product is severely lacking and I am going to demand a refund if you don't start cracking the whip! /sarcasmIt's free? Damn. No one told me.
I'll deinstall VB and dreamweaver and beyond compare and photoshop at once.
Just saying, for those that might or might not want an update: I did a bit here and there and all raws are updated to the newest DF version. Still getting issues with TWBT/Dfhack and the GUI requires an update, but overall its working.
Im sorry, I cant hold it anymore.... I CANT PLAY DF WITHOUT MW!Friday.
Oh yeah sorry for that, I'm looking very much forward to be playing the new DF versions with MW! :)
Just saying, for those that might or might not want an update: I did a bit here and there and all raws are updated to the newest DF version. Still getting issues with TWBT/Dfhack and the GUI requires an update, but overall its working.
Im sorry, I cant hold it anymore.... I CANT PLAY DF WITHOUT MW!Friday.
Oh yeah sorry for that, I'm looking very much forward to be playing the new DF versions with MW! :)
I'll do a release on friday.
Currently TWBT automaterial/resume/mousequery plugins still cause crashes and I want some more options in the GUI.
Note he didn't say which Friday...Friday 6th May 2016.
Please, do stress me. I'm not sure you can stress me, but by all means, please try. :P (Thanks :) )Just saying, for those that might or might not want an update: I did a bit here and there and all raws are updated to the newest DF version. Still getting issues with TWBT/Dfhack and the GUI requires an update, but overall its working.
Waiting patiently, so as Molay and i think many others. :D I only dont write much because i dont want to stress you. ;) But if you want a reaction, here, I WANT IT NOOOW! :P
Note he didn't say which Friday...Friday 6th May 2016.
Guilds are in, but the new dfhack doesnt allow the same functionality that the old one did with with truetransform. I can make a guildhall, but it ignores genders. :/
Edit: Fixed that by using reaction categories. Just made a female and a male reaction each, but the player has to micromanage that and can abuse it to gender-switch his dwarves.
On a sidenote, reaction categories and descriptions are NICE!. Like, seriously, NICE.
On a sidenote, reaction categories and descriptions are NICE!. Like, seriously, NICE.As a player, this is one of the most welcome additions: actually being able to know exactly (or roughly) what a reaction does, so I don't have to experiment to figure it out.
Guilds are in, but the new dfhack doesnt allow the same functionality that the old one did with with truetransform. I can make a guildhall, but it ignores genders. :/
Edit: Fixed that by using reaction categories. Just made a female and a male reaction each, but the player has to micromanage that and can abuse it to gender-switch his dwarves.
On a sidenote, reaction categories and descriptions are NICE!. Like, seriously, NICE.
For me it means less work on a manual, yeah, but now I'm 1323 custom reactions that need a description. :DOn a sidenote, reaction categories and descriptions are NICE!. Like, seriously, NICE.As a player, this is one of the most welcome additions: actually being able to know exactly (or roughly) what a reaction does, so I don't have to experiment to figure it out.
New update to Masterwork Reborn? With all the some things added after the original MWDF? Like giant trees? This friday?
So, here comes my university assignment :V I guess I'll have to improvise, because one thing is sure - I'm going to disappear from the world like 20 minutes after you'll post it :D
I just hope it will be as awesome as I imagine it.
It seems a bit weird to have two completely different game mechanics that both happen to be writing scripts for libraries.To change my old system, I'd first have to see a vanilla library first. I have no idea how they work. Same with all the new labors/skills related to scholars. They seem a bit less accessable than the other skills.
I saw the quires, book binding, etc reactions. Apparently books require written-upon quires, but there is no reaction to write on them. I assume that scholars do that randomly, in worldgen, etc?scholars assigned to a library will sometimes write on a quire or copy an existing book to a new quire. What they write depends on their interests and skills
Upon entering the "Generate a [advanced] new world" (both modes) the game crashes. I had some Fortress defense races selected when that happened. After deselecting all Fortress Defense races, the crash does not occur again.I see. The entity files are still on 40.24, I did not update them to 42.06. I'm on it.
Can provide the entire folder as it was when the crash was occuring if you need it to reproduce the error.
http://www.filedropper.com/crashwhenenteringadvancednewworldgeneration
Can you use Fortress Defense races without a crash and generate a new world?
(Crashes when finalizing entities)
When only selecting stranglers it works. When only selecting white tigermen it crashes.
I suppose more races could be affected.
Do all civilizations send guests to your locations? Could I even get necromancer visitors....? That's really scary stuff! Perhaps there's something in the raws that allows races to visit other race's locations, if so, it should probably be removed for certain races, like kill-everything werebeasts that enrage, or necromancers that raise the dead, things like that.That might be their LARGE_PREDATOR token... I
Its one of the reasons I restart the mod, to avoid feature-creep.
I'll think about it. Althought the blood/bone related metals would be much more suited to Succubi, Necromancers, maybe Orc Shamans... but not dwarves (?). Its one of the reasons I restart the mod, to avoid feature-creep.
How do i change the tileset?The game uses two tilesets, one for graphics one for text. You probably changed the graphic one, but were still in the menu.
I set it to ascii but it didn't change.
Thanks famzilla.How do i change the tileset?The game uses two tilesets, one for graphics one for text. You probably changed the graphic one, but were still in the menu.
I set it to ascii but it didn't change.
In the GUI you have "tileset" for the graphical one, and "TWBT" for the text one. Change both, try again. :)
QuoteDo all civilizations send guests to your locations? Could I even get necromancer visitors....? That's really scary stuff! Perhaps there's something in the raws that allows races to visit other race's locations, if so, it should probably be removed for certain races, like kill-everything werebeasts that enrage, or necromancers that raise the dead, things like that.That might be their LARGE_PREDATOR token... I
'll have to ask around, I'm unsure about visitors, libraries and taverns myself. Remember, I've been away for a while. ;)
Bloodsteel, Ironbone, Bloodwine... got it.
Silver => Mithril too easy. got it too.
I'll think about it. Althought the blood/bone related metals would be much more suited to Succubi, Necromancers, maybe Orc Shamans... but not dwarves (?). Its one of the reasons I restart the mod, to avoid feature-creep.
I feel the same. The little things like that are what I loved about MWDF. The unnesecary things simplified. When your dwarves March home covered in blood and you can only tell whose it isn't by the injuries. :)Spoiler (click to show/hide)
Found some stuff while fooling around with MW. Not sure if they're bugs, intended, or something else. I'm just curious.
A, B, C, D: Are yarn, silk, blood and cheese going to be standardized?
E: I can't seem to get their name and price to not overlap. Not a huge deal since it's just the embark screen. I changed the fonts and it still overlap.
A, B, C, D: Are yarn, silk, blood and cheese going to be standardized?yes
E: I can't seem to get their name and price to not overlap. Not a huge deal since it's just the embark screen. I changed the fonts and it still overlap.Use TTF, I cant do anything else, its just the long names.
F: There doesn't seem to be any SpaceFox dwarf graphics for SpaceFox tileset. It just uses Pheobus. Other tileset, like Ironhand and MayDay, has their own dwarf graphics.I can do tileset-specific creature sprites, but atm it wasnt a high priotity. Once I add GemSet, it will be.
how was the bike trip this time?2 bike trips. :) First was awesome, the second one a bit strange because I flew a lot and rode a folding bike. but my country-counter went up from 117 to 141, so I'm pretty happy with it. :)
What if there was a way to extract that iron and use blood to start an iron industry?If you want to use a quadrillion-zillion liters of blood to make one iron bar, yes.
My Mithril Swords are pretty badass, they should be harder to make for surenoted.
I've ran into another "issue" of sorts when designing my military, the uniforms specifically.I had that issue in the old mod too, but a user fixed it. I might do that too, but it will make it harder for the launcher to toggle that.
I've noticed that upon selecting the (M)aterial for my equipment, notably cloak but applicable to all armor, there is a huge amount of non-generic leather, silk, yarn and stuff like that. There's so much of it that I can't even find the improved leather (can't remember the name now; the one you upgrade with tallow in the tanner's!) in the list, as it's ungodly long and it must be somewhere in the middle, so I have to stick to either normal leather for now, or let the dwarves pick for themselves.
Are brownie miners able to use picks? I've made a few picks for a couple I picked up from a caravan and they don't go mining.They can only fish. They are part of the Mythical Monsters Mod, I almost took them out because they might cause confusion, considering their description.
So... when can we (the same bug as Molay) expect a fixed version? You know, the part with Fortress Defense races. I really liked them in the "old" Masterwork, so now I can't start the game as I would have to start it again after the fix :PI'll fix the embark points script, its just not added to the dfhack-init. Thats it, simple thing.
I also noticed a bug with the option to modify the number of embark points. By "the bug" I mean that it doesn't work. I prefer to give myself much more points for a better preparation (sorry for being a filthy casual), and no matter what I choose, I get the basic 1274 points.
I'll fix the embark points script, its just not added to the dfhack-init. Thats it, simple thing.
Fortress Defense is fixed in my dev-version, but you have to wait till friday like everyone else. ;)
You mean because I cant upload a tiny hotfix for you to copy+paste into your objects folder?QuoteI'll fix the embark points script, its just not added to the dfhack-init. Thats it, simple thing.
Fortress Defense is fixed in my dev-version, but you have to wait till friday like everyone else. ;)
First part - yay!
Second part - ... looks like I'll manage to write this assignment after all :V See you next friday.
You mean because I cant upload a tiny hotfix for you to copy+paste into your objects folder?QuoteI'll fix the embark points script, its just not added to the dfhack-init. Thats it, simple thing.
Fortress Defense is fixed in my dev-version, but you have to wait till friday like everyone else. ;)
First part - yay!
Second part - ... looks like I'll manage to write this assignment after all :V See you next friday.
https://www.dropbox.com/s/zb4xst0yid4k5oo/objects.rar?dl=0 (https://www.dropbox.com/s/zb4xst0yid4k5oo/objects.rar?dl=0)
You mean because I cant upload a tiny hotfix for you to copy+paste into your objects folder?... Well, damn it. I have written one page of my assignment, so I deserve a reward, right? :V God bless you, kind man.
https://www.dropbox.com/s/zb4xst0yid4k5oo/objects.rar?dl=0
thats already fixed in my dev version. 4 tooltips were wrong, copy paste mistake.Nice.
I found a glitch, Kobolds cannot embark with any sort of animal, making sustainable villages in places with scary monsters and or birds impossible due to lack of meat. Theoretically you can still survive without them, but when the camp gets too big, you reach a point where you can no longer sustain yourself off hunting.also fixed.
if you open raw/scripts/addpettociv.lua and add these lines at the end, they should have pets: insertPet("KOBOLD","SHALSWAR","MALE")
insertPet("KOBOLD","SHALSWAR","FEMALE")
insertPet("KOBOLD","RAT_KOBOLD","MALE")
insertPet("KOBOLD","RAT_KOBOLD","FEMALE")
insertPet("KOBOLD","SPIDER_CAVE_GIANT","MALE")
insertPet("KOBOLD","SPIDER_CAVE_GIANT","FEMALE")
insertPet("KOBOLD","HELMET_SNAKE","MALE")
insertPet("KOBOLD","HELMET_SNAKE","FEMALE")
insertPet("KOBOLD","GIANT_BARK_SCORPION","MALE")
insertPet("KOBOLD","GIANT_BARK_SCORPION","FEMALE")
That is new. Can you send me a save?Quotethats already fixed in my dev version. 4 tooltips were wrong, copy paste mistake.Nice.
Okay, I found the cause of my earlier "worker union going on permanent strike" problem. It looks like the reason for it is having all three civs (succubi, kobolds and dwarfs) marked as active for Fortress mod. When I have it like that, the dwarf refuse to do any work beside the "automatic ones" like fish and pickup equipment.
Ok, now I am at loss. I've send it to you... and now the bug is back, even though the civs are deactivated. So I am no longer sure if it's caused by that. ;_; I hope you'll find out the reason.to be honest, I think its a user error... do they have the correct skills enabled?
My entire game. The currently bugged one is save 2 (Volaldatur). Volaliger was bugged too, but it got repaired after I relaunched the game after deactivating succubi and kobolds as playable races.Deactivating or activating races does not influence already saved games. Only newly genned worlds.
Yeah, now I know, I mean, once it works, once not.The save you send me was not a save, but your entire 155mb MasterworkDF folder. It has two saves included. Region3, the one I should look at, is possessed by a preta. A ghost that possesses a host, when the host is killed, might possess another host.
Well, I looked into all the obvious reasons. Necessary jobs enabled. Eh, I guess I'll have to bear with it ;_;
I've send entire game in case there was something wrong not with my save, but with my game :P And you were suppose to take a look at save 2 :V
Hi Meph. Love the mod!
I'm having a problem with the latest release, though. When I try to enable any of the fortress defense races, the game crashes when loading the world creation interface. Game works fine without any of them enabled, though.
Hey Meph, what ISP do you use? You're always on the move, what kid of data plan do you have?Whats an ISP? And I dont have a data plan.
-towers-I let IndigoFenix know, its part of his mod.
Internet Service ProviderHey Meph, what ISP do you use? You're always on the move, what kid of data plan do you have?Whats an ISP? And I dont have a data plan.
I'm wondering if the children cap is working as intended. It's set to 10:20 (default) in masterwork. In my current fort I do however have 34 kids and 43 adults; so like 40% kids? That doesn't sound right. No babies are being born though; they are all damn migrants... You know, when that cheesemaker lady comes along and brings her 5 succesful dwarven sons along!
I'm wondering if the children cap is working as intended. It's set to 10:20 (default) in masterwork. In my current fort I do however have 34 kids and 43 adults; so like 40% kids? That doesn't sound right. No babies are being born though; they are all damn migrants... You know, when that cheesemaker lady comes along and brings her 5 succesful dwarven sons along!
Caps never applied to incoming migrants. You can set it to 0:0 and still get kids and rarely babies. They won't be born, though.
Also, that is vanilla functionality. Nothing you can change in the *.ini is specific to any mod. Well, I suppose TWBT uses custom print mode options.
Hi meph.You did nothing wrong.
Thanks for all your work, you are a gentleman and a scholar. I found your fix for the excluded animals on kobold embark, but I think weapons are possibly excluded too. Maybe I'm doing something wrong?
Hi meph.You did nothing wrong.
Thanks for all your work, you are a gentleman and a scholar. I found your fix for the excluded animals on kobold embark, but I think weapons are possibly excluded too. Maybe I'm doing something wrong?
Kobolds have no access to metals, and therefore no access to weapons. You have to make your own, from horn or bone.
Hi meph.You did nothing wrong.
Thanks for all your work, you are a gentleman and a scholar. I found your fix for the excluded animals on kobold embark, but I think weapons are possibly excluded too. Maybe I'm doing something wrong?
Kobolds have no access to metals, and therefore no access to weapons. You have to make your own, from horn or bone.
You need to regen to actually change settingsYou mean regen the world? I've tried that already my dude
You need to regen to actually change settingsYou mean regen the world? I've tried that already my dude
Maybe Soundsense should be included in the next update pack. It's working for 42.06 nowSoundsense is included, I just forgot the link in the UI ^^.
I cannot get Kobold embark to work at all. In fact, I've had a huge disconnect with the settings section and what happens in the game. Even when I disable Dwarves in the settings window, I can still only embark using Dwarf civs, and even when I disable succubuses completely, they still seem to appear in the world and be playable in adventure mode. What gives?You open the GUI, make the changes, then start DF. If you want to change any setting, you need to close DF first, do the change, open DF again.
Ok, I know that it's probably a public knowledge but I visit the forum only when I want to see a mod description/I have some bugs, so I don't know... how do you make this lists of people living in the world?
Ok, I know that it's probably a public knowledge but I visit the forum only when I want to see a mod description/I have some bugs, so I don't know... how do you make this lists of people living in the world?When you finished genning a world, and before you leave the worldgen, look at the bottom of the screen. One of the hotkeys mentioned there is P for export-world data. It can then be found in your dwarf fortress folder.
I've done this, but I seem to have a huge disconnect between the GUI and the actual game. Any options that have to do with the civs/creatures are not applied at all :(I cannot get Kobold embark to work at all. In fact, I've had a huge disconnect with the settings section and what happens in the game. Even when I disable Dwarves in the settings window, I can still only embark using Dwarf civs, and even when I disable succubuses completely, they still seem to appear in the world and be playable in adventure mode. What gives?You open the GUI, make the changes, then start DF. If you want to change any setting, you need to close DF first, do the change, open DF again.
Hate to say it, but thats not possible. The code behind it is the same as always; nothing changed on the civ tab.I've done this, but I seem to have a huge disconnect between the GUI and the actual game. Any options that have to do with the civs/creatures are not applied at all :(I cannot get Kobold embark to work at all. In fact, I've had a huge disconnect with the settings section and what happens in the game. Even when I disable Dwarves in the settings window, I can still only embark using Dwarf civs, and even when I disable succubuses completely, they still seem to appear in the world and be playable in adventure mode. What gives?You open the GUI, make the changes, then start DF. If you want to change any setting, you need to close DF first, do the change, open DF again.
Label: Aquifers
Tooltip: Disables Aquifers
Label: "Enable Aquifers"
Tooltip: "Enables Aquifers"
Whatever happened to smoothing rough wood and planks?Nothing yet. The mod is new, I cant just copy+pasty everything from the 34.11 version. I wish I could.
Quick question. What is a Preta and how do I deal with it? I've done some searching on the web and haven't come up with much for the context of Masterwork. I'm losing a lot of dwarves to Preta possession and the resultant killings, and wonder how I can go about solving that.
Btw thanks for your awesome mod Meph!
Try searching "preta" in the thread, it's come up a lot
It may have been in another thread? At least, it's by far the largest complaint. It's from IndigoFenix's mod here (http://www.bay12forums.com/smf/index.php?topic=155054.0), there's discussion near the tail end of that thread.
Curious Meph. Will Teas and Juices make a comback for the kobolds as an alternate drink source to water, and that cursed, tipsy brain making dwarven brew?Teas require water to be made, so its not really an alternative, but I can try getting juices going, once I make a list of available fruits.
Orthogonal access? I think buildings still can't be built diagonally.It's weird. I've seen buildings built diagonally, but only when there is also orthogonal access.
Ok well, I have downloaded and re-downloaded the game and genned and re-genned worlds and I cannot get the ability to embark with kobolds at all.Did you try turning off dwarves/succubi? And if that didnt help, did you turn off skulking for kobolds? Skulking makes a civ hidden.
Detected spatter add reactions - enabling plugin.
The plugin is disabled.
Autonestbox stopped.
Loading script at PyLNP_dfhack_onLoad.init
Error loading script
((repeat previous four lines))
Seems hunting doesnt accept any ranged weapons, but only crossbows. I can add tiny crossbows to kobolds, but hontestly, who uses hunting labor to hunt? You send out your military to kill animals.
I have been hunting with bows so perhaps blowguns are not working.Stupid question, but how do you give them armor? I thought enabling hunting labor has its own uniform and they drop every military gear?
Ps I give my hunters armor and let them do their job, instant outdoor security.
dfhack stuff is harmless, leftover from PeridexisErrants StarterPack. I copied the dfhack from there, because he had it set up already, but I did not include his commands for the PyLNP, since I have my own UI.
One reaction takes Worthless-rock-only, the other takes any block. An oversight.
What do you mean with "details" for the stonecrafters shop?
Quire? Wow, that was a faulty find and replace... I fixed it, thanks. Several other reactions had a quire for no reason.
Bone reactions will be added.
Tailor size: Cant be done, I cant determine size anywhere in the raws.
Both of these things are hardcoded and not accessable through modding, nor available for custom reactions. The bone reactions have it, because you add a tag to items, enabling them in vanilla workshops. But I cant do that with clothing.One reaction takes Worthless-rock-only, the other takes any block. An oversight.
What do you mean with "details" for the stonecrafters shop?
Quire? Wow, that was a faulty find and replace... I fixed it, thanks. Several other reactions had a quire for no reason.
Bone reactions will be added.
Tailor size: Cant be done, I cant determine size anywhere in the raws.The details option in the stonecrafters shop so you can specify what kind of blocks they should use for the reactions.Spoiler (click to show/hide)What's the different between the bone leggings reaction that you added that can specify size and the armor set reactions from the tailors workshop that cannot specify size? Is it some kind of 'wearable' tag? Maybe if something is marked as wearable, the game automatically allows you to specify size. Though, that might not be possible for reactions producing multiples outcome.Spoiler (click to show/hide)
JUst wanna ask. Been laying out Traps for my Kobold fort, and I'm severely missing some of the old favourites. Will be at all see the return of the Totemhammer traps and Shrapnel traps for Kobolds?Maybe. I can certainly add them, only takes a minute. But are they truly that unique, interesting?
Maybe. I can certainly add them, only takes a minute. But are they truly that unique, interesting?
JUst wanna ask. Been laying out Traps for my Kobold fort, and I'm severely missing some of the old favourites. Will be at all see the return of the Totemhammer traps and Shrapnel traps for Kobolds?Maybe. I can certainly add them, only takes a minute. But are they truly that unique, interesting?[/quote]
Has anyone been receiving Caravans or visitors to your tavern in Kobold mode? I have gotten the representative showing up three times so far and asking me about what I want, and telling me his aunt became Chief after the last one was assassinated, etc, but I haven't gotten any caravans or visitors to my taverns(Though the latter may be because I have only had it set up just this winter.)If your civ is dead, it might not send caravans, and the fact that kobolds are skulking might interfere.
If caravans do not arrive it would be more difficult for people who forget to bring fireproof materials, and the lack of adventurers ruins my idea of a foreign legion. Also of note is that the Nagas are apparently on friendly terms with me, but I have yet to receive trade caravans from them as well, but I assume that is because they are not fully implemented yet, or they do not trade anything.
Edit:Fixed broken English because I was tired and didn't look over it a second time.
Edit 2: This lack of a caravan is starting to be annoying, I have 600-ish fish and 480-ish eggs because rivers are amazing and helmet snakes can lay up to 30 eggs each, and I cannot trade these goods for furs, weapons, cloth, seeds, or gypsum for my hosital. I have an excess of goods and no one to buy them, the Kea women stealing the stacks of lavish roasts don't even annoy me any more, I might as well run a soup kitchen for the wildlife, because my 3 story granary is overflowing.
I have been hunting with bows so perhaps blowguns are not working.Stupid question, but how do you give them armor? I thought enabling hunting labor has its own uniform and they drop every military gear?
Ps I give my hunters armor and let them do their job, instant outdoor security.
I'll add bows to kobolds for hunting. :)
If your civ is dead, it might not send caravans, and the fact that kobolds are skulking might interfere.Well the civ was alive from the start, it took like 6 years and now I think they might be dead because I got my last migrant wave at year 5. It's a young world, only about 25ish years I think, but I am gonna make a new world at year 10ish and see if it is just a problem with the world. Thanks for the response.
before you do, disable skulking, please.If your civ is dead, it might not send caravans, and the fact that kobolds are skulking might interfere.Well the civ was alive from the start, it took like 6 years and now I think they might be dead because I got my last migrant wave at year 5. It's a young world, only about 25ish years I think, but I am gonna make a new world at year 10ish and see if it is just a problem with the world. Thanks for the response.
I got an issue i cant create a new map every time i create a map with new invader it crashes!Thanks for the report. That happens with the fortress defense invaders. I fixed it and will release a new version in... well, a couple of hours. :)
Thx
change-log?http://www.bay12forums.com/smf/index.php?topic=158107.0
Hey Mpeh, not sure if this is a bug or not, but every time I start Masterwork, I get three errors about DFHack plugins, and then when I try to gen a world it crashes. What's wrong with it?Could you please post the three errors about dfhack plugins?
Did you somehow copy or extract the new mod into an existing installation of an older version?
Because dfusion, vshook and misery are all plugins that old. They are not even included in the current mod. They cause the crashes, yes, but I have no idea where you got these plugins from.
Oh... When I install a new version, I just extract it into the existing file, where the game is saved. I'm not supposed to do that >_>? Whoops...I'd imagine this were doable for old versions but this is a new release specifically for a new version of dwarf fortress - you're mixing in mods/tools that are for an older version of DF.
Any logs I could upload to help find the errors causing my crashes? I get extremely frequent errors in dfHack's terminal, but never as a result of using commands - I only use fastdwarf on occasion, and deramp for rivers.If you are getting a spurt of red text about tesb-tribute.lua indexing a nil value, that error is annoying but harmless. I've found the root cause and will have a fix out well before Meph issues his next version. For other issues, look for a file named errorlog.txt which would have any errors generated by Dwarf Fortress itself (such as invalid raws). The file stderr.log will have a lot of logging information from DFHack's most recent session.
Did you somehow copy or extract the new mod into an existing installation of an older version?
Because dfusion, vshook and misery are all plugins that old. They are not even included in the current mod. They cause the crashes, yes, but I have no idea where you got these plugins from.
Oh... When I install a new version, I just extract it into the existing file, where the game is saved. I'm not supposed to do that >_>? Whoops...
Any logs I could upload to help find the errors causing my crashes? I get extremely frequent errors in dfHack's terminal, but never as a result of using commands - I only use fastdwarf on occasion, and deramp for rivers.If you are getting a spurt of red text about tesb-tribute.lua indexing a nil value, that error is annoying but harmless. I've found the root cause and will have a fix out well before Meph issues his next version. For other issues, look for a file named errorlog.txt which would have any errors generated by Dwarf Fortress itself (such as invalid raws). The file stderr.log will have a lot of logging information from DFHack's most recent session.
Apparently the last thing in the gamelog is that I hit amethyst. Any other files I could check for errors anywhere? They all end abruptly at weird points with no helpful information anywhere.Hit amethyst, or Hit HIDDEN amethyst?
One more question. Did you remove the manual in the new download? because it's not there when I click the file...Yes, I havent written one for the new mod yet.
Normal amethyst. I've encountered hidden gems before and had no problems. Are there any problems with Hidden Amethyst?Apparently the last thing in the gamelog is that I hit amethyst. Any other files I could check for errors anywhere? They all end abruptly at weird points with no helpful information anywhere.Hit amethyst, or Hit HIDDEN amethyst?One more question. Did you remove the manual in the new download? because it's not there when I click the file...Yes, I havent written one for the new mod yet.
I dont know.Yeah. I had started mining in one save - but was sticking to veins instead of layer stone. The game crashed as I found amethyst while mining a vein. Is there anything I can do to help you figure out the crashes? I could play another game up until it crashes and get as much info as I can. I really want to be able to play.
I had 1 crash after an awakened dacite was spawned, and you are the second person to report crashes as well.
Well, you can quicksave a lot, and find a save that crashes reliably a few seconds later. I can then use that to test all kinds of stuff, narrowing down on the thing that crashes.I dont know.Yeah. I had started mining in one save - but was sticking to veins instead of layer stone. The game crashed as I found amethyst while mining a vein. Is there anything I can do to help you figure out the crashes? I could play another game up until it crashes and get as much info as I can. I really want to be able to play.
I had 1 crash after an awakened dacite was spawned, and you are the second person to report crashes as well.
Love this mod. Thanks for all the hard work.Yes, they will come back 8)
Any chance of 'harder farming' and 'harder mining' making a comeback? I always really enjoyed the race against the clock to make the farms produce enough food underground before the provisions run out. Especially in embarks with no natural mud underground.
I've yet to give it a test, but how does the Leather Mod affect Jack Rats for kobolds? Do they give significantly less leather now than they used to since they are relatively small creatures?Jack rats shouldnt be that small. Both the leather mod and jack rats are ported from the old mod, so its the same as always.
I've yet to give it a test, but how does the Leather Mod affect Jack Rats for kobolds? Do they give significantly less leather now than they used to since they are relatively small creatures?Jack rats shouldnt be that small. Both the leather mod and jack rats are ported from the old mod, so its the same as always.
I sold an Awakened Marble that was in a cage and my Broker literally burst into flames. Bug? Intentional? I laughed really hard regardless.?
I sold an Awakened Marble that was in a cage and my Broker literally burst into flames. Bug? Intentional? I laughed really hard regardless.That's not the intended behavior... unless it was an Awakened Marble Magma. Those are on fire.
Uh, no. No save from before.I sold an Awakened Marble that was in a cage and my Broker literally burst into flames. Bug? Intentional? I laughed really hard regardless.?
I was under the impression that dwarves take selling an "awakened marble cage" literally, and only carry the cage to the broker to sell it. Did that change, can you sell pets now?
Do you have a save from before?
That's not the intended behavior... unless it was an Awakened Marble Magma. Those are on fire.Negatory. Normal Awakened Marble. Oddly the fire didn't spread to the wooden trade depot or the grass or anything. the Marble just kind of detonated instantly and took my trader with him, and then I watched the fire die down. No animals freaked out, no traders fled - They temporarily abandoned all their goods and I thought I was just watching a blazing inferno and then it just went out after about 20 seconds.
I have the Earth Fights Back mod disabled, but I'm still on a world with all the relevant gems and spawning stuff - I still get Wyrms and Awakened Stone. There's an Awakened Marble on my 'Missing' tab and his name is rapidly glowing red/yellow.
Not sure if this is something you addressed Meph, but I'm Not sure if all the random Creatures Mats are being Standardized. In Kobold embark menu, I can buy trap lamb wool gloves, and teachereye behemoth spider gloves, and such thingsOf course they are not. ^^ I standardized all creatures in the MasterworkDF mod. The random creatures are part of another mod, "Knight Otus Random Raws".
Alright, I'm having no idea whats going on in my current game. I'm not even through my first game, and I've had to pull up a seasonal autosave three times already for my kobold fort. I'm going at 0.25x speed so I can get a good feel for the new stuff, and every summer, a few months in a get a crash. I thought at first it was something to do with random creatures mod, and that I would just need to keep re-rolling basically, but the last crash happened while I was in the middle of the menu Screen. Dfhack is not showing anything different, though I'm getting alot of passive lua errors, though I'm assuming at this point alot of folks are right nowDo you have any saves from before the crash? It really sounds like some dfhack is throwing crashes around, bets are on either TESB or TWBT.
Alright, I'm having no idea whats going on in my current game. I'm not even through my first game, and I've had to pull up a seasonal autosave three times already for my kobold fort. I'm going at 0.25x speed so I can get a good feel for the new stuff, and every summer, a few months in a get a crash. I thought at first it was something to do with random creatures mod, and that I would just need to keep re-rolling basically, but the last crash happened while I was in the middle of the menu Screen. Dfhack is not showing anything different, though I'm getting alot of passive lua errors, though I'm assuming at this point alot of folks are right nowDo you have any saves from before the crash? It really sounds like some dfhack is throwing crashes around, bets are on either TESB or TWBT.
For me it’s not that interesting anymore, since I have done a lot of changes on the mod since then, I rather test-play current versions. :/
Thought I'd note this down here because it might be an unintended interaction: Playing adventure mode as a Succubus I managed to acquire 2 slabs that are supposed to grant a couple of the *-mancers mod secrets (Pyromancy and Tyromancy) but when I read them nothing happens. I did a bit of investigating and testing and I think it's down to the fact the *-mancers mod secrets require the reader to be Mortal, but Sucubi don't have a max age and so don't qualify. I've done a bit of tinkering and got it so I can learn any of the secrets besides the ones I've read the slab for - no cheese webs for me, it seems :P
EDIT: Something else. Is the Cloth Cutter for Kobolds broken currently? I have Clothesmaking active, and the raws say thats the labour, but my bolds and standing about just piddling about with no job, even though I have it lined up for them. Its not canceling. Its just not activating at allthe raws look fine, but the leather-armor reactions do use leatherworker skill.
QuoteEDIT: Something else. Is the Cloth Cutter for Kobolds broken currently? I have Clothesmaking active, and the raws say thats the labour, but my bolds and standing about just piddling about with no job, even though I have it lined up for them. Its not canceling. Its just not activating at allthe raws look fine, but the leather-armor reactions do use leatherworker skill.
Unfortunately I don't really have the save available anymore, but during my brief original testing it was happening in arena mode too so I don't think it was save-specific. As penance for not backing up my save I did some testing using arena mode for you.Thought I'd note this down here because it might be an unintended interaction: Playing adventure mode as a Succubus I managed to acquire 2 slabs that are supposed to grant a couple of the *-mancers mod secrets (Pyromancy and Tyromancy) but when I read them nothing happens. I did a bit of investigating and testing and I think it's down to the fact the *-mancers mod secrets require the reader to be Mortal, but Sucubi don't have a max age and so don't qualify. I've done a bit of tinkering and got it so I can learn any of the secrets besides the ones I've read the slab for - no cheese webs for me, it seems :P
Would it be possible to send me the adv mode save? I'd like to investigate this.
Thank you.
Dont forget that CTRL ALT S does a quicksave.
I tried to create a new world and it just crashes at Finalizing Entities every time. It did this on the previous version too. I tried turning some mods off but, it's still going down. Any ideas?In the first release the Fortress Defense races were broken; in 1.01 that is fixed. I had no other reports of issues in world generation or entities. Try genning a world with fortress defense races disabled. If that does not help, disable even more races in the gui.
I tried to create a new world and it just crashes at Finalizing Entities every time. It did this on the previous version too. I tried turning some mods off but, it's still going down. Any ideas?In the first release the Fortress Defense races were broken; in 1.01 that is fixed. I had no other reports of issues in world generation or entities. Try genning a world with fortress defense races disabled. If that does not help, disable even more races in the gui.
But really, there should be nothing wrong with the entities if you are using 1.01.
Unfortunately I don't really have the save available anymore, but during my brief original testing it was happening in arena mode too so I don't think it was save-specific. As penance for not backing up my save I did some testing using arena mode for you.Thought I'd note this down here because it might be an unintended interaction: Playing adventure mode as a Succubus I managed to acquire 2 slabs that are supposed to grant a couple of the *-mancers mod secrets (Pyromancy and Tyromancy) but when I read them nothing happens. I did a bit of investigating and testing and I think it's down to the fact the *-mancers mod secrets require the reader to be Mortal, but Sucubi don't have a max age and so don't qualify. I've done a bit of tinkering and got it so I can learn any of the secrets besides the ones I've read the slab for - no cheese webs for me, it seems :P
Would it be possible to send me the adv mode save? I'd like to investigate this.
I've confirmed that the problem is down to the Mortality issue and also worked out why I couldn't gain the powers after fixing the raws. When a Succubus reads a Mancers Secret slab they actually do learn the secret but because of the [IT_REQUIRES:MORTAL] token in the Mancers interactions, combined with the fact Succubi have no Max Age and are therefore non-mortal (actually I didn't specifically test that it's to do with Max Age, I'm just assuming this part ^_^;), means that a Succubus learning the secret isn't granted the powers that come with it. It explains why I couldn't gain the powers from re-reading the slabs as my adventurer after editing the raws - she already knew the secrets so wasn't having them granted to her again. After editing the Mancers interactions to remove the [IT_REQUIRES:MORTAL] tokens, Succubi can learn the secrets and gain the powers like they should (aside from the aforementioned funkiness concerning secrets they already 'know'). Basically, the problem is just down to a quirk in how the two mods interact when played with together, and with a quick edit to interaction_mancy it's easily fixed.
Here are my messy notes if you want to read them:Spoiler (click to show/hide)
how do i get more succubi babies if they are all girls
Alright, I got a save that is consistently crashing now. I've played 5 times off this save, and within 5-15 minutes every time it crashes. No idea why.
https://www.dropbox.com/sh/6a7clh75w33txz9/AAD01csaLUy1wubOH9C0vzDya?dl=0
I have tried to install this and a few other mods. How do I actually install this one? Do I unzip it and copy it into a specific place and generate a new world to access the features? Or can I just take it unzip it, copy it straight to raw and continue playing from there?Download, unpack, play. Do NOT unpack it into other folders, raws or DF versions.
Let me think... a race that has a maximum age of 15 years, can only survive on bones/meat, and has the size of a dwarves leg.
Yep, I think its normal that they get beaten down into pulp.
If you'd recall vanilla Df correctly, you'd remember that kobolds are the race that always dies out completely.Let me think... a race that has a maximum age of 15 years, can only survive on bones/meat, and has the size of a dwarves leg.
Yep, I think its normal that they get beaten down into pulp.
Reading back over this I thought of something. Are Kobolds not supposed to be among the most populous of races in DF? I mean, I recall in vanilla world Gen, that Goblins and Kobolds were the most populous of the races. Now in every world gen, they are pretty much slated to die first. I mean, two of the most populous and iconic of the DF races getting so easily shoved out in world gen just feels odd. I thought part of Kobold lore was everyone basically ignores them and thinks of them as not worth warring against or raiding, (though that would certainly bring its own problems, being a lack of !FUN! coming to your fort). Geeze these smaller races seem harder and harder to balance with all the new stuff. :/
hey MegaHarald are you switching both the graphics font and the TWBT font because if you don't and you use TWBT it will use a different tile set than your graphics.
How did you install another graphics pack?hey MegaHarald are you switching both the graphics font and the TWBT font because if you don't and you use TWBT it will use a different tile set than your graphics.
Nah, but I fixed it by using another pack. :S
Another problem I have is that the game keeps crashing randomly, like not answering anymore. Is this a known bug?
Is it possible to get Masterwork DF using the regular Dwarf Fortress graphical settings? I can set the tileset back to ASCII in the launcher, but it keeps using the changed tile size, which I personally dislike over the default settings. Whenever I want to change something in the launcher, I usually end up having to tweak the init file back into using my preferred tile size.You mean non-square? Yes, that would be possible.
You mean non-square? Yes, that would be possible.
How did you install another graphics pack?hey MegaHarald are you switching both the graphics font and the TWBT font because if you don't and you use TWBT it will use a different tile set than your graphics.
Nah, but I fixed it by using another pack. :S
Another problem I have is that the game keeps crashing randomly, like not answering anymore. Is this a known bug?
First time I get a report about the game freezing. There were some about crashes, ctd, due to dfhack, but these should be fixed. TWBT is still somewhat unstable.
0.42.06 is about as polished as 0.40.24
They are all updated0.42.06 is about as polished as 0.40.24
well there is a slew of other reasons, such as the supported 3rd party utilities.
Sorry if this is already known or if I've missed something, but for the life of me I can't get Ironhand graphics to work. All dwarves look like Phoebus' set. Also, using Ironhand for TWBT doesn't seem to work (just get the usual graphics characters in place of punctuation and such). If I select another set like Phoebus for TWBT, it looks fine.Thats more an issue of Ironhand itself. Ironhand is not being updated anymore, so there is no TWBT content for it at all.
Tried swapping graphics back and forth several times with no luck. Unpacked a fresh downloaded copy, did nothing other than change to Ironhand graphics, and still no luck.
Using: "Masterwork V1.02 (42.06).rar" (latest download)
Sorry if this is already known or if I've missed something, but for the life of me I can't get Ironhand graphics to work. All dwarves look like Phoebus' set. Also, using Ironhand for TWBT doesn't seem to work (just get the usual graphics characters in place of punctuation and such). If I select another set like Phoebus for TWBT, it looks fine.Thats more an issue of Ironhand itself. Ironhand is not being updated anymore, so there is no TWBT content for it at all.
Tried swapping graphics back and forth several times with no luck. Unpacked a fresh downloaded copy, did nothing other than change to Ironhand graphics, and still no luck.
Using: "Masterwork V1.02 (42.06).rar" (latest download)
The GUI currently only changed tilesets, not creature sprites, which are handled differently. I could add this too, but Ironhand does not have sprites for all creatures either.
Just had some Undead Water Men show up in a siege and drop all their gear (though they were still quite hostile, until some Giant Alligators shredded them). Not sure if that's a bug or if they simply lack the capacity to use equipment due to being liquids. Oddly their various animated parts (heads, feet, etc.) that were left behind were Friendly to me.
Just checked 1.03 and noticed an oddity; Jotuns appear in the Mods tab as a civilization, in addition to being an Invader race. Do you need one to have the other? Otherwise, what's the difference?One are the Fortress Defense Jotuns, the others are written by Malecus for his Arctic Additions Mod. Different race, different creatures, same name.
Seems in the newer dfhack the script for points does not work anymore...
Seems in the newer dfhack the script for points does not work anymore... (clip)
Can't see why that would be the case.
Oh, the Civ one used to be Frost Giants. Got a couple bug and feedback items;Update NET Framework, you should get no issues with the GUI.-When generating a new world, then immediately going to play it for the first time, the game crashes. Playing the world afterwards has no problems.Cleaning up all of my C++ & .NET stuff appears to have fixed this.
-The GUI always produces a .NET Framework error when launching. Attempting to close the GUI produces the same error message, and can only be done through a force-quit in Processes.
-The Tunneling Tarantula costs 400 points. I get that its' a valuable pet what with the safe and easy silk production, but still.
-The sheer volume of tame animals available at embark is kindof ridiculous. I love the variety when I'm actually playing, examining all of the critters which wander into my site. However, embark has so many choices that I don't feel worth reading them, opting instead to pick the ones I know. This is even more prevalent once you start to realize that a good many of the new critters are simply colorful versions of the standard horse, ox, chicken, etc., with no discernible benefit. I would go so far as to say you could remove half of them from embark, and still have too many choices.
Edit: One more bug. If you create your own World Gen that has a parameter of 4 digits, it displays as zero in the GUI. i.e. [SEMIMEGABEAST_CAP:1000] is 0 in the GUI, but still correct ingame.
Edit: Ok one more bug. I turned off Pet Rocks in the GUI, and have this at embark; (https://dl.dropboxusercontent.com/u/1503118/Dwarf%20Fortress/2016-05-29%2011_10_27-Dwarf%20Fortress.jpg) Additionally, 'Pets' are an item in the big supplies list, separate from the animals list.
You may want to check the version of Legends Viewer that's included. With the included version I kept having a crash when trying to load the legends of any world that wasn't generated all the way to the end year. I ended up building it from https://github.com/Kromtec/Legends-Viewer (https://github.com/Kromtec/Legends-Viewer) and now it works fine.thank you :)
Hi,jack rats take as long as any other animal to give birth, roughly a year. just wait.
Not sure if this is where to post this. The Everything Kobold thread was for the old version and no activity there for the better part of a year.
I just started my first ever kobold camp/fort in DF2016 MWv1.02. Three problems which don't seem to have been addressed in v1.03 update notes:
1. I embarked with 50 female jack rats and 5 males (and about 50 chopped meat). I set DFHack autobutcher to "30 30 50 5 RAT_KOBOLD". I got my 'bolds to butcher some of the rats and made some crunchy pastries. Some rats chased some random animal-men wandering about and they got slightly injured, maybe a couple got killed. I walled in my camp and penned my rats. All good. But I'm approaching winter now, and not a single rat bred any rat-lings. I have 5 adult males still, and about 25 adult females. They're not breeding like rats, rabbits, or cats - they're not breeding at all it seems. And my kobolds are starving (one already died in mid-autumn year 1). Do rats need nest boxes or something?
2. Juice bar doesn't seem to be implemented in new MW version. Fine, no worries. Must be in brewery? Nope, can't make juice or tea there (wont accept fruit like apples or anything from farms or bushes). Not in kitchen, not in farmer's workshop. Ahhh the screw press! Nope... can't make juice there. Fine, water it is. I made a Water source/fishing zone at the river (walled in, access through underground tunnel (I cheated and gave them a hand-pick in DFHack because I'm kobold newb and river was across the map). I also dug a well (not the building, just hole in ground) over aquifer much closer to the cave (not cavern, cave) part of my encampment. Put a water source zone there too. Kobolds drink from both zones. At least they did. Some where drinking from the river outside the walled in area (they travelled far out to get there, closer to go to either of the actual water source zones). I went to options/zones/ and changed prefer-drink-zones to enforce-drink-zones (or whatever it's called). Still drinking from river outside zone. And several kobolds are thirsty. One has died of thirst (DFHack deathcase). It died where it had full access to drink zones, no burrow issues or blocked paths.
3. Giant bark scorpions don't seem to breed or lay eggs. I added egg laying tokens to them in the raw for the save, but I'm an "intermediate newb" at playing with raws and not sure I did it right. Not long after reloading the save a scorpion "gave birth to" a scorpion... They were penned in a zone with nest boxes, but I can't confirm that eggs were laid. If they did lay eggs, shouldn't the announcement be "giant bark scorpion kids have hatched" or something like that?
Here are my changes to the base bark scorpion and giant variation in creature_bug_slug_new.txt
Search "13thEssence" for my changesSpoiler (click to show/hide)
Thanks for taking a look. Please move the post if it needs to go somewhere else.
Oh is that what those are? :-[ The tooltip said 23 new animals, seemed like a lot more.23 animals but there is one entry for each sex for both adults and younglings so 23x4=92 entries
jack rats take as long as any other animal to give birth, roughly a year. just wait.
no idea about your pathing/drinking issue, but I will add juice bar etc to the kobolds in a future update. Till then, please check the quickguide.png in the main folder for all available buildings they have.
bark scorpions should give life birth. RL scorpions do that too. :)
...
Scorpions: really? Not like spiders and their egg sacs? Cool! But do they give birth in game with the current raws? Didn't see any child/birth related tokens there. Are MALE/FEMALE castes all that's required to breed? Guess I'll find out once I let it run a couple of years.
Hard to say without screenshots but it is really easy to accidentally invalidate a ramp by digging around it. They have specific requirements for connecting between levelsI know how ramps work very well, so if you're referring to basic ramp rules like up direction needs solid wall, that's not it. Besides, I dug around it only after it was broken. But thanks for the suggestion. :)
None of the vanilla arthropods have a child tag, it just means that they don't have a child life stage. They're already adults from birth, meaning you can breed huge numbers of them without regard for short life-spans, but you also can't domesticate them from the wild because that requires training a child of the animal and breeding it once it's an adult.Ohh thanks for the explanation. I'll study some raws with that in mind.
I think you can make kobolds more vulnerable to alcohol by giving them the same tag that dwarves have and making it lower than 100%. Or you could just leave them; alcohol effects have SIZE_DILUTES so kobolds should be vulnerable already.Wait, so kobolds in current version DO get drunk? That's an entity tag and not some DFHack thing that wasn't updated yet? What token? - I don't see anything that seems related to alcohol in the Entity Token wiki page or the entity_good_dwarf raw. So if they get drunk and there's no juice/tea implemented yet, I should stick with water? What kind of effects does drinking booze have right now? Can they still fight effectively? Do they walk and work slower, etc, or nothing to really worry about?
If you give plants juices and add them with the DRINK tag, taverns in adventure mode will serve soft drinks. One plant can have multiple drinks.
Fair enough. I only mentioned it because many times when I've seen people complain of pathing problems it was a misunderstanding of how stairs or ramps work.Hard to say without screenshots but it is really easy to accidentally invalidate a ramp by digging around it. They have specific requirements for connecting between levelsI know how ramps work very well, so if you're referring to basic ramp rules like up direction needs solid wall, that's not it. Besides, I dug around it only after it was broken. But thanks for the suggestion. :)
Wait, so kobolds in current version DO get drunk? That's an entity tag and not some DFHack thing that wasn't updated yet? What token? - I don't see anything that seems related to alcohol in the Entity Token wiki page or the entity_good_dwarf raw. So if they get drunk and there's no juice/tea implemented yet, I should stick with water? What kind of effects does drinking booze have right now? Can they still fight effectively? Do they walk and work slower, etc, or nothing to really worry about?
Question, Are Kobolds EVER supposed to get caravans of their own race? So far, I've never had one single kobold Caravan over several games and over 20 years of in game play. I've always been with an active civ, with at least over 100 Kobolds each time I play. (I've checked, and I can;t seem to get any worlds to generate where I have 'Kobolds' as neighbors, even if I embark right beside my civilization's Warrenhome. I DO get Warrenmasters, but never Caravans. My Last KObold fort I rocketed through 12 years of in game play with all my initial Kobolds buried in the ground and STILL no caravans, and a warren master every year)
Edit: Also, is there any way we can get some form of Cast Powder for Kobolds? Or is there a special way they can make it I;m just not getting? I've tried getting the powder from Caravans from my Civ, but that has not gone well so far as I've had no caravans (That carry it).
Edit 2: I also realized there is a tiny problem with kobolds as well for immigrants. What will Kobolds do, if they get immigrants, but the immigrants clothes end up wearing aways? I'm assuming most Immigrants will not be able wear the Small clothes of kobolds. I know I could buy SOME clothes from the caravans that occasionally show up...but its not reliable.Edit 3:Relatively small addition onto this with my recent fort, I caught a snake whose Venom causes 'erratic behaviour' as the syndrom. Does anyone know what this entails?Not as important anymore
Edit 4:Another question. Will kobolds soon again not be able to take alcoholic drinks? Kinda wierd having my kobolds desperate for a stout drink when compared to prior versions. *eagerly awaits his tea and juices*Fairly sure this is coming along in a future update when Kobolds get more work done on them
Getting ready to play for the first time! I plan on setting everything to the hardest settings so ripperoni me!You would die instantly, because you would have 20 invading races with each creature having legendary combat skills and mithril/steel gear. :P
Aha welp, I just enabled every race and stuffs. I'm gonna aim for the whole hide-behind-blocked-walls technique. :P Also, which tileset is the most-working? It seems that each one has broken textures. Like for ironhand, a stone texture for me is a crate.Getting ready to play for the first time! I plan on setting everything to the hardest settings so ripperoni me!You would die instantly, because you would have 20 invading races with each creature having legendary combat skills and mithril/steel gear. :P
Getting ready to play for the first time! I plan on setting everything to the hardest settings so ripperoni me!You would die instantly, because you would have 20 invading races with each creature having legendary combat skills and mithril/steel gear. :P
Posted in the other thread but i did not get any help. I have genned about 7-8 worlds now, tweaking various other civs and invaders, and i cannot for the life of me get a damn hermit civ to exist in the world. It is enabled on the masterwork menu but it never seems to be around. Has anyone else had a similar issue? Anything i am possibly missing?The hermit civ looks like the dwarf civ, since you embark as dwarves, then the embark-crew dies. Maybe you did embark as hermit, but thought its dwarves?
No i have not even embarked, i mean that i cannot find them in the civ listings in the embark menu
Posted in the other thread but i did not get any help. I have genned about 7-8 worlds now, tweaking various other civs and invaders, and i cannot for the life of me get a damn hermit civ to exist in the world. It is enabled on the masterwork menu but it never seems to be around. Has anyone else had a similar issue? Anything i am possibly missing?The hermit civ looks like the dwarf civ
I decided to play hermit mode as a gremlin. when the gremlin was first created he was listed with the dwarves as expected, but after the dwarves died the gremlin switched to the pet screen. anyway you can fix this?Thats weird... create-unit is acting up. Its sadly nothing I can fix, but you can report it in the dfhack thread.
Not sure if this is the proper place for bug reports but it seems the "Decaying Undead" setting wiping out an undead siege doesn't actually end the siege, even after caging and executing the single living unit accompanying them. Two of my saves are stuck in a permanent siege now.
Love the mod (and very excited to see orcs back finally!) but is there any way of disabling pretas without genning a new world? Or a DFHack command to kill them? They're absolutely insane, and appearing weekly at least, but I'd rather not start my fort from scratch...Try "exterminate".
Try "exterminate".Any way of killing the preta without killing the host though? With the rate they're appearing, exterminating everyone that gets possessed is still going to cause serious grief
My DF has been hit by FPS deaths quite early with this version of masterwork, early as in 50 dwarves and a small fort after like 5 hours of gaming early.For that I'd first have to know which ones you are running. Did you enable/disable any parts of the mod? Maybe The Earth Strikes Back?
I've noticed that it's one or more of the dfhack plugins causing the slowdown since running a "reload -all" fixes the FPS issue. Also, TWBT is throwing errors while doing this, saying it's broken even though it's still working properly.
Any idea what's causing it? Quite annoying to have to reload all the plugins and lose the search function and all the juicy UI fixes.
My DF has been hit by FPS deaths quite early with this version of masterwork, early as in 50 dwarves and a small fort after like 5 hours of gaming early.For that I'd first have to know which ones you are running. Did you enable/disable any parts of the mod? Maybe The Earth Strikes Back?
I've noticed that it's one or more of the dfhack plugins causing the slowdown since running a "reload -all" fixes the FPS issue. Also, TWBT is throwing errors while doing this, saying it's broken even though it's still working properly.
Any idea what's causing it? Quite annoying to have to reload all the plugins and lose the search function and all the juicy UI fixes.
Fairly new to the forum, but not new to DF or Masterwork. I've been away from it for a while, and when I say you made a new version, I downloaded it as soon as possible.
I'd love to play, however, I can't seem to get the Masterwork GUI to work for me. I've got the latest Microsoft Framework, yet the GUI does not load or open for some reason. Anyone else have this issue?
Thanks, but I didn't think to save when the spike hit. I have a save from afterwards but I dunno if it's useful since it's not really acting up at this time. I'll repost another day if I can get a bad one.
http://dffd.bay12games.com/file.php?id=12128
Can someone post a save? I'll do some profiling to see if it's anything I can deal with (I.E. DFHack).
Can someone post a save? I'll do some profiling to see if it's anything I can deal with (I.E. DFHack).
If you at all want Putnam, I have a Hermit Mode save that has an abysmal 22 FPS at the moment
https://www.dropbox.com/sh/sfum88b6mdzqvnd/AAB4mAEZGk8DhKjRg5dkdSyda?dl=0
Which version of Windows are you on?Thanks, but I didn't think to save when the spike hit. I have a save from afterwards but I dunno if it's useful since it's not really acting up at this time. I'll repost another day if I can get a bad one.
http://dffd.bay12games.com/file.php?id=12128
Yeah, I couldn't get a spike when I was trying to check it out. I also did or saw some stuff that I know causes DFHack-related spikes sometimes--birth, death--but that didn't do anything. All of the main causes of FPS death are still DF-based, which I can't make heads or tails of since I haven't properly trained in the ways of reading disassembly.
Wasn't having any of the aforementioned FPS issues on my first game, but then I tweaked a couple of settings (mainly disabling things - hungry ghosts, various civs, decaying food), genned a new world, and now I'm getting about 13FPS on a fort with just 10 orcs, whereas my old fort with 85 runs at 30FPS at the very minimumThis is really strange. The added creatures etc dont affect fps much, neither would items or materials in such a small fort. It must be dfhack for all that I know, some script that runs in the background and eats all the precious FPS... but only succubus, TWBT and TESB runs in the background, and the succubus scripts have been there for a while... its not them. And TWBT seems to work fine with vanilla; TESB I dont know how much it impacts FPS, but if its not enabled... well, then I dont know.
This is also on Windows 10 if that matters
This is really strange. The added creatures etc dont affect fps much, neither would items or materials in such a small fort. It must be dfhack for all that I know, some script that runs in the background and eats all the precious FPS... but only succubus, TWBT and TESB runs in the background, and the succubus scripts have been there for a while... its not them. And TWBT seems to work fine with vanilla; TESB I dont know how much it impacts FPS, but if its not enabled... well, then I dont know.There are two TESB background scripts that scan every creature on the map and two that scan every job completion, so they would scale with fort size. As best I can tell, the performance hit is minimal, and no non-Masterwork players of the mod have complained about FPS issues. If someone has a large fort with TESB active I can test a save or PM the player with instructions to temporarily switch off the background scripts. Obviously, if TESB was not active then the world was generated, none of the background scripts run anyway.
This is really strange. The added creatures etc dont affect fps much, neither would items or materials in such a small fort. It must be dfhack for all that I know, some script that runs in the background and eats all the precious FPS... but only succubus, TWBT and TESB runs in the background, and the succubus scripts have been there for a while... its not them. And TWBT seems to work fine with vanilla; TESB I dont know how much it impacts FPS, but if its not enabled... well, then I dont know.
This is really strange. The added creatures etc dont affect fps much, neither would items or materials in such a small fort. It must be dfhack for all that I know, some script that runs in the background and eats all the precious FPS... but only succubus, TWBT and TESB runs in the background, and the succubus scripts have been there for a while... its not them. And TWBT seems to work fine with vanilla; TESB I dont know how much it impacts FPS, but if its not enabled... well, then I dont know.There are two TESB background scripts that scan every creature on the map and two that scan every job completion, so they would scale with fort size. As best I can tell, the performance hit is minimal, and no non-Masterwork players of the mod have complained about FPS issues. If someone has a large fort with TESB active I can test a save or PM the player with instructions to temporarily switch off the background scripts. Obviously, if TESB was not active then the world was generated, none of the background scripts run anyway.
I did figure out a way to design around the need for one of the background scripts, which will be in TESB v2.08 in plenty of time for MW v1.06. But as I said I don't expect that have any real impact anyway.
Edit: fixed quote tags.
TWBT was running, so I'm guessing that's not a save-specific thing.
Windows 10Any luck? Mine doesn't wanna work even in compatibility mode.
I'm having the issue too, I'll try running in compatibility mode.
TWBT was running, so I'm guessing that's not a save-specific thing.
Ah, ok, that makes sense at least in the case of TWBT.
... although i admit your "No Labor" construction problem from earlier looks pretty buggy, if it fixed itself on a game restart.100% repair rate after restarting the game. So, well, I believe it is some sort of bug. It happens almost everytime after launching the game for the first time, sometimes after launching it again the next day after, and often after using the fastdwarf command in Dfhack. Practically every month after using it, part of dwarfs gets buggy and ceases to work, until everyone is on strike. Relaunch fixes that too. That's pretty much everything I noticed about this bug.
Quote... although i admit your "No Labor" construction problem from earlier looks pretty buggy, if it fixed itself on a game restart.100% repair rate after restarting the game. So, well, I believe it is some sort of bug. It happens almost everytime after launching the game for the first time, sometimes after launching it again the next day after, and often after using the fastdwarf command in Dfhack. Practically every month after using it, part of dwarfs gets buggy and ceases to work, until everyone is on strike. Relaunch fixes that too. That's pretty much everything I noticed about this bug.
BTW, is Legends Viewer working properly with Masterwork for everyone else? When I try to export from legends mode I get this error:Spoiler (click to show/hide)
And using Legends Viewer I then get a thing saying "the file is damaged, do you want to repair it", click yes, wait a bit, "repair completed", wait a bit more and then "Unhandled exception has occurred" and it won't have loaded anything.
"Unexpected end of file has occurred. The following elements are not closed: historical_event. historical_events. df_world. Line 993358. position 1.Spoiler (click to show/hide)
Running "Reload -all" in DFHack seemed to fix the FPS issuesso a silly little temporary fix would be to force dfhack to run reload -all every now and then.
Argh, post the save before you fix the problem so I might actually have a chance to see what it is.Sorry - I've been trying to upload the save, but my internet connection's gone haywire so keeps getting interrupted.
Oh, well, if it's correlated with something particularly hacky like fastdwarf, that's very good information, but Meph won't be able to do anything about that. Are you using autolabor too? Does it happen to you in vanilla too if you fastdwarf? (ed. if so, then it's worth a report to the DFHack team)Yes, correlated, but it still happen even without that. No, I am not using autolabor... I think. I think someone here told me to use some command as a mean of repairing the Strike bug which I used (didn't work though) but I am not sure if that was autolabor. I will try launch vanilla with fastdwarf after exams. If the bug will be confirmed to be caused by dfhack, I will certainly report it.
Running "Reload -all" in DFHack seemed to fix the FPS issuesso a silly little temporary fix would be to force dfhack to run reload -all every now and then.
i have a lot of crashes too while using twbt not in fortress mode but also adventure modeTWBT has known issues with adventure mode. The author (mifki) is aware of this, but it's turned out to be a really thorny problem for the past few releases.
each time i play i get this on red text on dfhack console and sometimes it crashes too. Is it an error?Spoiler (click to show/hide)
fort crashed when saving thats why im askingNot suggesting there wasn't a problem, it just doesn't appear to be caused by the red text in your DFHack window. DFHack has its own errorlog in stderr.log that might have more clues.
fort crashed when saving thats why im asking
I'm still trying to figure out how to get rid of migrants in the new version. Setting the population cap to 0 would obviously do it, but that is a setting that carries over to other races.
local function removeMigrantWaves()
local indexesToErase={}
for k,v in ipairs(df.global.timed_events) do
if v.type==df.timed_event_type['Migrants'] then
table.insert(indexesToErase,k)
end
end
for i=#indexesToErase,1,-1 do
df.global.timed_events:erase(indexesToErase[i])
end
end
require('repeat-util').scheduleEvery('remove migrant waves',1,'ticks',removeMigrantWaves)
Thanks.I'll give it a go.I'm still trying to figure out how to get rid of migrants in the new version. Setting the population cap to 0 would obviously do it, but that is a setting that carries over to other races.
AFAIK migrants are still an event... at least, I've gotten force migrants to work in 0.40 (https://youtu.be/NP3axSEckkE?t=2283). If so, I may be able to prevent all migrants.Code: [Select]local function removeMigrantWaves()
local indexesToErase={}
for k,v in ipairs(df.global.timed_events) do
if v.type==df.timed_event_type['Migrants'] then
table.insert(indexesToErase,k)
end
end
for i=#indexesToErase,1,-1 do
df.global.timed_events:erase(indexesToErase[i])
end
end
require('repeat-util').scheduleEvery('remove migrant waves',1,'ticks',removeMigrantWaves)
With that, to be exact. See what happens.
2D: Use 2D graphics (SDL) for everything. This works everywhere; SDL deals with any double-buffering that needs to be dealt with. Kinda slow, though. Otherwise works basically like partial:0.
STANDARD: Actually, rendering the entire screen every frame isn't that slow, if you do it via OpenGL and have reasonable code. That's what this mode does.
PARTIAL: On some setups, just rendering the tiles that changed worked. Partial does just that; PARTIAL:2 renders each changed tile three times, in consecutive frames, to cover triple-buffering. Unfortunately many newer GPUs discard and overwrite the frame-buffer between frames, and then this doesn't work.
ACCUM_BUFFER: Uses the ancient glAccum call to save and restore the contents of the window between frames, working around the driver's discarding its contents. Usually the slowest mode of all, but some people have had good results. Presumably the others are even slower for them.
FRAME_BUFFER: Basically the same thing, but using newer GL frame-buffer extensions to render to a texture instead, and blitting that texture to screen once a frame. It saves at least one copy vs. accum-buffer.
Both frame-buffer and accum-buffer use partial:0 under the covers, they just wrap that method appropriately in order to avoid flickering.
VBO: A variant of STANDARD that uses vertex buffer objects to explicitly tell the GPU what data doesn't change between frames, namely the location of the various tiles. This marginally improves performance vs. standard, if it works, which it should.
Will we get crops like Wood Stalks back? I just had a Kobold embark in an abandoned Dwarven fortress, but it lacks trees and access to the caverns, forcing me to cross my fingers that my civ isn't dead and might bring charcoal. wouldn't bother me as much if I didn't need glass daggers to deal with all these Naga who also moved in.
Thanks, I never considered that. On the note of scavenging fortresses, I cannot seem to claim the weapons. I hit d+b+c to claim them, but I cannot assign the weapons to the Kobolds. I understand most of the weapons are too big, but I am pretty sure I should be able to assign a iron shortsword to someone.Will we get crops like Wood Stalks back? I just had a Kobold embark in an abandoned Dwarven fortress, but it lacks trees and access to the caverns, forcing me to cross my fingers that my civ isn't dead and might bring charcoal. wouldn't bother me as much if I didn't need glass daggers to deal with all these Naga who also moved in.
Yeah, this can be a challenge, but What I reccomend is setting up crops to make into booze, (and if you're lucky, oil), and use the Booze burner. Or an Alternative, is once you have enough Kobolds and set up a clothing industry for them, Make a special Stockpile that only takes old, damaged Clothes, and link the Crematory to it. You can burn clothes to ash with a chance of getting some fuel. Its amazing for the Glass industry and making Clear Glass for a bunch of decent value items. Last month I made a Kobold fort where Every bold had a room with a Clear Glass Table, chair, and clear glass window.
Found out it's because the people actually need to pick them up and move them to a stockpile before they are actually mine.Thanks, I never considered that. On the note of scavenging fortresses, I cannot seem to claim the weapons. I hit d+b+c to claim them, but I cannot assign the weapons to the Kobolds. I understand most of the weapons are too big, but I am pretty sure I should be able to assign a iron shortsword to someone.Will we get crops like Wood Stalks back? I just had a Kobold embark in an abandoned Dwarven fortress, but it lacks trees and access to the caverns, forcing me to cross my fingers that my civ isn't dead and might bring charcoal. wouldn't bother me as much if I didn't need glass daggers to deal with all these Naga who also moved in.
Yeah, this can be a challenge, but What I reccomend is setting up crops to make into booze, (and if you're lucky, oil), and use the Booze burner. Or an Alternative, is once you have enough Kobolds and set up a clothing industry for them, Make a special Stockpile that only takes old, damaged Clothes, and link the Crematory to it. You can burn clothes to ash with a chance of getting some fuel. Its amazing for the Glass industry and making Clear Glass for a bunch of decent value items. Last month I made a Kobold fort where Every bold had a room with a Clear Glass Table, chair, and clear glass window.
Uuum It could just be me but has anyone gotten a trojan from a the Dwarf Mockup utility? usually i would not have expected it but its been popping up on my Windows Defender for about 2 days now and i am starting to get worried since trying to remove it doesnt make it stop nor is it removed since I had three instances of it running at once and my pc is slowing down super hard :(Just found this in the newest update version thread. I thought I'd make sure you see it. Remove the virus, please.
More likely you got infected via some other vector and it replaced a file. I have no virus in my download of the same version.Uuum It could just be me but has anyone gotten a trojan from a the Dwarf Mockup utility? usually i would not have expected it but its been popping up on my Windows Defender for about 2 days now and i am starting to get worried since trying to remove it doesnt make it stop nor is it removed since I had three instances of it running at once and my pc is slowing down super hard :(Just found this in the newest update version thread. I thought I'd make sure you see it. Remove the virus, please.
I myself wasn't infected, just wanted to make sure meph saw it. So it the 43.04 version doesn't have a Trojan horse? YAY!Not as far as my virus scanning software can tell.
I just downloaded:Did you read any of the posts previous to yours? It appears to be a false positive
http://dffd.bay12games.com/file.php?id=5315
And got Trojan warning. wtf?
Trojan:Win32/Rundas!plock
\Masterwork V1.06 (42.06)\MasterworkDwarfFortress\Utilities\Announcement Window\AnnouncementWindow.exe
https://www.microsoft.com/security/portal/threat/encyclopedia/entry.aspx?name=Trojan%3aWin32%2fRundas!plock&threatid=2147711527&enterprise=0 (https://www.microsoft.com/security/portal/threat/encyclopedia/entry.aspx?name=Trojan%3aWin32%2fRundas!plock&threatid=2147711527&enterprise=0)
I just downloaded:Did you read any of the posts previous to yours? It appears to be a false positive
http://dffd.bay12games.com/file.php?id=5315
And got Trojan warning. wtf?
Trojan:Win32/Rundas!plock
\Masterwork V1.06 (42.06)\MasterworkDwarfFortress\Utilities\Announcement Window\AnnouncementWindow.exe
https://www.microsoft.com/security/portal/threat/encyclopedia/entry.aspx?name=Trojan%3aWin32%2fRundas!plock&threatid=2147711527&enterprise=0 (https://www.microsoft.com/security/portal/threat/encyclopedia/entry.aspx?name=Trojan%3aWin32%2fRundas!plock&threatid=2147711527&enterprise=0)
I have been playing with Fortress Defense race and they cause a ton of problem in fort when you build a tavern, because they keep destroying furniture they come across. Also it was reported that werebeast also come as visitors and attack because they are crazed.I suppose you could preemptively attack them when they show up on the map.
For werebeast, perhaps this can be fixed with an ATTACK interaction that add a CRAZED syndrome? That way they are mentally stable until they first combat action?
I'm sure opposed to life civs are going to cause the same problem.
For fortress defense races I have no solution except not making a tavern.
"I am a mighty naga! I exist solely to slay and murder your kind! But right now I'm a bit tired an thirsty from my long trip, would you mind fetching me an ale? I've heard the ale at this place is rather good."I have been playing with Fortress Defense race and they cause a ton of problem in fort when you build a tavern, because they keep destroying furniture they come across. Also it was reported that werebeast also come as visitors and attack because they are crazed.I suppose you could preemptively attack them when they show up on the map.
For werebeast, perhaps this can be fixed with an ATTACK interaction that add a CRAZED syndrome? That way they are mentally stable until they first combat action?
I'm sure opposed to life civs are going to cause the same problem.
For fortress defense races I have no solution except not making a tavern.
seem to have a weird problem trying to get hermit mode to work, it appears to be killing off the 7 starting dwarfs but isnt spawning the hermit, so I get the "your settlement has crumbled" message once all ur civs are dead. tried genning a new world and selecting a few different races for the hermit (goblins, dwarfs + a few animal men) but the end result is always the same.
...
redownloading seems to have fixed the weird file extraction problem, although it still keeps killing off the 7 dwarfs and not spawning the hermit
It's probably because spawn-unit isn't working 100% for 0.43.03 yet. Are you playing on that or the 0.42.06 version?seem to have a weird problem trying to get hermit mode to work, it appears to be killing off the 7 starting dwarfs but isnt spawning the hermit, so I get the "your settlement has crumbled" message once all ur civs are dead. tried genning a new world and selecting a few different races for the hermit (goblins, dwarfs + a few animal men) but the end result is always the same.
...
redownloading seems to have fixed the weird file extraction problem, although it still keeps killing off the 7 dwarfs and not spawning the hermit
I'm having the exact same issue as this person. Anyone know a fix for it? Google didn't turn up much anything, sadly.
The hermit does spawn, but I get a few .lua errors in DF Hack once the reaction is called. And, as this person experienced, all seven dwarves die and I get a game over, unable to continue in the hermit mode. What's the deal?
"I am a mighty naga! I exist solely to slay and murder your kind! But right now I'm a bit tired an thirsty from my long trip, would you mind fetching me an ale? I've heard the ale at this place is rather good."I have been playing with Fortress Defense race and they cause a ton of problem in fort when you build a tavern, because they keep destroying furniture they come across. Also it was reported that werebeast also come as visitors and attack because they are crazed.I suppose you could preemptively attack them when they show up on the map.
For werebeast, perhaps this can be fixed with an ATTACK interaction that add a CRAZED syndrome? That way they are mentally stable until they first combat action?
I'm sure opposed to life civs are going to cause the same problem.
For fortress defense races I have no solution except not making a tavern.
seem to have a weird problem trying to get hermit mode to work, it appears to be killing off the 7 starting dwarfs but isnt spawning the hermit, so I get the "your settlement has crumbled" message once all ur civs are dead. tried genning a new world and selecting a few different races for the hermit (goblins, dwarfs + a few animal men) but the end result is always the same.
...
redownloading seems to have fixed the weird file extraction problem, although it still keeps killing off the 7 dwarfs and not spawning the hermit
I'm having the exact same issue as this person. Anyone know a fix for it? Google didn't turn up much anything, sadly.
The hermit does spawn, but I get a few .lua errors in DF Hack once the reaction is called. And, as this person experienced, all seven dwarves die and I get a game over, unable to continue in the hermit mode. What's the deal?
although since its friday meph should be releasing another updated, which i presume will fix the hermit mode issues....
Hi,
I'm experiencing extreme unstableness generating worlds.
Many, many time (85%) majority the map doenst finish at year 777 but crashed before that.
I've tried medium maps too - same result.
I have discerned no reproducable moment of crash- it may be in year 87 or year 557.
I'm wanting to get started with your mod - but this is preventing me to.
Am I doing something wrong? Can I give you info to help me?
thx
Good evening all,Thats strange, because I do test the default settings quite thoroughly. Is there an errorlog.txt in your dwarffortress folder?
I've been trying the newest Friday downloads for over a month now, and still having the same issue with each one. I download the new files, delete the entire folder and directory, create a new folder and place everything into it. World gen works fine. Everything else works fine until embark. at that point it freezes for a while (normal) then crashes to desktop with a "Dwarf Fortress has stopped working" error message. Tried it with different tile sets, this time just ran it from everything default, then picked out my equipment and animals, still same crash.
Suggestions?
Thanks,
JDD
until embark. at that point it freezes for a while (normal) then crashes to desktop with a "Dwarf Fortress has stopped working" error message.
It wasn't a syntax change, it was a bug fix that broke something else (because software is the spawn of Satan). The new bug only occured if a specific age is assigned to a historical figure. That happens in Hermit Mode.You never mentioned that the age was the issue. So I should leave out the age in the onload.init ?
The fix has been fixed, though I'm sure Meph is testing it so expect it on Friday rather than a hot fix.
You can, but then you're stuck with whatever random age the game picked as if the unit spawned at the edge of the map... which could leave your hermit with a short life expectancy.It wasn't a syntax change, it was a bug fix that broke something else (because software is the spawn of Satan). The new bug only occured if a specific age is assigned to a historical figure. That happens in Hermit Mode.You never mentioned that the age was the issue. So I should leave out the age in the onload.init ?
The fix has been fixed, though I'm sure Meph is testing it so expect it on Friday rather than a hot fix.
You can, but then you're stuck with whatever random age the game picked as if the unit spawned at the edge of the map... which could leave your hermit with a short life expectancy.It wasn't a syntax change, it was a bug fix that broke something else (because software is the spawn of Satan). The new bug only occured if a specific age is assigned to a historical figure. That happens in Hermit Mode.You never mentioned that the age was the issue. So I should leave out the age in the onload.init ?
The fix has been fixed, though I'm sure Meph is testing it so expect it on Friday rather than a hot fix.
I dont think thats necessary, even if I spawn 1-year old dwarves they act as fully-grown adults. They dont use the child sprites and I can assign labors to them.You can, but then you're stuck with whatever random age the game picked as if the unit spawned at the edge of the map... which could leave your hermit with a short life expectancy.It wasn't a syntax change, it was a bug fix that broke something else (because software is the spawn of Satan). The new bug only occured if a specific age is assigned to a historical figure. That happens in Hermit Mode.You never mentioned that the age was the issue. So I should leave out the age in the onload.init ?
The fix has been fixed, though I'm sure Meph is testing it so expect it on Friday rather than a hot fix.
You could get the creature's raw and set it to whatever adulthood age it have.
I dont think thats necessary, even if I spawn 1-year old dwarves they act as fully-grown adults. They dont use the child sprites and I can assign labors to them.The first couple items on that script's 'to do' list is making youngins act appropriately. But for now you could have 1-year-old adults.
Windows Defender is reporting the following: [Trojan:win32/Rundas!plock]It's a false positive. You'll see us discussing the same thing if you go back a page or two
Category: Trojan
Description: This program is dangerous and executes commands from an attacker.
Recommended action: Remove this software immediately.
Items:
file:C:\Users\docto\Downloads\Masterwork V1.08 (42.06)\MasterworkDwarfFortress\Utilities\Dwarf Mockup\DwarfMockup-1.2.0.exe
Windows Defender is reporting the following: [Trojan:win32/Rundas!plock]It's a false positive. You'll see us discussing the same thing if you go back a page or two
Category: Trojan
Description: This program is dangerous and executes commands from an attacker.
Recommended action: Remove this software immediately.
Items:
file:C:\Users\docto\Downloads\Masterwork V1.08 (42.06)\MasterworkDwarfFortress\Utilities\Dwarf Mockup\DwarfMockup-1.2.0.exe
I am currently in an embark with tons of cobaltite, however I am unable to use any of it. I am aware that it cannot be smelted, but numerous searches show it as usable for walls, floors and furniture. When I try to make cobaltite blocks in a masonry, I get the message that production is suspended because no cobaltite is available even though i have over 170 in stock and have given a stockpile the command to give to the mason explicitly. I even went ahead and checked the raws and made sure cobaltite is marked as [IS_STONE] and has all the elements that Gneiss has for example. I also went as far as moving the cobaltite entry from the 'inorganic_stone_mineral' to the 'inorganic_stone_layer' raw, which changed the icon into a regular stone icon, but otherwise did not change anything. What am I missing?
I think cobaltite is economic stone.
I am currently in an embark with tons of cobaltite, however I am unable to use any of it. I am aware that it cannot be smelted, but numerous searches show it as usable for walls, floors and furniture. When I try to make cobaltite blocks in a masonry, I get the message that production is suspended because no cobaltite is available even though i have over 170 in stock and have given a stockpile the command to give to the mason explicitly. I even went ahead and checked the raws and made sure cobaltite is marked as [IS_STONE] and has all the elements that Gneiss has for example. I also went as far as moving the cobaltite entry from the 'inorganic_stone_mineral' to the 'inorganic_stone_layer' raw, which changed the icon into a regular stone icon, but otherwise did not change anything. What am I missing?
okay figured out how the thread works, where could i find a .zip download?
hang on, fixed up some stuff.
masterwork, here i come!
its determined by the amount of products. making coke makes 6-10 bars of coke, smelting ore makes around 4. thats why they learn faster.SLOW_LEARNER also excludes the caste/creature from positions. Unless you mean LEARN_RATES:50%
slow learner sets learn rate to 50% as far as I know, guilds should not be affected.
Any update on that constant crashing issue?Yes: As before, turn off The Earth strike back and Multilevel view of TWBT. Thats it, thats all I know. I played several years ingame without a single crash. I had no crashes at worldgen when testing.
I've been playing with The Earth Strikes Back! mod ON because, it's interesting. There were a lot of crashes. Really a lot. Turning off TWBT makes a significant difference. Enough of a difference that it's worthwhile, I just try to remember to Save Game after every keystroke-intense action (trades, invasions). Most of the time, the (uncommon now) crashes come when the game is doing 'a lot at once,' making me wonder if it's a RAM issue on my older laptop.Every time TESB is mentioned, its in conjunction with crashes... :/
But jimboo said TESB had fewer crashes than TWBT. That has to count for something ;)I've been playing with The Earth Strikes Back! mod ON because, it's interesting. There were a lot of crashes. Really a lot. Turning off TWBT makes a significant difference. Enough of a difference that it's worthwhile, I just try to remember to Save Game after every keystroke-intense action (trades, invasions). Most of the time, the (uncommon now) crashes come when the game is doing 'a lot at once,' making me wonder if it's a RAM issue on my older laptop.Every time TESB is mentioned, its in conjunction with crashes... :/
hi, i am not good speaking english, so i will try to explain the crash i was.Please upload this.
i am try to build a bag, for my library and in the moment i choose the bag the game crash.
mm i dont know if i got a crash report but if you say me where is it i can paste here.
i have off the earth strike back.
mmm if you need the save game in the moment when crash i can upload for you.
sorry for the poor information, but i recently start to play dwarf fortress.
Okay, downloaded latest build, fired it up. Tried several times and each time crashed at embark.I can try to simulate that, use the same settings and see if it crashes on my machine. The "Connected Component Overflow" is strange, I've never seen that before, nor do any posts in the forum exist that mention this expression.
Error log has a single entry repeated numerous times: "Connected Component Overflow"
Used the following settings on the launcher
Init:
Print mode STANDARD
Graphics Cap 300 => WTF, set that to 20 or so.
FPS Cap 150
size 3:3
points 1274
Group size 7
Window YES
normal speed
Settings:
All standardization
Grazing Coefficient 100
All else off
Mods:
Deeper Dwarven Domestication More Pets
More Leather Mod
Wanderers Friend
Silk Eggs Mod
All else off
Civs:
Dwarves for Fort
All else default
Invaders: Default
Creatures: Vanilla Creatures
Dwarf tab: all enabled
Sounds to me like your memory is running out. Something like #2715, "Crash during huge, lengthy world gen (out-of-memory)". Connected Component Overflow is noted in this comment as some pathing issue. Together I would think your game has not enough memeory to calculate detailed path map of such big embark area.
Yeah, wait till 64-bit to do your long-gen large worlds with big embarks.Thing is, he stated that the embark size is " size 3:3", and it crashes at embark, not world-gen. Still strange.
Is your antivirus blocking it?No AV activity. Nothing happens at all. Splash screen should disappear and the window should come up 0.8sec later. It just doesn't do that. Like the .exe finishes executing and ends, except the icon is still in taskbar until I open up hidden icons and mouse-over it (even 15mins later).
Dirst, if it’s helpful to have a crash error log for later analysis, would you walk me though just what would be useful? It’s sure to happen again someday. :)Here's something to keep in mind when reporting a problem with a mod or tool:
Just got back on, tried everything with default settings after deleting and cleaning everything out and re-downloadingThat is super strange... no one else reported anything about a component overflow. Only thing that I can offer is to send you save of a already genned and embarked world, to see if you can use it.
Same error message with "connected component overflow"
turned off anti-virus
killed everything non-essential except for DF and hack.
same thing. World Gen worked fine, was able to prepare for embark and spend points. Hit "E" to embark and after a couple of minutes game crashed. Never got to play screen.
My machine has an i7-2600 CPU 3.4 GHz, 64 GB ram, Windows 8 Pro 64-bit operating system, Radeon R9 260 video.
I found that most of my random crashes and other issues vanished when I turned TWBT off.Try with TWBT on and multilevel0. That should also work. It would be really interesting for me if you see a difference in performance/crashes with it.
Humans can't make pig iron. is this intended?Not intended. IIRC meph forgot a few of the alloy reactions in the smelter and will be fixing it soon
They exist, but kobolds are skulking and live in caves, thats why you dont see them on the world-map and embark selection. Its a DF quirk that I cant affect. If you want to play them, its best to only have kobolds active. Or turn off skulking and change their entity to allow the foundation of cities.
MW hasn't worked for me since v1.05. I hoped it was just a thing but it seems something was changed in 1.06 that doesn't like my computer. Please tell me what you need from me to help locate this issue to fix it.
I can still run 1.05 fine - it stats up and plays. With 1.06, 1.07, and 1.08, all extracted to their own folders exactly like 1.05, I navigate to the folder and open the Masterwork.exe file (blue gear icon). The splash screen for MW (that says it's loading) shows up as usual, but the main MW window with all the options never happens. There's no error msg or crash notification..........
Found a bug that *might* be related to the moutian crashing bug
I did an intense search while in the moutians, several different ranges at different times, and each time it froze up and crashed
this bug(s) is making traversing any sort of moutian range time consuming and a hassle. Its like going through a minefield
the only way to cross it is to save VERY often and if you reach a point where if you cross and it constantly crashes, rest for like an hour and it *should* be moved somewhere else
Hey can I get the Small Things Mod that you updated and the combined Stals Armory Pack and Historic Arms and Armors? I like those mods but I'd rather have them in vanilla DF. Also are you using a combat mod?I think the idea is for a lot of that mod stuff to be customizable so people can have whatever they want rather than everyone is forced to get the same stuff
Hey can I get the Small Things Mod that you updated and the combined Stals Armory Pack and Historic Arms and Armors? I like those mods but I'd rather have them in vanilla DF. Also are you using a combat mod?I think the idea is for a lot of that mod stuff to be customizable so people can have whatever they want rather than everyone is forced to get the same stuff
I thought I'd give Masterwork another whirl based on a passing whim. I hate to ask, but is there a version for 42.06 still available for download, or is the most recent legacy build 34.11? I ask because while the title of the thread and DFFD entry indicate 42.06, the file requirements on DFFD specifies 43.03 for the present version (v1.09), as does the filename for the download itself.Therapist for 43.03 is included.
EDIT: I mean, it's no problem if it's been superseded by the new version. I'm mostly just hanging back because I'm a Therapist player.
Are there plans for a mac version?not from my end, since I dont have a mac. If a player wants to make one, I'd be more than happy to share it.
Thank you. Perhaps it's indeed time to upgrade, then. :3I thought I'd give Masterwork another whirl based on a passing whim. I hate to ask, but is there a version for 42.06 still available for download, or is the most recent legacy build 34.11? I ask because while the title of the thread and DFFD entry indicate 42.06, the file requirements on DFFD specifies 43.03 for the present version (v1.09), as does the filename for the download itself.Therapist for 43.03 is included.
EDIT: I mean, it's no problem if it's been superseded by the new version. I'm mostly just hanging back because I'm a Therapist player.
Once you learn to love the new job manager system in 43.xx you'll never go back.Thank you. Perhaps it's indeed time to upgrade, then. :3I thought I'd give Masterwork another whirl based on a passing whim. I hate to ask, but is there a version for 42.06 still available for download, or is the most recent legacy build 34.11? I ask because while the title of the thread and DFFD entry indicate 42.06, the file requirements on DFFD specifies 43.03 for the present version (v1.09), as does the filename for the download itself.Therapist for 43.03 is included.
EDIT: I mean, it's no problem if it's been superseded by the new version. I'm mostly just hanging back because I'm a Therapist player.
*** Error(s) found in the file "data/save/region1/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
Quick question: What version of TESB is Masterwork 1.09 using? Curious as to whether it's safe to upgrade an existing savegame to 2.11.I honestly dont know. I'll update to its newest state for the next release, 1.11. Dirst is super helpful and I feel bad for not doing this already, but I usually work on a single topic at a time. If I update TESB I'll update all the other third-party mods too.
Masterwork 1.10 is running v2.08 of The Earth Strikes Back!, but has the readme file for v2.03.Quick question: What version of TESB is Masterwork 1.09 using? Curious as to whether it's safe to upgrade an existing savegame to 2.11.I honestly dont know. I'll update to its newest state for the next release, 1.11. Dirst is super helpful and I feel bad for not doing this already, but I usually work on a single topic at a time. If I update TESB I'll update all the other third-party mods too.
Adding an apparent bugIs this for 1.09 or the new 1.10 version?
I have 4 water buffalo's in my meeting hall - 2 cows - 2 bulls. They dont show up for being pastured and they dont show up in the 'animal stocks' section.
My guess is a tag is missing? Odd thing is there are in fact 2 water buffalos that do show up and are currently pastured.
they cannot be marked for slaughter either via the v / p route.
cheers
B
updated for better info
Meph, I have a question. I'm not sure if this is said elsewheres, but what is the requirement for a civilization to have a Ruler, that is not of it's own race? I ask this, because in part I'm curious as to why weak kobolds would never have their leadership taken over by a more powerful creature, and it seems that Kobold Civ's always seem to have Kobold Leaders.
Meph, I have a question. I'm not sure if this is said elsewheres, but what is the requirement for a civilization to have a Ruler, that is not of it's own race? I ask this, because in part I'm curious as to why weak kobolds would never have their leadership taken over by a more powerful creature, and it seems that Kobold Civ's always seem to have Kobold Leaders.
You can prevent foreign creatures from taking over by using the [ALLOWED_CREATURE:creature:caste] on important positions. But, unless the civ is a babysnatcher (and therefore have a lot foreign citizens running around) i don't know how relevant it is.
The turtle is suppose to be a tougher kobold, and doesn't that say he isn't?Oh... sorry, I misread your post. I thought "why is he comparing kobolds to turtles?" , I must have skimmed the part about the castes. ^^
Chaosfiend, civs might have megabeasts etc as rulers, if the megabests has the same SPHERE as the religion the civ has. In old masterwork I gave all megabeasts all spheres, so it happened a lot. Now it happens as often as in vanilla DF. Snatched children can also grow up and become leaders, but kobolds dont snatch.
for _,item in pairs(items) do
if args.upgrade then
if item.quality == 5 then
return
end
quality = item.quality + 1
elseif args.downgrade then
if item.quality == 0 then
return
end
quality = item.quality - 1
elseif args.quality then
quality = tonumber(args.quality)
else
print('No quality specified')
return
end
dfhack.script_environment('functions/item').changeQuality(item,quality,dur,track)
end
Chaosfiend, civs might have megabeasts etc as rulers, if the megabests has the same SPHERE as the religion the civ has. In old masterwork I gave all megabeasts all spheres, so it happened a lot. Now it happens as often as in vanilla DF. Snatched children can also grow up and become leaders, but kobolds dont snatch.
Ahh, Okay, interesting. I guess since Kobolds only have the 7 religous Spheres prefered out of 130 as well, it would be all the more rare.
However, would the advent of Inns and Taverns change this dynamic a bit? I mean, now almost any civ can have multiple races within it. I mean, civs DO build them in world gen, I see it. Does it just take centuries for there to be any appreciable effect caused by Taverns in this regard? I've taken to about 500 year long world gens, (if I can manage). Even with Taverns, some races still seem to remain fairly pure in their racial demographics after 500 years.
I checked the box next to kobolds in the fort column, and unchecked the one for dwarvesThat is exactly how to do it. Did you gen a new world?
There is one thing that doesn't really work for me and I am not really sure is that a bug/am I doing something wrong in settings/something else. I've already played pretty much every version of Masterwork Reborn, sometimes for a 4-5 ingame years... and I weren't attacked even once. Bah, there weren't even any ambushes. All enemy civs act like they do not exists, so the worst I live through were some murderous parrots. Did I somehow switched them off ("Invaders" are on in the settings)? Or is there some other cause?
Seriously?! ... it was completely okay around the old version of Masterwork. I was so popular that there was a nearly permanent siege with one group leaving only for another one to take it's place. It was ok ;_; And what exactly do you mean by "near"?
Can anyone explain to me the pros and cons of increasing the calendar speed vs decreasing the calendar speed?
More or less time between caravans, diplomats, mandates, demands, etc. Also food production.... if the spring takes 4 times as long, you can harvest 4 times instead of only once.Can anyone explain to me the pros and cons of increasing the calendar speed vs decreasing the calendar speed?
Faster seasons, I guess?
c) I had ~20 crashes when placing furnitures in my dwarf quarters. All of them within the area of three 3x3 houses, but I can't see any constants about it beside this. So - every time it's caused by different furniture placed on different place. No idea what happened, but it repeated itself. If you don't have problems with playing the save for a one-two month and repeat my steps of placing furnitures to see what causes the problems, I can sent you my save.Yes please. First time I hear about someone having crashes in a menu. Sounds like a dfhack plugin to me. Have you tried that save without dfhack?
-- Shows/resets hunger and thirst counters
function run(cmd)
local unit=dfhack.gui.getSelectedUnit()
if unit then
local name = dfhack.units.getVisibleName(unit)
if name and name.has_name then
unitname = dfhack.TranslateName(name)
else
unitname = "unit"
end
if cmd == 'status' then
print("Status for "..unitname..":")
print("Hunger:", unit.counters2.hunger_timer)
print("Thirst:", unit.counters2.thirst_timer)
elseif cmd == 'reset' then
print("Resetting hunger and thirst counters for "..unitname)
unit.counters2.hunger_timer=0
unit.counters2.thirst_timer=0
end
end
end
local cmd = ...
if not cmd then
qerror('Usage: hunger status/reset')
end
run(cmd)
MW hasn't worked for me since v1.05. I hoped it was just a thing but it seems something was changed in 1.06 that doesn't like my computer. Please tell me what you need from me to help locate this issue to fix it.
I can still run 1.05 fine - it stats up and plays. With 1.06, 1.07, and 1.08, all extracted to their own folders exactly like 1.05, I navigate to the folder and open the Masterwork.exe file (blue gear icon). The splash screen for MW (that says it's loading) shows up as usual, but the main MW window with all the options never happens. There's no error msg or crash notification..........
V1.09 works. MW window loads, game launches. Haven't played yet, but all looks good. Thanks!
I am having trouble using plump helmets (specifically making booze).
How is this done in Masterwork? Never had a problem in the past.
I can't remember if this was posted before or not, but I was wondering if it was possible to update the version of Masterwork currently on my laptop. I don't remember the exact version number I have, but I know I downloaded it sometime in the past month or two. I would like to be able to update the Masterwork mods without losing any of the settings I've done on the launcher, as well as updating the save file if possible. If that's not possible, then I'll just have to make a new fortress again. Thank you in advance.You cant update saves or version without messing some things up.
modtools/reaction-trigger -reactionName MUTATE_RAT_TO_GIANT -allowNonworkerTargets -command [ wrapper -unitSource \\WORKER_ID -target civ -radius [ 5 5 0 ] -maxtargets 1 -aclass SKAVEN_RAT -script [ modtools/transform-unit -unit \\TARGET -race SKAVEN_RAT_GIANT -caste MALE -suppressAnnouncement ] ] ]
modtools/reaction-trigger -reactionName ARMOR_RAT_U -allowNonworkerTargets -command [ wrapper -unitSource \\WORKER_ID -target civ -radius [ 5 5 0 ] -maxtargets 1 -aclass SKAVEN_RAT -script [ modtools/add-syndrome -syndrome "armor_rat" -target \\UNIT_ID ] ] ]
modtools/reaction-trigger -reactionName ARMOR_RAT_T -allowNonworkerTargets -command [ wrapper -unitSource \\WORKER_ID -target civ -radius [ 5 5 0 ] -maxtargets 1 -aclass SKAVEN_RAT -script [ modtools/add-syndrome -syndrome "armor_rat" -target \\TARGET_ID ] ] ]
modtools/reaction-trigger -reactionName ARMOR_RAT_W -allowNonworkerTargets -command [ wrapper -unitSource \\WORKER_ID -target civ -radius [ 5 5 0 ] -maxtargets 1 -aclass SKAVEN_RAT -script [ modtools/add-syndrome -syndrome "armor_rat" -target \\WORKER_ID ] ] ]
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:116: attempt to index a nil value
stack traceback:
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:116: in function 'getitemType'
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:126: in function 'handler'
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:166: in function 'equipHandler'
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:175: in function <...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:169>
problem with the plump helmet was PLANT_GROWTH in the reaction, instead of PLANT
Hey people! Fun seeing Masterwork kicking around still. I just downloaded it again and I'm very happy to be back in the realm of the Dorfs.Relatively recently, Toady changed woodcutting so that only an axe that can hold an edge (e.g., made of metal) can cut down a tree. The dorfs know this implicitly, so they ignore the training axe for woodcutting duties.
HOWEVER:
It seems I have found a bug in the latest version of masterwork.
On my human play through, I had a woodcutter who accidentally picked up my soldiers double axe, instead of the wooden training one when he was about to cut down trees. I had him drop the axe back in stockpile by disabling the woodcutter labor, and my soldier picked it up instead. After re-enabling woodcutting, no one in my fort/village wants to go cutting down trees, even though there is a wooden training axe laying around in the stockpile. I made sure they have woodcutting, I designated trees, and they have nothing else to do. They just stand about doing nothing, no one wants to get that axe and get to work, even if I leave the battle axe in there. I tried designating new trees, and removing old designations, nothing seems to work. I scanned through old threads looking for a solution, but can't find any. I re-enabled the woodcutting skill through both therapist and in-game, nope, nothing.
Anyone else who has experienced this, or is it just me?
Relatively recently, Toady changed woodcutting so that only an axe that can hold an edge (e.g., made of metal) can cut down a tree. The dorfs know this implicitly, so they ignore the training axe for woodcutting duties.
Not sure if all the embark profiles have been updated, though.
So why did I find Zbot in my download?No idea, but sometimes anti-virus programs dislike certain included utilities, because they hack into the DF.exe.
Was all set to settle into a bit of kobold camping, when I stumbled across a minor issue. The option in the GUI to change group size and points and embark doesn't seem to be working. It seems to be automatically using the designated points from the world gen parameters and default 7 group size regardless of what I specify.
PTWno, the main change is that the new DF is 64bit.
Also: Given that Masterwork is two versions behind from vanilla, are those fixes and tweaks from these two vanilla versions particularly game changing or otherwise vital?
PTWno, the main change is that the new DF is 64bit.
Also: Given that Masterwork is two versions behind from vanilla, are those fixes and tweaks from these two vanilla versions particularly game changing or otherwise vital?
I'm also getting spammed withCode: [Select]...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:116: attempt to index a nil value
stack traceback:
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:116: in function 'getitemType'
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:126: in function 'handler'
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:166: in function 'equipHandler'
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:175: in function <...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:169>
whenever an herbalist's inventory changes while carrying Sweet Galena (can't tell if it's plants, leaves, or both). I'm playing as Succubi, only a couple weeks into a fort. I also have Patreon Rewards unchecked in the settings, so I'm surprised to see the plants growing.
I'm having a region issue that I can't pinpoint. I can create a world just fine, start playing either fortress or adventure, and turn off the game just fine, but when I go to play the same world I've created, it crashes when "Rebuilding Temporary Information". I've tried this on several maps with no luck. Any thoughts?Could you upload this? I want to try. Someone else mentioned that he cant load saves, it crashes at the "Loading Artefacts" point.
Edit: Nevermind. Got nothing.Hi bennerman, Meph leaves some "sneak previews" in for unselected mods, and for TESB that is the Pet Granite. BTW the crashiness associated with TESB should be irradiated in MW 1.13. What mention did you see of Living Stone in your game? If you are seeing
Edit 2: Though actually, do I recall there being a crashing problem with TESB before? Because I have it disabled, but in one of the saves that started working by freak chance, I can select pet granite as a pet, and as it's loading, DFHack mentions living stone (both on the semi-working saves and non-working saves), again despite having it disabled from the very beginning. So if there is a problem with TESB, and the launcher is failing to remove TESB as requested, then that could be part of the problem.
Is it just me, or are the laptop keybinds not working right?they havent worked in a long long time
...Can you post it so that it can be included in the mod?http://puu.sh/qyLzB/47178e1dd0.txt
Is there a way to disable The Earth Strikes Back plugin after I generated a world and started a fort in it? I just found the perfect embark, but I forgot to turn it off :(You can type
Um, whenever I try to run arena in masterwork, dwarf fortress will freeze up and do nothing. Is there may way to fix this, or should I simply think of arena mode as a lost cause?
Is there a 64bit Linux version of vanilla DF 43.03?
ools/reaction-trigger is not a recognized command.
... without the leading "modt" which is odd, because a search of all the dfhack stuff shows it correctly.... ?Is there a 64bit Linux version of vanilla DF 43.03?dfhack throws this error twice:Code: [Select]ools/reaction-trigger is not a recognized command.
... without the leading "modt" which is odd, because a search of all the dfhack stuff shows it correctly.... ?
Are there no plans to re-implement gnomes? They were a lot of fun in the old mod.
Can I switch between fortress races whenever? Like if I generate a world with the ability to play as succubi in fort mode, could I exit DF, switch it off and turn Hermit on, and then go and start a hermit game? Obviously any succubi forts I had would break, but I'm assuming I have no active forts during the switch. Is it doable?If you go to the save's raw, then go the entity, you can add or remove [SITE_CONTROLLABLE] from the entity, thus changing the game. note that human fort mode involves the Racial Contracts that don't exist unless you start a new world with human mode on, though.
Last day with laptop access. The next week I'm in the mountains. If you never hear from me again, I died a deadly death. Otherwise I'll leave a message in 1-2 weeks or so.Good luck with your trip Meph, and have a safe journey.
Cheers,
Meph
Meph, would you mind if I used your set of scripts in one of mods?
I'm having a similar issue to DaSwayza in that my game functioned fine until I tried to reload it, it now says it has stopped responding every time at the 'loading artifacts' stage. I did try just leaving it and walking away for awhile to let it think which worked last night but it doesn't appear to be doing it now, also can't tab out of DF while it's not responding so I can't just ignore it for an hour or two. I am about to try disabling TESB since people say it may be the problem and making a new world without it on.There were crash issues with TESB but those were fixed in MW 1.13. The current crop of crashes appears related to Stal's Armory.
Number of dwarves/kobolds/whatever on embark
I set the UI launcher to 10, still get 7. Been away from DF and MWDF for some time, so having to relearn some things (hey, I can still build quantum stockpiles though!) so it may be something I have forgotten. I tried using the DFhack startdwarf command from hack but that just gives me an error. Not a huge deal, but I prefer 10 starting as it give a little more early labor and a better mix of early skills.
Oh, same issue with starting funds. I set it to 4k in UI, I get the default for the advanced world creation (I assume) MWDF world setting (starter/Gaia, etc.) which seems to be 10k. That one is less of an issue since I can just ignore the excess.
I wonder if Meph has met any Forgotten beast in the woods. He better have remembered to bring a pickaxe with him.In the woods would be a Titan. I just hope he remembered that trees refuse to be felled by wooden training axes nowadays.
I'm alive and well. Summited Mont Blanc two days ago, after an unsupported solo tour of 6 days on the mountain. I'm now in Geneva, heading to the Eurobike Convention in Germany soon. After that its only 500km cycling and I'm back and return with regular Df updates. ;)I wonder if Meph has met any Forgotten beast in the woods. He better have remembered to bring a pickaxe with him.In the woods would be a Titan. I just hope he remembered that trees refuse to be felled by wooden training axes nowadays.
I'm alive and well. Summited Mont Blanc two days ago, after an unsupported solo tour of 6 days on the mountain. I'm now in Geneva, heading to the Eurobike Convention in Germany soon. After that its only 500km cycling and I'm back and return with regular Df updates. ;)Glad to hear your trip is going well! Sorta odd question, but do the things you see during your worldwide excursions have any impact on how you think about your mod development, and goals?
How much of Masterwork was made simply by adding new raws, and how much using scripts? What are scripts in a DF context, and how would one learn to make them?The scripts are lua files that you add that are then interpreted by DF back to allow you to do all sorts of things in the game thatvwouldn't be possible in normal DF. All you need to do to make one of these scripts is learn how to write lua scripts and experiment to see what works and what doesn't.
Hello Meph, someone just turned me on to your fantastic modpack.If you read his message from the 5th you'll see that he was in the mountains with no laptop access since then, and is recently returned.
I would be more than happy to support your Patreon but I am rather concerned since it says this is updated every Friday but it hasn't updated since the 5th. Will you be updating this Friday?
How much of Masterwork was made simply by adding new raws, and how much using scripts?
What are scripts in a DF context, and how would one learn to make them?
spawning units/merchants/sieges
What are scripts in a DF context, and how would one learn to make them?
In general, they seem to access things in the games files or the exe that are difficult to modify/inspect. DFhack runs Lua scripts, I think. The wiki's (http://dwarffortresswiki.org/index.php/Main_Page) got a few articles on DFhack and there are numerous Lua tutorials out there. You'd probably be able to find support on Bay12 proper in the Programming Help thread or the DF modding board.
Summited Mont Blanc two days ago, after an unsupported solo tour of 6 days on the mountain. I'm now in Geneva, heading to the Eurobike Convention in Germany soon. After that its only 500km cycling and I'm back and return with regular Df updates. ;)
While I thank you for the kind words, I have to say that I might be more productive with modding if my RL would be a bit less... exciting. ;)Summited Mont Blanc two days ago, after an unsupported solo tour of 6 days on the mountain. I'm now in Geneva, heading to the Eurobike Convention in Germany soon. After that its only 500km cycling and I'm back and return with regular Df updates. ;)
This is partly why masterwork is such an awesome mod, meph is performing legendary deeds all by himself, IRL. Awesome work, both with the mod and your journeys!
a quick question, but, what was the content that isnt in masterwork 2016 compared to ye-olde masterwork? i remember ye-olde masterwork having tons of stuff, but the newer version not so much, but it does have the historical arms and stuff, but im wondering about buildings and features. i remember the ye-olde masterwork, dwarves had revolting plump helmet men, and carp cultists, but are those in mwdf 2016? and any other big things missing? the manual of the more recent version , i think has some stuff copy-pasted from the old version, which is ok if its temporary, but still.There are no gnomes, no warlocks, kobolds can't dig at all with the default settings, quite a few buildings have been edited out, splatter reactions don't work, and the force event scripts do not function, among other changes that I am likely not aware of.
a quick question, but, what was the content that isnt in masterwork 2016 compared to ye-olde masterwork? i remember ye-olde masterwork having tons of stuff, but the newer version not so much, but it does have the historical arms and stuff, but im wondering about buildings and features. i remember the ye-olde masterwork, dwarves had revolting plump helmet men, and carp cultists, but are those in mwdf 2016? and any other big things missing? the manual of the more recent version , i think has some stuff copy-pasted from the old version, which is ok if its temporary, but still.Plump helmet men and carp cultists still exist.
I'm also getting spammed withCode: [Select]...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:116: attempt to index a nil value
stack traceback:
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:116: in function 'getitemType'
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:126: in function 'handler'
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:166: in function 'equipHandler'
...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:175: in function <...\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:169>
whenever an herbalist's inventory changes while carrying Sweet Galena (can't tell if it's plants, leaves, or both). I'm playing as Succubi, only a couple weeks into a fort. I also have Patreon Rewards unchecked in the settings, so I'm surprised to see the plants growing.
I think this is happening any time anydwarf picks up a fruit, of any type. I added some debug lines and every time that error happens it is on a fruit (and I've not seen a fruit that doesn't give that error). Oddly, other plants don't seem to hit that part of the code, so I'm guessing there is something unexpected with fruit that the script doesn't handle. It is keying off there being a subtype (fruit is itemType 55, subtype 2 in my game), but there isn't a subtypedef (whatever that is).
And the patreon stuff just doesn't disable properly with the launcher option (at least in terms of the smokeables).
Edit: I've had it fire on capers, strawberries and a couple leaves now too. All itemtype 55, capers are subtype 1, leaves and strawberries were subtype 0.
In RPC server: I/O error in send results
in the DFHack console.I've been getting back into Masterwork after forever, trying a human fort - but for some reason I keep crashing, and Armok Vision doesn't show my fort at all. Do you have any idea why that might be?The version of masterwork I'm playing hasn't crashed much, though I do get the same errors in DF hack as you do, so I'm pretty sure this isn't what's causing the crash.
For Armok Vision, it shows only a blank starfield andCode: [Select]In RPC server: I/O error in send results
in the DFHack console.
As for crashes, I'm not nearly as sure, but my DFhack console is filled with errors at the start about codes not parsing or working. Something about being unable to create persistent entries and 'error loading script' lines. Also, 'no custom building for name POTTED_PLANT_BLUE' and a number of other buildings.
I'm not sure if all that's related, though.
I downloaded the version linked in the first post, but is there something else I'm supposed to do or is the mod just not completely stable yet? It's been fun for what I have managed to play!
I might pick it up later myself, but for now, I'll just play with the version I have, because it took around 4 hours to download wit my internet.The trick is to feed the carrier pigeons something sugary, then they fly the data packets to you faster :)
A few things... this is from 1.13, haven't tried 1.14 yet (changelog?)The Hidden Gems should function just like regular gems (rough ones can be cut, etc.) and also have additional reactions at Tributes/Altars. Keep in mind that the Gem Vines produce "gem clusters" which are actually and inedible rocky kind of fruit. Those clusters can be brewed at a still producing some alcohol, one or more Gem Seeds, and the occasional rough Hidden Gem. You can't do anything with the clusters at a jeweler's workshop.
-Can't use hidden gems at the gemcrafter's. Which is kind of a pain since I've been farming them for that purpose...
-Should games really be consumed after a single use? Makes the gaming table somewhat difficult to keep in operation for the relatively small benefit it provides.
Great mod otherwise though : )
Understood; I've been dutifully brewing the clusters, occasionally producing a hidden gem, and putting it in the stockpile with all my other gems. Unfortunately, the gemcrafter just used up all the "regular" gems and then quit, claiming that there weren't any gems, when I could see scads of the hidden ones in the stockpile. Has anyone else had/noticed this problem? Can you get it to work in your game?Hidden gems are their own entities, meaning that they have their own label in the jewler shop, so you need to switch the order to use the hidden gem you want instead of what gems you were using before.
It's the gemcutter I'm trying to use them at, not the jeweler. Trying to make furniture out of them.There might be something about the MW-specific buildings that only picks vanilla gems (for example, maybe Meph added a reaction class to the vanilla gems). If it's something I can address without breaking the mod for non-MW players, then it will be in the next version of TESB. As an example, I was able to make TESB function alongside MW's Standardized Materials in a way that kept the mod working fine for everyone. Hopefully this issue turns out to be similar.
Hello,Actually, if you didn't build high enough walls, or floor walls to stop enemies from getting inside, they can climb over them and get inside of your supposedly secure Fort. They may also get in through an unprotected water route, or even fly over if they have the means to do so.
I am trying to figure out how enemies keep getting into my fortress. Can hostiles path through warpstone or something? This is starting to get real annoying.
Congrats on the new release meph. I might get back into Dwarf Fortress. Just to know, are the invasions back in?There are invasions, but I cant force them like I did in older versions... so yeah, there should be quite a few more than in vanilla, but not as many as in df.34.11
Hello,Actually, if you didn't build high enough walls, or floor walls to stop enemies from getting inside, they can climb over them and get inside of your supposedly secure Fort. They may also get in through an unprotected water route, or even fly over if they have the means to do so.
I am trying to figure out how enemies keep getting into my fortress. Can hostiles path through warpstone or something? This is starting to get real annoying.
Hello,Actually, if you didn't build high enough walls, or floor walls to stop enemies from getting inside, they can climb over them and get inside of your supposedly secure Fort. They may also get in through an unprotected water route, or even fly over if they have the means to do so.
I am trying to figure out how enemies keep getting into my fortress. Can hostiles path through warpstone or something? This is starting to get real annoying.
I recall reading, also, that under very rare conditions enemies can spawn inside entirely closed-in structures (for example, spawning within a roofed room near the map edge). But if it was ever submitted to mantis, I am unable to find it, so not sure if it's been fixed.
Thanks for the tips, guys! I've already checked for open water-gates and so forth. Can enemies climb up diagonally? Like, viewing from the side, where X are walls, _ is empty space inside the fort, and Y is an angry troll outside:
Up
_X
XY Side
Down
Can the troll Y climb the wall X up diagonally into the empty _ space above him?
If so, that was my problem. I haven't had any surprise visits since I fixed that in the caverns.
My job manager keeps adding jobs for 3-5 wooden minecarts on its own. I'll go in and cancel them, but they constantly get re-added. I'm not adding them! Any ideas what's going on?Sid you remember to go to the P menu and cancel the job there?
My job manager keeps adding jobs for 3-5 wooden minecarts on its own. I'll go in and cancel them, but they constantly get re-added. I'm not adding them! Any ideas what's going on?Sid you remember to go to the P menu and cancel the job there?
If you want to cancel a manager order, go to the workshop where the order is being carried out, hit shift p and use the r key to remove the work order from the workshop.My job manager keeps adding jobs for 3-5 wooden minecarts on its own. I'll go in and cancel them, but they constantly get re-added. I'm not adding them! Any ideas what's going on?Sid you remember to go to the P menu and cancel the job there?
I do not have a P menu. p brings up the stockpile menu. There is no option to cancel jobs from the stockpile menu.
Are you trying to troll me? I'm not asking how to cancel the order. I'm asking how to stop the game from automatically generating manager orders for wheelbarrows so I can STOP having to cancel them.If you want to cancel a manager order, go to the workshop where the order is being carried out, hit shift p and use the r key to remove the work order from the workshop.My job manager keeps adding jobs for 3-5 wooden minecarts on its own. I'll go in and cancel them, but they constantly get re-added. I'm not adding them! Any ideas what's going on?Sid you remember to go to the P menu and cancel the job there?
I do not have a P menu. p brings up the stockpile menu. There is no option to cancel jobs from the stockpile menu.
Oh, you're using workflow, not the manager profile. Well, if you want to cancel it, then either type disable workflow into DF hack or try and wait for a job to que and stop it from repeating to remove the job protection.Are you trying to troll me? I'm not asking how to cancel the order. I'm asking how to stop the game from automatically generating manager orders for wheelbarrows so I can STOP having to cancel them.If you want to cancel a manager order, go to the workshop where the order is being carried out, hit shift p and use the r key to remove the work order from the workshop.My job manager keeps adding jobs for 3-5 wooden minecarts on its own. I'll go in and cancel them, but they constantly get re-added. I'm not adding them! Any ideas what's going on?Sid you remember to go to the P menu and cancel the job there?
I do not have a P menu. p brings up the stockpile menu. There is no option to cancel jobs from the stockpile menu.
Edit: to make it as clear as possible, I have one carpenter workshop, and it says plainly, "There are no active work orders tied to this shop." But my job manager keeps adding a job for 1-5 wooden carts. Where is this coming from? DFhack job stuff?
Hello, Great work it is just i do not know why my game keeps crashing over and over during worldgen. I can not get a world more then 5 years old. I wonder why? Want me to pack up and send my settings so you can see?Are you using the included pre-sets in the advanced worldgen?
Edit: to make it as clear as possible, I have one carpenter workshop, and it says plainly, "There are no active work orders tied to this shop." But my job manager keeps adding a job for 1-5 wooden carts. Where is this coming from? DFhack job stuff?What you're experiencing is pretty strange. Would you mind sending me the save?
Are you trying to troll me? I'm not asking how to cancel the order. I'm asking how to stop the game from automatically generating manager orders for wheelbarrows so I can STOP having to cancel them.If you want to cancel a manager order, go to the workshop where the order is being carried out, hit shift p and use the r key to remove the work order from the workshop.My job manager keeps adding jobs for 3-5 wooden minecarts on its own. I'll go in and cancel them, but they constantly get re-added. I'm not adding them! Any ideas what's going on?Sid you remember to go to the P menu and cancel the job there?
I do not have a P menu. p brings up the stockpile menu. There is no option to cancel jobs from the stockpile menu.
Edit: to make it as clear as possible, I have one carpenter workshop, and it says plainly, "There are no active work orders tied to this shop." But my job manager keeps adding a job for 1-5 wooden carts. Where is this coming from? DFhack job stuff?
When I type "workflow" in dfhack I get:
Error: the plugin is not enabled.
1. Magma Metallurgist furnace - Are there any impassible tiles to seal the magma channel under it? All the X's look passable. How do you seal out the magma creatures?
http://dwarffortresswiki.org/index.php/DF2014:Saved_game_folder
Where do I find the save file?
1. Magma Metallurgist furnace - Are there any impassible tiles to seal the magma channel under it? All the X's look passable. How do you seal out the magma creatures?
Personally, I always use drawbridges to create sealed magma pools under my forge rooms, then wall the access doors off. That way even if your furnace is deconstructed, there's nothing to get in.
Also scratching my head over pop limits. I went extremely low this time because last time I was seeing huge migrant waves early on blasting past the cap. And my fort value and exports were low. Probably a vanilla thing. So now I have seen NO migrants (set cap at 20 :p). Still at 7 a year in. I had planned a small game anyway, so not a big issue, but does have me wondering how the pop cap thing works these days.
Controlled cave-ins are fun to watch and useful (magma elevators and such) but for just keeping out magma entities, drawbridges and doors seem like unnecessary labor when a simple magma-safe grate anywhere 'upstream' is an easy preventative. Pre-edit anticipation of argument: FORCED flow through a grate can carry a creature past but unless one taps into the lower level of a pipe, does that ever actually happen? Or, if the magma workstation is being built directly on top of a discovered magma source ... don't do that. :)I use a pair of iron grates or vertical iron bars and have never had problems with Magma creatures
Also scratching my head over pop limits. I went extremely low this time because last time I was seeing huge migrant waves early on blasting past the cap. And my fort value and exports were low. Probably a vanilla thing. So now I have seen NO migrants (set cap at 20 :p). Still at 7 a year in. I had planned a small game anyway, so not a big issue, but does have me wondering how the pop cap thing works these days.
The pop cap settings are basically binary. The game checks if you're below the cap, and if you are, it may trigger a migrant wave. But this wave does not respect the gap between your current population and the pop cap setting; instead, the size of the wave is based on other factors (like exported wealth and 'risk' i.e. deaths in your fort). If you're not getting migrants at all, you may just need to wait a few more seasons, or export some more wealth - assuming it's a case that your civ still lives, which I presume is true. (If you're only a year in, that would only mean two 'missed' waves, no?)
Actually, now that I think of it, aren't the first two migrant waves supposed to be guaranteed?
Still having problems. It works fine on default settings. But when I increase dwarves, embark points, or size of embark the game goes through its usual workings, allowing me to pick location and equip, but when I embark it runs for a bit then crashes to desktop. Recently I went with the following settings:Initial settings default except for Window: Yes Size 10:10 Points 3,000 Group Size 1010x10 is ginormous. I generally do 3x3 and occasionally 5x5. With 10x10 you will probably have serious lag pretty fast. Assuming that's not the cause of the crash itself.
Settings: Standardization on, all others off
Mods: Deeper on, More leather on, Wanderers on, Silk egg on Mythical Monsters Mod: Hungry Ghosts off Arctic Additions Mod: Jotum Civ off All others off
World Gen: Number of Civs: 15 Embark Points 3000 End Year 65 Pop cap 15000 Mineral Scarcity 100
Hack give me error messages consisting of
Loading script at PyLNP_dfhack_onload.init
Error loading script
....... \MASTERWORK @\Dwarf Fortress\hack\lua\util.lua:607: error parsing arg 33:]
then several lines under a stack traceback: [C]: in function 'error'
After the succubus insertions are made, I get a couple of
pols/reaction-trigger is not a recognized command.
I've tried turning off TWBT, changing tilesets.
When I put in an End Year greater than 65 the program continues to run after the end date. i.e. End Year 150, keeps running 200+
When I put in Civilizations more than 15, it continues to generate maps and rejecting.
Suggestions?
For the Aquifiers, did you generate a new world after disabling them?
Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.
Is that the animal which is only famous for having died?Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.
see: harambe
So not different at all from a lot of animals in DF whose only notable accomplishments are settling in some random place and then dying of old age.Is that the animal which is only famous for having died?Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.
see: harambe
So not different at all from a lot of animals in DF whose only notable accomplishments are settling in some random place and then dying of old age.Is that the animal which is only famous for having died?Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.
see: harambe
Right, I almost forgot that this is the type of game where if you die quickly and painlessly with most of your body still intact, it's considered "lucky".So not different at all from a lot of animals in DF whose only notable accomplishments are settling in some random place and then dying of old age.Is that the animal which is only famous for having died?Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.
see: harambe
To be fair, in dwarf fortress dying of old age IS an accomplishment for most creatures.
It's still early days.Orcs are smakes mod, I updated it together with him, but he decided to remove a few things. The fletcher was among those.
I don't think it is too difficult to add them back, if reactions are present, just copy desired buildings from other entities.
But yes, reporting that to Meph would be a good idea :)
In that case, please remember that there is a quicksave option included in Dfhack. ;)
I've got WAY more silver than I know what to do with. It's been fun thinking up uses for it.Iron is my 'trash metal', I have so much of it similar to your silver problem. I finally started making a tower entirely out of iron. So far it houses 54 dwarves. All furniture is iron, all walls, etc. Everything. I might even give them iron clothing if you can do that.
My most recent idea was to give my career soliders silver clothing to wear under and over their armor. However, for the life of me, I can't figure out how to assign silver clothing to soldiers.
Any ideas? Or should I just not make any cloaks that aren't silver?
Iron is my 'trash metal', I have so much of it similar to your silver problem. I finally started making a tower entirely out of iron. So far it houses 54 dwarves. All furniture is iron, all walls, etc. Everything. I might even give them iron clothing if you can do that.
peat to coke, yes. Coke to diamond, no.Aww. Did that screw press recipe get removed for a reason?
I found it too goofy. ;)peat to coke, yes. Coke to diamond, no.Aww. Did that screw press recipe get removed for a reason?
Hey that works because we can grow rock crystals now, right?I found it too goofy. ;)peat to coke, yes. Coke to diamond, no.Aww. Did that screw press recipe get removed for a reason?
You can still make diamonds in the alchmist: "Create artificial diamonds(3) from crystal glass"
You need the "red cloth" or "blue cloth", etc, from the Dyer Studio. That should work.
Nice to finally see some screenshots of them. :)
Okay, can anyone explain a pattern I'm seeing? I've been genning worlds for fun the past few days, cause looking through alot of the new creatures and how they become part of civilizations is a blast.
However I have started noting a pattern with kobolds. I tend to see kobold civs dying out first, but not due, (at least as much as I can tell) to population decline. Instead I noticed that many kobold civs, even with multiple sites, happen to abandon alot of their sites, the year before the world generation stops.
One I just did, had 4 sites that had been active each for just over a century. The worl stopped generating for me at year 105, and all four sites they had, were abandoned at year 104. Two of those sites had not even had any activity for the past 60-70 years. The civ had never went to war. The sites were never attacked by forgotten beasts, titans, or any other rampaging creatures. There are no deaths listed having happened in the place. It was just up and abandoned the year before World Generation ended.
I've not noticed this nearly as much with other races, as I have with Kobolds. Anyone have an explanation as to why this is happening? I know Kobolds are not supposed to be the strongest race, but they are supposed to be prolific breeders! Why am I seeing such pathetic numbers, and sites just being abandoned willy nilly?
Is there easy way to restrict leathers to xx stockpiles? I mean if I want only lamellar leather in one stockpile, I have to disable like 200 different leather types manually D:
Kobolds die out for several reasons:
- short life span (to the point that we should actually bug it to Meph) means they do not marry/breed enough.
- wandering outside their sites and being eaten by almost everything (try to look into legends and see how historic kobolds die) due to small size
- being thieving race might not help.
- their sites are usually so poor they do not get attacked by anything.
We should perhaps consider modding their life span to a range of at least 30-40.
When I gen a new world kobolds are usually the first to go. Goblins sometimes manage to explode in numbers but they do loose every war they are a part of.
So, try to mod kobold maxage and gen the world again. Tell us how it goes.
Ugh, this is such a pain in the rear, cause I know kobolds are SUPPOSED to be weak and short lived as they are, but it just grinds at me that a race that is supposed to breed so quickly, their numbers remain among the lowest at the end of the day in world Gen.We will have to bug it to Meph but it will be better if we provide him with a solution :)
Not sure if this is a bug but i am playing human mode in i think 1.16 and it seems we are not able to make a screw press, which therefore means we can not make our own paper. Unless we have a workaround workshop that i have not seen yet.
Ugh, this is such a pain in the rear, cause I know kobolds are SUPPOSED to be weak and short lived as they are, but it just grinds at me that a race that is supposed to breed so quickly, their numbers remain among the lowest at the end of the day in world Gen.We will have to bug it to Meph but it will be better if we provide him with a solution :)
Oh i have another small questionThey will build nothing, and if you didn't put a lair tag on your site with DF hack, anything that you built that isn't a room will deconstructed and scattered.
If i retire my current human fort to go adventuring for a bit, will the AI make any serious changes to the layout of the town? It is a bunch of above ground buildings surrounded by a high wooden pallisade. Will they start shaping it to look like the default dorf mountain home, will they start making it like a standard human town, or will the AI just not build anything
Wait seriously? Why does that happen?As far as I know, nothing substantive happens. There is no AI in the sense you are thinking. Stuff happens at a civilization level, but nothing will change regarding constructions at the site. If you retire a fortress for a year or a hundred years and return you will find no changes to the layout or structure. The goods may be scattered and the people different however.
There's problem with the MayDay tileset, it makes Hidden Amber Opal into a layer stone.Hidden Amber Opal (and all the other Hidden Gems) are supposed to be invisible before being mined... thus the name Hidden.
There's problem with the MayDay tileset, it makes Hidden Amber Opal into a layer stone.Hidden Amber Opal (and all the other Hidden Gems) are supposed to be invisible before being mined... thus the name Hidden.
Or do you mean the mined rough gems look like boulders?
That sounds like a duplicated raws problem. Hidden Amber Opal is the first hidden gem, which makes it the most likely to suffer from confusion with a very different material. I spun up a test world using MW's defaults and looked at Hidden Amber Opal with DFHack, and I don't see any of the flags that would allow it to be a layer material. The material immediately before Hidden Amber Opal is Fire Clay, which is a soil that could form layers but would not leave behind boulders or rough gems.There's problem with the MayDay tileset, it makes Hidden Amber Opal into a layer stone.Hidden Amber Opal (and all the other Hidden Gems) are supposed to be invisible before being mined... thus the name Hidden.
Or do you mean the mined rough gems look like boulders?
No I mean I channeled down ~5 z levels looking for clay and found a layer made primarily of Hidden Amber Opal, digging around it more left Hidden Amber Opal floors and enough loose gems I'd probably have triggered a higher-level siege if I didn't quit the game.
There's problem with the MayDay tileset, it makes Hidden Amber Opal into a layer stone.Duplicate raws... I'd guess is PEAT. Please post your error log.
That sounds like a duplicated raws problem. Hidden Amber Opal is the first hidden gem, which makes it the most likely to suffer from confusion with a very different material. I spun up a test world using MW's defaults and looked at Hidden Amber Opal with DFHack, and I don't see any of the flags that would allow it to be a layer material. The material immediately before Hidden Amber Opal is Fire Clay, which is a soil that could form layers but would not leave behind boulders or rough gems.There's problem with the MayDay tileset, it makes Hidden Amber Opal into a layer stone.Hidden Amber Opal (and all the other Hidden Gems) are supposed to be invisible before being mined... thus the name Hidden.
Or do you mean the mined rough gems look like boulders?
No I mean I channeled down ~5 z levels looking for clay and found a layer made primarily of Hidden Amber Opal, digging around it more left Hidden Amber Opal floors and enough loose gems I'd probably have triggered a higher-level siege if I didn't quit the game.
What combination of settings were you using in this world? (Edit: Or could you upload the save to DFFD?)
If you pesk around in the files section where you can access and alter the Raws, there should be both a game log and an error log floating around there somewhere. These are both notepad documents, and they should be easy to find if you look for them by the names gamelog or errorlog respectively.That sounds like a duplicated raws problem. Hidden Amber Opal is the first hidden gem, which makes it the most likely to suffer from confusion with a very different material. I spun up a test world using MW's defaults and looked at Hidden Amber Opal with DFHack, and I don't see any of the flags that would allow it to be a layer material. The material immediately before Hidden Amber Opal is Fire Clay, which is a soil that could form layers but would not leave behind boulders or rough gems.There's problem with the MayDay tileset, it makes Hidden Amber Opal into a layer stone.Hidden Amber Opal (and all the other Hidden Gems) are supposed to be invisible before being mined... thus the name Hidden.
Or do you mean the mined rough gems look like boulders?
No I mean I channeled down ~5 z levels looking for clay and found a layer made primarily of Hidden Amber Opal, digging around it more left Hidden Amber Opal floors and enough loose gems I'd probably have triggered a higher-level siege if I didn't quit the game.
What combination of settings were you using in this world? (Edit: Or could you upload the save to DFFD?)
http://dffd.bay12games.com/file.php?id=12487
EDIT: Where would I find the error log?
So, elves do not bring thread or cloth anymore, or is it just me? Wow they are completely useless now. Also, no boxed bulk goods in this version? I loved ordering things in bulk, that was a great system.
So, elves do not bring thread or cloth anymore, or is it just me? Wow they are completely useless now. Also, no boxed bulk goods in this version? I loved ordering things in bulk, that was a great system.
Elves are ALMOST worthless. Can't even use their bones. Can't burn most of their wood trash into coke or ash. Can burn their clothes though. Unless you're playing orcs.
But... they do still bring some interesting pets now and then. If only they'd send a trade rep so we could order pets.
I can add the bloodgod.Please note the bloodgod may not be the only difference between the latest MMM and MW's current version of MMM.
FD I checked, I did the changes manually.
RAR is an archive format, similar to ZIP or 7z. Try using a program like WinRAR or 7-Zip to extract it.
i do i was just wondering if there was a specific link i should use, also i cant figure out how to change my civ type, from dwarfs to anything else,I just meant when you asked 'what is a .rar' file, the first few links on google explain what it is and link to winrar
i do i was just wondering if there was a specific link i should use, also i cant figure out how to change my civ type, from dwarfs to anything else,
Hmm this is odd I keep crashing randomly and it not adding anything to the error log playing as succubus is that matters errorlog just thisthati get but it dont crash cause of that,Spoiler (click to show/hide)
My last two embarks I have encountered the same glitch. During a siege by the undead the entire force of undead suddenly disappears (no bodies) and shows up in the dead/missing page. There are no announcements and nothing shows up in the combat report. Exploring the full map and cutting trees around the edges doesn't result in any ambushers or stragglers appearing. If I use exterminate undead I can kill the despawned invaders, however this doesn't remove the siege tag. In the first instance I continued playing the save for 2 years and the siege tag never went away. I found a script to end siege for an older version of DF and gave it a try, with no effect. Has anyone else had this issue?if you look back there are reports of vanishing caravans too
My last two embarks I have encountered the same glitch. During a siege by the undead the entire force of undead suddenly disappears (no bodies) and shows up in the dead/missing page. There are no announcements and nothing shows up in the combat report. Exploring the full map and cutting trees around the edges doesn't result in any ambushers or stragglers appearing. If I use exterminate undead I can kill the despawned invaders, however this doesn't remove the siege tag. In the first instance I continued playing the save for 2 years and the siege tag never went away. I found a script to end siege for an older version of DF and gave it a try, with no effect. Has anyone else had this issue?
erm no the df script makes the undead go and crumble into dust after 6 months of being around,My last two embarks I have encountered the same glitch. During a siege by the undead the entire force of undead suddenly disappears (no bodies) and shows up in the dead/missing page. There are no announcements and nothing shows up in the combat report. Exploring the full map and cutting trees around the edges doesn't result in any ambushers or stragglers appearing. If I use exterminate undead I can kill the despawned invaders, however this doesn't remove the siege tag. In the first instance I continued playing the save for 2 years and the siege tag never went away. I found a script to end siege for an older version of DF and gave it a try, with no effect. Has anyone else had this issue?
IIRC, there's a DFhack script packaged with Masterwork that makes undead decay over time or something. Maybe that has something to do with it.
erm no the df script makes the undead go and crumble into dust after 6 months of being around,My last two embarks I have encountered the same glitch. During a siege by the undead the entire force of undead suddenly disappears (no bodies) and shows up in the dead/missing page. There are no announcements and nothing shows up in the combat report. Exploring the full map and cutting trees around the edges doesn't result in any ambushers or stragglers appearing. If I use exterminate undead I can kill the despawned invaders, however this doesn't remove the siege tag. In the first instance I continued playing the save for 2 years and the siege tag never went away. I found a script to end siege for an older version of DF and gave it a try, with no effect. Has anyone else had this issue?
IIRC, there's a DFhack script packaged with Masterwork that makes undead decay over time or something. Maybe that has something to do with it.
I have seen the same with undead invasions. And in my current game I have a caravan that dumps invisible and uninteractable with goods on the map edge. They show on status, but can't mark then in any way. I know exactly have tile they sit on, but can't see them and 'k' shows it empty. And unhide does nothing.
Very annoying.
The undead siege issue went away after a year or so. They didn't show up on any reports I could find, but when the second necromancer (first died) ran off map edge (after his whole force had poofed about the time the arrived), the siege stayed on. That wasn't a big deal. I sent out the military and when nothing happened I just ignored it. At some point I noticed it went away.
The trade caravan goods worry me more. And they affect my status list which is inconvenient.
I have seen the same with undead invasions. And in my current game I have a caravan that dumps invisible and uninteractable with goods on the map edge. They show on status, but can't mark then in any way. I know exactly have tile they sit on, but can't see them and 'k' shows it empty. And unhide does nothing.
Very annoying.
The undead siege issue went away after a year or so. They didn't show up on any reports I could find, but when the second necromancer (first died) ran off map edge (after his whole force had poofed about the time the arrived), the siege stayed on. That wasn't a big deal. I sent out the military and when nothing happened I just ignored it. At some point I noticed it went away.
The trade caravan goods worry me more. And they affect my status list which is inconvenient.
Have you tried to retrieve them via autodump? Generally the citizens wont pick up goods on the last tile of the map, but you can set them to dump and then "autodump" to a central location with dfhack. I have to do this with just about every good that drops on the outer edge of the map.
Just started an account to say thanks for your awesome mod man! Thanks for the good times!I could do that tomorrow, but the 64bit dfhack is still in a test-phase and Dwarf Therapist does not work for 64bit yet.
Question: Are you planning to migrate this monster to the 64bit version of DF now that DFHack for 64bit is up and running? If so when?
Did you generate a new world after you made them slavers?
I saw golems in the RAWs but is there no golem forge currently?
Confirmed. thanks ArcI saw golems in the RAWs but is there no golem forge currently?
You MIGHT need magma to unlock the golem forge. Or it might have been removed at some point, I don't play ☼Dwarves☼.
Is there any way you could make a zip file for this, instead of people having to rely on winrar, just for simplicity's sakes.No. I'd rather make it a 7z file.
Is there any way you could make a zip file for this, instead of people having to rely on winrar, just for simplicity's sakes.No. I'd rather make it a 7z file.
Question: Can we... NOT allow firey things to show up as diplomats or caravan members?
Question: Can we... NOT allow firey things to show up as diplomats or caravan members? Because my fledgling succubus fort just died because the caravan from home brought a fire imp. Like, I can't even play past summer, because every damn time something sets the whole map on fire and kills half my fort. Half the time the ambassador herself is firey and walks straight in, immolating everything on her way to the office.IF YOU ARE EXPERIENCING PROBLEMS WITH FIRE, STOP MAKING EVERYTHING OUT OF FUCKING WOOD!
IF YOU ARE EXPERIENCING PROBLEMS WITH FIRE, STOP MAKING EVERYTHING OUT OF FUCKING WOOD!
Question: Can we... NOT allow firey things to show up as diplomats or caravan members? Because my fledgling succubus fort just died because the caravan from home brought a fire imp. Like, I can't even play past summer, because every damn time something sets the whole map on fire and kills half my fort. Half the time the ambassador herself is firey and walks straight in, immolating everything on her way to the office.Maybe... dont play the fire-based race? ^^ Its a feature. If you dislike the fires, use "weather rain" to stop them.
I thought Succubi were immune to fire? Did that change?The grass and trees are... less immune.
I thought Succubi were immune to fire? Did that change?The grass and trees are... less immune.
It usually is. At any rate, there's growing evidence it wasn't a fire creature showing up and touching the grass, but my Awakened One wagon-pullers going apeshit for no discernible reason and blowing up passing civilians with firey iceballs.Awakened one wagon pullers?
Said Awakened Ones were busy helping construction of a floor at the time, so it looked like they picked up a stack of wood and then detonated. Entertaining, but annoying. Any reason why they'd do that?
Aren't they megabeasts though? Wouldn't that explain it?
That's kind of weird, I'm assuming both were part of my DD creature pack addon (unless Masterwork had cockatrices before) - I'm not sure why they'd be popping up as just wild creatures though, since they're supposed to be megabeasts.Aren't they megabeasts though? Wouldn't that explain it?
I don't know for sure. All I know is that two of them turned up when I embarked.
...That said, I'm really beginning to think it's the cockatrices. I just watched one peck its goblin owner to death unprovoked.
They're not even turning up as wild creatures, they're showing up alongside caravans and then obliterating them once they're on the map.That's even more odd then, I have genuinely no idea what's causing it since I haven't seen it pop up in my own game.
Go in build menu in adventure mode, whole screens black. Great job, I can't build to use these new thingsMaybe a TWBT issue?
I can second the adventure mode building issue.This might sound stupid, but how does it usually look? Is the text black on white, white on black, grey? I'm trying to figure out if its a problem with text/TTF, TWBT or transparency. I've never played ADVmode, so I really dont know how it fares with TWBT.
Not sure if it's new, but a minor bug. In entity_good_dwarf.txt, dwarves have [PERMITTED_REACTION:WOLFRAMITE_WOLFRAM], when the correct reaction name is [PERMITTED_REACTION:WOLFRAMITE_TUNGSTEN]. Took me a while to work out why I couldn't do anything with the wolframite I'd been buying.Nice catch! Easy to fix too, thank you. :)
agreed on the ramps, bernard2012. I'm sorry Meph I went back to phobeus before I caught screenshots of the issues I was speaking of... and I now don't want to break my current maps by switching back. Under the next update I'll run your tileset and post images of issues.Thanks... and I got more requests about clearer ramps. I can iconize them, aka make them upward/downward arrows again.
I can second the adventure mode building issue.This might sound stupid, but how does it usually look? Is the text black on white, white on black, grey? I'm trying to figure out if its a problem with text/TTF, TWBT or transparency. I've never played ADVmode, so I really dont know how it fares with TWBT.Not sure if it's new, but a minor bug. In entity_good_dwarf.txt, dwarves have [PERMITTED_REACTION:WOLFRAMITE_WOLFRAM], when the correct reaction name is [PERMITTED_REACTION:WOLFRAMITE_TUNGSTEN]. Took me a while to work out why I couldn't do anything with the wolframite I'd been buying.Nice catch! Easy to fix too, thank you. :)agreed on the ramps, bernard2012. I'm sorry Meph I went back to phobeus before I caught screenshots of the issues I was speaking of... and I now don't want to break my current maps by switching back. Under the next update I'll run your tileset and post images of issues.Thanks... and I got more requests about clearer ramps. I can iconize them, aka make them upward/downward arrows again.
Anyone else getting a C++ Runtime crash in the latest version? Happens when trying to finish worldgen.No, but I only test the default mod. Did you make any changes in the GUI?
Played 9 hrs this weekend. Had fun, no traders on a nanofort (and it's been 3 game years). Which was killing me. I didn't embark with any iron, so trying to smelt bronze became a pain. I had to cheat. There was a smidge of iron at z level 195 (or is that negative).
So, a few things.
Would love to be able to burn planks for charcoal, having a nano fort, I started to run out of wood.
Would love to create mechanisms from blocks
Would love to create bronze bars somehow, and possibly an anvil so I could build some of the other items.
But this isn't my mod. :) Had a blast anyway.
A few. I actually kept the mods input to a minimum. Here is the full error log;Anyone else getting a C++ Runtime crash in the latest version? Happens when trying to finish worldgen.No, but I only test the default mod. Did you make any changes in the GUI?
Just wanted to let people know that I'm stuck in Wales for a few more days, but I'll make an update early next week.
I'm more curious how he got there. Apparently he's a lot more talented with that bike than he lets on.Just wanted to let people know that I'm stuck in Wales for a few more days, but I'll make an update early next week.
Wales eh? that's only vaguely 150 miles / 240 km from where I live O.o I live in the South west of the UK. What brings you over there? Was it the sheep? (Culture joke :P)
Hello Friends.This is a relatively recent change in vanilla. Only an axe that can hold an edge can cut down trees now, which basically means metal. Someone could mod in a kind of wood that holds an edge, but even then it'd be a pain to get the right wood into a training axe.
I recently started playing again and discovered that the wooden training axe is not being picked up by my woodcutter to chop trees, he wants a regular combat one. Is this normal?
when will the new version of MDF is going to be released?The anticipation is killing me.Friday :)
when will the new version of MDF is going to be released?The anticipation is killing me.Friday :)
when will the new version of MDF is going to be released?The anticipation is killing me.Friday :)
I assume the new season thing you've been working on is going to be included, along with the new tileset changes? I haven't updated sinve version 1.16, as I didn't feel like the texture pack was comprehensive enough to warrant changing from the Phoebus texture pack. but its looks like its been polished enough to give it a try come the next update, I wasn't keen on the dark red autumn/fall season colouration but they rest looks lovely.
Which description are you looking at? It sounds a lot like this (https://github.com/DFHack/scripts/blob/bcd7ed20d5c096beabd58b0c7ec3f90ce08a67f4/item-descriptions.lua#L472-L475), which is a DFHack script that apparently has an outdated description (i.e. not a DF bug).
Edit: fixed that script
Thanks to Milo Christiansens season-palette script, the colors (hue) ingame will change depending on the current season. You can disable this feature by opening the dfhack.init and deleting the line "season-palette start" at the very top.
Yes. Its the seasonal color from the new update.
From the release thread I made today:QuoteThanks to Milo Christiansens season-palette script, the colors (hue) ingame will change depending on the current season. You can disable this feature by opening the dfhack.init and deleting the line "season-palette start" at the very top.
*Squee cant wait for the necromancers :D, but suppose id prefer a 64-bit update first rather than adding news races...Thats not up to me. I can release a 64-bit version tomorrow, the raw changes are minimal... its Dwarf Therapist and dfhack that have problems with it, not the modders.
I see...well, soon after joining the community i started to pick up trends of DFhack and DFhack dependent mod often being a version behind vanilla release, guess ill have to pick between modded game or latest version ::) hmm...i will have take time to consider the weight of each options. Thank you for the info.*Squee cant wait for the necromancers :D, but suppose id prefer a 64-bit update first rather than adding news races...Thats not up to me. I can release a 64-bit version tomorrow, the raw changes are minimal... its Dwarf Therapist and dfhack that have problems with it, not the modders.
The creature sprite thing is new this version, so expect there's some error in the script.Yes. Its the seasonal color from the new update.
From the release thread I made today:QuoteThanks to Milo Christiansens season-palette script, the colors (hue) ingame will change depending on the current season. You can disable this feature by opening the dfhack.init and deleting the line "season-palette start" at the very top.
I thought it was a bug because it seemed to coincide with my pressing of the buttons. tnx for the tip il go check it out.
I think the color issue maybe the new color scheme for seasons option... I'm not sure how to turn that off. Think Meph posted a quick how too somewhere in theach last few posts here.The creature sprite thing is new this version, so expect there's some error in the script.Yes. Its the seasonal color from the new update.
From the release thread I made today:QuoteThanks to Milo Christiansens season-palette script, the colors (hue) ingame will change depending on the current season. You can disable this feature by opening the dfhack.init and deleting the line "season-palette start" at the very top.
I thought it was a bug because it seemed to coincide with my pressing of the buttons. tnx for the tip il go check it out.
Try those instructions for the color issues... maybe that will fix the reat.
ok guys quick question, how would i go about updating masterwork? would i just pull my saves from the old version, and then move them to the new installed one?That would only work with hotfix updates, if there was new features implemented, you wont be able to see it until a new world is generated.
Just got an "undead" siege with all lightning man. They all died almost as soon as they showed up on the map. http://imgur.com/17h8YwI http://imgur.com/T9JNCx2what mods? also how?
Just got an "undead" siege with all lightning man. They all died almost as soon as they showed up on the map. http://imgur.com/17h8YwI http://imgur.com/T9JNCx2If your SIEGE tag isn't going away either, this is the same issue I have.
My siege tag went away pretty fast, only mod is the latest MW package, nothing else.
Sounds like it's the *mancers option, part of the Mythical Monsters Mod. Enabled by default. Depends a lot on the RNG putting those secrets into the world. One of my worlds had a tower dedicated to the secret of legendary cheese making and another tower of oinomancers; the magic of wine and eternal inebriation. I was going to send an adventurer to take some study notes from these fine gentlemen but I got distracted and never saw them in action.#FAILEDAMAZINGLY
I deleted the graphics folder in the save folder, that took care of the creature sprites issue, the game reverts to ascii if it can't find the graphics i guess.
Thanks for the tips about the colors, although in the meantime i have decided i am okay with the colors changing with the season (even if it makes no sense for stone to change colors...), this way i always know what season it is.
The fuzziness was also resolved for the most part by finding an appropriate zoom setting and changing print mode to 2D.
I would however suggest the GUI and mod be set up in such a way that the default would be pretty much vanilla DF and you have to choose which graphics you want. It seems to me that would make more sense than some non-vanilla graphical setup being arbitrarily chosen as the default.
In other news, i have received my first undead siege, but since i have decaying undead ticked on, the have all become dead again for good, but the SIEGE tag is still on my screen. Will that ever go away or am I stuck in a perpetual siege with no besiegers now?
Edit:Just got an "undead" siege with all lightning man. They all died almost as soon as they showed up on the map. http://imgur.com/17h8YwI http://imgur.com/T9JNCx2If your SIEGE tag isn't going away either, this is the same issue I have.
So! I recently re-downloaded this wonderful mod as I wanted to wait for more features. But it seems my game keeps crashing during world gen! I should note, I have re-downloaded it twice and tried a few different histories and even map size. :<This is isn't exactly because of world size, while it is a great contributing factor, its more of your computer running out of memory. Try to unpark your cpu or free some RAM
It appears even after clearing up a lot of memory, the still will still either crash on loading of a world or just for no reason. Shame. :/
How do I set the graphics to the default ASCII and color scheme?Hello?
sorry, I think some of us myself included have been having RL issues lately, There is ASCII sets in the graphics on the first page. Its been awhile for me, but I believe its ASCII 8x12 or something like that in the tileset. Some people have complained the sprites for creatures and stuff still appear, they had to manually delete graphics. I'm sure in a future edition Meph will provide an easier maybe 1 button to configure option. It seems some nostalgia for the original ASCII version has cropped up (I personally only played the ASCII version until someone showed me the newbie pack and masterwork, and now I really don't think I'd be that good at it with ASCII). anyways I hope this helps.How do I set the graphics to the default ASCII and color scheme?Hello?
for Skald359...
When the builder says requires a gold coin, it means a stack of gold coins(which is 500 coins). so if it wants 5 gold coins, it really means 2500 gold coins. I think there is some need to figure out how to better regulate those messages, because this error is a common occurrence in all the races, people misunderstand the materials requirements. It happened to me too.
Hi All.I would say yes, though I'm not 100% sure about that.
This client works on Windows 10 (x64)?
Please tell me how to solve the problem when the text is converted into colored blocks. I think that this is due twbt, but the solution to this problem can not be found.
I've narrowed it down a bit. In the latest version for me, having more than 3 races checked for "invasion" causes the crash. Using something other than TWBT circumvents the issue a bit, but it sometimes crashes during world gen.http://www.bay12forums.com/smf/index.php?topic=161844.0 (http://www.bay12forums.com/smf/index.php?topic=161844.0)
Should allow the DF to use as much ram as it can get access to on your system (its generally boxed in at 2GB) here's an image of the utility:
However, it decided my problem, now everything works fine.Should allow the DF to use as much ram as it can get access to on your system (its generally boxed in at 2GB) here's an image of the utility:
It'll increase the limit from 2GB (on Windows) to 3-4GB. There's no way it can use more than 4GB, so if you hit that, DF will still crash.
Hey, I gota quick question, is the wood splitting block a dwarf only thing? I'm just starting a human fortress and (despite the manual saying otherwise) I'm seemingly unable to make a wood splitting block.
I THINK that wood splitting might be part of the Carpenters Guild buildings or something like that. At least, that's where I'd put that reaction.
i know this will sound stupid but,how do you play with the asci tileset in MWDF?
Should allow the DF to use as much ram as it can get access to on your system (its generally boxed in at 2GB) here's an image of the utility:
It'll increase the limit from 2GB (on Windows) to 3-4GB. There's no way it can use more than 4GB, so if you hit that, DF will still crash.
Hey, I gota quick question, is the wood splitting block a dwarf only thing? I'm just starting a human fortress and (despite the manual saying otherwise) I'm seemingly unable to make a wood splitting block.everyone else pretty much nailed it... dwarves got the wood splitting block and humans got the stone splitting block (which doesn't totally make sense to me, but I roll with the punches). Humans get the sawmill guild extension in the carpenter guild, which does basically the same thing. Dwarves never get a stone splitter. It gets worse for the other races... although succubus have this wonderful set of buildings that use magma to produce all the stone and brick you want, as long as you want slade... orcs get a sawmill that requires a slave too build, and I think a stone splitter with the same problem, and an elf shop that makes grown wood, in exchange for food... kobolds can't mine stone(if your playing it with the block mining setup provided for them)
@Criptfeind and anyone else running just ascii graphics.... I would much appreciate it if one of you came up with a full set of instructions on how to modify MW to capable to run in ascii... I think I want to play adventure mode soon, and the tilesets always seem to cause so many issues in adv mode.
Not sure where else to put the bug report.
Playing 43.03, Masterwork 1.22, and it turns out my rockforge isn't picky about which rocks it forges - it's just turned out a few menacing hematite spikes, and yes, hematite is reserved economic.
Magma well... it has an option to unlock the magma forges.... otherwise old fashioned way, dig down till you expose magma.
Starting from below screen, fonts are broken, so I cannot play it. No matter if Windowed or Fullscreen. No matter which font. Anyone have seen this before?Need additional information:
It's on Win7x84, AMD drivers on a Lenovo W500 Notebook.
https://abload.de/img/zwischenablage-1dap1a.jpg
I never noticed this until now but why does the human in the humans section of the OP looks so much like a medieval Professor Xavier from the X-Men?Because it is a medieval Professor Xavier from the X-Men. Mya~n (http://natehallinan.com/orderofx/).
(http://i.imgur.com/0bSTi9H.png)
I never noticed this until now but why does the human in the humans section of the OP looks so much like a medieval Professor Xavier from the X-Men?Because it is a medieval Professor Xavier from the X-Men. Mya~n (http://natehallinan.com/orderofx/).
(http://i.imgur.com/0bSTi9H.png)
So.. why does turning off creature sprites cause the game to switch to some weird elongated window?Still need an answer for this
Still need an answer for thisPerhaps a screenshot would help?
What the heck is happening with my DF? I've just downloaded new version and that's what I got, no matter what font I choose
(https://s23.postimg.org/4emnvcw57/wa2t_png.jpg)
My problem is that this one is way longer then the normal one and it looks weird
Odd, because when I launch regular DF non-fullscreen it is much shorterMy problem is that this one is way longer then the normal one and it looks weird
That one is the normal one.
Just unfullscreen and fullscreen it or resize the window, it's an issue with the plays.tv recorder that tends to come with newer AMD graphics card drivers while GRAPHICS is set to YES
What the heck is happening with my DF? I've just downloaded new version and that's what I got, no matter what font I choose
(https://s23.postimg.org/4emnvcw57/wa2t_png.jpg)
Anyway I can edit which races visit your fort if you have a tavern set up?
You know what we need? A separate version of Masterwork with just the standard ASCII graphics of normal DF. Same stuff as the current MW, just with default ASCII graphics.
I'm absolutely certain it has nothing to do with it.
What the heck is happening with my DF? I've just downloaded new version and that's what I got, no matter what font I choose
I used LAA on the dwarf fortress.exe and it fixed this problem, for me at least. Switching from TWBT to 2D also fixed it for me, but the multi z level view is not available in that. Hope that helps.
What the heck is happening with my DF? I've just downloaded new version and that's what I got, no matter what font I choose
(https://s23.postimg.org/4emnvcw57/wa2t_png.jpg)
I used LAA on the dwarf fortress.exe and it fixed this problem, for me at least. Switching from TWBT to 2D also fixed it for me, but the multi z level view is not available in that. Hope that helps.
You know what we need? A separate version of Masterwork with just the standard ASCII graphics of normal DF. Same stuff as the current MW, just with default ASCII graphics.
you can do that in the options...
Were there any changes in woodcutting? I've marked some trees with chop down "t"rees command, I have wooden training axe (suitable to woodcutting) and few orcs with woodcutting and yet nothing happens - there isn't even task in "j"ob listYes, there were changes in vanilla, at least. As of version 43.03, which Masterwork is applied to, you need to use an axe that can hold an edge for woodcutting; a wooden training axe will no longer cut it, so to speak. I'm not sure why it's not showing up in the job list, though I'll admit I didn't experiment too much on the implementation of this particular bug fix.
You know what we need? A separate version of Masterwork with just the standard ASCII graphics of normal DF. Same stuff as the current MW, just with default ASCII graphics.
you can do that in the options...
You can, but it fucks everything to hell. See my previous (a few pages back) long struggle to get the game to actually work with the normal graphics. I mean, it turned out to be a solvable issue, but it took me a hell of a long time to track down everything I had to delete to get the settings I selected to actually work and not fuck the game up.
Edit: I mean, I'm sure that I probably fucked something up and maybe it is actually possible to make the game work totally normally just thought the init file that I just wasn't able to find, but it's still a pretty massive pain in the ass.
You know what we need? A separate version of Masterwork with just the standard ASCII graphics of normal DF. Same stuff as the current MW, just with default ASCII graphics.
you can do that in the options...
You can, but it fucks everything to hell. See my previous (a few pages back) long struggle to get the game to actually work with the normal graphics. I mean, it turned out to be a solvable issue, but it took me a hell of a long time to track down everything I had to delete to get the settings I selected to actually work and not fuck the game up.
Edit: I mean, I'm sure that I probably fucked something up and maybe it is actually possible to make the game work totally normally just thought the init file that I just wasn't able to find, but it's still a pretty massive pain in the ass.
You only need to select your tileset here.
(http://i.imgur.com/seJRASh.png)
This would make your game look like this (kobolds):
(http://i.imgur.com/U3MN5w7l.jpg)
Not quite sure what the problem is.
Asked about the same on reddit, but perhaps better luck here.They aren't being answered because they aren't problems. If your having an issue in game, that error when DFhack first starts isn't the issue. Its just saying there isn't an override for the campfire workshop because it couldn't initiate the persist_table to get the time from the last save... that's all 1 error. you can't do that until your loaded into an embark location. It could be scripted around... but that's an aesthetic thing that isn't hurting DF at all. Its been said to more then once over the last year, random errors involving dfhack scripts at initialize generally are not the cause of in game errors, unless it the game completely quits before the first screen is resolved and the menu in-game can be operated. Anything after that point is a separate issue from DFhack initialization.
Just got the latest 1.23 and have trouble starting it. In DFHack console I see a TWBT error and a DFhack script related error - any idea?
--quote--
TWBT: version 5.70
TWBT: no tileset with id 6
TWBT: invalid override specification OVERRIDE:254:B:WORKSHOPCUSTOM:Workshop:CAMPFIRE:6:82
... V1.23 (43.03)\Dwarf Fortress\hack\lua\persist-table.lua:59: cannot create persistent entry
stack traceback:
[C]: in function 'save'
... V1.23 (43.03)\Dwarf Fortress\hack\lua\persist-table.lua:59: in function 'ensure'
... V1.23 (43.03)\Dwarf Fortress\hack\lua\persist-table.lua:139: in function '_index'
...3 (43.03)\Dwarf Fortress/raw/scripts/base/roses-init.lua:17: in function 'f'
...terwork V1.23 (43.03)\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...terwork V1.23 (43.03)\Dwarf Fortress\hack\lua\dfhack.lua:503>
(...tail calls...) DFHack is ready. Have a nice day!
DFHack version 0.43.03-r1 (release)
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]#
--/quote--
Obviously I can comment out the override string causing TWBT to fail, but persist-table one I have no idea how to address..
Seems like several other guys got the same, but never got any answers, unless I missed them..:
http://www.bay12forums.com/smf/index.php?topic=161390.msg7252060#msg7252060
http://www.bay12forums.com/smf/index.php?topic=161819.msg7292754#msg7292754
Does anyone else use Meph's tileset with MW? I mainly use his because I doubt other tilesets have all the graphics for new races and such.
However, for some reason, every time the season changes so does the color of all the tiles including stone, stockpiles, wood, etc. Is this intended or is it a bug? Does anybody else's tileset do this? Thanks.
They aren't being answered because they aren't problems. If your having an issue in game, that error when DFhack first starts isn't the issue. Its just saying there isn't an override for the campfire workshop because it couldn't initiate the persist_table to get the time from the last save... that's all 1 error. you can't do that until your loaded into an embark location. It could be scripted around... but that's an aesthetic thing that isn't hurting DF at all. Its been said to more then once over the last year, random errors involving dfhack scripts at initialize generally are not the cause of in game errors, unless it the game completely quits before the first screen is resolved and the menu in-game can be operated. Anything after that point is a separate issue from DFhack initialization.
So the real question is, do you have an actual in game error occurring, and what is it?
UGH now it won't even generate a world for me, it crashes at 'synchronising folders'.
They aren't being answered because they aren't problems. If your having an issue in game, that error when DFhack first starts isn't the issue. Its just saying there isn't an override for the campfire workshop because it couldn't initiate the persist_table to get the time from the last save... that's all 1 error. you can't do that until your loaded into an embark location. It could be scripted around... but that's an aesthetic thing that isn't hurting DF at all. Its been said to more then once over the last year, random errors involving dfhack scripts at initialize generally are not the cause of in game errors, unless it the game completely quits before the first screen is resolved and the menu in-game can be operated. Anything after that point is a separate issue from DFhack initialization.
So the real question is, do you have an actual in game error occurring, and what is it?
Oh, I see - thank you for clarification. Problem is that there is no "in game" error it would just crash. Gamelog.txt is like the following:
*** STARTING NEW GAME ***
Generating world using parameter set CREATE WORLD NOW = 5233315
Seed: tnw2LWI4Oij519l7puDs
History Seed: NQwdaOj6U5JqLodcxBnW
Name Seed: HJg734Rl3wrOYl7pt3d8
Creature Seed: mrWMsgCyY6YHkzCiCLlc
Nothing has arrived on the calendar.
The weather has cleared.
Nothing has arrived on the calendar.
The weather has cleared.
stderr.log is
Invoking: script PyLNP_dfhack_onLoad.init
Error loading script
Invoking: multicmd autolabor 0; workflow disable; autonestbox stop
Invoking: autolabor 0
Invoking: workflow disable
Invoking: autonestbox stop
Invoking: script PyLNP_dfhack_onLoad.init
Error loading script
And world generation is at 5XX/15XX in site placement
one question does your system have a separate graphics card? if you don't the answer is here:
http://www.bay12forums.com/smf/index.php?topic=162031.0 (http://www.bay12forums.com/smf/index.php?topic=162031.0)
Even if you said you did, I would send you to the same post first. It fixes most errors currently, especially integrated GPU systems, laptops, and old(3+ year) graphic cards running on windows computers. Some AMD graphics cards are having an issue with play.tv... but the window can just be resized to fix those issues... there isn't a crash.
Maybe I'm confused - what exactly does LAA change, besides allowing DF to use 3-4 GB of memory instead of 2? I can't see why changing that would fix any graphics issues. It's possible it's adjusting some GPU limit too, which could affect MDF since it uses a lot of textures, but in that case, "large address aware" is a rather poor name. Does anyone have a source for MDF's LAA? Is it this (https://www.techpowerup.com/forums/threads/large-address-aware.112556/)?
Getting a yearly crash every time my (Orcish) home civ sends a caravan. Seems it's tied to the wagons, since blocking their path (and thus stopping them from spawning) seems to prevent the crash.
Wow. Masterwork is quite buggy it seems.
Maybe I'm confused - what exactly does LAA change, besides allowing DF to use 3-4 GB of memory instead of 2? I can't see why changing that would fix any graphics issues. It's possible it's adjusting some GPU limit too, which could affect MDF since it uses a lot of textures, but in that case, "large address aware" is a rather poor name. Does anyone have a source for MDF's LAA? Is it this (https://www.techpowerup.com/forums/threads/large-address-aware.112556/)?
integrated GPUs don't have separate ram, so the graphic information is stored back with the program in the system ram, which is what is restricted to 2GB. Basically the fix works for integrated (on board) GPUs, such as laptops, and non high end desktops. any graphics card should circumvent the issue to begin with by holding all the graphics in its memory, but old graphics cards with 512MB or less internal RAM(3+ years old) have been showing up also having the problems.
LAA fixes the problem because it's allowing the program more +2GB to handle graphics when their is no ram dedicated to the GPU. Ram being dedicated to the GPU on integrated boards is a rather new thing in high end model laptops, and its still fairly standard for most productions not to do that. And I run primarily on an integrated laptop... and it improves my FPS and allows me past the 100 unit threshold which generally bogs me down to 2-5 fps no matter what.
As I saw from some players. If it doesn't crash but just produces strange effects, attempt to resize, fullscreen to window, or minimize/maximize first. but even these eventually went for the LAA, most of the info I gathered they were running 512MB graphics cards, or AMD with play.tv. All the errors this run have been primarily with older systems, and with windows. I don't think there is a mac environment running, or group to test, so I don't know if anyone is experiencing these problems on MAC. the linux users aren't complaining.... but from my experience with linux users, every new computer problem is just something for them to solve, YEAH!
Oh and the LAA is shipped with MWDF as far as I can tell since yeold MWDF and before that even, as its in that package too. Its in the utilities folder.
I have an R9 380 with 4 GB of on-board video memory. It's not necessarily older stuff.
better idea. do you have seasonal saves on? when the season your caravan shows up appears, just restart your program at that point.
another suggestion, select only the things from the liaison you really want sent... I try to keep it to 5 or less things, with orcs I usually select a single wood, warpstone large gem, spilled blood, all meat and fish, I get 1 wagon and a couple of guards and mule draggers. This reduces the number of items brought to you the following year...Reduced numbers=reduced wagons. or you can just put your Depot behind a wall with only 1 square entry, then no wagons will show up, but the inventory becomes even smaller. It sounds like your having the huge inventory issue. wagons brings tons of items compared to the backpacking, mule carrying merchants. wagons really aren't that much different in their in game memory then a horse or a dwarf. Its there carrying capacity that's different.
I have an R9 380 with 4 GB of on-board video memory. It's not necessarily older stuff.
Wish I had one... but I don't have a home desktop system to put it in... I hate to find out how far it set you back. I think the cheap versions of them are running $150 US now. I think I saw MSI advertising one of there versions at $400. Yeah with that type of video card you wouldn't need LAA for anything. Congrats, you have any more to share out?
I've got several bugs, possibly/probably related to eachother. First is that the game always crashes when trying to start playing in a world I created, entirely barring me from playing the mod. The second is that when I change the font or tileset in the launcher thing, those changes don't show up in-game. What do? Playing with the latest version of the mod.
I've got several bugs, possibly/probably related to eachother. First is that the game always crashes when trying to start playing in a world I created, entirely barring me from playing the mod. The second is that when I change the font or tileset in the launcher thing, those changes don't show up in-game. What do? Playing with the latest version of the mod.
first: have you tried this: http://www.bay12forums.com/smf/index.php?topic=162031.0 (http://www.bay12forums.com/smf/index.php?topic=162031.0)
second: launcher does not update game files, so any changes to the font or tileset will not change anything in a game world... you need to make those decisions prior to world generation.
I got this 43.03 version of Masterwork DF, with laptop keybind. On choosing an embark location, I can't move up or down, but I can move up or down by multiple block with shift+up/down arrows. "u" "m" don't work either.If you want to move through Z levels, you need to look at the. and , keys, and press shift to make them work as < or >. This will allow you to move up and down,
Up down arrows work in everywhere else though like menu selection.
That's not the issue. The issue is that u/m aren't working when choosing an embark location.I got this 43.03 version of Masterwork DF, with laptop keybind. On choosing an embark location, I can't move up or down, but I can move up or down by multiple block with shift+up/down arrows. "u" "m" don't work either.If you want to move through Z levels, you need to look at the. and , keys, and press shift to make them work as < or >. This will allow you to move up and down,
Up down arrows work in everywhere else though like menu selection.
That's not the issue. The issue is that u/m aren't working when choosing an embark location.I got this 43.03 version of Masterwork DF, with laptop keybind. On choosing an embark location, I can't move up or down, but I can move up or down by multiple block with shift+up/down arrows. "u" "m" don't work either.If you want to move through Z levels, you need to look at the. and , keys, and press shift to make them work as < or >. This will allow you to move up and down,
Up down arrows work in everywhere else though like menu selection.
rosareven: is it possible that those keys are bound to something else? The current bindings should be shown somewhere on that screen.
I've found a typo in the kobold menu. When you mouse over Shovels!, it says channing their playstyle, not changing.Window mode setting is on the first page of Masterwork menu, to the right under Miscellaneous. It's defaulted to "no".
Also, how do you make it start in windowed mode?
What the heck is happening with my DF? I've just downloaded new version and that's what I got, no matter what font I chooseSo I have this problem too, but the fix suggested by putnam (resize or fullscreen the window) doesn't fix it. I also don't have an AMD card. Any suggestions?Spoiler (click to show/hide)
I answered Szarrukin too. Putnum's answer was for AMD cards with play.tv installed. If it didn't work its because your most likely on another type of system being affected conversely currently. The following answer works for all the rest:What the heck is happening with my DF? I've just downloaded new version and that's what I got, no matter what font I chooseSo I have this problem too, but the fix suggested by putnam (resize or fullscreen the window) doesn't fix it. I also don't have an AMD card. Any suggestions?Spoiler (click to show/hide)
Hey guys maybe some one can help me out. I started a new embark and am trying to make instruments for the tavern. Just some basic one part things. It's saying I need logs an dI have a ton of logs. Any idea on why I cant build any instrument pieces out of logs?Could be several reasons:
Hey guys maybe some one can help me out. I started a new embark and am trying to make instruments for the tavern. Just some basic one part things. It's saying I need logs an dI have a ton of logs. Any idea on why I cant build any instrument pieces out of logs?Could be several reasons:
-You don't have the job active on a free dwarf
-The workshop could be linked to a stockpile with no logs
-could have a pathing bug (check if you can do anything else out of wood)
-almost anything else... IIRC instruments are not modded in any way so it's unlikely to be a Masterwork problem
I hate it.
theres more then just mossrova.... to spot them use standardized food.... any animal whose by products can produce side effects, keeps its name on its meat and cheeses.... the only problem with standardized foods, is that highly valuable animals don't produce highly valuable food.
theres more then just mossrova.... to spot them use standardized food.... any animal whose by products can produce side effects, keeps its name on its meat and cheeses.... the only problem with standardized foods, is that highly valuable animals don't produce highly valuable food.
That can cause crashes if you butcher a named animal, which is why it's off by default.
I'm getting crashes every time I try to manually save the game, autosaves seem fine but I can't take a break from a fort without losing my progress between seasons.Try using dfhack quicksave
I'm getting crashes every time I try to manually save the game, autosaves seem fine but I can't take a break from a fort without losing my progress between seasons.Try using dfhack quicksave
I've never had an issue butchering any named animal that was killed in the field... And I've never butchered named pets, not sure if you can, I always buried them, improves moral.theres more then just mossrova.... to spot them use standardized food.... any animal whose by products can produce side effects, keeps its name on its meat and cheeses.... the only problem with standardized foods, is that highly valuable animals don't produce highly valuable food.
That can cause crashes if you butcher a named animal, which is why it's off by default.
theres more then just mossrova.... to spot them use standardized food.... any animal whose by products can produce side effects, keeps its name on its meat and cheeses.... the only problem with standardized foods, is that highly valuable animals don't produce highly valuable food.
That can cause crashes if you butcher a named animal, which is why it's off by default.
Ohhh. Is this why butchering squigs is breaking my game?
I've never had an issue butchering any named animal that was killed in the field... And I've never butchered named pets, not sure if you can, I always buried them, improves moral.theres more then just mossrova.... to spot them use standardized food.... any animal whose by products can produce side effects, keeps its name on its meat and cheeses.... the only problem with standardized foods, is that highly valuable animals don't produce highly valuable food.
That can cause crashes if you butcher a named animal, which is why it's off by default.
Also for some reason the Embark points options in both the "init" and World Gen" tabs do not change the default points u get. No matter how many different forts u make in the same world, the default point amount remains there.That's a known issue linked to dfhack... IIRC you can change the embark points in game manually setting the parameter in advanced worldgen
I haven't heard about this. Is the issue that MDF is using a script to change the points in-game and the script is failing? Any related error messages?Also for some reason the Embark points options in both the "init" and World Gen" tabs do not change the default points u get. No matter how many different forts u make in the same world, the default point amount remains there.That's a known issue linked to dfhack...
Am I just massively unlucky or is this release mostly unplayable? It's so hard just trying to generate a world, it can take hours. Then it's nearly impossible to actually get the embark to work. I had to turn off sprites entirely, and even then it crashed two minutes after embarking.Something is wrong
are giant elephants supposed to be trapavoid? they aren't in the base game
Around three out of five times that I use the quicksave function, or save normally, or save through autosave, the entire thing crashes and I lose all progress. What do I do?
are you using LAA? that seems to be a decent "temporary" fix for this version of the mod.Yes. It helps extend world gen length, but the saves still crash on the "initializing" step
I've got several bugs, possibly/probably related to eachother. First is that the game always crashes when trying to start playing in a world I created, entirely barring me from playing the mod. The second is that when I change the font or tileset in the launcher thing, those changes don't show up in-game. What do? Playing with the latest version of the mod.
EDIT: I think I may have fixed it
disabling save compression makes it not only save way faster, but also seems to have greatly reduced the amount of crashes.
I've got several bugs, possibly/probably related to eachother. First is that the game always crashes when trying to start playing in a world I created, entirely barring me from playing the mod. The second is that when I change the font or tileset in the launcher thing, those changes don't show up in-game. What do? Playing with the latest version of the mod.
first: have you tried this: http://www.bay12forums.com/smf/index.php?topic=162031.0 (http://www.bay12forums.com/smf/index.php?topic=162031.0)
second: launcher does not update game files, so any changes to the font or tileset will not change anything in a game world... you need to make those decisions prior to world generation.
On the second point, it doesn't change anything for new worlds either. Also, font doesn't change.
Edit: I have no idea what anything on the first one means either.
EDIT: I think I may have fixed it
disabling save compression makes it not only save way faster, but also seems to have greatly reduced the amount of crashes.
I love you. Disabling save compression ended my crash problems :D Thank you!
What happened to Meph? He's apparently been active but hasn't posted since Christmas.I am hoping that he is okay.
What happened to Meph? He's apparently been active but hasn't posted since Christmas.
*oh God don't crash I won't even minimalize it to open Dwarf Therapist, just a few days until another seasonal save*
*day of seasonal save*
*crash*
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU xD
The difference between with and without save compress is that I can more or less always get a single season. The second? Crashes. Eh.
YOU CAN QUICKSAVE WITH DFHACK?!
..................
Good to know, God bless you.
btw. one last short question. How do you use display stands? I've prepared a nice place to store and display all my powerfull artifacts (like a stone ring or something) and I can't get it to work. How to you put something in it?
What's new in masterwork december 6th?http://www.bay12forums.com/smf/index.php?topic=161819.0 (http://www.bay12forums.com/smf/index.php?topic=161819.0)
What's new in masterwork december 6th?Meph puts a full list of changes on each release...
Ok, so, I'm having a problem with ctd. Whenever I try to create a world, I get the usual "Has stopped working" message from windows.Reinstalled it, and it worked fine. I had to do a hard reinstall, though, so I deleted all of it and reinstalled it.
I have a lot of the content on, but this shouldn't matter, as I have 16 Gigs of Ram, and 2 Gigs of Video Ram to back it up, as well as a 12 Gig swap file.
I have indeed used the two fixes people have suggested to others, both the LAA fix, and the compressed save fix.
Occasionally, before it crashes, I get a little popup telling me that one of the tilesets is missing.
It crashes on "Preparing Text Objects", right after "Preparing Materials".
I haven't been able to find a solution to this problem.
EDIT: Apparently it was window's fault (Not really surprising that). When I had tried to extract the file, about three hundred or so files were left out (Mainly tilesets). Unfortunately, windows being windows, simply trying to extract the files again didn't work, and resulted in it going over those files, recognizing they weren't duplicates, and then proceeding to completely forget about them, and proceed to complain about the duplicates that were there.
To solve this, I had to redownload the mod again, and extract it from a new download of the archive, with a different name.
So yeah, windows continues to be windows.
UPDATE: I also now find that the download doesn't seem to have all the files for the default Meph's Tileset, only containing one or two images, while my working copy contains many more. Is this a bug, or is it something I'm supposed to know about?
UPDATE 2: Ok, so found it did include some files, however, it's still not working. The error message I normally get is that it can't find the tileset in raw for either giants or humans, it seems to change every time I get the error.
Are there links to previous versions of Masterwork? I'm exhausted with these updates crashing and the graphics not working. 1.10 or below would be preferable.http://dffd.bay12games.com/who.php?id=2859
My dwarf turned into a werechameleon, and then his heart started melting and bleeding "plant matter", and then he died. What is going onI don't know but that sounds.. extremely excruciating.
Edit: I just noticed it isn't even a full-moon. It isn't even night at all
You get free granite stone and the pure ores smelt into more bars, and it takes nothing but time to process. I'd say its always worth itMy dwarf turned into a werechameleon, and then his heart started melting and bleeding "plant matter", and then he died. What is going onI don't know but that sounds.. extremely excruciating.
Edit: I just noticed it isn't even a full-moon. It isn't even night at all
Does anyone know how effective is ore processor? Is it worth processing every single ore in early embark?
My dwarf turned into a werechameleon, and then his heart started melting and bleeding "plant matter", and then he died. What is going onI don't know but that sounds.. extremely excruciating.
Edit: I just noticed it isn't even a full-moon. It isn't even night at all
Does anyone know how effective is ore processor? Is it worth processing every single ore in early embark?
Its worth it to process any ore, the difference between say hematite and process_hematite...Thanks, that's a great break down.
hematite has 4 tries at 1% for 1 orichalcum bar, and 4 irons bars when smelted.
processing the hematite gives you 1 pure hematite, 25% chance for 1 granite boulder, and 3% chance for 1 rock crystal.
smelting the pure hematite gives you 4 tries at 2% for 1 orichalcum bar, 4 tries at 25% for 1 iron bar and 4 iron bars automatic.
basically one step and you easily are increasing your average return rate to 5 iron bars with a possibility of 8 iron bars and increasing your chance of orichalcum.
that looks like a misdefined magma spawn point.... and even a bad raw edit doesn't produce actual lava, it produces the magma slag that is left behind when some material is heated beyond its melting point. Its has room temp and isn't dangerous, and it wont stack or flow... what he shows in the picture is what I usually see when a magma spawn point is set. if he has any magma wells, I would suggest trying to set all 4 directions to 0... if that doesn't work, then use the dfhack commands liquids to edit and remove the spawn point.
I'm still looking for mirrors of previous versions of masterwork if anyone can help. Anything around 1.10 would be preferable.
I'm still looking for mirrors of previous versions of masterwork if anyone can help. Anything around 1.10 would be preferable.
Yeah I can help you there. I keep backups of all versions XD. Here is the link for Masterword DF 1.10 :\
http://www.megafileupload.com/8mtp/Masterwork_V1.10(43.03).rar
I'd like to point out that if if that's the version you wanted, it's the first link on the list I linked you to.I'm still looking for mirrors of previous versions of masterwork if anyone can help. Anything around 1.10 would be preferable.
Yeah I can help you there. I keep backups of all versions XD. Here is the link for Masterword DF 1.10 :\
http://www.megafileupload.com/8mtp/Masterwork_V1.10(43.03).rar
Thanks friend, I appreciate it!
Hey, Meph. I'm playing the latest masterwork and I'm having some trouble with my clay industry. I have produced boulders of "silty clay", but cannot sieve them or use them directly in the pottery. Also, I have "silty clay loam" nearby that cannot be collected (does not count as clay in the zones selector). Any idea what's going on here?
Eh, alright. I must be seeing something different from you. So sorry I have taken up your valuable time by attempting to assist, I hope you'll be able to recover from the loss.
Is that a were-boulder? This has gone too far.
Is that a were-boulder? This has gone too far.
I perfectly understanded how it transformed. It used a military garrison and became a guard dwarf.
The question is, why would a fucking pet use the military garrison.
Also, This happened on another saveSpoiler (click to show/hide)
Not cheated in. I don't even
I´m aware this mod isn´t really designed with Adventure mode in mind, but if there was some way to reduce muscle mass gain (or even reverse it) that would be great. It´s incredibly easy to put yourself in a position where your character is too strong to move and just becomes a solid block of muscle.
Try the LAA utility. Run it and apply it to the dwarf fortress executable.
I think he may be cycling now...? I don't remember.Yeah, Africa.
In which case I wouldn't expect an update for quite some time.I think he may be cycling now...? I don't remember.Yeah, Africa.
1) Can anyone else make a new game in 1.23?FWIW I've been having squig-slaughter crashes for ages now as well but I've no idea what the cause is.
2) Does anyone wanna help me salvage my game where I can't slaughter squigs?
Summary:
1) My many-year old Orc fort crashes when I slaughter a squig.
2) Can't generate new game on 1.23 no matter what settings.
I was playing Orc fort for quite a while (several game years) in MDF1.13. Then eventually I crashed, and would crash over and over about 2 minutes after reloading. I tracked it down to a single job: I had turned on DFhack Autobutcher, that queued up a [Slaughter Squig] job, and when the squig was brought into the butcher shop the game would immediately crash. Cancelling or suspending the job allowed me to continue indefinitely, but any time I tried to butcher any squig in any way, even manually assigning the job, it would instantly crash. I certainly have butchered squigs in the past in this game, and was able to create a new embark with every caste of squid and butcher them without problems.
Ok, so something's wrong. I copied over my save file into a fresh install of v1.23. The problem continues. Damn.
Ok, let me start a new Orc fort to play then. I like laying out my fort architecture more than fighting beasties anyway. Nope! 1.23 crashes on world creation, every time. It crashes while *setting up to* generate world from parameters (before selecting a predef world map). I loaded the default profile. It gave me an error about colour palette and said "No settings have been changed" (even though ALL settings other than colours that were different in the profile HAD been changed - this is another bug all its own) and crashed when I tried worldgen. Changed colour palette. Crash crash crash. I turned off all the MDF creatures options and a couple of other things that are new since v1.13. It still crashed several times but did allow me to choose a map (Icy Myr) several times, but then crashed after generating it or when trying to "Start Playing" on a new map. Didn't make it to the embark screen even once in about 50 tries.
I loaded up 1.19 and made several maps, chose embark locations, and embarked several times without fail. Unpacked a fresh copy of 1.23 from the zip file and crash crash crash.
1) Can anyone else make a new game in 1.23?
2) Does anyone wanna help me salvage my game where I can't slaughter squigs?
I've been doing some SCIENCE in adventure mode in masterwork.If the creature you are playing as has the [NOFEAR] tag, bogey men will not attack you because you cannot be afraid of them. The results are also replicatable in vinilla if you play as a spider man or mod in a playable create with the [NOFEAR] tag.
Turns out, if you're a night creature, boogeymen won't attack you, and will unleash their frustration on everything else, except eachother.
2) Does anyone wanna help me salvage my game where I can't slaughter squigs?you CAN'T. :P
So... What's happening with Meph? Has Masterwork been abandoned or is he just busy?He's likely busy with his biking tour.
So... What's happening with Meph? Has Masterwork been abandoned or is he just busy?He's biking in Africa, someone said.
So I did not find any questions thread on this sub-forum so forgive me my ignorance but I´ll ask here.Tantrums will require a regen, as it alters the "soul" of your dwarves, and that can't be changed in a single world, but decaying corpses can be enabled without regenerating your world,as it is a DF hack script and not a raw change.
- If I set the option tantrums in middle of game (after saving and reloading the game of course), will it have any effect or I ´ll have to gen a new world?
- Same question for decaying corpses
Why wouldn't it?I thought me might have paused it given that the whole promise of the patreon was weekly updates.
So how is called this cool feature where you can set a "light" in df hack to make it simulate day/night cycle?You mean Rendermax? I don't know if it works well in the current version.
And you would have to build candles or something to see during night.
I forgot how it´s called and cannot find it.
I suppose. I don't mind donating a little while he's away personally but you are ofc free to pause your own contribution. I hope he enjoys a beer or two on me while he's cycling.Why wouldn't it?I thought me might have paused it given that the whole promise of the patreon was weekly updates.
So how is called this cool feature where you can set a "light" in df hack to make it simulate day/night cycle?You mean Rendermax? I don't know if it works well in the current version.
And you would have to build candles or something to see during night.
I forgot how it´s called and cannot find it.
There are some heavy problems in _latest_ version. Sum of my feedback:Sounds like the same problem everyone has when operating current version of MWDF. current bugfix run LAA from the dwarf launcher. fixes it for just about everyone. I use it. I can generate 1000 year old worlds large size with 20 civs and 10-15 races, etc. without it I crash just like you, and I have an ancient system too.
OS: win7 x64 8gb RAM
1. ctd when generating world or at world saving if
a) more than 4-6 races activated
b) more then medium world size, and small civs and location places
c) if history longness is "too much", earlest ctd was on 26th year but with few races, civs and locations at medium worldsize it is possible to generate 250 year history but not much more.
2. when I load my saved game it is roughtly 30% chance of ctdyep another sign that you aren't using LAA. But if you do have a video card check to see if you have play.tv... for some that caused a lot of issues.
3. when I resize window _AFTER_ saved game is loaded I always have an instant ctd
4. there is also a most frustrating random ctd on game savingDF in the first place is unstable, and the more you add in the higher chance you will crash during high end operations, such as game saves.
5. If I run DF from launcher for second time in a row I always see a gamebraking grafic promlems from distortion mentioned just above to complete absence of grafic titles. So I have to rerun launcher after exiting DF.yeah DF does not like you to have 2 games running simultaneous especially versions with as many things added in as MWDF.
The game is written old school, it doesn't care how much memory you have.
All of that is NOT a '2gb memory' problem because of
a) large excess of memory
b) x64 systemwe are running the 32x version of DF, it doesn't care if your system is 64x.
c) all executables are memory adress patchedso you actually used LAA on all the executables? you only have to do that for dwarffortress.exe
d) when I monitor memory usage DF never run above 1.8gb even just before ctd.and if it ever showed you higher than that then I would assume your system had a massive fail-safe error as it is suppose to shutdown apps that exceed their set limits, before they exceed them. in other words windows will never tell you when it makes the leap to 2gb, as it would get shutdown prior to that by windows.
And I obtain a strong personal opinion that appeared critical error is somewhere in the launcher, but it is only an opinion.the MWDF launcher really doesn't do much of anything other then switch tags in the raws and move graphic files back and forth from the graphic folders to the MW graphic repository folder. Most likely the primary source of memory issues is the 32x32 graphics sets. I hate to say it, but it was the primary thing added in the last 2 versions and we have had these major issues since then... switching to smaller sets wont matter as all the sprites were updated to the 32x32 graphic sets. the game handles almost all the graphics in house not out on a video card, causing massive cpu loads and memory loads. it doesn't take much for that to spike it over the 2GB mark. an arriving caravan, a new batch of critters, a raid, saving, loading, etc. will cause spikes. if it spikes for even 1 tick, windows will freeze and shut it down.
when did Meph say will come back?He didn't say
LNP has been updated, so is there a chance for an update of MW to 43.05?Once Meph gets back I'm sure he will
if your using v1.23:
http://www.bay12forums.com/smf/index.php?topic=162937.0
Hello. I've just checked the Masterwork threads after not playing for a very long time. Looks like a lot of changes have been made since my currently installed version of the mod.
I'm tempted to try out the new version, but when reading through the list of features (workshop list) I noticed something disturbing.
Where is the rune weaponry!? And rune armoury?! Surely they weren't removed? Those were one of the best features of the mod.
On another note, I'm curious. I notice that quite a few versions back, a lot of weapon and armour types got removed.
Did things like "seven league boots" not actually do anything special that made them worth having? Couldn't they be MADE to have special abilities?
Just seems odd to remove so many items and then, in a newer version, add a crapload of weapon types back in.
Oh, and also, has anyone fixed the following bugs?
1. Idiot soldiers not putting on the right armour and running around wearing a couple of pieces of armour only while you have huge piles of armour available.
2. Miners/hunters etc having invisible uniforms consisting of picks/crossbows that cause them to go and dump their weapon/pick in order to pick up a new one if you activate them as military. I want armoured combat miners, damn it!
3. Problems with ammo types causing your dwarves to never do any archery practice.
Oh and is there a guide to all the item types anywhere? e.g. Types of gnome powered armour and other technology for example. I've always had issues with DF not properly explaining what various items are for.
Well, it seems Masterwork is essentially completely unplayable for me. I either get pictures instead of menu text or I can't load into my fort without it crashing with a visual C++ error message, depending on whether I have "Text will be text" on.
I tried turning off multi-level rendering, using the normal font rather than Masterwork, and checking LAA was in use. Nothing helps.
I'm using the Meph tileset.
Quick question, does anyone know what labour is needed to get orcs to grind mithril to powder at a Damasc foundry? I feel like i have tried everythingMilling and it can be done both there and at a millstone, gold can be done at a millstone or a tribal gear shop, same skill.
If you are getting pictures instead of menu text, it sounds like you're trying to use a TWBT-only tileset (probably Meph's) without TWBT turned on.
LAA was needed for v 1.23 which was x32 its the last version before meph left for his latest trip. Its best to activate LAA not from the menu in Masterwork, but directly from its utility folder, you can open the utility folders from masterwork (no one knows why, but apparently there's something there that causes many players to find using one is better than the other). You can use v1.24a (I'm releasing 1.24b most likely on friday, unless I can get 2 more fixes completed between now and then, it will be even more stable) v1.24 is the x64 version and has no need for LAA. Of course this is if your on windows, I do not have any other system here for development of mac or linux versions, but as far as I understood those 2 versions of 1.23 didn't have the memory issues.
the fact your getting a VC++ error is odd... I've never seen that. did you install it fresh in its own directory? not over some old directory of masterwork?.
idk but id really love golems and runecrafting to work (among other things), basically stuff from 31.25 i think :'(
idk but id really love golems and runecrafting to work (among other things), basically stuff from 31.25 i think :'(
What do you mean? I thought these features were currently functioning? From what I saw of 1.23 there should be a magma powered runecrafting workshop and a golem creation building.
Please let me know if these features aren't working, because if so I'm going back to the old Masterwork install I have on another drive.
Okay so I may have just fixed my own issue...? I was reading around the forums and saw the LAA utility mentioned on quite a few places, so I ran it, and reloaded my fort. And they all ran off to start working! So, i guess that just means DF wasn't using enough memory? Or something like that.
Well it appears I was Partially wrong about it being fixed. Any new Migrants don't work, no matter the labors or tools available. Saving and reloading does not fix this, however, closing DF completely and Continuing from there does get them all working. Just thought I would post to let you guys know. And hopefully to help if anyone else comes across this issue.interesting... well there is a succubus update that was in 1.24a download the new pack 1.24b after I upload it, you wont need LAA, I've got one more request to check on then I'm uploading. Suggestion, zip the folder, for some reason your google drive had many raw files missing.
^_^ Unless it's just me. ^_^
idk but id really love golems and runecrafting to work (among other things), basically stuff from 31.25 i think :'(
What do you mean? I thought these features were currently functioning? From what I saw of 1.23 there should be a magma powered runecrafting workshop and a golem creation building.
Please let me know if these features aren't working, because if so I'm going back to the old Masterwork install I have on another drive.
Last I heard they should be... if not I'll have to make a test to check it. Never used the runecrafting, but the golems were working in 1.16 they shouldn't be broken.
I thought the description said the golem couldn't get distracted?
Golems do work okay, but they're just total downers all the time because they don't get anything out of activities and eventually get extremely distracted.
But that is all a general DF issue... Anyone that gets to his first 3 or 5 year fort will see it when their dwarves wont work... spend all day eating and drinking, etc. staring at walls. there is so many things that are needed to keep dwarves happy, that most people can't (or just ignore all together) accomplish it all. Normal dwarves need/desire a variety of food(which if your using standardized meats is severely damaged), variety of drink, variety of craft/finished goods, statues/engravings, soap, beds, personal storage, own rooms, socializing, regular work in a field they enjoy, a place to pray to their gods, a place to read and write, some need military service, some need/hate outdoors. There is no real formula for happy dwarves. On long fort plans, I use water misters on a short hallway that everyone has to use between mead hall and housing. Place some statues and engravings woot.... anyways just woke up... saw the discussion, now I digress...
So Im having a problem with the Meph tileset in this game. After generating a new world I go to start a new game and the text completely dissapears when it I try to start a fort in game. These are with the default settings after downloading.
http://imgur.com/a/6mk2x (http://imgur.com/a/6mk2x)
Yeah, one of the 1.24 versions will fix that for you instantly.
Though, that said, I've still noticed a tileset problem...
There appear to be a bunch of monsters/animals which show up with the wrong tile. I am assuming this is due to using placeholders for things that don't have tiles yet?
Looks weird though when your Mossrova has a green bird sprite instead of looking like a cow.
I think it was due to the fact it was too much of a hack how it was done. I believe that armored animals gave birth to the armored version of the animal.
I am guessing that Meph didn't want to include it until it could be done in a better way.
I think it was due to the fact it was too much of a hack how it was done. I believe that armored animals gave birth to the armored version of the animal.
I am guessing that Meph didn't want to include it until it could be done in a better way.
I'd agree that Meph wouldn't want to include it until it could be done better. but thinking about it... If you set them up as separate caste with a 0 pop ratio, they wouldn't be able to born armored, but you would have to designate 2 armored castes(male and female) for every pet you want to allow to be an armored. If you want all war trainable pets to be able to be armored then all the creatures will need armored castes, because the mods currently provide all pets trainable (Steel Armored mountain tuskox warbeast... go!).
really though that reminds me of a civ idea, were only 3 of the castes had birth rates the rest had 0 birth rates and you would have to transform your units to get those castes. The 3 castes with starting birthrates were drones at like 1,999,999,998 to 1 male and 1 female. I was thinking of testing the base idea to see if any such civ could survive if the males and females were limited in such a way and all other castes were asexual. Even if it would be an immediately appear and die off race, at least it would of been playable as a dead civ, and through transformations, 1 male and 1 female could be created in an embark site(trying to maintain more than that would trigger an autokill script that would destroy a unit trying to be a second male or second female), I could digress for hours about the ideas and concepts I had for such a race. specialized castes that could only accomplish certain jobs, restricted or 0 learning rates for certain skills to force you to use the specialized castes. specialized buildings and building materials. magic and cool features... but I would really be digressing then.
I think it was due to the fact it was too much of a hack how it was done. I believe that armored animals gave birth to the armored version of the animal.
I am guessing that Meph didn't want to include it until it could be done in a better way.
I'd agree that Meph wouldn't want to include it until it could be done better. but thinking about it... If you set them up as separate caste with a 0 pop ratio, they wouldn't be able to born armored, but you would have to designate 2 armored castes(male and female) for every pet you want to allow to be an armored. If you want all war trainable pets to be able to be armored then all the creatures will need armored castes, because the mods currently provide all pets trainable (Steel Armored mountain tuskox warbeast... go!).
really though that reminds me of a civ idea, were only 3 of the castes had birth rates the rest had 0 birth rates and you would have to transform your units to get those castes. The 3 castes with starting birthrates were drones at like 1,999,999,998 to 1 male and 1 female. I was thinking of testing the base idea to see if any such civ could survive if the males and females were limited in such a way and all other castes were asexual. Even if it would be an immediately appear and die off race, at least it would of been playable as a dead civ, and through transformations, 1 male and 1 female could be created in an embark site(trying to maintain more than that would trigger an autokill script that would destroy a unit trying to be a second male or second female), I could digress for hours about the ideas and concepts I had for such a race. specialized castes that could only accomplish certain jobs, restricted or 0 learning rates for certain skills to force you to use the specialized castes. specialized buildings and building materials. magic and cool features... but I would really be digressing then.
I had the same ideas with zero birth rate and using transformations for some things I am working on and to fix the armoured pets but I still needed to test it out. I seem to remember a caveat being that attributes and skills get reset when you transform one caste to another? Or maybe there is a better way of doing that now than in the past.
Specifically I always thought it weird that dwarves were born in to particular guilds and that it would make more sense to run transformations at a certain age.
yes I thought it was weird too, the only reason i think it happens is because meph wanted the guilds to show up in embarks... personally, I'd rather have them all set to 0 except maybe masons.
[REACTION:SPATTER_ADD_WEAPON_ADAMANTINE]
[NAME:Engrave adamantine runes (double damage)]
[BUILDING:RUNESMITH:CUSTOM_ALT_A][BUILDING:RUNESMITH:CUSTOM_ALT_A]
[DESCRIPTION:Causing the enemy to take double damage by any weapon on hit.]
[REACTION:SPATTER_ADD_WEAPON_BRONZE]
[NAME:Engrave bronze runes (crazed)]
[BUILDING:RUNESMITH:CUSTOM_ALT_B][BUILDING:RUNESMITH:CUSTOM_ALT_B]
[DESCRIPTION:25% chance to make enemies crazed on hit.]
[REACTION:SPATTER_ADD_WEAPON_COBALT]
[NAME:Engrave cobalt runes (bleeding)]
[BUILDING:RUNESMITH:CUSTOM_ALT_O][BUILDING:RUNESMITH:CUSTOM_ALT_O]
[DESCRIPTION:Extra bleeding effect on hit.]
[REACTION:SPATTER_ADD_WEAPON_COPPER]
[NAME:Engrave copper runes (nausea)]
[BUILDING:RUNESMITH:CUSTOM_ALT_E][BUILDING:RUNESMITH:CUSTOM_ALT_E]
[DESCRIPTION:25% chance to make enemies sick on hit.]
[REACTION:SPATTER_ADD_WEAPON_ORICHALCUM]
[NAME:Engrave orichalcum runes (insta-gib)]
[BUILDING:RUNESMITH:CUSTOM_ALT_R][BUILDING:RUNESMITH:CUSTOM_ALT_R]
[DESCRIPTION:5% chance of instantly killing an enemy on hit.]
[REACTION:SPATTER_ADD_WEAPON_IRON]
[NAME:Engrave iron runes (pain)]
[BUILDING:RUNESMITH:CUSTOM_ALT_I][BUILDING:RUNESMITH:CUSTOM_ALT_I]
[DESCRIPTION:Extra pain effect on hit.]
[REACTION:SPATTER_ADD_WEAPON_GOLD]
[NAME:Engrave gold runes (weaken)]
[BUILDING:RUNESMITH:CUSTOM_ALT_G][BUILDING:RUNESMITH:CUSTOM_ALT_G]
[DESCRIPTION:Removes immunities like paralyze-immune, no-pain, no-fear, etc. on hit.]
[REACTION:SPATTER_ADD_WEAPON_MITHRIL]
[NAME:Engrave mithril runes (sleep)]
[BUILDING:RUNESMITH:CUSTOM_ALT_H][BUILDING:RUNESMITH:CUSTOM_ALT_H]
[DESCRIPTION:10% to knock enemies unconscious on hit.]
[REACTION:SPATTER_ADD_WEAPON_SILVER]
[NAME:Engrave silver runes (anti-werebeast)]
[BUILDING:RUNESMITH:CUSTOM_ALT_V][BUILDING:RUNESMITH:CUSTOM_ALT_V]
[DESCRIPTION:Triple damage to werebeasts on hit.]
[REACTION:SPATTER_ADD_WEAPON_STEEL]
[NAME:Engrave steel runes (cough blood)]
[BUILDING:RUNESMITH:CUSTOM_ALT_S][BUILDING:RUNESMITH:CUSTOM_ALT_S]
[DESCRIPTION:50% chance to make enemies cough blood on hit.]
[REACTION:SPATTER_ADD_WEAPON_TITANIUM]
[NAME:Engrave titanium runes (paralyze)]
[BUILDING:RUNESMITH:CUSTOM_ALT_T][BUILDING:RUNESMITH:CUSTOM_ALT_T]
[DESCRIPTION:10% chance to paralyze enemies on hit.]
[REACTION:SPATTER_ADD_WEAPON_TUNGSTEN]
[NAME:Engrave tungsten runes (slow)]
[BUILDING:RUNESMITH:CUSTOM_ALT_W][BUILDING:RUNESMITH:CUSTOM_ALT_W]
[DESCRIPTION:Adds 75% speed reduction on hit.]
But there's a Gelding function, so surely that could be combined with the armoring to produce infertile armored animals?
Actually I'm sure I remember the wiki page about the warbeast kennel saying that armoring makes the animal infertile. So I don't see how offspring would be a problem.
What is really needed is a series of script writers for each race, and each race needs all its reactions condensed into their own separate files. all the common reactions (reactions used in more than one race, clay reactions come to mind, but there is others, stone/bone/wood/gem craft shops, stone/bone/gem forges, archaeologists, etc.) should be grouped into individual raw files so that they can be identified as not race specific. Orcs have that kind of problem, half their reactions are in the human, dwarf, and kobold files. if they are to be shared they should be combined into separate files from the races. maybe a reaction_clay.txt file that would do all the reactions involving clay shops. similar issues for buildings, items, etc.
Whats happening around here? Is the mod still being worked on or? Haven't heard anything about Meph for long time.
I find that that would be wonderful and might make me consider making a race for this again. Last time I was stymied by the haphazard reaction setups (and learning that I don't like drow, whoops)
from the raws: reaction_dwarf_civ.txtCode: [Select][REACTION:SPATTER_ADD_WEAPON_ADAMANTINE]
[NAME:Engrave adamantine runes (double damage)]
[BUILDING:RUNESMITH:CUSTOM_ALT_A][BUILDING:RUNESMITH:CUSTOM_ALT_A]
[DESCRIPTION:Causing the enemy to take double damage by any weapon on hit.]
[REACTION:SPATTER_ADD_WEAPON_BRONZE]
[NAME:Engrave bronze runes (crazed)]
[BUILDING:RUNESMITH:CUSTOM_ALT_B][BUILDING:RUNESMITH:CUSTOM_ALT_B]
[DESCRIPTION:25% chance to make enemies crazed on hit.]
[REACTION:SPATTER_ADD_WEAPON_COBALT]
[NAME:Engrave cobalt runes (bleeding)]
[BUILDING:RUNESMITH:CUSTOM_ALT_O][BUILDING:RUNESMITH:CUSTOM_ALT_O]
[DESCRIPTION:Extra bleeding effect on hit.]
[REACTION:SPATTER_ADD_WEAPON_COPPER]
[NAME:Engrave copper runes (nausea)]
[BUILDING:RUNESMITH:CUSTOM_ALT_E][BUILDING:RUNESMITH:CUSTOM_ALT_E]
[DESCRIPTION:25% chance to make enemies sick on hit.]
[REACTION:SPATTER_ADD_WEAPON_ORICHALCUM]
[NAME:Engrave orichalcum runes (insta-gib)]
[BUILDING:RUNESMITH:CUSTOM_ALT_R][BUILDING:RUNESMITH:CUSTOM_ALT_R]
[DESCRIPTION:5% chance of instantly killing an enemy on hit.]
[REACTION:SPATTER_ADD_WEAPON_IRON]
[NAME:Engrave iron runes (pain)]
[BUILDING:RUNESMITH:CUSTOM_ALT_I][BUILDING:RUNESMITH:CUSTOM_ALT_I]
[DESCRIPTION:Extra pain effect on hit.]
[REACTION:SPATTER_ADD_WEAPON_GOLD]
[NAME:Engrave gold runes (weaken)]
[BUILDING:RUNESMITH:CUSTOM_ALT_G][BUILDING:RUNESMITH:CUSTOM_ALT_G]
[DESCRIPTION:Removes immunities like paralyze-immune, no-pain, no-fear, etc. on hit.]
[REACTION:SPATTER_ADD_WEAPON_MITHRIL]
[NAME:Engrave mithril runes (sleep)]
[BUILDING:RUNESMITH:CUSTOM_ALT_H][BUILDING:RUNESMITH:CUSTOM_ALT_H]
[DESCRIPTION:10% to knock enemies unconscious on hit.]
[REACTION:SPATTER_ADD_WEAPON_SILVER]
[NAME:Engrave silver runes (anti-werebeast)]
[BUILDING:RUNESMITH:CUSTOM_ALT_V][BUILDING:RUNESMITH:CUSTOM_ALT_V]
[DESCRIPTION:Triple damage to werebeasts on hit.]
[REACTION:SPATTER_ADD_WEAPON_STEEL]
[NAME:Engrave steel runes (cough blood)]
[BUILDING:RUNESMITH:CUSTOM_ALT_S][BUILDING:RUNESMITH:CUSTOM_ALT_S]
[DESCRIPTION:50% chance to make enemies cough blood on hit.]
[REACTION:SPATTER_ADD_WEAPON_TITANIUM]
[NAME:Engrave titanium runes (paralyze)]
[BUILDING:RUNESMITH:CUSTOM_ALT_T][BUILDING:RUNESMITH:CUSTOM_ALT_T]
[DESCRIPTION:10% chance to paralyze enemies on hit.]
[REACTION:SPATTER_ADD_WEAPON_TUNGSTEN]
[NAME:Engrave tungsten runes (slow)]
[BUILDING:RUNESMITH:CUSTOM_ALT_W][BUILDING:RUNESMITH:CUSTOM_ALT_W]
[DESCRIPTION:Adds 75% speed reduction on hit.]
yes several metals were renamed. i don't think any were fully removed. other than rusty iron.
the iridium I think became orichalcum.
Seems that what needs to be done is cleaning this up. Full documentation would be really useful but just having the raws organized would be enough for most people to help. Someone should probably come up with some guidelines for people who want to help(i.e. naming schemes, how new buildings and reactions should be handled, all kinds of other stuff I have no idea about). Then I guess everyone who is willing to help can work to make the current version adhere to those guidelines.
OH. I could have sworn Orichalcum was already a thing. But I could well be wrong.I wasn't around then.
I just noticed there's no Bifrost rune, which I find surprising. Also, the bloody Ice giants don't sell it when they show up as traders...
Do we separate out the reactions that are used by more than one race ... or do we split these reactions, and create separate reactions for each race... the later option is NOT doable, until the gui issue is figured out as that would require entity file changes...
You'd be surprised how many people look at this version of DF and think, "I can do something like that, not on as large a scale. I can make my own races with their own reactions." They look up how to create new races on the DF wiki and get something about the spider people made there for Adventure mode. They try their knowledge here to just edit buildings and their game messes up because none of the races are seperate from each other as they should. Almost ALL of these prospective modders are turned down just from that. We've had 2 people try to make new races for MDF before: The Naga and the Hivemind Wasps. Both had such potential that WDF itself would change if they were implemented. Naga were designed to flood their base at 1/7 - 2/7 water level because they needed it to live. They needed spawning pools to just keep producing children but the growth of a fort was so controllable that it was crazy. They had increased natural armor because they couldn't use the lower half of the armor scaling. Hivemind wasps had to captur invaders and "infect" them with their lava just to get the next generation. If you played the game too slow, 1/8th speed/ your fort died out before the next invasion came. They were unique in the fact that they NEEDED wood to pulp down to even make their end game materials. They grew their own weapons, but it tooks months to even think of it. The common wasp was a drone, so you wouldn't even get a combat ready individual until maybe 2 years in so you had to box yourself in until you could even start planning on training.
You'll need to use the old 34.11 version to play as Warlocks.
"No longer" is probably not the right word, though. More like "Not currently" - It looks like Meph plans to add them back but hasn't gotten to them yet.
stack traceback:
...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:116: in function 'getitemType'
...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:126: in function 'handler'
...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:166: in function 'equipHandler'
...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:175: in function <...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:169>
I'm having major issues with "Drop off inaccessible" spam for no apparent reason. I simply cannot norrow down the cause.
I'm not using burrows at all, in fact, its cropping up before I've even mined my first z-level. It spams so much that it seems like my dwarves end up doing nothing, presumably because they are getting confused.
I'm getting errors in Dfhack, but I'm not using it manually for anything:Code: [Select]stack traceback:
...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:116: in function 'getitemType'
...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:126: in function 'handler'
...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:166: in function 'equipHandler'
...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:175: in function <...3)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:169>
Whenever I get these drop-off spams, I get this message spammed in Dfhack console.
I've no idea what's causing it. The spam is bad enough. but it feels like there's something more, since it seems to kill off my dwarves ability to perform new jobs. I also have no idea what it is they could be searching for.
I have a theory that it's caused by building wooden floors with the "standardised wood" setting turned on that turns all wood into generic rough logs, but it occurs frequently even when I haven't built any floors.
Its rendered the game unplayable and it's a shame because I really wanted to try this mod.
Thanks, downloaded 1.24c.
I would say probably not picroft. that mod has been in use for years without that error. item-trigger complaint tells me your probably on on masterwork 1.23 on DF version 43.03 its the one that is listed at the top of this page. That error was fixed in to 1.24b, you will find a post on the masterwork forum, we're at 1.24c now. If it is masterwork 1.24b or c version you can upload you save folder and I'll investigate the error. but I'm fairly certain its fixed in 1.24b and beyond (I wrote the fix to that script and sent it to the dfhack crew and was thanked). the error was simply an attempt to identify an item that has been picked up and either the item was immediately dropped or used up in an interaction, was plant material, or instantly consumed by the unit as food. Anyways, invalid ramps/drop offs spam usually comes from misaligned ramps. Ramp areas where the ramp say goes up with a wall to the north, but the only valid floor above the ramp is east, south, or west. I'm guessing that wherever you had embarked you have an error in the map data near where the units want to move. it causes them to cancel their jobs. if you checked your errorlog, it should have a pathing failed line that identifies the unit and the xyz of the location the unit was trying to get to and coming from... if I remember right the from location will be the location the unit failed to find a path which should tell you where they are hitting a drop off inaccessible point.
anyways, try it on 1.24c if you are still getting issues such as that holler at us again, with an uploaded save, I can usually find these odd map points (I've had several). or you can try I think its "deramp" in the dfhack console, it kills invalid ramps, I may have the command wrong, I'm not where I can go and look it up right now.
spoilers on new entity file appearance. (http://www.bay12forums.com/smf/index.php?topic=163261.0)Looks much better than before! Now what brave soul will volunteer to do a similar clean-up on all of the files? :P
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.
I am having an issue with several of my visitors. Various races end up visiting and I am guessing that they have "building destroyer" as they actively travel through my fortress flipping stuff over. One one occasion, one of them walked into my trade room and destroyed the depot, splattering everything it had in it on the floor.
I have to constantly check my notifications for visitors of these races (Jotuness, Great Spider Fiend, and one other I can't remember) and immediately dispatch my military to deal with them.
Is this behavior of rude guests working as intended, or a bug?
I've also had a couple of "necromancer" race visitors who spend a couple minutes at the tavern before necromancing a few corpses to attack my people.
Is there a way to prevent members of certain species from visiting your tavern (or other locations) short of just preventing visitors all together?
Is meph still working on this?
Is meph still working on this?
He's in Africa for his day-job as a cross-country biker, most of the areas he's biking through don't have reliable internet so official updates have to wait until after he gets back and comfortable. The tour before this one he went from Moscow to Seoul so long slow periods like this shouldn't be unexpected.
Is meph still working on this?
hey guys i think i have a problem,every time i start a game one of my dwarfs catches fire and this happens every time i start a game
Noticed, I won't be home till late this evening... I'll check and see how many changes there are between the beta version in MW 1.25 and that one.If it helps:
Noticed, I won't be home till late this evening... I'll check and see how many changes there are between the beta version in MW 1.25 and that one.If it helps:
https://github.com/dfhack/dfhack/compare/0.43.05-beta2...master
https://github.com/dfhack/scripts/compare/0.43.05-beta2...master
https://github.com/dfhack/df-structures/compare/0.43.05-beta2...master
(I'm assuming you're using beta2 - if not, replacing it with "beta1" in the URLs above should work.)
so ive been trying to play master work for a while now, every time it crashes. ive had it work on a normal map o i think its the custom map im making. i get all the way up to embarking and just before the game starts i get this message: the exception unknown software exception 0x0000015 ocurred in the app at location 0x64acd635 and this is the only thing in the eror log is *** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
Looks like the default profile doesn't contain entries for all the options available; notably the "FPS - Boosters" in the Settings tab. I was trying to revert to the default profile after getting errors in DFHack and noticed those options where never reset to their default.
No I was reporting an unrelated bug.
Also an other report, turning on certain invaders from the Fortress Defense mod will cause the fonts to just be colored blocks after all the glyphs are loaded.
I'm using the one at http://dffd.bay12games.com/file.php?id=5315 which is linked in the OP, I guess that's an out-of-date link.
If you want to try 43.05, check the forum, there's a link in my sig, it's running better than 1.23 ever did, it's in my link. If you are concerned about when meph will return well check his links you can send him twitters, you can follow/post to his Facebook, you can find him on Reddit. There is a lot of info on him and his bike tours.Thank you for bug fixing this amazing mod pack, and for helping keep it updated while Meph is away.
so ive been trying to play master work for a while now, every time it crashes. ive had it work on a normal map o i think its the custom map im making. i get all the way up to embarking and just before the game starts i get this message: the exception unknown software exception 0x0000015 ocurred in the app at location 0x64acd635 and this is the only thing in the eror log is *** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
If you want to try 43.05, check the forum, there's a link in my sig, it's running better than 1.23 ever did, it's in my link. If you are concerned about when meph will return well check his links you can send him twitters, you can follow/post to his Facebook, you can find him on Reddit. There is a lot of info on him and his bike tours.Thank you for bug fixing this amazing mod pack, and for helping keep it updated while Meph is away.
I only just realized you were updating this, I had put it on hold while Meph was outta town. I just grabbed the latest and will be testing it out. Thanks for your hard work, we appreciate it!
There are a few issues I've noted while playing as kobolds.
- Exported wealth does not count
- The race Dodge bonus is quite significant, but as their ONLY worldgen weapons are cobalt it combines to make kobolds a very powerful civilization which distracts thematically (allowing them STONE_PREF actually makes them weaker), and in regular gameplay it's quite easy to access these weapons from caravans while making it difficult to acquire embark tools. A change to a lesser metal or a workaround to generate bone and wood weapons (not the current WOOD_WEAPON tag, which disables treecutting) may be in order?
- Some embarks begin with all kobolds suiciding themselves onto wildlife they can't kill
- Since all trophies are UNTHINKABLE they can't butcher sapients. Not sure if this is intended as eating sapients is set to ACCEPTABLE. They also have problems butchering things in general, as any incidental animal kills made by pets and such would not be butchered.
If you want to try 43.05, check the forum, there's a link in my sig, it's running better than 1.23 ever did, it's in my link. If you are concerned about when meph will return well check his links you can send him twitters, you can follow/post to his Facebook, you can find him on Reddit. There is a lot of info on him and his bike tours.You do a great job with it, although I am a little scared to move to a new version, to be honest.
If you want to try 43.05, check the forum, there's a link in my sig, it's running better than 1.23 ever did, it's in my link. If you are concerned about when meph will return well check his links you can send him twitters, you can follow/post to his Facebook, you can find him on Reddit. There is a lot of info on him and his bike tours.You do a great job with it, although I am a little scared to move to a new version, to be honest.
I'm not familiar with their raws, but if the playable Kobolds have ITEM_THIEF in their entity file then goods exported to their caravans will count as "stolen" and not count towards the "exported wealth" triggers for sieges and megabeasts.
i ran into a problem today, I placed both a magmawell and a waterwell, but neither seem to do anything? I can make the jobs, and a dwarf will come do them, but then nothing happens. Are they not fully implemented yet? Or am I doing something wrong?
i ran into a problem today, I placed both a magmawell and a waterwell, but neither seem to do anything? I can make the jobs, and a dwarf will come do them, but then nothing happens. Are they not fully implemented yet? Or am I doing something wrong?
1. Which masterwork version did you download?
2. did you dig out the floor under the well. it has to be open at least at the square directly n/s/w/e of the well on the floor below where you want it to spawn.
Is it intended that all of the masterwork added batch workshops make products with nothing but baseline quality? I have pretty high level dwarfs making stuff but I haven't seen any masterwork or even superior level quality items produced from the furniture shop for example.
so...are there any news for the new version?
new version from you that isso...are there any news for the new version?
Which version are you using and which version are you looking for?
I've been updating masterwork for 4 months. and It's maintained in a separate post here in the Masterwork forums. Link in my signature. Meph is still offline for the time being, involved in his RL work of traveling/documenting the world by bike, etc.
new version from you that isso...are there any news for the new version?
Which version are you using and which version are you looking for?
I've been updating masterwork for 4 months. and It's maintained in a separate post here in the Masterwork forums. Link in my signature. Meph is still offline for the time being, involved in his RL work of traveling/documenting the world by bike, etc.
If it's happening with STANDARD too, it might be an issue with your graphics card/drivers. You could try Large Address Aware, though - that's worked for some people with similar issues.
I downloaded the latest version of masterwork and started it up, using TWBT print mode and a font specified, but when I get into the 'create world' screen, all the text becomes blobs of color. They persist if I quit to the main menu. I tried changing print mode to standard, didn't help, but 2D did, not that I'm going to be playing without TWBT. Any ideas?Spoiler (click to show/hide)
Edit: Extracted the archive to a new folder, duplicated my settings, and the problem is gone. idkwtf. Trying the first one still had the problem.
edit 2: And after I created the world and went to embark, problem came back again. :(
Hi, just dropping by, i haven't play DF or MasterWork for a while and id like to know the progress of things...No idea where Meph's off to, however Amostubal's maintaining an unofficial version.
How was things? is this mod dead, or everyone is waiting for the next update before updating their mods? i also heard there was that guy who kinda makes a modified version of MW because this one hasnt been updated in a long while? Any crazy things happening (guess since this is DF, there is bound to have things like that happen), the last one i heard was traders having spontaneous combustion when entering the map? XD
Cheers, Angel.
Library:
Six library sections, of warfare, mind&body, farmwork, crafting, smithing&engineering and philosophy. They instantly give any dwarf reading up on a skill a basic knowledge in it. Good for migrants and militias.
Does anyone have an update on Meph? Seems like he's been gone forever, and it surprises me that he hasn't even stopped by briefly. ;(His last patreon update was December 9th. It has been a while.
Unfortunately Amostubal decided to stop working on MasterworkUnfortunate. I was enjoying his fork.
I do hope that Meph is still okay.
I do hope that Meph is still okay.
Yeah, I almost supported him on Patreon, hope he comes back soon so I can make my contribution. I would really love this mod to grow but I'm not paying for his trips. No sir.
I do hope that Meph is still okay.
I do hope that Meph is still okay.
Don't worry, he's just busy min/max'ing out his gwent decks. (https://www.reddit.com/r/gwent/comments/6venlk/z/dlzn4jo?context=3&sort=top) Which you are buying the booster packs for, btw.
I told him. I told him at the very start of this thing that consistency would be a major problem (http://www.bay12forums.com/smf/index.php?topic=150729.msg6230824#msg6230824) for him with his trips.
This is why I stopped my contributions. You should too, if you feel it's not a good practice. If he returns and begins working on it again, I'll resume mine.
This is why I stopped my contributions. You should too, if you feel it's not a good practice. If he returns and begins working on it again, I'll resume mine.
Same actually. It only takes a moment to pull the line talking about weekly updates. I don't know why he hasn't.
So...is Masterwork dead?
I want to believe he's just letting the money accrue in a patreon account and will be using it to support himself once he's back home and working on MW.
his money from his sponsors and job? You think he is living entirely off the patreon?I want to believe he's just letting the money accrue in a patreon account and will be using it to support himself once he's back home and working on MW.
But then what's he dipping into for his Gwent packs?
It's a valid discussion as his page is collecting donations for work not currently being performed. I think we can have that discussion without being negative. I also think he could end the speculation at any time with one post but he hasn't. Not sure what to think about that really but I'm giving him the benefit of the doubt and hope all is well.
Hey, does the version of Armok Viewer/ Isoworld bundled with this not work for anyone else? Neither will run for me
So I have noticed that the Human civ has a "Stone Splitting Block" that basically auto crafts stone blocks from accepting materials of stones. They get this and the "Wood Splitting Block" which does the same thing to wood to make wooden planks. very basic stuff that should be in vanilla IMO. Kobolds have the Wood splitting block too, which makes sense racially because they need more wood than stone, when stone is mine-able depending on the player. But what really got my confusion is Why do dwarves not have access to the Stone Splitting Block? And how would I go about fiddling with RAW to enable it for them?
So, question: is there a way to disable to seasonal palette swaps? I've tried removing the startup command in the dfhack init, but it still seems to want to fire up every time I run via the masterwork launcher.
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.
I'd make a backup and then try this (http://www.bay12forums.com/smf/index.php?topic=125638.msg7308197#msg7308197).
disable season-palette
Funny thing is they were all completely geared in steel, full set of armor and all, including steel mail shirts under the breastplate. The problem with training weapons is having a dorf get attached to one :P
And when the onslaught began, 3 or 4 more joined in to gang up on a lone pikeman (the 2nd time)
It was really weird, first time 2 of my soldiers died, second time I just quit. IT was not a case of someone landing a blow and things going on as normal, it was a case of them going murderous. I think it COULD be related to dorfs entering battle trance during sparring, but I could be mistaken.
Also, never had this happen on vanilla. The weirdest thing I had on vanilla was when their barracks was on top of a tower with fortifications, and I had a moat around my fort, and eventually a dorf would show up dead in the moat. Turns out they sometimes were dodging through the fortifications right into the water, lmfao
Funny thing is they were all completely geared in steel, full set of armor and all, including steel mail shirts under the breastplate. The problem with training weapons is having a dorf get attached to one :P
And when the onslaught began, 3 or 4 more joined in to gang up on a lone pikeman (the 2nd time)
It was really weird, first time 2 of my soldiers died, second time I just quit. IT was not a case of someone landing a blow and things going on as normal, it was a case of them going murderous. I think it COULD be related to dorfs entering battle trance during sparring, but I could be mistaken.
Also, never had this happen on vanilla. The weirdest thing I had on vanilla was when their barracks was on top of a tower with fortifications, and I had a moat around my fort, and eventually a dorf would show up dead in the moat. Turns out they sometimes were dodging through the fortifications right into the water, lmfao
did you happen to have any mossrovas roaming around getting killed and placed in your stockpiles.... it turns dwarfs murderous crazy.... I've wiped a few embarks with it before.
I assume this is only 32 bit?
Any news from/about Meph?
He is active on Reddit so he must have chosen to stop communicating here.He's probably too stressed or embarrassed to come back to Masterwork right now. Not that I blame him. I know how that is, and anxiety is a horrid weight on one's mind.
https://www.reddit.com/user/Meph248
That's all well and good but it isn't really ethical to continue collecting patreon donations in the interim.He's active on Reddit. Why not contact him there?
The kitchen? Meals should be cooked just like in regular DF
The kitchen? Meals should be cooked just like in regular DF
probably talking about adventure mode, in which case there probably isn't a way since afaik kitchen stuff isn't really reactions
That's all well and good but it isn't really ethical to continue collecting patreon donations in the interim.
Maybe there would be a way to mod in cooking. I agree it's a shame we can't use campfires to cook meat.The kitchen? Meals should be cooked just like in regular DF
probably talking about adventure mode, in which case there probably isn't a way since afaik kitchen stuff isn't really reactions
I am, and that's a shame. Thanks.
Of course they can, and many have. Most of his money comes from two people pledging at the $40/month tier. The fact that they could stop the pledge at any point doesn't mean it's right to continue taking their money.That's all well and good but it isn't really ethical to continue collecting patreon donations in the interim.
People can stop donating whenever they want.
Of course they can, and many have. Most of his money comes from two people pledging at the $40/month tier. The fact that they could stop the pledge at any point doesn't mean it's right to continue taking their money.That's all well and good but it isn't really ethical to continue collecting patreon donations in the interim.
People can stop donating whenever they want.
If these two decide that they wish to support his bike endeavours, in gratitude for what he's already done, for any other reason, or for even no reason at all, then there's nothing wrong or "unethical" with him taking these donations. They're all voluntary, his mod is in a playable state for the previous version last I checked, and he DID say that he's going on the trip round the various countries, and that updates will halt to pretty much nill. He ain't pointing a gun to anyone's head, is he?I have to disagree with you. He made no such post that I am aware of on his Patreon. His last post was on December 9th, 2016 when he released version 1.23. It states that 'next week' he will be doing another bugfix and balance update and adding new content. Nowhere in his patreon posts is it indicated that he's leaving.
Dabbled a bit in photoshop to get back into it.Yep. :)
(https://i.imgur.com/Q3qKYPv.png)
Lets welcome the mothman, tickman, louseman, thripsman, slugman, mosquito man, cave spiderman, brown recluse spiderman, snailman, grasshopperman and moonsnailman.
Dabbled a bit in photoshop to get back into it.Yep. :)
(https://i.imgur.com/Q3qKYPv.png)
Lets welcome the mothman, tickman, louseman, thripsman, slugman, mosquito man, cave spiderman, brown recluse spiderman, snailman, grasshopperman and moonsnailman.
(https://i.imgur.com/Q1mnKOr.png)
Another ten: Dragonfly, Dragonflyman, Grasshopper, Mantis, Platypusman, Stoatman, Lynxman, Antman, Flying Squirrelman, Giant Olm, Olmman.
So, once the 43.03 and 43.05 versions are finished, do you have any plans for the version 44.02+ version is of dwarf fortress(now that raiding is actually a thing in Dwarf Fortress)?Not sure if raiding can be done with raw modding. But I'll release a 44. version for sure, once dfhack fully works.
So, once the 43.03 and 43.05 versions are finished, do you have any plans for the version 44.02+ version is of dwarf fortress(now that raiding is actually a thing in Dwarf Fortress)?Not sure if raiding can be done with raw modding. But I'll release a 44. version for sure, once dfhack fully works.
I know, but I don't think it can be affected with raws, or can it? Aka modded content that changes or adds to the new raiding mechanic.It probably can’t be yet, but it’s also still in it’s very early implementation stages, which means that doing more than sneaking in and stealing stuff will come in a later version of 44.XX.
II know, but I don't think it can be affected with raws, or can it? Aka modded content that changes or adds to the new raiding mechanic.It probably can’t be yet, but it’s also still in it’s very early implementation stages, which means that doing more than sneaking in and stealing stuff will come in a later version of 44.XX.
I'm trying to play with ASCII graphics
(https://i.imgur.com/dKnKO3y.png)
but the game keeps using a tileset
(https://i.imgur.com/phlRY0X.png)
Am I missing something?
You can simply give other civs more stuff to steal. I did not test how it work yet but it seems that sending a few creatures to raid a place with a good enough ambushing skill act as de facto thievery.
It's confirmed that you can steal necromancer tablets already. The extra secrets will benefit from this.
I'm eager to know if you can snatch people.
Also I wonder how far you can go with your raids... Could you destroy a town then reclaim it as another fort ?
Castes descriptions in Therapist were broken in Amostubal's Modified Masterwork that used DF 64bits, but that was because the Therapist that was bundled did not work fully with 64bits DF. Newer Therapist versions from Clément were displaying castes descriptions properly for me.
(https://i.imgur.com/qys1tN6.png)
I keep getting this weird error whenever I attempt to run masterwork. I have no idea why it is saying that this "OS platform" is not a valid application when I ran Masterwork in the past with this very computer. Please halpQuote(https://i.imgur.com/qys1tN6.png)
Hello, I downloaded the ready to use package from this thread using this link. (http://dffd.bay12games.com/file.php?id=5315) When I launch the program using these settings (https://imgur.com/a/eB2t5) it displays certain fonts as creature sprites (totally illegible). Can someone help me fix it, please? I'm also getting an issue where after loading an embark it crashes, but it seems like as long as there are illegible characters like these (http://i.cubeupload.com/t2PabC.png)then it doesn't happen. that last one is before the main menu btw. Thanks for the help.
I am using the Meph tileset included with the pack.Is there a specific way to initiate TWBT besides using the settings I provided in the last post? I really appreciate your help.
I read graphics card as graphics set ::)
My graphics card is very new as is my CPU. Is it a new Nvidia setting that could be causing this or my AMD CPU?
I know I sound stupid but all options for civ and ect to be playable are all greyed out what do I do?I'm not sure, it's grayed out for me too.
I'm 95% sure that the lack of neighbor aggressiveness (except for tower inhabitants and megabeasts) isn't a vanilla issue. It happened with all 3 human forts and when I played other races, the difference in neighbor aggressiveness was HUGE. The lack of a barony promotion is also quite a bummer, and humans reeeeally need access to combat focused guilds.
I'd say that's more of a DF problem than the mod itself. The game has gotten so much easier since tantrum spirals are gone and armies actually have to cover distance on a world map.
Once this gets updated to 44.0X, Humans can just raid places so they are at war. Of course, I may be wrong and this still doesn't work.
Once this gets updated to 44.0X, Humans can just raid places so they are at war. Of course, I may be wrong and this still doesn't work.
Not sure this would work, my humans were at war and... crickets. :P All three fortresses got pummeled to hell and back about a week after I retired them, though.
excuse me if i sound ignorant for asking, but how are you conducting raids? I've been sitting here for years all silent and crap lolIt's a new feature, one that debuted two months ago. The (C)iv screen has been totally revamped, and it is from there that you launch your squads' missions.
Meph any idea when a version for 44. might be released? Can't wait to try masterwork with the new Civ screen features incorperated!Same. I'm sort of in a limbo because Masterwork is so much cooler but it doesn't have the civ screen.
Either Dwarf Therapist is saying weird things, or the castes are broken. Latest version.Spoiler (click to show/hide)
-snip-Hey, thanks.
Hey does anyone knows how cannons works for human civ ,it appears like if they are animals?
I have a problem with kobolds in the recent version, they won't use *bone hatchets from the bone chipper, so I can't chop trees down. Am I supposed to generate a different map for each civ enabled race? Only other thing I can think of that would mess with that.Hey does anyone knows how cannons works for human civ ,it appears like if they are animals?
I think they've been that way for a while, you're supposed to pasture them to a 1x1 zone? I don't know if they actually work or not, I've been meaning to start a human fort soon.
*edit
Heya ,about the kobolds i am sorry i cant help ,but about the human fort,it looks like cannons arent in this version only in the one for DF 34.11 ,oh and am loving the humans if you are gonna give them a try i recommend a 5x5 embark ,you will need a lot of building space
I'm having some graphical problems. Plants are rendered over my character if I'm on its tile and when I'm sneaking I cannot see where the units are looking. Anyone know any fixes for this? Here are my settings: https://imgur.com/a/1cPAJ
Having some issues with my fort, I have a lot of empty buckets and way more booze then I need for my dwarves but they keep trying to give someone/something water and it keeps saying they have no empty buckets. Not sure what could be causing it, I'm only having the issue in the latest version 43.05. No one's in the hospital either so I'm not sure why they're trying to give water with a bucket with no one in the hospital. Let alone having issues finding buckets I even sent carpenter's to make another 20+ and they're still having issues. Any idea what might be going on?
Having some issues with my fort, I have a lot of empty buckets and way more booze then I need for my dwarves but they keep trying to give someone/something water and it keeps saying they have no empty buckets. Not sure what could be causing it, I'm only having the issue in the latest version 43.05. No one's in the hospital either so I'm not sure why they're trying to give water with a bucket with no one in the hospital. Let alone having issues finding buckets I even sent carpenter's to make another 20+ and they're still having issues. Any idea what might be going on?
That's an old issue from waaay back. Buckets don't get emptied out completely and if there's a tiny bit of (old) water or any other liquid left inside, dwarves will never fill that bucket again. I usually sell all the partially filled buckets to a caravan and just keep making new ones. I think you could also designate the water / milk / lye / whatever inside those buckets to be dumped.
yes, not to mention I get a crash in MW everytime I play Dwarfs (I need to sit down and get the crash log put up here tbh). But never crashed with humans which I think is odd lol
Does this version 0.43.05 of Masterwork work as intended? Any major show stopping bugs? Can I play it as is and have an enjoyable experience? Don't want to invest hours into it and find that its broken. If so which version is recommended? Thanks in advance.
Edit: Sorry for the noob-y question. Just started to branch out modding DF.
Does this version 0.43.05 of Masterwork work as intended? Any major show stopping bugs? Can I play it as is and have an enjoyable experience? Don't want to invest hours into it and find that its broken. If so which version is recommended? Thanks in advance.
Edit: Sorry for the noob-y question. Just started to branch out modding DF.
Same question here, I think it's time for me to test some mods, and Masterwork is apparently THE mod. Is the 0.43.05 good ? I think I can play DF without the raid feature in 0.44...
Does this version 0.43.05 of Masterwork work as intended? Any major show stopping bugs? Can I play it as is and have an enjoyable experience? Don't want to invest hours into it and find that its broken. If so which version is recommended? Thanks in advance.
Edit: Sorry for the noob-y question. Just started to branch out modding DF.
Same question here, I think it's time for me to test some mods, and Masterwork is apparently THE mod. Is the 0.43.05 good ? I think I can play DF without the raid feature in 0.44...
Masterwork is an AMAZING mod, but up to now I'm having trouble to understand wich is the more stable version.
Few years ago,
there was a stable MW version that was using DF 34.11,
after some pressure from us, Meph decided to restart from scratch using newest version of DF but the mod seems not finished or a little unstable.
I got it running on 44.12 using a combination of your steps above and the content from Mephs tile set. Seems okay so far.I would be interested.
/update: still good after 20 or so hours. World creation can crash sometimes when using the predefined advanced parameters that come with MW, but the in built ones seem to be okay.
If there is interest I can write a script that could perform the merge (I will be doing that for myself next time updates come out anyway).
I did write one, however I noticed it has display furniture missing (I guess as the merge copies the MW raws by definition and overrides the changes in DF since the base version) and the material selection menu crashes, so I am just playing with MEPHs tileset (with updated tools) for now. However you can get the script here if you are interested:That's a shame, it's pretty much what I'm doing now. I miss Masterwork. :(
https://gist.github.com/billw2012/d8d344aa7aad6d9efa52c166718c8d1b
Standard disclaimers apply!
We're all sitting around waiting for Masterwork to update and Meph is out there climbing mountains.Tons of people climb mountains! It's just that there arent any new mountains being made. :D
Genuinely impressed! You don't hear a lot of people climbing mountains nowadays...
Can you give an estimate on your arrival? :'(Yes, tomorrow, but I wont instantly just do DF when I arrive.
- Wanderers Friendby Deon
Adds almost 100 adv-mode reactions to craft leather items, forge armor, decorate crafts, tan leather, write books and more...
(Note: Only the reactions are added, no other rebalancing of the mod)
I have the Page on auto reload on my Browser 10 seconds on 2nd screen 😂You could just set it to notify you on updates, it can email you as soon as someone posts
I have the Page on auto reload on my Browser 10 seconds on 2nd screen 😂
Meph is working on it
Hello, attempting to delve into Masterwork. I am attempting to get it running on OSX, is this a possibility? Any help would be appreciated.
For some reason, when I create a golem at the golemforge, all my animals attack it.What version are you using? Sounds like an older one.
I don't think the golem is fighting back and I can give it orders but my dang livestock pull them apart.
Anyone else have this happen or at least have an idea as to why?
What version are you using? Sounds like an older one.Masterwork version is 1.30 for/with DF version 43.05
It's 64bit.
Is this new version compatible with the latest version of the Meph tileset or does it come included already?It uses the same tileset as the previous version, I just fixed up a few tiles. Porting the entire new tileset I made would take quite a while, especially considering that most mod-content would need new sprites.
IIRC, it's new version of DFhack. IIRC, there is no 32 bit version, and without it some things will end up bonklers.It's 64bit.
Hmm... Welp, that stinks.
Wait, what files are exclusive to 64-bit DF? I'm thinking of getting rid of the 64-bit files, replacing them with their 32-bit counterparts, and fixing it up to work with 32-bit DF.
i miss the turrets in the embark, can they still be build like golems etc?In the Legacy MDF, yes. ^^ New one no, Toady changed how the AI uses interactions at some point, they don't work anymore.
slate turret etc :D
http://dffd.bay12games.com/file.php?id=5315Fixed, thanks. :)
saying for DF version 43.03 maybe forgot to edit?
and a big thanks !
The launcher is 64bit. In theory you can play the mod with a 32bit version of DF, but I don't know if there even is a dfhack version for 32bit with all utilities.IIRC, it's new version of DFhack. IIRC, there is no 32 bit version, and without it some things will end up bonklers.It's 64bit.
Hmm... Welp, that stinks.
Wait, what files are exclusive to 64-bit DF? I'm thinking of getting rid of the 64-bit files, replacing them with their 32-bit counterparts, and fixing it up to work with 32-bit DF.
EDIT: Whoops, no, it just doesn't works on XP, but haves 32 bit version. Then...? Launcher? :P
i miss the turrets in the embark, can they still be build like golems etc?In the Legacy MDF, yes. ^^ New one no, Toady changed how the AI uses interactions at some point, they don't work anymore.
slate turret etc :D
Hey, I think you may have put in some of my (admittedly outdated) raws (http://puu.sh/CwE1p/e80c7098c4.png) into this new version by mistake - another discord user informed me - would appreciate if they were taken out.
Happy New Year everyone.
Mod is updated to 44.12.
Please test and report back. :)
There is absolutely a 32-bit version of DFHack: https://github.com/dfhack/dfhack/releasesThe launcher is 64bit. In theory you can play the mod with a 32bit version of DF, but I don't know if there even is a dfhack version for 32bit with all utilities.
IIRC, it's new version of DFhack. IIRC, there is no 32 bit version, and without it some things will end up bonklers.
EDIT: Whoops, no, it just doesn't works on XP, but haves 32 bit version. Then...? Launcher? :P
Happy New Year everyone.
Mod is updated to 44.12.
Please test and report back. :)
[...]
Inserted FROG_DEMON FEMALE in civ 279 SUCCUBUS
TESB_PET_ROCK GRANITE not found in raws
TESB_PET_ROCK GRANITE not found in raws
tesb-weather: Race:TESB_AWAKENED_STORM not found!
TESB_PET_ROCK:ANDESITE not found in the raws
TESB_PET_ROCK:BASALT not found in the raws
TESB_PET_ROCK:CHALK not found in the raws
[...]
Happy New Year everyone.omg. very exciting surprise!
Mod is updated to 44.12.
Please test and report back. :)
cp MasterworkDwarfFortress/Settings/Colors/colors_Phoebus.txt Dwarf\ Fortress/data/init/colors.txt
There are a number of palettes in MasterworkDwarfFortress/Settings/Colors - I used to do:Code: [Select]cp MasterworkDwarfFortress/Settings/Colors/colors_Phoebus.txt Dwarf\ Fortress/data/init/colors.txt
in my linux package for a while (until I saw that it makes rugs that ugly pink, blech! ;) ).
You could try cycling thru those to see if one suits.
Okay, from the top: Stones can be used for other things in Masterwork (the Meph Tileset as well,) and as such by default they're listed as economic stone. This is more of an issue with DF itself rather than either mod. They're "useful" now and thus not worthless stone anymore as far as the game cares to classify them.
You need to enable any stone you want to use for regular stuff just like you would any other economic stone, like imported marble or metal ores.
As to stockpiling, there's a stockpiling glitch that prevents rock and gem stuff from being stored properly unless made from a generic faux-metal. So gem and rock gear is best made on an as-needed basis and issued directly, or dumped in a quantum stockpile manually for storage.
For the record, I'm not mad at anyone, cause I know I'm not Meph and so me answering when he's not immediately on hand isn't worth much, but I've seen this question asked between the two threads four or five times now and I've repeated myself about as many as to "why can't x rock be used for y tasks anymore." It makes me think people can't look two or three posts up to see if anyone already asked recently.
You'd think the word of someone who played both into the ground over the last few years would count for something though...
@ Meph: You may want to consider some kind of early warning about that on both so people stop asking about it, either in the OP or in the manual.
Hey, first off, happy to see a new version!
Been playing a bit and I'm not really happy with Phoebus; I'm not sure what happened to it, but it's all wrong. Gems and ores have the wrong sprites, the colors are all wrong (I set it to phoebus in the MW launcher), various objects have wrong sprites. It's certainly not gamebreaking, but it lost the lovely look it used to have. The gems and ores stand out a lot (too crisp/clean new texture, doesn't fit with the other stuff), and farm plots are extremely hard to read because they look so... cluttered. You used to be able to tell when something was planted, but now you have to zoom into the little bushie-thingie that covers the farm plot to look for the little green pixels telling me something is planted lol.
Long story short, can someone explain how I would go about getting my phoebus from the older MW version (or the LNP) ported over to masterwork, so everything looks pretty again?
Also, I'm assuming the changes are intentional and not just bugs where different tilesets are somehow melding and causing this weird clash of styles?
Thanks!!
to stop the seasonal color changes (which I hate) just delete "season-palette.lua" from "\Dwarf Fortress\hack\scripts"
No idea if this is a bug with the mod but sometimes when i press Z to zoom to a unit, the screen instead goes completely black and i have to press esc to go back to menu then press esc again to get it back. Luckily it doesn't always happen but i've no idea what causes it. What gives?
So, I've noticed this in a lot of the sessions I've played over a dozen worlds or so. Lots of crashes and errors, specifically with the item-trigger/lua script. meaning I get pages and pages of this:If you find issues like this, please try posting in the dfhack thread. For the most part I'm unable to fix script-related issues, since I'm not the author and have only a rudimentary understanding of .lua.
\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:178: attempt to index a nil value (field 'itemMat')
stack traceback:
...2)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:178: in global 'checkForTrigger'
...2)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:244: in global 'handler'
...2)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:255: in global 'equipHandler'
...2)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:270: in global 'modeHandler'
...2)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:278: in function <...2)\Dwarf Fortress/hack/scripts/modtools/item-trigger.lua:274>
I don't know what this means, but all I'm playing with all the normal settings, as close to vanilla as possible. But these errors just repeat constantly and eventually crash the game after enough of them. I'm not sure what that lua does either, given when I looked at it it's a complete unorganized mess of a file. But I'm not sure if there's a fix here or what. All I do know is that it's making the game unstable and nearly unplayable.
-snip-
Pedestals aren't included in this version of Masterwork even though they're a part of vanilla DF now. When I started a new Masterwork game due to the update (thanks for that), I turned the modded 'Display Case' option off because it'd just be redundant with Pedestals. But apparently they're not a thing here. Why not? Might I request their inclusion? They were pretty intuitive to use and served one of my favorite purposes for showing off my artifacts. Of course once I'm done with this fort I will regenerate a new world with the modded Display Case option on, but I just don't see why the already working Pedestals aren't included.Oh thanks. :) Yeah, I did add the reactions and lines in the entity file, but I might have missed the actual tool in item_tool.txt. Should be an easy fix.
Another thing, with the option turned off (or on, as I did some science), there exists still a "Make Display Case" option in the carpenter's workshop. It takes a window and a log of wood, but its output seems to be a random tool (ladle, bowl, ...) instead of an actual display case, and I've also not found the display case object in the RAWs (same for the Pedestal). Something wonky seems to be going on there. Thought I'd let you know.
(http://i.imgur.com/ClbHxFd.png)(http://i.imgur.com/pL2MFqZ.png) (http://dffd.bay12games.com/file.php?id=5315)
::: LINUX ::: (http://www.bay12forums.com/smf/index.php?topic=160636.0) ||| ::: MAC ::: (http://www.bay12forums.com/smf/index.php?topic=160637.0)
::: Current version: V.1.31 - For DF.44.12 :::
::: Backup: V1.3 - For DF.43.05 ::: (http://dffd.bay12games.com/file.php?id=14196)
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::
::: Changelogs: V1.01 (http://www.bay12forums.com/smf/index.php?topic=158107.0) ::: V1.02 (http://www.bay12forums.com/smf/index.php?topic=158253.0) ::: V1.03 (http://www.bay12forums.com/smf/index.php?topic=158408.0) ::: V1.04 (http://www.bay12forums.com/smf/index.php?topic=158560.0) ::: V1.05 (http://www.bay12forums.com/smf/index.php?topic=158683.0) ::: V1.06 (http://www.bay12forums.com/smf/index.php?topic=158785.0) ::: V1.07 (http://www.bay12forums.com/smf/index.php?topic=158959.0) ::: V1.08 (http://www.bay12forums.com/smf/index.php?topic=159123.0) ::: 1.09 (http://www.bay12forums.com/smf/index.php?topic=159291.0) ::: 1.10 (http://www.bay12forums.com/smf/index.php?topic=159453.0) ::: 1.11 (http://www.bay12forums.com/smf/index.php?topic=159564.0) ::: 1.12 (http://www.bay12forums.com/smf/index.php?topic=159713.0) ::: 1.13 (http://www.bay12forums.com/smf/index.php?topic=159843.0) ::: 1.14 (http://www.bay12forums.com/smf/index.php?topic=160492.0) ::: 1.15 (http://www.bay12forums.com/smf/index.php?topic=160604.0) :::
::: 1.16 (http://www.bay12forums.com/smf/index.php?topic=160759.0) ::: 1.17 (http://www.bay12forums.com/smf/index.php?topic=160863.0) ::: 1.18 (http://www.bay12forums.com/smf/index.php?topic=160994.0) ::: 1.19 (http://www.bay12forums.com/smf/index.php?topic=161116.0) ::: 1.20 (http://www.bay12forums.com/smf/index.php?topic=161180.0) ::: 1.21 (http://www.bay12forums.com/smf/index.php?topic=161390.0) :::(http://i.imgur.com/LzoobUx.png) (https://www.patreon.com/meph)
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::: It allows me to do regular updates and add more content more quickly. :::(http://i.imgur.com/RvIKmWR.png) (http://www.bay12forums.com/smf/index.php?topic=157912.0)
::: Read up on future goals, vote on polls and make suggestions. :::
::: Or join community projects that add new mod content! :::
Welcome to Masterwork DF! A comprehensive mod-pack that includes utilities and tilesets just like the StarterPack, but with additional content to keep you playing longer.
This mod has existed since 2011 and has gone through many iterations. The largest and most popular one is for DF2014 (34.11) and can be found here (http://www.bay12forums.com/smf/index.php?topic=125633.0). It contains 8 playable races, 1000+ creatures and 500+ new buildings. It did suffer from feature-creep and will be replaced by this all new version, written with a strict concept in mind and 5 years of modding experience backing me up.
Here the current features of Masterwork DF2016 (42.06):
- Every mod-content is optional, enable/disable as you like.
- Playable dwarves: Master-metalworkers and warriors.
- Playable kobolds: Tribal dirt-digging thieves.
- Playable succubi: Fire-loving and alluring demons.
- Playable orcs: Proud fighters and artisans.
- A launcher that edits Init & Worldgen settings, installs tilesets and entire mods for you.
- Included utilities: Therapist, Armok Vision, Stonesense, Soundsense, Dfhack, Perfect World, Isoworld, Quickfort and more...
- Included tilesets: Phoebus, Obsidian, Ironhand, Mayday, Spacefox, JollyBastion, CLA, Taffer and more...(http://i.imgur.com/h7Bf4zf.png)
Here the planned major features of Masterwork DF2016:
- Playable goblins, dark fortresses with dungeons full of slaves.
- Playable elves, nature-based hamlets with lots of wildlife on your side.
- Playable nagas, water-based snake-men with asian theme and a love for gems and corals.
- Playable necromancers, farm your citizens like cattle and use their corpses for dark experiments.
General mod content:
- Standardized leathers, bones, meat, wood... (optional)
- Rebalanced animal man and giant animal frequencies. (optional, editable)
- Invading titans, werebeasts, night-creatures, demons and forgotten beasts. (optional, editable)
- Invading orc, naga, vampire and necromancer civs. (optional, editable)
- 1300 procedually generated creatures to fight. (optional)
Included mods by other authors:
- Mythical Monsters Modby IndigoFenix
7-part mod that adds monsters to fight, special bogeymen, vampiric ghosts, rebelling plump-helmet men, a dozen new necromancer-like mages/towers, a cult of lovecraftian proportions and the wild hunt, a wildlife mini-siege.
- More Leather Modby Sackhead
Creatures now create leathers and parchments amounts related to their size.
- Deeper Dwarven Domesticationby Wannabehero
Adds 10 cave-related pets to the dwarven civ. Bearded birds, rock-laying crabs, shelled cave tortoises and speedy weasels for vermin control.
- Fortress Defense IIby Darkflagrance
Adds up to 16 new invading races. Everything from reptile and tigermen over hellfire-imps and giant spiders to war elephants.
- Wanderers Friendby Deon
Adds almost 100 adv-mode reactions to craft leather items, forge armor, decorate crafts, tan leather, write books and more...
(Note: Only the reactions are added, no other rebalancing of the mod)
- Silk Eggs Modby Kazoo
Changes spider eggs to silk eggs and adds a new workshop, the silk-reel. You can spin silk eggs into silk thread here, allowing for easy silk-farming.
- The Earth Strikes Back!by Dirst
Find hidden gems and hidden enemies while mining. Build tributes to pacificy the rock golems, farm gem-vines or keep pet rocks around.
This mod is disabled by default, since it heavily affects balancing and includes constantly running dfhack scripts.
- Arctic Additionsby Malecus
Adds new content to arctic regions, tundras and glaciers. 20 new creatures, 2 megabeasts, 2 plants, 2 grasses...
Taken from a forum post, otherwise not available as mod.
- Small Things Modby Umiman
Adds over 1000 pref-strings to creatures, 220 new speeches for adventure mode and 300 new engravings.
An older mod for .28 from D2010/11 that I updated.
- Procedual Decorationsby Wastedlabor
Adds 75,000 randomly generated engravings.
- Stals Armory Packby Stalhansch
Adds a ton of new weapons and armors to dwarves, based on RL medieval items.
Some items overlapped with Historic Arms and Armors, so I cut them out.
- Historic Arms and Armorsby Grimlocke
Adds a ton of new weapons, trapcomps and armors to dwarves, based on RL medieval items.
Some items overlapped with Stals Armory Pack, so I cut them out.
- Terrible Weapons Packby LiberCeli
Adds 40 new weapons to dwarves that are very crude and basic, like meat-hooks, pitchforks and cleavers.(http://i.imgur.com/RhqJbV9.png)
Dwarves:
Dwarves are the default race that most players will use. They have full vanilla DF content with a lot of mod additions.
Master smiths and metalworkers, they have access to three new metals and can refine their weapons and armor to masterwork quality in special forges. Metal siege-engines and javelin-throwers add new ranged capabilities, new cave-themed pets live with you underground.
Dwarves can also join military groups or guilds, receiving special training; call migrants or caravans from the liaisons office; or transmute metals in the alchemists lab.
Workshops & FurnacesQuoteLiaisons Office:
Pay gold coins to request migrants or caravans to come.
Weight Bench:
Lift boulders to increase physical stats.
Shrine:
Pray for an item type. This has a very low success chance, but is a good last chance to get that missing strange-mood item.
Wood Splitting Block:
Basic wood-cutting workshop. Cut your tree trunks into many smaller wooden planks/blocks.
Stonecrafter, Woodcarver, Bonecarver and Gemcutter:
Four simple workshops that create items and furniture from there four materials that are missing in vanilla DF. Both the stonecrafter and woodcarver accept blocks as input.
Furniture Workshop:
Make complete sets of furniture from different materials, including some metals.
Pottery:
Form all kinds of items and furniture from clay, fireclay or kaolinite. These soft clay items can't be used yet, but after burning them in the kiln, you get stoneware, earthenware and porcelain items.
Tailor:
Create clothing and leather-armor sets with a single reaction, or unravel cloth back into thread.
Archeologist:
Your miners can find three unique gem-types: Relics, fossils and treasures. The archeologist can restorate them to former glory and gives you a random item... maybe a golden throne, maybe an adamantine sword... good luck!
Alchemist:
Requires one Orichalcum bar to build, which is a byproduct of metal working. For every 100 bars of metal made in the smelter, you get one orichalcum bar. The Alchemist can turn lead into gold, create gems and transmute metals into different metals.
Guildhall and Garrison:
Large buildings that enable your dwarves to change their caste. For 2500 gold they turn into a guild-member or military-group member of your choice. Guild members learn related skills twice as fast, while military-group members learn combat skills twice as fast and get a few attribute boni.
Scriptorium:
Write books for your library sections. Once you have 10 on any given topic, you can build a library (workshop) with it.
Library:
Six library sections, of warfare, mind&body, farmwork, crafting, smithing&engineering and philosophy. They instantly give any dwarf reading up on a skill a basic knowledge in it. Good for migrants and militias.
Brick Oven:
Make blocks of any color for awesome megaprojects.
Ore Processor:
Optional step before smelting your ore. Sort it into pure ore and rocks for higher yield.
Crematory:
Burn items and refuse to clear the fort and create ash/coke.
Metallurgist:
Create alloys. Attention! This means steel is made here, not in the smelter!
Crucible:
Smelt mithril and wolfram and efficiently make steel and bronze bars.
Blast Furnace:
Smelt large batches of metal ore at once. Very fuel efficient.
Volcanic Foundry:
Create volcanic metal, a better-than-steel alloy, warm to the touch.
Finishing Forge:
Cold hammer bronze, tin and copper. This allows early militias even without the need for fuel.
Armory & Weaponry:
Improve the quality of armors and weapons. Instead of smelting it down and reforging, simply refine the item you have. Adds one quality level per workstep, but can only be done once per item.
Javelin Maker:
Make ammo for your heavy crossbows, the javelin throwers. Aka mini-ballistas.
Heavy Siegeworks:
Create metal ballistas and catapults and batches of ammo for them.(http://i.imgur.com/OpoQQtN.png)
Kobolds
Small race of thieving dog-lizard creatures as known from vanilla DF. Their theme is very much tribal, simplistic and naturalistic. They use animal materials and hunting for most of their needs; their workshops are build of wood and leather, not rock. They do not have access to picks or mining, nor to metals at all.
Due to their short lifespan of 15 years, its best to create a huge force of kobolds to outnumber your enemies. You can poison blowdarts in the kitchens or use a number of new pets to protect yourself.
Workshops & FurnacesQuoteWood Splitting Block:
Splits logs into several planks/blocks. Simple!
Leather Upholstery:
Makes leather furniture.
Leather Trimmer:
Tans and upgrades leathers and makes leather armor.
Chitin Scrapper:
Tans and upgrades chitins and makes chitin armor.
Shell Crafter:
Tans and upgrades shells and makes shell armor.
Scale Cleaner:
Tans and upgrades scales and makes scale armor.
Glass Blower:
Makes glasses, glass weapons and items.
Clay Shaper:
Makes clay items, which are fired in the kiln.
Cloth Cutter:
Unravel cloth into thread, make clothing sets.
Wood Carver:
Makes wooden items from planks/blocks.
Bone Chipper:
Makes bone items and weapons.
Wicker Weaver:
Makes wicker from plants, uses said wicker for furniture and blocks.
Trap Setter:
Makes mechanisms and trap parts; upgrades trap parts.
Breeding Warrens:
Use female workers to spawn new kobold babies. They are fully grown in only one year.
Crematory:
Burn items to clear stockpiles and create ash/coke.
Booze Burner:
Make fuel from alcohol.
Training Room:
Use training weapons to raise military skills.
Totempole:
Control the weather. Rain is especially good at putting out fires!(http://i.imgur.com/EOwYyHt.png)
Succubiby Boltgun
A race of seductive humanoids acting as an extension for the escaped entities of vanilla DF. Their goal is to reshape the world into their own twisted image for their master. The demons employ an inefficient industry and cannot produce good metals, but their summoned entities combined with their ability to seduce foes into their side will provide the extra resources and artillery needed to succeed.
They are immune to heat so fire and magma are not a danger. Magma can be produced manually and act as a vital resource, powering most of their signature workshops.
Workshops & FurnacesQuoteMagma Well:
Will let you fill nearby holes with magma. Channel some areas around the well then run a job, instant fuel.
Summoning portal:
Spawns creatures. Check the description of each job for more info on the result.
Den of iniquity:
Will turn nearby non succubi into hybrids demons who will instantly join your cause.
Underworld drill:
Generates free slade blocks and boulders.
Floating glass furnace:
Produces glass blocks and windows in great quantities.
Red/Blue portals:
Provides instant transportation between two spots of your map.
Brick oven:
Produces colored bricks.
Crematory:
Burns body parts and vermin for ash and free refuse space.
Gemcutter:
Produces gem crafts and furniture.
Bone carver:
Produces bone crafts and furniture.(http://i.imgur.com/swXIJPV.png)
Orcsby Smakemupagus
Proud warrior race with good fighters and an industry based on raiding, slave-work, hand-crafted well-made items and mass-produced shabbily-made items.
Workshops & FurnacesQuoteTribal Warcrafter
Fletcher
Boneforge
Orcish Factory
Molten Pit
Blacksmoke Furnace
Damasc Forge
Ashlander Glassblower
Ancient Foundry
Raiders Drydock
Freelancers Guild
Handpump
Fluid Caster
Dismemberment Theater
Blood Bowl Pitch
Sparring Pit
Ghetto Overseer
Dwarf Labor Cell
Elf Labor Cell
Human Labor Cell
Goblin Sawmill
Goblin Quarry
Goblin Tinkerer
Goblin Muckraker
Kobold Poisoner
Kobold Thief
Kobold Textile Hut
Kobold Bonescrimmer
Caravanserai General Bazaar
Caravanserai Farmers Market
Caravanserai Arms Dealer
Caravanserai Shadowbroker
Auxill Outpost
Orc Outpost
Human Outpost
Dwarf Outpost
Elf Outpost(http://i.imgur.com/0bSTi9H.png)
Humansby Meph
Neutral traders and craftsmen. Humans thrive on the surface, building large castles, guildhalls and farms. Their main driving focus is commerce, trading produce for coin, coin for new produce... ah, good old capitalism! Guild control the market however and you need to buy your way in, establishing larger and larger guild halls to unlock more workshops.
Workshops & FurnacesQuoteCook Guild
All things brewing and cooking. Allows mass-brewing of drinks, aging cheese and wine, and making fuel from booze.
Carpenter Guild
All things wood. Makes wooden blocks for more constructions, breaks apart unwanted wooden furniture to reclaim the logs, and makes new items out of special woods found deep in the caverns.
Academic Guild
Chemists and Alchemists unite! Soap making, blackpowder for guns, wildfire for bombs, metal transmutation and more.
Smith Guild
All things metal! Create steel and mithril, mass-smelt ores, increase the quality of armors and weapons.
Mason Guild
All things stone! Create color-coded blocks, rock armory and weaponry, restore found fossils and relics to former glory.
Engineer Guild
All things tech! Steam engines produce power, mint coins for easier trading, build cannons and siege engines.
Farmer Guild
Herbalists unite! Unlocks the screw-press, create poisons from plants, breed your own war-dogs and make wicker furniture and blocks.
Fisher Guild
Fish farming made easy. Build indoor pools to farm fish, eel, oyster and turtles.
Merchant Guild
The hub of commerce! Call for more migrants, diplomats and caravans and exchange coin nominations.
Jeweler Guild
All things shiny! Work with gems and glass to make new items, weapons and armors with them.
Tanner Guild
All things leather! Tan scales, shells and chitin into armor, upgrade them, or create entire armor-sets.
Clothier Guild
All things textile! Dye cloth, upgrade cloth types, create cloth-padded furniture, clothing sets and unravel cloth or thread.
Local Merchants
15 different merchant stalls that buy and sell basic goods for gold. Be it wood, stone, gems, ore, metal, pets, food, drinks, leathers, clothing, armors, weapons, ranged weapons or trap-components.
Foreign Merchants
8 different merchants from different races, Human, Dwarf, Elf, Kobold, Orc, Goblin, Succubi or Necromancer, offering different items unique to their civs. Be it muskets, tungsten warhammers, clay crafts, poisons, captured prisoners, summoned monsters...
Foreign Workshops
8 different craftsmen from different races, Human, Dwarf, Elf, Kobold, Orc, Goblin, Succubi or Necromancer, offering different services unique to their civs. Be it forging, brewing, crafting, summoning and casting spells...
Scriptorium
Write books for your library sections. Once you have 10 on any given topic, you can build a library (workshop) with it.
Library
Six library sections, of warfare, mind&body, farmwork, crafting, smithing&engineering and philosophy. They instantly give any dwarf reading up on a skill a basic knowledge in it. Good for migrants and militias.Thank you!
If you want to help to spread the word, paste this into your signature:Code: [Select][url=http://www.bay12forums.com/smf/index.php?topic=125633.0]¤MasterworkDF¤ for 42.06 - A comprehensive mod-pack[/url]
I just downloaded the newest version of MDF, but I can't seem to play. I get to the main menu but if I press any key on my keyboard the game stops responding. Any reason as to why this is?
*** Error(s) found in the file "data/save/region1/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
undefined local creature material set to default: ZM5_SILITHID HARDENED_LEATHER
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_DISPLAY_CASE
Humans can't make soap. Intentional?
Humans can't make soap. Intentional?
Humans can't make soap. Intentional?
I like it. I like to think of my human fort as being inhabited by a bunch of smelly barbarians who aspire to outdo dwarves in the fine art of being unkempt.
Humans can't make soap. Intentional?
I like it. I like to think of my human fort as being inhabited by a bunch of smelly barbarians who aspire to outdo dwarves in the fine art of being unkempt.
Right, so I'm guessing there'd be a market for a human semi-tutorial then? Cause Sanctume also seemed a bit lost with humans. Had a good one a while back but I lost the save to it.
Humans can't make soap. Intentional?
I like it. I like to think of my human fort as being inhabited by a bunch of smelly barbarians who aspire to outdo dwarves in the fine art of being unkempt.
Right, so I'm guessing there'd be a market for a human semi-tutorial then? Cause Sanctume also seemed a bit lost with humans. Had a good one a while back but I lost the save to it.
I did ok for while, but then I re-played the same embark from day 1 save about 5 times to try different things.
Missing Item Definition: ITEM_TOOL_PEDESTAL
*** Error(s) found in the file "data/save/region4/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
undefined local creature material set to default: ZM5_SILITHID HARDENED_LEATHER
*** Error(s) finalizing the entity NIGHTCREATURE
Unrecognized entity creature token: NIGHTCREATURE
*** Error(s) finalizing the entity TITANS
Unrecognized entity creature token: TITAN
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_DISPLAY_CASE
Connected Component Overflow
Connected Component Overflow
Connected Component Overflow
Connected Component Overflow is some sort of pathing fail I think. Are you using unusually large embarks, or ones with particularly large amounts of flowing liquid? In the case of the seven year fort, did you recently uncover the magma sea?Sorry for taking a month to respond.
Here is a screencap: https://imgur.com/sSmQWQFThe only correct version is the last one: "DFHack version 0.44.12-r2". That DFHack version only supports 0.44.12, so if it starts up, you're using 0.44.12. (Some DFHack versions in the past have supported older DF versions, but not this one, and it's usually only been the previous patch release, e.g. 0.44.11.)
So, a deity just visited my fort. Is this normal?Pictures, please.
Hi! I've been playing on Orc Mode and having a lot of fun. But I have a few doubts:
1- How exactly do I extract blood? I have plenty of meat, but the option is still unavailable in the workshop. Is there anything I'm missing?
2- What's the equivalent of the Orc's special materials. That being, how does lamellar armor compare to vanilla metals? What about ironbone and bloodsteel for weapons?
Hi!Auto-trade is a setting on the stockpile I believe, you should be able to disable it there
How can I disable automarking items for trade?
There are only community-made Linux or Mac packages out there, since I don't have those OS installed.
heavily depends on all the dfhack scripts still working as they are.And are they?
Any updates on the new DF update? I've been actively checking this thread and I haven't really seen anything specific about the new updateHe said there will be an update once the scripts and dfhack are updated. It will happen, be patient.
I'm kinda missing. Running around mountains for the next 3 weeks, then there is Steam, and the Meph tileset. So atm I'm just gathering ideas, can't code anything. But I'm reading everything and taking notes. :)Emphasis added. So, it'll probably happen but there is no predicting when.
I mean, the old mod has 10k, new masterwork 20k, and the tileset 12k downloads, just of the current versions. No way I'll abandon this. Just a lot going on. ;)
Edit - just found out that Manual is outdated. So the only real question left is about fonts (the last question)
Second question is - im trying to play as a succubi civ. All is great, but either Manual that was included with the modpack terribly outdated, or im just blind. I cant find half of the buildings im supposed to have. Mainly the Well of souls. Here is a screenshot of Workshops i can build (https://i.gyazo.com/ba09cc8d08ff772b4b0be80faaaca941.png), and here are furnaces i can build (https://i.gyazo.com/680bdc7415ae05784fdd4abdf39fc331.png)
Also - in the manual, on Materials page it shows that succubi have access to Stygian Bronze that is supposed to be made in the smelter (i cant see it there), and Basiliskine, that is supposed to be sheared from lesser basilisk that comes from summoning portal (i cant see an option to summon them there)
Another small question:
When i try to summon anything in summoning portal i get nothing but a puff of smoke and this error in DFHack (https://i.gyazo.com/4fad5005ee9891a35aa7a554d272c09e.png)
Any help with this?
Added a short note and a link to the release post about both the linux and the mac version. Thank you both for the help.
Hey, I'm interested in making some of the orc specific pets available for dwarfs, mainly the Shaggy Mumak, I've tried copying the raws over from creature_a_pet_orcfort file to the creature_domestic file but this didn't seem to work even with adding [COMMON_DOMESTIC], so I'm wondering how would I go about making these creatures available for a dwarf fortress similar to the Deep Dwarven Domestication animals are added, and what I'd need to change to make it work properly, I don't have much experience with editing raws though.
I was going to install this, but it's not updated to 47.04 and I am now sad.
It's easier for modders and other tilesets; and the mutilated corpses are already done for all creatures. :)
A lot of the 4000 sprites would be more or less automated. For example I just made some cats for fun, all it takes is one skeleton. The cats themselves are also done, so the only thing left to do is to copy the skeleton behind the cat, erase part of it, done. Maybe recolor some parts red/green for blood/rot. But it's 30 sprites made from 1 sprite I had to draw by hand.Spoiler: The Reason it's not at 47.04 (click to show/hide)
Why isn't updating this a priority? :/
Who cares about new undead tigers, seriously?
Thats not an excuse. Like, seriously. This mod has patreon for it. There has been a discussion for a while that maybe masterwork should be made more open, collaboration like github project, in case Mepth went permanently missing or something. Guess that kindness of heart was too much to expect.Why isn't updating this a priority? :/
Who cares about new undead tigers, seriously?
My guess would be that working with Tarn on the upcoming premium DF release is the bigger priority because it's the official game that Masterwork DF is based off of.
Thanks.
Have you tried roughly recreating the steps from this old post? It worked for me as recently as around this last February.
http://www.bay12forums.com/smf/index.php?topic=125638.msg7791270#msg7791270
I was going to install this, but it's not updated to 47.04 and I am now sad.
Thanks.
Have you tried roughly recreating the steps from this old post? It worked for me as recently as around this last February.
http://www.bay12forums.com/smf/index.php?topic=125638.msg7791270#msg7791270
I'll verify it all after my cert exam next month.
I did something remotely similar. Good news - I've managed to restore or FD races back into working order. I've also added some Meph graphics, although his overrides crash the game, so I had to trim it down.
Succubi seem to crash due to scripts error. I'll maybe try to incorporate newer scripts into mdf at some later point, or trim Succubi features down a little.
I'm currently fighting with cage-thrower ammo - trying to bring back it to live.
I've succeeded thus far - cages now trap creatures. Unfortunately attacking dwarfs do not switch targets as original routines from druidism.lua no longer apply. If I find a way to clear attackers actions, I'll upload script separately for modders, and next version of working MDF.
Then I'll look into succubi.
I'm a java guy myself, LUA was always so weird to me - if you by any chance could help with LUA, that would be much appreciated :)
Well, it seems that without Meph it is not possible to do everything.
First working version, I've turned off what I could to make the game running and generating worlds.
This is it:
https://gofile.io/d/HGxTjU
What is inside:
- Standard races, also orcs, nagas. The rest crashes the game during world generation.
- Invaders: Frogmen enabled so far. I'm trying to get pandashi and white tigermen, no luck so far
- hermit is my "cheat race" with a lot of recipes enabled, it is enabled but you can safely turn it off
- do not edit world gen from launcher
Timestream control from launcher does not work. Timestream is set to 0.1 in files, edit yourself or use 'timestream -rate 1' command.
A lot of extras turned off, I will now try to start turning them back on and see if I can get the world to generate
As a funny note:
Try worldgen named 'Experimental' as this is tuned to create most diverse world possible. Savage good and Savage evil biomes can border each other :)
Somehow I cannot upload files to Bay12 file area.
Here is, still somewhat buggy, but at least stable, version.
https://www.transfernow.net/ddl/xMDF4704x
Can someone somehow upload it to Bay12 files area?
Somehow I cannot upload files to Bay12 file area.
Here is, still somewhat buggy, but at least stable, version.
https://www.transfernow.net/ddl/xMDF4704x
Can someone somehow upload it to Bay12 files area?
I'm getting a consistent crash whenever I close out of the Nobles menu using the Hermit for the latest version but I'm not sure what's causing it. Makes it kinda hard to change the bookkeeper settings. :P
Any ideas? I can upload the save if someone would be willing to take a look.
Edit: Tested on new save and still happening.
Post edit: 4th new save is the charm? Issue is fixed but I still have no idea why the game was breaking on the nobles screen for the other saves.
Yeah I think it has escaped people's notice that Meph is mostly working on the DF steam release and likely does not have time to maintain this mod.
He's working on a new project, and as far as I know is being paid to do so. That project will benefit DF greatly and will come with an integrated and gorgeous tileset among other things. I understand that you're disappointed by the lack of support for his free tileset but I'm sure you'll agree that what he's doing now is more important?Yeah I think it has escaped people's notice that Meph is mostly working on the DF steam release and likely does not have time to maintain this mod.
He's not even maintaining his own tileset properly anymore, it's very disappointing.
Soo, can I use this mod to learn a some stuff that I don't know like summoning on a workstation or civ. creation, and then use what I learned for my mods?
question, is this still being updated?
whats up with the "brownie" dwarf pet? a brown humanoid that serves civilized beings? hmmOh Armok oh fuck
whats up with the "brownie" dwarf pet? a brown humanoid that serves civilized beings? hmmOh Armok oh fuck
...Brownies arewhats up with the "brownie" dwarf pet? a brown humanoid that serves civilized beings? hmmOh Armok oh fuck
im not gonna make a big deal about this so nobody worry, its jus a bit on the iffy side for me
whats up with the "brownie" dwarf pet? a brown humanoid that serves civilized beings? hmmOh Armok oh fuck
im not gonna make a big deal about this so nobody worry, its jus a bit on the iffy side for me
...Brownies are
a real mythological creature.
https://en.wikipedia.org/wiki/Brownie_(folklore) (https://en.wikipedia.org/wiki/Brownie_(folklore))
Do I have to enable the two additional mods with it at that 100+ additional weapons?
Do I have to enable the two additional mods with it at that 100+ additional weapons?
That sounds like it's worth a shot
Hey guys,
In the near future I'll have a look through the mod, since it includes an old version of the Meph tileset, which is partly based on uncredited artwork. I'm not sure yet how to best address that issue with the mod, I need to take some time to look at the actual components and dependencies between sprites and mod content. It might take a while. It's a pretty unfortunate situation as the result of me using random pixelart from Google image search without paying attention to licencing, generally in the time from 2016 to 2017.
I might just revert back to 16x16 Obsidian Soul or Phoebus as the main tileset.
Cheers,
Meph
Am I insane or has the manual been updated recently (if so, thank you Meph)? Could've sworn that in Dwarves -> Items, there were armor entries for various Tier 1 armors that were considered "clothing", meaning civilians could wear them. Also recall the trap components having text in their "upgrades" box.Nope, haven't changed anything at the manual.
It must really suck for you to remove the tileset but your reasons are completely valid and responsible. Thank you for all the hard work!
It's done. New update is online, without the Meph tileset. Obsidian Soul is the new default set.
The decorations (banners, carpets, gardens) are turned off by default, since they have no new sprites as of yet.
I know you are still working on the official Steam Release of DFhttp://www.bay12forums.com/smf/index.php?topic=174112.msg8331010#msg8331010
Unfortunately, we've decided to end our partnership with Meph
I myself will take a break from DF
I know you are still working on the official Steam Release of DFhttp://www.bay12forums.com/smf/index.php?topic=174112.msg8331010#msg8331010
http://www.bay12forums.com/smf/index.php?topic=174112.msg8331428#msg8331428
The TLDR:Unfortunately, we've decided to end our partnership with MephI myself will take a break from DF
I am curious, as there was one person that was working on a fork of Masterwork in here a while back but seemed to have given up. Just how much work is it gonna be to update MDF to 47.xx, or whatever the steam version of the game will be kicked up to? Just how much changed between 44 and 47 for instance, and how hard will that be to adapt into the mod?
The Long Night, maybe? It is an overhaul of the game, transforming it into a futuristic apocalyptic setting. Nanomachine monsters, 3D printers, and all that jazz. Very extensive, might want to put some research into it before trying it.
IndigoFenix's Mushroom kingdom is pretty cool, as are most total conversions by Deon... Fallout and Lord of the Rings for example. Zm5s mods are impressive too.
IndigoFenix's Mushroom kingdom is pretty cool, as are most total conversions by Deon... Fallout and Lord of the Rings for example. Zm5s mods are impressive too.Hey, I'm glad to see you haven't forgotten some of my old creations, I've put a lot of love and care in them :D.
So, does MW will be updated to 47 ver of DF someday? Vanilla is pretty simple without MW cheeky-breeky
My guess is they need to be added to both buildings and recipe list. If so, this should be like 4 files to edit for dwarves.Somehow I cannot upload files to Bay12 file area.
Here is, still somewhat buggy, but at least stable, version.
https://www.transfernow.net/ddl/xMDF4704x
Can someone somehow upload it to Bay12 files area?
Can you fix display cases and Pedestals? No race can create them ingame, its a bug from the previous version
Hello! I've been playing with Evans' DF 47.04 Masterwork and I confirm the magma wells not working bug mentioned by Fjolsvith (although I managed to replicate their effect with the DFHack command "source").This may be due to multiple reasons, but usually a log entry is the best. My guess - either 47.04 bug or missing tile entry for graphics.
A very crucial bug I came across is a crash on load game that I can't overcome. It seems like it crashes when the load bar reaches "Artefacts", and effectively, I can only load backups from before there were any artefacts produced in my fort. For reference, the first artefact was a weird one - "some animal" hardened leather tail cover (succubus item?) decorated with gems. The second was a wooden armor stand, but the first is already enough for the crash.
Trying to troubleshoot it, I got hopeful when I found this thread blaming the additional weapons mods that are included in MW:
http://97.107.128.126/smf/index.php?topic=159852.0
Only to later realize all of these are already turned off in my game, so they are not the problem. They mention graphics also, and mine are Evans' defaults.
Other than this, my play through as a dwarven fortress was going smoothly. I'll revert to an older save and see if a different artefact still causes the crash.
Edit: This is no longer relevant - I couldn't replicate the bug (same dwarf made a different artefact, no problem at all), and after playing in the backup for a while, I was able to load the original save without a problem!
Allo. Been out of the loop for a long time now.If you scroll upwards, Meph's had some issues recently over sprite ownership that fell through co-operating with Toady on the new version of DF and is currently away on a 'world tour' holiday. Evans and very recently DungeonCrab have been attempting earnest ports of modules/own interpretations of MW but theres no "complete" continuation of the mod at date.
Just wondering.
Is there a reason why Masterwork is 44.12 while DF is 47.05???Spoiler (click to show/hide)
Is the following a bug from 44.12/Masterwork or is it just my bad luck.
-- Frozen River Unfroze and where the stream connects with edge of map continues to drain constantly, leaving my Dwarves to try and path through the 1/2 deep water tiles then become battered around and stop their action due to 'dangerous terrain' as the water trys and become full but then drains. This has caused a ton of gathered goods to be dropped at map edge leading to constant cases of Dwarves realizing there is something to pick up, going over to pick up the item, get battered by the water from the stream 'refilling' and dropping the item. Rinse and repeat...
\\Answered my Query//
Why not update Masterwork without the Sprites, just relying on ASCII for now?Why not just wait? Or feel free to tackle it yourself.
So, I was wondering if making an extension mod for Masterwork would be okay.
I would like to build a new custom civ/race of Ant-Men using some of the infrastructure of Masterwork as a base. Ideally I think having it work as a an extension to the normal Masterwork faction once it was up to standard would be coolest.
QuoteSo, I was wondering if making an extension mod for Masterwork would be okay.
I would like to build a new custom civ/race of Ant-Men using some of the infrastructure of Masterwork as a base. Ideally I think having it work as a an extension to the normal Masterwork faction once it was up to standard would be coolest.
Well normally unless there's something really explicitly not-yours (like a script/without trying to be sore, sprites for instance) and then you copy that without mentioning the author or claiming its your own, most mods dealing with RAW's really just need a namedrop of the creator/key-publisher where they first appeared and presumably a link promoting it or credit-roll worddocument for acknowledgement.
The nature of using Masterwork as a base would mean cleaning up the factions & code already within the current version which might be bigger task than the ant-men themselves.
Why not update Masterwork without the Sprites, just relying on ASCII for now?
Do we know if there are any plans for v50 masterworks?
Was Trying to Play this Today.Is Windows trying to scale the game's display? see https://dwarffortresswiki.org/index.php/DF2014:Installation#Windows
However when I open Dwarf Fortress. The full screen is too large and I am unable to interact with the game hardly at all.
Solutions?
Was Trying to Play this Today.
However when I open Dwarf Fortress. The full screen is too large and I am unable to interact with the game hardly at all.
Solutions?
Hey I've been having trouble with DF crashing when exporting legends info. My PC can run Arma 3 with little to no issue but this ASCII game seems so so prone to ccrashes sucks that the ram is limited to 4GB cause I've got 64GB, plenty to go around. If I try to make a world with advanced parameters it crashes, too but right now my priority is getting that dfhack legends info for the legends viewer. Not sure what files might be needed for better help.
Hey I've been having trouble with DF crashing when exporting legends info. My PC can run Arma 3 with little to no issue but this ASCII game seems so so prone to ccrashes sucks that the ram is limited to 4GB cause I've got 64GB, plenty to go around. If I try to make a world with advanced parameters it crashes, too but right now my priority is getting that dfhack legends info for the legends viewer. Not sure what files might be needed for better help.DF memory is not limited to 4 GB unless you are running a 32-bit build of DF, and 64-bit builds have been available since 0.43.04 (in 2016).
DF's a notorious PC melter because it is a single CPU core game, and has absolutely no multicore functionality for modern or ultramodern specced PC's and will chew through it like a beaver through logs.Single-core speed is generally helpful - a slower CPU does not make the game faster.
Do we know if there are any plans for v50 masterworks?
Second!
I almost can't wait for the next release. Also, because the database went down I can no longer download this current version. Will it be put back up or is there somewhere I can find it??
IS it possible that modder like the creator of masterwork could be able to, for example fix the issue with archers not picking bolts and charging at the enemy?
Could you elaborate? How dfhack can do everything?
Also... is there any way to make change in .dat files ? (saves)
Also... is there any way to make change in .dat files ? (saves)Usually it is much easier to make changes in memory with DFHack (and then let DF handle saving them) than to make changes to the .dat files directly. If there's anything specific you're trying to do, I'd encourage you to post in the DFHack thread (http://www.bay12forums.com/smf/index.php?topic=164123.0).
This may seem dumb but can anyone help with why I might not be able to see the Researchers Study in any lists? How does one get the ingredients? How does this mod have no wiki. All the information I could find myself seems to be from 2014 and Im honestly wondering if the mod simply moved away from it entirely. Thats how devoid of evidence it still exists my search has been. Please help. Reddit just offered me the same 2014 looking information from the wiki and then got surprised when I wasnt satisfied.
This may seem dumb but can anyone help with why I might not be able to see the Researchers Study in any lists?
Yes, hello.The 'wiki' you might be referring to is, in fact, a subset of the Dwarf Fortress wiki more generally - (https://dwarffortresswiki.org/index.php/Masterwork:Main_Page (https://dwarffortresswiki.org/index.php/Masterwork:Main_Page)) - the mod itself, however, has been discontinued by the modder a while back; due to allegations of plagiarised tileset content, that rather snowballed out of control, of all things. And shortly before he fled the community in disgrace over the matter, at that.
Anybody up for a 'World of Masterwork' enviromental and creature mod by reconstructing bits of info from 1.3 and the readily readable DFwiki masterwork documents as a clean-slate mod concept? It's probably easier to put together in a collection with other bits, like boltgun's succubi or mix in with other content.
The only real obstacle I can in the way of the concept is navigating permissions of the mod authors for parts that have been piecemealed or received alternate interpretations post .50
So is this mod dead?As far as I know the person maintaining this mod has been working on the graphics for the steam release
Oof. He was, then he wasn't, see http://www.bay12forums.com/smf/index.php?topic=174112.msg8331428#msg8331428So is this mod dead?As far as I know the person maintaining this mod has been working on the graphics for the steam release
Curse of fan projects pulling from whatever they find for assets without thinking. Not worth dwelling on at this point, as mikekchar said.Oof. He was, then he wasn't, see http://www.bay12forums.com/smf/index.php?topic=174112.msg8331428#msg8331428So is this mod dead?As far as I know the person maintaining this mod has been working on the graphics for the steam release
Ahh damn, thanks for posting that. It's an unfortunate reaction to some very old questionable decisions but I understand the reasoning behind it.Oof. He was, then he wasn't, see http://www.bay12forums.com/smf/index.php?topic=174112.msg8331428#msg8331428So is this mod dead?As far as I know the person maintaining this mod has been working on the graphics for the steam release
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_DISPLAY_CASE
Missing Item Definition: ITEM_TOOL_PEDESTAL
How can I fix this? I already generated a world I really like, but I can't actually embark on a location or else the game crashes due to this. There are other things in the error logs (material for animals) but this seems to be the most relevant.