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Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on April 30, 2013, 10:48:14 am

Title: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Meph on April 30, 2013, 10:48:14 am
(http://i.imgur.com/ClbHxFd.png)

(http://i.imgur.com/pL2MFqZ.png) (http://dffd.bay12games.com/file.php?id=5315)
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::: Current version: V.1.31 - For DF.44.12 :::
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::: 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) :::

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::: It allows me to do regular updates and add more content more quickly. :::

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::: Read up on future goals, vote on polls and make suggestions. :::
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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 & Furnaces
Quote
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.


(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 & Furnaces
Quote
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!



(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 & Furnaces
Quote
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.



(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 & Furnaces
Quote
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




(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 & Furnaces
Quote
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.




Thank you!
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[url=http://www.bay12forums.com/smf/index.php?topic=125633.0]¤MasterworkDF¤ for 42.06 - A comprehensive mod-pack[/url]
Title: Re: MASTERWORK DF - Content Repository
Post by: smakemupagus on April 30, 2013, 12:22:38 pm
<<Tarkuurb'narkuub Ghoshash Snazaga>> (http://www.bay12forums.com/smf/index.php?topic=122867.msg4028179#msg4028179), Perplexing-complexity the Cleaver of Ignorance

is an Orc Fort community tutorial game following a band of exiles in the savage wilds.  It is geared towards helping new players survive early attacks, organize a powerful Orcish warband and take maximum advantage of the Raider's Drydock system. 

In later chapters of the story we transform our Dreamwalkers to Sorcerers, create weapon kits for our elite orcs at the Warrior Society, and finally prepare an assault on the deepest caverns.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: jellsprout on May 01, 2013, 08:38:55 am
I made a Linux version of v3. (http://rapidshare.com/files/2550466214/MasterworkDF_linux%20v3a.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:

-Added the missing Linux DF files and maps.
-Added the missing Linux DFHack files.
-Removed all the .bat, .exe and .dll files from the main Dwarf Fortress map. This includes all the Phoebus updating files, which I couldn't get to work. There don't appear to be any Linux compatible versions available, so I can't replace them.
-Fixed some capitalization in maps and files, which would lead to errors.
-Fixed the macros.
-Replaced Dwarf Therapist with the Linux version.

I didn't touch the other utilities. I haven't ever used any of them, so I wouldn't know how to set them up in Linux.
This version seems to work properly on Linux, but I haven't done a lot of testing yet so some errors might still pop up. If anybody knows of something I missed, please say so here so I can fix it.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Fairin on May 01, 2013, 02:13:25 pm
can i suggest the mod "nano fortress" i use it occasionally on my netbook to run 1x1 embarks (its tiny too meph)
Title: CHANGELOGS!!! GET THEM HERE; WHILE THEY ARE HOT!!! FRESH CHANGELOGS!!!
Post by: Meph on May 01, 2013, 03:34:58 pm
Here the next update... I got a strange mood and most of you will know what that means. Ehm... have fun with a pretty much done Kobold mode. I also standardized food stuffs, bones and fixed the dwarven armory, made all animals trainable and tanning now gives leather amounts based on the creatures size; and put a pre-liminary manual into the download. :)

Nice and clean food stuffs:
(http://i.imgur.com/VhROnA7.png)

Kobolds:
Just like Dwarf mode it's much smaller than before, in this case the hexer/witchers got cut; as well as a signature feature: The stealing. :/ Without being able to trigger sieges and without the other races existing, it's a bit hard to steal from them (without downright making the features an exploit) and copying their tech (because it doesn't exist yet). Ogres and psychotropic toads are also gone, as is warpaint and tattoos.

Kobolds do have:
 - The usual items, weapons, armor, tools, toys, etc that you'd expect from a civilization.
 - They use smaller weapon version than the other races, mostly made of bone, wood or glass.
 - They use blowguns as ranged weapons.
 - Pets include tiny vermin-hunting raptors, giant cave spiders, scorpions, snakes and rats.
 - Best early weapon is the venom of said pets, to cover your blowdarts.
 - 18 custom workshop, including a Cheatsheet! that gives a quick overview.

Overall Kobold mode has gotten harder, mostly because of NO DIGGING and NO ACCESS TO METAL/STONE/GEM. It's much closer to the original Kobold Camp mod, with obvious Masterwork additions. :)

All kobold workshops:
(http://i.imgur.com/Brc1Wlj.png)

Full Changelog:
Quote
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.

Quote
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 (?).

Quote
0.000004: 22 tilesets, GUI prototype, more workshops for Dwarves, Succubi are playbale, Gnomes are playable, Twbt has all item graphics and more.

Quote
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.

Quote
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)

Quote
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.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: lethosor on May 01, 2013, 07:59:15 pm
The Mac version has moved to a separate thread (http://www.bay12forums.com/smf/index.php?topic=126183.0).
Spoiler: v.3 (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on May 01, 2013, 10:12:11 pm
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.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: jellsprout on May 07, 2013, 04:20:39 pm
I've made a few minor updates to the Linux version:
-Dwarf Therapist has been updated to the latest version (splinterz 20.4)
-Changed Dwarf Therapists game_data.ini file so the professions show the Masterwork names instead of the vanilla ones
-Added a few missing DFHack scripts and removed the useless Windows scripts

The previous link has been updated to the new version.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on May 10, 2013, 03:43:23 pm
I made this little colorscheme preview, because... why not. Click on it to zoom in. My favourite is CLA, with the not-so-bright-green grass.

(http://i.imgur.com/7qlRaNR.jpg)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: oggimog on May 11, 2013, 06:22:16 am
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.

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?
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: urmane on May 15, 2013, 08:09:21 am
Thanks, jellsprout, I've got your v3 version working on linux, including DwarfTherapist, stonesense and soundSense.  I'm on a gentoo system, and still had to do the library mods as listed in the Masterwork:Linux wiki page, but it's working great.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: BoboJack on May 15, 2013, 08:42:13 am
I've mirrored the linux alpha thing on zippyshare, because rapidshare is horrible
Linux Alpha v3 Zippyshare: http://www26.zippyshare.com/v/269875/file.html (http://www26.zippyshare.com/v/269875/file.html)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: MasterMorality on May 16, 2013, 09:36:01 am
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...
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: lethosor on May 16, 2013, 07:48:38 pm
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... :(
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: lethosor on May 16, 2013, 07:56:42 pm
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?

This sounds great - I was about to start on something like this myself, until I saw your post.

Most of the files appear to be in the MasterworkDwarfFortress folder (at least in my version). I guess it might copy the old raws there and edit out sections. You could try asking Meph for the source code, but he's not exactly reachable right now. (oops, didn't read the thread) I'd be willing to help out with this some too, once I get more familiar with the new stuff in the mod.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on May 16, 2013, 10:35:58 pm
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 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
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: oggimog on May 17, 2013, 02:21:19 am
I never expected the python gui for windows. I only thought of it because I am sick of always using wine and not being able to start the tools, and I know python ;).

I will think of it. Sadly I also don't know VB, but I will have a look into it and see if I understand what it does with the files ;)

@lethosor: Yes, that was also my guess. I will try to find out what is really replaced where.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: MasterMorality on May 17, 2013, 03:43:41 am
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.

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.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: lethosor on May 17, 2013, 05:52:58 pm
No problem, I realise how finicky this stuff is.

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 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).

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 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
I completely missed that... I'll take a look at it now. :)
I think there are a few ways to bundle python with an executable (such as py2exe), but it might produce much larger files. One of the nice things about Python is that it comes preinstalled on Macs and most Linux systems, which makes it easy to run Python programs on those platforms without much effort. (The standard UI libraries are somewhat lacking, however)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: leafar on May 22, 2013, 01:57:42 am
as afaik the localisation patcher doesn't work for linux i made a python script to adjust the executable
it takes the template.lng and the Dwarf_Fortress file and produces a Dwarf_Fortress_Lang file with the changed names
(note: replacements longer than the original get cut off)

Spoiler: the script (click to show/hide)

you need to add the md5-hash(should be: 98aa323f1b33623851405254ef5b509c) to hack/symbols.xml
(and add it to the 0.34.11 version)
also you need to mark it as executable

edit: first bugfix already :D
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on May 23, 2013, 09:07:19 am
Wrote you guys a PM, good to see this progress on Mac/Linux. :)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: lethosor on May 23, 2013, 03:22:20 pm
leafar - How exactly do you format a lng file? Is it simply a list of replacements, or is there a specific format it needs to follow?
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: leafar on May 24, 2013, 04:09:37 am
i just used the .lng file from the win df-loc-patcher (see op)

edit:

so i did a linux-specific .lng file:
Spoiler (click to show/hide)
it contains only the lines with replacements and i changed some strings to match the length
(can be improved?)

also these changes i left out, as they are not that important and i couldn't fit them in the shorter strings:
Spoiler (click to show/hide)
(the part after the third '|' is what is being cut off due to limited length)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: jellsprout on May 24, 2013, 03:22:06 pm
Leafar, I tried your updated template, but now dfhack won't work anymore. It opens Dwarf Fortress up normally, but the dfhack interface doesn't appear. I used the .lng file you posted in your previous post and I added the md5-hash you posted in your post from May 22nd to the v0.34.11 linux md5-hashes. Could it be that your new .lng file needs a new hash?
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: leafar on May 24, 2013, 03:53:07 pm
yes it does, i thought that would be clear
(also dfhacks stderr.log should give you this information)

and here is a new update for the patcher
Spoiler (click to show/hide)
small adjustments and it prints out the md5-hash(did this before i read your post :D )
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: jellsprout on May 25, 2013, 05:03:17 am
Perfect, this works. You're the best.
Just one thing. You need to name the template linux.lng, otherwise it won't find it. This is a bit confusing, because the script output asks for a template.lng file.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: leafar on May 25, 2013, 06:18:29 am
my bad, wanted to make it easier to configure and forgot to fit the error-message

fixed that now:
Spoiler (click to show/hide)
suppose you already noticed: the variables in the first few lines can be used for configuration
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: urmane on May 25, 2013, 06:46:57 pm
My linux v3 game keeps hanging - I think I've narrowed it down to trying to build a waterwheel.  I'll keep trying to determine what exactly it is, but anyone else see this, or have thoughts?
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: jellsprout on May 26, 2013, 07:37:58 am
@Urmane
I tried it and indeed the game crashes. It is a dfhack issue, as water wheels get build normally if I run DF without dfhack. The terminal says it is a "segmentation fault".
A world I've made earlier didn't crash when I tried to build a waterwheel. I think this might be because of the language patcher. I'll try a few worlds generated in the original DF executable and a few in the patched one to see if that is the cause.

Also, could you in the future use the following thread for Linux related issues:
http://www.bay12forums.com/smf/index.php?topic=126068.0

Edit: I tried several more worldgens but I couldn't recreate the problem, both with the original DF executable and with one modified with Leafar's script and template. Could you perhaps give more information if you used the patcher and what template file you used with it?
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: toradrow777 on May 26, 2013, 01:39:15 pm
Is the warpstone lab up and running or is it still just a teaser item?  Also, is the Grazing option fixed? (Last time I played the option was backwards, meaning NO = YES and vice versa.)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on May 26, 2013, 07:16:30 pm
This is not the place for questions.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: toradrow777 on May 26, 2013, 08:43:17 pm
This is not the place for questions.

Sorry, won't happen again.  Could you at least PM me the answer?
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: thistleknot on July 06, 2013, 07:59:19 pm
it would be nice if right click went back in the gui for option choices, example:  tilset; or color.
whoops
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: lwCoyote on August 07, 2013, 04:12:27 am
Just a quick note, my LP "StreamAxe" is vanilla, not MW ^_^
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on August 07, 2013, 04:40:41 am
Oh, sorry. I'll remove it when I update the post with the new letsplays I found.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Annon on October 01, 2013, 08:25:49 am
Could you add a current manual to the repository, separate from the full download?

I'd like to download it to my phone so I can look at it without alt-tabbing
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: vityav on October 07, 2013, 10:03:00 pm
Just here to say that roughly following jellsprout's instructions here (http://www.bay12forums.com/smf/index.php?topic=125638.msg4216911#msg4216911), I've gotten the basics (MW and dfhack) of version 4a up and running in all its glory. I just took the windows v4a release, ran the settings in wine, then moved linux-specific files in and windows files out, and recompiled dfhack with the v4a plugins/scripts.

Only snag I hit was dfhack not recognizing the version, so I added the md5 from stderr.log to hack/symbols.xml under the v0.34.11 linux address section, and will likely have to do that for DwarfTherapist too once I compile it.  Also Putnam's itemsyndrome throws a small bug, but looks like that's being worked on (http://www.bay12forums.com/smf/index.php?topic=123817.375).

That said, I've generated a world, ran a pre-defined embark profile, and gone to the first caravan with no problems. Tried out reveal, dflabors, various search functions, and building non-vanilla workshops, and everything seems to work. I'll add results on the other utilities if/when I try adding them.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: vcordie on October 08, 2013, 03:27:17 pm
Noticed you have yet to put your Ruthless tutorial fort link here yet. Maybe that's because you never finished it. You should maybe finish a tutorial fort sometime meph. Wait, what am I saying, thats the Meph Curse: any community game started by meph is doomed to be abandoned to the third page :P
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: jellsprout on October 09, 2013, 07:00:51 am
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.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on October 09, 2013, 07:03:33 am
Quote
any community game started by meph is doomed to be abandoned to the third page :P
Thats because its so much more interesting to write new content, then to write about old content.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: vityav on October 09, 2013, 02:28:12 pm
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.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: vcordie on October 09, 2013, 03:00:26 pm
Quote
any community game started by meph is doomed to be abandoned to the third page :P
Thats because its so much more interesting to write new content, then to write about old content.
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 :P
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on October 09, 2013, 04:11:45 pm
Funnily enough, I havent seen most features of the mod ingame yet. It's like your are thinking I'm Neo, who knows the secrets of the Matrix, while I am actually just Cypher, looking at the code, and nothing else. :P

Honestly, I have never build the Volcanic Foundry, or any of the mage altars, or any of the machinery ingame... I know the basic stuff very well, because my testforts are 1-2 years long, but the high-end part of the mod is uncharted territory for me... gameplay-wise.  :)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: vcordie on October 09, 2013, 05:00:01 pm
Then how do you test the balance of endgame?

Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on October 10, 2013, 02:56:14 am
On paper/in my head. And based on reports from players, thats why I always ask for feedback and reports. I love getting stories about large/old forts, they help immensely with developement.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on October 27, 2013, 06:48:01 pm
Added backups of old versions and the source code of the GUI to the content repository.

Quote
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.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Putnam on November 01, 2013, 05:52:42 pm
Why is the source 80 megabytes

EDIT: Because you included an entire copy of MDF including every graphics pack and DF itself, I see
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on November 01, 2013, 06:16:50 pm
Yes, it includes the game and raws, because otherwise you'd start up the program and get several hundret error messages about missing files.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Thief on November 21, 2013, 10:52:04 am
Download keeps failing...why
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: cethegus on December 23, 2013, 04:03:00 am
As i really liked the idea of building labels for all areas, i did code the alphabet. thanks for inspiring me!

letters set as building_furnace
Spoiler (click to show/hide)

entity_default
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on December 23, 2013, 10:04:46 am
Nice :)

The CTRL hotkeys wont work, because too many other things are toggled with it, which are hardcoded, like macros, but otherwise I like the idea. But I cant add it to the mod, because I already have way too many buildings to scroll through. You can release it as a minor mod in the mod section though. :)

If you make the workshops instead of furnaces and use MAT as color instead of 7:0:0, you can even make differently colored words, because the workshops take on the color of the material they are build with. Furnaces glitch out, but workshops are ok with COLOR:3:1:MAT.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: shadowclasper on January 07, 2014, 05:06:42 pm
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?
never mind, found it.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Urist McTeellox on January 08, 2014, 12:21:41 am
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?

That's a great idea, so I just wrote some code (https://github.com/pjf/masterwork-dwarf-fortress/commit/412c5ab1392abcca9db739cefa9562b238fdf7d4) to fulfil your wish.

You can now download just the manual (https://dl.dropboxusercontent.com/u/9702672/MWDF/MWDF-manual.zip). It's based on SWP/master, so there may be corrections which have not yet made it into the official releases. :)

I've also set that file to auto-update when manual changes are made, so it should always be up-to-date.

~ T
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Meph on January 08, 2014, 02:35:21 am
Added it to the first post. :)

EDIT: And a couple of succession forts as well.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: dementia on February 25, 2014, 03:17:54 am
After reading http://www.bay12forums.com/smf/index.php?topic=133995.msg4816834#msg4816834 I decided that I would write a text guide that allows other users to follow along to get a wine version working (for linux).

Here goes.

To start you need to download wine through your distribution's package system. On linux mint you can just run the following command,
sudo apt-get install wine.

Next you will want to  install winetricks in order to get a working version of the 4.0 .net framework.
sudo apt-get install winetricks
will do the trick.

If you have already installed wine and used the directory this will cause you to lose all of your work. if you haven't and you have 64 bit wine installed then feel free to do the following that is contained in this spoiler.
Spoiler (click to show/hide)

If you have a 64 bit version of wine installed, and you have used it before then I suggest reading yahweh's reply for a workaround.
Spoiler (click to show/hide)

After that, install the dotnet framework through winetricks with the following command.
bash winetricks dotnet40 corefonts

If your Dwarf Therapist isn't working you can try downloading this version and overwriting the packaged one with this. Haven't tried to launch it through the settings application, but you can find it in the following directory.
 MasterworkDwarfFortress -> Utilities -> Dwarf Therapist
http://www.bay12forums.com/smf/index.php?topic=122968.0

I have only able to configure the settings once, and that was on the first launch, so make sure you set them up properly before closing it the first time. A work around for this is to delete the current one you have, after backing stuff up if necessary, and do a fresh unzipping. That should be all that you need to do to get a, mostly, working MWDF. I am unable to launch it through the settings program, but it is simple to navigate to the Dwarf Fortress folder and run Dwarf Fortress.exe.

Note that this is not an optimal solution, and not all of the settings will work, nor the bundled plugins, but you will have a, mostly, working MWDF, which, to me, is all that really matters.

Sources:
Setting up the proper prefix for 64 bit systems
http://askubuntu.com/questions/177192/how-do-i-create-a-32-bit-wine-prefix
Installing dotnet framework
http://appdb.winehq.org/objectManager.php?sClass=version&iId=17886
Original post which this is based upon, by Urist McTeellox
http://www.bay12forums.com/smf/index.php?topic=133995.msg4816834#msg4816834
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: yaymeh on March 01, 2014, 04:28:03 am
Quote
rm -r ~/.wine
That 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?"

I'd recommend using a different wineprefix instead of just deleting everything that the user ever did in wine! You can put a script with the env variables on the Desktop or someẃhere and most DE's /WM's will allow you to "right-click/ execute in terminal" it in a way that makes the terminal stay open & usable after the script runs.

Example:
Code: [Select]
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
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: dementia on March 02, 2014, 09:29:54 pm
...
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.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: yaymeh on March 03, 2014, 11:00:03 am
Uhm... not sure what's left to explain. Your guide is almost perfect - just skip the "rm -r ~/.wine" and use a different directory instead ;)

The directory that wine uses is determined by the $WINEPREFIX environment variable. In your example you're setting it to "WINEPREFIX=~/.wine" which is the default wine uses out of the box already (you don't have to set it to ~/.wine - it starts out that way). Any new directory will do just fine. You can even put it into your DF folder if you want to keep everything in one place. Just remember to set the variable before starting your windows program so it will use the right prefix instead of the default one.

( Usually it's recommended to use a different prefix for every suite of windows programs that so that programs that you're not using together can't break each others, but many users don't do that and put everything in ~/.wine instead where accidents are bound to happen sooner or later:D ).

Hmm... let me try something...:
( oh no that's more than I thought...)
argh ok... so... uhm... no, that's not working properly also took way longer than I thought xD , but maybe someone can finish it sometime, I'll just put it there for now:
NOW LOOK WHAT YOU'VE MADE ME DO! I made a mess! T_T
http://www.bay12forums.com/smf/index.php?topic=136827.0

Anyway... You can configure a launcher on your desktop to use a prefix by adding something like "env WINEPREFIX=" to your the exec line... that way you don't have to start the tool from a terminal every time.

That would look a little like that, just with the right folder/filenames:

(~/Desktop/dfMasterwork_config.desktop)
Code: [Select]
[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
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: dementia on March 03, 2014, 04:13:00 pm
NOW LOOK WHAT YOU'VE MADE ME DO! I made a mess! T_T
http://www.bay12forums.com/smf/index.php?topic=136827.0
Looks like you are having some FUN.

On a serious note, I understand better what you were explaining earlier, and I will update the post to reflect what you were saying. If you ever get around to making that launch script work, then I would be glad to add it to the tutorial.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: yaymeh on March 06, 2014, 05:56:30 am
Has the game_data.ini link provided in this thread been updated yet? I think the old one might be making my linux Therapist segfault with the new MW v.4i
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Putnam on March 06, 2014, 01:39:54 pm
The heck is game_data.ini? You talking about init.txt?
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: lethosor on March 06, 2014, 03:57:38 pm
The heck is game_data.ini? You talking about init.txt?
It's a Dwarf Therapist config file, according to the first post.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Samarkand on March 11, 2014, 04:39:37 pm
Added it to the first post. :)

EDIT: And a couple of succession forts as well.
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.
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: Morcaster on April 26, 2014, 12:41:34 am
Tutorial for Sound Sense! Masterwork style!

First this is mainly for Masterwork, but it should apply to LaZy as well (Not tested)
Also some of these steps may not be necessary

First and foremost I'am going to start from the beginning. (Your just starting DF)

1. Install Masterwork Link: http://www.bay12forums.com/smf/index.php?topic=98196.0
Put the folder on your desktop

2. Open the Masterwork settings and check sound to green. Pic: http://s1176.photobucket.com/user/Morcaster/media/HHhh.jpg.html?sort=3&o=0

3. Delete These two files in "Sound" folder, Path is located above. Pic: http://s1176.photobucket.com/user/Morcaster/media/Deletered.jpg.html?sort=3&o=0

4. Install Java run time Link: http://www.oracle.com/technetwork/java/javase/downloads/index.html

-Click download- http://s1176.photobucket.com/user/Morcaster/media/download.jpg.html?sort=3&o=4

-Download link according to your OS, example Win64bit- http://s1176.photobucket.com/user/Morcaster/media/win7.jpg.html?sort=3&o=3

-Click change to install into DF directory, Path is shown, add \J at end of path to create folder name- http://s1176.photobucket.com/user/Morcaster/media/J.jpg.html?sort=3&o=2

-Do the same thing for the next install it will ask of you but call the folder you will create J2-

-Install whatever sound pack you want, Recommended: http://df.zweistein.cz/soundsense/
Pic: http://s1176.photobucket.com/user/Morcaster/media/soundpack.jpg.html?sort=3&o=1

And put all files into Packs in Soundsense folder Pic: http://s1176.photobucket.com/user/Morcaster/media/packs.jpg.html?sort=3&o=0

Run Soundsense, Doesn't matter if it's from Masterwork settings or from the Path it's self in Utilitys folder
Run DF and you should hear a Chiming noise, this indicates it is now working!

P.S.
If Sound sense asks you to find gametxt, you need to start DF first so it can create one! This file will then be located in the DF folder.
P.S.S. I would NOT do the auto installer in sound sense as it did not give me most of the files, and your Cmd prompt will read you alot of unknown errors and such. Just download straight from the website shown and that worked for me.
Title: v5.08 DFHack related bug
Post by: Timeless Bob on June 26, 2014, 06:41:30 pm
I've genned a world and was attempting to use the "embark anywhere" and/or "embark nano" command in the DFHack console.  Both return with Offset for embark patch not found!.  I'm using an Asus laptop loaded with "Windows 7 Home Premium", if that's helpful.

I didn't see a specific discussion board for DFHack related Masterwork Mod issues, but if there is, direct me there and I'll port this bug report over.
Title: Re: Board Rules & File Collection
Post by: Putnam on June 26, 2014, 06:45:15 pm
Probably to do with the translation patch Masterwork uses.
Title: Re: Board Rules & File Collection
Post by: Meph on June 26, 2014, 11:23:31 pm
There are newer scripts for that. I thought you saw the post, I am sure you mentioned how you found it at some point. Its
embark_site nano
embark_site here

Or ALT N and ALT E
Title: Re: Board Rules & File Collection
Post by: Meph on August 06, 2014, 09:49:24 am
Ogamaga just uploaded an older legacy version. 1.9.5

http://dffd.wimbli.com/file.php?id=9313

I added it to the first page.
Title: Re: Board Rules & File Collection
Post by: GenRaven on August 23, 2014, 02:29:46 pm
Not sure if this is the right place to ask, but could someone help me? It say's that Dwarf Fortress is not located in the same directory, despite it clearly being there.
Title: Re: Board Rules & File Collection
Post by: smakemupagus on August 23, 2014, 02:38:14 pm
What is "it" that says this, and "same" as what?
Title: Re: Board Rules & File Collection
Post by: GenRaven on August 23, 2014, 02:44:55 pm
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.
Title: Re: Board Rules & File Collection
Post by: smakemupagus on August 23, 2014, 02:47:24 pm
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.
Title: Re: Board Rules & File Collection
Post by: GenRaven on August 23, 2014, 03:03:44 pm
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.
Title: Re: Board Rules & File Collection
Post by: smakemupagus on August 23, 2014, 04:36:55 pm
Without seeing what you have i dunno how we can help too much....  I've never heard of this problem before.  When it's unpacked you should have a file hierarchy that includes

/MasterworkDF V6/Masterwork Dwarf Fortress.exe

/MasterworkDF V6/Dwarf Fortress/Dwarf Fortress.exe

/MasterworkDF V6/Dwarf Fortress/raw/
/MasterworkDF V6/Dwarf Fortress/data/

it shouldn't matter where on your computer this is.
Title: Re: Board Rules & File Collection
Post by: Nokao on August 24, 2014, 03:52:50 pm
I'm impressed about the evolution of MW DF in this last year :)

Will you include new DF version (.40.x) someday ? Or you're waiting for a less buggy version ?
Title: Re: Board Rules & File Collection
Post by: Meph on August 25, 2014, 05:09:53 am
Could be done within a month from now, but it mostly depends on warmist... spawnunit is missing. ;)
Title: Re: Board Rules & File Collection
Post by: Nokao on August 25, 2014, 05:19:30 am
Ok :) I'll come back in a pair of months to see your versioning/news.

I'm interested in playing again, but the new "climbing" features are too tough to be ignored.
I'll wait for them to be included in your package. I think they change so much in the gameplay.

p.s.
I tested actual 6.1 and I had several crashes during first seconds of game (like with mouse scroll), or also on embark and world generation.
Is it correct to enable all races into the "fortress" column to be able to choose race at embark with embark profile ?
Or only the desired race have to be enabled ?
Title: Re: Board Rules & File Collection
Post by: draeath on December 06, 2014, 03:24:40 pm
The scroll crash is because of rendermax, FYI.
Title: Re: Board Rules & File Collection
Post by: lethosor on December 06, 2014, 03:37:45 pm
The scroll crash is because of rendermax, FYI.
This is fixed in newer versions of rendermax - I'm not sure what MDF distributes.
Title: Re: Board Rules & File Collection
Post by: Meph on December 06, 2014, 03:38:29 pm
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 ?
Title: Re: Board Rules & File Collection
Post by: lethosor on December 06, 2014, 03:48:17 pm
It was fixed in this commit (https://github.com/DFHack/dfhack/commit/a088219b3e78df749e0ad5b229da1a8042bb59ec), which was included in DFHack 0.34.11-r5. It should be fairly easy to backport to r4, although I can't compile it on Windows. I'm not sure how up-to-date Warmist's build (http://www.bay12forums.com/smf/index.php?topic=128487.msg4400544#msg4400544) is, but it might contain the fix.
Title: Re: Board Rules & File Collection
Post by: Meph on December 06, 2014, 04:28:01 pm
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.
Title: Re: Board Rules & File Collection
Post by: lethosor on December 06, 2014, 05:04:06 pm
It does - I'm not sure if there are Lua-related changes that need to be made, but the C++ side compiles and works as expected.
Title: Re: Board Rules & File Collection
Post by: Meph on December 06, 2014, 05:04:57 pm
Thank you. :)

I really have to do that 40.x update at some point. ^^
Title: Re: Board Rules & File Collection
Post by: Putnam on December 06, 2014, 05:17:25 pm
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.

Rendermax comes with it.
Title: Re: Board Rules & File Collection
Post by: ptb_ptb on December 31, 2014, 06:13:48 am
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?

It's somewhat doubtful that I'd actually do anything substantial, but I'm curious about whether it would be allowed or discouraged.
Title: Re: Board Rules & File Collection
Post by: Meph on December 31, 2014, 06:36:23 am
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?

It's somewhat doubtful that I'd actually do anything substantial, but I'm curious about whether it would be allowed or discouraged.
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.

Its nice to give credit, but not necessary.
Title: Re: Board Rules & File Collection
Post by: Putnam on December 31, 2014, 03:41:01 pm
The creature raws are likely to not work with anything that isn't Masterwork, mind.
Title: Re: Board Rules & File Collection
Post by: Nokao on January 04, 2015, 09:21:23 am
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. :)

Just writing to ask if/when DF will be updated inside MW DF.

I also see that -actually- Therapist is not working for current DF version,
so that might be a bad moment to do so.
Title: Re: Board Rules & File Collection
Post by: lethosor on January 04, 2015, 11:02:13 am
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).
Title: Re: Board Rules & File Collection
Post by: Nokao on January 05, 2015, 09:48:47 am
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).

Thank you I missed that !
So we can manually update Therapist with this text files.

Any news about the update of the core version of DF inside MW DF ?
Is DF stable now ?

(I know that updating bin files is not enough, and that all raw text data must be redone from original DF)

Title: Re: Board Rules & File Collection
Post by: Meph on January 05, 2015, 12:29:54 pm
Not happening any time soon.
Title: Re: Board Rules & File Collection
Post by: Nokao on January 05, 2015, 12:50:26 pm
Ok :(

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 choice is hard, legacy DF with MW extras,
or a more stable game with many bugfixes.
I think 90% of them are in adventure mode, anyway.

I hope this will be put in a "to do" list someday ...
... I was mainly interested in digging invaders anyway,
cause I'm the "architect" kind of player.
Title: Re: Board Rules & File Collection
Post by: Meph on January 05, 2015, 12:57:22 pm
Hard to see updates? Warlocks, Humans, Succubi, Gnomes? Four entire races are hard to see? :P
Title: Re: Board Rules & File Collection
Post by: Nokao on January 05, 2015, 01:16:23 pm
Hard to see updates? Warlocks, Humans, Succubi, Gnomes? Four entire races are hard to see? :P

Of course I was speaking about official DF updates (they are hard to see in game),
your MW DF is great and have A LOT of good stuff and new features.

But it's kind of sad to use them on a very old version of DF,
because the majority of bugfixes of the official changelog are not included, I guess.
Or I'm wrong ? Maybe I didn't understand how all this works.
Title: Re: Board Rules & File Collection
Post by: Putnam on January 05, 2015, 03:08:41 pm
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.

you tried mining
seriously the job priorities are gigantic
Title: Re: Board Rules & File Collection
Post by: smakemupagus on January 05, 2015, 03:44:24 pm
I don't know which bugs in particular you are worried about, but the version of DF2012 that Masterwork uses is pretty stable, and it includes a lot of DFHack enabled bug fixes. 

You're going to have to wait for the DF2014 update for a while.  You can always try both Masterwork and regular DF anyway, and try out other mods that are based on DF2014.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.0.5 - Last Update: 23th March
Post by: Meph on March 24, 2015, 12:28:11 pm
This thread will now be home to the new MDF version. The board rules/file collection still exists, but I moved it into the same thread as the old MDF version. Once that one is completely outdated, it will be deleted.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.0.5 - Last Update: 23th March
Post by: Saraphim on March 24, 2015, 11:08:22 pm
It appears that gnome blood rains in joyous wilds. I must say I'm pleased, but I don't think it's intentional. :-)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.0.5 - Last Update: 23th March
Post by: Meph on March 24, 2015, 11:17:44 pm
Well, they are GOOD creatures... but seriously there are no custom weather interactions.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.0.5 - Last Update: 23th March
Post by: NukeACitrus on March 26, 2015, 07:50:31 pm
Meph, who has made the artwork used in the first post in the masterwork thread here:

http://www.bay12forums.com/smf/index.php?topic=125633.0

I wanted to ask that person of its ok if I use that picture+the name of the race on screen while I'm streaming DF:(edit)Masterwork, to indicate what race I'm currently playing as.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.0.5 - Last Update: 23th March
Post by: Meph on March 27, 2015, 04:42:09 am
Yes, you can use it. It's my design and mostly Mike Maydays work (check http://goblinart.pl/gfx/ ), he also did the Mayday tileset.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: TechnoXan on March 28, 2015, 08:38:42 am
Hi, I cant wait to try out the new version but I am having...uh...technical difficulties. It wont work no matter what I do! All it says is

The program cant start because fmodex.dll is missing from your computer. Try reinstalling the program to fix this problem.

But I have! Any ideas? Thanks in advance, I just hope the answer is not too glaringly obvious.  :)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on March 28, 2015, 09:26:49 am
Which program?

If files are missing, try redownloading, maybe from a different mirror.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: TechnoXan on March 28, 2015, 09:44:54 am
The actual (shortcut) to Masterwork DF. Ill try again when my resident techie shows up. Ill post again if it doesn't work. Thanks!  ;D
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on March 28, 2015, 10:52:47 am
So the "Masterwork Dwarf Fortress.exe" in the main folder?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lethosor on March 28, 2015, 01:00:18 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: TechnoXan on March 28, 2015, 05:56:21 pm
It worked! Thanks for all the help guys, I have only one issue now. Its not that important but when I change the tileset to Maydays it changes but then a second later reverts back to the default. Thankfully its not ASCII but its just a...uh...well thingies. It doesn't matter too much but it might be a bug. Thanks!  ;D

EDIT: I just kept restarting and it worked!  :)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Rhas on March 29, 2015, 10:36:47 am
Hello,

I seem to have a problem with Masterwork. I can't see the setting for the fortress civs, as seen on this screenshot: http://i.imgur.com/i9ptGf8.jpg

I didn't think this was much of a problem, but now I can't build a research lab and the only explanation I can think of is that it may be deactivated in this config window, that I cant see.

Any ideas on how to fix this?
Title: Re: CHANGELOGS!!! GET THEM HERE; WHILE THEY ARE HOT!!! FRESH CHANGELOGS!!!
Post by: Bainin on March 29, 2015, 01:06:59 pm
"made all animals trainable and tanning now gives leather amounts based on the creatures size" i could kiss you meth =D can we *breed* all animals/beasts too? xD
Title: Re: CHANGELOGS!!! GET THEM HERE; WHILE THEY ARE HOT!!! FRESH CHANGELOGS!!!
Post by: Emperor on March 29, 2015, 01:08:39 pm
i could kiss you meth

Taking drugs, and sniffing glue can all cause serious damage to the human body.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Bainin on March 29, 2015, 01:10:06 pm
well im not as crazy as a Dwarf yet, sooo i have that going for me ;-)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: DOOMCHUG on March 29, 2015, 08:17:34 pm
Please forgive my complete lack of knowledge, but what are the differences between MWDF and reborn? I'm currently playing Reborn and see a lot added and a lot missing IDK if reborn is a midway conversion to the new 40.24 or a new mod in general. I don't really need a 5 page explanation just a brief summery if you will. Thank you for your time.
Title: Re: CHANGELOGS!!! GET THEM HERE; WHILE THEY ARE HOT!!! FRESH CHANGELOGS!!!
Post by: Insanegame27 on March 29, 2015, 09:20:27 pm
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)


Rephrase THIS (https://www.google.com.au/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CB4QtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DRmc661a9IRY&ei=0LIYVcKWLouH8QXoqIHQAQ&usg=AFQjCNEQ31LmlC1p77zKi9LoGuiI6nnOMA&sig2=u9mV7KMwGXeBB0teK8Qaow). Replace "I" with "Meph"
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on March 30, 2015, 04:16:47 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: DOOMCHUG on March 30, 2015, 10:09:41 am
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.

Awesome!! I have always loved your work keep it up. Also I will keep donating to the team for all your hard work ;D.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: ManlyMeatMan on March 31, 2015, 09:20:34 pm
I have a couple questions about this mod. First of all, I understand that Masterwork Reborn will be inferior to Masterwork v.6.2 for at least a while, simply because Reborn is a WiP, but do you have plans to make it as full of content as 6.2? I only ask this because I saw some where on here (don't remember what thread) that you said that this mod is smaller/simpler but I wasn't sure if you were talking about the mod in its current state or how the mod will be when it has most of its content added. My other question is about world gen in Reborn. In every world I gen, most fortress defense races die out fairly early, which is very unfortunate because I love all the added challenges they bring. I prefer to make my own world gen parameters because I like the world to be a little more random than the presets, so this question is more about the mechanics of world gen rather than any troubleshooting. I usually do under 100 years of history, but still end up with at most half the races still alive. Is it possible that I am putting too many civilizations in the game (like if there are too many civs, one race might have more civs than the others and be able to wipe everyone else out)? Any general tips would be helpful because I seem to be extremely good at wiping out half the world no matter what I do.

Edit: I should add that I know that Reborn will be fairly different from 6.2 because of new technical limitations as well as new design choices
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on March 31, 2015, 09:44:33 pm
Technical limitations are not really a concern. Any new technical limitations are either temporary or offset by much greater freedom in other areas.

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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: ManlyMeatMan on March 31, 2015, 11:07:49 pm
Technical limitations are not really a concern. Any new technical limitations are either temporary or offset by much greater freedom in other areas.

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.
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.

Also, I've been creating a few worlds using the preset parameters and it seems like the issue is just horrible luck. I genned 3 new world using geomagic preset and have been getting some interesting results. While I love the random aspects of Dwarf Fortress world gen, I feel like it needs some sort of cap on the civilization generation. The goblins were able to kill a third of the civilizations in the world (11 I believe) because of the 30 civs created, 7 were goblins. Dwarves and Gnomes got 1 civ each, Succubi got 0. All 7 Kobold civs managed to become extinct. I haven't played vanilla DF in a while, so I'm not sure if this is fairly normal, but there seems to be a fairly large luck factor involved in civ survival. While I like that any race can become extinct because it adds flavor, from a gameplay perspective, I wish there was some preset that created the world with all civs on even ground from a numbers stand point. It may also just be because of the early nature of Reborn. Some civs seem much better than others, specifically the kobold's inability to survive the first 50 years in any world I created (but that could also be luck).

Regardless, the whole mod team has done a phenominal job with Masterwork. You have somehow managed to make one of the most complex games in the world feel simple without MW.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lightstar on April 01, 2015, 03:28:43 am
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
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on April 01, 2015, 03:57:44 am
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

1. Yes.
2. Dwarf Mode is finished in roughly 85%, so it's not yet fully complete, but very much playable.

As for the version numbering, I think it's called so to indicate that the Reborn is not complete in any way.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 01, 2015, 07:05:57 am
More a private joke because I get a heartattack every time I remember how much content is missing/could be ported. ;)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on April 01, 2015, 07:31:47 am
More a private joke because I get a heartattack every time I remember how much content is missing/could be ported. ;)

I always knew that modding is a dangerous work, but a heartattack? That could be life-threatening!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: snelg on April 01, 2015, 08:27:12 am
I'm in the 4th year of my current dwarf fort now, everything seems to be working so far. The only irritating part was finding an embark which was neighbouring most of the races. Since somewhere along the way it became distance based rather than just having a path to your fort available. It might become a challenge once more races get added to neighbour them all unless I missed something.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Crust13 on April 01, 2015, 09:55:03 am
whenever I try to embark with this version I can never seem to start with picks or metal bars to make picks.  I did two world gens, same problem.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 01, 2015, 09:56:49 am
Check your errorlog, is there an entry about PEAT ? (my mistake with non-default tilesets, I'll upload a fix soon)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Crust13 on April 01, 2015, 10:29:36 am
I didn't see PEAT but I did get
Code: [Select]
Impoverished Word Selector
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: snelg on April 02, 2015, 06:12:04 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: gasznak on April 02, 2015, 09:16:50 am
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
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Crust13 on April 02, 2015, 10:05:31 am
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.

you're right.  right now I'm not able to assign nobles.  When I go to the menu nothing shows up.  I'm still new with masterwork.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: gasznak on April 02, 2015, 12:56:13 pm
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

I think I fixed it by adding:

Code: [Select]
[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]

in the "item_weapon.txt" file in raws.

So far it's working and no error.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 04, 2015, 07:57:28 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: gasznak on April 04, 2015, 08:19:17 am
Yeah, after some time my new game started crashing as well.

Now the errorlog is:
Quote
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

No worries Meph, take your time. I'm just testing and reporting all the possible bugs that I found.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Avacado on April 04, 2015, 09:35:49 am
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.

Man, I hurt if I commute 10 miles into work on my bike. You're insane (In a good way).
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 04, 2015, 09:59:44 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: -Nihil- on April 04, 2015, 02:21:38 pm
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.

Which entry do we delete? All of PEAT?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: RodriguesSting on April 04, 2015, 05:03:03 pm
So Kobolds will now use glass. What kind of glasses? The special ones, like Ashlander glasses? Because, if so, that would be a pretty good deal for them, capable of making steel grade glasses.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: AxisKiller on April 04, 2015, 09:09:22 pm
Perhaps this has been answered before but the one post I found asking this hadn't been answered.

Is it just me, or is there a huge lack of invaders? I played ~7 years in Dwarf mode without so much as a thief showing up. The only invaders I got were FBs from the caverns and a single titan, all of which dispatched by the military. Is this some setting I've accidentally screwed up? Or is it something with Masterwork/v0.40 that I don't know about? I haven't played for about four or five months, since the last v0.34 version of MDF popped up.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 05, 2015, 03:18:45 am
Thats pretty normal. 40.x has less invasions, and the new mod has less races than the old. They'll come and you'll get invasions. You can already add enough fortress defense races to make it interesting. :)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lordofgilneas on April 05, 2015, 03:23:50 am
Not to sound cowardly. But how the hell would elves survive vanilla DF they only use WOOD!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 05, 2015, 04:09:53 am
Because world-gen battles are not the same as actual battles ingame.

I'll give them ironbark and steeloak, which should make them good allies/foes.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lordofgilneas on April 05, 2015, 09:03:34 am
Ohhhh.... Nooow I get it.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Malketh on April 05, 2015, 09:58:35 pm
Found a bug!  Nasty mastwork level crashing bug no less!  Every time I try to slaughter one of my caged and tamed nightmares the game crashes. /cry

Not sure what additional information to add to this, or even if I'm posting in the right spot, so please feel free to smack me around like a bad dorf and I'll do my best to fix things.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: 4maskwolf on April 05, 2015, 10:52:21 pm
Don't be so harsh with yourself Malketh, we don't hate new people.  I hope you enjoy your stay.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 05, 2015, 11:29:25 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Musaab on April 06, 2015, 01:38:58 am
Jut wanted to post here to say thanks for all your hard work.  I look forward to each update :)

Had a crash...here's the log:

Spoiler (click to show/hide)
Title: Beardless dorf asking for tileset
Post by: Legless on April 06, 2015, 10:49:25 am
I get used to Ironhand tileset, but Masterwork has some troubles with this (dorfs from phoebus, mushroom instead of ore walls, etc). May I ask you to fix it somewhen? Or maybe someone have fixed it for himself? Alternatively, I'll be grateful for usefull links/manuals about tilesets.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 06, 2015, 10:55:10 am
Mushrooms for walls means it's the wrong raws. Did you gen a world first, then change the tileset?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Legless on April 06, 2015, 11:32:44 am
I've just tried to generate world first. Most of problems vanished, thanks. But dorf are still the same and trunks looks like shit. I should try to fix it myself.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: arbarbonif on April 06, 2015, 02:30:33 pm
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).
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Malketh on April 06, 2015, 06:03:11 pm
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?

Of course I'm a masochist, I play and love Dwarf Fortress!

And I was playing as dwarves, 'cause I'm not very creative. lol
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Clwebb on April 06, 2015, 08:10:59 pm
I think there is a problem with the Fishery workshop, I have all fishing enabled and they wont build the workshop.....?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 06, 2015, 08:38:27 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Clwebb on April 06, 2015, 09:19:16 pm
Any idea what the issue would be then?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: slay_mithos on April 06, 2015, 11:56:11 pm
Maybe the usual, do they have spare time to build it, or are they all already working on other tasks?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Musaab on April 07, 2015, 12:56:43 am
Hey Meph, you did see my bug log in my earlier post, right?  Is that useful to you?  Or does that not really help?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: snelg on April 07, 2015, 02:29:38 am
I have hundreds of mussel shells from my fishery, seems to be working properly. Something that was always a problem with fishery workers were that they prioritized fishing above everything else. Unless this changed the last year, if you have fish cleaning on your dwarves also responsible for fishing they won't build your fishery as they will be busy fishing.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Fairin on April 07, 2015, 06:13:10 am
ahhh that takes me back to the first time i therapist assigned my dwarves my custom "everyone does everything" setting.. entire population went to fish regardless of other duties...

fishing is the most important job to a dwarf, and never gets assigned for longer than a season or two for my little drunken goslings.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: adriaans on April 11, 2015, 07:30:46 am
I have been crashing at seeming random times in fortress mode, this is the error log if any useful;


Impoverished Word Selector
path fail: dwarf,Dig Channel,113,86,169 -> 129,103,171: Id #2068:Path Goal Dig:Station Mill Building at 120,72,169
loop path fail: <same square> crundle,2,219,115 -> 3,221,115: Id #2362:Path Goal Seek Station:Station Owner at 4,220,115
path fail: crundle,137,5,118 -> 122,9,117: Id #2747:Path Goal Flee from Opponent:Station Owner at 139,3,118
path fail: boulder crab,230,226,21 -> 221,219,21: Id #2808:Path Goal Seek Station:Station Marauder Mill at 222,221,21
path fail: dwarf,Construct Building,15,46,168 -> 31,41,168: Id #2068:Path Goal Main Job Building:Station Mill Building at 94,114,169
path fail: dwarf,Construct Building,79,126,169 -> 31,39,168: Id #2064:Path Goal Main Job Building:Station Mill Building at 88,105,169
path fail: dwarf,Construct Building,32,40,168 -> 31,39,168: Id #2510:Path Goal Main Job Building:Station Mill Building at 91,106,169
path fail: dwarf,Construct Building,21,45,168 -> 31,38,168: Id #2064:Path Goal Main Job Building:Station Mill Building at 92,111,169
path fail: dwarf,Construct Building,9,46,168 -> 31,36,168: Id #2065:Path Goal Main Job Building:Station Mill Building at 88,109,169
path fail: dwarf,Construct Building,32,37,168 -> 31,36,168: Id #2068:Path Goal Main Job Building:Station Mill Building at 93,113,169
path fail: dwarf,Construct Building,7,56,168 -> 6,55,168: Id #2065:Path Goal Main Job Building:Station Mill Building at 90,106,169
path fail: dwarf,Construct Building,7,56,168 -> 6,55,168: Id #2064:Path Goal Main Job Building:Station Mill Building at 90,105,169
path fail: dwarf,Construct Building,64,108,169 -> 8,54,168: Id #1611:Path Goal Main Job Building:Station Mill Building at 94,117,169
path fail: dwarf,Construct Building,7,53,168 -> 6,52,168: Id #2061:Path Goal Main Job Building:Station Mill Building at 93,116,169
path fail: dwarf,Construct Building,81,129,169 -> 12,46,168: Id #1611:Path Goal Main Job Building:Station Mill Building at 94,117,169
path fail: dwarf,Construct Building,8,51,168 -> 8,50,168: Id #2513:Path Goal Main Job Building:Station Mill Building at 88,112,169
path fail: dwarf,Construct Building,7,49,168 -> 6,48,168: Id #1611:Path Goal Main Job Building:Station Mill Building at 92,114,169
path fail: boulder crab,58,226,134 -> 61,226,132: Id #3366:Path Goal Seek Station:Station Marauder Mill at 58,226,132
path fail: boulder crab,60,227,136 -> 68,223,139: Id #3366:Path Goal Seek Station:Station Marauder Mill at 67,226,139
path fail: dwarf,Construct Building,38,123,169 -> 20,89,169: Id #2072:Path Goal Main Job Building:Station Mill Building at 91,105,169



Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on April 11, 2015, 06:27:05 pm
Nah, that won't help.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 11, 2015, 06:55:28 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: gasznak on April 13, 2015, 08:46:24 am
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.

I manually deleted PEAT data from inorganic_stone_soil.txt in raws, generated a new world and the DF mode game still started crashing after about 3-4 years.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lordofgilneas on April 13, 2015, 03:46:00 pm
How much is your embark points set to? I find that too large amounts can crash a game.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: CrzyMonkeyNinja on April 13, 2015, 04:26:47 pm
Assuming this is the right place for the question, I'd like to ask: whenabouts do you expect to be getting to hermit embarks? I've always wanted to try one but don't know how to go about creating one without Masterwork. I suppose I could go back to the older version where it's already implemented, but I was actually hoping to play one with the revert-to-full-vanilla that  Masterwork Reborn is capable of (simply because vanilla is what I'm familiar with; I hope to get into some of the modded content as it's redone for this version).
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lethosor on April 13, 2015, 04:56:40 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lordofgilneas on April 13, 2015, 05:21:38 pm
It does for me. Sometimes.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Malketh on April 13, 2015, 07:00:06 pm
So I've managed to get a bit more data on the butchering bug I found.  I've managed to butcher badgers and badgerdogs, but giant badgers crash it as well.  I've also butchered a few random other creatures that I can't remember.  Sadly I've looked through all the logs I can find, and of course there's no debugging info like I'm used to dealing with.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: gasznak on April 15, 2015, 05:59:17 am
I found out why my game was crashing.

It was this bug:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8719 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8719)

Which is not related to Masterwork DF.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Sozzals on April 18, 2015, 06:19:06 am
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on April 18, 2015, 06:30:41 am
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?

It's not really the right thread to ask such questions, but I'll try to help you - next time though, better ask questions regarding races in their respective threads.

On to the issue itself - do you have any burrows set? The burrows bug is a vanilla issue, and there is nothing we can do about it.
Also, the shell crafter building may be of some use.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Sozzals on April 18, 2015, 07:05:56 am
Apologies if this isn't the right thread.... I wasn't really sure where to go, normally I ask on Reddit but didn't get any response there.  No burrows or anything set up yet.  The shell crafter building is the one I have highlighted in the screenshot.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on April 18, 2015, 07:12:31 am
Oh, yes, I didn't paid attention. The shell glob should be tanned automatically at the tanner workshop, and then you should be able to harden it using tallow...But why isn't it working? I really don't know. Sorry. Perhaps someone who played Kobolds more could help you.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: perkel on April 20, 2015, 03:15:35 am
Are human dwarf races playable without bugs ?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: snelg on April 20, 2015, 07:04:41 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on April 20, 2015, 09:27:49 pm
Couple of bugs:

I get "soul_gem" as a layer in world prospect (haven't embarked at one of those locations).  That's part of the succubi inorganic file.  No idea why it is doing this.

I can only make floodgates from clay (specifically sandy clay).  All other options in the pottery building are red.  This is the pottery reactions in reaction_kobold.txt

Code: [Select]
[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]

The REAGENT is very slightly different for both reactions.  Using the floodgate reagent seems to fix things.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 21, 2015, 03:50:08 am
Good catch. BOULDER:TOOL:NONE:INORGANIC:CLAY is wrong, a find&replace error.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on April 21, 2015, 08:13:02 am
Hmm?

[REAGENT:clay:1:BOULDER:TOOL:NONE:INORGANIC:CLAY] works

[REAGENT:clay:1:BOULDER:NONE:INORGANIC:CLAY] does not
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on April 21, 2015, 10:15:50 am
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)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: derzz on April 21, 2015, 02:35:35 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on April 21, 2015, 03:10:06 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: slay_mithos on April 21, 2015, 03:11:47 pm
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.

First, if you have a somewhat recent Windows OS (7, 8 or 8.1, maybe vista too), you can make the normal "search" bar to search inside .txt files, so you can search for the tag, when you are in the "objects" folder, and it should return you all the right files.

Second, just open all of the "creature_" files that contain the invaders you want to change (so "small mammal" might not be one of them).

Again, I have no clue about these triggers, I use the GUI's "Invasion" column to do this, with no idea about the exact values behind the scene either.
What I said is just based on you stating that vanilla has this trigger in "creature_default", so I might completely be wrong.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 21, 2015, 07:50:03 pm
In vanilla you did NOT change that in creature_default, but in entity_default. Here it's in the GUI, you can do that without any modding, just open the MasterworkDwarfFortress.exe and change invasions to "very early" or whatever you'd like to have.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on April 21, 2015, 10:46:42 pm
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?

Actually, it does work.  No idea why.  But both of these reagents work just fine (and pull a boulder):
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:clay:1:BOULDER:TOOL:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on April 21, 2015, 11:38:55 pm
It's probably because Toady is a Competent programmer and made it fail gracefully.  TOOL is an invalid subtype for BOULDER, but it just fails the subtype, rather than causing the whole token to fail.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Lottanubs on April 22, 2015, 12:26:42 pm
Might be a decent idea to have the main post link to the different races Reborn threads for quick access, I noticed quite a few Reborn race threads have sunk to page 4 or 5.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on April 22, 2015, 12:28:27 pm
laptop binding issues:

no binding for "Activity Zone -> Gather/Pick Fruit"

binding for "Unit List -> Go To Unit" &" Cancel Job" are the same. 

ETA: no binding for "Activity Zone -> Set Gather Information"
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dark_Author on April 22, 2015, 01:06:56 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on April 22, 2015, 01:12:48 pm
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.

Reborn is a completely new mod, rewritten from sratch, aiming to be as much compatible as possible with vanilla lore and other mods alike, but it's still a very much Work-In-Progress, so it lacks some features. "Original" Masterwork is more a mish-mash of features, sometimes completely unrelated ( various parts of the Dwarf-mode, for example.)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dark_Author on April 22, 2015, 01:35:17 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on April 22, 2015, 01:41:00 pm
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?

The first and most notable missing feature is that of playable races - there are no humans, orcs, warlocks, and the hermit. Both the gnomes and succubi have levels of content comparable to those of the old MDF, but the dwarves had most of their content cut-out. They no longer have access to various steampunk and magic related stuff, like the steam engines, blackpowder, town portals, etc.
Also, as of current, few dfhack-related actions like spawning creatures and triggering sieges can no longer take place due to technical limitations, but that may or may not change sooner, or later.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dark_Author on April 22, 2015, 01:45:53 pm
Emperor,
Thank you again!  I think, given the cuts to dwarf mode, that I will likely hold off on switching over.  If I do try it, I'll probably keep my old game installed.  On a personal note, if you played the original Masterwork, which do you prefer?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Lottanubs on April 22, 2015, 01:48:52 pm
The continuous history of the new update is a huge draw for me. I'm currently playing on Reborn, but I do miss a few features from the previous version. Regardless, plenty of game to still be had for me since I'm a huge noob.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on April 22, 2015, 01:54:08 pm
For what its worth, I'm enjoying Masterwork Reborn.  There's not as many features as in Masterwork, but what's there plus the new 2014 DF features make it worthwhile.

The features I like:
-simplified and upgradeable leather
-complex / harder metal industry
-the various stonecrafter/woodcrafter/etc shopes
-limited religion
-bone-> bonemeal(flux) at the kiln
-alchemy transmutations
-upgradeable weapons and armor
-library system
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dark_Author on April 22, 2015, 02:11:26 pm
Thanks, Lottanubs and Qorthos!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Lottanubs on April 23, 2015, 01:23:14 pm
I know I'm late to the party here but where has the magma smelter gone? Has the functionality been moved to a custom furnace or..?

I'll ask this question in the Dwarf thread.

Btw, how are y'all doin'?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 24, 2015, 03:47:44 am
One day... I'll find the time for an update... (currently cycling Japan, a bit too pricy to sit around hostels with wifi and code)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Wyzack on April 25, 2015, 11:11:09 am
What are you going to be working on next? Is it the necwcromancers?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Lottanubs on April 25, 2015, 11:52:03 am
Hey, Japan is a great place. It's a shame all the other Asian nations hate them lol.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: eliandarkbrood01 on April 26, 2015, 05:50:34 am
Hey Meph... don't feel too bad... Im stuck in Okinawa visiting family. I know how you feel.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Yorshrun on April 26, 2015, 08:24:07 pm
Yeah, and eat up on the food too!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: GreyPowerVan on April 28, 2015, 06:06:58 pm
In the GUI I'm having trouble finding the command to disable aquifers.  Is it somewhere hidden or am I just blind?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Wyzack on April 28, 2015, 11:12:23 pm
No idea. You can just embark and then run DRAINAQUIFERS in DFHACK for similar effect
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Rekov on April 29, 2015, 09:28:42 am
In the GUI I'm having trouble finding the command to disable aquifers.  Is it somewhere hidden or am I just blind?

The tags changed in .40, and I don't think Meph has had time to add the toggle back in yet.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on April 29, 2015, 10:17:09 am
pts this thread as well
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: mate888 on April 29, 2015, 01:09:27 pm
I'm confused, is this the newest update or is it a very old one?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: GreyPowerVan on April 29, 2015, 01:25:31 pm
I'm confused, is this the newest update or is it a very old one?

newest
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on April 29, 2015, 02:00:20 pm
Hey I got a new computer running windows 7 now so I downloaded v.006 and started a fortress in dwarf mode, but for some reason my shells are not being tanned so they are just stacking up all over my fishery. I have a craftsdwarf, tannery and shells and the only option to manually do anything about tanning shells is to harden them which needs a tanned shell. the regents screen when I hit enter on the red harden shell job says something about a shell crafter which I am not seeing in the workshop list or the manual. So basically am I just blind and confused or is their certain shells you can not tan?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 29, 2015, 11:47:21 pm
Seems shell-tanning is broken.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on April 30, 2015, 01:45:18 pm
Okay, so I am not just blind and confused for once. I wasn't sure if it was a wide spread issue or not since I only saw a person running kobold mode seem to have the same issue. Enjoy your cycling Meph.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 01, 2015, 10:55:11 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on May 02, 2015, 12:26:08 am
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.

You probably loaded the save game name="region2-00125-01-15" so now when it autosaves, it's appending the new date, and it looks as if there's two dates in the string.  Nothing to do with Masterwork.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: conein on May 05, 2015, 04:12:00 pm
Probably its written somewhere but...how do i make this thing work? I created the world and everything, there is the graphic mod but it only lets me play as the dwarf fortress. I changed the things in "Masterwork DF" so i should be able to play as hermit gnome and the other cool things...
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on May 06, 2015, 07:16:05 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: conein on May 06, 2015, 10:13:33 am
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.

Oooh yeah right i had to download v.6.2... i totally did it...

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on May 06, 2015, 10:51:15 am
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.

That's totally not true, because Reborn already has dwarves, kobolds, gnomes and succubi.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on May 06, 2015, 01:14:16 pm
Ah, you're right, I missed it because they were buried not as prominently displayed as dwarves/kobolds in the change log post.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: dentainferno on May 06, 2015, 09:02:36 pm
For some reason I have bee having issues with path finding, mining, and other random issues.  My dwarves is getting stuck trying to get a drink or food.  I had to tell my dwarves at least 5 times to make a craftsdwarfs workshop.  My dwarf Mosus almost died from not being able to get a drink when I have plenty and also food.  I also had to tell my miners many times to mine an area so I can use it as a Hopital the final time it mined but now its black and the raw materials flash on the screen.  my militia commander has also been having issues if someone can please take a look at my save posted here <http://dffd.bay12games.com/file.php?id=10833> 

MasterWorks Reborn Settings
Spoiler (click to show/hide)

Last 2 Pages of Logs
Page 1
Spoiler (click to show/hide)
Page 2
Spoiler (click to show/hide)

The Mining Area I did thats Black [edit: Dramegno has found that the Black area was still marked to be mined although it has been mined makes since to me since before they finally mined the area they would try and mine but the blocks they were mining was being replaced with Black un-mined blocks.][edit:using d-x and selecting the area and removing the designation clears up the flashing black spot]
1st Pic
Spoiler (click to show/hide)
2nd Pic
Spoiler (click to show/hide)

Incase anyone was wondering about the Inappropriate Dig Square
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: some cascadian guy on May 08, 2015, 01:36:13 pm
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
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on May 08, 2015, 02:16:31 pm
GRAPHICS:NO

I think that should be an option in the launcher, at least.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: -Nihil- on May 08, 2015, 05:15:40 pm
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

My guess is under Settings->Graphics->Print Mode there may be a setting for what it is you want. Text-Will-Be-Text is the Masterwork default I believe and you can choose which font you want to use for that in the section below graphics under TWBT Font.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Khorinis on May 09, 2015, 07:17:11 am
okay, i have two questions: First, when I choose fortress mode and want to embark I always start off with kobolds, where can I choose which race I wanna play?
Second: How can I turn off aquifers I haven't found the option yet in the settings :s
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on May 09, 2015, 08:57:12 am
First :
Choosing a civ
-----------------------

http://www.bay12forums.com/smf/index.php?topic=143091.msg5619893#msg5619893

Second : You have to do it manually - the GUI doesn't have the option as of current.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on May 09, 2015, 09:03:29 am
1) Either:
 a) In the Civilizations tab of the launcher, check only the race you want to play as under the "Fort" column (so the other races, e.g. kobolds, have an X); or,
 b) If multiple races are fort-enabled, use the "neighboring civilizations" list in the embark screen to see what race your select civ belongs to. The first race in the list is yours.

2) The launcher isn't complete for the new version yet so there's no easy toggle to remove aquifers. You can go into the raws to remove the tag yourself, though. Most of them are inorganic_stone_soil, though some are in _stone_layer, _stone_mineral, and fuel_masterwork. Just ctrl-f [aquifer] and delete any instance you find. According to the wiki (http://dwarffortresswiki.org/index.php/Aquifer#The_modding_method) this can be done before or after a world gen, but make sure you're editing the right files in either case (raw/objects/ if you're going to gen a new world, data/save/[region] if you're modifying an existing one).
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Khorinis on May 09, 2015, 10:38:48 am
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....
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on May 09, 2015, 11:03:40 am
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....

Try generating a new world.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Khorinis on May 09, 2015, 02:05:03 pm
ok it worked ^^
but do kobolds really not have a pickaxe?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 09, 2015, 02:48:57 pm
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
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: -Nihil- on May 09, 2015, 03:44:46 pm
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

In prior versions they could dig in a limited capacity but now it has been removed altogether.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on May 09, 2015, 05:58:47 pm
They also don't even have their stealing mechanics yet so, as the changelog post points out, they're hardmode at the moment.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 09, 2015, 07:21:02 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: -Nihil- on May 09, 2015, 08:33:59 pm
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.

I think that makes a lot of sense for Kobolds.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 11, 2015, 02:10:13 pm
okay quick note masterwork v.006 seams to run fine on Windows 10 Pro Insider Preview valuation copy. build 10074. At least through VMware player.

In other news I have chocked up my save system issues to be caused by terry, cause I can save on the windows 7 comp that Dentainferno is lending me and the save not be updated but I can then transfer the masterworks folder to Ferno's laptop under above mentioned os to have the save that I saved on the other computer show up and work.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: eliandarkbrood01 on May 12, 2015, 03:13:50 am
Was just messing around... And I noticed... in your pack, you have timestream command for dfhack. It is not working. Just timed the time between days and at 10x and normal and no difference.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 12, 2015, 01:01:09 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Megawott06 on May 12, 2015, 01:14:20 pm
Can someone help me with even getting this? The OP says I can use 7zip but it doesn't work for me.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on May 12, 2015, 01:23:28 pm
Can someone help me with even getting this? The OP says I can use 7zip but it doesn't work for me.

Use the .zipped version instead.
http://www.mediafire.com/download/q64dvfwrcfddzq9/Masterwork+Reborn.zip

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.

The two settings are doing essentialy the same thing - they change embark points you can use to purchase items and pets pre-embark. You need to generate a new world for those to take effect.

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?

The wiki used to be a reliable source, but I don't know is it updated or not. Here you go anyway :
http://dwarffortresswiki.org/index.php/Masterwork:Metal

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 don't really know what you mean by the last one. Are you talking about list of reaction classes, etc? If it is the case, you can always refer to the wiki and Teldin's guide.

http://dwarffortresswiki.org/index.php/DF2014:Modding_guide
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on May 12, 2015, 01:37:33 pm
Crash on save.  Then crash on autosave load.  I was only in autumn of the first year and the game is broke.   :-\ :-\
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 12, 2015, 03:26:39 pm
@Emperor
Me and Ferno has both done what you said for the embark points to take effect but the embark points does not appear to equal either total in the launcher on the embarking menu. the links for the wiki will help me in the modding and the equipping of my dwarven Militia quite nicely.

@qorthos
load your save up to http://dffd.bay12games.com/ (http://dffd.bay12games.com/) and I will try to take a crack at it. also tell me more about what you was doing at the time of the corruption/crash?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on May 12, 2015, 04:22:24 pm
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.

They have the same result but apply at different times. The World Gen settings change the embark points in the... world gen settings. The Embark/Migrants setting relies on a dfhack script/plugin thing to adjust the embark points (which is also why you can change the embark dimensions - well, this is in the ini too - and size of the embark group). I have read in passing once that the embark points are also variable, which surprised me since I wasn't aware that was the case. But I have had some weird cases where I'd embark just fine, but then embark in the same world with the same embark profile and come up short in points, so I don't know. Depending on when the dfhack script applies, it might negate this variability, or it might not.

Quote
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).
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Megawott06 on May 13, 2015, 04:19:25 pm
Thanks for the help.  :)
I really appreciate it.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: paragith on May 13, 2015, 04:21:24 pm
Hey, glad you are working on the mod again, previous iteration was my favourite addition to vanilla df!
* - previous as is before you started to add dozens of esoteric professions to dwarf mode xD
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on May 13, 2015, 05:56:22 pm
Quote
Quote
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).

Patternwelded cobalt, mithril and wolfram don't exist anymore, in both 6.2 and R.006.  (we created that wiki page in version 3 or so).  Otherwise it looks roughly still up to date.  One of you young energetic kids who likes documentation to be accurate should update it ;)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 14, 2015, 11:49:25 pm
Hey guys I am trying to get shell tanning functional in my game so I don't have to wait till the bond update to use shell for armor for my ranged dwarfs, I poked around the raws today and I found some of the entries for the tanning of shells, so too my question which files exactly is the process split up into I found two different .txts but it looks like their would be at least one other file but I admit I look at some of files and my head spins. Any help is appreciated.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 15, 2015, 03:17:30 am
It's probably in material_template_default.txt, doesnt have anything to do with the reactions. Except if the GLOB item class clashes with shells, in which case you'd need to separate the reactions into 1 for leather, scale and chitin using GLOB and make a new one for shells using NONE with the shell reaction class.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on May 15, 2015, 10:46:53 am
Getting these on repeat in the errorlog.txt:

Code: [Select]
*** 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

This is all succubus related, isn't it?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 15, 2015, 10:54:35 am
Yes and harmless. Purple-smoke is missing, which is a decorational thing for magical succubus reactions.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 15, 2015, 05:15:56 pm
Turns out that shells does not like the new reaction that is in reactions_other.txt
Spoiler (click to show/hide)
But I copied over the reaction code from v.000004 and shells started crafting but it broke everything else so I then tried to add this reaction in the reaction_other.txt and/or reaction_dwarf_civ.txt but it doesn't add to the tanner's workshop here is the reaction.
Spoiler (click to show/hide)
If someone more knowledgeable than me can tell me what step I am missing to add a new reaction to the tanner's workshop and actually have it added.

I have tried a fresh worldgen and still nada
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on May 15, 2015, 05:43:09 pm
You have to permit new reactions in the entity file.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 15, 2015, 07:01:26 pm
smakemupagus thanks alot I now got shell tanning working on my save now. I have tested hardened leather and shell and both works I have not tried scale or chitin.

If you want to use Shell tanning do the following
add
Spoiler (click to show/hide)
to either your reactions_other.txt or reactions_dwarf_civ.txt or equivalent for your civ.

then add
Code: [Select]
[PERMITTED_REACTION:TAN_A_SHELL] to your entity_good_dwarf.txt or equivalent.

then regen and play.

I know that Meph can make this neater than I did since this is the second time for me changing raws my first time was making the underground crops grow year around like they would in real life. If their are any incompatibilities say something and I will try to fix it.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Curious Key on May 16, 2015, 12:07:19 pm
I'm just wondering, is masterwork (dwarf race) fleshed out much yet for .40.xx? Is the current version worth trying to play a long-term fort on? I'd love to give it a try, but I'm in a megaproject encrusted mood, and I wouldn't wanna start a world now if it would be unstable and I'd have to ditch it later. :P
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 16, 2015, 12:14:51 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Curious Key on May 16, 2015, 12:29:33 pm
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.

Well I don't mind if it's smaller than previous versions, mostly I just want to know if the stuff that's in is functional in it's current state so I don't have to worry about crashes/weirdness that could make a long-term world unfeasible.  Just because your version numbering scheme seems to suggest the mod is in a very early state for this version. :) Sorry I didn't do a very good job of wording that question :P
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 16, 2015, 12:48:01 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Curious Key on May 16, 2015, 01:07:02 pm
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.

Ok thanks. :)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 17, 2015, 01:37:43 am
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 17, 2015, 03:57:49 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: WhiteLighter on May 17, 2015, 09:09:55 pm
Hi I've floated around for a long time and love Masterwork - thanks for doing your best to improve one of the best games ever. I'm trying to analyse a crash with V 0.006 and forgive me im neither educated nor skilled in the area. There are three options (hopefully) I wonder if anyone could help narrow it down for me. Here's the setup: Dwarf mode, Gnome Caravan arrives, with a Guild Rep (option 1 is something to do with him crashing the game upon setting up his meeting - ive tried locking him out, and the depot has been dismantled [Titan FUN] so his caravan has nowhere to go, that could be it?); then, not long after but not an exact moment, I have the crash. Error log mentions the TIGERGIRL entity and the ZWEI_HANDER not being finalised, which I saw someone post about earlier, but I -tried- that fix and it did nothing for me (note, I tried but might have failed, this crash is option 2). 3rd option is the standard built over a tree crash; but I THINK I got my magmaforgework floor deconstructed in time - does this crash occur multiple tiles around the tree or just directly over the top of it?  Sorry to just bum rush in here with problems but like I said the work done here is a source of much enjoyment Im eager to find a workaround. In any case everything else in the errorlog is standard pathing stuff, but with the doors locked thats to be expected...I DO get this, whats that uniform kill job?:

path fail: dwarf,Pickup Equipment,68,49,176 -> 81,72,176: Id #15365:Path Goal Grab Uniform:Station Squad Kill List at 101,99,18
path fail: dwarf,Plant Seeds,68,49,176 -> 79,74,176: Id #15232:Path Goal Grab Job Resources:Station Mill Building at 62,74,22
path fail: dwarf,Plant Seeds,68,49,176 -> 77,71,176: Id #14685:Path Goal Grab Job Resources:Station Mill Building at 95,48,174
path fail: dwarf,Pickup Equipment,68,49,176 -> 77,72,176: Id #15016:Path Goal Grab Uniform:Station Squad Kill List at 104,88,18
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 17, 2015, 09:43:48 pm
It might be a vanilla tree crash, or an issue with a historic figure that is corrupted and crashes the game when it enters the map.

It's not the tigerman missing item, nor the 4 pathing fails in your errorlog.

Unfortunately narrowing down on crashes is hard. Did you try loading the save with DFhack disabled (you have to replace the sdl.dll with the sdl_real.dll in df folder)? That at least excludes DFhack from the list of culprits.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: WhiteLighter on May 17, 2015, 10:50:35 pm
Hey Meph, thank you for the response. I did as you mentioned and still receive the crash; so at least DF Hack is out. Still, its probably a tree I cant find somewhere or something...Time for a world gen. Is there any way to reduce chances of these 'corrupted historical figures'? Anyway thank you again; while Im here I may as well mention that my sheep pens (built on peat) seem to grow 'dense tiles' like the lower cavern level. Is this supposed to happen? Either way they seem not to starve so if my raws arent stuffed ill just keep feeding them tiles.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 17, 2015, 11:12:23 pm
Yes, it happens once you breach the 3rd caverns. I really hope Today would change that, but if not, I can do some other 3rd cavern look.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: WhiteLighter on May 17, 2015, 11:22:43 pm
Haha no it's a minor thing, sheep can eat tiles for all Armok cares; and the tiles look cool - was just making sure my raws werent busted as I went through that debacle with the last version. Looking forward to more masterworks from the team; especially necros and Orc Fort. Hope all is well in your travels.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nanimonai on May 18, 2015, 05:21:03 am
I recently returned to DF and Masterwork and ran into a minor problem just now: I was trying to build the Stonecrafter's Workshop, but Shift+S seems to be allocated to the soap maker. After trying some more combinations with s I came to the realisation that I can make the soap maker workshop(Shift+S) and the siegeweapon workshop(s) and the scriptorium(Alt+s), but not the stonecrafter's workshop. Am I missing something here? (Ctrl+s opens something different altogether, not quite sure what that's for,  but it opens a textprompt from the looks of it)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on May 18, 2015, 03:05:18 pm
My workshops are being blocked by repeating tasks (I think they all have workflow orders too).  In the jobs menu, the job is listed as "inactive".  I can get around it by promoting tasks above the repeating order.

Is this a workflow bug?  Is there a dfhack or patch out there?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 18, 2015, 03:34:25 pm
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.

Speaking of keybinds I find that every now and then after I use masterwork reborn for a while after a fresh extract I lose all of the vanilla df40.24 added keybinds and I have to manually add them back. Anybody know why this happens?

and finally I figure the best way for a masterwork hauler like me to 'get' to know masterwork better is to get 'personal' with the raws, and while I am at it I will add some info to the wiki, so should I do a format like what is done for the various updates for df or should it be its own separate section with a link to the old Masterwork mod on the Masterwork reborn page and vice-versa

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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: SimRobert2001 on May 18, 2015, 04:35:24 pm
SO, i downloaded v 006, and i was wondering when you would make a version that gives several FPS saving things such as making all wood "wood" all leather as "Leather." Is this still able to happen? Perhaps with fewer varieties, since there seem to be differences in quality now?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on May 18, 2015, 04:50:00 pm
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.

That's not what is going on here.  A repeating "Make bed from 2 planks" task at a Woodcrafter's shop blocks construction of all other tasks.  The workshop sits there inactive while the woodcrafter is idle.  Any task I promote above the bed tasks are immediately performed.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on May 18, 2015, 05:17:29 pm
It's definitely looking like a workflow issue.  If I run out of raw materials for a repeating workflow task, say the "make bed from 2 planks" task, the job doesn't get suspended, but no one attempts to work on it anymore.  Any jobs under it are ignored until the repeating workflow task is replaced.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 18, 2015, 05:53:01 pm
@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.

@qorthos that is an issue I have now idea why it isn't suspending have you disabled the workflow plugin and re-enabled it?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: SimRobert2001 on May 18, 2015, 06:28:52 pm
@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.

@qorthos that is an issue I have now idea why it isn't suspending have you disabled the workflow plugin and re-enabled it?
yea, i just saw that. thanks.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nanimonai on May 18, 2015, 07:17:45 pm
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.

Thanks for the pointer, though now that I took a closer look both at the Dwarf Fortress keybinds and then realising I should actually look in the Masterwork folder, I'm still somewhat clueless.

I managed to find the workshops in keybindy_vanilla.txt, but most of that looks similar to the vanilla interface.txt file and I fail to find the new workshops in that text file.

Also looking for SYM:1:S yields no results at all, so I'm a bit confused how it shows that ingame for the Stonecrafter's workshop in the first place.


Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 18, 2015, 08:55:15 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: WhiteLighter on May 19, 2015, 02:43:28 pm
Hey just thought I'd touch base and report on that crash. I never did find out what it was directly, so I thought id take a crack at a worldgen minus gnomes and tigermen/ dont build any liason office (as both might have come into it somehow - although I of course take your knowledge as truth regarding ZWEIhanders- I was thinking the corrupted historical figure thing. Liason office I didnt build just cos I seem to remember a devlog post about the liason office actually working as an office, thought gnome guild rep might have crashed it) Ive now been able to play a couple of forts to FPS death, with all sorts of good stuff and have had goblin diplomats, succubi and every form of caravan (sans gnomes) rock up. So yeah - felt bad for charging in all bug crash reporty so I figured Id come back and say its a damn stable piece of work considering its the 40.24 etc; many thanks. I personally much appreciate the streamlined new version - the older work was great but feature bloated and a big fat slug (although of course still awesomely studded with spikes of raws etc) - I now dont feel so intimidated trying to get libraries up late mid game.

Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nanimonai on May 20, 2015, 05:58:34 am
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.

Ah, that notepad language file is indeed quite nice. What you described worked, I changed the stonecrafter's workshop to Shift+C now ... and I feel rather silly, of course the stonecrafter was impossible to build, since the soapmaker had the same hotkey. >.<

I can't believe I missed that.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on May 21, 2015, 03:19:30 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nanimonai on May 21, 2015, 06:07:41 pm
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.

Yes, that works too. I learned/noticed that a couple days after fixing the overlap. it's been way too long since I last played DF, I forgot all the little details, this one among them.

Oh and on an unrelated note; I just learned that the game crashes (2 times out of 2 tries) when I order stray war mountain tuskox bulls to be slaughtered. Anybody got any ideas why that happens?

I am still clueless after comparing the raws for this one with the animals that I had no problems slaughtering.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: chilller6 on May 21, 2015, 07:00:07 pm
hey meph, when do you think you'll be able to push out another update?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on May 21, 2015, 07:19:14 pm
So the dfhack version in MW is old.  I updated it to the latest and it seems to have fixed my problem.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 22, 2015, 10:05:32 pm
Okay I got my shell tanning fix uploaded onto dffd link
http://dffd.bay12games.com/file.php?id=10880 (http://dffd.bay12games.com/file.php?id=10880)

in case someone else doesn't want to wait till the next version of Masterwork Reborn to use their shells for leather crafts or some-sort...
It works for all of the currently playable fortress civs I have not tested adventure mode yet.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: SammyLiimex on May 23, 2015, 12:44:49 pm
Quick question, if theres already a post or topic saying the answer then link me to it so i dont have to waste everyones time.

I know what modes arent implemented, but for the modes that are implemented, like dwarf and kobold, are they finished to the point that they were in v34?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 23, 2015, 01:27:57 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: SammyLiimex on May 23, 2015, 03:27:12 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 23, 2015, 06:28:16 pm
I don't know about before Reborn is my first masterwork the gnomes have some mechanical stuff like mechanical dragon frames and the like, dwarfs at this time only has a fraction of the building/workshops as before if the manuals are any indication,. off of the top of my head their is metallurgist smelter, ore processor, crucible, finishing forge, stone crafter, wood crafter, gem crafter, tailors workshop, and a few others that I can't remember. But I haven't seen anything about guns. And I think the beasts are still in development. why don't you download a copy and give it a whirl, what is the worst that could happen? you don't like it?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on May 23, 2015, 06:30:17 pm
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?

i would say that adventure mode masterwork was "batshit" but "great" is a huge stretch
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 24, 2015, 01:07:36 am
Lets go with "everything from batshit to great, depending on your luck"
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on May 24, 2015, 01:43:07 am
"batshit" ain't bad and "great" is a pretty big intensifier for me

i didn't say I didn't enjoy playing it, just that it wasn't great :P

I'd say the same for Sparking. Batshit, not great.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: BelligerentGnu on May 24, 2015, 10:28:51 pm
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:


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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 24, 2015, 11:44:15 pm
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'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.
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 25, 2015, 12:00:45 am
I was just thinking is it possible to add fountains into the game?

As in use a similar code to the magma forges to where there has to be a block of water under the fountain and have the center un-passable?

Dammit BelligerentGnu, Meph now I have to learn how to make it! *storms off muttering various things.*
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on May 25, 2015, 12:31:08 am
no, not with raw modding
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 25, 2015, 12:42:42 am
But with this you can:

<DFHOME>\hack\scripts\tap.rb
Code: [Select]
$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

onload.init:
Code: [Select]
tap MAGMA_TAP
Quote
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.

All done by arbarbonif (http://www.bay12forums.com/smf/index.php?action=profile;u=103016)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: BelligerentGnu on May 25, 2015, 01:39:33 am
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.

Thanks, this is great to hear. The stables one I'm mainly interested in because War Elephants still seem to be really precarious to try to breed/train, despite the bugfix. As far as I can tell, runes aren't in the game yet? It's possible I just haven't figured out how to build them, but I don't see them in the build menu, anyways. And even quern reactions for the original six would be awesome. Thanks for all your hard work. :)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on May 25, 2015, 01:54:51 pm
While we're on the subject, I was suprised to see that the dwarves don't have a sawmill. I presume that, because they're more stone-themed, they're expected make everything out of stone (and metal) and only humans will get the sawmill advanced wood-block production (given they're thematically needed for houses)?

I forget, have you mentioned if there are any plans to re-add tree farming (if it isn't in already), since that would require the mill to process the saplings, or is that also going to be human-only?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 26, 2015, 12:34:54 am
No sawmill, because the new trees give an extreme amount of wood already. Maybe a sawmill for the humans. No tree-farming for dwarves either, it doesnt fit their theme, planting trees and all. Maybe tree-farming for human, certainly in some form for elves.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Brutaka001 on May 26, 2015, 02:42:54 pm
Honestly, I can't wait until the Naga are finished. *Wonders if they will be "traditional half-man half-snake peoples or something COMPLETELY different." Either way, can't wait!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Mafia_Puppet on May 26, 2015, 09:54:20 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: -Nihil- on May 26, 2015, 10:21:31 pm
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.

Humans are not currently playable. The first post in this thread lists the playable races as Dwarves, Succubi, Gnomes, and Kobolds. Nobles should work as expected for those races although the roles and titles will be different.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on May 26, 2015, 10:37:19 pm
to my information humans really not have been worked on in the current reborn release this link might help you out better since I am unsure if Humans have even been started on for reborn.
http://www.bay12forums.com/smf/index.php?topic=137690.msg5162077#msg5162077 (http://www.bay12forums.com/smf/index.php?topic=137690.msg5162077#msg5162077)

but a look into the entity_good_human.txt shows that the nobles section of the civ does not exist as well as the added buildings and reactions. you could in theory make nobles by coping the nobles section of one of the other races like dwarf from their entity_*_*.txt to the bottom of the entity_good_human.txt and save it and gen a new world or if you don't mind playing 34.11 you can download the last masterwork version 6.2.7 from here http://www.bay12forums.com/smf/index.php?topic=125633.0 (http://www.bay12forums.com/smf/index.php?topic=125633.0)

I hope that this helps you.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: mglarev on May 27, 2015, 05:34:44 am
I am thinking about switching to masterwork reborn. How complete is the Dwarf mode as of now? I am very willing to contribute with some testing, but not really ready for massive bugs.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 27, 2015, 05:36:17 am
Dwarf mode is fine. As is kobold mode and succubi. Gnomes are there, but miss a lot so far.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: mglarev on May 27, 2015, 07:46:47 am
Thank you very much :) I will give it a try
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Abraxis on May 27, 2015, 04:32:33 pm
I've been generating worlds all morning and kobolds have yet to make it through to even a 200 year history.  Am I just really unlucky or is there a problem here?  (standard settings for medium region)

Edit:
I managed to fix it by changing their default site to cities in the entities kobold raws.

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.
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.

From the Entity token page on the wiki
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on May 31, 2015, 06:40:55 am
Just a little RL update: I reached my midway point, Tokyo, 3 weeks ago. I'm already 3000km into my way back towards Germany, currently sitting in Hongkong waiting for my next Chinese visa. Got ~12000km left to go after that.

Still reading through all the forum posts, but mainly active in modding questions and the two new tilesets being made.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Inferno4289 on June 02, 2015, 09:13:41 pm
I've been having a weird bug where anytime I slaughter an animal (I've only been able to do war dogs / puppies as my migrants keep bringing animals as pets -_- ) the game will crash instantly. I love this mod for the few days I've played it now but this is a bit annoying.

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?

Again, thank you for your hard work so far. This mod is really fun to play aside from these few issues :)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on June 03, 2015, 09:17:55 am
I don't think the illumination items or other decorations are in yet
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on June 03, 2015, 12:41:17 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Inferno4289 on June 03, 2015, 02:22:53 pm
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.


I can't find any form of error log that mentions the crash. The errorlog.txt only has
Code: [Select]
*** 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 last thing showing in my gamelog is just
Code: [Select]
The Stray Puppy (Tame) has been slaughtered.after that it just crashes.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Myaso on June 03, 2015, 04:58:39 pm
Do you have any more info on the butcher crash?
Stray Moleweasel Kit, Goblin Zombie
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Inferno4289 on June 05, 2015, 01:23:39 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Vertibird on June 05, 2015, 01:48:12 am
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.

Advanced alloys are made at Metallurgist's Smelter.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Brutaka001 on June 06, 2015, 09:07:49 am
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

I mostly play on Succubus and Warlock(choosing between the two base off my mood) and both have access to them. I think these are the only two Civs that have them as partially magic though. I know some of the Succubus illuminations have item costs, but that's to be expected. The Illuminations are in the furnaces build window ('b'-'e') under the "ILLUMINATION" title between the top and center menu. Don't worry about memorizing the keystrokes for each one since each civ's illumination will have a different key. PLUS, make sure you have them enabled in the GUI, in the "Furnaces" tab at the far left.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on June 06, 2015, 11:34:30 am
Brutaka001, you are talking about the 34.11 version, while his question was for the 40.24 version, which does not include Warlocks at all. And no ilumination yet. ;)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Brutaka001 on June 06, 2015, 01:59:45 pm
Ah! My bad then. I have both versions, i just usually play more on warlocks. Sorry about the confusion.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: SammyLiimex on June 06, 2015, 05:42:40 pm
When you get human mode in the game, will guns be something they get again?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Immortal-D on June 12, 2015, 06:08:12 pm
Just downloaded the new version :)  Bug I noticed right away; both 'GUI' & 'World Gen' tabs have a setting for Embark Points.  I'm looking forward to testing out the compact Dwarves.  Do they still have a dedicated 'Reborn' thread?

Edit: Also, the 'End Year' setting to determine how old the world gen is appears to be broken.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: dooro23 on June 13, 2015, 12:42:59 pm
The worlds i generate don't seem to create orcs (legends viewer), whether i try to enable them as civilization or not. What am i doing wrong?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on June 13, 2015, 12:58:34 pm
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,
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Immortal-D on June 13, 2015, 02:00:50 pm
I've noticed some oddities in the WorldGen as well.  For example, Naga show up even when they are disabled in the Civs tab.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Wheeljack on June 13, 2015, 04:22:08 pm
Edited: Ah, found my answer by simiply going back a page. Nevermind me.

Really enjoying this mod so far, however. :3
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: dooro23 on June 13, 2015, 05:17:14 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on June 13, 2015, 05:31:28 pm
So everyone else using Reborn V.006 is getting orcs?

I wouldn't think so.  Meph's OP doesn't indicate he's patched anything in, and I haven't submitted an update myself.

Quote
I presume something like high savagery (presuming world gen can place any civ in high savagery), tropical forest.

actually, (to be clear this is from Masterwork 6)

[START_BIOME:ANY_FOREST]
[START_BIOME:SAVANNA_TEMPERATE]
    [BIOME_SUPPORT:TAIGA:6]
    [BIOME_SUPPORT:SAVANNA_TEMPERATE:3]
    [BIOME_SUPPORT:ANY_FOREST:3]
    [BIOME_SUPPORT:MOUNTAIN:1]
    [BIOME_SUPPORT:ANY_WETLAND:2]
    [BIOME_SUPPORT:ANY_DESERT:1]
    [BIOME_SUPPORT:ANY_OCEAN:1]
    [BIOME_SUPPORT:ANY_LAKE:1]
    [BIOME_SUPPORT:ANY_RIVER:1]
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Amperzand on June 15, 2015, 04:53:52 am
Just here, lurking.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Bainin on June 17, 2015, 12:19:24 pm
IU want to play some Df again should i pick up the Reborn or do you guys recommend sticking to the old one? (dont know if reborn is buggy missing to mutch stuff or not)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: -Nihil- on June 17, 2015, 02:17:54 pm
I would say it depends on what it is you are looking for. If you were excited about the newer DF features then try out reborn. If you wanted to create an orc fort then stick with the previous version.

Reborn does not have all the races implemented as of yet so you may be missing out on your favourite races. Check out the first post in this thread for what is implemented already.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Bainin on June 17, 2015, 02:38:08 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on June 17, 2015, 02:53:58 pm
Challenge doesn't really exist in DF, not in quite the sense you mean.

You could try sticking with the old one and playing with secret fun on (cults, diseases) and keep a stock of plump helmet men around. But even these have relatively "easy" solutions as long as you're willing to manage them.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Bainin on June 17, 2015, 03:36:28 pm
Well i made my hobby collecting all sorts of animals and make somne sorts of Zoos breed them and tame them, the more diffrent and rare the better so im possibly one of the few people who likes the elfes for bringing me rare and tamed animals xD i hear gnomes had a Pokeball crossbow but i never could find it, i think that release im playing on is bugged since half of the gnome buildings seem not to work or do anything... and after all the work i put in making a energy system which does not weaken my defensif structure took me multible hours to build it all still annoyed about that xD
id wish this crossbow and other stuff were easyer accesible by trade for example =)

Well i set the challanges myself like kill  (spoiler) hell or try to catch a semi/mega beast and try to breed them well... they seem infertile as far as i can tell which is really sad.. took ages to spawn 2 rocs and trap them..
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: l3af on June 19, 2015, 08:56:37 am
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.

Hey Bainin, try to use that with any version of DF that you like, i hope that you'll enjoy that hardcore - http://www.scenariogenerator.net/game/dwarffortress . You just need to be honest, and have good imagination. Maybe you'll just get there some ideas that'll inspire you to create something!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: teldon on June 19, 2015, 09:10:50 pm
Has anyone got this working for linux yet?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Bainin on June 20, 2015, 07:44:02 am
Lol my frist challange:
Surroundings:  Vulcano Joyous Wilds,  easy mode x10

Challanges: Choose an industry, you may only work that industry (I.E. Only metalworking, only crafting etc.) The only metal you are allowed to use is Iron  ??? what how is that supossed to work?

Goal: Build a town, Capture a forgotten beast, Treat your nobles like nobility. As soon as the King declares his first stupid mandate, execute every noble in an interesting way.

the goals sound fun i already have some ideas for executions.

Fun site thx mate i reroll it now lots for good ideas =D
 
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Kon on June 21, 2015, 08:52:19 pm
I kept getting the message: "Unable to Place Controllable Civilization" during world gen. I tried many things before finally, I think, nailing it down. If, after having extracted the rar file, I do nothing but start up the MDF GUI, go to the 'Civilizations' tab, and uncheck either 'Active' or 'Fort' for Kobolds, I get this error. Could someone please confirm this. Thanks.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: ElenaRoan on June 21, 2015, 11:52:06 pm
That would probably be because straight after extraction kobalds are the only civilisation checked to allow being controlled.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on June 22, 2015, 02:35:56 am
They are? It should be dwarves.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Kon on June 22, 2015, 08:58:44 am
That would probably be because straight after extraction kobalds are the only civilisation checked to allow being controlled.

Oh. I see now that only Kobolds have a checkmark under 'Fort.' Didn't realize that that meant controllable. I unchecked Kobolds and checked Dwarves under 'Fort,' and now it works. My problem solved, at least.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: ElenaRoan on June 23, 2015, 10:52:52 am
Yeah...the first world I generated stumped me for a bit because I could only play kobalds and I was after Dwarves. Had to regenerate the world once I spotted that.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: The Riddled Basement on June 23, 2015, 05:01:30 pm
Meph, Great Work!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Neyvn on June 25, 2015, 12:21:17 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on June 25, 2015, 01:20:42 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Neyvn on June 25, 2015, 02:02:41 pm
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.
OK. That explains why it wasn't working then...
Thanks for that, never understood that thing...
Title: Child/Baby cap doesn't work - Too many children
Post by: pabrams on June 27, 2015, 10:40:12 am
The child/baby cap isn't working.  I have it set to 1:1 (edit:  I did this before I created the world in which my fort is built) but I have 58 adults, 21 children, and 4 babies in my fort now.

How can I stop all these children from spawning now without restarting my game?  How can I kill some of them off without making my adult dwarves tantrum?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on June 27, 2015, 11:02:01 am
You changed the cap after you already had the babies and children in your fort?  It only prevents new births..
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: pabrams on June 27, 2015, 11:04:00 am
You changed the cap after you already had the babies and children in your fort?  It only prevents new births..

No, I set it at 1:1 before I even created the world... I know because the last setting I made was to change my fort to dwarves instead of kobolds or whatever the default was... I started several worlds as kobolds before I noticed that setting, and that's the last thing I changed... I had all other settings set before that.  But I did have to go edit the raws to get rid of the [AQUIFER] tags, since Masterwork didn't seem to have a setting for that.

You say it only prevents new births?  So it has no effect on migrations?  What's the point then?  I don't care whether they're born or migrated, I don't want any children.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: pabrams on June 27, 2015, 11:17:48 am
I have child cap set at one percent but I'm getting almost fifty percent.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on June 27, 2015, 12:05:26 pm
There are three different values that are relevant:

POPULATION_CAP controls migration (adults and children).
BABY_CHILD_CAP, unless I'm misunderstanding the comments in the d_init, only stops new pregnancies, and has nothing to do with migration.
STRICT_POPULATION_CAP controls migration and pregnancies - this is new in DF2014, so it may not be connected to Meph's GUI yet (I don't know).

So, yeah, I don't think there's any way to stop migrating children specifically.

>> What's the point then?

/shrug  Put a suggestion in Toady's suggestion thread, I guess?

http://dwarffortresswiki.org/index.php/DF2014:D_init.txt
Quote
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]
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: LtGreeneyes on June 27, 2015, 04:23:57 pm
I'm having trouble guaranteeing the existence of the races during/after worldgen.  It seems that either they never exist in the first place, or they die out during gen.

I'm using default activated races (dwarf, human, elf, gnome, goblin, succubi, kobolds) on various different map sizes with anywhere from 30-70 civs on start and various population caps. Number of years are anywhere from 75 to 250. In previous worldgens, I was unable to find any kobolds and in this last one, it seems goblins and succubi are missing. Does anyone have any tips for me?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: pabrams on June 27, 2015, 06:50:01 pm
/shrug  Put a suggestion in Toady's suggestion thread, I guess?

Dammit... I could have sworn when I played a few years ago with Lazy New Pack, I could get forts without any children. 
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on June 27, 2015, 07:07:48 pm
You can. 40.24 has a new init setting for children. It'S not in the Masterwork GUI yet, but you can change it manually in /data/init/init.txt
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: draeath on July 02, 2015, 08:19:23 pm
Keybinds seem to be missing a bunch of adventurer stuff. For example, sheathe and yield. Files are 64kb, files from the LNP's "vanilla default" is 69kb. Here's the diff (http://www.draeath.net/linked-on-forums/bay12games/MDF_Reborn_0.60_keybinds_diff.html) - look for the yellow/orange/red lines. Stuff on the left is the 'keybinds_vanilla.txt' that comes with MDF Reborn V.006, stuff on the right comes from here (http://www.bay12forums.com/smf/index.php?topic=126076). Should make it clear what is missing. Not entirely sure what the color codes are exactly, but it should be clear from the side-by-side what's up.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Vitellozzo on July 06, 2015, 04:46:21 am
The same issue of my previous kobold post (http://www.bay12forums.com/smf/index.php?topic=138896.msg6353499#msg6353499) is about dwarven egg-laying pets, like Bearded Cavernkeet. When they lay eggs, those lack of both Fert. and the N.Fert. tags when looked with [t] command above the nest box the pets have claimed.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Avernite on July 07, 2015, 05:07:11 pm
Succubi race doesnt seem to be working for me
I choose them but i dont get any special buildings

Dwarves and kobolds are fine
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: draeath on July 07, 2015, 07:09:54 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on July 09, 2015, 02:33:54 am
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. :)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on July 09, 2015, 02:47:27 am
it isn't necessarily "no gameplay value"

hell I'd say that having realistic elasticity values is important

or at least that program makes it way easier to make figure out what all those damn values mean
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: MegaHarald on July 09, 2015, 11:02:26 am
Why would you remove the option to disable aquifiers? :(
Now I can't use this mod!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on July 09, 2015, 11:14:04 am
Why would you remove the option to disable aquifiers? :(
Now I can't use this mod!
Aquifers aren't THAT difficult...
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on July 09, 2015, 11:18:14 am
Why would you remove the option to disable aquifiers? :(
Now I can't use this mod!

From DF wiki :

Text editor (All operating systems)
There are three files. They can be found in two different places.
For every new world you make:
   “THE FOLDER DF IS INSTALLED IN”/raw/objects
For worlds that have already been made:
   ”THE FOLDER DF IS INSTALLED IN”/data/save/"THE WORLD YOU ARE EDITING”/raw/objects
The three files you are editing are:

- inorganic_stone_layer.txt
- inorganic_stone_mineral.txt
- inorganic_stone_soil.txt

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]
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on July 09, 2015, 01:32:28 pm
Quote
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]

You can also use Find in Files (grep), if your text editor has it*, in which case you don't need to know ahead of time which files they're in.

* and if not, you need a new text editor ;)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: MegaHarald on July 11, 2015, 10:23:09 am
Thanks I got it.

Although I'm beginning to get a taste for mountain embarks. :D
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: chaosfiend on July 13, 2015, 02:49:55 am
Having fun trying out the kobolds in Reborm, but I ran into a snag, since this is my first time playing fortress in this 40.24 . I'm very confused on how the hell I'm supposed to be able to roof outdoor buildings for my bolds. When I go to the second level to plant a new floor, it just tries to place it on the floor of the level below. Something that I'm not getting here in the new version?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on July 13, 2015, 03:09:29 pm
There shouldn't be any functional difference in how the game handles constructions between races.

Are you absolutely sure you're moving to the second/roof level and trying to build there? Could there be some overlapping keybinds (particularly, perhaps, on a laptop) that is moving you down one z-level when you try to build floors?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: chaosfiend on July 13, 2015, 10:37:55 pm
Yes, I'm sure that I'm on the second level. The problem is, even when I'm several z levels up, it wants me to build the floor on the z level that is 'ground', even if there is a floor aready built there. I'm not sure if I changed some setting or the like, but I shouldn't have. I'm on a Laptop, but it has a full desktop keyboard I use.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on July 16, 2015, 04:39:32 am
What versions did you play before starting v.006? MW.006 has a DFhack mod that lets you see multiple Z-levels below your current view-level, provided that view is unobscured (i.e. there are no walls or floors below) but all selections are still done on that current view-level. However, this mod was included in some of the final DF34.XX versions of Masterwork, so if you played those you may already be familiar with it...

You said they "try to place" it on the floor below. What happens if you complete the assignment and let them build it, does it actually appear on the wrong floor? What happens if you stretch a designation from the "top" of the walls below across an empty space, do the empty-space floors land on the lower level too? (That is, you have your walls on 0, and on +1 you have those acting as floors already, but designate a floor starting from those wall-floors over an adjacent empty space.)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: chaosfiend on July 17, 2015, 10:04:10 am
I know of the Multiple Z level view. I'd been playing 34.11 - V6.2 consistently until I went on a 3 or so month Dwarf Hiatus.

Here is an image to more clealy illustrate the problem

https://www.dropbox.com/s/g1q4ue8fy6zuy3t/Screenshot%202015-07-17%2008.58.36.png?dl=0
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on July 17, 2015, 10:18:01 am
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'
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: chaosfiend on July 17, 2015, 10:43:41 am
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'

I have multiple times, and it does. Even if a floor is already there, it still does try build on the lower level. No matter what I do, I cannot roof off that building..
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on July 17, 2015, 11:18:17 am
Upload a save, perhaps?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on July 17, 2015, 11:43:55 am
It is a bit weird because I'm using (presumably) the same build as you and I have no such issue
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on July 17, 2015, 12:09:14 pm
Yeah, I've never seen that happen either. Maybe it is something wonky with the box select dfhack plugin?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on July 17, 2015, 12:15:46 pm
The only way for us to help would be to upload a save.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lethosor on July 17, 2015, 12:18:35 pm
There is a bug where box-select sometimes doesn't let you build constructions on top of walls because it thinks they're normal floor constructions (which you can't build constructions on), but I would check the z-level indicator and make sure you're not confusing this with how TwbT displays z-levels (if you're using it).
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on July 17, 2015, 12:20:03 pm
Based on the shadows in the image, it is clear he is trying to box-select Z+1 but parts of the selection is being placed on Z+0.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: chaosfiend on July 17, 2015, 12:21:51 pm
Alright, here is the file

https://www.dropbox.com/sh/dwffd07lggjzceq/AABKhmuYY1_fQlDM1ii4pKGga?dl=0

To be clear, I did nothing fancy with the game. No raw modding, and this was a download of the game from only 3 weeks back.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on July 17, 2015, 01:50:23 pm
Yeah, it is definitely a bug with the box selection plugin; or more likely, an unintended consequence of the box selection plus the multi-z-level view. Only reason I'd never experienced it before is because I mostly don't build things outdoor and even more rarely use the box plugin. It is easily replicated.

I forget exactly what the multi-view plugin is called but I'm going to try disabling it and see how the box designation responds.

In the interim, you can toggle off the box select option and use the default u/h/k/m keybinds to place the ceiling-floor.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: chaosfiend on July 17, 2015, 01:53:45 pm
Damn. I really like using the Box select. Its what I always use now when playing as Kobolds, since I need to quickly build up large outdoor fortifications, seeing as Digging is a complete non-option now.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on July 17, 2015, 01:59:43 pm
Yep, definitely a minor incompatibility with box select and multilevel.

Instead of forgoing box select, you can run "multilevel 0" in the dfhack console to turn it off temporarily. Box select will then work properly on the current z-level. Not sure what the default multilevel setting is to switch back afterward, but probably something like 5?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lethosor on July 17, 2015, 02:11:58 pm
Interesting. Are you using box-select with or without the mouse?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on July 17, 2015, 02:17:34 pm
I was using the keyboard myself, numpad directions.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: chaosfiend on July 17, 2015, 02:38:10 pm
Same here. Keyboard controls over the mouse.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: catvanbrian on July 28, 2015, 10:12:15 pm
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)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on July 30, 2015, 03:41:56 am
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
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on July 30, 2015, 09:10:49 am
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

https://github.com/Devduweb/DF-succubus/blob/master/succubus-prod/raw/scripts/spawn.lua

:D

spawn -race TITAN_1

I got summoning to work for the succubi in reborn too.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on July 30, 2015, 09:37:10 am
In that github link, the usage hint in the first line still says "spawn-unit" rather than "spawn" .. the latter is correct, though, right?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on July 30, 2015, 10:49:49 am
Yes, it's spawn. I forgot to update that line properly.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: smakemupagus on July 30, 2015, 10:57:03 am
cool :D  glad it's working again!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lethosor on July 30, 2015, 11:49:45 am
Expwnent is working on an improved version here (http://www.bay12forums.com/smf/index.php?topic=152119.0), by the way.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: catvanbrian on August 02, 2015, 07:09:33 pm
Thank you boltgun! You were very helpful
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Crioca on August 11, 2015, 07:50:24 pm
Does Dwarf Therapist crash on startup for anyone else? Is this a known issue? Vanilla DF/Therapist works fine, the Therapist in my Masterwork folder just goes white screen and crashes.

Edit: I'm on Windows 7

Double edit: Nevermind, re-extracted the files, works fine.

Triple edit: Spoke too soon, I can open it once if MWDF is not running, but as soon as I try to connect it crashes.  :-\
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on August 12, 2015, 05:12:02 am
Don't have that issue myself. Did you update therapist independently? As I understand it, the program is largely backwards compatible since it keeps track of the memory addresses for all versions and will select the correct one depending on the version of DF it detects running; however, perhaps there are other factors that might cause a crash than just interfacing with the correct version of DF.

By re-extracting, do you mean the MDF download that includes a (theorically) working version of Therapist, or an independent/separate download of Therapist itself and alone?

Whatever your answer, I'm not really sure where to go if you try the other way and it still doesn't work. If it is a case of different versions, could be the old one is looking for or trying to use a wrong Windows library that a more recent version changed (though I don't think this is how libraries work), but I don't know how to go about "cleaning" Therapist since it doesn't install anything anyway.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Catseye50000 on August 14, 2015, 10:21:14 pm
I know I'm way behind in the responses, but I look forward to the potential hijinks and the ungodly amount of FUN! this Masterwork will bring =^_^=
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Catseye50000 on August 15, 2015, 12:02:27 am
I have noticed that the Therapist that comes included with the package crashes 100% of the time upon execution.  I'm trying to see if there's ways I can make that work... After reading the rest of this thread!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Wheeljack on August 15, 2015, 06:52:48 am
Have you tried running it in compatibility mode? It could be something weird with your operating system?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Neyvn on August 16, 2015, 09:51:28 am
I hope that this isn't sounding impatient or rude, but...

How is the work going towards the next update? I am really looking forward to the next version of the Humans...
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on August 16, 2015, 10:43:52 am
I hope that this isn't sounding impatient or rude, but...

How is the work going towards the next update? I am really looking forward to the next version of the Humans...
Not rude at all.

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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: perkel on August 16, 2015, 11:31:51 am
I hope that this isn't sounding impatient or rude, but...

How is the work going towards the next update? I am really looking forward to the next version of the Humans...
Not rude at all.

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.

wow that is awesome.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Isngrim on August 16, 2015, 11:55:37 am
He's really just waiting for Toady to make another DF release. ;D
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: crazz2323 on August 16, 2015, 01:23:16 pm
I just discovered this mod and I really wish the misc. options from the previous Masterwork mod were back in especially the harder farming. I always found those things to be way too easy and I would lose interest in DF before it got really good.

Could I modify this somehow on my own in an ini or something or do I have to wait?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on August 18, 2015, 04:32:51 am
Most of the difficulty toggles involve bulk editing the raws to change how things handle. Something like harder farming, for example, the launcher will go through and change all the plants from growing in one season to taking four seasons.

For harder farming specifically, you can use notepad to find-replace [GROWDUR:300] (the default) to [GROWDUR:(something)] in each of the plant raws, which should give you the equivalent. You could possibly likewise do the same with other difficulty options in their own files, though some may be much more complex than changing one tag's value per object.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on August 18, 2015, 06:38:24 am
Isn't Harder Farming on by default?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: crazz2323 on August 18, 2015, 07:32:22 pm
Oh? Is harder farming just part of the newest Masterwork reborn then? Not an option like I see in the old version? That would be fine with me!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Isngrim on August 18, 2015, 08:31:27 pm
its may be a feature with option in the gui,but not yet
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on August 18, 2015, 11:40:20 pm
Dont start spreading wrong information. ^^ I havent done anything with the plants in 40.24 yet, there is no harder farming in Masterwork Reborn.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Isngrim on August 18, 2015, 11:47:15 pm
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
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: uberlalzar on September 01, 2015, 02:19:31 am
So i just tried to start a fort (as Dwarves) and all of the workshops appear to be vanilla also the civ specific tabs in the GUI are blank anyone know how to fix this?

Edit: I did a fresh install and everything is working as expected i guess something was magic'd oh well.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on September 01, 2015, 02:25:31 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: uberlalzar on September 01, 2015, 02:46:56 am
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

Edit: I did a fresh install and everything is working as expected i guess something was magic'd oh well.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 01, 2015, 02:59:47 am
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
Impossible. There are ~20 new workshops and there is not function in the GUI to disable them yet.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: uberlalzar on September 01, 2015, 03:02:33 am
Yeah sorry i tend to forget the golden rules of troubleshooting, when in doubt reinstall works a surprising amount of the time.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lightstar on September 01, 2015, 11:05:29 pm
Hi,

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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 02, 2015, 02:23:50 am
Hi,

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?
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.

Wait ~2 weeks and I'm back home on my machine.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: chaosfiend on September 02, 2015, 03:24:50 am
Only..two more weeks...to wait for beloved dwarfiness creation to resume....*heavy breathing*...after several months of you biking...*heavy breathing*...the waiting...

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 02, 2015, 04:21:32 am
Only..two more weeks...to wait for beloved dwarfiness creation to resume....*heavy breathing*...after several months of you biking...*heavy breathing*...the waiting...

Spoiler (click to show/hide)
Comic sans?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on September 04, 2015, 12:52:21 pm
What tool is used to generate the pre-defined biome maps used by some of the worldgen settings?

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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 04, 2015, 02:05:33 pm
What tool is used to generate the pre-defined biome maps used by some of the worldgen settings?

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.
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on September 04, 2015, 02:17:00 pm
Quote
I'd like to use the desert map but I want to expand the forested area

In toying with it I think I know what to do to get the effect I want, my only problem now really is the fact that checking "Rainfall Map" under "Use Perfect World generated maps" causes it to crash. Not sure what I might be doing wrong but I will look into PW's support thread. Which may just require updating the WorldGen.xml file.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 04, 2015, 02:56:05 pm
I never had it crash, so good luck with your idea. :) Let me know if it works or not.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: crazz2323 on September 06, 2015, 02:03:27 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: SabbyKat on September 12, 2015, 06:55:37 pm
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.

Late to respond, but unless 0.40 added them, I don't think diseases occur. I do believe there are freak sicknesses that can occur from vanilla, but I've never, ever encountered one in at least 500+ forts, and the were nothing like MW diseases in action or ferocity. Only thing comparable is dust from forgotten beasts or evil clouds, but not quite what you want. :P
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: randomnation on September 17, 2015, 12:50:42 pm
Is there any way to apply the accelerated modest mod/pedestals to this mod? I tried making adamantine cloaks a part of of my uniform and couldn't. There are hundreds of pages of leather, chitin and silk.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: qorthos on September 17, 2015, 06:04:45 pm
Sooooooon.  Meph is gonna be back to his real job soon.   :D 
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: zilpin on September 18, 2015, 11:30:51 am

@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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 19, 2015, 10:08:39 am

@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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lightstar on September 20, 2015, 12:13:49 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, when are you back? When do we get updates on whats happening with MDF?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 20, 2015, 02:58:42 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, when are you back? When do we get updates on whats happening with MDF?
In 11 days.
the updates continue 1st september. because I'm back already, writing from my home pc. muhahah
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Avtomatik on September 21, 2015, 09:00:33 am

@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, when are you back? When do we get updates on whats happening with MDF?
In 11 days.
the updates continue 1st september. because I'm back already, writing from my home pc. muhahah

*starts the countdown clock*

You timed it right: the same day when my university courses start again -.-'
;)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Tirion on September 24, 2015, 05:42:21 pm
I am about to resume playing DF, how up to date is this mod with the latest release?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on September 24, 2015, 06:09:00 pm
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
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: SabbyKat on September 24, 2015, 07:36:18 pm
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).
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 24, 2015, 08:34:40 pm
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).
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dracko81 on September 24, 2015, 08:57:15 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Steforian on September 24, 2015, 11:30:20 pm
I know this overhaul is unfinished, but can we still make paper out of logs? Cause i don't see the reaction anymore.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Tirion on September 25, 2015, 03:49:44 pm
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 meant, is it for the latest version, the one with the big trees, stress, climbing invaders etc? Does it tweak any of that?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 25, 2015, 03:52:49 pm
Yes it is. Version number is in the title, 40.24. Masterwork Reborn is for the new DF.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dracko81 on September 26, 2015, 02:26:08 am
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.

So I decided to fire up a kobold game again and it turns out you can take charcoal with you at embark.  Which is fire safe so taking one unit means that glass production can be done in no time, assuming you have sand on your embark and enough trees for charcoal.

Also worth noting, 1 wood can be burnt at wood burner for 1 charcoal.  1 wood can be burnt at the crematorium for 1 coke.  Or 1 wood block can be burnt at the crematorium for 1 coke.  Slight exploit if you want lots of coke and trees are in short supply.

Additionally I didn't try that first, I actually melted down my starting hatchet at the workshop.  However repeating the job allows you to create infinite metal bars from metal bars. I was going to tear everything down and make it all silver, but it is just too peaceful to push on.  Set a few workshops on repeat and you can be swimming in metal bars.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 26, 2015, 03:30:15 am
Quote
However repeating the job allows you to create infinite metal bars from metal bars.
How so? The reagent should be gone afterwards.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dracko81 on September 26, 2015, 04:33:18 am
I don't know, try it out yourself.  Start up a new embark with kobolds take a few hatchets and some wood.  Build a crafts.. shop and tell it melt metal item into bars, set the job to repeat.

Make sure you take enough logs to melt a few logs into bars of metal.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: urmane on September 26, 2015, 08:23:46 pm
I think I have a new working MDF on linux.  The very basics work, but still need to make therapist work, and learn how stonesense gets compiled/installed these days, and twbt doesn't seem to show multiple levels down, but hey Truetype works!  There's all those other utilities, too ...
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Wheeljack on September 27, 2015, 10:32:34 am
Caught a minor bug, or really just a misnamed file with regards to the launcher's would_gen editor.

Did some pretty extensive edits to some of the world gen parameters and went to reset them just a moment ago. When I hit reset, I got an error saying the file "world_gen.original" could not be found. Going into the init folder I found a file named "original world_gen" with no file extension. Renaming it fixed it just fine, though. Downloaded a fresh install of reborn just to make sure it wasn't a derp on my part and the download included the misnamed file too.

Figured I'd mention it just in case it hasn't been reported.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: urmane on September 27, 2015, 01:22:02 pm
My Linux version is here: http://dffd.bay12games.com/file.php?id=11174 (http://dffd.bay12games.com/file.php?id=11174)

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

This appears to be all working on my linux box (Gentoo build), but are not well-tested at all - comments appreciated, it could use some work and cleanup.

I think I finally got rid of those old libpng.12.so links, they look like they were from the dfhack/stonesense/isoworld-included allegro libraries.  Those versions of those libs are still there, but moved to hack/libs/allegro-libs and not linked, as I've linked to my latest system-installed allegro libs.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Implementor37 on September 29, 2015, 02:31:06 pm
Masterwork Reborn v0.06


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...
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on September 29, 2015, 06:24:41 pm
Masterwork Reborn v0.06


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...
Platinum is not a weapon material.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Tirion on September 29, 2015, 06:58:24 pm
My Phoebus version fort has soulgem as a layer stone right below soil across the whole embark, looks very wierd.
Ironbone/bloodsteel, Gemforge etc will be missed, I was counting on them to get easy steel-grade metal anywhere. I guess it was too easy.
I couldn't find the castes and other customization decisions for dwarf mode in the GUI, the page was just blank.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on September 29, 2015, 10:25:25 pm
Masterwork Reborn v0.06


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...
Platinum is not a weapon material.

Woah, what? Why not?

I mean, I ask the same about vanilla, heh. Platinum is very strong, doesn't deform too much and is heavy as hell (which may be something to do with it). It makes good edged weapons and incredible blunt weapons.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: LMeire on September 30, 2015, 01:13:11 am
According to Dr. Wik I. Pedia, both Ancient Egypt and some unspecified Pre-Columbian culture had access to platinum but neither tried to use it as anything other than a jewelry/idolatry material. By the time Europeans got their hands on it they were already well into the gunpowder age and so most of their proposed uses were for chemistry. Just another case of material usage technically being anachronistic for DF's 1400's tech cut-off.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Tirion on September 30, 2015, 06:40:17 am
Question: is the GUI I downloaded from here gone bad, or am I missing all the dwarf mode customization settings? The page is literally empty in the GUI, it's just the background picture.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: rem0nster on September 30, 2015, 01:16:05 pm
You might have downloaded an old version?

EDIT: nevermind, looks like masterwork reborn is missing a lot of features, I was using an older version.

my main problem is no embark profiles in the new version.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Implementor37 on September 30, 2015, 02:47:34 pm
So I can still get an artifact platinum warhammer...but can't specifically request one.  Ok.  Off to the material density charts to determine if silver or steel makes better blunt weapons now. ;D
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Musaab on October 02, 2015, 01:39:09 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, when are you back? When do we get updates on whats happening with MDF?
In 11 days.
the updates continue 1st september. because I'm back already, writing from my home pc. muhahah

I am ready for this information.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on October 02, 2015, 02:39:50 pm
Crap.

Working on it. Today or tomorrow. ^^
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nuhaine on October 03, 2015, 02:06:22 am
This mod is one of the best mods I've ever played from any game, and I've been around the modding block with many different games. In terms of enrichment of the base game, literally 10/10. Absolutely amazing. It gives me nostalgia trips of back in the day when I used to play Warcraft 3 Custom Maps all the time, as well as modded Morrowind. I've been playing MDF off and on for at least two years, give or take a couple months. It's actually inspired me to learn programming and design for game development.

Seriously, thank you Meph.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on October 03, 2015, 04:30:28 pm
I keep getting distracted by visitors. Have people over till monday...
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: urmane on October 03, 2015, 04:46:31 pm
Put them into Human mode:

"Some visitors have arrived. <PAUSED>"

"The visitors are milling about."

"A visitor has accidentally knocked over the still!"

"A visitor has accidentally released a caged animal!"

"A visitor is drunk in the dining room and is in a foul mood!"

"A visitor has passed out in someone's bed."

"A visitor's child is pulling levers!"
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on October 03, 2015, 07:07:33 pm
not possible

wait till next df version
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Blackworth on October 04, 2015, 10:38:47 am
Hum so when is the ETA on the new version? I am soo hyped!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: 123nick on October 04, 2015, 05:00:24 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on October 04, 2015, 05:03:42 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on October 05, 2015, 04:04:41 am
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.

Both are done, but the spirit of the reborn version is to give several civs with a finite set of feature and not slap everything possible into dwarves and kobolds. Basically quality over quantity.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: BlackFalcon on October 05, 2015, 06:48:14 am
Hi everybody !
I'd like to thank Meph and all the team that is working to make Masterwork the best mod ever (and make DF an even more awesome game).
If i understood correctly, the next race is gonna be the necromancers (or the race that replace them) : what will be their playstyle ? Will it still be a few powerful wizards with a mass of mindless servants ?
Will they still have all their spells (or maybe even more *__*) ? What will be their end-game overpowered content ?
And, being my main problem while playing them on "standard" Masterwork, is the loyalty cascade issue resolved ?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on October 09, 2015, 02:13:50 am
"cricket... cricket... cricket..."


... 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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on October 09, 2015, 03:32:00 am
"cricket... cricket... cricket..."


... 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?
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. ^^
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: rem0nster on October 13, 2015, 12:06:28 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on October 13, 2015, 01:43:54 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: rem0nster on October 13, 2015, 03:16:14 pm
Thank you for your reply.

Is there a donation page for Masterwork?

I know you don't work for free, and here's a good chance to plug it because I'm honestly curious.

Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on October 13, 2015, 03:38:10 pm
There is a link in my sig. ;)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: IIzTrollin on October 15, 2015, 03:33:54 pm
Was just wondering if raiding has been added back in or not?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on October 15, 2015, 05:12:46 pm
Considering that there are no orcs, I'd go with no.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Shames90210 on October 25, 2015, 05:59:25 am
Hey MDF crew!

Just getting back into dwarf fortress and masterwork and I'd like to say how much I enjoy the mod as a whole. While I won't be able to revive my Warlock fortress until they are implemented (I will bring you back Stitches) I'm gonna try and have some fun with the Succubi as gnomes got easy fast (one migration wave with a good clockwork beast gave me an over powered fortress guard).

Anyway just wanted to say thank you all for the hours of fun with this mod and I wish you luck with the development and with your personal lives as I know everyone goes through some tough times. You're all awesome!

Sincerely, Shames90210
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on October 25, 2015, 04:48:36 pm
I was just reading the front page and it looks like in two or three updates dwarf fortress will finally be in 64 bit, I bet that will make things interesting here in masterwork when that happens.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lethosor on October 25, 2015, 05:07:13 pm
Mods (at least content mods) shouldn't be affected at all by 64-bit builds.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on October 25, 2015, 07:13:26 pm
It can. I had a mod that used up over a GB of RAM simply to load the raws. Something like 2500 very similar castes.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on October 25, 2015, 09:28:04 pm
I would imagine that when df 64 bit is released a 64 bit version of the masterwork loader/launcher (I don't know what to better call it.) would need to be done to use with it since at least the current style of masterwork is threaded into df so deeply that it don't make any real sense to have it released as a drop in the folder style modset.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on October 25, 2015, 09:31:02 pm
i do not see any benefit to making the launcher 64-bit

you do not need a 64-bit program to launch a 64-bit program AFAIK

the launcher is actually quite standalone from the game; all it really does with the game itself is launch it, everything else you do is (mostly) editing text files and launching other programs
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on October 26, 2015, 04:41:31 am
The launcher is not "threaded" into DF in any way.

The only and biggest concern will be how much work will be involved in porting dfhack to work with a 64 bit version. This may subsequently require that scripts be re-written, which would delay their implementation into df/masterwork. Though I think that latter aspect is unlikely. Even getting dfhack to work with the 64 bit DF may not be more involved than locating the new memory offsets, as it is for any given release.

64bit DF isn't going to change a whole lot, even in terms of vanilla performance.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on October 26, 2015, 07:27:08 am
when I said threaded I was talking about all of the raw edits that make masterwork masterwork, and at the least that I see an option or even a separate download for 64 bit would be needed for masterwork so that the launcher launches 64 bit dfhack, and df instead of looking for the 32 bit names which I don't think I have ever seen a program that was available in both 32-bit and 64-bit that used the exact file name for their exe or equiv. of course since it sounds to me that Toady One is almost making 64 bit from scratch the raws may be different than the 32 bit version but only time will tell.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nevets_ on October 26, 2015, 11:36:47 am
64bit DF isn't going to change a whole lot, even in terms of vanilla performance.

It may, however, be the first step towards multi-threading, which would be the biggest improvement in DF since Z-Levels.  Previously, Toady has been focusing on content additions to the exclusion of, (and often the detriment to) the engine.  If the 64 bit update is any indication, he may have finally realized he can't cram anything else into the game until he brings the underlying code out of the 20th century.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on October 26, 2015, 02:11:45 pm
64-bit is completely unrelated to multithreading.

Previously, Toady has been focusing on content additions to the exclusion of, (and often the detriment to) the engine.

What, the 19 bugfix and performance improvement updates in the 0.40 line don't exist?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on October 26, 2015, 02:12:43 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nevets_ on October 26, 2015, 04:49:21 pm
What, the 19 bugfix and performance improvement updates in the 0.40 line don't exist?

I didn't notice any significant improvement in performance at 0.40, after you get to 100+ dwarves and another 100+ animals fps drops like a rock.  I love the game and since he's not charging anything for it Toady doesn't owe us anything, but I'd bet he spent 100x the time on implementing and bugfixing dwarven poetry than trying to optimize pathfinding.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on October 26, 2015, 06:40:53 pm
primarily because it's more timeconsuming to do the former than the latter
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on October 28, 2015, 10:02:40 pm
I don't know Putnam I may not have a lot of coding experience but in my experience the things that should take a small amount of time ends up taking you on one hell of a rabbit chase thru Wonderland and the 9 moons of Taryak by the time you get it hammered into place.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Fizzixnerd on October 30, 2015, 03:41:23 pm
Hi there!

First, just wanting to say how much I enjoy DF and MDF.  Thanks to all the modders and to Toady and to everyone else.

Secondly, Linux player here.  I've been using the 5.x Linux series for a while now and am wondering if anyone is looking to update it.

Thirdly, I also have some ideas for making Masterwork more cross platform.  Specifically, factoring out the functionality that Settings.exe uses to modify the RAWs into a separate program/library.  The reason for this is two-fold: portability and extensibility.  Having a small utility with which one could modify the settings (even from the command-line, if a GUi Settings Manager is not available for the OS in question) would increase the portability of MDF, assuming that the utility was written in a portable way.  I would nominate a scripting language (Python, Ruby) for this task, since they usually facilitate modification by people (and thus encourage hacks from members of the community!), but usually run without modification on many platforms.

Writing it to also to be a library allows for more intrepid hackers to integrate more complex work with the utility, and allowing for possible future work of migration of the entirety of Settings.exe to a more portable language platform.  I think this is an exciting prospect -- an easy to understand modules system (and so on) can really let people's creativity shine without them breaking each other (or at least not as often!).

I have some free time on my hands, and I would be willing to put in the effort to learn the Settings.exe code and factor out the necessary functionality, but I would probably need some support from the dev team in terms of gotchas and so forth.  Is there a channel on freenode or something where we could talk more?

Thanks again for all the hard work.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: lethosor on October 30, 2015, 03:52:03 pm
+1. There's a #Masterwork channel on freenode that had one person a minute ago, if that helps, or you could make a thread in this board (which could attract more contributors that don't follow this thread).
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Morgoth on October 31, 2015, 12:14:57 pm
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: -Nihil- on October 31, 2015, 02:38:54 pm
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?

Masterwork has always focused on fortress mode. Many of the features find their way in to adventure mode, mainly the races and weapons I believe. I never play adventure mode so I do not know as much as others would but the only settings that I can think of are: Adventurer Traps, Adventurer Center, the active races(the disabled ones are not implemented/completed as of yet), then all the settings which affects how the software runs and graphics.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: -Nihil- on October 31, 2015, 10:34:58 pm
Meph, I might have found a small problem with the new version.

I have been writing up the raws for all the orc's domesticated animals and am currently working on the grazing values. I was going to check the values of the animals currently implemented as a comparable value and I discovered this [STANDARD_GRAZER] tag. I ended up doing the math and anything with a max size of 320 000 or greater ends up at the lowest possible value(150). This includes anything larger than a donkey. All of these animals get a grazer value of 150 which suggests a 12x12 pasture for each animal. Which is a significantly larger area than any animals in Masterwork V6.

So if these are the kind of pasture sizes that we want it may be necessary to specify grazing values for the larger animals. The alternative is to modify the coefficient in d-init to reduce the amount of grazing required across the board.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on November 05, 2015, 08:23:00 pm
I just wanted to let everyone know that I'm still alive, that I'm a horrible person for delaying this so long, and that I finally ordered that laptop that I will be using to mod on the road. My stay at home has been cut short a month and I'm super busy preparing the next tour, which starts in a month. I don't have all the equipment together, but I'm getting there. Sorry for the inactivity.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on November 05, 2015, 08:50:53 pm
I'm a horrible person for delaying this so long

lol
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on November 05, 2015, 09:46:41 pm
Look here meph, if you don't get to work soon I'm going to demand my money back. I deserve free entertainment!!   :-P
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Rekov on November 06, 2015, 02:02:27 am
Look here meph, if you don't get to work soon I'm going to demand my money back. I deserve free entertainment!!   :-P
Well if ToadyOne really is less than a month out from a release, it might be worth just waiting for that.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on November 06, 2015, 05:38:43 am
Yeah, true.

I still want a livestreem of Meph cycling down some mountain while making RAW edits on his laptop.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on November 06, 2015, 06:46:51 am
The new laptop I bought only has ~2h battery life, so I probably have to find some cozy hostel for that. :P

Also, my next bike will look super ridiculous, it's this one:
Spoiler (click to show/hide)

The main problem is just that I thought I'd have 3 months time here, but I only have 2, and that my mother has a broken leg, so I have to do a lot of stuff she should be doing too. And prepping a 1+year trip, sponsors, equipment, visas, emptying out the flat, selling/storing my belongings, and all the bureaucracy is just horrible. ^^
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on November 06, 2015, 09:43:16 am
As a wise man from GTA : Vice City once said,

"Mmm...Nice bike."
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Cobaltum on November 07, 2015, 07:02:01 am
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?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Emperor on November 07, 2015, 09:59:06 am
Yeah, 40.24 sieges are a bit broken atm. But you can provide yourself !FUN! using other means...For example, how about starting a megaproject?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: IAmTheMadLord on November 07, 2015, 10:40:58 pm
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?

Seiges are a bit broken since they have to actually path to you in the most recent version, I got a siege today but it was only like, two zombies and a necromancer who tripped and drowned himself... also, commenting so I can get updates on this, as I really like masterwork
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Musaab on November 12, 2015, 01:21:25 pm
I haven't heard anything about sieges being fixed in the next version so this "siegelessness" will continue, even with the new version, if I'm not mistaken.  Yes?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on November 12, 2015, 06:31:27 pm
you heard wrong, there was a pathing bug that was causing some amount not to show up
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Musaab on November 13, 2015, 02:32:24 am
So sieges are coming back?   :o
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Rekov on November 13, 2015, 02:38:29 am
Well it sounds like Meph is going to be on the road for a while, even if it does launch relatively soon.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on November 13, 2015, 04:21:28 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: hexflame on November 14, 2015, 03:23:36 am
My Linux version is here: http://dffd.bay12games.com/file.php?id=11174 (http://dffd.bay12games.com/file.php?id=11174)DG

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

Whats so anoying!
I can't download this because I always become a download.php
File and I have no idea what should I do with it.
Can u please make another link for that or can u tell me
what should I do with this file?
This mod sounds amazing and I want to play it on my main pc
wich has linux.

EDIT: Ok. After a short season I had actually became out how to
Download it without to became the 'download.php'-file but I have problems to execute them on my pc. I had tryed on the main linux and on wine but it can't load the libraries. I can't under stand this because I had installed it yet.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on November 15, 2015, 10:11:53 am
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)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on November 25, 2015, 09:44:25 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on November 25, 2015, 10:07:31 am
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. ;)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on November 26, 2015, 08:04:24 am
so Meph what are your release plans for the update? do you plan to release the version you are working on for 0.40.24 or do you think that you will hold off untill you can get it working with the next version which I think can pop up for download at any time now since Toady has it in "Release Mode Testing"?

In other news Happy Thanksgiving to all of the Americans here and to all others Happy Thursday!!!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on November 27, 2015, 10:39:53 am
I wanted to start modding again once my house is sold and I'm arrived in India. That's in one month, because I do a quick dash through some smaller arabic countries first. I hope the next release it out by then, maybe even got a couple of bugfixes by Toady.

I wont mod 40.24 just before the next release.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Drolith on November 27, 2015, 01:55:06 pm
Meph, Still loving the work man. Just as much as Toad's updates. Check my post history ;) Legendary lurker. Looking forward to the new DF version and the epic contributions you and others give to us. Good luck with the move and outdoor things.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Taeo on November 29, 2015, 05:33:49 pm
So I'm running 0.6, and the first thing I wanted to try was the libraries. I built the scriptorium, but when I built the screw press there is no option for pressing paper. The thatcher workshop doesn't even exist in the list. Is the dwarf civilization still a WIP?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on November 29, 2015, 10:26:32 pm
You can make vellum out of skins at the Tanner. I think that works for books
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Taeo on November 30, 2015, 12:16:36 am
ya, thats a work around that I'm using, but I don't want to maintain this leather industry for long. Do the other forms of paper simply not work or is there something wrong?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: hexflame on December 01, 2015, 12:31:20 pm
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)

Ok. Now i had downloaded it and the first thing I want to
do is to Start the Masterwork Dwarf... .exe but it don't want
to start. I had downloaded Mono and it run now.
But when I want to run df the Terminal always
Says that he couldn't find the libSDL-1.2.so.0 and I can't find it
too.
Should I install other packages extra or not ?

PS:Sorry for my english I'm german
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on December 07, 2015, 07:41:58 am
I don't have much active knowledge of linux I do play with it on occasion though. do you have wine installed and updated to the current version 1.6.2 stable and 1.8-rc3 depending on your exact distro updating/installing could be a breeze or a very long convoluted process... but here is the link for winehq https://www.winehq.org/ if you need more information.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Lottanubs on December 08, 2015, 02:04:46 pm
Not that it really matters but what do I have to do in the raws such that colored bricks no longer form rock layers? Just had an embark next to a small mountain made entirely out of colored bricks and surrounded by abandoned tents. It was really eerie.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on December 08, 2015, 08:18:35 pm
That should not happen, you probably have an errorlog with duplicate raws.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Jerry The Hellbound on December 13, 2015, 02:01:52 pm
42.03v??
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on December 13, 2015, 02:31:10 pm
42.03v??
42.03 just came out. Have some patience.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Jerry The Hellbound on December 13, 2015, 03:22:21 pm
Yeah, i just cant wait.
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on December 13, 2015, 06:07:45 pm
Yeah, i just cant wait.
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.
No worries. I'm waiting for dfhack myself.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Jerry The Hellbound on December 14, 2015, 04:23:14 pm
Yeah, i just cant wait.
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.
No worries. I'm waiting for dfhack myself.
Me as well, god the necessities we have, holy. i actually wrote that without thinking what i was typing.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on December 14, 2015, 06:01:03 pm
Dont tell me. I know how many utilities and scripts I require. Next time I wont build so many dependencies into the mod.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on December 15, 2015, 05:51:37 am
Dont tell me. I know how many utilities and scripts I require. Next time I wont build so many dependencies into the mod.

We need a dfhack update. By the way, saves and raws are compatible from 0.40 to 0.42.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on December 15, 2015, 04:28:10 pm
The RAWS? They are not the same... cant be.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on December 15, 2015, 06:06:29 pm
The only problematic ones were the adv and civ controllable token. Otherwise I dropped some 0.40 raw into a vanilla build by accident and it genned a world without even an errorlog. It lacked the scholars and teaching but that seemed optional.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dozebôm Lolumzalìs on December 17, 2015, 10:28:54 pm
Ye gods... Completely compatible, without any problems whatsoever?
How can it be?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Kuschelflummi on December 18, 2015, 01:59:21 am
Ye gods... Completely compatible, without any problems whatsoever?
How can it be?
Call it luck ;)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on December 18, 2015, 04:26:14 am
Ye gods... Completely compatible, without any problems whatsoever?
How can it be?

Seemingly because the new stuff is additive. You enable the new content but the older isn't changed. Creatures are the same, reactions are the same, and Toady did not even remove the instrument token. The only required change was to replace CIV_CONTROLLABLE with SITE_CONTROLLABLE.

I would not call it problem free however. Worlds genned with older raws had no scholars, no artistic styles, and used raw defined instruments instead of generated ones. Also it was not be possible to make books nor bookcases and the bookbinder job was unavailable. Also there is new words in the language files and stuff so it's better to use the newer ones and SYM files.

Otherwise, the 0.42 features are made in DF itself and not the raws.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on December 21, 2015, 04:19:19 am
Instruments are very, very different.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Amperzand on December 26, 2015, 04:26:32 am
Very true.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nokao on January 01, 2016, 09:20:37 am
So MW Reborn is actually almost playable with the races in the main topic ?

I see that the activity is more frequent in the 6.2 old version ...
... I'm trying to understand.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on January 01, 2016, 11:57:53 am
Masterwork reborn is actually very playable at least for dwarf, kobold, and succubus. I am not sure about gnome mode at the moment you might have to look at the respective mode threads for more on that. Dwarf mode from my understanding is just about done if not done.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on January 01, 2016, 02:22:13 pm
It is very playable, but not as large as the old mod. The manual and GUI are also not done, but you can play Kobolds, Dwarves or Succubi. the gnomes are bugged, the rest not done.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nokao on January 03, 2016, 12:54:10 pm
Ok, also adventure mode work good, right ?

And to generate a complete world (with all races in it) and play (for example) a sorcerer or a succubus in adventure mode,
what I have to do ?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dozebôm Lolumzalìs on January 03, 2016, 03:44:11 pm
Meph's said the mod is largely for Fort Mode.

Trying to get a world with ALL possible races? It's all down to chance. Try a shorter history with more civilizations enabled.

To play a certain race, you have to enable their playing in Adv. Mode. In Old Masterwork that was possible from the GUI. I don't know if it's possible in New Masterwork.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Amperzand on January 04, 2016, 12:40:27 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on January 04, 2016, 05:55:24 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Amperzand on January 04, 2016, 05:59:27 am
Very true. On the other hand, you don't get any chance for population buildup, and end up with a boring short history.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nokao on January 04, 2016, 08:59:29 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on January 05, 2016, 03:40:16 am
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.

This should be fixed upon updating reborn to the newest version of DF. I am already trying it with an alpha version of dfhack.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nokao on January 05, 2016, 09:41:42 am
Ok thank you,
so I'll wait for an update to try this game.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on January 05, 2016, 10:25:50 am
I'm curious, Boltgun, what is causing the crashes? one of the fort-mode succubi/gnome scripts?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on January 05, 2016, 10:48:46 am
I'm curious, Boltgun, what is causing the crashes? one of the fort-mode succubi/gnome scripts?

If fps drop first then it crashes, perhaps a fort mode script is doing stuff to creatures and fails where there is more than expected, or the game may run out of memory because it's an older world.

For succubi, in 0.40, evil civs spawns thousands and thousands of trolls in the caverns. If you don't crash, you get really bad fps. I fixed that afterwards and it does not seem to happen in 0.42 anymore.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on January 05, 2016, 10:52:31 am
Ok, thanks. :)

I'm currently doing some tests with the newest version, downloading mods, reading through raws, etc. But I really want to wait out 1-2 more versions by Toady.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Nokao on January 05, 2016, 11:00:19 am
Let me know if I can help testing stuff,
it seems that I'm really good in doing things nobody else does.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on January 05, 2016, 12:07:02 pm
Let me know if I can help testing stuff,
it seems that I'm really good in doing things nobody else does.
Nobody else did an update for this mod in a year, so do you want to do that? :P

Thank you, but there is nothing to test yet.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Pellona on January 07, 2016, 10:48:58 am
Hi, just recently chango to this version from the 6.2 and have a question.
Is normal that at the embark screen all the animals appear in hunting and war version, even cats, cows etc?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on January 10, 2016, 09:07:30 am
yes, Meph added the ability to train all of the animals to hunt and war so of coarse the would be in the embark screen if their normal versions was able to be bought at start.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: pikachu17 on February 16, 2016, 10:14:35 am
when you continue with this mod, at some point can you add natural-born necromancers?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dozebôm Lolumzalìs on February 23, 2016, 03:44:40 pm
Hmm, like with castes? Maybe possible, but they won't act like vanilla necromancers, nor will they try to sneak or run off.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Rydel on February 23, 2016, 05:24:54 pm
I think he might have been referring to Warlocks being able to give birth.  If so, as things stand right now, this would cause problems where they would give birth to skeletons and zombies rather just other Warlocks.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: pikachu17 on February 26, 2016, 02:11:13 pm
i meant dwarves and humans having rare natural-born castes of necromancers
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Lottanubs on February 28, 2016, 11:54:21 am
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.

But iirc you can also train a dwarf to become a Lich, at least in the non-reborn version.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: pikachu17 on March 01, 2016, 10:17:34 am
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.

But iirc you can also train a dwarf to become a Lich, at least in the non-reborn version.
ok, not natural-born necromancers, but how about mutated dwarves? 3 arms anyone?
wait maybe the natural-born necromancers could spread through the fort , like a cult! and the natural-born necromancer is blessed(or cursed) at birth
with the dark ability to raise the dead. you have to expose and stop them before they raise their undead army against your fort
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on March 02, 2016, 05:23:53 am
"Natural-born" necromancers should be possible, since that is pretty much how the spellcasting castes worked in 6.2 - they existed as rare castes but the dfhack scripts run from the workshop could change regular dwarves into those castes, granting them the intrinsic abilities. They were removed in reborn in favour of specializing the races, i.e. warlocks had spell casting, humans had guilds, and dwarves weren't just a melting pot of every new mechanic and idea.

A cult-like presence also already exists in 6.2 (or maybe it is in the reborn v006?).

So both of those should be possible, just a matter of whether Meph wants to go in that direction with them.

Don't know about mutations. I mean, it would just as easily possible to have a new caste with very specific mutations, but I don't think you could randomize them. Like, all dwarves will only be the "mutations" [castes] you specify, you couldn't simply say "dwarves have X% chance to mutate, and this mutation could be [this|that|other thing|combination|etc] and let the program roll a dice for it.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on March 02, 2016, 07:55:28 am
It would be weird, because it would be a rare necromancer in an otherwise normal civilization. Not the undead skeleton/ghoul thingy we have now. I would have to make a "necromancer dwarf" race, "necromancer human" race, etc...
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Vellarain on March 04, 2016, 07:11:14 pm
Man, loving this mod so much. Fast, stable and adds some serious content as well. keep up the damned fine work!

((update: Got this strange crash when I try to slaughter mountain tuskox's))
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: plenum on March 06, 2016, 07:54:27 pm
Great effort! =) Thanks to developers!

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... ((
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on March 07, 2016, 03:03:45 am
Great effort! =) Thanks to developers!

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... ((
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on March 07, 2016, 04:15:51 am
A wild guess might a material that crashes the game, it could belong to an item or a creature. But which one? Uploading the save will help but caravans are nearly impossible to debug.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: plenum on March 07, 2016, 07:36:18 am
I've uploaded the savefile here (http://dffd.bay12games.com/file.php?id=11833) - should I publish this link somewhere. I would really appreciate if someone helped me ressurect this game.. ))
The crash happens within 1 minute after load.
I also have a save few minutes before caravan appears on map, but it crashes too soon after caravan gets into map - mostly before they even get to the trade depot. Logs did not contain anything for me... As a wild guess, there might also be some stealth kobold around - they appear at summer too (and that's the first summer in my game).
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: kdeathlord1 on March 16, 2016, 02:05:55 am
PTW
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dazbuzz on March 24, 2016, 02:58:23 am
So whats going on with Masterwork? Ive not played DF since around 40.24/whatever was released.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Insanegame27 on March 24, 2016, 03:10:24 am
MW seems to be dying... last update was nearly this time last year
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on March 24, 2016, 07:50:38 am
MW seems to be dying... last update was nearly this time last year
It 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
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: iceoskar on March 25, 2016, 03:20:56 am
MW seems to be dying... last update was nearly this time last year
It 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

Dont you dare die on us now! :P

Sounds like you are having a epic trip, all i can say is have fun :D
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on March 25, 2016, 08:07:00 am
Today was... interesting, to say the least. But I love the area here. :) And country #140 by now, I'm making progress, only 54 left to go.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Darkond2100 on March 29, 2016, 11:34:23 pm
North Korea when?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on March 30, 2016, 10:13:38 am
North Korea when?
Last year.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: KazumiPierce on March 31, 2016, 08:48:12 am
Just grabbed Masterwork tonight, and I've been having a bit of a problem. Playing as the succubus (Succubi?), none of their entity-specific buildings seem to be available, and I cannot figure out why. So far it seems to be between user error, bad install, bug, or they got taken out with an update. I've been thumbing through relevant threads, but a splitting headache is making that fruitless, so I figured my best bet would be asking here. None of the various temple buildings seem to be available, I haven't seen a glimmer of anything resembling a soul, etc. Basically, none of the things 'unique' to the succubus civilization are available. Oh, and for some reason, in the Masterwork launcher, clicking on the tabs "Dwarves", "Orcs", "Succubi", or "Gnomes" is blank, just the background of the Yog-Sothoth breaking down a door and ruining somebody's dinner party. No clue if that's related, just seemed relevant. I'm running the most recent version of masterwork reborn and the other features all seem to be working fine, so I'm at a loss for what might be wrong.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on March 31, 2016, 09:14:33 am
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.

Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: KazumiPierce on March 31, 2016, 06:36:27 pm
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.

Well bug santa claus just came for a visit after I tried that. Documents>Masterwork DF>Dwarf Fortress as my extract path. Launch it up, DFhack gives me about 30 'procedure entry point' errors on various plugins. Gen a new world, try to start a fortress, notice that it's trying to start up a fortress as dwarves. Well that won't do. Go check my masterwork settings, see that succubi are definitely the only ones set to playable. Unset them and reset them (Yes, I turned it off and back on), launched up again, 30 errors waiting under the tree, okay'd through all of them. Genned a new world, launch it up, and succubi are at least placed on the map this time. Try to play a fortress, see that it's playing as succubi, but they for some reason have a big "NO TRADE" thing next to them in the civs screen. So I exit of fortress mode and start it up again in the same world, this time it's trying to play as dwarves again. A few more worlds, only dwarves. Normally this is where I'd dive into the raws to see where I missed a [ and screwed the whole thing up, but this is a bit of a needle in the haystack for me. Any idea what's up, or should I get my scuba gear on and jump in?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Boltgun on April 01, 2016, 03:27:08 am
It seems okay but the succubi does not find a place to live in these worlds. There is a lot of races in MDF and sometimes it gets crowded.

Did you try generating in advanced mode? Using mandrelbot or cursed uborg presets should give you a higher chance to get them. If not, you can try a larger world at the cost of FPS.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: 123nick on April 06, 2016, 05:19:35 pm
do you think of making this compatible with grimlockes weaponry?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 07, 2016, 08:57:57 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: 123nick on April 07, 2016, 09:43:16 pm
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.

ok, awesome :D will it include grimlockes new-ish skills, like flailsman and stavesman and etc?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 08, 2016, 01:42:39 am
There are no new skills, just renamed old skills.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: sharix on April 10, 2016, 05:22:35 am
I can't seem to find the "Workshops", "Furnaces", etc. settings that were present in the past. Where have they gone?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dramegno on April 10, 2016, 07:53:54 am
Masterwork Reborn will not have all the stuff from the previous version of Masterwork due to if feeling gassy or something like that. But the launcher is far from complete as well as some of the races. The Dwarves are complete from my understanding but that could have changed with the last few replies to this thread by Meph. I hope that answered your question.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: pikachu17 on April 13, 2016, 09:46:06 am
Is this going to remain being a 40.24 mod or will it be updated to 42.06?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Rydel on April 13, 2016, 04:45:58 pm
I'm pretty sure this is getting updated, it's just that Meph's been out of the country.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 14, 2016, 09:21:12 am
Yes, it will be. I just got back today.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: zackman0010 on April 19, 2016, 11:55:35 am
I was just coming into this thread to politely ask if you would be working on this again. I'm glad to see you're back, and I look forward to future updates!
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: dead on April 20, 2016, 01:31:40 pm
Yes, it will be. I just got back today.

This is the best news in over a year! Lol

I'd love to see what you're doing with the skill training system. I remember the last Masterwork version I played had separate workshops that were libraries and dwarfs would read books to get better. Now that library exists in vanilla as well as a paper industry, I'm excited to see what you'll do with all of the locations. I'm loving them even if they mostly eat fps and end up in fist fights.   
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Putnam on April 20, 2016, 10:14:21 pm
yo here's something i bet you'd like

Code: [Select]
dfhack.run_script('add-thought','-thought','the soothing of an auspistice','-emotion','FONDNESS','-severity',50,'-unit',unit.id)
Code: [Select]
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]

If all goes to plan, next version of DFHack should have an update add-thought which allows arbitrary thoughts to go with emotions. Anything that can be worded as "due to X".

Naturally, you can do this with syndromes too, but DFHack allows it more flexibly.

(That script is for an implementation of some new relationship types that i'm making, but that's not really that important, especially since all of the relationship stuff has to be scripted with DFHack)
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 21, 2016, 06:56:20 pm
Just installed VisualBasics and fired up the GUI source. Still works after all that time... ^^
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Rydel on April 21, 2016, 09:56:26 pm
Speaking of the GUI, any change you'll be adding support for different tilesets to have their own TWBT overrides?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 22, 2016, 01:13:14 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: UltraValican on April 22, 2016, 02:38:29 pm
Is there a particular reason why the game shifts back to Ironhand on start up, even when I have selected another tileset or outright deleted Ironhand from the folder?
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on April 22, 2016, 02:58:31 pm
That doesn't sound like it should be happening. The GUI doesn't itself have the various things archived, it just references where they are stored relative to itself.

Are you sure you're running the right executable? Like if you have more than one DF/MW directory, and you deleted Ironhand out of one of them, but you're running from the other directory.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: UltraValican on April 22, 2016, 03:19:39 pm
I'm pretty sure I'm running from the right directory. The Dwarf Fortress main screen will pop up when I run it, with the lettering I selected, pause for a moment, and then change to IronHand.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Niveras on April 22, 2016, 03:37:20 pm
Ah, might be that Ironhand is still selected as the TWBT font or something?

I had a similar effect when I was trying DF 42.06 with the recent DF releases - that is, the game would load as one font, then change after a few seconds (when TWBT loaded and changed the font). This wouldn't explain why Ironhand font persists even if you'd deleted it, though.

Edit: Wow, I'm dumb. No, it wouldn't be that, since you specifically said you selected a font but it changed back. I did have a similar issue with DF42.06 but I don't remember how I fixed it. Sorry.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: UltraValican on April 22, 2016, 03:44:01 pm
Oh damn, you're right. I completely missed that. I fixed it now. Thanks for the help.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Rydel on April 22, 2016, 04:39:07 pm
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.

I didn't mean redoing the art to fit the style of the tilesets, but rather referring to how some newer tilesets, like Gemset or Rally Ho! are designed to work with their own set overrides.  As it stands now, there doesn't seem to be a way for those to be packed with the tileset and have the game use that new set instead.

If the overrides.txt and associated image files were stored with the tileset data for the launcher, then copied to the appropriate game locations when selected, this would allow tilesets that already have their own overrides to use those.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Dess-o-metrics on April 23, 2016, 06:07:00 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: 123nick on April 24, 2016, 01:20:36 am
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: 123nick on April 26, 2016, 10:12:47 pm
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.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Musaab on April 28, 2016, 01:06:33 am
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.

I'm pretty sure it is not being worked on, yet.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 28, 2016, 06:58:09 am
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.

I'm pretty sure it is not being worked on, yet.
How pretty is pretty in that case? :P
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on April 29, 2016, 04:11:06 am
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! /sarcasm
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: Meph on April 29, 2016, 06:01:39 am
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! /sarcasm
It's free? Damn. No one told me.

I'll deinstall VB and dreamweaver and beyond compare and photoshop at once.
Title: Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
Post by: forsaken1111 on April 29, 2016, 08:44:41 pm
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! /sarcasm
It's free? Damn. No one told me.

I'll deinstall VB and dreamweaver and beyond compare and photoshop at once.
is free for me. :P

Although that isn't true because I donated but whatever. Can't wait for the new version, if there is something I can do to help let me know
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Meph on April 30, 2016, 05:00:11 pm
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.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Molay on April 30, 2016, 06:49:20 pm
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.

Just in case you need the confirmation: There are indeed people that want an update; I would know, I'm one of them. Your absence has been sorely felt throughout the past year or so, and I'm excited you're back among us, slaving away at your computer for our amusement. I'm looking forward to any updates you do on the new MW version, and bringing it in line with the current game/dfhack version is much anticipated, as is all the other good stuff MW is sure to bring (or bring back?) in the future!

So, errr, that's just so you know someone gives a damn that you're working your ass off for us :-)

Hugs and KissesMugs and Kittens,
Molay
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Delta_02_Cat on May 01, 2016, 04:46:02 am
Im sorry, I cant hold it anymore.... I CANT PLAY DF WITHOUT MW!

Oh yeah sorry for that, I'm looking very much forward to be playing the new DF versions with MW! :)
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Meph on May 01, 2016, 05:19:44 am
Im sorry, I cant hold it anymore.... I CANT PLAY DF WITHOUT MW!

Oh yeah sorry for that, I'm looking very much forward to be playing the new DF versions with MW! :)
Friday.

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.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Popokolara on May 01, 2016, 05:26:39 am
Yei! tnx a lot for your hard work!
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Insanegame27 on May 01, 2016, 07:09:50 am
New meme: the Meph. The Meph makes us wait a year, then does all the work in one week, you could say he is the ultimate procrastinator.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: forsaken1111 on May 01, 2016, 07:10:25 am
Note he didn't say which Friday...
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: kizucha on May 01, 2016, 07:50:25 am
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
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Delta_02_Cat on May 01, 2016, 10:26:41 am
Im sorry, I cant hold it anymore.... I CANT PLAY DF WITHOUT MW!

Oh yeah sorry for that, I'm looking very much forward to be playing the new DF versions with MW! :)
Friday.

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.

That sounds great, thank you very much for your hard work Meph :)
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Meph on May 01, 2016, 11:08:47 am
Note he didn't say which Friday...
Friday 6th May 2016.

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
Please, do stress me. I'm not sure you can stress me, but by all means, please try. :P (Thanks :) )
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Abadrausar on May 01, 2016, 01:52:24 pm
Ever nice to see you again active in the forums Meph :)
I am reusing and adapting some chosen parts of Masterwork in unreleased HDFPS  (http://www.bay12forums.com/smf/index.php?topic=157300.0)
1.) Your overrides, I am not being original, everyone uses those ;)
2.) Your Changelings -> Automatons -> Colosseum subsystem that I find really clever and interesting.
3.) I have tried to adapt more of your content but Rubble (http://www.bay12forums.com/smf/index.php?topic=154304.0) really dislikes un equilibrated brackets.

Wish luck in your new upcoming MW version!
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Boltgun on May 01, 2016, 04:08:35 pm
Note he didn't say which Friday...
Friday 6th May 2016.

I'd better rush that succubus update then.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Siffur on May 01, 2016, 11:07:25 pm
AYYYYYY, not a forum guy normally but nice to see some stuff happening, welcome back

cant wait till friday

hype
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Musaab on May 02, 2016, 04:46:29 am
This can't be true.  I said that I was "pretty sure" he wasn't working on it, yet. 
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Meph on May 02, 2016, 12:39:47 pm
Ok, fixed that issues with TWBT.

GUI compiles and I added 30-ish options to it.

Still trying to figure out the new dfhack syntax. It confuses me. ^^
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: 123nick on May 02, 2016, 04:00:55 pm
im excited for the update! :D
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Meph on May 02, 2016, 04:05:08 pm
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.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: dead on May 02, 2016, 10:47:12 pm
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.

Sex changes now possible in DF?

All military dwarfs will be female and all will be given a baby as shield.

Armok's will shall be done!
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Volke on May 02, 2016, 11:11:39 pm
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.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Boltgun on May 03, 2016, 03:42:38 am
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.

Yes I love reactions categories and descriptions. There should be enough ingame help to avoid confusion.

Dfhack has a lot of new features but some easy stuff has been replaced by heavier scripting on my side. Turns out syndromes and interactions are broken again, so it is for the best if I go an extra mile and brute force it with script.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Meph on May 03, 2016, 04:24:39 am
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.
For me it means less work on a manual, yeah, but now I'm 1323 custom reactions that need a description. :D
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Mirrond on May 04, 2016, 03:44:42 pm
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.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Molay on May 04, 2016, 06:15:21 pm
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 is my understanding that the friday release won't include a lot of things you may know from the old MW version. I believe for all the extra CIVs to not be implemented yet, for instance (automatons, jotuns, underground civs, ...). Personally I think of the friday release as a MW-light version, with the generic materials (YAY!), fortress defense and perhaps other mods easily configurable in the launcher UI (YAY!!!) and perhaps some additions to dwarf mode (YAY!!!!).

Perhaps Meph can shed some light on what we'll actually be getting on friday? What will be included, what won't? Just in broad strokes perhaps, so we have an idea :-)
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Meph on May 04, 2016, 06:21:33 pm
Roughly this:

Spoiler (click to show/hide)

For the succubi content you have to ask Boltgun.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Putnam on May 04, 2016, 06:37:00 pm
It seems a bit weird to have two completely different game mechanics that both happen to be writing scripts for libraries.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Meph on May 04, 2016, 06:47:38 pm
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.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Putnam on May 04, 2016, 07:04:00 pm
Vanilla libraries are like historical libraries, which is to say, philosophers discussing pythagoras' theorem or whatever. Units will sometimes head in there as leisure activity and read things. This can get pretty fun if you have any secret-bearing texts within.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Meph on May 04, 2016, 07:31:36 pm
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?
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: Putnam on May 04, 2016, 07:47:53 pm
Scribes do it when they have something to copy and scholars do it when they have something to write, yeah.
Title: Re: ☼MASTERWORK☼ - for df.40.24 - V.006 - 2015 (the smaller new mod)
Post by: forsaken1111 on May 04, 2016, 07:48:00 pm
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 05, 2016, 08:50:52 am
So I've been playing a fort for 3 or so years now and have not seen any goblins. I've made sure to embark next to goblins; I even checked in Legends Viewer and a few tiles away from me is a goblin dark fortress with some 15000 goblins... However, they never attacked. No child snatching, no ambushes, no sieges. I've been reading the wiki and found this http://dwarffortresswiki.org/index.php/DF2014:Ambush :
"Currently, as of v0.42.04, goblin ambushes do not happen due to it being removed from the raw. Sieges still do occur after your fortress exceeds the population of 80 though."

This got me thinking the reason for that unwanted peace might be something that has nothing to do with me. I'm not sure if you're aware of such a thing Meph, and what it takes to fix it, but I thought I might mention it. I'm really looking forward to finally having to fight again in masterwork, vanilla just doesn't offer much in the way of dying horribly as it stands. Only one FB and one cyclops in 3 years, not a single goblin. Not even the elves came back after I offered them half a forest. It's so peaceful, I hate it. :)

Edit: Damn, you're a day early son. Well done!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Foffy123 on May 05, 2016, 10:15:23 am
Thanks for the reminder Meph, I'll check this new version out ASAP! I was actually looking for something to do this morning, so this is great timing.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Jaso11111 on May 05, 2016, 10:56:46 am
New MWDF updates?
PRAISE SATAN!
THE DONG HAS BEEN EXPANDED!
ALL HAIL OUR DARK LORD MEPH!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 05, 2016, 12:21:30 pm
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.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 05, 2016, 12:40:47 pm
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.

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.
I see. The entity files are still on 40.24, I did not update them to 42.06. I'm on it.

Tested, you are right. I need to update the entity and creatures of the FD mod.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 05, 2016, 06:15:19 pm
Glad to hear you could easily identify the problem! Another minor thing is the GUI:

Spoiler (click to show/hide)

The top bar does not seem to be sized correct; also, there are utilities hidden behind the Patreon banner.

Perhaps related to my resolution (2560x1440). Note that the GUI has resize property disabled.

Edit: Well I'm truly shit at MS paint, but I hope the white space doesn't offend too much :D

Edit: Spoilered the image :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 05, 2016, 06:36:28 pm
Oh...

Yeah, that looks very different on my machine. I feared something like this might happen.

On my machine it looks like this:
Spoiler (click to show/hide)

Thanks for the report. Please put large pictures into spoilers the next time. ;)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 05, 2016, 07:51:44 pm
So I've genned this pretty odd world, where from most civilizations there is just 1 instance.
1 goblin
1 succubi
1 orc
1 night creature
1 titans
1 naga
while all the other races have 10-20 civs each.

Is this normal?

Image:
Spoiler (click to show/hide)

Legends Viewer files:
http://www.filedropper.com/r1_22
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 05, 2016, 08:06:18 pm
That's pretty normal, if they're all DARK_FORTRESS civilizations. Those things tend to have only one due to the funny way their first site is generated.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Rekov on May 05, 2016, 08:09:09 pm
I may have found another bug relating to the interface on the Invaders tab. It starts out with all red X's in the Active and Adv columns, and all grey X's in the Fort column. If you toggle the active column on and off, it greys out the Adv column. You have to toggle active back on before you can toggle adv on.

Spoiler (click to show/hide)

Also, the interface generally looks good in Windows 10!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 05, 2016, 09:11:49 pm
One suggestion, a rather small thing really.

Have a toggle in the launcher UI to make your dwarves cannibals (EAT_SAPIENT_KILL and EAT_SAPIENT_OTHER in ethics).
While the easiest thing to change in the raws for anyone on their own, perhaps just having a toggle there might let some people know that this is even possible -- and it's incredibly fun to play too. Just a thought, though.

Oh, and while I'm talking about butchering things, will we get bloodiron/bloodsteel back? Delicious bloodwine too? Good times...
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: darkflagrance on May 06, 2016, 12:03:27 am
So, you should probably adapt the Fortress Defense Mod races from the current version of that mod to the new version of Masterwork. Among other things, the crash bug was fixed, the bug that causes invaders to come naked was fixed, and various other major functionality bugs involving invaders not performing functions they were supposed to perform was fixed.

Incidentally, the bug that's probably causing nearly every Fortress Defense race to crash is the presence of the CULL_SYMBOL:ALL:UNTOWARD or a similar token involving a symbol group that was removed at some point.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Avacado on May 06, 2016, 01:09:50 am
I find out MW is back the same day I see Civil War? Hell of a day
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 06, 2016, 06:01:00 am
Major issue with locations (tavern in this; probably library too, not sure about temples - but all same problem)!

I had a weremammoth bard decide to visit my tavern. He is correctly flagged as Guest / No Activity (duh, I raised the drawbridge) just as any other guests. However, he wasn't like the other guests, which is why I raised the drawbridge in the first place. Upon entering the map, this friendly guest went on to kill all my pastured animals as well as other local wildlife. As he is technically a guest, I suspect him to be trap immune like the other guests too, so there's no way to try that out for me.

For now the only solution seems to be to close all inns and libraries and stuff. 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.

On another note, I find it quite refreshing that the whole metal industry is still simple as of yet. It was overly complex (in my opinion) in the older version, the current one seems very nice. A few crucial additions to the industry, but not too much crazy hoops to jump through to get some plate armor.

I'm not sure about Mithril personally, it seems too cheap to get, with just 3 silver bars. Perhaps there should be some addition to the recipe (perhaps adding flux? or increasing the silver amount?). Silver can be quite easy to come by on most maps, and it does make steel sort of redundant (even for blunt weapons, as you will inevitable get Orichalcum bars from your mithril production which outclass steel for blunt anyhow). Crazy material values for metals too, I like it. Really enjoying myself so far. Besides that undead giant bird that was in my joyous wild biome within the first month of embark... Is that the necromancer's doing? I got no tower nearby, but the necromancer civ is in range.

Cool stuff, cool stuff! I do sorely miss the bloodsteel and bloodwine though :)

Edit: Just to clarify, I love the concept that you don't need steel to make mithril anymore, as making steel means you are very restrict on where you can realistically embark. Only needing silver is superb and allows for some wacky embarks in mountains that are basically all gold/silver ore (found lots of those sites!) without having to worry about military grade metals. Flux would seem like a reasonable addition as it's relative easy to come by (bonemeal if nothing else!), needing different metals would again restrict the embark options. So far, I see it as a very good thing that you don't _need_ iron for your military.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 06, 2016, 07:55:47 am
Quote
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
'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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: jimboo on May 06, 2016, 08:39:27 am
Its one of the reasons I restart the mod, to avoid feature-creep.

Good plan, and blood_whatevers don’t seem very dwarfy but are useful for the other races.  Now that Meph is in full ‘busy mode,’ does this mean we’re past the point of suggestions/recommendations?  Time for poll(s)?  Or did I just miss it?   :)  Wouldn’t be the first time –

Edit: oh, right -- new poll is on different thread.  So much for posting a.m. before sufficient coffee ...
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: lunaman22 on May 06, 2016, 08:55:42 am
How do i change the tileset?
I set it to ascii but it didn't change.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on May 06, 2016, 09:17:06 am
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 think it would be more interesting and/or balancy if the bone "metals" had some unique properties to reflect it being organic.  Like tough to cut, highly deformable, not as sharp & maybe lighter in weight but not quite as strong as regular metals.  Kind of the opposite of how the weapon grade glasses were less ductile than metals.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 06, 2016, 09:26:46 am
How do i change the tileset?
I set it to ascii but it didn't change.
The game uses two tilesets, one for graphics one for text. You probably changed the graphic one, but were still in the menu.

In the GUI you have "tileset" for the graphical one, and "TWBT" for the text one. Change both, try again. :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: lunaman22 on May 06, 2016, 11:16:29 am
How do i change the tileset?
I set it to ascii but it didn't change.
The game uses two tilesets, one for graphics one for text. You probably changed the graphic one, but were still in the menu.

In the GUI you have "tileset" for the graphical one, and "TWBT" for the text one. Change both, try again. :)
Thanks famzilla.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 06, 2016, 11:46:07 am
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 :P

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 also noticed a... bug? I think? I launched the game and embarked on a wonderful place at the side of a major river. The problem is - dwarf aren't doing anything. Literally. I designated them an area to chop down trees, and a plae to mine a stairs... and they aren't doing it. This doesn't even show on a job list. The pen/pasture order shows there, but the dwarfs still don't do anything. No Job everywhere.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dead on May 06, 2016, 12:52:11 pm
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.

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't wait for the madness that is FB sieges! Wooooooooo!

 
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Golbolco on May 06, 2016, 04:03:02 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 06, 2016, 06:50:46 pm
Quote
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
'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.

Don't you worry Meph, I know you went to travel the world and didn't have time to play around with those new goodies like taverns and such :) Just making sure you're aware of certain odd behaviors so you have an easier time fixing them, eventually^^

As to the topic of bloodmetals and feature creep... I do need to say, I liked my cannibalistic dwarves with their thatch huts and all their things made out of blood and bone... But now that you put it this way, I might have to agree with you. I realize that those dwarves I tend to play are not what dwarves ought to be, so it would in fact be _better_ not to include bloodsteel etc for dwarves... Ah damn, a depressing thought but not having crazy feature creep is very important, so you're absolutely right here!

However, I think bloodwine might still be on the table? I don't see why dwarves would refuse any kind of booze; they drink things called sewer brew after all, how bad could bloodwine possibly be compared to that :D
And to make blood barrels not a one-produt only intermediary (for wine), how about the following idea:
Blood contains iron (hemoglobin). What if there was a way to extract that iron and use blood to start an iron industry? That's like, science and stuff, very dwarfy. Perhaps the blood would have to be boiled (smelter? some sort of cauldron specific to this task?) which would then yield iron dust(?needs a bag) which can be melted into pure iron bearing stone (like pure magnetite, hematite etc...).
So: Animal -> Butcher:Meat -> Kitchen:Blood(Barrel) -> Cauldron/Smelter:Irondust(Bag) -> Smelter:Pure Iron Ore -> Smelter/BlastFurnace: Iron Bars

It's a long process, but it's essentially infinite iron without ever having to dig something out the ground, all can be done via husbandry and with some fuel. It would result in you being able to make iron out of the meat industry like before, but more dwarfy and less "savage sounding" than bloodiron :D Just a thought.
Edit: I realize that this is still bordering on feature creep upon proofreading >.< But at least it would stay lore-friendlier than bloodsteel, no?^^
Edit2: Thinking some more, this would essentially make it possible to create steel on any map once again. Perhaps Mithril could then again be given steel as an ingredient? I'm not sure about this, but it might be worth a consideration. My Mithril Swords are pretty badass, they should be harder to make for sure :D
Edit3: Obviously values need to be balanced. It would make sense to either need multiple barrels of blood to create a bag of iron dust (my favorite) or multiple bags of iron dust to make pure iron ore. Perhaps it would also require multiple pieces of meat to make a blood barrel in the first place!
Edit4: The metallurgist needs 2 iron cauldrons. It would be perfect if that's the place you boil the blood I believe. It would be a situation where you could possibly require to embark with 2 iron cauldrons to enable that industry, which sounds fine to me honestly. And if the whole production chain has become too ungodly long, perhaps the metallurgist can turn 5 or so barrels of blood straight into iron bars? That would remove the bonus from pure iron ore, which sounds okay for infinite iron.

I've ran into another "issue" of sorts when designing my military, the uniforms specifically.
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.

Will those materials be made generic? If not, perhaps you can do some magickery so that all the materials a fort supposedly can produce are somewhere on top of the list, with normal leather, iron and such? If all that fails, perhaps DFhack might allow for a search function when selecting materials for uniforms? (Although I don't think you do extend DFhack that way yourself?)

Anyway, just create a new uniform and select a material for a cloak and you'll see what I'm talking about.

Edit4: Okay that was the final edit, I promise. Back to slaughtering stuff.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dirkdragonslayer on May 06, 2016, 07:16:22 pm
Now that it is 42.06, I think I plan on having a Kobold Camp designed around a big aboveground tavern with walls and such,like the Friendly Arm in from Baldur's Gate. Very excited for this, thanks Meph. Also, how was the bike trip this time?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on May 07, 2016, 12:08:41 am
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.
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. :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 07, 2016, 01:29:29 am
Leatherwing Bat's skin (after shearing) does not seem to be tannable, so they don't allow for leather production sadly. Might just be an oversight? Or do you have to tan it elsewhere than the tanner's workshop?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 07, 2016, 03:31:00 am
Leatherwing bat leather currently only works without the "more leather mod". I can fix that.

Quote
A, B, C, D: Are yarn, silk, blood and cheese going to be standardized?
yes

Quote
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.

Quote
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.

Quote
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. :)

Quote
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.

Quote
My Mithril Swords are pretty badass, they should be harder to make for sure
noted.

Quote
I've ran into another "issue" of sorts when designing my military, the uniforms specifically.
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.
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.

Quote
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.

Quote
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 :P

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. ;)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 07, 2016, 05:31:43 am
Quote
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. ;)

First part - yay!

Second part - ... looks like I'll manage to write this assignment after all :V See you next friday.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 07, 2016, 06:51:47 am
Quote
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. ;)

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?

https://www.dropbox.com/s/zb4xst0yid4k5oo/objects.rar?dl=0 (https://www.dropbox.com/s/zb4xst0yid4k5oo/objects.rar?dl=0)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 07, 2016, 08:30:47 am
Quote
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. ;)

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?

https://www.dropbox.com/s/zb4xst0yid4k5oo/objects.rar?dl=0 (https://www.dropbox.com/s/zb4xst0yid4k5oo/objects.rar?dl=0)

Thanks so much! :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 07, 2016, 10:57:24 am
Quote
You mean because I cant upload a tiny hotfix for you to copy+paste into your objects folder?

https://www.dropbox.com/s/zb4xst0yid4k5oo/objects.rar?dl=0
... Well, damn it. I have written one page of my assignment, so I deserve a reward, right? :V God bless you, kind man.

btw. I think I noticed another minor bug. In settings, when I hover my mouse over the "animal man frequency" and "giant animal frequency" I get a description that talks about vampire curses... should it be like this?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 07, 2016, 11:15:54 am
thats already fixed in my dev version. 4 tooltips were wrong, copy paste mistake.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dirkdragonslayer on May 07, 2016, 12:47:33 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 07, 2016, 12:49:41 pm
Quote
thats 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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 07, 2016, 12:55:59 pm
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.

Code: [Select]
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")

Quote
thats 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.
That is new. Can you send me a save?

Edit: I tested, cant replicate that. They work fine.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 07, 2016, 01:19:57 pm
I can try... though it might take me a while (bad internet connection etc.).

I'll send you a link through private message if I'll manage to make it work.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: bennerman on May 07, 2016, 01:26:43 pm
Found my first "necromancer necromancer", i.e. a member of a necromancer civ who read a slab. Interestingly enough, his civ didn't kick him out like they do in vanilla. He's still the lawgiver and still lives in the capitol hamlet.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 07, 2016, 02:08:16 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 07, 2016, 02:36:43 pm
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?

Mostly because of this:
Quote
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 07, 2016, 02:39:43 pm
Yeah, now I know, I mean, once it works, once not.

Well, I looked into all the obvious reasons. Necessary jobs enabled. Eh, I guess I'll have to bear with it ;_;
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 07, 2016, 02:46:48 pm
Yeah, now I know, I mean, once it works, once not.

Well, I looked into all the obvious reasons. Necessary jobs enabled. Eh, I guess I'll have to bear with it ;_;
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.

Thats why no one is working, they are fighting.

(http://i.imgur.com/Qyj3uXC.png)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 07, 2016, 03:30:19 pm
Code: [Select]
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: SabbyKat on May 07, 2016, 05:47:15 pm
Bug report timeee!

~ When you alter the evil biome size and/or the 'evil settings' (Demon type amount, bogeyman type amount), etc. Some unseen setting will cause world to crash 100%. I cannot find a pattern - one time I alter Bogeymen to 1000 (max) - it loads fine 5 times. I adjust Vampires to 1000 - it suddenly crashes non-stop. Turn vamps to 26 (default) - crashes. turn Vamps to 1000, Bogeyman to 26 - it works...

It's a mess to say the least, that I cannot discern the cause of. Likely has to do with the 'civilizations' you're carving out for these various evil beings I presume, but should be noted - as it causes 100% crash rate 10/10 times.



Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on May 07, 2016, 09:19:58 pm
Hey Meph, what ISP do you use? You're always on the move, what kid of data plan do you have?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: RandAnima on May 07, 2016, 09:59:09 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: bennerman on May 07, 2016, 10:07:11 pm
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.

http://www.bay12forums.com/smf/index.php?topic=157963.0

There chu go, mang~
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cerevox on May 08, 2016, 02:01:29 am
So, I managed to get my fort in between 4 towers. Necromancers galore, or so you would think. So far I think only one tower is sending actual undead. The others send undead winemen and icemen when I get the "Dead Walk" warning. It would be kinda interesting, except winemen and icemen drop all gear the moment they walk onto the map and physically the winemen die from a push, while the icemen can be hacked to pieces easily with a training axe. They also fail to leave corpses on death. Just a pool of enchanted wine, or nothing at all for the icemen.

I also have the components of a hacked apart bloodman wandering that map that were reanimated, but are showing as friendly.

I think something may be off with the necromancers.

Edit: Okay, this time I saw the actual necromancer, who was in fact a cryomancer. So, I guess it is intended for the *mancers to bring strange stuff. you might want them to keep their gear on though.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 08, 2016, 02:16:41 am
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!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 08, 2016, 03:08:06 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on May 08, 2016, 03:33:58 am
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.
Internet Service Provider
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 08, 2016, 03:35:31 am
Oh... I'm officially homeless, so I guess I dont have one. But the flat I live in atm has UnityMedia.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: mglarev on May 08, 2016, 06:56:39 am
Would you mind adding version numbers to your releases? It is really hard to decide if I want to update later on, if I am not really sure what release I am on.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 08, 2016, 07:15:07 am
It has a version number, 1.00. Its below the download button and on dffd.

Or did you mean the thread title and/or rar file?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: mglarev on May 08, 2016, 07:27:09 am
Ah, sorry. I meant in the file name, such that it unpacks to a directory with the version number.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Niveras on May 08, 2016, 08:32:02 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Molay on May 08, 2016, 08:36:12 am
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.

Thanks for clarifying! Was thinking the setting from the launcher was somehow not correctly applied. Never had this many kids in my fort, though^^
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: bennerman on May 08, 2016, 11:11:22 am
You could always double check to ini to make sure it applied it correctly, but as was said, it doesn't really affect migrants.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boodz on May 08, 2016, 03:34:48 pm
Hi meph.

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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 08, 2016, 05:08:22 pm
Hi meph.

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?
You did nothing wrong.

Kobolds have no access to metals, and therefore no access to weapons. You have to make your own, from horn or bone.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boodz on May 08, 2016, 05:27:03 pm
Hi meph.

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?
You did nothing wrong.

Kobolds have no access to metals, and therefore no access to weapons. You have to make your own, from horn or bone.

Ah thanks for the info! Still getting used to the new 'bolds!! ;)

I love what you've done with them btw.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Nelia Hawk on May 08, 2016, 06:00:01 pm
Hi meph.

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?
You did nothing wrong.

Kobolds have no access to metals, and therefore no access to weapons. You have to make your own, from horn or bone.

when i "plan embark carefully" it had 2 tungsten hatchets in the list (300 points each)... but i removed them in the hope to pick some cheaper stuff myself... but ya no weapons or hatchets etc in the list (training weapons were shown) to pick. but seems that is supposed to be so.

overall the kobolds seem to have it pretty bad in world gen... they always seem to have just 50-500 people... and when i select their civ on the worldmap at embark they never showed up "owning" areas...
my embark people are all 5-9 years old too... so i guess most just die of old age in world gen? (my world gens are just 200 years old, some with fortress def easy races some without)
i would guess they breed way more and end up overall with more pop than other races (10000+), but they end up with under 1000 mostly at 200 years.
the one i embarked on at has:

Spoiler (click to show/hide)
some of these numbers though.... 25k necromancers, 47k vampires, 23k titans...

and here 2 other:
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 08, 2016, 07:16:36 pm
Kobolds do get a random weapon of a random material at embark. But if you remove them, you cant get it back ^^
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: WaffleEggnog on May 08, 2016, 08:43:06 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 08, 2016, 08:56:56 pm
You need to regen to actually change settings
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: WaffleEggnog on May 08, 2016, 09:12:41 pm
You need to regen to actually change settings
You mean regen the world? I've tried that already my dude
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dirkdragonslayer on May 08, 2016, 10:27:23 pm
I think the Kobold interaction that turns critters into flux is broken, I tried 20 times and got nothing. I was doing this because I forgot to bring fireproof materials and was desperate for materials to start making glass daggers.

Thanks.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: bennerman on May 08, 2016, 10:37:35 pm
You need to regen to actually change settings
You mean regen the world? I've tried that already my dude

Did you select the race using the "active" column or the "fort" column in the civ tab of the launcher?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on May 08, 2016, 11:24:22 pm
Maybe Soundsense should be included in the next update pack. It's working for 42.06 now
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 08, 2016, 11:42:03 pm
Was it ever not working?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on May 08, 2016, 11:46:05 pm
No, I was thinking of Therapist.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 09, 2016, 02:49:20 am
Maybe Soundsense should be included in the next update pack. It's working for 42.06 now
Soundsense is included, I just forgot the link in the UI ^^.

Check MasterworkDwarffortress/Utilities/Soundsense.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 09, 2016, 07:17:03 am
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: bennerman on May 09, 2016, 07:56:30 am
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?

Legends viewer. It's included with masterwork. Here's the thread to tell you what to do:

http://www.bay12forums.com/smf/index.php?topic=154617
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 09, 2016, 09:09:56 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: WaffleEggnog on May 09, 2016, 09:34:19 am
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.
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 :(
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 09, 2016, 10:19:16 am
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.
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 :(
Hate to say it, but thats not possible. The code behind it is the same as always; nothing changed on the civ tab.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: mglarev on May 09, 2016, 12:36:02 pm
The launcher displays the following in the "settings" tab:

Quote
Label: Aquifers
Tooltip: Disables Aquifers

Is it possible to change that to:
Quote
Label: "Enable Aquifers"
Tooltip: "Enables Aquifers"

since that is what the option actually does?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 09, 2016, 03:42:52 pm
sure. You are the second person to ask about that. ;)

Its a simple change.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on May 09, 2016, 07:08:11 pm
Whatever happened to smoothing rough wood and planks?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 09, 2016, 07:10:38 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on May 09, 2016, 07:31:16 pm
Okay, I was just worried that it wasn't going to make it into the new mod.

Also looking forward to evaporating rubble, a working manual button in the Masterwork Settings client, and warpstone, and butchering rocks for meat.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on May 09, 2016, 07:33:27 pm
Hey, figures you'd release a new masterwork just before a new major release of DF. :P
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Cult of the Raven on May 09, 2016, 07:50:43 pm
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!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 09, 2016, 08:19:01 pm
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Cult of the Raven on May 09, 2016, 08:23:04 pm
Try searching "preta" in the thread, it's come up a lot


huh, that's odd. When I searched this thread I only had found one other post that mentioned them. I'll take a look through the thread manually then, if you say it's in here then I should be able to find it.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 09, 2016, 08:24:39 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: bennerman on May 09, 2016, 08:38:24 pm
http://www.bay12games.com/dwarves/index.html#2016-05-09 So I guess I just don't get to play anymore, then? XD
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Cult of the Raven on May 09, 2016, 08:48:42 pm
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.

Thanks! that helps a lot. They've killed both my cooks, half my military, and my whole stock of dewbeetles, not to mention various other important dwarves and critters. If there was a way to appease them I'd leave them in but as it is it looks like they'll just continue to go on a rampage with no way to stop them? Which doesn't seem very fun. So, I'll probably take those out with my next fort once this one has fully succumbed.

anyway, thanks again for the help~
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: RandAnima on May 09, 2016, 08:54:20 pm
Thank you Mehp and the entire masterwork team.  The charm here in Dwarf Fortress has always been dot dot dot.  Potential.  It is the raw, unfinished, candy-coated gem that you wish you could work but you cannot.  There is not yet a work-shop for it, the reaction remains un-concieved even within the strangest mood.

Ahem.  Sorry, don't know what came over me.  I meant to say that I have had the most fun of any of my many forts (vanilla, custom, or masterwork) today.

I set out with a party of kobolds.  Turns out we have no domestic animals.  Welp.  Embark on a cavern on a mirthful plain on a Blessed Sera world.  I name all the bold after dogs I know or have known.  Violet Thunderpaws is a wood cutter wielding a wooden training axe.  We wall of the cavern as quickly as possible, but a giant bat escapes.  Our hunter menaces it with wooden bolts, bruising pretty much everything.   The bat attacks various workers, and each one gets a solid punch (one memorable punch caused the bat's nose to explode) in before it flies away.  Until it attacks Violet Thunderpaws.  She's minding her own business and cutting a tree down when it slashes her axe hand 'mangling it beyond recognition.'  She pukes and passes out.  The bat PICKS HER UP IN ITS TALONS AND CARRIES HER SIX SQUARES UP.  Our hunter, Snick, peppers it with more darts, but it doesn't really do any damage.  Violet wakes up and punches the bat's right foot with her good hand, breaking it but accomplishing little else.

At this point I already regard this as epic, and yet it's just the warm up.

Violet then, with her mangled hand, punches the bat's head into gore.  The bat drops her.  Its corpse hits the ground so hard that the butcher gets to take the day off.  Violet herself lands on her feet, or rather more accurately her right foot.  Which is also mangled beyond recognition.  She takes one step toward our walls, pukes, and passes out. 

The remaining six dedicate themselves entirely toward a hospital industry.  After two painstaking months of constant washing and suturing and splinting, she is up and about with a crutch.  With which she is very quickly becoming skilled.  She also happens to be ridiculously happy.

I don't...I'm afraid to play this save.  Can I keep her alive against an entire planet worth of creatures trying to kill her and her friends?  What is this game?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 10, 2016, 03:10:47 am
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 10, 2016, 05:28:25 am
Bearded Cavernkeet does not claim nest box, even though there are unoccupied ones in my fortress. Although the number of eggs rise. Is it how it's suppose be?

Nevermind, they suddenly started working after I relaunched the game.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 10, 2016, 06:10:45 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 10, 2016, 12:18:17 pm
Ok, now I am officially really angry ...
I don't know what else could it be than bug.

http://imgur.com/a/m0iAN

First screenshot - my fortress. All the wall construction orders are active (not suspended).
Second screenshot - yeah, my dwarfs are really overworked. They are staying like that for a half of a month. No burrows, all works active in Dwarf Therapist. The diggers keep digging only because they continue an active order from before the game gets buggy - if they finish this assignment, they'll get No Job too. The same with stoneworker, who is currently constructing a very big bridge. Also I am not sure what is going on with nest boxes, but in their cases it might be just my lack of experience, because it's like first time I experiment with them... six nest boxes, three diferrent species of egg-laying creatures, and all nest boxes are unclaimed.

PS. After I relaunched the game, all dwarf got back to work INSTANTLY.
PS2. Tell me what I messed up ;_;
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 10, 2016, 01:38:09 pm
I would just type "workNow 1" into DFHack and see if that works.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 10, 2016, 02:34:08 pm
No noticable difference, unfortunately. Also, my dwarfs recently started ignoring certain works (mainly finishing touches to one of my towers and gate) for like half of year. Construction permanently inactive but not suspended, they have access, but they aren't doing anything.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 10, 2016, 02:35:35 pm
Orthogonal access? I think buildings still can't be built diagonally.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Rekov on May 10, 2016, 02:42:17 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on May 10, 2016, 02:50:16 pm
No, normal access.

Wait... is that possible... yes it is! After whole year of No Job and gate/tower laying unfinished, the dwarfs suddenly finished it. And now it no job again, even though there is another tower I ordered them to build.

I surrender unconditionally. The fight against the Great Minds of the Dwarfs is too much for a measly man like myself :V I'll go play some filthy mainstream fps or something. I'll try again after next version of MDF Reborn :V
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: WaffleEggnog on May 10, 2016, 05:59:14 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 10, 2016, 07:17:42 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on May 10, 2016, 07:50:00 pm
Kobold embark works fine for me, with Dwarfs and Succubi disabled for fort mode but otherwise straight out of the package.  Although, indeed, the civ name was not visible in the world map pre-embark (due to skulking i guess?).

Aside: Error in the dfHack terminal
Code: [Select]
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))
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 10, 2016, 08:06:41 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 10, 2016, 09:56:20 pm
Alright, I'm puzzled as all hell. I started up a Kobold Fort, slowed down to 1/4 speed so I can get used to all the new stuff. Killed off all me spare male Jack Rats, and now I want my hunter to start hunting.

The Hunter labour is active. He has a quiver, and Bone Blowdarts, and a Blowgun. However, he refuses to hunt. It says in his equipment "Missing Weapon of Crossbow Skill Type". I'm assuming this is a bug, as Kobolds are not supposed to have crossbows from the start, and can only get them when they beat back a siege. Any input on this little conundrum?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 11, 2016, 02:20:23 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 11, 2016, 02:25:20 am
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.

*raises hand, looking around the classroom.*  Um..am I the only one? I kinda just like its automation.

I also played around with it for a bit longer and my kobold actually used his blowgun to kill a pair or rabbits....but he had no hunting labor and was not military.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on May 11, 2016, 02:50:35 am
I have been hunting with bows so perhaps blowguns are not working.

Ps I give my hunters armor and let them do their job, instant outdoor security.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 11, 2016, 04:07:53 am
I have been hunting with bows so perhaps blowguns are not working.

Ps I give my hunters armor and let them do their job, instant outdoor security.
Stupid question, but how do you give them armor? I thought enabling hunting labor has its own uniform and they drop every military gear?

I'll add bows to kobolds for hunting. :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: bennerman on May 11, 2016, 07:40:35 am
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.

That reminds me, is his one of the utilities you have to wait for before you can update or no? He said on the reddit he can't update for two weeks because of some university project.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 11, 2016, 07:42:52 am
No.

Its dfhack and therapist mostly.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dead on May 11, 2016, 01:25:24 pm
Spoiler (click to show/hide)
There seems to be some sort of problem with the details option for the mechanic's workshop. There are brick options but I think those are different from the bricks that we make from the brick oven. The bricks showed up in the details of the furniture workshop, but not the mechanic's. Perhaps it needs another reaction to make mechanisms from blocks. Honestly, I don't even know why I want to make mechanisms out of blocks.   

Also, on an unrelated note. Can you add details for the Stonecrafter's Shop? Otherwise, they're just making things out of random blocks and I have to set up feeder stockpile. It's minor, but I've been spoiled by the details option.

I think these are bugs: a quire is required for the following reactions
- make set of armor (leather)
- make set of clothing (yarn)
- make set of clothing (silk)
- make set of clothing (fiber)
- unravel cloth (yarn)
- unravel cloth (silk)
- unravel cloth (plant fiber)

They are all from the Tailor's Workshop.

And finally, you can make bone leggings, greaves, gauntlets, plate gauntlets and helm. However, there are no reactions for armors, boots or shields. There are reactions to burns those though. Can we also get a reaction to make a whole set of bone armor in the Tailor's Workshop or something?

Last one, promise. The details option in the Tailor's Workshop only specifies material and not size, which would be super helpful considering the tavern/inn mercs system. 

Thanks for your work. Sorry to bug you with so many minor details. I hope these haven't been mentioned already.

Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 11, 2016, 01:36:52 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dead on May 11, 2016, 02:19:48 pm
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.

Spoiler (click to show/hide)
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.

Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 11, 2016, 02:40:44 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 11, 2016, 04:56:28 pm
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.

Spoiler (click to show/hide)
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.
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.

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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: 123nick on May 11, 2016, 05:34:28 pm
Maybe. I can certainly add them, only takes a minute. But are they truly that unique, interesting?

maybe not, but i like everything new, even if it can be considered "feature creep" and i know how u dont want too prevent that, but one of the things i loved about ye-olde MWDF was how much content it had, even if i wasnt gonna see all of it, it was the fact that i could. like the slagpit with the gnomes, allowing you too make 20 (20!!) blocks with just 1 slag and some lye, and the archeology which is also amazing, and the drilling rig ,allowing the gathering of lava easily, and etc. like, the ammount of ranged weapons gnomes had, and the turrets and ranged shields, adjustable turrets for animals, all- war trainable animals, training wild animals, the list goes on and on, it was all very cool and made me love this game, i mean, sure i may not have played the new races, like orc, succubus, and etc, but i loved that they were there, and that they would invade, and etc. i think a recreation of MWDF , the ye-olde version, with 6x the vanilla content, in 43 or 42 or even 40, would be pretty damn amazing, but i know thats alot too ask and it is ur mod, so you can do whatever. oh, and 1 thing, why is there like, no gnomes in the most recent version? those were my favorite race, with the drilling rig that is amazing.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dirkdragonslayer on May 11, 2016, 07:48:38 pm
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 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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 11, 2016, 09:24:03 pm
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]

Personally, I think the image of Kobolds well thematically. They are the small, but crafty little ones that use anything at their disposal. At the very least I think the Totemhammer would be good. I mean, what much else will you really be doing with all of your skulls turned into totems beyond decorating or selling them off? And it fits their more tribal theme very well in my eyes.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 11, 2016, 09:41:13 pm
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 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.
If your civ is dead, it might not send caravans, and the fact that kobolds are skulking might interfere.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Abaddon on May 12, 2016, 08:35:46 am
Is there orcs yet or nah?

I've got my own modded orc race based mostly from the 34. version but it's not fun with elves getting wiped out during world gen.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on May 12, 2016, 08:47:18 am
I have been hunting with bows so perhaps blowguns are not working.

Ps I give my hunters armor and let them do their job, instant outdoor security.
Stupid question, but how do you give them armor? I thought enabling hunting labor has its own uniform and they drop every military gear?

I'll add bows to kobolds for hunting. :)

Made a simple uniform with leather armor and no weapon, they drop it if they go active but I never use them for proper battle. It may not work in the latest version anymore.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dirkdragonslayer on May 12, 2016, 01:14:03 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 12, 2016, 02:08:21 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cedstonge on May 12, 2016, 04:40:16 pm
I got an issue i cant create a new map every time i create a map with new invader it crashes!


Thx
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 12, 2016, 05:03:39 pm
I got an issue i cant create a new map every time i create a map with new invader it crashes!


Thx
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. :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cedstonge on May 12, 2016, 05:05:41 pm
Awsome thx Meph keep the good work i really enjoy this mod
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on May 13, 2016, 03:07:54 pm
change-log?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 13, 2016, 04:13:06 pm
change-log?
http://www.bay12forums.com/smf/index.php?topic=158107.0
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Tezra DMar on May 13, 2016, 09:40:08 pm
Hey Meph, 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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 13, 2016, 09:45:18 pm
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?

Which worldgen do you try, the normal or the advanced one? Did you change any settings? Which mod version (1.00 or 1.01) ?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Tezra DMar on May 13, 2016, 10:03:26 pm
Okey dokey!
The procedure entry point
?getThreadDs@Process@DFHack@@QAE_NAAV?$vector@IV?$allocator@l@std@@@std@@@Z could not be located in the dynamic link library C:\Users\(My Name)\Desktop\Masterwork Dwarf Fortress\hack\plugins\dfusion.plug.dll.

The procedure entry point ??0unit_thought@df@@QAE@XZ could not be located in the dynamic link library
C:\Users\(My Name)\Desktop\Masterwork Dwarf Fortress\ Dwarf Fortress\hack\plugins\misery.plug.dll.

The procedure entry point
?paintString@screen@DFHack@@YA_NABUPen@12@HHABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z could not be located in the dynamic link library
C:\Users\(My Name)\Desktop\Masterwork Dwarf Fortress\ Dwarf Fortress\hack\plugins\vshook.plug.dll.

I have tried both normal and advanced world gen, multiple times each. I've also restarted. As for version of the mod, It should be 1.01 (the one you released today)The only settings I've changed was enabling some of the invaders, enabling some random creatures, and setting the TWBT Font to Mayday, as well as the graphics to Mayday. Oh, and I also made it windowed instead of fullscreen.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 13, 2016, 10:05:45 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Tezra DMar on May 13, 2016, 10:10:26 pm
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...
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Duane on May 13, 2016, 10:11:32 pm
Are there any major crashes in 1.01 that will be fixed in the next version? Three times I've sat down and put about an hour into a fort and it always crashes past a certain point, generally ~a month after the first migrant wave. There's no point in maintaining frequent saves because even then eventually I hit a brick wall crash and can't play past it given any situation - as the crash force-closes the game, asking if I want to debug.

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.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on May 13, 2016, 10:22:06 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Tezra DMar on May 13, 2016, 10:23:28 pm
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...

It works now >_> >_> >_> I feel like an idiot for not realizing this would cause problems. As a programmer I feel ashamed >_>
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Duane on May 13, 2016, 10:39:20 pm
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.

Spoiler (click to show/hide)

For what it's worth, it ending on 'A nil v' isn't a copy-paste error. It just abruptly ends there.

Spoiler (click to show/hide)

End of errorlog.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Tezra DMar on May 13, 2016, 10:40:43 pm
One more question. Did you remove the manual in the new download? because it's not there when I click the file...
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on May 13, 2016, 10:44:09 pm
Thanks Duane, that first batch is the harmless error.  (For the curious, it appears whenever a dwarf finishes constructing a building that does not have a building ID#.  This happens, for example, with floors.)

The second batch looks pretty typical, those are units that wanted to go somewhere and couldn't figure out a path to get there.  The errors don't repeat, so they just gave up and did something else.

Neither one seems to be the crash bug :(
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Duane on May 13, 2016, 10:54:26 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 13, 2016, 11:30:23 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Duane on May 13, 2016, 11:32:42 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 13, 2016, 11:34:47 pm
I dont know.

I had 1 crash after an awakened dacite was spawned, and you are the second person to report crashes as well.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Duane on May 13, 2016, 11:45:58 pm
I dont know.

I had 1 crash after an awakened dacite was spawned, and you are the second person to report crashes as well.
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: ZaPPPa on May 13, 2016, 11:47:38 pm
Love this mod. Thanks for all the hard work.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 13, 2016, 11:59:05 pm
I dont know.

I had 1 crash after an awakened dacite was spawned, and you are the second person to report crashes as well.
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.
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 sadly suspect the the-earth-strikes-back dfhack scripts, you could disable it in the GUI and see if you still get crashes.

Love this mod. Thanks for all the hard work.

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.
Yes, they will come back  8)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 14, 2016, 12:25:56 am
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 14, 2016, 01:35:11 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 14, 2016, 02:56:03 am
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.

Phew....thank goodness. Leather and bone are what I make 90% of my Camp out of. Bone walls and leather floors. Living in style
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Curlygraves on May 14, 2016, 12:40:59 pm
I have come to express my extreme gratitude to all who work on this Masterwork madness. Hats off to you. I'm both thrilled to play and inspired to design through the fruits of your labors. Thank you, and thank you again.

I'll have strange creature RAWs for everybody before too long. :D
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Duane on May 14, 2016, 11:57:13 pm
I sold an Awakened Marble that was in a cage and my Broker literally burst into flames. Bug? Intentional? I laughed really hard regardless.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 15, 2016, 12:02:44 am
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Morat on May 15, 2016, 05:57:39 am
I have a bug to report on Brownies. Brownies purchased on embark work fine, but Brownies purchased from traders or born in the fort cannot be assigned any kind of labor either in game or through Dwarf Therapist (unless you turn on the cheating options) because they are considered non-citizens.

At least I thought that was the bug, but after searching the thread in case someone had already reported this, maybe the bug is that I was able to assign arbitrary labors to the initial Brownies?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on May 15, 2016, 09:38:13 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Duane on May 15, 2016, 10:11:13 am
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?
Uh, no. No save from before.

I managed to catch one because it immediately ran past his related miner and into some cage traps, and then gave him away as an offering to the dwarven caravan for that year - I really didn't want him around. I think maybe something went horribly wrong because 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.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Morat on May 15, 2016, 10:41:20 am
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.

Are you sure? Because I've noticed that the launcher has a slight problem where it always turns that on by default. So if you open the launcher, fill out all your preferences, and then create a world, it will work fine, but if you open up the launcher again and create a world without changing anything, it will have Earth Fights Back turned on.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 16, 2016, 12:53:43 am
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 things
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 16, 2016, 01:17:44 am
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 things
Of course they are not. ^^ I standardized all creatures in the MasterworkDF mod. The random creatures are part of another mod, "Knight Otus Random Raws".

I'm not sure yet how much I should alter mods I add... first of all I'm not the original author, and it makes them harder to update.

The random creatures are a bit different of course, Knight Otu didnt actually write them, only the script that made them, but still... my point stands.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Atkana on May 16, 2016, 10:01:39 am
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 16, 2016, 10:22:19 am
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 now
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 16, 2016, 12:23:40 pm
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 now
Do 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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 16, 2016, 01:51:09 pm
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 now
Do 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.

On my fifth try now, and all seems well. I'm all the way to winter and almost a whole year through with no crashes. I think a good chunk of the crashes I had could be chocked up mostly towards some creature or another coming onto the map that gave DF a bit of indigestion. I'll post up a save soon as I'm on my comp again.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 16, 2016, 04:23:41 pm
Thank you.

Dont forget that CTRL ALT S does a quicksave.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 16, 2016, 07:25:49 pm
Here is a link to the save game that kept crashing on me. I'm still getting crashes now, but its less frequent.

https://www.dropbox.com/sh/1f0xawrte6cnabq/AAAQV260a3BVqQmxVhZxH0b4a?dl=0

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 all
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: jimboo on May 17, 2016, 08:40:15 am
Turkeys (again/still, since Reborn) lay enough eggs for any fortress to be an easy Omeletville. 

I’m still working my way through understanding the many changes in the latest release; would another Tips & Tricks thread be useful?  Lurking and waiting for teachable moments on a ☼Masterwork☼ community fort has been kind of disappointing.

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. :/

“Slight overkill” with the contagion of preta ghosts, he says.  Breaching a cavern early with “all options on, Earth Strikes Back!”  =  much !FUN! but not so much instruction other than of the ‘don’t do this’ variety …
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on May 17, 2016, 11:05:18 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 17, 2016, 11:20:04 am
Quote
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 all
the raws look fine, but the leather-armor reactions do use leatherworker skill.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cedstonge on May 17, 2016, 12:35:47 pm
I dont know if this is normal but the game keep crashing sometime in the world gen other time about 1 hour in game ... i cant play for long untill it crash is there something i could do to avoid that
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 17, 2016, 12:40:50 pm
Quote
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 all
the raws look fine, but the leather-armor reactions do use leatherworker skill.

Yeah, The others buildings work fine for Leather, Chitin, Scale, ect. But the Cloth cutter has had its same job queued up for a whole in game year now, and I have at least 4 kobolds with Clothesmaking. None of the Clothe Cutter Reactions are working.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Atkana on May 17, 2016, 01:16:16 pm
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.
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.

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)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dead on May 17, 2016, 01:18:59 pm
Thank you.

Dont forget that CTRL ALT S does a quicksave.

WHAT!? I've been typing quicksave like a filthy peasant. Lol. Thanks.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 17, 2016, 02:32:20 pm
Meph, for the Kobolds, is it normal for them to be so brutally beaten down in World gen? I mean, compared to other races, I can never see the kobolds ever passing 1000 total population in Legends, with even the weakest of the Fortress defense raves outshining them in sheer population. Like, out of the six world gens I've done and exported to legends, after about 150 years, (with 75 Civs to account for multiple Defense races, and boosted Megabeasts/titans/ect. I hate worlds where they all die off too fast), Kobolds average about 750 final population. This is often half of the next least populous race. Is world gen simply not kind to them overall?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 17, 2016, 03:33:22 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 17, 2016, 04:11:13 pm
I'd have thought the fact that they can breed so fast and often have huge litters of baby bolds would at least bring their population out of last place. :/
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mythologique on May 17, 2016, 11:04:42 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 17, 2016, 11:21:15 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mythologique on May 17, 2016, 11:55:51 pm
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.

I got it working. I just erased all the DF stuff and started over. I had the newest version, just downloaded today but something must've gotten corrupted. Thanks for your time!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 18, 2016, 12:39:59 am
Hrmn, just noticed, but do kobolds not have any access to bookcases, thus are unable to make Libraries?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 18, 2016, 01:53:31 am
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on May 18, 2016, 05:14:33 am
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.
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.

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)

Thank you for the investigations. I will add a MAXAGE of 2000 and see if it fixes the bug. This might also fix a blocking bug I have with the succubi's magic powers.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chesse20 on May 18, 2016, 05:37:56 pm
how do i get more succubi babies if they are all girls
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cerevox on May 18, 2016, 06:53:20 pm
A few are incubi. It's just at 10 to 1 or so.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on May 19, 2016, 04:53:27 am
how do i get more succubi babies if they are all girls

You know, when a succubus and an incubus love each other...

If you corrupt visitors or invaders you can also set things up if no male show up.
Edit: That would take a lot of luck to get a marriage in the fort. Partners needs to not have more than 10 years of age difference, be heterosexual, want marriage and have similar opinions. It is already very rare in dwarf mode and I cannot believe how rare it will be for immortal creatures from two different cultures.

I made babies a rarity on purpose.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 19, 2016, 11:54:00 am
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

Just wanna do one more check, to see if anyone knows what the heck is causing this save to crash. I was enjoying this save a whole lot.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: MegaHarald on May 19, 2016, 06:45:33 pm
For some reason I can't change tileset to Phoebus, it just defaults back to another one.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 20, 2016, 01:09:55 am
Something Else I wanted to ask about kobolds. Are they no longer Okay with butchering sentient creatures? In the Legacy version they were, and I was wondering why they have a problem with it now?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: pikachu17 on May 20, 2016, 01:23:01 pm
Are the prisoners going to share some of the plmump helmet man interactions?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Hauwke on May 21, 2016, 05:49:44 am
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 21, 2016, 06:39:34 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Hauwke on May 21, 2016, 08:34:53 am
So just straight up unpack it and it will do the rest?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Niveras on May 21, 2016, 09:05:28 am
Yes, there's no real install like a program, it's just an archive with the files already set up. After unpacking, it is preferable to run using the Masterwork Dwarf Fortress.exe launcher, since this offers a very easy to use GUI for toggling options (selecting tilesets, enabling non-dwarf playable civs, etc), but this is more a configuration utility than an installer.

If you're installing other mods, you might run into problems. If you're overwriting files, it's probably going to break something. You might be able to merge the files manually provided this doesn't duplicate entries within the file itself. If you use the launcher to reconfigure something, it may also reset any manual changes you've made (depends what those changes were, and what options you select in the launcher).
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: MegaHarald on May 21, 2016, 12:56:06 pm
Guys is this unfixable or something? I really hate this tileset it gives me automatically.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dramegno on May 21, 2016, 02:35:53 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cerevox on May 22, 2016, 02:41:04 am
Has anyone actually seen the arctic stuff added Malecus's mod? I have seen the jotun civ, but haven't seen the plants/grass/vermin/etc other stuff that is supposed to have gotten added. I have tried tundra and glacier, no luck on either.

Edit: Nevermind, just after posting, I finally find some. It seems most tundra doesn't get it, just a few tundra biomes, and I haven't seen any glaciers with this stuff yet. Maybe I just haven't looked at enough yet.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Vitellozzo on May 22, 2016, 07:48:59 am
If I can, I would like to give some feedback. I could post more in the future as long as I discover things in this new version (I played the olde one).

FEEDBACK:
1) I saw the Finishing Forge workshop. I think it's a nice addition for a fort. What it seems like to lack is those new kind of blunt and slash ammunition the classic Metalsmith's Forge has.
2) It seems all those new workshops have all the perimeter walkeable: while this is good for the fortress speed, it also looks like being different from what is vanilla. Also, this open a problem for magma workshops, since because they don't have a "blocked" tile, they are a free opening into the fortress for what lurks into the magma. (Those things both discomfort me a little.)
3) I again can't see boulder crabs drop stone eggs. Was this discarted from the old version? It was cool.
4) Does the weight bench actually work? I have a dwarf Urist McWeak training for more than one year, and I cannot see improvements.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 22, 2016, 01:15:03 pm
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. :/
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 22, 2016, 02:28:56 pm
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. :/
If you'd recall vanilla Df correctly, you'd remember that kobolds are the race that always dies out completely.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: MegaHarald on May 23, 2016, 04:02:11 am
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 23, 2016, 09:58:09 am
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?
How did you install another graphics pack?

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Maisoul on May 23, 2016, 05:02:52 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 23, 2016, 05:40:10 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Maisoul on May 23, 2016, 06:54:38 pm
You mean non-square? Yes, that would be possible.

How? Or is that not currently possible through the launcher short of tweaking the init file?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 23, 2016, 09:46:00 pm
I meant that its possible to add this to the launcher. :)

If you want to do it now, take the original ascii set from data/art, rename it to Phoebus_16x16.png and copy it into data/art. That works too.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Davekachel on May 24, 2016, 01:55:10 pm
I'm very excited that this Mod is still (or again) alive!
Ok I liked gnomes. But I can deal with it ;)

I will support you guys as far as I can! :D
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Maisoul on May 24, 2016, 02:13:06 pm
That (edit: mostly; my dwarves still have tiny graphics to themselves) worked. Thank you.
I'd love if it were added to the launcher. Having to faff around with the init or with overwriting graphics is really the only flaw I've found in Masterwork DF (...besides the odd crash).
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: MegaHarald on May 24, 2016, 03:33:22 pm
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?
How did you install another graphics pack?

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.

Ah, I just picked another one that I like and it worked.

I don't think I use TWBT. Also I downloaded it a week or so ago, so I'll try redownloading.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: thistleknot on May 24, 2016, 04:42:58 pm
Where's the link to the latest non 42.xx version?  I believe it may have been Masterwork Reborn v6.2 for 40.24?  I see the frontpage has 34.11 and the new DF2016 but not the latest for 40.xx, What of those that wish to visit the old more polished version (I say that in terms of working out any release bugs).

update:  I think I found it?  (http://dffd.bay12games.com/file.php?id=10702) not sure, update is v.06, but I found it by looking for other files by Meph on DFFD.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 24, 2016, 05:08:51 pm
0.42.06 is about as polished as 0.40.24
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Blackworth on May 24, 2016, 08:59:43 pm
Glad we are getting updates, but now I been getting a lot of crashes all over the place. Once is the zoom function with the mouse wheel. DF hack crashes too quiet a bit. I hope that it would stabilize a little.
Title: Masterwork Vampires?
Post by: DaSwayza on May 24, 2016, 09:57:31 pm
So, something is turning my dwarves into vampires. I have no idea what, but at first I cursechecked and had 23, and it has steadily grown to now 47 vampires, lots of dwarves that weren't previously. I'm not really going for a vampire fortress, and now every few days I'm losing 5 or 6 normal dwarves, I need volume for my dwarven machine. So, what can turn a perfectly good dwarf into a vampire in Masterwork, besides the normal, non-fortress mode way?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cerevox on May 24, 2016, 10:21:41 pm
Preta are supposed to be able to, although they mostly just kill you. You might also have some vamp blood in your water supply, that can flip an entire fort pretty quick if you ran out of booze.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: thistleknot on May 25, 2016, 10:14:26 am
0.42.06 is about as polished as 0.40.24

well there is a slew of other reasons, such as the supported 3rd party utilities.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 25, 2016, 10:47:12 am
0.42.06 is about as polished as 0.40.24

well there is a slew of other reasons, such as the supported 3rd party utilities.
They are all updated
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: MegaHarald on May 25, 2016, 12:45:13 pm
I've downloaded the latest version and made sure i wasn't using TWBT, but it still crashed. I have no idea what's going on. Is it the 1/4 calendar speed?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: jeisler on May 26, 2016, 03:56:43 am
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.

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)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 26, 2016, 04:09:00 am
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.

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)
Thats more an issue of Ironhand itself. Ironhand is not being updated anymore, so there is no TWBT content for it at all.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: jeisler on May 26, 2016, 04:38:47 am
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.

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)
Thats more an issue of Ironhand itself. Ironhand is not being updated anymore, so there is no TWBT content for it at all.

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.


Ahh, that could be it, yeah.   I took a look at the Starter Pack and found that when you pick TWBT for that, it just slips another font in there instead.   For the graphics themselves, I think (could be wrong) what they've done is used Ironhand, but Phoebus fills in the missing graphics mostly.

Actually I have no qualms with Phoebus' set, I just really like the dwarves and goblins and such from Ironhand!


So now I'm torn - play with the content of Masterwork, or with the graphics I like, heh heh.    Either that or spend time trying to bash them together  :P


Thanks!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Thundercraft on May 26, 2016, 07:01:36 am
May I ask what the goal was in the Standardized Bone, Standardized Leather, Standardized Meat, and Standardized Wood options? Is it (a) merely to make things simple, by have materials with the same name or is it (b) to theoretically improve FPS?

How much is wood "simplified"? Does it reduce wood down to one or two varieties, or are there still a good half dozen or so?

There are a number of useful strategies which take advantage of certain wood attributes. Aside from the cold nature of Nether-cap, light woods like Featherwood and Candlenut are very useful for making bins and barrels because they allow hauling jobs to finish faster than normal. (Further, light wood may be useful for a tavern (http://www.bay12forums.com/smf/index.php?topic=156293.15).) Similarly, very dense woods like Glumprong and Blood thorn are much better than average for ballista arrows (http://dwarffortresswiki.org/index.php/DF2014:Ballista_arrow). And Glumprong is supposed to be the perfect material for Minecart switching via pressure plates (http://dwarffortresswiki.org/index.php?title=DF2014:Minecart&printable=yes#Capacity_and_weights).

As for a theoretical FPS increase (if that was the intention), there was a similar belief with standardizing stone, as featured in Accelerated Mod and others. But I thought that belief was more-or-less disproved.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on May 26, 2016, 07:41:30 am
Standardizing a couple dozen types of stone doesn't have the same bang for the buck as standardizing over a dozen materials per species.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 26, 2016, 09:55:47 am
Thundercraft, thats a good point. I will put the more special woods back.

It was mostly added to simplify build menus, make stockpile lists etc shorter.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! crash on start
Post by: steelyeyed on May 28, 2016, 12:57:42 am
Good evening,
I'm getting crashes at the start relating to something in the dynamic link library with dfhack.  Haven't been able to find info on it.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 28, 2016, 01:05:28 am
Two main possibilities:

1. Trying to use an incorrect version of DFHack, most likely from installing Masterwork over another install or trying to install a different thing over an existing version of Masterwork (or both).

2. You need to unzip the Masterwork archive into a folder.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 28, 2016, 03:04:45 am
Brief question, based on something I've noticed alot going through the Legends.

I've not seen this as much for other races, but do kobolds get some sort of special spawning rules in World Gen that makes them spawn on the VERY edge of the world map? I don;t think I've had a single World gen where the kobolds have not had their civilization confined solely to the edge of the map. Even one lucky gen I got early today, (for fun I did about 30 or so using the same 'perfect world' gen), that had Kobolds at over 5000 individuals, had their population confined to one cave, on the very edge of the map in frozen tundra.

I'm just curious to know if that is on purpose, or just a quirk of the RNG.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 28, 2016, 03:11:16 am
which map?

Some have localized savage regions, for example only in the center or only at the edges.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 28, 2016, 03:21:19 am
I've been doing mostly just a random a Medium Region, with 60 Civs, and 19-21 of the races activated over my testing today, probly about 20 of them today. I also did over 20 world gens using a custom perfect world map that boosted the desert tiles, (Love embarking Kobolds in the desert and having clear glass furniture and weapons), with a Savage Heart gradient.

In both the Random Medium Region, and the Custom Desert region, only about 5 of the 40 or so gens that I did, ended up with Kobolds that were not generating civs solely on the edges of the world map.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 28, 2016, 03:25:36 am
No, thats not it.

Maybe they only survived on the edges?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 28, 2016, 03:32:57 am
I guess that sorta makes sense. I mean, I recall that alot of the time, the Kobolds seem to survive when they are almost completely cut off from the other races, often in the frigid tundra, or at the far edges of the map where they have less competing races. Just seemed odd to me that they seem to ofen generate right on the actual edge of the map, as in, pressed up against it with only the void of map-less-ness to one side.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: zakhad on May 28, 2016, 08:58:04 am
Had a typo bug in that the White tiger noble duchess is missing The Race part from from her title

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: ungratefuldead on May 28, 2016, 12:18:09 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: zakhad on May 28, 2016, 02:55:45 pm
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.

Same happened to me; they drop everything and the friendly bodyparts can occasionally slap nearby targets. Wait until you get a small horde of 10-20 of electric ones, I had to disable *mancers in the end as they effectively stunlocked my 30 man militia to suffocation, They're quite vulnerable to ranged attacks/traps however. I feel that they're just a wee bit unblanced when you start seeing army's of them in the 30-50+ range as it doesn't really matter how skilled your dwarf is he will get stunned almost all the time when they explode , and then proceeds to be slapped to death or until suffocation. I guess I just didn't find them fun, they'd be great if they were part of a small group but not as the core of the army.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Immortal-D on May 28, 2016, 07:45:04 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 28, 2016, 09:38:49 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: steelyeyed on May 29, 2016, 03:51:30 am
Thanks for the quick reply.
After I reinstalled and deleted all old content, it does not crash on starting.  However, I am having some difficulty with the launcher.  Regardless of what settings I use when starting, I always end up with 1274 points to spend on embark.  I have changed this amount in the launcher, on both the init and world gen tabs to several different amounts, with number of dwarves starting from 7 to 15.  While I get the number of dwarves I specify, the embark points always stay at 1274.  Is there something else I need to adjust? 
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 29, 2016, 05:23:31 am
Seems in the newer dfhack the script for points does not work anymore...

You can set them in the adv-worldgen, up till 10000 points, that will work. Btw, the world-gen tab only edits the adv-worldgen templates, if you are using the normal worldgen, nothing happens. It will always be default.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Immortal-D on May 29, 2016, 10:25:34 am
Oh, the Civ one used to be Frost Giants.  Got a couple bug and feedback items;

-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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 29, 2016, 04:08:32 pm
Seems in the newer dfhack the script for points does not work anymore...

Can't see why that would be the case.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Needs More Pickles on May 29, 2016, 08:50:19 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! --- Kobolds thirsty/starving
Post by: 13thEssence on May 29, 2016, 08:57:51 pm
Hi,

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 changes
Spoiler (click to show/hide)

Thanks for taking a look.  Please move the post if it needs to go somewhere else.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: jimboo on May 30, 2016, 05:17:33 am
Seems in the newer dfhack the script for points does not work anymore... (clip)

Can't see why that would be the case.

Some of the latest DFHack plugins and scripts need to be updated but STARTDWARF and POINTS still work as always. 
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 30, 2016, 06:29:08 am
Oh, the Civ one used to be Frost Giants.  Got a couple bug and feedback items;

-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.
Update NET Framework, you should get no issues with the GUI.

tunnel tarantula - 400points is intended. its from kazoos silk eggs, not my mod.

List of animals is not that long, but you are right that they have two entries for each use. One are the vanilla DF versions of domestic pets, the other the DDD (deeper dwarven domestication) version of pets, which are more dwarvish. I would disable the vanilla pets and give them only to humans, but people get upset when original content goes missing. you can disable the DDD pets in the mods tab.

I'll update the GUI to allow 4 figures.

I left one type of pet rock in the embark section as a teaser for TESB. Thats on purpose.

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,

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 changes
Spoiler (click to show/hide)

Thanks for taking a look.  Please move the post if it needs to go somewhere else.
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. :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Immortal-D on May 30, 2016, 08:27:15 am
My .NET Framework is 4.6.1, still getting that error.  As to the embark animals, this is what I'm talking about in terms of excess;
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 30, 2016, 09:23:43 am
You enabled the random pets.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Immortal-D on May 30, 2016, 09:34:37 am
Oh is that what those are? :-[  The tooltip said 23 new animals, seemed like a lot more.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on May 30, 2016, 09:52:27 am
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on May 30, 2016, 10:25:54 am
up to eight entries.  ;)

male
female
male war
female war
male hunt
female hunt
male kid
female kid.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on May 30, 2016, 10:44:26 am
Ah yeah, forgot about hunt/war training
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on May 30, 2016, 11:27:48 am
(https://dl.dropboxusercontent.com/u/1503118/Dwarf%20Fortress/2016-05-29%2011_10_27-Dwarf%20Fortress.jpg)
Meph, this is the caste you use as an example? Pet rocks already have trouble speaking up for themselves, and this just ensures that they will be taken for granite ;)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: steelyeyed on May 31, 2016, 11:30:40 am
Got the game to run, but it crashes at embark with any of the mods selected.  Went back and cleared everything, was able to get into the game, but max frames is 15, which has never happened before.  I've deleted completely and fresh installed, what else can I do at this point? Thanks!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: ZaPPPa on May 31, 2016, 06:54:11 pm
Have you ever thought about adding a 'structural integrity' feature using simplified load bearing. Those giant open workspaces and stockpiles are easy to build, but in reality they would collapse in an instant. Some basic logic that any mined tile needs to be within X tiles of a wall would make fortress design a whole lot more interesting. I do it myself already (my fortress requires structural support within 5 tiles), but having the ceiling actually collapse would make things a lot more interesting.

PS. don't forget about harder farming and mining :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on May 31, 2016, 07:11:52 pm
that is not possible with modding
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on May 31, 2016, 11:10:18 pm
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.

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.

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?

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*
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 01, 2016, 10:30:00 am
I think splints work just as well, if you can't make casts.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on June 01, 2016, 12:07:47 pm
Not fpr broken torso partrs it does not seem.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: isitanos on June 01, 2016, 04:31:28 pm
Just dropping by to say I really enjoy this mod. Haven't had a chance to try the 2016 version yet, looking forward to it.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: 13thEssence on June 01, 2016, 08:27:16 pm
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. :)

I'm used to seeing cats and moleweasels multiply from the first pair to at least half a dozen in the first year, and expected that if I started with 50... but I guess I should have given it more time before asking.  I lost patience when my kobolds started starving.  But I discovered that the starvation was related to the death by thirst issues, and had nothing to do with having no rats to butcher.

There was some kind of pathing issue on a ramp leading down from the 3rd to the 4th level of the cave. I set up a quantum stockpile to collect all my wagon goods on the 4th level and items were collected there, including all my newly butchered meats, prep'ed meals, and drinks. That ramp also leads to the tunnel I dug to the walled fish/drink area by the river and the aquifer drink zone.  The ramp connection broke down for some reason, or worked unreliably from the start.  Kobolds couldn't get food or reach the designated drink zone except those kobolds stuck inside.  Military kobolds stationed there could not reach the location.  I don't know why the pathing worked initially then broke down.  There were no buildings blocking it or anything.  I dug a channel beside the original down ramp and that worked for a while but broke down too.  I then used tiletypes to put a wall over the original ramp and the level above it then dug a ramp there and it worked again. Anyway, probably an oddity with the map or a bug with the game, nothing to do with MW. I'll reload the initial save and see if it happens again just to be super sure it's not something I did.

In regards to the juice/tea, I guess that's just not implemented at all yet and kobolds just crave booze like dwarfs in the new MW version (so far).  Is that correct?  No ill effects from drinking alcohol? I've read and reread the old MW version's manual so many times that I was conditioned to think "stay away from alcohol!" with kobolds. I couldn't find the juice/tea reactions in the quickguide jpg or raws, but still thought I had to avoid alcohol. I guess I need to forget everything I know about MW(34.xx), and hope the update notes for MW(42.xx) remain accurate and complete.

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.




Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on June 01, 2016, 08:40:26 pm
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 levels
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: LMeire on June 02, 2016, 02:24:54 am

...

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.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: IndigoFenix on June 02, 2016, 04:47:15 am
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.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: 13thEssence on June 02, 2016, 05:29:06 am
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 levels
I 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.

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.
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on June 02, 2016, 05:34:22 am
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 levels
I 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. :)
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on June 02, 2016, 07:27:03 am
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?

That's a syndrome in the alcohol template, there is plenty of info around the forum around it.

Cause the affected creature to feel euphoric and behave erratically, too much of it at the affected individual suffocate and dies. That should be ok in fort mode since they only drink when thirsty but you should notice the effect.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on June 03, 2016, 03:34:35 am
Since I did nit get much of an answer teh first time I posted a few days back, thought I would post these questions again

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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Immortal-D on June 04, 2016, 08:52:53 am
Could somebody please link me the exact version of .NET Framework?  I have 4.6.01055 (4.6.1), but am getting this error;

(https://dl.dropboxusercontent.com/u/1503118/Dwarf%20Fortress/2016-06-04%2007_50_10-Red%20Hot%20Chili%20Peppers%20-%20Dark%20Necessities%20%5BOFFICIAL%20AUDIO%5D%20-%20YouTube.jpg)

It occurs when I launch the GUI (Continue works here), and again when I try to close the GUI (this does not work, exiting MW requires a force-quit).
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Huivn on June 04, 2016, 12:20:58 pm
An update! Glorious!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Sollision on June 05, 2016, 05:23:50 pm
Getting ready to play for the first time! I plan on setting everything to the hardest settings so ripperoni me!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 05, 2016, 06:03:07 pm
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Sollision on June 05, 2016, 07:50:03 pm
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.
And I can't use ASCII because it isn't complete ASCII. Like, the trees are actually textured trees, lol. Which one works the best so far?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 05, 2016, 08:22:23 pm
I don't have any trouble with the default (Pheobus), with TWBT turned off.

You might want to try ASCII with TWBT turned off, which should give you the real ASCII experience.

If you report bugs with specific tilesets Meph will probably fix it (like, which stone in particular was 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

If you're lucky enough to ever get an invasion :P 
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Wyzack on June 06, 2016, 08:02:23 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 06, 2016, 08:46:08 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Wyzack on June 06, 2016, 09:12:49 pm
No i have not even embarked, i mean that i cannot find them in the civ listings in the embark menu
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 06, 2016, 09:26:09 pm
The easiest way to ensure you are picking the hermits is to make that the only fort-mode race available.  Might not work if you were planning to hold onto a specific world for eons, but this is still an early version of MW and you'll be wanting to upgrade sooner or later.

You can then spend as long as you like preparing the skills of the Starting Seven, though it won't help :)

Once embarked, build the "Start Hermit Mode" workshop and follow its instructions.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 06, 2016, 09:40:32 pm
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Wyzack on June 06, 2016, 10:06:43 pm
Wait so does every dwarf civ have the START HERMIT MODE NOW workshop or is it just impossible to tell dwarves and hermits apart?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 07, 2016, 06:31:06 am
The hermit civ is its own civ. It uses the english language, so their names are in English.
The dwarf civ is still its own civ, it uses the dwarven language file, so their names are in Dwarfish.

I will make this a lot more clear in the next update, since people seem to have issues finding the correct one.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: pikachu17 on June 07, 2016, 09:43:17 am
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?
and could you please make a changlog in the files that includes older versions. and please also have someplace I can find older versions.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 07, 2016, 09:45:57 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Wyzack on June 07, 2016, 09:56:47 am
The problem i was having was that the hermit civ was listed as the dorf civ in the civ selection screen. Here is a picture of the world

http://i.imgur.com/wz3dImv.png

In this world Hermits are the only playable civ. When i started a game as the picture dwarf civ it was actually a hermit civ. Is this a bug or are hermit civs always listed as Dwarf in the civ selection screen?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 07, 2016, 10:09:53 am
They are always listed as dwarves, but I can understand how that is confusing and I will change it next release.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Wyzack on June 07, 2016, 10:14:45 am
Oh okay. That is where i got confused. It really is not a huge deal if you just mentioned it in the guide to hermit mode, although i feel it might cause people to inadvertently select hermits when they want dorfs if they do not check the names
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: IronEleven on June 07, 2016, 06:59:30 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 07, 2016, 07:13:56 pm
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.

That setting is a feature of DFHack.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: IronEleven on June 07, 2016, 07:57:16 pm
Well then, any advice for how to end the siege short of starting over with the setting disabled?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 07, 2016, 08:27:00 pm
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...
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: IronEleven on June 07, 2016, 08:52:35 pm
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".
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 07, 2016, 08:56:42 pm
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: IronEleven on June 07, 2016, 10:13:02 pm
Oh I assumed they were a just a creature.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on June 08, 2016, 06:43:07 am
Try "doors" also vermin hunters
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Uloldodok on June 09, 2016, 06:07:48 am
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.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 09, 2016, 11:24:32 am
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.

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.
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Uloldodok on June 09, 2016, 12:36:04 pm
Haven't enabled Earth Strikes Back. The only changes from "vanilla" Masterwork has been:

Stal's Armoury Pack
Terrible Weapons
Arctic Additions (Minus Jotun)
Decaying everything
Truetype Font
Mythical Monsters (Minus Hungry Ghosts)
TWBT
Small Things Mod, Pref-strings and Engravings.

Civs:
Dwarves, Elves, Humans, Goblins, Orcs, Succubi, Kobold, Naga

Invaders:
Ferric Elves, Frogmen, Stranglers, Minotaurs

Creatures: (Was untouched on first 2 FPS death forts)
Sapient Creatures, Cavern Creatures
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 09, 2016, 12:51:46 pm
Try Decaying everything off? 
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Uloldodok on June 09, 2016, 12:53:44 pm
Tried, but it had no effect on the FPS from what I could see.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 09, 2016, 12:58:18 pm
Hmm.  I may have not seen all your posts, did you already try TWBT off, or at least less multilevels?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Uloldodok on June 09, 2016, 01:03:47 pm
Haven't posted that much here honestly, should have listed what I've tried so far. Anyways, here's what I've done.

TWBT on/off
Decaying everything on/off
All civs/invaders on/off
Truetype font on/off
Print mode 2d/standard/TWBT
Temp/Weather/caveins/invaders/liquid etc on/off
Active units 20/200, same FPS
Embark size 5x5/4x4/3x3, takes about as long to reach FPS death.
World size large/pocket - same FPS.
Standardize everything on/off
Aquifers on/off
Terrible weapons/Stals/Mythical monsters on/off

I've noticed that autochop slows things down quite terribly, but even with it off and unloaded the FPS death eventually hits so I don't believe that's the real culprit.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Srip121 on June 09, 2016, 05:19:10 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 09, 2016, 09:24:57 pm
Is World Gen known to be particularly unstable currently? I'm getting a lot of crashes during history, or right at the end when saving the world.

Even had one crash right at the very end of saving, but still seem to have saved and be playable (although the legends exports weren't viewable by Legends Viewer...)

EDIT: Sorry, I should learn to use the search function - just seen this thread http://www.bay12forums.com/smf/index.php?topic=158239.0 . Will try some of the suggestions and see if it helps
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 10, 2016, 12:17:27 am
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.

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.
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 saw this today too.  No intuition at all for what's causing it.  Almost all Settings and Mods were off, except More Leather, Wanderers Friend, and Modest More Attacks, and Aquifers.
Werebeasts and evil races off.  3 FD races on.  Printmode 2D.

FPS fell to ~2 with only 80 orcs and a modest year 3 fort.  "reload -all" seemed to boost it back up into the 100+ fps.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 10, 2016, 12:25:28 am
Can someone post a save? I'll do some profiling to see if it's anything I can deal with (I.E. DFHack).
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 10, 2016, 12:37:01 am
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Srip121 on June 10, 2016, 01:07:41 am
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?

Did some tinkering around, and Windows says it's a compatibility issue. Anyone have a clue?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 10, 2016, 01:28:20 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on June 10, 2016, 01:51:25 am
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 10, 2016, 02:22:37 am
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

15% of the CPU time (and thus the most likely cause of FPS death by far, given that it shows up 9 times as much as the second most common instruction) is Dwarf Fortress.exe!0x01d8c2bf. Not sure what that is. The exact instruction in assembly causing the problem is mov eax,[ebx+04h], which... TELLS ME NOTHING LOL

i think it might be because of cache misses or something
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Srip121 on June 10, 2016, 02:22:47 am
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.

Windows 10
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Darkond2100 on June 10, 2016, 05:29:04 am
Windows 10

I'm having the issue too, I'll try running in compatibility mode.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 10, 2016, 08:03:05 am
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 minimum

This is also on Windows 10 if that matters
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 10, 2016, 10:51:51 am
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 minimum

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on June 10, 2016, 01:05:43 pm
I'm wondering if his new embark has a large amount of flowing water or something underground that hasn't been revealed. I found out that was the cause for my own FPS tanking once, when other embarks had been fine.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 10, 2016, 01:40:25 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on June 10, 2016, 02:06:04 pm
I had similar complains on vanilla. Maybe some worlds are plain screwy? For instance, if you remove dfhack and let the save run for a while, how is the fps?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 10, 2016, 02:37:40 pm
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.

Yeah, this was in Orc Fort mode, with print mode set to 2D Truetype, and all the TESB options disabled :/ And it's not like something had changed on the computer, 'cause I can literally save the laggy game, reload the first fort without even quitting DF and it runs perfectly fine :/

I can have a go running it without DFhack tomorrow, assuming that won't completely break things? Didn't try Smake's suggestion of  "reload -all" yet either
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 10, 2016, 05:25:18 pm
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.

I can actually tell you the exact performance hit on that--it appears to be .677% of a tick in that orc fortress smake posted above, and that's assuming that EventManager::unregisterAll(class DFHack::Plugin*) is from TESB exclusively, which is not a good assumption at all. It's basically negligible, though there's a small possibility it could be causing the spikes.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 10, 2016, 05:35:02 pm
Putnam & Dirst-

TESB (and TWBT) should be off for that save I uploaded, actually.  So I have no idea what sort of background-running Plugins there are.  Gauntlet Handedness Checker seems to fire sometimes.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 10, 2016, 05:36:36 pm
TWBT was running, so I'm guessing that's not a save-specific thing.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 10, 2016, 05:41:54 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Srip121 on June 10, 2016, 05:55:47 pm
Windows 10

I'm having the issue too, I'll try running in compatibility mode.
Any luck? Mine doesn't wanna work even in compatibility mode.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 10, 2016, 06:28:54 pm
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.

Its impact is even less than what I thought was TESB, actually.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 11, 2016, 05:19:26 am
So what you are saying is that its neither TWBT nor TESB. Thats good.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: randomgenericusername on June 11, 2016, 02:49:03 pm
i downloaded the newest version and dfhack doesnt work and the game crashes after i get this message in the dfhack console:

Failed to list directory: dfhack-configmodule 'dfhack' not found:
        no field package.preload['dfhack']
        no file 'C:\Users\DIEGO\Desktop\ñMASTERñ\Dwarf Fortress\hack\lua\dfhack.lua'
        no file 'C:\Users\DIEGO\Desktop\ñMASTERñ\Dwarf Fortress\hack\lua\dfhack\init.lua'
        no file '.\dfhack.lua'
        no file 'C:\Users\DIEGO\Desktop\ñMASTERñ\Dwarf Fortress\dfhack.dll'
        no file '.\dfhack.dll'
stack traceback:
        [C]: in ?
Could not load dfhack.lua
Lua failed to initialize
DFHack will now deactivate.


then this popup appears

Lua failed to initialize
DFHack will now deactivate.
Check file stderr.log for deatils


said file only has this

FirstCall()
Initized HOOKS!
DFHack build: 0.42.06-r1-0-gcaa1b9f
Identifying DF version.
Loading hack\symbols.xml ... OK
v0.42.06 SDL: PE: 0x56bba192
v0.42.06 linux: MD5: 6ffd260f7642358efb9c408079d601da
v0.42.06 osx: MD5: b876b203de02a6ba8032239e9d70154a
Loaded 3 DF symbol tables.
Version: v0.42.06 SDL
Initializing Console.
Console is running.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 11, 2016, 02:55:59 pm
All those files actually missing on your computer?  They are present in my fresh install of 1.05, and i have a world generating.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on June 11, 2016, 02:59:14 pm
confirm, I just downloaded and unzipped the latest version and it works fine...
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: randomgenericusername on June 11, 2016, 03:30:04 pm
the problem is that they arent missing
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 11, 2016, 03:33:15 pm
What is this in your file path:  "\ñMASTERñ\" ?
You maybe broke file name by using strange characters? 
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: randomgenericusername on June 11, 2016, 04:40:37 pm
that was supposed to be an ☼ so its maybe that
edit: guess what, it works now thanks a lot
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: randomgenericusername on June 11, 2016, 04:44:23 pm
wait no now it endlessly load
no wait its working now i think
but it says this
Plugin twbt has failed to shutdown!
Plugin twbt is broken - cannot be loaded
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 11, 2016, 05:00:44 pm
I don't know anything about the details of any DFHack plugins, sorry.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on June 12, 2016, 06:57:42 am
I found another minor bug (I think). In MDF menu. The part about world design to be exact. When editing the "All" part, in fact you are editing only the top one. Huge Islands or something like that. When switching to Huge Region (once again - I think, right now I can't go and look to remind myself how it was named) all the setting are default.

Also - the "I will not work until you reset the game because yes" bug is still on. Although now my dwarfs also refuse to do farming. Farmworkers create the field as I tell them, but they don't plant seeds for some reason. Been waiting for half of year until my fortress was on a verge of dying out (while still having full seeds storage in a safe place), then I said "goodbye" and left the game. Nothing really important, as I am the only one to have that bug (on all computers... for some reason) and I am not really going to play the game seriously until the end of exams. That's still a few weekly updates ahead :V
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 12, 2016, 09:02:11 am
I think i can confirm the world design one, I've noticed something like that too.

As for the second one, gameplay-related "bugs" which only affect one person are user error 99% of the time (sorry to say).  If you post a save I am sure someone will look into it.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 12, 2016, 09:14:06 am
... although i admit your "No Labor" construction problem from earlier looks pretty buggy, if it fixed itself on a game restart.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: jimboo on June 12, 2016, 09:46:31 am
My games sometimes have something similar (10 June release): clothesmaking sometimes stops for lack of “1 collected thread” even as the Farmer’s Workshops have produced quite a lot, stockpiled right next to the Clothesmaker.   The error message occasionally requires, “1 produced rock thread.”  The simultaneously produced seeds can always be ground for oil, regardless.  Sometimes restarting the game fixes this, sometimes it seems to fix itself after a season. 

But overall, ☼Masterwork☼ in each release since about mid-May runs much better on my machine than previously.  Occasionally, there's the DFHack script of not finding some Orcish somethingorother but nothing like it's been in previous years.  I run standard print after seeing all the other comments, can't tell it makes much difference.  FPS is about 40 higher than earlier versions and I play mostly the same game layout, basic dwarf. 
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 12, 2016, 10:06:30 am
In my save that's having FPS issues, I'm even getting e.g. ~10FPS while the game's paused which seems pretty weird? It also displays some errors in DFHack on loading the game, idk if they're significant
Spoiler (click to show/hide)



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)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 12, 2016, 10:29:35 am
That first set of DFHack errors looks like a problem adding pets to the Succubus civ, but it shouldn't cause any lingering FPS issues.  Not familiar with the latest version of Legends Viewer.

Sorry that I don't have a definitive cause for you.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on June 12, 2016, 10:48:56 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 12, 2016, 10:56:43 am
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.

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)

Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on June 12, 2016, 10:59:34 am
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)

I have the exact same problem. It does not work at all when you do the DFhack export, and even when I manually export through the Legends viewer, It works only about 70% of the time before I get an Unhandled Exception as you did. Its really annoying cause I like to Legends view every world I generate with the Utility.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 12, 2016, 11:17:21 am
Strange, I used Dfhack export for Legends viewer in my succession game no problem .
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 12, 2016, 11:42:09 am
Running "Reload -all" in DFHack seemed to fix the FPS issues
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 13, 2016, 12:44:08 am
Argh, post the save before you fix the problem so I might actually have a chance to see what it is.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 13, 2016, 08:30:12 am
Running "Reload -all" in DFHack seemed to fix the FPS issues
so a silly little temporary fix would be to force dfhack to run reload -all every now and then.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 13, 2016, 08:45:10 am
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.


And it seems like the legends problem is specifically with DFHack's export functions - exporting manually through DF and just going without the extra file DFHack generates, and it seems to work basically fine
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Mirrond on June 13, 2016, 09:14:10 am
Quote
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 13, 2016, 09:29:47 am
Running "Reload -all" in DFHack seemed to fix the FPS issues
so a silly little temporary fix would be to force dfhack to run reload -all every now and then.

You think it would maybe help to do it periodically even if user hasn't experienced the FPS slowdown yet?

Reload -all generates errors related to TWBT, so it may not be totally benign.  Maybe also clears Workflow orders?

Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Tygroux on June 13, 2016, 04:57:00 pm
My game has been annoyingly crashy recently. At first I though DF was being DF, but I have to resign, it's Masterwork's fault.
So before I go deeper into bug hunting:
What's the most likely source of random crash every few months: the raws, dfhack, the entire map being constantly on fire because I forgot how to succubus, or DF not handling the whole combined awesomeness?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 13, 2016, 06:20:32 pm
1. DFhack.
2. Map on fire.
3. Raws.

Combined awesomeness is, in my quite comprehensive experience, not enough to crash the game.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cerevox on June 13, 2016, 08:08:45 pm
I have been finding that turning off TWBT cuts down heavily on the number of crashes. I was getting crashes every few months but with TWBT off its a crash every few years.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 14, 2016, 02:35:23 am
In the TWBT thread someone reported that its multilevel that crashes it for him, entering multilevel 0 gets rid of the problem, while still keeping TWBT active for the new overrides of workshops and items.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: randomgenericusername on June 14, 2016, 07:57:58 am
i have a lot of crashes too while using twbt not in fortress mode but also adventure mode
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 14, 2016, 08:14:28 am
i have a lot of crashes too while using twbt not in fortress mode but also adventure mode
TWBT 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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 14, 2016, 10:55:30 am
If I try to launch Announcement Window from the Masterwork launcher, it doesn't work and generates an error log saying
Spoiler (click to show/hide)

but if I just go through the masterwork files and launch it straight from there it works absolutely fine!


Btw, any chance we could get an option to "auto-launch x utility on DF launch" like what the Lazy Newb Pack has? Apologies if that functionality already exists and I was just too thick to work it out!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Absle on June 14, 2016, 12:36:07 pm
This is my first time playing Masterwork, and it seems that it's added new dwarven crops that I've never seen before, but no matter how I search the forums or google or the mod list I can't figure out which mod they came from or what they do. They're things like glow cap, portobello mushrooms, etc. Anyone know where I can find more information?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cerevox on June 14, 2016, 06:30:45 pm
They are basically different versions of dimple cups, so that you can control dye color easier.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: randomgenericusername on June 14, 2016, 08:07:00 pm
each time i play i get this on red text on dfhack console and sometimes it crashes too. Is it an error?

Detected spatter add reactions - enabling plugin.
The plugin is disabled.
Autonestbox stopped.
Loading script at PyLNP_dfhack_onLoad.init
Error loading script
The plugin is disabled.
Autonestbox stopped.
Loading script at PyLNP_dfhack_onLoad.init
Error loading script
.../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
        [C]: in function '__index'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: in function 'insertPet'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:103: in function 'f'
        ...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:503>
        (...tail calls...)
.../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
        [C]: in function '__index'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: in function 'insertPet'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:103: in function 'f'
        ...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:503>
        (...tail calls...)
.../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
        [C]: in function '__index'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: in function 'insertPet'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:103: in function 'f'
        ...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:503>
        (...tail calls...)
.../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
        [C]: in function '__index'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: in function 'insertPet'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:103: in function 'f'
        ...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:503>
        (...tail calls...)
.../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
        [C]: in function '__index'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: in function 'insertPet'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:103: in function 'f'
        ...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:503>
        (...tail calls...)
.../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
        [C]: in function '__index'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: in function 'insertPet'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:103: in function 'f'
        ...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:503>
        (...tail calls...)
...ess/data/save/Scorching Shiv/raw/scripts/AddPetToCiv.lua:39: Cannot read field vector<caste_raw*>.2: index out of bounds.
stack traceback:
        [C]: in function '__index'
        ...ess/data/save/Scorching Shiv/raw/scripts/AddPetToCiv.lua:39: in function 'insertPet'
        ...ess/data/save/Scorching Shiv/raw/scripts/AddPetToCiv.lua:103: in function 'f'
        ...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:503>
        (...tail calls...)
.../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: Cannot read field vector<caste_raw*>.1: index out of bounds.
stack traceback:
        [C]: in function '__index'
        .../data/save/Scorching Shiv/raw/scripts/AddMinionToCiv.lua:39: in function 'insertPet'
        ...ata/save/Scorching Shiv/raw/scripts/succubus/hfspets.lua:15: in function 'insertAllCastes'
        ...ata/save/Scorching Shiv/raw/scripts/succubus/hfspets.lua:25: in function 'addHfsToMinions'
        ...ata/save/Scorching Shiv/raw/scripts/succubus/hfspets.lua:54: in function 'f'
        ...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:503>
        (...tail calls...)
Use Liquid Reactions: Loaded.
Succubus power reactions: Loaded.
Living stone probability: 0.002
Hidden gem probability: 0.005
dtools/reaction-trigger is not a recognized command.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 14, 2016, 08:28:36 pm
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)

Not sure about the first few lines, but they look like a plugin or two aborting gracefully.  The lines starting with ".../data/save" seem to be the Succubus mod failing to add some pets, then the rest of the Succubus mod loads properly, The Earth Strikes Back loads properly, and finally a reaction-trigger registration from the Kobold mod was repeated and the second copy has a typo in it.  I can't see any of that crashing the game.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: randomgenericusername on June 14, 2016, 09:50:34 pm
fort crashed when saving thats why im asking
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 14, 2016, 10:16:47 pm
fort crashed when saving thats why im asking
Not 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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on June 15, 2016, 12:36:29 am
fort crashed when saving thats why im asking

That's not causing the fort crash, it's text will be text.

Did you manipulate anything? Like moving a save between versions?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: randomgenericusername on June 15, 2016, 07:29:01 am
i just deactivated twbt by setting print mode in standart
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: pikachu17 on June 15, 2016, 09:40:49 am
I was starting hermit mode, and used the start hermit mode building, when not one, but two humans showed up. and it doesn't prevent me from using a second start hermit mode building, so I was building a small army of twin giants, when a migration arrived. this is supposed to be hermit mode, so shouldn't the arriving dwarves turn into last regrets?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 15, 2016, 10:27:00 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Gwolfski on June 15, 2016, 01:01:56 pm
Have a script that sets the migrants to leave? I believe there is a flag to do this in gmeditor
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 15, 2016, 03:39:06 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 16, 2016, 03:56:09 am
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.
Thanks.I'll give it a go.

I had a only-male civ in the past which obviously dies out quickly, but newer DF versions do not allow me to spawn those. Worldgen cancels, because "no playable civ" is there...
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: baldamundo on June 17, 2016, 09:40:56 am
What are the differences between 2D, 2DSW, 2DASYNC, standard, ACCUM_BUFFER, FRAME_BUFFER and VBO print modes?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 17, 2016, 09:53:42 am
Quote
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dirkdragonslayer on June 18, 2016, 12:32:31 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: zukar on June 19, 2016, 04:57:38 am
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.

edit: okay so i might have found the problem, tried extracting the whole thing again to see if there was something that failed, and at 98% it asks for admin permission to move a file "dwarfmockup.exe" however despite having admin permission and clicking on continue it doesnt seem to want to move the file. With the only other choice being to cancle the thing and miss out on the remaining 2%. any idea to get around this?

redownloading seems to have fixed the weird file extraction problem, although it still keeps killing off the 7 dwarfs and not spawning the hermit
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Metaltooth on June 19, 2016, 02:12:55 pm
I am having a lot of trouble exporting images with the newest version of masterwork, I have gotten it to work a few times but it seems to be by pure luck

I ussually have the world I want, ask it to export image and the files are broken and the world picture has no data in it, it renders trying to see the world's history or even just see the world with or without the legends viewer impossible
or

If i attempt to open an XML that actually did export itll give me the error that it is corrupt, after the program says its fixed it I will get an unhandled exception that says the file is being used by another process

If I open it in Legends Browser itll say "XML document structures must start and end within the same entity.... "

Here's a screenshot of the DF hack error I get when I export legends info
 http://puu.sh/pzlzk/4bbc886eb5.png
it appears that it is only the legends plus file that is corrupt
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: chaosfiend on June 19, 2016, 02:37:32 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Metaltooth on June 19, 2016, 03:36:17 pm
tried adventure mode, it got to day 9 on updating world then froze and computer told me to quit, strangely it will only do this when loading adventure mode, fortress mode works fine

I switched to a more powerful computer and it actually managed to get through the update world process a few times


Adventure mode, Im attempting to cross mountains and experiencing very frequent lock ups that force me to end the game's process and run it again from the launcher
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dirkdragonslayer on June 19, 2016, 04:01:51 pm
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.
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dirkdragonslayer on June 20, 2016, 05:08:54 pm
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.
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.
Found out it's because the people actually need to pick them up and move them to a stockpile before they are actually mine.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: dirkdragonslayer on June 20, 2016, 06:10:45 pm
Reactions to make Bookshelves are missing in the newest version, and I would assume other reactions involving bookmaking.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: pikachu17 on June 21, 2016, 01:12:19 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on June 21, 2016, 01:31:42 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: pikachu17 on June 21, 2016, 01:35:10 pm
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!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on June 21, 2016, 01:44:39 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Maltavius on June 22, 2016, 08:42:48 am
I just downloaded:
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)

Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on June 22, 2016, 08:44:55 am
I just downloaded:
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)
Did you read any of the posts previous to yours? It appears to be a false positive
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Maltavius on June 22, 2016, 01:42:48 pm
I just downloaded:
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)
Did you read any of the posts previous to yours? It appears to be a false positive

Yes and those where regarding the "Dwarf mockup utility" not the AnnouncementWindow.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: forsaken1111 on June 22, 2016, 01:44:24 pm
Fair enough. At least according to Symantec and Avast, both of which I used to scan the download, there's nothing harmful in it. I'd guess that the file is being flagged because it uses some suspicious looking method to access DF's memory directly or something.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Axetibe on June 22, 2016, 04:27:58 pm
So... is the Hermit race playable in the last version? It doesn't seem so, but there is still a Quickguide and one is able to pick it in the Masterwork Settings.

Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: cerevox on June 22, 2016, 06:25:56 pm
The announcement utility getting a false positive was posted in a different thread, the 1.06 update one I think. The announcement utility apparently gets hit with a false positive on a not-uncommon basis, because they do some funky unzipping procedure in its own directory while running to make it work correctly, which looks to an anti-virus like its secretly installing stuff.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on June 23, 2016, 11:27:25 am
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.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Teneb on June 23, 2016, 11:57:34 am
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.

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 suppose you could preemptively attack them when they show up on the map.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 23, 2016, 12:08:10 pm
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.

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 suppose you could preemptively attack them when they show up on the map.
"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."
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Topodic on June 23, 2016, 12:11:17 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Teneb on June 23, 2016, 12:19:33 pm
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?
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Topodic on June 23, 2016, 12:38:33 pm
I'm still playing on the 0.42.06 version, yeah. I've tried many races on the list, including animal ones, but much like the other poster, the result's always the same.

Strangely, the unit doesn't always seem to spawn, though even when it does, I still get the "Your civilization has crumbled to its end." screen. I've also tried with hermit as the only playable "race" in the configs, and tried on many different worlds, but, again, the outcome has been the same.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on June 23, 2016, 03:01:56 pm
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.

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 suppose you could preemptively attack them when they show up on the map.
"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'm already busy whipping all ethins and blood cyclops... well I would if I could get a military worth something that isn't bitten by a werewolf while possessed by a preta.

Masterwork with all option activated is quite something.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: LMeire on June 24, 2016, 03:15:04 am
Would adding Slow-learner tags to the fortress defense races fix them showing up to taverns? I've gotten a few goblin travelers but never any of their trolls.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Topodic on June 24, 2016, 04:54:04 am
(http://puu.sh/pEcBw/fbd69442a5.png)

Well, I decided to try again and this is the exact errors that are popping up when I try hermit mode. Still no luck.  ::)

(And yes, none of this is cut off - it really is trying to call something called ools..?)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Putnam on June 24, 2016, 05:04:23 am
ools?

modtools?

Also, it's df.global.world.history, whoever wrote that script.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: zukar on June 24, 2016, 05:10:15 am
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?

yo, the 43 version has hermit mode working to an extent. selecting dwarf ends up killing the hermit and the 7 starting ones, and going goblin makes therapist crash. Tested koblod and succubus and they work perfectly, as well as a couple of animal men.
alternatively if you still want to run hermit mode on 42 you could copy the "create-unit-friendly.lua" file from the 43 version and drop it into 42.

one weird glitch though is that it sometimes spawns 2 guys, so you might want to use the "exterminate him" command too kill off the guy that isnt your hermit in ur noble screen.

although since its friday meph should be releasing another updated, which i presume will fix the hermit mode issues.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Burakin on June 24, 2016, 05:48:32 am
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

Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 24, 2016, 07:37:23 am
although since its friday meph should be releasing another updated, which i presume will fix the hermit mode issues.
...
Its Friday?

Shit. I could have sworn its Thursday.  :o
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Fairin on June 25, 2016, 06:25:25 am
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

i tend to generate worlds with only 100 or 200 years of history, i found that even vanilla doesnt handle 1000 years well back when i started anyway... he he

try using start with advanced parameters and the garden of gaia map setting, check it at 100 years, keep in mind with masterwork the longer the world gen the more "often" races get bumped off by others (elves just dont seem to survive when you activate a whole buncha invaders)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: daisha on June 25, 2016, 10:08:44 am
If you're having trouble generating as long a history as you like, you could try a smaller world.  On my machine 250 years of history is about the limit for a medium sized world, but I can do 1000+ for a "smaller" or "pocket" world.  Stability isn't perfect and you gotta turn titans and megas down for any civs to survive, but it works for me within a couple tries.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 25, 2016, 10:30:35 am
Just to make it absolutely clear:

Hermit mode is working again with the current version. A line in a script was wrong, its fixed.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: daisha on June 26, 2016, 03:43:25 am
I just redownloaded 1.07 and made two attempts at hermit mode.  Both times settlement crumbled when I attempted to generate my hermit at the workshop.  No errorlog.txt was generated either time.  (Using Obsidian Soul tiles this time around.)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 26, 2016, 09:37:26 am
Yeah, screw me, the fix is also broken.  :(
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Topodic on June 26, 2016, 10:00:43 pm
I can confirm that Zukar's suggestion works flawlessly for me - so whatever the difference in the 43.03's script is makes it fine.  :)

(Though there is one minor oddity in that I've been receiving caravans. I was under the impression that that should not be the case. Still great fun though.)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: steelyeyed on June 26, 2016, 11:08:53 pm
Good evening all,
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: smakemupagus on June 27, 2016, 12:27:28 am
Try using no Twbt graphics?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 27, 2016, 04:19:45 am
Good evening all,
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
Thats strange, because I do test the default settings quite thoroughly. Is there an errorlog.txt in your dwarffortress folder?

No one else has been reporting crashes on embark like this...  :-\
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: daisha on June 27, 2016, 04:44:27 am
until embark.  at that point it freezes for a while (normal) then crashes to desktop with a "Dwarf Fortress has stopped working" error message.

Do you have it set to create an initial save file on embark, and is that save compressed?  It would be instructive to try it every which way: either saving or compression could be the source of your crash, and if they aren't, you might actually be able to generate a complete save, providing more information about when exactly the crash is occurring (i.e. before/after the initial save.)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Azkanan on June 28, 2016, 05:02:34 pm
So I'm trying to play Hermit Mode... I've built the 'Select Your Hermit' workshop, but there's no 'reactions' in it (Q), as advised by the quick start.

Any help available, please?

(http://i.imgur.com/oSeps2Z.png)

Edit;

Lovely how my search didn't take me to the latest results of 'hermit' 'dwarf fortress'... Took me to page 50-something, but I see from previous posts recently I'm not the only one. :D
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: daisha on June 28, 2016, 05:11:14 pm
Hermit Mode is broken currently because it relied on a command in DFHack whose syntax has changed.  Meph thought he'd fixed it but apparently it's trickier than he'd initially thought and it remains broken in 1.07.  New releases are on Fridays, but Meph said he's working on Humans right now so I'm not sure he'll turn his attention to hermit mode at all this release.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: lethosor on June 28, 2016, 05:51:52 pm
What script is that, out of curiosity? A syntax change shouldn't cause that much trouble - maybe it was a custom script that broke with 0.40 (or 0.42) instead?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: daisha on June 28, 2016, 05:56:31 pm
one of the spawn new unit scripts.  I think there's an unknown factor he needs to track down that's screwing it up still, he tried adjusting the syntax and it still didn't work.  You'll know all I know if you real back over the last 2 pages of this thread, and the hermit mode thread below of course.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 28, 2016, 07:36:45 pm
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.

The fix has been fixed, though I'm sure Meph is testing it so expect it on Friday rather than a hot fix.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 29, 2016, 05:30:07 am
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.

The fix has been fixed, though I'm sure Meph is testing it so expect it on Friday rather than a hot fix.
You never mentioned that the age was the issue. So I should leave out the age in the onload.init ?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 29, 2016, 08:22:10 pm
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.

The fix has been fixed, though I'm sure Meph is testing it so expect it on Friday rather than a hot fix.
You never mentioned that the age was the issue. So I should leave out the age in the onload.init ?
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Boltgun on June 30, 2016, 02:30:36 am
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.

The fix has been fixed, though I'm sure Meph is testing it so expect it on Friday rather than a hot fix.
You never mentioned that the age was the issue. So I should leave out the age in the onload.init ?
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.

You could get the creature's raw and set it to whatever adulthood age it have.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Meph on June 30, 2016, 05:01:18 am
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.

The fix has been fixed, though I'm sure Meph is testing it so expect it on Friday rather than a hot fix.
You never mentioned that the age was the issue. So I should leave out the age in the onload.init ?
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.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: ThePerfectLink on June 30, 2016, 12:03:40 pm
Alright so continuing from the last thread, I have the culprit here for the persistent crashing...  also yes it's dwarves and 1.06
https://mega.nz/#!XZcTDSqB!GnnX1vhs55byagFCJ7yZeOib4OmlHMfxVROlkllAsDA (https://mega.nz/#!XZcTDSqB!GnnX1vhs55byagFCJ7yZeOib4OmlHMfxVROlkllAsDA)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
Post by: Dirst on June 30, 2016, 02:45:34 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: doctoxic on June 30, 2016, 03:09:31 pm
Windows Defender is reporting the following:    [Trojan:win32/Rundas!plock]


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



Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: forsaken1111 on June 30, 2016, 03:15:43 pm
Windows Defender is reporting the following:    [Trojan:win32/Rundas!plock]


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
It's a false positive. You'll see us discussing the same thing if you go back a page or two
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: doctoxic on June 30, 2016, 03:21:10 pm
Windows Defender is reporting the following:    [Trojan:win32/Rundas!plock]


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
It's a false positive. You'll see us discussing the same thing if you go back a page or two

thanks  - by the way are there any instructions on how to use this mod?

cheers


ignore - i missed an entire folder  doh!!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Imic on June 30, 2016, 03:31:31 pm
Could you make links to the race threads?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: ZaPPPa on June 30, 2016, 10:04:11 pm
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: smakemupagus on June 30, 2016, 10:08:19 pm
set it non-economic?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Imic on July 01, 2016, 01:45:59 am
okay figured out how the thread works, where could i find a .zip download?
hang on, fixed up some stuff.
masterwork, here i come!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Gwolfski on July 01, 2016, 04:56:31 am
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. To fix, open up stocks menu with z , navigate to stone tab, cobaltite will be in one of the lists, make sure it is green (enter toggles)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: SimonTheSorcerer on July 01, 2016, 05:14:24 am
Thank you for resurrecting Masterwork DF (the best mod for DF, I never play without it). I've been playing DF for 5+ years now, good to see Masterwork is getting updates again (I just noticed this), it made me excited about DF again. Can't wait till the downloading finishes. Thank you! (btw. I recommend evil ice embarks with aquifer and cave, losing is FUN after all  ;))
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Niveras on July 01, 2016, 05:22:34 am
I think cobaltite is economic stone.

As an aside, Masterwork includes changes that make all stones economic. However, the game will default any stone that doesn't exist as a layer to non-economic so you're not accidentally using things like hematite ore for blocks or walls. (I may have the labels of economic and non-economic backward.)

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?

Given that cobaltite can't exist as a layer stone (only veins, maybe clusters?), it is always non-economic, so it is likely - as smake mentioned - you'll need to toggle it in the 'Z'-Stones menu.

Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 01, 2016, 06:22:21 am
Ehm... build a crucible and "Extract cobalt from cobaltite", making cobalt bars? Who said something of "it cannot be smelted" ? :P
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: ZaPPPa on July 01, 2016, 10:56:53 am
That worked, thanks guys. The message that DF gives is very confusing. I was not aware that restricted stones acted the way they did.

And yes, Meph, you're right.. The threads I read were talking about vanilla DF, not the masterwork you created :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: smakemupagus on July 01, 2016, 11:03:18 am
okay figured out how the thread works, where could i find a .zip download?
hang on, fixed up some stuff.
masterwork, here i come!

Great, welcome :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Vigilius on July 03, 2016, 06:06:43 pm
Hey great mod. I have a problem with seeds sometimes they are showed twice in the expedition starter sometimes the don´t get carried over to the map. Some seeds just disapear.
Title: Re: ☼MASTERWORK☼ (42.06)
Post by: DaSwayza on July 03, 2016, 06:19:59 pm
I'm getting a lot of crashes, I can barely play an in-game year before the game suddenly quits. anyone else having or has fixed this issue?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Huge Lord on July 03, 2016, 06:25:10 pm
How are the Harder Learning option and the guild experience bonuses supposed to interact? It seems like dwarves that have joined a guild via the guildhall workshop gain skills slower than dwarves who are members of guilds "naturally" but faster than dwarves that are not guild members. I'm not 100% sure if this is the case though as I don't fully understand the experience system and I kind of like the gameplay implications this has with dwarves being more talented at certain skills than others.

How is the experience for a non-combat job determined anyways? For example in vanilla I've noticed making coke out of bituminous coal or lignite giving a lot more Furnace Operator experience than smelting say tetrahedrite to copper.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 03, 2016, 07:34:33 pm
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 sets learn rate to 50% as far as I know, guilds should not be affected.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Teneb on July 03, 2016, 07:39:13 pm
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 sets learn rate to 50% as far as I know, guilds should not be affected.
SLOW_LEARNER also excludes the caste/creature from positions. Unless you mean LEARN_RATES:50%
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: ThePerfectLink on July 04, 2016, 12:22:45 am
Any update on that constant crashing issue?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 04, 2016, 02:52:58 am
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.

All I can do is keep asking people for reports, but all I get is "its crashing", not "I'm playing version X on OS X with these settings, I had a X-hundred year old history, the gamelog says X, the errorlog says X". So in the end the reports are not helpful, because people dont include any infos. (Not everyone does this, but seemingly most).
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: jimboo on July 04, 2016, 06:04:32 am
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. 
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 04, 2016, 06:06:51 am
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... :/
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Dirst on July 04, 2016, 09:36:29 am
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'm only hearing about crashes from MW players, but that could just be that there are more people playing thru Masterwork than thru the standard or Rubble versions.  It could be that MW has so much content that it's causing memory issues.  64 bit DF would fix that.

The majority of bugs seem to be in two groups: TWBT multiview, and mods that use create-unit (TESB, Hermits and Succubi).  A save made just before a crash would be really helpful if the crash happens every time the save gets to that point.

For reporting purposes, it is also helpful to get stderr.log (which is DFHack's fairly verbose log).  In particular, it records every script as it's about to run.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: jimboo on July 04, 2016, 05:19:28 pm
Statistical analysis on any group of one is always problematic, but I went back to the last crash and twice replayed the previous season and the one following: once w/ TWBT On, the other Standard (The Earth Strikes Back! was On in both instances).  Both played just fine.  TWBT seems a bit slower to react but maybe that’s just my opia. 

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.   :)

edit: just dwarves
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: antigora on July 04, 2016, 05:59:44 pm
hi, i am not good speaking english, so i will try to explain the crash i was.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: steelyeyed on July 05, 2016, 12:58:09 am
Okay, downloaded latest build, fired it up.   Tried several times and each time crashed at embark.
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
     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
World Gen:
     Changed Number of Civs to 15
     Embark points 1274
     End Year 65
     Population Cap 15000
     Mineral Scarcity 100
DFHack gives the following Messages: 
     loading script at PyLNP_DFHack_onload.init
     Error Loading Script
after initializing all the succubus stuff
     pols/reaction-trigger is not a recognized command
Does any of this help?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 05, 2016, 06:20:59 am
hi, i am not good speaking english, so i will try to explain the crash i was.

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.
Please upload this.

Okay, downloaded latest build, fired it up.   Tried several times and each time crashed at embark.
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
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.

Aha, found something in the releasesboard:
Quote
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Putnam on July 05, 2016, 06:25:57 am
Yeah, wait till 64-bit to do your long-gen large worlds with big embarks.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 05, 2016, 06:42:02 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: 13thEssence on July 05, 2016, 05:57:06 pm
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.  The icon stays in the hidden icons near my sys clock until I hover my mouse over it, then it quietly disappears.  I can run the DF exe from the DF subfolder, and DFhack also loads up when I do, except without a more than a couple of autorun scripts and TWPT is not found by DF hack.

I don't want to distract from the great progress being made on the mod and I haven't read about anyone else having the issue, but I really hope to get it working again.  Thanks.

Win8.1 Laptop
i5-4200U 1.6GHz
8Gb RAM

Edit: 1.04 and 1.03 also work fine.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: smakemupagus on July 05, 2016, 06:55:58 pm
Is your antivirus blocking it?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: 13thEssence on July 05, 2016, 07:18:53 pm
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).
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 06, 2016, 05:58:34 am
I have an idea about what could cause it.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Dirst on July 06, 2016, 12:52:46 pm
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:


I'm sure the acronym was a complete coincidence :)
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: steelyeyed on July 07, 2016, 01:59:17 pm
Just got back on, tried everything with default settings after deleting and cleaning everything out and re-downloading 
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 07, 2016, 04:22:03 pm
Just got back on, tried everything with default settings after deleting and cleaning everything out and re-downloading 
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.
That 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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Pelpo on July 07, 2016, 07:10:24 pm
I was getting the same embark problem with the same error and it started working after I changed the TWBT font to the same setting as the Tileset. It's the only thing I changed between it crashing and it working, but I'm not sure if it will help anyone else. Also, I was able to change the TWBT font to something else and go back into the saved embark after that.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: steelyeyed on July 08, 2016, 02:29:54 am
Save would be appreciated.

I tried both ways with TWBT activated on default setting and with the text set as standard to deactivate TWBT, and got same result.  Going to try with different set and see if I have any luck with that.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Dirst on July 08, 2016, 03:18:01 am
It could be that your graphics card is running my out of memory for textures (tilesets are stored as textures), and those aren't loaded until the map is loaded.  If that's the case, Pelpo had gone just slightly over capacity.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: steelyeyed on July 08, 2016, 03:40:42 am
Changed the tileset, twbt font and color to Obsidian, left everything else the same.  Have finally gotten past embark and am on the map preparing to give it a go.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: forsaken1111 on July 08, 2016, 06:28:12 am
I found that most of my random crashes and other issues vanished when I turned TWBT off.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 08, 2016, 07:50:03 am
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: pikachu17 on July 08, 2016, 01:28:46 pm
Humans can't make pig iron. is this intended?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: forsaken1111 on July 08, 2016, 01:30:59 pm
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: Meph on July 08, 2016, 01:41:47 pm
Soon = around 1h from now.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: ManlyMeatMan on July 10, 2016, 11:42:31 am
Not sure where exactly to put this but I've been having trouble with world gen. I'm trying to gen a world where I could play as any of the 5 current races, but Kobolds seem like they are either unable to survive or unable to be played because of some possible bug with my settings. Do you have some world gen settings you use that consistently allow you to play as any of the races?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Meph on July 10, 2016, 12:32:30 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: ManlyMeatMan on July 10, 2016, 12:36:48 pm
How do you change them to allow the foundation of cities?

Edit: Never mind, I poked around in the raws and found it, thanks for helping me
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: daisha on July 10, 2016, 01:52:53 pm
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.

I haven't tried changing their entity in the raws, but merely turning off skulking has never left me with a playable kobold civilization if even a single other race is active.  Which is a little irritating because obviously after the dwarves delve too deeply low level monsters like kobolds should begin to populate the upper levels of their prior home.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Zeronet on July 10, 2016, 06:21:57 pm
From what i gather, phoebus and obsidiansoul are the tilesets that currently work with the new trees?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: 13thEssence on July 11, 2016, 01:33:48 am
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!
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Metaltooth on July 11, 2016, 02:48:16 pm
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Putnam on July 12, 2016, 04:06:00 am
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

If there's a mountain crash bug and you're crashing in the mountains... you're probably running into the very same bug, not a related one.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: wickys on July 13, 2016, 09:04:38 am
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?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Metaltooth on July 13, 2016, 09:12:26 am
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
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: wickys on July 13, 2016, 09:14:07 am
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

Yeah but I don't want the added crap of Masterwork. I don't want thousands of new races and new workshops and new civilizations. I want some new prefstrings and more armor and weapons. And if he combined Stal and Grimlock's mod somehow I'd like to have only that
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Meph on July 13, 2016, 09:20:42 am
Wickys, what exactly is your excuse to barge in, ask me to do work for you for no other reason than that you want something of me, while calling most of the content I create crap?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: forsaken1111 on July 13, 2016, 09:26:26 am
Agreed, that's a bit rude. If you want the mods changed, do it yourself.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Culise on July 13, 2016, 03:07:03 pm
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. 

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: armok of blood on July 13, 2016, 03:31:41 pm
Are there plans for a mac version?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Meph on July 13, 2016, 03:41:09 pm
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. 

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.
Therapist for 43.03 is included.

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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Culise on July 13, 2016, 05:02:18 pm
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. 

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.
Therapist for 43.03 is included.
Thank you.  Perhaps it's indeed time to upgrade, then. :3
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: forsaken1111 on July 13, 2016, 05:18:07 pm
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. 

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.
Therapist for 43.03 is included.
Thank you.  Perhaps it's indeed time to upgrade, then. :3
Once you learn to love the new job manager system in 43.xx you'll never go back.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Thuellai on July 14, 2016, 04:36:28 am
Any chance of integrating some of the Direforged content with Masterwork?  Direforged has some really cool additions and is my go-to mod for DF, and while it's not hard to add it to a Masterwork install, it'd be cool to see it more directly integrated.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: MechaJeb Kerman on July 14, 2016, 03:19:00 pm
Awesome, awesome, awesome :3

One thing though, it crashes when butchering an animal, 'Baribusa Sow of Glass'. in the error log there is this:
Code: [Select]
*** 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

Any suggestions how to fix/prevent that please?

edit: Also, I have a huge surplus of leather, so i was wondering, are there any leather clothes/shoes that the non-military dwarves will wear?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Putnam on July 14, 2016, 06:02:42 pm
Errorlog is unrelated to crash
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: MechaJeb Kerman on July 15, 2016, 03:26:24 am
Ah, ok. Still though, every time some of the animals caught in caves get butchered, the game crashes, so I'm assuming something is wrong with the animals.

edit: Never mind, it's right there in the Crash sources thread, and here I thought I'm the first one experiencing this :3
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Thuellai on July 15, 2016, 05:21:39 am
Scale-bearing creatures, specifically horned caveturtles, are creating 'scale chops' instead of just scale when butchered - sometimes it even ends up being converted into a 'leather chop', but it's still not usable for leather or tannable, being recognized as food instead.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Metaltooth on July 15, 2016, 04:43:50 pm
Whats today's update gonna include?
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Thuellai on July 15, 2016, 07:39:15 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Meph on July 15, 2016, 08:06:24 pm
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.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 8th July
Post by: Dirst on July 15, 2016, 10:52:44 pm
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.

The short answer is that it's not safe to update a v2.08 save with v2.11.

With a little work, you can drop v2.11 on top of a copy of your Masterwork install.  Just make sure you do it to a copy with all the settings you want (with TEB enabled), don't overwrite anything vanilla while unzipping, and follow the instructions for the .insert files tucked in the zipfile.  The onLoad.init won't update, but fortunately that stuff hasn't changed since v2.08.

Meph's GUI ought to be able to work again after all of that (with the same bug that the Pet Rocks choice doesn't do anything), but you can't be too careful making backups before changes.

Edit: Re-read the question, Masterwork 1.09 is also using TESB v2.08.  Answer is the same... Cannot update an existing save but could prepare for a new worldgen.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Thuellai on July 16, 2016, 12:51:59 am
Is smooth wood actually a thing right now?  I built a sawmill in my human fort but so far as I can tell it just produces planks - no option to refine wood from rough to smooth.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Burakin on July 16, 2016, 03:43:37 am
Adding an apparent bug

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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Meph on July 16, 2016, 06:15:00 am
Adding an apparent bug

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
Is this for 1.09 or the new 1.10 version?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: MechaJeb Kerman on July 16, 2016, 12:14:42 pm
So these weight benches appear to be generating some sort of a material called knowledge, it's apparently a type of stone and a valid building material :/

Spoiler (click to show/hide)

And I didn't notice any improvements in dwarf stats. All I wanted was buff dwarves, but instead I got thousands of knowledge, not sure if this is the intended behavior.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Meph on July 16, 2016, 12:15:47 pm
you probably turned temperature off, did you?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: MechaJeb Kerman on July 16, 2016, 12:28:47 pm
Ahh yes I did, in the previous fort while trying to deal with some immovable caged magma men, forgot to turn it back on. Oh well, now I can build walls and floors out of pure knowledge, which is good because knowledge is power :3
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Meph on July 16, 2016, 03:21:23 pm
Once you turn it back on, the boulders will evaporate. Walls will stay, but items made of it will disappear.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: leinad88 on July 16, 2016, 05:03:22 pm
Some of your animal people hermits get [MEANDERER] and its making them very lazy, maybe a way to remove this for the hermit?(or better yet for anyone who joins your fort i had a wolfman join my fort and he did it to)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Meph on July 16, 2016, 05:39:36 pm
I dont think Meanderer affects the fort AI... just to be sure: What exactly do you mean with "very lazy" ?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: leinad88 on July 16, 2016, 06:11:48 pm
On his way to a job-take a few steps stop take a few steps stop all the way to get the coffin then run normal place it and start making his way to get another one slowly, even did it when I tried fastdwarf 1 1. He would just slowly walk to the job he was trying to do stopping to smell some flowers or look at some bugs(taking breaks in his walking) but as soon as he got to whatever job it was he would work normal(and teleport with fastdwarf) untill he finished the task. On a side note I noticed a something in the kobolds stats you might want to check
normal-
   [PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]              +
turtle-
   [PHYS_ATT_RANGE:TOUGHNESS:300:600:900:1200:1350:1500:2250]
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Meph on July 16, 2016, 07:30:29 pm
what about those?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: cerevox on July 16, 2016, 08:10:24 pm
I am certainly no expert, but it appears that a kobold has roughly the same physical stats as a turtle. At least, that is what I am getting from those numbers.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: leinad88 on July 16, 2016, 08:11:38 pm
The turtle is suppose to be a tougher kobold, and doesn't that say he isn't?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: chaosfiend on July 16, 2016, 09:38:25 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: smakemupagus on July 16, 2016, 11:38:04 pm
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.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: chaosfiend on July 16, 2016, 11:57:55 pm
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.



Well, a quick search shows that it looks like only the Succubi and Orcs have the [ALLOWED_CREATURE:creature:caste]. There are also ones like the Pandashi, that are not Babysnatchers, but seem to often have non-prime race rulers in their mix, at least from the several times I looked through races.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Meph on July 17, 2016, 09:43:39 am
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. ^^

Thanks, I fixed it. New values for turtle-bolds are now:[PHYS_ATT_RANGE:TOUGHNESS:650:1450:1850:2250:2950:3550:5000]

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: chaosfiend on July 17, 2016, 01:19:11 pm
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.                     
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Meph on July 17, 2016, 01:28:41 pm
I dont know. Ask Toady. ;)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Thuellai on July 18, 2016, 01:46:24 pm
Specific milling reactions bundled in from Modest Mod seem broken.  Specific brewing works fine, but specific milling doesn't appear to properly produce flours or dyes, or even the seeds.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: bennerman on July 19, 2016, 01:50:10 pm
In the Manual under the Alchemist's Lab, the description is the following:

"You can also create artificial gems. Take green glass and gold to create emeralds, clear glass and gold for rubies and crystal glass and gold for diamond.
Last part is the transmutation of metals. Take a flux stone as catalyst and two metal bars, to create one bar of the next metal. It is a cycle that allows acces to all base metals in the game."

The "also" threw me off a bit, so I looked around and noticed that the following line from the old manual/wiki article is missing:
"You can work the rare Gems of Armok here. These create unlimited water (Tear of Armok), unlimited magma (Blood of Armok) or a multitude of metal bars (Bone of Armok)"

Is that an error in the manual, or are we not able to use the Gems of Armok in the new version yet?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Criilbilly on July 19, 2016, 03:39:51 pm
I modified scripts/item/quality-change.lua so that Masterworks could be safely improved (at the Weaponry and Armory workshops) without losing their quality (and for completeness I likewise changed the downgrade to not go below regular in case there's a freaky wrap around issue with that too, though I haven't tested it).  As a bonus they benefit from the menacing spike enhancement that happens as part of the improvement.
Just replace the last for-end loop with this:
Code: [Select]
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: LMeire on July 20, 2016, 06:39:36 am
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.                     

It's a statistics problem, you have to have at least four individuals of compatible sexes and preferences all decide to visit a civilization in the same time period, then officially change their allegiance for whatever reason (I suspect these are usually members with outlier personal values for their civ, but IDK), then find eachother, then have them all get married, and then have kids who can also have kids with some other immigrant/second generation. That's a lot of thens and frankly, I'm impressed it manages to happen at all. Let alone consistently to the various beast-folk that I seem to find in massive populations across every human civ.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Lord Cheese on July 20, 2016, 01:15:45 pm
I'm sure this is an incredibly stupid question, so you have my apologies, but how do you play as a race besides dwarves? I checked the box next to kobolds in the fort column, and unchecked the one for dwarves, but still seem to embark with dwarves and cannot find any way to change it. Assistance would be very nice.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: leinad88 on July 20, 2016, 03:38:19 pm
I checked the box next to kobolds in the fort column, and unchecked the one for dwarves
That is exactly how to do it. Did you gen a new world?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Rydel on July 20, 2016, 04:48:41 pm
If you switch which races are available, I'm pretty sure you'll have to gen a new world for it to take effect

If you have multiple playable races available, when embarking you can select your civilization in one of the tabs.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Lord Cheese on July 21, 2016, 01:45:10 am
Yes, I hadn't generated a new world. Thank you.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Mirrond on July 21, 2016, 01:35:51 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: LMeire on July 21, 2016, 02:03:30 pm
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?

That's a vanilla issue that comes from world-activation, you have to actually settle near your enemies or they'll decide you're not worth the effort and attack someone else.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Mirrond on July 21, 2016, 02:41:34 pm
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"?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Putnam on July 21, 2016, 03:41:17 pm
masterwork didn't do the changes
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: smakemupagus on July 21, 2016, 09:45:12 pm
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"?

Near meaning they appear in the Neighbors tab of the embark screen.  Even so, sieges are quite less common than in older versions of DF.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Mirrond on July 22, 2016, 06:45:00 am
Dammit... well, ok.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: bennerman on July 22, 2016, 06:56:28 am
Can anyone explain to me the pros and cons of increasing the calendar speed vs decreasing the calendar speed?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Syphenion on July 22, 2016, 08:30:04 am
Can anyone explain to me the pros and cons of increasing the calendar speed vs decreasing the calendar speed?

Faster seasons, I guess?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 15th July
Post by: Meph on July 22, 2016, 08:57:25 am
Can anyone explain to me the pros and cons of increasing the calendar speed vs decreasing the calendar speed?

Faster seasons, I guess?
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Putnam on July 22, 2016, 03:35:27 pm
Migrants are probably the biggest thing; those are still monthly timed events.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Mirrond on July 22, 2016, 05:03:37 pm
OKAY, so there are a few minor things I noticed.
a) For some reason whenever I relaunch the launcher the Calendar Speed, Points, and Group Size part of Init settings is empty.
b) In World Gen section changes in "All" tab only influence the Large Island part.
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.
d) Not sure if that's a bug, but something might be wrong with Grazing Coefficent. I had it on 500 and yet all my grazing creatures died within a year after wiping out the grass of big part of fortress. Like 20x50 area. And I had like ~10 creatures. I will now go with 9000 and I'll see if this will repeat.
e) I think that changing a embark team size doesn't work.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Meph on July 23, 2016, 02:25:23 am
Yes, the embark size and points script use dfhack, the scripts are not updated to 43.03 yet. I noticed the grazing too, but dont know why or how, because in theory it has the right values.

Quote
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Mirrond on July 23, 2016, 06:51:58 am
Actually - not. I don't even know how to shut dfhack down xD You will have to try it for yourself, I'll send you the save in the priv.
I've set grazing to 9000 and this time it works fine. Hmm.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: bennerman on July 23, 2016, 07:16:49 am
Found this very old script here ( http://www.bay12forums.com/smf/index.php?topic=91166.msg4546075#msg4546075 ) and it still works as a bandaid solution.

Code: [Select]
-- 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)

Just save it as feed.lua. From there, select a creature, type "feed status", then "feed reset", then "feed status" one more time. Compare the results of the first status and second status to confirm that it is working, then just use "feed reset" whenever you need it (don't worry about the statuses)

Edit: Yes, I had the exact same problem as well. It's in the previous release for sure. Not sure of any others

Spoiler (click to show/hide)

Also, can I get an answer to the question above? I don't think I got one unless I missed it
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Meph on July 23, 2016, 07:56:47 am
The water/magma spawning is not in the mod yet, but now that you reminded me, I'll add it next release. Roses wrote something nice for this, a new script that allows more custom options.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: jimboo on July 23, 2016, 08:17:28 am
The Masterwork libraries work again.  Meant to post this earlier, forgot –
In the previous Friday’s release, 15 July, v. 1.10, the Scriptorum again writes the books.  Or rather, the books don’t simply dematerialize after being written.   :)

I’m still finding issues with textiles seemingly with ‘foreign’ and ‘local’ tags on thread and cloth, affecting (auto)loom, dye shop, embroidery, the making of books and the hospital.  In my current 4-year fortress of 15 July release (v1.10), there are hundreds of threads and cloths of various types in various stockpiles and sometimes they’re used, sometimes they’re not – I’m still working on figuring this one out. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Mirrond on July 23, 2016, 09:34:36 am
I've noticed another bug.
In my kitchen menu I have several brewable plants. Yet, I can't make them into beer because my still doesn't consider them as brewable. "Brew from plants" doesn't work, and they don't show on lists of specific plants to brew. The plants are: apricots, foxtail millet plants, longland grass, quinoa, truffles and rope reeds.

Edit: Nevermind the longland grass, it showed now. Strange. 
Edit2: Now it disappeared, even though I still have it in kitchen menu ;_; wtf, I have full barrells of this stuff in the next room.
Edit3: This might be somehow related to the frequent spams of "Cancels Eat: Item inacessible". Any idea what could cause it?
Edit4: Nevermind this... I think I might have found the cause but it's seriously retarded. Plenty of plump helmet men were running around my food storage and... eeee... I'm not sure about that but I think they were blocking the doors and because of them the game considered the food unreachable o_o the bug disappeared when I pastured them away in different room. 

I've started another game and after playing for some time the bug is back. As I really love this fortress, I really hope for quick answer.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: smakemupagus on July 23, 2016, 03:14:55 pm
Pathfinding glitches are indistinguishable from user error without a save game.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Mirrond on July 23, 2016, 07:05:54 pm
Actually... in the last part I meant the continuous crash bug I meantioned earlier. ;_; Only after you've replied I noticed that he way I write it it was... easy to be mistaken. Sorry.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Encrtia on July 25, 2016, 01:27:18 am
Quick Query! If that's ok.

I was wondering if in your mod I'd be able to Tame/Train more creatures than the default experience - thinking Mega Beasts specifically.

Someone said that your mod made Dragons TrapAvoid & so much harder to tame/train, is that true?

Otherwise, my mouth is watering over the content this mod provides.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Spectrelight on July 26, 2016, 12:08:00 am
I came back to Dwarf Fortress after a few years, and was happy to see that Masterwork is still around. My favorite part of Masterwork was Orc Fortress, but I can't figure out how to run it in the new edition. There doesn't seem to be an option to play as orcs in the GUI. What am I missing?

Edit: disregard, I figured it out.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: hormiga on July 26, 2016, 02:26:00 pm
I am having trouble using plump helmets (specifically making booze).

How is this done in Masterwork? Never had a problem in the past.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Mithril Leaf on July 26, 2016, 04:45:34 pm
Man, these updates are really coming fast and hard, I'm especially impressed with the most latest release happening on the Twenty Secoth of July :P
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Meph on July 26, 2016, 05:05:54 pm
Sorry, Phteven made that update.
Title: Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version! - Updated 29th June
Post by: 13thEssence on July 27, 2016, 12:53:16 am
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!

This problem has returned for me in 1.10 and 1.11.  I can't load the MW interface/launcher. Splash screen displays, then silently dies.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22nd July
Post by: mikeydmc on July 27, 2016, 09:07:26 pm
I've been playing this mod in adventure mode and it seems like the adventurer base building doesn't work. It show the menus and a black screen. Also butchering humanoids seems to cause the game to crash.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 22th July
Post by: Guthbug on July 28, 2016, 08:53:34 am
I am having trouble using plump helmets (specifically making booze).

How is this done in Masterwork? Never had a problem in the past.

I'm having trouble utilizing them as well.

Though they are in the fortress inventory they do not trigger the workshop reaction for "brew dwarven wine", or the brew mass reaction.

I think they are also not being consumed in the "brew drink from plant" non-specific reaction either.

From looking at the raws, I'm suspecting it's a material token mismatch between the object (plump helmet) and the workshop reactions but I can't find what I'm looking for to prove it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: Mundus on July 30, 2016, 02:06:13 pm
Had a soldier try to kill a Shaggy Mumuk for about five pages of combat log with an aelfsteel great axe, but unable to get past the fat and just endlessly hacking away. Not sure if due to lack of soldier training but thought I would note it.

Also, as a relative newcommer to modding, how do you have the Summoning Portal/Golem Forge create new creature? Is it through DFhack?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: Meph on July 30, 2016, 02:14:25 pm
yes, its dfhack.

problem with the plump helmet was PLANT_GROWTH in the reaction, instead of PLANT
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: zackman0010 on August 01, 2016, 07:39:49 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: Meph on August 01, 2016, 08:34:29 am
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.

But you can play the fort you have, the last update only added the thought-buildings, water/magma spawning and succubus additions. I'm not sure if they are absolutely necessary for your fort.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: jimboo on August 01, 2016, 09:41:48 am
Leading into the Tavern are carpets of silk, jute, hemp and pig tail cloth, mushroom-dyed teal, red, green and black.

Spoiler (click to show/hide)

GUI settings are default, Phoebus and Masterwork.  Appearance issues with dyed carpets? 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: Needs More Pickles on August 01, 2016, 10:34:02 pm
I'm not sure if it affects functionality, but the following lines in onLoad.init keep giving errors parsing arguments because they have an extra bracket at the end:
Code: [Select]
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 ] ] ]

I'm also getting spammed with
Code: [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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: hormiga on August 03, 2016, 06:52:06 pm

problem with the plump helmet was PLANT_GROWTH in the reaction, instead of PLANT

Sorry if this has been answered but was this fixed in the new update?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: NukeACitrus on August 04, 2016, 02:36:44 pm
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.

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? 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: Dirst on August 04, 2016, 03:25:57 pm
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.

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: NukeACitrus on August 04, 2016, 03:39:14 pm
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.

All right, fair enough! I guess he din't pick up the other axe cause it was designated to be the soldiers' weapon. Perhaps... Thanks for the info!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: pikachu17 on August 05, 2016, 01:16:48 pm
*looks at computer in disbelief**blinks**looks at computer again**decides to post about it*
I in my world a blizzard incarnate died in the year 5. but that's not the weird part. the weird part is that in 11 6 years after he died he somehow made a tablet which then had a foo-mancer learn the secrets of foo.
How did the blizzard make a secret-holding tablet after his death?

Semi-By the way, Meph, are you going to update the other mods in this? a number of them have been updated; most notably TESB, which has fixed a major bug
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: scourge728 on August 05, 2016, 07:18:18 pm
So why did I find Zbot in my download?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Truec on August 05, 2016, 07:19:56 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Meph on August 05, 2016, 08:20:11 pm
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.

I uploaded the mod to virustotal.com, had it checked with 39 different programs. 35 say "no threat detected", 4 did find alleged virusses: Each program found another one. I can only assume that those are false positives.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Needs More Pickles on August 05, 2016, 08:31:49 pm
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.

The group size settings aren't working at the moment because DFHack removed or renamed the variable they try to change. The points setting in the launcher doesn't work, but they can be changed with the points DFHack script while choosing an embark location.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: dcj64 on August 06, 2016, 04:05:14 pm
I have downloaded the latest release a number of times and Windows defender keeps finding this trojan, Win32/Rundas!plock, I first noticed a problem with the utility Announcement Window, kept getting removed, not sure what is happening. I have run a system scan on my PC, no problems, only a problem when I download Masterwork?
Anyone else having an issue? I am assuming not  :-[
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Felius on August 06, 2016, 04:36:08 pm
PTW

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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Meph on August 06, 2016, 04:44:31 pm
PTW

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?
no, the main change is that the new DF is 64bit.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: scourge728 on August 06, 2016, 04:52:32 pm
so why do I crash when I try to play adventure mode using this?

EDIT:I turned it too vanilla graphics and color and adventure mode works now
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Putnam on August 06, 2016, 05:07:20 pm
PTW

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?
no, the main change is that the new DF is 64bit.

0.43.04 also had a combat overhaul that makes all those material properties you have in the raws matter.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: arbarbonif on August 07, 2016, 04:06:35 am
I'm also getting spammed with
Code: [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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: NukeACitrus on August 07, 2016, 05:24:34 am
On a sidenote, I've returned to streaming DF: Masterwork, for those who are interested in the mod!

Stream can be found here: https://goo.gl/zgOABw (https://goo.gl/zgOABw)!

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: DaSwayza on August 08, 2016, 02:46:19 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Meph on August 08, 2016, 06:18:02 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: zakhad on August 08, 2016, 07:56:45 am
This does sound very similar to what I had everytime i tried to load my backup/orginal it would crash at Loading Artefacts I haven't had this since 1.13, it does seem like some maps are generated a bit iffy maybe?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: bennerman on August 08, 2016, 08:36:08 am
Edit: Nevermind. Got nothing.

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Thelo on August 08, 2016, 10:53:02 am
It crashes for me too... but not everytime. I keep insisting and eventually it loads and I can continue playing.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: bennerman on August 08, 2016, 11:13:32 am
I'm guessing that's what happened when I thought I had fixed it originally. Had a bunch of times in a row where everything would load fine.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Dirst on August 08, 2016, 02:07:25 pm
Edit: Nevermind. Got nothing.

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.
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

Urist McMiner has awakened a creature of Living Limestone
Urist McMiner has incurred the wrath of an Awakened Limestone
You have struck hidden onyx!


then the mod's DFHack scripts are definitely active.  Remember to make changes from the Masterwork GUI take effect you need to generate a new world.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: qorthos on August 08, 2016, 05:25:20 pm
Is it just me, or are the laptop keybinds not working right?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Metaltooth on August 12, 2016, 07:41:05 am
Is it just me, or are the laptop keybinds not working right?
they havent worked in a long long time

i got so fed up with having to change it so itll work right every release I just made my own key binding set
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Putnam on August 12, 2016, 07:52:16 am
...Can you post it so that it can be included in the mod?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Metaltooth on August 12, 2016, 09:26:06 am
...Can you post it so that it can be included in the mod?
http://puu.sh/qyLzB/47178e1dd0.txt
Lemme know if it works right


just copy that wall of text, put it in a txt file and call it interface
then find it in your DF folder and replace the one in there with this new one
should be located in MASTERWORK\Dwarf Fortress\data\init

Just know that youll have to replace it with every update


just note this is for laptops without a numpad
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Nidhoggur on August 13, 2016, 12:35:21 pm
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 :(
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Dirst on August 13, 2016, 01:18:17 pm
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

tesb-job-monitor -living 0 -gem 0

into the console to disable the Living Stone stuff, which is the core of the mod.  It should then play basically how MW does with the mod turned off.  You'll need to do that on each load (or edit onLoad.init in the save folder).
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: urmane on August 13, 2016, 01:42:51 pm
Is there a 64bit Linux version of vanilla DF 43.03?

My current system is 64bit, and I've started to look at how to make a 64bit linux version of MDW, but the only 64bit version of vanilla I can find is 43.05 (not 03).  32/64 multilib madness I would like to avoid (but would really like to see that feature on a pinball machine).

dfhack and the other utilities I used to compile from source, so I'm going to try that route, if I get past the first hurdle.

(If I had a 32bit system, I could start with LNP, but alas sad face)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Lordsservent-san on August 13, 2016, 02:49:56 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Metaltooth on August 14, 2016, 09:33:48 am
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?

It did that to me a few times
Did you get a windows popup saying
"Dwarf fortress has stopped working"
If you dont I recommend patience, i went off and did something else for awhile and when I came back it had loaded
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: urmane on August 14, 2016, 12:32:02 pm
Is there a 64bit Linux version of vanilla DF 43.03?

Fixed, was on the wrong path.

I have MDF 1.13 + DF 43.03 + dfhack working on linux, gen'd a world and embarked, now debugging errors.  I have a Macbook now, too, may try to make a dist for that, but dfhack looks more problematic and the compile env on OSX is new to me there.

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.... ?

stonesense cannot load (of course), probably allegro issues, I have leads there.

multilevel is not a recognized command.

A few more lua errors as well.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Needs More Pickles on August 15, 2016, 08:40:31 pm
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.... ?

That's apparently normal. Some part of the settings system duplicates part of the last command in onLoad.init.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: squamous on August 15, 2016, 10:52:31 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Rydel on August 15, 2016, 10:55:32 pm
If you generate a world with multiple playable races, you can switch between them (when starting a new fort, of course, not in the middle of a fort).
When you are embarking, one of the pages lets you select the civilization to play as.

They may not all be available if some die out in world gen, and some may not be available in certain locations if there aren't settlements close enough, though.

However, if you change which races are available in the launcher, that won't take effect until you generate a new world.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: snowhusky5 on August 15, 2016, 11:22:07 pm
It seems like the parchment image in the OP is somewhat out of date - orcs and succubi are missing...

Are there no plans to re-implement gnomes? They were a lot of fun in the old mod.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Arcvasti on August 15, 2016, 11:29:59 pm
Are there no plans to re-implement gnomes? They were a lot of fun in the old mod.

Meph didn't do Gnomes, IndigoFenix did[Like Smake does Orcs and Boltgun does Succubi]. Any updating of Gnomes will have to be done by them, since its got some rather intricate DFhack stuff going on.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Lordsservent-san on August 16, 2016, 01:14:41 am
Meanwhile, I am doing dwarves and using plump helmet men as a resource. They aren't actually that scary if you keep their niumbers VERY low. Though, I can see them getting into uncontrollable population growth very quickly if you don't keep culling them constantly…
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Meph on August 16, 2016, 05:03:22 am
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.

Cheers,
Meph
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: pikachu17 on August 16, 2016, 09:19:57 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: pikachu17 on August 16, 2016, 09:24:12 am
What the heck? Sorry, I accidently double-posted.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Lordsservent-san on August 16, 2016, 10:00:59 am
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.

Cheers,
Meph
Good luck with your trip Meph, and have a safe journey.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Needs More Pickles on August 17, 2016, 11:28:10 am
Edit: I derped.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: pikachu17 on August 17, 2016, 01:33:44 pm
Meph, would you mind if I used your set of scripts in one of mods?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Arcvasti on August 17, 2016, 04:12:22 pm
Meph, would you mind if I used your set of scripts in one of mods?

I'm fairly certain that those aren't Meph's scripts being used, unless he learned how to DFhack at some point. You'd have to ask the people who wrote the scripts.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: ErikPhantom on August 18, 2016, 04:35:20 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Dirst on August 18, 2016, 08:42:41 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: ErikPhantom on August 21, 2016, 11:06:44 pm
Ah thanks, made a new world with Stal's off and it appears to have fixed the issue.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: vonsch on August 22, 2016, 02:39:16 pm
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 am launching game from MWDF UI, and I am using advanced world gen there and trying fresh worlds... no luck so far.

Trying to see the impacts of latest DF (2014) changes still.  Wow, trees changes means a lot more wood for a given start.  That means I will do early stockades from logs, I guess, then reclaim the logs later.  Hard to manage so many early logs!

Thanks in advance.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Niveras on August 22, 2016, 03:39:02 pm
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.

The launcher relies on the dfhack scripts which, I believe (last I heard), aren't functional right now. That was a few weeks ago perhaps, not sure if they've been updated since then. (Since Meph is presently away, MDF won't see an update until he gets back, but if those scripts have been fixed they could be updated manually.)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: vonsch on August 22, 2016, 03:47:37 pm
Thanks!  I'll stop trying to make that work then. :)

I need to fail more with the new systems before I start a serious settlement anyway.  So much wood...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: weltall on August 25, 2016, 10:06:11 pm
I wonder if Meph has met any Forgotten beast in the woods. He better have remembered to bring a pickaxe with him.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Dirst on August 25, 2016, 11:43:05 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Meph on August 26, 2016, 01:47:37 pm
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. ;)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Urist Reborn on August 26, 2016, 06:01:56 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Crab on August 27, 2016, 07:35:18 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Lordsservent-san on August 27, 2016, 10:13:05 am
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.

For your first question, I don't know, and I think someone else would be better able to answer that then me.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Yinseng on August 28, 2016, 01:33:27 pm
Hello Meph, someone just turned me on to your fantastic modpack.

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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: forsaken1111 on August 28, 2016, 01:38:07 pm
Hello Meph, someone just turned me on to your fantastic modpack.

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?
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.

http://www.bay12forums.com/smf/index.php?topic=125638.msg7136443#msg7136443
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Yinseng on August 28, 2016, 01:49:31 pm
Ah, good. Does that mean there will be an update this coming Friday?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Arcvasti on August 28, 2016, 10:36:17 pm
How much of Masterwork was made simply by adding new raws, and how much using scripts?

Most of Masterwork is Raw-based, since that's what Meph's good with. Custom races, interactions/"magic", workshops and materials are all done with raws only. Making custom glove reactions work and spawning units/merchants/sieges are the big things DFhack does for Masterwork, although the Gnome and[To a lesser degree] Succubi modes lean on them more.

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Putnam on August 28, 2016, 10:48:43 pm
spawning units/merchants/sieges

Can't spawn sieges anymore. However, spawning armies is essentially equivalent. If that's researched well enough, that would be possible. I personally don't have quite the knowledge required to figure out what the hell the army structures are about, though.

I sort of wrote that force script in the first place, but it was basically a minorly modified oneliner by Quietust that I gave some arguments. I fully understand how it works now, so I can maintain it, but updating force siege is outside the scope of the force script (though not outside the scope of DFHack or even my personal scope of what-I-want-to-do).

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.

DFHack has docs for the Lua API (https://github.com/DFHack/dfhack/blob/master/docs/Lua%20API.rst) and XML files detailing all the structures that DFHack (and thus its Lua bindings) can access. (https://github.com/DFHack/df-structures) The DFHack thread under utilities and 3rd party applications is probably the best place to get help for DFHack-specific help (I.E. stuff regarding dwarf fortress structures and interacting with Dwarf Fortress)--the programming thread in the lower boards is the best place to get started around here, though I would personally just, like, go everywhere if you really want to get into it.

It's not really the .exe that's modified, btw--it's the memory at runtime, like Cheat Engine. DFHack can also run compiled C++ plugins and Ruby scripts.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: NukeACitrus on August 29, 2016, 08:00:30 pm
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!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Meph on August 30, 2016, 06:49:12 pm
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!
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. ;)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: darkflagrance on September 03, 2016, 12:07:46 pm
Someone asked me if the latest version of Fortress Defense will be added to Masterwork. Do you see that in the cards soon?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Meph on September 05, 2016, 11:38:25 am
Darkflagrance: Sure. I check on your mod now and then and port small changes myself. anything specially exciting that should be added, anything brand new?

To all: Today was the last day of cycling, I'm in Bavaria visiting my mom now, I might squeeze out an update for this friday, maybe. I will definetly start doing proper updates from next friday on. I summited Germanies highest mountain yesterday and will be back home properly in a couple of days.

Edit: Scratch that, I can manage a proper update this friday.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Urist Tilaturist on September 05, 2016, 03:42:39 pm
Is this compatible with 43.05?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Meph on September 05, 2016, 03:48:24 pm
Since it clearly states 43.03 in the title, I'd say no.

the mod heavily uses dfhack, which has not been updated to 05 yet.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Catarooni on September 07, 2016, 06:32:50 pm
I know someone somewhere has asked this question before, but I'm not able to find the answer.

How do I activate or deactivate races for fort use without using the GUI?

I'm running Linux and not having luck running the GUI through Wine.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Putnam on September 07, 2016, 06:34:25 pm
[SITE_CONTROLLABLE] in the entity_x files under raw/objects is what you want.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Catarooni on September 07, 2016, 06:35:31 pm
Thank you so much!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: 123nick on September 08, 2016, 08:18:02 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Lordsservent-san on September 08, 2016, 10:49:32 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Putnam on September 08, 2016, 11:18:52 pm
force siege is the only one that truly does not function.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 5th August
Post by: Meph on September 09, 2016, 07:25:44 am
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.

The new mod is still smaller, but that doesnt have to be a bad thing. ;)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th July
Post by: Evans on September 09, 2016, 01:15:28 pm
Hello,

I have the same problem. Is there any fix to the script yet?

I'm also getting spammed with
Code: [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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: randomgenericusername on September 09, 2016, 03:24:04 pm
rip warlocks and gnomes  :(
also i want to report this bug where werebeasts are made of frozen plant extract and logs (butchered some in adventure mode) and also nightcreatures explode when hit in the upper body (they literaly explode in all their body parts, organs everywhere)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Yinseng on September 09, 2016, 05:19:13 pm
Pledged. Only $3 for now but I'll likely bump it up once I get my new job~
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Durian Hohlades on September 09, 2016, 05:59:55 pm
BIG LOVE TO YOOOO

just one question, if 05 comes are saves compatible?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Yinseng on September 09, 2016, 06:21:42 pm
On the 'mods' section of the Masterwork Settings launcher, the author names (such as 'by Wannabehero') are in a blue that contrasts very poorly with the background. Could this color be changed?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Evans on September 10, 2016, 11:34:08 am
I have experienced a strange event with new tavern system.

Apparently I was visited by a Gorgon Macewoman, who was friendly.
However upon entering my tavern she revealed her face turning tavern keeper into stone.
Afterwards it somewhat spiraled out of control as my whole squad of unequipped mercs was present and busy carousing.

While it gave me FUN (due to a horde of nagashes that just descended on my fort a minute later), I think her interaction might be too aggresive.
If gorgon wants a drink, she could have just asked for it  ;)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: keepykoon on September 11, 2016, 11:06:25 pm
Hi, I apologize in advance, because this is all new territory for me.  I've been really psyched to play DFM, but I'm on a mac.  I tried playing it via wine dev but I can't get either the DFM.exe (for settings) or the DF.exe to run.  Can someone give me advice on the best way to go about playing this on a mac?  From poking around the forums I got the notion that a mac version might be in the works, but the person behind it is having difficulty figuring out how to getting the settings program to run.

Sincerely,

Idle Dwarf
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Evans on September 12, 2016, 02:53:38 am
I am yet to move to 1.14, however I noticed in 1.13 that bird-man visitors are unable to path to tavers etc.

I have this Masked Lovebird Man Dancer hanging in the air on my map for 3 seasons now.

Btw I would suggest bringing back 'slam' command. I tested it and it works - basically, I just used it to get rid of this poor bird man.

Edit:
I just had a naga troupe join my fort.
The first thing naga woman did, was to lay eggs "Hardened Coral Clutch".

Here is the screenshot of the item:
(http://i.imgur.com/7BY6ZKT.jpg)

Are you sure they should be worth 1,5 billion? :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Hydrall on September 13, 2016, 10:34:44 am
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?

For Armok Vision, it shows only a blank starfield and
Code: [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!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Lordsservent-san on September 13, 2016, 12:16:59 pm
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?

For Armok Vision, it shows only a blank starfield and
Code: [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!
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.

Still, glad to see you're enjoying the new version. 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.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Dirst on September 13, 2016, 12:51:37 pm
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 :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Sytel on September 14, 2016, 09:32:11 pm
A few things... this is from 1.13, haven't tried 1.14 yet (changelog?)
-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 : )
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Dirst on September 14, 2016, 10:42:51 pm
A few things... this is from 1.13, haven't tried 1.14 yet (changelog?)
-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 : )
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Sytel on September 14, 2016, 10:49:28 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Lordsservent-san on September 15, 2016, 12:13:19 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Sytel on September 15, 2016, 08:01:11 am
It's the gemcutter I'm trying to use them at, not the jeweler. Trying to make furniture out of them.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Dirst on September 15, 2016, 11:09:34 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: LMeire on September 15, 2016, 12:07:57 pm
Are you cutting them first? The gem-crafter doesn't take rough gems.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Sytel on September 15, 2016, 12:29:13 pm
I have some cut ones and some uncut ones-- neither one works. (Usually the gemcutter uses rough gems to make, e.g., beds out of.)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Dwarf_Fever on September 15, 2016, 06:57:58 pm
Hello,

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Lordsservent-san on September 15, 2016, 07:49:30 pm
Hello,

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.
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: RodriguesSting on September 16, 2016, 03:23:06 pm
Congrats on the new release meph. I might get back into Dwarf Fortress. Just to know, are the invasions back in?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Meph on September 16, 2016, 04:29:47 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Niveras on September 17, 2016, 03:56:05 am
Hello,

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.
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 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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Dwarf_Fever on September 17, 2016, 07:15:37 pm
Hello,

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.
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 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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: fyretooth on September 17, 2016, 07:47:44 pm
Hey all,

I've been having irregular crashes for about a week, but I was getting around them by saving often. However, I'm now unable to load any of my saves, due to the same crash error:
*** 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

I would be willing to chalk it up to !!fun!!, but this is my oldest and most advanced fort. I'd like to continue if possible.
Does anyone know of a fix?

Link to relevant files: https://drive.google.com/open?id=0B3OyxFCKDyjBakdxR25QYXFtNW8
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: helmacon on September 17, 2016, 08:35:35 pm
I have also been having very regular crashes with the latest version. I crashed during World generation, Crashed on embark, twice, Seasonal Autosaves work, but I have to tab out and back into the game to unfreeze it, and attempting manual save results in immediate Crash to Desktop. Error log was strangely empty, just "undefined plant material set to default: AGED_MUSHROOM_HELMET_PLUMP AGED_MUSHROOM_HELMET_PLUMP" but that shouldn't be related to the crashes. DFhack closes itself when the game crashes before i can examine it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Baka Kenshi on September 17, 2016, 11:34:59 pm
Is it based on 43.05? Or should we wait for the next one for 64-bit masterwork? :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Putnam on September 18, 2016, 12:07:33 am
Masterwork relies on DFHack. Masterwork can only update to the version DFHack is updated to.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Evans on September 18, 2016, 03:59:25 am
Meph a question:
Do you plan to bring back hermit altars maybe?

Not that I need them so badly, it's just that corpses cannot be butchered right now due to the bug - however after they are reanimated they can.
Black Monoliths might be very useful right now :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th September
Post by: Niveras on September 18, 2016, 05:44:09 am
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.

I remember reading that something like this can happen, but I'm not sure if it's your specific situation that has the vulnerability or something else. It does seem likely, though. It may be advisable to put a wall in the _ space.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Dwarf_Fever on September 19, 2016, 12:45:04 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Lordsservent-san on September 19, 2016, 01:44:26 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Amostubal on September 19, 2016, 07:58:31 pm
I have hit the oddest of errors... I'm getting this unusual spam:  Manager Cancels Update Stockpile Records: need office.

He's assigned a chair, he's not assigned to a burrow that doesn't include the chair.  I've never had this issue ever.... and I'm getting thousands of this cancel report.  in the (N)obles screen he's shown to not require anything....  I've disabled everything that might have a joint zone with the chair and am at a loss..  I even changed chairs,deconstructed and reconstructed the chair, etc.  the spam continues.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Amostubal on September 19, 2016, 08:02:49 pm
disregard that..... apparently a locked hatch had the manager locked in a mineshaft.... I feel like a complete idiot... don't even remember locking the hatch....
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Dwarf_Fever on September 19, 2016, 08:07:59 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Lordsservent-san on September 19, 2016, 08:14:30 pm
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.
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Dwarf_Fever on September 19, 2016, 08:23:11 pm
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.
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.
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.

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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Lordsservent-san on September 19, 2016, 10:30:40 pm
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.
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.
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.

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?
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: forsaken1111 on September 20, 2016, 06:44:47 am
Workflow does not add jobs to empty workshops.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Blackworth on September 20, 2016, 11:23:22 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Meph on September 20, 2016, 12:27:03 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: forsaken1111 on September 20, 2016, 01:08:27 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Denniz on September 20, 2016, 02:07:27 pm
Using 1.15. Couple of questions about Dwarf magma fueled buildings.

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?

2. Magma Crucible -
    a.) Is this where you smelt Cobalite/Cobalt? Does it have impassible tiles?
    b.) The need for 3 steel cauldrons (6 steel bars) is a little steep. Why can't we use a regular smelter to process cobalite?

Thanks.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: vonsch on September 20, 2016, 06:36:39 pm
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.
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.
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.

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?

I am seeing workflow jobs from last game are still active in current game (same world).  So dfhack is remembering them.  Might be something similar for you.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Dwarf_Fever on September 20, 2016, 06:46:38 pm
When I type "workflow" in dfhack I get:
Error: the plugin is not enabled.

Where do I find the save file?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Putnam on September 20, 2016, 06:48:02 pm
When I type "workflow" in dfhack I get:
Error: the plugin is not enabled.

type "enable workflow" into the dfhack console
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Dwarf_Fever on September 20, 2016, 06:49:08 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: vonsch on September 20, 2016, 07:31:14 pm
Meph,

In my current game I set animal men to 0 and giant animals to 10.  I understood this to mean NO animal men and a low chance of giants (I like giants, but too many feels wrong...)  I am overrun with animal men of various sorts and seeing a lot of giant creatures too (every other spawn, I'd say.)

Which brings me to:  Is this a world creation setting or a game setting?  I created the world when other settings were active.

Or, does this setting function?  Or do I just misunderstand what it does?

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.


An aside:  I messed around a bunch with world generation with vanilla settings and didn't see crashes, though I kept them on the small side and didn't try to run history beyond 100 much.  This is just to offset some of the complaints of world gen crashes.  I did not used advanced world gen for these, just the basic gen, but varied the settings some.

I'm still adjusting to the changes to vanilla from the legacy MWDF days.  Some things do work differently (better in a lot of cases!)  But not uniforms...   :'( :'(
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: forsaken1111 on September 20, 2016, 10:05:04 pm

Where do I find the save file?
http://dwarffortresswiki.org/index.php/DF2014:Saved_game_folder

Forgive the link, I'm on mobile and it's easier.

You can zip the save and drop it on dffd or Dropbox and send me the link.

As far as I know, the workflow plugin only works through existing jobs, it never makes new ones in a workshop. I'll take a look and see if I can figure out why you're seeing phantom jobs
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: LMeire on September 21, 2016, 03:36:18 am
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.

I go a step further and access it with controlled cave-ins. Fluids get teleported to the top of a falling chunk of stone, so you can drop a pillar on a small pool to fill out an equal sized pool at the top. If you dig the shape out tall enough there won't even be an entry-hole in the ceiling. Works for sealing off cavern sections too.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: jimboo on September 21, 2016, 04:18:19 am
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.   :) 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Niveras on September 21, 2016, 04:34:31 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: forsaken1111 on September 21, 2016, 06:26:38 am
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: vonsch on September 21, 2016, 08:23:51 am
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?

Yeah, knew that was the way it worked in legacy aside from the cap npt capping very well.  There used to be a dfhack script to make them stop a bit sooner.  Forced a check immediately rather than when trader arrived or something.

I did get a small wave in my current game at the one year mark.  This fort is a long way from other dwarves, maybe that factors in.  Also didn't see a trader until the one year mark.  Started in summer and dwarf trader is set to fall.  Came the following fall, not the first one.  That fit the scenario though. Or maybe it's just very random.

I think it was two missed waves.  Not even a 'no immigrants this season" message.  Got one of those the season after the wave I did get.  Maybe the biome and evilness factor in too.  I am on the edge of an evil one, with a human blood rain.  Usually don't play in evil areas.

Thanks for replying.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: steelyeyed on September 22, 2016, 06:45:30 am
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 10
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: vonsch on September 22, 2016, 08:31:14 am
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 10
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?
10x10 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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: steelyeyed on September 22, 2016, 08:55:28 am
tried different sizes... seems anything beyond the default will crash.  will keep playing around with settings.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Denniz on September 22, 2016, 01:39:37 pm
FYI, Kaspersky says that the version of 7-zip console in Utilities\LegendsExportsProcessor-4.1 is an older version with some vulnerabilities. 7-Zip version 16.02 had a bunch of fixes in May. You might want to update the utility just to be safe.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: nuker22110 on September 23, 2016, 06:47:09 am
why does the spacefox graphics in masterwork look so different from vanilla spacefox graphics from LNP?
Spoiler (click to show/hide)

also i disabled aquifers in the masterwork gui, but they are still showing up in embark tiles
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Rydel on September 23, 2016, 07:39:39 am
For the Aquifiers, did you generate a new world after disabling them?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: nuker22110 on September 23, 2016, 07:46:30 am
For the Aquifiers, did you generate a new world after disabling them?

generating a new world did the trick. any idea as to why the spacefox tilesets look so different?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Meph on September 23, 2016, 12:27:36 pm
I mucked up the graphics folders in the last update, It's fixed in my dev version.

I've been working on creatures today, but there are way more than I thought... the update will be a bit late, I'll release it tomorrow, when I'm done with all of them. Makes no sense to do half of it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: vonsch on September 23, 2016, 06:23:08 pm
Speaking of creatures...

In my current game when I try to butcher a trained mandrill I caught and trained, the game crashes.  Three times in a row.  I am pretty sure it's the mandrill.  The last time I watch the butcher shop and as the butcher dragged the mandrill up, crash.

Just tried a trained capuchin and that worked fine.  And have been butchering a variety of other beast.

Checked dead log and have butchered mandrills earlier in this game, but those were dead, not caged and trained. 

More research: it's not mandrills in general.  Had two caged, second butchered fine.  Now to see what's odd about the other.  Maybe something in cage.

Can't see anything unusual.  Will autodump destroy the cage and contents to be rid of it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Meph on September 24, 2016, 12:48:50 am
Might be that the first mandrill stole something before it was caught, resulting in an entry of "in the year of X, the mandrill X stole X", making it a historical figure. The game somehow dislikes butchering historical figures...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: helmacon on September 24, 2016, 06:18:32 am
Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: Putnam on September 24, 2016, 06:34:01 am
Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.

see: harambe
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: forsaken1111 on September 24, 2016, 12:19:14 pm
Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.

see: harambe
Is that the animal which is only famous for having died?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Amostubal on September 24, 2016, 12:44:38 pm
had a fire breathing chimera (all 3 heads, so it randomly shot behind and in front 3 separate blasts) that was cage trapped... tamed it... tried to butcher it... crash... retried... crash... gave up and installed it on a chain where it set fire to a goblin invasion 20 ticks after they started to cross the zone.... goblins ran in 20 different directions... set the entire map on fire... the chimera went wild on the chain... somehow slipped the restraint (think it was a pigtail rope....) chased goblins from one end of the embark to the other..... needless to say since it was a dry savanna, the fires burned for 3 months engulfed the entire map, made outside work impossible.  the chimera recaged himself...  after that I pitted him in a magma pool drop ...  he set fire to all of cavern layer 3 while falling 50 levels down the tube trying to get a blind ogre that was warming by the magma entrance.... smoke filled the cavern and the tube all the way to the pit zone... glad I had locked hatches....  he was still kicking a month later in the magma pool before he finallly succumbed to injury... I think some settings must of had him on steroids before he arrived in Amostubal....

none of that would of happened if they would of let me butcher it in the first place...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: ZM5 on September 24, 2016, 04:28:33 pm
Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.

see: harambe
Is that the animal which is only famous for having died?
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: IAmTheMadLord on September 24, 2016, 05:46:56 pm
Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.

see: harambe
Is that the animal which is only famous for having died?
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.

To be fair, in dwarf fortress dying of old age IS an accomplishment for most creatures.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th September
Post by: ZM5 on September 24, 2016, 06:44:24 pm
Society tends to dislike the butchering of historical figures in a broader sense, despite its unusual propensity to do so.

see: harambe
Is that the animal which is only famous for having died?
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.

To be fair, in dwarf fortress dying of old age IS an accomplishment for most creatures.
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".
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Prismaa on September 26, 2016, 09:29:20 am
Is orc's fully playable? I tried them and they seem to be missing some stuff, like I couldn't find Boneforge and I was able to make only "bows" didn't find composite bows or greater bows, Fletcher was able to make only batch of arrows.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Evans on September 26, 2016, 09:55:46 am
It's still early days.

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 :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Meph on September 26, 2016, 10:19:59 am
It's still early days.

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 :)
Orcs are smakes mod, I updated it together with him, but he decided to remove a few things. The fletcher was among those.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Prismaa on September 26, 2016, 10:45:38 am
Hmm I changed TWBT font, but now I can't figure out which one was default font on it, since it was blank.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Rob Allen on September 26, 2016, 02:42:20 pm
Masterwork has been exceptionally unstable lately.  I've tried the last 4 versions and each time I get frequent crashing during world gen, even with default settings in the launcher.  On the rare occasion I do get a world to generate, I crash immediately upon embark or when starting a new adventure character.

If I do change the options, I can't restore the default profile.  Nothing happens when I click the option to restore defaults.  I have to completely reinstall to get the defaults back.

It feels like there's something other than Masterwork that's causing the crashing, but since I don't have problems with anything else, I can't imagine what that might be.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Meph on September 27, 2016, 06:03:54 am
Rob Allen, I dont experience the crashes at worldgen myself, so I dont know... but that does not sound right, if it crashes all the time, at worldgen, embark and adv-mode. Try turning off TWBT.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: IAmTheMadLord on September 27, 2016, 06:52:01 pm
The only problem I'm having is my computer can't handle some worlds; for example, I crash if I try to load my 1050 year history world. also; I crash on manual save, but am entirely fine on the seasonal auto-save. it's weird, but still entirely playable.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Meph on September 28, 2016, 04:24:52 am
In that case, please remember that there is a quicksave option included in Dfhack. ;)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Putnam on September 28, 2016, 04:41:53 am
In that case, please remember that there is a quicksave option included in Dfhack. ;)

Which happens to be literally the seasonal autosave.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: fyretooth on September 28, 2016, 06:58:27 pm
I've got WAY more silver than I know what to do with. It's been fun thinking up uses for it.
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: forsaken1111 on September 28, 2016, 07:01:29 pm
I've got WAY more silver than I know what to do with. It's been fun thinking up uses for it.
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: fyretooth on September 28, 2016, 07:05:30 pm
I think metal clothes can only be adamantine, mithril, gold, and silver, unfortunately.
But yeah, I plan on making about everything I can out of silver eventually.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: PyroTechno on September 28, 2016, 07:45:26 pm
So, how do I build and operate this vaunted Magma Well? I picked the succubi just so I could use it, and it won't let me build it. It says I need magma-safe blocks, which I have. What else do I need?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: helmacon on September 29, 2016, 12:35:51 am
Spoiler (click to show/hide)
Not sure if there is a didicated place to post crash stuff, so im a put it here.
Please ignore the desktop i forgot to edit out.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Putnam on September 29, 2016, 12:41:59 am
That's not a crash, just... I think it's an invalid subtype named in item-trigger defs?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: helmacon on September 29, 2016, 01:01:13 am
well.. it was a screenshot of the DFhack console mid crash. It looked a bit different than the stuff it's normally throwing out so i figured i'd set it here to see if you guys could get anything out of it. Sorry if it was irrelevant. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Putnam on September 29, 2016, 01:16:03 am
Yeah, the DFHack stuff is unrelated to the crash. Not much way to know what was actually causing the crash without a copy of the save.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Meph on September 29, 2016, 05:09:52 am
What the heck?

There are only 10 instances of item-trigger in the onload.init, all about disabled, unused Skaven weaponry. There is no way to get these items ingame.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: jimboo on September 29, 2016, 06:25:37 am
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.

“Too much” of any ore is not generally a problem; did you embark on Magnetite Mountain?  You could continue with the Iron Tower but it’s been done and constructed walls/floors can't be engraved.  If you come up with something novel that’s Wiki-worthy, that’d be good (either Stupid Dwarf Projects or a MegaProject, http://dwarffortresswiki.Megaprojects.org/index.php/v0.34 (http://dwarffortresswiki.Megaprojects.org/index.php/v0.34) )  It’s magma-safe so if you decide to bring the best thing about Dwarf Fortress up a hundred levels to your metalworks, you’ll need a lot of blocks, grates and pump parts. 

Iron isn’t worth much, inherently or by use although The Iron Tower sounds pretty good and would certainly be something to talk about over drinks in the Tavern, probably over iron cups.  Depending on which version you play, consider at least bringing it up to steel; much better edge on weapons, better hammers, better armor, no heavier, worth more as trade goods (esp. trap components), better for stud decorations.  If low on flux stone, simply have some way for enough bones and one can still have a metals industry-based fortress since several animals breed quickly enough to base a metals industry.  I’m partial to craigstooth boars: meat, leather, bones, tallow for soap, milk for cheese, teeth and sheared ivory for decorations and early, trainable meat shields for the military.  I’m several years now into a Ye Olde Masterwork fortress so the steel becomes mithril, inherently valuable, useful for all kinds of things and pretty much absolutely necessary when Invaders are set at higher skill levels.  Also prettier to look at and very dwarf-y.  Maybe I’ll do Mithril MountainHome.     :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: forsaken1111 on September 29, 2016, 10:49:22 am
Is the old cycle where you could endlessly gather peat, compress it, turn it into coke, then compress that into diamonds still feasible? I might build a massive diamond ziggurat to the glory of Armok.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Meph on September 29, 2016, 11:06:03 am
peat to coke, yes. Coke to diamond, no.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: forsaken1111 on September 29, 2016, 03:02:55 pm
peat to coke, yes. Coke to diamond, no.
Aww. Did that screw press recipe get removed for a reason?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Prismaa on September 29, 2016, 03:06:04 pm
1.17? But no patchnotes for it? :o  NVM! Found it
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: Meph on September 29, 2016, 04:19:17 pm
peat to coke, yes. Coke to diamond, no.
Aww. Did that screw press recipe get removed for a reason?
I found it too goofy. ;)

You can still make diamonds in the alchmist: "Create artificial diamonds(3) from crystal glass"
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 24th September
Post by: forsaken1111 on September 29, 2016, 04:25:06 pm
peat to coke, yes. Coke to diamond, no.
Aww. Did that screw press recipe get removed for a reason?
I found it too goofy. ;)

You can still make diamonds in the alchmist: "Create artificial diamonds(3) from crystal glass"
Hey that works because we can grow rock crystals now, right?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Meph on September 29, 2016, 04:29:27 pm
Yes. :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: forsaken1111 on September 29, 2016, 05:05:23 pm
Alright then, diamonds here we come.

Of course I guess you could just grow the diamonds...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on September 29, 2016, 06:23:13 pm
I've been really using the alchemist finally this game.  My only complaint remains that the Alchemist Guild doesn't buff the alchemy skill.  My Alchemist Guild alchemist is learning alchemy SLOWLY (50% penalty to experience gain.)  But he's making mithril with a platinum->tungsten and tungsten->mithril chain steadily.  It's faster than importing raw mithril since this world has no traders with wagons, not even my own dwarf civ traders, though my 7 dwarves sure had one.  And my embark has a decent amount of platinum, loads of gold and simply insane amounts of iron ores (two of them!).

And nothing to fight.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Meph on September 29, 2016, 06:53:53 pm
Alchemist skill rates noted, in my todo list.

Not even thieves or snatcher to fight? Explored the caverns yet?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on September 29, 2016, 08:54:19 pm
I did open the caverns, but haven't hunted down there.  Am seeing some spawns, but nothing too dangerous.  I did a vanilla custom gen and my map is pretty deep.  Still haven't hit magma and am down about 80 layers.  Plenty of lignite though.

No kobolds or other thieves (and kobolds are doing fine in this world!)  One orc, but he just wanted to visit the tavern.  Got the big notice thing, but he was friendly.  My war dogs were not.   :-\

At least this fairly peaceful town has gotten me to try some things I hadn't before: alchemist, mass training using the training libraries (whole fort has hth training across the board, plus shield and armor), vanilla library (dwarves really like to read!), glass weapons for dwarves (sharp axes!).


Edit:  Oh, reading over in the vanilla forum I see the trigger for sieges is 80 pop,  I tend to arrive there slowly and am only nearing 70 in this fort, so that is probably why it's been so slow.  Though I did see those two tiny ones.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: GhostDwemer on October 01, 2016, 07:00:36 pm
Might want to change some book names in the scriptorium/libraries. In the mechanics and metals section, "Turrets are your friends" and "Salvaging Clockworks - Part IV" don't make sense in the new version, as there are no turrets, or automatons. Same thing in Farming with "Boozebelly goats - a guide."
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 01, 2016, 08:05:07 pm
Milling cave wheat to bag (flour) in quern produces seeds but no flour.  I saw something similar with dye milling in quern, so it may be a universal quern problem.  Making pulp for paper works fine.

This is a couple versions back from current (1.13), but didn't see anything in change notes about a fix.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 02, 2016, 09:03:08 pm
Ok, just tried the carpets.  They work fine as far as placing and aligning go, but the dye color doesn't change the color of the carpet at all.  :-X


Placed but not set to a directional pattern: (undyed)

(http://i.imgur.com/3TbuITT.png)


Set to a pattern: (undyed)

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


When I use blue dyed cloth instead of undyed, it looks identical to the second screenshot.

Looks nice as far as the pattern goes, but does nothing to brighten up the great halls!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Evans on October 03, 2016, 01:43:56 am
Thats odd.

Try to use padded/quilted cloth and see what happens?

My carpets are all red for some reason :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Meph on October 03, 2016, 03:28:57 am
You need the "red cloth" or "blue cloth", etc, from the Dyer Studio. That should work.

Nice to finally see some screenshots of them. :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: TorZar on October 03, 2016, 05:04:23 am
Seeing that these things are still being maintained, updated and added to... Makes a grumpy old man very happy... Thank you, truly...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 03, 2016, 11:02:44 am
You need the "red cloth" or "blue cloth", etc, from the Dyer Studio. That should work.

Nice to finally see some screenshots of them. :)

Aha!  I will try that.  Thanks.

Haven't tried the quilted stuff so far either.  Need to add that to the queue. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: chaosfiend on October 03, 2016, 03:51:33 pm
Blugh...I've tried several times to try and add the Sily/loam/sand/clay separation reactions to the kobolds but I keep doing something wrong, cause they never show up when I gen a new world.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: GhostDwemer on October 03, 2016, 06:17:53 pm
I can't make earthenware articles out of sandy clay anymore. It still counts as a clay for the purpose of making colored bricks. I made several earthenware statues and some earthenware bricks, then it simply stopped working. It isn't forbidden. I now have a ton of the stuff lying around, because the collect clay job didn't cancel, while the pottery jobs did.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: chaosfiend on October 03, 2016, 09:21:56 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 03, 2016, 10:15:28 pm
Okay, much better.  Though the blue carpet is sorta anemic.  Guessing that's a color palette issue, not choice.  The kimberlite blue is much better.

(http://i.imgur.com/AvB6LOG.png)

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 03, 2016, 10:16:58 pm
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?

Wonder if them dying of old age at 15 might factor in.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Evans on October 04, 2016, 04:53:08 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Prismaa on October 04, 2016, 07:42:55 am
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:
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 04, 2016, 08:21:59 am
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:

Get into leather list in stockpile, move cursor to right column, use (s)earch function, then select fromt he list or use (p)ermit/(f)orbid.  Won't work everywhere, but sure is nice in stockpiles. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Prismaa on October 04, 2016, 08:55:44 am
Problem is that there is like all different animals that gives leather in there and I would like to have one stock pile for only  and one for hardened and stuff, have fun going all those through, oh I did notice now that there is only "Lamellar" option there, but now problem is to get stockpiles for hardened and non hardened leathers lol :D (https://a.uguu.se/P5DQ4Q1ujJkY_DwarfFortress_2016-10-04_16-53-38.png)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: forsaken1111 on October 04, 2016, 11:05:30 am
Can't you use the search function and search only "hardened"?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: chaosfiend on October 04, 2016, 11:42:17 am
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.

Alright, I'm gonna science a bit then. I'm try first with a Maxage of 25-30, Then a Maxage of 40-50.


EDIT: Oh Yeah, even after only testing 2 100 year Medium region worlds, the difference is clear. Out of the 40 Civs, divided by 10 races, the 25-30 Maxage Kobolds managed to have multiple surviving civilizations. Their maxage is a factor clearly to why they tend to die out so fast. However, even with these, I am having kobold Civs that just seem to Vanish with no clear reason.

One Civ in the first generation had 4 Sites that were active, only to abandon all 4 of their sites and die off in the year 99. In the Legends viewer it says in Red above the maps "Last Known Sites Year 99".

Is it that kobolds do not breed enough during World gen? I mean, when you go into fort mode, its not uncommon to have 20-30 children/babies born by the 3rd year. Or is it like you said, that being a Thieving race might have something to do with this weird world gen quirk of mass site abandonment?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Evans on October 04, 2016, 01:56:39 pm
I don't really think there are many ways to force a civ to breed more rapidly.

You might try to change their values about family and romance to maximum (like 98:99:100) and see again what happens.

I don't think that kobolds have time to build up skills, marry and sire offspring and do their typical legend adventuring.

To me it looks as if game mechanics is rigged against small, short lived creatures in general.

Would you consider in addition to the above also double their rate at which they learn skill?

Total changes should give longer living kobolds who love family and romance (thus, more likely to breed) and improve skills at faster rate (thus perhaps surviving legends adventuring).


One more thing. See those 4 sites leaders/nobles and post here what happened to them. I think that when you export to xml you can search for the name kobold and see what happened to their civ and important figures.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: chaosfiend on October 04, 2016, 02:47:03 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Prismaa on October 04, 2016, 07:29:52 pm
Any idea why soundsense won't launch from MW launcher but I can launch it fine if I use SoundSense.cmd ?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Evans on October 05, 2016, 01:52:34 am
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 :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Wyzack on October 05, 2016, 01:20:13 pm
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.


Also curious is the guardhouse building ever going to see a return in human mode? I loved being able to make guardsmen and paladins
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 05, 2016, 01:22:35 pm
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.

Is the screwpress not the north expansion to the Farmers' Guild?  Was in v1.13.  About to start a new human fort in v1.17 and will verify once I can, but that will take me a while.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Wyzack on October 05, 2016, 01:24:55 pm
you are absolutely correct, my mistake
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 05, 2016, 01:26:15 pm
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 :)

I just genned a few fresh worlds with Meph's Geomagic setup and appear to have plenty of kobolds:

Civilized World Population

   232 Dwarves
   480 Elves
   22110 Goblins
   2099 Humans
   17237 Kobolds
   9967 Orcs
   12697 White tigermen
   11289 Ferric elves
   11125 Pandashi

   Total: 87236

When I look down the list of locations, there appear to be plenty of 'bold civ locations alive.  Is it a world params issue?  I ran history 150 years, so that's 10 'bold generations or so.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Wyzack on October 05, 2016, 01:37:12 pm
Oh i have another small question

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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Lordsservent-san on October 05, 2016, 04:17:52 pm
Oh i have another small question

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
They 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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Wyzack on October 05, 2016, 04:51:43 pm
Wait seriously? Why does that happen?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Wyzack on October 06, 2016, 10:29:43 am
Got some more human mode woes. About 3-4 years into my human fort, still have not been advanced as a settlement. Summertime, caravan comes around but it seems way too small, like there is one or two wagons and one pack animal. The whole time they are at my depot i get the "sorry we are still unpacking" message, even right up until they leave. Oh well, no trading for me this year i guess.

Another year passes, but this time summer goes by and still no caravan. My human civ has one of its gods for a king and i really really want him to move in but if we dont get any more caravans we can never grow which is horribly depressing.

Is there any hope that it will come in later years or am i just fucked?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: forsaken1111 on October 06, 2016, 10:41:03 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: LMeire on October 06, 2016, 01:15:31 pm
There's problem with the MayDay tileset, it makes Hidden Amber Opal into a layer stone.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dirst on October 06, 2016, 01:59:08 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: LMeire on October 06, 2016, 03:48:33 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dirst on October 06, 2016, 05:32:42 pm
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.
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.

What combination of settings were you using in this world? (Edit: Or could you upload the save to DFFD?)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Meph on October 06, 2016, 05:44:43 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: LMeire on October 06, 2016, 05:52:01 pm
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.
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.

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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Meph on October 06, 2016, 08:10:48 pm
dwarf fortress folder, its called errorlog.txt.

Edit: As I thought, duplicate PEAT. My mistake. :(

Open \raw\objects\inorganic_stone_soil.txt, find INORGANIC:PEAT, delete it, gen a new world.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Lordsservent-san on October 06, 2016, 08:32:11 pm
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.
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.

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?
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: GhostDwemer on October 08, 2016, 01:26:22 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Amostubal on October 08, 2016, 09:49:46 pm
Well... I've had fun with all the races... poked around their buildings, explored their limitations... decided I like succubus most... the big question, is there a plan to overhaul the manuals?  There seem to be a lot of missing data, info, etc and left over info from previous versions that are no longer valid.   There's also several dead/outdated links in the mfdf loader.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 10, 2016, 09:21:49 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: PyroTechno on October 10, 2016, 02:38:59 pm
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.

Go into the raws and copy the Outpost Liaison noble position from the dwarf entity to the elf entity.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: bernard2012 on October 10, 2016, 06:16:14 pm
yo guys, when I generated my world as Kobolds. The elves was making towns out in the ocean. Was that a bug or the elves being stupid?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: bernard2012 on October 10, 2016, 06:31:39 pm
Theirs more, I think playing as kobolds might have a chance for a random race to spawn cities on the ocean
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 10, 2016, 09:54:05 pm
Were they fleeing west?   They fear the bold invasion!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: pikachu17 on October 11, 2016, 10:15:43 am
Hey, What versions of Fortress Defense and Mostly Mythical Mod are you using? I'm fairly certain they've been updated past that.
Fortress Defense is at version 21. mostly mythical mod has at the least added the bloodgod.
here's the link to the Mostly Mythical Mod. http://www.bay12forums.com/smf/index.php?topic=155054.0
here's the link to the Fortress Defense mod. http://www.bay12forums.com/smf/index.php?topic=62874.0
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Meph on October 11, 2016, 11:08:31 am
I can add the bloodgod.

FD I checked, I did the changes manually.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: firons2 on October 11, 2016, 02:53:16 pm
Hi, I didnt know where to post this, so here goes. Whenever I try to run armok vision its just a starry background, and the console says "In RPC server: I/O error in send result." or "In RPC server: I/O error in recieve header."
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Meph on October 11, 2016, 03:47:11 pm
Post it here: http://www.bay12forums.com/smf/index.php?topic=146473.0
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: pikachu17 on October 12, 2016, 09:56:21 am
I can add the bloodgod.

FD I checked, I did the changes manually.
Please note the bloodgod may not be the only difference between the latest MMM and MW's current version of MMM.
Also can you add the latest FD readme to the base folder, then?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: 90908 on October 13, 2016, 08:12:22 am
ptw
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: maxsin on October 13, 2016, 01:55:42 pm
Hello!
I have strange technical problem.
After ~30 min game is crashing
http://imgur.com/rejZFTB
(*Programm "Dwarf fortress.exe does not work)

Then i push button "Debagging"
And opens window with offer to use Debugger Visual Studio
http://imgur.com/obfuzzr


Then opens my Visual Studio
http://imgur.com/u4RmwCv
(*An unhandled exception at 0x773D628C (ntdll.dll) in DwarfFortress.exe 0xC0000374: heap was damaged (parametr 0x77406480))

I push "Later" and game continiuos working.
During 1,5 hour it happens 2-3 times, but 3th or 4th time Visual Studio cannot debug and game crashes permanently.

I use last version - ☼MASTERWORK☼ (43.03) 2.6.0.0
Windows 10, 12 GB RAM, CORE I7, GTX 850M
And I am using RamDisk for this game, but dont think that RamDisk is guilty(

Can somebody help please? I want to play normal  :'(


 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dustin on October 13, 2016, 07:41:58 pm
ok guys i downloaded on my win8.1 laptop, 43.05, to test but alls i got was a .RAR file, what is this i dont know what to do
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Rydel on October 13, 2016, 07:44:38 pm
RAR is an archive format, similar to ZIP or 7z.  Try using a program like WinRAR or 7-Zip to extract it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dustin on October 13, 2016, 08:23:57 pm
ok thanks
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dustin on October 13, 2016, 08:25:52 pm
RAR is an archive format, similar to ZIP or 7z.  Try using a program like WinRAR or 7-Zip to extract it.
can you give me a link to WinRAR?
thanks
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: forsaken1111 on October 13, 2016, 08:59:04 pm
I don't mean to be rude but do you not know what is Google?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dustin on October 13, 2016, 10:38:20 pm
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,
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: forsaken1111 on October 14, 2016, 05:38:07 am
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

https://www.google.com/search?q=what+is+rar

As for changing your civ, just click the civs tab on the Masterwork Settings window, click the X next to the race you want to play under "Fort" and then click the checkmark for dwarves or any others you don't want to make them an X
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Alkhemia on October 14, 2016, 10:06:03 am
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 this
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: forsaken1111 on October 14, 2016, 10:24:16 am
Yeah I don't know why but I just constantly crash now in the last few versions. It never leaves anything in the logs and nothing I change seems to fix it so I've given up for now.

Mine happen usually on autosave, but not always, and sometimes I can play 2 hours without a problem before it crashes, sometimes within 10 minutes of embark.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Amostubal on October 14, 2016, 07:56:08 pm
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,

simple on the Civs page in the Masterwork Dwarf Fortress App, enable the Civ/Civs you wish to play on your next map(active = possible to appear, Fort = playable in fort mode, Adv = playable in Adventure mode..  Go to Create New World in game.  If you want to play both say orcs and dwarves on a map, make sure that the number of civs is at least Medium.  If you selected all of them to be active and fort playable and want to be able to play them all, Then select High.

Additionally if you are in the Design New World with Advanced Parameters menu (better because the additional map options let you create map environments that you may wish to try out) you can enter the parameters with E.  there go to the 11th page and set number of civilizations to at least  40.  I try to set it to 2-4 times the number of civs that are set in the Civs/invaders tab, 100 will nearly guarantee all civs show up on the map.  Also right below that ensure that playable race is set to yes.

Now then the world generates, once its completed you could load all the map data into an external viewer, but that's not necessary.  In game go to start playing, choose fortress mode, and select your new map.  Once the map is loaded and your on your map screen use TAB to change info screens.  the two important ones are the ones that look like this:
(http://image.prntscr.com/image/ce787cdb19f84a319d97a5a0f15a296d.png)
(http://image.prntscr.com/image/189e40cde7384033b2464b0a3230ce84.png)

Now then If you look the first page has Humans at the top of the list.  This is the race of the current selected Civ in the second screen,  If you change civs and go  back to the other page the top race will change to the new civ:
(http://image.prntscr.com/image/8703ab97a7484d7287437cb4f6789dbd.png)
(http://image.prntscr.com/image/efdae7b1e2e14d4ba55f57fd4067ee34.png)

So by doing this you can select a Civ that supports the Race you wish to play. 

The other way to do select the race you want is to do so in the civ menu.  Select only the race you want to be able to play as Fort and only that race.  When you generate the next map that race will have to be on the map and it will be the only race playable in fort mode.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: sinuan on October 14, 2016, 10:20:42 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dustin on October 14, 2016, 10:22:53 pm
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 this
Spoiler (click to show/hide)
thati get but it dont crash cause of that,
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dustin on October 14, 2016, 10:25:11 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Arcvasti on October 14, 2016, 10:32:52 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dustin on October 14, 2016, 10:48:00 pm
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,
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Dustin on October 14, 2016, 10:49:16 pm
ok for adventure mode, *need to test* do you get items like a vanilla adventurer or do you only get 1 or 2 things to start?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Amostubal on October 15, 2016, 09:29:40 am
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,

yeah no.... the script would kill them in 6 months, if they was fresh reanimated corpses... undead armies seem to poof around 2 weeks to 2 months, it seems to be related to the distance from their debark site so if their home site is a 6 month journey away... well they seem to be ready to collapse when they arrive.  Generally with the decay script on, they will instantly drop everything at the edge of map because they can't carry it, wander towards your settlement and just fall over.  Only if you built on haunted grounds where they can be constantly in renanimation do they seem to maintain their forms for 6 months before final death.  On top of this, it seems if they poof from this "natural cause" there is no drop of the "seige" tag.  I currently have a map locked in this state.

EDIT:  Also the reason I think its the script is that you said they just disappear with no body left behind.... Thats exactly how the script cleans them up.  they suddenly just become nothing and *poof* out of existence, their "deathcause" will be "X died in year Y." with no explanation.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 15, 2016, 02:09:44 pm
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. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: Amostubal on October 15, 2016, 07:01:15 pm
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. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th October
Post by: thistleknot on October 15, 2016, 09:27:45 pm
Is there a version of masterwork for 42.04?  I see startdwarf doesn't work in the most recent version (due to dfhack) and I was hoping to grab an older version

nm
http://dffd.bay12games.com/file.php?id=10702

edit: btw, finally feel vindicated
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 29th September
Post by: vonsch on October 15, 2016, 11:33:06 pm
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.

Can't select them at all so can't autodump.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th October
Post by: Amostubal on October 16, 2016, 11:13:33 am
ahhh I see what you are saying now Vonsch, they are at a negative position most likely. I've only had it happen for 1 thing, a dwarf that was tossed by a megabeast off map.  I kept getting can't give food/water inaccessible... for about 3 months then I got constant spam from dwarfs trying to pick up his stuff/body... he turned into a ghost and haunted everyone, even hit them, but never appeared on the map.... I finally got tired of it.  maybe there is a way to edit the save file.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th October
Post by: vonsch on October 16, 2016, 11:24:38 am
Yes, I fear it's something of that nature.  And just had 6 incoming migrants go into a similar state.  DT can see them, DF does not beyond the announcement.

The joy of playing a never finished game: bugs keep getting created constantly.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th October
Post by: Yinseng on October 18, 2016, 04:05:58 am
What's the status on GemSet's custom animals? You mentioned you still needed to finish that on the 1.18 update and I didn't see any mention of it on the 1.19 update.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th October
Post by: Garfink on October 20, 2016, 11:55:59 am
Just started an account to say thanks for your awesome mod man!  Thanks for the good times!

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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th October
Post by: Meph on October 20, 2016, 03:34:20 pm
Just started an account to say thanks for your awesome mod man!  Thanks for the good times!

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?
I could do that tomorrow, but the 64bit dfhack is still in a test-phase and Dwarf Therapist does not work for 64bit yet.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 16th October
Post by: Prismaa on October 21, 2016, 06:32:12 am
What about 32bit version of newest df? That has working therapist and dfhack
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Mundus on October 22, 2016, 01:56:48 pm
It seems that Jormangundr do not have death dates in legends, evne if killed hundreds of years before looking they have no year of death, and are positioned in the list when they would have died rather than near the beginning.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: zerth on October 23, 2016, 10:58:41 am
Is there a way to make any other civilized race hostile towards dwarves? Setting them or dwarves as evil or slavers doesnt seem to help - i still got caravans and liaisons from them.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Rydel on October 23, 2016, 11:43:36 am
Did you generate a new world after you made them slavers?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: zerth on October 23, 2016, 03:40:45 pm
Did you generate a new world after you made them slavers?

Of course i did.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Amostubal on October 24, 2016, 08:17:50 am
Spoiler (click to show/hide)

didn't we use to have orc setups for embark?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ReynTheLord on October 24, 2016, 03:10:46 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Manzeenan on October 24, 2016, 08:03:06 pm
Snooped around this thread tried to find an answer to no avail. I saw golems in the RAWs but is there no golem forge currently?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Arcvasti on October 24, 2016, 10:15:43 pm
I 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☼.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Manzeenan on October 24, 2016, 10:45:43 pm
I 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☼.
Confirmed. thanks Arc
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Meph on October 25, 2016, 05:26:56 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Amostubal on October 25, 2016, 10:24:38 am
Wheres the Like button...  all forums need Like buttons....
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: demol on October 26, 2016, 10:47:32 pm
Crashbug in V.1.20

Have a persistent crash in my game at xx02-03-03 gamedate with message:
---
FATAL ERROR
Nemesis Unit Load Failed
---
:(

Can't pass by that date. How can I treat it?


//
Hmm, on the fifth attempt i manage to pass by.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ReynTheLord on October 27, 2016, 03:16:56 pm
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.

Well, now that I have a 7z opener, I'm fine with that.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ReynTheLord on October 27, 2016, 06:03:58 pm
How do i remove fullscreen/go windowed? That problem is solved.

Now the only playable cultures showing up are dwarves!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Dozebôm Lolumzalìs on October 27, 2016, 10:30:21 pm
Did you enable other species? Try genning a new world...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: CaptainGame on October 28, 2016, 12:43:32 am
Hey, the Dwarves lost a lot of their religious content, didn't they? If you don't give the dwarves their bigger temples to Armok back, I feel like at least one race should be super faith-oriented.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Putnam on October 28, 2016, 02:54:46 am
Sounds like a human thing.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Urist McNecro on October 28, 2016, 02:05:15 pm
Hey just wanted to mention that the Legends Viewer in the current version of Masterwork is outdated. Dont know if thats for a specific reason or something but the most current version (afaik) seems to work well with the mod.
Here (http://dffd.bay12games.com/file.php?id=11455) it is.

P.S Thanks for making me bothered enough to finally stop lurking  :P
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: CaptainGame on October 28, 2016, 06:32:20 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Putnam on October 28, 2016, 06:52:17 pm
Question: Can we... NOT allow firey things to show up as diplomats or caravan members?

harder than you think
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: CaptainGame on October 28, 2016, 07:11:13 pm
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.

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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ReynTheLord on October 28, 2016, 07:24:54 pm
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!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: CaptainGame on October 28, 2016, 07:26:36 pm
IF YOU ARE EXPERIENCING PROBLEMS WITH FIRE, STOP MAKING EVERYTHING OUT OF FUCKING WOOD!

TELL THAT TO ARMOK HE'S THE ONE WHO MADE THIS FOREST OUT OF WOOD AND GRASS FOR SOME REASON
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Meph on October 28, 2016, 08:01:41 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Arcvasti on October 28, 2016, 08:11:19 pm
I thought Succubi were immune to fire? Did that change?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Dirst on October 28, 2016, 08:28:13 pm
I thought Succubi were immune to fire? Did that change?
The grass and trees are... less immune.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Arcvasti on October 28, 2016, 09:18:43 pm
I thought Succubi were immune to fire? Did that change?
The grass and trees are... less immune.

Yeah, but who cares about those?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: CaptainGame on October 28, 2016, 11:06:00 pm
Succubi are only fire-immune if they go through the ritual to become that way. I hadn't even set up basic living arrangements yet.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Amostubal on October 28, 2016, 11:28:45 pm
Nope fire immune... I've trapped them in lava too... use to need a building... now you can just give them a fire bath whenever you want...  worse problem they won't path through fire or lava so they might run up to it, then get engulfed, then wait for the fire/lava to pass/disappear  before running out.... usually naked.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ZM5 on October 29, 2016, 12:04:30 am
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.

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?
Awakened one wagon pullers?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: CaptainGame on October 29, 2016, 02:05:47 pm
Yup. Sure didn't see anything resembling a horse, just two awakened ones.

I've come to find awakened ones are, well, stupid. I can't seem to get one on the map without it attacking a succubus or a caravan member. They're making trading as a succubus fort impossible, because they keep turning up, picking a fight within three tiles of the edge of the map, and wiping out the entire caravan.

And now that I look closer, I think the cockatrices are doing it, too. In fact, the cockatrices might be going rogue and provoking the awakened ones, there's been a cockatrice every time this happened...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ZM5 on October 29, 2016, 03:30:32 pm
Aren't they megabeasts though? Wouldn't that explain it?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: CaptainGame on October 29, 2016, 03:43:48 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ZM5 on October 29, 2016, 04:28:44 pm
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.
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: CaptainGame on October 29, 2016, 04:44:29 pm
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.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ReynTheLord on October 29, 2016, 04:55:31 pm
Go in build menu in adventure mode, whole screens black. Great job, I can't build to use these new things
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ZM5 on October 29, 2016, 04:58:17 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: lethosor on October 29, 2016, 05:20:34 pm
Go in build menu in adventure mode, whole screens black. Great job, I can't build to use these new things
Maybe a TWBT issue?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: CaptainGame on October 29, 2016, 06:43:49 pm
Oh, and question... Succubi don't have their temples and rituals and things yet, right? I can't find the temple of sin anywhere in the build menu.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Blackworth on October 30, 2016, 09:03:27 am
Hello,

I been having massive problems with the orcs. I keep getting crashes when it 'Finalises sites' after world gen. any world longer then 5 years gets this crash. even after that it crashes too. After many attempts, I tried embarking. It crashed. Do not know whats up.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ANickel on October 30, 2016, 01:57:43 pm
I can second the adventure mode building issue.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Dirst on October 30, 2016, 02:49:06 pm
TWBT is allergic to Adventure Mode.  See if the problem persists when the mode has been changed to STANDARD (or anything other than TWBT).

Edit: Autocorrect fail.  Sheesh, I've actually trained my phone to think "mods" is more common than "mode".
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Blackworth on November 02, 2016, 11:55:18 am
Did it again with 1.20 Fresh. I can not seem to gen a world. I do not know why it is. If you want to instruct me on how to find what is causing this it would be greatly appreciated. I tried doing a fresh game. I did not change anything and this keep happening.

http://i.imgur.com/IUCew0z.jpg
http://i.imgur.com/3FsmYEV.jpg
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: bernard2012 on November 02, 2016, 12:54:12 pm
The grass look like the leaves of trees on (phoebus). Also the graphic pack called (meph) looks good but at the same time, the zoom is to close. Some of the textures was confusing like the ramp.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: bernard2012 on November 02, 2016, 01:08:11 pm
never mind about the grass. The grass animation looks nice
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Amostubal on November 03, 2016, 06:31:59 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: darthbob88 on November 03, 2016, 05:01:28 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Meph on November 03, 2016, 05:46:20 pm
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.


Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: ANickel on November 03, 2016, 08:39:29 pm
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 took plenty of pretty pictures for you, they're waiting for you in the 1.2 update thread per your request!
Edit: Looks like you were asking how the original looks.  I'll grab pictures for you.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: dantebelmondo on November 04, 2016, 01:59:43 am
(http://i.imgur.com/nk3Zjp1.png)
not sure what's the difference between two same woods
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 21st October
Post by: Putnam on November 04, 2016, 02:10:43 am
First wood is any wood, second wood is normal wood only
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Immortal-D on November 06, 2016, 11:06:24 am
Anyone else getting a C++ Runtime crash in the latest version?  Happens when trying to finish worldgen.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Meph on November 06, 2016, 12:18:49 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: thistleknot on November 07, 2016, 08:23:39 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Amostubal on November 08, 2016, 06:26:43 am
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.

I don't know which race you was playing, but dwarf civs can make coal out of planks at the crematory, and make an anvil at the smelter, bronze bars at mettalurgist.  As for mechanisms from blocks... well I would like to see that one too, and detail setting too.  one of the orc buildings, I think it was the goblin stonecarver, could detail which block to use, we could use that functionality for the stonecarver buildings, also...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Amostubal on November 08, 2016, 08:00:11 am
Okay went playing with the raws...  I made this change to all the "stonecrafter" reactions in reaction_dwarf_civ.txt.

[REAGENT:A:2:BLOCKS:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
to
[REAGENT:A:2:BLOCKS:NONE:INORGANIC:NONE][WORTHLESS_STONE_ONLY]

that one change allows me to set the detail for all the items in the stonecrafter workshop, which means I can now make dark blue bricks for the walls and light blue bricks for my furniture to be made with this shop, without having to link up special stockpiles.  really simplifies things.

I added this to the end of the list in stonecrafter reactions:

[REACTION:STONE_MECHANISM]
   [NAME:Make Mechanism from 1 block]
[DESCRIPTION:Takes non-economic rock blocks and creates an item.]
[DESCRIPTION:]
[DESCRIPTION:Uses stonecrafting skill.]
   [BUILDING:STONECRAFTER:CUSTOM_SHIFT_O]
   [BUILDING:GUILD_MASON_E:CUSTOM_SHIFT_O]
   [REAGENT:A:1:BLOCKS:NONE:INORGANIC:NONE][WORTHLESS_STONE_ONLY]
   [PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:STONECRAFT]

its basically a copy of another reaction with the product changed, and other changes I thought was needed.
I made this change in entity_good_dwarf.txt
241: YES_STONECRAFTER[PERMITTED_REACTION:STONE_WHEELBARROW]
253: YES_WOODCRAFTER[PERMITTED_REACTION:WOOD_ANIMAL_TRAP]

to

241: YES_STONECRAFTER[PERMITTED_REACTION:STONE_WHEELBARROW]
248: YES_STONECRAFTER[PERMITTED_REACTION:STONE_MECHANISM]
253: YES_WOODCRAFTER[PERMITTED_REACTION:WOOD_ANIMAL_TRAP]



Well It didn't add in the new reaction(I made all these changes directly to a save folder, so that I could directly test them).  I was wondering Meph what are the numbers in front of YES_STONECRAFTER referenced to/from?  I understand the YES_STONECRAFTER is a placeholder for some on/off function in your mod pack as I've seen the NO_XXX with breaks in other raws, but the number in front, I don't know what that is too.  I also must be missing some other location where I need to add info, or do I need to generate a new world or start a new embark to move a permitted reaction into the actual save file, even if it is the raw texts?

EDIT:  Well Apparently the answer is YES... I generated a new world and made a new embark and the reaction showed up.  I still don't know what that number in front is, but It appeared in the building reactions I changed the SHIFT-O to SHIFT-P to not be crisscrossing with another hotkey.  I can upload both files if you want, but I don't think that's necessary.

so the final assessment:  you can edit current reactions in a save folder to test in a current running fort, but to add new reactions you must generate a new world.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Rojber on November 08, 2016, 04:15:23 pm
Does anyone else have crashes when launching up arena mode? I was making my own creature RAWs and wanted to test them up in arena. Game loads till the last moment when the graphics kinda glitch and it crashes to desktop. I tried it on several machines even with brand new Masterwork. Then I copied a RAW folder to another dwarf fortress and it crashed as well. While arena isn't most important thing in this game it really helps to test creatures and reactions.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: weredrake on November 09, 2016, 02:02:39 am
Hmmm, for some reason I have been receiving the same error report over and over again when I hit the launch DF button, even though I have repeatedly deleted and reinstalled Masterwork. Even if I made absolutely no changes in the menu.

"The Program can't start because lua.dll is missing from your computer.
Try reinstalling the program to fix this problem."

Can anyone help me with this?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Immortal-D on November 09, 2016, 09:47:30 pm
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?
A few.  I actually kept the mods input to a minimum.  Here is the full error log;
Spoiler (click to show/hide)
I do have the latest Microsoft Redistribute package, both 32 and 64 bit.  I can provide a screens of my GUI setup, if that would help.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Meph on November 11, 2016, 12:22:15 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: zakhad on November 12, 2016, 12:34:04 am
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)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Dirst on November 12, 2016, 12:59:00 pm
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)
I'm more curious how he got there.  Apparently he's a lot more talented with that bike than he lets on.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Meph on November 12, 2016, 01:30:03 pm
With town names like llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch, how couldnt I go there?

I'll be back at electricity/internet/laptop tomorrow evening, I hope to get something up on Monday.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Popokolara on November 14, 2016, 11:18:03 am
Hello Friends.

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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Dirst on November 14, 2016, 11:26:06 am
Hello Friends.

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?
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Popokolara on November 14, 2016, 11:27:18 am
okei tnx for the tip, because the description still says it can be used to chop trees thanks to its craftmanship.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: lethosor on November 14, 2016, 02:12:23 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: StevedaG on November 17, 2016, 03:37:22 am
when will the new version of MDF is going to be released?The anticipation is killing me.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Meph on November 17, 2016, 06:16:23 am
when will the new version of MDF is going to be released?The anticipation is killing me.
Friday :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: zakhad on November 17, 2016, 07:10:31 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Meph on November 17, 2016, 08:33:11 am
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.

The tileset is surprisingly a lot more work than I anticipated. I made one long ago once, but that was before TWBT. 256 tiles.

Now it's 256, plus all plants, with several tiles each, plus all creatures, plus all items, plus all other overrides TWBT offers, and dfhack, color schemes, scripts... the idea with the procedual demons/titans/FBs... the multi-tile trees... argh. I can even do up to 256 custom corpses. An entire, full tileset just for corpses. ^^
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Rydel on November 17, 2016, 08:36:30 am
Never before has anyone been this excited to have over 200 corpses.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: javilasombra34 on November 18, 2016, 07:09:05 am
I love your project *w* it continues like this, it has a great pint Meph
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 4th Nov
Post by: Popokolara on November 18, 2016, 03:30:19 pm
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

It was similar to that, the description when viewing the item through the stocks menu.

Something else that has been troubling is the colours. For some reason either when i resume the game after the embarkation and zoom in or out  the colour scheme changes to a very bright one. I need to delete my region and current folders for it to stop  and the original colour schemes to retun even if i change tileset+colours and restart the client.
http://s242.photobucket.com/user/Diakoreutis/media/a_zpsnpd94lx9.jpg.html (http://s242.photobucket.com/user/Diakoreutis/media/a_zpsnpd94lx9.jpg.html)

any ideas? ???
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Meph on November 18, 2016, 03:44:35 pm
Yes. Its the seasonal color from the new update.

From the release thread I made today:
Quote
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Popokolara on November 18, 2016, 03:50:48 pm
Yes. Its the seasonal color from the new update.

From the release thread I made today:
Quote
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.

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Nightcore Angel on November 21, 2016, 12:29:34 am
*Squee cant wait for the necromancers :D, but suppose id prefer a 64-bit update first rather than adding news races...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Meph on November 21, 2016, 07:18:26 am
*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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Nightcore Angel on November 21, 2016, 11:54:45 am
*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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Meph on November 22, 2016, 11:15:02 pm
I hope you guys are not bored with graphics yet, because I'm still working on those...

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: thfrgi on November 23, 2016, 06:11:18 am
So, coming back to Df after a long time away from it, i was looking forward to enjoying the many improvements of MDF (as I had done in the past) while retaining the original DF look, which I find to be infintely more pleasing than any tileset.
However: MDF simply refuses to look like Vanilla DF.
Here are my settings (also note that these are the settings after first unpacking MDF, no other world generated previously):
Spoiler (click to show/hide)
and here is a side-by-side comparison of what I get with vanilla DF:
Spoiler (click to show/hide)

The colors are all wrong, and it has nothing of the crispness of the original, everything is kind of fuzzy.

Also note that "creature sprites" is ticked in: this is not because I want the sprites, but because if i leave it ticked off, the game then uses some tileset, and not the ASCII
See for yourself:
Spoiler (click to show/hide)

Is there any way for me to fix this so that I can play with nice, clean, crisp ASCII? I am pretty damn close to just giving up and sticking to vanilla, if this mod insists on forcing some tilesets upon me :c
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: ANickel on November 23, 2016, 08:20:28 pm
All of your settings look perfectly normal.  No idea why it looks so...  off. 
Try setting the colors to "defaultplus" and see if those look more accurate.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Amostubal on November 23, 2016, 09:36:33 pm
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.

Yes. Its the seasonal color from the new update.

From the release thread I made today:
Quote
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.

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.
The creature sprite thing is new this version, so expect there's some error in the script. 


Try those instructions for the color issues... maybe that will fix the reat.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: ANickel on November 24, 2016, 12:03:18 am
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.

Yes. Its the seasonal color from the new update.

From the release thread I made today:
Quote
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.

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.
The creature sprite thing is new this version, so expect there's some error in the script. 


Try those instructions for the color issues... maybe that will fix the reat.

You're totally right.  I think this is the issue.  To fix it just delete the season-palette start line in the dfhack.ini file.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Dustin on November 24, 2016, 12:17:38 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Nightcore Angel on November 24, 2016, 01:25:34 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: lethosor on November 24, 2016, 11:14:14 am
I'm fairly certain that the seasonal color schemes have nothing at all to do with the fuzziness. Maybe your window is too narrow - have you tried making it a bit wider? The MDF one appears to be about 25 pixels narrower.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: redivider on November 25, 2016, 10:01:12 am
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/T9JNCx2
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Dustin on November 25, 2016, 12:49:47 pm
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/T9JNCx2
what mods? also how?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: thfrgi on November 25, 2016, 12:52:12 pm
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/T9JNCx2
If your SIEGE tag isn't going away either, this is the same issue I have.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: redivider on November 25, 2016, 03:56:22 pm
My siege tag went away pretty fast, only mod is the latest MW package, nothing else.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Putnam on November 25, 2016, 05:19:51 pm
My siege tag went away pretty fast, only mod is the latest MW package, nothing else.

MW is a mod pack that includes a variety of mods; when people ask "what mods", usually you'll want to post your settings.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: blapnk on November 25, 2016, 05:57:34 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: redivider on November 25, 2016, 07:11:11 pm
I was just wondering why they were all insta-gibbed  ::)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Dustin on November 25, 2016, 08:29:53 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Amostubal on November 26, 2016, 11:00:15 pm
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/T9JNCx2
If your SIEGE tag isn't going away either, this is the same issue I have.

That is a common issue with that mod.  And in vanilla DF.  Seige dies without a large portion being killed by the player, the seige tags remain until anot her army attacks or eventually drops on its after a couple of years.... reasons an army can die without it being you.... fire, freezing temperatures, ice unfreezing under army, lava flows, drownings, thirst, hunger.  It seems that they have to be on someone or thing's kill list, even wild creatures, other uninvited guests, dragons, mega beasts, traps, etc.

The issue of the undead kill mod, is that it's based on the time they have been alive.... which means that since undead armies have been alive at least as long as the March from the nearest tower... they install death the moment they appear on the map.  Generally I run with that option off... I like hammers... 

The option is. Decaying undead, same page with Decaying corpses, Decaying food, Decaying clothes.... I don't like any of these... except Decaying clothes.... it helps to get the dwarfs to actually switch clothes to what I make, instead of being upset about XX clothing.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: redivider on November 26, 2016, 11:43:25 pm
Arent maces better though vs undead cuz of the bigger contact area for pulping?
 But ye those decay scripts are bugged to hell and back, I wish there was a way to make clothes just last longer, like why do they decay in 1 year already? Nothing else decays in the game and than theres these clothes that are like ultra-consumer material and all you are doing when you have 150+ dorfs is looking at bits of clothing scattered around.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: thfrgi on November 27, 2016, 07:16:23 am
Yeah, I figured that mod was the issue, so in my new fortress I left it unticked.
The issue now is that I have 80+ undead milling about outside my fortress, and no way of dealing with them :c I only have about 80 population.
These particular sieges strike me as being rather OP, same thing happened in a previous fort, around 40 pop, bam, 60 undead arrive... I don't focus on getting a strong military early on as i usually prefer to wait until i've got at least steel, and most normal sieges can be dealt with easily, but this is just too much undead...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Amostubal on November 27, 2016, 10:36:36 am
You can also turn it on and off from dfhack.  Forget the command, I think it's decayundead enable.  Not sure it shows in the ls list.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Rojber on November 27, 2016, 03:46:23 pm
Yeah I had to abandon the world where I embarked near a tower not only because so frequent zombie sieges but actually some hydromancers with some water elemental minions that vanished after few seconds and never came back and made eternal SIEGE status. I thought they just stealthied somewhere but I hauled animals and millitary around the block and nothing happened
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: redivider on November 29, 2016, 04:42:47 pm
I lost my siege tag pretty soon, I think you have a necromancer stuck or hidden somewhere.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Atramedes on November 30, 2016, 10:26:13 am
I'm having an issue with Leatherwing bats. The skins that are produced from shearing don't appear to be tannable, I have the tallow necessary and everything but they won't allow me to tan them.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: redivider on November 30, 2016, 02:48:44 pm
Does the steam magma engine work for anyone? I got everything correct and finally got the stoke boiler job appeared but as soon as it *almost* finished the game crashed, and it always does, seems like theres a bug with this dfhack plugin or is it just me?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Buel on December 02, 2016, 05:38:50 pm
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. :<
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Nightcore Angel on December 03, 2016, 01:10:22 am
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Buel on December 03, 2016, 10:58:25 am
OH SNAP! D: I didn't realize how much memory I had left. Well thank you a lot for letting me know, buddy!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Buel on December 03, 2016, 03:05:59 pm
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. :/
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: blapnk on December 03, 2016, 05:47:24 pm
Did you change any options in the gui? Does it crash during worldgen when leaving all the settings as default, without touching anything from a fresh install basically? Because if that works then its just a process of elimination for what setting breaks the game. If it doesn't, then it's more technical.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Buel on December 03, 2016, 07:23:05 pm
See, i've enabled features and stuff and disabled features etc. And when I gen a short history on medium with a few things up. It'll make it in a few minutes. But if I do anything on my computer when it's generating, it'll sometimes crash. But when I choose my embark supplies it too, will sometimes crash. Or when ever I save, it'll sometimes crash. I have a pretty new computer that's up to date I should note. Finally, I do not have really many races set as forts, and or active. I only use like 3 non civs, like badgerman etc.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Tirion on December 04, 2016, 03:13:50 am
It's been a while since I played. What's the corect course of going from the MW launcher to playing? Create new world with advanced parameters seems like that at first, but night reature count doesn't seem to match...

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Asin on December 04, 2016, 02:33:31 pm
How do I set the graphics to the default ASCII and color scheme?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Putnam on December 07, 2016, 01:15:55 am
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. :/

Memory refers to RAM, not storage space.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Atramedes on December 07, 2016, 10:17:08 am
I'm having issues with siege timings, I'm definitely embarking near hostile civs' with pops high enough to support sieges,, and the settings/raws for Civs usually have siege requirements at 20/50 pop for the normal civs and fortress defense races. However I'm not receiving sieges usually until 80 pop, which should only be for civs with a 3+ on siege pop triggers
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Thormgrim on December 09, 2016, 11:00:38 pm
I haven't played since .34
I decided that maybe it would be fun to dork around a little over the holidays.  Loved MW, thought I would try it with 43.
For some reason though, I can't get started... arrow keys don't up and down!
This is the case for either keybinding.

Any ideas?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Skald359 on December 10, 2016, 11:05:17 am
Hi, Meph!

First off, loving Masterwork (playing 43.03 1.22). Not just bringing together some great QoL mods and utilities (and a launcher!), but really enjoying the experience and ideas that have gone into Masterwork.

I'm trying to build the market tiles and utilize the garrison and liason, but I can't for the life of me figure out how to get the gold coins they require. I've tried minting my own at a vanilla metalworker's, but that didn't seem to work. Any insights?

Thank you!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 18th Nov
Post by: Asin on December 10, 2016, 11:06:19 am
How do I set the graphics to the default ASCII and color scheme?
Hello?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 10, 2016, 03:14:38 pm
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.

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Asin on December 10, 2016, 03:58:18 pm
I never played the original Masterwork sadly. I want ASCII graphics because the game has half of it cut off with the other graphics. I just want a way to get it so I can see the entire game.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Skald359 on December 10, 2016, 06:56:02 pm
Quote
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.

Ah, that makes some sense. I'll give that a try. Thanks!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Ph.D Banana on December 10, 2016, 09:38:10 pm
I've been having a few problems since I've downloaded the latest update. DF crashes mostly while "preparing text objects." Occasionally it'll go through, but all the menus and everything are blank.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on December 10, 2016, 10:37:31 pm
So, how has the latest version of masterwork been going?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: gabix on December 11, 2016, 06:59:34 pm
Oh no! I cant' make soap as a human!!! My hole world is crumbling!
It'd be also nice to have that nifty wood cutter, instead of waiting to have an industry to support the thing I never built yet that gives me sawmills... but, well, I have the block cutter... which to my surprise requires blocks to build. Mason first mandatory!

Of course, complains complains... these people!!!
Seriously: great MOD, I'm really enjoying it!

---- after a while ----

...after reading the -why didn't I look before- Quickguide - Human.png I found out that soap is made in the first upgrade of the alchemist gild. Sorry!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Valdemor1 on December 11, 2016, 07:36:50 pm
Hi All.
This client works on Windows 10 (x64)?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on December 11, 2016, 08:49:58 pm
Hi All.
This client works on Windows 10 (x64)?
I would say yes, though I'm not 100% sure about that.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 11, 2016, 09:23:14 pm
Yes
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Ph.D Banana on December 11, 2016, 10:34:17 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Valdemor1 on December 12, 2016, 09:08:49 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 12, 2016, 09:44:20 am
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)

a current work around for all the crashes.  I've already used it with just about every mod turned on and it works fine.  even twbt with multilevel on.

basic instructions about half way through that post...
in the MW launcher go to  Open(upper left) → Utilities → Large Address Aware → Select Dwarf Fortress.exe and check the box.  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:

(http://image.prntscr.com/image/55c0063919df4269ac76cfcc459a0b17.png)


Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Valdemor1 on December 12, 2016, 10:07:27 am
Many thanks for your help
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Kebab on December 12, 2016, 03:15:15 pm
Thank you, man. No, really. Thanks.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on December 12, 2016, 04:20:29 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Valdemor1 on December 12, 2016, 06:41:52 pm
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.
However, it decided my problem, now everything works fine.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Criptfeind on December 12, 2016, 09:27:47 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Arcvasti on December 13, 2016, 01:37:37 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: StevedaG on December 13, 2016, 08:21:15 am
i know this will sound stupid but,how do you play with the asci tileset in MWDF?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Criptfeind on December 13, 2016, 10:02:36 am
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.

Aye, I suppose the sawmill would be it? Darn, I was hoping I could start with the ability to make building materials before I had to make a building. Will the sawmill produce smooth wooden planks? Or rough ones? I'm looking though the raws but I can't figure it out.

I suppose that I could take the building and reactions from the dwarf civ raws and put them into the human raws, although I guess that would require a regen? If I can sorta just awkwardly sell a billion wood and quickly bang together a carpenters guild, I guess I'll do that. nope, need mechanisms and giant sawblades and shit. Fuck. It's somewhat annoying that the race one naturally expects to make large amounts of wooden buildings can't easily make large amounts of wooden buildings.

i know this will sound stupid but,how do you play with the asci tileset in MWDF?

This isn't a stupid question, it's surprisingly hard. I'm not expert, in theory swapping the tileset to ASCII 8x12 works? In practice I've found that that doesn't actually work, and what I've had to do is go into MasterworkDwarfFortress\graphics and delete all the graphics... Which caused the game to sorta bug out a bit for me... So I put them back in, but then after that I was able to play with the ASCII set (and even then the colors are fucked the first time I load the game.)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 13, 2016, 12:59:32 pm
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.

well in some of our cases.... 4GB would require everything else on our computers including the OS to shut down lol.... but I understand your point, its a work around until we can sort out the memory issues, and see whats throwing us into the 2GB+ range...

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)

but over all my preferred stone block method for dwarves,succubus, and orcs is a magma brick oven.... you get the color you want, you can put in any stone, it costs nothing but the stone, and the "bricks" are magma safe... even if their initial stone was gypsum, or whatever.... the worst problem about it is making sure you select the stone you want to be used in the oven, it can use just about any rock, and you may not want to loose flux stones or anything else to build a wall.

@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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Criptfeind on December 13, 2016, 09:59:42 pm
@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.

Sorry. I don't really have a good answer here.  :-\

The step by step process I went though to play ASSCI might work for you but it's so fucking weird and doesn't actually work well to the point I sorta have doubts... Step by step what I did:

Play a bit in the masterwork tileset
Delete my world
Swap to ASCII 8x12
Play
Delete my world
Delete all the tilesets
Play
Delete my world
Restore all the tilesets
Swap to ASCII 8x12

Then the final step I have to do to make it work on ascii every time I start a play session: Load a save, quit back to main menu, and then load the save again.

This makes the ascii appear in the right color, although it doesn't allow me to zoom in all the way (which makes it somewhat uncomfortable to play to be honest, I'm used to playing at max zoom)

So uh. Basically my way is broken as fuck and doesn't actually work totally still.

Edit: Also not every tile is correct.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Skald359 on December 14, 2016, 07:02:28 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Skald359 on December 14, 2016, 07:35:26 pm
Hi, everyone!

I'm playing Masterwork 1.22, in fortress mode as dwarves, and I'm not sure how to unlock my magma workshops. Any pointers?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 14, 2016, 09:35:38 pm
Magma well... it has an option to unlock the magma forges.... otherwise old fashioned way, dig down till you expose magma.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 14, 2016, 09:41:28 pm
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.

Yeah I've been looking into some of those things, it seems the rockforge reactions are not set to worthless stone at all.. I've got a mod of that file and another file I'm going to send to Meph and see if he will ship it in.   Basically it will ensure you can select the stone for rock forges and rock carver workshops, select the choice gems with gem forges and gem cutter workshops, same for bone workshops and woodcutter workshops.  Etc.  Really i've been copying it in every edition since 1.21.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Skald359 on December 14, 2016, 10:44:47 pm
Magma well... it has an option to unlock the magma forges.... otherwise old fashioned way, dig down till you expose magma.

I don't really see that anywhere, though. It shows up in the task manager, but it doesn't seem to do anything. I suppose I could toggle the feature with DFHack, but I wasn't sure what else it would mess up - unfortunately, I only have the magma sea available.

I've built all the smelting buildings except for the crucible, and I'm not seeing it. Any pointers? Did I miss a checkbox somewhere?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: scourge728 on December 15, 2016, 08:01:18 pm
So.. why does turning off creature sprites cause the game to switch to some weird elongated window?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Muxia on December 16, 2016, 06:35:25 am
I met a "GL error" when I was trying to create a new world. I never had this kind of problem before the previous versions. I tried to change the Print Mode to 2D and this time it just stuck on the new world creating progress screen. (The Tileset is Meph 32*32)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Criptfeind on December 16, 2016, 04:21:31 pm
So, I've come across a bit of a weird issue. Specifically the color palate is off.

Spoiler: What it is. (click to show/hide)
Spoiler: What it should be (click to show/hide)

I'm not totally sure, but it seems like it might be related to the color selector, but I've deleted all the palates I didn't want in MasterworkDwarfFortress\Settings\Colors (all except vanilla), and it's still not working.

The palate swaps whenever I save. Moving between this too bright and the normal stuff, and sometimes a darker palate shows up.

Does anyone know what could be causing this? Or, failing that, where this palate is stored other then settings\colors so I can keep deleting things until it's fixed?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on December 16, 2016, 09:33:48 pm
MasterworkDwarfFortress\Settings\Colors doesn't actually change what DF uses for colors. That would be data/init/colors.txt.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Criptfeind on December 16, 2016, 10:19:45 pm
It seems like that's not directly the issue either. However, searching for this color file has revealed the issue, Apparently it's files in the Raw titled colors_(spring/summer/fall/winter) that cause it. Deleting them fixes it. Thanks for the tip off to the existence of color.txt files.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Prismaa on December 17, 2016, 08:32:00 am
Hmm when I changed to Phoebus tileset from "launcher", some stuff is missing sprites, like stepladders were upside down ?, before when Phoebus was default tileset they had stepladder sprites and stuff
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: jaardichten on December 18, 2016, 10:58:49 pm
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?

It's on Win7x84, AMD drivers on a Lenovo W500 Notebook.

https://abload.de/img/zwischenablage-1dap1a.jpg
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 18, 2016, 11:15:32 pm
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?

It's on Win7x84, AMD drivers on a Lenovo W500 Notebook.

https://abload.de/img/zwischenablage-1dap1a.jpg

Need additional information: 
What's the graphics options/text-will-be-text options set to in the Masterwork settings(first page,middle)?
What have you tried to resolve the issue?

Several people have had problems with the current version.  Use of the Large Address Utility mentioned in an earlier comment on this post here and in some of the other posts on this board has fixed those problems.  I would suggest trying that first.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Prismaa on December 19, 2016, 08:06:40 am
Is there way to remove warpstones? z.z
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 19, 2016, 09:55:55 am
Warpstones are defined in the raws.  You can edit them and remove certain reactions from them.

the file you are looking for is inorganic_masterwork.txt and their code starts at line 11 and ends at line 140.

you could just delete all of that section, if you wish and they shouldn't appear anymore at all.  Or you could
just remove all the [SYNDROME] [SYN....][CE_....]  tags from them and that should stop them from harming
your miners as they are dug up.  Most of these lines say YESWARP in front of them, which means that they
use to be tied to the Masterwork Settings through one of the buttons at one time.... but I'm not sure which
option controls that anymore...  I turned everything off, and loaded MW, and still couldn't get it to turn
warpstones off.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Prismaa on December 19, 2016, 10:16:26 am
Yeah I remembered that older version used to have yes/no toggle for warpstones, but current one doesn't.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Vitor_Goatman on December 20, 2016, 09:04:14 am
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?

(http://i.imgur.com/0bSTi9H.png)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Asin on December 20, 2016, 09:06:35 am
Dwarf Fortress/X-Men. Yes.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Culise on December 20, 2016, 09:26:14 am
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?

(http://i.imgur.com/0bSTi9H.png)
Because it is a medieval Professor Xavier from the X-Men.  Mya~n (http://natehallinan.com/orderofx/).
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Vitor_Goatman on December 20, 2016, 09:27:53 am
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?

(http://i.imgur.com/0bSTi9H.png)
Because it is a medieval Professor Xavier from the X-Men.  Mya~n (http://natehallinan.com/orderofx/).

Well shit I had no idea that was a thing.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 20, 2016, 10:29:15 am
not just any medieval proffessor X .... I always wondered who drew Patrick Stewart as a medieval king, since all the images from plays and such he's always had a wig on, every version I could think of..... so i had to google it.... the only bald medieval characters I could find was, him as king richard in men in tights:
Spoiler (click to show/hide)

and as leondegrance in excalibur, which I had never seen, and I'm a fan of medieval fantasy... none of the images I could find were worth the posting. but anyway....
this was the best image of him I could find:
Spoiler (click to show/hide)

lols.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: cobaltness on December 20, 2016, 12:09:30 pm
hey just wondering if the old dwarf guild system/magic/golems will ever make a return
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: WhiteLighter on December 20, 2016, 04:51:32 pm
You whippersnappers are obviously too young to remember Patrick Stewart playing King Richard in the 1993 cdrom rpg classic, Lands of Lore. :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Szarrukin on December 20, 2016, 06:56:35 pm
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)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on December 20, 2016, 07:10:01 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: scourge728 on December 20, 2016, 07:18:54 pm
So.. why does turning off creature sprites cause the game to switch to some weird elongated window?
Still need an answer for this
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on December 20, 2016, 07:29:45 pm
Still need an answer for this
Perhaps a screenshot would help?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 20, 2016, 08:00:54 pm
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)

another solution is to use large address utility, and it wont do that anymore either.  you can find the large address utility in the utilities packaged with MWDF.  theres a description a page or 2 back on here on how to usee that.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on December 20, 2016, 08:28:08 pm
I'm fairly certain that issue doesn't have anything to do with LAA.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on December 20, 2016, 08:48:27 pm
I'm absolutely certain it has nothing to do with it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: scourge728 on December 20, 2016, 08:53:05 pm
(http://i.imgur.com/mCfHYH0.png)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on December 20, 2016, 10:40:16 pm
It looks pretty normal to me. If you expected it to take up your entire screen, and that's what it was doing before, my guess is that "turning off creature sprites" changed the GRAPHICS setting in init.txt to NO, so it's using the WINDOWEDX and WINDOWEDY settings there for your initial window size instead of GRAPHICS_WINDOWEDX and GRAPHICS_WINDOWEDY. You can change WINDOWEDX and WINDOWEDY to 0 to have DF choose a resolution (which is what the graphics settings use by default), or copy the values from GRAPHICS_WINDOWEDX/Y. Your launcher might also have a setting for this that I don't know about.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: scourge728 on December 20, 2016, 10:45:41 pm
My problem is that this one is way longer then the normal one and it looks weird
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on December 20, 2016, 10:58:31 pm
Okay, I'll rephrase it. DF has different settings for the initial window size depending on whether graphics are enabled or not. My guess is that the "creature sprites" settings is really the "GRAPHICS" setting in init.txt, so changing that causes DF to use the "window size without graphics enabled" setting (which defaults to 80x25 tiles), instead of the "window size with graphics enabled" setting it was using before (which defaults to your screen size). There might be a way to change the non-graphics setting in the launcher, but if not, you can edit the settings in data/init/init.txt I mentioned before.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on December 21, 2016, 12:11:23 am
My problem is that this one is way longer then the normal one and it looks weird

That one is the normal one.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: scourge728 on December 21, 2016, 05:23:57 pm
My problem is that this one is way longer then the normal one and it looks weird

That one is the normal one.
Odd, because when I launch regular DF non-fullscreen it is much shorter
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on December 21, 2016, 05:24:54 pm
Because you play with non-default settings.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: scourge728 on December 21, 2016, 05:28:06 pm
I mean, it was the size that it was at when I first installed it and hadn't actually changed ANYTHING in the game at that point..
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on December 21, 2016, 05:38:28 pm
If you mean that vanilla DF's default window size is narrower, that's because the default vanilla tileset has tiles that are 8 pixels wide. It looks like the MDF tileset you're using has 16x16 pixel tiles (at least, that's my guess). Since DF's default window width setting is 80 columns, the window will be twice as wide when using 16-pixel-wide tiles than when using 8-pixel-wide tiles. (It's a similar situation with height, except that the default tileset has 12-pixel-tall tiles, so there's only about a 33% difference in height.)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: scourge728 on December 21, 2016, 06:22:55 pm
I'm supposedly using the default ASCII.....
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on December 21, 2016, 06:38:07 pm
Spoiler (click to show/hide)
This isn't the default ASCII. The default ASCII is 8x12. There's a 16x16 curses tileset distributed with DF too, but it looks like this (http://i.imgur.com/pbQPA8O.png) instead.

Anyway, if you want to change your window size, I described the settings you need to change a couple posts back.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Aanokint on December 21, 2016, 08:01:47 pm
Hey all! This is a game I've grown to love almost as much as the community. I've been a bit of a lurker for awhile, but now I need some help.

Background
Monday I started a new game. I ended up coming to a specific block breaking causing an APPCRASH. (See Problem Signature) I tried various levels of restarting:client, computer, then save file. Even with a new fortress being made, I would experience an APPCRASH. I was on V 1.13. I deleted every DF related file I had(Vanilla, LNP, and MW) and downloaded V 1.23. I would experience APPCRASH upon initializing worldgen. After consulting with a user on the unofficial DF Discord server, I updated my AMD drivers. This allowed me to generate a world. I still experience APPCRASH upon Start Playing>Dwarf Fortress. I've played with all relevant settings through the Masterwork launcher. I have not touched any .ini files.

Problem Signature
This is the error I get every time* I experience the crash
Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   Dwarf Fortress.exe
  Application Version:   0.0.0.0
  Application Timestamp:   57420c94
  Fault Module Name:   atioglxx.dll
  Fault Module Version:   21.19.384.0
  Fault Module Timestamp:   584442f3
  Exception Code:   c0000005
  Exception Offset:   01462b23
  OS Version:   6.1.7601.2.1.0.768.3
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789

*I have, in frustration, spam loaded/crashed and cannot confirm that during these repeated crashes the error message was always the same. Everytime I've had the patience to look, this has been the error message.

System Build
http://pcpartpicker.com/user/dcr99mo/saved/#view=ZgC323
Changes include: 600W EVGA PSU, no network card adapter, and OS is Win 7 HomePremium 64 bit.

Current Thoughts
I believe it has something to do with atioglxx.dll. I've forum searched and the issue I'm having has come up in the past. The most recent event of it happening I can see is 2010. The solutions seemed to be reworked .dll files which is well and above my head.

I thank anyone who even gives me their time to reading this. I hope this is the proper place to post this. I felt the DF bugtracker was inappropriate as this is an issue I am only experiencing, and attempting, in MW.

Edit: I am able to gen a world and embark to it on vanilla.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: scourge728 on December 22, 2016, 09:07:04 am
So, turns out the problem wasn't the window size, it was the font itself..... I replaced the font lines with the ones from my normal DF and now it looks normal
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Szarrukin on December 22, 2016, 10:01:56 am
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

It doesn't help. And I have a Nvidia card.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Asin on December 22, 2016, 10:08:09 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Aboshen on December 22, 2016, 05:15:42 pm
So i`my playing orc fortress and two things of note why do some visiting friendly have to need topple my workshop or break all my wooden doors and not the stone ones damn great spider fiend thief the next thing straight up caused me to lose a visiting wererhino which I wasnt alerted about it just said so and so is visiting started killing my orcs by the time it was taken down I had 4 orcs left  ironically with children which were killed and soon after they went mad. Anyway I can edit which races visit your fort if you have a tavern set up?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: 1piemaster1 on December 22, 2016, 06:15:00 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Arcvasti on December 23, 2016, 01:50:13 am
Anyway I can edit which races visit your fort if you have a tavern set up?

Yes. Just sic your military on whichever visitors you don't like.

Arcvasti is not liable for any diplomatic incidents or loyalty cascades that may result from this advice
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on December 23, 2016, 04:47:28 am
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...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: scourge728 on December 23, 2016, 11:56:13 am
the main problem IMO is that setting the font to vanilla doesn't actually turn off the masterwork font
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: CuriousCreativity on December 23, 2016, 07:45:00 pm
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.

Fixed it for me as well, thank you.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Szarrukin on December 24, 2016, 02:06:24 am
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.

Still nothing. I've nevere had such problems with previous versions.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Criptfeind on December 24, 2016, 09:24:29 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Szarrukin on December 24, 2016, 03:24:10 pm
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 list
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Culise on December 24, 2016, 03:56:05 pm
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 list
Yes, 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. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Szarrukin on December 24, 2016, 04:40:28 pm
Which is weird, because description of wooden training axe still says it's suitable to woodcutting "thanks to fine craftsdwarfship" or something.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: dreukrag on December 25, 2016, 01:28:08 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on December 25, 2016, 07:28:34 am
Also, turn off "creature sprites" (which actually refers to graphics) and gen a new world.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: TheHolyLegend15 on December 26, 2016, 09:11:50 am
I have so many crashes with the recent version of masterworks :/
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Gamerlord on December 27, 2016, 02:47:18 am
For some reason can't run DF on my new laptop, got one world working, but it then crashed before Year 1 Summer was done and now every time I try to play a world it crashes before I can reach the embark screen.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Asin on December 27, 2016, 07:34:49 am
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.

Yeah, but for me with every tileset, for me the title screen is not Vanilla DF. With every other tileset, I get half of the the title screen and if I manage to start it up, half of the game screen. I thought my solution to restore it to vanilla ASCII would work. Maybe all the tilesets are incompatible with my Vista laptop. And I don't even know the dimensions of my screen!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: VeryColdWinter on December 27, 2016, 08:58:35 am
Asked about the same on reddit, but perhaps better luck here.
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 27, 2016, 10:12:31 am
Asked about the same on reddit, but perhaps better luck here.
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
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: 1piemaster1 on December 27, 2016, 04:09:33 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on December 27, 2016, 06:03:49 pm
I think that currently all tilesets use the same race graphics - Meph hasn't implemented changing those based on tileset yet.

Meph added a system to change the color set based on the season.  I'm not sure if there's a setting to disable it, but if you look for a set of files called colors_spring/summer/autumn/winter and delete those, it will stop the seasonal color change.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Dookmiester on December 27, 2016, 06:19:58 pm
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.

This has been mentioned many times. Just delete the season color files in \Dwarf Fortress\raw

Edit: My guess/hope the reason the next update is taking so long is to allow toggle options for such things + maybe sort out the sprites as it is a mess atm. Priority wise I mean. I'm not sure what dictates which sprites are chosen if listed multiple times.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: VeryColdWinter on December 28, 2016, 02:15:56 am
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Gamerlord on December 28, 2016, 02:27:04 am
UGH now it won't even generate a world for me, it crashes at 'synchronising folders'.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 28, 2016, 11:36:43 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: VeryColdWinter on December 28, 2016, 12:57:58 pm
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.

Yay, thanks! LAA did the trick - it's a LATITUDE laptop with integrated video onboard
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 28, 2016, 08:46:00 pm
damn, pegged another... your welcome.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on December 28, 2016, 11:44:28 pm
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/)?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Aanokint on December 28, 2016, 11:45:36 pm
Fun fact, my issue a few pages back with atioglxx.dll was resolved via LAA as well.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on December 29, 2016, 12:02:35 am
I initially thought that could have been an issue with running out of memory, but if you were generating roughly the same world each time, and updating your drivers stopped the worldgen crash, then that probably wasn't it.

Are you using graphics and TwbT? I suppose it could be a weird issue with one of those that only manifests itself with large numbers of sprites (as in MDF) and a non-LAA-ified DF. Or it could be that libraries like atioglxx.dll end up somewhere else in memory after using LAA on DF, which could stop some graphical issue. Whatever the reason is, this is very strange behavior, and I wouldn't count on LAA to resolve the issue(s) permanently.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on December 29, 2016, 01:33:30 am
Wow. Masterwork is quite buggy it seems.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: baldamundo on December 29, 2016, 05:40:45 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 29, 2016, 07:22:21 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 29, 2016, 07:33:13 am
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.

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: jimboo on December 29, 2016, 10:45:42 am
Wow. Masterwork is quite buggy it seems.

This was followed by a note from Baldamundo re: wagon related crashes and Amostabol’s good answer re: LAA. 

My 2¢ : on my very old laptop, LAA makes a difference, and TWBT has its own issues and dominated this thread for quite awhile.  Here’s a part that I still don’t understand: on *my* laptop, Masterwork runs much better with priority High and not RealTime.  For whatever reason.  Crashes, hangs, glitches, they all pretty much went away after dropping priority to High.  Also, my virtual RAM was split over two drives and while this also shouldn’t make a difference, upping the limit and confining it to one drive also made an improvement.  Back to Lordsservent’s comment: vanilla has always been buggy, DFHack and the other mods add to that, Meph has done a pretty amazing job with the many updates and fixing things as they crop up in play.  Apparently, designing colorful sprites is more fun for him than incorporating the new core into Ye Olde Masterwork so I mostly play the old version that gives seasonal sieges and never crashes.   :)  I do miss the prettier graphics a bit and Dirst’s gem farms and little rock bastards but w/o massive invasions, it’s just not the same.  For me, anyway. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on December 29, 2016, 04:22:26 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 29, 2016, 05:58:40 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: baldamundo on December 29, 2016, 06:22:55 pm
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.

Yeah, I have the autosaves (plus trying to get into the habit of regular quicksaves anyway), so it's not the end of the  - mainly just wondered if anyone knew what was causing it. Do you reckon it's just the sheer quantity of items crashing it, rather than something specific?

I mainly just use the caravans to import huge quantities of animals for my slaughterhouses tbh. I thought I embarked on a savage biome, but I can never find enough leather or tallow. Doesn't help that leatherwing bats are broken, and I think slaughtering sentients is still bugged?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 29, 2016, 06:40:52 pm
yeah sentient butchering was out in 43.  and no I don't think its a specific item... It just sounds like its an item/unit count crash... It use to happen all the time to people, your the first I've heard in about 2 months... really though its 'virtually' impossible to tell, but if it was a specific item or unit... you would crash every time that thing or unit tried to appear on your map... most of the caravan stuff is normal appearing items, and most of the pets appear randomly with migrants... I just really don't know.  just see if a reset prior to the caravan helps otherwise either restrict access to the depot or reduce what your asking for. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on December 30, 2016, 12:49:08 am
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... actually do have another one I accidentally bought, which was pretty horrible. I've been keeping it around for when my brother finally decides he needs a new computer, though.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: RawChaos on December 30, 2016, 01:46:23 pm
I can't seem to minimize in masterwork df.....can someone please help? The only way i can seem to make the window go away while it's still running is turning off my computer then turning it back on.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: TheHolyLegend15 on December 30, 2016, 02:11:35 pm
RawChaos press F11 to enter window mode.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: TheHolyLegend15 on December 30, 2016, 02:21:49 pm
When i generate a new world the game crashes after it pass 100 years :/
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: CaptComrade on December 31, 2016, 08:13:33 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on December 31, 2016, 08:25:17 pm
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. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: CaptComrade on December 31, 2016, 08:33:59 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on January 01, 2017, 02:35:13 am
Happy new year Dwarf fortress players. May your embarks be exciting, and your adventures productive and interesting.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: rosareven on January 01, 2017, 09:21:08 pm
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.

Up down arrows work in everywhere else though like menu selection.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on January 02, 2017, 11:51:08 am
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.

Up down arrows work in everywhere else though like menu selection.
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,
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on January 02, 2017, 12:00:47 pm
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.

Up down arrows work in everywhere else though like menu selection.
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,
That's not the issue. The issue is that u/m aren't working when choosing an embark location.

rosareven: is it possible that those keys are bound to something else? The current bindings should be shown somewhere on that screen.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: rosareven on January 03, 2017, 05:18:35 am
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.

Up down arrows work in everywhere else though like menu selection.
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,
That's not the issue. The issue is that u/m aren't working when choosing an embark location.

rosareven: is it possible that those keys are bound to something else? The current bindings should be shown somewhere on that screen.

Thanks for clarifying for me lethosor. Yeah sorry I don't mean up and down as in z level, I mean north and south in choosing embark location screen.

I just tested again to get the specifics:
- umkh works in the local map
- up and down arrow don't work in the region map
- shift+up / shift+down works for moving multiple regions away

UPDATE: I FIXED IT! WOOT

It seems the laptop keybind that comes with Masterdwarf is missing these two keys:

General->Move view/cursor up
General->Move view/cursor down

Add the arrow keys back, choose the option "Immediately repeat" for both of them, and it works now.

I'm so happy now. I can properly enjoy Masterwork on my laptop. Stone beds here I come!

UPDATE UPDATE: More missing keys

BIND:SECONDSCROLL_DOWN:REPEAT_SLOW
    KEY:=
BIND:SECONDSCROLL_PAGEUP:REPEAT_SLOW
    KEY:_
BIND:SECONDSCROLL_PAGEDOWN:REPEAT_SLOW
    KEY:+
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ☼Another☼ on January 03, 2017, 06:58:50 pm
I've found a typo in the kobold menu. When you mouse over Shovels!, it says channing their playstyle, not changing.

Also, how do you make it start in windowed mode?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: rosareven on January 03, 2017, 08:04:21 pm
I've found a typo in the kobold menu. When you mouse over Shovels!, it says channing their playstyle, not changing.

Also, how do you make it start in windowed mode?
Window mode setting is on the first page of Masterwork menu, to the right under Miscellaneous. It's defaulted to "no".
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on January 05, 2017, 08:00:41 am
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

Spoiler (click to show/hide)
So 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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 05, 2017, 09:22:34 am
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

Spoiler (click to show/hide)
So 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?
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:

You are probably playing with tileset set to Meph - 32 x 32.  Which means your using a lot of memory for graphics and just from the image or the fact that just about every error is occurring prior to embark I am betting you don't have graphics card(your gpu is integrated on the board) or you have a graphics card from before 2012(you have less then 1 GB of ram on that card).  So you don't have a separate ram(or enough separate ram) for the GPU and graphics, its all being used from the standard system RAM allotted to the program. 

Option 1:  Either reduce the load by choosing smaller tilesets, one of the 16x16 or smaller; or

Option 2:  Utilize LAA utility (Large Address Access) to increase the size of memory access to the Dwarf Fortress program.  you can find it in the utilities folder you can open from the menu in Dwarf Fortress and its rather easy to set up, it increases the ram allowed to your program.

The issue is that the beautiful Meph tileset is really for high-end systems running high-end graphic cards(systems running 4K or ‘ultra-HD’, dimensions of 3840 x 2160), its way too much for many older graphics cards and integrated GPU systems (which includes 95% of laptops and any desktop without a graphics card).  Without LAA, its unplayable in its current form on these systems. 

Personally I like LAA anyway because I get better FPS even with the smaller graphic sets and have less crashes all around when things such as invasions and traders occur.  Its rather nice boost for these systems(which includes all the laptops and desktops in my home as I don't usually play high end games) and I wish I had known about it years ago.  My laptop that I generally play on, integrated GPU, resolution 1600x900, its not even 1080p capable, its just running a modified 720p compliant chipset stretched to fit the resolution.  But what do you expect from a system that is 5 years old and originally designed to be a internet streamer, emailer, and basic dvd player lol... its ready to die any day now with the stress I put on it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on January 05, 2017, 10:37:26 am
I'm using the obsidian 16x16 tileset and my graphics card has 8GB of memory and is very new so your guesses are a bit off. I have a very high end system. I will try the LAA utility though.

Edit: The LAA utility did the trick, thank you. Odd that I never had to use it before for this exact same configuration on my old system. While I'm sure meph's tileset is great, I am used to the obsidian set and prefer it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 05, 2017, 11:23:57 am
Then you are the first one I've heard this report from... interesting... I was trying to figure out what it is that is producing so much data and so far it seems to be a graphics overload for most is assumed as that was the major change in the last pack. I hope its not the larger language files which was the other major change(that is from me... I'm working to reduce it down anyway... but when I reset them to the versions from an earlier pack, I had the same issues.  So I don't think that's it).

Other major changes:
the seasons script - tested removing it didn't change my results.
creature sprites on/off - eh had slight performance improvement with it off.

If I may ask, which scripts do you have on?
What races are you playing?
What MW and DF settings are you running?
Sprites on or off on the first page?

etc.  whatever information you can provide I'd appreciate... I'm actually concerned that your Graphics card isn't operating the graphics for DF like it should... but that's something that I don't even know how to test for, other then checking the card's performance and usage during gameplay, and I don't know how to do that with the info you have provided... maybe someone else here knows.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on January 05, 2017, 12:08:50 pm
In brief, the only things I changed on the launcher are:

Set windowed mode to ON
Set Color to Obsidian
Set Tileset to Obsidian Soul - 16x16
Set TWBT Font to Obsidian

Disable Deep Ones and *-mancers mods from mythical monsters
Disable Earth Strikes Back! and it's secrets

All other settings are at default. Dwarves are the only civ set to fort mode though all other races are enabled for adventure mode (again that is the default). Creature sprites are on.

System specs:

I7 6850K overclocked to ~4GHz
64GB Ram
GTX 1080 8GB graphics card

The system is intended for heavy rendering and development work but doesn't have anything weird running on it yet, I was just testing DF on it when I ran into that. Was curious what kind of FPS numbers I would see when loading a very large old fort that my other puny system can barely run.

Willing to run further tests if it will help.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 05, 2017, 12:26:48 pm
 :o

nice system... I don't understand why you had problems and LAA fixed it... It sounds like a decent setup.  I think there's just something going on in the memory that is over the top and a deeper look (which would require a system better equipped then me) to figure out.  I hope Meph is going to have a suggestion in the next update. ;)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on January 05, 2017, 12:57:59 pm
Well all seems to be working well after using the LAA utility. -shrug-
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rhinoserious on January 07, 2017, 04:59:40 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on January 07, 2017, 01:45:21 pm
Just out of curiosity, is this important?

Spoiler (click to show/hide)

I get that error spam fairly constantly and it makes it kind of annoying to enter commands in dfhack. Doesn't seem to actually do anything though.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on January 07, 2017, 05:18:37 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rhinoserious on January 07, 2017, 07:05:29 pm
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

You're the best!  It was linked to a stockpile without logs...  I am not a smart man.  Now my dwarfs don't have to drink in silence!  Thanks!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: megahelmet on January 08, 2017, 12:30:17 am
Is there a way to turn off seasonal colors? The way my computer is, fall and winter are hard to see.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on January 08, 2017, 08:54:08 am
Just delete the four season files from the Dwarf Fortress/raw folder.
Hopefully this will be an option in the next version.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on January 08, 2017, 09:27:19 am
Is seasonal colors why my granite turns yellow sometimes?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 08, 2017, 08:33:24 pm
yes.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on January 09, 2017, 07:09:01 am
I hate it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 09, 2017, 08:34:54 pm
I hate it.

Well the manual way of deleting it is to go in and remove the seasonal color schemes in the raw file.  Your not the first to dislike it.  I hope there is an option to disable it, as I like to choose my own color scheme.... it sets the mood for the map...

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: rosareven on January 10, 2017, 04:32:25 am
I like seasonal colours but yeah an option to disable it would be nice.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Dookmiester on January 10, 2017, 06:33:56 am
I'd prefer a grass and leaves only version myself. ;)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: mattychan on January 10, 2017, 09:21:26 pm
What have I done.
Spoiler: The Horror (click to show/hide)

EDIT
I figured it out. >.> This box can't be blank, I feel rather slow.
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ReynTheLord on January 10, 2017, 09:23:41 pm
peple having halicinations and beserking after eating. Food poisoning? how do I track who cooked it?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: rosareven on January 11, 2017, 03:31:31 am
I hear the food products of Mossrova (including milk and meat) cause hallucinations.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 11, 2017, 11:14:36 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on January 11, 2017, 05:44:41 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: baldamundo on January 11, 2017, 05:57:08 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on January 11, 2017, 09:40:30 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Metaltooth on January 12, 2017, 07:08:26 am
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on January 12, 2017, 10:12:32 am
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 needed DFHack before so I'm unsure of what syntax I'm supposed to use. Like, do I just type "quicksave" on the commandline and I'm done or is there some confusing number wizardry that needs to happen on my end? Is there a tutorial somewhere?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 12, 2017, 11:40:17 am
just type in the dfhack window:
quicksave 
<press enter key>

If the seasonal saves are working then quicksave will work.  Seasonal saves and quicksave are the same function, quicksave just tells DF that its time for a seasonal save, and if backups are on, then it will also make an appropriate backup file too. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 12, 2017, 11:48:52 am
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'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.

Ohhh. Is this why butchering squigs is breaking my game?

I have no idea why butchering squigs is causing you crashes... I butcher them all day long... but you can't really butcher named pets as far as I've seen.

Or do you mean animal given a custom name through the menus? I've never used that function either, I rarely give custom nicknames to anything.   Its never given me an issue and I've been using standardized meat for quite awhile now.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on January 12, 2017, 04:52:32 pm
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'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.

Not pets, historical figures. Caused a lot of issues with Warlock mode in particular because using zombies in traps would result in them killing things and getting named right before dying and carried off to the butchery with everything else. Though it's been over a year since I touched the old one and I don't recall if it was the butchering itself causing problems or if it was trying to eat it afterwards.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on January 13, 2017, 04:18:30 am
It was the butchering, it had problems during the creation of bodyparts of named creatures with standardized meat enabled. It became a huge problem in 1.08 IIRC when they tried to bugfix succubi and basically broke the mod
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: rosareven on January 15, 2017, 12:58:20 am
How do you make ink to write with? Documentation said it's craftsdwarf but I can't find the reaction in craftsdwarf workshop.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Brutaka001 on January 15, 2017, 09:59:10 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on January 16, 2017, 01:13:17 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: MoonyTheHuman on January 16, 2017, 04:56:44 pm
I don't see a download link for windows. does one even exist yet?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on January 16, 2017, 06:27:37 pm
The "download the mod" image is a link to that
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LCastillo on January 17, 2017, 01:30:29 am
Hey Meph, I've got a question.

Are Tungsten and Volcanic  supposed to be roughly equal in every respect?

Tungsten's Shear Fracture and Shear Yield are both better than volcanic's, in addition to having a better shear elasticity, the only thing worse is it's max edge multiplier is only is only 1.5 vs. volcanic's 2. This makes Tungsten vastly superior to Volcanic in terms blunt and almost equivalent in terms of cutting. Is this intended seeing as Volcanic is so much harder to get?

Also based on the raw notes volcanic is intended to be twice as good as steel, but your max edge modifier of x2 for volcanic and 1.5x for tungsten makes them both around four times as good as steel, outperforming even divine metals in nearly all respects.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Kars on January 17, 2017, 10:06:34 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on January 17, 2017, 11:55:22 am
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...
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Larzo on January 17, 2017, 04:37:41 pm
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

60+ hours in last 30 days, very few crashes (2?)
created many small region worlds/ 150 years.

Big/long history world creation crashes are common but i see no reason for crash at embark.


Use LAA (utilities tab) on dwarf fortress.exe
Try other print mode
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Metaltooth on January 18, 2017, 04:22:36 pm
I wonder what the next update will give us?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Kars on January 19, 2017, 10:20:34 am
are giant elephants supposed to be trapavoid? they aren't in the base game
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: NahteKavlozs on January 19, 2017, 04:04:32 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 19, 2017, 05:43:08 pm
are giant elephants supposed to be trapavoid? they aren't in the base game

there are 2 giant elephant scripts (GIANT_ELEPHANT and ELEPHANT_GIANT).
both are displayed as giant elephant, but they have very different descriptions ("A gigantic monster in elephant form" and "A colossal hairless mammal, found grazing on tree branches in dry regions.  It is known for lifting them from the ground with its trunk.  It is normally docile but fierce when provoked." respectively).
the first one has a frequency set by the options on the animal page.  the latter is either on or off determined if you have masterwork creatures on.
and for your particular question the GIANT_ELEPHANT is not trap avoid, ELEPHANT_GIANT is trap avoid.

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.


Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: NahteKavlozs on January 19, 2017, 06:57:16 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 19, 2017, 07:40:08 pm
beyond that... I couldn't tell you... what size of an embark are you selecting, size and age of the world gen you are using, and how powerful is your system... the mod is saving for a lot of other people. so its not the mod directly.  but these 4 things can seriously hamper the ability to save.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ReynTheLord on January 20, 2017, 04:48:38 pm
I have 2 iron cauldrons, and yet i can't build the smelter that requires them.
What the fuck?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: NahteKavlozs on January 20, 2017, 05:06:08 pm
About the save issue, I am using a 3x3 embark in a 15yr med world. I noticed that in dfhack this log gets spammed and after this, saving crashes the game
https://u.nya.is/fnywas.PNG
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Mirrond on January 20, 2017, 05:39:26 pm
I downloaded last version. I launched it. I created a world. It crashed around saving. I tried to launch the world. Crash while loading. I created another world. It crashed around saving. I tried to launch it. Crash while loading.

Is there some feature you are suppose to not use or something? Like that time with this added factions near the beginning of Masterwork Reborn?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Fedor on January 20, 2017, 09:12:13 pm
Right. The newest version. When I started using it, I had crashes and graphics glitches galore. But now things work - thanks to the friendly posters in this forum.

Masterwork Dwarf Fortress.exe -> Utilities Tab -> LAA. This opens up Large Address Aware to patch ...\Dwarf Fortress\Dwarf Fortress.exe to accept memory addresses above 2 GB. Required for stability. This is a one-time, permanent patch.

Meph, this needs to be in the instructions. Everywhere. Like with blinking arrows, even.


So, you want graphics? Boy, has Meph delivered the goods here! Here are two options that should work immediately.

Masterwork Dwarf Fortress.exe ->MDF tab->Graphics section:

Color: Meph, Print Mode: Text-Will-Be-Text, Font: Masterwork, Tileset: Meph - 32x32. Text Will Be Text (TWBT) Font: Meph.
Color: Dungeon, Print Mode: Text-Will-Be-Text, Font: Masterwork, Tileset: DungeonSet - 24x24. Text Will Be Text (TWBT) Font: Dungeon.

Choosing Print Mode: Text-Will-Be-Text is critical for any tileset that replaces the ASCII numbers and characters, as most modern "pretty" tilesets do.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on January 20, 2017, 10:43:52 pm
It's worth noting that not all crashes are caused by DF running out of memory. It may be the case more often when using MDF, but it's also possible for DF to crash for other, unrelated reasons. LAA usually isn't required unless you're dealing with large worlds (or tilesets with lots of sprites, apparently).
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Mirrond on January 21, 2017, 05:52:13 am
After using LAA, the world created, saved, and launched properly.
I second the idea for using it to be mandatory and in instructions.


Nevermind actually. It still crashes every twenty minutes or so. You can't play it like this. Too bad.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: NahteKavlozs on January 21, 2017, 04:51:30 pm
the error that I am having on save is a c000000005 access violation error, which can be caused by a variety of reasons. This is not an issue with my computer, as I have tried it on multiple windows systems and it still crashes after a certain time. I am trying the fix armory plugin to see if that might be causing it, but I doubt that it is the problem. Note the a C00000000005 error is a C++ exception.

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: CaptComrade on January 22, 2017, 12:49:38 am
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.

Nobody answered me, and I still can't play :/
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Yinseng on January 22, 2017, 06:32:52 am
What happened to Meph? He's apparently been active but hasn't posted since Christmas.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Mirrond on January 22, 2017, 07:29:38 am
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!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 22, 2017, 07:50:45 am
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.

you were lost in the holidays.  Right now the 2 fixes for errors in masterwork(and really the preferred options for a lot of players) are:
1.  Use the LAA Utility, you can find it in the upper bar of the masterwork program.  It increases the memory allocated for the game.  Corrects almost any issue of random crashing.
2.  Turn off compressed saves.  You end up with larger save files, but they don't crash when loading or saving nearly as often.

if those 2 things don't fix your problem you have a much deeper issue.... As for font and tileset issue... I'm not understanding what you are attempting to do, if you are having trouble getting into worlds then you haven't even seen the tileset yet in game.  The font option above the tileset option, I never change because I use TWBT but I know that TWBT Font below there does change in game, and can be seen from the opening screen... but you still have to restart the game to see those changes.  So really I don't know whether we are discussing a misunderstanding of the game options or a catastrophic error that requires erasing your entire DF folders and starting off with a fresh downloaded file.  In other words the font/tileset issue is either operator error or corrupted files.

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!


congrats!

What happened to Meph? He's apparently been active but hasn't posted since Christmas.
I am hoping that he is okay.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on January 22, 2017, 10:46:35 pm
What happened to Meph? He's apparently been active but hasn't posted since Christmas.

He does long-distance-biking for his day-job. Like, really long distance- biking across continents and back long. It's super impressive but sometimes he's in an area with little to no internet like Siberia or the Sahara.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rekov on January 23, 2017, 04:44:23 pm
Yeah his location is world tour, so I assume he set out on another one of his journeys.

I hope he does elves when he gets back. My hopes were raised and dashed when Teneb attempted it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Mirrond on January 24, 2017, 04:25:35 am
*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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Moridin920 on January 24, 2017, 12:10:26 pm
*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.

Use DFHack to quicksave?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Mirrond on January 24, 2017, 03:58:05 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on January 24, 2017, 09:24:02 pm
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?

By building it, Display cases always have two parts: a block for the pedestal and literally anything else to display on top of it. If you're like me and shift-accept any construction that accepts blocks then you might not have noticed the second material list includes things like mangled rat corpses and bits of string, which basically means that you've set up a museum displaying nothing but various bricks.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Mirrond on January 25, 2017, 03:18:28 pm
Thank you so much :D
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Caponimoq on January 31, 2017, 06:49:10 pm
What's new in masterwork december 6th?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on January 31, 2017, 09:48:29 pm
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)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 01, 2017, 04:51:58 am
What's new in masterwork december 6th?
Meph puts a full list of changes on each release...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Caponimoq on February 01, 2017, 05:06:23 pm
Meph, can you tell me the new spells included in this mods and what they do? I can't find a post about this.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: oliverrook on February 01, 2017, 05:11:22 pm
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.
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: oliverrook on February 01, 2017, 09:41:40 pm
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.
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.
Reinstalled it, and it worked fine. I had to do a hard reinstall, though, so I deleted all of it and reinstalled it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Zerim on February 02, 2017, 06:36:06 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 02, 2017, 07:12:08 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Zerim on February 02, 2017, 08:21:51 pm
I'm not finding what i'm looking for in that link.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: rosareven on February 02, 2017, 10:35:12 pm
I just reintsall Masterwork because I can't figure out how to fix the strange TWBT behaviour.

If I run TWBT successfully with a graphical tileset, then I delete the save and switch to 2D mode with creature sprite turned off, I'm still stuck with a TWBT display, even if I delete the TWBT dll files manually. Only when I turn on creature sprite in 2D mode will I get the correct tileset back, and even then I won't get to see creatures displayed as ASCII because the creature sprite is retrieved elsewhere.

It seems I can't switch back and forth TWBT and 2D as I please.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Zerim on February 02, 2017, 10:39:38 pm
Honestly if I could just play the game in ascii without those crappy creature sprites (and not the square ascii either) that would be perfect, but as of late hardly anything works with MW, it's difficult enough to get it running without crashing
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Kars on February 03, 2017, 12:27:46 pm
My dwarf turned into a werechameleon, and then his heart started melting and bleeding "plant matter", and then he died. What is going on

Edit: I just noticed it isn't even a full-moon. It isn't even night at all
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: rosareven on February 03, 2017, 05:38:51 pm
My dwarf turned into a werechameleon, and then his heart started melting and bleeding "plant matter", and then he died. What is going on

Edit: I just noticed it isn't even a full-moon. It isn't even night at all
I don't know but that sounds..  extremely excruciating.

Does anyone know how effective is ore processor? Is it worth processing every single ore in early embark?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 03, 2017, 06:30:12 pm
My dwarf turned into a werechameleon, and then his heart started melting and bleeding "plant matter", and then he died. What is going on

Edit: I just noticed it isn't even a full-moon. It isn't even night at all
I don't know but that sounds..  extremely excruciating.

Does anyone know how effective is ore processor? Is it worth processing every single ore in early embark?
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 it
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on February 03, 2017, 09:01:23 pm
My dwarf turned into a werechameleon, and then his heart started melting and bleeding "plant matter", and then he died. What is going on

Edit: I just noticed it isn't even a full-moon. It isn't even night at all
I don't know but that sounds..  extremely excruciating.

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...
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: rosareven on February 03, 2017, 10:48:09 pm
Its worth it to process any ore, the difference between say hematite and process_hematite...
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.
Thanks, that's a great break down.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: skelepound on February 04, 2017, 12:05:31 am
Hey man, just wanted to give thanks personally for your mod - alot of your resources have been mad useful in a magic mod im making. I have, of course, given credit for all the stuff I used, at some point or other on the mod thread or download page. ANYHOW, just wanted to say thanks!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Kars on February 04, 2017, 02:09:57 am
Now there is floating lava in my fort? It's literally raining lava from the sky.
Spoiler (click to show/hide)
I saw this in adventure mode as well, sporadically.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on February 04, 2017, 07:33:40 am
Looks like a good day to stay indoors.

Did you make any raw changes? I know the game fails over to magma whenever a material isn't defined properly.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on February 04, 2017, 09:46:00 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on February 04, 2017, 10:28:42 am
Something similar happened on reclaim in dftogheter but we were playing near a volcano so i guess it's not the same
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Kars on February 05, 2017, 06:04:34 am
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.

It was indeed the magma wells, thank you.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Zerim on February 05, 2017, 03:52:34 pm
I'm still looking for mirrors of previous versions of masterwork if anyone can help. Anything around 1.10 would be preferable.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 05, 2017, 06:13:41 pm
Unless someone has it saved you're probably out of luck. The oldest version still up is from 4 years ago, which is version 1.4.1
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: leoniswulf on February 05, 2017, 07:04:03 pm
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


Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 05, 2017, 07:57:54 pm
Versioning system is confusing
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Zerim on February 05, 2017, 08:45:05 pm
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!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: theguruofreason on February 06, 2017, 02:16:23 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 06, 2017, 09:20:28 am
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!
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.

http://dffd.bay12games.com/who.php?id=2859

He literally has every version of Masterwork up at that link for the last several years
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Zerim on February 06, 2017, 09:25:44 am
That's 1.23, which is obviously not what I'm looking for. Maybe it's because i'm not logged or something, but I don't see a "find all versions" button anywhere. You realize that you're not helping anyone by repeating yourself over and over right? Because obviously there's a problem that you haven't noticed yet. "Why is my suggestion not helping? What can I do to be more helpful?" Ask yourself that.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 06, 2017, 09:31:06 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on February 06, 2017, 12:38:12 pm
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?

If you really want to know whats going on here... check inside.... its a lot of reading as I cruised the raws for you.
Spoiler (click to show/hide)

just edit the reaction_kobold.txt file in your save folder and replace all of:
 [REAGENT:clay:1:BOULDER:NONE:INORGANIC:CLAY]
with:
 [REAGENT:clay:1:BOULDER:NONE:INORGANIC:NONE]
and you will be able to use the silty clay as normal... and it shouldn't require a new world generation as your not removing or adding tokens.

if you read all the above and wanted to really know...
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on February 06, 2017, 12:41:49 pm
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.

There are a lot of really old versions at http://dffd.bay12games.com/who.php?id=2859 (e.g. "v.1.9.1" and "v.4g" from 2013), but none of the newer ones. Meph changed back to using 1 as the version number in 2016 or so, which is here: http://dffd.bay12games.com/file.php?id=5315. That download is currently 1.23, but there are comments on that page referring to 1.16, 1.19, and 1.22, which is a sign that Meph replaced those versions with newer ones. It appears that in the past, he uploaded new versions separately, which is why there are a lot of really old versions listed on the page you linked to, but none of the more recent older versions are there.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: oliverrook on February 06, 2017, 04:01:05 pm
I do have to say, the version of Armok Vision in Masterwork is VERY outdated. In fact, when I start up the version provided, it can't even connect with DF. When I install the latest version manually, half the objects don't even render either. I have tons of barrels and wood that just don't show up at all, not even as the texture on the ground. It's kind of hard to use it as a viewer when barely anything shows up besides terrain.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Kars on February 07, 2017, 11:53:51 am
The floating magma is back in adventure mode, it's everywhere. Magmawells seem to be quite bugged.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on February 08, 2017, 01:27:36 pm
Masterwork seems to be quite buggy at the moment.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ReynTheLord on February 10, 2017, 05:53:23 pm
Uh.... I dont even... THe mods, planets stars and urits aligned, and this happened...

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on February 11, 2017, 03:56:48 pm
Nice combo, Reyn. You just won the monthly...
Wonderful Bug Award!
Keep up the good work!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 11, 2017, 03:59:11 pm
Is that a were-boulder? This has gone too far.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ReynTheLord on February 11, 2017, 04:21:29 pm
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 save

Spoiler (click to show/hide)

Not cheated in. I don't even
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 11, 2017, 04:56:18 pm
Why is that odd?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ReynTheLord on February 11, 2017, 05:53:21 pm
Crashing spree for that fort. sometimes crashes on opening
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Kars on February 11, 2017, 11:20:50 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on February 12, 2017, 02:18:30 am
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 save

Spoiler (click to show/hide)

Not cheated in. I don't even

1. doesn't need to use it, just needs to be nearby as far as i know

2. that's completely normal and the most likely result for when children get strange moods, which they do a lot

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.

that's definitely not what's happening, it's probably related to a strength overflow bug that's been floating around for a few years as regards items; if you strip naked and drop everything, you'll probably be able to move freely again
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Neyvn on February 13, 2017, 02:03:50 am
Is there a mirror or something for the download? Its like downloading at 10kb/s for me from the DFFD...

NVM after a few minutes it sped up to my normalish Australian Internet download speed... 250KB/a YAY!!!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Jack_Caboose on February 13, 2017, 11:36:15 am
The mod is great, and I've been using it for a few years now without any (major) issues that aren't in normal DF.

However, I recently downloaded the latest update, and whenever I select any option from the main menu with TWBT on, it looks like this after loading:https://gyazo.com/8de51ee06799fc8a97aad061b161c9d7 (https://gyazo.com/8de51ee06799fc8a97aad061b161c9d7).

From what I can tell, it's taking every character and turning it into a square of one colour. This did happen occasionally before I updated, but restarting would fix it. Now this happens every time. My text settings are here: https://gyazo.com/7af2e3b4fa3702f2bec6ed4f5986ad4e (https://gyazo.com/7af2e3b4fa3702f2bec6ed4f5986ad4e)

Any help would be appreciated, thanks in advance.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 13, 2017, 11:43:23 am
Try the LAA utility. Run it and apply it to the dwarf fortress executable.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Jack_Caboose on February 13, 2017, 11:48:42 am
Try the LAA utility. Run it and apply it to the dwarf fortress executable.

Yep, this worked. Thanks!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Nightcore Angel on February 16, 2017, 10:38:21 am
Been two months now since update...i hope meph surprise us with a mega update later when artifact hunt was released :D ...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 16, 2017, 10:40:57 am
I think he may be cycling now...? I don't remember.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on February 17, 2017, 02:52:44 am
I think he may be cycling now...? I don't remember.
Yeah, Africa.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: 13thEssence on February 17, 2017, 04:45:41 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 17, 2017, 07:42:20 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: baldamundo on February 17, 2017, 09:46:34 am
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?
FWIW I've been having squig-slaughter crashes for ages now as well but I've no idea what the cause is.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 17, 2017, 09:56:59 am
I have no trouble making new games, but I have never even seen a squig so no idea what is going on there
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on February 17, 2017, 09:31:05 pm
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?

1. The issue with 1.23 is a memory issue.  its been mentioned several times.  For around 99% of all players reporting crashes in 1.23 the major fix is to use the LAA utility in the MWDF utilities folders... After you run it, it is self explanatory.  that should fix all your current crash issues with worldgen and load.

2. its possible you have a bugged squig definition... that would be my bet.  the whole multiple split caste thing is rather annoying, and could of possibly bugged out.  I hate squigs... I embark with 2 terrier squigs and hope I catch some kind of cat or moleweasel.  personally the pet selection is the worst in orcfort by far.   I just can't find a set orc like animals besides cragtooths that I want to raise, and their not orc specific pets they are apart of the dwarf DDD set.  I wish the squigs had more mixed sets.... say breeders that function as terriers and eaters that are woolys etc....

maybe they have gained non expressed names, or they have become sentient?  who knows why they crash?

@forsaken1111
Squigs are a poor orcs best friends. basics are that they are a split caste system where you have breeders(females), growlers(war/hunt males), eaters(fat males for heavy meat production), Woolies(wool bearing males), and terriers(male vermin catchers).  the breeders have large broods, but you don't know what you got till they get a year old(except the females, you know they are breeders).  If you start with say 5 breeders and 2 terriers. the 5 will drop around 20 pups in a few months, a year later you will have about 4 of each group besides your starting batch.... but that's random it could be all terriers or all woolies... Your not guaranteed a particular variety...  when I do raise them I keep all the growlers for hunting/war companions, 5+ woolies for wool production, 2 to 4 terriers that I give free reign to the embark, 5 breeders to keep the pups coming and slaughter the rest.

But no matter what happens, it seems around 7 to 10 years in everyone gets a squig bug that kills the entire system... you can't butcher any of them... At which point I put them under a fluidcaster and burn them all cage them and sell them all to the next trader and buy other animals to replace them.

personally, I would rather just be able to select the variety and grow that one variety so if I don't want woolies I don't bring woolies....
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ReynTheLord on February 18, 2017, 12:14:14 pm
I've been doing some SCIENCE in adventure mode in masterwork.

Turns out, if you're a night creature, boogeymen won't attack you, and will unleash their frustration on everything else, except eachother.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on February 18, 2017, 11:36:58 pm
I've been doing some SCIENCE in adventure mode in masterwork.

Turns out, if you're a night creature, boogeymen won't attack you, and will unleash their frustration on everything else, except eachother.
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on February 19, 2017, 03:39:41 am
2) Does anyone wanna help me salvage my game where I can't slaughter squigs?
you CAN'T.  :P
There is a problem with butchering historical figures but it has been 'fixed' in more recent releases. IIRC 1.13 had a lot of crashes because of a script Boltgun wrote to fix succubi. Stop butchering named creatures and you should be fine.
As for crash issues in 1.23, as Amostubal said, it's probably a memory issue.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: MickDick on February 24, 2017, 02:27:18 pm
I was wondering why diggingInvaders plugin is

1.  Not an option in the launcher anymore.
2.  Not loaded by default and presumably not properly configured for the regular masterwork races anymore.

Yet still included.  Is it properly preconfigured and simply needs to be enabled?  Did it cause more problems than it was worth or what?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Gamerlord on February 27, 2017, 01:06:16 am
So... What's happening with Meph? Has Masterwork been abandoned or is he just busy?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on February 27, 2017, 01:42:56 am
So... What's happening with Meph? Has Masterwork been abandoned or is he just busy?
He's likely busy with his biking tour.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on February 27, 2017, 07:29:41 am
So... What's happening with Meph? Has Masterwork been abandoned or is he just busy?
He's biking in Africa, someone said.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Sebastian2203 on February 27, 2017, 12:20:02 pm
So I did not find any questions thread on this sub-forum so forgive me my ignorance but I´ll ask here.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on February 27, 2017, 02:34:44 pm
So I did not find any questions thread on this sub-forum so forgive me my ignorance but I´ll ask here.

  • 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
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rekov on March 01, 2017, 12:05:25 pm
Huh. Meph's patreon still seems to be going during his absence.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on March 01, 2017, 12:13:25 pm
Why wouldn't it?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Sebastian2203 on March 01, 2017, 12:45:55 pm
So how is called this cool feature where you can set a "light" in df hack to make it simulate day/night cycle?
And you would have to build candles or something to see during night.

I forgot how it´s called and cannot find it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rekov on March 01, 2017, 01:04:31 pm
Why wouldn't it?
I thought me might have paused it given that the whole promise of the patreon was weekly updates.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on March 01, 2017, 01:05:51 pm
So how is called this cool feature where you can set a "light" in df hack to make it simulate day/night cycle?
And you would have to build candles or something to see during night.

I forgot how it´s called and cannot find it.
You mean Rendermax? I don't know if it works well in the current version.

Why wouldn't it?
I thought me might have paused it given that the whole promise of the patreon was weekly updates.
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Sebastian2203 on March 01, 2017, 01:47:16 pm
So how is called this cool feature where you can set a "light" in df hack to make it simulate day/night cycle?
And you would have to build candles or something to see during night.

I forgot how it´s called and cannot find it.
You mean Rendermax? I don't know if it works well in the current version.


Hmm it is packed in the current version but I have to set Print Mode to STANDARD which ruins the graphics of the game as all the text/tiles appear distorted. (I am using Phoebus)

I am not sure if this is because it is not made for the current version or I am doing something wrong.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Kars on March 03, 2017, 05:13:30 am
Where exactly are the prisoners? I heard a rumor of a white tigerman abducting an elf, but when I went to the fortress, they were nowhere to be seen. This has happened multiple times. Do they just not show up?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Sebastian2203 on March 03, 2017, 03:04:25 pm
So I´ve set the print mode to STANDARD and my graphics are distorted.

The whole game works fine UNTIL I decide to load the game and the moment certain raw file is loaded it is disorted.
So playing arena/world-gen/playing the game distorts the graphics and it stays that even in menu.

HEre is how it looks: https://i.gyazo.com/8b8c17177456a2acb2c622b3eddeda1d.png (https://i.gyazo.com/8b8c17177456a2acb2c622b3eddeda1d.png)

What could cause this?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on March 03, 2017, 03:17:35 pm
Have you tried resizing the window? Just maximizing then restoring, and resizing at all, even if you resize it back.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Sebastian2203 on March 03, 2017, 03:18:02 pm
Yes, nothing works
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: demol on March 04, 2017, 02:26:07 am
There are some heavy problems in _latest_ version. Sum of my feedback:

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 ctd
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 saving
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.

All of that is NOT a '2gb memory' problem  because of
a) large excess of memory
b) x64 system
c) all executables are memory adress patched
d) when I monitor memory usage DF never run above 1.8gb even just before ctd.

And I obtain a strong personal opinion that appeared critical error is somewhere in the launcher, but it is only an opinion.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: StevedaG on March 04, 2017, 04:15:49 am
when did Meph say will come back?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 04, 2017, 05:05:44 am
let me address your issue point by point.

There are some heavy problems in _latest_ version. Sum of my feedback:

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.
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.

Quote
2. when I load my saved game it is roughtly 30% chance of ctd
3. when I resize window _AFTER_ saved game is loaded I always have an instant ctd
yep 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.
Quote
4. there is also a most frustrating random ctd on game saving
DF 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.
Quote
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.
Quote

All of that is NOT a '2gb memory' problem  because of
a) large excess of memory
The game is written old school, it doesn't care how much memory you have.
Quote
b) x64 system
we are running the 32x version of DF, it doesn't care if your system is 64x.
Quote
c) all executables are memory adress patched
so you actually used LAA on all the executables?  you only have to do that for dwarffortress.exe
Quote
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.
Quote
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on March 04, 2017, 11:13:21 am
Shouldn't LAA allow you to use more than 2 Gb of RAM? I was under the impression that that was the reason it actually fixed the crashes... Anyway I have to ask: why would you use the launcher when you don't have to modify things to generate a new world? I mean... it's basically useless and it is another heavy process for your pc to keep running. You basically hate your machine :P (btw i noticed an increase in crashes, too when i leave it open. Could it be conflicting with DF in any way? Like, for example, with writing autorizations?)
For the record i agree on the 32x32 tileset being a source of problems but that's not all of it for sure. I wanted to create a thread to keep track of the bugs (like the one with bugfixes) but without mantainance it would just be a endless repetition of the same questions like the main thread and right now I don't have time to update regularly the OP. If anyone feels up to it I think it would be great. It would make things easier for Meph too, I think.
when did Meph say will come back?
He didn't say
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on March 04, 2017, 11:25:53 am
The launcher is hardly a "heavy process" - it uses about 100 MB RAM and no appreciable amount of CPU time.  The launcher only does anything with the files when you change a setting, so unless you're trying to change settings while the game is running, that won't cause problems.

Large Address aware allows a 32-bit program to use up to 4 GB of RAM instead of the normal 2 GB limit.  Masterwork already tends to skirt the edge of that 2 GB limit, so it fixes a lot of the crashes.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on March 04, 2017, 12:40:14 pm
I'm aware of the fact that the launcher uses a relatively small amount of RAM but considering the time it takes to start up, even of good machines, I'm led to believe it's actually heavier than it looks... Anyway it's just a guess, I don't really know for sure.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Sebastian2203 on March 05, 2017, 02:24:01 pm
I´ve been experimenting a bit and I´ve set the calendar speed to 200x... I had to be careful to set it to 10 the moment a new year approached or I risked the game crashing. So I´ve managed to skim trough 7 years and then I opened legends with DF hack and to my disappointment nothing much has happened in the world.

I only hope that the game actually thinks only half a year has passed and therefore it did not initiate any world events.

And THAT brings me to my question; is there any way to make df-hack or anything, emulate the post-world gen history thing that you see every time you start a new fortress/adventure? I mean THIS http://i.imgur.com/uUEajJHl.png (http://i.imgur.com/uUEajJHl.png)
But so that it will run for X amount of time.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Frock_13 on March 06, 2017, 06:32:28 am
So I decided to start playing masterwork again and frankly I'm pretty disappointed. After trying the LAA fix it still has yet to successfully create a world yet. I have tried various sizes, lengths in history, I tried the preset maps in the advanced options,  literally the only time it *almost* worked was with a freshly unpacked MW, I managed to make it to the history generation point where it went for about 40 years then crashed. Am I doing something wrong? I've NEVER had this much trouble with a mod for DF before.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on March 06, 2017, 10:38:58 am
Other users have the same issue but is still to be understood why only some people have this kind of problem. If you post the settings you're using, someone may be able to figure it out, eventually. Unluckily Meph is currently away so the situation will stay this way at least until he comes back.
If you can't wait this should be a reasonably stable version of  MWDF  (https://drive.google.com/open?id=0ByH8T2wcgpr2cVhJS2FqN3RVZHc) (1.20 maybe?)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Frock_13 on March 06, 2017, 05:41:34 pm
Thank you, I was was rather irritated when I made that post. I had been trying to get it working for a while and was starting to feel discouraged. Do you know the significant differences between 1.2 and 1.23? The entire reason I got it was to try out the Hermit mode challenge. I'm not entirely sure how to enable them, do you have to make them both active and fortress mode playable to do it? Or do you just start a normal dwarven fortress and use the unique workshop?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on March 07, 2017, 02:51:51 am
Hermit counts as a completely new civilization so you need to activate it from the launcher, just activate fort mode and tou should be fine (you got to choose the right civ on embark if you activate more than 1 playable race).
I don't remember all changes but many were bigfixes an modifications for meph tileset (which is quite broken in the version i linked IIRC). Changes about last update should be in the OP. I have to warn you, tho. Hermit mode is broken plays hard to get. As it relies heavily on dfhack scripts it is easily subject to bugs and crashes.
The most stable civs are dwarves, humans and kobolds.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DorfMeister on March 12, 2017, 07:55:21 am
LNP has been updated, so is there a chance for an update of MW to 43.05?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on March 12, 2017, 08:13:32 am
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 12, 2017, 08:43:17 pm
The last I checked in on Meph, he had just got his passport to enter Niger.  hes on a multi country by bicycle trip across Africa, I'm not sure how many countries are on the itinerary But hes made some serious progress since December.  I can't wait till his return... but don't forget, we got each other, we are a community, we can still be progressing.  I already started a bug/fix repository, so we can keep track of issues in one location and post fixes for community, but there doesn't mean we can't do more.

To build a new pack is one thing.  as soon as you update dfhack and masterwork to 43.05 x64, and replace the dwarf therapist and the other utilities with the x64 versions.  Its a find and replace system, easily after that you can output a package with all those bits.  Look for an update on lua scripts for any specific scripts utilized by the pack that needs updating.  check for variation differences between 43.03 and 43.05 and begin the process of updating the raws and scripts for those differences.

Best case scenario, all the programs match, all the new lua scripts are available, and there are 0 differences in raw scripting needed.  2 to 4 days and first pack released is fully effective.

Worst case scenario, the programs match, lua scripts aren't fully working correctly, major differences in raw scripting needed, and the Masterwork gui needs a rewrite.   I know a location of an old source.... but its Visual Basic... and it will take a ton of rewrite to get it to the same level as the current Masterwork gui, and then further edits for it to be ready for a new version release.  Which means we would need a reverse engineer or for Meph to show up and produce a recent version of the gui source, so that the interment VB scripter doesn't have to do a complete rewrite from the old gui source.

Here's what I'm looking at... I'm capable of raw scripts, lua scripting to some extent.  Boltgun is capable of  raw scripting and lua scripting.  There are several other raw scripters that are running around the campsite here.   Basic package updating should be easy enough if it ends up being a best case scenario.  If its a worst case scenario, well we need a VB scripter.  I think I know a couple who are fluent in current VB versions and have compilers and setups ready... but they aren't a part of the Dwarf Fortress or Masterwork communities, and I hate to put them out there or call favors in.

In the end your options are that either :
a.  wait for Meph to get done with his trip.
b.  we as a community come together and help out where we can to bring out the beginning of the vision and put out an initial package and see where it goes from there.  When Meph returns from his trip, he has a beginning to start from that has moved forward and ready for his continuing presence.

I don't care which we pick.  I already plan to start building a basic package based off 1.23 with a 43.05 x64 DF, and current DFhack, and continue working on my scripts.  If it doesn't fail to the point I can't repair it, well I'm willing to share and collaborate with anyone that wants to play with it... I'm hoping it ends the issue with the memory and LAA needs.... but I can't figure that out until we have a pack and start testing with it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: IlFedaykin on March 15, 2017, 02:41:09 am
In a few weeks I should be able to help out to some extent... whether learning how to mod or just managing forum threads. I think the most important thing to do, right now, is to create a ordered thread for bugs. A lot of secondary bugs have gone unnoticed for a lot of releases because no one really knew about them. If you post them in the main thread they get swallowed up in a sec and same goes for lonely threads. Result is we keep answering the same reports for major crashes and ignore the rest "till Meph comes back".
So... useless to just complain. I'll start a thread. If anyone feels like to helpout please reserve the second post. As I said, i'll be bust for some weeks
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 15, 2017, 09:59:47 pm
cool cool...

so far I've got a working copy of 43.05 DF
installed DFHack 43.05 beta 1
installed TWBT 5.77 for DFHack 43.05 beta 1
installed Masterwork raws/scripts/graphic packs from 1.23

first test run, I was able to open launcher, make changes to files from launcher, launch DF, and see that it shows the Meph graphics just like 1.23 did.

I've got the next 4 days off from my main job, so my plan is to run some testing over the next 2 days.  If it works well, I'll update it to the current version of Boltgun's Succubus mod and release a link for it say on Saturday or Sunday.

I've not updated any of the apps that come with the mod pack, so what is in it are the old versions... I need a list of which ones people want updated in this setup.

I'm guessing Dwarf Therapist for sure.  beyond that it is however many other utilities I can come across between then and now.

Also any particular fixes you want me to add in?  there is the bit change so dwarfs can shape clays.... I'm not fluent in all the raws...  I'm currently testing to see if it cause me issues with the long word list.  If it does, I'll test it with the short word list... so far what I've seen I've had 0 crashes.  but I've not pushed the limits of the setup(I did a quick short world to verify I had put it all together correctly, its been nearly a year since I put a pack together, lol).
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DorfMeister on March 16, 2017, 09:53:15 am
If it works with dfhack and therapist, its good enough for me. Post it please!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 16, 2017, 05:25:14 pm
I've been running tests for most of the day (for 8-10 hours now).  I have an operational Dwarf therapist, the succubus update, etc, in.  I've not updated any of the other utilities, so if anyone wants any off those updated in this pack, they need to send me a link.  In my testing I've had no troubles that I've not had in older versions including vanilla DF.  I've not had the crashes(square blank blocks, or crashing while trying to load to embark screen) that required LAA to get past in 1.23.  It seems more stable than 1.23.

I'll pack it up and post it tonight in a separate post and I'll link that here\/

http://www.bay12forums.com/smf/index.php?topic=163261.0 (http://www.bay12forums.com/smf/index.php?topic=163261.0)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DorfMeister on March 18, 2017, 06:09:19 am
Great work. Guess I'm staying home this weekend.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Nokao on March 18, 2017, 01:59:43 pm
I'm discovering now the big 2016 update.

This is great. Thank you.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Morcaster on March 19, 2017, 07:17:10 pm
Crashes; crashes on world creation and crashes after creation when selecting play game.

Not sure why it's happening, tried fresh install with no dice. I did fiddle around with the pop with 0:0 babies. Checked off some mods for extra weapons and armor and got rid of virmin and added necromancers to civ. Not sure why this would be causing crashes.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 19, 2017, 07:20:45 pm
if your using v1.23:
http://www.bay12forums.com/smf/index.php?topic=162937.0

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Morcaster on March 19, 2017, 07:30:20 pm
if your using v1.23:
http://www.bay12forums.com/smf/index.php?topic=162937.0

Thank you, This worked and also fixed a graphic issue with colored boxes as text and sprites! 100% fixed issues. TY so much for the quick reply as well!

 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 20, 2017, 06:27:21 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 20, 2017, 08:49:01 pm
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.

Meph is currently not available to answer questions.  DG123.

What was the features of rune weaponry and armoury.  many features aren't really listed in the documentation.  Its outdated and really no one has had the time to updated it to the current version(s) of MWDF.  they may have been reworked into other shops or dropped all together.

A lot of stuff was dropped between 42.06 and 43.xx because the changes to DF broke a lot of things.  so yeah a lot of gear along with certain sectors of the code were gutted.  As we moved forwards rewrites of some stuff was brought back, other stuff wasn't requested so wasn't recreated.

yes it may seem odd. but many items are a part of larger raws that were scrapped as stated above.

the bugs the bugs....
1. not so bad DF 43 fixed a lot of that...  there is still errors when exact matches and replace clothing isn't set.  There is far less reports of such things.  The worst part is that certain "materials" have to be manually set per item per character, because they don't accept the material as a valid material type for armors.  DF bug, not much else to fix than to make all materials metal/leather.


2. Miners/hunters/woodcutters still like to have a separate set of weapons for work and military.  Basically you have to force them into their military suits and then forbid/destroy/sell their old gear to get them to start using their military gear for work... and even then its not guaranteed.  its a DF bug.

3. There's been several different guides to make archers train.... have fun with it.  DF bug all the way around.

And nope, the guide that is in the downloads are fairly close (they were updated somewhere around last June) in describing what can be done.  but they aren't exactly accurate, you are still pretty much on your own to discover the world of Masterwork.

Hope that helps.  There are people like myself that are knee deep in the raws on a regular basis that can navigate them and assist with any questions you may have.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: redivider on March 21, 2017, 02:41:39 pm
archers train fine, the problem is there is no way beside micromanaging forbiding and dumping every single quiver, because they wont swap combat and training bolts so either you have a metal bolt type set for C and T or you micromanage; armor you can solve by first using "replace clothing" until the whole squad equips it then use "over clothing" and they will pick up clothes. Miners/hunters is just how the game works, nothing you can do really, been like that since what, 40d?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 21, 2017, 02:49:54 pm
Damn. Oh well. I just wish there was a way of sending my guys down to mine without them being ridiculously vulnerable to cave monsters... Maybe I can make them into some kind of damage resistant mage/demon warrior or whatever is available these days.

Oh, another thing I just remembered. Civilian dwarves staffing ballistae used to run away when enemies got close, right? Is that still the case?

What about the arbalest buildings? (The buildings you tell a dwarf to run a reaction on and he basically becomes a crossbow turret for a while). If those still exist... I never did work out if the dwarves using them would run off if enemies got close.

Edit: I have bigger problems. Help?

If I try to use "text will be text" the game crashes when trying to load a save. If I don't use text will be text, I get picture tiles replacing letters on some screens. Including 100% of the text on the pages for information about each dwarf's preferences and history etc.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: redivider on March 22, 2017, 11:27:42 am
use LAA. Balista staff running is still a problem because again, theyre civilians, and civilians run away from threats, the solution is to have a wall of fortifications like 15 tiles in front of them so nothing can reach their "aggro zone", its not that much of a problem since the range is cca. 150 tiles. The problem is a beginner Siege Operator cannot shoot a bolt even semi accurately 5 meters in front of him...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 22, 2017, 02:45:48 pm
I'm already using LAA...

At least, on the main Dwarf Fortress exe. Maybe I need to run it on something else?

Otherwise I don't see what the problem is, but it's certainly a large one. I didn't have these problems in the older version of Masterwork.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Wyzack on March 22, 2017, 03:13:29 pm
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 everything
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 22, 2017, 03:27:48 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 22, 2017, 03:57:16 pm
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.

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?.

as far as the dwarves going down to the mines and not being vunerable.... make them military, in the schedule make sure that when they are inactive they are in uniform. set up their uniforms and ensure they equip them.  After that they wont take off the armor, they will just switch weapons... I just keep melting the low end weapons when they are available and eventually my miners have steel or better picks, and are mining in battle gear.  not a problem... the switch now is weapons only.

I don't think the dwarves still have arbalests.

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 everything
Milling 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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on March 22, 2017, 04:36:30 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 22, 2017, 04:54:12 pm
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.

Correct. Just to try to get things working because the game wasn't running when I tried using TWBT.


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?.

Hm. Where do I get v1.24a? I thought I downloaded the newest version already. I got it from the main Masterwork thread. I'll have a look for v1.24a

Edit: Found it. Installing.

Yes, I am using Windows.

Anyway I tried running world generation using TWBT just now and it crashes before completing that, too.

Same C++ error. And yes, it was a fresh install. My old install was on another drive.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 22, 2017, 05:10:03 pm
it crashed with the VC++ error on 1.24a?  can you post an image of the error?  1.24 is the maintained branch while meph is out and about.  I started it last week... some dfhack features aren't working yet.  but I'm trying to get them straight right now.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 22, 2017, 05:17:01 pm
No no, I meant on 1.23

I'm trying out 1.24a now.

I've noticed one odd thing already. What happened to the preset worlds such as garden of gaia? They were there to choose in 1.23 but now only the basic types of region such as "small island, small region" etc are available.

It also completely ignored my "end year" setting in Masterwork world gen settings.
I think both versions did this. It would explain why it crashed during year 402 when I told it to stop by year 400.

This time I told it to stop by year 500 and it's only done about 160 years but at least it seems to have completed world generation.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 22, 2017, 05:35:00 pm
the pre world gens aren't in there?  I apologize if they aren't I'll go check them, and make sure they are included in the next release.
yep I forgot to move that file over.  its a delicate process picking and choosing the right files to move over... thats why I'm asking for additional information on any problem right now, to ensure its correct.  I think the next one is almost perfect... one more problem to be solved.  then I'll scan the forums for any additional things needing fixed.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 22, 2017, 05:54:26 pm
Well the good news is that other than the weirdly shortened world gen process 1.24a seems to be working nicely so far. Various objects that were previously showing up as ASCII symbols are now nice pictures.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 22, 2017, 09:30:04 pm
Okay status update on the upcoming release, plan 36 hours from now.

It will be called Masterwork 1.24b, it currently contains:
1. create-unit.lua/create-unit-friendly.lua repaired, combined, fully functional.  fixes all the add unit to civ issues in humans and orcs.
2. item-trigger.lua repaired, should no longer be throwing random errors all over the place.
3. on-death.lua repaired.  No longer tosses error every time someone dies.
4. onLoad.init repaired.  errors removed, fixed or commented out.  mostly fixed.
5. dfhack.init repaired. errors removed, fixed or commented out.  mostly fixed.
6. premade world gens replaced. sorry my fault dropped it out by accident.
7. Boulder crabs females now lay eggs and hatch them.  male crabs lay boulders. thanks to HeyDude6. testing complete it functions.
8. end of creature_domestic_DDD.txt repaired.  Mountain tuskox was missing part of their definition.
9. Clay:  Not fully tested will do that tomorrow.
9a. now the layers that could be sieved/cleaned that contain clay are acceptable as clay and can be collected.
9b. dwarves/kobolds have access to sieve reactions that clean all clays, so the clay layers that were unusable for them should be fixed.
9c. fixed a few minor format and custom keys in those clay reactions.  should now have hotkey in dwarves and kobolds for most items.

I've ran orcs, testing their "release captive" commands and verifying they are functional.  Succubus "summons" and "conversion" should be fully functional also, if Boltgun's new script is functioning.  Human "pet purchases" should be functioning correctly(they are written just like the orc releases, so if they fail I'll focus on them after this update). I am going to test the clay reactions inside of Dwarves/Kobolds tomorrow.  I plan for the release Friday morning/noon about 36 hours from now.

Is there any other things that people see as not functioning before I pack this... I'm considering a lot of stuff, but I'm headed to bed now.  give me some ideas on what to focus on next.  I'd like to see at least 1 more thing up there on that list (lets make it a solid 10).  but that list is the error log I've got so far + all the bugs that needed fixing that I remembered from 1.23.  see yah tomorrow.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: redivider on March 23, 2017, 12:07:50 pm
idk but id really love golems and runecrafting to work (among other things), basically stuff from 31.25 i think  :'(
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evannex on March 23, 2017, 01:20:51 pm
So I'm not sure if this is the correct place to post this.  If not I'll move it elsewhere.

So I downloaded the newest version of masterwork,  made a world  (or 5), and went through the lengthy process of embarking. I embarked as succubi and they refuse to use any tools. They pick them up and complain (therapist)  that they need an appropriate tool. After waiting about 10 minutes with the game running, I tried spawning in various picks and axes using dfhack, they ran and picked them up but still complain that they don't have any tools. The tools are in their inventories and labor's are activated (and committed) so there is no reason why things aren't getting done. It's both infuriating and amusing to watch them all wandering around aimlessly.

They don't appear to be doing any labor's actually,  no plants are gathered. Animals aren't put in my pens, nothing.

Is this a known bug? Is there a way to fix it? Any help would be greatly appreciated.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 23, 2017, 01:48:02 pm
masterwork version 1.23 or 1.24a? can you upload the save?  Boltgun deals with most succubus issues, but without error reports, an uploaded save, version number etc Its virtually impossible to know what is going on.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evannex on March 23, 2017, 03:21:46 pm
Sure, I'm running version 1.23 and I'll gladly upload my save, Is that the entire region folder in the data directory? And is Google Drive an acceptable place to upload to? With a link of course?
 
EDIT:
Here's a link to the region folder  on google drive. Let me know if that's not the correct one or if it doesn't work. ^_^

https://drive.google.com/open?id=0BxEi8jFNq0eOMm5Kb0dGZXZ1Q2s
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 23, 2017, 03:39:34 pm
whatever you have access to, just make sure you make it shareable to anyone that has the link if its google drive, so that I can access it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evannex on March 23, 2017, 03:57:41 pm
Yepp, pretty sure I marked it as shareable. So it should be accessible by anyone with link. ^_^
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 23, 2017, 04:28:08 pm
sorry it wasn't there when I posted... give me a minute I'll take a look at a few things and see what's it doing... I'm at a stopping point on the my other project.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evannex on March 23, 2017, 04:30:17 pm
Okay, No worries! I really appreciate the help. Take your time. ^_^
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evannex on March 23, 2017, 04:53:03 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 23, 2017, 05:47:50 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 23, 2017, 05:53:50 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evannex on March 23, 2017, 06:11:00 pm
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.

^_^ Unless it's just me. ^_^
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 23, 2017, 06:15:29 pm
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.

Great... because I was coming back to tell you that I had just finished fixing the save you posted... It was missing a bunch of files so I had to guess about your options until I got it to load... and it runs fine here... but I have LAA ran on my copy so yeah... I don't know how that would do it. but ok. 

back to finishing up my update on 1.24b recent fixes:
the clay is tested it worked on both dwarfs and kobolds.
10. empregnate.lua fixed - Kobolds can breed at the workshop again... was running as many reactions as I could find.
11. dwarfs and kobolds both had an issue where their entity file eats lines added to them... had to place a lot of white space between new reactions for clay and the end of the original file... if you make a lot of entity changes (selecting shops on Dwarves or Kobold page) you will need to check these files to ensure they still have enough white space in them.  used it for some artwork, lol.

I'll check the Golem and Runecrafting shops... new embark because my last dwarf test died of thirst in month 11, river froze, no alcohol left.......  If its working, I'll pack it up and post it tonight, were at a decent amount of repair, otherwise tomorrow.   

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.

^_^ Unless it's just me. ^_^

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evannex on March 23, 2017, 06:17:53 pm
Okay! ^_^ Thank you so much for the help :D

Odd that it was missing things >.< That was the entire folder lol.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 23, 2017, 07:10:54 pm
I have encountered something odd. In Dwarf Therapist, there's a page that lets you view what weapons each dwarf can equip.

It tells me that all my dwarves cannot equip two handed swords. Imagine my surprise when my expedition leader picked one up and decapitated a goblin shaman with it.

Turns out he has a size large enough to equip one two handed. However, dwarf therapist still says he can't equip it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 24, 2017, 04:15:28 pm
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.

here's a couple images..... golems and runes are working.
(http://image.prntscr.com/image/818f0e0aa66a47b6a5b38429b3f47958.png)

(http://image.prntscr.com/image/b411502e924c4a479047431a63df6d25.png)

I had to kick the box a few times.... anyways I'm 7z packing the file down.  Then huge upload and I'll post the 1.24b update this evening. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 24, 2017, 10:46:48 pm
Masterwork v1.24b is up link on this page:
http://www.bay12forums.com/smf/index.php?topic=163261.0

please post errors involving it on that page.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on March 25, 2017, 02:12:39 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 25, 2017, 07:02:14 am
I thought the description said the golem couldn't get distracted?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 25, 2017, 09:17:56 am
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.

Yeah its been awhile since I messed with golems... they have a serious issue, the attempt to keep them from having desires/wants/needs, etc. set them up for nothing to make them happy... creatures in DF have to fulfill a desire to maintain "happiness", along with a requirement to do non stressful things to remove stress.  Well golems find nothing stressful so they stay stress free, but they don't have anything to increase their happiness.... these are ticking systems that are trying to reach 0 the happiness level ticks down to 0 which is depression, severe depression, in creatures with feelings, anger or suicide(and yes dwarves have been seen to try and die, including jumping off buildings, refusing to eat/drink, etc.).  Stress ticks down to 0 stress, or stress free.... so you end up with stress free severely depressed golems, who can't starve themselves to death..... If I understood creature scripts better, I would enforce happiness positives for accomplishing work, happy workers work faster and more often.

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...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 25, 2017, 10:04:44 am
Okay so....  Now that 1.24b is up...

Here is the question and you can PM me or post it here or in the 1.24b post.  Where should we go next?  I'm going to continue fixing things that need fixing, I'm currently searching through the forums for repairs suggested as far back as July, since I know that many things have been suggested for repair, did not make it into the scripts.  So here's my starter list for the next week:

1. fix More Leather to work on leatherwing bats/frill lizards/etc shearable creatures. - small priority, its an issue I've known about, small affect.
2. Minor repairs to various reactions where they designate materials as ITEM:NONE:NONE:NONE - keeps detail selecting of material choice out, increasing use of stockpiles to enforce material selections... I hate stockpiles, lol, like choices. - high priority.
3. figure out the warpstone.lua error that occasionally pops up... think its linked to TESB. - medium priority.
4. figure out the errorlog.txt errors involving transformations etc on creatures. - medium priority.
5. further revise the clay issue (what I pushed was a patch fix for the issue, there is more that needs to be done. - small priority, the fix should cover most issues, its just incomplete, as is.
6. ..........
7. ..........
8. ..........
9. ..........
10. ..........

If I get a big enough list of fixes/repairs/corrections, I'll get started and put another release out next week.  I just need the suggestions, and a show of hands that people want another release.  Otherwise I'll leave it alone for a couple of weeks.

I'll even put in better descriptions where they are needed if people will point them out.  I can think of a handful that pop up often (guild building extensions in humans, odd reactions in kobolds).

Understand I also have to return to working on my own mods that need new releases.... 

Expanded Dictionary:
How many people really like the "expanded dictionary" that I maintain.  I'm considering returning to it and fixing a bunch of issues that have been pointed out to me.  I've got to make a decision about it.  Either scrapping it and restarting (I was using a top -> down approach, thinking of restarting it with a bottom -> up approach) or just keep putting in fixes. PM me if you want more details.

Orcfort Revised:
A rewrite of the Orcfort mod, fixing hundreds of reactions/interactions/creatures/materials in Orcfort.  I've not released it yet, because it has too many threads of action that haven't been completed.  trying to bring back a few old features of orcs from 42.06 and before.  Its current version fixes/changes/replaces/adds some 300+ reactions for orcs, adds 5 buildings (magma versions of fuel using buildings ignored in the past and 2 fully new buildings) without changing the actual feel of orcs.  PM me if you want more details.  Its still in alpha by my standards.  Future of it is based on how effective I can make it capable of both being a vanilla extension mod and a masterwork extension mod. 

Anyways, I'm going to go quite for a couple of days, if I can.  I'll try to answer any problems that appear over the weekend, but I really want to give people some time to take in the masterwork 1.24b and push it to the limits.  Plus I need to decompress, I've kept a high strung packed schedule for the past 3 weeks while working through the change over from MW 1.23 43.03 x32 to MW 1.24 43.05 x64 and through 1.24a and 1.24b.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Deca on March 25, 2017, 04:45:34 pm
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...

This is something that has always bothered me. It as if I'm "fighting" with the Real House Dwarves of NYC dealing with what kind of clothing a dwarf has, the specific type of food, if a dwarf walks by a certain number of carvings, did one dwarf not get along with another and/or if somebody has a particular item as to whether or not my entire game takes a nose dive.

I wouldn't mind it so much if the dwarf Cindy the Farmer stops working because she lost her arm in a fight against an orc; however, it seems a tad over-the-top that if Cindy the farmer doesn't have her favorite socks, she will eventually stop working or throw a tantrum.

Can somebody give a link or good reading material on dealing with these things because I seem to "lose" more to this stuff than I do any type of combat or actual serious event.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on March 25, 2017, 06:11:32 pm
I really only look at preferences when assigning jobs.  Jobs that will naturally expose a dwarf to things they like will generally keep them happier.
Beyond that, either a dwarf will naturally keep themself happy, or will be unpleasable and not worth the effort (Nobles that like Slade for example.)

Simply not having a dwarf's favorite aardvark leather dress isn't going to drive them to a tantrum.  If they're depressed or throwing a tantrum, look at their thoughts and there's almost always a bigger issue.  Or they failed at making an artifact.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: bluescreen1988 on March 25, 2017, 09:51:57 pm
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)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 26, 2017, 10:41:39 am
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)

Common issue with v1.23, either:
 
a) upgrade to v1.24b -it has several fixes, runs DF 43.05x64, and this issue doesn't occur anymore. It has its own forum post HERE (http://www.bay12forums.com/smf/index.php?topic=163261.0) in Masterwork; or

b) utilize LAA utility and increase the memory of the Dwarf Fortress module in v1.23.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 28, 2017, 03:52:25 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on March 28, 2017, 08:24:30 pm
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.

Yes the tile replacements aren't complete, Meph was working through them from 1.20 to 1.23.... someone here posted a complete fix for all the missing tiles... I did not incorporate it as I saw it as being a serious change to Meph's original work, and I did not want to "change the vision" of the mod by adding in more than what he already had... as such I haven't touched much of the raws other than to fix things that were damaged.  and tilesets were one area that I felt too much modding would affect the direction of the script. 

This is also why certain other things people had issue with aren't changed such as the seasonal color changes. 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on March 30, 2017, 02:49:17 pm
Oddly enough the weapon tilesets have issues too. I thought they were essentially complete. But what I'm seeing is that featherwood shields etc show up as some kind of weird generic armour tile rather than looking like shields.

Oh well, not a major problem.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: cedstonge on April 06, 2017, 03:56:13 pm
i might be dumb or somthing but i cant find the option to not launch Df in full screen
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 08, 2017, 08:33:49 pm
the full screen mode option in masterwork is on the first screen... it asks do you want it to be "windowed" YES/NO YES allows you not to be fullscreen.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on April 10, 2017, 06:28:13 pm
Is the special warbeast kennel workshop currently missing from the new Masterwork mod versions? I was planning on armouring some animals but I can't see a building anywhere that can do it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 10, 2017, 09:14:45 pm
that was removed in 42.06 I believe DG.  no modified war beasts...  I wasn't here when that happened, so I don't know the details of that.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: -Nihil- on April 10, 2017, 10:12:03 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 11, 2017, 09:41:07 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: -Nihil- on April 11, 2017, 12:19:13 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 11, 2017, 02:36:42 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: -Nihil- on April 11, 2017, 02:51:11 pm
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.

Other problem is that people in world gen would not ever get a guild if it was done through a special reaction. Which isn't a big deal but it adds some personality to the world I think.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on April 11, 2017, 04:34:02 pm
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.

On a different note, it looks like some of the metals have been removed from the game. Such as Iridium. I think Wolfram was just renamed as Tungsten for some reason?

But anyway I'm curious what this means for the runeforging features. Are some of the enchantment/rune types now removed entirely, such as the instant kill chance I think you got from Iridium?

Is there an up to date list of the runes anywhere?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 11, 2017, 05:59:40 pm
from the raws: reaction_dwarf_civ.txt

Code: [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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: -Nihil- on April 11, 2017, 08:08:39 pm
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.

Yet that doesn't really make sense either. Just because you put a sweater on a dog doesn't make it infertile. In the previous versions there was not a way that made sense all the way around. We had to sacrifice something. I think Meph removed them when he started fresh in the hopes a better solution would be found. There is just a lot to do.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 11, 2017, 09:29:34 pm
a lot to do there is... we even had a script from milo we wanted to implement, that would really differentiate the races.  basically it would allow you to turn off or on vanilla buildings based on onLoad.init script commands for each race.  so if you wanted to get rid of say the vanilla version of bowyer shop you could.  It was going to be integral to the race concept I was building on, as none of the vanilla DF shops would be usable, except for butcher shop (there's an issue where if you can't build a butcher shop, your units can't butcher their kills, no butcher = no food source from animals).  There is just SOOOooooo much to be done. 

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.

Right now you have:
Dwarves - no one.
Elves - attempted and abandoned more than once.
Gnomes - attempted and abandoned more than once.
Orcs - currently abandoned, its writer hasn't been on in 8 months.  I started a revision of it, a few have tried it, but it kind of fell to the side line. 
Succubus - Boltgun runs it but is rather busy with many projects and life as best I can tell.
Kobold - no one.
Human - no one.
Nagas - no one.

so we ended up with 0 progress on most of these races (other than orcs. who changed last in September; and succubus, which boltgun updates about once every 2 months) since this time last year.

The raws need to be somewhat detached from the gui.  certain gui tricks used in the past makes editing certain files impossible once the gui has options changed.  if you hit certain features, changes to the entity files are erased or corrupted.  The gui switches basically need to be standardized to the on off format that he began to switch too last summer.  ex.: "YESTHISMOD[";"NO_THISMOD!";"YESTHISMOD!";"NO_THISMOD[" tags you find through out the raws. basically equal length find and replace lines in the files so that they don't mess up the end of the file.  pretty much ensure any implemented switch performs its job.  I think this is why certain options aren't functioning correctly.

hmm what else can people come up with?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: -Nihil- on April 11, 2017, 11:41:03 pm
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.

This would be such a help to the stuff I am working on. I am kind of just skipping that part for now. Several thousand custom reactions are added in the different entity files, while most are flagged with the mods they are a part of, there are a ton that aren't though.

The big issue that it's so hard to pick up one of the parts of this mod if you weren't the one that wrote it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on April 12, 2017, 03:19:44 am
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)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Prismaa on April 12, 2017, 04:52:19 am
Whats happening around here? Is the mod still being worked on or? Haven't heard anything about Meph for long time.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 12, 2017, 06:45:19 am
Whats happening around here? Is the mod still being worked on or? Haven't heard anything about Meph for long time.

*waves* haven't heard from you recently.

Meph is in Ghana Africa heading down the ivory coast, last I checked his biking tour.  I produced masterwork 43.05 x64 for him, in his absence... its in a separate post here if you want to try it, link in my signature.  Its very stable, even fixed a lot of script errors that were constantly painting the dfhack console red.  Meph might not be back till mid summer. or later.

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)

*poke*, haven't seen you on here in awhile.  missed you too.

agree with you.  Its why I've stalled my personal revision of orcs, because everything is so entangled.  It needs to be cleaned up and straightened.  modifying one race shouldn't require you to work in 2 other races reactions files.  If I get the time I may better separate out the reaction pages and see if certain mods can't be split entirely out of the race reaction pages... It might not be effective, since I can't break the gui (I don't have the source code for it, If I did, I'd fix the gui issues).  so I'll have to see how much they are tied into the reaction pages.  but pulling group reactions like the ones I mentioned into separate file allows for 2 people to work on separate races and not be concerned about adverse affects on others. 

half the Kobold reactions are used by humans, dwarfs, and orcs...   they need to be more individualistic.  And I agree, I worked a bit to fix a few bugs in humans at one point then realized I hate humans, so I dropped it lol.

If this is something people really want... its something the project needs.  Ability to make it more accesible to modification and increase the interest of new blood ( or old lol, I don't care ) to work on the races.  then its something that needs to be done.  I't should be doable.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: -Nihil- on April 12, 2017, 11:58:20 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on April 12, 2017, 03:32:43 pm
from the raws: reaction_dwarf_civ.txt

Code: [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.

OH. I could have sworn Orichalcum was already a thing. But I could well be wrong.

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...
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 12, 2017, 04:19:37 pm
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.

well if that's the case... that can be my next project.... If I had to guess I could have it done by next weekend 10 days from now... I checked and it doesn't appear to be the reaction pages that have the page length changes, therefore they aren't corrupted by gui option changes.  I can't make serious changes to naming conventions (even though I really want too) as the current reaction names and building names are attached to the entity files and 2 of those (kobold and dwarf) become corrupted when the gui options change.  Its why I'm not really wanting to add too much or taking away anything in the system as it is. 

Its just one of those things that make me shrink to approach it...  I'll look at how doable it is... I'm not sure though about which approach is needed....
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...

OH. I could have sworn Orichalcum was already a thing. But I could well be wrong.

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...
I wasn't around then.
I couldn't find bifrost in the raws.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: -Nihil- on April 12, 2017, 07:25:13 pm
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...

What makes the most sense to me would be to have files like so:

reaction_masterwork.txt
This would have reactions where all/most races would use them. For example, the elves may skip a bunch of the reactions from this file that have to do with wood. Ideally it would be easy to see which reactions a given race should or should not include from this file.

reaction_orc.txt
This would obviously have reactions that only the orcs use. If someone were to take over a given race they should not have to worry about breaking anything other than that race by messing with this file. If someone was making another slaver race and wanted to use the slave mechanics then they could copy and modify in to a new file with new names.

Some reactions may need to be split but we could leave those in the bottom of reaction_masterwork.txt for now under a big comment saying they should not be there forever.

That's my idea at least.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on April 14, 2017, 08:36:47 am
Hey, am I right in saying Warlock Fortress is no longer an option in the newer versions of DF?

Which version should I be using in order to play that?

Also, I'm a bit confused when it comes to exotic armour types. I recall there being lots of options like spiked armour and other stuff that sounds like it might be Warlock related.

Anyway, I know you can use a building to copy exotic items. But considering that those items aren't the right size for dwarves to wear, what's the point? Does copying it resize it to be suitable?

Also, is there a guide anywhere to the actual armour types? Because I have no idea what, if anything, would be better than plate armour. And yet considering the cost of three metal bars to make a copy, I assume there must be something worth copying?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on April 14, 2017, 04:31:48 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Brutaka001 on April 14, 2017, 06:24:30 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 14, 2017, 08:52:41 pm
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.

yes I agree that the split of the races would be a very useful thing.  what I was considering was leaving all the race specific functions inside their own reaction_race.txt.  All that is used by multiple races will be separated out into individual files.  I'm going to group them by "style", things like the wood/stone/bone/gem crafters will be put into 2 files (a reaction_crafters and a building_crafters file) separate from the race files.  the goal is to reduce the race A using reactions in race B's file occurrence.

my biggest concern is humans.... they have so many reactions that are dropped all over the race files attached to their guilds... I'm going to work out a flowchart and verify the permitted buildings / reactions of the entity file match an actual building/reaction...I think humans have several permitted buildings/reactions that have been removed making it hard to follow through the raws.

I'm also looking at a different approach to killing the bug I have found with the gui.... Its definitely an odd bug.  I wish I had a source code on the gui to verify it, but I think that dwarves and Kobold options target a position into the file to make changes instead of a find and replace (Its being told to go to position X and rewrite the file with Y), it causes the length of the file to bounce around, eats into and out of anything put at the end of the file or near the areas that change.  I'm going to make a fake version of the dwarf and kobold entity files and see if I can figure out exactly what the options are doing when they change... but I bet that it will basically rewrite itself completely with a few options on and off (well the parts the options operate on).  It only really targets these 2, I think, because the succubus and humans have no options, and the orcs have been scripted mostly by outside scriptors, so the options had to be very specific in what they affected.

hopefully if I can get past all of that... we will have the ability to bring in more scriptors to rebuild this project to the glory of the days of old.  I want to see it possible for new races to be worked in with very little concern of what they are effecting.

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.

I'd agree with that rydel... their files were removed from the pack... but I think it was mostly because of how much was broken between 34.11 to 42.06.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 15, 2017, 04:07:40 am
Its worse than that.... apparently with kobolds, dwarves, and humans(possibly orcs too, I didn't test it), the gui stores a copy of the raw entity file when the gui is started.  Then when an option is selected, it is editing the file in memory and then saving the new version over the old.  basically if you have the gui open, you can completely delete the entity_good_dwarf.txt file, make one option change that affects the file in memory, then the original version modified by the change is saved from memory.

the issue is that since its a buffer of the original file, lets say that you have a file that is just this line:
YES_INVENTOR[PERMITTED_BUILDING:INVENTOR]
If you turn it the option off it becomes this:
!YES_INVENTOR!PERMITTED_BUILDING:INVENTOR]
if you turn it back on... that's when the problem occurs.  the buffer is told to change it back to the original line, but because there is a length change going down the buffer ends up having extra characters left at the end of the buffer variable so the saved file comes out as:
YES_INVENTOR[PERMITTED_BUILDING:INVENTOR]]

it wouldn't be so bad if it was just the 1 tag change over an entire file.  but considering every tag like this occurs multiple times and every time one is changed it adds or subtracts to the length of thee file... playing with the options a lot gives you this at the end of the file:
Spoiler (click to show/hide)

the good thing is... I can remove those tags when the gui is not running.  then load the gui and it wont re add the tags (as best as I can tell) back to the file.  if you reduce them down to only 1 tag each (possible in most cases) then the damage to the file is reduced(1 tag would only copy the last character, so you would just end up with a series of \n as that is the last character in the file, not a big deal).  If done properly, the editing of the entity files is possible, meaning they can be cleaned up, edited, and made more "readable", standardized etc.  but it will be painstaking endeavor.  Well its time to deal with RL, I'll look into it more on the other side.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DG123 on April 15, 2017, 05:26:38 am
Can anyone tell me which the most effective ranged weapons are? I assume a basic crossbow isn't great. Currently I'm using siege crossbows. But I don't know how they compare to javelin throwers, for example. I used to think javelin throwers effectively were siege crossbows but now they are separate items.

In an unrelated note I have the nasty feeling I may have generated a world in which my fortress will never get sieged. I have a pretty large fortress but there's no sign of a single goblin yet. Just a cyclops and a werebeast.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: PiCroft on April 15, 2017, 05:37:49 pm
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.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 15, 2017, 07:33:28 pm
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.



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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: PiCroft on April 16, 2017, 10:39:19 am

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.
Thanks, downloaded 1.24c.

I gave it another go, but it seems to persist (although the drop-off spam seems to be lessened somewhat). Now, however, dwarfs seem to randomly disregard certain jobs and refuse to perform certain tasks. In this case, I've started a new map and cut down some trees and there's a ton of wood about. My dwarfs seem to have just decided to forget about it and now sit about not touching any of the wood.

In addition, after digging downwards with a 2x2 stairway, my miners have now decided that they don't want to do anything else to do with mining.

I also placed a stockpile for wood, but no-one will drag wood to it and a nearby carpenters complains that there's no logs, despite the map having about a billion logs about after a clear-cut in the local area, and I even drew a wood stockpile over a bunch of logs so the stockpile had some logs to start with. No joy I'm afraid.

There doesn't seem to be any errors in the DFhack log. It feels like after a very brief time, the dwarves AI seems to get very confused and then just dies on its backside and doesn't recover (occasionally, dwarves will pick up a task I queued up, but wether they do or not is entirely at random and very very rare). There's no specific reason for why they don't perform jobs as their labours for these tasks are definitely turned on and they do perform them them at first.

How do I go about uploading the save? There doesn't appear to be appear to attach to posts and while I can share via dropbox I need a specifc person to share with.

e: Here's a link: https://www.dropbox.com/s/plwyrqvh3qtdg6o/save.zip?dl=0
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 16, 2017, 08:46:53 pm
I'm downloading it now.  I generally push a lot of stuff on DFFD, it persists forever.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 16, 2017, 09:49:07 pm
@picroft - the ramp issues seem to stem from the stream... build a bridge or cancel all the jobs for the far side of the river.  the river has so many bends in it, it can't move the water fast enough to the far edge, which is causing the water level to be low enough that the jobs are the far side are being picked up as available for path but then later are immediately canceled when the water level in one of the path squares gets above 3.  a bridge and it seems to level out and the dwarves run across the river to do the jobs there.

the other guys having issues, were some ramps by the place you dug into the cliff face, they have no back wall so they are unusuable for travel down or up.  and a wood cutter who treed himself.

I couldn't test it out fully, but there really wasn't that many inaccessible drop off reports to look at.  the map is WAY too big for my system to run at a decent pace.  on top of that I would suggest you create a new world, not reuse old world saves.  the scripts have been updated since 1.23.  Have fun!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 17, 2017, 01:00:58 pm
 spoilers on new entity file appearance. (http://www.bay12forums.com/smf/index.php?topic=163261.0)

I just finished up modding the entity_good_dwarf.txt file, its sleak its fast, its smaller, with better feature handling, easier to read, easier to understand, and in the end just looks better.  In current tests all buildings and reactions exist as they should with no loss.  15% file reduction, removal of several duplicate lines and unnecessary "noise" in the file.  take a look, comment please.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ANickel on April 18, 2017, 12:17:22 am
spoilers on new entity file appearance. (http://www.bay12forums.com/smf/index.php?topic=163261.0)

I just finished up modding the entity_good_dwarf.txt file, its sleak its fast, its smaller, with better feature handling, easier to read, easier to understand, and in the end just looks better.  In current tests all buildings and reactions exist as they should with no loss.  15% file reduction, removal of several duplicate lines and unnecessary "noise" in the file.  take a look, comment please.
Looks much better than before!  Now what brave soul will volunteer to do a similar clean-up on all of the files?  :P
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 18, 2017, 07:07:05 am
I made it through orc entity-  it already was pretty, but there was basically 3 to 5 people's notes on changes, and a lot of dead end noise, its interesting a way a person writes is like a fingerprint.  some people tag themselves in their writings others are like ghosts, but something as simple as .... , comma usage, or an interesting arty arrow (=>) is almost as good as signing your full name to every line.

Kobold entity.... that was the most "cobbled" together piece of work.... it has less than half the "reactions" and basic information that dwarf entity had.... but it took almost 6 hours, longer than dwarf entity...  basically only a handful of reactions were even close to their buildings. It seems every time someone made a change to the file they just tacked on a few reactions wherever and then assigned them to buildings.

Human entity will take longer.  I have the first part pulled out.  I reassigned their modest mod based brews to a modest file (which I may reverse... originally they were designed to be shut off by the modest mod selector on the mod page.... I may reverse it's location back to the human reaction file and remove the modest mod tags from it all together, its about all that one guild building does....).  Like dwarves there is a buy/sell reactions, but its really confusing what exactly they are for, which means a ton more look ups.

The next target after I get the human entity cleaned up is to start the process of modifying building files, I'm going to make names more obvious.   Same with reactions.

If a building is say human only its going to be labeled HUMAN_XXXXXX. If a reaction is a human only reaction its going to be labeled HUMAN_XXXXXXX.
If a building is a part of a certain mod it will be named with the mod.  If a building is used by multiple groups its going to labeled MWDF (for masterwork DF) so we know that its just a "vanilla" masterwork building.  most of us know the tags for vanilla buildings.  Reactions will also have their building name appended to them so say the pottery building from the dwarfs that is only used by dwarfs will be DWARF_POTTERY_CLAYSHAPER and the reactions since they are used in 3 different buildings by 3 different races will be labeled MWDF_CLAYSHAPER_XXXX, the other buildings will be called KOBOLD_XXXX_CLAYSHAPER and HUMAN_XXXX_CLAYSHAPER.

I'm trying to decide if that should be changed to HMN, DWF, KBD, ORC, SUC, STD(instead of MWDF) etc. 

Of course this is all just ideas running at 5 in the morning, whatever I end up doing, I want it to be readable and understandable.

clarity is important, currently there's at least 5 styles of writing through out the raws. Which makes it hard to read.  I'm moving the files to a one tag a line format, stepping in 1 tab when the tag refers to what is in the line in front of it so its:
reaction
tab->name
tab->building
tab->description
tab->reagent
tab->tab->things about the reagent
tab->product
tab->tab->things about the product
tab->{[fuel]}

considering that there's all kind of spacing, all kinds of writing, copy and pasting, minor errors that are being compounded by copy and paste.   I'm hoping the end all be all will be more transparent, easier to modify, etc.
 
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rekov on April 18, 2017, 04:16:01 pm
I just saw on Meph's twitter that his tour ended. Looking forward to getting him back around here!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 18, 2017, 10:06:41 pm
WOOT!  I'm ready for his return too!  look like hes already back home!

besides... I'm tired.  Its his turn to answer questions around here.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Harem-Rose on April 20, 2017, 09:59:46 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on April 21, 2017, 06:32:23 am
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?

yep those guys are working as usual... I think its annoying that "friendly" races still will knock things over, perform necromancy, etc. your options are:

1. don't set them as active civs, this stops them from appearing as far as I can tell.
2. set their alignments to something else.  I do this with elfs all the time.  I hate those dirty little tree huggers dislike their political driven agenda to get pissy over a few fallen trees stop me from strip mining an embark of all its resources.
3. place all visitor buildings outside of your fortress, set internal meeting zones to citizens only, and then use up ramps with a hatch to stop outsiders from entering the base (not sure why that works... but it works).
4. make sure that in one of those outside buildings, you place an artifact structure (door, statue, hatch, !grate!, etc)  these guys will stand at the artifact and attempt to knock it down till they die of thirst/hunger.
5. Another thing is to place a single door entry to those buildings. get a unit to walk across the doorway while carrying any object (stone, sand bag, etc doesn't matter). Pause while the unit is in the doorway and forbid the item they are carrying, which will force them to drop it.  when they walk away the forbidden item will still be in the doorway, keeping the door wide open, normal units will be allowed to cross the doorway with no problems... world destroyers will sit there staring at the door, waiting for it to close....

4 and 5 works actually against dragons, giants, collossus, titan, megabeast, HFS demons.... personally, I prefer if they go after these buildings.  Put archer towers in range that can only be accessed from inside the base and take them down.  I've used the artifact construction many times to keep these types just outside of a base and shoot them... exploit, but its not my fault they are so obsessed with destroying what can't be destroyed.

basically if they can knock things over, they will find things to knock over, and destroy them if its possible. I've had them knock over glass windows, slabs, coffins, chairs, tables....
If they can raise the dead.... well they raise the dead when they see dead bodies.
Want to see something interesting, set the vampires and werebeasts to active societies, same alignment as your own, set them showing up as early, cut out most the other civs, so they have the ability to flourish (they usually wont, but cross your fingers).... Yeah! you will get vampire and werebeast caravans, diplomats, and visitors! a werebeast caravan is guaranteed to transform while they are sitting at the trade depot, and attack anyone in the area...  visiting vampires will randomly decide to feed.... now you got a fort of vampires!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Harem-Rose on April 21, 2017, 07:08:06 am
Thank you,

If it's working as intended I will just kill them as they enter the map. It's good practice for my military anyway. Although the giant fiend spiders are way too fast. Sometimes it takes my military a month to catch up to them to kill them.

I only brought it up because if it's a bug I felt it should be reported. I don't mind playing along with the rules. I appreciate you tackling my question as well as my issue on the other thread.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: SQman on April 22, 2017, 06:06:28 am
I've been wondering if it's possible to disable the seasonal palette change. It may work well with Meph's tileset or Phoebus, but Duerer looks like trash in those colors. Would I need to fiddle around in the files, or is there a command for this?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on April 22, 2017, 06:47:53 am
I think you just need to go to the .\Dwarf Fortress\raw folder and delete all the color_<season>.txt files
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Mundus on April 27, 2017, 11:39:35 am
Not sure if this is still an issue, but been playing Humans in the 0.42 version and have found that they never gather/collect objects for dumping. Stuff like food is stockpiled but just about everything else is abandoned in a rapidly growing pile across the map. Even if a required object is next to a Human/person they will cancel the job, saying that it is unavailable. Made sure all orders were set and nothing was forbidden, still a bug. Will be happy to upload a save for investigation if this is still an issue.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Ember on May 02, 2017, 02:33:29 am
NVM
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: pikachu17 on May 09, 2017, 09:25:38 am
Is meph still working on this?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on May 10, 2017, 04:34:09 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 10, 2017, 04:55:42 am
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.

yeah I sent him a message a little while ago, hes yet to respond, generally he drops all "contact" with the game realms during these travels.
Is meph still working on this?

Well the answer is I'm still working on it.  I've been cleaning bugs out of the old bell tower for quite a bit.  I tweaked the setup to 43.05 x64 and fixed many issues that plagued 1.21 through 1.23. I am currently working through issues with TESB and warpstone gems not functioning properly.

as of this morning I fixed the warpstone gem bug, they now appear as they should in layer stone and in weak warpstone veins.  It was a complete rewrite(around 80%) as the old script was severely out dated and overtly verbose, it was based off TESB, so TESB should be easily fixed.

TESB(The Earth Strikes Back!) is 90% fixed, I have hidden gems appearing correctly, tributes work, invalid altar and tribute workshops deconstruct properly, TESB secrets can be discovered correctly( and copied, read, relearned) and units spawn appropriately.  The last issue is fixing the create-unit issue it has (it operates on an older version of create-unit, so I have to fully update all the calls, which means that I'll probably just rewrite the call sections, as the current process is again an overtly verbose process based on DFHack 42.06 structures).

After that I was told that random creatures was not functioning correctly... I don't know what's going on there yet, I haven't looked.  After that I'll twiddle a bit through some error logs and see if I can figure out why certain other DFHack scripts are spitting out errors (right now the errors are actually rather minimum unless you are operating on the fringes of the code.  the standard options function with almost no errors).

I may look into TWBT:no custom XXX issues.  I'm not sure about it but thats one of the things on my list.

So you can find the work I'm doing on the project at the link in my signature.  I plan for a new release of whatever fixes I've made this Friday.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: StevedaG on May 12, 2017, 02:53:08 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 12, 2017, 05:36:17 pm
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

Saw your post the other day... there's not enough info. I have no clue why he's setting on fire.  What mode? what are you doing? where are you embarking?  Did you probe the site and checked the local temperature (in other words when you first selected an embark site did you make sure its not scorching hot)?  Are there any Succubus in the area?  I don't mind helping, but I need more info.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on May 12, 2017, 05:49:15 pm
Can you check what the dwarf was wearing?  I know there's been issues with some materials meant for Succubi setting stuff aflame.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: StevedaG on May 13, 2017, 03:17:39 am
Yeah turns out that was the case,i disabled the Succubi in the civs tab and now everything works fine
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Rydel on May 13, 2017, 06:27:27 am
Did you see exactly what item it was?  Boltgun will probably need to know in order to fix it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DorfMeister on May 14, 2017, 03:50:12 am
DFHack 0.43.05-r1 is up.
https://github.com/DFHack/dfhack/releases/tag/0.43.05-r1
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 14, 2017, 07:36:07 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on May 14, 2017, 04:17:43 pm
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.)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 14, 2017, 05:16:55 pm
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.)

Aww... *tear* I was reading through the changes and I spotted my name...  I'll try and incorporate it in the next edition... the current version is running well. I don't see anything in the script that would break the current scripts...  I've got even more surprises and ideas coming up though.  the only issue I have is updating to DFHack 43.05r1 prior to TwbT updating to 43.05r1  I don't want a "graphics" issue.  I'll check with them over there.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Tokeli on May 18, 2017, 10:39:02 am
I'm sorta tearing my hair out- is there a way to ACTUALLY disable The Earth Strikes Back? It's not what I'm looking for, and I can't seem to actually remove it without deleting the raws manually. Toggling it on and off in the launcher, even in a freshly unpacked copy, does nothing. And it's repeatedly frustrating to be an hour or three into a new game when my dwarves are suddenly attacked by awakend stone and wyrms (which I'd checked in Arena mode to ensure they didn't exist!)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 18, 2017, 08:31:11 pm
"tesb-job-monitor -living 0 -gem 0" in the DF Hack console will fix your current version save by removing the chance of hidden gems and living stone from appearing.

I'll check the switches, I thought they was working, but If they are not I'll figure out a fix.   My apologies... just to verify its the 1.25 version correct?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: joffree on May 20, 2017, 12:46:20 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: tase on May 20, 2017, 01:03:09 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: joffree on May 20, 2017, 01:33:50 pm
so do i need to disable something to be able to get it to run?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: tase on May 20, 2017, 03:22:11 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 20, 2017, 08:54:34 pm
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


Random creatures are buggy.  Honestly I want to remove them.
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.

which version of masterwork are you using... and I don't think the FPS-boosters were saved in the default settings, but I can check if its version 1.25, and set them if they are not for 1.26....   but....

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.

with this note it sounds like your using 1.23 and that one is rather buggy with graphics, always has been and I would suggest upgrading to 1.25...  You can tell if your on the starting screen it tells you if you are using DF 43.03 (which is MW v 1.23 and prior), and DF 43.05 (which is MW v 1.24 and later).

Nearly all errors in v 1.23 are corrected 1.25 (well a lot of common errors have been corrected by 1.25), and errors are being discovered and corrected as fast as they can be.


Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: tase on May 20, 2017, 09:36:53 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 20, 2017, 10:32:27 pm
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.

yeah, that one is 6 months out of date... here:

http://www.bay12forums.com/smf/index.php?topic=163261.0

Meph is still on the road, and I've been fixing errors in his absence.  try what your doing on this version and let me know your results. 

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evans on May 28, 2017, 07:07:32 am
Any news when our Masterwork Creator will return?

I am eager to try 43.05, but I see it has a plenty of issues ATM :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 28, 2017, 08:42:40 am
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.   
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on May 29, 2017, 03:24:00 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 29, 2017, 06:47:57 pm
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

I found that issue it was a duplicated section of code that was trying to make the females geldable... removed the duplicated section and it cleared up immediately.  It will be in the 1.27 update.

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.

Thank you.  I appreciate that.  I'm hoping to get it to 0 issues and o errors so I can rest... I didn't really pick it up intentionally... My original plan was producing a 43.05x64 version for testing scripts and raw code changes.... ended up sucking me in to the script/raw fixes that MDF so desperately needed.  I'm requesting that if anyone knows any errors that they can fix to submit it to my github, I'll review it and admit it if its a good fix.  If you don't know then come over to the new forum post and discuss it there.  Considering the number of fixes and updates I'm working through this is a break neck pace for any programmer.... I'm surprised i'm maintaining an online and RL social life on top of this. lol
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on May 29, 2017, 07:31:53 pm
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!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 29, 2017, 09:14:30 pm
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!

Glad to see another join the fray! thanks for the thumbs up!



status of 1.27 update:
1. errors from the errorlog. I've removed several more... almost 0.
2. alcohol names, duplicates. - done, 3 duplicates, portabella's - dwarven portabella gin, blue caps - dwarven vodka, white caps - dwarven brandy.
3. Outsourced documentation: I've got a lead documentation developer working on the documentation packed with masterwork.
4. Grim's historical arms. some inherent oddities in the new version may not upgrade.
5. Stal's armoury.
6. Entity reformat for Hermit entity file.
7. fixed that periodic check thing by disabling it - done.
8. fix these:
Duplicate "ENERGY_TEMPLATE" in material_template_zm5.txt and in material_template_masterwork.txt
Empty token [] in creature_subterranean.txt SPIDER_CAVE_GIANT line 1085
Duplicate "SOUL_GEM" in inorganic_zm5 and inorganic_succubus.txt
Duplicate "4TUSKS" in body_zm5.txt and in body_default.txt
Duplicate "8EYES" in body_zm5.txt and in body_masterwork.txt
Duplicate "BRAIN_NOTHOUGHT" in body_zm5.txt and in body_masterwork.txt
Duplicate "SKELETON_MATERIALS" in b_detail_plan_zm5.txt and in b_detail_plan_masterwork.txt
Duplicate "SKELETON_TISSUES" in b_detail_plan_zm5 and in b_detail_plan_masterwork.txt
- done.
9. update armok vision.
10. Well I fixed the modest milling so it doesn't dump 1000 errors anymore - done.
11. fix dwarf merchants. done.  no longer needs 5 stacks of coins ... changed it to 1 gold bar.
12. figure out whats going on in default profile. - fixed, let me know if anything doesn't seem to be working correctly on it.
13. liquid fire - boltgun is investigating this, we will go with his recommendations, currently I can't even get a save that has a dwarf with anything of liquid fire.
14. coral plant from naga - removed for some reason creatures made of it are so brittle that they crumble to nothing(yep thats the final determination, these creatures are taking on severe damage as they move and in about 100 ticks from appearing they turn to dust) and this causes games to crash to desktop (the game cannot handle the creature becoming nothing without dying, it doesn't die its still there without a body...)... this may not be the actual cause, I could not verify that it was or was not the coral plant in naga, but since we didn't need it for anything, disabling it was the best option to see if coral collapsing creatures continue to appear.
15. isoworld update if I can find it. impossible, last update was years ago.
16. legendsViewer updated to v 1.17 - done.

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

Please send any info you have on the 1.26 or later versions on my link below in my sig!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: woven silk. on May 30, 2017, 02:36:11 pm
Hey, were you looking for a save with liquid fire with dwarves?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on May 30, 2017, 03:43:50 pm
YES I am!  do you have one?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on June 01, 2017, 07:52:35 pm
New version 1.27 up over in my post.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Donationbox on June 02, 2017, 09:04:42 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on June 03, 2017, 06:16:57 am
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.

butchering "sapients" has been broken in vanilla DF along with butchering named animals etc since the introduction to 42.06  so any setting you set there really doesn't matter until vanilla DF is fixed in that regard.

embarking kobolds should avoid the initial embark wildlife, I'd suggest digging a hole and building a wall around it, immediately.  but Kobolds die pretty easy, anyway.

only certain Kobold castes have dodge bonuses and I'd suggest figuring out which ones and using them for your hunters and military.  Cobalt is hard to come by for a lot of Kobold civs, either it doesn't generate near the surface so they can dig it (i.e. turn stone undiggable on for the real kobold experience), or if they can get to some, its not nearly as much as what you need for a proper military, additionally, you have to trade for an anvil.. kobolds don't have any suitable.  oh and cobalt isn't all that great its between tin and copper in its values last I checked.

Kobolds have lots of issues and most times if you enable more then the base set of races, either will not spawn or be wiped out in the first 50 years... really they aren't that strong.

exported wealth?  I'm not sure what you are trying to say there.

additionally which version are you using?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evans on June 03, 2017, 08:04:06 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ZM5 on June 03, 2017, 08:14:04 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on June 03, 2017, 08:04:42 pm
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 can understand being nervous, I'm just saying its there... Meph has been very busy the past few months and I'm waiting as much as anyone, so I'm moving us forward while waiting on his return.

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.

hmmm I didn't think about that one... I thought they were fixed... orcs have exported wealth and the same problem of their stuff being supposedly stolen every time you turn around when caravans leave.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lightcaster on June 06, 2017, 02:39:34 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on June 06, 2017, 03:18:15 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LCastillo on June 07, 2017, 04:40:55 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lightcaster on June 08, 2017, 04:57:53 pm
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.

Ah, I did not realize this. I thought I just plopped it and it went. Thanks!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LCastillo on June 10, 2017, 03:20:03 pm
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.

I just figured out the problem, the furniture workshop uses Masonry instead of Stonecrafting even though it uses blocks.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: StevedaG on June 11, 2017, 08:20:41 am
so...are there any news for the new version?














Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on June 11, 2017, 08:17:14 pm
so...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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: StevedaG on June 12, 2017, 06:55:39 am
so...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 is
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on June 12, 2017, 08:07:23 am
so...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 is

Either Thursday or Friday... I try to do public releases on what I think is solid work, and well so far its a circular thing this update, ( a loop of things dependent on each other so I'm having to get them all right ) ... the mid way process can be viewed on my github( the planned branch, is as stable as it can be, I only upload to it in "complete" batches ), and discussed on discord on a dedicated to MDF channel, come and join the conversation, we are building a community.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Khaos on June 12, 2017, 04:33:31 pm
Popping this here: http://www.bay12forums.com/smf/index.php?topic=164483.0 (http://www.bay12forums.com/smf/index.php?topic=164483.0), for anyone who would like to try their hand at giving us some nice introduction text for the game.
Like this:
(http://orig15.deviantart.net/6b8f/f/2017/163/9/b/dwarfintro_by_erebus566-dbch8s2.png)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Ambaire on June 17, 2017, 02:49:51 pm
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. :(
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: lethosor on June 17, 2017, 03:18:16 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Ambaire on June 17, 2017, 03:28:30 pm
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.

Thanks, doing LAA seems to have fixed it, for the moment.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on June 17, 2017, 08:38:11 pm
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. :(

Its the failure of 1.23.... we are currently on 1.28 and that error is fixed.  It runs in x64 systems only though as its on the DF 43.05 x64 the link is below in my signature.   I can't update this pages primary link though, as its a fixed link by Meph on this forum.  additionally there is so many fixes in the current version compared to 1.23 its by far a much better version of masterwork to be on.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: FakerFangirl on June 24, 2017, 10:56:13 pm
How do I get companions to stop attacking civ members on sight and civ members to stop ambushing me?
Playing as naga adventurer in year 2 and the bands of wrestlers follow me even when fast-traveling.
I installed Masterwork solely to play as nagas and experience multiple enemy species attacking my forts.
But I would like to be able to join a civ as an adventurer without loyalty cascades every time I recruit a childhood friend to go adventuring with me.
Nagas are civilized with skill: 4 in the Civs settings screen.

Edit: Happens in vanilla too, so I submitted a bug report - http://www.bay12games.com/dwarves/mantisbt/view.php?id=10259

Edit: Pressing 'y' and asking them to cease hostilities seems to work when my companions aren't with me.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Killermartian on July 07, 2017, 08:07:04 pm
How did you make a "titan" playable in adventure mode?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Nightcore Angel on July 25, 2017, 09:13:55 am
Hi, just dropping by, i haven't play DF or MasterWork for a while and id like to know the progress of things...

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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ZM5 on July 25, 2017, 10:07:02 am
Hi, just dropping by, i haven't play DF or MasterWork for a while and id like to know the progress of things...

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.
No idea where Meph's off to, however Amostubal's maintaining an unofficial version.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: blapnk on August 02, 2017, 01:14:11 am
So, dwarven Golems can perform labours but can't learn any skills, apart from military ones. However, they can learn civilian skills through the library. I discovered this because I had set my library on repeat,  hoping that eventually various misc skills will be disseminated amongst my population with a minimum amount of micromanagement. Now I have an Iron Golem that is skilled in surgery. No idea how my dwarves feel about their new surgeon.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on August 02, 2017, 03:59:30 am
If golems have learn rates on 0, that... really shouldn't happen.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Arcvasti on August 02, 2017, 02:49:42 pm
I think there might be some confusion here. Masterwork has a library workshop that is completely seperate from the vanilla library locations.

Quote from: The first post
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.

Given that I recall there being some DFhack command to do with libraries, I imagine that using the library workshop gives you a small[4ish] number of skill levels after the task is complete, bypassing learn rates entirely.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ANickel on August 02, 2017, 03:35:13 pm
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.  ;(
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on August 02, 2017, 03:52:27 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: pikachu17 on August 02, 2017, 04:08:16 pm
Could someone give me the link to the nonMeph masterwork mod?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on August 02, 2017, 06:19:39 pm
Here it is (http://www.bay12forums.com/smf/index.php?topic=163261.0), fourth topic down.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Lordsservent-san on August 17, 2017, 04:42:44 pm
I do hope that Meph is still okay.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on August 17, 2017, 05:19:30 pm
Agreed. I had to stop my patreon contribution for now but I hope he's doing well and we hear from him soon.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ANickel on August 17, 2017, 06:15:14 pm
Unfortunately Amostubal decided to stop working on Masterwork (and DF in general?), so unless somebody else steps up to the plate, the mod is dead (for now).
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on August 17, 2017, 06:18:27 pm
Unfortunately Amostubal decided to stop working on Masterwork
Unfortunate. I was enjoying his fork. Did he say why?

Edit: Nevermind I see his post.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on August 17, 2017, 08:50:44 pm
Yo, yeah sorry I could go into details on why I quit, but its nothing personal with anyone... I really enjoy everyone here, its the drain on the soul that bothers me the most...  I'm not done with DF... I'm just roaming around looking for the perfect boulder to make a masterpiece... an artifact... of it.  I'm thinking Slade...  I may be back I may not... I'm still responding to messages here on Bay12, I'm just not doing any additional work on masterwork... and I am still perating the MDF discord channel if anyone wants to come on and holler at me.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: TheCspl on August 18, 2017, 04:40:59 pm
I have a question, how do I get my graphics sets to work, I don't quite like the tiles and there is an option to change them but it does not work, help!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Metall on August 19, 2017, 04:05:40 pm
At this rate, I'd be surprised if Meph came back before the Artifact Release. Just a few features left for Toady to get in there before it's ready.

Man I can't wait for 2018 Masterwork.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: JohnnyYuma on August 21, 2017, 01:34:55 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Metall on August 21, 2017, 01:02:27 pm
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.

He has like 4 corporate sponsors for it. You won't be paying for his journey.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: DVNO on August 24, 2017, 05:03:18 am
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.

Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Metall on August 27, 2017, 02:10:59 pm
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.

Welp, glad he has something to do on long train and bus rides. Hope he comes back though. Would really hate it if he left DF and just messed with Gwent forever.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Equinox on August 28, 2017, 07:16:51 am
I find it fairly shitty that he left the Patreon page up and has been reaping the benefits of it for the last 9 months while not paying any attention to [M]DF, specifically because he marketed it as funding for weekly updates.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on August 28, 2017, 09:02:21 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: helmacon on August 30, 2017, 03:48:44 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Metall on August 30, 2017, 08:02:30 pm
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.

Because money.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: toradrow777 on August 30, 2017, 10:18:08 pm
So...is Masterwork dead?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Metall on August 31, 2017, 02:32:04 am
So...is Masterwork dead?

I doubt it. Travelling is Mephs day job.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on August 31, 2017, 04:12:46 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Metall on August 31, 2017, 03:08:01 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on August 31, 2017, 07:34:46 pm
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?
his money from his sponsors and job? You think he is living entirely off the patreon?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on September 01, 2017, 11:37:04 am
I think people need to leave that idea alone... donate or don't donate... its up to you.  Really guys this negativity isn't helping Masterwork as a whole.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on September 01, 2017, 11:16:09 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Metall on September 07, 2017, 04:53:27 pm
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.

It is possible that he is doing the work, but he can't upload it all.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on September 07, 2017, 05:11:20 pm
True, but he has been active on reddit as recently as 3 days ago so he has some internet connection so nothing would be stopping him from dropping a line here.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Paxiecrunchle on September 07, 2017, 05:57:30 pm
Perhaps he could be contacted through Reddit?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Dorsidwarf on September 08, 2017, 02:03:07 pm
Hey, does the version of Armok Viewer/ Isoworld bundled with this not work for anyone else? Neither will run for me
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on September 18, 2017, 10:45:25 am
Hey, does the version of Armok Viewer/ Isoworld bundled with this not work for anyone else? Neither will run for me

The versions released under43.03 are out dated and non functional to the version... isoworld is no longer being updated and is lost to the community.  Armok vision has its own page, the newest version should be capable of functioning with this version of MDF.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Brutaka001 on September 19, 2017, 08:01:30 pm
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on September 19, 2017, 09:11:43 pm
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?

Humans have those because they have to live aboveground or they'll get sick, but living aboveground requires lots of building materials that are difficult to acquire without spending a lot of time underground. Kobolds don't have them because that mode is supposed to be harder than usual while Dwarves don't need the extra stone, they actually get a surplus from carving out new homes. It's a game-balance-thing, not a theme-thing.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Vorik on September 19, 2017, 11:31:31 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Equinox on September 20, 2017, 12:21:38 am
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.

I'd make a backup and then try this (http://www.bay12forums.com/smf/index.php?topic=125638.msg7308197#msg7308197).
Doesn't seem to be an option pre-Amostubal's modified version, but it was later added:


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.

"Seasonal Colors" under 'Miscellaneous' (right-most section) on the first tab of the modified MDF's launcher (I only checked the latest version (v1.29), not sure what version added it).
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Vorik on September 20, 2017, 12:57:42 am

I'd make a backup and then try this (http://www.bay12forums.com/smf/index.php?topic=125638.msg7308197#msg7308197).

disable season-palette


Aha! Thank you. Just trying to get my snow to be a little less piss-yellow for half the year. What's strange is the game will start fine, but if I load a fort the palette will slowly 'corrupt' into a seasonal one. It's very odd. Not game breaking, but odd.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on September 21, 2017, 02:33:00 pm
its not a slow corrupt, you have to move the map or have a unit walk across the square to change the color, basically its color doesn't change until what is there changes, I hate that script to no end.... check the dfhack.init files, there is a command that says seasonal-pallette enable or something like that remove that line, then set your colors in the "launcher" and they should remain normal... forget the location after I wrote a fix to remove it at will.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Cult of the Raven on September 22, 2017, 12:41:50 am
Quick question, and apologies if this isn't the right place.
I'm running Masterwork v1.2, and I've had a bunch of sieges from Succubi. This is fine, except they seem to leave behind some problematic items. My dwarves won't pick them up or move them out of the way of designated buildings, and I can't mark them for dumping. They also seem to be immune to fire and lava, so I can't immolate them that way. They all seem to be written-on items, with names and descriptions and such.




The items are:
a longboat made of "unknown frozen plant substance",
a parchment longboat,
2 parchment scrolls, one of which is on perma-fire after it got caught in a forest-fire accident
a parchment "raiders weapon kit",
and an "unknown material" raiders weapon kit.


Is there any way for me to get rid of these? Is this a known issue?


Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: joaodosgrao on September 27, 2017, 06:48:41 pm
Hey, little question: has anyone had case of squadmates start killing each other during barrack training sessions? Playing as dorfs.

The second time it happened kind of rose a flag, I'ma abandon this fort because this bug is too gamebreaking. Could it be because I had a few awakened warstones assigned to some dwarves on this squad? (Earth strikes back)

Would be glad if somebody had an insight about it, would hate to go through setting up all the logistics necessary to maintain a nice fort only to have my military at each other's throats again.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: ThoMeuhGal on September 28, 2017, 01:12:49 am
It has happened to me in the latest vanilla dwarf fortress as well, and I'm pretty sure someone posted something similar on reddit without it being Masterwork related (the post title was talking about a dwarf taking sparring too far or something). So I'm almost sure it is not Masterwork related.

Maybe give them training weapon instead of real ones, and make sure they have shields and armor ?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: joaodosgrao on September 28, 2017, 08:33:25 am
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on September 30, 2017, 08:35:29 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: deathpunch578 on October 03, 2017, 04:25:07 pm
hey don't know if you have been asked this before, but do you have any idea when the thief tunnel for kobolds will return? (other than that I'm loving masterwork on v.43)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: LMeire on October 04, 2017, 07:25:25 am
Theft/expeditions/etc were removed because there's no way to spawn in an invasion on DF2014 so it was basically just free stuff with no risk. My guess is it'll probably be some time after the next official update, assuming the folks over at DFHack figure out how to use the new artifact code to designate a created item as stolen and/or offend the civilization that supposedly made it.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: joaodosgrao on October 11, 2017, 06:01:10 pm
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.

IIRC correctly, no mossrovas.
I turned the earth strikes back off and it no longer happened. Also, there is enough micromanaging as is, having to build a tribute for each kind of stone, then profile miners one by one to pay the tribute was a royal pain in the ass.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Grimm Spector on October 12, 2017, 11:16:14 am
I assume this is only 32 bit?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on October 13, 2017, 06:28:21 am
I assume this is only 32 bit?

Meph's last version was 1.23 and it was 43.03 32x DF.  If your seeking 64x there is a version called modified MDF which is version 1.29 and its 43.05 x64... Its in a separate link on this page just look for "MODIFIED MASTERWORK" in the title.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evans on October 15, 2017, 04:38:23 pm
Any news from/about Meph?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Thundercraft on October 15, 2017, 07:14:30 pm
Any news from/about Meph?

He hasn't been on the forums since April. As it happens, I recently sent him a PM and, later, an email, but I haven't received a reply. I checked his website just now, but it seems to be down ATM. Site maintenance, maybe?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on October 15, 2017, 08:03:41 pm
He is active on Reddit so he must have chosen to stop communicating here.

https://www.reddit.com/user/Meph248
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evans on October 16, 2017, 02:07:42 pm
Well, that is still a good news.
At least we know he is alive and well :)

Hopefully he will be back one day.

I think I will check updated MDF by Amostubal in the mean time.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Urlance Woolsbane on October 20, 2017, 06:03:55 pm
He is active on Reddit so he must have chosen to stop communicating here.

https://www.reddit.com/user/Meph248
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on October 20, 2017, 08:48:30 pm
That's all well and good but it isn't really ethical to continue collecting patreon donations in the interim.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Urlance Woolsbane on October 21, 2017, 12:07:03 am
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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on October 21, 2017, 09:27:23 am
Have tried. He ignored the message
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Grimm Spector on October 25, 2017, 01:35:15 pm
I can't find a way, but is there a way to cook meals rather than eating raw meat and random leaves??
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on October 25, 2017, 02:41:58 pm
The kitchen? Meals should be cooked just like in regular DF
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Putnam on October 25, 2017, 08:18:46 pm
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
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Grimm Spector on October 25, 2017, 08:51:38 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Alzapua on October 27, 2017, 10:29:48 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Evans on October 27, 2017, 11:21:06 am
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.
Maybe there would be a way to mod in cooking. I agree it's a shame we can't use campfires to cook meat.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on October 28, 2017, 10:04:33 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: TaigaR on November 08, 2017, 02:28:40 am
Are there sources of Config utility available? Maybe it is possible to make it multi platform at last.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Amostubal on November 08, 2017, 08:39:36 pm
config utility?  I'm guessing you are talking about the MDF Launcher?  Its written in VB. and if you checked the github for MMDF 1.29 you can find it there.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: Forwe on December 01, 2017, 04:51:58 pm
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.

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?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Updated 9th Dec
Post by: forsaken1111 on December 02, 2017, 07:13:47 am
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.

He's well within his rights to pursue his biking, obviously. His patreon though is for (quoting here) "tl;dr: Masterwork DF. Weekly updates. Every Friday. Support it. Thanks.". That is on the front page. It does not mention "also supporting my biking hobby". If he wanted to open a patreon for people to donate to his biking, that would be fine too but if he no longer plans to support the masterwork patreon for the time being (as it has been nearly a year now with no word) then he should pause it until he picks it up again. You can easily suspend patreons and then resume them.

Instead he's chosen to continue receiving money donations for something he's not doing, for a year. If any other charity or donation-fed organization did that, they'd be burned at the stake. It's unethical.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Metaltooth on December 10, 2017, 08:24:57 pm
I wonder whats in store for the next eventual update
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: forsaken1111 on December 10, 2017, 08:28:09 pm
Will now that he is back I'm sure we'll see something soon. He mentioned finishing the tileset as well
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Meph on December 10, 2017, 08:58:09 pm
Dabbled a bit in photoshop to get back into it.

(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.
Yep. :)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: wags on December 10, 2017, 10:14:24 pm
Dabbled a bit in photoshop to get back into it.

(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.
Yep. :)

That's awesome!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Meph on December 11, 2017, 10:06:43 am
Thanks.

(https://i.imgur.com/Q1mnKOr.png)

Another ten: Dragonfly, Dragonflyman, Grasshopper, Mantis, Platypusman, Stoatman, Lynxman, Antman, Flying Squirrelman, Giant Olm, Olmman.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Sodalitas on December 12, 2017, 05:37:41 pm
The new critters look great! It's great to see you back!
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: wags on December 12, 2017, 05:46:39 pm
I'm actually playing Masterwork again because I'm happy about your return.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Meph on December 14, 2017, 11:03:04 am
Got a message from Clément today, who took over DwarfTherapist from Splinterz. He was still missing profession icons, so I finished the missing icons for him.

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

Not perfectly happy with them, but 16x16 is hard to work with. Or rather 12x12, since they need a background icon within the icon.  ::)
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Lordsservent-san on December 14, 2017, 02:28:48 pm
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)?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Meph on December 14, 2017, 04:33:03 pm
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Putnam on December 14, 2017, 04:41:47 pm
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.

Nono, raiding was added to the base game.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Meph on December 15, 2017, 02:41:41 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Boltgun on December 15, 2017, 05:51:59 am
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 ?
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Lordsservent-san on December 15, 2017, 09:58:37 am
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.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: deathpunch578 on December 15, 2017, 10:06:57 am
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.
I feel like know for a fact that once the raiding gets fully implemented, orcs and kobolds will make a big comeback.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: UristMcChladni on December 15, 2017, 04:35:06 pm
Not necessarily concerned so much about specific systems, but at this point is a 44.02 version of MW possible, or are too many of the dependencies (i.e. dfhack) still in need of update? I saw dfhack has an alpha version out, but I'm too pedestrian in my use of it to understand if the alpha has all of the capabilities this mod pack needs.

EDIT: needed to have read other threads, saw you've already posted to this effect.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: dragonlotion on December 16, 2017, 10:06:36 am
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?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Amostubal on December 16, 2017, 01:30:39 pm
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?

simple the launcher doesn't realize it needs to change its target between graphic_font and font when switching the print mode:

open up dwarf fortress/data/init/init.txt
find the following 2 lines:
[FONT:Font.png]
[FULLFONT:Font.png]

change them to:
[FONT:Phoebus_16x16.png]
[FULLFONT:Phoebus_16x16.png]

The tileset option only switches graphics into Phoebus_16x16.png the graphics you are seeing is the last font set under TWBT.

That's one thing I kept forgetting to do when I was messing with the VB.

Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: dragonlotion on December 16, 2017, 02:00:16 pm
Thank you, Amostubal, that works.
Title: Re: ☼MASTERWORK☼ (43.03) - DF2016 - Newest version! - Only one year outdated
Post by: Metall on December 17, 2017, 06:37:18 pm
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 ?

Holy crap... and Boltgun returns as well! Yay! Happy days, man. As to snatching people, I would think you should be able too, in order to turn them into their corrupted version and enslave them... or some sweet, sweet, religious sacrificial rituals, and demonic summoning.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Emperor_Souless on December 19, 2017, 12:57:45 pm
By looking into therapist, the caste system is completely broken.

(https://i.imgur.com/aXErX4I.png)

Edit: But by looking at the Raws, I don't see anything wrong with the castes.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on December 20, 2017, 07:07:36 am
Castes haven't been touched for years... they were fine and should still be fine. No idea what the Therapist does now. ^^
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Putnam on December 20, 2017, 07:21:33 am
could just have a misaligned enum or similar
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: ThoMeuhGal on December 20, 2017, 05:17:58 pm
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Amostubal on December 21, 2017, 07:39:47 am
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.

There's your answer... the therapist I had available at last update back in June was not capable of properly displaying the castes... Newer versions by Clement were not available yet!
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Lidku on December 23, 2017, 12:19:16 am
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 halp

Quote
(https://i.imgur.com/qys1tN6.png)
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Amostubal on December 23, 2017, 08:31:57 am
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 halp

Quote
(https://i.imgur.com/qys1tN6.png)

OS platform?  which version? MDF 1.30? what does details say?

If Meph hasn't changed the launcher from when I compiled it in 1.29 It was compiled on a win10 x64 system.  but its just VB and I'm not sure if the system its on makes a difference.  but OS platform could be refering to x86(x32) vs. x64 architecture.  but in that case the DF wouldnt='t be running correctly either.  Anyway thats the first time I've seen an error like that.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Lidku on December 23, 2017, 11:55:40 am
Yeah, apparently Toady changed something where the game has separate running systems (x64)/(x32). I think Masterwork is (x64) "bit" only so I cannot get it to work... This Dell Vostro freaking sucks, it cannot even run the most advanced iteration of Dwarf Fortress much less run CK2 without staggering lag lol
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Vulkanis on December 23, 2017, 07:34:26 pm
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on December 23, 2017, 08:54:20 pm
That is a very comprehensive report, thank you.

The weird characters you see are because TWBT is not active, I can say that for sure. If it crashes with correct characters, and doesn't crash without them, then it's certainly based on TWBT/dfhack... is it a rather old graphics card you use?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Vulkanis on December 23, 2017, 11:17:25 pm
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?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Amostubal on December 24, 2017, 08:50:47 am
It just looks like TWBT hasn't completed its load in...  I've seen that screen before, and the first time you load DF it takes upwards of a minute for the twbt to fully load.  The Dfhack window still has a load of stuff to say before DF is ready to play.   As far as crash at embark... unknown... but doubt that its TwbT.  I would just reattempt a new world creation and embark, occasionally it just fails,  MDF is a heavily modified DF system.  if it still crashes, turn a few options off and retry, starting with the mod page.

I also don't think its a graphics card or an AMD issue.  or we would be seeing hundreds of these reports, with correlation to a type of graphic card or type of cpu or OS etc.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: oggrr on December 24, 2017, 06:56:48 pm
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.

Had the same problem. Seems memory isnt enough to load the font aswell, use the LAA (Large adress aware) and patch the dwarf fortress exe (normal one in folder not the launcher exe) and it will fix the problem.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Boltgun on December 25, 2017, 09:22:01 am
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?

Dfhack seem to freeze the game, I have the same issue. Focus the console window and press enter a couple times. That should help. You can also wait for a few seconds, the console should display more stuff upon launch.

If you can control the game (as you can enter in wolrd gen and do stuff), try closing the game and changing the tileset to Phoebus, then back to Meph.

Failing that, switch to Phoebus and set the display to 2D. This problem seems to be fixed for me in the latest betas so that you should not have to worry about it in the future.

Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: OrdinaryWizard on December 25, 2017, 11:52:20 pm
I know I sound stupid but all options for civ and ect to be playable are all greyed out what do I do?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: wags on December 27, 2017, 12:07:08 pm
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on December 28, 2017, 02:59:38 am
Could you post a screenshot? Most of them are greyed out, but dwarves, humans, kobolds, orcs, succubi, those should all be playable.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Saeldanya on December 29, 2017, 08:21:55 am
Welcome back, Meph!  8)

For future versions - would it be possible to fix humans? I discovered a few issues that were brought up in the humans thread, here. http://www.bay12forums.com/smf/index.php?topic=137690.960

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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: oggrr on December 29, 2017, 03:13:21 pm
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.

Sadly i have had the same problem, but with almost every civ. Even if at war i barely get anything. But sadly at year one succubi came and sieged, slaughtered the fort. It seems very rare but it can happen.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on December 29, 2017, 03:58:48 pm
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Emperor_Souless on December 29, 2017, 08:47:51 pm
https://i.imgur.com/DLmED9a.png

How did this happen?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: EvilWaffleThing on December 29, 2017, 10:07:22 pm
For some reason whenever I build the Golem Forge my game crashes a few minutes after. I'm not sure if there are any crash logs I can give you but I can post my save file if you'd like.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Saeldanya on December 30, 2017, 09:03:08 am
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.

No, it's not. I invested some 300 hours into Amostubal's modified version. 3 different human forts. Didn't even get thieves.

Other races' forts near previous human fortresses (so it wasn't a location problem) got far more attention, though in one case it took 3 years for succubi and beak wolves to show up. 3 human forts: not even thieves after several years, no scouting parties, nothing. Only tower inhabitants and megabeasts. Check the human feedback thread, people other than me had the same experience.

I suspect the issue is related to the fact that human fortresses never achieve barony status - it's like the rest of the world doesn't properly acknowledge their existence, but I'm not a modder, so... 2 grains of salt. ;)

I'm also waiting for a fix to the '200 merchants killing the FPS in retired fortresses' bug, but that's definitely a vanilla issue. It's still present in 44.X, isn't it?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: pikachu17 on January 02, 2018, 03:08:07 pm
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Saeldanya on January 03, 2018, 07:15:32 am
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Boltgun on January 03, 2018, 07:56:44 am
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.

I tried raiding elves and they sent me sieges afterwards, so it should work.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Brutaka001 on January 04, 2018, 06:24:45 pm
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 lol
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Urlance Woolsbane on January 04, 2018, 10:01:04 pm
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 lol
It'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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: stk2008 on January 05, 2018, 03:56:19 am
Hi all I am new here and new to DF (total noob)

U say its in the latest version the raiding I assume people who use this launcher cant do raids yet as its not updated to the latest version of DF would that be correct?.

Thanks
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: IlFedaykin on January 05, 2018, 04:45:05 am
That would be correct. Raids were added in 44.01 while Masterwork is still based off 43.05.
While using orcs you can still "raid" the enemies but it actually is just a workshop modification which doesn't really send your orcs to a different site to sack and slaughter. If I'm not mistaken it gives random loot depending on the race you raid.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: stk2008 on January 05, 2018, 05:00:17 am
Ah fair enough :).

Well realy enjoying this game lots to learn which I like.
Shall keep and eye on this thread for a release to latest version :).

Thanks again
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Vulkanis on January 05, 2018, 07:47:04 am
While this report (http://www.bay12games.com/dwarves/mantisbt/print_bug_page.php?bug_id=9486) is now almost two years old, it still impacts the base game. Is there some simple way to solve the issue besides slaying all building destroyers in DF hack or nerfing races in the raws? The problem I have with using DF hack is that in trying to slay visitors with building destroyer the exterminate command in DF hack kills all units on the map of that race. I don't want to nerf invaders over something this silly either, but having """"""""not hostile""""""" frost giants that wear railroad engines for armor meander into my two seasons old fort and drive my craftsdwarves into a murderous rage is not a navigable gameplay scenario.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on January 05, 2018, 04:30:27 pm
Vulkanis: Sadly no. The AI is not the smartest...

In case you are wondering what I'm doing DF-related, I've been putting a lot of work into tileset releases over here: http://www.bay12forums.com/smf/index.php?topic=161047.msg7659999#msg7659999
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Cipactli on January 05, 2018, 11:48:44 pm
Will a x32 bit version of Masterwork ever be released?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: buuface on January 09, 2018, 02:42:50 am
Meph any idea when a version for 44. might be released? Can't wait to try masterwork with the new Civ screen features incorperated!
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: wags on January 09, 2018, 11:52:12 am
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: kongor on January 09, 2018, 02:37:34 pm
is this where i report issues with masterwork x dfhack? 
gui/liquids makes all the tiles blank (but not the menu options on the right side of the screen), although it's still usable (less convenient of course).  gui/mechanisms has a similar issue when i try to go to the linked building - left side of the screen goes black until i exit the menu, at which point a lot of the previous screen's tiles are displayed, and stay there until they're overwritten by my moving the screen until it's overwritten by a currently-visible tile.
can't quite remember whether the second one happens in vanilla, but i'm 100% sure the former doesn't.  this is all on the latest mdf release, with twbt enabled, curses as font, and phoebus 16x tileset

there were some other possible bugs that popped up last night, but at the moment they seem to be resolved after restarting df, so for now i guess i'll have to see if they reemerge before reporting
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: SuicideRey on January 09, 2018, 08:34:15 pm
Either Dwarf Therapist is saying weird things, or the castes are broken. Latest version.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Brutaka001 on January 10, 2018, 01:11:00 pm
So it's my understanding that people are using dfhack to raid in this current version? how exactly do you do that?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Arcvasti on January 10, 2018, 01:21:58 pm
In the current Dwarf Fortress version[0.44.xx], there's a feature in the vanilla game where you can raid other civilizations for glory and profit. I think that this is accomplished through use of the "c" civilization key, but I haven't actually tried this myself, so it could be accessed via another menu. I don't believe that Masterwork is working in the current version because DFhack needs to be updated, so there is currently no raiding in Masterwork.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Amostubal on January 10, 2018, 02:21:26 pm
Either Dwarf Therapist is saying weird things, or the castes are broken. Latest version.

Spoiler (click to show/hide)

Update your dwarf therapist to the lates version by clemente.  The one packaged here has not been updated and shows errors.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: SuicideRey on January 13, 2018, 10:56:56 pm
-snip-
Hey, thanks.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Juan117 on January 24, 2018, 01:58:18 am
Hey does anyone knows how cannons works for human civ ,it appears like if they are animals?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: harkejuice on January 25, 2018, 08:51:57 pm
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
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Juan117 on January 26, 2018, 12:08:51 am
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
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: runedog48 on January 26, 2018, 04:22:18 pm
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
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: harkejuice on January 29, 2018, 08:55:31 pm
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

Don't worry about it, I started a new fort making sure the world I generated only had Kobolds active and its fine. Thanks for the tips on the humans, I played them a (long)while back and it was immensely comfy to have a giant castle above ground with a massive dig pit in a corner. Everyone just lived in this slowly-growing tower of stone and glass, much like my old Necro fort except that was a spire into the darkness below.


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

Maybe try enabling TTF as I have that enabled with those other settings and it works fine.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Alphamonder on February 04, 2018, 09:13:41 pm
Tried to find the raws for Flintlocks, Musket and handcannons for science reasons but couldnt find them
anyone knows where is it?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Alkmayix on February 05, 2018, 01:58:23 pm
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?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Saeldanya on February 06, 2018, 06:56:25 pm
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Alkmayix on February 10, 2018, 06:17:11 pm
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.

Making more failed to reduce the issue and then I had a bunch just sitting in a workshop, I even tried taking apart the workshop to see if there was some other problem with placement but it was only happening to buckets. I ended up losing a good number of dwarves to this now. I had nothing in my combat logs so I have no idea why they were even drinking water when they had over 2k booze. I had 1 injured dwarf, but again it was only 1 so not sure why it was still persisting. I was aware of the old bucket problem hence I started frantically making a bunch of buckets but it did nothing, water supply was set they had a bunch of buckets that never left the workshop which was what had me the most confused.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Metaltooth on February 12, 2018, 11:01:32 am
Is the new update in sight or is it more seasons away
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: deathpunch578 on February 12, 2018, 12:29:43 pm
I think meph is taking a break from masterwork (I think he is still working on the graphics set)
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Sooner535 on February 23, 2018, 12:20:42 pm
That is sad to hear :/ just started playing Masterwork after running 2 fortresses in vanilla (well LNP, but whatever). Anyways anyone have a fix for this yet:

...sktop\DFMW\Dwarf Fortress/hack/scripts/exportlegends.lua:662: Cannot read fie
ld vector<caste_raw*>.1: index out of bounds.
stack traceback:
        [C]: in metamethod '__index'
        ...sktop\DFMW\Dwarf Fortress/hack/scripts/exportlegends.lua:662: in glob
al 'export_more_legends_xml'
        ...sktop\DFMW\Dwarf Fortress/hack/scripts/exportlegends.lua:765: in glob
al 'export_legends_info'
        ...sktop\DFMW\Dwarf Fortress/hack/scripts/exportlegends.lua:818: in loca
l 'script_code'
        ...ooner535\Desktop\DFMW\Dwarf Fortress\hack\lua\dfhack.lua:562: in func
tion 'dfhack.run_script_with_env'
        (...tail calls...)

Really annoying to not be able to use the exportall feature
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Sooner535 on February 23, 2018, 07:13:52 pm
Just read the giant I am back post by Meph

Sorry to hear the string of bad luck you've had Meph, take all the time you need and thank you for doing such a great job modding this game and for having the courage to let everyone know what happened
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Metaltooth on March 03, 2018, 05:57:00 pm
I really hope he or someone on the forums can get around to updating Masterwork to the new version that includes raiding. I think the guy behind the Ork mod could have some fun with it
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Sooner535 on March 04, 2018, 02:16:43 pm
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
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Nokao on April 15, 2018, 10:35:48 am
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

So, apparently, current version is unstable ?

I like masterwork and I would like to play with it ...
... do you have suggestions on wich version is the actual stable ?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Evans on April 16, 2018, 01:19:36 pm
This one is playable:
http://www.bay12forums.com/smf/index.php?topic=147324.435
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Nokao on April 17, 2018, 01:50:31 am
Reborn 0.05 on dropbox ?

:(

Sounds like Terminator 5 (an incomplete reboot).
I readed Meph's posts anyway, I can't complain if he decided to travel around the world for real instead of creating new worlds ;)
It's healthier.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Garfink on April 17, 2018, 11:30:15 am
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Evans on April 17, 2018, 11:41:27 am
...
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: KassaK on April 18, 2018, 08:16:33 am
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...
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Nokao on April 19, 2018, 06:38:34 am
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: LMeire on April 22, 2018, 05:04:44 am
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.

Amostubal made this patch (http://www.bay12forums.com/smf/index.php?topic=163261.0), though be warned, he gave up on it before Meph got back so if you find a bug it probably wont be fixed and you'll just have to play around that problem. It also predates raiding, IIRC.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Teirdalin on June 22, 2018, 09:17:23 am
To the people talking about the lack of raiding~
With very mild effort I got Masterwork running on 44.10, so here's a tossed together guide.
Consequently due to the nature of the steps I took, you'll be stuck with the 64x version though.

Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: billw on July 12, 2018, 02:46:45 pm
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.

/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).
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: forsaken1111 on July 17, 2018, 04:11:49 am
Is there a repository with all of the older versions of MDF available anywhere?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on July 28, 2018, 11:13:50 am
You can look through here: http://dffd.bay12games.com/who.php?id=2859
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Kornet on July 29, 2018, 03:30:10 pm
May I ask for a little help with masterwork DF?

For some reason, I can't use a lot of stone types in buildings and reactions. All known offenders are cluster-type stones (microcline, sylvite, that kind of thing). This behaviour persists both in unaltered masterwork and in masterwork-on-current-DF slapdash jobs.

EDIT: nevermind, I derped. Those minerals were just for some reason marked to not use, nothing which can't be corrected in game. And to think I believed it was a result of some kind of auto-launched dhack script in the background.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Evans on July 30, 2018, 01:05:41 pm
Meph,

Is there any chance for an update?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Yinseng on July 30, 2018, 04:07:07 pm
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.

/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 would be interested.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: billw on July 31, 2018, 07:05:16 am
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:
https://gist.github.com/billw2012/d8d344aa7aad6d9efa52c166718c8d1b

Standard disclaimers apply!
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Yinseng on August 04, 2018, 03:36:52 pm
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:
https://gist.github.com/billw2012/d8d344aa7aad6d9efa52c166718c8d1b

Standard disclaimers apply!
That's a shame, it's pretty much what I'm doing now. I miss Masterwork. :(
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on August 05, 2018, 02:30:18 am
I'm on the road atm, but will have a break in... 4 weeks from now.

I promise to look into updating mdf finally, now that toadies constant releases slowed down. It should be 1-2 days of work.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Lottanubs on August 09, 2018, 07:57:55 am
Wowee! That's good news! I've been picking up shifts left and right at work trying to keep the place functional, gonna be 12hr shifts every day until about that 4 week mark. Meph, you're one of the lights at the end of my tunnel <3 :P
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Urist McVoyager on August 14, 2018, 11:20:32 am
When you have it updated to the latest, I'll pick it up. The current versions definitely cut out the need for the raider "workshops" since you can send out your own forces now.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Yinseng on August 19, 2018, 01:03:47 am
I'm really looking forward to it
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on August 22, 2018, 07:02:06 pm
I CANT BELIVE IT IS HAPPENING

THE HYPE TRAIN IS REAL

Masterwork 43.12 <3
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Torchwood202 on August 23, 2018, 11:51:49 am
44.12, you mean?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on August 23, 2018, 11:59:39 am
Just as a little RL update: just finished up with all the mountains I wanted to climb for now and am heading home. :)
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on August 23, 2018, 12:13:03 pm
Iam so excited.

This means so much to me right now, having a hard time since 02. february. my boss wanted to kick me out of my employment in public services but he failed.. though ended up with depression, not much i feel happy about but master work df is definatley one of it.

Drive home safely please
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on August 23, 2018, 01:41:34 pm
Haha, drive. :D

I cycle. Cycled close to 15.000km the last three months, I'll survive a little bit more.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on August 23, 2018, 03:22:15 pm
amazing i did a 10.000km trip with a car around the black sea 3 years ago
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on August 23, 2018, 03:26:46 pm
Cool :-)

Try the link in my sig or Facebook.com/worldbicyclist for a few travel related posts by me. I usually dont talk about them here on bay12. ;)
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Torchwood202 on August 23, 2018, 04:10:09 pm
We're all sitting around waiting for Masterwork to update and Meph is out there climbing mountains.

Genuinely impressed! You don't hear a lot of people climbing mountains nowadays...
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on August 24, 2018, 03:01:56 pm
Can you give an estimate on your arrival?  :'(
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on August 24, 2018, 03:12:51 pm
We're all sitting around waiting for Masterwork to update and Meph is out there climbing mountains.

Genuinely impressed! You don't hear a lot of people climbing mountains nowadays...
Tons of people climb mountains! It's just that there arent any new mountains being made. :D

Can you give an estimate on your arrival?  :'(
Yes, tomorrow, but I wont instantly just do DF when I arrive.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on August 24, 2018, 06:41:59 pm
Yea IT is ok if you start on sunday 😂🇩🇪
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Thundercraft on August 25, 2018, 03:29:46 pm
Meph, would you please consider updating your OP to include the actual links (http://) to the mods under the Included mods by other authors: section? It's a hassle to track all these mods down one by one. But, here:

- Mostly Mythical Monsters Modular Mod (http://dffd.bay12games.com/file.php?id=11569)by 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.

{Note: Small correction to the name.}

- More Leather Mod (http://www.bay12forums.com/smf/index.php?topic=122003.0)by Sackhead
Creatures now create leathers and parchments amounts related to their size.

- Deeper Dwarven Domestication (http://www.bay12forums.com/smf/index.php?topic=123155.0)by 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 II (http://www.bay12forums.com/smf/index.php?topic=62874.0)by Darkflagrance
Adds up to 16 new invading races. Everything from reptile and tigermen over hellfire-imps and giant spiders to war elephants.

- Silk Eggs Mod (http://www.bay12forums.com/smf/index.php?topic=149293.0)by 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! (http://www.bay12forums.com/smf/index.php?topic=144831.0)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 Additions (http://www.bay12forums.com/smf/index.php?topic=145730.0)by 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.

- It's the Small Things (http://dffd.bay12games.com/file.php?id=185)by 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.

{Note: Small correction to the name.}

- Procedural Decorations (http://dffd.bay12games.com/file.php?id=9750)by Wastedlabor
Adds 75,000 randomly generated engravings.

{Note: Corrected a small spelling error in the name...}

- Stal's Armoury Pack (http://www.bay12forums.com/smf/index.php?topic=142993.0)by 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.

{Note: Corrected the name. The mod uses "Armoury" with a "u" and uses an apostrophe. I had a hard time searching for this one...}

- Historic Arms and Armors (Grimlocke's History & Realism Mods) (http://www.bay12forums.com/smf/index.php?topic=146737.0)by 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.

{Note: Again, I had a hard time searching for this one, this time because /1 - Arms and Armor/ is merely the folder inside the "Grimlocke's History & Realism Mods" download.}

- LC's Terrible Weaponry (http://dffd.bay12games.com/file.php?id=9864)by LiberCeli
Adds 40 new weapons to dwarves that are very crude and basic, like meat-hooks, pitchforks and cleavers.

{Note: There's no such mod as "Terrible Weapons Pack", so I changed it to "LC's Terrible Weaponry".}

- 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)

Actually, Deon did not create "Wanderer's Friend (http://www.bay12forums.com/smf/index.php?topic=61304.0)", which was last updated by the original author, Lofn (http://dffd.bay12games.com/who.php?id=1111), for v0.34.03. But, Deon did release "DF Wanderer (http://www.bay12forums.com/smf/index.php?topic=140950.0)", which was sort of an updated version of Wander's Friend which Deon last updated for 0.43.02 (and later updated to 0.43.05 by Taffer). I think the distinction is important because, for one thing, it is confusing otherwise.

BTW: If you are updating Masterwork, perhaps you should consider including Adventurecraft (http://www.bay12forums.com/smf/index.php?topic=153036.0) instead of DF Wanderer? It's another Wanderer's Friend derivative, but this one at least is updated for 0.44.12.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: slom on August 26, 2018, 06:55:42 am
I am curious, what will happen with the religion system? I've launched new version of masterwork mod and I see, that there are no more monastery and temple buildings. Are they totally removed or going to be reworked in some way?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Blackworth on August 26, 2018, 04:15:39 pm
No idea, The author is busy and thats fine. Just hope he can keep us updated a little more :)
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Meph on August 27, 2018, 04:07:24 pm
Working on it.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on August 27, 2018, 09:00:48 pm

<3 something that will fill my heart with joy again
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Dcethe on September 01, 2018, 01:40:41 pm
Gotta say, its great seeing you come back. ;D
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: VikingKim on September 01, 2018, 03:49:24 pm
As a newcomer to DF, Masterworks cough my eye and interest right away. Thank you :)
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on September 02, 2018, 07:02:15 am
 Can not be long Till next Release. Hes already working on it for a few days maybe :o
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Yinseng on September 02, 2018, 07:17:49 am
I've been checking every day! Eagerly anticipating this next release.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on September 02, 2018, 10:50:48 am
I have  the Page on auto reload on my Browser 10 seconds on 2nd screen 😂
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: forsaken1111 on September 02, 2018, 12:15:31 pm
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
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Thundercraft on September 02, 2018, 01:39:57 pm
I have  the Page on auto reload on my Browser 10 seconds on 2nd screen 😂

 ::) Doesn't stuff like that put a load on the Bay12 server? I would think even obsessive players would not bother checking more than a few times a day.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: VikingKim on September 03, 2018, 04:21:08 am
I check every morning when I get up, and every night before I go to bed :P
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Chilledcanadian on September 04, 2018, 10:37:27 pm
Are they updating it or do we have to find a new launcher  :'(
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on September 05, 2018, 11:02:26 am
Meph is working on it
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Chilledcanadian on September 05, 2018, 03:34:33 pm
Meph is working on it

Thanks for the info buddy :)
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Urist_mcSsanina on September 06, 2018, 10:59:15 am
The game crashes at launch, even with default settings. The game window is displayed only few seconds, then dissapears. I tried different options for print mode, and turned off almost all mods, but it wasn't helped. When pressing LAA button on utilities bar, nothing happens. The system is: Acer Aspire 5942G, with 3 GB Memory.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Urist_mcSsanina on September 06, 2018, 11:40:02 am
Already solved. That was because of symbols: I named the folder "☼Masterwork☼ Dwarf Fortress" when shouldn't.  :D
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on September 06, 2018, 04:07:00 pm
better wait for update that will come soon just wating time on old version :D
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Srip121 on September 08, 2018, 11:57:39 pm
Oh how I've missed you MWDF :(
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on September 12, 2018, 08:05:38 am
 :o the wait is causing me physical pain already  :'(
the hype is real :D i hope you enjoyed your first weeks in civilization meph
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Torchwood202 on September 18, 2018, 06:53:27 pm
Meph, can we get a status report? Wanna make sure the mountain-climbing fatigue hasn't caused you to succumb to things usually reserved for FUN!!.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on September 22, 2018, 04:26:32 pm
Silence before the madness
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Torchwood202 on September 30, 2018, 05:23:38 pm
For those who are unaware, Meph is currently working on his tilesets. He hasn't gone AWOL.

You can find the thread here: http://www.bay12forums.com/smf/index.php?topic=161047.msg7861893#msg7861893
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on October 01, 2018, 12:19:23 am
would love to see the masterwork up to date <3 :D
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: UncleSatan on October 11, 2018, 06:50:39 am
So is Meph still working on the modpack and planning to update it or is it just tilesets he's doin' nowdays ?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Torchwood202 on October 11, 2018, 01:40:29 pm
He'll update Masterwork when he updates it. He IS working on it, he just has real life stuff going on. Also, from what I can tell, he allegedly made a critical error in one of his tilesets and is working profusely on fixing it. Multiple projects and whatnot.

I cannot make any judgements on when the update will occur.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Slann on October 16, 2018, 01:25:02 pm
Hello! I have a few questions. About golems.
I try to create a golem forge for several months. I do not know how to make them work. And lo and behold - I found this workshop in Masterwork!
How it works? And how i can run version to myself? Using DFhack, lua-file? Dancing with a tambourine?
Thank you in advance.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Durian Hohlades on November 21, 2018, 02:17:33 pm
Meph? Give us a pre christmas present :D Masterwork df <3
 thanks pal
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Dunmeris on December 02, 2018, 11:33:18 am
So, you know how in your mod, you have it so that you can select a civ or other options and that changes active things in game? How would I go about making something like that?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Bolverkr on December 06, 2018, 10:04:06 pm
Hello, attempting to delve into Masterwork. I am attempting to get it running on OSX, is this a possibility? Any help would be appreciated.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: urmane on December 08, 2018, 11:12:24 am
Hello, attempting to delve into Masterwork. I am attempting to get it running on OSX, is this a possibility? Any help would be appreciated.

Yes, you can try this:  http://www.bay12forums.com/smf/index.php?topic=160637.0

I haven't played on my mac in ages (pondering recompiling the linux graphics libs on Ye Olde Masterwork to get some more invasions), but give it a shot and let me know.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Bolverkr on December 10, 2018, 11:13:58 am
It definitely starts up and everything, however I can't access any of the options, such as changing tilesets or selecting which mods are in use. How might I go about accessing those?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: urmane on December 10, 2018, 07:17:34 pm
Alas, that's all controlled by Windows-only GUI.  There's a command line script mdf-config I put it, but it only does a few things and is ... less than complete and correct.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: EvilWaffleThing on December 11, 2018, 09:50:18 pm
For some reason, when I create a golem at the golemforge, all my animals attack it.
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?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: donoya on December 24, 2018, 02:39:08 am
So I have a question: how do I activate the mods listed in the dropdown menu? Whenever I click on one, it just brings me to their forum page. Am I supposed to just install it into my MDF install? If so, in which folder would I need to put it? Or is that there to advertise and/or credit other mods?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: forsaken1111 on December 24, 2018, 09:13:05 am
For some reason, when I create a golem at the golemforge, all my animals attack it.
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.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: EvilWaffleThing on December 30, 2018, 03:26:12 am
What version are you using? Sounds like an older one.
Masterwork version is 1.30 for/with DF version 43.05
I have no idea what version the mod the golemforge is from is on
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: rmk on January 01, 2019, 10:50:01 pm
So, soulgems system still turned off?
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Zarica_Demoni on January 08, 2019, 02:53:38 am
Been out of dwarf fortress for years and someone told me to check out masterwork. this is the best thing i have ever seen. But i have noticed one issue id like to bring up to hopefully get fixed on the next release of DFMW. The game really loves to crash, if a trader leaves for succubi race (or any race for that matter but their the biggest culprit), when it says they stole everything in their carts, the moment a migrant wave arrives while the alerts are still happening.

EDIT 1: Spelling errors.

EDIT 2: For those who are curious on how to continue the game with this issue when it does happen, is simply save game after a caravan leaves, and reload game. it will stop the message spam and prevent the crash.
Title: Re: ☼MASTERWORK☼ (43.05) - DF2016 - Newest version! - Updated 15th Dec 2017
Post by: Sampistola on January 12, 2019, 02:21:50 am
update this mod to 44.12 please, please, please, and make it compatible with several mods like UMcGB_More Stone_Metals_Gem Mod_V4, Atomic_Reactions, Spellcrafts V4_15, DAIII War and Mythos [44.12] [v38] [Wanderlust] and The Aeramore Expansion Mod

Note: I have mixed all that I mention and a mostrocity appears in the game with some civ changes.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on January 13, 2019, 07:01:25 pm
Happy New Year everyone.

Mod is updated to 44.12.

Please test and report back. :)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on January 13, 2019, 07:07:36 pm
oshitbois

Riverrun 2 might end up being a thing.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Asin on January 13, 2019, 09:11:36 pm
Question: Is this a 32 bit thing or what?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on January 13, 2019, 09:14:09 pm
It's 64bit.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Asin on January 13, 2019, 09:27:04 pm
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Zlorthishen on January 13, 2019, 11:46:05 pm
At long last, my dream of The Glorious Army of Humanity conquering the entire world shall be realized!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: f3ygan on January 14, 2019, 04:16:14 am
Is this new version compatible with the latest version of the Meph tileset or does it come included already?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on January 14, 2019, 05:07:01 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: BrotherZeki on January 14, 2019, 08:00:53 am
Welcome back, Meph! And MASSIVE THANKS for the update.  8)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: MCreeper on January 14, 2019, 08:58:48 am
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.
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
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Durian Hohlades on January 14, 2019, 10:10:25 am
http://dffd.bay12games.com/file.php?id=5315

saying for DF version 43.03 maybe forgot to edit?

and a big thanks !
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Durian Hohlades on January 14, 2019, 11:34:01 am
i miss the turrets in the embark, can they still be build like golems etc?
slate turret etc :D
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on January 14, 2019, 12:02:26 pm
i miss the turrets in the embark, can they still be build like golems etc?
slate turret etc :D
In the Legacy MDF, yes. ^^ New one no, Toady changed how the AI uses interactions at some point, they don't work anymore.

http://dffd.bay12games.com/file.php?id=5315

saying for DF version 43.03 maybe forgot to edit?

and a big thanks !
Fixed, thanks. :)

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.
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
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.

Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Durian Hohlades on January 14, 2019, 12:59:20 pm
i miss the turrets in the embark, can they still be build like golems etc?
slate turret etc :D
In the Legacy MDF, yes. ^^ New one no, Toady changed how the AI uses interactions at some point, they don't work anymore.

will they be working in the future again or not planned? =)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on January 14, 2019, 01:06:35 pm
They can't work. If I could, then yes. But DF doesn't allow it anymore.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Pillbo on January 14, 2019, 02:05:31 pm
Hi there, thanks for the update. I was wondering- will Gnomes or Centaurs as civs ever come back? I thought I saw updated Gnome civ mods in the forums..

Thanks
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: ZM5 on January 14, 2019, 02:16:16 pm
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Durian Hohlades on January 14, 2019, 11:34:01 pm
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.

 :o
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: zakhad on January 15, 2019, 01:33:23 am
Heyo, thanks for updating masterwork, I have been using your tileset launcher in the meantime which was a nice, what I like to affectionately call, masterwork lite lol.

In any case, one thing has been really causing problems is the "fire snake" it keeps setting my entire fortress on fire, a chef will grab some since it's a food and drags it over to the kitchen, and immediately immolates; it really does bring a new meaning to "hell's kitchen".

Would it be possible so that it does not set on fire or be removed or at least be told where I can disable it?

Edit - Migrate wave bug, I get a migrant wave but they don't appear on map, dwarf therapist recognises them. I have waited for a while for them to show up but they don't show up.

Further edit - Quitting out and reloading the game up fixes the problem though. (Doesn't seem to repeat maybe it was a one off)
Spoiler (click to show/hide)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: smakemupagus on January 15, 2019, 11:31:09 pm
Happy New Year everyone.
Mod is updated to 44.12.
Please test and report back. :)

Happy new year too  8)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: lethosor on January 16, 2019, 12:17:03 am

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
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.
There is absolutely a 32-bit version of DFHack: https://github.com/dfhack/dfhack/releases
TWBT, however, is 64-bit-only: https://github.com/mifki/df-twbt/releases
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: urmane on January 16, 2019, 06:10:21 pm
Crap, now I gotta re-figure out how my build linux and osx build scripts work again.

 ;)

Thanks, Meph!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: urmane on January 17, 2019, 07:31:36 pm
Happy New Year everyone.

Mod is updated to 44.12.

Please test and report back. :)

Reporting back with my linux version:

dfhack puts up a banner stating version 1.29 and 43.05 x64, which is incorrect (couldn't find where that comes from?)

dfhack throws a lot of this:
Code: [Select]
[...]
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
[...]

stonesense hangs, unless you remove the last four entries from stonesense/colors/Colors_Grass.xml (which I have) - suspect it's because those types are not in the raws as PLANT.

File capitalization issues - guessing not relevant on Windows, but they are on linux/osx:
cd Dwarf\ Fortress/raw/graphics/wannabehero_DDD ; cp DDD_Creatures_16px.png DDD_creatures_16px.png
cd Dwarf\ Fortress/raw/graphics/phoebus ; cp Skaven.png skaven.png
cd Dwarf\ Fortress/data/art ; cp font.png Font.png


Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: rdk on January 20, 2019, 01:23:27 pm
Is my tileset correct? fresh download is the same result:

https://www.screencast.com/t/oaH5EsUBa4S

I notice the colours for races get mixed up as well as the sprites don't look the same as the legend given.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: slay_mithos on January 20, 2019, 07:47:48 pm
Damnit, the evil god of loss of sleep came back!

That was unexpected but I'm glad to see a new version, thank you (and everyone else involved of course) for the nice surprise.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: friendo on January 21, 2019, 02:59:24 pm
Thanks for the update.  Does the Harder Learn Rate option drop Guild members/Caste members learn rates as well (200x to 100x) for a given skill or do they remain unaffected?  I know everyone else drops to 50x once selected for all base skills.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: baldamundo on January 21, 2019, 04:53:52 pm
Happy New Year everyone.

Mod is updated to 44.12.

Please test and report back. :)
omg. very exciting surprise!

Is there a changelog? Or is it purely compatibility updates? Either way am very excited to get playing!

EDIT: By the way, does anyone remember if the old issue with shearable leather animals not working ever got fixed?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: armads on January 21, 2019, 08:34:19 pm
Quick question. Is there any way to split off the mods within this pack to be used as a part of the lnp? I really just want the one that makes gems into other things, because i'm not a fan of the stone texture and color changes in this one comparatively. I've been messing around digging through the raws and the like, but I've not had much luck identifying what does what.

edit: I would settle for just being able to make the colors right. I've tried saving the color palette and copying it over, after doing the same for the ironhand font so it's right, but I've not been able to make the colors behave. Probably a minor thing for most, but it triggers my autism something fierce lol. Really, if I could make the colors behave I'd probably be satisfied, but they end up not looking right to me even with the copied color palette.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: urmane on January 22, 2019, 08:09:30 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: armads on January 22, 2019, 12:15:27 pm
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.

Well what I've done so far is I took the color palette from the settings in the lnp and copied it over into the masterwork settings. That mostly fixed the colors. Mostly. It still makes things orange, for some strange reason.

I'm also not really sure how to fix the fact that all the stones look wrong? I tried copying over the old ironhand graphics set, but then I started getting errors of not having penguin man sprites. Really, I think the issue is that the veins are hard to look at because they're made of non-seemless sprites.

Edit: is there also a way to turn off the seasonal color changing? It's kind of annoying.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Sanctume on January 22, 2019, 02:45:25 pm
First time to try this MDF.  And I'm stuck. 
Brought 60 orthoclase boulders with plans to breach an aquifer cite. 

Made a mechanic's workshop and says I don't have stones to make mechanism.

I kinda like the generic rough wood to build walls and floors. 

Ordered beds via manager, and did not work. Need to build in carpenter's workshop directly. 

Manager order to make wooden blocks, does not seem to work, or are they called wood planks now? 

Is there a how-to MDF?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on January 22, 2019, 04:22:27 pm
Stones can be used for more stuff now, so you'll need to enable them under the stone screen.

You can use a wood-splitting block to make batches of blocks from wood, and then those to make more per-log than you'd normally be able to at the woodcrafter workshop (four blocks gets you two beds if I'm not mistaken.)

Another issue is that possibly because of simplified wood, you may need to tell the manager you want rough wood beds, though I haven't played it too much (still haven't found the magic spot I want,) so take that with a grain of salt.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Enforcer on January 22, 2019, 04:49:12 pm
thanks for the update!! been using the old version for years original client finally broke on me a few weeks ago! :'))
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: armads on January 22, 2019, 05:05:21 pm
Here's another issue I'm running into. For reasons I don't understand, all the vein stones like microceline and the like now can't be used for lots of basic stone tasks. Fine, I guess, but is there a reason that when you craft things like shields or armor out of them using the rockforge, that weapon and armor stockpiles don't recognize them as items? Where do these items get stored, exactly? the weapon and armor materials list has everything enabled, including the two 'stone' materials listed, but the dwarves won't haul them, except to the dump.

So is there some other stockpile these are supposed to go? Or does masterwork just make 90% of stones utterly useless for anything you'd want to do with them? Because I'd rather they be used the same way as non-economic hard rock. I'm not really sure why orthoclaste makes a good sword, but can't be used as a mug, or why olivine can be turned into a rock high boot but not a table. Seems like something that's more complex without actually adding much other than cluttering up my stockpiles with useless rocks that need to be atom smashed otherwise.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on January 22, 2019, 05:25:22 pm
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: armads on January 22, 2019, 05:35:41 pm
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.

I mean a simple FAQ would suffice.

But that answer gives me one more question. How exactly do you enable it? And why isn't it enabled by default? Just seems odd to say it's more useful now when you have to re-enable it's usefulness, because you've created other tasks for them that by default creates items that can only be put in quantum stockpiles or only made as an as-needed basis. Seems just like you've made things more complicated without a decided increase in real practical usefulness.

This may also help if the wiki was more filled out; a lot of the stuff is guesswork because it's incomplete. I basically had to figure out what archaeologists did when they excavate stone by trial and error; and that's another thing that apparently doesn't use all these vein stones that need to be enabled. Which I don't know what you mean by that, given I've never needed to enable or disable stone before to make it work like stone. It's just a tiny bit frustrating because it comes off as byzantine and labyrinthine rather than practical.

Though I am thankful for your help. It's just confusing for someone not used to having to do all this manually.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on January 22, 2019, 05:51:42 pm
Z screen, stones, find the offending stone and make sure it's green. hit enter on it if not. They're considered useful by the game because they have a role in reactions - usually this is limited to ores and economic materials, that is kaolinite, coal/lignite, and ores that produce metals/alloys, but the mod's stuff - like the archaeologist and rockforge - make many, many stones "useful" and thus economic stones.

This is an issue with DF, not the mod.

The wiki isn't a very good resource when it comes to Masterwork, being mostly incomplete and having very sometimes outdated information.

For what it's worth, I plan to make a fortress that's going to double as a de facto tutorial, and I'll just have to be a tad more in depth about various things either in the end summary of updates or as I go, if I can find a suitable in-story reason/way to explain it.

RIVERRUN 2 WILL COME, UPON MY HONOR I SWEAR THIS.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: armads on January 22, 2019, 06:03:50 pm
Fair. I feel like a good faq would help to on the front page. Maybe explain in a little more detail what things do? I know DF in general is a game of trial and error, but things like enabling stones is a feature most people likely have never done.

I will say there's a lot of good added in the mod, but I also feel like you could save yourself a lot of hassle if you just went 'check the faq' when people asked questions over and over. Way I see it, if people keep asking a question, means that lots of people had the same issue, lol.

Edit: another thing I considered. Maybe have a bit more of an in depth explanation about what things like warpstone do? I like a lot of additions, I just feel like it requires some decent documentation to explain functions better. like, I like the gemstone armor and weapons and things. I think it's a good use for them. I do think that the refinement of ores is good too. But for things like the addition to religion, I do sort of feel lost a lot trying to understand how it works. things like the blood and water of armok could use some good documentation for example. I mean, I was reading the raws to try and figure it out, and it's a bit confusing still. I think the ideas would make more sense if I could figure out how it all works together lol.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on January 22, 2019, 06:27:30 pm
The manual has some limited documentation on that sort of thing (top of the launcher, hand if you don't know what something the mod added does, though it could be better.) If I'm not mistaken they can be used to make "wells" that produce buckets of water or magma, depending on which was built with which gem. Course that may have changed since 34.11.

I've actually personally never encountered unstable warpstone, but if it's anything like it is in Warhammer, then you'd best hope your miners have some good disease resistance. Possible effects include from a skim of the raws, necrosis, coughing blood, and lung failure should they fail to resist it (AKA ded miners.)

The manual would be the place for an FAQ, and it doesn't appear to have one.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Molay on January 22, 2019, 06:30:22 pm
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!!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: armads on January 22, 2019, 06:36:09 pm
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!!

I second this. Actually, I asked similar questions a few posts back, because I tried to have the same things changed when I used Ironhand, and all the same things look different, so I guess it's on every tileset? I had the same issues with the gems/ores/colors.

Now, I fixed some of the colors by going into the LNP, finding the colors pallette folder, and then copy pasting it into the same place in the masterwork files.

that said, it didn't fix the problem of the seasons making all the colors different, or the strange tiles for the ores and stuff. Everything's all diamonds for me.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: forsaken1111 on January 22, 2019, 09:07:54 pm
to stop the seasonal color changes (which I hate) just delete "season-palette.lua" from "\Dwarf Fortress\hack\scripts"
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: armads on January 23, 2019, 03:18:09 am
to stop the seasonal color changes (which I hate) just delete "season-palette.lua" from "\Dwarf Fortress\hack\scripts"

You sir, are a godsend. Thank you for that.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Molay on January 23, 2019, 11:02:06 am
Found out how to fix the color palette, so that's all good now. I do actually enjoy the seasonal changes!

Noticed a couple more weird textures, weirdest of all being Rock Pots being an upside down question mark instead of... the rock pot graphic. Which has been there since I can remember^^ Something is definitely wrong with the tilemaps.

I also attempted changing the tileset to meph's, so at least it wouldn't be buggy. But apparently updating the savefiles ends up corrupting them :S (at least I made a backup, so that's ok.)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Molay on January 23, 2019, 07:55:33 pm
Got attacked by undead "iron man" (dozens, they came with various names, maceman, etc).

Upon entering the map they dropped all their weapons and armor at the edge of the map. The went on to siege with their naked iron bodies.

Not sure what caused them to drop their stuff. Perhaps being unread?

Also, where do they come from? Necro tower? Is it the succubus civ6?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: zackman0010 on January 23, 2019, 10:43:22 pm
I did find one bug: changing keybinds from the launcher will get rid of the new keybinds for the new (c)ivilization/world map screen. I had to restore the original keybindings from the MW download to get them back.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: atazs on January 25, 2019, 02:09:43 pm
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?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Rekov on January 26, 2019, 02:03:13 am
When I type 24 into my address bar the Masterwork DF forum is the first link. Glad I typed that today. Thanks for the update, Meph!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: baldamundo on January 26, 2019, 09:53:32 am
Is site association and noble promotion working with the new civilisations besides dwarfs? Been playing a couple of years, population about a hundred, and nothing happened on that front yet.

Also, I'm getting a consistent crash. Not yet worked out if it's on a precise date, but certainly always around the same time. Any tips on debugging that? Would rather not have to abandon the game or go back to a much earlier save only to find the same issue.

EDIT: Okay, so I tried using the exterminate command to kill all my orcs before unpausing, and then the game continued normally without crashing, so I guess it's something one of them is about to do. Will try narrowing it down. I remember their used to be some crashes associated with butchering certain bugged creatures, wonder if that's it

EDIT2: Turns out it was an orc slaughtering a terrier squig.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Blackworth on January 27, 2019, 12:27:02 am
Thanks so mucchhhhh  playing it nowwww!!!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Arkenor on January 27, 2019, 09:47:10 pm
When not using Standardised Milk, there's a typo in every milk type "LOCAL_CREATURE:MAT" instead of "LOCAL_CREATURE_MAT" which causes milking to not produce anything. Some sort of problem with the script that edits the files when turning the standardised milk option on and off.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: armads on January 29, 2019, 03:15:05 pm
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?

This is actually a bug with dwarf fortress itself, not the mod. It actually happens for me to on vanilla when I open the status screen with z like for stocks and things.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: armads on January 29, 2019, 03:22:49 pm
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:

\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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on January 31, 2019, 05:11:28 am
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:

\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.
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Atomic Chicken on January 31, 2019, 08:28:15 am
-snip-

I rewrote a chunk of item-trigger several months ago, and this is, to my knowledge, the first issue that's been reported since. A save file displaying this behaviour would be highly useful to help identify the exact cause. Since you're not running vanilla, please include the mods with the save.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: MickDick on January 31, 2019, 09:41:56 pm
Strange bug, as orcs.

I mean, everything else works fine and dandy for me infact, except...  They refuse to stockpile food.  At all.  It's really strange.  I've been playing DF for many years and never had such a problem and cannot figure out for the life of my what the issue is.  Dfhack gives no indication to the problem either. 

At least it's possible to deal with this issue as is somewhat, as food doesn't rot in trade depots and I can just dfhack autodump it into the food stockpile but yeah.  Surprised I seem to be the only one this is happening to.

Link to retrieve the save file here:  https://ufile.io/wsueo

You will see i autodumped some things into the food stockpile, but the majority of food that's in the trade depot is never taken to the food stockpile, nor stored in barrels.

Temperature and weather are disabled for me.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: baldamundo on February 01, 2019, 02:49:51 pm
Minor issue with orcs and standardised leather (haven't tested without standardised leather): laminating only accepts standardised "rugged hardened leather", but a few creatures still give e.g. "corpse grub leather" (why is there so much of this stuff around? Merchants seem to love it) or "forgotten beast leather" which can be turned into e.g. "forgotten beast hardened leather" but not into lamellar.

And on which note, is there any chance we could eventually get a "standardised bone" option? Bone's an amazing potential source of early game armour for orcs, but honestly I can never bring myself to use it because it makes such an unintelligible mess of my stock screen and impossible to tell how much I have of what. Standardised thread/cloth would be really useful too if possible.


BTW, am I correct in understanding that the dreamwalker staves and krisknives are still treated in the code as ranged weapons, but that it's currently impossible to acquire their ammunition?

Also, again, would be really great if anyone has any ideas if the bug with orc noble promotion (and site association?) is fixable?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: CuriousCreativity on February 01, 2019, 10:14:18 pm
Wait......... 
Masterwork was updated......to 44.12......? 
 
All hail Mepharmok!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: UNOwenWasMe on February 02, 2019, 05:33:35 pm
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.

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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Diserasta on February 03, 2019, 05:25:41 am
Curiously my game is crashing whenever I try to save, whether autosave or manual save. I've tried different worlds or re-downloading MDF, but no dice. Anyone else having this problem?

I'm playing with all "standardised X" turned off. I wonder if it's some sort of overflow.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on February 06, 2019, 04:12:11 pm
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.

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.
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Chrono-Legionnaire on February 07, 2019, 02:59:20 am
Hey Meph, love your work. Been using your mods for ages. Just a heads up, there is a duplicate toy entry when more toys is checked (chess set I think) and a few milkable creatures had a syntax error when standardised milk is turned off (local_creature:mat instead of local_creature_mat) Don't know if you were aware of those (easy fixes but some users might not know how to fix them). As well as the missing entries in tools that you just mentioned (only when some Tileset are active spacefox being one of them). Hope this eases any bug hunts! (Also just noticed the deep ones mod uncheckes itself in launcher but I haven't been able to verify if it is actually turned off in a playthrough yet.)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Metall on February 11, 2019, 07:57:36 pm
A new update?!

My only possible response is this: https://www.youtube.com/watch?v=P3ALwKeSEYs
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: mason531 on February 12, 2019, 11:55:32 am
(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)
::: If you like the content I produce and enjoy playing Masterwork, consider supporting it on Patreon. :::
::: 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 & Furnaces
Quote
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.


(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 & Furnaces
Quote
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!



(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 & Furnaces
Quote
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.



(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 & Furnaces
Quote
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




(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 & Furnaces
Quote
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.




Thank you!
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[url=http://www.bay12forums.com/smf/index.php?topic=125633.0]¤MasterworkDF¤ for 42.06 - A comprehensive mod-pack[/url]




Meph I have Notice but I seem to notice that when you looking into the dwarfs traits and history of what happen to them like menu I don't see as much detail and stuff and idk if its a bug or its normal im really new at DF but I seen videos where its in like alot of detail and stuff
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Golbolco on February 16, 2019, 12:26:35 pm
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?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Lottanubs on February 16, 2019, 03:03:53 pm
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?

Most of the time when programs hang like that they're just thinking really hard. Just be patient with it and give it some time to sort itself out. If it hangs like that for a real long time then there's an issue.

As a separate issue, I seem to be having weird recurring crashes. One being a crash upon embarking. I've genned a PerfectWorld world, picked a spot, kitted myself out, then upon pressing Enter on the embark fluff screen (The one that says "Strike The Earth!") the game just crashes. My error log has these lines consistently when this happens:

Code: [Select]
*** 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

Tried messing around with some options - turned off Display Cases in the GUI options - to see what the issue could be. Pocket and Small worlds seem to work just fine, though making anything larger from the 'Advanced Parameters' menu crashes the program when worldgen is wrapping up (I think this is a separate issue)

my PerfectWorld-designed region generates normally  but I'm back to having the Embark crash.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: xominxac on February 16, 2019, 04:24:42 pm
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: andrian on February 19, 2019, 01:58:23 pm
I'd really like it if there was a way to return the tileset to the DF default through the MDF GUI. If there is one, I can't figure it out. Using the ASCII 8x12 tileset makes everything display way bigger than I want. I'm very happy with the default curses font, and it's annoying having to set it back manually.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Dunmeris on February 22, 2019, 08:48:24 pm
Hey Meph, what's your policy on credited borrowing? My mod "borrows" a few things, but I do give credit to mods I borrow from in multiple places, including a specific CREDITS file that's been updated to be less... Well, ungood.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Solitarian on February 25, 2019, 10:27:10 am
Humans can't make soap. Intentional?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: stormwolf442 on February 27, 2019, 05:10:10 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Zlorthishen on February 28, 2019, 03:52:38 pm
Humans can't make soap. Intentional?

Academic Guildhouse, north wing
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on February 28, 2019, 04:20:50 pm
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.

Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Sanctume on February 28, 2019, 05:51:28 pm
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. 

Trying to recall an optimal start.
1. Get 2 miners+4 with dodge+2 fighter+2 and discipline+2 at least, and don't worry about the cave adaptation issue as long as you don't plan to dig the whole year.  Save aquifers for next time challenge.  Those early ores are money for trade.
 
2. 3 builders including the brick maker for above-ground constructions, and carpenter for 8 bed at most.
Build that brick making workshop, 1 stone into 10 blocks, it uses Stone Craft labor, not Mason. 
1 woodcutter+1, a weapon+2, fighter+2, and discipline+2.  10 logs are money too, feather/glumprong are valuable.
1 carpenter+1, mechanic+1, a weapon+2, fighter+2, and discipline+2 - need that raising bridge and wall soon
1 stonecraft+1, mason+1, a weapon+2, fighter+2, and discipline+2 - i prefer using stone blocks for color

3. 2 Bureaucrats to do the buying and hauling to sell of stuff. 
I split these into Record Keeper, Manager, and Mayor consoler type,
and Doctor type.  Both have Appraisal+1.

But this optimal start is messed up when rare Caste is part of the 7 founders. 
Had a Squire who will do no labor except train. 
Warrior or Barbarian are ok. 
Had a cleric, but building a hospital too early without a large number of peasant workers is not productive. 

3 embark points for Economic stone such as Orthoclase sells decently compared to spending 90 embark points on native gold ore. 
Spend points on at least 2 picks and 1 metal axe.

Need a clearer step by step guild to building the guild, expansion, and joining guilds via 1 Profile and excluding others.  Had a weaponsmith join a mason guild once when I did not use manager Profile to guild building.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on February 28, 2019, 06:04:45 pm
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. 


Well I say semi-tutorial because I didn't like how Meph did his way back in 34.11 (where it was a blatant tutorial, and treated as such, which lead to it floundering as soon as his turn was over.) I can go over stuff as it comes up naturally - for example, not establishing stalls instantly, but rather over time, as your town's population and wealth justifies it.

I just need a better embark than the one I have genned - the one I have does have two wars going on, but to get everything I had to settle in a boring place - a regular, boring grassland - no giant animals, no valuable plants, nothing going on and thus nothing to pose a threat or make things interesting environmentally.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Sanctume on February 28, 2019, 07:16:22 pm
One play through had a were-something. 

Another one, had 1 necro + 2 zombie seige that my 2 military took care of after my dogs distracted them. 

But I get what you're saying on gauging when to build what. 

I was thinking putting each guild in tiers where you need a number of tier 1s before you can get tier2s, etc.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: KingofstarrySkies on March 01, 2019, 12:00:04 pm
Having a problem where I do succubus fort, I prepare embark, I get to the intro message, press enter- game crashes. Where can I find a crashlog to send in to see if someone smarter can discern my issue?

EDIT: Oh, and as a note, it works fine in Adventure.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Golbolco on March 04, 2019, 02:21:36 pm
My dwarf fort of 7 years keeps crashing in the late Fall with no good reason. Here's the error log:

Code: [Select]
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
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: MrPainting on March 07, 2019, 06:07:56 pm
I made a post with 2 separate save games experiencing the same CTD in the Autumn of the first year.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Golbolco on March 08, 2019, 09:49:55 pm
That's strange. I don't think it's the caravan for that season, I forced one in dfhack with no issue. Could it be a broken migrant wave?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Arkenor on March 09, 2019, 11:38:16 pm
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?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: MrPainting on March 11, 2019, 01:32:49 pm
Is a 5:5 unusually large? If so, that might explain it, I didn't know that larger embarks could cause instability, and prefer wider bases to deep one. Do I need to just get over that?

I also try to have a river in my embark because flowing water is useful. Do I need to not be doing those things?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on March 11, 2019, 02:02:16 pm
I think 5:5's slightly bigger than default (which is usually 4:4.) I'd recommend a 4:4 or 3:3 embark though. The river shouldn't be causing an issue, else none of my forts with a river, stream, or brook would ever be stable.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Wyrdean on March 16, 2019, 10:31:30 am
A small note, whatever mod has the plaguebearers, they seem to be a bit unbalanced as they can quite easily take out several dwarves in full plate with the skills to match.
Not to mention they carry a plague that causes skin, bones, flesh, and entire limbs to rot off incredibly quickly. My poor expedition leader has no legs left...

Within five seconds or so after the contaminant touches a dwarf they'll have no skin left, they'll go blind if they haven't already, lungs rot away, and most of their limbs will have rotted away. The list of their injuries stretches twice the length of my screen...
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: DoX on March 17, 2019, 03:46:34 pm
Hey y'all.

Meph, great work so far, can't wait to see the Steam version!

I'm playing the latest version, and hoping I can solve this crash-causing bug.

Error Log:

*** Error(s) finalizing the entity TITANS
Unrecognized entity creature token: TITAN
*** Error(s) finalizing the interaction RAISE_GHOUL
Unrecognized Caste Token in Body Transformation Effect: ZM5_WC_GHOUL:MALE
*** Error(s) finalizing the interaction PALADIN
Unrecognized corpse target immune creature token: ZM5_WC_WIGHT
Unrecognized corpse target immune creature token: ZM5_PLAGUEBEARER
Unrecognized corpse target immune creature token: ZM5_WC_ABOMINATION
Unrecognized corpse target immune creature token: ZM5_WC_GHOUL
Unrecognized corpse target immune creature token: ZM5_WC_GEIST

It seems certain Undead and the Titans civ is messing up my game. Any way to salvage my save file?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Wyrdean on March 20, 2019, 07:54:16 pm
Another small note, this one actually (Potentially) useful.

In the Wood Crafter's Shop both the Mortar and Pestle share the same hotkey binding.

Which may or may not be intentional.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: gazaren on March 22, 2019, 05:06:50 pm
I usually play on pocket worlds to improve FPS. Masterwork has a lot of civilizations, so I'm wondering if it's feasible to play on small worlds.

Any recommendations on world size?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: silvermistshadow on March 28, 2019, 06:57:56 pm
Getting a lot of crashes when trying to designate a specific rock type to make blocks out of when doing it from the manager screen. As in, almost every time. It worked fine the one time I typed 'dolomite' into it, but just now I tried to put 'gypsum' in it and it crashed pretty quickly. No idea where this thing keeps logs.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Golbolco on April 06, 2019, 01:30:18 pm
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.

I am indeed on a large embark (9x9). My river is almost always frozen and my magma sea is still hidden so I don't think it's a liquid problem. Any way to recover from my large embark issue or was I doomed from the start?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Evans on April 08, 2019, 09:08:32 am
New update, nice.

Now I will have to spend the next week porting my changes to the new version.

I might take a look at those crashes you guys have, seems like some definitions are missing.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: lunaman22 on April 11, 2019, 10:17:21 am
Tileset remains unchanged if I don't have creature sprites on, but if I do have then on, the tileset does change to its setting.
What do?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: nightstick24 on April 14, 2019, 08:00:40 am
Hey there, I'm new to DF, just picked it up a few days ago now. I've been trying to give Masterwork a shot here, but I'm finding that I can't generate much in the way of history without crashing on save every single time. Anything more than about 150 years seems to instantly crash my game on save. I've tweaked a bunch of settings around and messed with World Gen a little, I'm wondering if other people are able to do more extensive histories, or if it's a known thing to crash when you do too much? Is there anything I can do or try for crashing instantly on saving? Are there known issues with Masterwork?

Similarly, I wanted to give Adventure mode a try, but it's been crashing 8/10 times when I go to start Adventure mode and it gets to the Calendar where it counts through till you reach the 15th. It'll get to day 2 - 4 then crash out. It's happened every single time on any worlds with over 50 years, and for worlds with 50 years it's been working a couple times for every dozen worlds I make. Are there known issues with Adventure mode? Or combinations of mods/tweaks I shouldn't use?

While I've been troubleshooting my issues I've come across lots of people saying to run LAA, I noticed that in the newest version of Masterwork (44.12) there's a button in Utilities for it, but it doesn't do anything. I'm assuming it means that's no longer needed, as all the posts on the subject were several years old? Or should I be downloading that separately and running it?

If someone that's got Masterwork running decently smoothly could share their settings, like a picture of each tab or something, that'd be amazing. This looks really cool, but I just can't seem to get it running well for me!

I'm running the game on my main Desktop which I updated a couple months ago, so I've got a new 3gb graphics card, Ryzen 7, 16gb of Ram, and an SSD - I've seen people say you can have problems when your computer isn't good enough to run it, but from my understanding that's more for people trying to run DF on an old laptop or something, thinking that because it's ASCII a potato can run it.

Any help would be much appreciated!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: smakemupagus on April 14, 2019, 07:03:54 pm
LAA should not be necessary now that DF is 64 bit.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: nightstick24 on April 14, 2019, 11:41:15 pm
Alright, thanks for the reply!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: smakemupagus on April 15, 2019, 11:34:08 am
np.  I usually run 250 years history on small worlds (both in Masterwork and vanilla), if that's a useful data point for you. 

>>  Or combinations of mods/tweaks I shouldn't use?

There are probably lots of combinations of mods you shouldn't use.  That maybe merits it's own thread here or on the modding forum.  I guess you can probably distill it to a few rules of thumb like:  mods that don't do a major overhaul to the way graphics are handled, don't require memory hacks, and don't overwrite any vanilla files can generally be combined.  Otherwise you'll have to sort of learn and keep track of any dependencies as you put your pack together, and noone else will have quite the same game you do, so helping you debug could be pretty hard.

Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: nightstick24 on April 16, 2019, 04:41:02 pm
Awesome, thank you, knowing you CAN do 250 years is very helpful. I'm pretty unfamiliar with DF modding still, so those tips on what mods can generally work together are very helpful, once again, thank you. Also, I hadn't considered the troubleshooting, thanks for pointing that out!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: generalerwin01 on April 20, 2019, 08:20:42 am
So Im kind of new to the mod. When I found some blood of the mountain I made it into a magma well. When I tried to turn it on nothing worked, no magma was coming out. I keep trying it, even digging a huge pit one z level below but nothings working. How do I get the magma well to spawn magma?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Catnoseeverdeen on April 30, 2019, 01:22:39 am
I'm hoping this isn't a silly question but when I am in fortress mode and bring up the screen to send dwarfs on missions/raids,view other civs etc I can't do any of it. All of the options have question marks by them :/ am I missing something here?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Catnoseeverdeen on May 02, 2019, 07:48:18 pm
Oh, it was a silly question, my keys weren't bound. Nevermind :)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Nidor on May 10, 2019, 06:07:32 pm
Is Hermit Mode still being worked on? I'd like to play the mode but it seems to have a few problems. I'd post in the hermit mode topic, but it hasn't had a post in nearly 3 years.

Picking Goblin as race spawns them in as a child, meaning they can't do anything unless you use the dfhack rejuvenate -force command to make them 20 years old. Even using the command they never seem to take the role of Hermit, meaning you are not able to assign them to a military and equip them. A few other races also never get the nobles menu entries, such as the grimeling or ogre.

Some, like Orc, seems to go alright, but if I open the Nobles menu I will ctd immediately on leaving it.

Even when everything goes to plan, this mode will still occasionally CTD without warning. The crashes aren't that bad, but I would like to know if there is any fixes or workarounds for the nobles/military thing.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Express on May 12, 2019, 11:59:33 pm
nvm
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Wyrdean on May 18, 2019, 10:26:58 am
Human barbarians lack the [NOPAIN] tag, even though their descriptions say that they feel no pain.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: HARD on June 22, 2019, 08:12:25 pm
So if there's an option to make a soap as a human civ?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: LordSoth on June 24, 2019, 04:42:54 am
Is there a chance to get the poison vat running?
Still found no way to link "extract containing item" to the reaction (it's always red)

Am i doing something wrong?

Thanks in advance,

Lord Soth
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: TheCspl on June 25, 2019, 03:30:08 pm
So... Iv'e noticed that things like Grimloke's historic arms and armors, as well as stal's armory, only work for dwarves, while adding them to other civilizations is rather simple, it would still be nice if that was in already.  I just kinda wish I didn't have to go meddling around with the files so much. 
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Sinurtumwist on June 28, 2019, 09:58:45 am
Hello everyone

Really enjoying Masterwork DF, but unfortunately I can't seem to get my archaeologist chamber working.

Which skill is associated? What do I have to activate?

I found this entry in the wiki http://dwarffortresswiki.org/index.php/Masterwork:Archeologist%27s_study (http://dwarffortresswiki.org/index.php/Masterwork:Archeologist%27s_study). It clearly says:

Job Requirement: Archaeologist, Jobs: Archaeology.

But I can't find it in the in-game labor options or dwarf therapist.

What am I doing wrong?

When I built the chamber last fort (with already 50 dwarves residing there), they started to do the archaeology tasks right away, so please can anyone help me out because i really don't get it. :D

Thank you in advance and have a nice day.

//EDIT:

I am sorry I just found which skill I had to assign for them to start identifying:

It was Gem Cutting (or Gem Setting). Jewelry basically.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: knainoa on July 06, 2019, 03:07:21 pm
Hey, Im using the most recent version of masterwork but dfhack reports its “utilizing dwarf fortress version 43.05”. Is this normal?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: lethosor on July 10, 2019, 08:51:37 pm
No, that means you're using 0.43.05. Can you provide a screenshot of the message you're seeing? What's the version number of Masterwork that you downloaded (or a link to it) / how recently did you download it?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Man0warable on July 13, 2019, 08:43:14 am
I'm getting the same thing. This is the link I used to download Masterwork: http://dffd.bay12games.com/file.php?id=5315
Should be the same link that's in the op.
Here is a screencap: https://imgur.com/sSmQWQF
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Man0warable on July 14, 2019, 12:06:10 am
I believe the masterwork-version.lua script needs updating. Not that big of a deal as the script merely prints a message to the dfhack console. No actual version detection going on.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: lethosor on July 15, 2019, 10:50:28 pm
Yeah, that's a hardcoded version that really should not be hardcoded (there are lots of ways (https://dfhack.readthedocs.io/en/stable/docs/Lua%20API.html#c-function-wrappers) to read the actual DF/DFHack version and pretty much any other version you want).

For reference:
Here is a screencap: https://imgur.com/sSmQWQF
The 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.)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Golbolco on August 02, 2019, 05:50:11 pm
So, a deity just visited my fort. Is this normal?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on August 02, 2019, 05:50:51 pm
Presumably it's something masquerading as one. Happens in vanilla sometimes.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: iceoskar on August 04, 2019, 10:13:50 am
So DF keeps crashing on me while im building beds for my rooms... just random crashes straight to desktop... any idea? (running latest MW and no edits of files or anything like that)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: pikachu17 on August 05, 2019, 02:19:45 pm
So, a deity just visited my fort. Is this normal?
Pictures, please.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: jospacman on August 15, 2019, 11:59:11 pm
Hello! Downloaded the mod, version 1.31. Is this normal? https://imgur.com/a/CbMYyCX
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: vbus on August 19, 2019, 09:31:26 am
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?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Splint on August 19, 2019, 10:55:45 am
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?

Ironbone and bloodsteel are equivalent to the respective materials, iron and steel. They, however, are able to be produced without the ores you'd normally need. Exceptionally useful for resource-poor embarks, and ensures invasions by them are always dangerous since they'll always have some iron and steel level gear.

Blood extraction presumably needs either vials or barrels. Try making a bunch of either and see how it goes.

Their other special material is Deep Bronze, which is better than steel and can only be aquired via deep hold raids on the drydock building. They also utilize Orichalcum (a super special material used by several races for various things, and tied for second best with Volcanic Metal produced by the dwarves,) in various spellcaster things with thier dreamwalker/shaman castes. Assuming my memory is correct and nothing much has changed from the 34.11 version.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Devils Advocate on August 23, 2019, 04:44:53 pm
I apologize, But I have downloaded both versions and, after running them through an unzipper, I cannot seem to figure out how to start either one of them.

I am using windows ten... I think?

Any help?

edit: Found a solution, And it works. thank you
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: zmw907 on September 10, 2019, 11:06:42 pm
there is a bug for orc civs in the current version where pottery cannot be made in the kiln.  It wants greenware from the potters shop to fire earthenware products but the potters shop isn't available to orcs.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Arcvasti on September 11, 2019, 11:14:33 pm
I've gotten back into playing this, first in Hermit Mode and then in Kobold Mode and I've noticed various things:
-Hermit Mode is very very crashy. After a lot of frustrating trial and error, I found that the culprit[Or at least one of the culprits] to be the nobles screen. Something's fishy about that.
-Kobold Mode's Breeding Warren doesn't seem to work properly. Errors and does nothing.
-Kobold civilizations seem really messed up. The first game I genned with a standard hundred year wait time had kobolds go all but extinct so I got new migrants. What surprised me though was that I ended up with zero migrants beyond the first two waves even with an alive civ and with only four years of history.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Rakodil on September 14, 2019, 07:41:55 am
Hi!
 How can I disable automarking items for trade?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Logiwonk on September 16, 2019, 07:25:12 am
Loving the mod, some issues with crashes but after some fiddling I seem to have minimized them to an acceptable level. Been growing a lot of the new mushroom crops but don't seem to be able to convert them to alcohol, only to cheese. When I queue up a general "brew drink from plant" order my dwarves don't make alcohol from any of the new mushrooms and I don't see any options to make the alcohols specifically (like Dwarven Vodka, etc) when I look under the still "brew specific drink" order. Any tips? I checked under Kitchen and they are all set to brew-able and there are plenty of rock pots to use as receptacles.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: forsaken1111 on September 16, 2019, 08:27:18 am
Hi!
 How can I disable automarking items for trade?
Auto-trade is a setting on the stockpile I believe, you should be able to disable it there
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Warthog32332 on September 16, 2019, 08:52:26 pm
I really wonder if Meph plans on making Vampires playable, having some sort of dark, blood-based economy built on infiltrating would be cool. Kinda like necromancer, succubi, and kobolds rolled into one.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Logiwonk on September 16, 2019, 09:34:06 pm
Went looking for reason the new mushrooms may not be brewable in the still, looks like the mushroom raws are all brewable, can't find the new liquid material definitions though and can't find the reactions. Anyone with more expertise is the code who can shed some light on this? Still can't make my dwarven vodka.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Rakodil on September 28, 2019, 04:31:33 pm
Spoiler (click to show/hide)
On stockpiles this option disabled by default, dwarfs nonetheless hauling all items from everywhere, that's just horrible. Every caravan they haul all fortress to Trade Depot, and then back to stockpiles. All other activities  paralized cause of that.
 
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: acognito on October 02, 2019, 09:47:26 pm
The beasts of myth random creature scripts seem to be no longer functional for masterwork. I once tried generating creatures and this error message popped up:

Exception in Tkinter callback
Traceback (most recent call last):
  File "C:\Python27\lib\lib-tk\Tkinter.py", line 1547, in __call__
    return self.func(*args)
  File "D:\Rougelikes\Dwarf Fort\Beast Myth\random_scripts_gui.py", line 1378, in <lambda>
    generate_button = Button(script_choice_frame,text='Generate',command=lambda: button_go_through_scripts())
  File "D:\Rougelikes\Dwarf Fort\Beast Myth\random_scripts_gui.py", line 1153, in button_go_through_scripts
    get_inorganics_data(directory,symbols,words,words_nouns)
  File "D:\Rougelikes\Dwarf Fort\Beast Myth\random_raw_script_includes\sphal_data.py", line 6044, in get_inorganics_data
    words[mat] = [['NOUN',inorganic_names[mat],''],['FRONT_COMPOUND_NOUN_SING'], ['REAR_COMPOUND_NOUN_SING'], ['THE_COMPOUND_NOUN_SING'], ['THE_NOUN_SING'], ['OF_NOUN_SING']]
KeyError: 'SLIME_HOT'

Does anyone have a solution to this? :-[
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Lioneez on October 05, 2019, 07:07:52 pm
Will there be a new edition with the current version? I really want to send different races to war with one another.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: sum1won on October 07, 2019, 03:42:11 pm
Is it possible to heal golems?


Edit:
Possible bugs-
Units with building destroyer (or whatever werewolf civ has) cause problems when part of a civ due to the visitor feature. 

Jotunn were wandering around my fort tearing down workshops and furniture.  And werewolves would flip out as soon as they arrived and attack everything.  Even being at war with the civs wouldn't solve it, because you can still get visitors of that race.  Just had a 3 year old fort get a sudden wave of 90 visitors, 20 of which were jotunn who were smashing things.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Weljamir on October 10, 2019, 07:50:32 pm
I have recently downloaded and unzipped MDF, but it has locked up or crashed every time I try to run it.  I have downloaded Mephs DF tileset and can run that with no problem.  Any recommendations on what to check?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Sinaed on October 22, 2019, 05:21:13 pm
Is it intentional that succubi cannot raid? Specifically that they cannot raid from the Civilization screen because they never have a leader?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: CohentheBarbarian on October 25, 2019, 01:28:38 am
In creature_masterwork_animal the mastodon_4tusks gets smaller at his peak age.

What's an appropriate size for these Wolly
beauties?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: tpssurvivor on October 28, 2019, 06:52:23 pm
Is there a way to import graphics like LNP?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Alyfox on November 15, 2019, 08:49:21 pm
I seem to be having a lot of crashes with worldgen and exporting the legends info in dfhack - is it recommended to use one of the pre-made advanced world gen options rather than creating a new one?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Alyfox on November 16, 2019, 12:52:40 am
Also, another weird thing; I don't know if this is vanilla DF behavior or something MW related but..
My orc (snaga) assigned to hunting will go out, shoot his bow at something, then immediately panic and run away. And do this over and over and over and is at the Stressed level now. during embark creation, I made a point of giving hm points in discipline so I have no idea what is going on. Anyone have any ideas?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Alyfox on November 16, 2019, 02:17:25 pm
update: the crashing issue appears to be caused by the random creatures add-on: the "crash on save in adventure mode" thread sounded like my issue, poking around in the error log led me to random creatures. I was able to create a new world without incident, but got another crash on dfhack's exportlegends sadly. Does dfhack have its own error logging?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: cedstonge on November 30, 2019, 01:39:45 am
Hey ! Im currently playing Dwarves, and when ever a siege or any kind of invader appear they just leave right after! any idea why ?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on December 20, 2019, 05:36:54 am

! Alternate Download Link while Dffd is down ! (https://mega.nz/#!osgySKBJ!cZ3V3duyXqrygiFWSMHjZfV4vXlxeZCgnsrcUE7ADUk)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: HammerDave on December 27, 2019, 04:56:02 pm
Is there a Linux link for 44.12?  The Linux link in the OP goes to a thread for an older version.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Alyelia on January 15, 2020, 05:08:52 am
Hey Meph, Great work on this entire thing. This compliation is one of the best things to happen to Dwarf fortress, On a little side tangent ive got a little teeny question. Is there possibly a way to reset the launcher settings? Specifically the World gen tab on the Launcher, The error message; "No default world gen file (World_Gen.original) could be found to restore!" Pops up. Even copying the Orgional dwarf fortress's world gen files into the launchers files doesnt seem to help. Ive reinstalled multiple times and deleted the %Appdata% files and nothing, Its rather confusing. Thanks for the read.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Metall on February 01, 2020, 04:47:35 pm
Thank you for the best mod and modpack DF has.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on February 02, 2020, 09:19:31 am
There are only community-made Linux or Mac packages out there, since I don't have those OS installed.

Currently no way to reset the launcher, but you can make a copy of your game folder and keep one version with default settings around.

Note for everyone: YES, there will be an update for both the villains and the upcoming steam version. I do have to wait for utilities and do tileset-related work first though.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Skuggen on February 05, 2020, 07:33:21 am
I have an issue where it seems like certain launcher options don't have any effect. I disabled the vermin type that specifically warns about facehuggers before worldgen, but they still showed up in the caverns.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Alyelia on February 06, 2020, 09:00:08 am
Thanks for the Reply, *And* An update for Villians, Cant wait. Will keep tabs on this and wait in estatic excitement.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Slann on February 06, 2020, 07:12:57 pm
Hello! I have a question about golems. I've been trying to create a mod for personal use for a long time. But nothing clever comes to mind. How do golems work in Masterwork? Can I copy some raw-file, reaction etc for myself, and if so, which ones? Thanks in advance for your reply. Maybe there is a simple way.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: JasperTheUpset on February 07, 2020, 08:19:40 pm
Are skaven/ratmen still a planned race? I'm struggling to see why warpstone is in the game, what do I use it for? It seems to just be something worthless to kill my miners
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Molay on February 08, 2020, 09:11:37 am
The most recent version no longer has warpstone. I don't think it's intended to come back, either? You're playing the old extra-super-duper-feature-rich version that has a billion things. It's my understanding MW will be more focused going forward; avoiding feature bloat. Though I really miss my thatch and blood steel. ;)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: urmane on February 08, 2020, 01:02:38 pm
There are only community-made Linux or Mac packages out there, since I don't have those OS installed.

I can work on rebuilding the linux and mac versions I put out, for 44.12 (or should I just aim at 47.02?).
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on February 09, 2020, 11:37:39 am
I don't know how much work it is, I think people might be more interested in the new villains and all...
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: urmane on February 09, 2020, 08:48:01 pm
I'll start working on them.  Actually, now I think about it, dfhack compatibility will probably dictate.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: mikhos on February 13, 2020, 03:30:35 pm
What happened to Vordak's dwarves? I love your work Meph but those really grew on me. i mean, i just dropped the tileset on top of the meph tileset in install but still!
edit: think i got mw confused with your tileset but they're so similar!  ::)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on February 13, 2020, 06:35:15 pm
Vordaks dwarves are still part of the tileset. Though I'm fairly sure that you might see a complete Vordak set, some time after the steam release hits. :)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: 0leg on March 06, 2020, 11:13:32 am
are you planning on updating it for the new patch? Very interesting mod, would love to see it!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on March 06, 2020, 12:09:42 pm
I absolutely do; heavily depends on all the dfhack scripts still working as they are.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: teremaster on March 09, 2020, 07:15:11 am
I'm curious, what's the process involved with updating the mod to a new build? I can't imagine it's an easy task at all or else you'd do it more often
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: atazs on March 09, 2020, 05:33:08 pm
heavily depends on all the dfhack scripts still working as they are.
And are they?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: toradrow777 on March 10, 2020, 09:04:42 am
Why in the Blood God's name can't I change the amount of embark points I start with!?  I've changed the embark points under the Init and World Gen tabs on the launcher, and yet I still only start with 1504 points!  What am I doing wrong!?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on March 11, 2020, 07:01:12 am
I think they are set to 1504 in the launcher. You can do it in dfhack if you want too, "points X" with X being how many you want. Start a new fort, type it into the dfhack console when you are at the embark selector map, then embark. "dwarves X" changes the number of starting units btw. :)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: johnmadden on March 17, 2020, 06:04:31 pm
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 update
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: forsaken1111 on March 18, 2020, 06:15:42 am
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 update
He said there will be an update once the scripts and dfhack are updated. It will happen, be patient.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Ladon on March 20, 2020, 12:08:18 am
I'm looking for some good documentation about the mod and its features. I remember that there used to be a manual for each of the races, explaining their mechanics and buildings. I think it was browser based. I saw that this version has images w/ the new buildings for each of the races, but I'm wondering if something more in depth is still around.

Thanks.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on March 20, 2020, 11:16:22 am
There is nothing more in-depth than the manual included, but the old mod for 34.11 had a much larger manual. Maybe you saw that one.

Update: I'm mostly working on the Steam Df atm...

Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: urmane on March 23, 2020, 03:19:30 pm
Speaking of the old mod ...

I whipped up what I believe is an actual working version of 6.2 for linux, by starting with my 6.1 package.  I played it and let it run, until a Forgotten Beast (frost wyrm) killed everyone, about two years or so.

Therapist currently does not work, though - I don't have / cannot compile the 32bit versions that the included binary wants, and cannot compile the current DT against that old of a DF version.  (There actually is a path there - a modern DT sorta works, and actually seems to read values, but all the labels are off.  Clement suggested several paths, just not sure it's worth the effort.)

If anyone is interested, I'll wrap it up and post it.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: MechaJeb Kerman on March 23, 2020, 05:37:49 pm
 Playing as Succubi, spend good couple of days training some decent squads with war animals to eliminate all of the Elves, and after that everyone else via raids, but alas, now I notice "Cannot order mission without leader" in the civ screen. I think I do have all the roles filled. What could be wrong? Is it not possible to raid with Succubi and I have just wasted my time?   

edit: Ok I edited the raws, added  [RESPONSIBILITY:MILITARY_GOALS] to expedition leader/Matron and raids seem to be working now. Now I'm sure it was left out on purpose, I wonder what kind of hilarious bugs and crashes I'll experience.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: DG123 on April 16, 2020, 05:28:16 am
So I just saw the information about the new version of vanilla DF to come out on Steam.

I am now feeling conflicted because certain features of Masterwork may not be in it. Anyone know if they will be and/or whether there will be a Masterwork mod for the Steam version?

Mostly I want the rune smithing, golem creation, and wider variety of weapons. I saw some other features mentioned which I had previously thought were Masterwork mod only, so maybe some of this is in there?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Ziusudra on April 16, 2020, 02:45:35 pm
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. :)

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. ;)
Emphasis added. So, it'll probably happen but there is no predicting when.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Angel71090 on May 02, 2020, 08:30:11 pm
Just wanted to comment in here and say, Meph...take your time buddy. We can wait for this. I know modding is a hassle, both making mods and sometimes installing mods. More for me, it's banging my head against a keyboard and hoping my slap dash mod fusion works since I like to add this and that on top of already modded to hell games. Anyway, I just wanted to drop by, tell you ALL your stuff is awesome, and for you to keep on keeping on. If there is anything anyone can possibly help with, just say something. Can't wait to see where this goes.

I will ask a question or two though, no of which are about the mod coming out.

1: Is there anything in particular you, in your opinion, want/need to add to the pack when you get around to it?

2: I've noticed some files in there that I don't know if they are used or anything, (Skaven comes to mind) are those just left over from some previous versions?

3: This is more for me personally. Do you need to go about editing the entity files in a specific way to get other mods working. I was adding the 44.12 version of spellcrafts to the game and I don't know if I added it right. Mostly because I'm a picky bugger and haven't found a proper world to play on, or ended up scrapping it because of one thing or another...like my starting area randomly bursting into flames. Still not sure why the hell that keeps happening.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: evilman222 on August 05, 2020, 03:47:09 am
Are there any decent magic mods which are compatible with this version of MDF? The one thing I miss from the old versions of this mod is the feeling of breaking a siege with a handful of elite warmages...
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: plenum on August 09, 2020, 05:51:43 am
Any world I'm trying to generate with default settings and default worldgen - do not contain dwarfs race civilizations. Anyone knows how to fix that?

[UPD]
Nevermind. I was confused by big choice of civilizations for embark...
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: plenum on August 15, 2020, 07:01:30 am
Is it possible to find docs on added workshops and processing chains anywhere? (like, Ore Processor, Magma Crucible, Blast Furnace, etc)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Lemel on September 07, 2020, 05:39:38 am
Edit - just found out that Manual is outdated. So the only real question left is about fonts (the last question)

Tried asking these questions on DF reddit to no success. Time to ask here. Im trying to get into Masterwork, but im having some problems and i have questions (all links are direct links to images)

First is simple - when i start dwarf fortress, in DFHack window i get this (https://i.gyazo.com/107d11bce66c4bdf97cd260f94624070.png). It tells me that i have Masterwork version 1.29 and DF version 0.43.05, but in game it tells me i have 0.44.12 version of dwarf fortress and i downloaded version 1.31 of Masterwork. Is it normal, or do i have bugged dfhack?

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?

Last thing is already partially resolved
I have some troubles with fonts. When i downloaded LNP pack and started playing my font looks like this (https://i.gyazo.com/3a6905d43d43a4a943bf9ec835493d22.png). And thats good, thats how i want it to look.
But when i downloaded Masterwork launcher and started playing, my font looks like this (https://i.gyazo.com/a68321917547b4140a7c697d4aca6df2.png)
After some fiddling around i managed to get it to look almost good enough, like this (https://i.gyazo.com/9cd8badcfbf217dd9b546bf47f3eaafd.png) I got to this point by using following settings -
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Artwr on September 07, 2020, 07:35:35 pm
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?


I play quite a lot with the succubus civ, both on the standalone version and in the Masterwork. I do believe "well of souls" and those two materials were put out for some reason, and quite some time ago. To check that it would be needed some research in old forum posts, I can't do that right now. Here and in the Succubus Dungeon's posts. I'm going to check your thing with failed summons, I had that once.
The summonings and specially the turning of enemies are quite finnicky, so use saves before trying that. I think I never had true sucess turning enemies (dwarf turn into fiend, but attacks my sucs), but got some "clown summons".  The summoned devils are also prone to weird behaviors. Some are half citizens, some are like animals. I think the "fixed" summons are more stable, but i'm yet to study it properly.
.
Let's make a demonology manual, shall we?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Lemel on September 08, 2020, 06:26:10 am
Well, according to this post in succubus forum (http://www.bay12forums.com/smf/index.php?topic=147509.600) those issues are known

About turning enemies the only problem i had was that sometimes i would get a citizen from a caged prisoner, but the cage would remain the same, allowing me to get more and more people from that 1 caged guy. Unfortunately i didnt make a backup save so i could give it to mod creator (i just chucked the bugged cage in some lava)
Title: Re: ☼MASTERWORK-DF☼ - Content Repository
Post by: max_spacer on September 13, 2020, 10:08:54 am
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.

Hi. Meph.
I'm russian gamer The DF.
I respect you for you MasterworkDF
I've been playing this game for 14 years and i'm gaming this pack-it is amazing.
i'm programmer too(python) and understand you and Toady hard work of steam DF.
Qwestions:
1. will you update MDF to new dfhack and twbt after release steam version DF?
Russian scanty community wants MDF with ☼Meph Tileset☼ V5.5 with support new version dfhack and twbt like you done for LNP.
If you wil not support MDF our team from russian community could be adaptated Meph Tileset to MDF.
2.is there a point to this?
3.Or steam version will content like orks and human uniq receiptes and buildings from MDF?
4.After release steam version your modding will be based on steam version?
5.Or just wait steam version :D ?
!in particular interested closest future MDF!
Thank you for your projects.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Thoradin on September 26, 2020, 08:19:39 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Schmaven on October 25, 2020, 07:42:52 pm
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 don't have much experience editing raws either, but in the description of Kruggsmash's Scorchfountain Ep1 video, he shows how he modded horn beetles into the game.  Maybe comparing his steps to how you're going about it will reveal something:
https://www.youtube.com/playlist?list=PLXX7Rp0iXj0l998LmVC6xIRHjtj2Pr2VI (https://www.youtube.com/playlist?list=PLXX7Rp0iXj0l998LmVC6xIRHjtj2Pr2VI)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: ChaosPotato on October 26, 2020, 10:24:57 pm
I was going to install this, but it's not updated to 47.04 and I am now sad.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Schmaven on October 27, 2020, 04:59:33 am
I was going to install this, but it's not updated to 47.04 and I am now sad.

This might cheer you up:

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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Evans on November 13, 2020, 07:12:19 pm
Why isn't updating this a priority? :/

Who cares about new undead tigers, seriously?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Schmaven on November 13, 2020, 11:21:12 pm
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Evans on November 14, 2020, 07:38:03 am
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.
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.

I have managed to merge new dfhack, new vanilla df and masterwork.
Game starts, but crashes at 50 years in world generation. Most likely an incorrect raw entry or one of the scripts bugged.
Also launcher bugs few things out due to dfhack changes.

If someone wants to help with debugging I can upload what I have so far. Pity we don't have proper error log for crashes.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Evans on November 14, 2020, 02:02:57 pm
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 :)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: chaosfiend on November 22, 2020, 06:47:17 am
Spoiler (click to show/hide)

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
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Evans on November 22, 2020, 05:12:51 pm

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
Thanks.
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 :)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: cross33 on December 03, 2020, 10:45:12 am
I was going to install this, but it's not updated to 47.04 and I am now sad.

This mod is worth going backwards in versions for. I would still play the 34.11 version over vanilla just because the mods are so indepth.

edit: I realized how that sounded after. Thats not a negative on vanilla. Vanilla is great. This mod is just adds SO MUCH you have to see it to believe it.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Metaltooth on December 03, 2020, 01:37:07 pm

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
Thanks.
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 :)

I hope you dont give up on this man. Opensource Masterwork sounds like a great idea
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Yinseng on December 06, 2020, 07:11:52 pm
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 :)

I got a 'This upload does not exist' error.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Thunderclaw on December 07, 2020, 10:07:44 am
I'm having some trouble with the Orc "release captive" feature. Every time I load my save, I can release exactly one Goblin and one Kobold as expected, but if I try to release another of the same race they just become an uncontrollable entity with a name like "Kobold -1177845118" that's friendly but not a member of the fortress. What's more, even when it does work correctly, it's always the same goblin/kobold. Their stats vary a bit, but it's always a male goblin called Umung Uksosamxu or a male rat-sign kobold called Enono Shibeldshonti. There was a brief moment recently after the vast majority of my fort was massacred that I managed to make several guys in a rows with different names, although they still seemed to be the same caste. Is this something on my end?

Also having a presumably related thing where I got three vampires, all of which were female Ologs. Suppose it could just be chance, but that seems unlikely. It was very funny, though, because apparently they can disguise themselves as any caste so one of them was pretending to be a snaga despite weighing north of 700lbs

e: okay looking at the scripts it seems like them always being the same caste is just how that feature works. still breaks, tho
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Evans on December 29, 2020, 11:02:32 am
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?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Metaltooth on December 29, 2020, 05:00:48 pm
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?

How stable we talking fren?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Stokeling9701 on December 29, 2020, 09:03:40 pm
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
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Fjolsvith on January 05, 2021, 10:42:57 pm
Magmawells don't work.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Kargormur on January 06, 2021, 09:47:35 am
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.

I have the same problem. I chose an orc. idk why this is happening
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: polliwoggi on January 13, 2021, 06:03:30 pm
Getting the same noble crash problem choosing a succubus.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: ANickel on January 14, 2021, 12:03:01 am
This hasn't been updated in almost two years now I think, it doesn't surprise me much that things aren't working properly.
Once the official DF release is out we might see more from Masterwork.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: forsaken1111 on January 14, 2021, 07:42:23 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Yinseng on January 17, 2021, 09:47:24 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Torgath on January 19, 2021, 10:16:34 am
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").

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!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: forsaken1111 on January 19, 2021, 01:58:46 pm
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.
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?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Demandro on February 01, 2021, 12:27:38 pm
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?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: FantasticDorf on February 02, 2021, 09:28:32 am
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?

There's nothing particularly stopping you, as using content that already exists is a good basis for learning and expanding understanding -but to republish it without changes & claiming the taken work was your own without credit would be distasteful (aside from Toady intervening if there's enough evidence and mounted complaints). Also noting that Masterwork is many different sources of modification too which complicates things and got Meph themselves into some controversy at some point. If you pull things directly and mash them together, its best to do it for purely your own enjoyment.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: captinjoehenry on February 13, 2021, 07:48:20 pm
So it seems I'm almost constantly under siege by Nagas.  I have 60 dwarfs and even with 20 of them in the military they have no real chance to deal with the 120 or so nagas that are attacking me. 
Is there anything I can do to help with this?  It's extra painful because while I can chill in my fort more or less forever I have no coal or access to wood meaning I can't really do much other than wait locked up in my fort as I'm under seige
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Schmaven on February 13, 2021, 10:39:31 pm
If you have a pick, you can make a bunch of drawbridges in a long hallway and atom-smash them all.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: GORNAKIUS on March 06, 2021, 05:33:53 pm
question, is this still being updated?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Schmaven on March 06, 2021, 06:16:19 pm
question, is this still being updated?

It's been on a temporary pause while the energy to update it is instead being directed toward the upcoming itch.io/steam release.  A few posts earlier have more details if you're interested.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: ferals on June 04, 2021, 05:39:58 am
Hey, I've just downloaded newest version and Im wondering how to remedy slow movement of launcher's window (it lags like 1s behind real movement)?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: chilller6 on June 14, 2021, 02:59:08 pm
whats up with the "brownie" dwarf pet? a brown humanoid that serves civilized beings? hmm
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: ChaosPotato on June 14, 2021, 06:14:14 pm
whats up with the "brownie" dwarf pet? a brown humanoid that serves civilized beings? hmm
Oh Armok oh fuck
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: chilller6 on June 14, 2021, 08:12:30 pm
whats up with the "brownie" dwarf pet? a brown humanoid that serves civilized beings? hmm
Oh 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
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: ChaosPotato on June 14, 2021, 08:15:30 pm
whats up with the "brownie" dwarf pet? a brown humanoid that serves civilized beings? hmm
Oh 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))
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: forsaken1111 on June 14, 2021, 09:56:29 pm
Let's try not to invent controversy where none exists
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: chilller6 on June 15, 2021, 12:24:00 pm
whats up with the "brownie" dwarf pet? a brown humanoid that serves civilized beings? hmm
Oh 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))

well now i feel dumb LMAO my b
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: holam on September 10, 2021, 07:18:57 am
Hello I have a problem, when I use the mod it dosent show me the full image of the game , only a corner of it . Do you know how to fix it ?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Fewah on October 14, 2021, 06:00:45 pm
Hi all,

Struggling with getting guns for my Dwarves.
Could anyone explain to me how I get a Gunsmith and equip them with my dwarves.
I don't even see them as an embark option under items to start off with, nor do I see the bullets.

Do I have to enable the two additional mods with it at that 100+ additional weapons, or is there an in-game way to go about this?
I've also tried getting Guns as a Human Civ and despite numerous tries could not figure it out there either.

Thanks
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Schmaven on October 14, 2021, 07:42:29 pm
Do I have to enable the two additional mods with it at that 100+ additional weapons?

That sounds like it's worth a shot
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Fewah on October 14, 2021, 09:05:43 pm
Do I have to enable the two additional mods with it at that 100+ additional weapons?

That sounds like it's worth a shot

I tried that and still had no luck
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: zmw907 on November 12, 2021, 07:03:38 pm
the pottery workshop breaks pottery for civs without it like the orcs.  soft clay items can't be made and kilns can no longer make clay items
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Golbolco on November 14, 2021, 12:35:51 pm
What kind of work would be necessary to port MDF to 0.47.05? .44 and .47 are supposed to be compatible in Vanilla, but would there need to be any significant rewriting to make MDF work in the newer version?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on November 16, 2021, 06:14:53 am
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
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Fewah on November 17, 2021, 05:08:16 pm
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

Hey Meph,

Thanks for keeping the Mod going and checking back in.

If you do switch primary tilesets, could you please check into it's compatibility with a lot of the Masterwork stuff?
Ie; Human sprites/graphics are basically broken when using Phobeus and Ironhand as an example has A LOT of issues with certain objects/walls etc.

Your graphic pack is probably the only and most compatible one that works with everything.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on November 18, 2021, 02:14:57 am
Yeah, I'm aware. Which is the reason I ask for a bit of time, because it's not a trivial task.

Edit: After going through the files I decided that I'll remove the 32x tileset. The new default will be Obsidian Souls 16x version, for which I'll need to create some new sprites for the modded content. Will take a couple of days, then I can upload a "clean" version of the mod.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Torchwood202 on November 23, 2021, 07:39:14 pm
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on November 24, 2021, 04:10:29 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Meph on November 24, 2021, 04:14:39 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Torchwood202 on November 24, 2021, 05:03:59 pm
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!

Just a heads up, it seems some utilities like Soundsense and Therapist are absent from the new .zip download. I was able to just copy/paste the utilities from the prior version just fine (don't see why they wouldn't be compatible with the changes you had to make).
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: FantasticDorf on November 24, 2021, 07:03:50 pm
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!

ditto to that message.

In the meantime, would we past the christmas season maybe seeing a 47.05 release or maybe a new race module?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: clinodev on November 25, 2021, 04:38:02 am
Admirable!
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Angel71090 on December 01, 2021, 01:22:43 pm
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.

Glad to see you Meph, and good on you for trying to deal with this. Sorry you have to do it, but I'm glad to see you are the kind of person that does everything they can to make up for even a simple mistake. You are good people.

Speaking of the mod, I know you are still working on the official Steam Release of DF, so I'm not expecting much, but do you know how hard it will be to update MDF to 47? I know someone jury rigged a version on here, and that it works okayish, but I was just curious if it was something you might be able to knock up without too much trouble. If it's a pain in the ass, that's fine. Toady and the Steam release come first seeing as I've heard you are actually getting paid for that. I was just curious.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Ziusudra on December 01, 2021, 07:17:36 pm
I know you are still working on the official Steam Release of DF
http://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 Meph
I myself will take a break from DF
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Angel71090 on December 01, 2021, 07:43:45 pm
*Sigh.* Oh for fuck's sake. Sorry about that Meph. This sucks.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Angel71090 on December 01, 2021, 08:22:37 pm
I know you are still working on the official Steam Release of DF
http://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 Meph
I myself will take a break from DF

So, for the time being, we might as well consider MDF on  indefinite hiatus?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Meph on December 02, 2021, 04:18:13 am
Not more on hiatus than before... I am, just like everyone else, waiting for the Steam release.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Angel71090 on December 02, 2021, 04:53:16 pm
Yeah, that makes perfect sense. Here's hoping it keeps on track. Sorry you had to deal with this. I understand it was a simple mistake. Just wish it hadn't lead to such pointless drama.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Angel71090 on December 04, 2021, 10:55:40 pm
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?

Also, could we possibly be seeing other mods added to the collection, like the awesome spellcrafts mod? I managed to jury rig a version that seemingly worked more or less in Masterwork at one point.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: FantasticDorf on December 05, 2021, 07:40:19 am
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?

Content, roadmap and script maintenance.

MW for stability would have to be settled on the latest ver of DFhack, which has in the wait for the Steam release gone 5 versions of 47.05(r) and ensuring those scripts work coherently with the structures (or can be improved upon), script-writing and much least trying to understand everything they're responsible for is not the typical amateur raw modder's easiest task.

Then there's content updates to DF itself, which most individual content collaborators from a few years ago haven't been very merticulously upgrading to 47.05 as a new generation of modders is budding through with their own stuff that can't be easily spliced into the setting (EI: there's real raiding, dieties and w.g stuff offsetting fake-workshops that need to be worked around.) with a light flutter of recent generic DF bugs and systems.

It becomes a perfectionist nightmare by the end of this process (i know, im already embroiled with my own code-baby conversion project that i've remade like 3 times now from scratch.)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Angel71090 on December 05, 2021, 11:30:14 am
Ouch, ouch, and ouch. Yeah, I see how this is gonna be a serious pain in the butt now. I'd offer to help, but besides some simple RAW edits I figured out how to do while getting other mods to try and work with MDF, I really have no real experience or understanding of modding DF in depth. And, of course, this doesn't even take into account editing the MDF launcher, or making any new mods that might be added modular and self contained so they can be removed or added from said launcher.

On an unrelated note, do any of you all have a suggestion on a major mod like MDF that is fun to play that could tide me over until the new one comes out? I shouldn't neglect other works even if this one is amazing.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Torchwood202 on December 05, 2021, 07:31:07 pm
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Meph on December 06, 2021, 05:39:30 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Angel71090 on December 06, 2021, 11:10:06 pm
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.

Kruggsmash did a playthrough of that and it was interesting. I'll consider 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.

Yeah, Z's stuff is pretty cool, and I've heard of Mushroom Kingdom. Might try those. Thanks all. And take care Meph. Hope things are going good for ya! You rock dude. I'm gonna try and mod up my own little one with some things I would like to play with, and possibly try those as well.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: thistleknot on December 20, 2021, 07:46:33 am
Damn you emerald golem
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Ithilrandir on December 20, 2021, 08:34:19 pm
Is it common to crash during worldgen if you set things to very high
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Cobaltum on December 21, 2021, 07:56:31 am
So, does MW will be updated to 47 ver of DF someday? Vanilla is pretty simple without MW cheeky-breeky
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Deon on December 23, 2021, 01:40:40 pm
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.

I need to find some time to rewatch some old let's plays of modded DF, that was what motivated me the most back then. Now I barely have time to watch Youtube with all crypto and NFT craze and work, but that was definitely an amazing time.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: fyren338 on December 25, 2021, 05:58:25 pm
It's a shame how it worked out with kitfox man. I still can't imagine playing the game without your work in making it easier to get into. You lit a torch to help show the world a great piece of work and I'm grateful. I'm positive myself and many others will flock to whatever creation you make next. That's all I wanted to say, cheers mate.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Angel71090 on January 13, 2022, 04:49:17 pm
So, does MW will be updated to 47 ver of DF someday? Vanilla is pretty simple without MW cheeky-breeky

Definitely, but not until after the Steam release. That's what the boss man has said. Right now he's taking a break after all the stuff that happened, which is understandable.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
Post by: Evans on March 07, 2022, 03:17:45 pm
Hello folks,

My sincere apologies. Not long after posting updated 47.04 I got a second job and started working long hours a day.
Still few more months left on the contract, but at least I can visit here.

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
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.
Can't point you which one exactly out of the blue tho.

I see Meph is back after the mess with steam version, so I hope he will take over and bring us 47.05 that was last released a year ago, without waiting for steam version (which looks like 2 years away still?).

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").

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!
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.

My "default tileset" was a ffng mess of all tilesets as initially - few years ago - I just poured all of them together to replace as many letters with graphics as possible. So it is just a mess of tiles not worth mentioning. it is possible that some tile definitions went missing, for items that have no civilisations assigned to them - it is possible for certain items to exist unassigned to no race and then be generated as a random artifact. Logs usually say the most :)

If you need to ensure this no longer happens, find tail cover in definition files, comment it out in items list and recipes list before creating a new game.

Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: DarkDvr on June 05, 2022, 06:53:41 am
Here's a weird question - I do enjoy the mouse support, but for some reason in this build bottom 30% (or so) of the game window is unclickable. Top 70% is working fine, it tracks the mouse cursor with the "x", I can click/etc. But not the bottom third. Any idea why?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Neyvn on June 27, 2022, 04:45:49 am
Allo. Been out of the loop for a long time now.
Just wondering.

Is there a reason why Masterwork is 44.12 while DF is 47.05???

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...
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: FantasticDorf on June 27, 2022, 05:24:07 am
Allo. Been out of the loop for a long time now.
Just wondering.

Is there a reason why Masterwork is 44.12 while DF is 47.05???

Spoiler (click to show/hide)
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.

Most of the entire board is in some form of hibernation for the steam-release thaw, which has been over a year's wait.

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...

Seems like a DF annoyance in general, unless you forced a script to change the weather (and had it malfunction) im pretty sure it has little to do with the effects of MW which can't change worldly things like that.



Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Neyvn on June 27, 2022, 05:30:59 am
\\Answered my Query//

Thanks for that. Just haven't been on forum for like... 8 years? Donno... God its been that long ffs...
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Lidku on June 27, 2022, 06:25:40 am
Why not update Masterwork without the Sprites, just relying on ASCII for now?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Ziusudra on June 27, 2022, 06:15:13 pm
So when 0.47 was released, Meph was busy, then he needed a break from DF, and now with the time it would take to update MW, it would not only be competing with premium DF but then would need to be updated for that. So, it would be a lot of work that would almost immediately be out of date again.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: forsaken1111 on June 28, 2022, 10:26:26 am
Why not update Masterwork without the Sprites, just relying on ASCII for now?
Why not just wait? Or feel free to tackle it yourself.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: newtyrol on August 04, 2022, 10:38:04 pm
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.

Alternatively, with permission I could maybe dive into how it works and try to just take out a couple really small things and use them as the starting point for a seperate DF-Hack dependant mod for the race. Ideally capable of being run as a seperate module on top of masterwork. Although, if that is not allowed/feasible then having it be entirely seperate but a couple small borrowed elements would be fine.

Currently the only existing masterwork content my current vision would b somewhat reliant upon is using the base of the kobold breeding warrens to allow managing growing the colony in an engaging way. although, there are a couple other small things I spotted I think I could use as the base for spinning into a new direction.

I do have a couple more hacky or less engaging ways I could make it work without using any elements from Masterwork. Overall, I think it would come out quite a bit worse.
I think Meph is the main person I would need permission/approval from. Although, from what I can tell they seem like they might go on breaks from the forums frequently. Although, I could be wrong about that. So, I might need to talk to someone else. Or simply take a different direction if I can't make contact with them?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: FantasticDorf on August 27, 2022, 02:40:34 am
Quote
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.

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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: newtyrol on August 29, 2022, 09:47:49 pm
Quote
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.

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.

Hmm. I guess it has been awhile since anyone cleaned that sort of stuff?
I guess it might end up being easier to reverse engineer the important parts and make it seperate?

I didn't realize the factions were so messy?
Although, maybe you mean that I would have to sort through everything and update the modpack to the newest version before I could add much of note?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: zilpin on October 10, 2022, 05:50:59 pm
Why not update Masterwork without the Sprites, just relying on ASCII for now?

I'm doing this.
Updating MASTERWORK for 0.47 (http://www.bay12forums.com/smf/index.php?topic=180416.0)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Lioneez on October 22, 2022, 10:31:13 am
Will there be an update for 47.xx?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: holam on November 22, 2022, 11:48:03 am
I have a problem opening the game , the window is too big and I can´t play properly. Is there a solution ?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: jipehog on December 24, 2022, 09:28:40 am
Do we know if there are any plans for v50 masterworks?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Cylius on December 26, 2022, 03:15:34 pm
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??
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Wight on December 26, 2022, 08:42:55 pm
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?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Ziusudra on December 26, 2022, 08:45:33 pm
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?
Is Windows trying to scale the game's display? see https://dwarffortresswiki.org/index.php/DF2014:Installation#Windows
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: FantasticDorf on December 27, 2022, 03:25:08 am
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?

Were you trying to boot this through 50.04 non-steam? The classic version is currently fixed at a 10x10(ish) and smaller ratio, pending the options for the zoom in and zoom out being added to classic because since they're cross compatible, the mouse wheel has been re-used to the steam control scheme of allowing players to pan over the area. ((when previously it'd been applied to scale view-depth))

I recommend swapping out the graphics for ascii from the options menu then, and seeing if curses works ok for you.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Vassala on January 06, 2023, 03:22:51 am
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: FantasticDorf on January 11, 2023, 02:27:10 pm
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'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. Ironically if your computer is worse and more basic, it will have more survivability when the game gets choppy.

Also in the meantime, hoping for a 50.xx release for Masterwork.
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR0eQ3-ICQ2SlzMdVtCAYZ2e8Nzj1pm2UDTJErPGqvvWLjDnLrgRE02WE88BZQ&s)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: lethosor on January 13, 2023, 01:37:23 am
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.

Regarding performance in general, you might find this recent thread from Putnam (http://www.bay12forums.com/smf/index.php?topic=180561) interesting.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Silver Dragon on January 16, 2023, 05:55:21 pm
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??

Third

Masterwork is by far my favourite pack to release for Dwarf Fortress and i would love to dump another couple hundred hours into a v50 port, but i imagine it would take a insane amount of work to port over all the workshops and features that MW has.  Still i really hope it get's even a minor port.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: The Grim Sleeper on January 31, 2023, 11:33:15 am
So I've just stumbled upon this cool mod for the first time, but I do have some questions about how it all works.
Is any of the new content also available in adventure mode?
If your demon/succubi fort charms another race, do you get all the unique benefits that are listed for that race? And if so, how is that counterbalanced?
Is there such a thing as a necromancer fort? And if you animate pops from another race, do you get all their benefits? And how is that counterbalanced?
What is a good way to get info on the game mechanics (besides asking here)?

Edit: I just found out there is an entire sub-forum for the Masterwork Modset. Thanks iac to all future readers.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Viax on March 20, 2023, 09:01:22 am
Begging for premium release   ::) ::) Is it planned?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Angel71090 on March 29, 2023, 12:37:23 am
For those unaware, Meph here was on a world trip after that massive drama llama stampede with the Meph pack and all that a while back. As he hasn't updated his current status on his profile, it's probably a good bet he still is. That being said he's still alive as he was on here back at the start of the year at least. He might currently be working on it. What new comers need to keep in mind though is that a LOT has changed since the last version of this mod, doubly so with the release of the Steam version. It's gonna take a lot of time, effort, and possibly completely rebuilding some older parts of the mod to work with the new systems in the game. Not to mention that several mods that were fused into this one were either updated, or even more distressingly, never got updated in the first place. It's gonna be a while before we are probably gonna see anything reminiscent of a new version.

That being said, I'm happily willing to wait on it,
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: clinodev on March 29, 2023, 05:08:47 am
He's relatively active on reddit, /u/Meph248 .
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Viax on March 29, 2023, 01:00:35 pm
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?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: voliol on March 30, 2023, 03:56:41 am
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?

Masterwork is a mod pack, so there is no sole creator. Also no, that is outside of the scope of ordinary modding. You could do it with DF Hack (because you can do anything with DF Hack, technically), but that is much more difficult so fewer have the expertise to even make an attempt.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Viax on May 30, 2023, 03:27:25 pm
Could you elaborate? How dfhack can do everything?
Also... is there any way to make change in  .dat files ? (saves)
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: voliol on May 31, 2023, 01:32:29 am
Could you elaborate? How dfhack can do everything?
Also... is there any way to make change in  .dat files ? (saves)

DF Hack interacts with the working memory of the game (afaik), so it could technically change anything in working memory, i.e. "everything, technically". Perhaps a bit misleading of an answer though, since surely some parts of the code are very difficult to interact with when you only get the strange run-time version of them (in assembly?). The "everything" really only differentiates it from raws modding, which has the limits the tokens of the raws present. At this point it seems like archers might be fixed in the regular game withing the coming months, too. Probably not worth getting into hacking archery fixes in the meanwhile.

No idea about the .dat files.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: lethosor on June 03, 2023, 11:01:54 am
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).
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: F4LK5 on June 24, 2023, 06:53:57 pm
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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Silverwing235 on July 29, 2023, 12:44:02 pm
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.

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.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: FantasticDorf on August 03, 2023, 02:51:15 am
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.

They are on a mountaineering holiday, they're still active around on reddit and the like. I wouldnt say fled, as much as took time off to have a break. They could still yet return to the scene of modding to pick up where they left off or end up doing something else.

Aside from some attempts to revive it, nobody's been able to muster up enough resources to try to recreate it in full, but the succubus mod (one part of the five MW races of the i think 7 total planned races) is successfully on the steam workshop for DF graphics. All that remains is humans, dwarves, kobolds (which are around in different iterations but not the same), and Smagglepagus's orcs to make a full debut to get a Masterwork 'lite' experience, besides from the additional stuff.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: mikekchar on August 03, 2023, 09:23:53 pm
I recall him saying that he wants to do a 50 version of Masterwork, but that it will understandably take a very long time.

And I agree they didn't "flee".  Nobody was happy about the situation, that's for sure.  However, it was pretty clear that they we being very naive rather than malicious.  As far as I'm aware, this is water under the bridge for everybody involved.  Mistakes were made.  Lessons were learned.  No need to bring it up at this point.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: FantasticDorf on October 14, 2023, 06:32:39 am
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
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Splint on October 14, 2023, 09:53:44 am
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

I'd be willing to help as best I could or put up stuff from my mods to go into that. Not the best modder, but I loved 34.11 MW and would love to see it make a comeback in some capacity.

Though permissions aside, it honestly seems the biggest headache would just be making sure all the DFhack stuff plays nice since the mod is so reliant on it. And graphics, since the layering stuff was... Not done in a way that makes it easy, and MW adds a lot of items.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: toradrow777 on October 21, 2023, 07:32:21 am
So is this mod dead?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: forsaken1111 on October 23, 2023, 03:16:19 am
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
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Ziusudra on October 23, 2023, 04:20:21 pm
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#msg8331428
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Splint on October 23, 2023, 04:30:37 pm
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#msg8331428
Curse of fan projects pulling from whatever they find for assets without thinking. Not worth dwelling on at this point, as mikekchar said.

That aside, I don't think he's actually home at the moment to work on much of anything. I think someone mentioned it a month or so ago that he's out and about on a trip and he's usually gone for long stretches when he goes on those. I remember one MW release had to wait like 2 and a half months or something for anything more substantial than an emergency bugfix because of that.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: forsaken1111 on October 24, 2023, 11:27:11 am
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#msg8331428
Ahh damn, thanks for posting that. It's an unfortunate reaction to some very old questionable decisions but I understand the reasoning behind it.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: Golbolco on January 08, 2024, 02:17:01 pm
Even after clean reinstalls, I'm receiving these errors:
Code: [Select]
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.

EDIT: Somehow the vanilla raws were missing, I just grabbed them off of the wiki.

Another question for anyone who knows or still plays Masterwork: I created some charcoal and clay balls, but the kiln says I require fuel for earthenware. Does charcoal not serve as fuel anymore?
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: toradrow777 on April 21, 2024, 04:58:00 pm
Is anyone working on this?  I'd hate to see Masterwork just die off.
Title: Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
Post by: forsaken1111 on April 25, 2024, 09:43:13 am
Meph's last active time on these forums was January 01, 2023 so I wouldn't expect any updates soon.