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Author Topic: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021  (Read 911573 times)

Malketh

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #150 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
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Clwebb

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #151 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.....?
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Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #152 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.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Clwebb

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #153 on: April 06, 2015, 09:19:16 pm »

Any idea what the issue would be then?
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slay_mithos

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #154 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?
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Musaab

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #155 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?
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snelg

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #156 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.
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Fairin

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #157 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.
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adriaans

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #158 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



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Putnam

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #159 on: April 11, 2015, 06:27:05 pm »

Nah, that won't help.

Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #160 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.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

gasznak

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #161 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.
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lordofgilneas

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #162 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.

CrzyMonkeyNinja

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #163 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).
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lethosor

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #164 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.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.
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