Ah! I can't gen a world with all the evil ally races! Any help?
I got 3/4, no ashlanders ...
update, 2nd world gen, got Ashlanders too. So, I've been getting them all in generic "Create New Worlds" medium/short/more civs. It's a very crowded world, more than I would play a "real" game on: All Meph's races except Orcs and Warlocks; all the evil allies; 2 or 3 Fortdef races too.
possibly related side note: for now, you can also get the new blueprints from the Caravanserai and the Taiga orcish civ trader
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p.s. I think that Meph has diagnosed the workshop dismantling problem and it will be fixed next time MDF updates, but the issue he found is specific (as far as Orc Fort goes) to Knowledge stones, i.e. it only affects the Training buildings (weight set, bloodbowl, anatomical theatre). I couldn't replicate the Totem pole dismantling in my test fort.
p.s.2. confirmed the Totem pole *does* dismantle in Nakao's fort :O I'm not sure what to make of that to be honest.
@Meph: Nakao's fort is MDF2h w/ OFort 1.02; in which the Totem pole syndrome is [MELTING_POINT:9000][BOILING_POINT:9005]
There are boulders of the syndrome stone in the rubble.
Same thing happened when I edited Knowledge stone to have BOILING_POINT 9100, boulders in the rubble.
p.s.3. One final data point, again not that I know how to interpret it.
Test embark, straight MDF2h plus OF 1.21 BETA, no attempted changes to raws to fix the knowledge stones. They're still super cold.
Play blood bowl - dismantles
dfhack> unload all
Play blood bowl - works fine, no dismantling
dfhack> load all
Play blood bowl - dismantles