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Author Topic: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021  (Read 942773 times)

randomgenericusername

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #975 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
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Dirst

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #976 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.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

baldamundo

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #977 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!
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Absle

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #978 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?
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cerevox

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #979 on: June 14, 2016, 06:30:45 pm »

They are basically different versions of dimple cups, so that you can control dye color easier.
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randomgenericusername

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #980 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.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Dirst

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #981 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.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

randomgenericusername

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #982 on: June 14, 2016, 09:50:34 pm »

fort crashed when saving thats why im asking
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Dirst

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #983 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.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Boltgun

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #984 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?
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randomgenericusername

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #985 on: June 15, 2016, 07:29:01 am »

i just deactivated twbt by setting print mode in standart
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

pikachu17

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #986 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?
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Meph

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #987 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.
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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 :::
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Gwolfski

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #988 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
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Putnam

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Re: ☼MASTERWORK☼ (42.06) - DF2016 - Newest version!
« Reply #989 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. 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.
« Last Edit: June 15, 2016, 03:44:55 pm by Putnam »
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