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I'd rather have you focus on... (find the list of possible improvements and workshops in the second post)

Improvements
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Manual/Documentation
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Author Topic: MasterworkDF - V.3h - Crashfix, Stables, Dyery, Biology, Megabeast-Revival.  (Read 9465 times)

Delta_02_Cat

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I now got a V.3g Fortress with quite a few hours of playtime but it is constantly crashing at this point. I think it has to do with the "succumb to infection" crash. Anyway I can fix this without starting a new fortress and updating Masterwork?
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fricy

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@BoffoDorf:
Quote
Is this one time feeding thing mean you feed the yaks once and never again, effectively removing the grazer tag? What exactly does it all require to feed that breeding pair of elephants fed for the rest of the breeding lives?
I think it's one season/feeding. Maybe more maybe less, haven't checked, but it definitly won't remove the grazer tag, only resets the hunger counter to 0.

@Delta_02_Cat: Download 3h and replace the dwarf fortress.exe with the new one.

Delta_02_Cat

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Thank you very much fricy! That did it! :) Now I can continue my fort, with only 20 dwarfs left after the Mountains of Madness collapsed (alias tantrum spiral). ;)
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firefly68

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Now I can continue my fort, with only 20 dwarfs left after the Mountains of Madness collapsed (alias tantrum spiral). ;)

Lucky you. My last tantrum spiral left just one dwarf left, and that was the one that started it. Then again, he was a legendary volcanic-clad swordsdwarf, and one of the few members of the militia left standing. Kinda went mad from seeing all his friends murdered by frost giants.
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Meph

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Ok, so it appears that I did break both orc mode (by adding the ore processor too high in the entity file) and dwarf mode somewhat (by leaving the test "spawn items" reaction in the still)

I feel a bit silly now.

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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 :::

firefly68

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Ok, so it appears that I did break both orc mode (by adding the ore processor too high in the entity file) and dwarf mode somewhat (by leaving the test "spawn items" reaction in the still)

I feel a bit silly now.

Don't forget about the ironbone/bloodsteel on orc. Still, that was only an oversight so can you be forgiven for that :)
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Felius

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Will it take a world regen? Or can I keep playing my fort as normal?
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

Meph

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Needs a regen.

Dont know i I have time for a re-upload fixing this. But damn, these are such silly mistakes.  :-\
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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 :::

Felius

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Are they gamebreaking for dwarf mode? Or just annoying but ignorable? :P
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

firefly68

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I think it's just the orc mode ones that were game breaking. The dwarf ones should just be a bit of an annoyance, if anything.
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Varyag

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I think both make mead reactions need another look as i had trouble with it, checked the raws once and did some minor fiddling without changing any reagents and got it working again.
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BoffoDorf

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This is annoying as all heck hehe

Clay, peat, fire, clay, and dirt are now stockpiled unintuitively under stone -> economic while stone -> clay/dirt/peat is left content-less (it is permanently greyed out as a result).

I would dare say this is unintended.
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Meph

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Re: MasterworkDF - V.3h - Crashfix, Stables, Dyery, Biology, Megabeast-Revival.
« Reply #27 on: September 05, 2013, 10:03:45 am »

Currently working on the manual.

I also improved Pottery/Claymaking, which was mostly done by Apani. :)
I also improved animaltraining, which now adds +1 skill to the existing skill, instead of setting it to a hardcoded 5. This allows training warbeasts from dabbling to legendary in biting, dodging and fighting. The script behind it was written by Boltgun. I can also do upgrading turrets or golems with this. :)

Rest of the time was bugfixing and juggling around some skills and labors here and there.

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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 :::

Lottanubs

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Re: MasterworkDF - V.3h - Crashfix, Stables, Dyery, Biology, Megabeast-Revival.
« Reply #28 on: September 05, 2013, 10:29:12 am »

More importantly, how was/is your trip?   ;)
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Meph

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Re: MasterworkDF - V.3h - Crashfix, Stables, Dyery, Biology, Megabeast-Revival.
« Reply #29 on: September 05, 2013, 10:57:51 am »

Is. Is since 6,5 years and no end in sight. The "was" is quite pointless. ;)

I am in Bagan atm, its really nice here. Today was busy, biking around the place looking at the temples... but they have 2500 of them here, so we only did the best or most interesting. Tomorrow will be a slow day, ending with a nightbus to Inle Lake. That means lots of time to code on the bus. ;)
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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 :::
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