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Poll

What do you want next?

More enemies! - Civs & Creatures.
More items! - Weapons & Armors.
A manual! - Doesn't exist atm.
Kobolds - Hard mode, no digging.
Necromancers - Playable successor to the warlocks
Nagas - Water-based race. All new.
Hermit - Superhard mode, single person civ.
Humans - Traders & Guilds.
More GUI Options - Add optional stuff, like complete other mods!
Something else - Please post your suggestion.

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Author Topic: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.  (Read 117548 times)

Dracko81

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #150 on: February 06, 2015, 10:45:41 pm »

Pretty sure Meth knows about the warpstone problems already, as per the current release notes.  I just figured I paste all the log rather than edit it.
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Meph

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #151 on: February 07, 2015, 03:06:34 am »

Pretty sure Meth knows about the warpstone problems already, as per the current release notes.  I just figured I paste all the log rather than edit it.
But why? You didnt mention any issues.

Back to books again, it looks like currently in this version we don't need notebooks etc to study at the library. looking at past version info it apears that to study you need the writing labor turned on, where do I find this? or is it different in this version?
I created the warfare library and want to get a handful of picked dwarfs studying axes. I turned all their labors off then went looking for the labor it would need.
Previous versions used exactly the same system that I use now. You use workshop profiles, no labors to pick workers. The reactions are not associated with any profession, any dwarf allowed in the workshop will do them.
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Putnam

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #152 on: February 07, 2015, 04:46:31 am »

not even bothering with being called meth now? :P

Meph

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #153 on: February 07, 2015, 05:15:30 am »

not even bothering with being called meth now? :P
Didnt sleep last night. Probably look like Meth atm. :P
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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 :::

Dracko81

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #154 on: February 07, 2015, 06:04:47 am »

Hmm, sorry about the Meph.

I was referring to the game crashing whenever I try to save a game after playing it for any length of time.  It doesn't seem to have any issue with early saves, but after getting most of the basic setup done, it simply crashes on saving.  If the errorlog doesn't show the reasons for that I'm sorry, perhaps there is somewhere else I can locate that.

I'd much prefer to help get issues resolved, rather than ignoring them and not contributing.
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Meph

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #155 on: February 07, 2015, 06:08:59 am »

Sorry, I did not see the crash report, only you posting the errorlog. Usually crashes are some dfhack script, did you try running the game without dfhack?
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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 :::

Dracko81

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #156 on: February 07, 2015, 06:48:27 am »

Never used it before, I guess just renaming the SDL file in this case will disable it the same as with the LNP.

Will try it out later, let you know if I have any other issues.
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Meph

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #157 on: February 07, 2015, 07:01:36 am »

Yes, rename sdl.dll to sdldfhack.dll and SDLreal.dll to SDL.dll.
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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 :::

Jesker

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #158 on: February 08, 2015, 08:19:31 am »

Nice to have Masterwork going on again!

One bug, or whatever, I encountered on the first game I created. The dwarves wouldn't mine or cut down trees when designated. The game was running, the dwarves had right labors enabled from therapist and they had picks and axes, but they just picked the tools and moved around the wagon with "no job". The path was clear, only couple of Z-levels below. I disabled and enabled the labors individually for each dwarf in the game, but it had no effect. I don't know if it had anything to do with it but when I queued the wagon to be deconstructed, everything just started to happen.

Another bug was when the first traders came, the wagon just stopped on the trade depot and the traders were on "upacking" phase all the time until they left - so I couldn't trade with them.

Only changes I made were 12 starting dwarves, phoebus graphics and 2x faster calendar. Could it be the calendar thing? I created a new world with normal speed and it worked well. Haven't tried with 2x speed again yet.
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LMeire

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #159 on: February 08, 2015, 06:40:22 pm »

Did you make sure to only designate the bottom z-level for the trees? Dwarves aren't normally going to try and climb to cut one down, (Which is understandable, they are a bit on the stocky side and culturally used to being out of the sun/away from nature.) another issue is that you can only designate each tree once so ordering a clear-cutting won't work as most of the designations will be far off the ground and go unchopped on hilly maps.

The trader issue might have something to do with how many/heavy goods they brought, I've noticed they take longer to unpack when they've brought lots of large animals and/or ore boulders so you may want to request lighter cargo the next time around. (This might just be coincidence on my part.)

Actually it's probably the calendar, traders come and go depending on what season it is. So if they would have normally taken half the season to unpack then in 2x speed it'll take them the whole time. Requesting lighter cargo couldn't hurt though, go with lower-quality raw materials like normal leather and sand bags, most races can upgrade them on-site at a much more efficient rate anyway.
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Lottanubs

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #160 on: February 08, 2015, 10:45:15 pm »

Now, I know you don't design Masterwork with Adventure mode in mind, but I'm curious about something: So far, my adventurer has approached two fortresses (gnomish and succubus), each time met with massive FPS drops (essentially freezes the game between each step). Hamlets run smoothly, I'm not sure what could be at these fortresses that would cause the game to freeze.
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IndigoFenix

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #161 on: February 09, 2015, 02:52:44 am »

Pretty sure that's just a Vanilla issue.  Dark fortresses and regular mountain fortresses run really slow, possibly because the game loads all vertical levels at once.  It's really annoying.  What's the point of fortresses of evil when you can't storm them without your computer slowing to a crawl?

Maybe I'll alter gnome biomes so they only build hillocks, at least until this bug is fixed.

Boltgun

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #162 on: February 09, 2015, 02:59:48 am »

Pretty sure that's just a Vanilla issue.  Dark fortresses and regular mountain fortresses run really slow, possibly because the game loads all vertical levels at once.  It's really annoying.  What's the point of fortresses of evil when you can't storm them without your computer slowing to a crawl?

Maybe I'll alter gnome biomes so they only build hillocks, at least until this bug is fixed.

There is a lot of optimization missing when it comes to underground settlements, not much we can do about that atm without cutting the content away.
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Jesker

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #163 on: February 09, 2015, 05:52:15 am »

Did you make sure to only designate the bottom z-level for the trees? Dwarves aren't normally going to try and climb to cut one down, (Which is understandable, they are a bit on the stocky side and culturally used to being out of the sun/away from nature.) another issue is that you can only designate each tree once so ordering a clear-cutting won't work as most of the designations will be far off the ground and go unchopped on hilly maps.

The trader issue might have something to do with how many/heavy goods they brought, I've noticed they take longer to unpack when they've brought lots of large animals and/or ore boulders so you may want to request lighter cargo the next time around. (This might just be coincidence on my part.)

Actually it's probably the calendar, traders come and go depending on what season it is. So if they would have normally taken half the season to unpack then in 2x speed it'll take them the whole time. Requesting lighter cargo couldn't hurt though, go with lower-quality raw materials like normal leather and sand bags, most races can upgrade them on-site at a much more efficient rate anyway.

Yes I did from the same Z level I had designated the ground to be dug from and they started digging and cutting after some time doing nothing. The ground was on the same level with the river and there were no hills where the trees grew. I designated the digging to be done into the hill like I do 99% of the time.

There was only one wagon and it was the first trade caravan so I couldn't have ordered anything. I can't remember if I got the chance to do that when the caravan came or did the whole caravan bug out.

The 2x speed should make the unpacking take half the time, not twice as long. Oh well.. Maybe I'll just stick with the normal speed - though it can get somewhat tedious after some time.
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Meph

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Re: Masterwork Reborn - Alpha - V0.000004 - Lots of stuff (and Succubi/Gnomes)
« Reply #164 on: February 09, 2015, 08:16:28 am »

You can easily test this, by typing "timestream 1" into dfhack while the game is running. (or 2 for the setting you were using), you can alter the speed ingame as you like. I just put it into the GUI to make it easier for players to find.
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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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