If you have no meeting hall all dwarves will count the former place where the wagon was a the default meeting area.
I am online for the first time in a week. Read all the feedback, first of all thanks for all that. Also big thanks for the people who answered questions while I was away.
A few things I want to note: I am having a great time in my RL, consisting of remote mayan ruins, ketchi villages, a cute redhead girl, diving in the carribbean ocean and a free 1000km lift I just got yesterday. While all this is good news for me, it is bad news for you guys, since I havent touched my laptop this last week
About the future of the mod:
I will redo the animal biomes. I rather likes getting attacked by ogres early on, but can understand that this is not everyones idea of fun. Regard the current design as a test, I mostly released this version because people asked several times about the music system.
I will redo (and make optional) the dwarf chocolate features. I wrote the author of the mod, SethCreyid, already about the balancing and will do some balancing of my own on it. I havent playtested the mod myself, and the omnipresent invisible liches that spam spells do not seem to be intented like that.
Bloodbeasts will also be nerfed, maybe I can even add a way to find, isolate and SAFE the "secret"dwarves, because I get the feeling that people do like the feature, but mislike that they cant do much after they identified the stricken dwarf.
I noted down all the feedback, some of it I really like and will implement without a doubt.
Just let me quote this about the mac version again:
Update: I found the problem. This is NOT a problem with the latest masterwork mod. This is a problem with the latest mac version from Toady that Meph is using.
FULLSCREEN and TTF fonts are broken in the mac version. If you turn off ttf (F12) You will find that you can now enter the build menu. It was crashing because there is an error in the code to determine the width of the text to draw the menu using True Type Font.