I've seen this mentioned allot so I want to address it;
Ability to turn masterwork off, and revert to vanilla, or simply FPS only options.Yes, this is 'The next big project' and goes hand in hand with the raw cleanup Meph has planned for when he finishes his trip, also the new GUI I am writing from the ground up from scratch is being written with this goal in mind and will include under the hood changes that will allow this to happen.
In the meantime, I am assembling some bug fixes that will be included in the minor updates in the meantime.
How can you help?
If you have found a bug:A bug report is only really useful if it is
reproducible. If I can't see the bug happening on my computer in front of my own eyes it is extremely hard to fix.
If you are experiencing a bug you would like to see fixed, or that you would like some help with and you are finding you are not getting the response you would like please preform one of the following.
1) Save you game, copy your save file over to a fresh installed copy of masterwork with all default settings. (change nothing) Open you game, see if you still encounter the bug. If so, upload the save file (dffd, dropbox,) and link to it. Provide directions on how to see the bug for ourselves.
2) Install a fresh copy of masterwork. Provide step by step instructions of what options to set, how you generated your world, where you embarked, whatever it takes to actually see the bug happen.
If you find a bug, and figure out how to make it keep happening, and share all the relevant information (most important how to reproduce) It will make it easier for us to find the root of the cause, and fix it.
Magma-in-bag on tradersThere was a post a few pages back that had a possible fix for this issue. Has anyone who is experiencing the problem tried that?
@Durian HohladesYou have to 'Create a New World' for most changes to take effect. This means you can't turn invades off or back on in an already existing fort. Any forts in that world will use whatever settings where in effect when the world was created.
@Speakafreak22I've seen it mentioned before, but I can't remember where sorry. What I know of about collapsed bricks is that they are a type of ore related to archeology and you will find them as viens in the ground like ore(follow them to find treasure). This means that they are not at all like the bricks your dwarfs would create from sand/clay, hence the way they get stockpiled. I'm not sure if this is something that can be fixed. (Mods have to work around limitations in DF, that sometimes cause weird side effects)
@Wards Does anyone know why Meph decided to make them die? I think a longer lifespan would be nice. Thoughts?
@tahujdtDefine sometimes; when are you getting these odd embark points?
@CapnCanaryMake a big huge burrow that covers your entire fort, including all stockpiles and workshops (remember you can designate over multiple zlevels now) Do you still have the issue?
@IsharGuides & Readmes Pet Guide.PNG - includes most of the stuff that can end up on your team (sauropods are missing, but we all know those are just giant long necked dinosaurs right?) Buildings, Woods, Plants, Metals, and Materials are also documented there. Creatures have not been documented yet. Anyone up for this? You can find more info in the raws
@Niveras thanks