Thanks. It's fixed.

thetj: Is fixed. Sorry it took so long, I thought I fixed it last update. :/
Tolfus: DF requires a minimum of 80 tile in width. So anything below the minimum resolution of 32x80 (2560) is ignored.
Start a fort, type "twbt tilesize 16 16" into the dfhack window.
The readme predates the launcher, it still has some outdated lines in it.
Just select it in the launcher. Although I still recommend using the 32x version. I had problems with the 16 and 24x versions... it's easier to use 32x and simply zoom out ingame.
Thanks Swaki, I added the missing [WORLD_GEN] tag.

That only happens if TWBT is off. You need to run dfhack and twbt with this set.
There is a button called "Aquifers" in the Settings tab. Open the MasterworkDwarfFortress.exe, click on the Settings tab, and you'll see it. After that you need to gen a new world.
TheErk, you have to turn off undiggable stone and gen a new world. The Tooltip says so... only use that option if you only play kobolds.
Quote:
Meph did you hear the glorious news!? DF is 64 bit compatible now!!!
Yes, but I have to wait till dfhack updates.
Quote:
Hey does anyone have like a guide or video on how to install this mod i really want it but i cant install PLZ HELP
Download, unpack, done. It has a manual included too, which explains whats the MasterworkDF.exe does.
dirst just send me the fixed script, I uploaded it.

The bug is fixed.
Hey Topodic,
Seems the last update broke hermit mode completely because the syntax of create-unit changed. Its an easy fix, next week it will work again. Thanks for letting me know.

HelloKinky wrote:
Hey Meph, you ever think about setting up a Patreon for all your hard work?
Wouldnt that be silly?
I stopped using 7z for DF files once people started complaining about the weird format, not knowing how to unpack it. -.-
Moved old version; mod starts again at version number 1 for DF2016
Its in the release thread next to the link to this DFFD version... but ok:
Download 
Try the mirror on dropbox.
This is heavily outdated. Where did you even find the link to this?
We are on almost V.6 now with the mod. I cant do mac/linux ports though, so people usually do it with mono and wine.
Plans: Yes. But ask again in 2-3 months from now.

Please do reports like that on bay12.
And post OS, settings, version number, which worldgen, etc. Without info, I cant help.
Yes, I do. And updated to 5.08, which is a very large update.

Yep, that got fixed.
Updated to 5.06.
Updated three times more... 5.01, 5.02 and now: 5.03. Lots of changes.

Updated to MDF 5. New Race: Succubi.
Updated. Fixes and more Gnome content.
Updated to 4i.
No, because you have to recompile the .exe. But I will upload a fixed version today, with some other features.
Unplayable? The bug in the GUI you mentioned only results in gem shapes not being toggled, it has no influence on the gameplay what so ever.
If you experience crashes, the source is something completely different. But "crash or whatever" since "something was misspelled or whatever" is on of the most inaccurate bug reports I have ever gotten.
The Gem Shape Button is fixed now btw, next release will have it working again. You see, if things get reported to me, they get fixed.
Kuldar: Hopefully you will realize how you sound, if I parody your post:
Come on, man. Recheck your post! ONE COSMETIC ERROR - when using the GUI which is not even written by me. This in a mod with over 10.000 reactions, 400 buildings, 4 playable races. Getting complaints for something that minor is not cool.
I dont want to sound mean, but its a free game I put my time and effort into, and if one of several hundret options in an additional program doesnt work correctly, and it has no effect on the game besides a purely visual one... thats not worth the fuss.
In that case I dont know. Try the forum or reddit, but it sounds like something that has a cause on your system, not the mod itself. I have gotten no other report about crashes like that.
What does the LNP have to do with it? Its not in the same folder, is it?
Did you have a clean install? Default settings, no older installations or vanilla DF, just download, unpack, run DF.exe ?
Are you using the advanced worldgen ? Its recommended to use one of the templates there, and not the normal worldgen. If the problem persists, try generating shorter worlds or disable a few civs.
It might be that it uses too much RAM, in that case use the Large Adress Aware Patcher, the LAA.exe. You can find it with the other utilities. Its allows the DF.exe to use more than just 2GB RAM.
Updated to 4h.
Includes a new playable race: Warlocks.

And another update, to V.4g.
Happy New Year!

And once more, updated to v.4e.
'Damn, I love talking to myself'
- Meph, today.
Updated to 4d, in case anyone follows this comment section.
Updated

Updated to 4b, in case anyone follows this comment section.

GUI is updated now.
Its because the GUI is vastly outdated, I left the source code in germany, then went 5 months to asia. I'll be back shortly.
Updated, all noted issues fixed.
btw, "Price of artifacts is gone" was just you not having a broker with appraisal skill, no ingame items have prices in that case.

I am doing precisely that. Manual and improvements only for the next release. And I didnt muck up as much as you think, its simply that I packed the wrong folder.. it was my dev-version, which is the reason for odd things like "lit torch", the 4 adamantines (which are for tests of item sets) and the "spawn items" in the still.
Cats are supposed to be missing, like all other "human" pets. The mod has new, more dwarven version. In future I plan to make this optional.
But all the other creatures should be there... dont know if anything went wrong with your install, its pretty straightforward.
HelloyKinky, you have to update your .NET-framework. Its a core file from Microsoft, for Windows. I think the newest version is 4.something. You seem to be on <3.5 for this error to show up.
silverdwarf4, the download is a .rar. You will need a program to unpack it, like WinRar or 7zip. Both are free.
Sorry to you both for the late reply, but I seriously only come here when I do an update. Asking in the forum or on reddit will net better results.

DirtyFoot, the answer comes a bit late, but I really didnt see the comment here before. The bay12forum is a lot more active.
To answer it: I already have poisons in the mod, and the advfort plugin now as well. I also include many things from Genesis, all the creatures, some items, some reactions... It was one of the first things I did. Deons Genesis Reborn is more of a total conversion, I cant merge that in.
Adv. mode will stay rather unsupported by me I have to admit, I focus on Fortress mode.
OldManHiggins, the grazing button has character, I have to give him that.
I couldnt even fix it, and focused on other things. Grazing ON currently means OFF, and Grazing OFF currently means ON. Its simply reversed.
I am a bit surprised by that as well, since I cant find the error in the code, but thats ok. Nothing too major.
Creating vellum caused a crash, this one is fixed.
Traders hat some chance to arrive with magma in bags (dwarves^^) this one should be fixed, only time will tell for sure.
comment last edited by Meph on Dec 21, 2012, 10:43:48 pm
If you could download the windows version (1.9.5) and port it to Linux, that would be great
I assume it is just adding the raws, but I cant test it on my WIN machine, and I dont want to upload something that might not work. So, if you want to help, go ahead

And good luck with the mod.
That is a very strange question, considering that all versions of all mods are compatible with Dwarf Therapist, and both the first post and the manual state that Dwarf Therapist is INCLUDED in the download. And dfhack as well, it even automatically starts up when you open DF.exe. So, yes and yes.
@jimdale: Please post these question in the forum, many users there can help you. I am not online much these next months. The dwarf you describe is possessed and will turn into a demon, but I guess you know that by now
Updated to 34.11. Small bugfix version, no new features.
Update to 34.10. All shiny new utilities, full dfhack again, and Therapist with some extras.

Updated to 34.09
Some bugs fixed, some bugs still in...
A NOTE: The current version (1.9 for DF 34.08) does NOT include dfhack, and has two test reactions left in the still. To fix this, please update your entity_default.txt with this file:
New, fixed entity file.t
Thank you. Both issues will be fixed in a few days, when all updates for 34.09 are done.
You are way lucky my friend. About 1 in 1000 dwarves is a mage. Same mages that you could train with the high-end magic buildings, but a few times people get them as migrants. Have fun, he is a magmamancer, but dont station him near other dwarves.
The bloodbeast would be a negative example, a bit less rare... next version you have a way to cure those btw.
Thank you. I am working on the glob thingy since a while, but testing is slow due to RL having priority. The Temple has only one exit, the center tile on the south wall, rest counts as wall. This is to prevent people accidently crossing it and being affected by boiling cloud syndromes. Build it with a free way at the bottom and there shouldnt be any problems.

Thanks for the report.
The nightwings are a FD race and inbalanced, because the flying AI sometimes gets broken. The friendly invaders after reclaim is an Vanilla DF bug, but I did not know that they turn hostile upon their next siege. I have seen friendly goblins fighting other goblins, maybe a different goblin Civ ?
I still havent figured out a way to solve the bullet collecting/cleaning though, but I think deon has the same problem in his apocalypse mod. I will ask him.
You can train them for war/hunting and assign them as war animals to the dwarf, yes. Simple as that.
i had to remove the guildhall because it worked with transformations. in itself that is fine, but it conflicts with the dwarf therapist and already transformed dwarves can not be transformed again, so everyone using the guildhall cannot become a golem or mage, which is anoying. i did remove it, but is seems that i did leave the building guide in. will remove it in the next release, sorry for the confusion, guys.
I generally dont judge anyone here, but you did post something constructive indeed. Now I know that very long worldgens can lead to crashes. I cant really test them, it would take ages to do those on my little netbook. So thanks for the report, and glad to see that you got it fixed.
Mh.. you are the first from the 600 people who downloaded the version to report problems with the world gen. I have to assume that it is a problem on your side. I personally never had a crash in worldgen, I usually run between 100-250 years of history. Sorry to see that it does not work out for you.
Dont thank me, thank kudakeru, he is doing the Mac Support so far
I will just now upload the 1.7.1 Version, will take a while, but should be online today.
Ah, I wasnt aware of that issue, thanks. The flickering/graphica errors are a vanilla, or better: truetype error. Press F12 to turn it off, or try the normal font, you can switch them with the Masterworks Setting.exe. Going to windowed mode and back to fullscreen also helps, but only temporary. This in nothing I could affect however and hope that Today fixes it some day.
They are a vanilla item, just as usual. Docotr takes water and plaster poweder, and makes a cast on the patients limb to immobilize it, works as an alternative to splints and tractions benches. BUT I think my reaction does not properly work, since they are created in the workshop, not ON the actual patient, and the doctors are too stupid to put them on ^^
No worries, but unfortunately I cant really offer this mod downgraded to 31.25... Hope runesmith updates anytime soon, then I can even add it to the mod.
A well-set... needs a mechanism, a block, and a rope, these are three different industries. I dont think I should make it that easy, people should still need to make cloth-ropes or metal-chains. The other sets for furniture need only stone/wood, so it fits the tech-lvl of a mason/carpenter.
Yes, my hard drive. Which version do you mean, 1.6.1 ? And what is the reason you ask ?
The simple reason for that is that the old reaction took ANY animal, while with the new system you can pick an individual animal for training. And since some are easier/harder to train that is very good.

Thank you.
Both things you mention are normal, even in Vanilla DF bodyparts get resurrected.
Updated to 34.07
I dont. Only living thin I create are live vermin fish in the next update, for the fish farm. The golems work by transformation, you loose a dwarf, but win a golem. I tried many different things to really create new life, but the game crashes every time I spawn a dog, dwarf or anything related... guess they dont know how to sort them into the histories, with father/mother, names and such.
Thanks
@firons: You can swap the color in data/init/color.txt
@sparkles: Yeah, somehow I got that mixed up, thanks for the clearance. I will go on a little cruise to Panama though, so dont expect any updates too soon

hey firons2, I somehow begin to understand why you cant access the forum.
and just because I am so nice: both things you adress are vanilla df features, nothing I could change about them. And these topics are quite ridiculus, are you trying to be a troll ?
You should be able to. You can even buy them directly from the elves.
Chemistry and Synthetics are still in my list, but might not come too soon. Magic is a lot more interesting right now.

Updated to 34.05
Cant. No one found a solution yet, BUT you can press 2*F11 to go to windowed mode and back to fullscreen, the blank/black spaces are fixed then. Temporarily. Or press F12, to turn truetype off completely if you cant read anything.
34.05... good timing.lol
The grazing for domestic animals is part of the "harder farming" option, but they starve a lot slower and need less grass then in vanilla. Quite a few people asked about it, since I first remove it, then add it back in ^^
I have a little buglist, with tiny things around. The biggest issue currently is that friendly races still have a tough time surviving long worldgens, and games get boring without carravans/migrants. Short worldgens (0-25 years) should be ok though.
New version is up, 1.5
@firons2: You can see who is in a squad in vanilla df, as well as in this mod. The blank spaces are a problem of truetype + tileset, just press 2*F11, or F12 to toggle truetype.
Thanks for the report, but FBs are randomly generated, I cant even access the raws for them. There is a couple that is mixed together for every world you do, you your crashing FB is unique, like every other FB. Any chance of deleting it with runesmith before the crash ?
Graphics or Tileset ? Graphics ON/OFF just removes the sprites, for example from the new creatures... if you want to play with ascii only, without phoebus, you will have to wait a bit till I make an ascii version of the mod, it is a bit of work.
Thanks

Guess I have to upload a compatible version then... currently testing slaves, this time I'd like to add them.

New Therapist is not patched yet. Lot of work, since it is a different programming language

And with 34.01, then 34.02, then 34.03 coming out in rapid succession, I'd like to wait with that.
Ah, ok. No problem, changelog is there

Added it to the Mod Description, at the bottom.
@sparkles: I am working on the adventure mode, but I dont play it, so it is difficult. Custom buildings are hradcoded, I cant add these. You can find the changelog in the forumthread, first post. An the very bottom of it. Beware, it is quite long.
Bag of Loot => Creature Research Lab => Open it => Profit.
Trained animals do breed. Armored animals dont.
Spawned Magma crab in Arena mode, no crash.
@forin2: Try a clean download.
@all: Well, just did a quick bugfix, 1.4 is up. Just three new features, the engineer for trap upgrades, you can train necromancers in the temple, and you get a friendly visit by drow caravans in winter. Thats it.
Well, I had werebeasts in my mod, so they work. I guess the same is true for vampires. I definetly had evil rain and mist as well.
About genesis: I have some of deons buildings, and replaced all others with different versions of mine. I have all the genesis creatures (except intelligent civs) and the materials/tissues. Same goes for ammo, and most items, like armor and weapons. Of course not 1:1 copies... deon allowed me from the very start to add 100% of genesis and do whatever I want with it, very kind of him. I learned a lot from it, and I played genesis myself, before I started my mod.
So to answer your question: I include about 50% of genesis in masterwork df. The rest I excluded because I have a better or different alternative.
All my adv. worldgen settings allow for at least 25 zlvl before the first cavern. With the new vermin on you can also detect caverns by looking for fireflys, you can even see them in unrevaled areas.
Quote:
world necromancers and vampires aren't genned
Did you narrow it down to a specific setting ? Then I could fix it. Otherwise I will add custom necromancers, although I dont know about vampire-migrants. This is something I cant do myself, not really...
Ah, I understand now. Yes, babies and children do count as citizens. You can see the total number in the "z" screen. And invasions need different numbers of citizens, depending on the race. Frost Giants for example only come at 140+ dwarves.
@turrets: Hopefully I can. Not sure how much can be done with the new version of DF.
@ "hey meph about the first invasion do babies and children count as dwarves or only adult dwaves count" I have no idea what you mean by this . Invasion = migration wave ?
Good to see that the crash has been tracked down and fixed (most likely after what you describe)
About skulls: They were optional before, under the monsters button. Like I said, I fix them, and will put them back in for the next one. They were one of the very first things I did for this mod, and quite unpolished.
About gems: Well, that is... weird, but maybe not too bad ? ^^ I havent played with 34.2 yet, no time.
Treasure Chests => cut in jeweler => open in archeologist. They are part of the fossils, and drop a random amount of gold/silver/platinum. Also: read the friendly manual
Thanks for the heads up, a 0.34.2-compatible version is up. Also includes quietusts fixes, the new phoebus tileset and removes burning skulls, since some people noted that they are rather unkillable and burn down the map

I have to disappoint you, no win-zip. It is far inferior to win-rar. I would like to use 7-zip, which is even better, but not a lot of people use it. I tested, the zip file is over 10% bigger then the rar. But just google winrar and you should be good.
It's done, new version is up. One new features, the Golem Forge, otherwise just 10 quick fixes and a DF 0.34.1 support. I had to take out dfhack, since no updated version does exist as of yet.
Ok, understood and thanks for the quick reply.
I finished the .34.1 compatible version, will now fix some more masterwork related bugs, then release it later today/tomorrow.
Hi,
I was in the columbian jungle, obviously without internet. I will start bugfixing and release a 0.34.1 compatible version in a few days.
@oldmanhiggins: If you have crashes, please report them. Otherwise I have no chance at fixing them. It would greatly help, especially with crashes, since they show no errorlog. Write me in the forums please.
comment last edited by Meph on Feb 16, 2012, 04:49:21 pm