Ah, good to know. Well, while the mystery endures, we at least know the work around. Thanks for the prompt reply and keep up the work. Masterwork keeps me coming back, time and again.
Mod is coming along great but I have noticed something weird. Every time I start a new map I always find Grazing turned back on. Is the toggle bugged maybe or am I missing something. Never had this issue prior to most recent update.
Thanks and keep up good work.
Wanted to check and see if anyone else was having issues where the arrival of the dwarven traders in first fall, catch fire, messing up their ability to fully unload as well as burn down locality. Seems like an awfully odd occurrence.
Meph wrote:
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.

Yeah once again Toady found the most obtuse route possible to upgrade a feature. It is a welcome change though.
Keep up the good work, Meph
Not sure if this is a Vanilla issue or not (never play it now that I have Masterworks) but I am unable to access any options to train Large animals or war/hunting. Only options in kennel now are Tame Small and Capture. Anyone else having this issue?
UPDATE: Ah. It looks like I am the fool. Much of the training seems to have moved to the Z menu and not the kennel, although I don't see the real purpose of that. I know Toady is overhauling training but...
comment last edited by OldManHiggins on Apr 05, 2012, 10:38:15 am
Meph wrote:
New version is up, 1.5
Meph, not sure if you knew or not but the grazing in the new build has defaulted to vanilla. My livestock has started to starve to death. Other than that, everything else looks great.
Meph wrote:
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 ?
Nah the second it appears and the auto-pause kicks in, it crashes. I will just start a new place and reclaim later.
Meph, Just wanted to let you know, an "unhandled Win32 exception" occurs every time the Forgotten Beast Zemzemh appears in my game. Causes DF to stop working. No idea if that is one of your beats or Toady's, but I wanted to give you a heads up.
Meph wrote:
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, good to know. Thanks for update.
Anyone else having issues with castes not displaying in Therapist, in the new build? Do I need to manually patch it or was the DT patch already applied?
Not running into any other issues currently. Build looks good. Keep up good work.
comment last edited by OldManHiggins on Feb 29, 2012, 07:36:47 am
I believe you run it through an archaeologist shop and it gives you precious metal.
firons2 wrote:
is there some sort of indication of a cavern
Once you get within a certain distance of a subterranean area, you will be prompted and it will reveal a section of that cave in the planes above and below. I believe Toady has said all embark areas have at least one but frequency within the embark area, and how deep it is, vary. If you embark on a volcano, for instance, expect the caverns to be very deep (the 90+ plane) and sparse. Or at least that is my experience.
Meph wrote:
About gems: Well, that is... weird, but maybe not too bad ? ^^ I havent played with 34.2 yet, no time.
Yeah it is slightly annoying because you have to read the list before doing you cuts or sets, but I see an upside where you can use junk rock in order to increase the jeweler's skill level. Prob should be corrected but in meantime it has a nice side effect.
Meph wrote:
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.
Meph, the "Dwarf Fortress is not responding" error I was trying to track down looks to have been the one Toady fixed regarding saved games, so that is cleared up.
One thing though, and I am not sure it is intended- With the newest version, when I go to cut gems, I am able to pick from a list of every stone I currently have, not just gems. This isn't intended, is it?
Meph wrote:
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.
Awesome. Great work.
Meph wrote:
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.
I have been trying to isolate the cause but have yet to determine what causes it- or if it is even Masterworks. I may simply have been getting those embark areas where you have glitches on certain planes. I certainly didn't want to add to the variable by messing with any files. Until I have something to go on I didn't want to report anything.
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Can't you just make the new files and copy/paste the text to those files, or have some tags changed?
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While that may work, I run into enough "Dwarf Fortress Has Stopped Responding" with Masterworks that I don't want to start applying my own "fixes". I can wait until someone with a better understanding of the game has made the proper adjustments.
firons2 wrote:
when are you going to update this to 0.34.01

Yeah I am having a great time with this mod. I hope there is an update soon so we can enjoy this with 0.34.01