Bay 12 Games Forum

Dwarf Fortress => DF General Discussion => Topic started by: PeridexisErrant on May 15, 2013, 09:24:24 pm

Title: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 15, 2013, 09:24:24 pm
PeridexisErrant's Starter Pack bundles Dwarf Fortress with huge community upgrades - graphics, tools, bugfixes, and much more.

Download the latest Starter Pack here! (http://dffd.bay12games.com/file.php?id=7622)

It's suitable for anyone - if you've never tried DF before, or played for years.  For beginners, everything is bundled and set up for you; any setting can be safely ignored and the default will just work.  For advanced players, everything is open: customise, add, remove, update, or replace anything you want to.  The Starter Pack means you can spend hours setting up your fortress, instead of your DF install!

There's a thread on the Bay12 forums (http://www.bay12forums.com/smf/index.php?topic=126076) for feedback, questions, suggestions, or anything else about the pack.  The second post  (http://www.bay12forums.com/smf/index.php?topic=126076.msg4250424#msg4250424) has a complete table of contents, and recent changelogs.

Besides the official download page on DFFD (above), /u/Hecknar maintains df.wicked-code.com (http://df.wicked-code.com), which mirrors every release since 0.40.01!  The final 34.11 pack is here. (http://dffd.bay12games.com/file.php?id=8687)  The final 40.24 pack is here. (http://dffd.bay12games.com/file.php?id=11309)  The final 32-bit pack, 0.43.09-r09, is here. (http://dffd.bay12games.com/file.php?id=12936)  The final 43.05 pack is here. (http://dffd.bay12games.com/file.php?id=13201)  The final 44.12 pack is
here. (http://dffd.bay12games.com/file.php?id=14793)  If you need an older pack or that site is down, let me know and we'll sort something out.  OSX and Linux packs are available at http://dwarffortresswiki.org/Lazy_Newb_Pack

INSTRUCTIONS:
1. Download (http://dffd.bay12games.com/file.php?id=7622) and unzip the folder
    It's a bundle of portable apps; there's no further installation procedure.
    The pack must be able to read/write files though - so don't put it in a "Program Files" folder.
2. [Optional]:  Use this tool (https://md5file.com/calculator) and the checksum on DFFD to confirm you got an uncorrupted file.
3. [Optional]:  Upgrade from an earlier release by copying your old 'Dwarf Fortress 0.xx.yy/data/save/' folder to the new pack.
                DO NOT try to upgrade by extracting or copying over an earlier pack.
4. [Optional]:  Visit the DF wiki (http://dwarffortresswiki.org/Quickstart_guide) or my tutorials (https://df-walkthrough.readthedocs.org) for help learning to play.

Finally, an appeal:  Dwarf Fortress is free, and redistributable (http://www.bay12forums.com/smf/index.php?topic=100851.msg5237823#msg5237823), because Toady lives off donations.  You can support Bay12 Games here (http://www.bay12games.com/support.html).  Or you can donate to cover my time and costs here (https://www.patreon.com/PeridexisErrant).  Even if you decide not to donate, Dwarf Fortress is still free - and so is this unofficial pack.

(http://www.bay12games.com/dwarves/imgs/support_large.png) (http://www.bay12games.com/support.html)
Title: PeridexisErrant's Starter Pack
Post by: PeridexisErrant on May 15, 2013, 09:24:45 pm
Contents:

Core:
 - Dwarf Fortress 0.47.05 (http://www.bay12forums.com/smf/index.php?topic=&board=10)
 - PyLNP 0.14d (http://www.bay12forums.com/smf/index.php?topic=140808)

DFHack 0.47.05-r7 (http://www.bay12forums.com/smf/index.php?topic=164123):  (includes Stonesense (http://www.bay12forums.com/smf/index.php?topic=106497))
 - TwbT 0.47.05-r7 (http://www.bay12forums.com/smf/index.php?topic=138754)

Utilities:
 - Announcement Window v1.2b (http://www.bay12forums.com/smf/index.php?topic=153777)
 - Armok Vision v0.21.0 (http://www.bay12forums.com/smf/index.php?topic=146473)
 - DF Story Maker 1.0 (http://www.bay12forums.com/smf/index.php?topic=128570)
 - Dorven Realms R1 (http://www.bay12forums.com/smf/index.php?topic=138366)
 - Dwarf Mockup 1.2.0 (http://www.bay12forums.com/smf/index.php?topic=143546)
 - Dwarf Portrait v2.1.0 (http://www.bay12forums.com/smf/index.php?topic=158930)
 - Dwarf Therapist v41.2.4 (http://www.bay12forums.com/smf/index.php?topic=168411)
 - Isoworld 2.1 (http://www.bay12forums.com/smf/index.php?topic=70700)
 - Legends Browser 1.19.2 (http://www.bay12forums.com/smf/index.php?topic=155307)
 - Legends Browser 2 2.0.2 (http://www.bay12forums.com/smf/index.php?topic=179848)
 - Legends Viewer 1.20.08 (http://www.bay12forums.com/smf/index.php?topic=154617)
 - PerfectWorld 1.9 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Picturefort 2.1 (http://www.bay12forums.com/smf/index.php?topic=138590)
 - Quickfort 2.1.0 (http://www.bay12forums.com/smf/index.php?topic=35931)
 - SoundCenSe 1.4.4 (http://www.bay12forums.com/smf/index.php?topic=159567)
 - Soundsense 2016-1 (http://www.bay12forums.com/smf/index.php?topic=60287)
 - Soundsense RS v1.5.1 (http://www.bay12forums.com/smf/index.php?topic=174585)
 - World Viewer 2.5.0 (http://www.bay12forums.com/smf/index.php?topic=128932)

Graphics:
 - ASCII
 - CLA (http://www.bay12forums.com/smf/index.php?topic=105376)
 - DungeonSet (http://www.bay12forums.com/smf/index.php?topic=152766)
 - GemSet (http://www.bay12forums.com/smf/index.php?topic=150753)
 - Ironhand (http://www.bay12forums.com/smf/index.php?topic=53180)
 - Mayday (http://www.bay12forums.com/smf/index.php?topic=137370)
 - Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934)
 - Phoebus (http://www.bay12forums.com/smf/index.php?topic=152698)
 - Spacefox (http://www.bay12forums.com/smf/index.php?topic=129219)
 - Vettlingr (http://www.bay12forums.com/smf/index.php?topic=172078)


Recent changelogs:

0.47.05-r11
 - updated PyLNP to 0.14d, fixing blank DFHack window

0.47.05-r10
 - PyLNP fix for Windows Vista and 7 (no change for Windows 8 or later)

0.47.05-r09
 - updated DFHack to 0.47.05-r7
 - updated TwbT to 0.47.05-r7 (unofficial build by thurin)
 - updated Legends Browser 2 to v2.0.2
 - updated Dwarf Therapist to v41.2.4
 - updated PyLNP to 0.14c
 - moved files around for the nice new DFHack config system

0.47.05-r08
 - updated DFHack to 0.47.05-r6
 - updated TwbT to 0.47.05-r6 (unofficial build by thurin)
 - added Legends Browser 2
 - merged Quickfort blueprints libraries from the DFHack and utility versions

0.47.05-r07
 - updated DFHack to 0.47.05-r5
 - updated TwbT to 0.47.05-r5 (unofficial build by thurin)

Older changelogs can be found in ./LNP/about/changelog.txt
Title: Re: Expanded LNP - a single download with everything
Post by: CueBunny_ on May 25, 2013, 12:13:42 pm
How do you transfer your worlds to the new Lazy Newb Pack?? im currently using the original version of LNP and i cant figure out how to get my worlds from my old one to this new one.
Title: Re: Expanded LNP - a single download with everything
Post by: CueBunny_ on May 25, 2013, 12:16:56 pm
nevermind i figured it out! :P
Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on May 26, 2013, 12:54:53 am
For posterity:  The way to do this is to copy the contents of your savegame folder across.  DON'T delete them until you test the new version!  The folder is in 'Dwarf Fortress>data>save', and can be opened from the 'folders' menu of the LNP. 

You can also edit your own comments using the 'modify' button on the top right, and posting the answers to your own question is encouraged - it helps anyone who searches for it later. 
Title: Re: Expanded LNP - a single download with everything
Post by: k33n on May 28, 2013, 03:05:16 pm
I really wish you would disable the mouse query by default, I strongly dislike it.

Other then that, cool.
Title: Re: Expanded LNP - a single download with everything
Post by: Jon-Ace on May 29, 2013, 03:35:08 pm
A large chunk of dfhack plugins refuse to load with this version of LNP.

ex: workflow doesn't load and any attempt to manually load it doesn't do anything.


Nevermind.
Title: Re: Expanded LNP - a single download with everything
Post by: Clatch on May 30, 2013, 07:14:59 pm
Don't be like me and rename your LNP directory with spaces - nothing will work.

This is pretty exciting to see all of these tools running cross-platform.  I do have to say though that the Mac executable provided by the latest DFHack 0.34.11r3 is the only way I've been able to get DFHack to run natively on Mac.  It would be great if the tool could determine the OS and just run the appropriate executable - a lot less work.

So this is a cool development, but there's a lot of work to do yet!



Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on May 30, 2013, 09:28:17 pm
Yeah, there's a lot of stuff where renaming something will break another tool that uses a defined folder path.  If you want to rename something, jut take it slow and keep checking that stuff still works - keeping a copy of the whole folder prior to any edits is also a good idea. 

There is actually nothing here which is actually usable on all platforms (except soundsense, somehow), but fortunately many developers compile a version each for windows mac and linux.  This looks like it keeps getting better as well, with a new edition of the LNP in the works which can be compiled for any platform - its in the mac version and while behind, is still usable. 
Title: Re: Expanded LNP - a single download with everything
Post by: Tacyn on May 31, 2013, 04:18:50 am
Does this only contain utilities and no mods?

At least modest mod for some balance tweaks and bugfixes could be useful.
Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on May 31, 2013, 08:41:31 am
Everything except mods - master work has that covered pretty well for a single package, and there wasn't a vanilla equivalent. 
Title: Re: Expanded LNP - a single download with everything
Post by: Id Utalrisen on June 03, 2013, 02:32:12 am
Is anyone else getting a corrupted .zip when they download this?
Title: Re: Expanded LNP - a single download with everything
Post by: Hommit on June 04, 2013, 04:12:39 am
not sure with last version, but with previous author used for whatever reason a 7z and not zip. (is that useless unpacker exe still it btw? it should be removed. actual unpacking can be done with command-line 7z (+standalone dll) and simple .bat file)
Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on June 04, 2013, 06:04:40 am
Recent versions are all .zip - there were some issues before with the 100MB hosting limit, so I was tweaking the compression, but eventually just cleaned some of the less useful bits out.  The unpacker has been removed, since everyone can extract .zip files. 

So far as I can tell it's working, and there have been a couple of new versions since you got the corrupted download - hopefully it'll keep working fine. 
Title: Re: Expanded LNP - a single download with everything
Post by: Id Utalrisen on June 04, 2013, 10:08:33 am
Still corrupted for me, downloaded it 3 or 4 times last night, and still getting this. Can anyone reproduce this, or am I doing something wrong?

Spoiler (click to show/hide)

Update: Not having this problem as of v14! Yay!
Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on June 04, 2013, 06:41:20 pm
The only thing I can think of is to try a different extractor, or a different internet connection.  :/

Title: Re: Expanded LNP - a single download with everything
Post by: Hommit on June 05, 2013, 07:40:03 am
Still corrupted for me, downloaded it 3 or 4 times last night, and still getting this. Can anyone reproduce this, or am I doing something wrong?
Check file size, maybe it isn't actually downloaded fully. Sometimes it happens. If it is the case, try some download manager
Title: Re: Expanded LNP - a single download with everything
Post by: gtmattz on June 08, 2013, 12:58:19 pm
The GUI will not install Ironhand, it just leaves the default graphics in place...  The others it seems to install fine?
Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on June 08, 2013, 09:06:42 pm
Odd, it seems to be working for me.  If all else fails, use the link to download a fresh copy of the ironhand graphics, unzip it, and stick it in the graphics folder.  If that doesn't work, I can't really help much beyond platitudes (turn it off, then on again!). 

I did find an issue with CLA though (mouse missing) which will be fixed in the next release.  Before then, just copy mouse.png from another graphics pack. 
Title: Re: Expanded LNP - a single download with everything
Post by: tyrannus007 on June 11, 2013, 10:37:02 pm
Just wanted to say thanks for this. I find it very useful.
Title: Re: Expanded LNP - a single download with everything
Post by: gtmattz on June 12, 2013, 10:01:58 pm
If all else fails, use the link to download a fresh copy of the ironhand graphics, unzip it, and stick it in the graphics folder. 

This fixed it thanks!
Title: Re: Expanded LNP - a single download with everything
Post by: VerdantSF on June 13, 2013, 11:22:04 am
PeridexisErrant, thank you for including the growth bug fix in the most version of LNP!
Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on June 13, 2013, 08:26:40 pm
Re: ironhand graphics - I stuffed up when setting the inits in the graphics packs to consistent settings. 

I've fixed it - and a few other things - and r18 is now up with the fix. 

Re:  fix/growthbug - you're welcome!  I play with the pack myself, so including nice things is an easy way to keep up to date. 
Title: Re: Expanded LNP - a single download with everything
Post by: Gumbyohson on June 17, 2013, 10:38:04 pm
First time poster but ive been enjoying your app for a little while now.
Just noticing that some scripts dont appear to be working as the stock limits in the hospital are not currently working.
I have upgraded from LNPE r15 through to r18 with my recent save.

Is this a setting I need to change to make the script work?
Title: Re: Expanded LNP - a single download with everything
Post by: Maglibuli on June 18, 2013, 03:22:39 am
It has been a while since I played df, so I thought to get back into it and this seems like a good start (since I am both lazy and a newb). I have however 1 question (probably a stupid one, but still). It seems that I can't paint anymore with the mouse, it just lets me designate a rectangular area (which is not what I'm looking for). I can't really fix this myself (tried looking and fidgeting a bit, but it does not change) and it is kind of a dealbreaker for me as I rely heavily on it. So any help/advice would be appreciated as this is a really nice download otherwise.

EDIT: as I said, stupid question. I decided to take another look (as I was quite sure I knew what the problem was, namely mousequery, but as I said, I'm a newb so I had no idea where to look for it) and found a way to fix it. For anyone wondering and prefering the painting option, just delete the mousequery.plug.dll file in your hack>plugins folder in DF map. Too bad about the rest of the functionality of mousequery, but I need my painting :). If anyone knows a way to enable that without removing the entire plug, please let me know.
Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on June 18, 2013, 05:41:57 am
This is Falconne's mousequery plugin.  One option would be to fully enable it (in dfhack.init, de-comment the relevant lines), the other is to delete the plugin - go to the dwarf fortress folder, then hack>plugins and delete 'mousequery.plug.dll'. 

Hope you enjoy it!
Title: Re: Expanded LNP - a single download with everything
Post by: Maglibuli on June 18, 2013, 06:28:47 am
This is Falconne's mousequery plugin.  One option would be to fully enable it (in dfhack.init, de-comment the relevant lines), the other is to delete the plugin - go to the dwarf fortress folder, then hack>plugins and delete 'mousequery.plug.dll'. 

Hope you enjoy it!

Ah, thank you, I had just found the deleting option myself. I had tried the dfhack.init, but it didn't seem to work (probably did something wrong anyway, knowing me :P). I'll give it another try. Thanks alot, I'll enjoy it for sure.
Title: Re: Expanded LNP - a single download with everything
Post by: SpiralDimentia on June 19, 2013, 01:00:45 pm
I'm not sure what I've done wrong. I've downloaded it a couple times, but each time i click to open DF, it tells me the index file is missing or corrupt. I opened the data folder, where it says it is, and it's there, so i'm assuming it must be corrupt? No one else seems to have this problem so I assume I'm just stupid and have done something wrong lol. Nevermind. Downloaded original DF and switched the index files, and now it's working perfectly!
Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on June 19, 2013, 05:11:53 pm
Glad it's fixed. It was probably just a corrupted download -  I haven't heard of this problem before, and it does seem like the kind of thing people would report. Thanks btw, bug reports are good and posting the fix is awesome.

For anyone else, downloading the whole pack again would probably work - or if your internet is limited you can try isolating the problem and just getting that component.
Title: Re: Expanded LNP - a single download with everything
Post by: Gumbyohson on June 20, 2013, 01:35:54 am
First time poster but ive been enjoying your app for a little while now.
Just noticing that some scripts dont appear to be working as the stock limits in the hospital are not currently working.
I have upgraded from LNPE r15 through to r18 with my recent save.

Is this a setting I need to change to make the script work?

PeridexisErrant, do you know what could be causing this?
Ive tried recreating the hospital zone but issue continues.
Title: Re: Expanded LNP - a single download with everything
Post by: Again_Dejavu on June 20, 2013, 02:26:38 pm
Mouse fortress is broken as shit, get rid of it
Title: Re: Expanded LNP - a single download with everything
Post by: Ucarty on June 27, 2013, 03:53:13 am
Could we maybe get a changelog that helps merging updates?

My Peridexis Errant LNP folder has tons of files I adjusted. From announcements to loaded plugins, to init files for 3 different tilesets.
I really appreciate the "User Generated Conent" folder idea but obviously thats not of much use to me unless I make copies of every file I modify and make a hollow clone of the PE LNP folder structure to paste over any new PE LNP release. Which would work as long as you dont update anything thats in that "personal files" folder.

Thats why I'd like to ask you include a more precise changelog so I actually know what needs to be overwritten and potentially what needs to be merged or re-personalised by hand.

"removed binpatches from dfhack.init" is perfect.
-> Use new dfhack.init, redo setting of personal dfhack options.
but "different fix for the growth bug" leaves me clueless as to what I can do to merge the new download with the old trusty set-up.

I'd be surprised if there weren't more people who would much rather keep their set up folder and copy anything new into it.

TL;DR Any chance you could make the changelog newb friendly for merging of new over old?
Title: Re: Expanded LNP - a single download with everything
Post by: PeridexisErrant on June 27, 2013, 06:52:13 am
Changelog is something I've been thinking about for a while - from the next version I'm going to include a changelog.txt, and I'll try to make it usefully detailed.  The file description will probably still be pretty concise. 

If you do a lot of tweaking, you're probably best off just replicating the changes I made, or maybe copying chunks over to your old version (I do this for the utilities, mostly for soundsense config). 

The specific growthbug change was because the first fix was odd, it went in the raw folder and worked silently.  The new fix is in with all the other scripts and writes it's activity to the dfhack window.  If there's anything else unclear, feel free to ask!
Title: Re: Expanded LNP - a single download with everything (r20)
Post by: Ucarty on June 29, 2013, 06:29:47 am
Thanks! That will probably help a bunch.
I'll be sure to just ask in case I can't retrace what you changed and have trouble merging or replicating.

Keep up the good work though! I still see people everywhere that use the LNP and recommend LNP.
I'll keep trying to inform people there is an updated branch. It seems lots of people don't know yet :/
Title: Re: Expanded LNP - a single download with everything (r20)
Post by: Ucarty on June 29, 2013, 10:25:08 am
Just downloaded the update. Thanks for the changelog!

So when you say
Quote
hosiptal overstocking was meant to be patched in the .exe and is now renabled in dfhack
Which exe is that? the df exe? or maybe the df hack one?
And then I add
Quote
binpatch apply hospital-overstocking
to the dfhack.init and I've correctly merged the changes? :D
Then just remove the Mouse Fortress utility and clean some error logs and I should be all up to date. :)
Title: Re: Expanded LNP - a single download with everything (r20)
Post by: PeridexisErrant on June 29, 2013, 06:17:35 pm
The pack includes this version of the core game .exe (http://dffd.wimbli.com/file.php?id=7207), which according to the v2 changelog about half way down
Quote
The following fixes were incorporated into this version (using QAston's Binary Patcher)
<snip>
Hospital Zones do not respect clothing limits

It turns out that apparently this bit didn't take, so it's re-enabled through dfhack - I had thought that redundant binpatching was redundant.  =/

And you've got the rest down already; it was a pretty small update. 
Title: Re: Expanded LNP - a single download with everything (r20)
Post by: zilpin on July 01, 2013, 05:47:58 pm
posting to follow
Title: Re: Expanded LNP - a single download with everything (r20)
Post by: PeridexisErrant on July 01, 2013, 07:44:16 pm
I found out recently that the "notify" button on the bottom left does this, so I'll share that feeling ;-)

And now I'm back to feeling stupid again, because apparently it has a different function.  Ah well, PTW.
Title: Re: Expanded LNP - a single download with everything (r20)
Post by: reeper_aut on July 02, 2013, 04:52:20 pm
guess i'm to dumb.

i have downloaded and unpacked it to a folder along LNP and DF, but how do i start Expanded?
if i start from debug folders i'm just getting errors ....
btw there is no dfhack.init in my game folder, just dfhack.init-example, is it the same?
Title: Re: Expanded LNP - a single download with everything (r20)
Post by: Askot Bokbondeler on July 02, 2013, 05:09:57 pm
I found out recently that the "notify" button on the bottom left does this, so I'll share that feeling ;-)
actually it doesnt. it enables notifications by email, while people who ptw want to get updates on "Show new replies to your posts. (http://www.bay12forums.com/smf/index.php?action=unreadreplies)"
also, ptw.
Title: Re: Expanded LNP - a single download with everything (r20)
Post by: PeridexisErrant on July 02, 2013, 10:45:28 pm
Email notifications - oops.  I guess I'll find out what I watched if anything happens...

The pack includes everything - unpack it, and place it wherever you feel like; you don't need to put it in a folder with anything else.  In it, you'll see the 'Lazy Newb Pack.exe" - start that, and you're off.  Looking at dfhack.init-example means that you're not in this pack - the text forms the basis of my dfhack.init but there are substantial differences.  The 'expanded' refers to the increased number of utilities, tilesets, keybindings, extras, dfhack plugins, etc - you don't need to do anything differently.  Don't worry about feeling dumb, the game can be confusing to everyone at times - I still don't understand the military at all. 

If you have any more issues, don't hesitate to post again - the more detailed your description is, the more I or someone can help. 
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: Gumbyohson on July 03, 2013, 05:21:22 pm
Looks like some of the other patches aren't working. My archers always get stuck in "go to archery practice' and almost never actually go to it.
Was this supposed to be fixed by the patch for "Marksdwarves won't use training bolts until combat bolts are used up".
(though i can reliably get them to start training immediately after i set them to inactive till their quivers are empty)
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: PeridexisErrant on July 03, 2013, 06:47:52 pm
It was. I'll renable that patch in dfhack.init too (sigh). 

In fact, I'll just put all the binpatches back, doing it piecemeal isn't worth it. That'll be a few days unless something else comes up.
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: Gumbyohson on July 03, 2013, 07:31:14 pm
Does anyone know what this dfhack spam is about?
"dfapi\plugins\autoSyndrome.cpp line 284: Couldn't find unit -1"
I cant find much about autosyndrome online.
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: reeper_aut on July 04, 2013, 10:48:32 am
ok, somehow i got the wrong package
it was named source ...

sorry for the trouble
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: EvanGrudgeBeard on July 06, 2013, 11:30:31 am
 :)I'm usually a very anti-social gamer and a loner in general. My presence on any forum is usually non-existent. However, I just want to personally thank all of you for your continued work on the lazy newb pack and the modding community in general. If it weren't for your guys' efforts I woulkd have missed out on this gem of a game.

-The Forgotten Beast Gratitude awakes from its eons old slumber.
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: Matoro on July 08, 2013, 12:36:53 pm
First I have to say that this is awesome pack. Just the best there is.

I had some pleasant time playing with this and then I started to toy with the tilesets. I looked them all. Then I wanted to try ASCII, since I had played little too long with a real graphics.

When I switched to ASCII, this was what I got:

(https://dl.dropboxusercontent.com/u/41823990/rndm%20df/whatswrongwithyoudorfs.png)

What is wrong with those dwarves? Where is my happy little ASCII-dwarf faces? What kind of moomin-clayfaces those are?

I tried to put the vanilla graphic files, raws and art files. Hell, I even made a clean copy of vanilla, added DFHack and patches and stuff and it worked, but then I tried that savegame and the dwarves were again like those. I tried to changed raws and graphics in the save folder but it didn't help.

Any ideas what is wrong with my dwarf graphics?
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: PeridexisErrant on July 08, 2013, 04:53:53 pm
None at all, but I'll try to work it out.
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: CLA on July 08, 2013, 05:46:19 pm
First I have to say that this is awesome pack. Just the best there is.

I had some pleasant time playing with this and then I started to toy with the tilesets. I looked them all. Then I wanted to try ASCII, since I had played little too long with a real graphics.

When I switched to ASCII, this was what I got:

(https://dl.dropboxusercontent.com/u/41823990/rndm%20df/whatswrongwithyoudorfs.png)

What is wrong with those dwarves? Where is my happy little ASCII-dwarf faces? What kind of moomin-clayfaces those are?

I tried to put the vanilla graphic files, raws and art files. Hell, I even made a clean copy of vanilla, added DFHack and patches and stuff and it worked, but then I tried that savegame and the dwarves were again like those. I tried to changed raws and graphics in the save folder but it didn't help.

Any ideas what is wrong with my dwarf graphics?


The example graphics are still present. So the graphics for dwarves are assigned twice. I assume whatever comes first alphabetically get's precedence.

Just delete them and you'll be fine. They're in data/save/<YOUR REGION>/raws/graphics. There's one textfile called graphics_example.txt or something to that effect. It's enough if you delete that, but you might as well delete the actual png (or was it a bmp?) as well.
Check your raws in the DF root folder as well, you should delete them there, too.


EDIT: Or, if you don't want to use creature graphics at all, you can just set GRAPHICS to NO in data/init/init.txt
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: nuker1110 on July 09, 2013, 02:25:01 am
Can we possibly get one WITHOUT DFHack? I want all the settings stuff, but seriously, as far as I'm concerned, fuck DFHack.
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: PeridexisErrant on July 09, 2013, 03:19:49 am
@CLA - thanks so much.  Your graphics are awesome, and this has saved me much frustration. 

@nuker1110 - dfhack actually underpins a lot of the bugfixes (which can be disabled) and of course is required for stonesense - but it also adds functionality to soundsense for example.  As I see it, a dfhack-less pack would be less suitable for newbs, and I can't commit the time to maintain two versions.  On the other hand, you can assemble the pack for yourself - all the components are linked and listed, or more simply you can delete the 'dwarf fortress' folder, and replace that with a vanilla install.  Hope that helps!
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: Matoro on July 09, 2013, 03:46:18 am
Just delete them and you'll be fine. They're in data/save/<YOUR REGION>/raws/graphics. There's one textfile called graphics_example.txt or something to that effect. It's enough if you delete that, but you might as well delete the actual png (or was it a bmp?) as well.
Check your raws in the DF root folder as well, you should delete them there, too.

Okay, thanks for a fast response. Everything is working now.
Title: Re: Expanded LNP - a single download with everything (r23)
Post by: nuker1110 on July 09, 2013, 01:34:55 pm
Thanks, I'll try it!
Title: Re: Expanded LNP - a single download with everything (r24)
Post by: Di on July 18, 2013, 04:20:15 am
So, ugh, where's the download link now?
Title: Re: Expanded LNP - a single download with everything (r24)
Post by: PeridexisErrant on July 18, 2013, 05:40:30 am
Fixed, thanks. (so embarrassing)

Edit:  the first line of the first post is linked to the DFFD download page - added a note clarifying this. 
Title: Re: Expanded LNP - a single download with everything (r24)
Post by: Tessien on July 19, 2013, 11:45:18 pm
Still doesn't seem to be fixed.
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: Tabris on July 21, 2013, 07:28:54 pm
Is there a version that doesn't downgrade the default settings like pop cap, default size of embark and etc? I'm sort of a noob, would like the mouse support and the patches but i don't want to have to change it manually because there may be other changes i, as a person that has been playing dF for only a week, might have no idea about.
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: PeridexisErrant on July 21, 2013, 08:26:56 pm
Nope, I've only got time to maintain a single version so what you see is all there is to get. 

On the upside, these settings are easy to change through the GUI (except iirc embark size, which is an init edit) and shouldn't have any negative side effects.  I just wanted a consistent setup which would work on pretty much any computer, and these happened to be the settings I usually use on my laptop. 
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: Tabris on July 21, 2013, 08:48:14 pm
So you can confirm the only tweaks of this kind are those you can change in the GUI and the embark size from the init? If it's only this i can change them myself.
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: PeridexisErrant on July 21, 2013, 09:33:30 pm
All of these settings are done through init.txt and d_init.txt, so it's safe to change them however you want.  Toady's commentary is really good for these ones.  The only thing to be aware of is that changing graphics pack will also replace these files with my standard default ones - they all used to be different, so I had to manually edit all of them into identical configurations. 

TL;DR - yes.
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: Bandreus on July 22, 2013, 04:08:30 am
The only thing to be aware of is that changing graphics pack will also replace these files with my standard default ones - they all used to be different, so I had to manually edit all of them into identical configurations.

This is a no-issue to me, since I always play with the same pack and never switch graphics, but can't you simply update all of the ini files whenever options are changed via the GUI?

I'm suggesting this cause, typically, LNP is used by less experienced people, and those can be very confused about ini files being swapped around and the need to change settings whenever they switch graphic packs.

Maybe also add an option to reset the behavior to the default-one, so that more experienced people which don't want changes to be applied to all files can have that.
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: PeridexisErrant on July 22, 2013, 07:29:38 am
The behaviour of init files regarding graphics packs is pretty bad, but it's an issue with the LNP gui itself rather than anything I can do. I'll make an updated explicit suggestion to deal with it to the developers, and in the mean time there's not much I can do. The best I can do is to set up a consistent baseline, which I did a while ago - the default for each pack is different, so I had to edit all of them.
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: fricy on July 22, 2013, 10:59:10 am
@PeridexisErrant

I updated the old MacNewbie Pack to work with DFhack r3, all the Dfhack plugins/utilities/patches (latest falconne's plugins, fixgrowthbug) that I could get to work, and 7 graphics packs: Ironhand, Phoebus, Mayday, JollyBastion, CLA, Shizzle and Obsidian. I used the old MacNewbie Gui, because the java gui in your experimental version doesn't handle the graphics packs, and I have no experience how to fix it.

Since your version is starting to became well known I think it's best if we keep both updated versions here in this thread for maximum visibility, provided you agree with this.

known issues:
Secondary selection does not work on (d)esignation menu. Works on (b)uild menu. WTF? :)
soundsense-season plugin doesn't work
No binpatches for OSX

http://dffd.wimbli.com/file.php?id=7850
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: PeridexisErrant on July 22, 2013, 06:24:18 pm
@fricy

Added the link to the first post and download description for mine; thanks.  If you could maybe add a link to yours that would be cool to send people to the pack for their operating system, and I really do recommend starting a thread so people can offer feedback and ask questions.  I'm also going to add the link to my experimental mac pack, since it's not really suitable for most people. 

Do you (or anyone else) know of a linux equivalent to this kind of pack?  That's really all we need to round out the trinity...

Edit:  I also just saw this version of splinterz DT for mac (http://dffd.wimbli.com/file.php?id=7842) - worth including?  I've not got any idea of what macnewbie does, but if utilities could go in it that and the stuff in my abortive mac LNP should all work, maybe?  You're the expert though. 
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: fricy on July 23, 2013, 06:31:33 am
@PeridexisErrant

Added a forum, and shamelessly copied over some of your descriptions for the pack. Thank you. :)
http://www.bay12forums.com/smf/index.php?topic=128960

The mac port of DT 20.4 is bugged at the moment, I'm waiting for the author to respond to the report I made, should be easy to fix if you can compile. Which I can't, I'm not an expert, just a dabbling user. :)
The macnewbie package is basically a GUI app that can edit the init file, change the graphics and launch the utilities, nothing too fancy, adding new utilities and graphic packs is possible, but adding new color schemes (outside of grap. packs) is not as far as I know.
DFhack: lua and ruby scripts are cross platform, but plugins need to be compiled for OSX to work, so dfusion and isoworld is missing for the pack. Also the binpatches... :(
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: PeridexisErrant on July 23, 2013, 07:04:21 am
Cheers!  Links updated to point to the thread not download, but... not to put too fine a point on it, does your thread actually have a download link?

I'm in the same boat re: ability to actually fix problems - writing the batch files in r25 took me several days de to misplaced trailing backslashes, asterisks, etc.  AFAIK Isoworld is windows only, but if you can get it to work at all the basic functions all work off the detailed maps exported from legends mode and have nothing to do with dfhack. 

Glad I can help, however indirectly. 
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: fricy on July 23, 2013, 07:40:37 am
Cheers!  Links updated to point to the thread not download, but... not to put too fine a point on it, does your thread actually have a download link?

LOL, no. Just a "small" oversight. Fixed, thx. :)

Quote
I'm in the same boat re: ability to actually fix problems - writing the batch files in r25 took me several days de to misplaced trailing backslashes, asterisks, etc.
Glad I can help, however indirectly.

The feeling is "OMG, what have I done, what have I gotten myself into? Please don't send me bugreports, please, please."
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: Bandreus on July 23, 2013, 08:41:03 am
Just a few questions about the current (r25) version of the Expanded LNP, as the changelog got pretty confusing with all the "moving scripts/batch/fixes in and out".

Are all of the hotfixes to various bugs (i.e. fort-born entities' growth, 'long patrol duty' thoughts, etc etc) already applied to the included DF executable?

Also, is the large-address aware patch already applied as well?

Thanks for answering and sorry for dumb questioning!  :P
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: PeridexisErrant on July 23, 2013, 04:34:37 pm
No such thing as a dumb question. The exe is large address aware and has the bug fixes patched in, but I'm not sure how well - so they're enabled through dfhack as well.
Title: Re: Expanded LNP - a single download with everything (r25)
Post by: Bandreus on July 23, 2013, 08:11:43 pm
awesome, thanks for clarifying, that helps a lot!  ;)
Title: Re: Expanded LNP - a single download with everything (r29)
Post by: RS14 on July 31, 2013, 01:43:09 am
This looks great, thanks.

One bug which gave me some trouble: when loading the ASCII default graphics, line 51 of init.txt is set to

[FONT:curses_square_16x16.png]

but it should be

[GRAPHICS_FONT:curses_square_16x16.png]

or when GRAPHICS:NO is set it will overwrite the real font choice made earlier in the file (this showed up when trying to revert to the curses_640x300 default of vanilla). And similarly on line 54.
Title: Re: Expanded LNP - a single download with everything (r29)
Post by: PeridexisErrant on July 31, 2013, 02:03:13 am
Bugger.  That's a common problem to all the sets I've included, given the edits I made for consistent settings (which I now remember I forgot to do for Spacefox's set).

Thanks for pointing it out, I'll fix it for r30. 
Title: Re: Expanded LNP - a single download with everything (r29)
Post by: Rayston on July 31, 2013, 08:24:02 pm
anyone know if there is an ubuntu/linux version of this out there somewhere?
Title: Re: Expanded LNP - a single download with everything (r29)
Post by: PeridexisErrant on July 31, 2013, 10:10:29 pm
This seems to be the closest thing (http://dffd.wimbli.com/file.php?id=2652), but it's not really that similar. 

Your best bet - as advice from someone who has never used linux - is to grab
 - the cross-platform alpha (http://www.bay12forums.com/smf/index.php?topic=124613) (unfinished),
 - the graphics packs from here, though you'd have to manually change them as graphics switching support is in a commit but not a built version of the CP-LNP
 - linux versions of various utilities - from memory quickfort, soundsense, old version dwarf therapist all have linux versions. 
You'll need to put it all together yourself, though. 

Sorry I couldn't help more. 

Edit:  Actually, this looks like it might be pretty good. (http://www.bay12forums.com/smf/index.php?topic=102316)  Graphics and utilities as above, but for Linux I'd recomend this instead of the CP-LNP.  I'd appreciate some feedback if you do get it, for the giving of advice to others :-)
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: PeridexisErrant on August 02, 2013, 02:09:10 am
And r30 is now up, changelog in the thread OP. 

This is crazy, r29 went amazingly popular.  This is in a whole bunch of top rated lists on DFFD:  #4 DLs/day; #5 for user ratings; #1 newness (not for long); and #5 for file size.  It got ~1500 downloads in the last three days - at that rate, it'll be top ten all-time most downloaded in a matter of weeks.  Wow. 

Particular thanks to everyone who gave me feedback and advice, and even more to those who have actually created a component.  You guys should get way more appreciation - it wouldn't be possible without such a great community. 
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: Kaytavo on August 08, 2013, 07:44:51 am
seem to be unable to run the latest version due to it being unable to find files

Spoiler (click to show/hide)

EDIT: seems unable to read the space in the name "Dwarf Fortress.exe"
I will try to fix it then post results should be simple enough

EDIT2: Fixed it!
I just replaced the space with an underscore instead in both the configs and the exe name

Now to strike the earth...
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: Dricus on August 08, 2013, 10:24:50 am
seem to be unable to run the latest version due to it being unable to find files

Spoiler (click to show/hide)

EDIT: seems unable to read the space in the name "Dwarf Fortress.exe"
I will try to fix it then post results should be simple enough

EDIT2: Fixed it!
I just replaced the space with an underscore instead in both the configs and the exe name

Now to strike the earth...
Looks like you are actually running my cross-platform version, so you posted in the wrong thread ;-) . This thread (http://www.bay12forums.com/smf/index.php?topic=124613.0) is the correct one.
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: PeridexisErrant on August 08, 2013, 10:43:45 am
Yup!  I just had a quick panic that I'd posted my tester instead of the current release version, but it's all good.  'tis Dricus' cross-platform edition, and mine in still the windows one - but hopefully not for too much longer!
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: Kaytavo on August 11, 2013, 12:45:02 pm
Now I feel embarrassed.. sorry about that
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: Dricus on August 11, 2013, 01:00:32 pm
No worries. The good news is that I've fixed the issues with directories/files with spaces in them on all platforms in the upcoming version of my launcher :).
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: smjjames on August 13, 2013, 12:32:17 pm
Hi, I'm just reporting that sometimes DF will crash during worldgen, I'm not sure what causes it though. I'm using r28 I believe and I'm launching it from the exe itself rather than the LNP box, though I already applied the settings from the LNP UI.
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: PeridexisErrant on August 13, 2013, 04:35:59 pm
Yeah, that's just DF doing its thing without regard to what your computer is capable of; worldgen crashes are known but basically not worth fixing. I'd suggest either smaller worlds / shorter history, or just putting up with it.
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: smjjames on August 13, 2013, 05:08:33 pm
It's not happening during the history phase, it seems to do that at the placing caves phase or right after it or something.

It's really just a mild annoyance, so I can put up with it.
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: Bandreus on August 14, 2013, 03:33:35 am
I also noticed the game is less stable since I started using the Expanded LNP. Game will just crash without previous notice.

This is not to say it's the package's fault, as the random crushes only occurred twice in several days of use.

The weather is scorching hot this time of the year in the biome I live in, so it might just be that + the various fixes coming with Dfhack or something.

Or maybe it's just very usual even with vanilla DF and I was lucky not experiencing random crashes ever before.
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: MisterChuck on August 17, 2013, 11:44:02 am
FYI regarding crashes: whether I'm using LNP, vanilla, or Genesis, if I gen two worlds in the same session of DF I just about always get a crash since using 0.34. Likewise if my DF.exe RAM usage gets to 2GB while running a fort, crash.

The first looks like leaky memory, or something from a previous gen not getting properly purged for the second pass. My workaround is to gen a world and see if I like it. If I don't, I exit DF, delete the save folder if needed, relaunch DF, and gen a new world. No crashing.

The second is due to memory address limitations in 32-bit applications. It's largely due to embark size, but also is affected by all the stuff that kills FPS. I find I can safely run a 6x6 embark until I'm bored. Larger is iffy.
You can check by running your task manager or whatever and see how much memory the DF process uses when you embark. (ctrl-shift-esc for Windows brings it up without dealing with ctrl-alt-del and clicking around). I find if my memory usage for Dwarf Fortress.exe exceeds about 1.5GB at embark with all my usual enhancements going, I'll hit long-term crashes. Either many years in, or sooner if I have hundreds of dwarves and thousands of stones and gobbo chunks and such. YMMV on that.

Neither is strictly a LNP issue, but it can contribute. Graphics eat more memory. DFhack utilities are part of the 2GB DF.exe max, so running workflows and Soundsense and all that jazz also contributes.
Title: Re: Expanded LNP - a single download with everything (r30)
Post by: Bandreus on August 17, 2013, 01:05:40 pm
@MisterChuck : wow tnx for all the info. I don't think my specific problem is related to any of that, mainly because DF crashed for me on 4x4 embarks and pretty early in the game even.

But that's a pletora of good info there, something well worth being shared. Big props!
Title: Re: Expanded LNP - a single download with everything (r32)
Post by: PeridexisErrant on August 21, 2013, 08:49:13 pm
Wow.  This just broke into the ten most downloaded files ever on DFFD. 

At the time of writing, it's also top five for newest file (heh), downloads per day, file size, file rating...

A massive thanks - again - to everyone who built one of the components or helped assemble the pack:  this is more your work than mine. 

Oh, and I also just updated with the cross-platform LNP which is both newer and better.  ;-)
Title: Re: Expanded LNP - a single download with everything (r33)
Post by: Meph on August 23, 2013, 05:24:59 pm
Yep, we are about even when it comes to downloads per day. Only the original LNP is higher. And I just noticed that gap when you sort by major mods... Masterwork seems to have more downloads per day then the next 20 mods combined. ...  :o

Oh, and I think the dfterm 3 multiplayer project would be a nice addition for this pack. :)
Title: Re: Expanded LNP - a single download with everything (r33)
Post by: PeridexisErrant on August 23, 2013, 06:18:17 pm
I'm watching dfterm3 with a lot of interest, because I think it will be newb-friendly eventually, but it's not there yet.

The problem now is file size; if I want to add or tweak anything I'm going to have to change formats from zip to 7z or something.
Title: Re: Expanded LNP - a single download with everything (r33)
Post by: Meph on August 24, 2013, 05:23:03 am
Why not use a different file host? I get complaints about DFFD and its download speed, must be worse with a pack thats twice the size.

Dfterm3 is interesting, yes. But it will be quite some time before it runs really well, especially for me. Tilesets and mods and all that.

Nothing in your pack that you might delete, any duplicates?
Title: Re: Expanded LNP - a single download with everything (r33)
Post by: PeridexisErrant on August 24, 2013, 06:08:27 am
DFFD seems to be a standard, so while it works I'll stick there.  I could just remove Fortress Overseer - it's a massive and still alpha package at ~30MB - but for now using 7zip in zip format is working.  I'll consider various other options when I need them. 

Dfterm could actually turn DF into something server-farm-scalable, which would be all kinds of interesting.  Similar issues with this pack for now, if the included stuff is actually used. 
Title: Re: Expanded LNP - a single download with everything (r33)
Post by: Ironlion on August 24, 2013, 10:54:38 pm
Why in the heck are aquifers disabled by default here, with the program not remembering to turn them back on?  That's really bad :/

in fact, generally all settings are not remembered; and the toggle for aquifers does not, in retrospect, seem to work at all. 

Also, could do without the script that automatically dumps all the maps along with xml; if one selects the xml option, just the xml dump is sufficient. 

I would caution against adding too many "features" to this pack, as it quickly could become cumbersome and unusable by comparison to the older and admittedly out of date version of LNP.   Sometimes, less is more.
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: Halnoth on August 28, 2013, 12:24:40 am
What plugin is auto assigning stuff to be traded. It is very annoying as it ties up dwarves hauling crap I won't be trading. I'd like to turn it off.

Never mind I found out what happened, evidently you can turn on and off auto trade on the stockpile and I had fat fingered one.
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: nbstrong on August 30, 2013, 10:32:21 pm
Would there happen to be a mirror for this or could someone provide one?

The DFFD has atrocious download speeds and I have not been able to complete a download. And my internet is pretty good, too!
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: ArmokGoB on August 31, 2013, 04:35:22 pm
I got this:
Code: [Select]
java.lang.IllegalStateException: Can't find LNP's configuration file!
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:64)
at nl.dricus.df.state.LNP.reloadAppConfig(LNP.java:185)
at nl.dricus.df.state.LNP.<init>(LNP.java:87)
at nl.dricus.df.state.LNP.get(LNP.java:96)
at nl.dricus.df.form.main.MainForm.initComponents(MainForm.java:496)
at nl.dricus.df.form.main.MainForm.<init>(MainForm.java:105)
at nl.dricus.df.LauncherApplication.showMainWindow(LauncherApplication.java:94)
at nl.dricus.df.LauncherApplication.run(LauncherApplication.java:64)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.io.FileNotFoundException: C:\Windows\system32\LNP\lnp.yaml (The system cannot find the path specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileReader.<init>(Unknown Source)
at nl.dricus.df.config.dao.AppConfigDao.getAppConfigFileReader(AppConfigDao.java:88)
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:60)
... 21 more
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: PeridexisErrant on August 31, 2013, 09:54:19 pm
You're missing the configuration file - did you delete anything?  The relevant parts of that message are the non-indented parts, so...

This can be fixed (for this version) by pasting the following into a file called "lnp.yaml", in the LNP folder.
Code: (lnp.yaml for r34) [Select]
customKeybindsFiles:
-  name: PeridexisErrant
   file: PeridexisErrant.txt
-  name: Classic LNP
   file: Classic LNP.txt
-  name: Vanilla DF
   file: Vanilla DF.txt
dfDirectory: Dwarf Fortress 0.34.11
dfExecutable: Dwarf Fortress.exe
folders:
-  path: LNP\extras
   separator: false
   title: Extras
-  path: User Generated Content
   separator: false
   title: User Content
graphicsPacks:
-  name:
   directory:
-  name: '[16x16] ASCII Default 0.34.11'
   directory: '[16x16] ASCII Default 0.34.11'
-  name: '[16x16] CLA v15'
   directory: '[16x16] CLA v15'
-  name: '[16x16] Ironhand 0.73.4'
   directory: '[16x16] Ironhand 0.73.4'
-  name: '[12x12] Jolly Bastion 34.10v5'
   directory: '[12x12] Jolly Bastion 34.10v5'
-  name: '[16x16] Mayday 0.34.11'
   directory: '[16x16] Mayday 0.34.11'
-  name: '[16x16] Obsidian 0.8a'
   directory: '[16x16] Obsidian 0.8a'
-  name: '[16x16] Phoebus 34.11v01'
   directory: '[16x16] Phoebus 34.11v01'
-  name: '[16x16] Spacefox 34.11v1.0'
   directory: '[16x16] Spacefox 34.11v1.0'
launchDfWithTerminal: true
links:
-  separator: false
   title: Dwarf Fortress Website
   url: http://www.bay12games.com/dwarves
-  separator: false
   title: Donate to keep DF going
   url: http://www.bay12games.com/support.html
-  separator: false
   title: Dwarf Fortress Forums
   url: http://www.bay12forums.com/smf
-  separator: false
   title: This pack's forum thread
   url: http://www.bay12forums.com/smf/index.php?topic=126076
-  separator: true
   title:
   url:
-  separator: false
   title: Dwarf Fortress on Reddit
   url: http://en.reddit.com/r/dwarffortress/
-  separator: false
   title: Dwarf Fortress Wiki
   url: http://dwarffortresswiki.org/index.php/DF2012:Quickstart_guide
-  separator: false
   title: DF Map Archive
   url: http://mkv25.net/dfma/index.php
-  separator: true
   title:
   url:
-  separator: false
   title: Stories on the wiki
   url: http://dwarffortresswiki.org/index.php?title=Special:PrefixIndex&from=&namespace=100
-  separator: false
   title: Stories on dfstories
   url: http://dfstories.com/all-stories/
-  separator: true
   title:
   url:
-  separator: false
   title: Captnduck's Tutorial Videos
   url: https://www.youtube.com/playlist?list=PL06686270DA5FF439
-  separator: false
   title: Getting Started, paid book
   url: http://shop.oreilly.com/product/0636920022565.do
-  separator: false
   title: Free, old basis of book
   url: http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/
-  separator: false
   title: DFHack readme
   url: https://github.com/peterix/dfhack/blob/master/Readme.rst
terminalPath:
utilities:
-  name: Chromafort
   autostart: false
   directory: Chromafort 4.25
   executable: Chromafort.jar
   showTerminal: false
-  name: DF Designator
   autostart: false
   directory: DF Designator v1
   executable: DF Designator.exe
   showTerminal: false
-  name: DF Story Maker
   autostart: false
   directory: DF Story Maker 1.0
   executable: DF Story Maker.exe
   showTerminal: false
-  name: Dwarf Therapist
   autostart: false
   directory: Dwarf Therapist 20.4
   executable: DwarfTherapist.exe
   showTerminal: false
-  name: embarkanywhere
   autostart: false
   directory: Embark Anywhere
   executable: embarkanywhere.exe
   showTerminal: false
-  name: Isoworld
   autostart: false
   directory: Isoworld 2.0
   executable: isoworld.exe
   showTerminal: false
-  name: Legends Viewer
   autostart: false
   directory: Legends Viewer 1.13.09
   executable: LegendsViewer.exe
   showTerminal: false
-  name: Fortress Overseer
   autostart: false
   directory: Overseer 0.70.1
   executable: Overseer.exe
   showTerminal: false
-  name: PerfectWorld DF
   autostart: false
   directory: PerfectWorld DF 1.6 with xml update
   executable: PerfectWorldDF.exe
   showTerminal: false
-  name: SoundSense
   autostart: true
   directory: soundSense r42
   executable: soundSense.exe
   showTerminal: false
-  name: Quickfort
   autostart: false
   directory: Quickfort 2.04
   executable: Quickfort.exe
   showTerminal: false
-  name: DF Announcement Filter
   autostart: false
   directory: DF Announcement Filter 1.1
   executable: DF Announcement Filter 1.1.jar
   showTerminal: false
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: Tabris on September 03, 2013, 01:03:59 am
Anybody knows what the keybinging for autobutcher is in this pack?

Edit: Sorry, didn't knew it had to be done from the animals screen. If anybody was also looking for it, it's Shift + B
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: PeridexisErrant on September 03, 2013, 02:18:52 am
For any other keybindings, they're stored in a file called dfhack.init in the Dwarf Fortress folder for all the scripts and plugins. Standard keybindings are under data/init folder iirc but there's less call to look up those, since the in game menu is more readable.
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: Tabris on September 03, 2013, 03:48:55 am
For any other keybindings, they're stored in a file called dfhack.init in the Dwarf Fortress folder for all the scripts and plugins. Standard keybindings are under data/init folder iirc but there's less call to look up those, since the in game menu is more readable.
That's how i ended up learning the autobutcher one, an invaluable tip nevertheless
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: Devstorm on September 03, 2013, 12:48:03 pm
I tried your version out over the weekend and have to say I rather like it. Haven't figured out how to use all the bells and whistles but it has already enhanced my DF playing somewhat. Thanks, everyone who contributed!
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: Taverius on September 04, 2013, 08:42:43 am
You forgot to change the directory path for the supplemental soundsense log in the soundsense config. It still points to "${gamebasedir}" instead of "../../../Dwarf Fortress 0.34.11/", so as released it doesn't actually pickup the data written by soundsense-season.

The list of keybind files for the cross-platform UI is wrong in the .yaml, doesn't point to the right files.

In the DFHack init:

Also, Falconne's plugin's got a small update. :)
Title: Re: Expanded LNP - a single download with everything (r34)
Post by: PeridexisErrant on September 04, 2013, 08:29:34 pm
I'd gotten Falconne's update... and you have a few lines of credits in the changelog for r35.    :-)

Thanks - this is the most useful feedback I've had in quite a while, and the kind of support that makes it possible to do this. 

Also:  r35 is out everyone, and there are big changes to the data copying script:  it now works on the classic Lazy Newb Pack (standard and advanced) too, and even pure Vanilla DF.  Better structure and commenting too, if anyone wants to modify it - GPL3 ftw. 
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: Taverius on September 05, 2013, 01:28:38 am
Btw, I think the Spacefox tileset has varied ground set in its config, which should be off for that tileset.

I think that's the case for CLA and Jolly too, but I'm not sure.

Re: download host, for Kerbal Space Program I tend to use mediafire as a mirror. Whenever we release a new version of the B9 pack the official download site crashes :3
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: Kip on September 06, 2013, 07:56:50 am
Thanks for this tool, it really helps me, a completely noob on DF. I used the outdated original LNP before I found your work, and Falconne's plugs was not here (especially Mouse plugin, better than Mouse Fortress), and several tools was not updated.

One question : why the default ASCII is not the really one ? When I try to play with "ASCII Default 0.34.11", I have this :

(http://madeindal.fr/perso/images/indius-exemple2-dwarf-fortress.png)

Instead of this (screenshot taken with the vanilla DF) :

(http://madeindal.fr/perso/images/indius-KipFotress01bis-dwarf-fortress.png)
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: fricy on September 06, 2013, 08:17:20 am
One question : why the default ASCII is not the really one ? When I try to play with "ASCII Default 0.34.11", I have this :

Yeah, probably an oversight by the author, open /Dwarf Fortress 0.34.11/data/init/init.txt and change
[GRAPHICS:YES]
to
[GRAPHICS:NO]
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: PeridexisErrant on September 06, 2013, 08:33:45 am
Glad I could help!

The default tileset is ASCII (actually code page 43, which describes icons instead of binary encoding of characters) and comes in a number of different sizes - DF as downloaded from Toady uses the 8x12 pixel tileset. For the LNP, I configured it to use the 16x16 pixel edition which is also included in the same stock download. I consider this more newb friendly - since one of the top complaints I've seen about the vanilla set is that it isn't square, and most of the LNP sets are 16x16, and given the clear labels for size of tiles both stock and not misleading (I do see where you're coming from, but it's an unusual position to see the difference and not already know the cause).

You can get a very similar view by zooming out a bit with iirc the square brackets; not too far or mousequery starts missing the edges and acting a bit odd.

Alternatively you can restore the unmodified stock 8x12 tileset by editing either init or d_init under Dwarf Fortress 0.34.11/data/init - if you look up tilesets on the wiki there's a good guide there.

I hope that helps!

Ninja edit: no, it's not the graphics line - that determines the special tiles usable for units. In this pack it will have no effect, because there are no such unit tiles to use. Different resolution is the issue.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: Henny on September 06, 2013, 09:08:55 am
I'd just like to say that being both lazy and a newbie this utility has been greatly appreciated - I think I've actually started to get a hang on this game now!
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: fricy on September 06, 2013, 09:22:02 am
Ninja edit: no, it's not the graphics line - that determines the special tiles usable for units. In this pack it will have no effect, because there are no such unit tiles to use. Different resolution is the issue.
Partly true, you can see on the screenshot that instead of the smiley faces the game loads the dwarves.bmp from the raw/graphics/examples folder.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: PeridexisErrant on September 06, 2013, 09:30:47 am
Oops. I'll get rid of those for whenever the next version is...  And turn the graphics off in the meantime.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: Kip on September 07, 2013, 04:48:19 am
Fricy is right, after somes tests I have to change the "init" file AND put [GRAPHIC:NO] to get vanilla ASCII. Thank you both for these tips :)
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: WanderingKid on September 07, 2013, 05:21:27 am
Peridexis,

Thanks for putting this all together. I appreciate it thoroughly. It's made my time getting back into DF a hundred fold easier then collecting the errant bits myself.

Do you mind if I build a tutorial and point people at your download as a place to start?  I would assume you wouldn't, but there's no reason not to ask if you have a reason you'd prefer I'd wait for a later release.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: PeridexisErrant on September 07, 2013, 07:03:26 am
Kip - thanks for the tip, I'll do both for the next release.

WanderingKid - I don't mind at all, and I don't release to a schedule, it's just when I've picked up enough to justify the upload. I'd prefer it if you can note which version you're using to avoid confusion, and maybe a note that there are equivalent packs I link to for other platforms, but go nuts - I certainly don't want to control anything or stop people enjoying DF.    ^_^
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: RoastBeef on September 07, 2013, 08:05:55 pm
Hey man. Nice pack, I've been super enjoying having everything in one place.

Just got an error today, nothings been changed since I played last night and I already rebooted.

Quote
lang.NullPointerException
   at nl.dricus.df.config.constants.GamePaths.getFile(GamePaths.java:123)
   at nl.dricus.df.config.constants.GamePaths.getPath(GamePaths.java:130)
   at nl.dricus.df.action.OpenFolderAction.<init>(OpenFolderAction.java:55)
   at nl.dricus.df.action.factory.OpenFolderActionFactory.newOpenSavegameFolderAction(OpenFolderActionFactory.java:60)
   at nl.dricus.df.form.main.MainForm.getSavegameFolderMenuItem(MainForm.java:421)
   at nl.dricus.df.form.main.MainForm.getFoldersMenu(MainForm.java:234)
   at nl.dricus.df.form.main.MainForm.getMainMenuBar(MainForm.java:327)
   at nl.dricus.df.form.main.MainForm.initComponents(MainForm.java:498)
   at nl.dricus.df.form.main.MainForm.<init>(MainForm.java:105)
   at nl.dricus.df.LauncherApplication.showMainWindow(LauncherApplication.java:94)
   at nl.dricus.df.LauncherApplication.run(LauncherApplication.java:64)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: Dricus on September 09, 2013, 11:16:59 am
@Roastbeef: Thanks for reporting! Did you post the entire error message in your post? I can't really tell for sure what is causing this problem.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: pancakethecat on September 09, 2013, 12:25:58 pm
Like @Roastbeef, I too am enjoying the convenience of this sweet, sweet pack. And like @Roastbeef, it throws me an error:

Spoiler (click to show/hide)

That's all there is. It is probably of interest to note that I'm running linux:

Code: [Select]
$ uname -a
Linux kh4250-06 3.2.0-52-generic #78-Ubuntu SMP Fri Jul 26 16:21:44 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux

Hope this is helpful. If there's anything other info I can provide, let me know!

EDIT:
LNP: lazy-newbpack-gui-0.5.3-SNAPSHOT.jar
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: RoastBeef on September 09, 2013, 03:14:19 pm
@Roastbeef: Thanks for reporting! Did you post the entire error message in your post? I can't really tell for sure what is causing this problem.

Yeah thats the whole thing. It started one night, so I was like no biggie ill just delete everything and extract again. That didn't work. Then I re downloaded the whole thing and it throws the same error. Really strange. I'm on Windows 8, and above me he's on Linux so....... weird
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: LanFy on September 11, 2013, 02:51:45 am
The download don't work for me. The download of the original LNP is ok but it's not possible for me to dl the Expanded one.

I have tried to dl it from my android device and I have this message : "Incomplete download query. Cancelled"

Hope this will help.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: PeridexisErrant on September 11, 2013, 06:22:53 am
You probably just fell victim to a poor connection - this is almost three times larger than the outdated version, so hopefully if you do the usual turn off/on and try again later trick that'll work.  I've heard occasional complaints about the hosting too but there's not much I can suggest to help with that. 

To anyone who'd like to host a mirror somewhere - that would be fine with me, but it has to stay up to date; the reason this pack exists is I got sick of how outdated the alternatives were.  I'd do it myself if my upload was faster or even just more reliable, but until early next year when fiber arrives I'm not going to manage that too. 
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: SeelenJägerTee on September 11, 2013, 08:18:21 am
I get the following error message.
Code: [Select]
java.lang.IllegalStateException: Can't find LNP's configuration file!
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:64)
at nl.dricus.df.state.LNP.reloadAppConfig(LNP.java:185)
at nl.dricus.df.state.LNP.<init>(LNP.java:87)
at nl.dricus.df.state.LNP.get(LNP.java:96)
at nl.dricus.df.form.main.MainForm.initComponents(MainForm.java:496)
at nl.dricus.df.form.main.MainForm.<init>(MainForm.java:105)
at nl.dricus.df.LauncherApplication.showMainWindow(LauncherApplication.java:94)
at nl.dricus.df.LauncherApplication.run(LauncherApplication.java:64)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.io.FileNotFoundException: C:\Windows\system32\LNP\lnp.yaml (Das System kann den angegebenen Pfad nicht finden)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileReader.<init>(Unknown Source)
at nl.dricus.df.config.dao.AppConfigDao.getAppConfigFileReader(AppConfigDao.java:88)
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:60)
... 21 more
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: nanomage on September 11, 2013, 12:11:18 pm
I am sorry for asking such a silly question, but how do I zoom in or out with this pack? mousewheel seems to move z-levels now, and I'm really confused
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: WanderingKid on September 11, 2013, 12:13:11 pm
I am sorry for asking such a silly question, but how do I zoom in or out with this pack? mousewheel seems to move z-levels now, and I'm really confused

Use [  and  ]
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: nanomage on September 11, 2013, 12:19:32 pm
Thank you, works splendidly
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: Criperum on September 13, 2013, 03:19:53 am
Wrong place. Please delete it.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: Das123 on September 16, 2013, 12:01:53 am
I'm loving the pack. Very nice work. :) A group of YouTubers are using it as the basis of a collaborative series and it has been great to have so many resources in one spot (I'm Das24680 on YouTube).

One little issue though is having the A key bound in Legends mode. It is a very common letter when filtering so if you forget to work around it the game will spend an amount of time exporting all the map information.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: PeridexisErrant on September 16, 2013, 03:47:16 am
Hmm. I'll try rebuilding to shift-d in the next version if A is an issue. Alt-x was the default, but was unreliable so I added A; changing that is not a problem.

Wow! I'm always happy to hear that the pack has been useful. Only request - if you point people here, can you also mention which version they've seen? It can get confusing otherwise.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: Midas on September 16, 2013, 06:02:59 am
Awesome work. Works greatly for me.
But there's a small issue with some broken scripts - removewear, for example.
Spoiler (click to show/hide)
Anyone tried this?
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: PeridexisErrant on September 16, 2013, 08:47:15 am
Try looking through the dfhack thread.

The details of each part of the pack really aren't my thing; with the exception of the text, configuration, and scripts I've written; I generally have no idea how they work.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: Das123 on September 16, 2013, 03:48:21 pm
Hmm. I'll try rebuilding to shift-d in the next version if A is an issue. Alt-x was the default, but was unreliable so I added A; changing that is not a problem.

Wow! I'm always happy to hear that the pack has been useful. Only request - if you point people here, can you also mention which version they've seen? It can get confusing otherwise.

Thanks. :)

The Playlist is here : http://www.youtube.com/playlist?list=PLGB6RkFB7ZmPAE8hDbR-A6kvARdPbjfF8 (http://www.youtube.com/playlist?list=PLGB6RkFB7ZmPAE8hDbR-A6kvARdPbjfF8)

I think we started with r33 and I also think Damo was using r33. By my turn I was using r35. PPCC has just started but I'm not sure what version he is using. Damo and I used the Skyfox tileset you included in it. :)

I'd also made an earlier tutorial based on your pack: http://www.youtube.com/playlist?list=PLGB6RkFB7ZmOQvuowjoNlPImT9Bd7ch52 (http://www.youtube.com/playlist?list=PLGB6RkFB7ZmOQvuowjoNlPImT9Bd7ch52)
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: StAnonymous on September 18, 2013, 12:11:11 am
Spoiler (click to show/hide)

This came up trying to install Spacefox.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: JAFANZ on September 19, 2013, 05:56:57 am
Since I didn't have this issue with the old version of LNP (very early this year, before I took a break), I'm assuming it relates to one of the changes to the dfhack.init keybindings in this iteration.

Has anyone else had the issue with DFhack deciding that when they hit "p" whilst trying to place a weapon stockpile they don't actually want to interact with a stockpile & switching to them to the building query menu (which then objects that you haven't selected a building) instead?

I was able to "fix" it, so far, by disabling all the keybindings in the dfhack.init, but some of them were actually useful, & I'd prefer to know what I really need to disable so I can turn the rest of them back on.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: PeridexisErrant on September 19, 2013, 06:19:31 am
StAnonymous - thanks, I've passed that along to the guy who builds the LNP utility. 

Das123 - looks very nice!  I've just watched the installation tutorial, and I must say it looks great.  I've also gone and updated the LNP section of the utilities tab again, to include the new OSX and Linux builds, and make it clear which version is which.  It's also obvious in the video that you're downloading r23, which is all I was concerned about - if people are expecting r23 and get r35 without realising that there's the update it could get confusing. 

FYI, this has Phoebus graphics by default, since the start.  I'll suggest to Dricus that an indicator of which graphics pack is installed might be useful...

JAFANZ - this is almost certainly due to the 'copystock' function, though I've never heard of it doing this before.  Just commenting out the line below should work - let me know either way, because if it's a reproducible thing it should also be fixable or I can at least note that it sometimes does this. 
Code: [Select]
#############################
# Context-specific bindings #
#############################

# q->stockpile; p - copy & paste stockpiles
keybinding add Alt-P@dwarfmode/Stockpiles copystock
Just stick a `#` at the start of that last line. 
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: falconne on September 19, 2013, 06:27:46 am
It could have just been the usual case of the Alt key getting stuck if he'd Alt-tabbed out.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: JAFANZ on September 19, 2013, 07:42:52 am
I'm going to be really embarrassed if that does fix it, 'cos I thought I had already tried disabling that one...

I'll be back with a report after I've had a chance to try it a bit (it didn't/doesn't happen all the time, but when it does the most reliable method of overriding it is to quit & reload).

Update: That does appear to have fixed it, at least judging by the last 90m of play (including the usual alt-tabbing & what-not), I really did think I'd already tried disabling that command as it is the obvious candidate. Sorry about that.
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: falconne on September 19, 2013, 02:44:37 pm
This affects any keybinding with Alt in it. You don't need to restart to fix it, you just have to press the Alt key once and it will go away. It's just an annoying issue with SDL not handling Alt-Tab well.
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 20, 2013, 04:16:00 am
Well, I screwed up enough that r37 followed r36 by about an hour.  In the process of overhauling the legends processor - and making a lot more flexible - I got the development version and the stable version mixed up and inserted the wrong one -_-

Upside, in the intervening time and subsequent bug fixing I also worked out how to call it from dfhack, so hit ctrl-shift-L in legends after exporting everything ^_^
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: zeb516 on September 21, 2013, 02:34:11 am
I get a error message every time I try to start dwarf fortress with the pack,
Spoiler (click to show/hide)
when I try to use the ironhand graphics pack,
Spoiler (click to show/hide)
and also when attempting to close the program itself.
Spoiler (click to show/hide)
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 21, 2013, 06:14:48 am
Hmmm, I'll pass those along to the guy who does the LNP program. 

In the meantime: 

Problem #2 can be bypassed by avoiding Ironhand graphics.  I hate proposing that cause as a fix it sucks, but it should work. 

Problems #1 and #3 seem to be related to your init file (Dwarf Fortress 0.34.11\data\init\init.txt) - does the issue persist if you try other tilesets?  You could try creating a new text file, copying the contents over, and renaming it to init.txt - this might help if it's a privilege issue.  If nothing helps, the old LNP program still works fine or at a stretch you can try downloading again. 
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: SeelenJägerTee on September 21, 2013, 09:15:41 am
I get the following error message.
Code: [Select]
java.lang.IllegalStateException: Can't find LNP's configuration file!
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:64)
at nl.dricus.df.state.LNP.reloadAppConfig(LNP.java:185)
at nl.dricus.df.state.LNP.<init>(LNP.java:87)
at nl.dricus.df.state.LNP.get(LNP.java:96)
at nl.dricus.df.form.main.MainForm.initComponents(MainForm.java:496)
at nl.dricus.df.form.main.MainForm.<init>(MainForm.java:105)
at nl.dricus.df.LauncherApplication.showMainWindow(LauncherApplication.java:94)
at nl.dricus.df.LauncherApplication.run(LauncherApplication.java:64)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.io.FileNotFoundException: C:\Windows\system32\LNP\lnp.yaml (Das System kann den angegebenen Pfad nicht finden)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileReader.<init>(Unknown Source)
at nl.dricus.df.config.dao.AppConfigDao.getAppConfigFileReader(AppConfigDao.java:88)
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:60)
... 21 more
Just wanted to bump this, as I got no answer back then.
Has this Issue been fixed with r37?
Right now I can use the old launcher, but I guess you would want to know, that the new launcher is broken for some people.

If I read the log correctly the problem is, that it searches in the wrong place - the system path and not the file path
Code: [Select]
Caused by: java.io.FileNotFoundException: C:\Windows\system32\LNP\lnp.yaml (Das System kann den angegebenen Pfad nicht finden)
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: zeb516 on September 21, 2013, 03:03:19 pm
Hmmm, I'll pass those along to the guy who does the LNP program. 

In the meantime: 

Problem #2 can be bypassed by avoiding Ironhand graphics.  I hate proposing that cause as a fix it sucks, but it should work. 

Problems #1 and #3 seem to be related to your init file (Dwarf Fortress 0.34.11\data\init\init.txt) - does the issue persist if you try other tilesets?  You could try creating a new text file, copying the contents over, and renaming it to init.txt - this might help if it's a privilege issue.  If nothing helps, the old LNP program still works fine or at a stretch you can try downloading again.
I tried making a new text file and putting it in with the instructions you gave me and I get this when I try to open the new one,
Spoiler (click to show/hide)
Trying to open the old one gives me stuff like [FPS] not found and so on but it allows me to continue,
Trying to start dwarf fortress with just the old one says that access to the path "PeridexisErrant LNP r37\Utilities\Checkedutilitylist.txt" is denied
I tried reinstalling it two times before posting but it still gave error messages so i'm guessing that won't work.

Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 21, 2013, 08:23:43 pm
SeelenJägerTee - that does look like the problem, but I have no idea how to fix it.   Basically we're just waiting for the guy who does the (new) LNP program to finish semester before anything is going to happen.   

zeb516 - It looks like you have strict security settings on your computer that are stopping programs from reading these files, which is rather unfortunate.  I have no idea how to fix this issue. 
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: Espuma on September 23, 2013, 08:21:12 pm
If I understand correctly, this utility will never mess with the contents of the raws, right? I'm still not sure how the 'copy your old stuff' button works, but if I can just copy over the attached raws (disregarding installing graphics packs, I've got that covered), then they should port fine, right?
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 23, 2013, 09:21:03 pm
No, nothing in this will modify the raws - aside from the graphics, which replaces them with a set identical except for graphics tile references. 

The "Copy old stuff" button has exactly the same effect as manually copy-pasting, but takes a little less work.  It does the gamelog, your save folder, soundsense music, quickfort blueprints folder, and so on.  None of this will modify your stuff at all, it is exactly the same as copy-pasting. 
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: Espuma on September 24, 2013, 04:28:48 am
No, nothing in this will modify the raws - aside from the graphics, which replaces them with a set identical except for graphics tile references. 

The "Copy old stuff" button has exactly the same effect as manually copy-pasting, but takes a little less work.  It does the gamelog, your save folder, soundsense music, quickfort blueprints folder, and so on.  None of this will modify your stuff at all, it is exactly the same as copy-pasting.
Thanks! But I think that means I still have to copy-paste my raws in the case of mods. Or are those included in the 'and so on' in you explanation?
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 24, 2013, 05:56:51 am
No raws - the so on is at most the config for soundsense (so if you add your own music it still works), the User Generated Content folder if it exists, and "*.dfmap" files, which are the basis of Fortress Overseer. 

Directly from the script, which isn't too hard to read - it will show the stuff preceded by 'echo', and copy where it says copy; robocopy is for folders.  This is the only 'active' portion, there are variations for each source since some supported packs have a different folder structure. 
Code: [Select]
:PeridexisErrant_LNP_found
ECHO.
ECHO Copying the gamelog ...
COPY "%previous_version%Dwarf Fortress 0.34.11\gamelog.txt" "%CD%\Dwarf Fortress 0.34.11\gamelog.txt"
ECHO.
ECHO Copying the save folders...
ROBOCOPY "%previous_version%Dwarf Fortress 0.34.11\data\save" "%CD%\Dwarf Fortress 0.34.11\data\save" /e /NFL /NDL /NJH /NJS /nc /ns /xo
ECHO.
ECHO Copying user generated content...
ROBOCOPY "%previous_version%User Generated Content" "%CD%\User Generated Content" /e /NFL /NDL /NJH /NJS /nc /ns /xo
ECHO.
ECHO Copying the configuration, music and sound files for soundSense...
ROBOCOPY "%previous_version%LNP\Utilities\soundSense r42\packs" "%CD%\LNP\Utilities\soundSense r42\packs" /e /NFL /NDL /NJH /NJS /nc /ns /xo
COPY "%previous_version%LNP\Utilities\soundSense r42\configuration.xml" "%CD%\LNP\Utilities\soundSense r42\"
ECHO.
ECHO Copying Quickfort blueprints...
ROBOCOPY "%previous_version%\LNP\Utilities\Quickfort 2.04\blueprints" "%CD%\LNP\Utilities\Quickfort 2.04\blueprints" /e /NFL /NDL /NJH /NJS /nc /ns /xo
COPY "%previous_version%\LNP\Utilities\Overseer 0.70.1\*.dfmap" "%CD%\LNP\Utilities\Overseer 0.70.1\"
GOTO end
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: Hans Lemurson on September 24, 2013, 08:05:45 am
Thank you for putting all these utilities together in one easy to use package!

Accessibility is what allows for all the great DF tools and utilities to benefit mankind.
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: Spacebat on September 26, 2013, 03:15:00 am
I'm not sure where to post this, but I've found a bug with the legends mode data compressor.
When I tried to compress my legends files for region11, the compressor put the compressed data in "region1 legends and data", instead of "region11".
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: Meph on September 26, 2013, 06:24:07 am
About the raw/mod changing: Depending on files it will work or not. Entity and Reactions and Buildings will work perfectly fine, while Inorganics, Plants and Creatures will most likely cause problems, because they will look odd. You also have to install the mod in every set of raws that is installed, otherwise you have your mod for the one installed tileset, and then overwrite it with the unmodded raws for another tileset if you change graphics.

There is one raw change in this, the AQUIFERS, btw, which might have this problem as well. Peridexis, did you ever test if that change carries over? Tileset:Phoebus, turn Aquifers on/off (whatever the non-default setting is), then change tilesets to Ironhand or Obsidian, check again if Aquifers in the raws have the same state?
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 26, 2013, 07:25:16 am
Meph - I can see how that could work poorly with the multiple tilesets.  Aquifer changing is I think broken with the new GUI, so I guess there's a reason to keep the old one yet (it did carry over there).  I've got a too many reports and stuff at the moment to dive deep into the hitherto unexplored world of raw modding and exploits; give me until late november or whenever the GUI implements it in a newby-friendly way.  It would be nice if graphics weren't so dependant on the raws...

Spacebat - here is a good place to post stuff for me.  After thinking for a few seconds... what's happening is that the script is counting up and *region1* is the first match for *region11*, which I should have seen coming.  Lucikily it's a simple fix, which I'll also put in the next release. 

Code: [Select]
Current:          FOR /L %%G IN (1,1,99) do (         

Replace with:     FOR /L %%G IN (999,-1,1) do (

The first is the old code, and counts up (from one, add one each time, until 99) and will trigger the early match for anything above single digit.  The second counts down (from 999, add negative one each time, until one) and won't have this issue.  I added the extra nine because I now feel that I have some idea what I'm doing and that a few more cycles won't even be noticeable.  Thanks for the bug report!

Title: Re: Expanded LNP - a single download with everything (r37)
Post by: ResMar on September 26, 2013, 06:16:06 pm
Re: ...third (fourth?) party...

Uh...there's no such thing as a fourth party?
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 26, 2013, 07:30:09 pm
Third party manual for a third party utility, where the first third party is not the second third party? 

Spoiler: like this (click to show/hide)

Anyway, there's a reason for the question mark...  But I think it does indicate that the manual is not from the makers of DT, which is what I was trying to convey.  If anyone has suggestions, I always want to hear them. 
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: digimite on September 27, 2013, 03:38:45 am
Found a mistake in dfhack.ini when I tried a shortcut key for workflow and it wouldn't work.

These are the existing settings:

keybinding add Alt-W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow
keybinding add W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow

keybinding add Alt-W@overallstatus "gui/workflow status"


Well because they weren't working I went to the forum link you posted on the front page for workflow plugin (in the collection)  and I copy pasted the original shortcuts like this:

# workflow front-end
keybinding add Ctrl-W@dwarfmode/QueryBuilding/Some "gui/workflow"

keybinding add Ctrl-I "gui/workflow status"


So now it seems to work fine
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: SeelenJägerTee on September 28, 2013, 07:42:23 am
You have probably already seen this, but just in case you haven't
There is a new binpatch (http://www.bay12forums.com/smf/index.php?topic=131527.msg4639760#msg4639760) that is probably worth adding.
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 28, 2013, 07:47:07 am
I hadn't, thanks.  Next pack release tomorrow, I think - there's a few things now. 
Title: Re: Expanded LNP - a single download with everything (r35)
Post by: sbfcapnj on September 28, 2013, 10:48:28 am
I get the following error message.
Code: [Select]
java.lang.IllegalStateException: Can't find LNP's configuration file!
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:64)
at nl.dricus.df.state.LNP.reloadAppConfig(LNP.java:185)
at nl.dricus.df.state.LNP.<init>(LNP.java:87)
at nl.dricus.df.state.LNP.get(LNP.java:96)
at nl.dricus.df.form.main.MainForm.initComponents(MainForm.java:496)
at nl.dricus.df.form.main.MainForm.<init>(MainForm.java:105)
at nl.dricus.df.LauncherApplication.showMainWindow(LauncherApplication.java:94)
at nl.dricus.df.LauncherApplication.run(LauncherApplication.java:64)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.io.FileNotFoundException: C:\Windows\system32\LNP\lnp.yaml (Das System kann den angegebenen Pfad nicht finden)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileReader.<init>(Unknown Source)
at nl.dricus.df.config.dao.AppConfigDao.getAppConfigFileReader(AppConfigDao.java:88)
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:60)
... 21 more
Just wanted to bump this, as I got no answer back then.
Has this Issue been fixed with r37?
Right now I can use the old launcher, but I guess you would want to know, that the new launcher is broken for some people.

If I read the log correctly the problem is, that it searches in the wrong place - the system path and not the file path
Code: [Select]
Caused by: java.io.FileNotFoundException: C:\Windows\system32\LNP\lnp.yaml (Das System kann den angegebenen Pfad nicht finden)

Another bump for this error. I am getting it upon launch of the LNP as well.
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 28, 2013, 11:03:28 am
Yes, it's buggy. No, I can't fix it and the guy who does has no time at the moment. Thanks for the report though.

However the whole thing is free and open source software per GPL3, so if you want to fix it go nuts.
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: zmc on September 28, 2013, 11:04:42 am
An updated and much expanded version of the Lazy Newb Pack (http://dffd.wimbli.com/file.php?id=7622) (DFFD download page)

BitDefender says there is a Virus called Gen:Variant.Symmi.26122 in the file embarkanywhere.exe under utilities.
Title: Re: Expanded LNP - a single download with everything (r37)
Post by: PeridexisErrant on September 28, 2013, 06:46:01 pm
While I can vouch for the non-virus-ness of that utility, I've just gone and found that there's a dfhack script I already include that does the same thing - 'embark -h' to call it, per-game.  On this basis I'll remove the standalone utility, since there's not much point keeping it. 
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: smjjames on September 29, 2013, 09:45:58 am
How do I update this while keeping my saves and any modified raws? Will just copying (or move elsewhere) the save files, edited raws and the init stuff work? I know I could just go ahead and try, but I want to be sure that I'm doing it right.
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: PeridexisErrant on September 29, 2013, 11:31:41 am
Yes, copying will work fine - keep a backup just in case. The only potential problem is if you install a graphics pack over a save with modified rows, which is the same as the old pack.
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: smjjames on September 29, 2013, 12:03:36 pm
The modifications are minor, changed the grazing of rhinos and removed attribute and skill rusting.
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: molkemon on September 29, 2013, 02:11:34 pm
Peridexis are you sure you included the new weapon weight fractions fix? It's not in the dfhack/patches folder like the other binpatches, did you modify the exe directly this time?
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: PeridexisErrant on September 29, 2013, 06:55:58 pm
Yep - it's not available as a toggleable ptch yet, so hex edits to the executable it is...  I didn't think that anyone would object too much, given that there's already a bunch of similar patches - this isn't a potential feature like lightsabers and railguns whips and crossbows, just a bugged calculation of momentum. 

Spoiler: see this picture (click to show/hide)

Title: Re: Expanded LNP - a single download with everything (r38)
Post by: molkemon on September 30, 2013, 04:34:04 am
That's ok I just wanted to make sure the patch is in since I need to get me some melee dwarfs going in my fortress^^
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: SeelenJägerTee on September 30, 2013, 09:45:13 am
Is there a way to auto-apply the binpatches when you start DF?
So that you don't have to type it in the console every time.
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: PeridexisErrant on September 30, 2013, 10:29:09 am
With the exception of commands that need a fort loaded to run, you can put anything in the "dfhack.init" file, and it gets run line by line whenever dfhack is started. This is how keybindings are set, for example.

All the bin patches are already set up in this, just some are duplicated as permanent patches and thus not activated by dfhack.
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: SeelenJägerTee on October 02, 2013, 10:48:00 am
[...]
All the bin patches are already set up in this, [...]
Damn it and I typed them in every time I started DF. >_<
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: smjjames on October 02, 2013, 01:34:40 pm
I'm just saying that the LNP launcher seems to reset the settings to default as it did that once already, so I'm going to launch directly from the DF exe itself.
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: fricy on October 02, 2013, 02:33:22 pm
I'm just saying that the LNP launcher seems to reset the settings to default as it did that once already, so I'm going to launch directly from the DF exe itself.

The settings do reset to default when you change a graphic pack, otherwise that shouldn't be happening. Is this what you see?
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: smjjames on October 02, 2013, 03:00:00 pm
I'm just saying that the LNP launcher seems to reset the settings to default as it did that once already, so I'm going to launch directly from the DF exe itself.

The settings do reset to default when you change a graphic pack, otherwise that shouldn't be happening. Is this what you see?

It's possible I might have forgotten to save it since I did a relaunch through the launcher and it was fine.

I do get an error when loading up a world, but I think that might be soundsense related. I also get an error when I try to use the removewear command.
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: JAFANZ on October 02, 2013, 10:02:08 pm
I'm just saying that the LNP launcher seems to reset the settings to default as it did that once already, so I'm going to launch directly from the DF exe itself.

The settings do reset to default when you change a graphic pack, otherwise that shouldn't be happening. Is this what you see?
Actually my experience, with the Java LNP launcher, as of r36, was that if there was any problem with a launch, for example a user abort, then the LNP seemed to set everything it has defaults for (or, at the least, init.txt & dfinit.txt, but I remember thinking it was "everything" though not exactly why I thought that) back to the LNP defaults.

Which actually relates to my reason for this visit to the thread, whilst I do appreciate everything that is being done for us in the continued maintenance of the (Expanded) LNP, I would like to make a feature request, specifically, would it be possible to add a button or option to the Java launcher to let one redefine the "Defaults" it uses as being your current configuration? (I write current config to wherever "defaults" are stored rather than the reverse), 'cos I make enough changes that I don't usually remember to copy everything across when upgrading, & as mentioned above, have enough of a tendency to trigger the Java launcher to reset my adjustments to oblivion that I still (rarely) use the "old" style launcher (& also have the old dfinit utility installed too) even when not upgrading.
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: PeridexisErrant on October 02, 2013, 10:33:12 pm
@everyone, about the settings issue - I don't really know what's happening here, and it hasn't happened to me yet.  The old windows-only LNP still has feature parity, so if you're having problems I suggest going back to that (non configurable links and folders menus, but might be more stable). 

@JAFANZ - thanks ^_^.    The LNP program (http://www.bay12forums.com/smf/index.php?topic=124613) is actually not my work at all; but the good news is that configurable default settings is one of the items on the to do list (https://trello.com/c/9wC9dmjS/6-defaults-button).  Another is to keep settings when changing graphics packs, so between those you should get what you're after. 
Title: Re: Expanded LNP - a single download with everything (r38)
Post by: JAFANZ on October 03, 2013, 01:47:16 am
Good News! Thank you! & Thanks for keeping the LNP idea alive!
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: PeridexisErrant on October 07, 2013, 07:48:37 pm
New version up, with two new utilities and a new version of Dwarf Therapist!  Handle announcements differently with DFMon, enjoy the new health interface in Therapist, and work out how to play DF multiplayer over the internet with dfterm3 (requires some setup)

Changelog: 
r39
 - Added new utility: DFMon V0.5 - handles announcements
 - Upgraded to the new Dwarf Therapist (now 20.6); it has... actually too much to list here, see the patch notes for v20.6 and suffice to say it's an upgrade: https://code.google.com/r/splintermind-attributes/
 - Added dfterm3:  enables multiplayer DF over the internet; requires some fiddling to work though I've minimised it with another batch script :)
 - removed DF Designator to keep pack size within limit - Quickfort and Chromafort cover the functionality and are arguably superior in speed and power
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: Again_Dejavu on October 09, 2013, 03:38:56 pm
Could You add Nagidal's 24x24?
Also, the graphics are broken if I try to add it myself
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: PeridexisErrant on October 09, 2013, 05:52:59 pm
If I started adding tilesets, there's no good place to stop. 

You should be able to add it yourself though - download the image, and stick it in the ASCII folder under LNP\graphics, then edit the init files in that folder to point to (eg) Nagidal24x24shade.png.  Now you can switch back and forward to this instead of the standard ASCII.  The wiki has a decent overview of tilesets (http://dwarffortresswiki.org/index.php/Tilesets#Overview_and_installation).
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: Again_Dejavu on October 10, 2013, 05:52:36 pm
The entire graphics folder just disappears if I edit anything
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: PeridexisErrant on October 10, 2013, 06:51:46 pm
If you're changing the folder name you need to edit the LNP config (LNP\lnp.yaml) to add the renamed folder to the list.  THis shouldn't be required if the only change you make is the tileset insertion and init edit.  If the folder is actually being deleted, I've got no idea. 

Maybe try using the old GUI?
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: Again_Dejavu on October 10, 2013, 07:33:34 pm
Try it. Add a new folder and you'll see what I mean. It's a major bug
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: Again_Dejavu on October 10, 2013, 07:48:29 pm
Got it working, but that isn't a straightforward method- the folder tells you to change lnp.properties as opposed to lnp.yaml
Also, doing it the wrong way shouldn't delete the folder
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: TheSlimeGod on October 13, 2013, 08:55:45 pm
Thanks Peridexis for your continuance of LNP and thanks to all past contributors.  Very handy.
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: PeridexisErrant on October 14, 2013, 09:56:27 pm
I just posted a bit about the included utilities on Reddit (http://en.reddit.com/r/dwarffortress/comments/1ogtzq/ccrvqlj), and I thought I might as well repost it here.  It's a response to this list. (http://i.imgur.com/bx7SwTa.jpg)

Alright, a big post about utilities...  they generally fall into one of two categories:  they're either tools which run alongside DF and help you play in some way, or companion programs which you might fire up separately to (eg) look at the legends exports.  For this post I'll ignore stuff like Falconne's UI plugins for dfhack - which work automatically - and just stick to the programs that show in the LNP utilities list.  Note that there is a list of all of these - with links - at the start of this thread

Companion programs: 

* Chromafort:  turns images into Quickfort blueprints.  Buggy, but occasionally very useful.

* DF Story Maker:  Parses the gamelog, and creates a new file which can have specific types of announcements filtered out.  Useful if you want to write up a story about your fort, but can't dig through the job cancellations and mineral strikes. 

* PerfectWorld DF:  advanced world generation on steroids.  You can paint terrain, biomes, place stuff; it's insanely powerful but if you don't know what you're doing it may not work.  Outputs a world gen template which you then use in DF, extreme worlds may be rejected. 

* Fortress Overseer:  the only truly 3D visualiser for DF.  While playing, use the dfhack command "mapexport filename" to export 'filename.dfmap'; this can then be opened in Overseer which will render a mesh from it.  You can fly around, or (iirc) export the mesh to use somewhere else - I've only ever looked at stuff.  Here's some examples. (http://imgur.com/a/PHWwZ)

* Legends Viewer:  what legends mode would like to be when it grows up.  You import legends exports (which can be processed in certain ways), and then get a searchable, filterable, hyperlinked, mapped, graphed wiki-style display of lots of information.  This can uncover some incredible stuff, and I can't recommend it highly enough. 

* __Process Legends Exports (http://www.bay12forums.com/smf/index.php?topic=131307):  is not actually listed here (it's a batch file), but bears mentioning.  It takes the various files you can export from legends mode, compresses the bitmaps to .png images, fixes an issue with the legends for legends viewer (if you've had a fort, it may crash the viewer otherwise), creates a compressed folder for Legends Viewer, and moves everything to a 'region#' folder in User Generated Content.  You can either double-click on the batch file (in the DF folder) or with the LNP type "processlegends" in dfhack to call it. 

* Isoworld:  an isometric world map viewer.  You export the detailed maps from legends mode, and then open them from this - there are a number of different modes for various maps, a pictographic mode that maps finding waterfalls very easy, and it can also link to dfhack to load a *very* detailed view of the loaded area.  This is most useful in adventure mode.  The super-detailed images are also saved, so you can see them later without DF open.  pics 2,3,4 are all from Isoworld (http://imgur.com/a/r1jYf)

Then there are tools to use while playing. 

* Dwarf Therapist:  the most powerful labor and all-round dwarf manager there is.  Instead of more info (see [here]() for that), alternatives:  dfhack adds a grid view for labor assignment (u,l) to the units list, or magic the whole issue away with `autolabor 1`.  Neither of these can give you information like DT does. 

* DFMon:  a tool for real-time announcement filtering, which includes an overlay for the ticker at the bottom of the screen.  Requires some fiddling to get set up, and if you just want to be rid of job cancellation announcements you can turn those off from the (o)rders menu with 'x'.  DFMon has amazingly powerful filters though and is *very* customisable. 

* dfterm3:  multiplayer.  Several people can share a common fort over an internet connection; only the host needs to have dfterm (the rest need a newish browser, probably Chrome or Firefox).  See this discussion from a few days ago  (http://en.reddit.com/r/dwarffortress/comments/1nz2gh/introduction_to_dfterm3_as_it_is_in_my_lnp/)for details. 

* Soundsense:  adds contextually appropriate sounds to the game.  It parses the gamelog, and adds a bunch of other logging through dfhack, in order to eg. play combat sounds when someone's fighting, seasonal music, etc. Very very customisable, but I've never bothered.  This is notable as it actually works best to start it with the game - while it does work if started later, it won't play season music until a season changes (which may be a long time) unless it's running when the map is loaded. 

* Quickfort:  a designation tool.  You can lay out designs to designate, build, query, or place stockpiles in excel - or anything else that can work with .csv files - and then this will handle the designations for you.  Capable of anything from a faster staircase to the Mines of Moria. (http://www.bay12forums.com/smf/index.php?topic=127599)  This is an excellent tutorial for Quickfort (https://www.youtube.com/watch?v=pHcXVC2--PI). 

And that's it, for this post...
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: Eratosthenes on October 16, 2013, 09:00:37 am
Hi there,
I decided to try this pack, which seems very convenient for starters. However, if I understand well, and although it compiles everything needed, it still needs the 32-bit libraries installed (why?). This means I have to allow arch32, which I will avoid. My system is pure 64-bit, and I want it to stay that way.
Lots of 64-bit libraries are already installed in my system, including the ones required for DF and this pack, and many others. Personally, I refuse to install a big amount of otherwise useless 32-bit libraries (~200 Mb, including all their dependencies.) That is actually the reason I didn't play DF for quite some time now (it works on my 32-bit netbook but it's slow.) With 64-bit technology being around for more than 15 years now, and in an era even cheap laptops come with 64-bit multi-core processors, I don't see why many applications are still released in 32-bit only, forcing 64-bit users to install a 32-bit development. Yes, 200 Mb for 32-bit useless stuff is not much for today's hard disks, but I still refuse to install them just to be able to run an application, whatever that application is.

Some time ago, I was able to run vanilla DF that way; i had to manually download some 32-bit libraries and put them in DF's directory, essentially making DF a "static" build. This was still a unacceptable trick, but at least I didn't have to actually install those libraries in the system. However, even that trick doesn't work anymore. The last time I tried, I realized it needed way more 32-bit libraries than before and gave up. I saw this pack actually compiles everything so decided to give it a try, but stopped when I read it still needs a 32-bit development platform.

Is there any way to install this pack using the native 64-bit libraries installed in my system?

My system: Linux debian 3.10-3-amd64 #1 SMP Debian 3.10.11-1 (2013-09-10) x86_64 GNU/Linux
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: fricy on October 16, 2013, 09:56:32 am
/snip
My system: Linux debian 3.10-3-amd64 #1 SMP Debian 3.10.11-1 (2013-09-10) x86_64 GNU/Linux
You may have more luck asking that in the linux thread (http://www.bay12forums.com/smf/index.php?topic=130792).
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: cupid stunt on October 18, 2013, 02:16:26 pm
I don't want to make my own thread, but this is just an enormous thank you to both the Adams' and the people responsible for the expanded LNP.

I'm still very early in my DF experience, but being able to start out with a tileset and the therapist has made entry into this amazing game possible for someone like me. I knew about this game, but the learning curve in ASCII for me was too much of a challenge (that is in no way intended as a slight, just a reflection of my comfort level).

This is a unique experience that I am loving like nothing else I can remember experiencing in videogaming and everyone involved in helping it happen for me deserves my honest and sincere gratitude (gimme the weekend with it to figure out what I can afford to do from a cash angle, since I'm aware gratitude isn't a tradeable commodity in DF nor the real world).

You're all fucking amazing.
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: Dragoon209 on October 21, 2013, 02:47:56 pm
Hello!

I've noticed that the Macro time keeps getting reset in Dwarf Fortress' init file each time I play.  I noticed it first when I was using Quickfort, which has a built in check to ensure it's set to 0.  I had assumed it was failing to save the change to 0.  However, I followed up with changing the file myself, saving it, reopening the file to confirm the change, and then starting Dwarf Fortress again.  Each time its set back to the default of 15ms. 

Can this be changed?  I enjoy using the Lazy Newb Launcher to have it launch all the utilities for me, but the Macro time getting reset is driving me nuts. 

Thanks for the great pack!  Its otherwise fantastic!
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: fricy on October 21, 2013, 03:01:54 pm
I've noticed that the Macro time keeps getting reset in Dwarf Fortress' init file each time I play.  I noticed it first when I was using Quickfort, which has a built in check to ensure it's set to 0.  I had assumed it was failing to save the change to 0.  However, I followed up with changing the file myself, saving it, reopening the file to confirm the change, and then starting Dwarf Fortress again.  Each time its set back to the default of 15ms. 
Can this be changed?  I enjoy using the Lazy Newb Launcher to have it launch all the utilities for me, but the Macro time getting reset is driving me nuts. 
Thanks for the great pack!  Its otherwise fantastic!

Hmmm. I guess it's the lnp launcher interfering with the macro setting: it does not see a 3rd party application (quickfort) editing the init file, so when it exits it saves the settings as they were initially. You should be able to sidestep this issue by closing the lnp launcher, and starting quickfort. (Or changing the macro_ms setting in the init manually.)
Once the macro setting is updated you can launch lnp, and it should never go back to the default 15ms. (unless you decide to install a different tileset, in which case all settings reset...)
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: PeridexisErrant on October 21, 2013, 04:34:59 pm
I've noticed that the Macro time keeps getting reset in Dwarf Fortress' init file each time I play.  I noticed it first when I was using Quickfort, which has a built in check to ensure it's set to 0.  I had assumed it was failing to save the change to 0.  However, I followed up with changing the file myself, saving it, reopening the file to confirm the change, and then starting Dwarf Fortress again.  Each time its set back to the default of 15ms. 
Can this be changed?  I enjoy using the Lazy Newb Launcher to have it launch all the utilities for me, but the Macro time getting reset is driving me nuts. 
Thanks for the great pack!  Its otherwise fantastic!

Hmmm. I guess it's the lnp launcher interfering with the macro setting: it does not see a 3rd party application (quickfort) editing the init file, so when it exits it saves the settings as they were initially. You should be able to sidestep this issue by closing the lnp launcher, and starting quickfort. (Or changing the macro_ms setting in the init manually.)
Once the macro setting is updated you can launch lnp, and it should never go back to the default 15ms. (unless you decide to install a different tileset, in which case all settings reset...)

I can confirm that this works - it had been bugging me too.  I used the LNP launcher to open the init folder, quit the launcher, then modified init.txt and the edit worked perfectly.  I'll change this in the various graphics packs for the next version, which will hide the issue, and also post about it on the launcher thread. 
Title: Re: Expanded LNP - a single download with everything (r39)
Post by: ResMar on October 21, 2013, 10:13:51 pm
You may wish to update the DT manual packaged into the install, as it's been updated. I'm working on further revisions with Splinterz atm, and it'll probably be packaged in in the future.
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: PeridexisErrant on October 21, 2013, 10:44:49 pm
As it happens, r40 is now up with this update.  It's mostly little fixes, but worth doing. 

Changelog: 
r40
 - updated to a newer version of the Dwarf Therapist manual
 - fixed nested folder for DFMon (didn't start)
 - changed default MACRO_MS to 0 miliseconds, which is better for Quickfort, on all graphics packs.  If you change init settings manually while the LNP is open, it resets the changes on closing, which this should work around for Quickfort. 
 - added "repeat.lua" - set scripts to be re-run on a regular basis, eg a siege every two months with "repeat enable 2 months force siege EVIL"
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: Edir on October 24, 2013, 04:38:57 pm
Hey, i'm having a little problem, maybe this is a FAQ but i didn't read about it.
So i download the latest release, unzip it and then i run it. I configure everything as i want, i press Ctrl+S and i have a little play. After a while, i quit, and when i execute the launcher again, i see all of my settings weren't saved, it is all set by default and i have to set everything again, wich is a pain in the arse.

I hope that someone can help, sorry if my english is bad, it's not my main language.

Cheers!
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: PeridexisErrant on October 24, 2013, 06:13:50 pm
Not particularly - I only discovered the problem a few days ago. The launcher has a bug where it reverts your edits when it closes, so use it to open the file, close the launcher, and then make your edits.
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: Edir on October 25, 2013, 04:36:28 pm
Not particularly - I only discovered the problem a few days ago. The launcher has a bug where it reverts your edits when it closes, so use it to open the file, close the launcher, and then make your edits.

Oh, okay. I hope it's fixed for the next release.
Keep it up! You're awesome.
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: Captiv8 on November 03, 2013, 12:49:14 am
I noticed when trying to load a custom keybind it will not appear when using the jar executable but it is there when using the "old" exe.
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: PeridexisErrant on November 03, 2013, 02:00:04 am
That's probably the resetting bug outlined above, I'm hoping it will get fixed soonish. Until then, closing the jar GUI before editing should work around the issue.
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: JonathanHolt75 on November 03, 2013, 02:38:06 pm
java.lang.IllegalStateException: Error launching program.
   at nl.dricus.df.util.StartProcessUtil.executeCommandLine(StartProcessUtil.java:106)
   at nl.dricus.df.util.StartProcessUtilWindows.startProcess(StartProcessUtilWindows.java:36)
   at nl.dricus.df.state.LNP.startUtility(LNP.java:253)
   at nl.dricus.df.action.PlayAction.autostartUtilities(PlayAction.java:60)
   at nl.dricus.df.action.PlayAction.actionPerformed(PlayAction.java:52)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.AbstractButton.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.io.IOException: C:\Users\Jonathan\Desktop\PeridexisErrant LNP r40\LNP\utilities\soundSense r42 doesn't exist.
   at org.apache.commons.exec.DefaultExecutor.execute(DefaultExecutor.java:181)
   at org.apache.commons.exec.DefaultExecutor.execute(DefaultExecutor.java:170)
   at nl.dricus.df.util.StartProcessUtil.executeCommandLine(StartProcessUtil.java:90)
   ... 42 more


It was stone sense i turned it off and it works just fine
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: Urist McPanzerbeard on November 07, 2013, 05:40:29 pm
New clueless player here; just wanted to thank you for a fantastic tool that makes it just a bit less stressful to get into this game :D

Quick question, though, unless I'm missing something obvious.. Why doesn't the "For new players- Simple Start" embark profile include an anvil? I didn't realise I didn't have one until halfway through the year, and then the caravan didn't bother bringing one either.

Also, I've turned off Aquifers, but I still get them. On almost every single tile, in fact; I've tried generating a new world a couple of times, and I've also tried deleting the [Aquifer] tags in the raws, but for some odd reason 90% of every world I generate is Aquifer-filled, to the point that I've only found 3 embark sites without an aquifer on the latest one. On a slightly related note, I never seem to generate Flux Stone at all either. Is there any silly reason why this is happening, or am I forever cursed with soggy beards and lack of pig iron?

Cheers.
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: PeridexisErrant on November 09, 2013, 12:24:55 am
:)

I'll look into the anvil thing, I certainly didn't intend to leave it out - but then again I just grabbed profiles that someone else has made...

You can drain aquifers using the command "drainaquifer" in dfhack, which will permanently remove them from your map.  This will make finding a good embark much easier!

There's a bug in the site finder that, if mineral frequency is high in world gen, flux will not be shown.  High volcanism sites are likley to have a lot less flux too - you can look at a list of all materials under your embark (will include spoilers if you like exploratory mining) with the dfhack command "prospect all".  "prospect" can also be called before embarking, but will only return an estimate as the numbers haven't been generated yet. 
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: Urist McPanzerbeard on November 10, 2013, 01:50:55 pm
:)

I'll look into the anvil thing, I certainly didn't intend to leave it out - but then again I just grabbed profiles that someone else has made...

You can drain aquifers using the command "drainaquifer" in dfhack, which will permanently remove them from your map.  This will make finding a good embark much easier!

There's a bug in the site finder that, if mineral frequency is high in world gen, flux will not be shown.  High volcanism sites are likley to have a lot less flux too - you can look at a list of all materials under your embark (will include spoilers if you like exploratory mining) with the dfhack command "prospect all".  "prospect" can also be called before embarking, but will only return an estimate as the numbers haven't been generated yet.

Thanks very much for the reply :)
 Fortunately I haven't needed drainaquifer yet, as I've found a few decent embark sites on my new world. I'll try to avoid using prospect all, but it's nice to know that it's available, thanks.

I prepare for embark manually now, so the anvil thing isn't a problem personally, but I just thought I'd point it out incase other new players get stuck with it.
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: PeridexisErrant on November 10, 2013, 07:12:33 pm
An iron anvil will be included from the next version onward - thanks for the feedback, I couldn't maintain the pack without it :).
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: Sicily on November 11, 2013, 02:40:43 pm
I can't seem to enable mouse edgescreen scrolling. I delete the # in the front of the line saying always edge scroll with cursor or whatever it says, yet every time I start the game and load up a new save/fortress, it never edge scrolls. Would anyone mind telling me what I'm doing wrong?
Title: Re: Expanded LNP - a single download with everything (r40)
Post by: Urist McPanzerbeard on November 12, 2013, 04:32:48 am
I can't seem to enable mouse edgescreen scrolling. I delete the # in the front of the line saying always edge scroll with cursor or whatever it says, yet every time I start the game and load up a new save/fortress, it never edge scrolls. Would anyone mind telling me what I'm doing wrong?
I get this sometimes; just switch to your DFHack window and type "mousequery plugin enable" and "mousequery edge enable", that should fix it.

Oh, also, just out of interest, how would I go about having all dwarven names show up in english ingame? I'm pretty sure it's possible as I think Arumba had it enabled in his videos, but I can't find any option for it anywhere, unless I'm just being dense.

One last problem, I can't link levers to anything. When I press b to "link to bridge", the list of bridges appears for about half a second and then it closes again, I can't link it to anything. I have plenty of mechanisms spare, so that's not the problem, any idea how to fix this?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r40 - everything in one place
Post by: Tomaster on November 14, 2013, 09:30:45 pm
Is there any chance someone can create a torrent version of this? For some reason my computer is having some serious problems downloading from the DFFD. I'd love to use it, but for reasons I can't fathom, I can't download it right now.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r40 - everything in one place
Post by: Box on November 15, 2013, 05:41:32 pm
The .jar doesn't seem to reliably save my settings.  It always turns aquifers on each time I close it and sometimes it resets all the other settings such as population/cave-ins/save backups back to default.  Anything I can do to resolve this?  I'm using r39, if it matters, but the changelog doesn't note any changes regarding this so I've been putting off updating and I've been making sure to manually save.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r40 - everything in one place
Post by: PeridexisErrant on November 15, 2013, 06:32:11 pm
The .jar doesn't seem to reliably save my settings.  It always turns aquifers on each time I close it and sometimes it resets all the other settings such as population/cave-ins/save backups back to default.  Anything I can do to resolve this?  I'm using r39, if it matters, but the changelog doesn't note any changes regarding this so I've been putting off updating and I've been making sure to manually save.

Yeah, there are some problems with the new jar - it's why I still include the old exe launcher too.  It's probably better to ignore aquifers and just use the dfhack "drainaquifer" command when you embark.  For the other settings, a bug has been found but not yet fixed where the .jar will revert any files edited while it's open; the workaround is to close it before editing. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r40 - everything in one place
Post by: smjjames on November 15, 2013, 06:45:15 pm
I've found a crash problem but I don't know which plugin it is (might be Falconnes?) or if it is a vanilla feature.

When you go into the stockpile setup, do a search in any subcategory, press enter and then press d, it crashes.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r40 - everything in one place
Post by: PeridexisErrant on November 15, 2013, 09:54:21 pm
That's a plugin for sure - searchable interface is dfhack.  However, given that a DF major update is incoming "very soon" it's unlikely to be fixed, so I suppose that's something we should all avoid doing.  Thanks for the report, it's good to hear any issues people have. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: PeridexisErrant on November 17, 2013, 01:24:46 am
This pack has been updated to r41. 
Changes: 
 - Updated Dwarf Therapist to v20.6.6
 - Updated manual for Dwarf Therapist
 - Added an iron anvil to the simple start embark profile
 - Shuffled the online presentation of the pack around a bit
 - Removed DwarfMapMaker (from extras), since it's built into the legends processor and thus redundant
 - Updated "__Process Legends Exports.bat" to version 2.4, to allow the above (moves the .scm plugin to DF folder)

The old LNP thread now has an official redirect (http://www.bay12forums.com/smf/index.php?topic=59026), since it hasn't been updated in more than a year.  To LucusUP - thanks; it was your pack that got me into Dwarf Fortress and I'll try to keep the legacy going. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: daveralph1234 on November 17, 2013, 07:28:16 am
Found a very minor bug.
In [16x16] ASCII Default 0.34.11 tileset, d_init has the following setting:

[PILLAR_TILE:199]

when by default it should be:

[PILLAR_TILE:'O']

This causes all free-standing walls to display incorrectly (as ╟ instead of O).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: smjjames on November 17, 2013, 11:33:37 am
The new Dwarf Therapist stuff sounds cool, so, upgrading the pack version now.

Edit: 13 minutes to download? It's not usually this slow I think.....
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: SerpenteDiBuio on November 17, 2013, 04:59:00 pm
Using this new pack, I switched to the default Ascii tileset, and it is noticeably different from the original vanilla, and the default zoom level is decreased.
What can I do to fix it?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: PeridexisErrant on November 17, 2013, 05:12:19 pm
Daveralph - thanks, I'll fix that for the next version. 

SerpenteDiBuio - it's using the square tileset, which is a little larger (you're probably comparing 16x16 to 8x12).  You can edit d_init.txt to point to the classic tiles, which are included.  I think in the next version I'll split out ASCII (default) and ASCII (square) for clarity. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: Keldane on November 17, 2013, 05:55:23 pm
I wouldn't be surprised if I'm missing something, and I'm having an issue with this. I just downloaded it for the first time, and when I attempt to use the .jar launcher, it crashes out immediately with the following error:

Spoiler (click to show/hide)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: PeridexisErrant on November 17, 2013, 06:13:54 pm
That' an issue with the launcher (http://www.bay12forums.com/smf/index.php?topic=124613), not strictly speaking the pack.  You should have a file called "lnp.yaml" in the LNP folder; this is what configures the launcher and so it crashes without it. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: Keldane on November 17, 2013, 06:21:49 pm
Alright, fair enough. Am I reading correctly that it's looking for lnp.yaml in the system32 folder? The file is present in the pack.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: PeridexisErrant on November 17, 2013, 06:44:05 pm
The file is present in the pack.

Then it should be working; this is the kind off bug that has me still including the old GUI - it still works almost as well (slightly less configurable for me) and is sometimes a little more stable.  Sorry I can't help more :|
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: King Mir on November 19, 2013, 02:35:25 pm
Could you make it so that changing the graphics does not change the settings controlled by the Newb pack buttons, like sound, weather, save controls and others? Presumably that'd mean resetting those features after the graphics packs change them.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: PeridexisErrant on November 19, 2013, 06:40:29 pm
Could you make it so that changing the graphics does not change the settings controlled by the Newb pack buttons, like sound, weather, save controls and others? Presumably that'd mean resetting those features after the graphics packs change them.

I can't, as it's a function of the LNP GUI (http://www.bay12forums.com/smf/index.php?topic=124613) which is under development by Dricus.  There are plans (https://trello.com/b/Plxj0vLo/lazy-newb-pack-cross-platform) to avoid having the settings reset every time, but unless someone does that it could be a while. 

Until then, I've manually gone through and ensured that at least the various packs reset to the same settings, instead of wildly different defaults they give without editing...
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: darkpaladin109 on November 21, 2013, 11:47:17 am
I'm having some issues. Whenever I try to install a tileset included with the pack, It just says that it's unable to delete the default graphics.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: MaximumZero on November 21, 2013, 07:50:44 pm
Ptw. The Lazy Newb Pack is essential! Thanks for your contributions to the mountainhome, comrade.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: Aloriel on November 26, 2013, 11:14:42 am
Hi guys,

Really enjoying the Lazy Newb Pack! It's nice to have everything in one place!

I'm having an issue with LNP though, and I can't seem to work it out. I am guessing it's related to the graphics pack, but it doesn't go away when I switch packs.

Spoiler (click to show/hide)
As you can see in the spoilered image, I am getting huge black lines after all text. These black lines overwrite other information frequently. In this screen shot, it's only killing a couple parenthesis, but it also overwrites critical information (such as in the screen where you choose what animals should be in a particular pasture, it overwrites the [!!!]...). The black lines appear to be the same length as the text written.

My graphics pack is not a default LNP. I adjusted phoebus to my liking and installed that. However, this problem was occurring with the default LNP graphics packs too.

Any thoughts on why this is happening? I'd really like to fix it, and keep running with LNP!

System specs:
64-bit Win7
LNP downloaded from DFFD just two days ago (v0.5.3-SNAPSHOT)
Current Phoebus graphics pack.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: King Mir on November 26, 2013, 02:25:53 pm
You can turn off True type fonts, which can be done in the LNP GUI. That'll fix that, but make text use the tileset. Some problems with individual charters being obscured for no apparent reason can also be fixed simply by turing true type fonts on and off (by pressing F11).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: Aloriel on November 26, 2013, 05:35:45 pm
Thanks King Mir. Worked perfectly!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: Kimril on November 27, 2013, 07:39:11 am
It seems that "save game configuration" in the launcher does nothing, since the settings reset to default after each time I open the launcher.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: F01405 on November 28, 2013, 09:34:19 am
I can't seem to download the file.... tried to download it like 20-25 times the past week! it keeps giving me a "Source file could not be read" error? Can someone please help?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: Qwardian Entrepeneur on December 01, 2013, 05:04:41 pm
I am having the exact same problem. Here's the error message:
!   C:\Users\(Redacted for privacy purposes)\PeridexisErrant LNP r41.zip: Unexpected end of archive
I'm using windows 7 and WinRAR.

EDIT: I'm a moron. Getting 7Zip now.

EDIT 2: EDIT HARDER: Well, not an archiver problem, still didn't work with 7Zip.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: Akhram on December 02, 2013, 12:32:26 am
It seems that "save game configuration" in the launcher does nothing, since the settings reset to default after each time I open the launcher.

This is something that have to be fixed. I was used to the old newb pack and it's a shame that this version don't save options. I downloaded it because it's good to have everything put togheter but I ended up deleting the launcher and modifying things manually which is a shame.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: PeridexisErrant on December 02, 2013, 12:46:23 am
It seems that "save game configuration" in the launcher does nothing, since the settings reset to default after each time I open the launcher.

This is something that have to be fixed. I was used to the old newb pack and it's a shame that this version don't save options. I downloaded it because it's good to have everything put togheter but I ended up deleting the launcher and modifying things manually which is a shame.

There are known bugs with the new launcher - that's why I also include the old one, which is a little less feature-complete but more stable. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r41 - everything in one place
Post by: bottles on December 02, 2013, 09:54:55 pm
Downloaded yesterday and tried to open the .jar just now. I hope this is the right place:

An unexpected error has occurred. Please copy/paste the stacktrace below in a spoiler in the LNP thread on Dwarf Fortress' forums.

Spoiler (click to show/hide)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r42 - everything in one place
Post by: PeridexisErrant on December 06, 2013, 10:11:25 pm
Updated the pack to r42: 
 - Updated Falconnes plugins to v0.37; Mousequery and Automaterial (now show construction / designation size), search works on workshop profiles screen
 - Updated DFMon to v0.9, nearly out of beta now and includes documentation in the folder. 
 - fixed a bug with the stripcaged script
 - The old LNP has been formally discontinued in favor of this pack, since it hasn't been updated in more than a year.
 - Split old 'ASCII Default' graphics into 'default' and 'square' - the default had been changed to square, and was somewhat confusing. 

The pack is also (on DFFD) currently ranked #3 for user rating, #6 for all-time downloads, and #2 for downloads per day. 

As always, a big thanks to everyone whose work I've collected and redistributed, and to everyone who has given me feedback.  This would be impossible without you. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r42 - everything in one place
Post by: Ravendarksky on December 07, 2013, 08:55:05 am
Thanks for adding my new version of dfmon :-) I think most people will find it useful now and I've made it compatible with your autostart feature.

Hopefully have some decent web based documentation for the next version.

I notice with your pack that if you edit/delete the folder names of the applications then it causes a crash... The original LMP seems to update its program list to show new exes which are added/modified.

Also what is the deal with the third empty black window which opens when I run dwarf fortress?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r42 - everything in one place
Post by: ragedragonvii on December 07, 2013, 06:53:11 pm
I have been having an issue with this since the first time I downloaded it, and I cant seem to find anything to fix it. I try and run the Lazy newb pack jar file instead of the lazy newb pack (old) file, and it always gives me this java error:

Quote
java.lang.IllegalStateException: File not found: Dwarf Fortress 0.34.11\data\init\d_init.txt
   at nl.dricus.df.util.TextFileUtil.newFileInputStream(TextFileUtil.java:107)
   at nl.dricus.df.util.TextFileUtil.readTextFile(TextFileUtil.java:58)
   at nl.dricus.df.config.dao.GameConfigFileDao.load(GameConfigFileDao.java:93)
   at nl.dricus.df.config.dao.GameConfigFileDao.<init>(GameConfigFileDao.java:48)
   at nl.dricus.df.state.LNP.getDInit(LNP.java:154)
   at nl.dricus.df.action.factory.PropertyActionFactory.getDInit(PropertyActionFactory.java:135)
   at nl.dricus.df.action.factory.PropertyActionFactory.newPopulationCapAction(PropertyActionFactory.java:99)
   at nl.dricus.df.form.main.OptionsGroup.getPopulationCapButton(OptionsGroup.java:117)
   at nl.dricus.df.form.main.OptionsGroup.initComponents(OptionsGroup.java:163)
   at nl.dricus.df.form.main.OptionsGroup.<init>(OptionsGroup.java:48)
   at nl.dricus.df.form.main.MainForm.getOptionsGroup(MainForm.java:342)
   at nl.dricus.df.form.main.MainForm.getOptionsTab(MainForm.java:353)
   at nl.dricus.df.form.main.MainForm.getTabbedPane(MainForm.java:459)
   at nl.dricus.df.form.main.MainForm.initComponents(MainForm.java:505)
   at nl.dricus.df.form.main.MainForm.<init>(MainForm.java:105)
   at nl.dricus.df.LauncherApplication.showMainWindow(LauncherApplication.java:94)
   at nl.dricus.df.LauncherApplication.run(LauncherApplication.java:64)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.io.FileNotFoundException: Dwarf Fortress 0.34.11\data\init\d_init.txt (The system cannot find the path specified)
   at java.io.FileInputStream.open(Native Method)
   at java.io.FileInputStream.<init>(Unknown Source)
   at nl.dricus.df.util.TextFileUtil.newFileInputStream(TextFileUtil.java:105)
   ... 30 more

All the files are there, I didnt move anything around after a fresh download.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r42 - everything in one place
Post by: noximiliem on December 08, 2013, 03:31:23 am
when I press the play dwarf fortress button on either lazy newb pack (both old and new) the game itself fails to come up, yet any utilities set to come up when the game starts do. No error messages arise, and I've tried to turn off the utilities coming up when the button's pressed, but that changes nothing except for stopping the utilities coming up.
Does anyone know what's wrong with it for me?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r42 - everything in one place
Post by: PeridexisErrant on December 08, 2013, 05:50:17 am
Probably an anti virus program stopping the game from launching.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: PeridexisErrant on December 09, 2013, 12:08:02 am
A minor update, but since it got more than a thousand downloads (!!!) since r42 went up, I've bumped the version number too.  ALL that this changes is a few lines of configuration, to fix the changing of ASCII graphics packs through the new .jar launcher.

Changelog for r43: 
 - fixed an issue loading ASCII graphics packs in the new launcher (configuration update)

If you have r42, don't redownload - just replace the current ASCII Default line in lnp.yaml (in the LNP folder) with the following, it'll work fine.
Code: [Select]
-  name: '[12x8] ASCII Default 0.34.11'
   directory: '[16x16] ASCII Default 0.34.11'
-  name: '[16x16] ASCII Square 0.34.11'
   directory: '[16x16] ASCII Default 0.34.11'

The issue was that I forgot to update the config file when I split the ASCII graphics up, so it wouldn't launch. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: mouwen on December 13, 2013, 04:53:18 pm
Just a heads up that the SoundSense has updated to r43 :)
http://df.zweistein.cz/soundsense
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: PeridexisErrant on December 13, 2013, 05:33:33 pm
Yep, that an the Therapist update to 20.7 will be in the next pack version.  I'll need to spend a couple of hours making sure I don't break anything though - SS has a lot of parts, and I need to update eg. the script that copies the soundpack to a new pack version. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: Umiko on December 13, 2013, 11:36:56 pm
Sorry if this has been posted before, but I can not link a lever to bridge or door when I use this pack.
Pressed q and chose a level
Pressed a to add a new task
Pressed b for bridge
The view jumped to somewhere near the bridge, but it's back to query mode, no list of bridges appear.

When I overwrote all files in folder Dwarf Fortress 0.34.11 with the vanilla files (downloaded here (http://www.bay12games.com/dwarves/)), it worked fine, but then I missed out on the cool stuffs like DF Hack, etc.

edit: nevermind, I disabled mousequery track and it works.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: fricy on December 14, 2013, 08:08:35 am
@Umiko: Yepp, that's a bug in the mousequery plugin.
You can disable it, or move the cursor to a different position before linking, so it doesn't interfere with the GUI. I'm not sure which part of the screen counts as invalid and invokes this bug, but it shouldn't be hard to find out.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: PeridexisErrant on December 14, 2013, 08:23:40 am
Leaving the mouse over the menu will avoid this problem, since the cursor can't jump to that position.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: hagger on December 15, 2013, 02:34:38 pm
Hi, just to say thanks for updating this package, very handy for easily changing the pop cap among other things.

Think that there is a problem with the tilesets though. I tried to configure it to use the 12x8 ascii default, and I get an error telling me that it can't find the files. Same problem for the 16x16 ascii default.

Had a little poke around in the lnp.yaml file. In the current one, the name and directory for the 12x8 ascii default are different, the directory is listed as '[16x16] ASCII Square 0.34.11'. I changed the directory to '[12x8] ASCII Default 0.34.11', and that now works, but can't get the 16x16 version working. I get the same error, although the name and directory in lnp.yaml are identical, '[16x16] ASCII Square 0.34.11'.

All the other graphics options seem to work fine, so I'm guessing it's something to do with the r43 update you put out, given that it seems to tinker with these tilesets? I only started using this in the past couple of days though, so can't tell you if it worked for me before that. 

Also, minor quibble, but the readme in the graphics folder still tells you to look for the lnp.properties file. Should be lnp.yaml. Was quite confusing till I worked it out!

Again, thanks for updating this utility, would have made my first few fortresses a hell of a lot simpler if I'd known about it!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: JhnKing on December 15, 2013, 05:25:34 pm
So, when I've set the child pop cap to anything, I still seem to get hordes of dwarven meatshields goblin food Meatbags children. Have I done something wrong here? Currently got it set to 10:5, yet my alst children had 50 dwarves and 23 children...
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: Lielac on December 15, 2013, 05:58:01 pm
So, when I've set the child pop cap to anything, I still seem to get hordes of dwarven meatshields goblin food Meatbags children. Have I done something wrong here? Currently got it set to 10:5, yet my alst children had 50 dwarves and 23 children...

It doesn't abort in-progress pregnancies that would push you over the cap, and I think you can be thoroughly pushed over the limit by a horde of mothers all getting pregnant at once. Do you have a lot of married couples? Did you get a huge third/fourth migrant wave?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: JhnKing on December 15, 2013, 06:27:10 pm
I haven't had a single birth yet - All the children come in massive waves of migrants which seem to be composed of half children, half adults. Usually there's a bit of married couples though, more so than single dwarves.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: fricy on December 15, 2013, 06:55:03 pm
I haven't had a single birth yet - All the children come in massive waves of migrants which seem to be composed of half children, half adults. Usually there's a bit of married couples though, more so than single dwarves.

Child cap only affects new pregrencies, there's nothing you can do about the migrant children, their number will be always random when a new wave comes. Maybe a really young world has less children, but that's all I can think of.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: JhnKing on December 15, 2013, 06:56:35 pm
Ah. Well, that sucks a bit, but at least it's not an issue with the pack itself then. Thanks for the info!

Now... to figure out how to give my children death the life of being kidnapped happy homes...
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: Lielac on December 15, 2013, 07:11:49 pm
Ah. Well, that sucks a bit, but at least it's not an issue with the pack itself then. Thanks for the info!

Now... to figure out how to give my children death the life of being kidnapped happy homes...

One possibility. (http://www.bay12forums.com/smf/index.php?topic=91093.0)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: Yazman on December 17, 2013, 10:16:46 am
I don't understand how to upgrade to a newer version.. you said the new LNP has to be in the same folder as the old one.. so do we just over-write the files from the old version with the new ones and then run the copy script? But if I do that nothing happens?

What exactly do we have to do to upgrade?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: cdombroski on December 17, 2013, 10:24:22 am
I don't understand how to upgrade to a newer version.. you said the new LNP has to be in the same folder as the old one.. so do we just over-write the files from the old version with the new ones and then run the copy script? But if I do that nothing happens?

What exactly do we have to do to upgrade?

They have to be next to each other:

Then you can run the "Copy data from my old install.bat" file to copy the saves and the "User Generated Content" Folder. You'll have to migrate the settings by hand.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: Yazman on December 21, 2013, 04:09:34 am
Ah, ok.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: inzainia on December 23, 2013, 09:24:22 am
in the bottom right, there is a set of numbers,  H:0/0/0/0/23/1/0, ive kinda guessed the 23/1/0 is dwarves/children/babies, what does the rest mean if anyone knows? thanks in advance.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: Incantatar on December 23, 2013, 09:54:15 am
in the bottom right, there is a set of numbers,  H:0/0/0/0/23/1/0, ive kinda guessed the 23/1/0 is dwarves/children/babies, what does the rest mean if anyone knows? thanks in advance.

That's the happiness dfhack plugin. It shows you how happy your dwarfs are.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: whatnameshouldi on December 24, 2013, 11:32:48 pm
Hello,

I used to play DF with LNP. I tried to update to this new version but I am having issues running the .jar file. I get this error screen:

Code: [Select]
java.lang.IllegalStateException: Can't find LNP's configuration file!
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:64)
at nl.dricus.df.state.LNP.reloadAppConfig(LNP.java:185)
at nl.dricus.df.state.LNP.<init>(LNP.java:87)
at nl.dricus.df.state.LNP.get(LNP.java:96)
at nl.dricus.df.form.main.MainForm.initComponents(MainForm.java:496)
at nl.dricus.df.form.main.MainForm.<init>(MainForm.java:105)
at nl.dricus.df.LauncherApplication.showMainWindow(LauncherApplication.java:94)
at nl.dricus.df.LauncherApplication.run(LauncherApplication.java:64)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.io.FileNotFoundException: C:\Windows\system32\LNP\lnp.yaml (El sistema no puede encontrar la ruta especificada)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileReader.<init>(Unknown Source)
at nl.dricus.df.config.dao.AppConfigDao.getAppConfigFileReader(AppConfigDao.java:88)
at nl.dricus.df.config.dao.AppConfigDao.load(AppConfigDao.java:60)
... 21 more
Translation: "(El sistema no puede encontrar la ruta especificada)" = "(The system could not find the specified root)".

Any ideas on how to fix it? I already tried updating Java i have Version 7 Update 45 according to chrome (I dont remember how to check in the console).
Thank you very much and have a merry Christmas!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: whatnameshouldi on December 25, 2013, 12:06:14 am
I kept trying and finally found a solution:

First I got it running using the console command:
Code: [Select]
java -jar "file name".jar
Then I fixed it completely by using this program (use at your own risk, it worked for me): http://johann.loefflmann.net/en/software/jarfix/index.html

I also suggest updating Java just in case before doing anything else.

Anyway, thank you and back (or starting) to game!
:)

P.S.: Any comments from someone savy are welcome, I'm a newbie on Java on anything similar.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r43 - everything in one place
Post by: fricy on December 25, 2013, 01:17:24 pm
I kept trying and finally found a solution:

First I got it running using the console command:
Code: [Select]
java -jar "file name".jar
Then I fixed it completely by using this program (use at your own risk, it worked for me): http://johann.loefflmann.net/en/software/jarfix/index.html

I also suggest updating Java just in case before doing anything else.

Anyway, thank you and back (or starting) to game!
:)

P.S.: Any comments from someone savy are welcome, I'm a newbie on Java on anything similar.

Thx for finding a workaround to this weird bug. Your contribution is appreciated!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: PeridexisErrant on December 28, 2013, 04:39:43 pm
The pack has just been updated to r44. 

CHANGELOG:  r44
 - updated Falconne's plugins to v0.40; many new features including melt from enhanced stocks screen
 - updated Dwarf Therapist to version 20.7
 - updated manual for Dwarf Therapist
 - updated SoundSense to r43; now has a popup notification if you haven't downloaded the soundpack!

Hopefully this will be enough to tide us all over to February, since I'm camping without any computers pretty much solidly until then.  I might squeeze some posts into supply runs, but another pack update is unlikely - I may fit one into a visit home mid-Jan (as this one has, in the 16 hours in a city) but don't bet on it. 

Remember also that posting the errorlog from the launcher should go in the thread for the launcher (http://www.bay12forums.com/smf/index.php?topic=124613), not here!  We know it's not finished, but until Dricus comes back nothing is happening - if it's urgent, fix the open-source yourself!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: Incantatar on December 29, 2013, 05:07:03 pm
Hey there,
the folder [16x16] ASCII Square 0.34.11 needs to be renamed to [16x16] ASCII Default 0.34.11 or vice versa in the install graphics code.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: WJLIII3 on January 03, 2014, 11:56:09 am
Hey there,
the folder [16x16] ASCII Square 0.34.11 needs to be renamed to [16x16] ASCII Default 0.34.11 or vice versa in the install graphics code.

I came here to report this same problem, I'm pretty sure. I can't get it to display ASCII graphics and original font. Some of us are fine with DF looking the way Toady intended it.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: WJLIII3 on January 03, 2014, 12:33:56 pm
Altering the folder as Incantatar mentioned allowed it to be installed, but.... why the hell does it look like this?

(http://i1270.photobucket.com/albums/jj602/MostlyUnfocused/problem.png) (http://s1270.photobucket.com/user/MostlyUnfocused/media/problem.png.html)

Where are the proper symbols? How did this all get scrambled? Why no respect for ASCII, PeridexisErrant?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: WJLIII3 on January 03, 2014, 02:10:36 pm
Got it fixed.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: Syndic on January 04, 2014, 11:51:31 am
So, I'm using the LNP with the normal graphics (ASCII default option in the LNP starter IIRC, the "curses" files). Only trouble I'm having, all my pillars and the ends of single-tile smooth or constructed walls look ugly. instead of the vanilla O and ===O I'm used to, I'm getting ||- Pillars and Walls going ||===||

Is there any easy way for me as a modding-noob to fix this or will I have to get used to this uglyness if I want to play with the handy bugfixes that come with the LNP?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: fricy on January 04, 2014, 01:50:09 pm
So, I'm using the LNP with the normal graphics (ASCII default option in the LNP starter IIRC, the "curses" files). Only trouble I'm having, all my pillars and the ends of single-tile smooth or constructed walls look ugly. instead of the vanilla O and ===O I'm used to, I'm getting ||- Pillars and Walls going ||===||
Is there any easy way for me as a modding-noob to fix this or will I have to get used to this uglyness if I want to play with the handy bugfixes that come with the LNP?
Go to data/init/d_init.txt, look for [PILLAR_TILE:199] and edit the line so it says [PILLAR_TILE:'O']

@WJLIII3 and everyone having the same problem: this is caused by some leftover files from another graphics pac like phobeus. It should be fixed by replacing the "raw/object" folder with an original (ascii) one, the one in the current LNP seems to be faulty atm.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: Syndic on January 04, 2014, 09:16:48 pm
That did it, and so simple too - thanks  :D
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: nossr50 on January 05, 2014, 01:10:51 pm
LNP installs Jolly Bastion incorrectly: http://imgur.com/a/FY72U

First image is ASCII default, second image is LNP Jolly Bastion, and third image is Jolly Bastion manual install.

Also, could you please include the 9x12 Jolly Bastion with the next LNP revision?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: fricy on January 05, 2014, 03:13:03 pm
@nossr50: Yeah, same problem as with the ASCII tileset - the raws are messed up, they are for a graphics tileset, and not for an ASCII one, so the mappings are messed up. :( Should be a quick fix when PeridexisErrant gets back.

- As for the second question: We can't provide an easy setup for every single tileset version, it is very easy to edit one line in the init.txt and load the 9x12 sheet, but it's a nightmare to provide like 6 settings for every single pack we include. The original files -should- be there in the download (I didn't check the latest LNP though, so I might be mistaken), but the launcher can't do what you ask at the moment without bloating the size of the download and messing up the interface. It's not a bad idea though, so I'll try to figure something out, but don't expect anything soon. :)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: PeridexisErrant on January 05, 2014, 06:41:56 pm
We can't provide an easy setup for every single tileset version, it is very easy to edit one line in the init.txt and load the 9x12 sheet, but it's a nightmare to provide like 6 settings for every single pack we include. The original files -should- be there in the download (I didn't check the latest LNP though, so I might be mistaken)

Jolly Bastion actually provides a seperate pack for each size if you download the LNP-friendly version linked in the contents post (second of this thread).  While this means that it's not quite as simple as just changing one line in the config, it does make it very easy to add it to the pack yourself - just put the folder in LNP/graphics, and add an entry to LNP/lnp.yaml (a text file). 

For the reasons of size and maintainability mentioned by Fricy above (thanks for covering while I'm away!), I'm not going to add different versions of the graphics I already have - just look at the mess splitting out two ASCII packs has been...

---------------------------

I'll also try to fix the issues that it seems to have, along with the ASCII.  Maybe it'll work, this time...
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r44 - everything in one place
Post by: PeridexisErrant on January 06, 2014, 02:11:23 am
Unexpectedly - while home for ~25hrs - I've managed another update!  r45 is mostly composed of graphics fixes, all of which were ultimately caused by me misconfiguring stuff...

Changelog for r45: 
 - ASCII Square now uses the proper pillar tile (a capital 'O', instead of '||')
 - renamed the two LNP GUIs for clarity
 - fixed (I think) the issue with Jolly Bastion walls displaying wrong
 - updated displayed version number of Phoebus Graphics, overdue since... r12, it looks like. 
 - ASCII Default tileset is now *really* default, copied without edits from the vanilla download.  This means that it's settings are different to other packs. 
 - updated the data copying script a little (to handle SoundSense version change)

With any luck, this bug-fix version bump should keep going for a while. 

Enjoy, and happy new year!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: nossr50 on January 06, 2014, 09:38:32 am
Hmm, I can understand not wanting to maintain a lot of different packs but the 9x12 version is the recommended version of Jolly Bastion.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Scoops Novel on January 06, 2014, 03:48:07 pm
I'm struggling to find the exported map and legends details for legends viewer (nothing to do with the fantasy map maker script). Where are they located?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 06, 2014, 06:33:10 pm
I'm struggling to find the exported map and legends details for legends viewer (nothing to do with the fantasy map maker script). Where are they located?

DF exports them to the same folder as the game executable, ie "Dwarf Fortress 0.34.11".  If you use the legends processing script, they'll be processed and put in the "User Generated Content" folder. 

Hmm, I can understand not wanting to maintain a lot of different packs but the 9x12 version is the recommended version of Jolly Bastion.

I prefer square tilesets, for the better sense of spaces they provide.  And you can always add it in yourself! :)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Ultraman on January 06, 2014, 09:01:15 pm
Sorry for the dumb question, but when was r45 released?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Ultraman on January 06, 2014, 09:06:27 pm
Or rather, is the latest version v0.5.3?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Ultraman on January 06, 2014, 09:18:56 pm
Nevermind... Sorry! I was a little confused for a moment on how outdated my pack was... It turns out I was still on r41! Anyway great job so far, keep up the good work!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 06, 2014, 11:19:10 pm
R45 was released yesterday, about on the timestamp of the announcement above. V0.5.3 is the version of the Java GUI included, which is an important part of the pack.

R41 really isn't that outdated, I just like to update frequently so new downloads have all the latest stuff and fixes.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Ultraman on January 06, 2014, 11:45:09 pm
Okay, thanks! One more question, though. When you said v.0.53, is that the version the r45's GUI is included? Because on the top it says v.0.5.3, so is that the same thing, or is there somewhere else to update the GUI?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 07, 2014, 01:14:59 am
Typo, I missed a dot. Fixed.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Ultraman on January 07, 2014, 11:34:40 am
That's what I was thinking. Thanks again and keep up the good work!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: avdpos on January 07, 2014, 01:03:07 pm
I have seen that´s it´s a military tweak since I installed this package, military training goes extreamly fast. I just did get 2 legendary+3 axelords from just 1 year of training (sparring). Think that am some time to fast, more of a test to make the weapons and armor than get the training and that seems wrong in my playstyle.

How do I make dfhack tweak military less? I have no Idea of how to do it by myself.
And thanks for the package, got me back after some months paus. waiting for df 2014 now..
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: nossr50 on January 07, 2014, 01:20:15 pm
I have seen that´s it´s a military tweak since I installed this package, military training goes extreamly fast. I just did get 2 legendary+3 axelords from just 1 year of training (sparring). Think that am some time to fast, more of a test to make the weapons and armor than get the training and that seems wrong in my playstyle.

How do I make dfhack tweak military less? I have no Idea of how to do it by myself.
And thanks for the package, got me back after some months paus. waiting for df 2014 now..

All DFhack does is fix a bug that causes large squads to spar less (anything over 3 men to a squad causes this issue), so you're basically playing the unbugged version of how squads are supposed to train.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 07, 2014, 03:23:53 pm
All DFhack does is fix a bug that causes large squads to spar less (anything over 3 men to a squad causes this issue), so you're basically playing the unbugged version of how squads are supposed to train.

I think it may also tweak training speed a little, but certainly not much - people get similar results with two dwarf squads, it's just more tedious.

In any case it can be disabled by opening dfhack.init (in the DF folder) with a text editor and commenting out "tweak military-training" by adding a "#" as the first character on the line.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Parhelion on January 07, 2014, 05:00:19 pm
Very nice work! 

I have always been a staunch fan of Masterwork, but lately, I've been getting kind of nostalgic for Ye Olden Days of learning the play on LNB and was looking for nice little pack that came with all of the bundled utilities. 

Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: avdpos on January 08, 2014, 02:31:05 am
Quote
All DFhack does is fix a bug that causes large squads to spar less (anything over 3 men to a squad causes this issue), so you're basically playing the unbugged version of how squads are supposed to train.


Quote
I think it may also tweak training speed a little, but certainly not much - people get similar results with two dwarf squads, it's just more tedious.

In any case it can be disabled by opening dfhack.init (in the DF folder) with a text editor and commenting out "tweak military-training" by adding a "#" as the first character on the line.

Thanks both! Do play some more to see before I change something, now I at least know how to. Just playing with 2 dwarf sqauds still, my rutine, and that would be nice to not need to do, feels a lot more realistic.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: daveralph1234 on January 08, 2014, 12:01:33 pm
I've done some more work on the old windows GUI, it now remembers GUI options when changing graphics sets.
Lazy Newb Pack - V17 (unofficial) Source Code (http://dffd.wimbli.com/file.php?id=7426)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 08, 2014, 04:14:41 pm
Woah. For clarity, this means that changing graphics *only* changes graphics, and nothing else?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: daveralph1234 on January 08, 2014, 04:18:01 pm
Init and d_init options that aren't on the GUI will still be changed, like embark rectangle size and such, but anything with a button on the GUI will not change.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: WanderingKid on January 09, 2014, 01:14:23 am
I've been poking all over the net, and I can't seem to find any reference for one of the options in the current pack.

What does the toggle for "Varied Ground" do?


Nevermind, found it.  It's for the variation in ASCII grasses and floors.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Fewah on January 09, 2014, 05:14:21 pm
Just thought I'd let you know that Disabling Aquifers in the Beta GUI doesn't work! Tried it twice, still Aquifers.

Also can anyone explain why Ironhands Graphics gives me better FPS than Pheobus?

Is there stuff missing in Ironhands or something?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: kuudou on January 11, 2014, 06:13:03 pm
Is there a way to disable DFHack from running?

It seems to launch every time I launch DF through the GUI.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 11, 2014, 06:28:39 pm
Just thought I'd let you know that Disabling Aquifers in the Beta GUI doesn't work! Tried it twice, still Aquifers.

Also can anyone explain why Ironhands Graphics gives me better FPS than Pheobus?

Thanks - known bug, still beta, etc.  It'll be great when it's done...

Almost certainly just natural variance in what's going on, unless a different FPS cap is set (in this pack not the case).  The graphics are a miniscule load compared to the rest of DF!

Is there a way to disable DFHack from running?

It seems to launch every time I launch DF through the GUI.

Yes, it's easy to disable.  In the 'Dwarf Fortress 0.34.11' folder, rename "SDL.dll" to "SDLhack.dll" and then "SDLreal.dll" to "SDL.dll".  Reversing this will re-enable dfhack. 

DFhack launches automatically, on Windows through a SDL hack (hence the above).  Be aware that you will lose many bugfixes and UI improvements if you do this!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: kuudou on January 11, 2014, 07:37:09 pm
Yes, it's easy to disable.  In the 'Dwarf Fortress 0.34.11' folder, rename "SDL.dll" to "SDLhack.dll" and then "SDLreal.dll" to "SDL.dll".  Reversing this will re-enable dfhack. 

DFhack launches automatically, on Windows through a SDL hack (hence the above).  Be aware that you will lose many bugfixes and UI improvements if you do this!

Thank you.

May I also ask what is font changer that you are using with this pack? As far as I can tell from the init it only refers to whatever tileset font png I have installed (in this case it's Obsidian). It looks way more streamlined and the GUI doesn't seem to tell me.

And you're right, I disabled DFHack (by uninstalling it like a prude) when I was playing yesterday and I was unable to melt snow in adventure mode. Thus killing my latest adventurer since he died of thirst while lying facedown in a field of snow. Tragic.

EDIT:

Actually no. Even with DFHack I am still unable to melt snow in adventure mode. This may be a bug? Not sure how well-known it is.

Does anyone know if I dance around a campfire would the snow on my boots melt enough for me to drink it?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 12, 2014, 09:22:42 pm
You may be talking about Truetype? Iirc, F12 toggles it on or off, and the initial setting is an init option (and a button in the launcher).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: shali8 on January 14, 2014, 04:56:22 pm
How do you change the dwarven graphic back to its vanilla in this LNP?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: fricy on January 14, 2014, 05:01:43 pm
How do you change the dwarven graphic back to its vanilla in this LNP?

Open
Code: [Select]
data/init/init.txtscroll down to
Code: [Select]
[GRAPHICS:YES]and change it to NO.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: shali8 on January 14, 2014, 05:04:31 pm
Thank you kind sir
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Rutilant on January 14, 2014, 05:49:11 pm
This could really stand to be mirrored somewhere a little more robust, 15 minutes to download 80 megs is not very fast these days.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Rutilant on January 20, 2014, 01:40:47 am
It seems that sometimes, hitting 'r' to assign a bedroom has this irritating habit of opening up the room information as well, adding an esc keystroke to assigning any bedroom.  Is there a way to disable this functionality?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: fricy on January 20, 2014, 09:00:54 am
It seems that sometimes, hitting 'r' to assign a bedroom has this irritating habit of opening up the room information as well, adding an esc keystroke to assigning any bedroom.  Is there a way to disable this functionality?

That's the Alt key getting stuck after Alt-Tabbing from the game, a second alt-tab should fix it for a time. A different solution is to open the dfhack.init file, look for
Code: [Select]
# browse rooms of same owner
keybinding add Alt-R@dwarfmode/QueryBuilding/Some gui/room-list
and change it to a different shortcut, or disable it by adding a # at the beginning of the line.


@PeridexisErrant: The objects folder of the CLA is set is also borked like the ASCII sets were borked. LNP r45.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Fewah on January 24, 2014, 07:32:52 pm
Just suffered a really shitty tantrum spiral that no matter what I do is unstoppable from causing mass death in my fortress.
A couple of dwarves lost a friend in a siege.. ONE GUY DIED. This caused a massive tantrum spiral.. Everyone else was pure happy too!

Anyway using dfhack to improve moods? I've tried : Mood Happy, Happy , All Happy

is there any mood improvement command? Dont want to lose my fortress to this..
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 25, 2014, 12:32:17 am
Yes, see https://github.com/peterix/dfhack#removebadthoughts
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Linkxsc on January 29, 2014, 12:30:18 pm
Is there any other place to download the most recent version of LNP, than DFFD.
I'm out on the road doing work, and it seems that DFFD really doesn't want to let me download it (or anything for that matter) most files reach about 2.5 mb and then stop, with no way to get them to restart/continue.

I've toyed around with this, and can easily download files from other sources (steam, rimworlds doanloader, eve patching), just seems to be something about hotel wifi and DFFD not working together.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 29, 2014, 06:48:35 pm
:(  Unfortunately there's no official mirror at the moment (though anyone who promises to keep it up to date is welcome to host one).  Maybe try an unblocking service such as Hola, then a proxy?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Parhelion on January 31, 2014, 03:48:48 am
Has anyone considered using a torrent as an alternative distribution method, for use when DFFD fails or for people with less-than-stellar connections?  I wouldn't mind keeping a seed alive if it were released that way.  Only with the dev's permission, of course.

Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: PeridexisErrant on January 31, 2014, 10:20:18 am
Go for it (as with basically all requests), I'll stick a link up to any up to date mirrors. Only reason there aren't official mirrors is I don't want to have to do multiple uploads per update, and with a speed upgrade this week I might change that (on 300kbps it wasn't fun).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: cdombroski on January 31, 2014, 01:02:40 pm
I'd suggest making a torrent with DFFD as a web seed... but I don't know how that would interact with DFFD's statistics gathering.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r45 - everything in one place
Post by: Goatmaan on February 01, 2014, 02:59:46 pm
can anyone tell me how to increase
The zoom in limit?
I can zoom OUT so far text disappears but zooming IN
stops with tiles about the size of a pencil eraser!!
What good is a tileset if I cam barely see it?

I have a widescreen HD monitor is it just a high tes issue
or am I boned?

Thanks
  Goatmaan
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r46 - everything in one place
Post by: PeridexisErrant on February 02, 2014, 09:22:42 pm
There's a new version up: r46
 - Old LNP GUI updated to V17 (now keeps GUI settings when changing graphics packs, so no more resetting!)
 - Falconne's UI plugins updated to v0.41 (bugfix for rare crash on mass-melting items)
 - corrected some out-of-date documentation on the map maker script
 - Added 'dfstatus' script (gives stocks overview/snapshot, keybinding Ctrl-I)

The biggest change is probably the update to the original GUI, which now lets you change graphics packs without resetting all your settings to defaults.  I strongly recommend using it for all graphics-related stuff, and the .jar version for everything else (revert to the former if bugs pop up, of course). 

In reasonably related news, I'm back at home so you actually get updates again; and I've just improved my upload speed by a factor of forty (!) to 17Mbps - so a mirror has just become practical.  For those people who wanted one, it'll probably happen later this week once I investigate a little. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r46 - everything in one place
Post by: VerdantSF on February 04, 2014, 01:31:40 pm
Thanks for all your work on this!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r46 - everything in one place
Post by: SpiralDimentia on February 04, 2014, 03:34:03 pm
I've been meaning to ask this for a while, but why on EARTH is the button to look at preferences 'm'? Every time I try to open my military tab I keep getting that damn screen, and I have to hit it about 800 times before it finally brings up the military screen instead of showing me what my dwarfs prefer. It infuriates me, cause I couldn't care less how many beards like clear glass, but being able to equip and fix my military is pretty vital.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r46 - everything in one place
Post by: PeridexisErrant on February 04, 2014, 07:58:45 pm
"keybinding add Alt-M@dwarfmode/Default "dwarfmonitor prefs""

It's alt-m to avoid this - there's a know bug where if you alt-tab away DF thinks you're still holding alt when you come back.  hitting the key again might fix it, or modify the keybinding for yourself.  I leave it as-is so that all the origional readmes still apply. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: PeridexisErrant on February 04, 2014, 08:29:23 pm
A minor update to r47:
 - Windows LNP GUI updated to V17.2 - now shows which tileset is installed, utilities don't display file extensions, supports multiple DF installs (not included); also has customisable menus
 - On this basis, the beta cross-platform GUI has been removed - it is not feature-competetive at this time.  Back to just one GUI, and hopefully and end to confusion!

This will make very little difference to established players, but should make getting started a little less confusing. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: palu on February 05, 2014, 12:41:47 pm
Can you update to DFHack r4?: http://www.bay12forums.com/smf/index.php?topic=91166.msg4720997#msg4720997 (http://www.bay12forums.com/smf/index.php?topic=91166.msg4720997#msg4720997)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r46 - everything in one place
Post by: falconne on February 05, 2014, 05:01:41 pm
"keybinding add Alt-M@dwarfmode/Default "dwarfmonitor prefs""

It's alt-m to avoid this - there's a know bug where if you alt-tab away DF thinks you're still holding alt when you come back.  hitting the key again might fix it, or modify the keybinding for yourself.  I leave it as-is so that all the origional readmes still apply.

It might be worth changing the binding to Ctrl-M and updating the docs... I've seen people mention this a lot of times. Very few people know about the Alt-TAB problem (and pressing Alt again does fix it).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: PeridexisErrant on February 05, 2014, 08:32:22 pm
Can you update to DFHack r4?: http://www.bay12forums.com/smf/index.php?topic=91166.msg4720997#msg4720997 (http://www.bay12forums.com/smf/index.php?topic=91166.msg4720997#msg4720997)

  • DFHack and related projects are now under a github organization, with me, angavrilov and Quietust: https://github.com/DFHack - this should allow more people than just me to make releases.
  • Releases will be moved from my site (http://dethware.org/dfhack/download/) back to github (https://github.com/DFHack/dfhack/releases). I've already begun doing that.
  • Release 4 for 0.34.11 will be entirely skipped. I'm pretty sure I've done no builds of it, so they are all 'unofficial'. It's chaotic. I will salvage whatever changelog information I can from it and move on.
  • I will begin merging in changes and work towards Release 5. This might take a week or two, because I still have a job and a MultiMC5 to worry about ;)

I'm actually planning to hold off for now, because dfhack r4 has been a dogs breakfast, and we're likley to get an official build r5 pretty soon. 

It might be worth changing the binding to Ctrl-M and updating the docs... I've seen people mention this a lot of times. Very few people know about the Alt-TAB problem (and pressing Alt again does fix it).

That might be a good idea.  Maybe we could also try asking Toady to fix the alt-issue in the post-release phase? 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: palu on February 05, 2014, 09:10:28 pm
Can you update to DFHack r4?: http://www.bay12forums.com/smf/index.php?topic=91166.msg4720997#msg4720997 (http://www.bay12forums.com/smf/index.php?topic=91166.msg4720997#msg4720997)

  • DFHack and related projects are now under a github organization, with me, angavrilov and Quietust: https://github.com/DFHack - this should allow more people than just me to make releases.
  • Releases will be moved from my site (http://dethware.org/dfhack/download/) back to github (https://github.com/DFHack/dfhack/releases). I've already begun doing that.
  • Release 4 for 0.34.11 will be entirely skipped. I'm pretty sure I've done no builds of it, so they are all 'unofficial'. It's chaotic. I will salvage whatever changelog information I can from it and move on.
  • I will begin merging in changes and work towards Release 5. This might take a week or two, because I still have a job and a MultiMC5 to worry about ;)

I'm actually planning to hold off for now, because dfhack r4 has been a dogs breakfast, and we're likley to get an official build r5 pretty soon. 
Ah. I didn't know that. Thanks!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: JOanita on February 06, 2014, 06:53:41 am
ive been away from DF for some month, maybe a year. so this is the new LNP and its the latest/most stable version?

Thanks for putting it together :)
Time to get dwarfy again :)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: PeridexisErrant on February 06, 2014, 07:17:46 am
Yep, this is the best starter pack (LNP, to use the old name) to get. :-)

May your mines be metallic and your enemies tall enough to cut off at the knees!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: sondr3 on February 07, 2014, 07:00:38 pm
Hey PeridexisErrant, I have a seedbox that I'm willing to offer if you want someone to 24/7 seed the Starter Pack for you. The only issue I have personally is that I can't download the file via ssh to the server because the download link isn't a direct link. If you want to I can PM you some details on how to automatically make my server seed it.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: ajg1g12 on February 08, 2014, 09:21:20 am
How do I get my dwarves to look like smiley faces again?!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: PeridexisErrant on February 08, 2014, 10:52:33 am
Install one of the ASCII graphics packs.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r47 - everything in one place
Post by: PeridexisErrant on February 16, 2014, 05:16:44 pm
The pack has been updated to r48
 - updated Falconne's plugins to v0.42, adds autodump and automelt functions to stockpiles (like autotrade), changes some controls to avoid accidental triggering
 - updated to dfstatus script to 1.02 and fixed keybinding
 - Major Dwarf Therapist update to v21.2, heaps of bugfixes and a few good new features (see the changelog (https://github.com/splintermind/Dwarf-Therapist/wiki/Change-Log))

With r47 the pack passed a hundred thousand downloads, which is crazy - on DFFD it's in the top five most downloaded, and the youngest!  It's also the highest-rated file on the site, which is awesome - thanks!  And an even bigger thanks to all the innumerable people who create cool stuff... and don't get enough credit because I collate everything (sorry guys; you're my heros). 

Exciting things on the horizon include the new version of DF - coming 'sometime(tm)' - which will see most of the pack being rebuilt from scratch for the sake of amazing new content; it's definitely worth it in the long run.  Fear not though, until everything is stable again I'll leave up a link to a final stable version of the pack for 0.34.11!  The other exciting thing, particularly for new players, is the pending completion of a stonesense-overlay - so you can play DF with an isometric view.  All it does is replace the local view with stonesense (still the same menus etc), but this is pretty cool... it "might" arrive "soon" - don't hold your breath, but don't give up hope either. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: Ultraman on February 16, 2014, 06:37:53 pm
When i open the r48 folder it has the r47 folder inside of it... Is that normal?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: whatnameshouldi on February 16, 2014, 08:16:13 pm
First of all, lovely work with the pack, made getting into DF a 100% easier for me. Already having all the utilities I didnt know i would need was a boon.

Today as I was trying to merge Peridexis starter pack with the Modest Accelerated Mod I think i came upon some bug, I get this message to pup up when I run a clean download of r48 (not tinkered with).

(rough translation from Spanish):
Code: [Select]
Unable to find entry point to process ??0VMethodInterposeLinkBase@DFHack@@QAE@PAVirtual_indentity@1@HPAX1HPBD@Z n the dinamic links library SDL.dll.
I get that message around of 7-8 times, always the same text.

Also on DFhack I get these error messages:

Code: [Select]
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\autodump.plug.dll
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\automaterial.plug.dll
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\automelt.plug.dll
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\autotrade.plug.dll
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\buildingplan.plug.dll
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\dwarfmonitor.plug.dll
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\getplants.plug.dll
Plugin hotkeys was not built for this version of DFHack.
Plugin: 0.34.11-r4, DFHack: 0.34.11-r3
d_init: 232
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\mousequery.plug.dll
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\resume.plug.dll
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\search.plug.dll
world: 1670492 ui: 31024 b_stock: 1632
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\stocks.plug.dll
Can't load plugin D:\Prueba\xPeridexisErrant LNP r48\PeridexisErrant LNP r48\Dwarf Fortress 0.34.11\hack\plugins\zone.plug.dll

Taken from stderr.log (if you want the full file let me know).

This post has a similar issue (it is from MDF thread but I have the same issue on my clean install of r48): http://www.bay12forums.com/smf/index.php?topic=133174.msg4769564;topicseen#msg4769564

I dont know if anyone else is having this issue, I hope it helps it get it fixed or I'm just being dumb and someone tells me what I am doing wrong.
Cheers!

P.S.: My old install of r44 works fine, just checked.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: PeridexisErrant on February 16, 2014, 09:16:56 pm
Whoops doesn't cover it... I used the wrong release of Falconne's plugins (for a different dfhack version). 

I've fixed the issue without bumping the version number, since it was caught quickly - it's the same problem causing both. 

You could redownload, or just get the plugins here (http://dffd.wimbli.com/file.php?id=7248) and copy the windows versions into ./hack/plugins for yourself. 

Again, many apologies. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: whatnameshouldi on February 17, 2014, 02:59:31 pm
It's ok, no biggie, and thanks a lot for the quick answer and solution.
I was wondering if I had broken something, now I can get back to tinkering with Modest Accelerated + Peridexis (I hope I dont break anything else  :D).
Happy gaming!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: whatnameshouldi on February 19, 2014, 04:03:00 pm
After getting help so quick with my issue I wanted to give something back, so I set up a torrent for the latest release r48. I am not a great seeder but once someone else has the torrent running I think that together we can help those with slower connections (I saw some posts from people willing to help seed). For now Ill leave my PC on so you can get the file.

Here is the magnet link:

Code: [Select]
magnet:?xt=urn:btih:FC40AC186603255E465E9EF842FCB4BFCB130E47&dn=PeridexisErrant%20LNP%20r48.zip&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce
(Sorry, I dont seem able to attach the .torrent file it self).

This was done because I already saw Peridexis granting permission for it, if you change your mind let me know and Ill take it down. This is also my first torrent so if you have any suggestions Ill be happy to hear them.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: Chaos17 on February 20, 2014, 04:13:22 am
Hi,

I'm new here and I wanted to thank you for this pack.
It helped to get into Dwarf Fortress more easily.

 :)

P.s: how do I use your "Copy data from my old install" ?
I want to import from r47 to r48.
Sorry for my bad english.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: PeridexisErrant on February 20, 2014, 06:34:53 am
Glad I could help! Put the new and old installs in the same folder ("next to each other", sibling folders, whatever) and in the new pack double click on the script. Done!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: Chaos17 on February 20, 2014, 02:53:14 pm
I tried this and it said there no old pack found : http://puu.sh/73GfS.png
Sorry, I'm such a noob  :'(
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: whatnameshouldi on February 20, 2014, 06:35:21 pm
I'm taking a guess, but from the looks of the image you uploaded I think you dont have the same folder structure for both LNP versions.

For r47 you have:
C:\PeridexisErrant LNP 47\PeridexisErrant LNP r47\Lazy Newb Pack GUI.exe

And for r48 you seem to have an extra folder with no files inside and then the full pack, like this:
C:\PeridexisErrant LNP 47\PeridexisErrant LNP r48\PeridexisErrant LNP r48\Lazy Newb Pack GUI.exe

If that is right just move the folder in bold to C:\ and it should work.

After you do that you may want to create a new folder called Dwarf Fortress (or anything you like) and move r47 and r48 folders there so you have them in the same place and future updates wont trouble you this way again. :)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: PeridexisErrant on February 20, 2014, 07:28:48 pm
Ah, that would do it.  The structure you need is:

[base folder]\PeridexisErrant LNP 47\Lazy Newb Pack GUI.exe
[base folder]\PeridexisErrant LNP r48\Lazy Newb Pack GUI.exe (and the copy script is here)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: Chaos17 on February 21, 2014, 04:33:07 am
Thanks for your help, it works  :D
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: molkemon on February 25, 2014, 11:03:30 am
In the init file:

keybinding add Alt-P@dwarfmode/Stockpiles copystock

this doesnt work, the context is wrong. Needs to be:

keybinding add Alt-P@dwarfmode/QueryBuilding/Some/Stockpile copystock
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: PeridexisErrant on February 25, 2014, 07:06:28 pm
Cheers, fixed for the next version.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: Sklex on March 09, 2014, 12:41:24 am
Anyone else having issues downloading the pack?

http://dffd.wimbli.com/file.php?id=7622

Looks like FearsomeClarinet is experiencing the same issues as myself.

3 attempts have failed due to network error (my personal network is fine)
1 attempt completed the download but spat the following error: PeridexisErrant LNP r48.zip: Unexpected end of archive
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: Aristion on March 09, 2014, 01:47:04 am
With aquifers set to no i found several areas on the world map with aquifers in them...
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r48 - everything in one place
Post by: daveralph1234 on March 09, 2014, 12:48:35 pm
In the Obsidian tile set RAW files, aquifers are tagged incorrectly and do not have either square brackets around them (enabled) or exclamation marks around them (disabled), this stops the aquifers button from working, permenantly disabling aquifers when using that tileset.

The aqufier tag in this tileset currently looks like:
AQUIFER
For aquifers to be enabled by default, it should be:
[AQUIFER]
Or disabled by default:
!AQUIFER!


In other news, I've just put up version 18 (http://dffd.wimbli.com/file.php?id=7426) of the GUI.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r49 - everything in one place
Post by: PeridexisErrant on March 10, 2014, 04:41:17 am
The pack has been updated to r49.  Updates to the GUI (more options, bugfixes) and PerfectWorld DF are the min event, plus misc bugfixing. 

Changelog: 
 - fixed the keybinding context for copystock (alt-P works now)
 - updated PerfectWorld to v1.7; better sliders and more precise volcano placement
 - updated the LNP GUI to version 18, adds a few options along with tweaks and bugfixes
 - removed the alt-M keybinding for DFHack plugin "dwarfmonitor prefs", you can still get to this from ctrl-F (for the stats); that and the alt-tab bug was causing issues when people went to the military. 
 - fixed broken aquifer toggling for Obsidian graphics
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r49 - everything in one place
Post by: Chaos17 on March 10, 2014, 05:27:17 am
Thank you for the update  :D

Sklex : I don't have any, just slow download.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r49 - everything in one place
Post by: Fluoman on March 13, 2014, 06:33:02 am
Just dropping by to say thanks for your work. LNP made it possible for me to start DF, and all these updates, tools and utilities are really great.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: PeridexisErrant on March 14, 2014, 09:01:17 pm
Pack updated to r50, this time focussed on updates to the GUI (utilities panel upgrades) with some nice upgrades to my legends processing script - try it out with Legends Viewer; and remember that Dwarf Fortress is a game with two-and-a-half modes.  Changelog: 
 - updated LNP GUI to v18.2; improvements to utilities pane and updated version info under help/about; .bat scripts can be run from the utilities pane (requested to fix broken dfterm3 implementation and allow the following)
 - updated "__Process Legends Exports.bat"; now includes CharonM72's realistic map maker (http://www.bay12forums.com/smf/index.php?topic=137076) and can be used as a utilty in the LNP GUI


And to celebrate version 50... have a chuckle at me not knowing what I was getting in to, just after version one. 
I have no desire to start another version of the Lazy Newb Pack - I've uploaded the pack I'd like to see at DFFD and posted in the thread, but I'm not planning to maintain it long term.  I just got sick of explaining how to set it up, and just started providing a link. 

Enjoy!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: WanderingKid on March 15, 2014, 02:58:13 am
And to celebrate version 50... have a chuckle at me not knowing what I was getting in to, just after version one. 
I have no desire to start another version of the Lazy Newb Pack - I've uploaded the pack I'd like to see at DFFD and posted in the thread, but I'm not planning to maintain it long term.  I just got sick of explaining how to set it up, and just started providing a link. 

Enjoy!

Chuckle?  Hell no.  I am currently laughing my ass off because a similar statement ended up with me running a Battletech MUSH.    :D
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: Scoops Novel on March 15, 2014, 08:40:37 am
Could i easily combo this with say, modest mod? http://www.bay12forums.com/smf/index.php?topic=105871.0
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: daveralph1234 on March 15, 2014, 09:14:24 am
Could i easily combo this with say, modest mod? http://www.bay12forums.com/smf/index.php?topic=105871.0
It should work fine, infact personally I always play using modest mod.
Just be aware that installing graphics sets will reset your RAWs so you will have to reinstall mods (by copying over the RAW files) each time you change graphics sets using the GUI.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: Norf_the_Dorf on March 18, 2014, 06:33:02 pm
Whenever I install either of the default ASCII tilesets using the GUI, I end up with weird garbage characters in generated creature and place names. Doesn't seem to happen for the included graphics sets though (tested the default and CLA works as well).

Is there a way to fix this?

Thanks for any help.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: RabblerouserGT on March 20, 2014, 10:28:34 pm
What's with this error?

Dwarf Fortress.exe - Entry Piont Not Found
"The procedure entry point QueryFullProcessImageNameW could not be located in the dynamic link library KERNAL32.dll"?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: Yaur on March 21, 2014, 12:33:10 am
What's with this error?

Dwarf Fortress.exe - Entry Piont Not Found
"The procedure entry point QueryFullProcessImageNameW could not be located in the dynamic link library KERNAL32.dll"?
QueryFullProcessImageName was introduced in vista, though it seems extremely unlikely that toady would have dropped XP support without anyone noticing.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: RabblerouserGT on March 22, 2014, 11:47:25 pm
Running on XP, yes. And this is specific to this pack. I ran the old LNP without issue.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: daveralph1234 on March 23, 2014, 07:27:24 am
What's with this error?

Dwarf Fortress.exe - Entry Piont Not Found
"The procedure entry point QueryFullProcessImageNameW could not be located in the dynamic link library KERNAL32.dll"?
QueryFullProcessImageName was introduced in vista, though it seems extremely unlikely that toady would have dropped XP support without anyone noticing.
Running on XP, yes. And this is specific to this pack. I ran the old LNP without issue.

I've been looking into this for a while now.
QueryFullProcessImageName isn't used explicitly anywhere in the GUI and all related system calls are unchanged from the original release.
From this, I can conclude that it's probably being used implicitly by VB, however the inner workings of the build process for VB are rather opaque so this is proving difficult to track down.
I don't have an XP machine to test/debug/build this on so unless anyone knows a definite fix (as I would be unable to test the result myself), this is not an issue I have the resources to resolve.
If anyone else wants to give it a go the source code can be found here (http://dffd.wimbli.com/file.php?id=7426).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: RabblerouserGT on March 23, 2014, 09:26:01 pm
It only shows when I start the game. It still plays, though, but I'm afraid I might be missing out on some feature.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: PeridexisErrant on March 23, 2014, 10:02:01 pm
Pack updated to r51. 

Changelog: 
 - removed a lot of stuff that was cluttering up the Dwarf Fortress folder...
 - everything under LNP/extras was copied over; now renamed to LNP/useful
 - I upgraded the legends exports processor so it now works entirely from a folder in LNP/utilities; deleted all related files from the DF folder and set it up as a utility.  This is release v3.0
 - keybinding for dfstatus changed from ctrl-I to ctrl-shift-I, to avoid conflict with default for 'gui/workflow status'
 - upgraded script log-region, so it won't throw an error if you load legends or adventure mode
 - added dfhack.init call "tweak patrol-duty" (military training does not give unhappy thoughts)
 - fixed spelling in exportmaps
 - new script "exportlegends", bound to shift-A.  Exports the map/gen info, the legends XML, and all the detailed maps.
 - removed script "processlegends", as it was always dodgy and now broken


It looks like a lot of changes, but it's basically a lot of script fixes for dfhack, and a big upgrade for legends mode exports.  Now, just run "exportlegends" from dfhack and then use "__Process Legends Exports" in the LNP utilities list.  All exported and processed, ready for Legends Viewer!

I've also seen a few reports of odd tiles messing up names in newly generated worlds - if anyone can reliably replicate this or work out what's happening, please let me know!  (looks like this (http://i.imgur.com/c0DS4cQ.png))
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r51 - everything in one place
Post by: achaeriosis on March 23, 2014, 11:08:42 pm
I can confirm the text jumbling issue. I generated 2 worlds and it happened in both, using r50. Changing texture packs does not solve it.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r51 - everything in one place
Post by: Slive on March 24, 2014, 09:14:50 am
I replied to this in another forum, but regarding the text-jumbling issue:


I recently downloaded this gentleman's save file -- http://www.reddit.com/r/dwarffortress/comments/213ckj/how_do_you_handle_migrants/ (http://www.reddit.com/r/dwarffortress/comments/213ckj/how_do_you_handle_migrants/), as he was looking for advice.  When I opened it, many of the symbols were "wrong."

Screenshots are here: notice the walls. http://imgur.com/aC1hqkl,bHk5x9H,xskltjn (http://imgur.com/aC1hqkl,bHk5x9H,xskltjn)

* Yellow Ä - Sandy Clay Wall

* Red â - Rough-hewn Cinnabar Wall

* White å - Rough-hewn Quartzite Wall

Now, I'm not sure if TehFrederick (the author of that thread) uses a texture pack, but that may be where the mixup is coming from.

I use the [12x8] ASCII Default 0.34.11 textures.  In worlds that I've created (which start with ASCII graphics), the walls are of the usual ÷, ▓, ▒, ░ variety.  I still get the jumbled names, though.

Many of the "jumbled" symbols are used in walls; similarly, they appear in names where characters with umlauts or accents would normally occur.

I'm pretty sure there's something wonky going on in the translation between texture packs and characters with accents, substituting wall textures like ╕ or ╝ to get thrown in where accented characters should be.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r51 - everything in one place
Post by: fricy on March 24, 2014, 09:24:31 am
* Yellow Ä - Sandy Clay Wall
* Red â - Rough-hewn Cinnabar Wall
* White å - Rough-hewn Quartzite Wall
This happens when you use raw folder of a texture pack (like phoebeus) instead of the ascii raw folder, because the tile mappings are different. Easy to fix, just copy the correct object folder to /data/save/regionx/raw, or even better use the GUI to update the save games. You should do it every time when you "install" a new save game that you download.

I've also seen a few reports of odd tiles messing up names in newly generated worlds - if anyone can reliably replicate this or work out what's happening, please let me know!  (looks like this (http://i.imgur.com/c0DS4cQ.png))
I'm pretty sure there's something wonky going on in the translation between texture packs and characters with accents, substituting wall textures like ╕ or ╝ to get thrown in where accented characters should be.
This however I have no clue about. Never seen it besides these reports.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r50 - everything in one place
Post by: palu on March 24, 2014, 11:38:19 am
What's with this error?

Dwarf Fortress.exe - Entry Piont Not Found
"The procedure entry point QueryFullProcessImageNameW could not be located in the dynamic link library KERNAL32.dll"?
QueryFullProcessImageName was introduced in vista, though it seems extremely unlikely that toady would have dropped XP support without anyone noticing.
Running on XP, yes. And this is specific to this pack. I ran the old LNP without issue.

I've been looking into this for a while now.
QueryFullProcessImageName isn't used explicitly anywhere in the GUI and all related system calls are unchanged from the original release.
From this, I can conclude that it's probably being used implicitly by VB, however the inner workings of the build process for VB are rather opaque so this is proving difficult to track down.
I don't have an XP machine to test/debug/build this on so unless anyone knows a definite fix (as I would be unable to test the result myself), this is not an issue I have the resources to resolve.
If anyone else wants to give it a go the source code can be found here (http://dffd.wimbli.com/file.php?id=7426).
I'm pretty sure this is from dfterm3. It says in the thread that it doesn't work in XP. I've gotten the same errors on my XP computer.
Edit: Here's a post: http://www.bay12forums.com/smf/index.php?topic=129995.msg4515762#msg4515762 (http://www.bay12forums.com/smf/index.php?topic=129995.msg4515762#msg4515762)
So you're not missing out on anything except experimental, slightly buggy multiplayer.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r51 - everything in one place
Post by: palu on March 24, 2014, 11:43:50 am
* Yellow Ä - Sandy Clay Wall
* Red â - Rough-hewn Cinnabar Wall
* White å - Rough-hewn Quartzite Wall
This happens when you use raw folder of a texture pack (like phoebeus) instead of the ascii raw folder, because the tile mappings are different. Easy to fix, just copy the correct object folder to /data/save/regionx/raw, or even better use the GUI to update the save games. You should do it every time when you "install" a new save game that you download.

I've also seen a few reports of odd tiles messing up names in newly generated worlds - if anyone can reliably replicate this or work out what's happening, please let me know!  (looks like this (http://i.imgur.com/c0DS4cQ.png))
I'm pretty sure there's something wonky going on in the translation between texture packs and characters with accents, substituting wall textures like ╕ or ╝ to get thrown in where accented characters should be.
This however I have no clue about. Never seen it besides these reports.
The names might be something to do with the encoding in the language files
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r51 - everything in one place
Post by: Slive on March 24, 2014, 01:07:57 pm
Been trying to reliably recreate the jumbled text bug.  It seems to be linked to changing texture packs, though there could be some other factor.  From a fresh download each time (deleting the folder and re-copying from zip):

METHOD (FROM FRESH COPY):

1 - Change Texture Pack to _____________.
1(a) - YES to update save games (though there are none)
1(b) - True Type Fonts may automatically update to NO.  If it does, leave it at NO.  If it doesn't, leave it at YES.

2 - Create new world and embark.

RESULT (three runs for each texture pack):

[12x12] Jolly Bastion 34.10v5 - NOT BUGGED
[12x8] ASCII Default 0.34.11 - BUGGED - (TTF automatically changes to NO)
[16x16] ASCII Square 0.34.11 - BUGGED - (TTF does not automatically change and remains YES)
[16x16] CLA v15 - NOT BUGGED
[16x16] Ironhand 0.73.4 - BUGGED - (TTF does not automatically change and remains YES)
[16x16] Mayday 0.34.11 - BUGGED - (TTF does not automatically change and remains YES)
[16x16] Obsidian 0.8a - NOT BUGGED
[16x16] Phoebus 34.11v05 - NOT BUGGED
[16x16] Spacefox 34.11v1.0 - NOT BUGGED

*note: Phoebus pack WAS changed, despite being default.

EDIT:

Looking through the raws of each texture pack, the language_DWARF.txt files are different between the packs that are bugged and the packs that aren't.  The packs that use the same language as the default Dwarf Fortress language_DWARF.txt are the ones that are bugged.  In-game, the default phrases use characters with accents (umlauts, etc.).

Various words in each file:

Bugged (original DF):
[T_WORD:APPLE:bem•ng]
[T_WORD:BEE:agˆk]
[T_WORD:CAKE:c”s]

Non-Bugged (other texture packs):
[T_WORD:APPLE:bemong]
[T_WORD:BEE:agek]
[T_WORD:CAKE:cos]
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r51 - everything in one place
Post by: PeridexisErrant on March 24, 2014, 09:54:25 pm
Woah, lots of good feedback coming in here!

It looks like the "QueryFullProcessImageNameW" error is being caused by dfterm3 on Windows XP.  I'll switch to having it disabled by default in dfhack.init, and try to edit the installation script so that it displays an XP error message instead of installing/launching dfterm.  If this affects you, I strongly advise moving to a newer operating system by April 8; there are very large security concerns about exploits being saved for the end-of-support.

I think the graphics issue is being caused by the update to v18.2 of the GUI (in r50), and seems to take the form of improper handling of the raw/objects folder; I've asked the relevant people if they can see what's happening.  There are many good and complex reasons that simply editing everything to use the same base would not work, so we're waiting on a fix for the GUI. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r51 - everything in one place
Post by: MintYogi on March 27, 2014, 09:32:47 am
I noticed the soundsense.lua script isn't being called in dfhack.init. Is that intentional?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r51 - everything in one place
Post by: PeridexisErrant on March 27, 2014, 04:49:08 pm
Nope, will be fixed in r52.  Thanks!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on March 28, 2014, 05:43:17 pm
Pack updated to r52 - important graphics bugfixes and some other tweaks

Changelog: 
 - upgraded the dfterm3 install script to handle XP (on which dfterm3 crashes)
 - commented "start-dfterm3" out in dfhack.init - uncomment or call when you need it
 - added soundsense script to dfhack.init for more useful gamelog info and sounds
 - upgraded to version 18.3 of the LNP GUI - fixes the graphics issue in pack r50, 51; also other bugfixes

Download link. (http://dffd.wimbli.com/file.php?id=7622)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: Natti on April 05, 2014, 10:08:24 am
Could you upload the pack on some other host as well, such as Mediafire or DropBox? DFFD is, in my experience, horrendously slow. I've never gotten downloads faster than a hundred kilobytes a second from there.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: catpaw on April 05, 2014, 10:17:44 am
Noticed that too. How about torrenting it?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: cdombroski on April 05, 2014, 03:02:57 pm
Hope nobody minds

magnet:?xt=urn:btih:94818f7384499c1ab12c189feeceb01e3006b9bf&dn=PeridexisErrant%20LNP%20r52.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80
(I tried making it a link, but it looked like it wasn't right)

I have 5mbps which looks like it should be an upgrade from dffd.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 05, 2014, 07:03:52 pm
No problem with torrents at all, I just request the mirrors clearly label which version so people know if it's older. For limited use, reading the first post carefully will show a Dropbox link - but use with care, I don't want my account frozen and tge pack on DFFD gets enough traffic to do that several times over!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: Deon on April 06, 2014, 02:22:41 am
Your first post links to your first post in the second sentence. I tried to read it all and follow the links along, and now I am stuck in an endless loop D:. PLEASE MAKE IS STOP!!!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 06, 2014, 04:27:53 am
This is for one of two reasons: it's either to have the exact same page on DFFD (http://) (NB - also self-links) and as the OP; or to catch bots in an infinite loop (http://www.bay12forums.com/smf/index.php?topic=126076).  After all, if someone or something gets caught there, DF is probably not for them...
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: catastrophy on April 07, 2014, 05:52:42 am
Thanks for providing this. Made it so much easier to get back into the game.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: catpaw on April 07, 2014, 08:18:30 am
Hope nobody minds

magnet:?xt=urn:btih:94818f7384499c1ab12c189feeceb01e3006b9bf&dn=PeridexisErrant%20LNP%20r52.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80
(I tried making it a link, but it looked like it wasn't right)

I have 5mbps which looks like it should be an upgrade from dffd.

I just added my little VPS I'm renting as seed, I dunno my mbps* but I got a 80G/month limit, that shoulda be enough.

* EDIT: Made me nosy, iperf'ed a view sides, got on average another 5 MBit/s to add to your 5.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 07, 2014, 07:23:55 pm
Hope nobody minds

magnet:?xt=urn:btih:94818f7384499c1ab12c189feeceb01e3006b9bf&dn=PeridexisErrant%20LNP%20r52.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80
(I tried making it a link, but it looked like it wasn't right)

I have 5mbps which looks like it should be an upgrade from dffd.

I just added my little VPS I'm renting as seed, I dunno my mbps* but I got a 80G/month limit, that shoulda be enough.

* EDIT: Made me nosy, iperf'ed a view sides, got on average another 5 MBit/s to add to your 5.

Woohoo!  If I ever get around to setting up my old laptop as a general-purpose network box, I'll join in.  (that might happen shortly after Toady releases version 1.0, so I hope I'll have a connection without tiny data limits by then)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: catpaw on April 08, 2014, 01:24:10 am
Get a Rasperry:Pi :-)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 08, 2014, 01:42:32 am
Hmmm.  I hadn't thought much about it, but that may be easier than getting old hardware set up - the laptop is old enough to be similar to an Rpi, with less I/O options...  but free time and bandwidth still limit me. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: catpaw on April 08, 2014, 10:38:18 am
Wouldn't that be the perfect excuse to get one of these awesome things? I got mine already working as wireless access point.

Anyway, don't you worry. Currently the download time for somebody who has not the bottleneck on his down link should be aprox 90 seconds with the two static seeds. Fine enough I think.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: Snaake on April 09, 2014, 04:21:15 pm
PeridexisErrant: When I tell LNP to install a tileset/update savegames, what exactly does it actually do during those commands?

I'm asking because I'd potentially like to swap between Phoebus, classic (16x16, which isn't even a default option in the GUI now an option in the GUI \o/), and maybe try out some other sets, but it seems like installing graphics replaces init.txt and/or d_init.txt with a default set, and it's annoying to go in and change my own details every time. What does it change in those? Any other init/raw* file changes? Also, I have no idea what "update savegames" does.

*(edit) I've also got a bunch of my own slight balance tweaks in the raws, typically 1-5 small changes per file, in ~10 files. Tedious to redo/check often.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 09, 2014, 08:12:02 pm
Ask here (http://www.bay12forums.com/smf/index.php?topic=123384) - I maintain the pack, but the GUI guts is other people.  As I understand it, the GUI writes the files in the graphics folder over the corresponding files in use, and then optionally does the same to saved regions.  In recent versions of the GUI, it also 'remembers' the way each of the GUI-changeable init options were set and restores their state after overwriting the init files (note that some options are silently changed, this is sometimes annoying but also covers the changes to point to the correct tileset). 

Regarding raw mods... this makes changing graphics harder, because many graphics packs use altered raws that point to different tiles - so you can't just copy them into each folder.  Some graphics are raw-compatible - for example, Spacefox (and maybe Ironhand?) are based on Phoebus raws, so some you can just copy.  I'm pretty sure there are actual utilities designed for people modding that make this kind of thing easier, but I've never needed them... so I'll just point you here. (http://www.bay12forums.com/smf/index.php?board=29.0)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: daveralph1234 on April 10, 2014, 01:31:21 am
When I tell LNP to install a tileset/update savegames, what exactly does it actually do during those commands?
When installing graphics, the GUI will delete and replace the entire DwarfFortress/data/art folder, replace init.txt, d_init.txt and colors.txt in the DwarfFortress/data/init folder, delete the DwarfFortress/raw/graphics folder and copy/replace the contents of the tileset raw folder on top of the DwarfFortress/raw folder (including sub directorys).

Updating save games will delete the DwarfFortress\data\save\region*\raw\graphics folder and copy/replace the contents of the DwarfFortress/raw folder on top of the DwarfFortress\data\save\region*\raw folder (including sub directorys).

[where region* refers to every folder in the save directory, except the 'current' folder.]

As for preserving GUI settings when changing graphics, after replacing init.txt and d_init.txt, the GUI will modify the new files to match the settings currently displayed on the GUI.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: SeelenJägerTee on April 10, 2014, 05:37:48 am
In the r35 version there were mill reactions.
from entity_default
Code: [Select]
[PERMITTED_REACTION:MILL_FLOUR] added by Igfig
[PERMITTED_REACTION:MILL_DYE] added by Igfig
[PERMITTED_REACTION:MILL_SUGAR] added by Igfig
in the r52 version they are gone.

If I remember correctly they were introduced because milling would always take the closest stuff and to avoid milling dye when you wanted flour you had to micromanage your input stockpiles.
Was the removal on purpose? If so why?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: Snaake on April 10, 2014, 04:19:42 pm
Ask here (http://www.bay12forums.com/smf/index.php?topic=123384) - I maintain the pack, but the GUI guts is other people.  As I understand it, the GUI writes the files in the graphics folder over the corresponding files in use, and then optionally does the same to saved regions.  In recent versions of the GUI, it also 'remembers' the way each of the GUI-changeable init options were set and restores their state after overwriting the init files (note that some options are silently changed, this is sometimes annoying but also covers the changes to point to the correct tileset). 

Regarding raw mods... this makes changing graphics harder, because many graphics packs use altered raws that point to different tiles - so you can't just copy them into each folder.  Some graphics are raw-compatible - for example, Spacefox (and maybe Ironhand?) are based on Phoebus raws, so some you can just copy.  I'm pretty sure there are actual utilities designed for people modding that make this kind of thing easier, but I've never needed them... so I'll just point you here. (http://www.bay12forums.com/smf/index.php?board=29.0)

When I tell LNP to install a tileset/update savegames, what exactly does it actually do during those commands?
When installing graphics, the GUI will delete and replace the entire DwarfFortress/data/art folder, replace init.txt, d_init.txt and colors.txt in the DwarfFortress/data/init folder, delete the DwarfFortress/raw/graphics folder and copy/replace the contents of the tileset raw folder on top of the DwarfFortress/raw folder (including sub directorys).

Updating save games will delete the DwarfFortress\data\save\region*\raw\graphics folder and copy/replace the contents of the DwarfFortress/raw folder on top of the DwarfFortress\data\save\region*\raw folder (including sub directorys).

[where region* refers to every folder in the save directory, except the 'current' folder.]

As for preserving GUI settings when changing graphics, after replacing init.txt and d_init.txt, the GUI will modify the new files to match the settings currently displayed on the GUI.

It just seems to me that especially since the GUI remembers the GUI-changeable settings, it should also be able to not change anything else than absolutely necessary, i.e. the 4 font options, GRAPHICS:YES/NO, and the tile settings (pillar, sky, tracks...).

The same goes for graphics tilesets (i.e. the ones with creature tile characters, I don't know if it's also for just the no-graphics tilesets): assuming each creature has exactly one CREATURE_TILE tag (and a quick ctrl-f with creature_ocean_new.txt confirms this for that file, at least), why overwrite all the raws when you could just a script changing that one tag? Something like the following, using pseudocode:

Code: [Select]
string current_creature
array locations
get locations of string "CREATURE:"
i=1

do
    at location i, store string between "[CREATURE:" and next "]" in current_creature
    find string "[CREATURE_TILE:'" after location 1
    take character between "[CREATURE_TILE:'" and "']" and replace with graphics_set_creature_tile(current_creature)
    i=i+1
while i < size(locations)
Doesn't masterwork already do some script replacement stuff? Of course it's highly possible that Meph just has multiple sets of the raws stored, and has tried to keep divide so them that each separately changeable portion of masterwork is in it's own raw files. Hm, the graphics sets may require significant work from tileset makers though, so I guess that's somewhat wishful thinking though...

I'm sorry if I seem whiny, but after my recent frustration I just feel that at least the inits wouldn't need to be overwritten, since one could just do a simpler "replace SETTING1:whatever_the_old_value_is with SETTING1:value_for_this_new_graphics_set" kind of script for the stuff you do need to change. Installing a graphics pack can also change at least one GUI-changeable setting, truetype fonts (which is interesting, because it can actually be toggled on/off while in-game with F12, too). The truetype fonts I understand though, but why change stuff like the NICKNAME settings? Anyway, you could add a warning/notice/explanation about the overwriting behavior and exactly which files are overwritten, in a readme file at least?

I'd be happy to discuss this with the actual GUI people (not that my coding expertise would be that helpful...), but is there an actual separate thread for it/who are they? Couldn't find a thread with a search or two in the utilities forum, and I doubt they're going to notice if I just randomly make a new thread there (someone else who can help might, but it still seems like it would be a pretty hit-or-miss kind of attempt).


Other than the above complaints, thanks for the great work with PELNP/PEDFSP/whatever the acronym is. ;) It's really handy having all the bugfixes already installed/in dfhack.init, all the utilities collected in one place etc.


P.S. I guess I should consider writing a script for my own changes, to do the specific small changes I want with a doubleclick. Might actually just barely be withing my coding/regexp skills...
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 11, 2014, 12:41:41 am
@SeelenJägerTee - the reactions weren't deliberately removed.  In fact, I had no idea they were there in the first place... it should probably make me more nervous that there are whole sections of the pack that I have no idea about, but that's just how it goes when this is a spare-time thing. 

@Snaake - here's the development thread (http://www.bay12forums.com/smf/index.php?topic=123384) (which I linked earlier), and here's the source code (http://dffd.wimbli.com/file.php?id=7426) (which is in the contents list).  Go crazy!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: SeelenJägerTee on April 11, 2014, 05:13:03 am
Oi this may be important.
If I remember correctly there was also a hotfix in the files that made cartillage and hoofs and nails heal, so your poor dwarfs and animals wouldn't die to a scratched to nail.

Yep if I look at the tissue_template_default.txt
there is for example this piece of code
Code: [Select]
[TISSUE_TEMPLATE:HOOF_TEMPLATE]
[TISSUE_NAME:hoof:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HOOF]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000] added by Igfig
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE] added by Igfig
[SPLINTABLE] added by Igfig
Where you see the line    "[HEALING_RATE:1000]   added by Igfig" this is to save the poor buggers.
I honestly don't know why it isn't in there for horn and cartillage.
It's been half a year since playing this game last time but I think there was sth. that dwarfs would die to injured cartillage and nails and somesuch stuff as it would never heal and get infected at some point.
Perhaps someone more wise than me can say sth. about this.

Oh PS: and I think there was sth. with making body materials inflammable so that undead wouldn't be fireproof anymore.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 11, 2014, 05:26:13 am
Possible reason:  since graphics packs all come with their own raws (to specify which tile to use for units, etc) it's probably small mods that the graphics people use. 

I'm not going to try to standardise this; way too much work for small changes. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: SeelenJägerTee on April 11, 2014, 05:45:55 am
Hmmm I think Nope.
If you look into the DF folder in the LNP just as downloaded those changes are already missing. So it's not that they are overwritten by application of graphics pack. And it was LNP default a few versions earlier, so im definitely sure it's not because of graphics packs.
(Btw those changes are in files that are probably not needed by graphics packs (entity_default) so there should be no need to copy THOSE over.)

I just wanted to let you know that those changes were introduced into LNP way back then for a purpose, as a bugfix (never healing hoofs for example), or major convenience upgrade (milling reactions).

Igfig was last active two days ago, perhaps it could pay off if you just send him a pm and ask him about that stuff. He probably can tell you in more detail why he did this and how important that stuff is.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 11, 2014, 06:06:43 am
Yep, I get what the mods do - but I don't have the time to track down exactly what's changed at the moment, let alone set up a consistent set of tweaks for all the various options.  If anyone does a detailed analysis I'd love to hear it and could implement specific suggestions, but again I'm kinda busy for the next few months.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: SeelenJägerTee on April 11, 2014, 08:01:18 am
Forget everything I said.
The earliest LNP.zip I have on this machine is r33 and there those Igfig additions don't exist either as a default.
I could have sworn those were LNP defaults.
So where the heck did this come from? I could have sworn those were LNP bugfixes. Has anyone else a clue?

And if this is not LNP where the heck did I get those files? Normally I archive everything I use and there is nothing in my DF folder but the various LNP releases.

PS: reactivated my old machine there is LNP 15 and still no such changes. I guess I must have copied over my old raws over and over again to a point where I lost track of when I/Urist/HFS changed them.
So just consider this a false alarm - sorry about that. :-[
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 11, 2014, 09:02:12 am
It's not completely false alarm - I know Ironhand includes a bunch of tweaks to rock material properties and I assume other stuff too.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: daveralph1234 on April 11, 2014, 04:40:17 pm
Oi this may be important.
If I remember correctly there was also a hotfix in the files that made cartillage and hoofs and nails heal, so your poor dwarfs and animals wouldn't die to a scratched to nail.

Yep if I look at the tissue_template_default.txt
there is for example this piece of code
Code: [Select]
[TISSUE_TEMPLATE:HOOF_TEMPLATE]
[TISSUE_NAME:hoof:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HOOF]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000] added by Igfig
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE] added by Igfig
[SPLINTABLE] added by Igfig
Where you see the line    "[HEALING_RATE:1000]   added by Igfig" this is to save the poor buggers.
I honestly don't know why it isn't in there for horn and cartillage.
It's been half a year since playing this game last time but I think there was sth. that dwarfs would die to injured cartillage and nails and somesuch stuff as it would never heal and get infected at some point.
Perhaps someone more wise than me can say sth. about this.

Oh PS: and I think there was sth. with making body materials inflammable so that undead wouldn't be fireproof anymore.
So where the heck did this come from? I could have sworn those were LNP bugfixes. Has anyone else a clue?

These bugfixes are part of the Modest Mod (http://www.bay12forums.com/smf/index.php?topic=105871.0) maintained by Igfig.

Yep, I get what the mods do - but I don't have the time to track down exactly what's changed at the moment, let alone set up a consistent set of tweaks for all the various options.  If anyone does a detailed analysis I'd love to hear it and could implement specific suggestions, but again I'm kinda busy for the next few months.

Something similar (http://www.bay12forums.com/smf/index.php?topic=117954.0) (combining Modest Mod with LNP) was done a while ago by Meph, however it hasen't been updated in a long time and the GUI and utilities included in the package are very out of date.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 11, 2014, 06:55:01 pm
Ah, nice. Note that you can install the raws from a mod into this pack, it's just that you then can't change graphics packs unless those are also switched for a compatible set.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: Aristion on April 12, 2014, 10:26:21 pm
My sound sense is not working now but it is checked and i am telling it to run manualy.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: PeridexisErrant on April 13, 2014, 03:06:19 am
My sound sense is not working now but it is checked and i am telling it to run manualy.

I can't diagnose the problem without significantly more information - does a window open?  do sounds ever play? is it working for a while then crashing?  has the soundpack downloaded?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: PeridexisErrant on April 13, 2014, 03:15:55 am
The pack has updated to r53!

New features are basically an updated set of Quickfort blueprints, plus better management of user-created files (blueprints, legends, .dfmap files for visualisers, etc).  From now on, all of that should go in the User Generated Content folder and I've set up symlinks (https://en.wikipedia.org/wiki/Symbolic_link) so the the utilities think that they're under 'LNP/utilities/whatever/subfolder' - here's hoping it works for everyone!

Changelog: 
 - updated Quickfort plans to the new edition of the community archive, then updated to v2.1 - /u/Spfifle is awesome
 - added symlink from "Legends Viewer" folder to "User Generated Content" - just click link for legends
 - now using symlinks: default location for user quickfort blueprints and .dfmap files (for Overseer) is in the User content folder, other locations must be copied to a new install manually (from versions after r53 only).  NB: symlinks may not work on Windows XP, please consider upgrading urgently; old methods (manual navigation) will continue to work
 - upgraded the "copy data to new install" script to handle the new locations (it'll also work to move from old to new)
 - updated the "move .dfmaps" script in the DF folder; goes to new folder and also gives short output if nothing is found
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r52 - everything in one place
Post by: Aristion on April 13, 2014, 05:25:21 pm
My sound sense is not working now but it is checked and i am telling it to run manualy.

I can't diagnose the problem without significantly more information - does a window open?  do sounds ever play? is it working for a while then crashing?  has the soundpack downloaded?

It has worked before. Now it won't start up. The secondary screen pops up then closes down and that's it for sound sense.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: DeusMortem on April 14, 2014, 01:15:44 am
The pack has updated to r53!

New features are basically an updated set of Quickfort blueprints, plus better management of user-created files (blueprints, legends, .dfmap files for visualisers, etc).  From now on, all of that should go in the User Generated Content folder and I've set up symlinks (https://en.wikipedia.org/wiki/Symbolic_link) so the the utilities think that they're under 'LNP/utilities/whatever/subfolder' - here's hoping it works for everyone!

Changelog: 
 - updated Quickfort plans to the new edition of the community archive, then updated to v2.1 - /u/Spfifle is awesome
 - added symlink from "Legends Viewer" folder to "User Generated Content" - just click link for legends
 - now using symlinks: default location for user quickfort blueprints and .dfmap files (for Overseer) is in the User content folder, other locations must be copied to a new install manually (from versions after r53 only).  NB: symlinks may not work on Windows XP, please consider upgrading urgently; old methods (manual navigation) will continue to work
 - upgraded the "copy data to new install" script to handle the new locations (it'll also work to move from old to new)
 - updated the "move .dfmaps" script in the DF folder; goes to new folder and also gives short output if nothing is found

interesting your releases are getting smaller ^^ thanks for such a great pack used it now since r42 and it helped me alot.

Now i do have a few things u can totally ignore if u like:
the In-game macros got crazy slow since r52 i can type faster than they play (and yes i still use them instead of quickfort)
thought i d mention it dunno if its a bug

than i was wondering if you could maybe make a kinda "patch-pack" aswell with new releases where u just put in the changed data i usually play around a lot with macros keybindings aso. and once a while with the raws so its always a lot of work to update from one version to the next. inserting the changed data only would make it a lot easier for me.

aswell http://www.bay12forums.com/smf/index.php?topic=117954.msg5093277#msg5093277 (http://www.bay12forums.com/smf/index.php?topic=117954.msg5093277#msg5093277) is kinda great too specially since i have an old mashine to play on ^^' is there a simple way to merge your two great ideas?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: PeridexisErrant on April 14, 2014, 02:40:32 am
The pack has updated to r53!
interesting your releases are getting smaller ^^ thanks for such a great pack used it now since r42 and it helped me alot.
It's a seasonal thing - everyone has less time out of the holidays, so development of all the components slows down a lot and (and I have less free time too).  They get smaller because I don't like sitting on updates for more than a few weeks just because they're smallish :)


the In-game macros got crazy slow since r52 i can type faster than they play (and yes i still use them instead of quickfort)
thought i d mention it dunno if its a bug
You probably changed "/data/init.txt" somehow, setting "[MACRO_MS:0]" will eliminate the delay again.  I just checked, and it's set to zero in r53.  The default is 15 milliseconds between keystrokes, which is probably what you've got. 


How about a pacth that just does the upgrades?
I've looked into this, and it's a lot harder than it sounds.  Adding files is easy, but to modify them I'd have to replace... and that causes the same problems as copying to a new pack version.  It would be possible to write a custom script for every upgrade that did whatever I'm doing, but that would be (literally) many times more work than everything else I do for this together - and still have nasty compatibility problems. 


Can I use Accelerated DF (http://www.bay12forums.com/smf/index.php?topic=117954) with the Starter Pack?
The short answer is "Yes, but..."

Follow the instruction to install the raw-only pack.  Side-effects include settings changing (such as "[MACRO_MS:0]" mentioned above), you'll stuff everything up if you install a graphics pack (since they have now-incompatible vanilla raws) unless you merge the raws carefully first, and possibly some other issues.  It will work though, and the other issues are minor if you're careful. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: DeusMortem on April 14, 2014, 05:08:34 am
How about a pacth that just does the upgrades?
I've looked into this, and it's a lot harder than it sounds.  Adding files is easy, but to modify them I'd have to replace... and that causes the same problems as copying to a new pack version.  It would be possible to write a custom script for every upgrade that did whatever I'm doing, but that would be (literally) many times more work than everything else I do for this together - and still have nasty compatibility problems. 


just so i understand it right: (my brain is slow today :-S)
including the files u changed in a rar/zip file within the same folder structure as they are now just not including the unchanged ones - leaving it to us to unpack and replace would not be an option?!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: PeridexisErrant on April 14, 2014, 07:02:55 am
How about a patch that just does the upgrades?
I've looked into this, and it's a lot harder than it sounds.  Adding files is easy, but to modify them I'd have to replace... and that causes the same problems as copying to a new pack version.  It would be possible to write a custom script for every upgrade that did whatever I'm doing, but that would be (literally) many times more work than everything else I do for this together - and still have nasty compatibility problems. 
Including the files you changed in a rar/zip file within the same folder structure as they are now just not including the unchanged ones - leaving it to us to unpack and replace would not be an option?!

Unfortunately not - how could that handle file deletion?  Or file modification, without losing your changes?  Or make sure it wouldn't cause horrible crashes when it made something incompatible? 

There are more issues too - creating symlinked folders requires Administrator-permission'd command line use, which means that you have to be on an admin account... and know more than I did a year ago about programming, so it's not an option for a starter pack. 

I'd like to be able to provide a patch, but it's not practical :(.  On the other hand, you don't need to get the new version of the pack - you can just go through the changelog and replicate anything particularly important; I actually improved how much detail I record when someone asked me to do that for r23.  Most updates are small stuff to make sure new players get the latest and best, not essential stuff!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: DeusMortem on April 14, 2014, 10:31:42 am
On the other hand, you don't need to get the new version of the pack - you can just go through the changelog and replicate anything particularly important;

I guess i will try to do that than and you were right about the delay with the macros i always copy paste my keybindings and for some reason there was the delay activated.
 Thank you again for this great pack really makes it a lot easier to get started ^^
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: catpaw on April 16, 2014, 05:22:42 am
So I created a torrent for version 53 and started seeding it.

http://meshcraft.net/torrent/PeridexisErrant%20LNP%20r53.torrent (http://meshcraft.net/torrent/PeridexisErrant%20LNP%20r53.torrent)

or

magnet:?xt=urn:btih:a4a9af0da28ab9fbd07f7971c8346c2d1ba8ba81&dn=PeridexisErrant+LNP+r53.zip
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: PeridexisErrant on April 18, 2014, 12:42:20 am
Wow.  Yesterday, I saw a link to this article (http://www.rockpapershotgun.com/2014/04/16/dwarf-fortress-the-detailed-roguelike-thats-easy-to-play/) on /r/dwarffortress, and thought "that's cool". 

I woke up this morning to an extra three thousand downloads on DFFD (I'd expect 300 usually), and an email from dropbox saying that my public links had been suspended because they'd been getting more than 20GB/day of traffic.  Well, it does warn everyone on the link... and I'll need to find a new mirror. 

Have fun, new players!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: catpaw on April 18, 2014, 07:19:10 am
Dude just put in the torrent instead of the Dropbox link.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: rhenzar on April 18, 2014, 06:11:05 pm
Signed up for the forums to say this. How do I install Stonesense into the LNP? I found Stonesense files in C:\...\PeridexisErrant LNP r53\Dwarf Fortress 0.34.11\stonesense, but I can't figure out how to enable them! Any help would be appreciated.

Regards,
rhenzar

EDIT: Also, how do I zoom in? Not moving between layers, but changing the size of tiles on the screen?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: WanderingKid on April 18, 2014, 06:23:10 pm
EDIT: Also, how do I zoom in? Not moving between layers, but changing the size of tiles on the screen?

[ and ]
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: daveralph1234 on April 18, 2014, 06:40:23 pm
Signed up for the forums to say this. How do I install Stonesense into the LNP? I found Stonesense files in C:\...\PeridexisErrant LNP r53\Dwarf Fortress 0.34.11\stonesense, but I can't figure out how to enable them! Any help would be appreciated.

Regards,
rhenzar

EDIT: Also, how do I zoom in? Not moving between layers, but changing the size of tiles on the screen?

Stonesense comes pre-installed with the pack, to launch stonesense just type 'stonesense' or 'ssense' in the DFHack console during gameplay.

The key to zoom in depends on your keybindings. I believe the default is [ and ] or the using mouse wheel.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: rhenzar on April 18, 2014, 07:53:46 pm
Stonesense comes pre-installed with the pack, to launch stonesense just type 'stonesense' or 'ssense' in the DFHack console during gameplay.

The key to zoom in depends on your keybindings. I believe the default is [ and ] or the using mouse wheel.

[ and ]

Thanks, they're both working now.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: Guvnah on April 23, 2014, 12:18:14 pm
Wow.  Yesterday, I saw a link to this article (http://www.rockpapershotgun.com/2014/04/16/dwarf-fortress-the-detailed-roguelike-thats-easy-to-play/) on /r/dwarffortress, and thought "that's cool". 

I woke up this morning to an extra three thousand downloads on DFFD (I'd expect 300 usually), and an email from dropbox saying that my public links had been suspended because they'd been getting more than 20GB/day of traffic.  Well, it does warn everyone on the link... and I'll need to find a new mirror. 

Have fun, new players!

Yeah my bad. Not only did I redownload to get back into it but started a succession game in my office so there are 4 downloads accounted for.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: Alaric on April 23, 2014, 12:42:58 pm
I am just getting back into df with this pack and I'm having trouble getting quickfort to work correctly with its query commands. I think it might have to do with with the mouse enabled stuff. Has anyone else had this problem?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: whatnameshouldi on April 23, 2014, 04:09:07 pm
I am just getting back into df with this pack and I'm having trouble getting quickfort to work correctly with its query commands. I think it might have to do with with the mouse enabled stuff. Has anyone else had this problem?

I had the same issue. You have to disable the "mousequery track " each time you are going to use QuickFort.

The best option is to set a hot-key for that, I used Alt+Q and Ctrl+Q. Sometimes I had to switch back and forth a few times before it went back to normal (not sure why).

This my version of the edit on the dfhack.init:

Code: [Select]
# mousequery edge scrolling, cursor tracking
mousequery track enable
keybinding add Ctrl-Q "mousequery track enable"
keybinding add Alt-Q "mousequery track disable"

Any optimization is welcomed. :)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: PeridexisErrant on April 23, 2014, 07:39:52 pm
You can also just leave the mouse over the menus while using Quickfort.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r54 - everything in one place
Post by: PeridexisErrant on May 04, 2014, 07:20:46 am
The pack has been updated to r54!

Changelog:
 - re-applied LAA patch
 - updated dfterm3 to version 0.3.1 (bugfixing, some UI improvements)
 - updated Dwarf Therapist to version 21.6
 - removed automelt plugin at author's request - it's been crashing games and will be back once fixed
 - added a symlink for Isoworld

Mostly pretty minor stuff, as a maintenance release.  As always, you can get the latest version here (http://dffd.wimbli.com/file.php?id=7622).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r54 - everything in one place
Post by: cdombroski on May 04, 2014, 08:22:27 am
Magnet link for r54: magnet:?xt=urn:btih:3f80f3d831c15097218d579ee60d89a3b5a2af80&dn=PeridexisErrant%20LNP%20r54.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r54 - everything in one place
Post by: daishi5 on May 04, 2014, 12:50:13 pm
My clothing is not wearing out, is that a setting I can change in a fort that is running?  I am currently using r50.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r53 - everything in one place
Post by: whatnameshouldi on May 04, 2014, 05:14:47 pm
You can also just leave the mouse over the menus while using Quickfort.

Ok, that is a way easier option. Thanks!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r54 - everything in one place
Post by: daishi5 on May 05, 2014, 07:28:46 am
My clothing is not wearing out, is that a setting I can change in a fort that is running?  I am currently using r50.

Nevermind, it turns out burning clothes take years before they show any damage.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r54 - everything in one place
Post by: PintOfBass on May 06, 2014, 09:31:18 pm
If you have temperature and weather disabled will that keep water from melting during the warmer season when embarking in a place with cold winters?  It seems to me that this is true, but my data sample is three embarks.  If this is true, and it seems to me that it is, having it defaulted to yes to weather and temperature might be less problematic to new players who might not realize that their river should be free flowing for part of the year.

Thanks for your work in putting the pack together in the first.

PoB
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r54 - everything in one place
Post by: Diton on May 07, 2014, 05:03:11 pm
Stonesense crashes the game every time I try to start it, is there any way to fix this? I'm on Windows.

edit: resolved by setting renderer to DIRECTX in the stonesense init.txt file
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r54 - everything in one place
Post by: Dragoon209 on May 12, 2014, 02:49:58 pm
Bug Report: r54

When applying the Spacefox tileset, it looks like it does a hard replace of the art directory.  Sadly, the replacement doesn't contain a font, so truetype support fails, and the game uses the tileset font.

The Spacefox tileset doesn't contain a font itself, but it's install instructions state that you should extract and replace the files.  This method of install would leave the default font file there, and not delete it.

Thanks for the great pack and all your hard work!

Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: PeridexisErrant on May 12, 2014, 10:41:01 pm
The pack has updated to r55!

Changelog: (mostly bugfixing)
 - bugfix: defaults button now restores pack defaults, not older settings
 - fixed folders menu item (now to the folder 'useful' instead of renamed 'extras')
 - updated Legends viewer to v1.13.10; fixes harmless error popup
 - updated Falconne's UI plugins to v0.44; fixed (and re-added) automelt plugin
 - fixed missing files in Spacefox graphics (copied missing fonts from Phoebus)

As always, you can download the latest version here (http://dffd.wimbli.com/file.php?id=7622); and I'm sure there'll be a torrent up soon. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: cdombroski on May 13, 2014, 07:44:19 am
The pack has updated to r55!

Changelog: (mostly bugfixing)
 - bugfix: defaults button now restores pack defaults, not older settings
 - fixed folders menu item (now to the folder 'useful' instead of renamed 'extras')
 - updated Legends viewer to v1.13.10; fixes harmless error popup
 - updated Falconne's UI plugins to v0.44; fixed (and re-added) automelt plugin
 - fixed missing files in Spacefox graphics (copied missing fonts from Phoebus)

As always, you can download the latest version here (http://dffd.wimbli.com/file.php?id=7622); and I'm sure there'll be a torrent up soon.

magnet:?xt=urn:btih:febe282b526f4469bc3be141c95dabe2aea18f6e&dn=PeridexisErrant%20LNP%20r55.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: jdilts on May 16, 2014, 06:01:13 pm
I was hoping someone could help me. I downloaded the pack, extracted it into the C:\df folder, and tried to run it. It says that the Lazy Newb Pack GUI.exe is "not a valid Win32 application." I have no idea why this would be. DF itself runs just fine, and I created a world and everything just to check. Why won't the LNP run?

I run Windows Vista: Home edition (SP 2), 64 bit. Thanks.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: PeridexisErrant on May 16, 2014, 06:48:38 pm
I was hoping someone could help me. I downloaded the pack, extracted it into the C:\df folder, and tried to run it. It says that the Lazy Newb Pack GUI.exe is "not a valid Win32 application." I have no idea why this would be. DF itself runs just fine, and I created a world and everything just to check. Why won't the LNP run?

I run Windows Vista: Home edition (SP 2), 64 bit. Thanks.

I'm not entirely sure why this is happening - I haven't seen it before and the GUI does run on most computers...

However, it's worth trying the pack again after moving it to your user space (eg desktop / documents / whatever).  Further down the C drive there are often write-protections and other access limits in place, which frequently mess up the various components of the pack - including the ability of DF to save your game!  It's always an issue in program files, but I wouldn't risk it at the root either. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: jdilts on May 16, 2014, 06:55:35 pm
Herm. Well, same error both when on the desktop, and when I extracted it into the downloads folder. Also happens with version r54.

Also, in all cases, the file disappears after a few seconds. Just, completely gone. It makes no sense. I can re-extract that singular file, but it does the same thing and disappears again. I have downloaded from the dropbox and the standard place and I get the same thing from both.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: WanderingKid on May 16, 2014, 07:16:42 pm
jd: Check to make sure your anti-virus isn't eating the program.  There's a few items in DFHack that tend to trigger mine that if I'm not paying attention it will quaranteen things on me.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: jdilts on May 16, 2014, 07:24:47 pm
Brilliant! WanderingKid, you're a life saver. I turned off Norton for a minute, and it worked fine. Thanks.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: fricy on May 17, 2014, 04:10:35 am
Brilliant! WanderingKid, you're a life saver. I turned off Norton for a minute, and it worked fine. Thanks.
It continues to amaze me that people keep using Norton. Anything but that steaming pile of... :)

@Perix: Check out this beauty by Urist DaVinci. (http://www.bay12forums.com/smf/index.php?topic=138609.msg5286137#msg5286137)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: WanderingKid on May 17, 2014, 04:56:46 pm
Brilliant! WanderingKid, you're a life saver. I turned off Norton for a minute, and it worked fine. Thanks.
It continues to amaze me that people keep using Norton. Anything but that steaming pile of... :)

It's cheap, it was the only one that could get rid of some ransomware I had at one point, and I don't have that many issues with it.  Sorry, I disagree with your opinion of the product.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: zilpin on May 19, 2014, 04:47:25 pm
It's cheap, it was the only one that could get rid of some ransomware I had at one point, and I don't have that many issues with it.  Sorry, I disagree with your opinion of the product.

You can never know that your computer is clean until you format & reinstall (or format & restore from known clean backups).

Using antivirus after your computer is infected is like getting a vaccine (https://en.wikipedia.org/wiki/Vaccine#Effectiveness) after you are infected.



Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: DaL33T on May 19, 2014, 05:28:28 pm
I want vanilla init files. What happened to them?! >:(
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: PeridexisErrant on May 19, 2014, 06:50:46 pm
I want vanilla init files. What happened to them?! >:(

They're in with the vanilla ASCII graphics.  It's unfortunate in this case only that the GUI now preserves settings across graphics changes, but you can just copy the files manually. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Yarma on May 20, 2014, 09:35:37 am
Not sure if this counts as a bug report but just downloaded r55 and it is missing the lazy newb GUI exe file.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Dragoon209 on May 20, 2014, 09:37:26 am
Not sure if this counts as a bug report but just downloaded r55 and it is missing the lazy newb GUI exe file.

I'm not the manager of the pack, but where did you download it from? 

I had this problem with r53 when I downloaded it from the Dropbox link.  When I downloaded it from DFFD, it was fine.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Yarma on May 20, 2014, 09:42:42 am
I have tried both the DFFD and Dropbox links, and even the magnet link!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Raul on May 20, 2014, 09:44:50 am
I have tried both the DFFD and Dropbox links, and even the magnet link!
I downloaded from the magnet link and my pack has that file, maybe try checking if your anti-virus deleted it or something? It is a .exe file after all...
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Dragoon209 on May 20, 2014, 09:45:14 am
I have tried both the DFFD and Dropbox links, and even the magnet link!

I would check your antivirus program then.  I have downloaded r55 from the DFFD link, and it has all the needed files.  It sounds like something might be tripping a false alert, and your antivirus is eating the executable for your safety. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Yarma on May 20, 2014, 09:48:47 am
AV+firewall disabled and.... nothing from dropbox or DFFD!  :'(

Trying the magnet link now.

Edit: The Magnet link is now crashing my utorrent ><
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Dragoon209 on May 20, 2014, 10:06:12 am
AV+firewall disabled and.... nothing from dropbox or DFFD!  :'(

Trying the magnet link now.

Edit: The Magnet link is now crashing my utorrent ><

Interesting...  When you open the zip file with your extractor, does it show the EXE in there?  There may be another issue with your setup, but its still best to work through the basics first.

Edit: I'm redownloading now from DFFD to a new directory.  I'll confirm your findings.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Yarma on May 20, 2014, 10:12:02 am
Checked the zip when extracted and in 7zip, no exe anywhere. Ran the search of the files but nothing. Finally got the magnet link to work again so just checking that download now.

Edit: Magnet link gave me the exe but utorrent complained about the file. It may be that chrome was munching the exe from the download?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Dragoon209 on May 20, 2014, 11:47:50 am
I don't think Chrome does that by default.  I just downloaded it via Chrome and the DFFD link.  I have the EXE in the Zip, and after extracting.
(http://imgur.com/pbwXCrt.jpg)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Yarma on May 20, 2014, 12:09:08 pm
I have no idea what was causing it but all is working fine now. Magnet link with AV worked.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Artlion on May 27, 2014, 08:08:56 pm
Thank you for maintaining this starter pack! Great work.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Mathalor on June 02, 2014, 06:27:01 pm
I'm really new to DF, tried it with the LNP last year and didn't make it very far.  I decided to take another crack at it, downloaded this starter pack, so I'd have a quick and easy way to get some graphic packs and run Dwarf Therapist, which is really the only utility included that I understand.

Upon launching, DFHack automatically ran and enabled about 20 tweaks.  I don't understand what they are.  I don't want to cheat at this game, and tried to select options from the included LNP launcher that were closest, I thought, to the base game.

What are these?

monitoring: all
enabled stable cursor
enabled readable build plate
enabled stable temp (x2)
enabled fast heat (x3)
enabled fix dimensions (x5)
enabled advmode-contained
enabled fast trade (x2)
enabled military stable assign
enabled military color assign
enabled military training (x4)
enabled patrol duty
spring has arrived on your calendar
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: fricy on June 02, 2014, 06:41:35 pm
Upon launching, DFHack automatically ran and enabled about 20 tweaks.  I don't understand what they are.  I don't really want to cheat at this game, and tried to select options from the included LNP launcher that were closest, I thought, to the base game.

What are these?

Spoiler (click to show/hide)

https://github.com/DFHack/dfhack/blob/master/Readme.rst#bugfixes
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: lethosor on June 02, 2014, 06:44:30 pm
* "stable cursor" keeps the cursor in the same place between k/v/u/t menus, as long as you don't move the map
* "readable build plate" makes weights readable when building pressure plates (e.g. "200000" is cut off in vanilla, and this changes it to "200K").
More can be found here (https://github.com/DFHack/dfhack/blob/master/Readme.rst#tweak) - tweaks are generally small bugfixes/improvements (there are some that are cheating, like clear-ghostly, but those aren't enabled in the default dfhack.init)

Edit: The reason for the identical lines is that some tweaks use multiple hooks to perform their task (for example, fix-dimensions applies to bars, powders, liquids, thread, and cloth). DFHack r4 and up display more detailed messages for each hook (e.g. "Enabled tweak fix-dimensions (dimension_cloth_hook::subtractDimension)").
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: Mathalor on June 02, 2014, 07:01:47 pm
Thank you for the responses and the link.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: PeridexisErrant on June 02, 2014, 07:04:12 pm
The reason for the identical lines is that some tweaks use multiple hooks to perform their task (for example, fix-dimensions applies to bars, powders, liquids, thread, and cloth). DFHack r4 and up display more detailed messages for each hook (e.g. "Enabled tweak fix-dimensions (dimension_cloth_hook::subtractDimension)").

You know, this is the first time that's been explained clearly to me?  Thanks!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r55 - everything in one place
Post by: PeridexisErrant on June 04, 2014, 11:13:49 pm
The pack has been updated to r56, and it's a big one!

Changelog: 
 - added Picturefort 1.0 - like Chromafort, but better.  If it works out I'll remove Chromafort in a few versions time.
 - updated Dwarf Therapist to v21.8; lots of little fixes and a few small upgrades
 - added Dorven Realms R1 - a DF world map to minecraft converter. 
 - updated Legends Viwer to 1.13.11; fix for an encdoing bug and some corrupted XMLs
 - removed obsolete readme files (adding graphics packs: new version.  DT manual: now in utility folder.)
 - changed some embark keybindings: now move embark selection with 'wasd' (from 'uhmk'), resize with 'uhmk' (was 'UHMK').  More intuitive, as resizing an embark uses the same keys as resizing constructions and 'wasd' for movement is common.
 - updated Falconne's UI plugins to v0.45 - mouse tracking is now automatically disabled while linking levers

As always, you can download the latest pack here (http://dffd.wimbli.com/file.php?id=7622), at the secret Dropbox mirror (don't crash it please!), or on the regular torrent which will no doubt be updated soon. 

There are a few cool things coming up in the near future, too: 
 - a dfhack plugin "text will be text" that allows graphics packs to use separate tilesheets for text and graphics
 - the long-awaited stonesense overlay, which puts an isometric view in your DF window (test version (http://dffd.wimbli.com/file.php?id=8611))
 - dfhack r5, which will have many many upgrades
 - and of course DF2014 is coming in early July!

The first three are likely to come in r57, which I'm expecting to release in mid- to late-June. 

When DF2014 is released, I'll upload a basic pack ASAP - but don't worry if you want a stable game, because I'll keep the 0.34.11 pack around too and it will get small updates and bugfixes for a while longer. 

Have !!Fun!!, everyone!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r56 - everything in one place
Post by: Espuma on June 05, 2014, 07:42:09 am
There used to be a improvement to the layout of DwarfTherapist, but it doesn't seem to be included in this pack. It works for me when downloading Masterwork, and I've read about it some time ago when it came out. But when I downloaded r55 yesterday, the old screen was back.

Can it be a problem with my own settings, or is this something with the starterpack?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r56 - everything in one place
Post by: cdombroski on June 05, 2014, 07:52:03 am
Magnet for r56: magnet:?xt=urn:btih:c3bb27835ebba15f0a132416fb94e729decb4948&dn=PeridexisErrant%20LNP%20r56.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r56 - everything in one place
Post by: whatnameshouldi on June 05, 2014, 10:37:07 am
- updated Falconne's UI plugins to v0.45 - mouse tracking is now automatically disabled while linking levers

Kudos to everyone involved in that change, me is happy!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: PeridexisErrant on June 21, 2014, 02:10:14 am
The pack has received a rare double-update, r57 and r58 on the same day!

Following the upgrade to dfhack-r5 - the main point to r58 - an older version (r57) is available HERE (http://dffd.wimbli.com/file.php?id=8687), on dfhack-r3. 
Later packs do not include some plugins (notably stonesense), and until they are updated to match dfhack some people may wish to keep using the legacy version - this should only take a few days.  Note that this pack will not receive ANY upgrades and is thus behind on several other fronts. 

I would really appreciate any feedback (good or bad) on the new launcher, and any incompatibility with dfhack-r5; I try to check for bugs but there's limits to what I can do alone. 

The full changelog: 

r58
 - updated Picturefort to v2.1
 - removed Chromafort
The big one: 
 - updated dfhack to r5, the long-awaited update.  See the DFHack changelog here. (http://www.bay12forums.com/smf/index.php?topic=139553)
     This has a number of consequences - mostly dfhack-dependant components are removed until they update over the next few days.
     For this reason Starter Pack r57 will remain available for now, as the last dfhack-r3 version, to prevent anyone losing their favorite tool
 - some scripts are no longer listed; they are now included in dfhack by default and the dfhack readme covers them
 - dfterm3 (utility+plugin) removed, until the plugin is updated
 - Isoworld will not show any detailed view until the plugin is updated.  The large maps still work.
 - Stonesense removed until it is updated for dfhack-r5 (ETA "next few days")
 - DFfusion removed (legacy dfhack inclusion)
 - growthbug plugin removed pending update; provisionally replaced by fix/growthbug.rb
 - slight downgrade to Falconne's UI plugins; the ones included in dfhack-r5 are a month or so out of date
 - new plugin "embark-tools" uses 's' on embark screen, keybindings adjusted slightly to compensate (move with 'waxd' now)

r57
 - upgraded the launcher:  "Starter Pack Launcher" uses new icons, more space for graphics and utilities, clarified some names and info.  The old GUI is still available for now, because it also requires .NET 4.0 instead of 3.5 and there may be other bugs.  They should be completely interchangeable.
 - updated Falconne's UI plugins to v47; dwarf monitor now shows current date and weather in the border, buildingplanner allows you to assign a room to a position rather than person (eg will assign to the new mayor if that changes)
 - added dfhack script feeding-timers; experimental but it's meant to fix the common failure to give lifesaving food or water to unconscious dwarves
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: cdombroski on June 21, 2014, 08:31:22 am
r57: magnet:?xt=urn:btih:89f697cc5f2116e165f244fccb1ca2a8b2ec2515&dn=PeridexisErrant%20LNP%20r57.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80

r58: magnet:?xt=urn:btih:c8261c0351528fb1b395d14a007b668380b5c476&dn=PeridexisErrant%20LNP%20r58.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: Gnomeknows on June 21, 2014, 11:35:06 am
Quote
- slight downgrade to Falconne's UI plugins; the ones included in dfhack-r5 are a month or so out of date

Can I manually update the ui plugin to use the latest version or is it not compatible with dfhack r5?  Confused on why they downgraded it.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: lethosor on June 21, 2014, 11:40:48 am
Falconne has not built versions of his UI plugins for DFHack r5 yet, although they should be compatible. Some come with DFHack r5 by default, but are less up-to-date than his versions (for r3).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: Gnomeknows on June 21, 2014, 01:41:38 pm
Falconne has not built versions of his UI plugins for DFHack r5 yet, although they should be compatible. Some come with DFHack r5 by default, but are less up-to-date than his versions (for r3).

Ahhh ok.  That makes more sense.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: PeridexisErrant on June 21, 2014, 06:21:22 pm
The second post will from now on include information about checksums, and may be updated with magnet links and mirrors. 

Mirrors and Checksums
Besides the main download page on DFFD (http://), I also make all the pack versions available through Dropbox (http://) - but please be careful, as the bandwidth limit on my account is pretty low.  A magnet link for the latest pack is usually created quickly, for those who prefer a torrent.

r57: magnet:?xt=urn:btih:89f697cc5f2116e165f244fccb1ca2a8b2ec2515&dn=PeridexisErrant%20LNP%20r57.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80

r58: magnet:?xt=urn:btih:c8261c0351528fb1b395d14a007b668380b5c476&dn=PeridexisErrant%20LNP%20r58.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80

I thought it might be good to start publishing the checksums to that you can be sure that what you unzipped is the file I zipped, easing any concerns about malware or corrupt downloads.  I use Tsoft's MD5 Checker 2.31 (http://download.cnet.com/MD5-Checker/3000-2092_4-10410639.html), which is a standalone 100KB app that does exactly what it says and nothing else. 

Pack   |   MD5 Checksum
r585763CFF6BA77DD168DFA8DF1ACE74722
r573AE006F0CB6C8F04D5BAE0CEBFC3F445
r5633838F55DF715B8B0B112F6BBF9DCBA3
r555FE6B22B7AA37DD141BE0446A38E1A34
r54F39DB7FBFDA1B3A0DB6C821CD96F44E8
r53BDAC50A22F85D0651272567A0FCAEF78
r524312CCCA076ABDF82B0CFFDA36803E83
r51DBCEEF302696A9BF81E1D3A288842FBE
r5004998ECE69A42B81E233BA55F5F84C43
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: PeridexisErrant on June 22, 2014, 02:28:40 am
Not just the fastest, but also perhaps the most significant pack update ever:

Following yesterday's pack with the new version of dfhack, this version makes a few small tweaks... and adds the stonesense overlay. 

Changelog: 
 - added Stonesense for dfhack-r5; including the stonsense overlay (https://imgur.com/a/IfKwv)
 - made "tweak/confirm-embark" and "embark-tools" (dfhack UI upgrades) run by default
 - removed old LNP GUI
 - documentation:  dfhack.init clarified a little, add checksums and clear info on mirrors, better intro post

Checksum:  D0A4BB0BD8B3244F9703EBCD085FCBEE

Get it at: http://dffd.wimbli.com/file.php?id=7622
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: lordcooper on June 22, 2014, 06:23:14 am
Wait, what?  You can play the entire game through Stonesense now?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: PeridexisErrant on June 22, 2014, 06:35:51 am
Yes.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: lordcooper on June 22, 2014, 06:45:50 am
Yes.

Who made this happen?  I want to give them money.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: shx on June 22, 2014, 06:48:05 am
The overlay is exciting!

But is it supposed to be usable already? I was trying to designate a channel with the mouse and everytime I clicked somewhere the view jumped to that position, probably autocentering on the click location, so it wasn't really possible to designate the area properly. Also simply clicking a tile doesn't seem to work either, it seems to be off by a few coordinates.

Is there a readme sowhere that explains how to play the game with the overlay?

Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: cdombroski on June 22, 2014, 06:51:12 am
r59: magnet:?xt=urn:btih:237dd35baae3756b8c78e1f62eb64252f2b464bc&dn=PeridexisErrant%20LNP%20r57.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: PeridexisErrant on June 22, 2014, 07:15:39 am
See here (http://www.bay12forums.com/smf/index.php?topic=106497.msg5173223;topicseen#msg5173223) and here (https://github.com/DFHack/dfhack/blob/master/Contributors.rst); and note that the traditional position on donations is to send them to Toady, who is irreplacable and has no other source of income. Here (http://www.bay12games.com/support.html). 

The overlay doesn't work perfectly with the mouse yet - there's a [-2,3] tile cursor-mouse offset, and the edges scroll a little oddly.  You have to either put up with it or go back to the keyboard for now  :(

Magnet link added to the mirrors section of the post, thanks  :D
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: My Urist Eternal on June 22, 2014, 09:50:25 am
I only just started playing this game at the end of May (after a couple aborted past attempts), but I feel like I have landed right in the middle of a time when there are a ton of really exciting things happening with the community (even if I don't quite understand what they all are). I feel like I got lucky somehow. Kudos to all you brilliant people. I plan to send in a nice donation when the new release comes out.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Again_Dejavu on June 22, 2014, 10:34:48 am
I think DFFD is down.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Gnomeknows on June 22, 2014, 10:37:22 am
Dropbox bandwidth exceeded and dffd gives a gateway time-out :(.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Again_Dejavu on June 22, 2014, 10:40:03 am
No seeders on the magnet torrewnt thing too
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Again_Dejavu on June 22, 2014, 10:45:16 am
How can I help host it?
EDIT
Seeding now ;)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: JRF2k on June 22, 2014, 11:17:43 am
Epic stuff!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Mcat12 on June 22, 2014, 11:20:28 am
Is it just me, or does the dffd link give a 552 error, dropbox is overloaded, and the magnet links to r57?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Walter Sullivan on June 22, 2014, 11:59:05 am
Is it just me, or does the dffd link give a 552 error, dropbox is overloaded, and the magnet links to r57?

The name of the magnet may be r57, but the file name is r59. Just downloaded it here and I'll be seeding with the little upload that I have  :P
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Gnomeknows on June 22, 2014, 12:06:55 pm
Thanks for seeding.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: lurtze1 on June 22, 2014, 12:53:48 pm
I will be seeding too for a while. Thanks for the update
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Gnomeknows on June 22, 2014, 01:02:40 pm
Ugh stonesense is all blurry in the overlay, am I the only one?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: TheTinCat on June 22, 2014, 01:36:56 pm
DFFD and Dropbox down, no seeders on the torrent... anyone who has downloaded it want to make another mirror?  ;D
So much excitement, so little to do

edit: and dffd is back up, yay \o/
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: zumzz on June 22, 2014, 01:58:21 pm
The torrent is still up for me -- in fact it downloaded in around 2 minutes (~90.2MB) on my connection. Currently seeding myself at the same magnet:

r59:
magnet:?xt=urn:btih:237dd35baae3756b8c78e1f62eb64252f2b464bc&dn=PeridexisErrant%20LNP%20r57.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: TheTinCat on June 22, 2014, 02:00:15 pm
Hmm, must be a BUNCH of people trying to download it haha. I'll let the torrent keep going (snail pace, but going...) and if it finishes ill help seed.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Menzoberranzan on June 22, 2014, 02:07:16 pm
I've posted r59 to kickass.to with additional trackers (along with the original tracker in the magnet link).

http://kickass.to/dwarf-fortress-lazy-newb-pack-r59-t9249741.html
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Zyke on June 22, 2014, 02:37:16 pm
How do you use the stonesense program? I can load it up but it seems to be view only. Do I have the wrong version? Doesn't seem to be any commands to give.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Unknown11010 on June 22, 2014, 05:45:47 pm
Is it best to get it now or will there be a lot of new successive fixes?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Nalbir on June 22, 2014, 05:56:27 pm
It seems really buggy at the moment. Very laggy at the start, random crashes especially when resizing the window etc
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: rumpel on June 22, 2014, 06:32:34 pm
How do you use the stonesense program? I can load it up but it seems to be view only. Do I have the wrong version? Doesn't seem to be any commands to give.

Quote from: PeridexisErrant on reddit
Open the game as usual. Press ctrl-shift-P and type "stonesense overlay".
Alternatively remove the # symbol from that line at the top of dfhack.init to make it run every time.

Edit:

Btw, I just tried playing DF with that stonesense overlay and it's nothing for me really. I'll stick to ASCII - the pureness and simplicity of the look of vanilla DF is what I need. And it tells a lot more stories than little sprites could ever do. :D
But great work, anyways!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: PeridexisErrant on June 22, 2014, 06:51:42 pm
Hmm, must be a BUNCH of people trying to download it haha. I'll let the torrent keep going (snail pace, but going...) and if it finishes ill help seed.
Thanks!  Over the last twelve hours I've averaged twenty times the usual bandwidth, and that's not including all the great folk torrenting.  A Reddit Hug, I believe it's called. 

Is it best to get it now or will there be a lot of new successive fixes?
There will be ongoing fixes, or I certainly hope so.  Might as well get it now and update later though!

Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: longstrider on June 22, 2014, 11:59:13 pm
I just updated to this from LNP.  After creating a new world I'm attempting to embark.  I see the local area resize keys and that you've changed the local area keys to 'wasd'.  The problem is that 's' doesn't move the area, it opens up a menu I haven't seen before:
"a: Embark anywhere: disabled
n: nano embark: disabled
s: sand indicator: enabled
p: stable position: enabled"

The problem I have is that I can't move the local emark area south.

I also don't know what the bottom two options in that menu do, but that's not game breaking.  Not being able to move the embark area south is game breaking.  Am I blind and missing something obvious or is there a keybind conflict/bug?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: Raul on June 23, 2014, 12:01:02 am
I just updated to this from LNP.  After creating a new world I'm attempting to embark.  I see the local area resize keys and that you've changed the local area keys to 'wasd'.  The problem is that 's' doesn't move the area, it opens up a menu I haven't seen before:
"a: Embark anywhere: disabled
n: nano embark: disabled
s: sand indicator: enabled
p: stable position: enabled"

The problem I have is that I can't move the local emark area south.

I also don't know what the bottom two options in that menu do, but that's not game breaking.  Not being able to move the embark area south is game breaking.  Am I blind and missing something obvious or is there a keybind conflict/bug?
r58
 - new plugin "embark-tools" uses 's' on embark screen, keybindings adjusted slightly to compensate (move with 'waxd' now)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: longstrider on June 23, 2014, 12:28:19 am
r58
 - new plugin "embark-tools" uses 's' on embark screen, keybindings adjusted slightly to compensate (move with 'waxd' now)

That'd be great if it were what's happening.  I downloaded this today from DFFD, file name is PeridexisErrant LNP r59.zip  Embark screen says "wsda: Move Local Area", but I tried using 'x' to move the local embark area south on your say-so anyway and nothing happened.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r58 - everything in one place
Post by: Raul on June 23, 2014, 12:43:05 am
That'd be great if it were what's happening.  I downloaded this today from DFFD, file name is PeridexisErrant LNP r59.zip  Embark screen says "wsda: Move Local Area", but I tried using 'x' to move the local embark area south on your say-so anyway and nothing happened.
Just trying to help by quoting something PeridexisErrant himself said a few days ago, sorry if it isn't accurate. You should probably wait for a response from him, then.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: PeridexisErrant on June 23, 2014, 12:44:38 am
Right, that really shouldn't be happening.  I reccomend checking the checksum of the zip, which can be found at the top of this thread. 

"wsda" was changed to "wxda" between r58 and r59 for exactly this reason. 

If that fails (or you ignore advice  ;)), go into interface.txt and make sure you have these settings at line 850:
Code: [Select]
[BIND:SETUP_LOCAL_Y_MUP:REPEAT_SLOW]
[KEY:w]
[BIND:SETUP_LOCAL_Y_MDOWN:REPEAT_SLOW]
[KEY:x]
[BIND:SETUP_LOCAL_X_MUP:REPEAT_SLOW]
[KEY:d]
[BIND:SETUP_LOCAL_X_MDOWN:REPEAT_SLOW]
[KEY:a]
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: longstrider on June 23, 2014, 01:10:40 am
Checksums matched (D0A4BB0BD8B3244F9703EBCD085FCBEE)

I failed at finding the correct interface.txt file (it still had uhkm/UHKM).  I double checked that I'd loaded the PeridexisErrant.txt key binds and restarted everything.  Same thing.

However as I was quitting one last time before giving up for the evening and getting some sleep, I noticed the "keybindings" option in menu with Abort Game.  I successfully changed the local embark move there, they were wasd and I changed the s to x.  I'm not sure if I failed at loading the keybinding from the UI or if there was an actually bug, but it's working for me now.  I'm inclined toward the 'I failed to load the key binds correctly' because interface.txt had an older Date Modified before I used the ingame Keybinds option to update things.

Thanks for the prompt reply and all your hard work in putting this together.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Meph on June 23, 2014, 04:51:22 am
5,500 downloads in 24h? Not bad. You think its really the Stonesense overlay thats responsible?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: PeridexisErrant on June 23, 2014, 04:57:07 am
This album I made (https://imgur.com/a/IfKwv) has 140K views in the same time, so... yes.  Posting about it on some major gaming subreddits probably helped a lot, though my inbox exploded with people who couldn't follow the instructions to enable it in dfhack.init  ::)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: BossChase on June 23, 2014, 04:26:03 pm
Thanks for this tool, I haven't played in ages and it's awesome to have everything I need right in one place.  8)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: Lurker28 on June 23, 2014, 05:04:39 pm
The game is crashing, and a number of other weird things.

What I did: Downloaded r59 of DF Starter Pack, exported to C:\Dwarf Fortress, found dfhack.init, removed "#" from stonesense overlay, loaded DF Starter Pack (didn't change anything from the default stuff).

When the game starts my keyboard controls do you not work (arrows keys or wsda, or wxda), but I pressed the enter key to "create new world!" (the game hanged for 10 seconds and then finally takes me to a screen). It just jumped into a game (I'm guessing) and I can move the cursor around but that's it. There are no dwarves just stone and lava. Hitting the tab button to try change the menu layout doesn't change anything, once I resized the game window it crashes.

I'm currently at a loss with how to fix this (most likely something simple I'm overlooking). Can I get some assistance, thanks!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r59 - everything in one place
Post by: PeridexisErrant on June 23, 2014, 06:50:58 pm
The pack has been updated to r60. 

Following the explosion of interest in the stonesense overlay, I've had enough feedback to refine some important parts of the pack - including settings tweaks that should improve performance for the overlay.  There have also been a number of other updated plugins, and people complaining about some old stuff I could have cut out a while ago. 

Changelog: 
 - re-added Falcone's latest UI plugins (v49); adds Automelt, Date & Weather display, Assigning Rooms to Noble Positions, Hotkeys display
 - re-added dfterm3; plugin updated for dfhack-r5
 - changed stonesense init.txt settings:  now shows 1 z-level and a smaller X-Y area; this improves performance and should allow you to scroll to the edge of the map
 - fixed script gui/unit-info-viewer
 - fixed some keybindings to be propperly contextual (eg if cursor required, don't run without cursor)
 - fixed the rare issue of embark controls clashing ('wxad' should now be frimly in place)
 - removed DFMon, as development quietly ended a while ago without a properly stable version

Reminder to new players:  you can download the new pack here (http://dffd.wimbli.com/file.php?id=7622), see checksums and download mirrors at the top of this thread, and once you've got the new version the data-copying script lets you pull saves and other data across to the new version with a double-click. 

Enjoy!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: Menzoberranzan on June 23, 2014, 07:43:52 pm
A torrented download for your convince.

http://kickass.to/dwarf-fortress-lazy-newb-pak-r60-t9254019.html

And the magnet:

magnet:?xt=urn:btih:4409D49A49008260DBA27A0F1612BA0DA8553945&dn=dwarf+fortress+lazy+newb+pak+r60&tr=udp%3A%2F%2Fopen.demonii.com%3A1337%2Fannounce
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: TheCoolSideofthePIllow on June 24, 2014, 01:19:57 am
Sweet!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: rocjawcypher on June 24, 2014, 07:07:40 am
Hey, whenever I start the stonesense utility, it immediately crashes with the message al_create_display failed. Anyone have any ideas on why and how to fix it?
If there is a better place for this, sorry. Looked but didn't find.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: PeridexisErrant on June 24, 2014, 07:44:28 am
Hey, whenever I start the stonesense utility, it immediately crashes with the message al_create_display failed. Anyone have any ideas on why and how to fix it?
If there is a better place for this, sorry. Looked but didn't find.

I have no idea whatsoever.  Giving a really really detailed bug report in url=http://www.bay12forums.com/smf/index.php?topic=106497]his thread[/url] might help - include screenshots, OS versions, any options you changed, and so on.  Wish I could help more. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: Dragoon209 on June 24, 2014, 09:54:12 am
Hey, whenever I start the stonesense utility, it immediately crashes with the message al_create_display failed. Anyone have any ideas on why and how to fix it?
If there is a better place for this, sorry. Looked but didn't find.

I've seen problems where stonesense will crash if it doesn't have enough memory.  I believe it has to live in the same memory space that Dwarf Fortress is occupying, so it can get cramped.

How much RAM is installed on your PC? 

Also, I saw a few error messages (but not the one you posted), with solutions on the new Stonesense Official thread.  That is located here: http://www.bay12forums.com/smf/index.php?topic=106497 (http://www.bay12forums.com/smf/index.php?topic=106497).  They seemed to be related to missing libraries, but I'm not sure that is your problem.

Good luck!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: Lurker28 on June 24, 2014, 08:07:36 pm
How do I zoom in with the new keybindings? Stonesense seems too zoomed out for me.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: SpyderVenom on June 25, 2014, 08:38:59 am
Can you add the lazy newb packs key bindings?

I cant control the game now because suddenly I have to press shift for weird stuff and can not resize my map size, which used to be middle mouse wheel which now switches z levels instead... Different controls I can not seem to get used too... Probably the reason for the lazy newb packs bindings in the first place! :D

Thanks!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: WanderingKid on June 25, 2014, 11:52:08 am
Admittedly I'm using a MUCH older LNP, but middle wheel moves my Z level and I've never altered the key bindings for that.

For zoom, try [ and ].  That's the default afaik.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: SpyderVenom on June 25, 2014, 05:28:32 pm
Yeah, I learned that after I found the keybindings text... Then I threw LNP's bindings in there and now Im all good... This is WAY better then the latest LNP... But ya, of course it wasnt updated for a year... Because an update hasnt come out for two years!

I bet they will reboot the official LNP as soon as 2014 pops out.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: PeridexisErrant on June 25, 2014, 06:41:14 pm
I bet they will reboot the official LNP as soon as 2014 pops out.
Nope, it's discontinued permanently and this is the successor.  See here (http://www.bay12forums.com/smf/?topic=59026).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: Mad Jackal on June 25, 2014, 10:15:57 pm
LNP would not start today, gave me a message to post text here. Any  help would be appreciated.
I am running lnp r 35 I believe.
thanks
Spoiler (click to show/hide)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: PeridexisErrant on June 25, 2014, 10:31:56 pm
I am running lnp r 35 I believe.

That's an old version of the GUI which has since been replaced.  Given that we're now up to r60, my advice is to download the current version of the pack and use the data-copying script.  There's a lot of new goodies since r35, the details of which can be found in the changelog. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: SpyderVenom on June 27, 2014, 02:50:38 pm
Thanks for updating it for us by the way! I was using old tools for soooo long! As well as been waiting for a new version of dwarf fortress lol
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: Mad Jackal on June 27, 2014, 10:49:37 pm
I am running lnp r 35 I believe.

That's an old version of the GUI which has since been replaced.  Given that we're now up to r60, my advice is to download the current version of the pack and use the data-copying script.  There's a lot of new goodies since r35, the details of which can be found in the changelog.

I tried 60.

I get this message.
Quote
to run this application, you must first install one of the following versions of the .net framework:
v4.0.30319
contact your application puiblisher for instructions about obtaining the approriate version of the .NET framework.

That doesn't help me any.

Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: Raul on June 27, 2014, 11:01:45 pm
Quote
to run this application, you must first install one of the following versions of the .net framework:
v4.0.30319
contact your application puiblisher for instructions about obtaining the approriate version of the .NET framework.
Do you have the .net framework installed? If not, installing it (http://www.microsoft.com/en-us/download/details.aspx?id=42642) would definitely help in this situation.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: PeridexisErrant on June 28, 2014, 03:04:34 am
The pack has been updated to r61!  As usual, you can download it on DFFD (http://dffd.wimbli.com/file.php?id=7622). 

The big thing is an all-new DFHack tab in the launcher, where you can simply check a box to enable features like the Stonesense overlay or a multi-pack of bugfixes.  We also get Dwarf Therapist v22 (preview version), and a small tweak to the stonesense config that'll let you see the edge of the map.

Changelog: 
 - more tweaks to stonesense config; now uses 'WINDOW' follow mode instead of 'FOCUS' - you can now scroll to the map edges in any window size
 - Big update to the Starter Pack Launcher:  a configurable dfhack tab. 
    Options are: Isometric graphics, mouse controls, automatic job assignments, more automation , performance tweaks, and bugfixes (enabled by default). 
    The whole list and functions can be configured in "LNP/LNPWin.txt"
 - tweaked dfhack.init; it should now be left alone - use the launcher for toggleable options unless you know what you're doing
 - Dwarf Therapist updated to v22 (alpha, but stable)

Depending on how early in July DF2014 is released (http://www.bay12forums.com/smf/index.php?topic=139054), this might be the last cutting-edge update for version 0.34.11 - but don't worry, I'm going to keep a legacy version available (http://dffd.wimbli.com/file.php?id=8687) for those who want to play with a stable version and compatible tools. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: Nopenope on June 28, 2014, 06:52:08 am
That's awesome and all, but why isn't Rendermax in the pack?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: JRF2k on June 28, 2014, 07:27:04 am
Have you ever thought of making the Starter Pack able to auto-update?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: PeridexisErrant on June 28, 2014, 08:40:10 am
Rendermax isn't in dfhack-r5 by default due to a missed debug flag. It'll probably go in once I find a compatible build, but it's not going to be long before we see a dfhack update for DF2014 so I don't know if it'll be before that.

Auto updating sounds good, but it's also a lot harder than it sounds and is incompatible with the user-modifiable nature of the pack. Way too easy to delete things that shouldn't be deleted, basically. I compromise with the script to copy user data to the new pack, since it works on a default install and will do no harm in other cases. I would like to add a function to check if a new version is available through... Must remember that.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: JRF2k on June 28, 2014, 12:47:06 pm
For that copy script to work, do I need to install it on C:\?

Nevermind, figured it out.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: Meph on June 28, 2014, 02:51:30 pm
Mifki showed off a beta with multi z level viewing, just wanted to let you know. It even works parallel with rendermax. :)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r60 - everything in one place
Post by: Mad Jackal on June 28, 2014, 07:59:10 pm
Quote
to run this application, you must first install one of the following versions of the .net framework:
v4.0.30319
contact your application puiblisher for instructions about obtaining the approriate version of the .NET framework.
Do you have the .net framework installed? If not, installing it (http://www.microsoft.com/en-us/download/details.aspx?id=42642) would definitely help in this situation.

I am not in the habit of downloading software I know nothing about. What does this do?

(the only links I've found tell me it runs things.)  What is it and why do I need it ?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: WanderingKid on June 29, 2014, 01:25:09 am
Jackal,

It's like installing the Java library so stuff runs in your browser.  Same idea.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: Kranchan on June 29, 2014, 07:22:01 pm
So I downloaded r61 and when I enable Stonesense via the console the game just crashes. I don't get an error message other than Windows saying that it has stopped working. I have the "use isometric graphics option" in DFHack checked. Any idea what I'm doing wrong?

Sys Specs
CPU: i5 2500
RAM: 16GB DDR3 1600
GPU: nVidia GTX770
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: PeridexisErrant on June 29, 2014, 07:42:25 pm
That hardware's fine, so it's probably a software issue.  Maybe a missing dependency or something?  Unfortunately I have no idea what's going wrong, so maybe try playing for a few minutes without then enabling it and waiting for a while.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: Kranchan on June 29, 2014, 10:50:57 pm
I don't know why it would be missing something from within the r61 pack. What does it need from outside the pack? ie Java, .net, etc?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: Raul on June 29, 2014, 11:07:18 pm
I don't know why it would be missing something from within the r61 pack. What does it need from outside the pack? ie Java, .net, etc?
It needs the .net framework, as it was pointed out a few posts above yours ;)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: lethosor on June 30, 2014, 07:35:12 am
I don't know why it would be missing something from within the r61 pack. What does it need from outside the pack? ie Java, .net, etc?
It needs the .net framework, as it was pointed out a few posts above yours ;)
No, the GUI needs the .NET framework - Stonesense, being (relatively) cross-platform, does not.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: Raul on June 30, 2014, 07:39:02 am
I don't know why it would be missing something from within the r61 pack. What does it need from outside the pack? ie Java, .net, etc?
It needs the .net framework, as it was pointed out a few posts above yours ;)
No, the GUI needs the .NET framework - Stonesense, being (relatively) cross-platform, does not.
Oh, nevermind then, I wasn't paying much attention at all and completely misread that. My bad, I guess I'm just too used to people asking the same stuff multiple times on the same page in forums.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: cdombroski on June 30, 2014, 08:03:51 am
Hey, sorry about the mixup with the filename on the last magnet url I posted. I forgot to update the filename, but everything else was correct.

Here's the url for r61 (now with 2(!) trackers):
magnet:?xt=urn:btih:464f3650901561a5b2787a0ad68d63c7f103a780&dn=PeridexisErrant+LNP+r61.zip&tr=udp%3A%2F%2Fopen.demonii.com%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80%2Fannounce
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: Kranchan on June 30, 2014, 11:33:13 pm
Well I have .net 4.5 so that shouldn't be the issue. I found the error log and the last three lines are...

Invoking: command-prompt
UNKNOWN CLASS 'viewscreen_commandpromptst': vtable = 0x65e4631c
Invoking: stonesense overlay


Also I tried letting the game sit for a few minutes before enabling Stonesense but it still crashes.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: Dragonator on July 01, 2014, 03:03:21 pm
When I try to activate stonesense by running the command "stonesense overlay" in DFHack I get the following output:

[DFHack]# stonesense overlay
Stonesense launched
Using allegro version 5.0.9 r1
al_create_display failed
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: Oathbreaker on July 01, 2014, 05:56:31 pm
Doesn't work.

Download, extract, run, Ctrl-Shift-P type "stonesense overlay", hit Enter - another window pops up, I have no idea how to get started. We need a step-by-step instruction to follow beyond just "download this, it works and it's great!"
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r61 - everything in one place
Post by: PeridexisErrant on July 01, 2014, 06:54:20 pm
http://dwarffortresswiki.org/index.php/DF2012:Quickstart_guide

Seriously, it sounds like you've got all the programs running and now all you need to do is start playing!  Be aware that the overlay does nothing until you embark though.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: PeridexisErrant on July 02, 2014, 01:01:55 am
The Starter Pack has been updated to r62, the last updated before DF2014 comes out next week (for real this time).  As usual, you can download it on DFFD (http://dffd.wimbli.com/file.php?id=7622).

The main features this time are more graphics options (Rendermax and Text will be Text), and a pile of bug fixes.  The advanced graphics are still pretty buggy, so they're disabled by default and if interested you should read the threads linked on the contents page. 

Changelog: 
 - re-added 'Classic LNP' keybinds
 - added TwbT versions of Phoebus and Spacefox; you just need to drop the plugin and never use stonesense in if you want to use them (thanks to Meph Fricy for the additional tilesets)
 - added/disabled Text will be Text, the plugin is under 'LNP/useful'
 - fixed the copy script, which is meant to copy over soundsense music as well but has been broken for months (many thanks for the report /u/cvskeet)
 - added the Rendermax plugin, a post-rendering lighting engine for DF (compatible with TwbT graphics packs only, but not with TwbT itself!)
 - the DFHack tab now works, a late-night typo has been fixed (thanks, Splinterz)
 - added Rendermax to DFHack tab
 - clarified some of the tooltips on the dfhack tab
 - I misread the Dwarf Therapist update; now back to v21.8 until the update is jugded stable and properly released

The other important news is that I'm going to be camping from 2014-07-04 (Friday) to 2014-07-10 (Thursday), which means I might take a few days to update the pack.  In the meantime, I've uploaded my prepared template pack (http://dffd.wimbli.com/file.php?id=8721) - if you can't wait, you can just finish the pack for yourself  ;D

It's an exciting time coming up - best luck, and I'll catch up when I return to civilisation!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: WanderingKid on July 02, 2014, 02:10:48 am
-- Removed by original poster --

Please don't grief Peridexis for taking a vacation, I might feel the need to defend his kindness.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: Iamblichos on July 02, 2014, 04:53:05 am
Peredexis, have a blast, and thanks for all the work you do!  Say hi to nature from those of us still toiling away in the strand extraction pits   :D
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: cdombroski on July 02, 2014, 07:40:53 am
r62:
Code: [Select]
magnet:?xt=urn:btih:93f54c44a118e32344d15c2d666ef12c6da25aca&dn=PeridexisErrant+LNP+r62.zip&tr=udp%3A%2F%2Fopen.demonii.com%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80%2Fannounce
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: molkemon on July 03, 2014, 06:45:54 am
Ok, so the dfhack version in r62 cannot run twbt + rendermax at the same time (and crashes when launcher stonesense if twbt is used).

Is there a way to manually replace the dfhack version so that all these problems are magically gone? Peridexis himself mentioned that there is a different dfhack version in which at least twbt + rendermax + multi-z view are working together (don't know about stonesense though).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: PeridexisErrant on July 03, 2014, 06:59:23 am
Magically gone, no.  You can in theory get dfhack-r4 and drop that in, but there's a LOT of other stuff that would break if you do that.  Best option is to wait for an update which will fix TwbT-3.x on dfhack-r5 (that's the multilevel view); anything else will be a huge amount of work for a buggy result. 

Meph has them all working with dfhack-r4 in the Masterwork mod pack, but that has it's own bugs and Stonesense is only available for dfhack-r5. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: molkemon on July 03, 2014, 08:46:09 am
Ok thanks, I will experiment around a bit.

Starting with: Stonesense seems to be working just fine for me with TwbT

I went ahead and made an alternative version of Phoebus TwbT and replaced the Phoebus font tileset with another one (from Taffer 10x10 actually, because I really don't like the Phoebus font). Surprisingly, not only does this work without problems (the font tiles get automatically upscaled to 16x16 while playing, but then again phoebus is too big for me anyway and I then adjust the scale ingame to zoom out a little^^), but also stonesense is working (I haven't tried using it with the "normal" phoebus twbt though).

Screenshot: http://i.imgur.com/T6qxrJk.jpg

Aside from this it's the vanillla r62 installation with no further alterations except keybindings etc..
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: PeridexisErrant on July 03, 2014, 10:01:47 am
Cool! I should have specified that I was talking about the stonesense overlay - running it in a separate window should be fine, and is available on any dfhack version.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: molkemon on July 03, 2014, 10:24:55 am
Ah ok, I thought ssense was broken entirely on your end for some reason.

Also I just read through the entire main thread for twbt and just when I finnished there was a new post stating that a working r5 version for multilevel and square text should be released later today, and now I'm salviating :D



Edit:

Uhh, the repeat command for invoking various bugfixes at runtime seems to be broken. From stderr:

Code: [Select]
lots of correctly working stuff before this
Invoking: binpatch apply hospital-overstocking
Invoking: binpatch apply custom-reagent-size
Invoking: binpatch apply training-ammo
Invoking: binpatch apply weaponrack-unassign
Invoking: binpatch apply armorstand-capacity
------------------------------------------------------
this happens at main menu load
now i load my safe, dfhack invokes various repeat commands, they fail though
------------------------------------------------------
Invoking: multicmd repeat -time 1 months -command fix/feeding-timers; repeat -time 1 months -command fix/growthbug; repeat -time 1 months -command fix/build-location; repeat -time 1 months -command fix/stuckdoors; repeat -time 3 months -command fix/population-cap
Invoking: repeat -time 1 months -command fix/feeding-timers
...rrant LNP r62\Dwarf Fortress 0.34.11\hack\lua\dfhack.lua:363: cannot open C:\Games\PeridexisErrant LNP r62\Dwarf Fortress 0.34.11\hack\scripts/-command.lua: No such file or directory
stack traceback:
[C]: in function 'error'
...rrant LNP r62\Dwarf Fortress 0.34.11\hack\lua\dfhack.lua:363: in function 'run_script'
...t LNP r62\Dwarf Fortress 0.34.11\hack\scripts/repeat.lua:15: in function 'repeatScript'
...t LNP r62\Dwarf Fortress 0.34.11\hack\scripts/repeat.lua:18: in main chunk
(...tail calls...)
Invoking: repeat -time 1 months -command fix/growthbug
...rrant LNP r62\Dwarf Fortress 0.34.11\hack\lua\dfhack.lua:363: cannot open C:\Games\PeridexisErrant LNP r62\Dwarf Fortress 0.34.11\hack\scripts/-command.lua: No such file or directory
stack traceback:
[C]: in function 'error'
...rrant LNP r62\Dwarf Fortress 0.34.11\hack\lua\dfhack.lua:363: in function 'run_script'
...t LNP r62\Dwarf Fortress 0.34.11\hack\scripts/repeat.lua:15: in function 'repeatScript'
...t LNP r62\Dwarf Fortress 0.34.11\hack\scripts/repeat.lua:18: in main chunk
(...tail calls...)
Invoking: repeat -time 1 months -command fix/build-location
...rrant LNP r62\Dwarf Fortress 0.34.11\hack\lua\dfhack.lua:363: cannot open C:\Games\PeridexisErrant LNP r62\Dwarf Fortress 0.34.11\hack\scripts/-command.lua: No such file or directory
stack traceback:
[C]: in function 'error'
...rrant LNP r62\Dwarf Fortress 0.34.11\hack\lua\dfhack.lua:363: in function 'run_script'
...t LNP r62\Dwarf Fortress 0.34.11\hack\scripts/repeat.lua:15: in function 'repeatScript'
...t LNP r62\Dwarf Fortress 0.34.11\hack\scripts/repeat.lua:18: in main chunk
(...tail calls...)
Invoking: repeat -time 1 months -command fix/stuckdoors
...rrant LNP r62\Dwarf Fortress 0.34.11\hack\lua\dfhack.lua:363: cannot open C:\Games\PeridexisErrant LNP r62\Dwarf Fortress 0.34.11\hack\scripts/-command.lua: No such file or directory
stack traceback:
[C]: in function 'error'
...rrant LNP r62\Dwarf Fortress 0.34.11\hack\lua\dfhack.lua:363: in function 'run_script'
...t LNP r62\Dwarf Fortress 0.34.11\hack\scripts/repeat.lua:15: in function 'repeatScript'
...t LNP r62\Dwarf Fortress 0.34.11\hack\scripts/repeat.lua:18: in main chunk
(...tail calls...)
Invoking: repeat -time 3 months -command fix/population-cap

How are these invoked anyway, those fixes are not called in dfhack.init, how does dfhack know to load them at all. Very confused.
Edit2: ahh, it's onload.init in the raw and/or save folder. But that commandline doesn't seem to be working correctly any longer. This is a serious issue as all the bugfixes like growth bug probably aren't working atm.

Code: [Select]
#bugfixes to run regularly, strongly recomended (fix: feeding prisoners, growthbug, build-location, stuckdoors, population cap)
multicmd repeat -time 1 months -command fix/feeding-timers; repeat -time 1 months -command fix/growthbug; repeat -time 1 months -command fix/build-location; repeat -time 1 months -command fix/stuckdoors; repeat -time 3 months -command fix/population-cap
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: fricy on July 03, 2014, 11:45:21 am
Uhh, the repeat command for invoking various bugfixes at runtime seems to be broken.

@Peredixiserrant: Expwnent updated and rewritten a lot of scripts including repeat (http://www.bay12forums.com/smf/index.php?topic=139553.msg5411942#msg5411942) last week to make them work with r5, I think you should merge those changes. This .zip (https://dl.dropboxusercontent.com/u/36491887/hack-r5.zip) contains all his changes and all the working 3rd party scripts I could find, some are from masterwork, some from the dfhack thread. All of these were tested by me to see if they work at all on mac, but not on windows, majority should be ok. I recommend you check out Putnam's hackWish the very least... :)

@molkemon: If you feel up to it, you can test if my proposal works, just make a backup of the /hack directory then overwrite all files with the new ones from this zip (https://dl.dropboxusercontent.com/u/36491887/hack-r5.zip).

EDIT: Updated .zip. (https://dl.dropboxusercontent.com/u/36491887/hack-r5_v2.zip)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: molkemon on July 03, 2014, 11:48:45 am
I'm currently trying just to get a working onload commandline with the existing fixfiles (even though the feeding-timers isn't even physically there, I will grab that from your pack I guess).

Heh, seems like r62 wasn't the last release before DF2014 after all ;)

Edit:

Ok, this is working:

Code: [Select]
multicmd repeat enable 1 months fix/feeding-timers; repeat enable 1 months fix/growthbug; repeat enable 1 months fix/build-location; repeat enable 3 months fix/population-cap
Note: feeding-timers is missing from the starter pack, I took the version from the zip that fricy posted. I removed stuckdoors because repeat doesn't seem to accept .rb files anymore, just .lua (I don't know if I could just rename the file extension, I rather didn't). growthbug also only comes as an .rb file in the starter pack currently, but fricys zip had a .lua version of it aswell.

Edit2: Somehow the Starter Pack seems to create these onload.init files on the fly when starting the game, as when I overwrite them in an editor they still get set back to their (non-functioning) version. Ahhhh

Edit3: Ok, working fix for current release: Close the Starter Pack Launcher or else the changes won't stick. Open PeridexisErrant LNP r62\LNP\LNPWin.txt and scroll to the bottom. There you can see the commandlines for performance-tweaks and pure bugfixes. If you change them here and have them ticked in the Starter Pack launchers, all onload.init files will automatically be corrected.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: fricy on July 03, 2014, 12:02:43 pm
Heh, seems like r62 wasn't the last release before DF2014 after all ;)

Lol, I was also thinking calling my latest pack my LastDF2012Pack, but for this very reason did not.  8)
In other news I'm looking at expwnent's github, and it looks like he updated repeat again, so my version is not the latest there is after all. I'll check out if there's any relevant bugs fixed in it.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: molkemon on July 03, 2014, 12:08:41 pm
Ok, since you posted while I edited, for visibility here again:

Ok, working fix for current release: Close the Starter Pack Launcher or else the changes won't stick. Open PeridexisErrant LNP r62\LNP\LNPWin.txt and scroll to the bottom. There you can see the commandlines for performance-tweaks and pure bugfixes. If you change them here and have them ticked in the Starter Pack launchers, all onload.init files will automatically be corrected.

Edit: still no idea how I can get .rb files to load for repeat.
Edit2: I just realised that .rb files are ruby scripts and while dfhack supports them, the current version of repeat doesn't seem to. Even the help prompt specifically states that repeat repeadatly executes a lua script, no mention of ruby though. Hmm hmm hmm
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: fricy on July 03, 2014, 12:21:23 pm
It looks like there was a bug with the repeat.lua that expwnent corrected, this is the latest file (https://raw.githubusercontent.com/expwnent/dfhack/9a8b1d04faab2b57e847e56c843cd36546c22978/scripts/repeat.lua), and to make it work you need to move repeatUtil.lua from hack/lua/plugins to hack/lua. This .zip already contains these changes. (https://dl.dropboxusercontent.com/u/36491887/hack-r5_v2.zip)

Edit: still no idea how I can get .rb files to load for repeat.
Edit2: I just realised that .rb files are ruby scripts and while dfhack supports them, the current version of repeat doesn't seem to. Even the help prompt specifically states that repeat repeadatly executes a lua script, no mention of ruby though. Hmm hmm hmm

Strange, the game repeat script doesn't complain for me for .rb scripts, it accepts them as well as the .lua-s.
Code: [Select]
Fixed feeding timers for 9 citizens.
Fixed growth bug for 103 units.
Found and unstuck 0 construct building jobs.
unstuck 0 doors
Home civ notified about current population.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: lethosor on July 03, 2014, 12:24:13 pm
Edit: still no idea how I can get .rb files to load for repeat.
I don't know, the game doesn't complain for me for .rb scripts, it accepts them as well as the .lua-s.
It looks like there was a bug with the repeat.lua that expwnent corrected, this is the latest file (https://raw.githubusercontent.com/expwnent/dfhack/9a8b1d04faab2b57e847e56c843cd36546c22978/scripts/repeat.lua), and to make it work you need to move repeatUtil.lua from hack/lua/plugins to hack/lua. This .zip already contains these changes. (https://dl.dropboxusercontent.com/u/36491887/hack-r5_v2.zip)
It wasn't a bug - it was the lack of a way to run non-Lua scripts from Lua, which has been addressed. That script should work with r5, though (save it as hack/scripts/repeat.lua).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: fricy on July 03, 2014, 12:28:53 pm
It wasn't a bug - it was the lack of a way to run non-Lua scripts from Lua, which has been addressed. That script should work with r5, though (save it as hack/scripts/repeat.lua).
I misunderstood then. But previous commit was working for me with stuckdoors.rb...   ?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: molkemon on July 03, 2014, 12:31:01 pm
Lol, the repeat.lua from your zip now only works again with the old commandline, which doesn't work with the repeat.lua from the starter pack. This is extremely confusing :D
And the starter pack does not contain any repeatUtils.lua file at all.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: lethosor on July 03, 2014, 12:33:38 pm
What do you mean by "the old commandline"? The console? It doesn't matter where you run scripts from - they use the same lua interpreter, so the results should be consistent.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: fricy on July 03, 2014, 12:38:32 pm
Lol, the repeat.lua from your zip now only works again with the old commandline, which doesn't work with the repeat.lua from the starter pack. This is extremely confusing :D
And the starter pack does not contain any repeatUtils.lua file at all.
repeatUtil.lua is in my .zip, and the reason I told you to overwrite everything is because:
1. most of the scripts are tested with -r5, while in the starter pack some scripts are from -r3
2. some of the scripts need other scripts to function, like the repeat.lua needs the repeatUtil to be in a specific directory
3. it matters where you put these supporting scripts.
4. i spent a few hours figuring things out, thought I'd spare you this, and give you a drop-in replacement :P
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: KevinCathcart on July 03, 2014, 12:42:39 pm
Also, for the v63 release, how about we fix the copy-over-soundsense-packs correctly this time.  ;) Currently the commands in the bat file are missing the "do (" after the "if" statement, and the corresponding close parentheses.

Also just an FYI, but the zipped versions do not have symlinks to the UserGeneratedContent folders, because no zip software on windows properly supports windows symlinks.

So perhaps you should add a create Symlinks batch file, possible named something like "run me first.bat".

I find the following works well:
Code: [Select]
@echo off
REM ensure the current directory is the one that contains this file:
cd /D "%~dp0"

echo Creating Symlinks...
echo.
echo User Blueprints

REM Amazingly this deletes the symlink/junction point without deleting the files in it first. If it is a plain folder
REM it deletes it and it contents, but it should be empty except for the single text file.
rmdir /s/q "%CD%\LNP\utilities\Quickfort 2.04\blueprints\User Blueprints"

mklink /D "%CD%\LNP\utilities\Quickfort 2.04\blueprints\User Blueprints" "%CD%\User Generated Content\User Blueprints"
if NOT ERRORLEVEL 1 goto blueprint_success
echo Could not create directory symbolic link. Attempting directory junction.
mklink /J "%CD%\LNP\utilities\Quickfort 2.04\blueprints\User Blueprints" "%CD%\User Generated Content\User Blueprints"

:blueprint_success

echo Overseer map files

rmdir /s/q "%CD%\LNP\utilities\Overseer 0.70.1\_Map Files for Overseer"

mklink /D "%CD%\LNP\utilities\Overseer 0.70.1\_Map Files for Overseer" "%CD%\User Generated Content\Overseer map files"
if NOT ERRORLEVEL 1 goto blueprint_success
echo Could not create directory symbolic link. Attempting directory junction.
mklink /J "%CD%\LNP\utilities\Overseer 0.70.1\_Map Files for Overseer" "%CD%\User Generated Content\Overseer map files"

:overseer_success

I try to create a symlink first, but that will only succeed if uac is turned off, and the user is an administrator. However, by default regular users can create directory junctions, and for our purposes they are the same thing, so we fall back to creating them. Obviously neither will work on win XP or older as the mklink command was added in windows vista.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: molkemon on July 03, 2014, 12:43:58 pm
lethosor: The repeat.lua file that is in the current release r62 starter pack does not accept this commandline:

Code: [Select]
multicmd repeat -time 1 months -command fix/feeding-timers; repeat -time 1 months -command fix/growthbug; repeat -time 1 months -command fix/build-location; repeat -time 1 months -command fix/stuckdoors; repeat -time 3 months -command fix/population-cap
Also, the r62 does not contain repeatUtils.lua at all.

It does work with THIS commandline, but will only load .lua and not ruby files.

Code: [Select]
multicmd repeat enable 1 months fix/feeding-timers; repeat enable 1 months fix/growthbug; repeat enable 1 months fix/build-location; repeat enable 3 months fix/population-cap
-----

Now, using the repeat.lua + repeatUtils.lua file that fricy provided (which are apparently newer), this commandline works again:

Code: [Select]
multicmd repeat -time 1 months -command fix/feeding-timers; repeat -time 1 months -command fix/growthbug; repeat -time 1 months -command fix/build-location; repeat -time 1 months -command fix/stuckdoors; repeat -time 3 months -command fix/population-cap
AND it does support ruby files.

So it seems peridexis included a wrong version of the repeat script or something.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: molkemon on July 03, 2014, 12:48:54 pm
There is also something wrong with the growthbug fix in the current release (actually ever since you switched to the ruby script, I think it was in r51 according to the changelog), if it's called with the repeat commandline it will instead display the growthfix help instead of actually doing it. (the ruby script requires arguments to execute correctly)
Edit: the growthbug.rb file requires the argument "enable" and uses an internal timing system that would conflict with repeat. There is also an argument for just executing it once now (I think its "fixnow"). So if you want to use the ruby script the commandline would need to be repeat -time 1 months -command fix/growthbug fixnow  (I'm not sure if fixnow is the correct argumetn though, and also remember, the entire repeat command will not work at all like that with the current repeat.lua version in r62 because that one requires a different commandline and does not support ruby scripts at all.

Staggering confusion all around^^

Optionally, fricys zip contains a growthbug.lua which will work fine with both repeat versions.

Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r62 - everything in one place
Post by: PeridexisErrant on July 04, 2014, 02:07:46 am
Wow, what a thread to wake up to! 

Thanks so much to you all, I've incorporated all these fixes into r63 and I'll release that in, oh, the next six hours tonight before I go early tomorrow.  I'm calling it the "cool people fixing my stupid mistakes for me" release ;D

I'm also going to outline a set of changes that would have the dfhack tab use a unique file instead of potentially overriding other peoples settings, to avoid that kind of problem again.  That'll have to wait for when I get back though, unless Splinterz has an even more god-like response speed than usual!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r63 - everything in one place
Post by: PeridexisErrant on July 04, 2014, 02:49:43 am
Hi all, the pack is getting a quick "great people find and fix my mistakes" release (r63)

Changelog: 
 - Added script by Kevin Cathcart to create the symlinks, as they don't survive zipping (why does no one tell me these things?  Thanks!)
 - Fixed the copy-script again, on more feedback from Kevin
 - Updated many scripts to actually work with dfhack-r5; Fricy did all the work and I just dropped in a folder (thanks!)
 - Fixed growthbug command syntax to work with script (thanks, molkemon)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r63 - everything in one place
Post by: PeridexisErrant on July 04, 2014, 05:05:53 am
I'm also going to outline a set of changes that would have the dfhack tab use a unique file instead of potentially overriding other peoples settings, to avoid that kind of problem again.  That'll have to wait for when I get back though, unless Splinterz has an even more god-like response speed than usual!

F***.  He does.  I don't have time to do the whole release dance again tonight, so if you need to have onload.init left alone have a look at this (https://github.com/PeridexisErrant/Starter-Pack-Launcher/pull/10), get the updated launcher (direct DL (https://github.com/splintermind/Starter-Pack-Launcher/blob/master/LNP%20Source/bin/debug/Starter%20Pack%20Launcher.exe), requires setup to work at all) and go nuts. 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r63 - everything in one place
Post by: PeridexisErrant on July 04, 2014, 11:05:50 am
r64 is a nice round number, and I hope it has actually caught the bugs this time.  I'm going to get my four hours of sleep now, and I'll sustain myself with the thought of some 10K new people not having broken stuff as their first intro to DF. 

 - deleted the symlinks script, as I've had two reports that it's broken
 - updated the launched to use a custom file instead of onload.init to avoid conflicts (thanks Splinterz)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: KevinCathcart on July 04, 2014, 01:58:47 pm
Hmm... Unfortunate that the symlink script was not working for people.

The only reason I can think of is if they were running Windows XP. The script should really have checked for that.
In that case, there is little that can be done, because although XP supports junction points which are good enough, it ships with no command to make them, and including such a tool seems out of scope for the LNP.

Anybody who had issues, could you please explain them here, or PM me, so I can help make the script more robust. Obviously PeridexisErrant's vacation will prevent immediate incorporation of any fixed version, but getting some fixed version seems worthwhile. To test the batch file, you can download r63 from the dropbox, or create the batch file yourself in r64. The contents are as shown in my previous post.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: JAFANZ on July 04, 2014, 11:07:08 pm
On Windows 7 Ultimate x64 the symlinks script fell into some sort of infinite loop, repeating so fast it was unreadable, so whilst I can add another "It didn't work", I can't say why or even which part.

edit: The r64 "Copy data from my old install" batch-file also didn't work for me just now, I did see at least 2 instances of not recognising "do" as a command, & didn't actually see anything copied (I just did it all manually).
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: KevinCathcart on July 05, 2014, 02:14:28 pm
On Windows 7 Ultimate x64 the symlinks script fell into some sort of infinite loop, repeating so fast it was unreadable, so whilst I can add another "It didn't work", I can't say why or even which part.
Thanks. That tells me exatcly what went wrong with it. Stupid legacy batch file format with its silent 8 character label limits. :-(
Quote
edit: The r64 "Copy data from my old install" batch-file also didn't work for me just now, I did see at least 2 instances of not recognising "do" as a command, & didn't actually see anything copied (I just did it all manually).
Yeah, I noticed that too.

I manage to confuse myself a bit with respect to how to fix the soundsense copy over issue, and this caused PeridexisErrant to confuse himself, and the net result of me trying to get one issue fixed, was that more were caused. Sorry about that.

EDIT:
A fixed version of both batch files should be available at https://docs.google.com/uc?export=download&id=0B_OBfDT5YORKZzU0TjM1YU92MFU
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: dighat on July 05, 2014, 05:47:00 pm
I just downloaded this newb pack, it's probably my first time playing DF in a couple of years. I really want to try out stonesense, but every time I type "stonesense overlay" in dfhack console, it gives me another window with "Welcome to stonesense" and a bunch of credits to the artists and others involved. There's no isometric view on any window that pops up.

I can, however, type "stonesense" into the console and it gives me the isometric view without being an interactive overlay. I've searched all over this forum and reddit, and only found two other people who have this issue -- no one replied to them. So please, could someone help me so I can play some delicious, delicious isometric DF?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: fricy on July 05, 2014, 05:54:33 pm
I just downloaded this newb pack, it's probably my first time playing DF in a couple of years. I really want to try out stonesense, but every time I type "stonesense overlay" in dfhack console, it gives me another window with "Welcome to stonesense" and a bunch of credits to the artists and others involved. There's no isometric view on any window that pops up.

I can, however, type "stonesense" into the console and it gives me the isometric view without being an interactive overlay. I've searched all over this forum and reddit, and only found two other people who have this issue -- no one replied to them. So please, could someone help me so I can play some delicious, delicious isometric DF?
Only the "normal" stonesense starts in a popup, overlay should start in the DF window.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: dighat on July 05, 2014, 06:11:08 pm
I just downloaded this newb pack, it's probably my first time playing DF in a couple of years. I really want to try out stonesense, but every time I type "stonesense overlay" in dfhack console, it gives me another window with "Welcome to stonesense" and a bunch of credits to the artists and others involved. There's no isometric view on any window that pops up.

I can, however, type "stonesense" into the console and it gives me the isometric view without being an interactive overlay. I've searched all over this forum and reddit, and only found two other people who have this issue -- no one replied to them. So please, could someone help me so I can play some delicious, delicious isometric DF?
Only the "normal" stonesense starts in a popup, overlay should start in the DF window.

Ah, okay. Still, the overlay isn't working on DF window. All I get is the regular 2D with phoebus and the minimap on the right with the hotkeys in the middle. Would you have any ideas to force it to switch to isometric?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: termometro on July 05, 2014, 06:28:09 pm
dighat take a look at this. It could help you http://www.reddit.com/r/dwarffortress/comments/29nujy/need_help_with_the_new_stonesense_overlay/
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: dighat on July 05, 2014, 08:37:06 pm
dighat take a look at this. It could help you http://www.reddit.com/r/dwarffortress/comments/29nujy/need_help_with_the_new_stonesense_overlay/

Unfortunately that's not my issue, either. Thanks for trying to help though. I don't know what's happening, I went ahead and extracted the starter pack completely fresh and made a new world elsewhere. The stonesense window pops up with the credits again, but still no overlay. I am on r64, for sure. Only bug fixes, soundsense, and stonesense enabled, no fancy settings.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: termometro on July 05, 2014, 09:08:18 pm
What tileset?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: dighat on July 05, 2014, 09:39:41 pm
Phoebus, should it be ASCII?

EDIT: Well, would you look at that, I just re-installed the Phoebus pack and it's now working. Must've been something weird happening, it said Phoebus before but the version number was incorrect. Stonesense is now working! Thanks termometro.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: PeridexisErrant on July 06, 2014, 06:54:39 am
Hi all.  I'm on the trip, loving it, and obviously have some internet access. 

Given that it's via a friend's mobile, I'll only be checking once a day, but you might get the pack updated to DF2014 before Thursday - it depends on whether this is typical or a happy anomaly. 

There's also a new version of Text will be Text that makes multilevel view compatible, btw.  Here. (http://build.mifki.com/)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: Vox Imperatoris on July 06, 2014, 02:22:48 pm
In the latest version of your pack, the Stonesense Overlay works fine if I manually enable it through the console, but if I toggle it on through your menu of DFHack options, it doesn't work.

It's a bit difficult to explain, but it causes the whole Dwarf Fortress interface to freeze up, such that the menu tab and the mini-map tab do not update when you press buttons. Updates to the screen only show up when you minimize the DF window and re-open it.

I don't know what would be causing this. The only non-vanilla thing I've done is that I have switched Stonesense to using the DirectX renderer, since the default OpenGL renderer causes the text to be corrupted for me.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: navbeacon on July 06, 2014, 02:55:06 pm
(http://i.imgur.com/HKfPzrb.png)
Quick question; is the growth bug fix activated? I get this screen when starting a game. Looks like the help menu or something. Maybe I'm doing something wrong.  :-X
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: Lurker28 on July 06, 2014, 04:05:14 pm
Spacefox TwbT doesn't seem to fix the 0's being tombs. I enabled and disabled truetype...so far no fix. Is there additional option that I'm missing?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: lethosor on July 06, 2014, 05:52:34 pm
Quick question; is the growth bug fix activated? I get this screen when starting a game. Looks like the help menu or something. Maybe I'm doing something wrong.  :-X
What's the content of "LNP_dfhack_onLoad.init"? (It looks like it's not being called correctly.)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: JAFANZ on July 06, 2014, 09:07:24 pm
May I enquire what it is that makes hitting [F1] pop-up a message "Following Plump Helmets [5]", & how I disable it?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: salithus on July 06, 2014, 09:43:41 pm
May I enquire what it is that makes hitting [F1] pop-up a message "Following Plump Helmets [5]", & how I disable it?
hit capital [H] for hotkeys and reassign F1 to something else
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: salithus on July 06, 2014, 10:25:05 pm
Anyone else having random crashes due to memory access violations? I'm going to try and download a clean install but figured I'd ask while I wait for the DL to finish.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: lethosor on July 06, 2014, 10:31:16 pm
Are you using Stonesense?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: salithus on July 06, 2014, 11:43:23 pm
Are you using Stonesense?
No - only things new I'm using as of r64 are the last 3 checkboxes under the DFHack tab and TwbT. I'm sure it's got to be some setting I've got wrong, but not even sure where to start. Did a clean install with these inits, we'll see where it takes me:

Spoiler: init.txt (click to show/hide)

Spoiler: d_init.txt (click to show/hide)

Spoiler: dfhack.init (click to show/hide)
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: fricy on July 07, 2014, 03:39:21 am
No - only things new I'm using as of r64 are the last 3 checkboxes under the DFHack tab and TwbT. I'm sure it's got to be some setting I've got wrong, but not even sure where to start. Did a clean install with these inits, we'll see where it takes me:
That's -probably- the TWBT plugin misbehaving, try upgrading to the latest version to see if it helps:
Download the latest mutilevel-win package (http://build.mifki.com), and overwrite hacks/plugins/twbt.plug.dll with the updated dfhack-r5 version.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: PeridexisErrant on July 07, 2014, 03:52:44 am
@Salithus, JAFANZ - sadly I have no idea. 

Spacefox TwbT doesn't seem to fix the 0's being tombs. I enabled and disabled truetype...so far no fix. Is there additional option that I'm missing?
Have you moved the plugin itself across?  A TwbT pack is required for compatibility, but not enough on it's own. 

Quick question; is the growth bug fix activated? I get this screen when starting a game. Looks like the help menu or something. Maybe I'm doing something wrong.  :-X
Hmm, I think I fixed this in r64.  Go to "LNP/LNPWin.txt" and replace "fix/growthbug" with "fix/growthbug enable". 
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: PeridexisErrant on July 07, 2014, 06:40:26 am
Quick question; is the growth bug fix activated? I get this screen when starting a game. Looks like the help menu or something. Maybe I'm doing something wrong.  :-X
Hmm, I think I fixed this in r64.  Go to "LNP/LNPWin.txt" and replace "fix/growthbug" with "fix/growthbug enable". 
[/quote]
Nope, I found the error:  we had both a lua and a ruby version of fix/growthbug, and the wrong (lua) one was being given priority.  Simply delete that and you'll be good. 

@Kevin:  The symlinks script is working beautifully (thanks!), but I'm still having trouble getting the other to work properly.  It now works as expected for the gamelog, saves, and user content... but fails at the soundsense packs and ignores any timeout or pause I insert at the end.  Current code below, and next week I'm going to set up some actual version control because this is kind of crazy. 

Code: (Copy data from my old install.bat) [Select]
@ECHO OFF
SETLOCAL

ECHO This script copies across save data from your last install of Dwarf Fortress.
ECHO It's designed to work with older versions of the 'PeridexisErrant LNP', and also has untested support for
ECHO   the old classic 'Lazy Newb Pack [v15]', the advanced version of that pack, and even the vanilla game.
echo.
echo All of these depend on the name of the folder staying default, and this new version being in the same folder as the old one. 
echo.
timeout /t 60

rem abort the whole thing if there are already save files in place, overwriting would be BAD
IF NOT EXIST "%CD%\Dwarf Fortress 0.34.11\data\save\region*" goto no_saves_here

ECHO There are already save files in this folder! 
ECHO.
ECHO To avoid overwriting your data, this script will do nothing when save files are here. 
timeout /t 60
GOTO finish
:no_saves_here


REM - this bit copies from
rem get this pack's version number
rem get this folder's name, of form 'peridexiserrant' 'lnp' 'r#'
for %%* in (.) do set CurrDirName=%%~n*
rem split name up by spaces, and keep the last set as a variable
for /f "tokens=1,2,3 delims= " %%a in ("%CurrDirName%") do set release_r#=%%a& set release_r#=%%b& set release_r#=%%c
rem now we have "r<version#>" as a variable, add an r to the end...
set "release##=%release_r#%r"
rem ... and trim off the first and last characters.  Inelegant but flexible. 
set "release#=%release##:~1,-1%
rem subtract 1 from current version to avoid circular copies
SET /A "result=%release#% - 1"
rem count down versions from current to 1
FOR /L %%G IN (%result%,-1,1) DO (
IF EXIST "%CD%\..\PeridexisErrant LNP r%%G\" (
set "previous_version=%CD%\..\PeridexisErrant LNP r%%G\"
goto PeridexisErrant_LNP_found
        )
)

rem now look for packs that aren't PeridexisErrant LNP whatever: 
rem LucusUP's classic LNP: 
IF EXIST "%CD%\..\LazyNewbPack [0.34.11] [V15]\" (
    set "previous_version=%CD%\..\LazyNewbPack [0.34.11] [V15]\"
    GOTO classic_LNP
    )
IF EXIST "%CD%\..\LazyNewbPack Advanced [0.34.11] [V15]\" (
    set "previous_version=%CD%\..\LazyNewbPack Advanced [0.34.11] [V15]\"
    GOTO classic_LNP_advanced
    )
rem Vanilla DF:
IF EXIST "%CD%\..\df_34_11_win\" (
    set "previous_version=%CD%\..\df_34_11_win\"
    GOTO vanilla_DF
    )
rem no compatible pack found?
GOTO no_pack_found

:PeridexisErrant_LNP_found
rem copying from peridexiserrant LNP...
ECHO.
ECHO Copying the gamelog ...
COPY "%previous_version%Dwarf Fortress 0.34.11\gamelog.txt" "%CD%\Dwarf Fortress 0.34.11\gamelog.txt"
ECHO.
ECHO Copying the save folders...
ROBOCOPY "%previous_version%Dwarf Fortress 0.34.11\data\save" "%CD%\Dwarf Fortress 0.34.11\data\save" /e /NFL /NDL /NJH /NJS /nc /ns /xo
ECHO.
ECHO Copying user generated content...
ROBOCOPY "%previous_version%User Generated Content" "%CD%\User Generated Content" /e /NFL /NDL /NJH /NJS /nc /ns /xo
ECHO.
IF EXIST "%previous_version%LNP\utilities\soundSense r42\packs" (
ECHO Copying the music and sound files for soundSense...
ROBOCOPY "%previous_version%LNP\utilities\soundSense r42\packs" "%CD%\LNP\utilities\soundsense\packs" /e /NFL /NDL /NJH /NJS /nc /ns /xo
)
IF EXIST "%previous_version%LNP\utilities\soundsense\packs" (
ECHO Copying the music and sound files for soundSense...
ROBOCOPY "%previous_version%LNP\utilities\soundsense\packs" "%CD%\LNP\utilities\soundsense\packs" /e /NFL /NDL /NJH /NJS /nc /ns /xo
)
ECHO.
rem in r53, now using symlinks back instead of folders - so it's in the user content copy
if %result% < 53 (
ECHO Copying Quickfort blueprints and .dfmap files...
ROBOCOPY "%previous_version%\LNP\utilities\Quickfort 2.04\blueprints" "%CD%\User Generated Content\User Blueprints\" /e /NFL /NDL /NJH /NJS /nc /ns /xo
COPY "%previous_version%\LNP\utilities\Overseer 0.70.1\*.dfmap" "%CD%\User Generated Content\Overseer Map Files\"
)
echo done
    timeout /t 60

goto finished_copying

:classic_LNP
ECHO.
ECHO Copying the gamelog ...
COPY "%previous_version%Dwarf Fortress 0.34.11\gamelog.txt" "%CD%\Dwarf Fortress 0.34.11\gamelog.txt"
ECHO.
ECHO Copying the save folders...
ROBOCOPY "%previous_version%Dwarf Fortress 0.34.11\data\save" "%CD%\Dwarf Fortress 0.34.11\data\save" /e /NFL /NDL /NJH /NJS /nc /ns /xo
ECHO.
ECHO Copying the music and sound files for soundSense...
ROBOCOPY "%previous_version%LNP\Utilities\1-Newb\soundSense r35\packs" "%CD%\LNP\utilities\soundsense\packs" /e /NFL /NDL /NJH /NJS /nc /ns /xo
goto finished_copying

:classic_LNP_advanced
ECHO.
ECHO Copying the gamelog ...
COPY "%previous_version%Dwarf Fortress 0.34.11\gamelog.txt" "%CD%\Dwarf Fortress 0.34.11\gamelog.txt"
ECHO.
ECHO Copying the save folders...
ROBOCOPY "%previous_version%Dwarf Fortress 0.34.11\data\save" "%CD%\Dwarf Fortress 0.34.11\data\save" /e /NFL /NDL /NJH /NJS /nc /ns /xo
ECHO.
ECHO Copying the music and sound files for soundSense...
ROBOCOPY "%previous_version%LNP\Utilities\1-Newb\soundSense r35\packs" "%CD%\LNP\utilities\soundsense\packs" /e /NFL /NDL /NJH /NJS /nc /ns /xo
ECHO.
ECHO Copying Quickfort blueprints...
ROBOCOPY "%previous_version%\LNP\Utilities\2-Advanced\Quickfort\Quickfort 2.04\blueprints" "%CD%\User Generated Content\User Blueprints" /e /NFL /NDL /NJH /NJS /nc /ns /xo
goto finished_copying

:vanilla_DF
ECHO.
ECHO Copying the gamelog ...
COPY "%previous_version%gamelog.txt" "%CD%\Dwarf Fortress 0.34.11\gamelog.txt"
ECHO.
ECHO Copying the save folders...
ROBOCOPY "%previous_version%data\save" "%CD%\Dwarf Fortress 0.34.11\data\save" /e /NFL /NDL /NJH /NJS /nc /ns /xo
goto finished_copying

:finished_copying
echo.
echo.
echo Finished copying you data to this pack, from %previous_version%
echo.
echo Keep the old pack until you're sure everything has made it across - this didn't copy settings, only content. 
timeout /t 60
goto finish

:no_pack_found
echo.
ECHO No compatible pack was found!  This only works when your old install still has the default name, and is in the same folder as this install!
echo So far, it only supports
echo     - the vanilla game (in folder "df_34_11_win"),
echo     - the old Lazy Newb Packs (in "LazyNewbPack [0.34.11] [V15]" or
echo                                   "LazyNewbPack Advanced [0.34.11] [V15]"),
echo     - previous versions of the PeridexisErrant LNP. 
echo.
echo You can still keep save data and the gamelog from other packs or if you changed the name - you'll just need to copy-paste them by hand :(
timeout /t 60
GOTO finish

:finish
timeout /t 60
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: JAFANZ on July 07, 2014, 07:16:55 am
@Salithus, JAFANZ - sadly I have no idea.
Oh well, thanks anyway (& it's stopped doing it, but only after a reboot caused by a Steam CTD when I wasn't even running DF), & thanks for maintaining this massively useful game pack.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: cdombroski on July 07, 2014, 07:37:30 am
r64:
magnet:?xt=urn:btih:baf9337c454bf2e2341b85697feccbb278778f33&dn=PeridexisErrant+LNP+r64.zip&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80%2Fannounce
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: salithus on July 07, 2014, 05:03:30 pm
No - only things new I'm using as of r64 are the last 3 checkboxes under the DFHack tab and TwbT. I'm sure it's got to be some setting I've got wrong, but not even sure where to start. Did a clean install with these inits, we'll see where it takes me:
That's -probably- the TWBT plugin misbehaving, try upgrading to the latest version to see if it helps:
Download the latest mutilevel-win package (http://build.mifki.com), and overwrite hacks/plugins/twbt.plug.dll with the updated dfhack-r5 version.
dunno if it was the culprit or if I had a corrupted whatnots, but everything is working like a champ now with the latest multilevel. thanks!
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: Lurker28 on July 07, 2014, 05:26:31 pm
Have you moved the plugin itself across?  A TwbT pack is required for compatibility, but not enough on it's own. 

Thanks, it has been fixed.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: EarlGreyHot on July 07, 2014, 07:38:59 pm
the newest lnp (64 I think) is not copying over my old saves.  Yes I am doing it right because it has been working for all the past lnps.  I press any key and the console window just closes.
Title: Dwarf Fortress 40.01 Starter Pack r1
Post by: PeridexisErrant on July 07, 2014, 10:08:51 pm
Super fast response:  The starter pack has been updated to Dwarf Fortress version 0.40.01! 

As always, you can download it here. (http://dffd.wimbli.com/file.php?id=7622)  (For those who want more tools and less bugs, the stable/legacy 34.11 version remains available here (http://dffd.wimbli.com/file.php?id=8687))

I won't go into the the wonderful details of what's new in DF 0.40.01 - for that you should check out the release page (http://www.bay12games.com/dwarves/), and remember to consider donating - but here's the starter pack changelog: 

 - 12x8 or 16x16 ASCII graphics options in the launcher
 - changed settings to starter pack defaults, good for new players
 - Quick fixes to legends exports processor to update version references (might be broken, but speed is more important than perfection!)
 - Added symlinks batch script
 - no keybindings, a quick compare shows huge changes so I'll have to do more detailed analysis and updating later

Happy bughunting! 
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: MaximumZero on July 07, 2014, 10:15:56 pm
Holy shit, that was fast. Well done.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: PeridexisErrant on July 07, 2014, 10:18:55 pm
Pure luck, but thanks!  I'm feeling pretty happy about the speed - next, more content as the updates start rolling out!
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Gnomeknows on July 07, 2014, 11:38:27 pm
Pure luck, but thanks!  I'm feeling pretty happy about the speed - next, more content as the updates start rolling out!

Thanks once again for never missing a beat.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: carkasjak on July 08, 2014, 05:49:55 am
Man, I sure hope dwarf therapist gets updated soon. I am so lost without it.
Title: Re: Legacy pack r65
Post by: PeridexisErrant on July 08, 2014, 08:13:27 am
...And in the grip of some strange mood, I've also updated the legacy/stable pack to r65.  Download links for that is now over here. (http://now over here.)

The main news?  The Text will be Text plugin now has compatible multi-level-viewing, so that's in the pack to be enabled if you want it - copy the plugin from "/LNP/useful/Twbt 3.19" to "/DF/hack/plugins", use a TwbT-compatible graphics pack, and careful of the bugs!

Changelog:
 - updated Text will be Text to version 3.19; adds multilevel rendering (updated plugin and added shadows.png to the TwbT graphics packs)
 - new and improved symlink batch scripts thanks to Kevin Cathcart
 - deleted "fix/growthbug.lua" - it was interfereing with the .rb version, which we wanted
 - changes to the data copying script again... hopefully it's working now

Have fun with the tool-filled pack!


Oh, and the dropbox mirrors aren't going to be updated until the weekend when I get a decent connection again.  With this surge in traffic, they'd be down anyway!
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Oloninho on July 08, 2014, 12:45:30 pm
Hi!
I just downloaded Starter Pack for DF 40.01 and when i run the "_Run Me First" thing it says "'mklink' is not supported on this operating system." (i use Win XP). Is there any way to make it works or am I just not able to use this Starter Pack?
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: fricy on July 08, 2014, 01:07:38 pm
Hi!
I just downloaded Starter Pack for DF 40.01 and when i run the "_Run Me First" thing it says "'mklink' is not supported on this operating system." (i use Win XP). Is there any way to make it works or am I just not able to use this Starter Pack?
WinXp doesn't support creating symlinks, but that's just a convenience feature, the game is playable without running that file.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Oloninho on July 08, 2014, 01:17:41 pm
Quote
WinXp doesn't support creating symlinks, but that's just a convenience feature, the game is playable without running that file.

But shall I still run the game by Starter Pack? Or it just wont work? The most important thing for me is actually graphic pack.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Oloninho on July 08, 2014, 01:27:40 pm
Oh, sorry about that double post. I just wanted to modify and by mistake i quoted T.T
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Zeranamu on July 08, 2014, 01:32:11 pm
Hi!
I just downloaded Starter Pack for DF 40.01 and when i run the "_Run Me First" thing it says "'mklink' is not supported on this operating system." (i use Win XP). Is there any way to make it works or am I just not able to use this Starter Pack?
WinXp doesn't support creating symlinks, but that's just a convenience feature, the game is playable without running that file.

This is not entirely true, it doesn't support it natively. But you can create symlinks in XP. Although from what I remember you need a driver, and/or a program to do it.

Which is moot, since yeah, you're fine just playing the game without the file :P
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Madventurer on July 08, 2014, 02:02:19 pm
Any idea if/when graphics packs get added?
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Gnomeknows on July 08, 2014, 02:19:34 pm
Tileset forum has the answers you seek.  Last time I checked only CAL was updated, and that's just fancier ansii, not actual graphics.

See below
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Zeranamu on July 08, 2014, 02:22:53 pm
Any idea if/when graphics packs get added?

You can use them now, I use Phoebus myself. The only weird things are the 2nd Z-level of trees (but they tend to be uniform - you can see where the end of the 'tree bush' is), and the flowers/new stuff that grow on the ground (in Phoebus, they look like the trees did. Can't see em now in this fort, since it's winter. But they were all over!). Other than that I haven't really noticed a difference. Just gotta be careful how you install it.

Oh hey, trees block weather :P
http://puu.sh/a2u54/f98f46fc30.jpg (http://puu.sh/a2u54/f98f46fc30.jpg)
And above
http://puu.sh/a2u6O/cb719606ac.png (http://puu.sh/a2u6O/cb719606ac.png)
And.. yeah, crappy way below.
http://puu.sh/a2ufy/0f57349da0.jpg (http://puu.sh/a2ufy/0f57349da0.jpg)
stuff
http://puu.sh/a2uiB/4ed4aad9d0.jpg (http://puu.sh/a2uiB/4ed4aad9d0.jpg)
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: mario384 on July 08, 2014, 05:19:07 pm
Does anyone know how to use Stonesense on the latest version?
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: KevinCathcart on July 08, 2014, 05:42:33 pm

@Kevin:  The symlinks script is working beautifully (thanks!), but I'm still having trouble getting the other to work properly.  It now works as expected for the gamelog, saves, and user content... but fails at the soundsense packs and ignores any timeout or pause I insert at the end.  Current code below, and next week I'm going to set up some actual version control because this is kind of crazy. 


Sorry for the reply delay. As you know, this is a hectic time.

As for the other bat, I'm confused. The initial problem I had with that batch file was that there where no parens around the two commands needed in the soundsense copy. The batch parser got upset because it needs either a command or an open paren on the same line as an if.

On an unrelated note, one thing to watch out for in the batch script, only the first 8 characters of a label count. Thus "goto classic_LNP_advanced" will actually go to ":classic_LNP". That is what caused a problem with my first version of the symlink script.

On a related note:

As for symlinks on XP. They are not possible, but junctions are possible, and for the purpose of the LNP junctions and symlinks are interchangeable. However XP does not come with a command for creating them, and there are only 2 well known utilities for creating them, and neither are legal to redistribute. If I can find a clean workaround for that, I'll let PeridexisErrant know and provide an updated symlink script.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: HenAi on July 08, 2014, 05:54:45 pm
As for symlinks on XP. They are not possible, but junctions are possible, and for the purpose of the LNP junctions and symlinks are interchangeable. However XP does not come with a command for creating them, and there are only 2 well known utilities for creating them, and neither are legal to redistribute. If I can find a clean workaround for that, I'll let PeridexisErrant know and provide an updated symlink script.
You may want to name those utilities. http://superuser.com/questions/484061/how-to-create-an-ntfs-junction
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: KevinCathcart on July 08, 2014, 06:06:36 pm
As for symlinks on XP. They are not possible, but junctions are possible, and for the purpose of the LNP junctions and symlinks are interchangeable. However XP does not come with a command for creating them, and there are only 2 well known utilities for creating them, and neither are legal to redistribute. If I can find a clean workaround for that, I'll let PeridexisErrant know and provide an updated symlink script.
You may want to name those utilities. http://superuser.com/questions/484061/how-to-create-an-ntfs-junction
They are as linkd.exe from the Windows Resource Kit, and Junction.exe from Microsoft's SysInternals (As your StackOverflow link shows). Mklink is only available on Vista and up. Neither allows for proper redistribution. This can be worked around, but that is not my top priority at the moment. I expect get to it within a few days.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: necrotic on July 08, 2014, 06:07:18 pm
Does anyone know how to use Stonesense on the latest version?

You can't yet. Gotta wait for dfhack/SS to be updated for the new release. Watch the thread (http://www.bay12forums.com/smf/index.php?topic=139553.0) for more info.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: KevinCathcart on July 08, 2014, 07:20:40 pm

@Kevin:  The symlinks script is working beautifully (thanks!), but I'm still having trouble getting the other to work properly.  It now works as expected for the gamelog, saves, and user content... but fails at the soundsense packs and ignores any timeout or pause I insert at the end.  Current code below, and next week I'm going to set up some actual version control because this is kind of crazy. 

Try changing

Code: [Select]
if %result% < 53 (
To
Code: [Select]
IF %RESULT% LSS 53 (

If i do that with the bat you posted it reaches the timeouts at the end without issue.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Brisen on July 08, 2014, 07:22:50 pm
Hello

Long time lurker, finally decided to make an account. I just wanted to say that all the tilesets except the standard ASCII and the square (16*16) ASCII are causing some weird interference with the new menus. One thing in particular is that you can't use the movement/sneak menu to change the speed you are moving at. Here is how the sneak/movement menu looks while using the ASCII tileset:
Spoiler (click to show/hide)

You can see that you have several choices.

Spoiler (click to show/hide)
Here is how the same menu looks while using the Phoebus tileset. You only have the "walk" option, and you are unable to change it as far as i know. The same thing happened when i tested this with Spacefox, although i cannot say for other tilesets.

I just wanted to share this information with you guys so you dont miss out on anything. DF 2014 is amazing. From what i gathered from the forums, i thought this version would be completely unplayable, but i have had tons of fun only with occasional crashes, nothing too serious. Anyway, i'm one of those who can't play without tilesets, and being able to sprint is very important for me, so i hope the tilesets get updated soon.

Edit: Maybe i should have made this a new topic? I thought i would fit in this thread seing as people where adressing the tileset-compatibility.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r64 - everything in one place
Post by: salithus on July 08, 2014, 08:01:32 pm
As for symlinks on XP. They are not possible, but junctions are possible, and for the purpose of the LNP junctions and symlinks are interchangeable. However XP does not come with a command for creating them, and there are only 2 well known utilities for creating them, and neither are legal to redistribute. If I can find a clean workaround for that, I'll let PeridexisErrant know and provide an updated symlink script.
You may want to name those utilities. http://superuser.com/questions/484061/how-to-create-an-ntfs-junction
They are as linkd.exe from the Windows Resource Kit, and Junction.exe from Microsoft's SysInternals (As your StackOverflow link shows). Mklink is only available on Vista and up. Neither allows for proper redistribution. This can be worked around, but that is not my top priority at the moment. I expect get to it within a few days.

Dunno if it'd help, but I just gave junction.exe a shot from cmd.exe using their live link thingy and it, albeit slow as crap, did work:

Spoiler: junction.exe test (click to show/hide)

E: my understanding of their licensing faq is they don't want you to include the file because it may be outdated, so using the live version should be ok - but I'm not a lawyer
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Kamin on July 09, 2014, 01:10:55 am
PTW
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: PFunk on July 09, 2014, 04:21:28 am
With the 2012 pack when I try to use the LegendsExportsProcessor-3.0 it keeps saying it can't find any exported Legends files, even though I've made sure that I've exported all of them to the root directly of Dwarf Fortress.

Also, in Legends Viewer I notice that a lot of the information in the Legends file in the game isn't in the exported XML that the Legends Viewer reads. Any reason for this? Anyway I can fix this?
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: PeridexisErrant on July 09, 2014, 04:43:19 am
Try moving the whole contents of the LEP folder to the DF folder - I don't know why, but it often works better that way. 

Toady just hasn't completed the export function, and the only thing we can do about that is wait.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: ronnideworm on July 09, 2014, 01:07:06 pm
When I extract the legacy pack (r65) my avast freaks out over this file:

OgreRTShaderSystem.dll, I suppose it's a false positive?
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Oblique on July 09, 2014, 01:29:31 pm
OgreRTShaderSystem.dll, I suppose it's a false positive?

The Ogre3D forums suggest that Avast has problems with the library in question, yes:  http://www.ogre3d.org/forums/viewtopic.php?f=2&t=80015 (http://www.ogre3d.org/forums/viewtopic.php?f=2&t=80015)
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: ronnideworm on July 09, 2014, 03:21:55 pm
The Ogre3D forums suggest that Avast has problems with the library in question, yes:  http://www.ogre3d.org/forums/viewtopic.php?f=2&t=80015 (http://www.ogre3d.org/forums/viewtopic.php?f=2&t=80015)
[/quote]

Ok thanks, I'll report it as a false positive then
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: thburns on July 09, 2014, 04:27:45 pm
I'm probably doing something wrong. Haven't played DF in over a year (waiting.... for that patch). And so I went and installed the LNP.  I tried to install the phoebus graphics pack to it but I keep coming up with the error: missing data/art/mouse.png. Which I didn't receive when trying ironhands pack. (but lets face it that ones not quite as nice!)

Some help would be appreciated, as I am now feeling quite dwarfy again.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: palu on July 09, 2014, 04:39:59 pm
What version of phoebus and the pack are you using?
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: PFunk on July 09, 2014, 04:52:12 pm
Try moving the whole contents of the LEP folder to the DF folder - I don't know why, but it often works better that way. 

Toady just hasn't completed the export function, and the only thing we can do about that is wait.
Thanks. Its good to know. I just want to be clear on which things are not working because of bugs/not developed and which are because of the useless meatbag sitting in front of the keyboard.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Chaos17 on July 09, 2014, 05:45:48 pm
Nice to see that this starter pack has been keep up to date!
Start to dig again in this game.

Thank you very much for your hard work :)

Edit : I don't see anymore the file that allow me to import my saves. Is that normal ?
Sorry, it's been a while that I didn't came here.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Menzoberranzan on July 09, 2014, 07:02:06 pm
What version of phoebus and the pack are you using?

I'm having the same problem no mouse.png found. Phoebus v 0.40.01v00 and the LNP 2014 r1.

Ironhand graphic pack installed properly.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: thburns on July 09, 2014, 08:52:11 pm
What version of phoebus and the pack are you using?

I'm having the same problem no mouse.png found. Phoebus v 0.40.01v00 and the LNP 2014 r1.

Ironhand graphic pack installed properly.
That be what I'm using, trying to use as well. Though I may just download the phoebus with DF together since therapist isn't updated yet (at least as of a few hours ago). Too much tedium without therapist for me, as I have limited time to game now.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: necrotic on July 10, 2014, 10:28:15 am
Edit : I don't see anymore the file that allow me to import my saves. Is that normal ?
Sorry, it's been a while that I didn't came here.

Saves from v34 are not compatible with the new v40 release, so he likely left it out of LNP to prevent confusion.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Lando242 on July 10, 2014, 11:44:46 am
So I'm running the new pack (40.01) without any changes other than standard menu options and my game keeps crashing on load. When I first start it up it runs fine but if I save, quit and start my game again later it crashes shortly after I unpause it. I've had 2 saves do this so far and I don't know of a way to fix it. On my most current one I have a cave in on load too. What should my next steps be?
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Dirst on July 10, 2014, 11:53:28 am
So I'm running the new pack (40.01) without any changes other than standard menu options and my game keeps crashing on load. When I first start it up it runs fine but if I save, quit and start my game again later it crashes shortly after I unpause it. I've had 2 saves do this so far and I don't know of a way to fix it. On my most current one I have a cave in on load too. What should my next steps be?
There are two or three dozen reports on the bug tracker about this issue.  Not having autosaves (at start, seasonal or annual) seems to help, but no one has quite nailed down the problem yet.  Toady is aware of the problem and mentioned that he's working on fortress crash issues before releasing 40.02, so this might get fixed shortly.

Edit: Here is another potential work-around (http://www.bay12forums.com/smf/index.php?topic=140232.msg0) (at least it hasn't been debunked as of when I linked it).
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: fricy on July 10, 2014, 12:00:37 pm
So I'm running the new pack (40.01) without any changes other than standard menu options and my game keeps crashing on load. When I first start it up it runs fine but if I save, quit and start my game again later it crashes shortly after I unpause it. I've had 2 saves do this so far and I don't know of a way to fix it. On my most current one I have a cave in on load too. What should my next steps be?
/Ninj'ad/ Known bug, but it looks like the cause of the save-corruption has been found (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6681#c25546), so disable all autosaves including the initial save in the GUI for now and see if it helps.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Lando242 on July 10, 2014, 01:30:12 pm
Ah well, thats a bummer. I was hoping it was a pack issue that was easily fixed. Sadly it was not an auto save that triggers my crash, but a manual one, so the work around doesn't work for me. To make matters worse I loaded the game, unpaused it, had the cave in and saved again. Now my save crashes the game while loading. So, thats the end of that fort I'm guessing.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Button on July 10, 2014, 05:39:00 pm
Version 0.40.02 has been released
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: PeridexisErrant on July 10, 2014, 06:32:03 pm
Edit : I don't see anymore the file that allow me to import my saves. Is that normal ?
Sorry, it's been a while that I didn't came here.

Saves from v34 are not compatible with the new v40 release, so he likely left it out of LNP to prevent confusion.

Yep.  With no compatible pack to pull anything from, and a lot of work needed on the script, I just left it out. 
Title: Dwarf Fortress 40_02 Starter Pack r1
Post by: PeridexisErrant on July 10, 2014, 08:12:53 pm
The cutting-edge Starter Pack has updated!  It now comes with DF40_02, and five new graphics packs. 

As usual you can get the latest pack here (http://dffd.wimbli.com/file.php?id=7622), or the (old, not updated) legacy pack with all the tools here (http://dffd.wimbli.com/file.php?id=8687).

Changelog:
 - Added CLA graphics
 - Added Mayday graphics
 - Added Phoebus graphics
 - Added Ironhand graphics (unofficial)
 - Added Spacefox graphics (unofficial)
 - Added World Viewer for 40.01
 - UPDATED DWARF FORTRESS to 40_02

And a quick note on the naming scheme:  each time DF updates, the pack's release number resets to one - and the DF version increments.  This should eventually allow some powerful parsing in the data copying/update script... which is still missing, as there's no earlier pack with compatible saves.  EG:  40_01 r1, 40_02 r1, r2, 40_03 r1...

Have fun!
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: palu on July 10, 2014, 08:43:59 pm
The graphics packs aren't in there.
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: cosmiccoincidence on July 10, 2014, 09:10:40 pm
Thanks for the pack as is Peridexis!
Any idea when dwarf therapist will be added to the new pack?
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: Chaos17 on July 10, 2014, 09:42:22 pm
Edit : I don't see anymore the file that allow me to import my saves. Is that normal ?
Sorry, it's been a while that I didn't came here.

Saves from v34 are not compatible with the new v40 release, so he likely left it out of LNP to prevent confusion.
Aww, that's too bad.
Thanks for the reply.  :)
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: TalonisWolf on July 11, 2014, 01:35:27 am
 
I will download this one after most fatal bugs are fixed or someone can offer simple and clean tileset. Graphical tileset...

As far as I know there is at least one tileset ready by now (ironhand).

  May or may not help. Good luck with catching up with the new release!
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: kingu on July 11, 2014, 08:38:23 am
Am I the only one who cant get the download page to load?
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: warthurton on July 11, 2014, 12:39:11 pm
The site seems to be unavailable.
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: My Urist Eternal on July 11, 2014, 02:16:38 pm
I just downloaded it...
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: kingu on July 11, 2014, 02:31:48 pm
I just downloaded it...

how? the site seems to still be down for me.
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: Thormgrim on July 11, 2014, 04:06:02 pm
ptw
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: Iamblichos on July 11, 2014, 05:49:02 pm
I just dl'ed it and the graphics packs are present; all works as expected.
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: dudeami on July 11, 2014, 05:49:45 pm
If anyone is still having trouble downloading 40_02 r1 heres a torrent.

http://thepiratebay.se/torrent/10527155
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: RabblerouserGT on July 12, 2014, 06:06:35 am
Thanks for the pack as is Peridexis!
Any idea when dwarf therapist will be added to the new pack?
You'll have to go to the Dwarf Therapist thread for that.
Soon as it's said to be working, Peri might pack it in.
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: PeridexisErrant on July 12, 2014, 06:34:42 am
Thanks for the pack as is Peridexis!
Any idea when dwarf therapist will be added to the new pack?
You'll have to go to the Dwarf Therapist thread for that.
Soon as it's said to be working, Peri might pack it in.
That's the plan! It'll probably be another week or two, but once it's available it's going in ASAP.
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: isitanos on July 12, 2014, 03:12:23 pm
Gosh, I managed to miss the release. Congrats for putting together a starter pack so fast! It's gonna be a bit awkward not having all the tools we're used to in the beginning.
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: PeridexisErrant on July 13, 2014, 07:44:43 am
For those having trouble with DFFD, my dropbox mirrors are now up to date again. 
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: RavenZ on July 13, 2014, 08:06:51 am
I have small problem with the DF 0.40.02 Starting Pack - how to config soundsense? Ive downloaded for several times exactly the same sound packages (via soundsense) and edited config file to point to my DF gamelog.txt but it does not work. I would like to try soundsense with my adventures...

Ok nevermind... My Java wasnt updated :)
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: salithus on July 13, 2014, 02:28:14 pm
Thanks for the bug reports!  I've changed the line endings in that file for pack r66.
Went to test this out - looks like the link in the OP and the download page are still for r65 - where I can get my hands on the latest and greatest? :)
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: dennislp3 on July 13, 2014, 03:57:26 pm
aaaaand now we wait for 40.03 version lol
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: RabblerouserGT on July 13, 2014, 04:16:31 pm
What are the symlinks (syslinks?) for?
On XP so apparently I can't have them.
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: Thulen on July 13, 2014, 04:30:41 pm
Dont really have to wait for a update, just get the df_40_03_win.zip, delete the content of /Dwarf Fortress 0.40.02/*  ,extract the new 0.40.3 into it.
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: fricy on July 13, 2014, 04:38:00 pm
Only
Dont really have to wait for a update, just get the df_40_03_win.zip, delete the content of /Dwarf Fortress 0.40.02/*  ,extract the new 0.40.3 into it.

Just these files changed:
Code: [Select]
Compare C:\Games\Dwarf Fortress 40.01 Starter Pack r1\Dwarf Fortress 0.40.2 with C:\Games\Dwarf Fortress 40.01 Starter Pack r1\Dwarf Fortress 0.40.3
2014.07.13. 23:35:28
Filename,Folder,Comparison result,Left Date,Right Date,Extension

Dwarf Fortress.exe,,Binary files are different,2014.07.10. 13:07:36,* 2014.07.13. 11:38:08,exe
file changes.txt,,Text files are different,2014.07.10. 11:47:02,* 2014.07.13. 10:24:18,txt
release notes.txt,,Text files are different,2014.07.10. 12:15:46,* 2014.07.13. 10:33:38,txt
data/index,,Binary files are different,2014.07.10. 11:40:36,* 2014.07.13. 10:12:02,
Title: Re: Dwarf Fortress 40_02 Starter Pack r1
Post by: PeridexisErrant on July 13, 2014, 06:24:14 pm
...edited config file to point to my DF gamelog.txt...
Ok nevermind... My Java wasnt updated :)
Oops, I should have done this.  Good to hear that a java update fixed the main problem. 

Thanks for the bug reports!  I've changed the line endings in that file for pack r66.
Went to test this out - looks like the link in the OP and the download page are still for r65 - where I can get my hands on the latest and greatest? :)
aaaaand now we wait for 40.03 version lol
Soon.... (day or two)

Only
Dont really have to wait for a update, just get the df_40_03_win.zip, delete the content of /Dwarf Fortress 0.40.02/*  ,extract the new 0.40.3 into it.

Just these files changed:
<helpful>
Good, a drag-and-drop won't hurt graphics at all.
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: PeridexisErrant on July 13, 2014, 07:02:25 pm
Another save-breaking DF update, and the Starter Pack updates with it :)

Basically just a lot of tweaks and the big game update which removes a lot of crash bugs.  Get it here. (http://dffd.wimbli.com/file.php?id=7622)

Changelog for 40_03 r1:
 - updated World Viewer for 40_02 (v1.5)
 - updated Ironhand graphics for 40_02
** updated to DF v40_03 (breaks saves again, sorry)
 - updated Phoebus graphics for 40_03
 - fixed soundsense configuration to find gamelog
 - updated Mayday graphics for 40_02
 - updated ASCII options from 40_03
 - removed Legends Viewer until it updates to handle 40.x
 - fixed 'restore defaults' option, at least for this version
 - added embark profiles from 34.11; I'm told they work but haven't done much testing

I've also heard about a possibly-working Dwarf Therapist for 40.01 (http://www.reddit.com/r/dwarffortress/comments/2ajsoy/dwarf_therapist_df_v04001_success/) - while I don't have time to pursue this further myself, I'm very interested.  If anyone gets this working for 40.03 on Windows, please let me know. 
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: Authority2 on July 13, 2014, 07:11:30 pm
That's fast!  o:
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: dudeami on July 13, 2014, 07:23:28 pm
Here is 40_03 r1 torrent for those who have issues/want a faster DL.

http://thepiratebay.se/torrent/10547845
Title: Re: Legacy Starter Pack r66
Post by: PeridexisErrant on July 13, 2014, 09:26:49 pm
For those still on DF 34.11 - which I recommend for new players - the legacy Starter Pack has been updated.  Download th latest version here (http://dffd.wimbli.com/file.php?id=8687).

It now comes with Text will be Text enabled by default, which means extra item sprites and multi-level rendering.  The only downside is that while this is in use the Stonesense Overlay won't show up - so change to a different graphics pack if that's a problem. 

Changelog: 
 - changed line endings in hack/ruby/ruby-autogen to windows style, apparently Fricy's package was OSX-endings and causing some issues
 - fixed growthbug syntax from dfhack tab
 - updated TwbT to v3.28
 - fixed TwbT item overrides
 - with crashes resolved, added TwbT "multilevel 10" to dfhack.init and installed TwbT graphics by default
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: PeridexisErrant on July 14, 2014, 03:45:42 am
I've decided to publish all the little scripts I've got in the pack for comment / contributions / documentation. 

https://github.com/PeridexisErrant/Scripts-for-the-Starter-Pack
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: Iamblichos on July 14, 2014, 05:20:05 am
EDIT: Removed.  Was blaming the program for some weirdness my firewall decided to pull.  Nothing to see here, move along  :)
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: fricy on July 14, 2014, 05:40:10 am
I notice soundSense is listed in the launch options, but doesn't seem to be included... has it come out for .40.X yet?
Soundsense is included, but the soundsense.jar is missing for some reason. Strictly it speaking doesn't need any updates between .034 and 0.40, as it only needs access to the gamelog.txt to work. There will be a new version though, because of the new announcements.

EDIT:
EDIT: Removed.  Was blaming the program for some weirdness my firewall decided to pull.  Nothing to see here, move along  :)
Does it work for you? Strange.
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: Mason11987 on July 14, 2014, 07:20:38 am
- updated World Viewer for 40_02 (v1.5)

Didn't realize you had added this :).  Let me know if there's any changes that might be useful for this pack that I can add to it.
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: benexclaimed on July 14, 2014, 08:09:24 am
The Starter Pack uses "curses_square_16x16" tileset by default, right? Is there a reason that isn't in the "Graphics" list? If I change the pack from Curses is there a way to go back to Curses within the utility?
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: fricy on July 14, 2014, 08:13:18 am
The Starter Pack uses "curses_square_16x16" tileset by default, right? Is there a reason that isn't in the "Graphics" list? If I change the pack from Curses is there a way to go back to Curses within the utility?
Curses 16x16 = ASCII square.
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: PeridexisErrant on July 14, 2014, 08:16:21 am
- updated World Viewer for 40_02 (v1.5)

Didn't realize you had added this :).  Let me know if there's any changes that might be useful for this pack that I can add to it.
Combining the 32 and 64 bit versions so I can show only one version on the utilities list would be nice, and actually I can do that with a simple batch script. Don't waste your time on that!  Uh, generally keep developing awesome stuff I guess.

An option to take a zip file of all the required astuff (as Legends Viewer does) would be cool.

Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: benexclaimed on July 14, 2014, 09:13:29 am
The Starter Pack uses "curses_square_16x16" tileset by default, right? Is there a reason that isn't in the "Graphics" list? If I change the pack from Curses is there a way to go back to Curses within the utility?
Curses 16x16 = ASCII square.

Oh, thanks. I switched around to a few other graphics packs to check them out and the strangeness of them (one listing 1(picture of rock)(picture of rock) frames per second, etc.) turned me off but I couldn't figure out how to get back.
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: Mason11987 on July 14, 2014, 09:18:00 am
Combining the 32 and 64 bit versions so I can show only one version on the utilities list would be nice, and actually I can do that with a simple batch script. Don't waste your time on that!  Uh, generally keep developing awesome stuff I guess.

An option to take a zip file of all the required astuff (as Legends Viewer does) would be cool.

Yeah, the split is a hassle for me too, I'm pretty sure it can be combined, just gotta get my hand on a 32 bit somewhere to test, I'll look into it.  I'll add an option for a zip.
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: Stoutpants on July 14, 2014, 04:29:00 pm
I can't get soundsense to open. When I run it a cmd window flashes open and then closes immediately. Java is installed. Does anyone have any idea of how to fix this?
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: RabblerouserGT on July 14, 2014, 06:45:45 pm
Combining the 32 and 64 bit versions so I can show only one version on the utilities list would be nice, and actually I can do that with a simple batch script. Don't waste your time on that!  Uh, generally keep developing awesome stuff I guess.

An option to take a zip file of all the required astuff (as Legends Viewer does) would be cool.

Yeah, the split is a hassle for me too, I'm pretty sure it can be combined, just gotta get my hand on a 32 bit somewhere to test, I'll look into it.  I'll add an option for a zip.
Hopefully you realize the terror this puts into us 32-bit users when something that works fine is going to be changed. D:
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: Iamblichos on July 14, 2014, 07:02:05 pm
I can't get soundsense to open. When I run it a cmd window flashes open and then closes immediately. Java is installed. Does anyone have any idea of how to fix this?

This is exactly what it was doing for me, and my firewall was blocking it.  Make sure that you have it configured to be allowed out to the internet.
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: PeridexisErrant on July 14, 2014, 07:20:34 pm
Combining the 32 and 64 bit versions so I can show only one version on the utilities list would be nice, and actually I can do that with a simple batch script. Don't waste your time on that!  Uh, generally keep developing awesome stuff I guess.

An option to take a zip file of all the required astuff (as Legends Viewer does) would be cool.

Yeah, the split is a hassle for me too, I'm pretty sure it can be combined, just gotta get my hand on a 32 bit somewhere to test, I'll look into it.  I'll add an option for a zip.
Hopefully you realize the terror this puts into us 32-bit users when something that works fine is going to be changed. D:

My vote stands as NOT changing anything - I'll just hide the .exe's and use a batch file (https://support.microsoft.com/kb/556009) to launch the correct version for your OS. 
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: benexclaimed on July 14, 2014, 07:42:23 pm
Can anybody tell me what graphics pack this is?

http://www.rockpapershotgun.com/images/14/apr/dfscreens/df11.jpg
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: sal880612m on July 14, 2014, 07:43:35 pm
Looks like Phoebus to me.
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: Raul on July 14, 2014, 07:45:44 pm
Can anybody tell me what graphics pack this is?

http://www.rockpapershotgun.com/images/14/apr/dfscreens/df11.jpg
Pretty sure it's Phoebus.
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: benexclaimed on July 14, 2014, 07:53:57 pm
Thanks -- that should be my last dumb question about graphics/tilesets
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: PeridexisErrant on July 14, 2014, 07:55:57 pm
The pack has updated, and now includes Dwarf Therapist.

There's some other nice stuff, but that's the most exciting thing.  I'm working on the data-copying script (https://github.com/PeridexisErrant/Scripts-for-the-Starter-Pack), but unfortunately for now you'll have to copy saves by hand. 

Changelog: 
 - updated Ironhand graphics for 40_03; fixes miners displaying as children and misc tweaks
 - updated Mayday graphics for 40_03
 - used batch file to give World Viewer a single utilities list entry - it'll choose the 32/64 bit version for you
 - added Dwarf Therapist for 40_03
 - added more embark profiles

As always, you can get the latest version of the pack here. (http://dffd.wimbli.com/file.php?id=7622)
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: ff2 on July 14, 2014, 07:58:50 pm
I tried to open soundsense but it just opens a command window which says: "Error: Could not find or load main class cz.zweistein.df.soundsense.SoundSense".
Title: Re: Dwarf Fortress 40_03 Starter Pack r1
Post by: carkasjak on July 14, 2014, 09:14:00 pm
I tried to open soundsense but it just opens a command window which says: "Error: Could not find or load main class cz.zweistein.df.soundsense.SoundSense".

Yup. Soundsense seems broken in this version. It worked again after I downloaded it directly from http://df.zweistein.cz/soundsense/ and replaced the folder.
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: dudeami on July 14, 2014, 10:22:43 pm
Torrent for 40_03 Starter pack r2 at http://thepiratebay.se/torrent/10556709
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: Thanshin on July 15, 2014, 04:44:15 am
The pack has updated, and now includes Dwarf Therapist.

Thank you very much.

Now, finally, the time has come. This time, the wind powered mermaid compressors shall work!

The Cathedral of baby merfolk tallow soap shall rise!
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: Merkator on July 15, 2014, 09:43:38 am
@PE What do you think about replacing batch save script with powershell?
PS give you a lot more power and make writing scripts much easier.
I wrote quick&dirty program for making backups & copying saves & copying configs (for now only colors.txt, but it can be adjusted)

Just click the raw file display and save file with ps1 extension. If you use windows Vista or newer it should display nice blue console with file picker. Of course if you have your DF copy somewhere else just change $MAIN_DIR path to something better.

Link: https://gist.github.com/anonymous/aad0254801c71ae79e71 (https://gist.github.com/anonymous/aad0254801c71ae79e71)
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: PeridexisErrant on July 15, 2014, 10:49:02 am
No particular objection to PS, I'm just not familiar with it at all.  I do intend to learn soon though.

OK, and I've just spent an evening refactoring the batch script to work with all the 40.xx packs foreseeable.  https://github.com/PeridexisErrant/Scripts-for-the-Starter-Pack
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: Cosmitz on July 15, 2014, 11:14:26 am
A little help here? Win7Pro 64 bit installed on C, DF on Z. Latest one for 40.3

[Window Title]
Z:\Dwarf Fortress\Starter Pack 43\Starter Pack Launcher.exe

[Content]
Z:\Dwarf Fortress\Starter Pack 43\Starter Pack Launcher.exe

A device attached to the system is not functioning.


[OK]
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: T-major on July 15, 2014, 12:57:31 pm
I've downloaded the most recent 34.11 starter pack, however the TwbT graphic packs are not letting me use true type font. I'm unsure if this is supposed to happen (I'm assuming it isn't intended based off the name) but if a way around this is possible I'd like to know how to get it working.
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: salithus on July 15, 2014, 01:06:29 pm
I've downloaded the most recent 34.11 starter pack, however the TwbT graphic packs are not letting me use true type font. I'm unsure if this is supposed to happen (I'm assuming it isn't intended based off the name) but if a way around this is possible I'd like to know how to get it working.
afaik, TwbT and Truetype are mutually exclusive - the whole point of TwbT is to use the built in font rendering without seeing all the object related symbols, so you *have* to turn Truetype off for it.
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: fricy on July 15, 2014, 01:07:43 pm
Quote from: T-major link=topic=126076.msg5477666#msg5477666
I've downloaded the most recent 34.11 starter pack, however the TwbT graphic packs are not letting me use true type font. I'm unsure if this is supposed to happen (I'm assuming it isn't intended based off the name) but if a way around this is possible I'd like to know how to get it working.
Not possible. TWBT uses opengl renderer, which doesn't support ttf.
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: T-major on July 15, 2014, 01:37:35 pm
Not possible. TWBT uses opengl renderer, which doesn't support ttf.

That's unfortunate. Well, at least it's working right, thanks for the clarification.
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: PeridexisErrant on July 15, 2014, 08:02:41 pm
Something of a milestone to celebrate:  last night, the pack passed 200,000 downloads!  That's just on the main DFFD page, too - it doesn't include the legacy page, dropbox mirror, unofficial mirrors, torrents...  I never imagined (http://www.bay12forums.com/smf/index.php?topic=59026.msg4232419#msg4232419) that it would come so far.

It's been a lot of fun, and I've learnt a lot in the process of maintaining the pack over the last bit-more-than-a-year.  Here's to the future!  Strike the Earth!
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: salithus on July 15, 2014, 09:58:11 pm
Something of a milestone to celebrate:  last night, the pack passed 200,000 downloads!  That's just on the main DFFD page, too - it doesn't include the legacy page, dropbox mirror, unofficial mirrors, torrents...  I never imagined (http://www.bay12forums.com/smf/index.php?topic=59026.msg4232419#msg4232419) that it would come so far.

It's been a lot of fun, and I've learnt a lot in the process of maintaining the pack over the last bit-more-than-a-year.  Here's to the future!  Strike the Earth!
Congrats man!

Once my current project at work settles down (mid Aug) I hope to be less of a complainer and more of a contributor, so start thinking of where I or others can help make things even better-er-ish?
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: RabblerouserGT on July 16, 2014, 02:48:56 am
Soundsense doesn't seem to load. Therapist does, but not soundsense.

After quite a LOOONG time of trying to catch this error before it disappeared in a split-second:
(http://i.imgur.com/vJyCthf.png)
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: PeridexisErrant on July 16, 2014, 05:39:38 am
The 40_03 Starter Pack has a small maintenance update - don't feel that you need to get this one.  (If you want to, here (http://dffd.wimbli.com/file.php?id=7622)).  I'd appreciate any feedback people have on how well (or otherwise) these things work. 

Changelog: 
 - fixed broken soundSense; soundSense.jar had been deleted (oops)
 - made keybinding options for 40.xx; both classic LNP and PeridexisErrant are available.
 - made symlinks relative (good for USB or cloud storage installs)
Title: Re: Dwarf Fortress 40_03 Starter Pack r2
Post by: Cosmitz on July 16, 2014, 10:34:05 am
LE: Managed to solve my issue with a simple restart. *shrug* Guess my 24/7/365 machine does need a restart here and there.

Anyway, even with that solved, i get something else:
Quote
Unhandled exceptin has occurred in your applications. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Could not find a part of the path 'Z:\DF\LNP\utilities\Quickfort 2.04\blueprints\User Blueprints'.

And the detail:

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: nshapter on July 16, 2014, 04:14:03 pm

@ PeridexisErrant
Where do you get your therapist for the starter pack?  Did you just memory scan to get it updated?

I'm trying to get Therapist 20.4 to work with your memory layout, and no-go.

Is there a therapist fork somewhere that's been updated for 40.x?
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: RabblerouserGT on July 16, 2014, 05:25:28 pm
- fixed broken soundSense; soundSense.jar had been deleted (oops)
Much "oops" indeed, sir. :P
Thanks for that.

Though something odd now. I have two entries for Soundsense in my list. Nothing that breaks functionality, they seem to both do the same thing, so low priority.
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: PeridexisErrant on July 16, 2014, 06:19:27 pm
@Cosmitz - I get this error if I try to open the launcher before running the symlinks script. Did you do that? (I'll also repoint that shortcut at the other end of the link, which might reduce the error)

@nshapter - Everything is linked to source at the top of this thread; captain duck posted it on Reddit.

@rabblerouser - I'm pretty sure there's a batch script that *just* calls the exe, I'll have a look. Didn't want to delete anything again ;)
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: Cosmitz on July 16, 2014, 06:56:54 pm
Yes. Ran as admin to be sure. Path is a simple Z:\DF\

Either way, i think this relates just to Quickfort, which i don't particularly use anyway.

Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: cryzed on July 17, 2014, 07:25:30 am
You might want to set the default keybindings to "Vanilla DF", someone I tried to show the game yesterday got already stuck at the preparing screen because the keybindings for increasing skill proficiency didn't match the default ones. (Why would "=" for increasing proficiency be a good choice?).

Also soundSense now exists twice in the utilities tab.
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: palu on July 17, 2014, 09:59:37 am
Because it's on the same key as the plus sign, and you don't have to press shift on keyboards without a numpad. i.e, laptops.
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: carkasjak on July 17, 2014, 12:37:31 pm
You might want to set the default keybindings to "Vanilla DF", someone I tried to show the game yesterday got already stuck at the preparing screen because the keybindings for increasing skill proficiency didn't match the default ones. (Why would "=" for increasing proficiency be a good choice?).


Agreed. I think it'd be a good idea to have the default settings be as close to DF defaults as possible to avoid confusion.
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: Cosmitz on July 17, 2014, 02:03:31 pm
Yes. Ran as admin to be sure. Path is a simple Z:\DF\

Either way, i think this relates just to Quickfort, which i don't particularly use anyway.

In my hurry to get started i didn't check all the utilities. Apparently none show up, due to the same thing, in my Utilities Tab.  :(
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: Pidgeot on July 17, 2014, 03:36:44 pm
Because it's on the same key as the plus sign, and you don't have to press shift on keyboards without a numpad. i.e, laptops.

That's true for an English keyboard, but there are plenty of QWERTY layouts for other languages where this isn't the case (e.g. on Scandinavian layouts, = is Shift+0, and + is unshifted).
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: PeridexisErrant on July 17, 2014, 06:20:41 pm
Either way, i think this relates just to Quickfort, which i don't particularly use anyway.
In my hurry to get started i didn't check all the utilities. Apparently none show up, due to the same thing, in my Utilities Tab.  :(
Something very strange is happening, as even when I remove that entry in the folders menu it still throws the same error.  Running the symlink script again did fix it though  ???

Because it's on the same key as the plus sign, and you don't have to press shift on keyboards without a numpad. i.e, laptops.
That's true for an English keyboard, but there are plenty of QWERTY layouts for other languages where this isn't the case (e.g. on Scandinavian layouts, = is Shift+0, and + is unshifted).
Why can't we have standard things? 

The changes are here (http://www.bay12forums.com/smf/index.php?topic=140677), and there's a couple of them.  Many are required to sensibly use the mouse plugins which will be available again soon, and others just make (I think) more sense.  Either way, I've had 5-10 people ask me when the current laptop-friendly keybindings would be back. 

It's basically a question of which group of users will have to change the keybindings, and I think I'll leave them as is - since I went a year in 34.11 without complaints.  Most who want vanilla will know to switch, I guess. 
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: DVNO on July 17, 2014, 06:43:10 pm
Spoiler: snip (click to show/hide)


whoops, sorry, didin't know you already made laptop keybinds for the latest release. Agh, things are moving so fast now.
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: dudeami on July 17, 2014, 07:11:07 pm
New torrent file for 40_03 r3, sorry for being slow :p http://thepiratebay.se/torrent/10578000
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: Wrbrgrgl on July 17, 2014, 07:11:35 pm
I got the pack for the new version and I usually turn aquifers and invaders off. However, I discovered that my worlds never generate goblins or flux stone in addition to aquifers. This is troubling because I usually make things out of steel, and I like to challenge myself and re-enable invaders once I feel like I can take them. Is there a fix for this, or do I just have to deal with aquifers and goblins when I am not prepared?
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: PeridexisErrant on July 17, 2014, 07:45:55 pm
I got the pack for the new version and I usually turn aquifers and invaders off. However, I discovered that my worlds never generate goblins or flux stone in addition to aquifers. This is troubling because I usually make things out of steel, and I like to challenge myself and re-enable invaders once I feel like I can take them. Is there a fix for this, or do I just have to deal with aquifers and goblins when I am not prepared?
That goblins are sometimes extinct is a feature of the generated history - generating fewer years usually helps.  I hear it's more likley to happen in DF 40.xx, but I don't know why. 

Flux is much less common when mineral abundance is higher - and can't be found when it's 'everywhere'.  Try reducing that to the second-highest setting.  It's also less common around volcanoes, due to the dominance of igneous rock.  Try a river valley, and dig deep if you need magma. 
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: Wrbrgrgl on July 17, 2014, 07:52:29 pm
That goblins are sometimes extinct is a feature of the generated history - generating fewer years usually helps.  I hear it's more likley to happen in DF 40.xx, but I don't know why. 

Flux is much less common when mineral abundance is higher - and can't be found when it's 'everywhere'.  Try reducing that to the second-highest setting.  It's also less common around volcanoes, due to the dominance of igneous rock.  Try a river valley, and dig deep if you need magma. 
Oh, now I see. I did set mineral abundance to everywhere. However, I can't explain the goblins being missing because I used short history, and the complete and total absence of goblin sites like dark fortresses and spawning pits in the legends and on the map.
Title: Re: Dwarf Fortress 40_03 Starter Pack r3
Post by: palu on July 17, 2014, 09:58:46 pm
Flux still exists, it just doesn't show up on the embark screen.
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: PeridexisErrant on July 17, 2014, 11:43:17 pm
The Starter pack has updated, to 40_03 r4.  Get it here. (http://dffd.wimbli.com/file.php?id=7622)

It's a mixture of additions - notably Legends Viewer and the advanced version of Dwarf Therapist - and removals.  I'm still having trouble getting the data-copying script to work properly, so if anyone wants to help out (https://github.com/PeridexisErrant/Scripts-for-the-Starter-Pack) I'd appreciate it!

Changelog:
 - updated World Viewer; shows much more info per screen, takes zipped files
 - added Legends Viewer 1.13.11; now updated for DF 40.xx
 - removed last section of folders menu in launcher (causing errors)
 - removed duplicate soundsense from menu
 - added Splinterz' Dwarf Therapist for 40_03; so you now have the new one too (old is still in until stability can be confirmed)
 - removed legends export processor until I get it working again

MD5 checksum:  4EAA9C13D81EF1051E2672211E06B180
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: salithus on July 17, 2014, 11:47:13 pm
The Starter pack has updated, to 40_03 r4.  Get it here. (http://dffd.wimbli.com/file.php?id=7622)

It's a mixture of additions - notably Legends Viewer and the advanced version of Dwarf Therapist - and removals.  I'm still having trouble getting the data-copying script to work properly, so if anyone wants to help out (https://github.com/PeridexisErrant/Scripts-for-the-Starter-Pack) I'd appreciate it!

Changelog:
 - updated World Viewer; shows much more info per screen, takes zipped files
 - added Legends Viewer 1.13.11; now updated for DF 40.xx
 - removed last section of folders menu in launcher (causing errors)
 - removed duplicate soundsense from menu
 - added Splinterz' Dwarf Therapist for 40_03; so you now have the new one too (old is still in until stability can be confirmed)
 - removed legends export processor until I get it working again

MD5 checksum:  4EAA9C13D81EF1051E2672211E06B180
ahahaha damnit. I *just* finished downloading r3 and am about halfway through worldgen  :P
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: MaximumZero on July 17, 2014, 11:51:35 pm
Nicely done.
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: TealThanatos on July 18, 2014, 02:33:06 am
You should update the text on the first post/download page - I almost didn't download because it says that Dwarf Therapist etc isn't included (and it now is)  :)
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: PeridexisErrant on July 18, 2014, 05:16:55 am
You should update the text on the first post/download page - I almost didn't download because it says that Dwarf Therapist etc isn't included (and it now is)  :)
Yeah, I should do that.  Give me a few minutes... [edit: done]   Thanks - I run on this kind of feedback. 
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: Thulen on July 18, 2014, 03:33:53 pm
Dwarf Fortress 40_03 Starter Pack r4 :
Tosses a .net error ; cannot find path/file to Quickfort 2.04.

Dont really use it myself so i removed the folder.
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: salithus on July 18, 2014, 04:40:06 pm
Haven't seen a magnet for the latest so here you go: magnet:?xt=urn:btih:72E9D15F591B9038CA2A2C8003367ECF78BC3CB6&dn=Dwarf%20Fortress%2040_03%20Starter%20Pack%20r4.zip&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: dudeami on July 18, 2014, 06:27:34 pm
Haven't seen a magnet for the latest so here you go: magnet:?xt=urn:btih:72E9D15F591B9038CA2A2C8003367ECF78BC3CB6&dn=Dwarf%20Fortress%2040_03%20Starter%20Pack%20r4.zip&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce

http://thepiratebay.se/torrent/10585210 - same hash so should be same seeds/peers.
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: salithus on July 18, 2014, 06:39:18 pm
Haven't seen a magnet for the latest so here you go: magnet:?xt=urn:btih:72E9D15F591B9038CA2A2C8003367ECF78BC3CB6&dn=Dwarf%20Fortress%2040_03%20Starter%20Pack%20r4.zip&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce

http://thepiratebay.se/torrent/10585210 - same hash so should be same seeds/peers.
sweet - it prompted me to add the trackers so seeding away!
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: PeridexisErrant on July 18, 2014, 08:09:01 pm
Before I post a new pack next week...

A bug was found with the keybindings, where using the mousewheel to move z-levels would also zoom out (but not in).  I've fixed this for the next pack release, but you can do it too: 

* Go to `/LNP/keybindings/PeridexisErrant.txt`

* Find line 39, and delete the mousewheel binding from zoom:

    [BIND:ZOOM_OUT:REPEAT_SLOW]
    [SYM:0:Leftbracket]
    [BUTTON:0:4]                <-- delete this line

* install PeridexisErrant keybindings in the launcher

Done!
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: Cosmitz on July 18, 2014, 08:48:44 pm
Dwarf Fortress 40_03 Starter Pack r4 :
Tosses a .net error ; cannot find path/file to Quickfort 2.04.

Dont really use it myself so i removed the folder.

Actually i have the same thing and for me it stops ALL utilities from loading in the Launcher. It's a matter of making the symlink, but i'd really wish it'd be in the readme what needs to be done so i can create the ntfs link symbolic link manually if the bat fails.
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: PeridexisErrant on July 18, 2014, 09:30:43 pm
Dwarf Fortress 40_03 Starter Pack r4 :
Tosses a .net error ; cannot find path/file to Quickfort 2.04.

Dont really use it myself so i removed the folder.

Actually i have the same thing and for me it stops ALL utilities from loading in the Launcher. It's a matter of making the symlink, but i'd really wish it'd be in the readme what needs to be done so i can create the ntfs link symbolic link manually if the bat fails.

Yep, I've had the same bug.  I've removed the parts of the config for the folders menu which should be responsible.
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: RosenJanus on July 20, 2014, 03:01:44 pm
New DF. 0.40.4

Patch notes (http://www.bay12forums.com/smf/index.php?topic=140944)
Title: Re: Dwarf Fortress 40_03 Starter Pack r4
Post by: deepfreeze78 on July 20, 2014, 10:06:06 pm
Posting to watch so I can keep up with updates.
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: PeridexisErrant on July 20, 2014, 10:59:53 pm
The pack has been updated - as usual, you can get it here (http://dffd.wimbli.com/file.php?id=7622).

Changelog: 
 - fixed keybinding bug (mousewheel z-up also zoomed out)
 - small bugfix update for Legends Viewer
** Updated Dwarf Fortress to 40_04 (saves should be compatible this time)
 - updated Phoebus graphics to 40_04v00
 - updated Ironhand graphics to 40_04
 - added Dwarf Therapist v23 memory layout for 40_04
 - removed old Dwarf Therapist

Importantly, saves from 40_03 are meant to be compatible - though there's still no guarantee.  Backing up anything you care about is a good habit!
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: salithus on July 20, 2014, 11:19:44 pm
TPB: http://thepiratebay.se/torrent/10600919

Magnet: magnet:?xt=urn:btih:26f8631e2029a9055c57ab46e8e9c93e876d8bc9&dn=Dwarf+Fortress+40_04+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: 13xforever on July 21, 2014, 03:36:45 am
Same problem with blueprints link.

_Run Me First.bat is broken

Line 22 should be
Code: [Select]
set dest[0]=..\..\..\..\User Generated Content\User Blueprints

(symlinks are relative to the created element, not to the current location)

also line 45 doesn't work for broken links (it might be interpreted as file), so this should work better:
Code: [Select]
del /s/q "LNP\utilities\Quickfort 2.04\blueprints\User Blueprints"  >NUL 2>NUL

Although, I am not a fan of recursive directory deletion.

If you have the same problem, you can fix this line, delete broken link manually, and run the .bat file again (as admin).
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: kingu on July 21, 2014, 04:22:37 am
TPB: http://thepiratebay.se/torrent/10600919

Magnet: magnet:?xt=urn:btih:26f8631e2029a9055c57ab46e8e9c93e876d8bc9&dn=Dwarf+Fortress+40_04+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337

Thank you! I still cant access the download site and I dont understand why so you keep saving my life :D
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: Siquo on July 21, 2014, 04:48:42 am
TPB: http://thepiratebay.se/torrent/10600919

Magnet: magnet:?xt=urn:btih:26f8631e2029a9055c57ab46e8e9c93e876d8bc9&dn=Dwarf+Fortress+40_04+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337 (http://magnet:?xt=urn:btih:26f8631e2029a9055c57ab46e8e9c93e876d8bc9&dn=Dwarf+Fortress+40_04+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337)
Thanks!
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: PeridexisErrant on July 21, 2014, 05:00:11 am
Hmm.  I've got a fair bit of feedback now that seems to lay the blame for launcher errors at the foot of the symlinks.  Given that they didn't work at all for most of a year and no-one mentioned that, I'm just going to abandon the idea.  No more symlinks!  I'll see if this improves anything and report back. 
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: 13xforever on July 21, 2014, 07:30:38 am
Hmm.  I've got a fair bit of feedback now that seems to lay the blame for launcher errors at the foot of the symlinks.  Given that they didn't work at all for most of a year and no-one mentioned that, I'm just going to abandon the idea.  No more symlinks!  I'll see if this improves anything and report back.
Probably because most people update their working configuration. Also, I just noticed that I didn't actually replaced rmdir with del in my post above. Fixed it now.
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: palu on July 21, 2014, 08:13:26 am
In th OP add on the DFFD, you still refer to 40.03: "the game at v40_03 has many more bugs than v34_11"
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: PeridexisErrant on July 21, 2014, 08:30:41 am
In th OP add on the DFFD, you still refer to 40.03: "the game at v40_03 has many more bugs than v34_11"
I only update the front page/OP when something big has changed, and while odd in context it's still accurate. I will fix it soon though.
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: palu on July 21, 2014, 08:37:25 am
The soundsense XML also refers to 40.03.
Title: Re: Dwarf Fortress 40_04 Starter Pack r1
Post by: PeridexisErrant on July 21, 2014, 06:14:03 pm
The soundsense XML also refers to 40.03.
Thanks.  I keep missing the stuff to update when DF version bumps...
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: PeridexisErrant on July 22, 2014, 12:37:44 am
The Starter Pack has updated!  As usual, you can get it here (http://dffd.wimbli.com/file.php?id=7622).

I'm calling this "the update update" - it's got a new function in the launcher that checks if an update is available, and also includes an updated data-copying script that can pull your stuff out of any pack since 40_03.  You also get an update to Dwarf Therapist, and embark profiles are back better than ever before!

Changelog: 
 - updated launcher to v19.1; it can now notify you when an updated pack is available (you can of course disable this the first time it does so, or set a reminder)
 - removed symlinks script; it seems to be responsible for some problems and isn't that important
 - removed user blueprints folder; use the UGC folder or your own system
 - modified embark profiles:  now split into four thematic files in "/LNP/useful/Embark Profiles/"
 - new "default_profiles" set for DF2014 installed by default, others can be manually added
 - fixed soundsense config for 40_04
 - updated Dwarf Therapist to v23.1; misc fixes and tweaks
 - updated Mayday graphics for 40_04
 - completed and added data-copying script; it can pull from any starter pack or vanilla DF since 40_03

MD5 checksum:  11581B7A429F9C59FD1D6D6EF12717B6
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: salithus on July 22, 2014, 01:10:55 am
TPB: http://thepiratebay.se/torrent/10608708

Magnet: magnet:?xt=urn:btih:ce961844fd77872ddd11036dd43ada3b5a0c6ea7&dn=Dwarf+Fortress+40_04+Starter+Pack+r2&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: salithus on July 22, 2014, 01:14:38 am
Also just want to say that it's crazy that there are already 40 downloads from DFFD in the 30m it took me to notice the new version and get a torrent out there.
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: Zemalf on July 22, 2014, 07:46:17 am
Really like the data-copying script (thanks for the time saved!), and impressed by the quality of the pack in every other way too. Kudos to you sir!
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: Zeranamu on July 22, 2014, 08:42:03 am
Been using this for a while and figured it was time for me to say thanks for all the work, Peridexis.
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: SirPrefect on July 22, 2014, 12:35:34 pm
New to DF and having fun, and this starter pack really helped.
I'm not at all new to using & configuring mods but this pack is a great help for newbies.
Thanks for your effort.

P.S. Thanks extended of course to the game designers and modders 


Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: Burakin on July 25, 2014, 06:26:47 am
Hi,

Just thought i'd let yo u know that the latest legacy pack (r66)
is causing crashes in world gen - somehwere between year 150 and 500 usually.

I've been unable to determine the cause - no errors etc just CTD.

Using the exact same enhanced generation parameters in r62 causes no such problems.

If I can supply you with info that helps you troubleshoot - i'd be happy to.

Burakin

ps i love the change in r66 where the keys to move around the embark site are no longer the alt-resize the embark area. Little things that go a long way.
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: EarlGreyHot on July 27, 2014, 12:33:10 am
worst thing is redownloading the huge 50 mb file every other day.
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: PeridexisErrant on July 27, 2014, 02:07:20 am
worst thing is redownloading the huge 50 mb file every other day.

Don't feel you have to!  Each version of the pack should continue to work fine for as long as you want to play with it - and if there's a specific thing you want to update, I try to make the changelog detailed enough to replicate specific changes.  My personal install usually lags a few versions behind the main pack, and I don't even have to download it!
Title: Re: Last gasp of the legacy pack (for v34.11), r67
Post by: PeridexisErrant on July 27, 2014, 02:39:25 am
Hi all.  For those still playing v34.11, the legacy starter pack has received it's last-ever update.  It will be available indefinitely on this page. (http://dffd.wimbli.com/file.php?id=8687)

A combination of things have combined to end things here: 
 - almost all new development is focussed on support for v40.xx and its new features
 - 40.05 will have more bugfixes than any other release since (at least) 2009, and when released tomorrow will spell the end of 34.11 as most-stable version
 - the above mean it's no longer worth the time and energy to maintain a second pack

But this is no reason for sadness!  This last release integrates the graphics breakthroughs of the last 34.11 days, allowing you to use Text will be Text (including multilevel view and item sprites) with any graphics packs.  It also includes a modded version of the Stonesense overlay, which is compatible with the TwbT rendered so you can switch smoothly between them and even have clear text in the sidebar!

The last changelog for a 34.11 Starter Pack:
- updated Dwarf Therapist to v22.0; improved roles and optimiser, many other tweaks
- using custom stonesense version that is compatible with TwbT
- changed all graphics settings for TwbT compatibility (except ASCII default)
- activated Text will be Text for all graphics packs (except ASCII default)
- updated TwbT to v3.31

MD5 checksum:  15134BE1442A9C2C63E14C3F84EA235A

I'll admit there's a touch of nostalgia involved... but mostly, I'm excited.  After all - this legacy pack is already on a different page, and falling further behind on a daily basis.  From tomorrow, I'm recommending that everyone, players old and new, jump straight in to the newest version.  Don't cower in the safe old mountainhomes; get out there and strike the earth!
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: RabblerouserGT on July 27, 2014, 08:52:47 am
Sweet, thanks for the update. :D Might continue 0.34 until 0.40 gets DFHack.

SPEAKING OF DFHACK...
... would you be willing, well.. once this guy's plugin is ready, to include this (http://www.bay12forums.com/smf/index.php?topic=139553.msg5505747#msg5505747) as an option possibly in the DFHack tab of the launcher?

It's a UI interface plugin for adventure mode that makes adventure mode's inventory screen more intuitive. Quite sexy, too.
Figure it makes sense given this update has updated adventure mode with leaps and bounds.

EDIT: And new DF version expected today.
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: goodvibesforyou on July 27, 2014, 10:22:04 am
I was wondering if it were possible for future releases to also be uploaded to Mega.co.nz.

DFFD has been terribly slow for some reason. 128kbs on a 200Mbit connection..
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: salithus on July 27, 2014, 10:24:29 am
I was wondering if it were possible for future releases to also be uploaded to Mega.co.nz.

DFFD has been terribly slow for some reason. 128kbs on a 200Mbit connection..
I'll have a torrent up shortly.
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: malvado on July 27, 2014, 10:25:25 am
Been a user of these packs for a good while now ,due to an eye/brain injury I have problems playing vanilla Dwarf fortress ,and having this starter pack with different graphic packs makes it possible for me to enjoy this incredible game without having visual problems
So thank you a lot for continuing and improving this Pack more and more, Thanks a lot again!


I've got a request , if possible :

I personally tend to adjust skill gain / stat gain variables a bit myself , seeing how a miner can gain Legendary mining almost without increasing his stats is a bit irritating.
Then you get skill decay that kicks inn and so on.

What would be nice is if it could be possible to adjust some of those parameters directly from the Starter Pack Gui , for example toggle Skill decay on / off , Skill / stat gain ratio ( 1x , 2x , 3x etc).

Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: salithus on July 27, 2014, 10:43:43 am
PeridexisErrant LNP r67

TBP: http://thepiratebay.se/details.php?id=10642131

Magnet: magnet:?xt=urn:btih:1968c159639891a20b3a4286efca8c177d4788a8&dn=PeridexisErrant+LNP+r67&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: RabblerouserGT on July 27, 2014, 05:24:02 pm
Dwarf Fortress has just updated to 0.40.5! :D
And I do mean it JUST updated just now. XP
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: PeridexisErrant on July 27, 2014, 05:40:04 pm
Salithus - thanks, I've added it to the download page. 

Rabblerouser - I last checked , oh, 20 mins ago.  Downloaded, next pack is just waiting on Therapist config which should be later today. 
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: ArmokGoB on July 27, 2014, 08:07:22 pm
Dwarf Fortress has just updated to 0.40.5! :D
And I do mean it JUST updated just now. XP

Praise the legendary craftstoad!
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: Scruiser on July 27, 2014, 08:40:14 pm
Salithus - thanks, I've added it to the download page. 

Rabblerouser - I last checked , oh, 20 mins ago.  Downloaded, next pack is just waiting on Therapist config which should be later today. 
That is awesomely fast.  Thank you! 
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: Magma Mater on July 27, 2014, 09:08:36 pm
Salithus - thanks, I've added it to the download page. 

Rabblerouser - I last checked , oh, 20 mins ago.  Downloaded, next pack is just waiting on Therapist config which should be later today. 
That is awesomely fast.  Thank you!
This times infinity.
Really hoping that this is the version that my computer can run. Fingers crossed!
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: EarlGreyHot on July 28, 2014, 12:58:03 am
Why is your pack so big anyway?  DF itself is small.
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: tootboot on July 28, 2014, 01:11:47 am
Why is your pack so big anyway?  DF itself is small.

Because it contains pretty much everything.
Title: Re: Dwarf Fortress 40_04 Starter Pack r2
Post by: Gnomeknows on July 28, 2014, 02:10:51 am
Why is your pack so big anyway?  DF itself is small.

Because it contains pretty much everything.

You mean, !!EVERYTHING!!
Title: Re: Dwarf Fortress 40_05 Starter Pack r1
Post by: PeridexisErrant on July 28, 2014, 05:33:02 am
Hi all!  The Starter Pack has updated to 40_05 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

DF 40_05 included a record-breaking 78 separate bugs resolved, more than any release since 0.31.01!  You can see the full list here. (http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=43)  It's now stable enough that the legacy starter pack is in full archival mode, and I recommend the new version to all players old and new. 

This was already a decent pack update before the new DF version, so I'll just let you read the changelogs (seriously, look at the link above). 

Changelog for Starter Pack 40_05 r1: 
 - updated DF2014 embark profiles (default set)
 - updated Dwarf Therapist to 23.2
 - updated Legends Viewer to 1.13.18; some version number catch-up is involved
 - added Legends Exports Processor 4.0; a script to compress (by 95%+) legends exports and move them to the UGC folder
 - updated the launcher; it now won't launch DF again if it's already running
** updated Dwarf Fortress to 40_05; biggest bugfixing update ever!
 - re-installed keybindings, phoebus graphics, embark profiles
 - updated Ironhand graphics for 40_05
 - updated Phoebus graphics for 40_05
 - updated Dwarf Therapist to 23.3 for 40_05
Title: Re: Dwarf Fortress 40_04 Starter Pack r5
Post by: Deboche on July 28, 2014, 05:38:05 am
Thanks for the hard and speedy work!
Title: Re: Dwarf Fortress 40_04 Starter Pack r5
Post by: snelg on July 28, 2014, 06:26:33 am
This has been repeated a lot of times by now but many thanks for the quick updates!
Title: Re: Dwarf Fortress 40_04 Starter Pack r5
Post by: RaidSoft on July 28, 2014, 06:38:59 am
Awesome, your work is greatly appreciated! Now to have some fun... he he he
Title: Re: Dwarf Fortress 40_04 Starter Pack r5
Post by: clank201 on July 28, 2014, 07:25:59 am
 Dwarf Fortress 40_05 Starter Pack r1
Torrent (TPB): http://thepiratebay.se/torrent/10646866 (http://thepiratebay.se/torrent/10646866)
Magnet:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_04 Starter Pack r5
Post by: malvado on July 28, 2014, 07:36:44 am
Awesome! Thanks a lot again!
Title: Re: Dwarf Fortress 40_04 Starter Pack r5
Post by: EarlGreyHot on July 28, 2014, 07:56:40 am
my bandwidth hates you
Title: Re: Dwarf Fortress 40_04 Starter Pack r5
Post by: Button on July 28, 2014, 11:27:55 am
You forgot to update the thread title PE. :)
Title: Re: Dwarf Fortress 40_04 Starter Pack r5
Post by: Gnomeknows on July 28, 2014, 12:12:27 pm
Yay tnx, the Universe of Cyclones awaits!
Title: Re: Dwarf Fortress 40_05 Starter Pack r1
Post by: Adventurer on July 28, 2014, 06:06:28 pm
Thanks for keeping up with toady guys
Title: Re: Dwarf Fortress 40_04 Starter Pack r5
Post by: PeridexisErrant on July 28, 2014, 06:28:57 pm
You forgot to update the thread title PE. :)

/derp.  Usually I do the title and leave OP, and this time when updating the OP I didn't do the title...
Title: Re: Dwarf Fortress 40_05 Starter Pack r1
Post by: lethosor on July 28, 2014, 06:57:25 pm
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7684 seems to imply that STRICT_POPULATION_CAP is missing from d_init.txt, preventing migrants from arriving at all.
Title: Re: Dwarf Fortress 40_05 Starter Pack r1
Post by: PeridexisErrant on July 28, 2014, 07:00:57 pm
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7684 seems to imply that STRICT_POPULATION_CAP is missing from d_init.txt, preventing migrants from arriving at all.
Thanks.  I'll be doing a fix-all-the-40.05-bugs update later today, I think. 
Title: Re: Dwarf Fortress 40_05 Starter Pack r1
Post by: EarlGreyHot on July 28, 2014, 07:51:50 pm
So if I have vanilla df 40.05, and I want to start using the new starter pack, how do I copy over that save?
I ask because I thought the automated carryover save function only worked with older starter packs and not standalone.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: PeridexisErrant on July 28, 2014, 07:54:15 pm
Hi all - have a hotfix for some 40_05 issues!  You can get it here. (http://dffd.wimbli.com/file.php?id=7622)  Note that the Dropbox mirror exceeded the bandwidth limit - please only use it if the main download actually isn't working, not just if it's faster. 

Basically, there are a lot of changes to the raws for the 40_05 bugfix release, which causes problems with graphics packs.  As of this starter pack, all the graphics packs are updated to the new raws.  Saves from 40_03 and 40_04 will only work if you don't try to update graphics. 

I recommend starting a new world; use the pack it was generated in for any older saves.  It should be stable from here on - BUT I don't suggest backups just because it's a good habit; we're still in the alpha of an alpha game and things may be unstable.  Keep a backup of anything you care about. 

Changelog: 
 - modified copy script; only draws from 40_05 saves (03+ is technically compatible, but graphics will break them; use manually at own risk)
 - updated ASCII default graphics, deleted ascii square; only difference was a single init option (use CLA for square ASCII)
 - updated Phoebus to 40_05v02
 - updated Mayday to 40_05
 - updated CLA to 40_05 (v17)
 - removed obsolete embark profiles, updated those with a clear successor for 40.xx
 - added CaptainDuck's beta embark profile (in tutorials set)
 - updated Spacefox, using Mayday's raw/objects update
 - patched d_init for Spacefox and Mayday; without setting [STRICT_POPULATION_CAP:x] you never get migrants

MD5 checksum:  37613D02AE9550D4B0DA6A780830B6F5
Title: Re: Dwarf Fortress 40_05 Starter Pack r1
Post by: PeridexisErrant on July 28, 2014, 07:55:21 pm
So if I have vanilla df 40.05, and I want to start using the new starter pack, how do I copy over that save?
I ask because I thought the automated carryover save function only worked with older starter packs and not standalone.
If the vanilla folder still has the default name ("df_40_05_win") and is in the same folder as the starter pack, it should work.  Or you can open the /data/save/ folder and copy manually. 
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: salithus on July 28, 2014, 08:03:10 pm
Hi all - have a hotfix for some 40_05 issues!  You can get it here. (http://dffd.wimbli.com/file.php?id=7622)  Note that the Dropbox mirror exceeded the bandwidth limit - please only use it if the main download actually isn't working, not just if it's faster. 

Nothing to see here... <_<
TPB: http://t hepiratebay.se/torrent/10650504

Magnet: magnet:?xt=urn:btih:692a 44242e94853a4428373003ace1a47c001b1c&dn=Dwarf+Fortress+40_05+Starter+Pack+r2&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: salithus on July 28, 2014, 08:20:09 pm
Didn't notice until just now....but the zip I got from DFFD is wrong. Zip file is Dwarf Fortress 40_05 Starter Pack r2.zip, but inside the folder is Dwarf Fortress 40_05 Starter Pack r1. MD5 is B4602BE858D9273422DCEAF741C3E6AE.

E: DFFD says "File Listing: Dwarf Fortress 40_05 Starter Pack r1" but "File version:   40_05 r2"
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: salithus on July 28, 2014, 08:30:37 pm
Downloaded again and it's good now.

TPB: http://thepiratebay.se/torrent/10650624

Magnet: magnet:?xt=urn:btih:4fe922cae343fd9c52b2afb4878d4a2996a31c5a&dn=Dwarf+Fortress+40_05+Starter+Pack+r2&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: PeridexisErrant on July 28, 2014, 09:57:53 pm
Didn't notice until just now....but the zip I got from DFFD is wrong. Zip file is Dwarf Fortress 40_05 Starter Pack r2.zip, but inside the folder is Dwarf Fortress 40_05 Starter Pack r1. MD5 is B4602BE858D9273422DCEAF741C3E6AE.

E: DFFD says "File Listing: Dwarf Fortress 40_05 Starter Pack r1" but "File version:   40_05 r2"

Sometimes it serves an old version when it's being hammered, I assume a CDN thing that varies regionally.  I forgot to update the title, version was correct, now fixed.  Thanks for all the torrents!
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: salithus on July 28, 2014, 09:59:46 pm
Didn't notice until just now....but the zip I got from DFFD is wrong. Zip file is Dwarf Fortress 40_05 Starter Pack r2.zip, but inside the folder is Dwarf Fortress 40_05 Starter Pack r1. MD5 is B4602BE858D9273422DCEAF741C3E6AE.

E: DFFD says "File Listing: Dwarf Fortress 40_05 Starter Pack r1" but "File version:   40_05 r2"

Sometimes it serves an old version when it's being hammered, I assume a CDN thing that varies regionally.  I forgot to update the title, version was correct, now fixed.  Thanks for all the torrents!
Ah. I'll start doing my due diligence before seeding then! (I wouldn't have even noticed if I hadn't bothered to actually fire up a new game with the new pack :D)
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: ronnideworm on July 28, 2014, 11:11:22 pm

 - updated ASCII default graphics, deleted ascii square; only difference was a single init option (use CLA for square ASCII)


Well it seems CLA really doesn't do it for me (got used to the square ascii over the past months), what would this 'single init option' be? (thanks again for all your hard work on this pack)

Edit: hmm, maybe I could try the huge 'Init Editor' button, ...
yeah that did it (so nevermind, I'm an idiot)
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Portalboat on July 29, 2014, 01:49:07 am
Hey, I got the migrant bug as well.

Do I need to do anything with my saves, or do I just run the hotfix version? Also, the launcher doesn't seem to remember my choice of graphics. Is that fixed as well?
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: PeridexisErrant on July 29, 2014, 02:36:51 am
Hey, I got the migrant bug as well.

Do I need to do anything with my saves, or do I just run the hotfix version? Also, the launcher doesn't seem to remember my choice of graphics. Is that fixed as well?

No changes to saves needed, it's purely an issue with d_init.  The launcher should display the folder name of the graphics pack you just installed, but if you quit and reopen it it reverts to the tileset name (because folder would have to be recorded).
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Kirkegaard on July 29, 2014, 04:58:03 am
Nice work!

I do however not understand why "=" is used instead of "+" to toggle in lists.
Title: Re: PeridexisErrant's Dwarf Fortress Starter Pack r51 - everything in one place
Post by: ShadowStrike on July 29, 2014, 05:13:26 am
Woah, lots of good feedback coming in here!

It looks like the "QueryFullProcessImageNameW" error is being caused by dfterm3 on Windows XP.  I'll switch to having it disabled by default in dfhack.init, and try to edit the installation script so that it displays an XP error message instead of installing/launching dfterm.  If this affects you, I strongly advise moving to a newer operating system by April 8; there are very large security concerns about exploits being saved for the end-of-support.

I think the graphics issue is being caused by the update to v18.2 of the GUI (in r50), and seems to take the form of improper handling of the raw/objects folder; I've asked the relevant people if they can see what's happening.  There are many good and complex reasons that simply editing everything to use the same base would not work, so we're waiting on a fix for the GUI.

The problem still persists in the v0.34.11 r67 pack, though, even with "call-dfterm3" in the Utilities tab disabled.
Title: Invaders setting
Post by: DFAddict on July 29, 2014, 12:58:23 pm
In the newest version of DF (Dwarf Fortress 40_05 Starter Pack r2) I've been getting sieged quite early on. This results in a complete decimation of my fortress. Which leads me to this question:

If I create a world with invaders turned off can I turn it back on after I get a few rounds of immigration? Will this work? It seems aquifers stay as they were during world creation.
Title: Re: Invaders setting
Post by: martinuzz on July 29, 2014, 01:08:25 pm
In the newest version of DF (Dwarf Fortress 40_05 Starter Pack r2) I've been getting sieged quite early on. This results in a complete decimation of my fortress. Which leads me to this question:

If I create a world with invaders turned off can I turn it back on after I get a few rounds of immigration? Will this work? It seems aquifers stay as they were during world creation.

the INVADERS option only affects fortress mode, not worldgen. And yes, you can turn it on and off at your leisure.
Turning it off will not remove any invaders already present in your fort though.
It will turn off sieges, bandits, ambushes, FB, werecreatures, and necromancers. It will not turn off immigrants, caravans, or wildlife spawns.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: ajshell1 on July 29, 2014, 01:16:52 pm
Nice work!

I do however not understand why "=" is used instead of "+" to toggle in lists.
It might be because the -/= buttons can be reached  without taking the right hand off of the "jkl;" keys, while the +/- keys require the right hand to be moved to the numpad.

I'd like to agree with most other people that this is "nice work".
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: salithus on July 29, 2014, 01:28:04 pm
Nice work!

I do however not understand why "=" is used instead of "+" to toggle in lists.
It might be because the -/= buttons can be reached  without taking the right hand off of the "jkl;" keys, while the +/- keys require the right hand to be moved to the numpad.

I'd like to agree with most other people that this is "nice work".
also because the + requires a shift key on most laptops
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: RaidSoft on July 29, 2014, 02:22:12 pm
Well the = button requires a shift key on a Swedish keyboard and becomes very weird to use (basically it's shift 0, while - is to the right of .)
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Henny on July 29, 2014, 03:08:34 pm
Well the = button requires a shift key on a Swedish keyboard and becomes very weird to use (basically it's shift 0, while - is to the right of .)
Looks like I wasn't the only one with this problem.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Dirst on July 29, 2014, 03:17:53 pm
I thought there were a handful of keymappings wandering around for different keyboard layouts.  Given that DF is in US English, the two biggest populations are "full US keyboard" and "cramped US laptop keyboard."  There is certainly scope for people to contribute keymappings that make sense for other layouts as well.

The relevant decision for the Starter Pack is how many of these should be included, and how they get sorted.  At worst, maybe a toggle somewhere to include non-English options, but my personal preference would be to not hide any player-friendliness aids by default.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: nasobema on July 29, 2014, 03:29:38 pm
Well the = button requires a shift key on a Swedish keyboard and becomes very weird to use (basically it's shift 0, while - is to the right of .)

Same for german keyboards. I was quite surprised and it got from easy use to clumsy.
Given that the interface is a huge mess anyways, I won't complain thought.

Let's put it as "adding extra dwarfiness"
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: fricy on July 29, 2014, 03:32:07 pm
Well the = button requires a shift key on a Swedish keyboard and becomes very weird to use (basically it's shift 0, while - is to the right of .)

Honestly it's a pain in the ass to provide perfect keyboard layouts for every potential scenario, especially international ones.. :( The game was developed with a full layout in mind, but nowadays a lot, if not most of the people play it laptops without numeric keys, so compromises were had to be done. I don't know if the updater script copies the key layouts between versions, but if not that would be a valid suggestion. That way you'd only have to customize it once: just go to the menu when you have loaded a game, and change the offending key to one that fits you better. Then you can just copy data/init/interface.txt to a new install.

Perhaps it'd make sense to include international layouts in the launcher, it can already change layouts, and it's pretty easy to include more .(until the list gets cluttered of course)
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: RaidSoft on July 29, 2014, 03:41:59 pm
I usually just load vanilla df binds, before I realized I should do that then I was quite confused so it would not surprise me if this is the case for quite a few newer players. Best would of course have it somehow autodetect your set language setting and change default profile based on that but not sure it's worth the development time if that's even possible.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Dirst on July 29, 2014, 04:05:48 pm
I usually just load vanilla df binds, before I realized I should do that then I was quite confused so it would not surprise me if this is the case for quite a few newer players. Best would of course have it somehow autodetect your set language setting and change default profile based on that but not sure it's worth the development time if that's even possible.
This is a relatively easy thing to interrogate on a Windows machine (it's called the CurrentCulture object), which have useful .name properties like "en-US".  The difficulty is finding a consistent way to mark a keymapping file with its culture.  Maybe the first line inside the file, with no brackets around it?
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Dirst on July 29, 2014, 04:17:06 pm
One of the included keymappings allows you to move Z levels with , and . which is a great idea but collides with the single-step command.  I always re-map the latter to SHIFT-Space (and embark to alt-e as a safety measure).

On a related note, I've had spotty luck getting the numpad + key to work as a secondary selector.  Seems to work on some menus and not others (though the numpad - always seems to work just fine), which irks me because the numpad +/- are much more conveniently located at the edge of the keyboard.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: hagger on July 30, 2014, 04:32:14 am
Hi all - have a hotfix for some 40_05 issues!  You can get it here. (http://dffd.wimbli.com/file.php?id=7622)  Note that the Dropbox mirror exceeded the bandwidth limit - please only use it if the main download actually isn't working, not just if it's faster. 


Unless I'm being a bit of an idiot, I think there's a link to the Dropbox mirror in the OP, but no link to the DFFD link, which might be encouraging people to use Dropbox rather than DFFD. Might be because it's copypasta from the DFFD page.

A little nitpicky, I know, but could help your dropbox survive the next release. Assuming I haven't just missed a very obvious link, in which case sorry!

Keep up the good work.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Moogie on July 30, 2014, 06:02:14 am
Not a fan of how the graphics installation button apparently wipes clean ALL edits to the raws, not just graphics-related raws. I just had all my language files set up after several hours of work last night, and today I was experimenting with different graphics settings and now all my language files are back to default. :/
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: PeridexisErrant on July 30, 2014, 06:09:44 am
To all:  the keybindings are a tricky topic, not least because only the unhappy usually post.  Nonetheless, I've had enough feedback about this that I'm going to revert to using vanilla keybindings by default and hoping that people try the alternatives. 

Unless I'm being a bit of an idiot, I think there's a link to the Dropbox mirror in the OP, but no link to the DFFD link, which might be encouraging people to use Dropbox rather than DFFD. Might be because it's copypasta from the DFFD page.

A little nitpicky, I know, but could help your dropbox survive the next release. Assuming I haven't just missed a very obvious link, in which case sorry!

*Whoops*  I accidentally deleted that in the general update for 40_05... Thanks, I'll fix that right away. 

One of the included keymappings allows you to move Z levels with , and . which is a great idea but collides with the single-step command.  I always re-map the latter to SHIFT-Space (and embark to alt-e as a safety measure).

Hmm, it's meant to use a '/' for onestep for just this reason. 

Not a fan of how the graphics installation button apparently wipes clean ALL edits to the raws, not just graphics-related raws. I just had all my language files set up after several hours of work last night, and today I was experimenting with different graphics settings and now all my language files are back to default. :/

It's not ideal, but it's what we've got.  Pidgeot is working on a Python implementation of the launcher (mostly done), which should attract substantial support since it works on all platforms - and relevantly, a top priority is a better way to handle graphics and mods.  We're looking at a stackable diff system, and let the user pick a working load order... but unfortunately that's in the future, and for now anything fancier than an overwrite has to be done by hand. 
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Moogie on July 30, 2014, 07:12:37 am
I understand, it was just unexpected. I know the popup says "this will reset raws" but I assumed (wrongly) that it would just be resetting graphics-related raws.

Despite my aggravated tone, I appreciate all the hard work that goes into making these packs. :)
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Dirst on July 30, 2014, 09:28:57 am
One of the included keymappings allows you to move Z levels with , and . which is a great idea but collides with the single-step command.  I always re-map the latter to SHIFT-Space (and embark to alt-e as a safety measure).

Hmm, it's meant to use a '/' for onestep for just this reason.
I figured I probably did something wrong along the way :)

Not a fan of how the graphics installation button apparently wipes clean ALL edits to the raws, not just graphics-related raws. I just had all my language files set up after several hours of work last night, and today I was experimenting with different graphics settings and now all my language files are back to default. :/

It's not ideal, but it's what we've got.  Pidgeot is working on a Python implementation of the launcher (mostly done), which should attract substantial support since it works on all platforms - and relevantly, a top priority is a better way to handle graphics and mods.  We're looking at a stackable diff system, and let the user pick a working load order... but unfortunately that's in the future, and for now anything fancier than an overwrite has to be done by hand.
Just a public service announcement: back up any raws you edit by hand, and be aware that graphics packs will often wipe accented characters from the language files so those tiles can be re-used as additional map tiles.

A diff system would be incredibly helpful!  Right now it's a pain to add custom buildings and custom reactions because that involves copy-and-paste into entity_default.txt or just overwriting any other mod that might be on the player's machine.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: PeridexisErrant on July 30, 2014, 09:59:38 am
Yep! The ultimate goal is to come up with a standard format for this stuff - anyone can use the python implementation on whatever platform, but the more open and better defined it is the more support for it there'll be. I really want a good system for combining mods, it'll open up a new field if we can get a system where you just choose stuff from a list and it works!
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Iamblichos on July 30, 2014, 10:00:48 am
To all:  the keybindings are a tricky topic, not least because only the unhappy usually post.  Nonetheless, I've had enough feedback about this that I'm going to revert to using vanilla keybindings by default and hoping that people try the alternatives. 

I think the unhappiness stems mainly from the surprise factor... when you don't know to expect it and are already in bug-hunting mode, it's difficult to tell if it's intended or accidental.

Speaking personally, my hands are on autopilot with the commands, so anything that disrupts the flow causes friction :)  That being said, is there a document that shows the differences?  I'm open to moving  :)

Also, as everyone else has said, thanks a ton for all you do... the game would be infinitely less accessible without the starter pack!
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: RabblerouserGT on July 30, 2014, 10:25:04 am
The way I see keybinds is.. new players? They're going to think it's buggy as the keybinds don't match the on-screen instructions. Considering this is the "DF Starter Pack", it makes sense to keep it to keybinds the new starters can use.

Of course I am biased in favor of Vanilla DF keybinds. So I will say this would be a non-issue if DF's tutorials would change to reflect any keybind changes like games nowadays. That way any changes to the binds show in the places that SHOW what to press.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Wordsmith on July 30, 2014, 11:17:48 am
So I'm having a rather strange issue, and I'm wondering if any of you can help me.

I generated a world with the pre-hotfix version which I rather like, but before I actually started playing in it, I heard that there was an error with that version and chose to upgrade. I copied the save file for the world by hand. Now, when I attempt to start playing in Fortress mode on that world (I haven't yet tried Adventurer or Legends), I get a "Word Definition Missing" error while the game is pre-loading entities.

It isn't the tile set, as I've changed tilesets several times and each one gives the same error. Is there an issue with the save itself, or is this something that can be fixed?

EDIT: Newly-generated worlds work as intended with every tileset.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: lethosor on July 30, 2014, 04:36:25 pm
Of course I am biased in favor of Vanilla DF keybinds. So I will say this would be a non-issue if DF's tutorials would change to reflect any keybind changes like games nowadays. That way any changes to the binds show in the places that SHOW what to press.
If you're referring to DF's in-game help pages, I'm pretty sure they do this - for example, the adventure mode keybindings page listed 'k' for tracking due to a mistake on interface.txt back in 0.40.01.
Edit: Unless you have multiple keys bound to a single key code, in which case only the first will be displayed.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Dirst on July 30, 2014, 05:12:20 pm
So I'm having a rather strange issue, and I'm wondering if any of you can help me.

I generated a world with the pre-hotfix version which I rather like, but before I actually started playing in it, I heard that there was an error with that version and chose to upgrade. I copied the save file for the world by hand. Now, when I attempt to start playing in Fortress mode on that world (I haven't yet tried Adventurer or Legends), I get a "Word Definition Missing" error while the game is pre-loading entities.

It isn't the tile set, as I've changed tilesets several times and each one gives the same error. Is there an issue with the save itself, or is this something that can be fixed?

EDIT: Newly-generated worlds work as intended with every tileset.
There are some changes in the raws between .04 and .05, the most serious of which for updating saves is in the language files.  Go into the files and change every instance of YORE to YOR and it should work.  Relevant thread. (http://www.bay12forums.com/smf/index.php?topic=137096.msg5517666#msg5517666)
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Wordsmith on July 30, 2014, 08:47:34 pm
So I'm having a rather strange issue, and I'm wondering if any of you can help me.

I generated a world with the pre-hotfix version which I rather like, but before I actually started playing in it, I heard that there was an error with that version and chose to upgrade. I copied the save file for the world by hand. Now, when I attempt to start playing in Fortress mode on that world (I haven't yet tried Adventurer or Legends), I get a "Word Definition Missing" error while the game is pre-loading entities.

It isn't the tile set, as I've changed tilesets several times and each one gives the same error. Is there an issue with the save itself, or is this something that can be fixed?

EDIT: Newly-generated worlds work as intended with every tileset.
There are some changes in the raws between .04 and .05, the most serious of which for updating saves is in the language files.  Go into the files and change every instance of YORE to YOR and it should work.  Relevant thread. (http://www.bay12forums.com/smf/index.php?topic=137096.msg5517666#msg5517666)

Thanks much. I'll let you know if it works.

EDIT: Gah, tags.

EDIT 2: Success. We have embarkation. Thanks again.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: Qev on July 30, 2014, 11:29:34 pm
I've noticed a slight issue in the Adventure mode keybinds in all three of the Starter Pack keybind files: the key for talk, 'k', collides with the key for toggle tracks (also 'k').  Just a heads-up. :)
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: PeridexisErrant on July 31, 2014, 12:29:15 am
I've noticed a slight issue in the Adventure mode keybinds in all three of the Starter Pack keybind files: the key for talk, 'k', collides with the key for toggle tracks (also 'k').  Just a heads-up. :)

Ah, I remember Toady updating that to 'K' for tracking, and I guess I never fixed it.  Thanks for the report!

s there a document that shows the differences [in keybindings]?  I'm open to moving  :)
http://www.bay12forums.com/smf/index.php?topic=140677
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: jdwzl on August 03, 2014, 04:18:10 am
I migrated a save from 40.05 r1 to 40.05 r2 in which I was using the Spacefox tileset. When I install Spacefox and then open DF, it the tileset does not appear to work. Everything works if I select another tileset.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: PeridexisErrant on August 03, 2014, 06:33:10 am
I migrated a save from 40.05 r1 to 40.05 r2 in which I was using the Spacefox tileset. When I install Spacefox and then open DF, it the tileset does not appear to work. Everything works if I select another tileset.

So I'm having a rather strange issue, and I'm wondering if any of you can help me.

I generated a world with the pre-hotfix version which I rather like, but before I actually started playing in it, I heard that there was an error with that version and chose to upgrade. I copied the save file for the world by hand. Now, when I attempt to start playing in Fortress mode on that world (I haven't yet tried Adventurer or Legends), I get a "Word Definition Missing" error while the game is pre-loading entities.

It isn't the tile set, as I've changed tilesets several times and each one gives the same error. Is there an issue with the save itself, or is this something that can be fixed?

EDIT: Newly-generated worlds work as intended with every tileset.
There are some changes in the raws between .04 and .05, the most serious of which for updating saves is in the language files.  Go into the files and change every instance of YORE to YOR and it should work.  Relevant thread. (http://www.bay12forums.com/smf/index.php?topic=137096.msg5517666#msg5517666)

Thanks much. I'll let you know if it works.

EDIT: Gah, tags.

EDIT 2: Success. We have embarkation. Thanks again.
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: ArmokGoB on August 03, 2014, 03:30:48 pm
DF 40.06 released.
Link: http://www.bay12forums.com/smf/index.php?topic=141736 (http://www.bay12forums.com/smf/index.php?topic=141736)
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: lethosor on August 04, 2014, 11:00:18 am
PeridexisErrant, would you mind mentioning that this pack is for Windows in the title? It's not entirely obvious to new players (I've seen players confused about this using all platforms), and it would make this thread easier to search for. Thanks!
Title: Re: Dwarf Fortress 40_05 Starter Pack r2
Post by: pocketox on August 04, 2014, 11:03:44 am
I don't know what I'm doing wrong, but every time I try to launch DF with the launcher, it just tells me Dwarf Fortress.exe cannot be found
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: PeridexisErrant on August 04, 2014, 06:34:51 pm
The Starter Pack has updated to 40_06!  Get it here. (http://dffd.wimbli.com/file.php?id=7622)

There's a few minor bugfixes, but mostly it's the DF update and updated graphics to match (which means losing CLA and Mayday temporarily).

Changelog:
 - fixed Spacefox graphics (new raw/objects/*)
 - changed to have Vanilla keybindings by default
 - updated Legends Viewer; minor bugfix
 - changed keybindings to match 40_05 vanilla; tracking @514 k->K, log @1307 e->g
** updated Dwarf Fortress to 40_06
 - updated ASCII default graphics to 40_06
 - updated Phoebus graphics to 40_06v01
 - updated Ironhand (unofficial) graphics to 40_06
 - removed CLA, Mayday graphics to avoid save incompatibility (40_06 has more raw chnages)
 - updated default inits, reinstalled embark profiles, bumped version numbers, repointed soundsense config, etc
 - updated Spacefox graphics to 40_06 v1
 - added Dwarf Therapist memory layout for 40_06

MD5:  73BEA1423495587A4ECCF49DB65E90C3
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: Lielac on August 04, 2014, 06:38:10 pm
Oh man, I'd just checked to see if this topic had updated (it hadn't) so I went to pull up the launcher for last version's r2, and it told me there was a new version! WOO! dWARF FORTRESSIIIIIIIIIIIIIIIIIIIING

Edit: ... uh... Peridexis? I think you goofed, it's still got 0.40.05 in...
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: salithus on August 04, 2014, 06:57:41 pm
The Starter Pack has updated to 40_06!  Get it here. (http://dffd.wimbli.com/file.php?id=7622)

http://thepiratebay.se/torrent/10698917

magnet:?xt=urn:btih:4ffa9b82eed914ac1251c63d569152dfdb7bd6f4&dn=Dwarf+Fortress+40_06+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: salithus on August 04, 2014, 06:58:50 pm
Edit: ... uh... Peridexis? I think you goofed, it's still got 0.40.05 in...

This happened to me (http://www.bay12forums.com/smf/index.php?topic=126076.msg5520499#msg5520499) before - it's a DFFD thing. Try again and it should be ok.
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: Lielac on August 04, 2014, 07:05:36 pm
Edit: ... uh... Peridexis? I think you goofed, it's still got 0.40.05 in...

This happened to me (http://www.bay12forums.com/smf/index.php?topic=126076.msg5520499#msg5520499) before - it's a DFFD thing. Try again and it should be ok.

Ok, I'll try again.
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: PeridexisErrant on August 04, 2014, 07:12:45 pm
Edit: ... uh... Peridexis? I think you goofed, it's still got 0.40.05 in...

This happened to me (http://www.bay12forums.com/smf/index.php?topic=126076.msg5520499#msg5520499) before - it's a DFFD thing. Try again and it should be ok.

Ok, I'll try again.

Yep.  Having looked into this somewhat, I think the problem is basically that when the pack gets 50 DLs in the first ten minutes, it's more bandwidth than the whole DFFD usually uses and the CDN serves the old file in some parts of the world.  Worst case, try again in a few hours or tomorrow morning. 
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: OzoneGrif on August 04, 2014, 08:38:11 pm
Thanks a lot for the update.

The new Spacefox tileset seems buggy : "coma" appears everywhere in my world, and gems use the wrong tile...

I tried Phoebus and Ironhand to compare, and these two works like a charm.
I tried generating a new world, same problem.

Disabling "Varied grounds" removes the comas, but the gems tiles are still weird.

Also : The path for DF Annoucement Filter in settings.txt is pointing to the wrong version of DF.
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: Zedus on August 05, 2014, 02:00:28 am
Thanks  for the update!  :)
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: whatnameshouldi on August 05, 2014, 11:01:16 am
 :o Just dropping by to say a big thank you to you and the whole community of modders! I was ready to wait a few weeks until the pack parts were fully upgraded and updated but I am soooo happy to see it is already ready to roll.

Thanks!!! Now I can find new ways to share fun with my minions :)
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: Gnomeknows on August 05, 2014, 02:41:47 pm
So I guess Falconne is busy with other projects/games, which leaves us with no mouse/utility as far as  I know, or is there another one out there that could be added to the pack?
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: lethosor on August 05, 2014, 02:51:16 pm
So I guess Falconne is busy with other projects/games, which leaves us with no mouse/utility as far as  I know, or is there another one out there that could be added to the pack?
DFHack needs to be updated for Falconne's (or anyone's) plugins to work.
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: Mardukker on August 05, 2014, 05:12:35 pm
Fast as usual, thanks a lot!
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: jwhite.df on August 06, 2014, 07:15:40 pm
I didn't see a discussion of the PerfectWorldDF (http://www.bay12forums.com/smf/?topic=57428.0) utility and it's non-inclusion in the pack. Its been making my first week much, much more productive. Any notes on this?
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: PeridexisErrant on August 06, 2014, 07:34:40 pm
I didn't see a discussion of the PerfectWorldDF (http://www.bay12forums.com/smf/?topic=57428.0) utility and it's non-inclusion in the pack. Its been making my first week much, much more productive. Any notes on this?

I simply hadn't seen that the config for 40.xx was available.  Thanks, I'll put that in the upcoming version. 
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: LeoCean on August 06, 2014, 08:10:37 pm
Spacefox wasn't updated per this post of yours

You can take the 40_05 set and update it with these files:

http://www.reddit.com/r/dwarffortress/comments/2ciwhp/dwarf_fortress_04006_released/cjgchxr

Also missing population cap, the other two graphic mods ironhand and phoebus are/look updated in the current pack. Hmm, even that post doesn't mention all of the changes. Missed olm man at least, ironhand and phoebus got them anyways, and it seems it was most of the humanoid creatures that were changed to 5:10 population, since [CREATURE:WILD_BOAR_MAN] was changed in creature_temperate_new. Phoebus does have that one changed so they are probably fully up to date. The humanoid creatures were changed in quite a few of the files Phoebus seems to have got them all.

I'll update what files spacefox need updating below (in raw\objects(I already did the other stuff that I wanted to fix for myself before I noticed). =done=

Minor changed needed/ can just replace with vanilla Dwarf fortress .txts in,
body_default             c_variation_default            creature_birds               creature_birds_new           creature_bug_slug_new
creature_desert_new   creature_domestic        creature_large_mountain     creature_large_ocean        creature_large_riverlake
creature_large_temperate   creature_large_tropical    creature_large_tundra  creature_mountain_new    creature_next_underground
creature_ocean_new        creature_savage_tropical   creature_small_mammal_new     creature_subterranean   creature_tropical_new
creature_tundra_taiga_new  entity_default                  item_ammo                   item_weapon

 
Minor changes but can't just replace: [CREATURE_TILE: differences is the reason why you can't just paste these ones.
creature_insects           creature_riverlakepool_new      creature_small_ocean           creature_standard      inorganic_stone_layer(obsidian)
language_words (YORE (vanilla) should remain as YOR (mods) could just replace YOR after you copy) Phoebus/Ironhand has YORE and not YOR. Did they switch over to YORE? Not that it'd be a bad idea for spacefox to do so but it'd break saves..
plant_crops           plant_standard

I'm using winmerge to see the differences between the two files, it's free. It seems to be a windows tool, so if you use mac or linux you may need to use a different program. There should be many different kinds out there.
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: jwhite.df on August 06, 2014, 08:57:34 pm
I didn't see a discussion of the PerfectWorldDF (http://www.bay12forums.com/smf/?topic=57428.0) utility and it's non-inclusion in the pack. Its been making my first week much, much more productive. Any notes on this?

I simply hadn't seen that the config for 40.xx was available.  Thanks, I'll put that in the upcoming version.

Oh, cool. Hey, I'm contributing in some small way!
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: OzoneGrif on August 07, 2014, 12:05:02 pm
Quote
Also missing population cap
Yes, that missing variable in d_init.txt prevents all immigration in your fortress.
It almost destroyed mine, three dwarves were remaining, then I found out why, and it was the new cap missing.

SpaceFox was updated, but the new version seems buggy. I tried the official SpaceFox version with the same results.
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: lethosor on August 07, 2014, 12:24:43 pm
The problem with the Spacefox "updater" is that it replaces YORE with YOR, even when it should remain as YORE (i.e. a world generated in 0.40.05+).
Title: Re: Dwarf Fortress 40_06 Starter Pack r1
Post by: LeoCean on August 07, 2014, 01:35:05 pm
Quote
Also missing population cap
Yes, that missing variable in d_init.txt prevents all immigration in your fortress.
It almost destroyed mine, three dwarves were remaining, then I found out why, and it was the new cap missing.

SpaceFox was updated, but the new version seems buggy. I tried the official SpaceFox version with the same results.

Do you mean buggy as in the , and stuff? That's because that's just because the tiles that are being used for the thing is that symbol instead of a item/ a decent looking texture in the phoebus and ironhand sets. It annoys me to, but at least I understand now what causes it.  :P
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: PeridexisErrant on August 10, 2014, 05:51:16 am
The pack has updated to 40_06 r2.  You can, as usual, get it here. (http://dffd.wimbli.com/file.php?id=7622)

Mostly relatively minor changes and re-added things, but worth pushing out before 40.07 is released. 

Changelog: 
 - updated Dwarf Therapist to 23.4
 - fixed / updated soundsense config
 - updated CaptainDuck's embark profile (in tutorials set)
 - re-added Mayday graphics; thanks to /u/lesighfortress for the updated files
 - added /u/MorbidPenguin's edits to the Quickfort blueprints; circles start in the center.
 - re-added PerfectWorld; thanks to jwhite.df for the tip

MD5:  85783CB424C3A83D0A5219DD84EE0DC0
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: Crazed Lumberjack on August 10, 2014, 10:23:23 am
The pack has updated to 40_06 r2.  You can, as usual, get it here. (http://dffd.wimbli.com/file.php?id=7622)

magnet:?xt=urn:btih:b6e5f94c2ffb69ff36d466d883098ded492d1a1c&dn=Dwarf+Fortress+40_06+Starter+Pack+r2&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: AQuebman on August 10, 2014, 02:29:29 pm
I assume work is still being done to catch this up to 40.07 which was just released?
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: salithus on August 10, 2014, 02:47:34 pm
I assume work is still being done to catch this up to 40.07 which was just released?
Starter Pack just combines tools known to work with a certain version so they're in one easy-to-grab place. Looking at 07's changelog, it looks like you could just drop it in place of .06 and the only thing with a significant impact would be Therapist (due to the labor changes), but I haven't tested this.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: Urist McShaft on August 10, 2014, 02:48:27 pm
Yup, just in time for a new version.  Pity too, as I absolutely love the starter pack.  I have made a few attempts over the past many years to get into this game.  Finally broke through with .40 update and found this pack, which helps a ton.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: LeoCean on August 10, 2014, 02:56:46 pm
Yeah the only thing with graphics pack changes are in plants_standard.txt, but maybe they want to give the new professions a sprite to use. It's weird entity_default wasn't changed. Of course that means most of the changes were done in the .exe so it may take a little longer for therapist to be updated.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: AQuebman on August 10, 2014, 03:14:21 pm
Well I cant wait until the LNP is updated for 40.07.  I doubt the tilesets are up to date and I can't play this in ascii I just can't do it lol.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: PeridexisErrant on August 10, 2014, 05:01:17 pm
Yeah, I'm just waiting for Dwarf Therapist to update :)

Phoebus and Ironhand graphics are already updated :o
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: AmauriPavao on August 10, 2014, 05:10:15 pm
Yeah, I'm just waiting for Dwarf Therapist to update :)

Phoebus and Ironhand graphics are already updated :o

Good good, I forgot how it's even possible to play without DT
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: WanderingKid on August 10, 2014, 05:18:42 pm
Is the DFHack labor list active in the LNP yet?  The u-l command list?  While I prefer DT, I've been forced to get used to that because DT doesn't deal with zombified dwarves well.  Anything's better than the default interface.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: salithus on August 10, 2014, 05:27:27 pm
Is the DFHack labor list active in the LNP yet?  The u-l command list?  While I prefer DT, I've been forced to get used to that because DT doesn't deal with zombified dwarves well.  Anything's better than the default interface.
DFHack itself isn't in LNP yet - Quietust said he should have an official-ish build ready sometime this coming week, but there are instructions in the thread on how to get it running with .06 I think.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: WanderingKid on August 10, 2014, 05:30:24 pm
Is the DFHack labor list active in the LNP yet?  The u-l command list?  While I prefer DT, I've been forced to get used to that because DT doesn't deal with zombified dwarves well.  Anything's better than the default interface.
DFHack itself isn't in LNP yet - Quietust said he should have an official-ish build ready sometime this coming week, but there are instructions in the thread on how to get it running with .06 I think.
Oh wow, so no searches, no filters by male/female for animal assignments, no... yikes.

You guys are much more persistent (masochistic?) than I am.  Glad I haven't even bothered to do the downloads yet.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: igotsmeakabob!! on August 10, 2014, 10:08:18 pm
I only recently realized how difficult it was in .06- my population's exploding with all the kids and my FPS is dropping down into the 20s.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: lethosor on August 10, 2014, 10:29:44 pm
Is the DFHack labor list active in the LNP yet?  The u-l command list?  While I prefer DT, I've been forced to get used to that because DT doesn't deal with zombified dwarves well.  Anything's better than the default interface.
DFHack itself isn't in LNP yet - Quietust said he should have an official-ish build ready sometime this coming week, but there are instructions in the thread on how to get it running with .06 I think.
Expwnent handles the releases, actually - the current plan is to release as close to Tuesday as possible with whatever works (which is most plugins at this point, excluding advtools, fix-armory, treefarm, and rendermax, and rendermax may be fixed before then). A 0.40.08 before then (likely) wouldn't delay DFHack significantly - updating for minor releases is usually complete within 24 hours of a release.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: Xerberus on August 11, 2014, 06:17:24 am
hey, first and foremost a huge thanks for creating / updating this starter pack, wouldn't be able to get into this great game without it tbh. could it be possible to also update the spacefox graphic set? since 40.6 r1 (and also in r2) it seems that there are some lines missing in the d_init.txt, [STRICT_POPULATION_CAP:220] for example which was preventing me from getting migrants and babies. i really love the spacefox tileset because it has a clean and comical look which increases the humour for me if bad things happen (FUN).

Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: Akhier the Dragon hearted on August 11, 2014, 02:21:13 pm
A 0.40.08 before then (likely) wouldn't delay DFHack significantly - updating for minor releases is usually complete within 24 hours of a release.
   If by likely you mean right now then yes. On the other hand, I am happy because we now have .08 to play with as it fixed the construction materials properly and made the esc key not insta close the game when setting up fort or adventure mode.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: LeoCean on August 11, 2014, 02:48:01 pm
Spacefox is updated here Spacefox original thread, last page (http://www.bay12forums.com/smf/index.php?topic=129219.msg5562062#msg5562062) If there's anything you don't like it's easy to replace it with paint.net if you download it and zoom in to at least 1200%. I for one didn't like the huge white eyeball on that one dwarf but there's like 8 tilesets included in that pack which should be most of the versions of spacefox that are around. If I could find out who Afrotoast43 is it'd make it easier to update his stuff.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: delizseemack on August 11, 2014, 03:00:26 pm
Dwarf Therapist has been updated to 40.07!

I cannot wait for the Starter Pack update :)
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: c6r on August 11, 2014, 03:33:03 pm
Dwarf Therapist has been updated to 40.07!

I cannot wait for the Starter Pack update :)

Just in time for 40.08 to be released. 
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: delizseemack on August 11, 2014, 03:51:32 pm

Just in time for 40.08 to be released.

Someone is trolling me  ::)
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: jwhite.df on August 11, 2014, 03:53:12 pm

Just in time for 40.08 to be released.

Someone is trolling me  ::)

It might be Toady.  :-)
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: palu on August 11, 2014, 04:43:17 pm
Quote from: Toady one
He he he.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: TacoSundae84 on August 11, 2014, 05:03:09 pm
I'm afraid if I point out Dwarf Therapist is updated for 40.08, 40.09 will be released a few hours later.
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: delizseemack on August 11, 2014, 05:16:11 pm
I'm afraid if I point out Dwarf Therapist is updated for 40.08, 40.09 will be released a few hours later.

Superstitions are only good for dwarves.

Dwarf Therapist has been updated for 40.08 !! Do it now before it's too late! :)
Title: Re: Dwarf Fortress 40_06 Starter Pack r2
Post by: LeoCean on August 11, 2014, 05:35:52 pm
He's probably waiting for dfhack which is suppose to be out by tuesday.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: PeridexisErrant on August 11, 2014, 06:41:36 pm
Hi all - the pack has skipped 40_07 and updated to 40_08 due to the fast bugfixes.  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Changelog: 
** updated Dwarf Fortress to 40_07
 - updated Phoebus graphics
 - updated Ironhand graphics
 - pulled Fricy's CLA update (https://github.com/fricy/DFgraphics)
 - pulled Fricy's Mayday update
 - pulled Fricy's Spacefox update
 - updated default settings
** updated Dwarf Fortress to 40_08; fixes two common crash bugs
 - updated Dwarf Therapist to v23.6; for 40_08

MD5:  2161FC7AF702658AC424B12A0FD28E17
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: AmauriPavao on August 11, 2014, 06:48:41 pm
Just my luck, I was all "Meh, I'll download 40_07 and paste DF and DT over it", then I download it and notice it's 40_08 already  :D
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: LeoCean on August 11, 2014, 06:49:59 pm
That spacefox is still outdated. Mostly because it misses Phoebus's editions to the graphic folder where he added the new creatures from 0.40_00+. It's probably more save compatible though than the one I uploaded but the elves in his file don't even point to any graphics textures. His one has [CHILD:JIRI_E: when it should be [CHILD:AFRO_ELVES:. Since JIRI files aren't even in that spacefox version.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: salithus on August 11, 2014, 06:54:50 pm
Hi all - the pack has skipped 40_07 and updated to 40_08 due to the fast bugfixes.  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Changelog: 
** updated Dwarf Fortress to 40_07
 - updated Phoebus graphics
 - updated Ironhand graphics
 - pulled Fricy's CLA update (https://github.com/fricy/DFgraphics)
 - pulled Fricy's Mayday update
 - pulled Fricy's Spacefox update
 - updated default settings
** updated Dwarf Fortress to 40_08; fixes two common crash bugs
 - updated Dwarf Therapist to v23.6; for 40_08

MD5:  2161FC7AF702658AC424B12A0FD28E17

TPB: http://thepiratebay.se/torrent/10745193

Magnet: magnet:?xt=urn:btih:002c7cd44f24d2eb01a5b795429b65d7667c4af1&dn=Dwarf+Fortress+40_08+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Xerberus on August 11, 2014, 06:57:16 pm
That spacefox is still outdated. Mostly because it misses Phoebus's editions to the graphic folder where he added the new creatures from 0.40_00+. It's probably more save compatible though than the one I uploaded but the elves in his file don't even point to any graphics textures. His one has [CHILD:JIRI_E: when it should be [CHILD:AFRO_ELVES:. Since JIRI files aren't even in that spacefox version.

awww :( ... in terms of unit graphics i find spacefox to be the prettiest and i like the clean look of it, i hope it gets updated too. can i use your updated files from this thread to upgrade the 40.8 starterpack? i want to start a new fort anyway, so i have no problem with save compatibility. and to be clear, i just have to paste the two folders into the spacefox graphic folder in the starter pack? (sorry, the LNP / starter pack has spoiled me too much....haven't really gotten any knowledge about the modding whatsoever^^). thx in advance :)!
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: LeoCean on August 11, 2014, 07:05:07 pm
You can just paste mine next to it, you don't have to replace it. Just click to install it instead of spacefox. Also make sure graphics_goblins.txt isn't in the Dwarf Fortress 40_08 Tester Pack\Dwarf Fortress 0.40.08\raw\graphics folder. You don't want 2 things loading goblin graphics. I think it deletes the old folder anyways so it probably won't be there.

Just to be clear that means the folders would look like this:
Phoebus
Ironhand
Spacefox
Spacefox LeoCean or w.e you name it

As long as the other sets don't break save compatibility mine won't, it's just this one time it would. Unless I wanted to make it save compatible but I like phoebus's fixes txt (that don't change anything) that weren't added. Hopefully Fricy gets on the wagon :P and adapts to my changes and takes over if he wants. I already got permission from Phoebus.

Edit: Ah tell me what those .dlls are they probably aren't anything special but I haven't downloaded the pack yet and it's taking awhile.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Xerberus on August 11, 2014, 07:10:48 pm
You can just paste mine next to it, you don't have to replace it. Just click to install it instead of spacefox. Also make sure graphics_goblins.txt isn't in the Dwarf Fortress 40_08 Tester Pack\Dwarf Fortress 0.40.08\raw\graphics folder. You don't want 2 things loading goblin graphics. I think it deletes the old folder anyways so it probably won't be there.

propably a stupid question but with "paste mine next to it" i think you mean creating another folder in DF Starter Pack 40.8 r1 / LNP / graphics / .... and then loading the folder containing your two folders, but in the "spacefox" folder are a bunch of other files (mostly *.dll), aren't those necessary?

EDIT: ah ok thank you for the help and updating my favorite graphic pack :). in the starter pack 40.8 r1 are no other files besides the two folders, but they are in the older versions....which is kinda funny. i also searched the whole folder for the "graphics_goblins.txt" and it didn't find it (searched the both LNP folder and DF 40.8 folder).

EDIT: downloaded the pack now again, have checked the MD5 with "MD5 Check 4.2.1" and it said that the values were different, i had no trouble extracting the file though :/.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Levi on August 11, 2014, 07:12:34 pm
Hi all - the pack has skipped 40_07 and updated to 40_08 due to the fast bugfixes.  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Awesome, thanks for your work!
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Parabox on August 11, 2014, 07:13:28 pm
I'd like to request that Vherid's tilepack be added. It's a very nice ASCII pack, though I can imagine supporting the colors and all could be a bit of extra workload.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: LeoCean on August 11, 2014, 07:19:42 pm
You can just paste mine next to it, you don't have to replace it. Just click to install it instead of spacefox. Also make sure graphics_goblins.txt isn't in the Dwarf Fortress 40_08 Tester Pack\Dwarf Fortress 0.40.08\raw\graphics folder. You don't want 2 things loading goblin graphics. I think it deletes the old folder anyways so it probably won't be there.

propably a stupid question but with "paste mine next to it" i think you mean creating another folder in DF Starter Pack 40.8 r1 / LNP / graphics / .... and then loading the folder containing your two folders, but in the "spacefox" folder are a bunch of other files (mostly *.dll), aren't those necessary?

I don't see any .dll's in the spacefox version that he uploaded with 0_40_08, I'm still working on getting the trees to look better, I like the look phoebus gave his trees. But I can't give them the same roots, and the tilesets included kind of have to be closer to the same. I may just get rid of some of the spacefox ones I included in the pack and then leave one or 2 of the originals with 4 different ones that will allow the trees not to be broken if they are switched between (since phoebus tracks do make them look nicer but I like the spacefox tracks for the minetracks, when the TWGT gets in it won't be a problem). Since loading the tilesets or changing the dinit breaks nothing and just changes the looks when you reload the game. (I think you can even go to menu and they will change, not sure on that one)
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Xerberus on August 11, 2014, 07:26:45 pm
You can just paste mine next to it, you don't have to replace it. Just click to install it instead of spacefox. Also make sure graphics_goblins.txt isn't in the Dwarf Fortress 40_08 Tester Pack\Dwarf Fortress 0.40.08\raw\graphics folder. You don't want 2 things loading goblin graphics. I think it deletes the old folder anyways so it probably won't be there.

propably a stupid question but with "paste mine next to it" i think you mean creating another folder in DF Starter Pack 40.8 r1 / LNP / graphics / .... and then loading the folder containing your two folders, but in the "spacefox" folder are a bunch of other files (mostly *.dll), aren't those necessary?

I don't see any .dll's in the spacefox version that he uploaded with 0_40_08

here is a picture of the spacefox folder in the starterpack 40.6 r2:

(http://s1.directupload.net/images/140812/temp/vau48smi.png) (http://www.directupload.net/file/d/3712/vau48smi_png.htm)
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: LeoCean on August 11, 2014, 07:32:08 pm
That is 0_40_06 though, the 0_40_08 didn't include it and the 0_40_06 shouldn't have since that is spacefox with dwarf fortress included as a standalone.

All you need is what is my pack, it just adds more tilesets and whats in the changelog. That version in 0_40_06 is so outdated, the files in that weren't updated to 0_40_05 even. Fricy/ Joist updated the files for 0_40_07/06 around the time 0_40_07 after I told them they weren't actually updated. There was still a few missing updates though.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: PeridexisErrant on August 11, 2014, 10:05:37 pm
Re: graphics packs - I don't have a good way to fiddle with color schemes, so I'm not keen to add Vherid's set.  I hadn't removed surplus Spacefox files in some versions, fixed now. 

TPB: http://thepiratebay.se/torrent/10745193
Code: (Magnet link:) [Select]
magnet:?xt=urn:btih:002c7cd44f24d2eb01a5b795429b65d7667c4af1&dn=Dwarf+Fortress+40_08+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Thanks, added to mirrors section.

Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: DFAddict on August 12, 2014, 07:27:31 am
Anyone know how far off DFHack is for the newest major update?
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Showbiz on August 12, 2014, 09:38:00 am
Many thanks!
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: PeridexisErrant on August 12, 2014, 09:50:43 am
Anyone know how far off DFHack is for the newest major update?

The plan is for Tuesday, so probably only a day or so now. Very exciting :)
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: jwhite.df on August 12, 2014, 09:56:12 am
Anyone know how far off DFHack is for the newest major update?

Probably read the dfhack thread (http://www.bay12forums.com/smf/index.php?topic=139553.0) for that info.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Parhelion on August 12, 2014, 10:22:22 am
I find myself obsessively refreshing the DF main page, this thread, and the dfhack thread.

I need a real job.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: salithus on August 12, 2014, 10:37:12 am
Thanks, added to mirrors section.

Woooo I'm official :D
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Zedus on August 12, 2014, 11:54:33 pm
Anyone know how far off DFHack is for the newest major update?

Here is it: http://www.mediafire.com/download/pf9bdyvsyq815np/dfhack-0.40.08-r0-Windows.zip
Reveal, autodump, createitem, liquids, tiletypes, search, manipulator, prospect, exterminate, digl, digv works fine.
It can be very buggy. Use at your own risk. It is recommended to wait official build.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: PeridexisErrant on August 13, 2014, 12:19:52 am
Anyone know how far off DFHack is for the newest major update?
Here is it: http://www.mediafire.com/download/pf9bdyvsyq815np/dfhack-0.40.08-r0-Windows.zip
Reveal, autodump, createitem, liquids, tiletypes, search, manipulator, prospect, exterminate, digl, digv works fine.
It can be very buggy. Use at your own risk. It is recommended to wait official build.
Yeah um, careful with those experimental builds people. Given how dfhack toys with DF's memory, if some obsolete plugin change the wrong things you're likely to end up with crashes and saves corruption... so only use those for fooling around with a fortress you don't care about much.
No joke, the unstable version is accurately named.  The official release isn't too far off now, so try to be patient. 
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Streeter on August 13, 2014, 06:01:55 pm
Hiya, I've found a mistake. Going through Links > Dwarf Fortress Wiki brings you to the 2012 quickstart guide, not the 2014 version.


You want it to link to this (http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide) instead of this (http://dwarffortresswiki.org/index.php/v0.34:Quickstart_guide).


Keep up the good work! Long live the cause!
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Dwarf_Fever on August 14, 2014, 04:22:16 am
Noobish question: I could have sworn in a prior version of this, there was a submod included that made lower levels fade out but still be visible, so you could view mountain slopes almost as if in 3d instead of one level at a time, which was very nice. Was that a different pack? Or is it something still to be fixed with 2014 DF?
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: fricy on August 14, 2014, 04:29:40 am
Noobish question: I could have sworn in a prior version of this, there was a submod included that made lower levels fade out but still be visible, so you could view mountain slopes almost as if in 3d instead of one level at a time, which was very nice. Was that a different pack? Or is it something still to be fixed with 2014 DF?
That's the twbt dfhack plugin, will be included once it's compatible with 40.x.
Title: Re: Dwarf Fortress 40_08 Starter Pack r1
Post by: Dwarf_Fever on August 14, 2014, 04:35:03 am
Ah. Thank you very much, my good sir.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: PeridexisErrant on August 15, 2014, 06:53:47 am
The Starter Pack has updated to 40_08 r2 - with DFHack!  As usual you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

DFHack enables a significant number of bugfixes and other interesting tools such as search functions.  While the core functions are back, some more extensions are still waiting to be updated for DF 2014 and the various graphics enhancements are among them.  There's plenty of work left to do, but a good start.   

Changelog: 
 - added DFHack 0.40.08-r1; first release for DF 2014
 - re-enabled dfhack tab of the launcher

MD5:  254B1DFA5EB9241234A01D05B160801F
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: salithus on August 15, 2014, 07:10:55 am
The Starter Pack has updated to 40_08 r2 - with DFHack!  As usual you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

DFHack enables a significant number of bugfixes and other interesting tools such as search functions.  While the core functions are back, some more extensions are still waiting to be updated for DF 2014 and the various graphics enhancements are among them.  There's plenty of work left to do, but a good start.   

Changelog: 
 - added DFHack 0.40.08-r1; first release for DF 2014
 - re-enabled dfhack tab of the launcher

MD5:  254B1DFA5EB9241234A01D05B160801F
TPB: http://thepiratebay.se/torrent/10774731

Magnet: magnet:?xt=urn:btih:002c7cd44f24d2eb01a5b795429b65d7667c4af1&dn=Dwarf+Fortress+40_08+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337

EDIT: BE SURE TO APPLY THIS FIX: http://www.bay12forums.com/smf/index.php?topic=139553.msg5574670#msg5574670

UPDATE: http://www.bay12forums.com/smf/index.php?topic=139553.msg5574762#msg5574762 tl;dr: Don't use this DFHack.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: Xerberus on August 15, 2014, 07:12:25 am
The Starter Pack has updated to 40_08 r2 - with DFHack!  As usual you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

DFHack enables a significant number of bugfixes and other interesting tools such as search functions.  While the core functions are back, some more extensions are still waiting to be updated for DF 2014 and the various graphics enhancements are among them.  There's plenty of work left to do, but a good start.   

Changelog: 
 - added DFHack 0.40.08-r1; first release for DF 2014
 - re-enabled dfhack tab of the launcher

MD5:  254B1DFA5EB9241234A01D05B160801F

huge thanks for updating the starter pack so quickly, it seems that the current dfhack release has a crash problem and disabling "tweak craft-age-wear" seems to fix it, is this already implemented?

just asking if i should jump to r2 with dfhack now or if its still a bit wonky atm :).

THX!
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: salithus on August 15, 2014, 07:28:06 am
just asking if i should jump to r2 with dfhack now or if its still a bit wonky atm :).

THX!

Keep an eye on this thread - still a bit wonky, but workable: http://www.bay12forums.com/smf/index.php?topic=139553.msg5574486#msg5574486

E: Specifically this fix: http://www.bay12forums.com/smf/index.php?topic=139553.msg5574670#msg5574670


UPDATE: http://www.bay12forums.com/smf/index.php?topic=139553.msg5574762#msg5574762 tl;dr: Don't use this DFHack.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: smjjames on August 15, 2014, 08:57:53 am
Hey Peridexis, http://www.bay12forums.com/smf/index.php?topic=139553.msg5574762#msg5574762 The current DFhack version is bugged in a way that's enough for Quietust to say not to use it, though a new version will be out shortly.

Can't wait to play with a functional DFhack. :D Going to hold off on downloading this until they release a fixed version of DFhack and it gets added to the pack.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: Merkator on August 15, 2014, 09:02:02 am
It is usable. Just create new dfhack.init file.
Please, this pack don't have `lazy` in name anymore. Copying single file is not that hard.  ;)

Pastebin with fix is in the dfhack thread
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: smjjames on August 15, 2014, 09:10:16 am
Yeah I know, it's just that I'm not sure if Quietust is saying other fixes are needed, or maybe he is going to upload a new version of the file(s) soon.

Basically, I'm just waiting for whatever update Quietust said is coming soon and I was just letting Peridexis know about the problem.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: PeridexisErrant on August 15, 2014, 09:26:35 am
Hey Peridexis, http://www.bay12forums.com/smf/index.php?topic=139553.msg5574762#msg5574762 The current DFhack version is bugged in a way that's enough for Quietust to say not to use it, though a new version will be out shortly.

Can't wait to play with a functional DFhack. :D Going to hold off on downloading this until they release a fixed version of DFhack and it gets added to the pack.

Just saw this. I'll deal with it in the morning, either by removing dfhack or updating it.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: Aquathug on August 15, 2014, 10:02:21 am
Hey Peridexis, http://www.bay12forums.com/smf/index.php?topic=139553.msg5574762#msg5574762 The current DFhack version is bugged in a way that's enough for Quietust to say not to use it, though a new version will be out shortly.

Can't wait to play with a functional DFhack. :D Going to hold off on downloading this until they release a fixed version of DFhack and it gets added to the pack.

Just saw this. I'll deal with it in the morning, either by removing dfhack or updating it.

expwnent said that it should be okay now... http://www.bay12forums.com/smf/index.php?topic=139553.msg5574893#msg5574893

'mostly' ok
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: theit8514 on August 15, 2014, 10:49:58 am
The option to enable dfhack fixes has a bug. In the LNP_dfhack_onLoad.init file, it adds fix/blooddel as a command, the actual script is named fix/blood-del.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: smjjames on August 15, 2014, 01:30:40 pm
It is usable. Just create new dfhack.init file.
Please, this pack don't have `lazy` in name anymore. Copying single file is not that hard.  ;)

Pastebin with fix is in the dfhack thread

http://www.bay12forums.com/smf/index.php?topic=139553.msg5575366#msg5575366

Theres more to it than that for updating to DFhack r2 since r1 is really buggy.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: Quietust on August 15, 2014, 02:57:19 pm
It is usable. Just create new dfhack.init file.
No, it is not - even if you disable the plugins that make the game crash immediately, there will still be other ones which will crash the game later when you try to use them. Either manually update to DFHack 0.40.08-r2 or delete it until a new starter pack is available.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: Mir on August 15, 2014, 05:47:00 pm
Everything appears to work properly if you just install DFHack r2 over top of the starter pack and overwrite everything.
Title: Re: Dwarf Fortress 40_08 Starter Pack r2
Post by: PeridexisErrant on August 15, 2014, 05:48:47 pm
Everything appears to work properly if you just install DFHack r2 over top of the starter pack and overwrite everything.
Excellent.  Give me a while for slow internet...
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 15, 2014, 06:24:57 pm
The Starter Pack has updated to 40_08 r3; as usual you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Updated DFHack to fix some obvious bugs, updated World Viewer which now does some nice additional data export (eg search for your adamantine artifacts).

Changelog: 
 - updated DFHack to 0.40.08-r2, fixes some crash bugs and several other problems
 - updated World Viewer to v2.0; includes new features based on dfhack-assisted data export

MD5:  789E96265CE6FBF668A6F0019083099E
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: smjjames on August 15, 2014, 07:49:08 pm
What is the MDS?

Edit: Is it me or is the download speed off of DFFD really slow atm?

Edit2: It's throwing a bunch of red text errors whenever I start generating a new world for some reason.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 15, 2014, 08:11:55 pm
MD5 is a cryptographic hash (https://en.wikipedia.org/wiki/MD5), basically an identifier for a file which is completely different if small changes are made.  Publishing it lets people check for corrupted downloads, or sneaky versions were someone repackaged it with malware because then their hash will be different to mine.  DFFD is often pretty slow when I update, because it's a lot of bandwidth to serve. 

---------------------

I've also published a sneaky update that de-comments Falconne's plugins in the patched dfhack.init, and updates the path for Announcement filter.  Given that this is a total of five characters changed in the latter text file and one deleted in the former, I'm bumping the checksum but not the version number.  If you're one of the 360 people to download it the first hour, just replicate the changes instead of redownloading. 

New MD5:  789E96265CE6FBF668A6F0019083099E
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: smjjames on August 15, 2014, 09:11:19 pm
What is causing the bunch of red text error messages to be spat out whenever I generate a new world, or go to start a new game?
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 15, 2014, 09:17:33 pm
What is causing the bunch of red text error messages to be spat out whenever I generate a new world, or go to start a new game?

I'd guess it's the options in the dfhack tab, does it go away if you uncheck them? 
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: smjjames on August 15, 2014, 09:32:50 pm
It's stuff about runcommand, error parsing arg: 3 months. It's Lua 607, 19, 426, and 441.

Also, I don't see the changes you made to DFhack init to Falconnes stuff, even with the slightly newer update? Although I probably downloaded it later.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: salithus on August 16, 2014, 12:14:14 am
The Starter Pack has updated to 40_08 r3; as usual you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Updated DFHack to fix some obvious bugs, updated World Viewer which now does some nice additional data export (eg search for your adamantine artifacts).

Changelog: 
 - updated DFHack to 0.40.08-r2, fixes some crash bugs and several other problems
 - updated World Viewer to v2.0; includes new features based on dfhack-assisted data export

MD5:  C332A05346692696523EB32FDAB4C099

TPB: http://thepiratebay.se/torrent/10781961

Mag: magnet:?xt=urn:btih:18e920285b8e43eabe8761fc113f8616dd6fbb32&dn=Dwarf+Fortress+40_08+Starter+Pack+r3&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337


Also, mind updating the MD5 for the r3 post on this page? It'll help reduce confusion I think.

Unless you did update, in which case the version I just pulled from DFFD is the old one. Either way I ended up with 789E96265CE6FBF668A6F0019083099E.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 16, 2014, 12:17:18 am
Unless you did update, in which case the version I just pulled from DFFD is the old one. Either way I ended up with 789E96265CE6FBF668A6F0019083099E.
This is the latest pack.  Post above updated to reflect this. 
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Xerberus on August 16, 2014, 07:02:08 am
i get an error message too, but it seems he still created the world as far as i can see:

(http://s1.directupload.net/images/140816/temp/nl922ug8.png) (http://www.directupload.net/file/d/3716/nl922ug8_png.htm)

does that mean that dfhack is still buggy / not working? :/.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 16, 2014, 07:07:26 am
Untick the option in the dfhack tab and it should be fine. 
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Dfuzzy on August 16, 2014, 11:50:18 am
Autolabor doesn't seem to be enabled in df hack. Does it take time to implement it or do I have to install it myself?
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: jwhite.df on August 16, 2014, 01:59:21 pm
Untick the option in the dfhack tab and it should be fine.

The option? The only option that's ticked by default is "Pure Bugfixes". Is that what you mean?
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 16, 2014, 05:21:22 pm
Autolabor doesn't seem to be enabled in df hack. Does it take time to implement it or do I have to install it myself?
Autolabor is not available for 40.xx (yet) due to changes to labors and preferences.

Untick the option in the dfhack tab and it should be fine.

The option? The only option that's ticked by default is "Pure Bugfixes". Is that what you mean?
Yes. I'm disabling the tab entirely in the next version until it works properly again.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Ledi on August 16, 2014, 09:44:02 pm
Never mind, nothing to see here. >.>
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Deadeye238 on August 17, 2014, 12:14:19 am
I'm having strange troubles with Dwarf Therapist 23.6 in the LNP. I've not played since just before .07 was released due to it crashing on 'play dwarf fortress!'. It won't start at all when I 'run utilities' and crashes if I run it straight from the exe, whether DF is running or not. I had no troubles with whatever the previous version was, and I hope you guys have a solution or it is fixed with 0.08.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 17, 2014, 01:03:44 am
I just looked at the download numbers again, and, wow. 

Something of a milestone to celebrate:  last night, the pack passed 200,000 downloads!  That's just on the main DFFD page, too - it doesn't include the legacy page, dropbox mirror, unofficial mirrors, torrents...  I never imagined (http://www.bay12forums.com/smf/index.php?topic=59026.msg4232419#msg4232419) that it would come so far.
One month later, the DFFD page is showing 257,000 downloads.  More than fifty thousand in one month.  That's thanks to a perfect storm of excitement and rapid updates over DF2012, but still amazing.  Two months ago I would have laughed at anyone who said that was possible!

So let me again thank all the awesome people who make graphics, and utilities, and other cool stuff without which this pack would be a empty and disappointing shell.  Thanks also to Toady, who is literally irreplaceable; the kind users who point out my stupid mistakes so I can fix them; and of course everyone who plays - there'd be no downloads at all without you!

Now - the future awaits!  Strike the earth!
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Xerberus on August 17, 2014, 06:36:48 am
I just looked at the download numbers again, and, wow. 

Something of a milestone to celebrate:  last night, the pack passed 200,000 downloads!  That's just on the main DFFD page, too - it doesn't include the legacy page, dropbox mirror, unofficial mirrors, torrents...  I never imagined (http://www.bay12forums.com/smf/index.php?topic=59026.msg4232419#msg4232419) that it would come so far.
One month later, the DFFD page is showing 257,000 downloads.  More than fifty thousand in one month.  That's thanks to a perfect storm of excitement and rapid updates over DF2012, but still amazing.  Two months ago I would have laughed at anyone who said that was possible!

So let me again thank all the awesome people who make graphics, and utilities, and other cool stuff without which this pack would be a empty and disappointing shell.  Thanks also to Toady, who is literally irreplaceable; the kind users who point out my stupid mistakes so I can fix them; and of course everyone who plays - there'd be no downloads at all without you!

Now - the future awaits!  Strike the earth!

well thank you for maintaining and updating this pack so that stupid ass people like me don't need to delve hours and hours into the forums to understand how to mod DF on their own^^. honestly, DF with this pack and all the easy to set options is a great game and the mods & tilesets that are being produced and the utilities that are currently in developement (an own tileset for items for example) are aweseome.

strike the earth :)
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Skyline on August 17, 2014, 07:03:31 am
Hey guys,

thank you very much for your fast work!

I have a question regarding the soundsense file. There are so many updates in the last weeks and if you delete the whole DF-file, the downloaded sounds from Soundsense have to be reloaded every update.
Is it possible to copy/paste the soundsense file every time or does it get updates that often, too?

Thanks in advance,

Skyline
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 17, 2014, 08:09:38 am
I have a question regarding the soundsense file. There are so many updates in the last weeks and if you delete the whole DF-file, the downloaded sounds from Soundsense have to be reloaded every update.
Is it possible to copy/paste the soundsense file every time or does it get updates that often, too?

Yes, you can copy the soundsense music across to a new version.  The pack update script should do this for you.

You can still catch the occasional updates by using the update button in soundsense. 
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Casei on August 17, 2014, 10:40:34 am
Unhandled Exception Error when I terminate the program's ability to call home, then it runs upon hitting OK.

Give us the ability to turn off the call home "feature" gracefully.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Henour on August 17, 2014, 10:56:59 am
craft-age-wear is enabled in dfhack for "Pure Bugfixes". As I understand it it changes wear to occour every twenty years.

I never did sience on this but from what I remember the "normal" wear rate is a lot faster. Is it considered considered a bugfix because wearing out masterworks can make your crafters go mad?

I fondly remember !!fun!! because I forgot to get a clothing industrie going in time in an older version. With the fixed level of wear it sounds like most dwarfs will die before their clothing wears out.  :-\
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: smjjames on August 17, 2014, 11:02:14 am
craft-age-wear is enabled in dfhack for "Pure Bugfixes". As I understand it it changes wear to occour every twenty years.

I never did sience on this but from what I remember the "normal" wear rate is a lot faster. Is it considered considered a bugfix because wearing out masterworks can make your crafters go mad?

I fondly remember !!fun!! because I forgot to get a clothing industrie going in time in an older version. With the fixed level of wear it sounds like most dwarfs will die before their clothing wears out.  :-\

I would actually welcome that because it'll mean less worn clothing clogging up the finished goods stockpile and not having to jump through hoops to get them to put worn clothing in a refuse stockpile.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Akhier the Dragon hearted on August 17, 2014, 11:06:44 am
   I have started to make wide spread use of auto-quantum stockpiles recently. If something has a legit way to reduce the stock pile clutter like a bin I don't but mechanism and furniture in general just take so much room and when I am making 55 each of beds, doors, coffers, and cabinets the workshops can get quite cluttered.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: smjjames on August 17, 2014, 11:08:37 am
Usually when I'm making 55 each of doors, beds, etc, I'm also installing them. Plus I always make a single huge furniture stockpile with plenty of room.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Bolland on August 17, 2014, 01:50:09 pm
Great update as always, PeridexisErrant.

However, there are a few things missing in dfhack.init
I had to add the mousequery params back in from the old pack. I think they should be included again. I can't play without cursor tracking. :)
I may have missed others.

The legends processor outputs regionX-legends_archive.zip, but you have a typo when moving it (regionX-legends-archive.zip instead of regionX-legends_archive.zip).
Not your issue, but I think I get old (pre-migration) numbers with the dwarfmonitor happiness bar when migrants come during the session. Have to reload to get the numbers to go up.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Zedus on August 17, 2014, 03:05:49 pm
Released Dwarf Fortress 0.40.09 ;)
yay! +)
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 17, 2014, 06:17:07 pm
Unhandled Exception Error when I terminate the program's ability to call home, then it runs upon hitting OK.

Give us the ability to turn off the call home "feature" gracefully.
Changing the "checkagain" date (top of LNP/LNPWin.txt) to sometime in 2050 should do that for you.

   I have started to make wide spread use of auto-quantum stockpiles recently. If something has a legit way to reduce the stock pile clutter like a bin I don't but mechanism and furniture in general just take so much room and when I am making 55 each of beds, doors, coffers, and cabinets the workshops can get quite cluttered.
Usually when I'm making 55 each of doors, beds, etc, I'm also installing them. Plus I always make a single huge furniture stockpile with plenty of room.
You guys might want to investigate the dfhack plugins workflow and buildingplanner - between them you can place furniture you haven't made yet, and it'll be built and placed automatically. 

However, there are a few things missing in dfhack.init
I had to add the mousequery params back in from the old pack. I think they should be included again. I can't play without cursor tracking. :)
I may have missed others.

The legends processor outputs regionX-legends_archive.zip, but you have a typo when moving it (regionX-legends-archive.zip instead of regionX-legends_archive.zip).
Not your issue, but I think I get old (pre-migration) numbers with the dwarfmonitor happiness bar when migrants come during the session. Have to reload to get the numbers to go up.
DFHack being new for 40.08, there's a fair bit of stuff I haven't done much with - enough command syntax changed and so on that I need to spend a while reading before I re enable everything.  I did try that anyway, but errors everywhere.  Glad that you've got a handle on it though :)

Typo: that explains much.  Thanks, I'll fix that!

Released Dwarf Fortress 0.40.09 ;)
Patience, I'm waiting for dfhack and Dwarf Therapist. 
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Xerberus on August 17, 2014, 06:44:23 pm
in the old  versions i could set up those workflow parameters within the DF UI and didn't have to insert commands in a console, will this UI integration be back again?
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 17, 2014, 07:35:47 pm
in the old  versions i could set up those workflow parameters within the DF UI and didn't have to insert commands in a console, will this UI integration be back again?

Yep.  We're still in very early days for 40.xx dfhack, it will be better than 34.11 once it stabilises and finishes updating properly instead of scrambling for compatibility. 
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Admiral Badger on August 17, 2014, 08:32:41 pm
Forgive me for asking what's probably a rudimentary and basic question, I'm not quite as fluent with computers as you guys are, but how exactly does one go about updating the starter pack to work with the latest update? Or should I just be more patient?
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: smjjames on August 17, 2014, 08:40:11 pm
in the old  versions i could set up those workflow parameters within the DF UI and didn't have to insert commands in a console, will this UI integration be back again?

Yep.  We're still in very early days for 40.xx dfhack, it will be better than 34.11 once it stabilises and finishes updating properly instead of scrambling for compatibility. 

Yeah, DFhack is kind of buggy right now.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: PeridexisErrant on August 17, 2014, 08:43:34 pm
Forgive me for asking what's probably a rudimentary and basic question, I'm not quite as fluent with computers as you guys are, but how exactly does one go about updating the starter pack to work with the latest update? Or should I just be more patient?

No worries.  This is the quick and dirty option, which doesn't include utilities, graphics, configuration, etc... but it works. 

 - Make a copy of the most recent pack for the previous version (40_08 r3) in this case
 - Rename it for the new version, r0 ("Dwarf Fortress 40_09 Starter Pack r0") - this will be recognised by the update script once my update is released
 - delete the "Dwarf Fortress 0.40.08" folder
 - replace it with an equivalent for 09, and insert files.  DON'T just overwrite the current set, that would break things.
 - don't install graphics, that would break things.  https://github.com/fricy/DFgraphics has updates if you need one.

Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: TV4Fun on August 17, 2014, 09:06:09 pm
I'm having a problem with the patched version of DF 40.08 that I am not having with the vanilla version. Here is a new save in fortress mode from a newly created world. The version of DF included with the starter pack crashes on loading this, but it loads fine in the vanilla version. http://dffd.wimbli.com/file.php?id=9425
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Xerberus on August 17, 2014, 09:30:19 pm
I'm having a problem with the patched version of DF 40.08 that I am not having with the vanilla version. Here is a new save in fortress mode from a newly created world. The version of DF included with the starter pack crashes on loading this, but it loads fine in the vanilla version. http://dffd.wimbli.com/file.php?id=9425

did you disable the checkboxes under the dfhack tab in the DF starter pack UI (last tab)? if not then there is your answer.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Admiral Badger on August 17, 2014, 09:50:14 pm
Forgive me for asking what's probably a rudimentary and basic question, I'm not quite as fluent with computers as you guys are, but how exactly does one go about updating the starter pack to work with the latest update? Or should I just be more patient?

No worries.  This is the quick and dirty option, which doesn't include utilities, graphics, configuration, etc... but it works. 

 - Make a copy of the most recent pack for the previous version (40_08 r3) in this case
 - Rename it for the new version, r0 ("Dwarf Fortress 40_09 Starter Pack r0") - this will be recognised by the update script once my update is released
 - delete the "Dwarf Fortress 0.40.08" folder
 - replace it with an equivalent for 09, and insert files.  DON'T just overwrite the current set, that would break things.
 - don't install graphics, that would break things.  https://github.com/fricy/DFgraphics has updates if you need one.

I may or may not have done it 100% correctly, but it's reading v0.40.09 and it's not crashing, so I guess I did. Thank'ee kindly!
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Akhier the Dragon hearted on August 17, 2014, 10:00:25 pm
   I actually knew about the workflow and building planner stuff as I have watched a number of Quill18's videos and he likes to use DFHack. I personally have not used DFHack basically at all. The recent video I did was all the use I can remember. Is there a good place that goes over what all the commands are and what they do?
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: TV4Fun on August 17, 2014, 10:23:23 pm
I'm having a problem with the patched version of DF 40.08 that I am not having with the vanilla version. Here is a new save in fortress mode from a newly created world. The version of DF included with the starter pack crashes on loading this, but it loads fine in the vanilla version. http://dffd.wimbli.com/file.php?id=9425

did you disable the checkboxes under the dfhack tab in the DF starter pack UI (last tab)? if not then there is your answer.
Yes, I did that, and the crash still happens. It seems to have something to do with the DFHack patched exe.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: LeoCean on August 17, 2014, 10:30:08 pm
http://www.bay12forums.com/smf/index.php?topic=139553.0 is the link to dfhack on these forums where it should explain most of them. You could try the wiki as it may have information.

I'm a little worried that fricy's spacefox version will break saves as he updated it to my txt versions and my txt's changed the language files to match phoebus's. I guess if they didn't break before when Phoebus changed them then maybe they won't. *I just tested mine/Phoebus language txts on a 40_06 version save and it breaks so it needs the old language.txts. I guess I'll just drop a version of that on the spacefox tileset page.

The art files aren't going to be that nice without my data\art tileset though, I put in some new tiles to replace the ; , that showed up randomly in structures and the environment (wasteland ect.. It's not random if you know why as I do). The spacefox tileset was kind of based off of Phoebus to begin with anyways and I did ask him to use some of his stuff. I can change something or make a special version if you guys like or don't like the new water/lava tile I made.
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Xerberus on August 18, 2014, 06:05:47 am
http://www.bay12forums.com/smf/index.php?topic=139553.0 is the link to dfhack on these forums where it should explain most of them. You could try the wiki as it may have information.

I'm a little worried that fricy's spacefox version will break saves as he updated it to my txt versions and my txt's changed the language files to match phoebus's. I guess if they didn't break before when Phoebus changed them then maybe they won't. *I just tested mine/Phoebus language txts on a 40_06 version save and it breaks so it needs the old language.txts. I guess I'll just drop a version of that on the spacefox tileset page.

The art files aren't going to be that nice without my data\art tileset though, I put in some new tiles to replace the ; , that showed up randomly in structures and the environment (wasteland ect.. It's not random if you know why as I do). The spacefox tileset was kind of based off of Phoebus to begin with anyways and I did ask him to use some of his stuff. I can change something or make a special version if you guys like or don't like the new water/lava tile I made.

well i like the changes you made thus far in spacefox. changing the language to the one phoebus uses (maybe with slight color variation to suit spacefox) would be great. in spacefox you have atm either almost unreadable text without truetype or a bunch of black blocks within the text and the text itself looks very thin und not really fitting. so changing that sounds awesome :).
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Harald387 on August 18, 2014, 10:15:01 am
So there were two problems I had with the old 34.11 pack that have resurfaced with the new 40.x pack now that DFHack has been reintroduced:

1) Sometimes (but only sometimes), when I hit 'r' to create a room (dining room, office, etc), instead of letting me size the room immediately I get 'No Owner Assigned' and have to hit ESC before I can size the room. I also get this occasionally when hitting 'r' to repeat a work order.

2) Sometimes when hitting 'm' for the military screen, I instead get a list of dwarves sorted by preferences for materials.

I can't figure out which script (or scripts) are generating these. Any help will be appreciated. I've tried resetting keybinds back to defaults (my preference), and looked through a lot of the available info on DFHack, but I'm clearly missing something. Any help?
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Dwimenor on August 18, 2014, 10:20:30 am
The first one is gui/room-list script. Check dfhack init for this keybinding:
Code: [Select]
# browse rooms of same owner
keybinding add Alt-R@dwarfmode/QueryBuilding/Some gui/room-list
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Xerberus on August 18, 2014, 10:50:42 am
So there were two problems I had with the old 34.11 pack that have resurfaced with the new 40.x pack now that DFHack has been reintroduced:

1) Sometimes (but only sometimes), when I hit 'r' to create a room (dining room, office, etc), instead of letting me size the room immediately I get 'No Owner Assigned' and have to hit ESC before I can size the room. I also get this occasionally when hitting 'r' to repeat a work order.

2) Sometimes when hitting 'm' for the military screen, I instead get a list of dwarves sorted by preferences for materials.

I can't figure out which script (or scripts) are generating these. Any help will be appreciated. I've tried resetting keybinds back to defaults (my preference), and looked through a lot of the available info on DFHack, but I'm clearly missing something. Any help?

the second one i don't know but the first one i also get by accidentally pressing a button on the keyboard. after doing some quick google search you can disable that by pressing c or alt it seems. at least for me it worked (google is your friend btw ;P).
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: Button on August 18, 2014, 12:35:21 pm
1) Sometimes (but only sometimes), when I hit 'r' to create a room (dining room, office, etc), instead of letting me size the room immediately I get 'No Owner Assigned' and have to hit ESC before I can size the room. I also get this occasionally when hitting 'r' to repeat a work order.

This is the result of alt-tabbing. When you alt-tab, DFhack gets the alt-down but not the alt-up, so it thinks you're still holding alt down. Alt-r is room assignment.

Pressing alt again will fix it.

It's quite annoying though.


ninja'd
Title: Re: Dwarf Fortress 40_08 Starter Pack r3
Post by: LeoCean on August 18, 2014, 03:18:52 pm

well i like the changes you made thus far in spacefox. changing the language to the one phoebus uses (maybe with slight color variation to suit spacefox) would be great. in spacefox you have atm either almost unreadable text without truetype or a bunch of black blocks within the text and the text itself looks very thin und not really fitting. so changing that sounds awesome :).

I didn't change any colors and the language changes were just changes to not having accented characters like [T_WORD:AWE-INSPIRING:g•stang] now it's [T_WORD:AWE-INSPIRING:gostang]. The text wasn't changed as far as I'm aware I could look into getting rid of those black boxes as that is just a tile that it's using and I could fix that easily maybe. (I experimented with changing the tiles after words and it went black before so it shouldn't be hard) I could use a screenshot of what you mean for the black blocks within the text though. I haven't noticed it, but I mainly use truetype. It will have to be fixed before TGWT? is included with df hack though as I want to use that with spacefox and that disables truetype.

Yeah I'm pretty sure all the packs have the same problem with that. Once overides is introduced in dfhack though it should be fixable. Try to keep peoples names unaccented so normal English and the names will show up properly at least.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Xerberus on August 18, 2014, 06:35:31 pm
@OP: big thanks for the quick work again, but you should change the filename of the starterpack at DFFD, it is listed as "Dwarf Fortress 40_08 Starter Pack r19"^^.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 18, 2014, 06:38:11 pm
Hi all - the Starter Pack has updated to 40_09.  As usual you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Due to the time it takes to update, dfhack is not available for this version - but I'll update again once it is.  Dwarf Therapist, graphics, and everything else is up to date and working fine. 

And in non-content-related news, I'm starting to experiment with scripting some of the configuration process in Python.  If all goes well, it should help updates stay frequent despite my varied amount of free time.  Here,  (https://github.com/PeridexisErrant/Scripts-for-the-Starter-Pack/blob/master/pack_update_script.py)if you're interested.

Changelog:
** updated DF to 0.40.09
 - removed Legends Exports Processor (https://github.com/PeridexisErrant/LegendsExportsProcessor/releases) pending update to handle new legends export filenames
 - removed World Viewer (http://www.bay12forums.com/smf/index.php?topic=128932), for the same reason
 - updated all graphics from Fricy's repository
 - added Jolly Bastion graphics
 - updated configuration files for soundsense and Announcement filter
 - removed dfhack; it'll be back when it updates for 40_09
 - disabled dfhack tab of the launcher until it stops throwing errors
 - updated Dwarf Therapist to 24.0; for DF 40_09
 - (sneaky change) fixed soundsense config, removed Jolly Bastion graphics

MD5:  99387013B8843AFABF439CF188F5F398
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 18, 2014, 06:39:34 pm
@OP: big thanks for the quick work again, but you should change the filename of the starterpack at DFFD, it is listed as "Dwarf Fortress 40_08 Starter Pack r19"^^.
Thanks, autofill.  Usually so useful... until you start entering a pack name defined by numbers in two places, and it always wants to match an earlier version.  (fixed, thanks)
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Akhier the Dragon hearted on August 18, 2014, 07:35:38 pm
Okay when I try to install the Jolly Bastion graphics it tells me and I quote
Quote
Nothing was installed.
Folder does not exist or does not have required files or folders:
LNP\Graphics\Jolly Bastion

Also when I attempt to use soundsense, both from the launcher and just from SS'es .exe itself I get the following error printed on the console then the console closes:
Quote
Exception :org.xml.sax.SAXParseException; lineNumber: 32; columnNumber: 1; XML document structures must start and end within the same entity.

Did I do something wrong, was the pack not properly downloaded when I did so, or is it not my fault?
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 18, 2014, 07:51:57 pm
Okay when I try to install the Jolly Bastion graphics it tells me and I quote
Quote
Nothing was installed.
Folder does not exist or does not have required files or folders:
LNP\Graphics\Jolly Bastion

Also when I attempt to use soundsense, both from the launcher and just from SS'es .exe itself I get the following error printed on the console then the console closes:
Quote
Exception :org.xml.sax.SAXParseException; lineNumber: 32; columnNumber: 1; XML document structures must start and end within the same entity.

Did I do something wrong, was the pack not properly downloaded when I did so, or is it not my fault?

No, all my fault.  I've uploaded a fixed version, or you can add "<configuration>" as the second line of soundsense configuration.xml, and remove Jolly Bastion graphics as it's missing a crucial file I didn't spot. 
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Akhier the Dragon hearted on August 18, 2014, 08:00:19 pm
Thank you, though I will note that in my configuration.xml there was a <configuration> tag at the top, it was however on the same line as the first. What was wrong though was the end tag was missing its closing angle bracket '>'
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Xerberus on August 18, 2014, 08:07:12 pm
Thank you, though I will note that in my configuration.xml there was a <configuration> tag at the top, it was however on the same line as the first. What was wrong though was the end tag was missing its closing angle bracket '>'

if you like jolly bastion then i can recommend you the spacefosx tileset, it has the same colors and overall visuals but with actual graphic sets for dwarves and other creatures.

gotta love these dorfs:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 18, 2014, 08:16:28 pm
Thank you, though I will note that in my configuration.xml there was a <configuration> tag at the top, it was however on the same line as the first. What was wrong though was the end tag was missing its closing angle bracket '>'

That script I mentioned was meant to update the path entries from 0.40.08 to 0.40.09, but clearly something went wrong between testing and use...
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: rhoxa on August 18, 2014, 08:29:53 pm
My downloads keep failing about halfway through.  Is anyone having success?

Edit:  Seemed to finish this time.  Weird. 
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Akhier the Dragon hearted on August 18, 2014, 08:53:55 pm
Thank you, though I will note that in my configuration.xml there was a <configuration> tag at the top, it was however on the same line as the first. What was wrong though was the end tag was missing its closing angle bracket '>'

if you like jolly bastion then i can recommend you the spacefosx tileset, it has the same colors and overall visuals but with actual graphic sets for dwarves and other creatures.

gotta love these dorfs:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

I actually was doing a video to note that the pack was updated and wanted to show off the tileset as one of my viewers suggested it. I mostly have been using Mayday as I like how the walls look which tends to be my deciding factor.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Shizmoo on August 18, 2014, 09:13:26 pm
Why is it whenever I run legends viewer I never get all the images:

(http://s27.postimg.org/5u6a0ob9b/hhnh.jpg) (http://postimg.org/image/5u6a0ob9b/)
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 18, 2014, 09:35:35 pm
Why is it whenever I run legends viewer I never get all the images:

(http://s27.postimg.org/5u6a0ob9b/hhnh.jpg) (http://postimg.org/image/5u6a0ob9b/)

Something about the internals depends on what version of Internet Explorer you have installed, and if it's an old one this happens.  Sorry I can't help more - you'd probably have more luck in the thread for this specific thing.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: salithus on August 18, 2014, 09:46:44 pm
Hi all - the Starter Pack has updated to 40_09.  As usual you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Due to the time it takes to update, dfhack is not available for this version - but I'll update again once it is.  Dwarf Therapist, graphics, and everything else is up to date and working fine. 

And in non-content-related news, I'm starting to experiment with scripting some of the configuration process in Python.  If all goes well, it should help updates stay frequent despite my varied amount of free time.  Here,  (https://github.com/PeridexisErrant/Scripts-for-the-Starter-Pack/blob/master/pack_update_script.py)if you're interested.

Changelog:
** updated DF to 0.40.09
 - removed Legends Exports Processor (https://github.com/PeridexisErrant/LegendsExportsProcessor/releases) pending update to handle new legends export filenames
 - removed World Viewer (http://www.bay12forums.com/smf/index.php?topic=128932), for the same reason
 - updated all graphics from Fricy's repository
 - added Jolly Bastion graphics
 - updated configuration files for soundsense and Announcement filter
 - removed dfhack; it'll be back when it updates for 40_09
 - disabled dfhack tab of the launcher until it stops throwing errors
 - updated Dwarf Therapist to 24.0; for DF 40_09
 - (sneaky change) fixed soundsense config, removed Jolly Bastion graphics

MD5:  99387013B8843AFABF439CF188F5F398

TPB: http://thepiratebay.se/torrent/10810512

Magnet:
Code: [Select]
magnet:?xt=urn:btih:20028c7300e9897040ce5bc9d707e83d6a90313a&dn=Dwarf+Fortress+40_09+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Shizmoo on August 18, 2014, 10:02:00 pm
Why is it whenever I run legends viewer I never get all the images:

(http://s27.postimg.org/5u6a0ob9b/hhnh.jpg) (http://postimg.org/image/5u6a0ob9b/)

Something about the internals depends on what version of Internet Explorer you have installed, and if it's an old one this happens.  Sorry I can't help more - you'd probably have more luck in the thread for this specific thing.

Ya I use Opera, going to upgrade IE. thanks.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Borge on August 18, 2014, 10:43:33 pm
No DFhack for filtering with the 40_09 version?
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: salithus on August 18, 2014, 10:46:59 pm
No DFhack for filtering with the 40_09 version?
Due to the time it takes to update, dfhack is not available for this version - but I'll update again once it is.  Dwarf Therapist, graphics, and everything else is up to date and working fine.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Kirkegaard on August 19, 2014, 03:12:08 am
Ironhand seem to be missing in the .9 r1 update.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: starchitect on August 19, 2014, 06:03:25 am
Does anyone still have a link to the 40.08 Starter Pack? I missed it and I would really like to play with DFHack on.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Showbiz on August 19, 2014, 06:52:12 am
I uploaded it for you. Didn't delete my Savefiles, though
DF-Starter-Pack-0.40.08-latest.rar (http://www.file-upload.net/download-9400390/DF-Starter-Pack-0.40.08-latest.rar.html)

Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 19, 2014, 06:58:56 am
Does anyone still have a link to the 40.08 Starter Pack? I missed it and I would really like to play with DFHack on.
The second post in this thread has a mirrors section; every pack I've every released is in the dropbox.

Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: salithus on August 19, 2014, 07:04:57 am
Does anyone still have a link to the 40.08 Starter Pack? I missed it and I would really like to play with DFHack on.
The second post in this thread has a mirrors section; every pack I've every released is in the dropbox.
I still seed most of these as well: http://thepiratebay.se/search/dwarf%20fortress%20starter%20pack
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Ornstein on August 19, 2014, 09:40:00 am
You are a scholar and a gentleman Peridexis, thank you for your continued work on the project.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Rangoon on August 19, 2014, 04:52:41 pm
I am trying to launch DF through the most recent Starter Pack folder, using the Starter Pack Launcher.  Under utilities I have only Dwarf Therapist checked. Upon Launch, Dwarf Therapist returns an error:

"I'm Sorry. I'm having trouble connecting to DF. I can't seem to locate the PEB address of the process. Please re-launch DF and try again."

I have tried this on two different computers. One is Windows 7 64-bit, and the other is Windows 8. I have tried moving the DF folder and launching from there. I have verified I have the .NET Framework 3.5 installed.

Any ideas?
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: whatnameshouldi on August 19, 2014, 05:05:14 pm
I am wondering is this normal for DFHack + Trade screen:

(http://i158.photobucket.com/albums/t82/Fhungi/TradeDFv4003r3.jpg)

Version is Dwarf Fortress 40_08 Starter Pack r3

(I misnamed the image but I double checked before posting).

EDIT: Also, the U is not working on the search parameters. Typing "quiver" = "qiver".

EDIT 2:
I am trying to launch DF through the most recent Starter Pack folder, using the Starter Pack Launcher.  Under utilities I have only Dwarf Therapist checked. Upon Launch, Dwarf Therapist returns an error:

"I'm Sorry. I'm having trouble connecting to DF. I can't seem to locate the PEB address of the process. Please re-launch DF and try again."

I have tried this on two different computers. One is Windows 7 64-bit, and the other is Windows 8. I have tried moving the DF folder and launching from there. I have verified I have the .NET Framework 3.5 installed.

Any ideas?

This http://www.bay12forums.com/smf/index.php?topic=66525.705 and this http://www.bay12forums.com/smf/index.php?topic=66525.msg2612378#msg2612378 may help.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 19, 2014, 05:18:25 pm
I wouldn't call it normal, but it's a known and fairly harmless bug in the dfhack trade plugin. They're trying to keep up with the memory addresses, so sometimes there's minor incompatibility with Toady's changes. It should be fixed soon enough.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Bolland on August 20, 2014, 02:59:01 pm
I wouldn't call it normal, but it's a known and fairly harmless bug in the dfhack trade plugin. They're trying to keep up with the memory addresses, so sometimes there's minor incompatibility with Toady's changes. It should be fixed soon enough.

I hope it is. It's a royal pain when filtering to try searching for "ruby" and have all items that have r in them (most items) be unselected. It's tough to remember that some words have u or m in them, and not search for them. I'm looking forward to static DF again ;)
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Xerberus on August 20, 2014, 03:04:06 pm
I wouldn't call it normal, but it's a known and fairly harmless bug in the dfhack trade plugin. They're trying to keep up with the memory addresses, so sometimes there's minor incompatibility with Toady's changes. It should be fixed soon enough.

I hope it is. It's a royal pain when filtering to try searching for "ruby" and have all items that have r in them (most items) be unselected. It's tough to remember that some words have u or m in them, and not search for them. I'm looking forward to static DF again ;)

i was never really using much of the dfhack commands in the DF2012 version but i do miss these little additions like search function, filtering and workflow (which lets you say i want always have 10-15 barrels for example). automation too much in games takes away the "game" element which consists of the user-input, but some things i don't want to do every 5 minutes. and searching row by row the entire trade screen to look for another anvil for example is just tedious and the search function is highly welcome here^^.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: aTinTeardrop on August 20, 2014, 04:11:45 pm
I wouldn't call it normal, but it's a known and fairly harmless bug in the dfhack trade plugin. They're trying to keep up with the memory addresses, so sometimes there's minor incompatibility with Toady's changes. It should be fixed soon enough.

I hope it is. It's a royal pain when filtering to try searching for "ruby" and have all items that have r in them (most items) be unselected. It's tough to remember that some words have u or m in them, and not search for them. I'm looking forward to static DF again ;)

i was never really using much of the dfhack commands in the DF2012 version but i do miss these little additions like search function, filtering and workflow (which lets you say i want always have 10-15 barrels for example). automation too much in games takes away the "game" element which consists of the user-input, but some things i don't want to do every 5 minutes. and searching row by row the entire trade screen to look for another anvil for example is just tedious and the search function is highly welcome here^^.

Workflow still works in-game if you use Alt-w when in Q-mode over a workshop.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: lethosor on August 20, 2014, 04:56:06 pm
I wouldn't call it normal, but it's a known and fairly harmless bug in the dfhack trade plugin. They're trying to keep up with the memory addresses, so sometimes there's minor incompatibility with Toady's changes. It should be fixed soon enough.

I hope it is. It's a royal pain when filtering to try searching for "ruby" and have all items that have r in them (most items) be unselected. It's tough to remember that some words have u or m in them, and not search for them. I'm looking forward to static DF again ;)

i was never really using much of the dfhack commands in the DF2012 version but i do miss these little additions like search function, filtering and workflow (which lets you say i want always have 10-15 barrels for example). automation too much in games takes away the "game" element which consists of the user-input, but some things i don't want to do every 5 minutes. and searching row by row the entire trade screen to look for another anvil for example is just tedious and the search function is highly welcome here^^.

Workflow still works in-game if you use Alt-w when in Q-mode over a workshop.
I'm not sure what you mean - both workflow and the search plugin require DFHack, and both work in v0.40 (although the search plugin has a placement issue, as mentioned above).

I wouldn't call it normal, but it's a known and fairly harmless bug in the dfhack trade plugin. They're trying to keep up with the memory addresses, so sometimes there's minor incompatibility with Toady's changes. It should be fixed soon enough.
The problem isn't due to memory addresses changing - the problem is that Toady made the trade screen expand to the screen height, and nobody noticed and remembered to update the search plugin before DFHack was released. Anyway, this (https://github.com/DFHack/dfhack/pull/289) is a fix for the layout problem.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: aTinTeardrop on August 21, 2014, 04:16:56 am
Workflow still works in-game if you use Alt-w when in Q-mode over a workshop.

I'm not sure what you mean - both workflow and the search plugin require DFHack, and both work in v0.40 (although the search plugin has a placement issue, as mentioned above).

Oops, nvm, disregard. I somehow thought I'd used the workflow gui after updating to 09 :-[ I blame my meds.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Thormgrim on August 21, 2014, 04:26:34 pm
so is DFHack built into the most recent version of the "starter pack" or do we still need to grab it separately?
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: salithus on August 21, 2014, 04:28:35 pm
so is DFHack built into the most recent version of the "starter pack" or do we still need to grab it separately?
at the time the most recent version was released, DFHack didn't work with 09. dunno if it does now or not.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: lethosor on August 21, 2014, 04:33:50 pm
It does, but there isn't an official release yet (and there are a few bugfixes that should be merged before making one).
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 21, 2014, 05:26:52 pm
so is DFHack built into the most recent version of the "starter pack" or do we still need to grab it separately?

It's in 40_08 r3, which is still available via Dropbox and likely the torrent link if you search the thread for that. 

DFHack has not not been released for 40_09, but will be included as soon as it is. 
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Maul_Junior on August 21, 2014, 11:55:07 pm
so is DFHack built into the most recent version of the "starter pack" or do we still need to grab it separately?

It's in 40_08 r3, which is still available via Dropbox and likely the torrent link if you search the thread for that. 

DFHack has not not been released for 40_09, but will be included as soon as it is.

was just about to visit the mod forums to see if I needed to manually download various dfhack scripts lol
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: tonnot98 on August 23, 2014, 03:40:35 pm
Is it still possible to download the starter pack for the 40.08 version?
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: salithus on August 23, 2014, 03:46:57 pm
Is it still possible to download the starter pack for the 40.08 version?
yep, one page back from here
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: jwhite.df on August 24, 2014, 12:00:25 am
Is Dwarf Therapist being pulled from the "maintained" branch?
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 24, 2014, 12:28:50 am
Is Dwarf Therapist being pulled from the "maintained" branch?
Yep, you can see the exact link in the contents list at the top of this thread.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: boysfromthedwarf on August 24, 2014, 09:04:29 am
first time commentor, long time reader of the forum.

First off thank you for your tireless updating of this tool, only just flicked over from a copy a LNP when downloading the new DF.
Was very excited to download 40_09 and was very impressed with the new look, my only problem was the key bindings have changed.... ahhh!!!
After two years of hard slogging getting to know my key bindings and climbing the almost endless learning cliff of this wonderful game i find myself almost throwing my wireless keyboard across the room cause i keep pressing page up to go up a Z level and it not doing what i meant.
I have tryed the other key bindings with no luck and even tried importing the old key bindings from the LNP but i still get exactly the same results.
Any help would be gratefully appreciated cause i am finding the trasition to 40_09 a little hard without the old key bindings
Thanks once again for maintaing the starter pack without you or the creater on the LNP i would never of got into DF and now im hooked for life
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: jwhite.df on August 24, 2014, 09:29:09 am
The launcher lets you choose which key bindings you want.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: WCG on August 24, 2014, 09:35:32 am
This is great. Thanks!

One minor issue:  I'm using the 40_08 starter pack right now, and when I start it, I get a notice that "There is a new version of LNP available!" But that's all I can read of it.

Apparently, there are four boxes below that, but I can't read what any of them say, because the window isn't big enough. I can just see the top of some letters, but no more than that. And I can't seem to enlarge the window, either.

This is no big deal, but I thought I'd mention it. I assume that one of the choices is to update the starter pack, but I can always come here for that. Still, you might want to enlarge that window a bit, in case there's something I need to read. (Even a button to close the window would be nice, though I can do that from the taskbar.)

Thanks again for maintaining this!

Bill
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: whatnameshouldi on August 24, 2014, 10:16:35 am
Here you have a screenie of the update notice so you can feel assured there is nothing important and you also can disable it if you wish so. :)

(http://i158.photobucket.com/albums/t82/Fhungi/newLNP-1.png)


Options' order is:

Next Run
1 day
3 days
7 days
2 weeks
1 month

This is from 40.06 r1 but I don't think it has changed since.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: lethosor on August 24, 2014, 10:21:08 am
first time commentor, long time reader of the forum.

First off thank you for your tireless updating of this tool, only just flicked over from a copy a LNP when downloading the new DF.
Was very excited to download 40_09 and was very impressed with the new look, my only problem was the key bindings have changed.... ahhh!!!
After two years of hard slogging getting to know my key bindings and climbing the almost endless learning cliff of this wonderful game i find myself almost throwing my wireless keyboard across the room cause i keep pressing page up to go up a Z level and it not doing what i meant.
I have tryed the other key bindings with no luck and even tried importing the old key bindings from the LNP but i still get exactly the same results.
Any help would be gratefully appreciated cause i am finding the trasition to 40_09 a little hard without the old key bindings
Thanks once again for maintaing the starter pack without you or the creater on the LNP i would never of got into DF and now im hooked for life
"Page up" is not the default to move up a z-level, but you should be able to copy over your old keybindings file (data/init/interface.txt) to your new data/init folder (I recommend making a backup first).
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Xerberus on August 24, 2014, 04:51:30 pm
yay, dwarf fortress 40.10 is now released....finally no more horrified-weirdo-scenarios (weremonitor baby killing a dwarf and then being horrified of its corpse).

will the graphic sets be compatible with the new version?

8)
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: LeoCean on August 24, 2014, 05:08:37 pm
There are no changes in graphic sets most of the changes were in the .exe so it may take even longer for dfhack to come out. I hope I can get my version finished before 0.40.10 is uploaded, Idk it's just treetiles I have to fix I think (then test it to make sure it doesn't look like poop without twbt, well twbt makes the embark textbased mostly). Then a change that will be missed is more overides stuff for twbt. But that isn't something 0.40.10 has anyways.

Mifki fixed a glitch in the twbt version from crashing if the init file didn't have printmode set to STANDARD so that's good for future versions.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Art on August 24, 2014, 06:11:17 pm
Can we use the lazy newb version that is up currently(4.09) with 4.10?
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Xerberus on August 24, 2014, 06:12:26 pm
There are no changes in graphic sets most of the changes were in the .exe so it may take even longer for dfhack to come out. I hope I can get my version finished before 0.40.10 is uploaded, Idk it's just treetiles I have to fix I think (then test it to make sure it doesn't look like poop without twbt, well twbt makes the embark textbased mostly). Then a change that will be missed is more overides stuff for twbt. But that isn't something 0.40.10 has anyways.

Mifki fixed a glitch in the twbt version from crashing if the init file didn't have printmode set to STANDARD so that's good for future versions.

nice, can't wait to see your next version :). are you planning to implement some of the new critter / animal / kobold arts from afro? they fit spacefox art-style perfectly i think and he is updating his graphic pack quite quickly.

dfhack being delayed even further cause of the current changes? oh no, i do love the small implementations like search functions, mousequery and the overall GUI implementations. in 40.08 r2 (starter pack) i also loved to use the ingame profession overview & assignment screen and personally prefer the ingame variant over dwarf therapist because it doesn't break the gameflow and for me its easier to read than the smaller vertical oriented profession names in dwarf therapist. i also miss the small overview of the happy / unhappy dwarves in the bottom right corner, i am not really checking every dwarve manually if he is happy / unhappy and until around 50 dwarves i still use the vanilla way to assign professions. for me its faster than switching to dwarf therapist.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: LeoCean on August 24, 2014, 07:06:08 pm
It's always used the kobolds and elves from that. Unless he wrote the files wrong.

Like his procedural one says

graphics_afro_procedural

[OBJECT:GRAPHICS]

[TILE_PAGE:PHOEBUS_P]
   [FILE:afro/procedural.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:2:3]

[CREATURE_GRAPHICS:ELEMENTMAN_IRON]
[DEFAULT:PHOEBUS_P:0:0:AS_IS:DEFAULT]

Kobolds is similar.

graphics_afro_kobolds

[OBJECT:GRAPHICS]

[TILE_PAGE:SPHR_K]
   [FILE:afro/afro_kobolds.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:5:5]

[CREATURE_GRAPHICS:KOBOLD]
   [STANDARD:SPHR_K:1:0:AS_IS:DEFAULT]
   [DEFAULT:PHOEBUS_P:0:0:AS_IS:DEFAULT]

Which is just lazy... I don't think it actually points to Phoebus's procedural creatures though. That's the 1.3 version. He should just name the tile_page differently and then change all those SPHR_K or PHOEBUS_P within them with ctrl + R or H depending on what you use.

As for the animals idk, if you could use different tiles from different sets for the same animal then yeah. Say one of the files doesn't have a graphic of that animal dead or in zombie form. Or maybe I'll edit phoebus's animal/critter graphic sets and add those to it, idk know yet. (seems easiest)
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 24, 2014, 07:29:02 pm
will the graphic sets be compatible with the new version?
Can we use the lazy newb version that is up currently(4.09) with 4.10?

Yep, 40.09 graphics are compatible.  If you replace DF 40.09 with .10 and rename the pack to 40_10 r0, the only side effect should be that Therapist stops working.  That naming pattern (r0) is also recognised by the update scrip once an official update comes out!
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Art on August 24, 2014, 08:14:27 pm
Oh gee, I'm helpless without therapist. Guess I'll give adventure mode a whirl.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: smjjames on August 24, 2014, 08:26:02 pm
What about Mayday graphics?

Also helpless without DT, heh.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Art on August 24, 2014, 08:52:21 pm
Should I copy everything into the Dwarf Fortress 0.40.09 folder and rename, or delete the folder and make a new one?
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 24, 2014, 09:10:28 pm
What about Mayday graphics?

Also helpless without DT, heh.
Mike Mayday is on a month's holiday at the moment, but the unofficial update for 40_09 will continue to work in 40_10. 

Should I copy everything into the Dwarf Fortress 0.40.09 folder and rename, or delete the folder and make a new one?
Back up the whole 40.09 folder - especially if you want to move saves across - and then delete it and make a new folder for 40_10.  Just copying over the top of an old install will usually break something. 
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: DrLambda on August 25, 2014, 04:41:45 am
Is there a way to still get the 40.08 r3 package with dfhack? Dwarf Fortress without dfhack scares me.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: PeridexisErrant on August 25, 2014, 05:08:50 am
Is there a way to still get the 40.08 r3 package with dfhack? Dwarf Fortress without dfhack scares me.
At the top of this thread is a download mirrors section, which includes the archive of every pack ever or Dropbox.  40_08 r3 is one of many things there. 
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: DrLambda on August 25, 2014, 05:25:52 am
Oh, thanks, i must've missed it.
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Arkhon Skyhex on August 25, 2014, 12:18:58 pm
Woot, Therapist updated for 40.10! May your day and integration go smoothly!
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Urist McShaft on August 25, 2014, 02:48:07 pm
Praise the miners!
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: Xerberus on August 25, 2014, 04:14:34 pm
praise to amok and hope for the 40.10 starter release *franticly pressing F5*
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: PeridexisErrant on August 25, 2014, 05:19:21 pm
The pack has updated to 40_10 r1!  As usual you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Some minor updates, but mostly focussed on 40.10 compatibility. 

Changelog:
 - Minor updates to Ironhand and Phoebus graphics
 - LNP subfolder names capitalised for consistency with OSX / Linux
 - re-added Legends Exports Processor v4.1; supports DF 40_09+, bugfixes
** updated DF to 40_10
 - all graphics are still compatible, no no changes there
 - updated Dwarf Therapist to v25.0
Title: Re: Dwarf Fortress 40_09 Starter Pack r1
Post by: necrotic on August 25, 2014, 05:22:32 pm
praise to amok and hope for the 40.10 starter release *franticly pressing F5*

Cease the F5ing! I had perfect timing coming to this thread. Thanks, Peridexis!
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: ldog on August 25, 2014, 06:58:54 pm
As a recent (40.01) addict to the madness that is DF, I want to thank you very much PeridexisErrant for making this pack and for keeping it up to date (and PDQ to boot).
There's enough to learn without trying to cram in utils, hacks and graphics packs while you're starting out.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Salkryn on August 25, 2014, 07:11:02 pm
Excellent.

Salkryn cancels Sleep: Playing Dwarf Fortress.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Raijen on August 26, 2014, 12:16:22 am
Thanks for the great utility and quick updates :)

Just wanted to let you know that the latest update didn't include the (incredibly usefull) PDF Cheat sheets (the links are still in the launcher, but the folder where they reside is AWOL
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Brienne on August 26, 2014, 12:21:19 am
Threetoe, Toady, thank you for your job. ReallyBeer,
PeridexisErrant thanks for this pack. And thanks to authors of programs, tilesets,...  found in it.

So, now, time to begin with DF 0.40.
Was waiting a bit^^
Beer, chips, candies, pillow,... Ok, let's go!
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: salithus on August 26, 2014, 07:59:45 am
The pack has updated to 40_10 r1!  As usual you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Some minor updates, but mostly focussed on 40.10 compatibility. 

Changelog:
 - Minor updates to Ironhand and Phoebus graphics
 - LNP subfolder names capitalised for consistency with OSX / Linux
 - re-added Legends Exports Processor v4.1; supports DF 40_09+, bugfixes
** updated DF to 40_10
 - all graphics are still compatible, no no changes there
 - updated Dwarf Therapist to v25.0

Somehow stopped getting notifications for this thread :(

TPB: http://thepiratebay.se/torrent/10883880
Code: (magnet) [Select]
magnet:?xt=urn:btih:aba1b52fdf9fc246193f6543a6b1aa70d77d0ef4&dn=Dwarf+Fortress+40_10+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Salkryn on August 26, 2014, 09:24:18 am
So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: LeoCean on August 26, 2014, 09:40:27 am
Yes you just plan your embark then pick what ever you want and then there's a save profile hotkey on the bottom, just hit that and name it and save it.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: lethosor on August 26, 2014, 11:59:46 am
You can also save a modified copy of an existing profile (after you select it).
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Button on August 26, 2014, 12:09:28 pm
So, now, time to begin with DF 0.40.
Was waiting a bit^^
Beer, chips, candies, pillow,... Ok, let's go!

I misread "candies" as "candles" and got a completely different idea of your Dwarf Fortress experience :o
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: smjjames on August 26, 2014, 12:34:42 pm
I suppose I'll grab this and get back into fort mode :D

Edit: Peridexis, you have an extra embark profiles.txt in the main DF folder. Removed it myself since it's the same as the embark profiles.txt in the init folder. Also copies of the init and d_init in the main folder for some reason.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: PeridexisErrant on August 26, 2014, 08:06:21 pm
Peridexis, you have an extra embark profiles.txt in the main DF folder. Removed it myself since it's the same as the embark profiles.txt in the init folder. Also copies of the init and d_init in the main folder for some reason.
/derp.  I've fixed this for the next version; the stuff in the extras folder (which auto-installs) wasn't structured properly.  Thanks. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Xerberus on August 27, 2014, 06:25:19 am
So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.

"prepare for the journey carefully" is the option you want, if you press "s" at any point it should bring up a pop-up menue to enter a name and then the current settings will get saved. i usually go always withi prepare carefully because the dwarves have different traits and attributes and therefor are better / worse at certain jobs. looking at them and trying to assign professions / jobs accordingly is worth and more interesting in my opinion to i never really go with pre-set embark profiles, they don't consider individual dwarves and just distribute the points at fixed positions and items.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: salithus on August 27, 2014, 08:45:07 am
So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.

"prepare for the journey carefully" is the option you want, if you press "s" at any point it should bring up a pop-up menue to enter a name and then the current settings will get saved. i usually go always withi prepare carefully because the dwarves have different traits and attributes and therefor are better / worse at certain jobs. looking at them and trying to assign professions / jobs accordingly is worth and more interesting in my opinion to i never really go with pre-set embark profiles, they don't consider individual dwarves and just distribute the points at fixed positions and items.

I usually save mine without the skill points, that way I don't have to redo all the food and whatnot every time but still can tweak dwarfs to specific roles.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: ldog on August 27, 2014, 05:36:43 pm
So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.

"prepare for the journey carefully" is the option you want, if you press "s" at any point it should bring up a pop-up menue to enter a name and then the current settings will get saved. i usually go always withi prepare carefully because the dwarves have different traits and attributes and therefor are better / worse at certain jobs. looking at them and trying to assign professions / jobs accordingly is worth and more interesting in my opinion to i never really go with pre-set embark profiles, they don't consider individual dwarves and just distribute the points at fixed positions and items.

I usually save mine without the skill points, that way I don't have to redo all the food and whatnot every time but still can tweak dwarfs to specific roles.

I keep them as a guide, but I fire up Therapist and check their attributes and assign them their skills based on that. Seeing as 40.10 migrants are coming in with a point of swimming I've gotten to thinking that isn't a bad idea. I've come to the conclusion that the skill choices in the default skill templates included are highly questionable at best, and this only after a month or so of playing addiction (so speaking as a relative noob on behalf of noobs).

My own modification of this [TITLE:Wiki - raw materials to make tools, heaps of coal (minmax build)] out of the extras folder works well (for me anyway):
Discipling and swimming 1 on all.
1. Mining 1-3 & Armorsmith 5   
2. Mining 1-3 & Weaponsmith 5
3. Carpenter 1, Woodcutting 1, Diagnose 2, Dress wounds 1, Surgery 1, Set bone 1, Suture 1
4. Plant 5, Brewing 1-2 Armorsmith 1 (in case of strange mood)
5. Plant 5, Cooking 1-2, Armorsmith 1 (in case of strange mood)
6. Masonry 3, Architect 1, Appraiser 1, Judge of intent 1, Persuasion 1, Negotiator 1 or possibly Mechanic and Stonecrafter 1 instead of the last 2 (becomes leader and broker)
7. Metalcraft 5 (mechanic instead if you are really into traps), Smelt 1, Wood burning 1, Blacksmith 1 (or really anything you want here depending on embark conditions and your plans)
 
Leader on non-military dwarves is useless, social skills develop on their own, but consoler and pacifier don't give much benefit whereas a level of appraiser and judge of intent make trading easy from the 1st visit. Bookkeeper and organizer also develop on their own well enough, I give each of the farmers 1 of those roles. Farmer seems to be 1 of the slowest skills to level up, and a pair of highly skilled farmers can sustain your whole fortress so I think the 2 plant 5 are probably the only really essential starting skillls. Quality weapons and armor are something you can never go wrong with either. If you embark on a site without sand you will hate yourself for having glassmaker 5 (importing raws isn't reliable enough)

Carpenter and mason seem to be overly busy for extra roles early on but in a more mature fort (and when their skills are high) they will be your biggest slackers, so they are solid choices for the extra duties (Dr and broker/leader) that will become more demanding as time goes by.

Animals - 5 dogs (1male) - always regular; it takes seconds to train them all to war with 0 skill even, 1 pair of cats, 1 gander, 3 geese, pair of pigs if you can afford it. The bunch of guineahens or other profiles with 2nd birdtype are overkill for noobs and too much headache.  Too many animals just becomes a big headache.

Other supplys (which is why some skills I said variable levels for points) depends greatly on embark site chosen. For noob friendly resource rich sites not a lot of supplys are true essentials. An anvil, some food, some booze, a training axe, pair of copper picks (or material for bronze), seeds.

I supose it isn't true noob friendly either (since I've already used the no picks bring your own bronze sucessfully a few times I guess I've passed noob) and of course a lot of it is still just my humble opinion (as someone said in a discussion on embark profiles, very little is absolutely essential...7 dwarves, an anvil, STRIKE THE FUCKING EARTH!).
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Xerberus on August 27, 2014, 07:19:11 pm
So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.

"prepare for the journey carefully" is the option you want, if you press "s" at any point it should bring up a pop-up menue to enter a name and then the current settings will get saved. i usually go always withi prepare carefully because the dwarves have different traits and attributes and therefor are better / worse at certain jobs. looking at them and trying to assign professions / jobs accordingly is worth and more interesting in my opinion to i never really go with pre-set embark profiles, they don't consider individual dwarves and just distribute the points at fixed positions and items.

I usually save mine without the skill points, that way I don't have to redo all the food and whatnot every time but still can tweak dwarfs to specific roles.

I keep them as a guide, but I fire up Therapist and check their attributes and assign them their skills based on that. Seeing as 40.10 migrants are coming in with a point of swimming I've gotten to thinking that isn't a bad idea. I've come to the conclusion that the skill choices in the default skill templates included are highly questionable at best, and this only after a month or so of playing addiction (so speaking as a relative noob on behalf of noobs).

My own modification of this [TITLE:Wiki - raw materials to make tools, heaps of coal (minmax build)] out of the extras folder works well (for me anyway):
Discipling and swimming 1 on all.
1. Mining 1-3 & Armorsmith 5   
2. Mining 1-3 & Weaponsmith 5
3. Carpenter 1, Woodcutting 1, Diagnose 2, Dress wounds 1, Surgery 1, Set bone 1, Suture 1
4. Plant 5, Brewing 1-2 Armorsmith 1 (in case of strange mood)
5. Plant 5, Cooking 1-2, Armorsmith 1 (in case of strange mood)
6. Masonry 3, Architect 1, Appraiser 1, Judge of intent 1, Persuasion 1, Negotiator 1 or possibly Mechanic and Stonecrafter 1 instead of the last 2 (becomes leader and broker)
7. Metalcraft 5 (mechanic instead if you are really into traps), Smelt 1, Wood burning 1, Blacksmith 1 (or really anything you want here depending on embark conditions and your plans)
 
Leader on non-military dwarves is useless, social skills develop on their own, but consoler and pacifier don't give much benefit whereas a level of appraiser and judge of intent make trading easy from the 1st visit. Bookkeeper and organizer also develop on their own well enough, I give each of the farmers 1 of those roles. Farmer seems to be 1 of the slowest skills to level up, and a pair of highly skilled farmers can sustain your whole fortress so I think the 2 plant 5 are probably the only really essential starting skillls. Quality weapons and armor are something you can never go wrong with either. If you embark on a site without sand you will hate yourself for having glassmaker 5 (importing raws isn't reliable enough)

Carpenter and mason seem to be overly busy for extra roles early on but in a more mature fort (and when their skills are high) they will be your biggest slackers, so they are solid choices for the extra duties (Dr and broker/leader) that will become more demanding as time goes by.

Animals - 5 dogs (1male) - always regular; it takes seconds to train them all to war with 0 skill even, 1 pair of cats, 1 gander, 3 geese, pair of pigs if you can afford it. The bunch of guineahens or other profiles with 2nd birdtype are overkill for noobs and too much headache.  Too many animals just becomes a big headache.

Other supplys (which is why some skills I said variable levels for points) depends greatly on embark site chosen. For noob friendly resource rich sites not a lot of supplys are true essentials. An anvil, some food, some booze, a training axe, pair of copper picks (or material for bronze), seeds.

I supose it isn't true noob friendly either (since I've already used the no picks bring your own bronze sucessfully a few times I guess I've passed noob) and of course a lot of it is still just my humble opinion (as someone said in a discussion on embark profiles, very little is absolutely essential...7 dwarves, an anvil, STRIKE THE FUCKING EARTH!).

don't think that this thread is the right one for discussing embark profiles but here goes my current one:

- Miner / SMITH (1 Mining, 4 Armorer, 4 Weaponsmith, 1 Metalsmithing)
- Miner / DOC (1 Mining, 2 skill levels in every doctoring skill except bone doctor, here i put in 1 point)
- Miner / MASON / MECH (2-3 Mining, 2-3 Mason, 1-2 Mech)
- Wood-dwarf (1-2 Woodcutter, 4-5 Carpenter, 1-2 Bowyer, 1-2 Woodcrafter)
- Farmer / COOK (3 Farming / Growing, 2 Herbalist, 2 Cooking, 1 -2 Butcher, 1 Tanning)
- Farmer / Brewer / Cloth ( 2-3 Farming, 2 Herbalist, 2 Brewing, Thresher, Weaving, Clothing)
- Leader / Stonecraft ( 1-2 Stonecraft, rest in social skills like appraiser, judge of intent, bookkeeper, manager, negotiator, persuader, intimidator)

sometimes i put in a militia-dwarve for fun but this is pretty much my dwarven embark-skillbuild. i remove all wheelbarrows, crutches, splints, buckets, most of the threads, cloths and ropes. all of that i can do pretty early and pretty quickly myself so i don't have to waste points on that and can use all of the skillpoints of my dwarves and the rest i use for items. mostly upping the seeds and getting 2 female & 1 male dog. also i like to up the prepared meat and drink a bit.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Snaake on August 27, 2014, 07:51:59 pm
...embark profile...
I think the game is just more (maybe less) realistic now, about giving worldgen dwarves some skills they've learned during their past life. A point in swimming apparently, I think climbing and/or jumping (is it a skill?) were mentioned in the dev posts. And I have no idea what discipline does. I assume it's discipline, not discipling, which would be the skill of being a disciple or something. You have a good point/idea on combining carpentry/masonry with trader/doctor though. And nice to see you use geese, IMO they're the best for meat, growing the fastest during their first year, due to being 3rd-largest at full size but reaching that full size in only the 1 year.

...embark profile...

I'd swap mechanics to be the primary skill of that dwarf, it's much harder to skill up than mining or masonry. In fact, if you want a chance to mood it, that dwarf will almost certainly have it's mechanics skill outpaced by the others, so you might as well not give it to him/her if that's what you're hoping for.

In general advice, sheep/llamas should be much better now that spinning wool doesn't use the whole stack to make thread any more (at least it shouldn't, I think). Grazers, of course, but that's the price of wool (not a price of milk due to pigs!).


And getting back to the topic, thanks to PeridaxisErrant for the quick assembly of the pack!
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Akhier the Dragon hearted on August 27, 2014, 10:46:04 pm
   I like to have 3 minders to start with. They of course have another skill which I have just recently decided to put as Mason, Mechanic, and Carpenter. My woodcutter is also my planter as after I chop a few trees there is wood for a while and I probably have a place to set the farms up in. I have someone with a point in each doctoring skill and then the broker stuff, he generally ends up with most positions and is the guy generally having to haul stuff early on. Next is a guy with butcher, tanner, and another bout of farming because as someone previously mentioned it is somewhat hard to skill up. Finally the seventh dwarf is left open for whatever I might want to focus on this time round. If I plan to get a cloth industry up with pigtails for instance I need weaving, clothmaking, and plant processing. I actually have gone with that in my recent fort as I wanted to get my dwarves pumping out bags to process rock nuts into.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: ldog on August 27, 2014, 11:05:06 pm
...embark profile...
I think the game is just more (maybe less) realistic now, about giving worldgen dwarves some skills they've learned during their past life. A point in swimming apparently, I think climbing and/or jumping (is it a skill?) were mentioned in the dev posts. And I have no idea what discipline does. I assume it's discipline, not discipling, which would be the skill of being a disciple or something. You have a good point/idea on combining carpentry/masonry with trader/doctor though. And nice to see you use geese, IMO they're the best for meat, growing the fastest during their first year, due to being 3rd-largest at full size but reaching that full size in only the 1 year.

...embark profile...

I'd swap mechanics to be the primary skill of that dwarf, it's much harder to skill up than mining or masonry. In fact, if you want a chance to mood it, that dwarf will almost certainly have it's mechanics skill outpaced by the others, so you might as well not give it to him/her if that's what you're hoping for.

In general advice, sheep/llamas should be much better now that spinning wool doesn't use the whole stack to make thread any more (at least it shouldn't, I think). Grazers, of course, but that's the price of wool (not a price of milk due to pigs!).


And getting back to the topic, thanks to PeridaxisErrant for the quick assembly of the pack!

Yeah, that was a typo it's discipline lol. No, it isn't being a disciple, it's military discipline. It keeps them from panicing (although depending on personality even some with high levels will still panic, even at the sight of a gobbo corpse). It also raises very quickly and easily on military but civilians don't seem to raise it unless they have a point in it (at which point they will raise it when they make a check against it; like walking by that corpse pile).

I started out doing the high mechanics, but I've not found it to be very worthwhile (although high-level mechanics migrants seem admitedly rare). I'm not hugely into traps and the mechanism quality doesn't make enough difference otherwise (if at all). You do have a good point about skilling it up, it is slower than many, which is why I noted it as an alternate. Mason levels up quick and easy, but there's generally a lot of need for masonry from the get go so starting with a few levels helps. Mechanic on the other hand, some mechanisms for levers and linking bridges and floodgates and I'm generally done for year 1. Mechanic spends a lot of time slacking unless you are big into traps, so I find it best combined with other roles.

I don't care for shearing, I never know when is a good time or how many times per year, it seems to cause many cancelations in the workshop (same for milking, granted I put in more farmers shops this time), it's a pain keeping a pasture (although current game I flooded out a few huge rooms, will go breach caverns for fungal bloom and then pasture that sheep I have inside, pig tails are unavailable at start on the map I'm playing and silk is slow without a pet giant spider). I try to get off the surface completely, otherwise a walled pasture and surface farms are ok if that's your thing.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: mete on August 28, 2014, 10:36:59 am
Peridexis, I would like to suggest Duerer Tileset http://www.bay12forums.com/smf/index.php?topic=142083.0 as a addition to your start pack, this tileset is pretty nice. :D
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: smjjames on August 28, 2014, 11:05:50 am
Hey peridexis, do you know what could be causing this error? 'Unsupported CE add tag: NOBRE!' I got it in relation to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=277 but no idea if it's related or something completely separate.

Edit: Made a new world and a new adventurer and don't see the error, so......
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Arshness on August 28, 2014, 05:20:45 pm
Hello all. I'm new to the forum, so please be gentle with me. I have played DF before (about 2 years ago on 34.r11) but came back and downloaded the starter pack for 40r10 the other day...

And I have a few issues.

1. Announcement Filter doesn't really do anything. It just kinda opens a rar when the starter pack launches the utility and does nothing. I'm not sure what to do with it. I don't think this is the desired behavior?
2. A window opens that I think is relative to DFhack because it says "\ss_fix.log not found. That is okay if you are not using dfhack plugin.
Well I thought I was. This explains why shift+p does nothing and I can't get stonesense oppperating, eh?

Any idea how to fixy?

Ty much.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: LeoCean on August 28, 2014, 05:59:41 pm
Df hack isn't in 40_10 at the moment. Try opening the announcement filter after you loaded a save maybe? I'm pretty sure stonesense needs dfhack so maybe that's where you got that error.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: PeridexisErrant on August 28, 2014, 06:33:54 pm
Quote
<embark profile discussions>
Hmm.  I should go back through these again soon, and probably move the craftlords set out of the default if it doesn't include a pick.  This thread isn't really the place for an exhaustive discussion of what you use though, unless it's being offered for inclusion in the pack. 

Peridexis, I would like to suggest Duerer Tileset http://www.bay12forums.com/smf/index.php?topic=142083.0 as a addition to your start pack, this tileset is pretty nice. :D
I'll keep an eye on it.  In the mean time, you can pretty easily add it yourself!

Hey peridexis, do you know what could be causing this error? 'Unsupported CE add tag: NOBRE!' I got it in relation to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=277 but no idea if it's related or something completely separate.

Edit: Made a new world and a new adventurer and don't see the error, so......
My guess would be save corruption, but I don't really know.  Make backups of any save you care about!

1. Announcement Filter doesn't really do anything. It just kinda opens a rar when the starter pack launches the utility and does nothing. I'm not sure what to do with it. I don't think this is the desired behavior?
2. A window opens that I think is relative to DFhack because it says "\ss_fix.log not found. That is okay if you are not using dfhack plugin.
Well I thought I was. This explains why shift+p does nothing and I can't get stonesense operating, eh?
Welcome!  As LeoClean notes, DFHack isn't currently available for 40_10, so any functions that depend on that will be missing.  If you can't wait, there are links at the top of this thread to packs 34.11 r67 and 40.08 r3, which both have dfhack and the former has working stonesense.  Otherwise, patience is the order of the day!

Announcement filter only does anything if you're currently playing, at which point it displays a filtered version of the announcements screen in a separate window.  Most useful on two-screen setups or similar. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Meph on August 28, 2014, 06:39:16 pm
Hey peridexis, do you know what could be causing this error? 'Unsupported CE add tag: NOBRE!' I got it in relation to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=277 but no idea if it's related or something completely separate.

Edit: Made a new world and a new adventurer and don't see the error, so......
My guess would be save corruption, but I don't really know.  Make backups of any save you care about!
Its not related to the bug you linked to. The errorlog would be helpful, it usually shows in which file this unsupported tag was found. It looks like a cut off NOBREATHE, and CE add tags are usually in interactions/syndromes. Easy way to find out is to open all raws in the data/save/region/raw/objects folder with notepad++ and search through all files for [NOBRE], including the []. Then you can post the specific entry here. For me it looks like a CRC error in the file archive. You probably downloaded it from DFFD, and the server was overburdened and your browser saved an inclomplete file.

Peridexis, do you maybe need a server for a mirror? I just noticed that its only on DFFD, which has downtimes now and then, and your start pack gets even more downloads than MDF, and I know that I had reports of people that couldnt download it because of DFFD problems.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: PeridexisErrant on August 28, 2014, 07:26:24 pm
Peridexis, do you maybe need a server for a mirror? I just noticed that its only on DFFD, which has downtimes now and then, and your start pack gets even more downloads than MDF, and I know that I had reports of people that couldnt download it because of DFFD problems.

I'm thinking about it.  My current thinking is that between that, mirroring everything on Dropbox, and the torrents that Salithus sets up it's completely free and reasonably resilient - and I don't want to make updates any more time-consuming than they have to be, since the whole 0.40 thing is happening at a time when I'm fairly busy with life generally.  If it becomes an issue though I'm open to changing that. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: ldog on August 28, 2014, 07:38:05 pm
Quote
<embark profile discussions>
Hmm.  I should go back through these again soon, and probably move the craftlords set out of the default if it doesn't include a pick.  This thread isn't really the place for an exhaustive discussion of what you use though, unless it's being offered for inclusion in the pack. 

My fault. And yes, I was looking to make suggestions and possibly discussion for inclusion, but it quickly got off-topic.

Oh, forgot it doesn't have picks, I tweak my loadout anyway. It's the skill choices and the combos in particular - as a noob I used them and it didn't take me long to figure out they're not very good. Maybe holdouts from prior version?  I suspect a lot of embark profiles I've seen were influenced by the very excellent but very dated "The complete and utter newby tutorial" whereas a setup more suited to the Quickstart guide on the wiki might be more helpful.

Not a real bother to me since I'm well past the point where I need someone to setup an embark for me, but being a recently graduated noob that's my feedback.

That and I will say again a big thank you for continuing to maintain this excellent pack.  :D
PS thanks to Salithus for seeding the torrent since that is much quicker than DFFD on release night.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Meph on August 28, 2014, 08:00:25 pm
Oh, I did not see the torrent in the second post. In that case you are already covered. :)
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: clinodev on August 28, 2014, 10:01:11 pm
The "Simple Start" embark profile has three picks, and the others come with the materials to make picks. When I made the ones with starting materials, I imagined them as 'intermediate' profiles. I'm in the middle of reworking mine after a thread on Reddit pointed some problems out recently (I don't think any of them are good for new players. The "simple Start," which comes with the equipment from the old profile with a similar name, doesn't have an anvil.) The real problem is that my profiles are the only ones in the pack at the moment. I continue to encourage and hope other folks to submit them for the pack, as I really enjoy trying others ideas.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: smjjames on August 28, 2014, 10:44:40 pm
Hey peridexis, do you know what could be causing this error? 'Unsupported CE add tag: NOBRE!' I got it in relation to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=277 but no idea if it's related or something completely separate.

Edit: Made a new world and a new adventurer and don't see the error, so......
My guess would be save corruption, but I don't really know.  Make backups of any save you care about!
Its not related to the bug you linked to. The errorlog would be helpful, it usually shows in which file this unsupported tag was found. It looks like a cut off NOBREATHE, and CE add tags are usually in interactions/syndromes. Easy way to find out is to open all raws in the data/save/region/raw/objects folder with notepad++ and search through all files for [NOBRE], including the []. Then you can post the specific entry here. For me it looks like a CRC error in the file archive. You probably downloaded it from DFFD, and the server was overburdened and your browser saved an inclomplete file.

That's the only save and game that I've encountered that error in, other gamesaves have been fine.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: PeridexisErrant on August 28, 2014, 11:19:48 pm
Hi all

After a number of inquiries and checking with Toady, I now have a donation link (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=8D3S922LW2AFJ) for people who want to say thanks (and won't listen when I tell them to donate to Toady first and just leave me a complimentary message).  To anyone who wanted to get me a beer/coffee/new laptop/ferrarri/etc - go for it, and thanks  ;D

To ease any concerns people might have - the pack is and always will remain completely free to anyone who wants it.  My work on it, the distribution, priority for features, etc are all completely unconnected to the money (if any) that comes in - and always will be.  I remain committed to Open Source everything. (https://github.com/PeridexisErrant/)  Just send me a message or leave a post with suggestions or feedback or bug reports - they mean much more to me than a few dollars. 

Strike the earth!
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Arshness on August 29, 2014, 12:29:50 am
The "Simple Start" embark profile has three picks, and the others come with the materials to make picks. When I made the ones with starting materials, I imagined them as 'intermediate' profiles. I'm in the middle of reworking mine after a thread on Reddit pointed some problems out recently (I don't think any of them are good for new players. The "simple Start," which comes with the equipment from the old profile with a similar name, doesn't have an anvil.) The real problem is that my profiles are the only ones in the pack at the moment. I continue to encourage and hope other folks to submit them for the pack, as I really enjoy trying others ideas.

Oh hi you. That was totally my thread. >_<
I ended up doing the Simple start this time and I added an anvil to it (after I figured out how to remove enough stuff to get it to show up) and I felt it was a pretty good start. I had most things I needed. My civ lacked bitimous coal o_o of all things... so I had to get lignite?(sp?) but I still don't know how to work a smelter.

That said, I'd say it was good for a starting profile. I had to adjust skills a little with DT but it was partly because I wanted more people mining early on. Overall a good place to start tho. :)
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Xerberus on August 29, 2014, 06:02:11 am
dfhack is out for 40.10 ....YEAH :D
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: WCG on August 29, 2014, 07:44:56 am
dfhack is out for 40.10 ....YEAH :D

Great! (Actually, I've never actually used it for anything else, but I wanted to take a Stonesense screenshot of my current fort as it grows, so this is perfect timing.)

Um,... can I just download it and put it in with the other utilities in this excellent starter pack? How do I integrate it with the rest of the starter pack (or do I?). I don't know anything about this stuff (obviously).

Bill
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: salithus on August 29, 2014, 07:48:01 am
dfhack is out for 40.10 ....YEAH :D

Great! (Actually, I've never actually used it for anything else, but I wanted to take a Stonesense screenshot of my current fort as it grows, so this is perfect timing.)

Um,... can I just download it and put it in with the other utilities in this excellent starter pack? How do I integrate it with the rest of the starter pack (or do I?). I don't know anything about this stuff (obviously).

Bill
Until PE makes an official SP release, you can just install DFHack normally. For some reason the anchor links don't appear to work right for me, but https://github.com/DFHack/dfhack#installation-removal - if it doesn't go to the right header, it's "Installation/Removal".
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Xerberus on August 29, 2014, 07:51:20 am
dfhack is out for 40.10 ....YEAH :D

Great! (Actually, I've never actually used it for anything else, but I wanted to take a Stonesense screenshot of my current fort as it grows, so this is perfect timing.)

Um,... can I just download it and put it in with the other utilities in this excellent starter pack? How do I integrate it with the rest of the starter pack (or do I?). I don't know anything about this stuff (obviously).

Bill

i think its a bit more complicated than that sadly, but our DF starter pack guru will certainly update this gem :).

i really don't use much of DFhack myself, i only use the ingame job-overview screen to assign jobs. i prefer it over dwarftherapist because it can be managed from within the game. BUT i do love dfhack becaus it adds filters and search functions to different menues which is a must-have in my opinion. best example is the search function in the trade screen....looking for some gypsum plaster or another (or your first) anvil? just press "s" and type in the item you are looking for, in vanilla you have to carefully check every page and row in hopes to not overlook it. it is just a huge convenience boost in my opinion (dfhack).
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: lethosor on August 29, 2014, 08:20:07 am
dfhack is out for 40.10 ....YEAH :D

Great! (Actually, I've never actually used it for anything else, but I wanted to take a Stonesense screenshot of my current fort as it grows, so this is perfect timing.)

Um,... can I just download it and put it in with the other utilities in this excellent starter pack? How do I integrate it with the rest of the starter pack (or do I?). I don't know anything about this stuff (obviously).

Bill
Until PE makes an official SP release, you can just install DFHack normally. For some reason the anchor links don't appear to work right for me, but https://github.com/DFHack/dfhack#installation-removal - if it doesn't go to the right header, it's "Installation/Removal".
You want https://github.com/DFHack/dfhack#installationremoval

To install DFHack, you only need to copy the contents of the archive into your DF folder (or decompress it 'over' the DF folder) - on Windows, this should overwrite SDL.dll, and on OS X/Linux, this should create a "dfhack" script in the same folder as the "df" script.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Devstorm on August 29, 2014, 09:28:07 am
Yay, DFHack! I think I'll wait for it to be included in the Starter Pack, because just that bit about "decompressing it over the DF Folder" is confusing to me today.

This is a good pack, either way, though I do look forward to that being added. Any ETA on when that might be? Would be cool to have it up and running for this three day weekend.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: lethosor on August 29, 2014, 09:35:07 am
Yay, DFHack! I think I'll wait for it to be included in the Starter Pack, because just that bit about "decompressing it over the DF Folder" is confusing to me today.
A less confusing way is to copy everything from the DFHack archive into the DF folder (the folder with the DF executable) - this should create a "hack" folder, replace SDL.dll (on Windows), and add a few other files.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: salithus on August 29, 2014, 11:24:57 am
dfhack is out for 40.10 ....YEAH :D

Great! (Actually, I've never actually used it for anything else, but I wanted to take a Stonesense screenshot of my current fort as it grows, so this is perfect timing.)

Um,... can I just download it and put it in with the other utilities in this excellent starter pack? How do I integrate it with the rest of the starter pack (or do I?). I don't know anything about this stuff (obviously).

Bill
Until PE makes an official SP release, you can just install DFHack normally. For some reason the anchor links don't appear to work right for me, but https://github.com/DFHack/dfhack#installation-removal - if it doesn't go to the right header, it's "Installation/Removal".
You want https://github.com/DFHack/dfhack#installationremoval
On my phone right now, but could have sworn I copied the link from the DFHack page's toc.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: lethosor on August 29, 2014, 11:33:30 am
Github's RST anchor support is buggy - the slash in the section title is converted to a hyphen in the TOC, but removed entirely in the actual anchor. (This occurs with other non-alphanumeric characters as well.)
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: salithus on August 29, 2014, 11:45:02 am
Github's RST anchor support is buggy - the slash in the section title is converted to a hyphen in the TOC, but removed entirely in the actual anchor. (This occurs with other non-alphanumeric characters as well.)
literally the worst
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: WCG on August 29, 2014, 02:44:44 pm
Yup, that seemed to work fine. Piece of cake!

Thanks, guys!

Bill
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Arshness on August 29, 2014, 03:42:50 pm
In case anyone else gets confused like I did, the install information is at https://github.com/DFHack/dfhack#installation-removal

but the FILES are here: http://www.bay12forums.com/smf/index.php?topic=139553.0

Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: Arshness on August 29, 2014, 03:43:57 pm
Nevermind. I am dumb today.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: PeridexisErrant on August 29, 2014, 07:02:58 pm
The Starter Pack has updated to 40_10 r2 - and now has DFHack again!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

DFHack includes a number of interface improvements, bugfixes, useful tools - including the ability to remove all contaminants on the map, or spawn magma over the head of every member of a specified species.  See the readme (https://github.com/peterix/dfhack/blob/master/Readme.rst) for details. 

Changelog: 
 - fixed 'Extras' installation; no effect but cleaner
 - added DFHack 40_10-r1
 - enabled Falconne's UI plugins
 - re-add DFHack tab in the launcher

MD5:  C0C8E8D82DA0A5FC0805E50EC5D20680
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: salithus on August 29, 2014, 07:16:08 pm
The Starter Pack has updated to 40_10 r2 - and now has DFHack again!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

DFHack includes a number of interface improvements, bugfixes, useful tools - including the ability to remove all contaminants on the map, or spawn magma over the head of every member of a specified species.  See the readme (https://github.com/peterix/dfhack/blob/master/Readme.rst) for details. 

Changelog: 
 - fixed 'Extras' installation; no effect but cleaner
 - added DFHack 40_10-r1
 - enabled Falconne's UI plugins
 - re-add DFHack tab in the launcher

MD5:  C0C8E8D82DA0A5FC0805E50EC5D20680
TPB: http://thepiratebay.se/torrent/10925876
Code: (magnet) [Select]
magnet:?xt=urn:btih:340be61d2181c1abcece913d04d09e1ea9651b78&dn=Dwarf+Fortress+40_10+Starter+Pack+r2&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: lethosor on August 29, 2014, 07:26:41 pm
- enabled Falconne's UI plugins
Are you referring to plugins that come with DFHack? Last I checked, not all of Falconne's do, and the thread (http://www.bay12forums.com/smf/index.php?topic=119575.0) only lists compiled versions for 0.34.11-r5.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: PeridexisErrant on August 29, 2014, 07:37:24 pm
Yep, because they're commented out in the provided dfhack.init_example.  It's not adding plugins (which I note on the contents list), but I thought it's enough of a change from a 'standard' combination of DF+dfhack that it was worth noting, since the idea is for the changelog to allow replication. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Shonai_Dweller on August 29, 2014, 08:05:00 pm
Every time I launch the latest version (40_10 r2) I get an annoying popup informing me of a 'new version' available to download.
How do I stop this? (and does it indicate something wrong with my download?)
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Xerberus on August 29, 2014, 08:11:50 pm
Every time I launch the latest version (40_10 r2) I get an annoying popup informing me of a 'new version' available to download.
How do I stop this? (and does it indicate something wrong with my download?)

me too, it might have something to do with the file on DFFD being marked as version 40.10 r1 instead of "... r2".
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: salithus on August 29, 2014, 08:48:53 pm
Ungh....tried to make this my sig but apparently you can't use tables.

PE's DF Starter Pack (http://bit.ly/1lmhsN3)
RLSMD5TPBMGT
40_10 r2C0C8E8D82DA0A5FC0805E50EC5D20680http://bit.ly/1vVxhejmagnet:?xt=urn:btih:340BE61D2181C1ABCECE913D04D09E1EA9651B78
PE LNP r6715134BE1442A9C2C63E14C3F84EA235Ahttp://bit.ly/1prPQqMmagnet:?xt=urn:btih:1968C159639891A20B3A4286EFCA8C177D4788A8

E: Made a wiki page and added a link to my sig oh no what have I done D:
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: PeridexisErrant on August 29, 2014, 09:35:46 pm
Every time I launch the latest version (40_10 r2) I get an annoying popup informing me of a 'new version' available to download.
How do I stop this? (and does it indicate something wrong with my download?)

me too, it might have something to do with the file on DFFD being marked as version 40.10 r1 instead of "... r2".

It was indeed. Fixed, and sorry about that.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Skyline on August 30, 2014, 12:39:06 am
Hey,

I just unpacked the new SP 40.10 r2, used the copy script, enabled soundsense and Dwarf Therapist.
Now every time I try to launch DF, the windows freezes and I have to shut it down. Never had this problem with SP before. :(

Any help?

Edit:
Nevermind. Just had to deactivate DFHack, run DF, then close DF and activate DFHack again. :)

Thanks for the fast uplaoad!
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: BesorgterZwerg on August 30, 2014, 05:44:56 am
Thank you very much for the fast update.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Snaake on August 30, 2014, 06:35:20 am
Ungh....tried to make this my sig but apparently you can't use tables.

PE's DF Starter Pack (http://bit.ly/1lmhsN3)
RLSMD5TPBMGT
40_10 r2C0C8E8D82DA0A5FC0805E50EC5D20680http://bit.ly/1vVxhejmagnet:?xt=urn:btih:340BE61D2181C1ABCECE913D04D09E1EA9651B78
PE LNP r6715134BE1442A9C2C63E14C3F84EA235Ahttp://bit.ly/1prPQqMmagnet:?xt=urn:btih:1968C159639891A20B3A4286EFCA8C177D4788A8

E: Made a wiki page and added a link to my sig oh no what have I done D:

How restricted are the other formatting options: if it's allowed, you could try using the teletype [ tt ] [ /tt ] tags to get (starting tt in 3...2...1...)
constant-width characters to make a faux-table, e.g.
  a   b    c
  1  12  123

(made with nothing but abc123 and space characters, and careful previewing to get the layout right)
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: wlmartin on August 30, 2014, 07:45:44 am
Bug noticed, if it hasnt been flagged already

for some reason I cant get the combination of p+p to work for stockpiles for weapons. It just seems to cancel the stockpile choice screen and force me to go via a custom one
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Xerberus on August 30, 2014, 07:55:27 am
thanks again for updating this so quickly but it seems i get a bunch of red text during my play:

(http://s1.directupload.net/images/140830/temp/6um4y6pl.png) (http://www.directupload.net/file/d/3730/6um4y6pl_png.htm)

i didn't tinker with dfhack on the console or checked / unchecked the checkboxes (only pure bugfixes) in the dfhack tab. should this checkbox (pure bugfixes) still be deactivated duo to stability or are these error-messages harmless? thx :)
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: lethosor on August 30, 2014, 07:58:08 am
What's the content of "LNP_dfhack_onLoad.init"?
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Xerberus on August 30, 2014, 08:12:15 am
What's the content of "LNP_dfhack_onLoad.init"?

its the following:

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Ascaronth on August 30, 2014, 08:38:41 am
I'm sorry if this has been suggested before, but I think adding an option to set the strict population cap without the need to manually change the d_init.txt file would prove useful.

Thank you for your work PE :)

EDIT: Or maybe you could automatically adjust it to POPULATION_CAP + 20 if you don't want / can't easily add that option. This could prove useful even if you add the option though, such that if STRICT_POPULATION_CAP < POPULATION_CAP then STRICT_POPULATION_CAP = POPULATION_CAP + 20.

This is just a suggestion though.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: salithus on August 30, 2014, 08:47:32 am
Ungh....tried to make this my sig but apparently you can't use tables.

PE's DF Starter Pack (http://bit.ly/1lmhsN3)
RLSMD5TPBMGT
40_10 r2C0C8E8D82DA0A5FC0805E50EC5D20680http://bit.ly/1vVxhejmagnet:?xt=urn:btih:340BE61D2181C1ABCECE913D04D09E1EA9651B78
PE LNP r6715134BE1442A9C2C63E14C3F84EA235Ahttp://bit.ly/1prPQqMmagnet:?xt=urn:btih:1968C159639891A20B3A4286EFCA8C177D4788A8

E: Made a wiki page and added a link to my sig oh no what have I done D:

How restricted are the other formatting options: if it's allowed, you could try using the teletype [ tt ] [ /tt ] tags to get (starting tt in 3...2...1...)
constant-width characters to make a faux-table, e.g.
  a   b    c
  1  12  123

(made with nothing but abc123 and space characters, and careful previewing to get the layout right)
Worked perfectly, thanks!
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Furcube on August 30, 2014, 12:05:13 pm
fix start errors:
1. replace "Dwarf Fortress 0.40.10\hack\scripts\repeat.lua" with
Spoiler (click to show/hide)

LNP_dfhack_onLoad.init has incorrect call to repeat, you need to add "-timeUnits" before "months", for example:

Spoiler (click to show/hide)

I change it manualy after DF launch, but before loading save.
Hope it would be fixed soon.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: UristWoodie on August 30, 2014, 01:23:14 pm
Can I assume the \Useful\ folder was removed through oversight, since the link in the Folders menu is still there? Could that be fixed, or do the documents themselves need to be updated for 2014?

On a separate note, How could one copy the front-page settings from the last version of SP? Population cap, water display, etc? Or are those part of df_init, so can't be copied reliably?

Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: lethosor on August 30, 2014, 02:02:54 pm
I change it manualy after DF launch, but before loading save.
You can edit "LNP_dfhack_onLoad.init" to avoid having to do this.

On a separate note, How could one copy the front-page settings from the last version of SP? Population cap, water display, etc? Or are those part of df_init, so can't be copied reliably?
If you're transferring from one 0.40.10 installation to another 0.40.10 installation, you can safely copy <DF>/data/init/init.txt and d_init.txt.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Thormgrim on August 30, 2014, 03:46:34 pm
I have a minor ask that might be worth doing for the next version.
Quickfort requires that the macro speed be set to zero, but the default is 15ms or something like that.  I don't know why the default isn't set for 0 in the first place, but it means that basically every time I start with a new pack, i forget to set this, launch a game, get reminded and quit out and start back in.
Really minor stuff, but might be worth changing the default setting.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Xerberus on August 30, 2014, 04:01:37 pm
fix start errors:
1. replace "Dwarf Fortress 0.40.10\hack\scripts\repeat.lua" with
Spoiler (click to show/hide)

LNP_dfhack_onLoad.init has incorrect call to repeat, you need to add "-timeUnits" before "months", for example:

Spoiler (click to show/hide)

I change it manualy after DF launch, but before loading save.
Hope it would be fixed soon.

1. is there a way to do the changes to the LNP_dfhack_onLoad.init without it reverting back everytime you load the game?

2. after applying your fixes i get this new error message which makes me kinda worry even more (before it was gibberish for me, now no caravans is kinda worrying):
(http://s14.directupload.net/images/140830/temp/95vwnj2d.png) (http://www.directupload.net/file/d/3730/95vwnj2d_png.htm)

Edit2: i deselected "pure bugfixes" from the DF starter pack in the dfhack tab and this has removed the red error messages.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Furcube on August 30, 2014, 04:14:07 pm
1. is there a way to do the changes to the LNP_dfhack_onLoad.init without it reverting back everytime you load the game?

2. after applying your fixes i get this new error message which makes me kinda worry even more (before it was gibberish for me, now no caravans is kinda worrying):
(http://s14.directupload.net/images/140830/temp/95vwnj2d.png) (http://www.directupload.net/file/d/3730/95vwnj2d_png.htm)
1. Don't know. Launcher rewrites it every time.
2. I don't have this error. It means that population cap fix didn't apply, maybe it works only after first caravan.

I don't fully understand how these scripts work, just fixed errors that bothered me. Fixed it two days ago, no negative effects yet.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: lethosor on August 30, 2014, 04:14:36 pm
After applying your fixes i get this new error message which makes me kinda worry even more (before it was gibberish for me, now no caravans is kinda worrying):
(http://s14.directupload.net/images/140830/temp/95vwnj2d.png) (http://www.directupload.net/file/d/3730/95vwnj2d_png.htm)
That script is no longer necessary, since the population cap was fixed in 0.40.05. Also, "no caravan report object" is not the same as "no caravans" - in short, the old population cap implementation, which communicated through caravan 'reports', has been removed.

Edit: I'm not sure which files this pack overwrites on launch, but I think you can safely add the fixed line to dfhack.init, then disable the corresponding option in the launcher.
Edit 2: Actually, I think that script is run when loading a fortress. DFHack doesn't have a 'global' onLoad.init, but I think this pack adds a line implementing that behavior to dfhack.init - search for a line with "onStateChange" in it, copy it, change "LNP_dfhack_onLoad.init" to "onLoad.init", create "onLoad.init" in the DF folder, and add your changes to it.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Xerberus on August 30, 2014, 04:46:49 pm
After applying your fixes i get this new error message which makes me kinda worry even more (before it was gibberish for me, now no caravans is kinda worrying):
(http://s14.directupload.net/images/140830/temp/95vwnj2d.png) (http://www.directupload.net/file/d/3730/95vwnj2d_png.htm)
That script is no longer necessary, since the population cap was fixed in 0.40.05. Also, "no caravan report object" is not the same as "no caravans" - in short, the old population cap implementation, which communicated through caravan 'reports', has been removed.

Edit: I'm not sure which files this pack overwrites on launch, but I think you can safely add the fixed line to dfhack.init, then disable the corresponding option in the launcher.
Edit 2: Actually, I think that script is run when loading a fortress. DFHack doesn't have a 'global' onLoad.init, but I think this pack adds a line implementing that behavior to dfhack.init - search for a line with "onStateChange" in it, copy it, change "LNP_dfhack_onLoad.init" to "onLoad.init", create "onLoad.init" in the DF folder, and add your changes to it.

tbh you kinda lost me in your explanation how to apply the fixes effectively. well, remove the selection on pure bugfixes has solved the issue and i never had a problem with "stuck doors" and when i get to the point that my prisoners starve then i either develope a way around it or enable this script and work with the errors. my original question was if the many red error lines would be introducing some weird behaviors and if that would be a problem for the gameplay. also i am sure that dfhack gets updated and the red error messages will disappear. till then i work with the current version without the bugfixes from dfhack.

regarding the "cleanup" command you showed me, is this the "Performance Tweaks" option in the starter pack, regarding the tooltip it seems to be the case so maybe that will help. its just kinda sad because my cpu isn't old and quadcore doesn't help with the game. the only thing holding this game down is the lategame fps sadly.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: salithus on August 30, 2014, 06:35:50 pm
After applying your fixes i get this new error message which makes me kinda worry even more (before it was gibberish for me, now no caravans is kinda worrying):
(http://s14.directupload.net/images/140830/temp/95vwnj2d.png) (http://www.directupload.net/file/d/3730/95vwnj2d_png.htm)
That script is no longer necessary, since the population cap was fixed in 0.40.05. Also, "no caravan report object" is not the same as "no caravans" - in short, the old population cap implementation, which communicated through caravan 'reports', has been removed.

Edit: I'm not sure which files this pack overwrites on launch, but I think you can safely add the fixed line to dfhack.init, then disable the corresponding option in the launcher.
Edit 2: Actually, I think that script is run when loading a fortress. DFHack doesn't have a 'global' onLoad.init, but I think this pack adds a line implementing that behavior to dfhack.init - search for a line with "onStateChange" in it, copy it, change "LNP_dfhack_onLoad.init" to "onLoad.init", create "onLoad.init" in the DF folder, and add your changes to it.

tbh you kinda lost me in your explanation how to apply the fixes effectively. well, remove the selection on pure bugfixes has solved the issue and i never had a problem with "stuck doors" and when i get to the point that my prisoners starve then i either develope a way around it or enable this script and work with the errors. my original question was if the many red error lines would be introducing some weird behaviors and if that would be a problem for the gameplay. also i am sure that dfhack gets updated and the red error messages will disappear. till then i work with the current version without the bugfixes from dfhack.

regarding the "cleanup" command you showed me, is this the "Performance Tweaks" option in the starter pack, regarding the tooltip it seems to be the case so maybe that will help. its just kinda sad because my cpu isn't old and quadcore doesn't help with the game. the only thing holding this game down is the lategame fps sadly.

in the root folder, there's a "dfhack.init" file. First few lines look like this:
Spoiler: Starter Pack Extras (click to show/hide)

1) Create a copy of LNP_dfhack_onLoad.init called onLoad.init.
2) Make edits to onLoad.init to get it working the way you'd like on world load.
3) The last line in the code above in dfhack.init to:
Code: [Select]
:lua dfhack.onStateChange.onloadscript = function(state) if state == SC_WORLD_LOADED then print((dfhack.run_command('script onLoad.init'))) end end
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: lethosor on August 30, 2014, 07:18:59 pm
Thanks for clearing that up. I was suggesting making a copy of that line, rather than replacing it entirely, but that works as well (if you don't care about what's in LNP_dfhack_onLoad.init).
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: salithus on August 30, 2014, 07:32:09 pm
Thanks for clearing that up. I was suggesting making a copy of that line, rather than replacing it entirely, but that works as well (if you don't care about what's in LNP_dfhack_onLoad.init).
oh that's a good point. I was firing up r2 for the first time myself, so I just blew away the LNP file D:
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: lethosor on August 30, 2014, 07:56:22 pm
Another thing - ":lua dfhack.onStateChange.onloadscript" might need to be changed (e.g. to ":lua dfhack.onStateChange.onloadscript2") to function correctly.
This would be much simpler if DFHack supported a global onLoad.init - it's certainly possible, and I'll see if I can implement it in the next release.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: PeridexisErrant on August 30, 2014, 08:11:16 pm
Hi all - it looks like the repeating commands I was using before aren't working as I expected in DFHack 2014.  I've just taken out the repeating function for the next version, but if anyone works out why it was broken and how to fix it I'd love to hear about it.

About "LNP_dfhack_onLoad.init":  it's a file of dfhack commands, which is re-written by the launcher every time you open DF or close the launcher based on the dfhack tab.  The commands are defined by "LNP/LNPWin.txt", so if you want to change them look there. 

Another thing - ":lua dfhack.onStateChange.onloadscript" might need to be changed (e.g. to ":lua dfhack.onStateChange.onloadscript2") to function correctly.
This would be much simpler if DFHack supported a global onLoad.init - it's certainly possible, and I'll see if I can implement it in the next release.
Awesome, I'm only using this convoluted system because it was suggested when I asked about a global onLoad.init  :P
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: lethosor on August 30, 2014, 08:13:34 pm
Hi all - it looks like the repeating commands I was using before aren't working as I expected in DFHack 2014.  I've just taken out the repeating function for the next version, but if anyone works out why it was broken and how to fix it I'd love to hear about it.
Instead of "-time 1 months", use "-time 1 -timeUnits months". '-time "1 months"' might work as well, but I haven't tested it.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: PeridexisErrant on August 30, 2014, 08:18:44 pm
I tried the -timeUnits thing, and no luck.  Given my free time at the moment I'm just going to let them run on each load, and get TwbT working instead.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: salithus on August 30, 2014, 08:59:33 pm
I tried the -timeUnits thing, and no luck.  Given my free time at the moment I'm just going to let them run on each load, and get TwbT working instead.

Code: [Select]
multicmd fix/blood-del; repeat -time 1 -timeUnits months -command fix/feeding-timers; repeat -time 1 -timeUnits months -command fix/stuckdoors; is what I'm currently using.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: PeridexisErrant on August 30, 2014, 09:07:38 pm
I get an error from that. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: salithus on August 30, 2014, 09:10:57 pm
I get an error from that.
here's what I'm getting when it runs, didn't notice the "nil" before you said something since it's not in red:

Code: [Select]
Loading script at onLoad.init
Fixed feeding timers for 0 citizens.
unstuck 0 doors
nil

E: did you also update repeat.lua with this: http://www.bay12forums.com/smf/index.php?topic=126076.msg5618988#msg5618988
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: PeridexisErrant on August 30, 2014, 09:15:40 pm
Yep. 

I don't know why it isn't working, but I'll probably wait for a fix in dfhack-r2 or later. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: lethosor on August 30, 2014, 09:17:58 pm
What's the specific error produced?
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: SixWingedFreak on August 30, 2014, 11:28:14 pm
First time user of this Starter Pack/LNP, long time player of DF here. I'm really enjoying the use of this utility -- it dramatically reduces the effort to configure the game the way I like; easy access to the init files, auto-launching soundsense and all that. I'm definitely going to be using this from now on!

Anyhow, popped on here to say there's a problem regarding the version checking (the CheckVersion function I think). I don't know if it has been already mentioned in this thread. You need to add something like a timeout to the update check of around 5-10 seconds to the program, perhaps detect the ethernet adapter status, and/or ping DFFD a few times. Last night my internet went out for a couple hours, and every time I tried to launch the LNP, it would take about 10 seconds or so to launch, and when it did, it presented an Unhandled Exception error. I believe the "long" wait was due to my internet being in a state of strange connectivity limbo. I was thoroughly confused the first time to say the least... my first thought was that something inexplicably went wrong with my install. The Unhandled Exception itself is reproducible if I simply disable the ethernet adapter in Windows. When I do that the error comes up instantly.

At that error window, if I hit "Continue", LNP will open. If I hit "Quit", it will end the process and close.

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Net.WebException: The remote name could not be resolved: 'dffd.wimbli.com'
   at System.Net.HttpWebRequest.GetResponse()
   at LazyNewbPack.MainForm.CheckVersion()
   at LazyNewbPack.MainForm.MainForm_Load(Object sender, EventArgs e)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
Starter Pack Launcher
    Assembly Version: 1.8.1.0
    Win32 Version: 1.8.1.0
    CodeBase: file:///D:/Dwarf%20Fortress/Starter%20Pack%20Launcher.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 11.0.50938.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: SixWingedFreak on August 30, 2014, 11:38:33 pm
*snip*
I see my internet is still a bit wonky. Sorry for the double post!
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: PeridexisErrant on August 31, 2014, 03:32:35 am
Yeah, it does act oddly when you're offline.  I'm moving to the PyLNP soon though, so there's not much to be done. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r2
Post by: Furcube on August 31, 2014, 04:14:09 am
Edited: my quick fix for repeat.lua is incorrect, just received explaination on github:
Quote
the documentation is wrong. It should be -command [ blah blah blah ]
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: PeridexisErrant on August 31, 2014, 04:27:36 am
The Starter Pack has updated!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This update brings fixes for some DFHack errors, a complete overhaul of the embark profiles, and a significant graphics overhaul via the Text will be Text plugin - item sprites, multilevel view, enhanced zooming, clearer text, and more!

Changelog: 
 - commands run through dfhack tab run once on load, instead of repeating (until I can fix the errors)
 - removed autorun of fix/population-cap; since it seems fixed independantly
 - added Text will be Text v4.48; enables nice graphics
    - using TwbT "resume" and "mousequery" plugins (for compatibility)
    - activated TwbT for all but ASCII graphics; including item sprites and 10-Z multilevel view
    - added custom text tilesets for CLA, Phoebus, Spacefox.  Added ShizzleClean for Ironhand, Mayday. 
    - Added item sprites to graphics packs.  Added overrides.txt to init folder.
    - using printmode:standard; activates TwbT and deactivates truetype
 - replaced default embark profiles with improved versions

MD5:  65832540096DEA68D06B0B7EB550E180
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: Xerberus on August 31, 2014, 07:32:20 am
as always thank you for the quick update of this awesome starter pack :).

i just booted the game up and it seems with spacefox there is a minor glitch with the twbt plugin (i assume):

(http://s1.directupload.net/images/140831/temp/i2iwvfya.png) (http://www.directupload.net/file/d/3731/i2iwvfya_png.htm)

now when i pressed F12 (which didn't change the font btw, but that might be twbt) it went back to normal, same when i deselected the game window and went back into it. like i said, a small glitch but i have to see if this things pops up again ingame and become an annoyance. from loading up the game till worldgen-menue this only seems to affect spacefox (tested phoebus, ironhand and mayday).
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: Ledi on August 31, 2014, 08:13:02 am
Question; how do I disable text will be text? It's messing with my font clarity.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: Xerberus on August 31, 2014, 08:17:07 am
ok another problem or just me missing something, i can't zoom in the current version (spacefox tileset). if i zoom in it looks like that:

(http://s1.directupload.net/images/140831/temp/b7qhzikq.png) (http://www.directupload.net/file/d/3731/b7qhzikq_png.htm)
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: mifki on August 31, 2014, 08:32:17 am
like i said, a small glitch but i have to see if this things pops up again ingame and become an annoyance.

No, this won't happen in-game.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: salithus on August 31, 2014, 08:34:37 am
The Starter Pack has updated!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This update brings fixes for some DFHack errors, a complete overhaul of the embark profiles, and a significant graphics overhaul via the Text will be Text plugin - item sprites, multilevel view, enhanced zooming, clearer text, and more!

Changelog: 
 - commands run through dfhack tab run once on load, instead of repeating (until I can fix the errors)
 - removed autorun of fix/population-cap; since it seems fixed independantly
 - added Text will be Text v4.48; enables nice graphics
    - using TwbT "resume" and "mousequery" plugins (for compatibility)
    - activated TwbT for all but ASCII graphics; including item sprites and 10-Z multilevel view
    - added custom text tilesets for CLA, Phoebus, Spacefox.  Added ShizzleClean for Ironhand, Mayday. 
    - Added item sprites to graphics packs.  Added overrides.txt to init folder.
    - using printmode:standard; activates TwbT and deactivates truetype
 - replaced default embark profiles with improved versions

MD5:  65832540096DEA68D06B0B7EB550E180
I'm seeding now, but TPB keeps redirecting me to a proxy that won't let me log in, so I can't upload the torrent file. Sig and wiki page are updated with magnet links though.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: BlueSteelAU on August 31, 2014, 08:56:30 am
when i zoom using Phoebus set its not zooming the graphics in the main play section of the 3 tabs the text and map overview are scaling just not the playing section of the screen
I'd like it to zoom both and still maintain Twbt. i'm also getting quite a few crashes when i am zooming in and out (while i was testing the zooming), using DF 40_10 Starterpack r3
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: salithus on August 31, 2014, 08:57:55 am
when i zoom using Phoebus set its not zooming the graphics in the main play section of the 3 tabs the text and map overview are scaling just not the playing section of the screen
I'd like it to zoom both and still maintain Twbt. i'm also getting quite a few crashes when i am zooming in and out (while i was testing the zooming)
You need to update TwbT to 4.49 (SP has 4.48). Instructions are here: http://www.bay12forums.com/smf/index.php?topic=138754.msg5621244#msg5621244
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: BlueSteelAU on August 31, 2014, 09:17:08 am
adding in the extra keybindings worked , but its still crashing when zooming using mouse wheel using the updated TwbT to 4.49 (r1 folder)

Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: salithus on August 31, 2014, 09:18:52 am
adding in the extra keybindings worked , but its still crashing when zooming using mouse wheel using the updated dll's
hm, not sure there. I'd post in that thread (mifki, who develops TwbT, has been pretty active the last hour)
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: mifki on August 31, 2014, 09:22:00 am
adding in the extra keybindings worked , but its still crashing when zooming using mouse wheel using the updated dll's
hm, not sure there. I'd post in that thread (mifki, who develops TwbT, has been pretty active the last hour)

I can answer here:) Honestly, I almost don't use zoom myself, but of course I'll test it and fix if it will crash for me too.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: Xerberus on August 31, 2014, 09:23:52 am
adding in the extra keybindings worked , but its still crashing when zooming using mouse wheel using the updated TwbT to 4.49 (r1 folder)

well being me having initially the problem and now it works like a charm, i added the recommended keybindings (the exact ones, didn't change them) to the dfhack.init at the end of the "generic dwarfmode bindings" section:

Spoiler (click to show/hide)

i downloaded the files from https://github.com/mifki/df-twbt/releases (just to be clear) and i downloaded "twbt_nextgen-4.49-win.zip". from these archive i copied the three .dll files from the "40.10 r1" folder into DF/hack/plugins and of course overrid the old ones.

now my mousewheel scales the menue font and with shift+p or shift o i can increase / decrease the graphics, no crash for me so far (using the spacefox graphic set).
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: LeoCean on August 31, 2014, 10:38:30 am
Question; how do I disable text will be text? It's messing with my font clarity.

Use a non twbt version? The twbt version just adds twbt. Twbt isn't enabled when you aren't using printmode:STANDARD. Which the non twbt versions shouldn't be using anyways. (seems there are non really in this pack, you can just use one from a earlier pack if you have it still. A version 40.09 one is the same)

as always thank you for the quick update of this awesome starter pack :).

i just booted the game up and it seems with spacefox there is a minor glitch with the twbt plugin (i assume):

(http://s1.directupload.net/images/140831/temp/i2iwvfya.png) (http://www.directupload.net/file/d/3731/i2iwvfya_png.htm)

now when i pressed F12 (which didn't change the font btw, but that might be twbt) it went back to normal, same when i deselected the game window and went back into it. like i said, a small glitch but i have to see if this things pops up again ingame and become an annoyance. from loading up the game till worldgen-menue this only seems to affect spacefox (tested phoebus, ironhand and mayday).

It's not that big of a problem, just some visual glitch (it's not a image in spacefox that I know of, it probably is a image that is being "seen through")... If you alt tab or do anything really it goes away which may or not have been a pain when reporting it. Which I did tell people about back in 40.08 twbts version.. So...

Actually it does show up on pheobus too, you can notice it if you look at the fps counter and it goes away when I alt tab it so I know it is happening. So it is because it's see through on spacefox which doesn't really matter.

I'm a little surprised there's only twbt versions, included in the pack. Though just switching to printmode:2D gets rid of twbt. But some packs aren't made for that, because they also edit the main tileset that non twbters would be using.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: DeadlyDodo on August 31, 2014, 10:53:59 am
It seems with the latest Starter Pack, the graphics packs (Ironhand in my case) gets loaded and immediately unloaded, anybody else have the same problem?

[Edit: OK, so TWBT caught me off guard, LOL, I'll leave my original message up for posterities sake (and your enjoyment)]
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: mifki on August 31, 2014, 10:58:23 am
Oh, PeridexisErrant, you'll have so much fun now with people discovered twbt for the first time)
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: Varee on August 31, 2014, 11:04:11 am
Ptw
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: fricy on August 31, 2014, 11:10:30 am
Oh, PeridexisErrant, you'll have so much fun now with people discovered twbt for the first time)
Lol.  ;D
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: Xerberus on August 31, 2014, 12:58:06 pm
ok, with my current save after some ingame days i get a constant crash:

Spoiler (click to show/hide)

here is my current save-folder:
http://www.mediafire.com/download/i76p53byyfc7m92/region1.rar

i am using the spacefox tileset (the one included in the starter pack) and i updated the pack with the 4.49 twbt update and added two keybindings to dfhack.init...nothing more.

Edit: ok tried phoebus tileset now, getting crash either way :/.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: Devstorm on August 31, 2014, 02:17:10 pm
So, new game on r3, just starting it up, and my DF crashes. It happens consistently when I move the cursor to the left to look over the embark map. And I don't know if it's related but when I go look at what tileset I'm using, it's not the one I chose for it. I get something like "Shizzleclean" or Phoebus with a string of letters after it.

I don't use a mouse for DF, if that helps clarify the problem at all. Just used to using the keyboard for this game.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: Xerberus on August 31, 2014, 02:23:28 pm
So, new game on r3, just starting it up, and my DF crashes. It happens consistently when I move the cursor to the left to look over the embark map. And I don't know if it's related but when I go look at what tileset I'm using, it's not the one I chose for it. I get something like "Shizzleclean" or Phoebus with a string of letters after it.

I don't use a mouse for DF, if that helps clarify the problem at all. Just used to using the keyboard for this game.

i can only answer your confusion regarding the tileset. i currently use the spacefox tileset, if you load it for the first time in the browser then it will show you the name as in the list under "currently installed graphics", if you close and restart the DF starter pack launcher then it will show you another name, this is no problem and always happening for me. i am no modder but i think when you select it from the list and load it up then it uses the name from the list to show in the "currently installed graphics", but if you restart the launcher then it uses the main tileset-filename i guess.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: salithus on August 31, 2014, 02:27:33 pm
So, new game on r3, just starting it up, and my DF crashes. It happens consistently when I move the cursor to the left to look over the embark map. And I don't know if it's related but when I go look at what tileset I'm using, it's not the one I chose for it. I get something like "Shizzleclean" or Phoebus with a string of letters after it.

I don't use a mouse for DF, if that helps clarify the problem at all. Just used to using the keyboard for this game.

i can only answer your confusion regarding the tileset. i currently use the spacefox tileset, if you load it for the first time in the browser then it will show you the name as in the list under "currently installed graphics", if you close and restart the DF starter pack launcher then it will show you another name, this is no problem and always happening for me. i am no modder but i think when you select it from the list and load it up then it uses the name from the list to show in the "currently installed graphics", but if you restart the launcher then it uses the main tileset-filename i guess.
specifically, it's grabbing the FONT value from init.txt
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: LeoCean on August 31, 2014, 03:52:30 pm
Can you make overrides.txt overwrite in the the starter pack? Next version people are going to be adding overrides that override more than just armor and weapons and the other stuff the old version overrode.

I wonder why the overides for the weapons image file I have says 16x16 (not your pack, a pack meph uploaded that I found, identical to yours except more colorful) but are 24x24 pixels only Meph could know that, they probably scale down? They do look alright ingame.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: fricy on August 31, 2014, 04:05:27 pm
I wonder why the overides for the weapons image file I have says 16x16 (not your pack, a pack meph uploaded that I found, identical to yours except more colorful) but are 24x24 pixels only Meph could know that, they probably scale down? They do look alright ingame.
I think that was me, I experimented with those tiles, to see how they look best, removed the background, etc. and ended up with a 16x version. Maybe. :)
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: LeoCean on August 31, 2014, 04:48:11 pm
I may have got them from one of your spacefox packs when you started including the overrides.txt in the art folder around 40.06. Still there's no version that they are 16x16 that I've seen. They are all 24x24. **Ah nevermind that one with the pure white background is 16x16. I was looking at the one with the black one. Seems I'm using the forum one anyway. It looks good ingame though, I'll have to look at the other one you use now/ in the later 34.11 packs.
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: jwhite.df on August 31, 2014, 06:05:24 pm
I'm seeding now, but TPB keeps redirecting me to a proxy that won't let me log in, so I can't upload the torrent file. Sig and wiki page are updated with magnet links though.

For the magnet link, you could just:
Code: [Select]
<a href=magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884>magnet link</a>
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: PeridexisErrant on August 31, 2014, 06:28:26 pm
I wonder why the overides for the weapons image file I have says 16x16 (not your pack, a pack meph uploaded that I found, identical to yours except more colorful) but are 24x24 pixels only Meph could know that, they probably scale down? They do look alright ingame.
I think that was me, I experimented with those tiles, to see how they look best, removed the background, etc. and ended up with a 16x version. Maybe. :)
And I possibly copied that around, realised the problem, and replaced it with the 16 version... everywhere but the currently installed graphics /derp.

Can you make overrides.txt overwrite in the the starter pack? Next version people are going to be adding overrides that override more than just armor and weapons and the other stuff the old version overrode.
I'll see if the PyLNP can handle this, it shouldn't be too tricky. 

Quote
<other TwbT problems
I may just downgrade to 3.37 for a while, to take problems with zooming out of the equation.  I can still cause a CTD by zooming out far enough, but there should be less confusion at least. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: salithus on August 31, 2014, 06:48:41 pm
I'm seeding now, but TPB keeps redirecting me to a proxy that won't let me log in, so I can't upload the torrent file. Sig and wiki page are updated with magnet links though.

For the magnet link, you could just:
Code: [Select]
<a href=magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884>magnet link</a>
<a href=magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884>magnet link[/url]

Doesn't seem to work.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: PeridexisErrant on August 31, 2014, 07:22:14 pm
The Starter Pack has updated (again).  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Basically just some bugfixes related to the Twex will be Text plugin.  Releasing to a few thousand people does have a way of turning up bugs, and they're not unexpected in a complete overhaul of the rendering engine!

Changelog:
 - downgraded TwbT to v3.37 and restored associated plugins
 - fixed item overrides in installed Phoebus graphics
 - reduced multilevel view to five levels; should reduce performance hit

MD5:  5CFA70E02AA1CBFC78557B47E09E06B0
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: PeridexisErrant on August 31, 2014, 07:23:34 pm
Also, sorry for the bugs in 40_10 r3.  And another milestone passed - more than half a million views of the download page!
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: thefinn on August 31, 2014, 07:29:53 pm
I'm new to the game, I have played some of r2 and just played some r3 (I just noticed r4 is now up).... I turn off Aquifiers, but they still seem to be present.

Did this get fixed in r4 ?
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on August 31, 2014, 07:39:16 pm
I'm new to the game, I have played some of r2 and just played some r3 (I just noticed r4 is now up).... I turn off Aquifiers, but they still seem to be present.

Did this get fixed in r4 ?
If you change your graphics pack *after* turning off Aquifers, the raws get reset and turn them back on. All that option does is do a global find/replace of "[AQUIFER]" with "!AQUIFER!", so when graphics packs update raws, the [AQUIFER] is back in there.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: thefinn on August 31, 2014, 07:40:25 pm
I'm new to the game, I have played some of r2 and just played some r3 (I just noticed r4 is now up).... I turn off Aquifiers, but they still seem to be present.

Did this get fixed in r4 ?
If you change your graphics pack *after* turning off Aquifers, the raws get reset and turn them back on. All that option does is do a global find/replace of "[AQUIFER]" with "!AQUIFER!", so when graphics packs update raws, the [AQUIFER] is back in there.

Thanks for that! Exactly what I did.

Also thanks for doing the pack guys, not sure I'd be playing this game if it wasn't there.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on August 31, 2014, 07:57:10 pm
I'm new to the game, I have played some of r2 and just played some r3 (I just noticed r4 is now up).... I turn off Aquifiers, but they still seem to be present.

Did this get fixed in r4 ?
If you change your graphics pack *after* turning off Aquifers, the raws get reset and turn them back on. All that option does is do a global find/replace of "[AQUIFER]" with "!AQUIFER!", so when graphics packs update raws, the [AQUIFER] is back in there.

Thanks for that! Exactly what I did.

Also thanks for doing the pack guys, not sure I'd be playing this game if it wasn't there.
Forgot to mention, I generally just do a global find/replace myself of "[AQUIFER]" to "" at the root of the starter pack - that'll hit all the graphics pack raws too and you never have to worry about that button again.*

*Until you update to the next version, generate a new world, and realize you forgot to do that :D
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on August 31, 2014, 08:00:41 pm
The Starter Pack has updated (again).  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Basically just some bugfixes related to the Twex will be Text plugin.  Releasing to a few thousand people does have a way of turning up bugs, and they're not unexpected in a complete overhaul of the rendering engine!

Changelog:
 - downgraded TwbT to v3.37 and restored associated plugins
 - fixed item overrides in installed Phoebus graphics
 - reduced multilevel view to five levels; should reduce performance hit

MD5:  EF050125955235DC5B8AEF2B253995AC
Downloaded it twice now with an MD5 of 5CFA70E02AA1CBFC78557B47E09E06B0 - anyone else running into the same or just me? The root folder in the zip does say r4.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: PeridexisErrant on August 31, 2014, 08:03:27 pm
Huh, I get that from my local copy as well.  I'll update the documentation, and sorry for any confusion!
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on August 31, 2014, 08:05:28 pm
Huh, I get that from my local copy as well.  I'll update the documentation, and sorry for any confusion!
Whew - just wanted to make sure it wasn't a DFFD caching issue again.

Magnet link until I get TPB/sig/wiki updated: magnet:?xt=urn:btih:CE4D901EE7A960698EFEEC9D0BBBDFB289197633
Title: Re: Dwarf Fortress 40_10 Starter Pack r3
Post by: jwhite.df on August 31, 2014, 08:16:50 pm
I'm seeding now, but TPB keeps redirecting me to a proxy that won't let me log in, so I can't upload the torrent file. Sig and wiki page are updated with magnet links though.

For the magnet link, you could just:
Code: [Select]
<a href=magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884>magnet link</a>
<a href=magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884>magnet link[/url]

Doesn't seem to work.

Sorry, in forum code:
Code: [Select]
[url=http://magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884]magnet link[/url]
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on August 31, 2014, 08:18:35 pm
that reformats the URL as
Code: [Select]
http://magnet/?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on August 31, 2014, 08:34:49 pm
that reformats the URL as
Code: [Select]
http://magnet/?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884
also tried on the wiki, same result.

In the meantime, sig and wiki are updated. Added some fixed-space styling to the MD5 and magnet links to make them distinctive, and right-aligned the version #s.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: lethosor on August 31, 2014, 09:33:08 pm
I've enabled magnet: URL's on the wiki - the links at http://dwarffortresswiki.org/index.php/User:Salithus should work now.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on August 31, 2014, 09:52:02 pm
I've enabled magnet: URL's on the wiki - the links at http://dwarffortresswiki.org/index.php/User:Salithus should work now.
excellent! I hadn't yet even figured out how to ask for that :D
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Arkhon Skyhex on September 01, 2014, 05:16:59 am
Shiny, master Peridexis, but can I have a request? Make TWBT an optional toggle. Whilst I can dig into inits to remove it, it's probably gonna be a PITA  every release since simply disabling the plugin whilst its already running predictably crashes the game and I'm not sure this pack is intended for people who do regularly open inits anyway :P In the meantime, is it toggled from init.txt , dfhack.init or somewhere completely different? So far I have made the multilevel entry into a comment and added "disable twbt" line, but apparently it runs it anyways and refuses to shut it off in a message right after load.

I'd like to keep using TrueType without this one because I don't like the multilevels personaly and tiles distort on zoom to fit the window, which is just eugh :'(
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: PeridexisErrant on September 01, 2014, 06:07:36 am
Shiny, master Peridexis, but can I have a request? Make TWBT an optional toggle. Whilst I can dig into inits to remove it, it's probably gonna be a PITA  every release since simply disabling the plugin whilst its already running predictably crashes the game and I'm not sure this pack is intended for people who do regularly open inits anyway :P In the meantime, is it toggled from init.txt , dfhack.init or somewhere completely different? So far I have made the multilevel entry into a comment and added "disable twbt" line, but apparently it runs it anyways and refuses to shut it off in a message right after load.

I'd like to keep using TrueType without this one because I don't like the multilevels personaly and tiles distort on zoom to fit the window, which is just eugh :'(

TwbT can be disabled simply by changing [PRINTMODE:STANDARD] to [PRINTMODE:2D] in the init.txt file. It would be possible to make a button for this, but it has a variety of side effects either way so it couldn't be labelled disable TwbT.  To avoid doing this every time you change graphics, just delete "hack/plugins/twbt.plug.dll"

Do you mind if I ask why you want to disable it though?

As many people claim not to use DFHack, I think you might be underestimating the benefits of TwbT - right now it covers stuff like the multilevel view, unique sprites for items, doubling the available tiles (one text set and one map set), and control over colors. The current nextgen branch, which turned out to be buggier than anyone realised, also completely changes how zooming works and allows you to have non-square tiles for text - meaning less space devoted to more legible menus - and different or larger tiles for the map.  The current version does have some bugs, but it's improving fast thanks to the feedback generated.  Getting this set up now means that we'll have a stable base to build on for new, more varied art; a known audience for which to build better graphics installers - or indeed better graphics, and so on. There was always going to be a buggy period while bringing it to a new version of DF, so please don't let that influence your opinion of it too much.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: thefinn on September 01, 2014, 06:33:55 am
Ever since letting go of 40_10 r2 and updating, I have had odd behaviour.

Whenever I hit a key whether it be 'q' or 'esc' or pretty much anything, the scene changes the camera position. I have no idea why this is. It usually goes up or down Z-levels, but I am far from hitting those keys.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: MaximumZero on September 01, 2014, 07:07:28 am
I would check your keybindings. Maybe something got accidentally switched?
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: escudero on September 01, 2014, 07:37:25 am
Ever since letting go of 40_10 r2 and updating, I have had odd behaviour.

Whenever I hit a key whether it be 'q' or 'esc' or pretty much anything, the scene changes the camera position. I have no idea why this is. It usually goes up or down Z-levels, but I am far from hitting those keys.

It happens the same to me, it has started only with the latest r4 release. And from Text Will Be Text I only get the cool multilevel stuff but the font is the same as ever.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Arkhon Skyhex on September 01, 2014, 07:59:30 am

TwbT can be disabled simply by changing [PRINTMODE:STANDARD] to [PRINTMODE:2D] in the init.txt file. It would be possible to make a button for this, but it has a variety of side effects either way so it couldn't be labelled disable TwbT.  To avoid doing this every time you change graphics, just delete "hack/plugins/twbt.plug.dll"

Do you mind if I ask why you want to disable it though?

As many people claim not to use DFHack, I think you might be underestimating the benefits of TwbT - right now it covers stuff like the multilevel view, unique sprites for items, doubling the available tiles (one text set and one map set), and control over colors. The current nextgen branch, which turned out to be buggier than anyone realised, also completely changes how zooming works and allows you to have non-square tiles for text - meaning less space devoted to more legible menus - and different or larger tiles for the map.  The current version does have some bugs, but it's improving fast thanks to the feedback generated.  Getting this set up now means that we'll have a stable base to build on for new, more varied art; a known audience for which to build better graphics installers - or indeed better graphics, and so on. There was always going to be a buggy period while bringing it to a new version of DF, so please don't let that influence your opinion of it too much.

Thanks for the heads up, I can see this becoming the next staple in the pack, but due to the way it alters the looks of the world, I have numerous problems with it. Due to the (shitty) nature of my VA monitor, the shading on the edges of z-levels ghosts, which is hard on the eyes. Not part of its problem, but leaves me no choice but to turn it off. I also see some performance drop - possibly due to the multilevel render - as well as making distinctions between said z-levels is not very clear in some cases. So far, its more pretty than practical.

I will definitely give it a chance when the zooming gets fixed in regards to distortion and stretching, but TWBT may require some additional controls in the launcher once it gets refined and established as a new utility, such as a separate font menu. Based on what I saw in its feature list, there are many things for fine tuning. I of course don't expect you to have headaches with it too much integrating it, but some basic toggles may be needed for the users at large.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Borge on September 01, 2014, 08:14:01 am
Why can i not change the letter font anymore with F12, it's stuck on the large blocky text that is hard to read. Did not have this issue with R2.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: lethosor on September 01, 2014, 08:54:08 am
(Wrong thread, sorry)
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Xerberus on September 01, 2014, 09:00:50 am
Why can i not change the letter font anymore with F12, it's stuck on the large blocky text that is hard to read. Did not have this issue with R2.

i am no modder so take my comment with a grain of salt but as far as i know its duo to twbt which isn't really working together with true type (which you try to enable).

you could try do disable it, look some posts above (maybe on the previous page) which tell you how to do it. my short time suggestion is changing the graphic set. i personally like spacefox which letters are quite readable without truetype.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on September 01, 2014, 09:03:51 am
http://www.bay12forums.com/smf/index.php?topic=143211.0 is a thread worth reading if you're caught offguard by the TwbT functionality.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: LeoCean on September 01, 2014, 11:26:10 am
Yes if you want to turn twbt off go into Dwarf Fortress 40_10 Starter Pack r3\Dwarf Fortress 0.40.10\data\init and open up the init.txt, find this [PRINT_MODE:STANDARD] and turn it into this [PRINT_MODE:2D], twbt will no longer be activated. That's all it should require.

 I was kindof surprised that there was only the option for twbt graphics in the latest versions (r3-r4) though. It's not like it's a bad thing but there should be options not to use it, that don't require editing the init.txt yourself.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: lethosor on September 01, 2014, 04:22:38 pm
I don't think TwbT should be enabled by default, at least not in a starter pack like this - while it's certainly useful for players that prefer graphics sets that support it, it's already causing a lot of confusion among new and old players that weren't expecting its side effects (e.g. disabling Truetype, performance issues, and bugs, although those situations are improving). Also, since it requires DFHack, it can only be enabled for a new DF version once DFHack is released - enabling it by default will end up changing the "default" behavior every few days, which is bound to be even more confusing.
Anyway, a simpler method of disabling it (rather than changing PRINT_MODE) is to change its extension to something other than ".plug.dll" (even ".disabled.dll" will work, and make it appear as a DLL elsewhere).
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: arcane on September 01, 2014, 04:54:20 pm
Just a quick note to say thank you.  Your starter pack has made my dwarf fortress experience more enjoyable.  Keep up the good work.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: mifki on September 01, 2014, 05:17:30 pm
I don't think TwbT should be enabled by default, at least not in a starter pack like this - while it's certainly useful for players that prefer graphics sets that support it, it's already causing a lot of confusion among new and old players that weren't expecting its side effects (e.g. disabling Truetype, performance issues, and bugs, although those situations are improving). Also, since it requires DFHack, it can only be enabled for a new DF version once DFHack is released - enabling it by default will end up changing the "default" behavior every few days, which is bound to be even more confusing.
Anyway, a simpler method of disabling it (rather than changing PRINT_MODE) is to change its extension to something other than ".plug.dll" (even ".disabled.dll" will work, and make it appear as a DLL elsewhere).

Although I see and agree that it caused a lot of confusion recently, I don't agree that it's bad for new (i.e. not played before) players - they don't know about truetype anyway so they won't miss it, and also won't be terrified by text with strange symbols instead of punctuation and letters (as truetype works not on all screens). Multilevel rendering should be off by default, I think, at least not to affect FPS, ideally there should be an option in the launcher.

As for dfhack, I actually don't understand why LNP authors release new packs for each df version before dfhack is available. Dfhack is essential for many players and they will be confused much more by updating to a new version of the same pack and finding many screens and features missing. At least it should be clear from a version description that dfhack is not available, I think.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Devstorm on September 01, 2014, 06:09:59 pm
Crash. I can't get r4 to run for me. After I use the launcher to begin the game I shortly get a "Dwarf Fortress.exe has encountered a problem and needs to close" message. It may be related to the tweaks being done, as it happens every  time, anywhere between "Enabled tweak patrol-duty (patrol_duty_hook::isPatrol)" and  "Enabled tweak craft-age-wear (craft_age_wear_hook::ageItem)".

What can I say? The bugs seem to like me.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: lethosor on September 01, 2014, 06:22:49 pm
Crash. I can't get r4 to run for me. After I use the launcher to begin the game I shortly get a "Dwarf Fortress.exe has encountered a problem and needs to close" message. It may be related to the tweaks being done, as it happens every  time, anywhere between "Enabled tweak patrol-duty (patrol_duty_hook::isPatrol)" and  "Enabled tweak craft-age-wear (craft_age_wear_hook::ageItem)".

What can I say? The bugs seem to like me.
Do you see the "Enabled tweak craft-age-wear (craft_age_wear_hook::ageItem)" line? If you do, it's probably related to something after that line.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Borge on September 01, 2014, 07:43:20 pm
I don't think TwbT should be enabled by default, at least not in a starter pack like this - while it's certainly useful for players that prefer graphics sets that support it, it's already causing a lot of confusion among new and old players that weren't expecting its side effects (e.g. disabling Truetype, performance issues, and bugs, although those situations are improving). Also, since it requires DFHack, it can only be enabled for a new DF version once DFHack is released - enabling it by default will end up changing the "default" behavior every few days, which is bound to be even more confusing.
Anyway, a simpler method of disabling it (rather than changing PRINT_MODE) is to change its extension to something other than ".plug.dll" (even ".disabled.dll" will work, and make it appear as a DLL elsewhere).

I want to enable it, not disable it, how do i do that? So my text looks like this.

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: mifki on September 01, 2014, 08:10:45 pm
I don't think TwbT should be enabled by default, at least not in a starter pack like this - while it's certainly useful for players that prefer graphics sets that support it, it's already causing a lot of confusion among new and old players that weren't expecting its side effects (e.g. disabling Truetype, performance issues, and bugs, although those situations are improving). Also, since it requires DFHack, it can only be enabled for a new DF version once DFHack is released - enabling it by default will end up changing the "default" behavior every few days, which is bound to be even more confusing.
Anyway, a simpler method of disabling it (rather than changing PRINT_MODE) is to change its extension to something other than ".plug.dll" (even ".disabled.dll" will work, and make it appear as a DLL elsewhere).

I want to enable it, not disable it, how do i do that? So my text looks like this.

Spoiler (click to show/hide)

Download latest 4.xx version from https://github.com/mifki/df-twbt/releases
Unpack and copy everything from 0.40.10-r1 folder to your hack\plugins folder. Copy curses_800x600.png to data\art folder.
In init.txt set FONT to curses_800x600.png and PRINT_MODE to STANDARD.

If you then experience crashes or any other bad things, don't panic, just change PRINT_MODE back to 2D to disable the plugin and wait until I fix it.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on September 01, 2014, 08:16:58 pm
mifki - don't you also need the shadow image file?
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: mifki on September 01, 2014, 08:33:17 pm
mifki - don't you also need the shadow image file?

Well he asked for fonts, not multilevel) and I believe it's already included in starter pack.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on September 01, 2014, 09:15:25 pm
mifki - don't you also need the shadow image file?

Well he asked for fonts, not multilevel) and I believe it's already included in starter pack.
ah. still trying to wrap my head around what depends on what.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: jwhite.df on September 01, 2014, 10:52:57 pm
In the trade screen, I got a counter-offer and saw this at the bottom:

(http://i.imgur.com/OtUPpZE.png)

I think that "q" is a search, but neither "Esc" nor "E" got me back to the "consider the offer" screen. Guessing this is a TwbT issue? What's the interface supposed to let me do? I'll try it before using "die" in the dfhack window to go back to a save.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on September 01, 2014, 10:55:42 pm
In the trade screen, I got a counter-offer and saw this at the bottom:

(http://i.imgur.com/OtUPpZE.png)

I think that "q" is a search, but neither "Esc" nor "E" got me back to the "consider the offer" screen. Guessing this is a TwbT issue? What's the interface supposed to let me do? I'll try it before using "die" in the dfhack window to go back to a save.
wondering if that'd dfhack itself - I know they were having an issue a while back because Toady changed the size of the trading screen
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: lethosor on September 01, 2014, 11:02:05 pm
In the trade screen, I got a counter-offer and saw this at the bottom:

(http://i.imgur.com/OtUPpZE.png)

I think that "q" is a search, but neither "Esc" nor "E" got me back to the "consider the offer" screen. Guessing this is a TwbT issue? What's the interface supposed to let me do? I'll try it before using "die" in the dfhack window to go back to a save.
Try "Enter"
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: mifki on September 01, 2014, 11:03:55 pm
In the trade screen, I got a counter-offer and saw this at the bottom:

(http://i.imgur.com/OtUPpZE.png)

I think that "q" is a search, but neither "Esc" nor "E" got me back to the "consider the offer" screen. Guessing this is a TwbT issue? What's the interface supposed to let me do? I'll try it before using "die" in the dfhack window to go back to a save.

No, it's not me)
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: jwhite.df on September 02, 2014, 12:33:32 am
In the trade screen, I got a counter-offer and saw this at the bottom:

(http://i.imgur.com/OtUPpZE.png)

I think that "q" is a search, but neither "Esc" nor "E" got me back to the "consider the offer" screen. Guessing this is a TwbT issue? What's the interface supposed to let me do? I'll try it before using "die" in the dfhack window to go back to a save.
Try "Enter"

Ok, that worked. Trying hard to not feel embarrassed.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Chaine Maile on September 02, 2014, 05:41:45 pm
I'm a little confused, and trying to find revision history.

Does r4 or previous revisions add dfhack to 40.10 yet?
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: LeoCean on September 02, 2014, 06:14:33 pm
I'm a little confused, and trying to find revision history.

Does r4 or previous revisions add dfhack to 40.10 yet?

Yes the changelog is in the second post.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: elpreda on September 03, 2014, 04:57:03 am
Umm, nevermind me. Thought I had some problem but it turned out alright, must have been doing something wrong.
Thanks for the pack btw, makes life a lot easier for us newbs.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: EuropeanDorf on September 03, 2014, 01:06:17 pm
For some reason, revision 4 crashes Dwarf Fortress (revision 1) does not.

Using Windows XP Professional SP3.

With 1.5GB of RAM and basic stuff. hah.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: jwhite.df on September 03, 2014, 01:25:09 pm
For some reason, revision 4 crashes Dwarf Fortress (revision 1) does not.

Using Windows XP Professional SP3.

With 1.5GB of RAM and basic stuff. hah.

Windows XP?! That might be your problem right there. :-)
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: EuropeanDorf on September 03, 2014, 01:38:39 pm
Wait, what it uses that it crashes on Windows XP? D:
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on September 03, 2014, 02:05:49 pm
Wait, what it uses that it crashes on Windows XP? D:
who knows, but it hit end of life before DF 0.40 was released, so there's no expectation that anything currently in development would work on it and not a lot of reason for anyone to troubleshoot it as a result.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: EuropeanDorf on September 03, 2014, 02:29:47 pm
The problem is, it's not Dwarf Fortress itself that crashes.

It's the whole Starter Pack thing that crashes Dwarf Fortress. And revision 1 of 0.40 update does work (which is what I am using right now).
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: lethosor on September 03, 2014, 03:32:32 pm
It could be because TwbT was enabled by default in r3 - try deleting (DF)/hack/plugins/twbt.dll.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: LeoCean on September 03, 2014, 03:37:37 pm
For some reason, revision 4 crashes Dwarf Fortress (revision 1) does not.

Using Windows XP Professional SP3.

With 1.5GB of RAM and basic stuff. hah.

Windows XP?! That might be your problem right there. :-)

It's either dfhack or twbt, neither of which were in revision 1. Revision 2 doesn't have twbt I think, but it's buggy from what I read back then.

It's not Windows xp, the game is a 32 bit game and there's no reason to believe it'd cause problems in and of itself. I really doubt the game uses any new external dependencies since 40.00 started. You can disable twbt by going to Dwarf Fortress 40_10 Starter Pack r4\Dwarf Fortress 0.40.10\data\init and opening up init.txt and finding [PRINT_MODE:STANDARD] and changing that to [PRINT_MODE:2D].

***Edit: The revision 4 uses a older twbt which isn't as optimized as the newer generation(which is buggier atm) and I was going to suggest turning multilevel off but you won't be able to use twbt with your computer without some lag which you can't afford mate, not with the 3.xx version. In the 4.xx version only the multilevel causes lag, the graphic files twbt adds in the 3.xx cause lag in that version but not in 4.xx from what mifki says. You just want dfhack to be able to run the clean command and other features it adds which reduce fps reductions.

1.61GHz and 1.5GB RAM, runs on about 20FPS. :p

"AMD SempronTM Processor 2800+" thing on Windows XP Professional SP3 with "NVIDIA RIVA TNT2 Model 64 (Pro)" as graphics card. :P

SHOW ME YOU MOVES PC

Since your computer is pretty bad and even high end computers slow down later on it's likely you won't be able to have a fort for many ingame years. Unless you use the clean command a ton and don't have any big water projects and overuse quantum stockpiles.

One thing I'd suggest, is to move FONT and FULLFONT definitions to the overrides.txt from the init.txt. That'd make it easier to fall back to non-twbt rendering.

-snip-

 The graphics packs are at most 4-5mb. It'd be nice if the launcher had an option like some torrents do where you can download only certain files (so you'd download the main pack and then in the \LNP\Graphics you'd just choose what packs you wanted. (I so want this in the one launcher for mods pack, in this section)

 Or the starter pack can just add a option to edit the init.txt to change [PRINT_MODE:STANDARD] to [PRINT_MODE:2D], because that would be easier. It already edits other stuff in those files why not add that to it to? Since it turns twbt off just as well as what you suggest.

It'd probably help if you made the part in the first post that says changelog is in the second post stand out more, people seem to miss it.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: lethosor on September 03, 2014, 04:04:20 pm
Simply changing the ".plug.dll" or ".plug.so" extension to something else is enough to disable TwbT (e.g. "twbt.disabled.dll) - changing PRINT_MODE to 2D has other side effects (such as disabling rendermax, which requires STANDARD or another OpenGL-enabled print mode).
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Devstorm on September 03, 2014, 05:07:53 pm
Changing to [PRINT_MODE:2D] ended my crashes as well. Thanks for the helpful advice!

I wondered if it wasn't that, because I could run r2 just fine, but 3 and 4 were crashing for me.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: LeoCean on September 03, 2014, 05:38:41 pm
2 only had dfhack, twbt wasn't updated at that time. If you want to help fix the twbt pluggin do this though.

People who're getting crashes with TWBT 4.xx, read this.

Crash dumps are disabled by default on Windows, so if you're willing to help, download this file http://tmp.emsisoft.com/fw/crash_dump_settings_use_only_on_vista_and_later.zip
unpack and open enable_mini_crash_dumps.reg file. This will import settings into your registry to enable crash dumps.

Then, when DF crashes, go to C:\Users\Public\CrashDumps folder, find latest subfolder that have dwarf fortress in its name, and upload it for me. This will greatly help.

It'd help if he had more people to test it and upload their crash dumps so he can find the different problems. He's already fixed a few he found through it already. But he probably needs more, and your crash could be the answer. Ah I sound like a salesmen.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: mifki on September 03, 2014, 05:46:17 pm
As I understand r4 has the old 3.xx twbt that didn't cause problems before. I suspect it might be a generic problem with OpenGL rendering. The test would be to delete twbt and set print_mode to standard, if Devstorm wants to experiment.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Friti on September 04, 2014, 12:03:45 am
Possibly a silly question, but I figure it's worth inquiring after.

I havn't seen the cheatsheets included in the DF Starter Pack in a few versions.  They're explicitly mentioned in the pack contents notes, but I'll be darned if I can find them as part of the package anymore.  They made some excellent reference sheets.

Have they moved?  Am I just overlooking them?

The sheets in question:  http://redd.it/1fvcmn

Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: PeridexisErrant on September 04, 2014, 03:51:50 am
I havn't seen the cheatsheets included in the DF Starter Pack in a few versions.  They're explicitly mentioned in the pack contents notes, but I'll be darned if I can find them as part of the package anymore.  They made some excellent reference sheets.

Have they moved?  Am I just overlooking them?

The sheets in question:  http://redd.it/1fvcmn

Whoops, I should have taken them out of the contents list.  I removed the cheatsheets a while ago, since there are significant changes to agriculture, combat, and material effectiveness since they were made.  For example:  many new crops, huge changes to crossbows and armour effectiveness, and so on. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: idgarad on September 04, 2014, 07:32:35 am
Just type multilevel 0 in the DFHack console if you are having crashing issues when going up or down Z levels. No need to butcher dlls and what not. Solved most of my crash problems. Still having some crash issues (might involved pathing issues with using legit quantum stockpiles, still investigating).
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Friti on September 04, 2014, 09:38:35 am
Quote
Whoops, I should have taken them out of the contents list.  I removed the cheatsheets a while ago, since there are significant changes to agriculture, combat, and material effectiveness since they were made.  For example:  many new crops, huge changes to crossbows and armour effectiveness, and so on. 

Understood.  Is this something that's expected to make a comeback?  Do we know if there is someone maintaining such regularly, or a project that's doing such?  Or is this perhaps one of those things that's hanging out in the wind waiting for someone to take up the banner and compile new reference sheets for, pending some new data for 2014?  Probably not exactly your field since your view is broader, but it doesn't hurt to ask I figure.  I personally found them immensely helpful to post on the bulletin board beside my monitors to glance at when I didn't want to go spend several minutes sorting through the (arguably) helpful wiki.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: nohrel on September 04, 2014, 02:37:38 pm
After a year or so... to the point, I downloaded the lazynewbpack (thank you for gathering all those things in one place) The new version is 40.11, I copy/pasted it over the df 40.10 (in the lazy folder) replacing the files, should work right with all the patch thingies from the new version?
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on September 04, 2014, 02:38:42 pm
After a year or so... to the point, I downloaded the lazynewbpack (thank you for gathering all those things in one place) The new version is 40.11, I copy/pasted it over the df 40.10 (in the lazy folder) replacing the files, should work right?
not guaranteed:

If you copy your data/save folder over to the new version's data folder, it should be okay.  Don't extract the new version over the old one, as that can cause various troubles.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: nohrel on September 04, 2014, 02:39:35 pm
After a year or so... to the point, I downloaded the lazynewbpack (thank you for gathering all those things in one place) The new version is 40.11, I copy/pasted it over the df 40.10 (in the lazy folder) replacing the files, should work right?
not guaranteed:

If you copy your data/save folder over to the new version's data folder, it should be okay.  Don't extract the new version over the old one, as that can cause various troubles.

Thank You friend
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Ostar on September 04, 2014, 06:45:35 pm
I have r4 installed and start the game via the Starter Pack launcher.
When I actually get to the embark screen using the ClassicLNP.txt or PeridexisErrant.txt Key bindings, the +-: Add section on the bottom of the screen shows a blotchy square instead of the + symbol ( the - shows correctly). The + key does not work at all, but the - key still does. This does not happen with the Vanilla DF.txt key binding. The + key works fine with it and shows as a + on screen. Turning True Type Fonts on or off has no effect. I am using the default graphics of the Starter Pack.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: PeridexisErrant on September 04, 2014, 06:54:44 pm
Quick announcement on my update plans:  I feel that the features and stability of 40_10 r4 justify leaving that as the main version until DFHack is available for 40_11.  I may do a series of 'bleeding edge' releases on a different DFFD page (and announced in this thread), depending on my free time - of which I have basically none at the moment.  We'll see. 



Quote
Whoops, I should have taken them out of the contents list.  I removed the cheatsheets a while ago, since there are significant changes to agriculture, combat, and material effectiveness since they were made.  For example:  many new crops, huge changes to crossbows and armour effectiveness, and so on. 
Understood.  Is this something that's expected to make a comeback?  Do we know if there is someone maintaining such regularly, or a project that's doing such?  Or is this perhaps one of those things that's hanging out in the wind waiting for someone to take up the banner and compile new reference sheets for, pending some new data for 2014?  Probably not exactly your field since your view is broader, but it doesn't hurt to ask I figure.  I personally found them immensely helpful to post on the bulletin board beside my monitors to glance at when I didn't want to go spend several minutes sorting through the (arguably) helpful wiki.
I believe they're hanging in the wind, so if anyone wanted to create an updated version - which could just note that some information is unconfirmed - that would be awesome!  The source files are available at http://redd.it/1fvcmn

After a year or so... to the point, I downloaded the lazynewbpack (thank you for gathering all those things in one place) The new version is 40.11, I copy/pasted it over the df 40.10 (in the lazy folder) replacing the files, should work right with all the patch thingies from the new version?
No, this won't work well at all.  Salithus is correct in that copying over an older version is expected to cause problems, but you'll also have problems with DFHack being for a different version.  To import a newer version, make a copy of the Starter Pack, replace the whole DF folder, and delete all the graphics (which are incompatible and will break saves).  If you then name the folder "Dwarf Fortress 40_11 Starter Pack r0"  the update script will recognise it once an official update comes out.

I have r4 installed and start the game via the Starter Pack launcher.
When I actually get to the embark screen using the ClassicLNP.txt or PeridexisErrant.txt Key bindings, the +-: Add section on the bottom of the screen shows a blotchy square instead of the + symbol ( the - shows correctly). The + key does not work at all, but the - key still does. This does not happen with the Vanilla DF.txt key binding. The + key works fine with it and shows as a + on screen. Turning True Type Fonts on or off has no effect. I am using the default graphics of the Starter Pack.
Sounds like an issue with keyboard format, in which case all I can do is suggest that you stick to the keybindings that work for you.  Posting screenshots might allow a more helpful diagnosis. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: ldog on September 04, 2014, 08:18:48 pm
Quick announcement on my update plans:  I feel that the features and stability of 40_10 r4 justify leaving that as the main version until DFHack is available for 40_11.  I may do a series of 'bleeding edge' releases on a different DFFD page (and announced in this thread), depending on my free time - of which I have basically none at the moment.  We'll see. 

I think that's a good decision. It's really nice having DF Hack and there just doesn't seem to be anything important enough added in 40_11 to go without it.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Spectre Incarnate on September 04, 2014, 09:34:56 pm

I highly agree, waiting for DFHack is probably best. But really.. no one should ever expect anything from any of you and if you decided to wait for a few more releases to go through for it to be worth your time working on something this extensive, just call 40.10 good for now. Just because Toady releases stuff every few days, doesn't mean you guys have to stand at attention and tackle things on the spot. If someone has to have the newest build at all times, then they can use straight up vanilla or learn some patience. We appreciate what you've done so far and 40.10 should be good enough for most people for the time being.

The only thing I was excited about was dwarves taking bedrooms over hospital/dormitory beds, but that will probably still work later in another new release. I will keep my hospital designs on the back burner until *you* decide you have the time and motivation to update things.

But, that doesn't mean I'm gonna stop spamming the F5 key. I think it's simply become a habit at this point. :P

Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: PeridexisErrant on September 04, 2014, 10:10:16 pm
I highly agree, waiting for DFHack is probably best. But really.. no one should ever expect anything from any of you and if you decided to wait for a few more releases to go through for it to be worth your time working on something this extensive, just call 40.10 good for now. Just because Toady releases stuff every few days, doesn't mean you guys have to stand at attention and tackle things on the spot. If someone has to have the newest build at all times, then they can use straight up vanilla or learn some patience. We appreciate what you've done so far and 40.10 should be good enough for most people for the time being.

The only thing I was excited about was dwarves taking bedrooms over hospital/dormitory beds, but that will probably still work later in another new release. I will keep my hospital designs on the back burner until *you* decide you have the time and motivation to update things.

But, that doesn't mean I'm gonna stop spamming the F5 key. I think it's simply become a habit at this point. :P

Aw, thanks!  It's getting better though - I've started writing some scripts that do some of the routine stuff for me, so while it's as much work as ever to keep up with updates it no longer takes an afternoon to check everything, compress and document it, and upload. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: PeridexisErrant on September 04, 2014, 10:30:06 pm
I'm experimenting with using a different page for unstable or incomplete faster updates - if you decide to use it, please read the disclaimers. 

It's over here. (http://dffd.wimbli.com/file.php?id=9613)
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Sirmaril on September 05, 2014, 03:02:39 am
I'm experimenting with using a different page for unstable or incomplete faster updates - if you decide to use it, please read the disclaimers. 

It's over here. (http://dffd.wimbli.com/file.php?id=9613)

Maybe you could post the link to this unstable version on the main post so we could find it in the future.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: nohrel on September 05, 2014, 12:23:44 pm
Quick announcement on my update plans:  I feel that the features and stability of 40_10 r4 justify leaving that as the main version until DFHack is available for 40_11.  I may do a series of 'bleeding edge' releases on a different DFFD page (and announced in this thread), depending on my free time - of which I have basically none at the moment.  We'll see. 



Quote
Whoops, I should have taken them out of the contents list.  I removed the cheatsheets a while ago, since there are significant changes to agriculture, combat, and material effectiveness since they were made.  For example:  many new crops, huge changes to crossbows and armour effectiveness, and so on. 
Understood.  Is this something that's expected to make a comeback?  Do we know if there is someone maintaining such regularly, or a project that's doing such?  Or is this perhaps one of those things that's hanging out in the wind waiting for someone to take up the banner and compile new reference sheets for, pending some new data for 2014?  Probably not exactly your field since your view is broader, but it doesn't hurt to ask I figure.  I personally found them immensely helpful to post on the bulletin board beside my monitors to glance at when I didn't want to go spend several minutes sorting through the (arguably) helpful wiki.
I believe they're hanging in the wind, so if anyone wanted to create an updated version - which could just note that some information is unconfirmed - that would be awesome!  The source files are available at http://redd.it/1fvcmn

After a year or so... to the point, I downloaded the lazynewbpack (thank you for gathering all those things in one place) The new version is 40.11, I copy/pasted it over the df 40.10 (in the lazy folder) replacing the files, should work right with all the patch thingies from the new version?
No, this won't work well at all.  Salithus is correct in that copying over an older version is expected to cause problems, but you'll also have problems with DFHack being for a different version.  To import a newer version, make a copy of the Starter Pack, replace the whole DF folder, and delete all the graphics (which are incompatible and will break saves).  If you then name the folder "Dwarf Fortress 40_11 Starter Pack r0"  the update script will recognise it once an official update comes out.

I have r4 installed and start the game via the Starter Pack launcher.
When I actually get to the embark screen using the ClassicLNP.txt or PeridexisErrant.txt Key bindings, the +-: Add section on the bottom of the screen shows a blotchy square instead of the + symbol ( the - shows correctly). The + key does not work at all, but the - key still does. This does not happen with the Vanilla DF.txt key binding. The + key works fine with it and shows as a + on screen. Turning True Type Fonts on or off has no effect. I am using the default graphics of the Starter Pack.
Sounds like an issue with keyboard format, in which case all I can do is suggest that you stick to the keybindings that work for you.  Posting screenshots might allow a more helpful diagnosis.


I'm a complete newbie when it comes to installing tilesets, I always use Your copilation of mods that make it easy or download directlly say from Mr. Madej's site. To play I need a tileset, the latest version of df and soundsense, nothing more, but also nothing less. What I did is: I downloaded your pack, deleted the game folder "Dwarf Fortress 0.40.10" , downloaded the 40.11 , named it "Dwarf Fortress 0.40.10" and pasted in place of previously deleted game folder. I opened the LNP installed the Mayday tileset, updated soundsense, and It all seems legit, the ingame version is 40.11, soundsense works, tileset is there. Just a reassurance question since I want to spend some days on building a fortress: This newbie solution should not "destroy" the game as in, spawn some troubles later on, right? Pardon in advance for my stupidity. (This is a question to anyone having some free time to answer, not necessarily to the author of the compilation, I don't want seem like I dare wasting his time with utter newby questions)
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Chaine Maile on September 05, 2014, 01:29:17 pm
Noticed something really strange. Switching graphics seems to reset all the modifications I made to the main raws?
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on September 05, 2014, 02:00:33 pm
Noticed something really strange. Switching graphics seems to reset all the modifications I made to the main raws?
Yep, graphics overwrite raws. When you hit "Install Graphics":

Quote
Are you sure?

Your graphics, settings and raws will be changed.

[OK][Cancel]
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Chaine Maile on September 05, 2014, 02:39:05 pm
I guess I didn't expect it to change tissue properties, metal data, and dwarf max age. Seemed pretty unrelated to tilesets.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Gnomeknows on September 05, 2014, 03:11:05 pm
So broken, so my cursor is stuck on a z level i guess?  I click with the mouse and it views something on a different level and a different area, if I move the arrow keys, it switches view level and view area.  The game is completely unplayable like this, i cant even select anything.  To clarify, I am just starting, just got into the game, have done nothing but try to click one of the dwarves by the wagon.

EDIT: ok, reading back through the thread, even though im not crashing i still tried multilevel 0 in console and it fixed it completely, *stops panicking*.  That multilevel view thing realllly screws crap up.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Dirst on September 05, 2014, 03:50:46 pm
I guess I didn't expect it to change tissue properties, metal data, and dwarf max age. Seemed pretty unrelated to tilesets.

The way graphics packs work now, any raw file they touch is overwritten with a fresh copy tucked away in the LNP/graphics folder.  You could make your modifications there if you plan on switching sets a lot.

There is a project (http://www.bay12forums.com/smf/index.php?topic=142295.0) underway to let packs change only the tags they need to change, but it's not ready yet.  When finished, it would work on mods and graphics packs.  But it's not ready yet.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: lethosor on September 06, 2014, 03:59:05 pm
I guess I didn't expect it to change tissue properties, metal data, and dwarf max age. Seemed pretty unrelated to tilesets.

The way graphics packs work now, any raw file they touch is overwritten with a fresh copy tucked away in the LNP/graphics folder.  You could make your modifications there if you plan on switching sets a lot.

There is a project (http://www.bay12forums.com/smf/index.php?topic=142295.0) underway to let packs change only the tags they need to change, but it's not ready yet.  When finished, it would work on mods and graphics packs.  But it's not ready yet.
PyLNP (http://www.bay12forums.com/smf/index.php?topic=140808.0) already implements this, although I'm not sure how stable it is yet.
Edit: At the moment, it only appears to support patching (d_)init.txt, although patching raws could be possible.
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: SpoCk0nd0pe on September 08, 2014, 01:18:50 pm
My own modification of this [TITLE:Wiki - raw materials to make tools, heaps of coal (minmax build)] out of the extras folder works well (for me anyway):
Discipling and swimming 1 on all.
1. Mining 1-3 & Armorsmith 5   
2. Mining 1-3 & Weaponsmith 5
3. Carpenter 1, Woodcutting 1, Diagnose 2, Dress wounds 1, Surgery 1, Set bone 1, Suture 1
4. Plant 5, Brewing 1-2 Armorsmith 1 (in case of strange mood)
5. Plant 5, Cooking 1-2, Armorsmith 1 (in case of strange mood)
6. Masonry 3, Architect 1, Appraiser 1, Judge of intent 1, Persuasion 1, Negotiator 1 or possibly Mechanic and Stonecrafter 1 instead of the last 2 (becomes leader and broker)
7. Metalcraft 5 (mechanic instead if you are really into traps), Smelt 1, Wood burning 1, Blacksmith 1 (or really anything you want here depending on embark conditions and your plans)

I really like your approach! Is the metalcraft 5 for bolt smithing? I'm also thinking about giving dwarfs single medical skills since you do not wish to train them on your wounded dwarfs. Woodcutting is completely useless at the start imho because most of your time will be spent hurling all the blocks. At later stages the hurling time takes even more time. This is probably new to 0.4x versions though since the trees yield a lot of blocks.

What would you cut if you tried to start out with a dedicated hunter/marksdwarf and how would you skill him?

I tend to have problems acquiring the leather needed for military uses (quivers+backpacks). What poultry is best suited to help in this regard btw? From the wiki I think Blue Peafowl but I'm not sure, maybe there is poultry that yields leather when butchered without being fully grown?

Another thing I couldn't really find info about is how profession impacts skill rust and xp gain when dwarfs do different work. Does it have an impact at all? Having read the wiki article about moodable skills it seems that you do not want your weapon/armor smiths to become miners.

Thanks in advance for any tips on those matters!
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: c6r on September 08, 2014, 04:07:18 pm
DFHack has been updated!  :D  Woot!
Title: Re: Dwarf Fortress 40_10 Starter Pack r1
Post by: ldog on September 08, 2014, 06:59:30 pm
My own modification of this [TITLE:Wiki - raw materials to make tools, heaps of coal (minmax build)] out of the extras folder works well (for me anyway):
Discipling and swimming 1 on all.
1. Mining 1-3 & Armorsmith 5   
2. Mining 1-3 & Weaponsmith 5
3. Carpenter 1, Woodcutting 1, Diagnose 2, Dress wounds 1, Surgery 1, Set bone 1, Suture 1
4. Plant 5, Brewing 1-2 Armorsmith 1 (in case of strange mood)
5. Plant 5, Cooking 1-2, Armorsmith 1 (in case of strange mood)
6. Masonry 3, Architect 1, Appraiser 1, Judge of intent 1, Persuasion 1, Negotiator 1 or possibly Mechanic and Stonecrafter 1 instead of the last 2 (becomes leader and broker)
7. Metalcraft 5 (mechanic instead if you are really into traps), Smelt 1, Wood burning 1, Blacksmith 1 (or really anything you want here depending on embark conditions and your plans)

I really like your approach! Is the metalcraft 5 for bolt smithing? I'm also thinking about giving dwarfs single medical skills since you do not wish to train them on your wounded dwarfs. Woodcutting is completely useless at the start imho because most of your time will be spent hurling all the blocks. At later stages the hurling time takes even more time. This is probably new to 0.4x versions though since the trees yield a lot of blocks.

What would you cut if you tried to start out with a dedicated hunter/marksdwarf and how would you skill him?

I tend to have problems acquiring the leather needed for military uses (quivers+backpacks). What poultry is best suited to help in this regard btw? From the wiki I think Blue Peafowl but I'm not sure, maybe there is poultry that yields leather when butchered without being fully grown?

Another thing I couldn't really find info about is how profession impacts skill rust and xp gain when dwarfs do different work. Does it have an impact at all? Having read the wiki article about moodable skills it seems that you do not want your weapon/armor smiths to become miners.

Thanks in advance for any tips on those matters!

Metalcraft 5 for general crafting utility (tradegoods), metal bolts are made by weaponsmith. I've found you can make it with anything for trading. My current game I got carried away digging and building and I forgot about the caravan til it showed. Last minute I had my low-skilled carpenter making wooden corkscrews and I still was able to trade for just about everything the caravan had.

Number 7 (the metalsmith) is the dwarf I would cut for the marksdwarf if you want to start out with one (which is a very good idea for more difficult embarks). Markswarf 5 and...ambush is used for hunting. I don't know how fast it trains or how much effect it really has. I've not a lot of experience with hunting. I'd probably go with a level of armor, shield and ambush (and of course swimming & discipline) since it seems to me armor and shield take forever to get the 1st level on an untrained dwarf.

The birds, I wish I knew. I'm having bad luck again in that I seem to have gotten a sterile bunch for embark. It takes a few years to get your leather industry going no matter what it seems. I butcher everything I can and make sure to trade for all the leather and any packs & quivers I can afford the first few caravans.

You are correct that letting the smiths get their mining skill high is counterproductive for strange moods. Depending what my first two migrant waves look like I try to retire them from mining asap, sometimes you get lucky and have high level smiths immigrate (like my current game) so the starters may remain miners their whole lives. I've also been starting that 7th (metalsmith) as a miner as well, so I have 3 to start with. When they aren't crafting I'll have weapon and armorsmith work the furnaces as well. Skill-rust doesn't seem to be that big a deal. Pretty easy to prevent/get rid of if you just remember to have them do said skill at least once or twice a year. Medical of course there's nothing you can do (other than purposely get someone injured). Discipline on civilians will keep rust-free if you make them go by the corpse pile (requires corpses of course) once in a while. Anytime they get horrified they will get xp. Really squeamish ones I have seen get to lvl 4.

Medical I am not sure it pays to spread the skills around. Current game I've gotten a lot of immigrants with 1-2 very high medical skills, but I am starting to strongly suspect that the dr skills don't affect the quality of treatment but only time to perform task (like many other skills). I've got 1 gimp around for a few years who got really badly wounded early on, was cleaned, sutured, dressed, splinted etc. Still walks on a crutch (motor nerve damage and torn arteries in his leg which I guess are not fixable by dwarven medicine) and has trouble breathing & an infection in lungs and upper body (had a lung puncture) I retired him from military duty, let him go back to his original profession of hunter, figured let him die doing what he enjoyed, but he has become an effective hunter even with his injuries (I notice he does clean himself frequently which keeps his infection under control I guess). I'm rambling again, but anyway, treatment history shows everything required was done, original diagnosis by a lvl 6 but subsequents by a lvl 13 so I doubt anything was missed. The few other wounded (who didn't get brutally killed in battle) I had have had 100% recovery from their injuries, even one with a broken back (arrow vs steel mail, guess it was just a chipped bone) and my bone dr isn't very skilled.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: PeridexisErrant on September 08, 2014, 07:33:25 pm
Please take discussion of embark profiles to another thread.  I'm happy to have finished profiles proposed for inclusion in the pack, but they should be hashed out elsewhere to avoid getting off-topic. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: ldog on September 08, 2014, 07:38:41 pm
Please take discussion of embark profiles to another thread.  I'm happy to have finished profiles proposed for inclusion in the pack, but they should be hashed out elsewhere to avoid getting off-topic.

Sorry, was intending a quick reply to a question, but as usual for me, it got long-winded. Can you get a mod to split it off?
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Tinfect on September 08, 2014, 07:58:02 pm
Uh, hey, is any one else getting an error where the Download does not work?
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: PeridexisErrant on September 08, 2014, 08:07:36 pm
The Starter Pack has updated to 40_11 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This update brings DF 40.11, and updates to all the graphics packs and so on from 40.10 r4 - TwbT will take a few days more to update, but many more dfhack scripts have been added.  Strike the earth!

Changelog:
 - added DFHack 40.11-r1
 - enabled LNP DFHack tab
 - added vjeck's scripts; rejuvenate, armoks_blessing, brainwash, elevate_mental, elevate_physical, make_legendary, pref_adjust
 - added Putnams scripts; gaydar, badThoughtCheck
 - added Lethosor's scripts and keybindings; adv-max-skills, load-screen, manager-quantity, settings-manager, title-version
 - added many keybindings and enablers to start of dfhack.init
 - updated Phoebus and Ironhand to official verions for 40_11

MD5:  864710C2A7907F09B3CE2512DD9672B1
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: salithus on September 08, 2014, 08:27:23 pm
The Starter Pack has updated to 40_11 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This update brings DF 40.11, and updates to all the graphics packs and so on from 40.10 r4 - TwbT will take a few days more to update, but many more dfhack scripts have been added.  Strike the earth!

Changelog:
 - added DFHack 40.11-r1
 - enabled LNP DFHack tab
 - added vjeck's scripts; rejuvenate, armoks_blessing, brainwash, elevate_mental, elevate_physical, make_legendary, pref_adjust
 - added Putnams scripts; gaydar, badThoughtCheck
 - added Lethosor's scripts and keybindings; adv-max-skills, load-screen, manager-quantity, settings-manager, title-version
 - added many keybindings and enablers to start of dfhack.init
 - updated Phoebus and Ironhand to official verions for 40_11

MD5:  864710C2A7907F09B3CE2512DD9672B1
Sig updated with torrent info, wiki will be updated shortly. also updated.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: Spectre Incarnate on September 08, 2014, 08:30:55 pm
Uh, hey, is any one else getting an error where the Download does not work?

Looks like you just caught Peridexis as he was uploading the new one. Try again? :)

Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: Tinfect on September 08, 2014, 08:36:08 pm
For some reason, the new version will not work either.
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: PeridexisErrant on September 08, 2014, 08:40:56 pm
Try the torrent or the Dropbox mirror - links to both in the second post of this thread. 
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: salithus on September 08, 2014, 08:44:05 pm
Try the torrent or the Dropbox mirror - links to both in the second post of this thread.
Torrent is definitely working, already seeded it out a few times.
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: Tinfect on September 08, 2014, 08:50:43 pm
https://www.dropbox.com/s/05fd0mtky4z7qh7/Screenshot%202014-09-08%2018.49.08.png?dl=0
(It is a Screenshot)

False Positive?
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: salithus on September 08, 2014, 08:54:05 pm
http://1drv.ms/1q9UFp4

Can someone give that a shot? Not sure if it works or what kind of bandwidth constraints it'll have, but it's effectively the same folder I'm seeding from.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: SpoCk0nd0pe on September 08, 2014, 09:09:01 pm
Please take discussion of embark profiles to another thread.  I'm happy to have finished profiles proposed for inclusion in the pack, but they should be hashed out elsewhere to avoid getting off-topic.
Sorry for the OT talk. Since the list of embark profiles seems to not be limited in any way would you be interested in including more?

Another quick question before I go hunting for causes: Does picturefort work for you?
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: Art on September 08, 2014, 09:10:48 pm
I have a question about the graphics installer, which I was experimenting with.

If I change to another pack, then back to Phoebus, the following file from the initial install does not show up/gets deleted: "Vanilla DF - 24x - Items"

This is the image file for all of the various item skins. As a result I can no longer differentiate between them, it the game just doesn't look as good. :(

Simply pasting the file will not fix it. Anyone know how to fix this?
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: salithus on September 08, 2014, 09:13:54 pm
I have a question about the graphics installer, which I was experimenting with.

If I change to another pack, then back to Phoebus, the following file from the initial install does not show up/gets deleted: "Vanilla DF - 24x - Items"

This is the image file for all of the various item skins. As a result I can no longer differentiate between them, it the game just doesn't look as good. :(

Simply pasting the file will not fix it. Anyone know how to fix this?
PE might be able to confirm, but it sounds like TwbT is getting disabled when you switch away from the default, but not enabled properly when you switch back to Phoebus.
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on September 08, 2014, 09:14:45 pm
Please take discussion of embark profiles to another thread.  I'm happy to have finished profiles proposed for inclusion in the pack, but they should be hashed out elsewhere to avoid getting off-topic.
Sorry for the OT talk. Since the list of embark profiles seems to not be limited in any way would you be interested in including more?

Another quick question before I go hunting for causes: Does picturefort work for you?
PE's mentioned elsewhere in the thread he's not opposed to including community embark profiles. I've given thought to setting up a megathread for them but haven't found/made time for it yet.
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: PeridexisErrant on September 08, 2014, 09:19:16 pm
I'm happy to include more embark profiles.

TwbT is not available for 40.11 yet.  I'll update as soon as it is. 
Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: lethosor on September 08, 2014, 09:23:52 pm
Please take discussion of embark profiles to another thread.  I'm happy to have finished profiles proposed for inclusion in the pack, but they should be hashed out elsewhere to avoid getting off-topic.
Sorry for the OT talk. Since the list of embark profiles seems to not be limited in any way would you be interested in including more?

Another quick question before I go hunting for causes: Does picturefort work for you?
PE's mentioned elsewhere in the thread he's not opposed to including community embark profiles. I've given thought to setting up a megathread for them but haven't found/made time for it yet.
There's a wiki page (http://dwarffortresswiki.org/index.php/DF2014:Embark_profile_repository) - it doesn't contain much at the moment, but it could serve as a centralized location.
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: Spectre Incarnate on September 08, 2014, 09:27:35 pm
False Positive?

Yes, of course it is. Your browser is being silly..

Title: Re: Dwarf Fortress 40_10 Starter Pack r4
Post by: salithus on September 08, 2014, 09:32:09 pm
Please take discussion of embark profiles to another thread.  I'm happy to have finished profiles proposed for inclusion in the pack, but they should be hashed out elsewhere to avoid getting off-topic.
Sorry for the OT talk. Since the list of embark profiles seems to not be limited in any way would you be interested in including more?

Another quick question before I go hunting for causes: Does picturefort work for you?
PE's mentioned elsewhere in the thread he's not opposed to including community embark profiles. I've given thought to setting up a megathread for them but haven't found/made time for it yet.
There's a wiki page (http://dwarffortresswiki.org/index.php/DF2014:Embark_profile_repository) - it doesn't contain much at the moment, but it could serve as a centralized location.
Yeah, that's what I was going to start from, but :effort: so far :)
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: Tinfect on September 08, 2014, 09:33:04 pm
False Positive?

Yes, of course it is. Your browser is being silly..

Alright, thanks, sorry for being suspicious, but I have had issues with Malware rather recently, and I was not about to take the risk without confirmation.
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: Tinfect on September 08, 2014, 09:34:31 pm
Double Post because my connection is shit.
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: salithus on September 08, 2014, 09:40:08 pm
False Positive?

Yes, of course it is. Your browser is being silly..

Alright, thanks, sorry for being suspicious, but I have had issues with Malware rather recently, and I was not about to take the risk without confirmation.
When in doubt, double check the md5. PE's got a utility mentioned in the first or 2nd post. Personally I use HashTab....which used to be here: http://implbits.com/HashTab.aspx No idea what happened to it though.
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: salithus on September 08, 2014, 09:47:32 pm
Embark types: STRIKE THE THREAD (http://www.bay12forums.com/smf/index.php?topic=143533.0)
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: LeoCean on September 08, 2014, 09:54:59 pm
Double Post because my connection is shit.

Well that's probably why your downloads didn't work because your connection was dropping and giving you incomplete files. With the torrent it wouldn't matter about your connection, but torrents aren't always the safest nor the torrent software itself. Sometimes.

Sal, you know it's better to edit your post instead of making a new one unless the topic is older and you want to revive it....
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: shaver on September 09, 2014, 07:57:11 pm
(I usually click the dropbox link, then "add it to my dropbox", and let dropbox pull it down at multiple MB/s.)


I'm sure this has been asked, but I can't find it in the last few pages at least: are there plans to incorporate TWBT into the starter pack? getting the overrides.txt stuff set up is sort of annoying and, in my case at least, error-prone.
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: LeoCean on September 09, 2014, 08:14:38 pm
It isn't updated yet. It has to be updated after dfhack is updated so there's no garuntee it will be updated the day dfhack is or the day after.
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: PeridexisErrant on September 09, 2014, 08:20:13 pm
(I usually click the dropbox link, then "add it to my dropbox", and let dropbox pull it down at multiple MB/s.)


I'm sure this has been asked, but I can't find it in the last few pages at least: are there plans to incorporate TWBT into the starter pack? getting the overrides.txt stuff set up is sort of annoying and, in my case at least, error-prone.

Yes, TwbT is a regular part of the Starter Pack.  It's not available yet for 40.11, so you can grab the 40.10 r4 pack if you're desperate. 
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: shaver on September 10, 2014, 03:14:39 am
(I usually click the dropbox link, then "add it to my dropbox", and let dropbox pull it down at multiple MB/s.)


I'm sure this has been asked, but I can't find it in the last few pages at least: are there plans to incorporate TWBT into the starter pack? getting the overrides.txt stuff set up is sort of annoying and, in my case at least, error-prone.

Yes, TwbT is a regular part of the Starter Pack.  It's not available yet for 40.11, so you can grab the 40.10 r4 pack if you're desperate.


Ah, OK. I (thought I ) saw something about 11-r1 support float by in the twbt changesets, but maybe that hasn't been released yet. Apologies!
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: PeridexisErrant on September 10, 2014, 06:06:17 am
Ah, OK. I (thought I ) saw something about 11-r1 support float by in the twbt changesets, but maybe that hasn't been released yet. Apologies!

Just saw that.  Update coming within the hour, thanks for pointing it out!
Title: Re: Dwarf Fortress 40_11 Starter Pack r2
Post by: salithus on September 10, 2014, 06:16:26 am
Ah, OK. I (thought I ) saw something about 11-r1 support float by in the twbt changesets, but maybe that hasn't been released yet. Apologies!

Just saw that.  Update coming within the hour, thanks for pointing it out!
torrents will have to wait until tomorrow (unless someone else wants to do it) - I'm about to crash - been up for 24h straight
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: PeridexisErrant on September 10, 2014, 06:50:57 am
The Starter Pack has updated to 40_11 r3!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Some fixes, updated graphics packs, and TwbT support is back.  DF is prettier and less buggy than ever before!

Changelog:
 - fixed conflict with embark-tools in PeridexisErrant keybindings
 - fixed ASCII graphics
 - updated Phoebus, CLA, and Ironhand graphics to official verions for 40_11
 - added TwbT v3.38
 - patched TwbT support into all packs except ASCII

MD5:  EEA0897C8A3E4D496851DF486F6F660F
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: arcane on September 10, 2014, 10:09:31 am
As of 11:11am Eastern Daylight Time the DFFD page still says r2 (but has the r3 file for donwload)
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: salithus on September 10, 2014, 11:37:21 am
ok, torrents are up
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Darkerson on September 10, 2014, 11:48:17 am
Thank you very much!  :)
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: AoshimaMichio on September 10, 2014, 01:56:07 pm
Aaand 40.12 is out. Just in time.  :)
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: terko on September 10, 2014, 02:09:02 pm
Yeah, Toady waits until the newest Starter Pack is available and hits the 'New Version Released!' button. ;)
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: salithus on September 10, 2014, 03:26:35 pm
bahahahaha
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Col_Jessep on September 11, 2014, 06:29:16 am
Thank you so much for making this pack and updating it so frequently!
I cannot express how much it helped me getting into DF as newbie.

One question please: What happened to high boots?
They seem to have vanished, at least they are no longer in the manager and workshop lists:

Spoiler (click to show/hide)

I'm fairly sure they were in r2. A quick search on forum and wiki turned up no result. Is it just me or...?

Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: nanomage on September 11, 2014, 06:32:07 am
Thank you so much for making this pack and updating it so frequently!
I cannot express how much it helped me getting into DF as newbie.

One question please: What happened to high boots?
They seem to have vanished, at least they are no longer in the manager and workshop lists:

Spoiler (click to show/hide)

I'm fairly sure they were in r2. A quick search on forum and wiki turned up no result. Is it just me or...?


sometimes dwarf civs have no high boots. They aren't mandatory armor items for dwarven entity, just possible. Happens with low boots too, I think. That's not dependent on starter pack.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Col_Jessep on September 11, 2014, 06:34:23 am
I'll be damned! Thank you!

Birkenstock for everybody it is then...
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Billy Jack on September 11, 2014, 10:45:30 am
In previous releases, you included a set of Cheat Sheets for metals, farming, military, etc.

It would be nice if those could be added back in.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: jwhite.df on September 11, 2014, 12:19:36 pm
In previous releases, you included a set of Cheat Sheets for metals, farming, military, etc.

It would be nice if those could be added back in.

Just recently discussed.

http://www.bay12forums.com/smf/index.php?topic=126076.msg5633053#msg5633053
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Hoooooooar on September 11, 2014, 12:35:30 pm
Dangit.... right when i wanted to get back into DF we are in the never ending waiting for lazy newb pack update cycle again, now with a new name :0

I NEED THE LATEST VERSION!!!!! HURRY HURRY ZERG RUSH.

Thank you for your work. 
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: jwhite.df on September 11, 2014, 01:06:01 pm
Dangit.... right when i wanted to get back into DF we are in the never ending waiting for lazy newb pack update cycle again, now with a new name :0

I NEED THE LATEST VERSION!!!!! HURRY HURRY ZERG RUSH.

Thank you for your work.

Not at all. The Starter Pack is extremely playable. Are the .12 changes really important to you?
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Hoooooooar on September 11, 2014, 01:59:48 pm
Dangit.... right when i wanted to get back into DF we are in the never ending waiting for lazy newb pack update cycle again, now with a new name :0

I NEED THE LATEST VERSION!!!!! HURRY HURRY ZERG RUSH.

Thank you for your work.

Not at all. The Starter Pack is extremely playable. Are the .12 changes really important to you?

Well, I have twice now had people go to try to sleep and get stuck forever, so that update would be nice.  Also i still can't get soundsense to work and i have no idea why.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Dragoon209 on September 11, 2014, 02:07:29 pm
-snip-

Well, I have twice now had people go to try to sleep and get stuck forever, so that update would be nice.  Also i still can't get soundsense to work and i have no idea why.

Have you recently reloaded your computer?  Do you have Java installed?  This just bit me on my new laptop. 
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: PeridexisErrant on September 11, 2014, 05:16:23 pm
-snip-

Well, I have twice now had people go to try to sleep and get stuck forever, so that update would be nice.  Also i still can't get soundsense to work and i have no idea why.

Have you recently reloaded your computer?  Do you have Java installed?  This just bit me on my new laptop.
I've been way too busy to do any definitive  testing, but I think the problem is that my pack upload script added a trailing newline to "configuration.xml" - I've fixed it for future packs, but you can easily open the file in a text editor and remove the final empty line.

Dangit.... right when i wanted to get back into DF we are in the never ending waiting for lazy newb pack update cycle again, now with a new name :0

I NEED THE LATEST VERSION!!!!! HURRY HURRY ZERG RUSH.

Thank you for your work.

Not at all. The Starter Pack is extremely playable. Are the .12 changes really important to you?

Well, I have twice now had people go to try to sleep and get stuck forever, so that update would be nice.

I'm not planning to update the pack before dfhack is back in, since I think it's better for new players that way. You can however create a "Dwarf Fortress 0.40.12" folder, just remember not to install any graphics.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: LeoCean on September 11, 2014, 05:43:55 pm
You mean the utilities, the graphic packs weren't changed between this version and 40.12.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: PeridexisErrant on September 11, 2014, 06:19:30 pm
/headdesk

Yep, graphics should be OK this time... I'm just used to them changing.  Therapist and DFHack will be missing though.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Hoooooooar on September 11, 2014, 11:05:12 pm
/headdesk

Yep, graphics should be OK this time... I'm just used to them changing.  Therapist and DFHack will be missing though.

No therapist, or DFHack?  Well then I might as well go back to v0.23 if we are going to be living in the dark ages.  Geez. 
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: PeridexisErrant on September 11, 2014, 11:27:46 pm
/headdesk

Yep, graphics should be OK this time... I'm just used to them changing.  Therapist and DFHack will be missing though.

No therapist, or DFHack?  Well then I might as well go back to v0.23 if we are going to be living in the dark ages.  Geez.

For clarity:  if you update for yourself, you won't have those tools.  The official update wouldn't be complete without them, so don't worry - when the Starter Pack updates to 40.12 it will have both. 
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Dirst on September 12, 2014, 09:37:49 am
/headdesk

Yep, graphics should be OK this time... I'm just used to them changing.  Therapist and DFHack will be missing though.

No therapist, or DFHack?  Well then I might as well go back to v0.23 if we are going to be living in the dark ages.  Geez.

For clarity:  if you update for yourself, you won't have those tools.  The official update wouldn't be complete without them, so don't worry - when the Starter Pack updates to 40.12 it will have both.

Which will be about seven minutes before 40.13 is released :)
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: MasterHooDie on September 13, 2014, 12:22:02 pm
Created an account just to say thanks for making the pack. It is appreciated, especially with the constant quick updates.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Akhier the Dragon hearted on September 13, 2014, 08:41:03 pm
   Well as we wait for the update to 40.12 I might as well post this (https://www.youtube.com/playlist?list=PLbGD7QQtiRBmm62PQ_TUHLFwetx1CBJWA). It is a link to a playlist of videos for a fort I did using the starter pack r1 and r4 from 40.10 and admittedly the fort ends by my stupidity but thats half the fun, right? The playlist has 8 videos all in 720p using the Mayday tileset with lengths varying between 30 minutes up to a little less then 50 with a total play time which almost reaches 5 hours. If this doesn't really belong here I can edit this away if requested.
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: Sheo on September 14, 2014, 10:19:27 am
It was. I'll renable that patch in dfhack.init too (sigh). 

In fact, I'll just put all the binpatches back, doing it piecemeal isn't worth it. That'll be a few days unless something else comes up.

Excuse my ignorance, but is there any way for me to import keybinds from version to version?
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: PeridexisErrant on September 14, 2014, 10:28:37 am
Yep!  If you mean DF keybindings, copy across "Dwarf Fortress /data/init/interface.txt" to the new version. For dfhack copy across the relevant sections of dfhack.init.

And, uh, why the year-old quote?
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Sheo on September 14, 2014, 10:46:35 am
Yep!  If you mean DF keybindings, copy across "Dwarf Fortress /data/init/interface.txt" to the new version. For dfhack copy across the relevant sections of dfhack.init.

And, uh, why the year-old quote?

Thanks!

...uh, ignore that. For some reason I think I failed to click in the latest posts and thinking I was there, I quoted the last message I saw by you there.

My bad, mate.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: toomanysecrets on September 14, 2014, 01:05:28 pm
I'm downloading the newest starter pack now...I love nearly all the features, and want to say thanks for putting it together.

I have one major issue, however. In the last version I played (34.11), it was WAY too easy to skill up military skills. After three seasons I had some soldiers with 200+ skills. Many dwarves have weapon/fighter skills in the 150-250 range.

This gave me an uneasy "danger room" feeling, and kind of took all of the fun out of my fort. How can I stop this?
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Akhier the Dragon hearted on September 14, 2014, 08:01:15 pm
meh
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: arcturusthelesser on September 15, 2014, 12:57:43 am
I'm downloading the newest starter pack now...I love nearly all the features, and want to say thanks for putting it together.

I have one major issue, however. In the last version I played (34.11), it was WAY too easy to skill up military skills. After three seasons I had some soldiers with 200+ skills. Many dwarves have weapon/fighter skills in the 150-250 range.

This gave me an uneasy "danger room" feeling, and kind of took all of the fun out of my fort. How can I stop this?
Have you encountered this in 0.40?
If so, the best solution i can suggest is a hard embark/murdalizing the elves.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: bouli on September 15, 2014, 05:34:29 am
   Well as we wait for the update to 40.12 I might as well post this (https://www.youtube.com/playlist?list=PLbGD7QQtiRBmm62PQ_TUHLFwetx1CBJWA). It is a link to a playlist of videos for a fort I did using the starter pack r1 and r4 from 40.10 and admittedly the fort ends by my stupidity but thats half the fun, right? The playlist has 8 videos all in 720p using the Mayday tileset with lengths varying between 30 minutes up to a little less then 50 with a total play time which almost reaches 5 hours. If this doesn't really belong here I can edit this away if requested.
Good vids, man. I think your voice sounds a little bit like Mark Ruffalo's. ;D


... and it is a good opportunity to thank PeridexisErrant (and all the guys (and gals) who make the content of the starter pack) as well as the Bay12 bros.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: yawa on September 15, 2014, 09:40:00 am
Hey Peridexis, can I suggest adding some tooltips or additional descriptions to the Utils list in this pack? For new players it's far from obvious what all the various programs are for, so a brief description would help beginners decide what they want to enable and save referencing the wiki.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Spectre Incarnate on September 15, 2014, 03:00:00 pm
Hey Peridexis, can I suggest adding some tooltips or additional descriptions to the Utils list in this pack?

Could I also suggest the tooltips that are available stay popped up as long as the mouse is hovering over them? I can't finish reading some of them before they disappear. And they don't always pop up again when trying to hover over again. It's very sporadic.

Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: salithus on September 15, 2014, 06:08:21 pm
I doubt there will be any UI changes to the Starter Pack - PE may correct me on this, but in conversations via PM with him he's focusing his future efforts on the cross-platform PyLNP (http://www.bay12forums.com/smf/index.php?topic=140808.0), so you may want to bring these ideas up there.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: PeridexisErrant on September 15, 2014, 08:01:46 pm
It's probably worth noting that the pack has just passed 300,000 downloads from DFFD, and who-knows-how-many from rehosting, the torrents, and all the other distributions.  To all the people who make this possible - thanks.



Hey Peridexis, can I suggest adding some tooltips or additional descriptions to the Utils list in this pack?
Could I also suggest the tooltips that are available stay popped up as long as the mouse is hovering over them? I can't finish reading some of them before they disappear. And they don't always pop up again when trying to hover over again. It's very sporadic.
Basically no, sorry.  The tooltips as I understand them are basically just telling an underlying framework "make a tooltip with this text", and I don't know of a way to have them behave differently.  The utilities list is generated by scanning the utilities folder for programs, so there's no text to put in a tooltip - I don include the contents list with links in LNP/About/ though!

Salithus is correct that future development will focus on the PyLNP (http://www.bay12forums.com/smf/index.php?topic=140808), for a couple of reasons.  One is that it's cross-platform - for the first time ever we can have universal standards for starter packs, and share common resources.  Another is that I actually know enough Python that I can contribute to the project, whereas I basically just inherited the current launcher and there's no one currently maintaining it.  Last, it's under active development and already out-features the current launcher - so both will be included on a trial basis.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: Pidgeot on September 16, 2014, 03:34:13 am
For the record, PyLNP tooltips stay up indefinitely.

Tooltips on utilities are doable, but since the file names are indeed auto-detected, the text needs to come from an external source, and that source needs to be sufficiently updated.
Title: Re: Dwarf Fortress 40_11 Starter Pack r3
Post by: PeridexisErrant on September 16, 2014, 04:18:40 am
For the record, PyLNP tooltips stay up indefinitely.

Tooltips on utilities are doable, but since the file names are indeed auto-detected, the text needs to come from an external source, and that source needs to be sufficiently updated.

My preference would be auto-populate this, probably by having an 'about' option that found and opened the readme.  Maybe it's laziness, but I'd prefer to spend more time coding and then just drop in the contents than have more configuration documents - but I like to think better compatibility with alternative launchers and an easier time for anyone who wants to set up an alternative pack are also good.  I'll think more about specific proposals and post in the PyLNP thread later. 
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: PeridexisErrant on September 16, 2014, 07:09:41 pm
The Starter Pack has updated to 40_12 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This update is mostly improvements to existing features, but not just that - the PyLNP is an alternative to the current Starter Pack Launcher, which include some nice extra features like a color scheme selector and an easy way to install more embark profiles.  Enjoy the update!

Changelog:
 - edited CLA tileset for punctuation with TwbT
 - updated default settings
** updated Dwarf Fortress to 40_12
 - all graphics are compatible this time; no need for an update
 - updated PerfectWorld to 1.8; supports current DF version and temperature maps
 - added the PyLNP launcher v0.4; will eventually replace the current launcher - provided for testing, feedback, and configuration.
 - updated DFHack to 40.12-r1
 - updated TwbT to v3.41; next-gen coming soon
 - updated script manager-quantity

MD5:  0AFB073A27C33D5E926C13AAE944738A
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 16, 2014, 07:28:31 pm
The Starter Pack has updated to 40_12 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This update is mostly improvements to existing features, but not just that - the PyLNP is an alternative to the current Starter Pack Launcher, which include some nice extra features like a color scheme selector and an easy way to install more embark profiles.  Enjoy the update!

Changelog:
 - edited CLA tileset for punctuation with TwbT
 - updated default settings
** updated Dwarf Fortress to 40_12
 - all graphics are compatible this time; no need for an update
 - updated PerfectWorld to 1.8; supports current DF version and temperature maps
 - added the PyLNP launcher v0.4; will eventually replace the current launcher - provided for testing, feedback, and configuration.
 - updated DFHack to 40.12-r1
 - updated TwbT to v3.41; next-gen coming soon
 - updated script manager-quantity

MD5:  0AFB073A27C33D5E926C13AAE944738A
I'll get links and stuff posted after dinner, but for now:

magnet:?xt=urn:btih:CA812226AA2CFA46EA0B5C0E72C8303D613467A4
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: jwhite.df on September 16, 2014, 07:42:20 pm
The Starter Pack has updated to 40_12 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This update is mostly improvements to existing features, but not just that - the PyLNP is an alternative to the current Starter Pack Launcher, which include some nice extra features like a color scheme selector and an easy way to install more embark profiles.  Enjoy the update!

Changelog:
 - edited CLA tileset for punctuation with TwbT
 - updated default settings
** updated Dwarf Fortress to 40_12
 - all graphics are compatible this time; no need for an update
 - updated PerfectWorld to 1.8; supports current DF version and temperature maps
 - added the PyLNP launcher v0.4; will eventually replace the current launcher - provided for testing, feedback, and configuration.
 - updated DFHack to 40.12-r1
 - updated TwbT to v3.41; next-gen coming soon
 - updated script manager-quantity

MD5:  0AFB073A27C33D5E926C13AAE944738A
I'll get links and stuff posted after dinner, but for now:

magnet:?xt=urn:btih:CA812226AA2CFA46EA0B5C0E72C8303D613467A4

I'm seeding.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 16, 2014, 07:43:11 pm
http://thepiratebay.se/torrent/11044029

E: Ok, errything is updated.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: dennislp3 on September 16, 2014, 08:33:47 pm
Quote
09/16/2014 Toady One Not: a lot closed today, but you can't link your levers to things they are already scheduled to be linked with, and cave adaptation works again. It's quite likely that there will be a release tomorrow.

TROLOLOL
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: LeoCean on September 16, 2014, 08:38:43 pm
Not much of a troll... He did fix some of the lag the new version added, so when dfhack gets built for 40.13 it will be ok, they may use an unofficial dfhack like the one they are using now? Which could be out in just a few days.

There must be some post that explains what everything on the map means in 34.11 right? Anyone know of it? Doesn't matter if it's a phoebus legend or ascii legend, it'd be nice to have, since human civs make no sense at all to me.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 16, 2014, 08:42:25 pm
Not much of a troll... He did fix some of the lag the new version added, so when dfhack gets built for 40.13 it will be ok, they may use an unofficial dfhack like the one they are using now? Which could be out in just a few days.
Starter Pack release came out today because official dfhack came out today too.

/headdesk

Yep, graphics should be OK this time... I'm just used to them changing.  Therapist and DFHack will be missing though.

No therapist, or DFHack?  Well then I might as well go back to v0.23 if we are going to be living in the dark ages.  Geez.

For clarity:  if you update for yourself, you won't have those tools.  The official update wouldn't be complete without them, so don't worry - when the Starter Pack updates to 40.12 it will have both.

Which will be about seven minutes before 40.13 is released :)

e:

There must be some post that explains what everything on the map means in 34.11 right? Anyone know of it? Doesn't matter if it's a phoebus legend or ascii legend, it'd be nice to have, since human civs make no sense at all to me.
http://dwarffortresswiki.org/index.php/DF2014:Tilesets
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: lethosor on September 16, 2014, 08:55:07 pm
http://dwarffortresswiki.org/index.php/DF2014:Map_legend, actually (and http://dwarffortresswiki.org/index.php/v0.34:Map_legend would be more accurate for 0.34.11).
Edit: Assuming you're referring to world maps, that is.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: LeoCean on September 16, 2014, 09:16:38 pm
http://dwarffortresswiki.org/index.php/DF2014:Map_legend, actually (and http://dwarffortresswiki.org/index.php/v0.34:Map_legend would be more accurate for 0.34.11).
Edit: Assuming you're referring to world maps, that is.

Yes thanks that is what I was looking for, the one salithus posted I already knew about. It didn't quite matter which version it was, as long as it made the map make sense, I want to make a sort of map legend for Spacefox and myself.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Hoooooooar on September 16, 2014, 10:20:35 pm
I will paypal someone $25 to fix hauling so they stop taking barrels to items instead of items to the barrels.  The offer is real!
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Akhier the Dragon hearted on September 16, 2014, 10:48:35 pm
I will paypal someone $25 to fix hauling so they stop taking barrels to items instead of items to the barrels.  The offer is real!
   While I can't fix it (nor can I fix it for bins either) but I can suggest some micromanaging that will help alleviate your problems. Say you have a 5x5 stockpile for whatever. Instead of just having that 5x5 area you make a 5x4 and a 5x1 area. You make the 5x4 allow as many barrels/bins as you want and the 5x1 not allow any barrels/bins. Then make the 5x4 area take from the 5x1 and only take from it. The 5x1 will then be the only valid space to store stuff and it doesn't allow barrels/bins so dwarves will just bring the stuff there. Then there will be stuff for the 5x4 to take from it and while they will haul the barrel/bin around to pick up stuff they only have to walk a few tiles.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: UristWoodie on September 17, 2014, 07:01:21 am
As usual, I'm enjoying the update, even if the GUI layout is new and different this time!

One note, and I thought this had been fixed in the pre-Python versions:
Launching Therapist no longer checks to see if it's already running, resulting in multiple copies running.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: PeridexisErrant on September 17, 2014, 07:15:34 am
As usual, I'm enjoying the update, even if the GUI layout is new and different this time!

One note, and I thought this had been fixed in the pre-Python versions:
Launching Therapist no longer checks to see if it's already running, resulting in multiple copies running.

...It's things like this that make me glad both are still in the pack - if it's a problem you can continue to use the non-Python launcher.  I'll see about getting that feature added though, thanks for the report.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Chattox on September 17, 2014, 10:18:13 am
I just got the notification telling me of the new version but the window is really small, unresizeable and I can't see what is written on the 4 buttons. Could someone tell me what they are please? :P

EDIT: Nevermind, got it.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: fasquardon on September 17, 2014, 10:57:59 am
"PyLNP.exe" and "Starter Pack Launcher.exe" try to connect to the internet when I execute them.  Can I ask why this is?

Thanks in advance!

fasquardon
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: BesorgterZwerg on September 17, 2014, 11:00:10 am
Checking for updates, i think.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: jwhite.df on September 17, 2014, 11:19:12 am
"PyLNP.exe" and "Starter Pack Launcher.exe" try to connect to the internet when I execute them.  Can I ask why this is?


It's how your credit card information is ... I mean, checking for updates.  ;)
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: ragincajun on September 17, 2014, 02:05:29 pm
My virus scan ripped the PyLNP executable as a virus.  I rarely get that maybe once a year.  Usually it will ask if I trust the source.  So something screwy in there that firewalls didn't like.  I've never had that issue with the regular launcher.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Dirst on September 17, 2014, 02:13:23 pm
My virus scan ripped the PyLNP executable as a virus.  I rarely get that maybe once a year.  Usually it will ask if I trust the source.  So something screwy in there that firewalls didn't like.  I've never had that issue with the regular launcher.

The virus scanners are transitioning from a pattern-matching system to a combination of behavior-detection and "reputation" system because virus variants come out faster than antivirus vendors can catalog them.  I had the same issue with the first couple releases of DF0.40, and it took a bit of convincing to get the antivirus to let it run.  I expect that to happen.  I did not expect it when brook.dll from BOINC (http://boinc.berkeley.edu/) recently got flagged as moderately dangerous despite being four years old.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 17, 2014, 02:14:57 pm
Also, more details on what virus scanner/version/specific messages would be helpful.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Pidgeot on September 17, 2014, 03:58:08 pm
My virus scan ripped the PyLNP executable as a virus.  I rarely get that maybe once a year.  Usually it will ask if I trust the source.  So something screwy in there that firewalls didn't like.  I've never had that issue with the regular launcher.

All I can say is that I didn't write any malicious code or anything. Feel free to verify the code for yourself, if you like (https://bitbucket.org/Pidgeot/python-lnp), but it sounds like a false positive to me.

The executable is packed using a tool called UPX; my guess is your antivirus program is incorrectly picking up on that (despite UPX being a perfectly legitimate tool).

For the record, I tried running the executable through VirusTotal (https://www.virustotal.com/file/478a74e9b5074147f7babfdc06b6ded0d7674b34727aade6a62e4874428c9d0c/analysis/1410986986/), just to be 100% sure, and none of the 40+ scanners on there detected anything.

"PyLNP.exe" and "Starter Pack Launcher.exe" try to connect to the internet when I execute them.  Can I ask why this is?

Thanks in advance!

fasquardon

That does remind me that I should probably make a user option whether or not it should check for updates. I'll add that to my list of things to do.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Two on September 17, 2014, 05:13:57 pm
I just realized that the download link to LNP is a bit slow, so I uploaded it to my server and offering it as a mirror link as a little thanks to you for doing all this. =)

LNP free mirror: http://bit.ly/1mcezz6

I have a script running on that server that checks for new versions on the official site every hour. If that's not ok, please tell me, otherwise the link above should have updated versions within an hour once they are uploaded as well.

Reminder: This link is free to use, but even though my server is much much faster than the official one, bandwidth is not unlimited. You may download from the link above for (reasonable) personal use as much as you wish, but any automated access is strictly forbidden without clear permission from me beforehand.

Should you feel paranoid, feel free to check the MD5 from the official link. ;)
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: LeoCean on September 17, 2014, 05:17:08 pm
Well there's the torrent version and the dropbox version also.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Two on September 17, 2014, 05:19:31 pm
Well there's the torrent version and the dropbox version also.
Indeed, but the Dropbox version is limited (at least it says so in the OP) and the torrent didn't seem to find the tracker when I tried it. And from my server you can download the whole thing in about 20 seconds. ;)
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 17, 2014, 05:26:15 pm
Well there's the torrent version and the dropbox version also.
Indeed, but the Dropbox version is limited (at least it says so in the OP) and the torrent didn't seem to find the tracker when I tried it. And from my server you can download the whole thing in about 20 seconds. ;)
Also the OneDrive folder I seed the torrents from has unknown limits: http://1drv.ms/1q9UFp4

If there's anything I can do to improve the torrent, let me know. Current stats show me 31 people seeding it now, so it should be a pretty quick download.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: BoogieMan on September 17, 2014, 05:29:45 pm
I'm encountering a very strange issue trying to extract this zip. After a short while during the extraction process, it slows down immensely and says about 6 hours remaining.

 I have extracted 44GB archives before and not seen anything remotely this slow before.. And I have a high speed SSD. What the hell?

EDIT: I forgot about the temporary directory which is on a larger standard drive. Once I moved the zip itself to the SSD and extracted directly, it went quickly. Rebooted and it went away.. Weird. Going to run some drive tests to be sure. False alarm, sorry!
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Swonnrr on September 17, 2014, 06:07:15 pm
-hopefully constructive but probably not criticism post time-

Something that I greatly appreciate when it's there and appear and disappear from one version to another:
Having ASCII Square in the list of graphic packs.

I hope I'm not alone to like ASCII Square :P
Can We haz Square Ascii back, please? :D

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 17, 2014, 06:09:26 pm
-hopefully constructive but probably not criticism post time-

Something that I greatly appreciate when it's there and appear and disappear from one version to another:
Having ASCII Square in the list of graphic packs.

I hope I'm not alone to like ASCII Square :P
Can We haz Square Ascii back, please? :D

Spoiler (click to show/hide)
May want to bring it up (or test it if you haven't with the PyLNP launcher) in the PyLNP thread.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Art on September 17, 2014, 06:22:00 pm
Does PyLNP.exe have the optimizations and bugfixes that the LNP has? Such auto worn clothing dumping?
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: PeridexisErrant on September 17, 2014, 09:05:01 pm
"PyLNP.exe" and "Starter Pack Launcher.exe" try to connect to the internet when I execute them.  Can I ask why this is?
They both check this url (http://dffd.wimbli.com/file_version.php?id=7622) to see if a newer version is available, nothing sinister.  The PyLNP is going to get an option to disable this soonish. 

I just realized that the download link to LNP is a bit slow, so I uploaded it to my server and offering it as a mirror link as a little thanks to you for doing all this. =)

LNP free mirror: http://bit.ly/1mcezz6

I have a script running on that server that checks for new versions on the official site every hour. If that's not ok, please tell me, otherwise the link above should have updated versions within an hour once they are uploaded as well.
Thanks!  To check the version, scrape this page (http://dffd.wimbli.com/file_version.php?id=7622) - it's designed for it and doesn't inflate my view count.  In general re-hosting is welcome - my only ask is that source and version are clearly indicated, which you're already doing  :D

Something that I greatly appreciate when it's there and appear and disappear from one version to another:
Having ASCII Square in the list of graphic packs.

I hope I'm not alone to like ASCII Square :P
Can We haz Square Ascii back, please? :D
Sorry - but no.  Basically it adds 5MB to the size of the pack, and you can add it yourself by copy-pasting the ASCII pack and changing a single line!  ("[FONT:", the others are optional unless you use fullscreen or graphics).

Does PyLNP.exe have the optimizations and bugfixes that the LNP has? Such auto worn clothing dumping?
Yes, because these are done through DFHack, for which both launchers write a configuration file.  It's not a feature of the launcher, but it will still work with the PyLNP.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 17, 2014, 09:23:28 pm
Something that I greatly appreciate when it's there and appear and disappear from one version to another:
Having ASCII Square in the list of graphic packs.

I hope I'm not alone to like ASCII Square :P
Can We haz Square Ascii back, please? :D
Sorry - but no.  Basically it adds 5MB to the size of the pack, and you can add it yourself by copy-pasting the ASCII pack and changing a single line!  ("[FONT:", the others are optional unless you use fullscreen or graphics).
Before I venture down the road - have you or the PyLNP or the modloader guys looked at doing a nexusmods approach? Basically thinking you include the list of "available" graphics packs vs "installed" ones, with functionality to download/unpack/install them.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Art on September 17, 2014, 09:38:36 pm
Yes, because these are done through DFHack, for which both launchers write a configuration file.  It's not a feature of the launcher, but it will still work with the PyLNP.

OK but how do you enable it with PyLNP? With the older LNP, there were some checkboxes.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: PeridexisErrant on September 17, 2014, 10:03:44 pm
Something that I greatly appreciate when it's there and appear and disappear from one version to another:
Having ASCII Square in the list of graphic packs.

I hope I'm not alone to like ASCII Square :P
Can We haz Square Ascii back, please? :D
Sorry - but no.  Basically it adds 5MB to the size of the pack, and you can add it yourself by copy-pasting the ASCII pack and changing a single line!  ("[FONT:", the others are optional unless you use fullscreen or graphics).
Before I venture down the road - have you or the PyLNP or the modloader guys looked at doing a nexusmods approach? Basically thinking you include the list of "available" graphics packs vs "installed" ones, with functionality to download/unpack/install them.

We do keep looking at it - Fricy's maintaining a github collection of graphics packs - but consensus is basically that it's dependancy hell.  Different links, package types, incompatible versions, changes without notice... basically it'd become even more work because someone would have to construct and maintain the whole repo.  And then you either need a super-repo with everything, or to keep them all in sync...

Even then it could work - but it introduces too many single points of failure for me to be comfortable with.  Instead the approach is more to let users find the content, and try to structure, code, and document everything well enough that you can just drop it in.  You can see in my changelogs though how much is involved beyond this in preparing a coherent pack - you can easily add stuff, but compiling from scratch would be painful. 

I'm gently pushing an attempt to get some format standards in place - especially for mods, which are a complete mess such that I leave them out entirely - but it's a long-term effort.  Happy to continue the conversation, but that's where we're at right now.

Yes, because these are done through DFHack, for which both launchers write a configuration file.  It's not a feature of the launcher, but it will still work with the PyLNP.
OK but how do you enable it with PyLNP? With the older LNP, there were some checkboxes.
IIRC just right-click on the menu item and it should enable/disable it.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 17, 2014, 10:07:18 pm
Something that I greatly appreciate when it's there and appear and disappear from one version to another:
Having ASCII Square in the list of graphic packs.

I hope I'm not alone to like ASCII Square :P
Can We haz Square Ascii back, please? :D
Sorry - but no.  Basically it adds 5MB to the size of the pack, and you can add it yourself by copy-pasting the ASCII pack and changing a single line!  ("[FONT:", the others are optional unless you use fullscreen or graphics).
Before I venture down the road - have you or the PyLNP or the modloader guys looked at doing a nexusmods approach? Basically thinking you include the list of "available" graphics packs vs "installed" ones, with functionality to download/unpack/install them.

We do keep looking at it - Fricy's maintaining a github collection of graphics packs - but consensus is basically that it's dependancy hell.  Different links, package types, incompatible versions, changes without notice... basically it'd become even more work because someone would have to construct and maintain the whole repo.  And then you either need a super-repo with everything, or to keep them all in sync...

Even then it could work - but it introduces too many single points of failure for me to be comfortable with.  Instead the approach is more to let users find the content, and try to structure, code, and document everything well enough that you can just drop it in.  You can see in my changelogs though how much is involved beyond this in preparing a coherent pack - you can easily add stuff, but compiling from scratch would be painful. 

I'm gently pushing an attempt to get some format standards in place - especially for mods, which are a complete mess such that I leave them out entirely - but it's a long-term effort.  Happy to continue the conversation, but that's where we're at right now.

Fair enough - for what it's worth I'd be willing to host a superrepo if we can figure out how to do it and the DFFD people can give me some stats on the kind of traffic they see so I can work out what kind of budget I'd need.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: PeridexisErrant on September 17, 2014, 10:26:29 pm
The problem isn't hosting, it's maintenance and the complexity of code to manage all the dependencies - especially when they can change without notice, some users may not want to update, etc...  Basically I'm going to stick with what I know works until after I see a working prototype of an alternative system. 
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 17, 2014, 10:37:46 pm
The problem isn't hosting, it's maintenance and the complexity of code to manage all the dependencies - especially when they can change without notice, some users may not want to update, etc...  Basically I'm going to stick with what I know works until after I see a working prototype of an alternative system.
From an end-user experience, I like how NexusMods works - if you're not familiar it accomplishes three key things:

1) Searchable database of mods (in our cases, mods, DFHack plugins/scripts, and graphics packs)
2) Maintains list of known compatibility issues between mods and loose dependency-based sorting of mods for what order they should be installed/loaded.
3) Notifies users of updates to mods.

I spent some time trying to prototype this with just DwarfFortress, but I got sick + overtime at work and didn't make much progress with it. I stopped at a point where I'd have to decide between either scraping web pages to get updates on utilities or have "someones" be responsible for updating the central db.

I also don't fully comprehend the work you guys have done with mod loading.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Kryxx on September 17, 2014, 10:45:12 pm


Most of the applications that nexus mods use don't update a few times a month or more.

It's much easier to maintain and handle that when the games in questions are not technically in alpha/beta, with constant updates and changes.

It's a stable product/game with only a few changes per year for most of them.  So your not having constant changes to the various systems that need to be updated and redone.

There is not 'common' way to mod the game, there is no API per say.  Thus the issue.  Each mod can cause conflicts.

Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 17, 2014, 10:50:47 pm


Most of the applications that nexus mods use don't update a few times a month or more.

It's much easier to maintain and handle that when the games in questions are not technically in alpha/beta, with constant updates and changes.

It's a stable product/game with only a few changes per year for most of them.  So your not having constant changes to the various systems that need to be updated and redone.

There is not 'common' way to mod the game, there is no API per say.  Thus the issue.  Each mod can cause conflicts.
Yeah I've got to wrap my head around how PE and company are handling mods, but for core things like DF, DFHack, plugins, and graphics packs, I think I can at least get a prototype working.

The difficult part re: stability is having a flexible system for marking dependencies. The idea I'm working on now has a list of "dependency" objects, and each dependency is a "component" with a min and max version. (note: I'm also heavily borrowing concepts from my experiences with the NuGet packaging system - they have a lot of the same issues we do)
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: PeridexisErrant on September 17, 2014, 10:53:10 pm
Mods! (http://www.bay12forums.com/smf/index.php?topic=143662)  The basic idea is to do three things:  transform mods into a common format, merge them* while providing the user with live compatibility feedback, and then install to DF folder.  The first bit is basically done; though we'll probably continue to add edge cases it handles so it 'just works' in as many cases as possible.  The merging is right now very primitive, but as long as whatever logic we use can do input and output in the same format that can be improved later.  Installing right now just means "drop into DF folder", which also needs to be smarter re: existing saves and also graphics.  Getting mods right now is an exercise in trawling forums and DFFD, and wishing people would use at least a similar format sometimes...

Further discussion should happen in that thread.

*repeated 3-way-merge by lines, no overlapping changes from common ancestor - yet

I spent some time trying to prototype this with just DwarfFortress, but I got sick + overtime at work and didn't make much progress with it. I stopped at a point where I'd have to decide between either scraping web pages to get updates on utilities or have "someones" be responsible for updating the central db.

I also don't fully comprehend the work you guys have done with mod loading.
The core problem with replicating the NexusMods approach in detail is that the DF community doesn't have a coherent structure to anything or good habits with format and documentation - no standards makes the whole thing way harder.  Kryxx also raises a good point about the stability and update rate of DF compared to other games - it would be a lot easier if updates were slower and we had the user base to justify a separate database for every version. 

I sincerely wish you good luck with your system - and I hope it's eventually possible to fold it into the PyLNP!
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: salithus on September 17, 2014, 11:04:22 pm
Mods! (http://www.bay12forums.com/smf/index.php?topic=143662)  The basic idea is to do three things:  transform mods into a common format, merge them* while providing the user with live compatibility feedback, and then install to DF folder.  The first bit is basically done; though we'll probably continue to add edge cases it handles so it 'just works' in as many cases as possible.  The merging is right now very primitive, but as long as whatever logic we use can do input and output in the same format that can be improved later.  Installing right now just means "drop into DF folder", which also needs to be smarter re: existing saves and also graphics.  Getting mods right now is an exercise in trawling forums and DFFD, and wishing people would use at least a similar format sometimes...

Further discussion should happen in that thread.

*repeated 3-way-merge by lines, no overlapping changes from common ancestor - yet

I spent some time trying to prototype this with just DwarfFortress, but I got sick + overtime at work and didn't make much progress with it. I stopped at a point where I'd have to decide between either scraping web pages to get updates on utilities or have "someones" be responsible for updating the central db.

I also don't fully comprehend the work you guys have done with mod loading.
The core problem with replicating the NexusMods approach in detail is that the DF community doesn't have a coherent structure to anything or good habits with format and documentation - no standards makes the whole thing way harder.  Kryxx also raises a good point about the stability and update rate of DF compared to other games - it would be a lot easier if updates were slower and we had the user base to justify a separate database for every version. 

I sincerely wish you good luck with your system - and I hope it's eventually possible to fold it into the PyLNP!
That's definitely the long term goal. I want a system that's geared towards the middle ground between "just found this game and using LNP" and "I just updated symbols.xml for you where da coders at?"

I'll quit derailing your thread, but for now think I'll focus my efforts on the graphics pack loading with this approach, although I'll have to lean heavily on your understanding of how to load/unload them properly. I definitely agree with the tenets for your mod approach (minimal effort required on the mod developer's side), but hope that by maybe creating some of this structure and letting them take advantage of it early on, we'll gain the adoption that Kryxx pointed out is missing.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Raijen on September 18, 2014, 02:19:04 am
That does remind me that I should probably make a user option whether or not it should check for updates. I'll add that to my list of things to do.

As someone that plays DF from an offline laptop while on the train daily this would be quite nice -- If the device isn't connected it seems to hang for about a min or two and then throws an error when the connection timeouts -- you can ignore the error and the pack works properly but the delay gets a bit annoying after awhile.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: PeridexisErrant on September 18, 2014, 02:23:53 am
https://bitbucket.org/Pidgeot/python-lnp/issue/22/make-update-checking-optional

It's probably a good idea to *also* make the update check non-blocking, and just interrupt later if an update is found.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: ViRALiC on September 18, 2014, 09:56:37 am
You keep making all these updates to this pack, making it better all the time, and I really can't put into this text box how grateful I am.

If I win a million dollars in the lottery tomorrow, you're getting your share for making this pack, brother.

I deeply appreciate it.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Dfuzzy on September 18, 2014, 01:29:28 pm
I have an issue with the above ground level, whenever I try to lay down a zone (pen/pasture) I can't select pen or pasture the cursor dissapears and then I press ESC and after I press it the screen jump one level below ground making it impossible to do anything above ground.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: lethosor on September 18, 2014, 03:15:16 pm
Are you using TwbT?
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Hoooooooar on September 18, 2014, 05:37:25 pm
I will paypal someone $25 to fix hauling so they stop taking barrels to items instead of items to the barrels.  The offer is real!
   While I can't fix it (nor can I fix it for bins either) but I can suggest some micromanaging that will help alleviate your problems. Say you have a 5x5 stockpile for whatever. Instead of just having that 5x5 area you make a 5x4 and a 5x1 area. You make the 5x4 allow as many barrels/bins as you want and the 5x1 not allow any barrels/bins. Then make the 5x4 area take from the 5x1 and only take from it. The 5x1 will then be the only valid space to store stuff and it doesn't allow barrels/bins so dwarves will just bring the stuff there. Then there will be stuff for the 5x4 to take from it and while they will haul the barrel/bin around to pick up stuff they only have to walk a few tiles.

I tried that, but in pile #2 without bins/barrels, they still take the damn seedbag and run away with it all the time.  I could live with them taking barrels of food away but that seed bag!  The seed bag needs to stay put!
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Aquathug on September 18, 2014, 07:11:13 pm
I will paypal someone $25 to fix hauling so they stop taking barrels to items instead of items to the barrels.  The offer is real!
   While I can't fix it (nor can I fix it for bins either) but I can suggest some micromanaging that will help alleviate your problems. Say you have a 5x5 stockpile for whatever. Instead of just having that 5x5 area you make a 5x4 and a 5x1 area. You make the 5x4 allow as many barrels/bins as you want and the 5x1 not allow any barrels/bins. Then make the 5x4 area take from the 5x1 and only take from it. The 5x1 will then be the only valid space to store stuff and it doesn't allow barrels/bins so dwarves will just bring the stuff there. Then there will be stuff for the 5x4 to take from it and while they will haul the barrel/bin around to pick up stuff they only have to walk a few tiles.

I tried that, but in pile #2 without bins/barrels, they still take the damn seedbag and run away with it all the time.  I could live with them taking barrels of food away but that seed bag!  The seed bag needs to stay put!

Best I can say is to just make a stockpile that only contains seeds and disallow barrels (sounds like you tried that). The good old plump helmet spawn spam will always be there but it's far less, as bags are lighter than barrels and dorfs can move around a lot faster with them. Trading in or embarking with a couple of bags with a few seeds each is better than one bag with a lot of seeds.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Spectre Incarnate on September 18, 2014, 07:22:28 pm
That does remind me that I should probably make a user option whether or not it should check for updates. I'll add that to my list of things to do.

That would be very appreciated. I've been wary of updating through the launcher because I don't know what that will do. Will it wipe everything clean, reset settings, and break my personal mods? Plus, I prefer to keep each version in it's own folder, so when going back to an older version to check on something, I don't want to be asked to update. I would rather move older saves to a newer version and still have the older version available if needed to compare things.

Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: PeridexisErrant on September 18, 2014, 07:52:19 pm
That does remind me that I should probably make a user option whether or not it should check for updates. I'll add that to my list of things to do.

That would be very appreciated. I've been wary of updating through the launcher because I don't know what that will do. Will it wipe everything clean, reset settings, and break my personal mods? Plus, I prefer to keep each version in it's own folder, so when going back to an older version to check on something, I don't want to be asked to update. I would rather move older saves to a newer version and still have the older version available if needed to compare things.

All it does is open the download page in your browser - you can then get a copy of the new version, and if you use the update script it copies stuff to the new version but leaves the old exactly as it was.
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Spectre Incarnate on September 20, 2014, 02:14:09 am
All it does is open the download page in your browser - you can then get a copy of the new version, and if you use the update script it copies stuff to the new version but leaves the old exactly as it was.

Ah, okay. There was no indication it would take me to a website. It just asks if I want to update to the newest version, assuming it would do so automatically. As for the update script... not quite sure how that works. I tried it once and it errored out. Though, it is probably due to my "organized mess" of nested folder trees and labeling.

Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: fasquardon on September 20, 2014, 06:19:47 pm
They both check this url (http://dffd.wimbli.com/file_version.php?id=7622) to see if a newer version is available, nothing sinister.  The PyLNP is going to get an option to disable this soonish. 

Thanks for the answer!  And yes, I would love some option to stop automatic updates.

fasquardon
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: PeridexisErrant on September 20, 2014, 06:36:43 pm
The Starter Pack has updated to 40_13 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Many updates, including fixes for every single issue raised with the PyLNP - Pidgeot is a hero!  This is fast enough that 40.14 will lag the starter pack by days instead of hours  ;D

Changelog:
 - fixed PyLNP dfhack tab config
     NB:  activation of a dfhack option in PyLNP overrides non-activation in LNP.
          PyLNP thus defaults all dfhack options to deactivated.
** updated DF to v0.40.13
 - no graphics updates required immediately
 - updated Dwarf Therapist to 26.0
 - updated DFHack to 40.13-r1
 - updated PyLNP to v0.5; fixes the issues raised since last pack
 - fixed CLA_text.png some more
 - updated Isoworld to v2.1; handles new export names
 - updated TwbT to v3.43 (prerelease but stable)

MD5:  D1A8E45C1BBE2AD044B626032C54DA3C
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: jwhite.df on September 20, 2014, 07:37:31 pm
The Starter Pack has updated to 40_13 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)
This is fast enough that 40.14 will lag the starter pack by days instead of hours  ;D

Jinx!
Title: Re: Dwarf Fortress 40_12 Starter Pack r1
Post by: Pidgeot on September 20, 2014, 08:17:34 pm
They both check this url (http://dffd.wimbli.com/file_version.php?id=7622) to see if a newer version is available, nothing sinister.  The PyLNP is going to get an option to disable this soonish. 

Thanks for the answer!  And yes, I would love some option to stop automatic updates.

fasquardon

As of PyLNP 0.5 (distributed in the 40.13 pack), you can do exactly that by choosing File > Check for updates > Never.

The very first launch will still check for updates (because the default is to check on every launch), but if you REALLY want to avoid that one too, you can create a text file named PyLNP.user in the same folder as PyLNP.exe, containing these lines:

Code: [Select]
{
  "updateDays": -1
}

This will prevent the program from ever checking for updates.

If you're the type who deletes everything before updating manually, you'll want to keep that file around, because this stores your settings for the launcher itself (including, of course, update checking frequency).
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: salithus on September 20, 2014, 09:17:38 pm
The Starter Pack has updated to 40_13 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Many updates, including fixes for every single issue raised with the PyLNP - Pidgeot is a hero!  This is fast enough that 40.14 will lag the starter pack by days instead of hours  ;D

Changelog:
 - fixed PyLNP dfhack tab config
     NB:  activation of a dfhack option in PyLNP overrides non-activation in LNP.
          PyLNP thus defaults all dfhack options to deactivated.
** updated DF to v0.40.13
 - no graphics updates required immediately
 - updated Dwarf Therapist to 26.0
 - updated DFHack to 40.13-r1
 - updated PyLNP to v0.5; fixes the issues raised since last pack
 - fixed CLA_text.png some more
 - updated Isoworld to v2.1; handles new export names
 - updated TwbT to v3.43 (prerelease but stable)

MD5:  D1A8E45C1BBE2AD044B626032C54DA3C
TPB/magnet link in my sig and on the archive page (http://dwarffortresswiki.org/index.php/User:Salithus#PeridexisErrant.27s_Dwarf_Fortress_Starter_Pack)
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Dirst on September 20, 2014, 09:22:35 pm
The Starter Pack has updated to 40_13 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)
This is fast enough that 40.14 will lag the starter pack by days instead of hours  ;D

Jinx!
Yes, as soon as the Starter Pack comes out, it's time to start F5'ing the DF homepage :)

Thanks to PE for your tireless efforts keeping this whole pack together, and all of the contributors who get their stuff ready for PE so quickly.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Borge on September 20, 2014, 09:49:28 pm
Why is Text will be Text no longer included in the starter packs??  :-[  It makes the game unplayable for me, the default text hurts my eyes.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: salithus on September 20, 2014, 09:49:56 pm
Why is Text will be Text no longer included in the starter packs??  :-[
It is. What are you having issues with?
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: PeridexisErrant on September 20, 2014, 10:08:48 pm
You may need to activate it through the dfhack tab.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Borge on September 20, 2014, 10:21:10 pm
You may need to activate it through the dfhack tab.

How would i go about doing this? I have no clue in DFhack, a step by step would be ideal. Thanks in advance.

Also it seems Dwarf Therapist is broken on my end, it crashes every time i attempt to launch it. Anyone else with this issue?
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: lethosor on September 20, 2014, 10:31:43 pm
I assume there is a "DFHack" tab in the launcher (PyLNP), which should contain a TwbT option. 
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: LeoCean on September 20, 2014, 10:33:13 pm
I'm guessing he is using the graphics pack that comes with the starter pack as the default one which is just the regular phoebus version with 2D set as the print mode instead of the twbt version in the LNP\graphics section with the correct twbt stuff/init.

Edit: The overrides that come in the graphics packs are pretty much blank and make it so there are no weapon or item overrides if you use the PyLNP launcher but the old launcher doesn't overwrite the overrides still so those who used that are lucky.

For some reason there are .bak files when using the PyLNP launcher. d_init, init, inorganic_stone_layer.txt, mineral/soil. Interestingly enough the backups are the same as the regular txt files (they won't be loaded by dwarf fortress). The old launcher doesn't have this problem when tested on the 40.13 version. Also seems to do it when just loading up the PyLNP launcher.

It's also a bit annoying how the launchers default to the 120 pop cap, 100/50 fps cap, 100:1000 baby cap and change the loaded d_init/init to the values it wants.

The old launcher is having a opposite day party where the entombed pets setting is saying the opposite of what it is actually set to.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Akhier the Dragon hearted on September 20, 2014, 10:42:28 pm
   I had the problem of TwbT not being on in my video I will have up later for the release. There are two things you need to check. First in the py launcher make sure Multi-Level View is on in the tab labeled DFHack. Then check the Graphics tab and make sure under Advanced the Print Mode is set to STANDARD.

Edit: Maybe have it so if the Multi-Level View is on either make the init.txt always have STANDARD for Print Mode or make it so when you turn it on the option in the Graphics tab is switched to Graphics and is locked to that or have a warning that changing it will disable the MLV.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: LeoCean on September 20, 2014, 10:51:29 pm
I'm guessing you used the PyLNP launcher to install the graphics set and the actually overrides that were working got overriden because in the LNP\graphics area it just carries frankly blank overrides, just examples.

Where you can find a better overrides than the one shipped with the LNP anyways (http://www.bay12forums.com/smf/index.php?topic=129219.msg5562062#msg5562062)
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: PeridexisErrant on September 20, 2014, 11:55:53 pm
You may need to activate it through the dfhack tab.

How would i go about doing this? I have no clue in DFhack, a step by step would be ideal. Thanks in advance.

Also it seems Dwarf Therapist is broken on my end, it crashes every time i attempt to launch it. Anyone else with this issue?

No idea on DT, sadly.  For TwbT, open either launcher and go to the last tab - then ensure multilevel is turned on. 

I'm guessing he is using the graphics pack that comes with the starter pack as the default one which is just the regular phoebus version with 2D set as the print mode instead of the twbt version in the LNP\graphics section with the correct twbt stuff/init.

Edit: The overrides that come in the graphics packs are pretty much blank and make it so there are no weapon or item overrides if you use the PyLNP launcher but the old launcher doesn't overwrite the overrides still so those who used that are lucky.

For some reason there are .bak files when using the PyLNP launcher. d_init, init, inorganic_stone_layer.txt, mineral/soil. Interestingly enough the backups are the same as the regular txt files (they won't be loaded by dwarf fortress). The old launcher doesn't have this problem when tested on the 40.13 version. Also seems to do it when just loading up the PyLNP launcher.

It's also a bit annoying how the launchers default to the 120 pop cap, 100/50 fps cap, 100:1000 baby cap and change the loaded d_init/init to the values it wants.

The old launcher is having a opposite day party where the entombed pets setting is saying the opposite of what it is actually set to.

All graphics packs have TwbT enabled, but the multilevel view has to be truned on through the dfhack tab - this seems be causing issues, so next pack it'll just be on through dfhack.init

I'll fix the overrides issue, I must have added the basic one instead of Meph's version.  Use of specific overrides on a per-graphics-pack basis is coming, but will have to wait for the old launcher to be phased out (it can't do this). 

The launchers should both preserve any non-graphical settings when installing a graphics pack.  Is something else happening?

Maybe have it so if the Multi-Level View is on either make the init.txt always have STANDARD for Print Mode or make it so when you turn it on the option in the Graphics tab is switched to Graphics and is locked to that or have a warning that changing it will disable the MLV.

Basically we want to keep the launcher generally useful, so assuming the presence of TwbT is out and it's not so mature yet that we have logic to check for everything.  Even then, the dfhack list is customised through the config file so we'd need some crazy checking for special cases and a way to define all the particular behaviour, to the point where it'd be a lot easier just to fork the launcher each time.  The printmode setting also has many more effects than just TwbT - Rendermax, Stonesense, other graphics, Truetype, stability...  if you have a better idea for the tooltip it'd be great to hear.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Akhier the Dragon hearted on September 21, 2014, 12:16:24 am
Ah, I did not know it was separated like that. I just assumed since you set both from the launcher you could do something like "if multilevel = true then printmode = standard". As for the tool tip maybe just adding something like "requires standard print mode" to it though from experience (I didn't check the tool tip) people will still be clueless overall.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Shiv on September 21, 2014, 12:25:17 am
Is the DFHack multi-level view not working with the current version?  I have it enabled in my launcher and have DFHack running, but no multi-level view :(  Kinda miss it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Akhier the Dragon hearted on September 21, 2014, 12:33:02 am
   Check if the Print Mode is set to STANDARD. I had the problem in my latest video (https://www.youtube.com/watch?v=T_7MxqhvVlc) where even though I turned on the multi-level view the print mode was set to 2d.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Borge on September 21, 2014, 02:09:39 am
Print mode is set to STANDARD, and Multi-level view is on, still no TwbT working.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Shiv on September 21, 2014, 02:44:51 am
Yah mine is set as standard as well, still no multi view.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: PeridexisErrant on September 21, 2014, 03:17:23 am
Worst case, type "multilevel 5" into dfhack to see five levels - any number 0-15 inclusive works. 

Enabling it through the dfhack tab *should* work though.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: muppet9876 on September 21, 2014, 06:33:00 am
There's been a change in the format for repeat script usage (I found a post by Lethosor or Quietust (or maybe someone else, can't find it now lol)). New format needs [ ] around the command e.g.

Code: [Select]
repeat -time 1 -timeUnits months -command [ cleanowned X ]
Without the square brackets (and the space after/before) it throws a red text wobbler and does not work.

edit: ... and "enable stocks autochop" is missing from the "# Other interface improvement tools" set in dfhack.init
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: IronBat on September 21, 2014, 06:46:05 am
You may need to activate it through the dfhack tab.

How would i go about doing this? I have no clue in DFhack, a step by step would be ideal. Thanks in advance.

Also it seems Dwarf Therapist is broken on my end, it crashes every time i attempt to launch it. Anyone else with this issue?

Yes Dwarf Therapist is broken on my end too, same problem. I have uploaded a save for splinterz to look at on the official Therapist thread. Fingers crossed.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: PeridexisErrant on September 21, 2014, 06:48:05 am
There's been a change in the format for repeat script usage (I found a post by Lethosor or Quietust (or maybe someone else, can't find it now lol)). New format needs [ ] around the command e.g.

Code: [Select]
repeat -time 1 -timeUnits months -command [ cleanowned X ]
Without the square brackets (and the space after/before) it throws a red text wobbler and does not work.

Thanks - I'll test this and put it back in soon.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: lethosor on September 21, 2014, 07:17:22 am
You may need to activate it through the dfhack tab.

How would i go about doing this? I have no clue in DFhack, a step by step would be ideal. Thanks in advance.

Also it seems Dwarf Therapist is broken on my end, it crashes every time i attempt to launch it. Anyone else with this issue?

Yes Dwarf Therapist is broken on my end too, same problem. I have uploaded a save for splinterz to look at on the official Therapist thread. Fingers crossed.
If DT crashes on launch, it's probably not a save-specific problem.

Yah mine is set as standard as well, still no multi view.
Can you post the contents of your dfhack.init file?
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Shiv on September 21, 2014, 10:01:33 am
Sure.  I tried changing multilevel 0 to multilevel 1 in case it was a binary switch, but that didn't work.  Also tried setting it to 5 and that didn't work either.  Not sure why it's set to 0 in the first place since it's enabled through the launcher, but changing it doesn't affect anything so it may not do what I thought it does. 

This is the first change over where I ran the copy data.bat file instead of changing everything over by hand.  Not sure how that'd be related but that's the changed variable on my end.

Quote
#######################
# Starter Pack Extras #
#######################

# multilevel view is enabled through the dfhack tab
multilevel 0

# run the ticked commands in the launcher on world load
:lua dfhack.onStateChange.onloadscript = function(state) if state == SC_WORLD_LOADED then print((dfhack.run_command('script LNP_dfhack_onLoad.init'))) end end
:lua dfhack.onStateChange.onloadscript = function(state) if state == SC_WORLD_LOADED then print((dfhack.run_command('script PyLNP_dfhack_onLoad.init'))) end end

# keybindings for Lethosor's scripts
keybinding add Alt-S@title settings-manager
keybinding add Alt-S@dwarfmode/Default settings-manager
keybinding add Alt-Q@jobmanagement manager-quantity

# enable Lethosor's scripts
embark-tools enable sand sticky nano
title-version enable
load-screen enable

##############################
# Generic dwarfmode bindings #
##############################

# show all current key bindings
keybinding add Ctrl-F1 hotkeys

# toggle the display of water level as 1-7 tiles
keybinding add Ctrl-W twaterlvl

# with cursor:

# designate the whole vein for digging
keybinding add Ctrl-V digv
keybinding add Ctrl-Shift-V "digv x"

# clean the selected tile of blood etc
keybinding add Ctrl-C spotclean

# destroy items designated for dump in the selected tile
keybinding add Ctrl-Shift-K autodump-destroy-here

# set the zone or cage under the cursor as the default
keybinding add Alt-Shift-I@dwarfmode/Zones "zone set"

# with an item selected:

# destroy the selected item
keybinding add Ctrl-K autodump-destroy-item

# scripts:

# quicksave, only in main dwarfmode screen and menu page
keybinding add Ctrl-Alt-S@dwarfmode/Default quicksave

# gui/rename script - rename units and buildings
keybinding add Ctrl-Shift-N gui/rename
keybinding add Ctrl-Shift-T "gui/rename unit-profession"

# a dfhack prompt in df. Sublime text like.
keybinding add Ctrl-Shift-P command-prompt

# show information collected by dwarfmonitor
keybinding add Alt-M@dwarfmode/Default "dwarfmonitor prefs"
keybinding add Ctrl-F@dwarfmode/Default "dwarfmonitor stats"

# export a Dwarf's preferences screen in BBCode to post ot a forum
keybinding add Ctrl-Shift-F@dwarfmode forum-dwarves

##############################
# Generic adv mode bindings  #
##############################

keybinding add Ctrl-B adv-bodyswap
keybinding add Ctrl-Shift-B "adv-bodyswap force"

##############################
# Generic legends bindings   #
##############################

# export all information, or just the detailed maps (doesn't handle site maps)
keybinding add Ctrl-A@legends "exportlegends all"
keybinding add Ctrl-D@legends "exportlegends maps"

#############################
# Context-specific bindings #
#############################

# Stocks plugin
keybinding add Ctrl-Shift-Z@dwarfmode/Default "stocks show"

# open an overview window summarising some stocks (dfstatus)
keybinding add Ctrl-Shift-I@dwarfmode/Default "gui/dfstatus"

# q->stockpile; p - copy & paste stockpiles
keybinding add Alt-P copystock

# q->workshop - duplicate the selected job
keybinding add Ctrl-D job-duplicate

# materials: q->workshop; b->select items
keybinding add Shift-A "job-material ALUNITE"
keybinding add Shift-M "job-material MICROCLINE"
keybinding add Shift-D "job-material DACITE"
keybinding add Shift-R "job-material RHYOLITE"
keybinding add Shift-I "job-material CINNABAR"
keybinding add Shift-B "job-material COBALTITE"
keybinding add Shift-O "job-material OBSIDIAN"
keybinding add Shift-T "job-material ORTHOCLASE"
keybinding add Shift-G "job-material GLASS_GREEN"

# sort units and items in the on-screen list
keybinding add Alt-Shift-N "sort-units name" "sort-items description"
keybinding add Alt-Shift-R "sort-units arrival"
keybinding add Alt-Shift-T "sort-units profession" "sort-items type material"
keybinding add Alt-Shift-Q "sort-units squad_position" "sort-items quality"

# browse linked mechanisms
keybinding add Ctrl-M@dwarfmode/QueryBuilding/Some gui/mechanisms

# browse rooms of same owner
keybinding add Alt-R@dwarfmode/QueryBuilding/Some gui/room-list

# interface for the liquids plugin - spawn water/magma/obsidian
keybinding add Alt-L@dwarfmode/LookAround gui/liquids

# machine power sensitive pressure plate construction
keybinding add Ctrl-Shift-M@dwarfmode/Build/Position/Trap gui/power-meter

# siege engine control
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/SiegeEngine gui/siege-engine

# military weapon auto-select
keybinding add Ctrl-W@layer_military/Equip/Customize/View gui/choose-weapons

# military copy uniform
keybinding add Ctrl-C@layer_military/Uniforms gui/clone-uniform

# minecart Guide path
keybinding add Alt-P@dwarfmode/Hauling/DefineStop/Cond/Guide gui/guide-path

# workshop job details
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workshop-job

# workflow front-end
keybinding add Alt-W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow
keybinding add Alt-W@overallstatus "gui/workflow status"

# autobutcher front-end
keybinding add Shift-B@pet/List/Unit "gui/autobutcher"

# assign weapon racks to squads so that they can be used
keybinding add P@dwarfmode/QueryBuilding/Some/Weaponrack gui/assign-rack

############################
# UI and game logic tweaks #
############################

# stabilize the cursor of dwarfmode when switching menus
tweak stable-cursor

# stop military from considering training as 'patrol duty'
tweak patrol-duty

# stop stacked liquid/bar/thread/cloth items from lasting forever
# if used in reactions that use only a fraction of the dimension.
# might be fixed by DF
# tweak fix-dimensions

# make reactions requiring containers usable in advmode - the issue is
# that the screen asks for those reagents to be selected directly
tweak advmode-contained

# support Shift-Enter in Trade and Move Goods to Depot screens for faster
# selection; it selects the current item or stack and scrolls down one line
tweak fast-trade

# stop the right list in military->positions from resetting to top all the time
tweak military-stable-assign
# in same list, color units already assigned to squads in brown & green
tweak military-color-assigned

# remove inverse dependency of squad training speed on unit list size and use more sparring
# tweak military-training

# make crafted cloth items wear out with time like in old versions (bug 6003)
tweak craft-age-wear

# stop adamantine clothing from wearing out (bug 6481)
#tweak adamantine-cloth-wear

###########################
# Globally acting plugins #
###########################

# Dwarf Manipulator (simple in-game Dwarf Therapist replacement)
enable manipulator

# Search tool in various screens (by falconne)
enable search

# Improved build material selection interface (by falconne)
enable automaterial

# Other interface improvement tools
enable dwarfmonitor mousequery automelt autotrade buildingplan resume zone

# allow the fortress bookkeeper to queue jobs through the manager
stockflow enable

###########
# Scripts #
###########

# write the correct season to gamelog on world load
soundsense-season

# write identifying information about the fort to gamelog on world load
log-region

#######################################################
# Apply binary patches at runtime                     #
#######################################################
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: lethosor on September 21, 2014, 10:21:15 am
PeridexisErrant: DFHack supports global onLoadWorld.init (and onUnloadWorld.init) scripts as of 0.40.12-r1, so the "dfhack.onStateChange.onloadscript" lines are no longer necessary. In addition, only "PyLNP_dfhack_onLoad.init" will ever be loaded, since the event handler created in the second line overwrites the first one.
Edit: In fact, if the multilevel settings are stored in LNP_dfhack_onLoad.init, this could be the problem.
For what it's worth, I recommend simply creating onLoadWorld.init with:
Code: [Select]
script LNP_dfhack_onLoad.init
script PyLNP_dfhack_onLoad.init
This will allow users to add their own content to onLoadWorld.init without the possibility of it being overwritten.

Sure.  I tried changing multilevel 0 to multilevel 1 in case it was a binary switch, but that didn't work.  Also tried setting it to 5 and that didn't work either.  Not sure why it's set to 0 in the first place since it's enabled through the launcher, but changing it doesn't affect anything so it may not do what I thought it does. 
Do the changes you made remain intact, or are they reset when you start DF (through the launcher)?
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Shiv on September 21, 2014, 11:18:48 am
It remains constant.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: LeoCean on September 21, 2014, 12:12:57 pm
Spoiler (click to show/hide)

Multi level works for me when I turned it on in the PyLNP section though I also turned it on in the normal LNP launcher but it made no difference when I went back and turned it off in that one to. Though I copied over my overrides and then my d_init and init files by hand so they weren't overwrote by the launchers.

The LNP launcher multi level (check) does not work, so it is as lethosor said only the PyLNP_dfhack_onload.init is loaded, though I didn't doubt what he said I just wanted to test this.

Lethsor does this mean we can't have a dfhack_onLoad.init holding our workflow and auto butcher stuff? Or would we have to add it to the onLoadWorld.init.

Quote from: PeridexisErrant
The launchers should both preserve any non-graphical settings when installing a graphics pack.  Is something else happening?
Quote from: LeoCean
It's also a bit annoying how the launchers default to the 120 pop cap, 100/50 fps cap, 100:1000 baby cap and change the loaded d_init/init to the values it wants.

The old launcher is having a opposite day party where the entombed pets setting is saying the opposite of what it is actually set to.

Easily tested by changing any of those settings in the LNP\graphics\graphics set name\data\init then loading that graphics set with either of the launchers and then checking init/d_init file in dwarf fortress\data\init or looking at the launcher because the launcher should say those settings anyways. As it does the correct ones when I just manually copied the d_init and init files over.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: lethosor on September 21, 2014, 12:26:58 pm
Lethsor does this mean we can't have a dfhack_onLoad.init holding our workflow and auto butcher stuff? Or would we have to add it to the onLoadWorld.init.

For what it's worth, I recommend simply creating onLoadWorld.init with:
Code: [Select]
script LNP_dfhack_onLoad.init
script PyLNP_dfhack_onLoad.init
This will allow users to add their own content to onLoadWorld.init without the possibility of it being overwritten.
In other words, LNP_dfhack_onLoad.init can be used for LNP settings, and onLoadWorld.init can be used for personal settings (as well as loading LNP_dfhack_onLoad.init).
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Pidgeot on September 21, 2014, 12:30:24 pm
For some reason there are .bak files when using the PyLNP launcher. d_init, init, inorganic_stone_layer.txt, mineral/soil. Interestingly enough the backups are the same as the regular txt files (they won't be loaded by dwarf fortress). The old launcher doesn't have this problem when tested on the 40.13 version. Also seems to do it when just loading up the PyLNP launcher.

Yeah, that's left over from when I was originally working on the code; I had it make a backup before every change to a file, but that's not really too useful in general. The next build won't do this any more.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: arcturusthelesser on September 21, 2014, 04:52:47 pm
Hey, so, I know this probably isn't the most helpful report, but I've had DF crash on launch for every starter pack from 0.40.11 r2 onward. Vanilla is running fine for me.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: LeoCean on September 21, 2014, 05:18:03 pm
Open up the init in r2 onward and change print_mode:STANDARD to 2D and see if it crashes still.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: PeridexisErrant on September 21, 2014, 05:28:59 pm
Lethsor does this mean we can't have a dfhack_onLoad.init holding our workflow and auto butcher stuff? Or would we have to add it to the onLoadWorld.init.

For what it's worth, I recommend simply creating onLoadWorld.init with:
Code: [Select]
script LNP_dfhack_onLoad.init
script PyLNP_dfhack_onLoad.init
This will allow users to add their own content to onLoadWorld.init without the possibility of it being overwritten.
In other words, LNP_dfhack_onLoad.init can be used for LNP settings, and onLoadWorld.init can be used for personal settings (as well as loading LNP_dfhack_onLoad.init).

Why didn't I think of that? Much more elegant, and it should fix the current problems with various onload scripts.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: LeoCean on September 21, 2014, 05:52:05 pm
Is anyone elses screen going 1 layer down when they press v or k and <-- --> arrows. This could be a twbt problem since someone has posted about this happening a day or so ago but back in 40.12. I know it didn't happen in the next gen branch of 40.11 I was playing previously, since I skipped 40.12.

Nope it is a 3.41+ old gen bug. Just tested it on 40.11 to be sure and it happens. Though not 100% of the time which is even weirder. It may be caused by twbt conflicting with the partial mouse controls because turning mouse control off seems to fix it. Yeah I'm 100% sure it's a conflict between twbt and partial mouse control or partial mouse control dislikes standard printmode...
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: jwhite.df on September 21, 2014, 06:44:57 pm
Is anyone elses screen going 1 layer down when they press v or k and <-- --> arrows. This could be a twbt problem since someone has posted about this happening a day or so ago but back in 40.12. I know it didn't happen in the next gen branch of 40.11 I was playing previously, since I skipped 40.12.

Nope it is a 3.41+ old gen bug. Just tested it on 40.11 to be sure and it happens. Though not 100% of the time which is even weirder. It may be caused by twbt conflicting with the partial mouse controls because turning mouse control off seems to fix it. Yeah I'm 100% sure it's a conflict between twbt and partial mouse control or partial mouse control dislikes standard printmode...

Yes, I was just trying to figure out how to formulate a bug report on this.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: PeridexisErrant on September 21, 2014, 08:00:27 pm
As has been noted, this bug is fixed in the nextgen TwbT branch.  The upcoming transition should fix it soon.

There's been a change in the format for repeat script usage (I found a post by Lethosor or Quietust (or maybe someone else, can't find it now lol)). New format needs [ ] around the command e.g.

Code: [Select]
repeat -time 1 -timeUnits months -command [ cleanowned X ]
Without the square brackets (and the space after/before) it throws a red text wobbler and does not work.

edit: ... and "enable stocks autochop" is missing from the "# Other interface improvement tools" set in dfhack.init

I'll add the plugins to dfhack.init - thanks.
These repeating multicmds are getting unreadable... but they work.  Thanks for that too. 
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: smjjames on September 21, 2014, 08:02:30 pm
Hey Peridexis, my WebRoot AV detected a file in the download called pylnp (I think it's the pyLNP.json file) and thought it was malware. I trust you that it's virus free and besides, I've downloaded this pack before and the AV hasn't triggered a warning over it, so it's certainly a false positive.

Just letting you know that the AV sent up a flag there for some reason, don't think it actually did anything.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: lethosor on September 21, 2014, 08:14:46 pm
JSON files are plain text, so I'm not sure why that file would trigger antivirus software. Could you post its contents?
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: smjjames on September 21, 2014, 08:18:54 pm
Well, it was pylnp something, and I'm not sure how to retrieve the warning info, I could trigger it by extracting it again.

Edit: Oh it was the pylnp.exe, the threat detected thing just says malware group w32.malware.gen and the file.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: arcturusthelesser on September 21, 2014, 08:22:12 pm
Open up the init in r2 onward and change print_mode:STANDARD to 2D and see if it crashes still.
That fixed it. Why was STANDARD causing problems? I'm pretty sure I've used it with MWDF without issue. I also like the TwbT plugin.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: smjjames on September 21, 2014, 08:26:17 pm
Oh, I should note that the warning came while the folder was being extracted.

I scanned the folder with webroot and it didn't detect anything. There was just something about the file being extracted that the AV threw a red flag at I guess.

Edit: Also, stockflow is still trying to run during adventure mode and is throwing errors around, so I had to unload it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: PeridexisErrant on September 21, 2014, 08:40:38 pm
Open up the init in r2 onward and change print_mode:STANDARD to 2D and see if it crashes still.
That fixed it. Why was STANDARD causing problems? I'm pretty sure I've used it with MWDF without issue. I also like the TwbT plugin.

Printmode:standard uses OpenGL, so it might be a driver issue.  I don't actually know though  :-\
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Kryxx on September 21, 2014, 09:07:16 pm


So how can I fix the the PyLNP-Dfhack_onload.init spam of errors I'm getting?


this is a 'fresh' unzip, no copying of anything over.   My last fort I had got wiped out.  So I just decided to not bother copying anything over, but right now it's not usable since multi level tosses about 80 lines of errors on load in DFhack.


Is there something I can change on my end?
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: smjjames on September 21, 2014, 09:09:24 pm
Theres also the errors that the stockflow does when it tries to run during adventure mode, which it does repeatedly, so I just turn that one off via unload stockflow.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: lethosor on September 21, 2014, 09:30:41 pm
Open up the init in r2 onward and change print_mode:STANDARD to 2D and see if it crashes still.
That fixed it. Why was STANDARD causing problems? I'm pretty sure I've used it with MWDF without issue. I also like the TwbT plugin.

Printmode:standard uses OpenGL, so it might be a driver issue.  I don't actually know though  :-\
If it works without TwbT, it's probably a TwbT-related problem.



So how can I fix the the PyLNP-Dfhack_onload.init spam of errors I'm getting?


this is a 'fresh' unzip, no copying of anything over.   My last fort I had got wiped out.  So I just decided to not bother copying anything over, but right now it's not usable since multi level tosses about 80 lines of errors on load in DFhack.


Is there something I can change on my end?

What errors are you encountering?
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Kryxx on September 21, 2014, 09:39:39 pm


I ran the PyLNP launcher, checked the DF multilevel in the tab.

I really like this embark, so I cannot really use it to go back to r12_r1.

http://imgur.com/3JdvAbi


It's what the others said is an issue.  The init file for the loader has issues with the PyLNP for multi level.


This is 100% 'fresh' unzip with only checking the options of what I want in the launcher then running DF.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: LeoCean on September 21, 2014, 09:42:05 pm
It's this, I noticed it too. Pretty much the same as what he has but my multi level command works....

Spoiler: Kind of long (click to show/hide)
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: lethosor on September 21, 2014, 09:43:31 pm
PRINT_MODE is set to something other than STANDARD, according to the first message. Since TwbT isn't loaded, multilevel isn't available. I'm not sure what options are available in the launchers, but make sure TwbT is enabled and PRINT_MODE is set to STANDARD. As for the "months"-related errors, try changing "months" to "-timeUnits months" in PyLNP_dfhack_onLoad.init.
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: PeridexisErrant on September 21, 2014, 09:49:12 pm


I ran the PyLNP launcher, checked the DF multilevel in the tab.

I really like this embark, so I cannot really use it to go back to r12_r1.

http://imgur.com/3JdvAbi


It's what the others said is an issue.  The init file for the loader has issues with the PyLNP for multi level.


This is 100% 'fresh' unzip with only checking the options of what I want in the launcher then running DF.

I'm about to upload 40_13 r2, which is focussed on fixing all the dfhack configuration problems.  The specific problem here is the syntax of the repeat command seems to have changed:  you need "... -command [ cleanowned x ]; ..." - putting the command in brackets.  Documentation for this is not good. 
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: PeridexisErrant on September 21, 2014, 09:58:54 pm
The Starter Pack has updated to 40_13 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Heaps of bugfixes, most to do with dfhack configuration, and also some new enhancements.  I'm also celebrating a slightly longer gap between DF updates - it gives me a change to iron out a lot of the minor but persistent issues.  Enjoy!

Changelog:
 - fixed TwbT overrides when installing with PyLNP
 - updated PyLNP to v0.5.2; fixes entombing pets option
 - completely reworked dfhack tabs
   - multilevel view now always-on through dfhack.init
   - options now invoked via 'onLoadWorld.init' rather than
     script in dfhack.init; fixes overlap and overwriting
   - new automation options, non-persistent (ie unchecking box will disable)
   NB: if an option is enabled in *either tab*, it will be active now
 - enabled UI prompts for autochop and stocks plugins
 - updated soundSense to version 2014-1
 - bugfixes run ingame-monthly instead of only on startup

MD5:  EA429D550575EC9214D4934595FD5CC8
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: salithus on September 21, 2014, 10:38:23 pm
The Starter Pack has updated to 40_13 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Heaps of bugfixes, most to do with dfhack configuration, and also some new enhancements.  I'm also celebrating a slightly longer gap between DF updates - it gives me a change to iron out a lot of the minor but persistent issues.  Enjoy!

Changelog:
 - fixed TwbT overrides when installing with PyLNP
 - updated PyLNP to v0.5.2; fixes entombing pets option
 - completely reworked dfhack tabs
   - multilevel view now always-on through dfhack.init
   - options now invoked via 'onLoadWorld.init' rather than
     script in dfhack.init; fixes overlap and overwriting
   - new automation options, non-persistent (ie unchecking box will disable)
   NB: if an option is enabled in *either tab*, it will be active now
 - enabled UI prompts for autochop and stocks plugins
 - updated soundSense to version 2014-1
 - bugfixes run ingame-monthly instead of only on startup

MD5:  EA429D550575EC9214D4934595FD5CC8

Sig and archive (http://dwarffortresswiki.org/index.php/User:Salithus#PeridexisErrant.27s_Dwarf_Fortress_Starter_Pack) updated with torrents/magents.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: LeoCean on September 21, 2014, 11:08:31 pm
Quote
It's also a bit annoying how the launchers default to the 120 pop cap, 100/50 fps cap, 100:1000 baby cap and change the loaded d_init/init to the values it wants. *When you move them with the launcher

Still happening but you didn't say you fixed it.

Quote
- updated PyLNP to v0.5.2; fixes entombing pets option

I said it was broke on the old launcher, at least now it has a friend that has joined it for opposite day.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: jwhite.df on September 22, 2014, 03:18:43 am
The Starter Pack has updated to 40_13 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Heaps of bugfixes, most to do with dfhack configuration, and also some new enhancements.  I'm also celebrating a slightly longer gap between DF updates - it gives me a change to iron out a lot of the minor but persistent issues.  Enjoy!

Changelog:
 - fixed TwbT overrides when installing with PyLNP
 - updated PyLNP to v0.5.2; fixes entombing pets option
 - completely reworked dfhack tabs
   - multilevel view now always-on through dfhack.init
   - options now invoked via 'onLoadWorld.init' rather than
     script in dfhack.init; fixes overlap and overwriting
   - new automation options, non-persistent (ie unchecking box will disable)
   NB: if an option is enabled in *either tab*, it will be active now
 - enabled UI prompts for autochop and stocks plugins
 - updated soundSense to version 2014-1
 - bugfixes run ingame-monthly instead of only on startup

MD5:  EA429D550575EC9214D4934595FD5CC8

Sig and archive (http://dwarffortresswiki.org/index.php/User:Salithus#PeridexisErrant.27s_Dwarf_Fortress_Starter_Pack) updated with torrents/magents.

Seeding. And for anyone who's looking before salithus fixes his signature, his 40_13r2 link is:
http://thepiratebay.se/torrent/11078291
Title: Re: Dwarf Fortress 40_13 Starter Pack r1
Post by: Pidgeot on September 22, 2014, 06:16:57 am
Well, it was pylnp something, and I'm not sure how to retrieve the warning info, I could trigger it by extracting it again.

Edit: Oh it was the pylnp.exe, the threat detected thing just says malware group w32.malware.gen and the file.

Yeah, it's a false positive. Even the name suggests it's basically guessing (wrong).

Please submit it as a false positive to the people who created your anti-virus program. You should be able to go through customer service (https://www.webrootanywhere.com/servicewelcome.asp) to do that.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: Pidgeot on September 22, 2014, 06:34:44 am
Quote
It's also a bit annoying how the launchers default to the 120 pop cap, 100/50 fps cap, 100:1000 baby cap and change the loaded d_init/init to the values it wants. *When you move them with the launcher

Still happening but you didn't say you fixed it.
The launchers use whatever the init files contain; the Defaults button uses whatever LNP\Defaults contains.

In other words, they default to those values, because Peridexis used files that do this.

Quote
- updated PyLNP to v0.5.2; fixes entombing pets option

I said it was broke on the old launcher, at least now it has a friend that has joined it for opposite day.
If you're referring to the fact that the init files say NO when the UI says YES, that's because the meaning in the init file is itself the opposite of the button (and that was the problem with the previous PyLNP version).
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: salithus on September 22, 2014, 10:24:44 am
The Starter Pack has updated to 40_13 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Heaps of bugfixes, most to do with dfhack configuration, and also some new enhancements.  I'm also celebrating a slightly longer gap between DF updates - it gives me a change to iron out a lot of the minor but persistent issues.  Enjoy!

Changelog:
 - fixed TwbT overrides when installing with PyLNP
 - updated PyLNP to v0.5.2; fixes entombing pets option
 - completely reworked dfhack tabs
   - multilevel view now always-on through dfhack.init
   - options now invoked via 'onLoadWorld.init' rather than
     script in dfhack.init; fixes overlap and overwriting
   - new automation options, non-persistent (ie unchecking box will disable)
   NB: if an option is enabled in *either tab*, it will be active now
 - enabled UI prompts for autochop and stocks plugins
 - updated soundSense to version 2014-1
 - bugfixes run ingame-monthly instead of only on startup

MD5:  EA429D550575EC9214D4934595FD5CC8

Sig and archive (http://dwarffortresswiki.org/index.php/User:Salithus#PeridexisErrant.27s_Dwarf_Fortress_Starter_Pack) updated with torrents/magents.

Seeding. And for anyone who's looking before salithus fixes his signature, his 40_13r2 link is:
http://thepiratebay.se/torrent/11078291
sorry about that - bit.ly link updated
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: Mir on September 22, 2014, 02:35:11 pm
tl;dr:  Does DFSP support any kind of 'mod plugins' or are there any plans to do so in the future?

--------------------------------------------------------------------------

I appreciate that the general thrust of DFSP is just to get 'vanilla' DFSP available 'to the masses' with tile packs and a couple utilities bundles with it in a super easy to use package. And it's amazing. Believe me, I basically won't play without DFSP any more... but that's a big part of why I'm curious about this. I'm interested in some mods that are available, and I'm wondering if it would be possible to set up a system with DFSP where a mod could be packaged as a sort of DFSP plugin and then enabled or disabled as desired.

Basically, I want to get some of the stuff from Accelerated DF into DFSP - primarily the reduction in stone types, and collapsing all leather, meat, tallow, bones, etc. into single types. I find the variety doesn't add anything interesting to the game, and just make management a giant tedious pain. Anyway, manually merging this stuff into DFSP is a hassle... and I got to thinking that there must be other people out there who like certain mods, but also like the slick ease-of-use of DFSP and don't want to go through all the trouble of merging, etc. I though it would be neat if there was a way to package 'plugins', similar to DFHack plugins, that DFSP could just apply/unapply at the click of a button. DFSP wouldn't be responsible for updating the plugins, of course, so once set up it shouldn't really require any maintenance.

If such a thing exists (but it doesn't seem to), I'll probably try to build something akin to a simplification mod... if not, I think PeridexisErrant has the source up on GitHub... I might look and see if I can figure out how to hack such a feature into it.

Unless PE and the community hate the idea, then of course I'll just keep to myself... :P

Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: lethosor on September 22, 2014, 02:37:04 pm
Is this (http://www.bay12forums.com/smf/index.php?topic=143662.0) what you're referring to?
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: LeoCean on September 22, 2014, 02:57:53 pm
The accelerated mods can just go into the LNP\Graphics area of this mod and then be loaded by the game, it's worked that way since 40.05 at least. The reason mods aren't included atm is probably because of their size and that there may be left over files when you switch to another mod or graphics pack, since unless it's changed it doesn't delete the folders it just overwrites the files the new stuff contains.

Mods really can't be enabled/disabled in a save game. It's ok changing preexisting reactions but anything new won't be loaded and if you delete something it will probably crash. That's why you just use different saves for different mods that should all be able to be loaded already by the current launcher.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: Z1000000m on September 22, 2014, 04:32:34 pm
I still see people using DFFD but, the same thing as ive observed around the release of 40.01, the site doesnt load whatsoever for me. At the time I though it was just a random downtime, but it looks like a hard sell now. Anyone has a similiar problem or can shed some light on the issue perhaps?
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: LeoCean on September 22, 2014, 04:45:27 pm
It might be blocked in your country/ area try the website with this
Spoiler: Proxy (click to show/hide)
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: Z1000000m on September 22, 2014, 04:59:41 pm
It might be blocked in your country/ area try the website with this
Spoiler: Proxy (click to show/hide)
Thats weird and i have though of this, but poland is not known for its crackdown on legitimate sites.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: PeridexisErrant on September 22, 2014, 07:17:51 pm
tl;dr:  Does DFSP support any kind of 'mod plugins' or are there any plans to do so in the future?

--------------------------------------------------------------------------

I appreciate that the general thrust of DFSP is just to get 'vanilla' DFSP available 'to the masses' with tile packs and a couple utilities bundles with it in a super easy to use package. And it's amazing. Believe me, I basically won't play without DFSP any more... but that's a big part of why I'm curious about this. I'm interested in some mods that are available, and I'm wondering if it would be possible to set up a system with DFSP where a mod could be packaged as a sort of DFSP plugin and then enabled or disabled as desired.

Basically, I want to get some of the stuff from Accelerated DF into DFSP - primarily the reduction in stone types, and collapsing all leather, meat, tallow, bones, etc. into single types. I find the variety doesn't add anything interesting to the game, and just make management a giant tedious pain. Anyway, manually merging this stuff into DFSP is a hassle... and I got to thinking that there must be other people out there who like certain mods, but also like the slick ease-of-use of DFSP and don't want to go through all the trouble of merging, etc. I though it would be neat if there was a way to package 'plugins', similar to DFHack plugins, that DFSP could just apply/unapply at the click of a button. DFSP wouldn't be responsible for updating the plugins, of course, so once set up it shouldn't really require any maintenance.

If such a thing exists (but it doesn't seem to), I'll probably try to build something akin to a simplification mod... if not, I think PeridexisErrant has the source up on GitHub... I might look and see if I can figure out how to hack such a feature into it.

Is this (http://www.bay12forums.com/smf/index.php?topic=143662) what you're referring to?

Yep!  See the documentation there for more details, but basically the goal is to treat mods like graphics packs and provide a simple interface to combine them.  If you want to contribute, use that fork of the Python version instead of the (deprecated) windows-only version.

The 'plugins' are simply mods placed in the "LNP/Mods/" folder, and are simplified to save space.  Applying and un-applying to an existing save isn't a good idea though, as most mods can break saves - you'd have to install the mods and then generate a new world. 
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: ChaosMaker on September 22, 2014, 08:34:15 pm
hmmmm...trying this out but i cant seem to find the key/tool to move between levels...

which one is it, been trying to find it for 30 minutes, sorry if i seem dumb but i havent had the chance to really play Df in over a year and with this new version ild like to see how it works along with this new starter thing.

been a long time waiting to actually play this out!
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: LeoCean on September 22, 2014, 08:37:54 pm
Depends what hotkey set you use but the default is shift < >. I think that works in PeridexisErrant keybinding set to but I mainly use the mouse scroll to switch, which you probably won't be able to use if you are using a different one. You can also check the hotkeys if that's not it. It's the thing about z layers I think it's been awhile since I've looked at the hotkeys.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: ChaosMaker on September 22, 2014, 08:46:37 pm
thanks
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: ojas2812 on September 23, 2014, 11:52:03 am
The links for the starter pack don't seem to work for me. The webpage does not open. It gives this "Oops! Google Chrome could not find dffd.wimbli.com
Did you mean: wimbli.­com". What should I do?
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: salithus on September 23, 2014, 12:16:45 pm
The links for the starter pack don't seem to work for me. The webpage does not open. It gives this "Oops! Google Chrome could not find dffd.wimbli.com
Did you mean: wimbli.­com". What should I do?
I seed it if you want to torrent - links are in my sig.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: ojas2812 on September 23, 2014, 02:15:59 pm
@salithus : thanks for the option though i prefer not to torrent it! any other way to get it?
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: cdombroski on September 23, 2014, 02:20:19 pm
@salithus : thanks for the option though i prefer not to torrent it! any other way to get it?

There's a list of mirrors in the second post.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: Aptus on September 24, 2014, 01:59:37 am
I'm experiencing some crashes using the starter pack. DF crashes when starting a new fort in a newly genned world. I am running on windows 7 64 bits (if it matters) and the settings used are:
Pop cap set to 50
Child cap set to 25/50
Aquifers set to No.
Graphics are set to ASCII.
Dwarf therapist is the only utility enabled.
DFHack is set to enable workflow and bugfixes.

Starting the game "normally" does not cause the crash so there is something my computer does not like about the starter pack or maybe DT?

Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: LeoCean on September 24, 2014, 03:03:36 pm
It could be df related, since I never experienced it before or maybe it could be because of twbt but I am having the same issue. After you create a new world if you try to play without closing df it will crash before getting to the embark map.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: BoogieMan on September 24, 2014, 04:35:14 pm
I am also having a 100% repeatable crash in this release and the one that was up a few days ago.

During embark preparation I will crash, every time, when I cycle through my Dwarves and select View and Customize on them. Sometimes it takes a few Dwarves but it always happens. I've tried with two different tilesets (changing to another one fixed it once before when this happened to me like two years ago) so I have to make no changes to my Dwarves names or professions. I have all the bugfix boxes checked except for the mouse scrolling one.

Fresh installes of this pack both times, no previous data held over or generation worlds. The only thing I loaded otherwise was Soundsense. No Dwarf Therapist loaded.

It seems to embark and load just fine.. I just can't use the V or C shortcuts to adjust my Dwarves.

Pop Cap:120
Child Cap: 20:20
Invaders: Yes
Temp: Yes
Entomb Pets: No
Cave-Ins: Yes
Weather: Yes
Artifacts: Yes
Starting Labors: Skills
Liquid Depth: No
Varied Ground: No
Aquifers: No

Nothing else changed from default.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: PeridexisErrant on September 24, 2014, 04:36:04 pm
An updated version of Dwarf Therapist was just posted which fixes some windows crash bugs, so I guess those might be the problem.  Does it work without DT? If so you could get the update now.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: BoogieMan on September 24, 2014, 04:40:07 pm
An updated version of Dwarf Therapist was just posted which fixes some windows crash bugs, so I guess those might be the problem.  Does it work without DT? If so you could get the update now.

I imagine not for my case? I am not using Dwarf Therapist. Either way I'll update it however, thank you.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: salithus on September 24, 2014, 04:47:34 pm
FYI if you have issues with box select:

If anyone has been experiencing problems with box-select on Windows with 0.40.13-r1, please try the patch here (https://github.com/DFHack/dfhack/issues/338#issuecomment-56739172) (thanks to Quietust).
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: Billy Jack on September 24, 2014, 11:23:38 pm
Just downloaded the 40_13 Starter Pack r2 and noticed that none of the new GRAZER changes have been included. Even the default ASCII tile set doesn't include the changes in the RAWs.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: LeoCean on September 24, 2014, 11:59:35 pm
It's not that big a of a deal they will be in 40.14. It should have been in it for testing purposes of the new system but the changes only take place when the standard grazer tag is used in place of the grazer tag anyway.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: Aptus on September 25, 2014, 01:33:52 am
An updated version of Dwarf Therapist was just posted which fixes some windows crash bugs, so I guess those might be the problem.  Does it work without DT? If so you could get the update now.

I'll check it out when I am home from uni and report back.


EDIT: Yep, it seems my issue was the old version of DT. Using the new one I get no crashes. Wonderful. :)
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: Devstorm on September 25, 2014, 08:22:30 pm
I adore the alternative launcher. And appreciate that you all have been so great about not falling behind Toady's updates.
Title: Re: Dwarf Fortress 40_13 Starter Pack r2
Post by: Akhier the Dragon hearted on September 25, 2014, 08:53:40 pm
   Yes, it is easy to see the update coming just before a new vanilla version but what might be hard to see for some is that the update does come before the vanilla version changes. A well deserved thank you to the devs for being able to keep up with what was quite the stream of updates.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: PeridexisErrant on September 25, 2014, 09:17:40 pm
The Starter Pack has updated to 40_13 r3!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Text will be Text 5 is a breakthrough in DF graphics.  Text can now be a different size and shape to map tiles - which means that as well as item sprites and multilevel view, menus are more readable in 8x12 ascii leave more screen space for the map!

This update also brings several important bugfixes; to keybindings, Dwarf Therapist, DFHack, and TwbT.  But please remember: if you find a bug, don't report it to Toady unless you can replicate it in vanilla - bugs in the Starter Pack are often caused by a plugin!  If you're not sure, post in this thread and we'll sort it out. 

Changelog:
 - updated all keybindings for 40.13
 - updated Dwarf Therapist to v27.0
 - patched DFHack box select issue (https://github.com/DFHack/dfhack/issues/338#issuecomment-56739172)
 - updated exportlegends script, handles all site maps too
 - updated TwbT to v5.12; which includes a number of changes:
    - fixes occasional crash and issues with acting above a z-level
    - text now uses 8x12 ASCII, with 16x16 graphical map tiles
    - print_mode must be set to "TWBT"; only an issue if you change it
    - standard zoom controls now only resize text (ie not map tiles)
    - added map-zoom controls ctrl-P, ctrl-O

MD5:  9F032A1736030FAE95080CD420AA5094
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: salithus on September 25, 2014, 09:37:04 pm
The Starter Pack has updated to 40_13 r3!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Text will be Text 5 is a breakthrough in DF graphics.  Text can now be a different size and shape to map tiles - which means that as well as item sprites and multilevel view, menus are more readable in 8x12 ascii leave more screen space for the map!

This update also brings several important bugfixes; to keybindings, Dwarf Therapist, DFHack, and TwbT.  But please remember: if you find a bug, don't report it to Toady unless you can replicate it in vanilla - bugs in the Starter Pack are often caused by a plugin!  If you're not sure, post in this thread and we'll sort it out. 

Changelog:
 - updated all keybindings for 40.13
 - updated Dwarf Therapist to v27.0
 - patched DFHack box select issue (https://github.com/DFHack/dfhack/issues/338#issuecomment-56739172)
 - updated exportlegends script, handles all site maps too
 - updated TwbT to v5.12; which includes a number of changes:
    - fixes occasional crash and issues with acting above a z-level
    - text now uses 8x12 ASCII, with 16x16 graphical map tiles
    - print_mode must be set to "TWBT"; only an issue if you change it
    - standard zoom controls now only resize text (ie not map tiles)
    - added map-zoom controls ctrl-P, ctrl-O

MD5:  9F032A1736030FAE95080CD420AA5094
Seeds are up, sig/wiki updated.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Iamblichos on September 26, 2014, 05:08:26 am
PE, is the bug that causes quantum stockpiles not to work in DF, or in a plugin?  I only noticed it appearing in .13, but it could have been in earlier versions - I don't use it often  :/
Title: Re: Iamblichos Quantum stockpiles
Post by: qdt on September 26, 2014, 06:44:11 am
I think that is from the autodump command that runs monthly. Anything you have set to dump gets destroyed every month.
Title: Re: Iamblichos Quantum stockpiles
Post by: WCG on September 26, 2014, 08:09:29 am
I think that is from the autodump command that runs monthly. Anything you have set to dump gets destroyed every month.

Is this the default now? I often dump things just to get them out of my way temporarily. I never mess with DFHack, so I was just wondering if it's something I need to turn off.

Thanks.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: ragincajun on September 26, 2014, 10:31:32 am
Updated this morning.  Haven't had crash issues with any prior version.  Today, first DF itself crashed to a non-respond error.  Then I was making some changes with Therapist and Therapist crashed, same reason.  Not sure of the cause but again no problems with prior versions going back to 40.11r2.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Kryxx on September 26, 2014, 11:18:38 am

So TWBT hugely messes with original world gen.  So you now have to read it in the default font.

I don't want this at all.

How do I solve this besides genning worlds in 40.12 and copying them over for an upgrade?

I 'think' it's dfhack and twbt.  They allowed graphic packs to update into the world screen in other versions and for some reason decided to NOT?  this is baffling for me.  Why change a good thing? 

I tried changing the printmode to twbt_legacy But now some of them show up and others don't.  It's like a mixed fubar'd mode.


Who supports this?  the DFhack team or someone who made twbt?

  I really want to do know to get this working and not have it all messed up.  if I install a graphic pack, I want graphics.. not vanilla.


This is what happened when I loaded the world gen save (yes it was as save) to pick where to place my Fortress with the TWBT_legacy option.
Look at the left 1/2 the screen.  Mixed types....

http://imgur.com/7GoMtAx








Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: muppet9876 on September 26, 2014, 01:06:54 pm
For the next version you need to rework the keybindings. Ctrl-P is playing macro's(which I use a lot and not just with Quickfort) and zooming in graphics too.

I've changed my zooming to Ctrl-G and Ctrl-H. Not the most obvious pairing but they were first I came across that didin't collide with something in DF or already defined as a dfhack keybinding.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: smjjames on September 26, 2014, 01:08:49 pm
Hey Peridexis, I'm not sure if it's something with the mayday raws or what, but I'm noticing that the mayday compiled raws (that is, set up for mayday graphics) have [LARGE_PREDATOR] missing from the megabeasts while in vanilla, they have that.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: lethosor on September 26, 2014, 01:48:38 pm

So TWBT hugely messes with original world gen.  So you now have to read it in the default font.

I don't want this at all.

How do I solve this besides genning worlds in 40.12 and copying them over for an upgrade?

I 'think' it's dfhack and twbt.  They allowed graphic packs to update into the world screen in other versions and for some reason decided to NOT?  this is baffling for me.  Why change a good thing? 

I tried changing the printmode to twbt_legacy But now some of them show up and others don't.  It's like a mixed fubar'd mode.


Who supports this?  the DFhack team or someone who made twbt?

  I really want to do know to get this working and not have it all messed up.  if I install a graphic pack, I want graphics.. not vanilla.


This is what happened when I loaded the world gen save (yes it was as save) to pick where to place my Fortress with the TWBT_legacy option.
Look at the left 1/2 the screen.  Mixed types....

http://imgur.com/7GoMtAx
You can disable TwbT by deleting <DF>/hack/plugins/twbt.plug.(dll/dylib/so).
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 26, 2014, 02:08:04 pm
PE, is the bug that causes quantum stockpiles not to work in DF, or in a plugin?  I only noticed it appearing in .13, but it could have been in earlier versions - I don't use it often  :/
Quantum stockpile with trackstops (http://www.youtube.com/watch?v=Lw1cpJp3zas)
You can use that sort of thing instead of the dump or you can turn autodump off. There's a better way than the one I just linked that arumba used in a video where they use the minecart to drag stuff to the quantum stockpile then just place the minecart on the trackstop and it dumps but I've no idea how to reproduce it as of yet. (I should have remembered it when I saw it but I thought it was wrong when I saw it so I ignored it.)

Hey Peridexis, I'm not sure if it's something with the mayday raws or what, but I'm noticing that the mayday compiled raws (that is, set up for mayday graphics) have [LARGE_PREDATOR] missing from the megabeasts while in vanilla, they have that.

Yeah he didn't update to 40.13 raws yet I think he's still using 40.11's. Also some graphic sets didn't update those raws for some reason or another. I did for spacefox but I don't think it's included yet.

TWBT thing
That's weird about the embark map it should be using graphics from what mifki said, but I haven't made a new world since I updated to 5.12 so I don't know how it works yet, and your image is pure white. The little bit of text mixed into the embark map with the old gen version is pretty normal though it didn't happen to me often.

For the next version you need to rework the keybindings. Ctrl-P is playing macro's(which I use a lot and not just with Quickfort) and zooming in graphics too.

I've changed my zooming to Ctrl-G and Ctrl-H. Not the most obvious pairing but they were first I came across that didin't collide with something in DF or already defined as a dfhack keybinding.

Is CTRL- - and CTRL- + used already as they'd make the most sense for zooming in. I use the macros but I have twbt tilesize 18 18 set in onloadinit.init so I don't zoom in or out so I haven't noticed it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: smjjames on September 26, 2014, 02:11:19 pm
I thought he was using Fricy's compilations?

Wonder when Mike Mayday will be back from his vacation though.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 26, 2014, 02:32:44 pm
I thought he was using Fricy's compilations?

Wonder when Mike Mayday will be back from his vacation though.

He is but fricy uses the version I post in the spacefox thread. Mike should already be back I thought he was only gone for a month.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: De on September 26, 2014, 05:18:17 pm
I've been having a problem with the latest release, when I start the game the Dwarf Fortress window pops up fine but then everything shrinks until it's tiny, as if I'd zoomed all the way out. When I try to zoom in it just makes everything blurry. I've been messing with the settings trying to stop this happening, changing the graphics, changing the window size, nothing's worked. I don't have this problem when I go back to playing the earlier pack so that's what I've been doing. Is anyone else having this problem?
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: PeridexisErrant on September 26, 2014, 05:42:22 pm
PE, is the bug that causes quantum stockpiles not to work in DF, or in a plugin?  I only noticed it appearing in .13, but it could have been in earlier versions - I don't use it often  :/
Don't  know, sorry.

I think that is from the autodump command that runs monthly. Anything you have set to dump gets destroyed every month.
This is not part of the pack. Regular commands *can*be enabled to dump worn clothing and clean contaminants, nut not autodump - precisely because it's a big change.



I'll change the keybindings. Dfhack can only bind letters, which reduces the selection.

Disable TwbT by setting print_mode to standard in init.txt
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: ragincajun on September 26, 2014, 06:26:36 pm
I'm noticing the keybindings are are screwy.  I've always used - and + on the keypad to move up and down in submenus (like choosing which table to place) but now only the - works and goes up, meaning to get to the 2nd item I have to scroll through the entire list.  I've tried changing the key bindings on the main menu...but they aren't taking for some reason.

Same with scroll in and out (zoom).  I've always used the mouse wheel for that.  Now that affects only the border and not the map itself.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 26, 2014, 09:21:07 pm
I'm noticing the keybindings are are screwy.  I've always used - and + on the keypad to move up and down in submenus (like choosing which table to place) but now only the - works and goes up, meaning to get to the 2nd item I have to scroll through the entire list.  I've tried changing the key bindings on the main menu...but they aren't taking for some reason.

Same with scroll in and out (zoom).  I've always used the mouse wheel for that.  Now that affects only the border and not the map itself.

Are you using the PeridexisErrant keybindings? Idk about the 40.13 r3 version since I already updated my r2 version with the fixes before it came out but in r2 the zoom is normal and I'm using the 5.12 version of twbt so it isn't that. My keyboard has a - + on the side for the numpad and that + works with those submenus.

So frankly sometimes the normal + key can be used but most of the time I'm stuck with using the numpad one.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: BoogieMan on September 26, 2014, 09:23:01 pm
What is changing my Dwarves labor automatically?

 I started a new embark so naturally my Dwarves don't have many skills yet. I'm trying to get my idlers to fish and do other things but the moment I enable a labor, it is automatically disabled. I see something called automatic job assignments in the launcher, but it is disabled. It seems the only assignment that will stick is Mining. Otherwise, they can only be assigned something they already have skill in.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: lethosor on September 26, 2014, 09:37:29 pm
What's displayed when you run "autolabor" in the DFHack console?
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: BoogieMan on September 26, 2014, 09:44:21 pm
What's displayed when you run "autolabor" in the DFHack console?

Ah! That was it. It was set to 1, I changed to to 0. I had no idea that even existed. Only recently started playing the 0.40 series.

 Thanks, that was frustrating.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: jwhite.df on September 26, 2014, 10:14:36 pm
I'm noticing the keybindings are are screwy.  I've always used - and + on the keypad to move up and down in submenus (like choosing which table to place) but now only the - works and goes up, meaning to get to the 2nd item I have to scroll through the entire list.  I've tried changing the key bindings on the main menu...but they aren't taking for some reason.

Same with scroll in and out (zoom).  I've always used the mouse wheel for that.  Now that affects only the border and not the map itself.

From the changelog:
- updated all keybindings for 40.13
 [...]
    - standard zoom controls now only resize text (ie not map tiles)
    - added map-zoom controls ctrl-P, ctrl-O
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: ragincajun on September 27, 2014, 07:35:55 am
Ugh, ok thanks.  What about moving down in sub menus?  And obviously the keybindings showing up in the game are wrong so is there a place to see the keybindings for r3?
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: ragincajun on September 27, 2014, 08:08:13 am
I'm noticing the keybindings are are screwy.  I've always used - and + on the keypad to move up and down in submenus (like choosing which table to place) but now only the - works and goes up, meaning to get to the 2nd item I have to scroll through the entire list.  I've tried changing the key bindings on the main menu...but they aren't taking for some reason.

Same with scroll in and out (zoom).  I've always used the mouse wheel for that.  Now that affects only the border and not the map itself.

Are you using the PeridexisErrant keybindings? Idk about the 40.13 r3 version since I already updated my r2 version with the fixes before it came out but in r2 the zoom is normal and I'm using the 5.12 version of twbt so it isn't that. My keyboard has a - + on the side for the numpad and that + works with those submenus.

So frankly sometimes the normal + key can be used but most of the time I'm stuck with using the numpad one.

Same here.  But the + sign goes to the bottom of the menu you are on while the - sign still scrolls up one option at a time.  But I can't figure out how to go down in the lists.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 27, 2014, 11:14:29 am
I don't know what to say using PeridexisErrant keybindings on r3 the - and + works fine, the only + that jumps to the bottom is the numpad one so maybe that's the one you are trying to use? Is the + you use the = sign too?

I tested it by placing a table down and scrolling through multiple types so it should work correctly and also the build menu.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: jwhite.df on September 27, 2014, 11:35:55 am
Ugh, ok thanks.  What about moving down in sub menus?
If I remember correctly, the PE keybindings are set up so you can use the keyboard plus sign (as opposed to the 10-key keyboard) un-shifted.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: PrinzPi on September 27, 2014, 01:17:44 pm
Hey,

it seems i have run into a problem with the current Starter Pack. I installed my Phoebus graphics and started up Dwarf Fortress (clean install) and the game shows for a second the Phoebus tileset and then reverts to the default curses-ASCII tileset. Tried every other tileset in the pack and it justs reverts back to ASCII. Does anybody know a workaround or the reason for this odd behaviour?

Lg
Prinz
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: jwhite.df on September 27, 2014, 01:32:05 pm
What do you mean by clean install?
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 27, 2014, 01:47:46 pm
Hey,

it seems i have run into a problem with the current Starter Pack. I installed my Phoebus graphics and started up Dwarf Fortress (clean install) and the game shows for a second the Phoebus tileset and then reverts to the default curses-ASCII tileset. Tried every other tileset in the pack and it justs reverts back to ASCII. Does anybody know a workaround or the reason for this odd behaviour?

Lg
Prinz

It's not weird they are using the curses tileset for the font. If you want the embark screen to not have it use TWBT_LEGACY printmode, well half the screen won't if you want the updated twbt (which will be full graphics on the embark map) click here (http://do1.mifki.com:8810/dashboard;jsessionid=h781j4ys73r18dclgzja6rfh) and copy it to your \Dwarf Fortress 0.40.13\hack\plugins directory and copy and paste/ overwrite. Just copy and paste the stuff in the 0.40.13-r1 folder and don't worry about the other stuff.

If you have the r2 version you can use the phoebus font tileset from that and the data\init init.txt file from it to have the r2 text.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: PrinzPi on September 27, 2014, 02:02:31 pm
Thanks for the fast answer. I'm gonna give that a try :)
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Pidgeot on September 27, 2014, 03:00:59 pm
The d_init.txt distributed with the Starter Pack does not match 0.40.13 vanilla - a new tag, GRAZE_COEFFICIENT, is missing.

None of the graphics packs include it either, which suggests no one else noticed this change...
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: lethosor on September 27, 2014, 03:14:43 pm
Changes like this are usually listed in "file changes.txt":
Quote from: file changes.txt
Auxiliary file changes for 0.40.13:

        creature_standard
                (semi)megabeasts that were missing LARGE_PREDATOR received it

        grazing creatures
                STANDARD_GRAZER added to replace all grazing numbers, can set coefficient in d_init

        d_init
                GRAZE_COEFFICIENT to scale grazing amounts
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 27, 2014, 04:33:28 pm
Really none of them matter to much and I don't even know what that does/helps trolls with because I actually added that change (trolls may have already had it) and a troll broke my door down in the caverns and walked through my base and the only way I could engage it was my animals because my dwarves just walked by it and said hi to it and it said hi back. It actually went to the entrance of my fort and just stood there like a welcomer at walmart that got eaten by dogs in the end. (it was to early for a military and I didn't want any dwarves hurt so I did it that way)

Though I guess even the olm men down in the caverns ignored/didn't care about my dwarves anyways when they came in contact with them and there were no changes to their behaviors. It's certainly a bug but to do with vanilla.

I've already said a few times that the raws being used are 40.11, if you want updated tilesets you'd have to download them from their threads but the ironhand set has 2 or maybe 3 different versions you can find.

Or you can get it from here https://github.com/fricy/DFgraphics.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Kryxx on September 27, 2014, 04:45:14 pm
Hey,

it seems i have run into a problem with the current Starter Pack. I installed my Phoebus graphics and started up Dwarf Fortress (clean install) and the game shows for a second the Phoebus tileset and then reverts to the default curses-ASCII tileset. Tried every other tileset in the pack and it justs reverts back to ASCII. Does anybody know a workaround or the reason for this odd behaviour?

Lg
Prinz

It's not weird they are using the curses tileset for the font. If you want the embark screen to not have it use TWBT_LEGACY printmode, well half the screen won't if you want the updated twbt (which will be full graphics on the embark map) click here (http://do1.mifki.com:8810/dashboard;jsessionid=h781j4ys73r18dclgzja6rfh) and copy it to your \Dwarf Fortress 0.40.13\hack\plugins directory and copy and paste/ overwrite. Just copy and paste the stuff in the 0.40.13-r1 folder and don't worry about the other stuff.

If you have the r2 version you can use the phoebus font tileset from that and the data\init init.txt file from it to have the r2 text.

It baffles me that it's kept on for TWBT, instead of TWBT_Legacy when the idea is to be newb friendly.  It's not newb friendly when the first thing they want to see are nicer graphics and it's text, then they have to learn how to go in and make all of these changes that they don't understand.

Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: ragincajun on September 27, 2014, 04:47:02 pm
I've reverted back to r2.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Pidgeot on September 27, 2014, 04:52:01 pm
Changes like this are usually listed in "file changes.txt":
Quote from: file changes.txt
Auxiliary file changes for 0.40.13:

        creature_standard
                (semi)megabeasts that were missing LARGE_PREDATOR received it

        grazing creatures
                STANDARD_GRAZER added to replace all grazing numbers, can set coefficient in d_init

        d_init
                GRAZE_COEFFICIENT to scale grazing amounts

Indeed. That doesn't mean anyone paid attention, though. :P

Really, I'm mainly pointing this out because even the default installation doesn't include it. Perhaps that's intentional, since the raws for everything are from 0.40.11 and DF will miss the other changes if it's still in the init file (PyLNP would keep it, after all), but it strikes me as somewhat peculiar.

Also, it's worth noting that "file changes.txt" is not exhaustive, even for minor releases. STRICT_POPULATION_CAP was added in 0.40.05, but it is only mentioned as being given a default in the changelog for 0.40.09.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 27, 2014, 06:24:36 pm
That is because in 40.09 it didn't matter anymore if you had STRICT_POPULATION_CAP in your d_init file because it was 200 (in the .exe) unless you stated otherwise.

I've reverted back to r2.

Just take the hotkeys from r2 Dwarf Fortress 0.40.13\data\init interface.txt (it should be) and plant that in your r3, the fixes included are needed, or do those fixes manually.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Pidgeot on September 27, 2014, 06:50:41 pm
That is because in 40.09 it didn't matter anymore if you had STRICT_POPULATION_CAP in your d_init file because it was 200 (in the .exe) unless you stated otherwise.

My point is it wasn't mentioned when the option was actually added, and it has never been mentioned in "file changes.txt" - only in the release notes. The only way to know about it between 0.40.05 and 0.40.08 was to manually spot it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: jrrocks05 on September 27, 2014, 07:22:19 pm
Do I need to download the game as well or does the pack have the game in it
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: dennislp3 on September 27, 2014, 07:22:37 pm
It comes with it
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Psyra on September 27, 2014, 09:44:02 pm
Hmm, hoped I'd find more info in the thread but no go. :)

Since a few versions back, somewhere around 40_11, I started to get a small 'Starter Pack Launcher' debug window every time I've loaded with '[COMPRESSED_SAVES] not found :('

I've had seasonal saves turned on, and it sometimes, but not always, causes multiple save files of the world to appear, for every time it saves. It stopped the latter behavior as of somewhere around 40_12 but I still get the window, whether upgrading from a previous pack or installing anew. Is it normal? Whether i turn compressed saves on or off, it still appears. I can just click by it and still run the game fine, but I'm just wondering if it's caused by something I'm doing wrong. :>

  -P

Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: ragincajun on September 27, 2014, 11:02:29 pm
Same here. Assume its not needed.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: StagnantSoul on September 27, 2014, 11:49:21 pm
Can someone explain to me step by step how to get my graphics to stay Ironhand, and not revert to ASCII? I honestly hate the ASCII graphics, they're why I didn't get into DF until someone showed me this starter pack. Now it's rebelling against me.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: PeridexisErrant on September 28, 2014, 12:17:07 am
Can someone explain to me step by step how to get my graphics to stay Ironhand, and not revert to ASCII? I honestly hate the ASCII graphics, they're why I didn't get into DF until someone showed me this starter pack. Now it's rebelling against me.

It doesn't revert.  Load up a fort, and the map tiles will be ASCII as you set. 
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: StagnantSoul on September 28, 2014, 12:22:39 am
No, I want them to be Ironhand.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: PeridexisErrant on September 28, 2014, 12:25:32 am
Sorry, typo... 

TwbT means that menu tiles will be ascii.  Map tiles, once you load a fort, will be ironhand or whatever other set you've chosen.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: StagnantSoul on September 28, 2014, 12:32:42 am
Oh, okay. Thanks!
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 28, 2014, 12:36:11 am
Twbt 5.13 (http://do1.mifki.com:8810/dashboard;jsessionid=1nwfb8j9s0kqx1jem8j4597wib) fixes the issues with some of the map being text in TWBT_LEGACY printmode or w.e it's called. Honestly I don't get why it isn't the damn graphics (font) set because those using acii don't have graphics and why do they expect people who use graphics to know what this text poop is (even if I do) at the very least if there was a separate map tileset which mifki was told how it could be done we wouldn't have these issues.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: MichaelB on September 28, 2014, 07:48:25 am
Thanks for all of you work putting this pack together, love the new TWBT.

I've noticed a behaviour with PyLNP which I don't think is intended, correct me if I'm wrong. Selecting utilities to run when DF starts works fine the first time, but after closing the launcher and reloading PyLNP only the utility which was enabled last will still be enabled, the others revert to disabled.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Pidgeot on September 28, 2014, 08:12:29 am
I've noticed a behaviour with PyLNP which I don't think is intended, correct me if I'm wrong. Selecting utilities to run when DF starts works fine the first time, but after closing the launcher and reloading PyLNP only the utility which was enabled last will still be enabled, the others revert to disabled.

Whoops! I fixed it now; it'll be in the next build.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: mifki on September 28, 2014, 08:18:58 am
Thanks for all of you work putting this pack together, love the new TWBT.

Btw, as a reminder, sometimes TWBT updates more often than starter pack, so check its thread (http://www.bay12forums.com/smf/index.php?topic=138754.1080) from time to time. For example now there are already several new versions with some fixes and improvements. New builds can be downloaded from http://build.mifki.com
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: perkel on September 28, 2014, 09:59:14 am
Holy shit that  TWBT stuff is ground breaking for DF. For example changing workshop graphics for beautiful hand-painted images would alone move ton of people to DF.

Now if only someone would figure out moving objects to have motion instead of popping in different tiles...

BTW people if you don't like default curses font which is now default as font is now separate from map graphic just change it in arts folder for something else.

Like someone mentioned default font scales badly but higher resolution fonts work much better.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: veri745 on September 28, 2014, 10:48:27 am
Thanks for all of you work putting this pack together, love the new TWBT.

Btw, as a reminder, sometimes TWBT updates more often than starter pack, so check its thread (http://www.bay12forums.com/smf/index.php?topic=138754.1080) from time to time. For example now there are already several new versions with some fixes and improvements. New builds can be downloaded from http://build.mifki.com

So I will admit that I haven't read through all 70+ pages of the TWBT thread, but the OP and the README for TWBT doesn't seem to include a section about "how to install".
It would be especially helpful since I usually rely on the starter pack.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 28, 2014, 12:50:23 pm
-snip nothing to do with this convo

It's not weird they are using the curses tileset for the font. If you want the embark screen to not have it use TWBT_LEGACY printmode, well half the screen won't if you want the updated twbt (which will be full graphics on the embark map) click here (http://do1.mifki.com:8810/dashboard;jsessionid=h781j4ys73r18dclgzja6rfh) and copy it to your \Dwarf Fortress 0.40.13\hack\plugins directory and copy and paste/ overwrite. Just copy and paste the stuff in the 0.40.13-r1 folder and don't worry about the other stuff.

If you have the r2 version you can use the phoebus font tileset from that and the data\init init.txt file from it to have the r2 text.

The answer you seek was on page 94 of this. Interestingly there was a post in the first post of the twbt pluggin which took you to a post by Meph which told people how to install it, why mifki took it down on the 22nd (I assume since it was there a while ago) is beyond my understanding. This one (http://www.bay12forums.com/smf/index.php?topic=138754.msg5411475#msg5411475) The graphics should really be the default twbt instead of the text on embark.  But the old gen is more laggy unless that has changed in 5.xx.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Kirkegaard on September 28, 2014, 01:12:30 pm
Hey PeridexisErrant,

It seems you have included a unfinished script in your dfhack build. The copy and rename save game script is not finished yet. According to the author Lethosor on IRC #dfhack
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on September 28, 2014, 03:53:53 pm
He has the official build there's quite a few unfinished things in it, mostly because they changed between this 40.12 and 40.13 and the dfhack build came out in 2-3 days after that patch. It's not weird that their would be unfinished pieces in it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Kryxx on September 28, 2014, 08:02:07 pm
Twbt 5.13 (http://do1.mifki.com:8810/dashboard;jsessionid=1nwfb8j9s0kqx1jem8j4597wib) fixes the issues with some of the map being text in TWBT_LEGACY printmode or w.e it's called. Honestly I don't get why it isn't the damn graphics (font) set because those using acii don't have graphics and why do they expect people who use graphics to know what this text poop is (even if I do) at the very least if there was a separate map tileset which mifki was told how it could be done we wouldn't have these issues.

Completely agree,  the dev is mixing in graphical updates to a 'text' mod. + multi level.  It should all be separate.

Only reason I leave TWBT on is for multilevel.

I honestly don't know what else it does, except in this latest version it messed with a bunch of stuff I didn't want messed with.

I guess I need to find a better font than curses, and replace it in the init.txt file.  Bleh... all this work. 

I'm tempted to stay on 40.12_R2 of the pack for a few months until all of this shit get's fixed/updated and leveled out to decent usage.   Won't have to worry about cave adaptation.   Welp took 1 min to convince myself.   

Especially since Toady is doing a ton of updates changing a lot of stuff, I fully expect DFhack to break in next patch due to having 119 emotions.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: mifki on September 28, 2014, 08:27:07 pm
Completely agree,  the dev is mixing in graphical updates to a 'text' mod. + multi level.  It should all be separate.

Only reason I leave TWBT on is for multilevel.

I honestly don't know what else it does, except in this latest version it messed with a bunch of stuff I didn't want messed with.

You can even set FONT and GRAPHICS_FONT to be the same if you don't need anything except multilevel. Don't see any problem here.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: PeridexisErrant on September 28, 2014, 09:24:23 pm
Twbt 5.13 (http://do1.mifki.com:8810/dashboard;jsessionid=1nwfb8j9s0kqx1jem8j4597wib) fixes the issues with some of the map being text in TWBT_LEGACY printmode or w.e it's called. Honestly I don't get why it isn't the damn graphics (font) set because those using acii don't have graphics and why do they expect people who use graphics to know what this text poop is (even if I do) at the very least if there was a separate map tileset which mifki was told how it could be done we wouldn't have these issues.

Completely agree,  the dev is mixing in graphical updates to a 'text' mod. + multi level.  It should all be separate.

Only reason I leave TWBT on is for multilevel.

I honestly don't know what else it does, except in this latest version it messed with a bunch of stuff I didn't want messed with.

I guess I need to find a better font than curses, and replace it in the init.txt file.  Bleh... all this work. 

I'm tempted to stay on 40.12_R2 of the pack for a few months until all of this shit get's fixed/updated and leveled out to decent usage.   Won't have to worry about cave adaptation.   Welp took 1 min to convince myself.   

Especially since Toady is doing a ton of updates changing a lot of stuff, I fully expect DFhack to break in next patch due to having 119 emotions.

The embark selection screen being mixed was a bug.  There are plans to allow a third tileset for the world map; development in this area is ongoing.  The current state, where the world map is text, is a compromise until a better system can be put in place.  Why do we assume that people know what the graphics tile mean?  Going back to the ascii Toady designed the map to use arguably makes it easier to read. 

Having a single plugin with multiple functions - text, multilevel, item overrides - doesn't seem ideal.  There are good reasons though; keeping them together avoids compatibility nightmares (since there would be multiple conflicting render overrides) and also code duplication and a number of other bugs. 

If you prefer to avoid TwbT until you're happier with it, you can simply delete the plugin.  Development is happening very quickly, so I wouldn't expect it to take months!
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: Tanaman on September 29, 2014, 08:49:30 pm
I'm just updated to R3 from R1 and Tweak Stable-Cursor is not working for me. It shows as loading up, but it isn't otherwise working the way it should. That is it, has no functionality...cursor is just popping up all over just like in vanilla DF. Would really love to get this functionality back, any suggestions?
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: StagnantSoul on October 01, 2014, 12:28:04 am
How would I get rid of TWBT? I really don't need it, and the ASCII stuff on the world map hurts me.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: TKS on October 01, 2014, 02:57:41 am
Thank you for this utility, sure helps a noob like me out a lot, really appreciate it!


-Mirza
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: draeath on October 01, 2014, 10:18:08 am
How would I get rid of TWBT? I really don't need it, and the ASCII stuff on the world map hurts me.

In dfhack, you can unload the 'twbt' plugin.

Code: [Select]
Plugin management (useful for developers):
  plug [PLUGIN|v]       - List plugin state and description.
  load PLUGIN|all       - Load a plugin by name or load all possible plugins.
  [b]unload PLUGIN|all     - Unload a plugin or all loaded plugins.[/b]
  reload PLUGIN|all     - Reload a plugin or all loaded plugins.

You could also rename/remove the 'twbt.plug.dll' file from Dwarf Fortress\hack\plugins\ for something more permanent.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: LeoCean on October 01, 2014, 01:44:08 pm
How would I get rid of TWBT? I really don't need it, and the ASCII stuff on the world map hurts me.

TWBT_LEGACY is twbt with the graphics world map. Or do what the guy above said.
Title: Re: Dwarf Fortress 40_13 Starter Pack r3
Post by: PeridexisErrant on October 01, 2014, 05:00:56 pm
Messing with the plugin directly will cause other odd display issues, due to the tiles used. Set print_mode:2d in the init instead - it'll disable TwbT and enable Truetype.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: PeridexisErrant on October 03, 2014, 04:04:19 am
The Starter Pack has updated to 40_13 r4!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

40_13 r4 should address some fairly widespread confusion about whether graphics packs were working (they were) - since menus now use the 8x12 ASCII tiles and the launcher incorrectly displayed the "font" instead of the "graphics_font".  Since these are now expected to differ, the launcher has been updated to display the latter.  The ordinary zoom controls now apply to the map instead of the text (more intuitive), and the special zoom keys have been changed to avoid clashing with macro playback. 

If the graphics aren't annoying you, no need to update - but it should be better for new players. 

Changelog:
 - updated Starter Pack Launcher to v19.2; displays installed graphics correctly
 - updated TwbT to v5.17; several bugfixes and new features:
   - normal zoom now affects the map instead of text
   - special zoom now uses Ctrl-G / Ctrl-H to avoid conflicting commands

MD5:  44DBF621C6DC8DB0BD834638CE233F0F
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: WCG on October 03, 2014, 07:07:54 am
Most of the discussion here goes right over my head. Frequently, I have no idea what you're talking about.  :P  But I love the starter pack, and I love being able to see multiple levels in my fortress (especially since I'm building an above-ground fortress right now). Thanks much!

I also like being able to zoom the text and the map separately. My eyes aren't great, and I need the larger text size. (The text seems very crisp at the default size, but a bit too small for me. It's not nearly as crisp when I enlarge the font, but it gets readable with enough zoom.) Plus, I'm still overjoyed at seeing text, rather than weird graphics for the punctuation.  :)

Admittedly, I'm still using the starter pack launcher. I haven't even looked at the PyLNP launcher. Yes, I know that losing is fun, so I should be more adventurous, huh?  ;)  Then again, don't fix what ain't broke. Heh, heh. Oh, I'll check it out eventually. (Whether or not I'll understand it is another matter.)

Anyway, I just wanted to express my thanks. I appreciate all the hard work that goes into this, both the underlying programs themselves and putting them in a convenient pack like this. Thanks!

Bill
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: salithus on October 03, 2014, 09:40:39 am
The Starter Pack has updated to 40_13 r4!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

40_13 r4 should address some fairly widespread confusion about whether graphics packs were working (they were) - since menus now use the 8x12 ASCII tiles and the launcher incorrectly displayed the "font" instead of the "graphics_font".  Since these are now expected to differ, the launcher has been updated to display the latter.  The ordinary zoom controls now apply to the map instead of the text (more intuitive), and the special zoom keys have been changed to avoid clashing with macro playback. 

If the graphics aren't annoying you, no need to update - but it should be better for new players. 

Changelog:
 - updated Starter Pack Launcher to v19.2; displays installed graphics correctly
 - updated TwbT to v5.17; several bugfixes and new features:
   - normal zoom now affects the map instead of text
   - special zoom now uses Ctrl-G / Ctrl-H to avoid conflicting commands

MD5:  44DBF621C6DC8DB0BD834638CE233F0F
Sig/wiki updated and seeding away.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4 & DFHack Workflow gotchas
Post by: PatrikLundell on October 03, 2014, 09:44:27 am
I turned on DFHack Workflow from the starter pack, but didn't do anything with it explicitly. On the next and subsequent starts I had it turned off.
I then noticed a new behavior (versus r3), namely that failed repeat jobs ended up as suspended rather than deleted, despite workflow being disabled in the starter pack, which seems to imply workflow activation status is stored in the save rather than controlled by the starter pack (thus resulting in a starter pack integration issue). The second issue is with Workflow itself: I deleted an unwanted repeat job, but it just reappeared suspended at the bottom of the list (and I want to use that space to repeat OTHER jobs). Going to the DFHack terminal I finally figured out from the Workflow description that this is what it does: requeues repeat jobs removed for any reason, including user removal. When that was understood, the workaround was simple: FIRST remove repeat, then remove the job. Given the newbie slant of this excellent package, some kind of warning associated with Workflow might be warranted (it would be even better if Workflow would be capable of distinguishing between user and automatic job removal, but that info might not be exported by DF), especially since it isn't disabled by the Starter Pack (just looks like it is). I haven't tried disabling Workflow after loading a save, though.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4 & DFHack Workflow gotchas
Post by: Psyra on October 03, 2014, 10:09:41 am
FIRST remove repeat, then remove the job.

Ahhh, I had this *also* happening in R3, but soon also figured out the 'R, then C' step there. It only has happened in R4 for you so far? Weird.

What  really wish was a way to save off your Workflow profile for use in multiple games. Saves you in a new game from having to re-set all the basics like 15-30 beds any wood, 40-50 doors any stone, 15-30 cabinets any stone, yada yada.

*hmms, goes to hunt down the 'feature suggestions' area for Workflow* :D
Title: Re: Dwarf Fortress 40_13 Starter Pack r4 & DFHack Workflow gotchas
Post by: salithus on October 03, 2014, 10:13:42 am
FIRST remove repeat, then remove the job.

Ahhh, I had this *also* happening in R3, but soon also figured out the 'R, then C' step there. It only has happened in R4 for you so far? Weird. :)

What  really wish was a way to save off your Workflow profile for use in multiple games. Saves you in a new game from having to re-set all the basics like 15-30 beds any wood, 40-50 doors any stone, 15-30 cabinets any stone, yada yada. :)
Somewhere buried in the DFHack thread is instructions for doing this I believe - only limitation at the time of the discussion was not having the hooks for running scripts on world gen, but there's definitely a way to generate the script at least.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4 & DFHack Workflow gotchas
Post by: jwhite.df on October 03, 2014, 10:34:10 am

What  really wish was a way to save off your Workflow profile for use in multiple games. Saves you in a new game from having to re-set all the basics like 15-30 beds any wood, 40-50 doors any stone, 15-30 cabinets any stone, yada yada.


From the help screen:
Quote
workflow list-commands
List active constraints as workflow commands that re-create them; this list can be copied to a file, and then reloaded using the script built-in command.

And from http://www.bay12forums.com/smf/index.php?topic=130505.msg4948556#msg4948556 :
Quote
script filename

That thread has excellent suggestions for workflow ideas, by the way.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4 & DFHack Workflow gotchas
Post by: LeoCean on October 03, 2014, 01:50:58 pm
FIRST remove repeat, then remove the job.

Ahhh, I had this *also* happening in R3, but soon also figured out the 'R, then C' step there. It only has happened in R4 for you so far? Weird.

What  really wish was a way to save off your Workflow profile for use in multiple games. Saves you in a new game from having to re-set all the basics like 15-30 beds any wood, 40-50 doors any stone, 15-30 cabinets any stone, yada yada.

*hmms, goes to hunt down the 'feature suggestions' area for Workflow* :D

Here is my script I stole from Arumba.


I should note anything set in this will default to these values when you reload a save so if you do want anything changed you will have to edit it in here to before you reload. That should mean you have to exit out of dwarf fortress but I'm not 100% sure on that. I did add #! infront of workflow things I didn't want to turn out right away. So I could just delete any #! in the file instead of deleting # which may cause problems.

I'm also pretty sure you have to at least build the building then choose the item then enable repeat and then workflow on it for it to enable. You just don't need to set the amount or type.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: TheFreshPrince on October 03, 2014, 02:55:42 pm
Hey Peridexis, I am using your 34.11 starter pack with just the pure bugfixes enabled. Is the bug where goblins stop bringing mounts (for any reason, including the death of their leader) fixed in this version?

Is there anywhere I can see a list of all the bug fixes for this version?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: lethosor on October 03, 2014, 03:09:49 pm
Are you asking about DF bugs fixed as of 0.34.11, or DF bugs fixed by DFHack in 0.34.11?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: TheFreshPrince on October 03, 2014, 03:15:00 pm
Both :p I'd love to know all the bugs that are fixed in the complete package I am using, specifically for now though any bugs related to goblins not bringing mounts, as I have had 3 or 4 sieges and they haven't brought anything besides trolls as of yet.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: PatrikLundell on October 03, 2014, 03:35:48 pm
@Psyra: The reason I hadn't encountered the issue with R3 is that I hadn't tried to turn on workflow in that version, so actually nothing strange there.

Something that DOES seem to be new with R4, however, is that I keep getting error messages for the automatically allocated render fat job:"Urist cancels Render fat: Needs 150 unrotten FAT RENDER_MAT-producing glob." and I've also gotten a similar 150 unit message when trying to produce soap (from rendered fat). 150 seems to be an awfully large number. I know I'm out of bags, if it really is an issue with a lack of target containers. It's not an issue of the fat sitting a long while before processing starts so it isn't stale.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: miauw62 on October 03, 2014, 03:44:35 pm
This looks neat, much more in depth than LNP was back in the day...
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Dirst on October 03, 2014, 04:01:46 pm
@Psyra: The reason I hadn't encountered the issue with R3 is that I hadn't tried to turn on workflow in that version, so actually nothing strange there.

Something that DOES seem to be new with R4, however, is that I keep getting error messages for the automatically allocated render fat job:"Urist cancels Render fat: Needs 150 unrotten FAT RENDER_MAT-producing glob." and I've also gotten a similar 150 unit message when trying to produce soap (from rendered fat). 150 seems to be an awfully large number. I know I'm out of bags, if it really is an issue with a lack of target containers. It's not an issue of the fat sitting a long while before processing starts so it isn't stale.
In 0.34 a glob was a count item of no particular size, whereas in 0.40 a glob has a specific size of 150 (which happens to be the same size as a bar).  So a requirement for 150 units means one glob... but one of the underlying scripts might still be thinking that globs are count items.  If the script tries to hand 1 unit of fat to the reaction, the reaction won't happen due to insufficient reagents.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Kryxx on October 03, 2014, 04:42:16 pm

Some constructive feedback here. 

It's 2014, I'll take my graphics.  I accepted text based games back in the 1990, when I had my 286, a single color monitor and each one was worth more than my car.

I don't see any difference between this and R3 when creating worlds.

The Starter Pack launcher looks 100% the same. It still default loads, the boring as hell, curse font with TWBT default loaded.   

This makes the main screen and the main world generation is the default using text (cursed) font.

Make 1 launcher change:  Change the font and fullfont in the init to to whatever graphic font is being used instead of text.   
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Dirst on October 03, 2014, 04:58:45 pm

Some constructive feedback here. 

It's 2014, I'll take my graphics.  I accepted text based games back in the 1990, when I had my 286, a single color monitor and each one was worth more than my car.

I don't see any difference between this and R3 when creating worlds.

The Starter Pack launcher looks 100% the same. It still default loads, the boring as hell, curse font with TWBT default loaded.   

This makes the main screen and the main world generation is the default using text (cursed) font.

Make 1 launcher change:  Change the font and fullfont in the init to to whatever graphic font is being used instead of text.
mifki is the one developing the TWBT plugin, and he's received a number of requests to do the wide-area maps in the text font because the graphics fonts are just odd on those maps.  Other people want to have the graphics font (for familiarity if nothing else).  The end-goal is to have a third font designated for wide-area maps, so the user can choose to use text, or graphics, or a special-purpose map font.

For now, if printmode is set to TWBT then you get text-font maps, and if it is TWBT_LEGACY you get graphics-font maps.  I'm not sure what else that setting changes, if anything.  (DF itself interprets any unknown printmode as STANDARD, so nothing breaks either way.)
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: TheFreshPrince on October 03, 2014, 06:28:53 pm
Both :p I'd love to know all the bugs that are fixed in the complete package I am using, specifically for now though any bugs related to goblins not bringing mounts, as I have had 3 or 4 sieges and they haven't brought anything besides trolls as of yet.

Anyone know?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: lethosor on October 03, 2014, 06:38:37 pm
I don't believe that there have ever been goblin-related bugfixes included with DFHack.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: arcane on October 03, 2014, 06:42:14 pm
Anyone here have experience editing dfhack.init?  I'd like to add definitions so that digFlood will only auto mine gems and ores, and ignore things like bauxite and microline.  I tried opening the thing in notepad and it was practically impossible to read due to the lack of whitespace.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: salithus on October 03, 2014, 06:53:38 pm
Both :p I'd love to know all the bugs that are fixed in the complete package I am using, specifically for now though any bugs related to goblins not bringing mounts, as I have had 3 or 4 sieges and they haven't brought anything besides trolls as of yet.

Anyone know?
The only bugfix in the current dfhack.init-example file is:

# make crafted cloth items wear out with time like in old versions (bug 6003)

LNP_dfhack_onLoad.init:

Spoiler: Pure Bugfixes (click to show/hide)

Spoiler: Performance Tweaks (click to show/hide)




Spoiler: Partial Mouse Control (click to show/hide)
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: salithus on October 03, 2014, 06:57:25 pm
Anyone here have experience editing dfhack.init?  I'd like to add definitions so that digFlood will only auto mine gems and ores, and ignore things like bauxite and microline.  I tried opening the thing in notepad and it was practically impossible to read due to the lack of whitespace.
should be plenty of whitespace D: the dfhack.init-example file has plenty of comments and space.

as far as your specific problem - have you got the commands you want worked out from the DFHack console? if so just add the line(s) to the end of dfhack.init and you should be good to go. might be worth checking out the DFHack threat too: http://www.bay12forums.com/smf/index.php?topic=139553.0
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: PatrikLundell on October 04, 2014, 01:56:33 am
@arcane:
The files are not notepad compatible, but they are e.g. wordpad compatible. So, instead of opening them in notepad, you should specify opening with wordpad or similar. There are a lot of files that aren't very usable in notepad, but work in more competent plain text editors.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Two on October 04, 2014, 03:51:05 am
So I tried R4 yesterday and the graphics look all weird now (I play with Mayday). Not sure if this is how the mayday pack is supposed to look, or if something went wrong with the update.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Ladhar on October 04, 2014, 04:07:19 am
I've been enjoying Dwarf Fortress for some odd months now, playing with the DF Starter Pack (LNP) made by PeridexisErrant, version 40.10.
Yesterday - after throwing a tantrum about the massive bloodsplatters all over the outside of my fortress - I decided to upgrade to the latest version of 40.13 r4 which includes a working version of DFhack (which 40.1 apparently didn't).
Now DFhack did a nice job removing the red menace but I could not help but notice the fact that my text font was all kinds of screwed up.
Here is the example of version 40.10 (no DFhack, obviously)
- Standard zoom
http://www.imgbox.de/users/public/images/Xiqeg91aQw.JPG (http://www.imgbox.de/users/public/images/Xiqeg91aQw.JPG)
- Zoomed ingame
http://www.imgbox.de/users/public/images/wvcvhUTQRY.JPG (http://www.imgbox.de/users/public/images/wvcvhUTQRY.JPG)

Both look slick, clean and scale very well with zoom.

Now, here is the new version - 40.13 r4 - with DFhack
- Standard zoom
http://www.imgbox.de/users/public/images/LUvCd8S14I.JPG (http://www.imgbox.de/users/public/images/LUvCd8S14I.JPG)
- Zoomed ingame
http://www.imgbox.de/users/public/images/Vf25j5mhwI.JPG (http://www.imgbox.de/users/public/images/Vf25j5mhwI.JPG)

The 'sandard' size is incredibly small and zooming in ingame makes it all blurry and fuzzy resulting in a nasty eyestrain.
So I tried taking DFhack out of 40.13 r4 LNP and this is the result:

Version 40.13 r4 with no DFhack
- Standard zoom
http://www.imgbox.de/users/public/images/kAl4aCJtfE.JPG (http://www.imgbox.de/users/public/images/kAl4aCJtfE.JPG)
Zommed ingame
http://www.imgbox.de/users/public/images/moUvaHPx0X.JPG (http://www.imgbox.de/users/public/images/moUvaHPx0X.JPG)

While the zoomed-in text also gets a tad bit fuzzy this is no big deal since the normal font size is more than sufficient for enjoyable reading and nowhere near as bad as with DFhack.
I don't know about the 'underlay' of some of the text. And when viewing the stocks further it gets even more weird.
This picture shows just an example of weird icons:

http://www.imgbox.de/users/public/images/f637H1caSt.JPG (http://www.imgbox.de/users/public/images/f637H1caSt.JPG)

So here I am wondering if this is a quirk with the new DF Starter Pack version, some no-no coming from DFhack or the intended way it works.
Just to be clear: Both instances of DF Starter Pack have the same configurations and I have not messed with either ini/t filies. The only difference is the presence of DFhack.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: fricy on October 04, 2014, 04:36:51 am
@Two: and @Ladhar:
Everything is working as intended. Clue: TWBT (http://www.bay12forums.com/smf/index.php?topic=138754.0)

Quote
- Standard zoom
Here is the example of version 40.10 (no DFhack, obviously)
http://www.imgbox.de/users/public/images/Xiqeg91aQw.JPG
Version 40.13 r4 with no DFhack
- Standard zoom
http://www.imgbox.de/users/public/images/kAl4aCJtfE.JPG
This picture shows just an example of weird icons:
http://www.imgbox.de/users/public/images/f637H1caSt.JPG
This is an example 2D rendering with TTF fonts -basic vanilla display. Text is displayed with truetype fonts or the tileset font, while the map is rendered with a tileset - Phoebus in this case. The weird icons are result of the incomplete ttf implemetation and the tile-reuse limitation of DF. TTF is buggy (disappearing text bug) and unfinished, this is a really looooooong standing issue. Only Toady can fix it.

Quote
Version 40.13 r4 with no DFhack
- Standard zoom
http://www.imgbox.de/users/public/images/kAl4aCJtfE.JPG

And this a screenshot with the TWBT plugin. In short twbt is a plugin for dfhack that (among other features) tries to fix the above problems by using a secondary font to display text. The text tile in this case is the 8x12 ASCII tile, that's why you find it weird. TWBT is not compatible with TTF fonts, but you can use any tileset to display the text, not only the 8x12 one. A non-square font is better in any case, because it let's us display more characters than a 16x16 square one. The fuzziness is a side effect, that can be lowered with a bigger font, but cannot be fixed entirely.

That's the explanation.
The 'fix' you're looking for is trivial: switch PRINT_MODE to 2D for vanilla mode with TTF, and to TWBT for dfhack/twbt rendering for the new mode.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: mifki on October 04, 2014, 04:48:51 am
@PeridexisErrant, I'll try to finish my text tileset generator (http://www.mifki.com/df/fontgen.html) so that we'll be able to create several tilesets for people to choose from and probably also to choose something to be used by default instead of curses font, honestly I don't like it much as well (especially that you use curses_640x300 by default, even not 800x600).
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: fricy on October 04, 2014, 05:07:47 am
@PeridexisErrant, I'll try to finish my text tileset generator (http://www.mifki.com/df/fontgen.html) so that we'll be able to create several tilesets for people to choose from and probably also to choose something to be used by default instead of curses font, honestly I don't like it much as well (especially that you use curses_640x300 by default, even not 800x600).

In the meantime here's a dropbox share (https://www.dropbox.com/sh/gbltkebp9lbtkvz/AACYtDCzXRL0OXA-i3__en_pa?dl=0) with some text tiles.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Ladhar on October 04, 2014, 06:50:19 am
@Two: and @Ladhar:
Everything is working as intended. Clue: TWBT (http://www.bay12forums.com/smf/index.php?topic=138754.0)

Thank you for the prompt reply.
I tinkered a little with the init file and now it looks like what I am used to. Your fix worked perfectly and was - as you said - quite trivial.
It still strikes me as weird though, since the screenshot i marked as '40.13 r4 - with DFhack' in my post is what the game looks like with print_mode:TWBT no matter if TTF is enabled or not.
And the 'weird symbols' actually do not show up in TTF/2D text at all but only in what you described as the screenshot with TWBT.
Anyways, for the time being I will stick with vanilla 2D text since the DFhack version is kind of hard to look at at 1920x1080 and does not upscale well at all (blurr).

Again, I really appreciate your help. Have a nice day.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Two on October 04, 2014, 11:38:53 am
Everything is working as intended.

Definitely not. With the graphics settings as it is right now, I can barely read the text.

How it now looks on my screen with r4:
(http://s1.postimg.org/a7ck6ulhr/dffont.png)

The text is not only extremely small it is also very blurry.

As comparison, this is how it looked with r3:
(http://s21.postimg.org/3mrp2fgcn/dffont_before.png)
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: lethosor on October 04, 2014, 12:40:33 pm
Assuming you're using Windows, delete <DF>/hack/plugins/twbt.plug.dll.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Dirst on October 04, 2014, 01:10:02 pm
@Two: and @Ladhar:
Everything is working as intended. Clue: TWBT (http://www.bay12forums.com/smf/index.php?topic=138754.0)

Thank you for the prompt reply.
I tinkered a little with the init file and now it looks like what I am used to. Your fix worked perfectly and was - as you said - quite trivial.
It still strikes me as weird though, since the screenshot i marked as '40.13 r4 - with DFhack' in my post is what the game looks like with print_mode:TWBT no matter if TTF is enabled or not.
And the 'weird symbols' actually do not show up in TTF/2D text at all but only in what you described as the screenshot with TWBT.
Anyways, for the time being I will stick with vanilla 2D text since the DFhack version is kind of hard to look at at 1920x1080 and does not upscale well at all (blurr).

Again, I really appreciate your help. Have a nice day.
Setting the printmode to 2D disables the TWBT plugin (you'll see a brief message about it when DFHack loads).  The printmodes that support TWBT are mutually exclusive with the printmodes that support TTF; both attempt to solve the same problem in very different ways.  And neither is perfect, although TWBT has the advantage that it is under active development whereas TTF has been put on a back burner.

You can try to get the best of both worlds by specifying a ginormous text font with TWBT and scaling it down.  A 16x24 or 20x30 font should handle any reasonable level of zooming.  See if mifki's fontgen utility can make something to your liking.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Two on October 04, 2014, 01:23:43 pm
Assuming you're using Windows, delete <DF>/hack/plugins/twbt.plug.dll.

My alternate solution is to not update to R4 as this seems to be the only relevant change. ;)

However for future updates I'd love to see this resolved, as the purpose of activating this plugin can hardly be to disable it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Dirst on October 04, 2014, 01:32:55 pm
Assuming you're using Windows, delete <DF>/hack/plugins/twbt.plug.dll.

My alternate solution is to not update to R4 as this seems to be the only relevant change. ;)

However for future updates I'd love to see this resolved, as the purpose of activating this plugin can hardly be to disable it.
My advice above to Ladhar would apply to your situation as well.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: fricy on October 04, 2014, 01:38:24 pm
Assuming you're using Windows, delete <DF>/hack/plugins/twbt.plug.dll.
Just switch to 2D, no need to delete the plugin.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Two on October 04, 2014, 02:14:48 pm
Again: what is the point of an update if the most reasonable thing is to revert it right away?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Authority2 on October 04, 2014, 02:21:17 pm
Again: what is the point of an update if the most reasonable thing is to revert it right away?
For most people like us, the update makes the text more readable - not less. Maybe you're just used to square text and we aren't.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: fricy on October 04, 2014, 02:22:34 pm
Again: what is the point of an update if the most reasonable thing is to revert it right away?
Perhaps not everybody wants to revert it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: LeoCean on October 04, 2014, 02:27:31 pm
Everything is working as intended.

Definitely not. With the graphics settings as it is right now, I can barely read the text.


The text is not only extremely small it is also very blurry.


The r4 one is blurry? Or the r3 one? I'm still on r2 because I did the changes r3 fixed from the fixes posted by lethosor. But none of the issues you guys are having would bother me since you guys have an issue with curses font not twbt and the font is so easy to change.

@Authority2 Is your screensize 1920x1080? I'd imagine those small fonts on a screen that size would be quite small. I can't even stand them on my screen size. The only advantage is that there's more text on the screen.

If people just delete twbt/ the pluggin they will default to the graphical_font and not use the curses text font so yeah it is a "fix" but if they just change their font tileset to be something a little more readable/ bigger they won't have that issue. Though it's not at all noob friendly.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: lethosor on October 04, 2014, 03:07:08 pm
Two's r4 screenshot (http://s1.postimg.org/a7ck6ulhr/dffont.png) is definitely blurry, although it appears to be the default curses font. Has anyone with these issues been able to fix them by zooming in?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: De on October 04, 2014, 05:59:04 pm
Everything is working as intended.

Definitely not. With the graphics settings as it is right now, I can barely read the text.

How it now looks on my screen with r4:
(http://s1.postimg.org/a7ck6ulhr/dffont.png)

The text is not only extremely small it is also very blurry.

As comparison, this is how it looked with r3:
(http://s21.postimg.org/3mrp2fgcn/dffont_before.png)

Agreed, the new releases are flat out not playable.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: LeoCean on October 04, 2014, 06:28:19 pm
Is that really 40_13r3? You sure it isn't r2? R3 should be using the same font as R4 is. That small one, maybe you had changed your font tileset in r3 because it should be that small one in r3 too.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Bradeh on October 05, 2014, 10:52:07 am
Not having any blurry text issues here.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Col_Jessep on October 05, 2014, 02:42:37 pm
Just wanted to say that I would prefer the old font or even better, a very simple font like Arial (is that called sans serif?). The new font as really hard to read, unfortunately.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: ragincajun on October 07, 2014, 01:09:51 pm
Anyone experiencing more crashes than normal lately?  Since r3 I'm getting random crashes.  Just had one switching floors from my forge area to the above floor where I was digging out to tap the magma.  Right when I went up the z-level the game crashed.  So not doing anything unusual.  This just started in r3.  Don't recall any crash issues before.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Taverius on October 07, 2014, 01:14:34 pm
Something I noticed while I was switching ISPs - if you has no internets, the Starter Pack Launcher hangs for a while, and then throws an exception related to not finding dffd.wimbli.

You can continue, but its annoying.

Also, soundsense works best if the plugin in its /dfhack directory (called 'soundsense') is used instead of the basic 'soundsense-season' that's in the default dfhack init.

Maybe put the script in the hack directory and make a dfhack option for it? soundsense-season should be disabled when running it, I think.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Dirst on October 07, 2014, 02:01:54 pm
Something I noticed while I was switching ISPs - if you has no internets, the Starter Pack Launcher hangs for a while, and then throws an exception related to not finding dffd.wimbli.

You can continue, but its annoying.

Also, soundsense works best if the plugin in its /dfhack directory (called 'soundsense') is used instead of the basic 'soundsense-season' that's in the default dfhack init.

Maybe put the script in the hack directory and make a dfhack option for it? soundsense-season should be disabled when running it, I think.
soundsense-season is a very short script that writes "[SEASON] has arrived on the calendar." to the gamelog when you load a game.  That's it.  It doesn't actually invoke SoundSense at all.

The reason it works is because SoundSense watches the gamelog for announcements like that to trigger specific sounds.  Season announcements trigger seasonally-appropriate background music.  Without that initial announcement, SoundSense wouldn't know what to play (and operate with no background music until the next season change).
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: lethosor on October 07, 2014, 03:02:09 pm
Anyone experiencing more crashes than normal lately?  Since r3 I'm getting random crashes.  Just had one switching floors from my forge area to the above floor where I was digging out to tap the magma.  Right when I went up the z-level the game crashed.  So not doing anything unusual.  This just started in r3.  Don't recall any crash issues before.
Have you tried disabling TwbT?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Taverius on October 07, 2014, 03:04:49 pm
Something I noticed while I was switching ISPs - if you has no internets, the Starter Pack Launcher hangs for a while, and then throws an exception related to not finding dffd.wimbli.

You can continue, but its annoying.

Also, soundsense works best if the plugin in its /dfhack directory (called 'soundsense') is used instead of the basic 'soundsense-season' that's in the default dfhack init.

Maybe put the script in the hack directory and make a dfhack option for it? soundsense-season should be disabled when running it, I think.
soundsense-season is a very short script that writes "[SEASON] has arrived on the calendar." to the gamelog when you load a game.  That's it.  It doesn't actually invoke SoundSense at all.

The reason it works is because SoundSense watches the gamelog for announcements like that to trigger specific sounds.  Season announcements trigger seasonally-appropriate background music.  Without that initial announcement, SoundSense wouldn't know what to play (and operate with no background music until the next season change).
I know, but its duplicated information if you run the full 'soundsense' script at the same time.

Sometimes that does nothing notable, and sometimes you get 2 season musics playing concurrently.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: mifki on October 07, 2014, 03:23:40 pm
Anyone experiencing more crashes than normal lately?  Since r3 I'm getting random crashes.  Just had one switching floors from my forge area to the above floor where I was digging out to tap the magma.  Right when I went up the z-level the game crashed.  So not doing anything unusual.  This just started in r3.  Don't recall any crash issues before.
Have you tried disabling TwbT?

Also I remind that I'd be happy if people who experience crashes could enable and upload crash dumps as per instructions in this post (http://www.bay12forums.com/smf/index.php?topic=138754.msg5624349#msg5624349).
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Dusty328 on October 10, 2014, 07:36:46 pm

Just installed r4. My livestock and animal assignment lists no longer show genders! Help!  Is there an easy setting for this?

Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: lethosor on October 10, 2014, 10:06:56 pm
Is the "zone" plugin enabled (run "enable zone" in the DFHack console)?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Dusty328 on October 10, 2014, 10:21:29 pm
"enable zone" doesn't seem to do anything in the console. It just goes to the next line without any notifications (or errors).


For clarity:

in U , no gender symbols
in q - a (assigning an animal to a chain), no gender symbols
in z - animals , gender symbols are displayed.   

In previous versions of the LNP gender signs were shown on all menus.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Meradanis on October 10, 2014, 10:21:52 pm
Question: When I create a world and search for a site to embark, I have colorful ASCII symbols only. But I saw several youtube videos where people used the starter pack and had little elves etc. on their world map. How do I enable that option ?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: LeoCean on October 11, 2014, 12:36:22 am
Changing the PRINT_MODE: to TWBT_LEGACY in your data\init init.txt file.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: PeridexisErrant on October 11, 2014, 12:57:00 am
Just installed r4. My livestock and animal assignment lists no longer show genders! Help!  Is there an easy setting for this?
No idea what's happening here, but I think it's probably a dfhack change - the starter pack is running dfhack defaults on this. 

Question: When I create a world and search for a site to embark, I have colorful ASCII symbols only. But I saw several youtube videos where people used the starter pack and had little elves etc. on their world map. How do I enable that option ?
Changing the PRINT_MODE: to TWBT_LEGACY in your data\init init.txt file.
As well as setting TWBT_LEGACY, you'll also need to find a tileset that has these symbols to set as FONT - otherwise you'll just have fuzzy and stretched ascii, and even with the required tileset I don't think it's worth it to have large and ill-kerned text. 
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: mifki on October 11, 2014, 06:29:03 am
As well as setting TWBT_LEGACY, you'll also need to find a tileset that has these symbols to set as FONT - otherwise you'll just have fuzzy and stretched ascii, and even with the required tileset I don't think it's worth it to have large and ill-kerned text.

What? In legacy mode world map will use GRAPHICS_FONT.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: LeoCean on October 11, 2014, 04:35:55 pm
For some reason it loaded the graphics the same size as the text graphics (that small curse font but I can't get it to do that now with 5.25).

Ok that was a lie seems my twbt tilesize 18 18 ticked in when I had twbt mode on so I wasn't getting that wrong size. Well it still looks better than my earlier test with twbt_legacy. Before though the text went small and unblurry, the fact that it doesn't go small and unblurry saves me from the nightmare that happened before when it was correct but the graphics were rectangles and super small like the font. (ok the reason for the uglyiness before was 5.12 twbt, 5.13 fixed it so it was a blurry 16x16 I think) Ah I don't know about the blurry graphics anymore never mind it's caused by TWBT_LEGACY.  (I was checking it with different twbt versions 5.13,.12,.19.25..... with twbt/legacy)

Twbt_legacy does not seem to have the zoom commands included in it. Version 5.25 included. Honestly a second/third version of next gen where the map was overwritten like in old gen wouldn't be the end of the world would it? Until you did the map thing for next gen. And it'd satisfy people more than old gen does as theres issues with it's graphics (the shadows for one), the blurry text if the graphics and font tilesets are different sizes and the fact twbt tilesize xx xx doesn't work or the keybinding add Ctrl-G "twbt tilesize smaller" doesn't work in it.

I don't know if you fixed the PYLNP launcher in r4 but in r3 it will not change printmode from it. Seems to be a similar issue in r2. I don't want to download r4 just to check that though, I already downloaded r3 to see what issues the smaller text caused after I had the fixes of r3 before r3 was uploaded.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: PeridexisErrant on October 11, 2014, 05:29:50 pm
A new PyLNP has just been released - 0.6 should solve all these issues. Better map support in TwbT is planned in general, keeping bug reports.to the latest versionomakes it much less confusing.

As well as setting TWBT_LEGACY, you'll also need to find a tileset that has these symbols to set as FONT - otherwise you'll just have fuzzy and stretched ascii, and even with the required tileset I don't think it's worth it to have large and ill-kerned text.

What? In legacy mode world map will use GRAPHICS_FONT.
And the text, using FONT, will be rescaled from 8x12 to 16x16 and look fuzzy.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: lethosor on October 11, 2014, 05:33:58 pm
Just installed r4. My livestock and animal assignment lists no longer show genders! Help!  Is there an easy setting for this?
No idea what's happening here, but I think it's probably a dfhack change - the starter pack is running dfhack defaults on this. 
I'm not aware of any zone-related changes. Dusty328, what version of DFHack were you using before? If you were using DFHack 0.34.11-r5, it's possible that that version of this pack included versions of Falconne's plugins (including zone) that weren't merged into the official DFHack repo.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Burakin on October 13, 2014, 04:26:14 am
I like that site zoom has been disconnected from menu text zoom - but i cant figure out how to enlarge my font for the menu's - its just a tad small to keep staring at.

so on the risk of asking a real silly question:

What command can i use to 'zoom' the font size in the menus.
I have searched the forums and have looked at the keybinds file but that didnt help me along.
the 'special zoom' does something unclear - but not text.

the normal [ ] only zooms the map - (although in the main menu of DF it DOES zoom text size]

I am using 40.13 r4
Peridexiserrant keybindings
mayday of phoebus grapics (tried both)

D0rf on

B

edit: for other people having this problem: A workaround is: ESC to main menu and use [ and ] to zoom font size there. It persists when you return to menu.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: PeridexisErrant on October 13, 2014, 05:27:13 am
Not a silly question at all - it's not always clear what component does what.

In this case, text is done by the dfhack addon "Text will be Text".  You can adjust the size of the text tiles with dfhack, by typing "twbt tilesize 8 12"  Those numbers will restore the default size.  I suggest trying "12 18" as an increment that should scale well. 

It's also possible to just use another tileset, but I don't have a suggestion for that.  If you do, just add it to /data/art/ and update the FONT tag in init.txt
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: mifki on October 13, 2014, 05:36:49 am
As well as setting TWBT_LEGACY, you'll also need to find a tileset that has these symbols to set as FONT - otherwise you'll just have fuzzy and stretched ascii, and even with the required tileset I don't think it's worth it to have large and ill-kerned text.

What? In legacy mode world map will use GRAPHICS_FONT.
And the text, using FONT, will be rescaled from 8x12 to 16x16 and look fuzzy.

Yep, but the words "that has these symbols" above are wrong.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: mifki on October 13, 2014, 05:41:30 am
In this case, text is done by the dfhack addon "Text will be Text".  You can adjust the size of the text tiles with dfhack, by typing "twbt tilesize 8 12"  Those numbers will restore the default size.  I suggest trying "12 18" as an increment that should scale well. 

No, this command adjust the size of graphics font. Probably I'll add a command to adjust the text size so that you can bind it to a key. In the meanwhile @Burakin found the correct workaround himself.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Pyro627 on October 14, 2014, 03:49:31 pm
I'm having a serious issue with this pack: Certain keys activate modded features that conflict with default keybindings, but only sometimes. Other times it works perfectly. So far I've noticed the following.

- Using q on a bed then trying to 'create bedroom' with r will open a weird, blank menu. I have to esc out of it to actually make the bedroom, and it's a pain in the butt when making lots of bedrooms.

- Using s for the quad menu opens a menu that does something I can't recall. I have to esc out to get to the squads menu.

- Pressing m activates a menu that lists the material preferences of dwarves. Pressing esc to exit it does not take me to the military screen, just the default top menu. This makes it impossible to access the military screen so long as the bug is active.

This is driving me crazy. Have I messed something up somewhere? How do I make it stop?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: LeoCean on October 14, 2014, 03:55:57 pm
Are you alt tabbing while playing dwarf fortress? Just try it before you alt tab or try it and when it does mess up like you say go back to the main screen where you see the dwarves and can pause/ resume then do w.e and it shouldn't mess up.

Any time you press alt it isn't released by dfhack until it is pressed again (idk) or used to access one of the dfhack menus.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: lethosor on October 14, 2014, 04:02:38 pm
Does that problem only occur with DFHack, or can it occur with DF keybindings as well (for example, binding the buildings menu to Alt-M)?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Pyro627 on October 14, 2014, 04:11:20 pm
Are you alt tabbing while playing dwarf fortress? Just try it before you alt tab or try it and when it does mess up like you say go back to the main screen where you see the dwarves and can pause/ resume then do w.e and it shouldn't mess up.

Any time you press alt it isn't released by dfhack until it is pressed again (idk) or used to access one of the dfhack menus.

I do alt-tab a lot. That sounds like it's it, except for the bit about it releasing alt when you use one of the menus; it'll open up the menus for me multiple times in a row.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: salithus on October 14, 2014, 05:24:00 pm
I run into similar problems if I have QuickFort running.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: LeoCean on October 14, 2014, 05:32:09 pm
Does that problem only occur with DFHack, or can it occur with DF keybindings as well (for example, binding the buildings menu to Alt-M)?

That problem doesn't occur for me anyways I can press alt and alt tab and none of the dfhack menus popup for me on windows 7 64 bit. They work if I hold alt while I press the key they need. (Maybe this is a xp issue? or maybe the issue is fixed and I didn't know that. I've technically never "seen it" with my own eyes, but I do use full screen windowed mode so that could be it but there's no issue when I do press f11 to activate fullscreen and tab)

I can't say what/why you are having those issues pyro I can't duplicate them, it could be something to do with something in r4 (I only have r2/r3 but the dfhack versions are the same) OR possibly your hotkeys, I use Peridexis hotkeys as it allows z layer movement with the mousewheel.

@salithus Hmm could be the problem because those commands use alt + w.e do they not? From what I've seen, I don't have excel so I don't use quickfort. Maybe I do but it's starter edition and very unfriendly to use it with that version.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: salithus on October 14, 2014, 05:37:28 pm
Does that problem only occur with DFHack, or can it occur with DF keybindings as well (for example, binding the buildings menu to Alt-M)?

That problem doesn't occur for me anyways I can press alt and alt tab and none of the dfhack menus popup for me on windows 7 64 bit. They work if I hold alt while I press the key they need. (Maybe this is a xp issue? or maybe the issue is fixed and I didn't know that. I've technically never "seen it" with my own eyes, but I do use full screen windowed mode so that could be it but there's no issue when I do press f11 to activate fullscreen and tab)

I can't say what/why you are having those issues pyro I can't duplicate them, it could be something to do with something in r4 (I only have r2/r3 but the dfhack versions are the same) OR possibly your hotkeys, I use Peridexis hotkeys as it allows z layer movement with the mousewheel.

@salithus Hmm could be the problem because those commands use alt + w.e do they not? From what I've seen, I don't have excel so I don't use quickfort. Maybe I do but it's starter edition and very unfriendly to use it with that version.
Yeah, I didn't dig into it because :effort:, but there's definitely something in qf that's intercepting the alt key handling. I quit (or suspend) it and things work fine.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Pyro627 on October 14, 2014, 05:49:40 pm
Does that problem only occur with DFHack, or can it occur with DF keybindings as well (for example, binding the buildings menu to Alt-M)?

That problem doesn't occur for me anyways I can press alt and alt tab and none of the dfhack menus popup for me on windows 7 64 bit. They work if I hold alt while I press the key they need. (Maybe this is a xp issue? or maybe the issue is fixed and I didn't know that. I've technically never "seen it" with my own eyes, but I do use full screen windowed mode so that could be it but there's no issue when I do press f11 to activate fullscreen and tab)

I can't say what/why you are having those issues pyro I can't duplicate them, it could be something to do with something in r4 (I only have r2/r3 but the dfhack versions are the same) OR possibly your hotkeys, I use Peridexis hotkeys as it allows z layer movement with the mousewheel.

@salithus Hmm could be the problem because those commands use alt + w.e do they not? From what I've seen, I don't have excel so I don't use quickfort. Maybe I do but it's starter edition and very unfriendly to use it with that version.

I'm actually running in windowed more, if that helps.

I also don't think I'm running quickfort, but DF hack seems to have some version of it built in. I'll have to try killing the QF process if there is one.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: PeridexisErrant on October 14, 2014, 07:18:52 pm
DFHack has "digfort", which is basically QF-lite.

The alt-tab issue is fixed the first time you tap 'alt', so it's easy to fix or miss. 
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Akhier the Dragon hearted on October 15, 2014, 02:25:26 am
   Quick question, In my latest fort with r4 when I try to follow a dwarf instead of centering the screen it puts the dwarf I am following just off screen to the right. Does anyone know whats wrong and how to fix it?
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: PeridexisErrant on October 15, 2014, 02:31:04 am
It's a TwbT bug since fixed - get the newer plugin from http://build.mifki.com/
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Akhier the Dragon hearted on October 15, 2014, 02:35:46 am
Ah, much appreciated

Edit: Yep, that fixed it right up
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: peri609667 on October 16, 2014, 05:36:08 am
I'm having trouble getting the graphics packs to work properly. I'm using phoebus and the main view works once I've embarked but any other time (world gen, selecting embark location, map tab) it displays in ASCII. Any idea what's going on? Never had this issue with previous versions.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: LeoCean on October 16, 2014, 08:17:04 am
You can use TWBT_LEGACY printmode in the init.txt in data/init to have the regular map, I've asked for the "next gen" version to include that map but...
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: peri609667 on October 16, 2014, 08:26:49 am
You can use TWBT_LEGACY printmode in the init.txt in data/init to have the regular map, I've asked for the "next gen" version to include that map but...
Awesome that worked, thanks. The text seems sort of stretched and blurry compared to 0.34.XX packs but I'm fine with it for detailed maps again.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: LeoCean on October 16, 2014, 08:41:59 am
Well you should probably switch back to TWBT once you embark and the game saves as TWBT_LEGACY is kind of outdated in some areas.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 16, 2014, 07:05:13 pm
The Starter Pack has updated to 40_13 r5!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This one is more of a 'normal' update than we've had for a while - miscellaneous upgrades and bugfixes.  The PyLNP has a few fixes, and now shows which keybindings, color scheme, and embark profiles you have installed.  TwbT no longer interferes with following a unit.  Large grazers no longer starve, so bring on the war elephants!  There are a couple of other tiny patches, but that's the important stuff - time to strike the earth!

Changelog:
 - updated PyLNP to v0.6
 - updated Legends Viewer to v1.13.21; misc bugfixes
 - updated TwbT to v5.24; misc bugfixes
 - removed TwbT zoom keybindings, as normal zoom now works (zoom text at main menu)
 - updated all graphics to fix Grazer issue (large animals starving)

MD5:  CE05680D5AD3C9BF66C87F6C7E337326
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Dirst on October 16, 2014, 07:48:55 pm
Thanks for the excellent work curating all the stuff that makes DF playable.

Just an FYI, Norton flags pylnp.exe as malware based on it having near-zero history with their users.  Just restore the file, and after enough people do that it will stop getting flagged for future users.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: salithus on October 16, 2014, 09:23:11 pm
The Starter Pack has updated to 40_13 r5!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This one is more of a 'normal' update than we've had for a while - miscellaneous upgrades and bugfixes.  The PyLNP has a few fixes, and now shows which keybindings, color scheme, and embark profiles you have installed.  TwbT no longer interferes with following a unit.  Large grazers no longer starve, so bring on the war elephants!  There are a couple of other tiny patches, but that's the important stuff - time to strike the earth!

Changelog:
 - updated PyLNP to v0.6
 - updated Legends Viewer to v1.13.21; misc bugfixes
 - updated TwbT to v5.24; misc bugfixes
 - removed TwbT zoom keybindings, as normal zoom now works (zoom text at main menu)
 - updated all graphics to fix Grazer issue (large animals starving)

MD5:  CE05680D5AD3C9BF66C87F6C7E337326
I'm travelling through Saturday, so if someone else feels like putting together a torrent it would definitely not hurt my feelings.... <_<
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: gopp on October 16, 2014, 11:14:44 pm
Does this new version fix any performance bugs?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 16, 2014, 11:19:55 pm
Does this new version fix any performance bugs?

Nope.  The only in-game bugs it fixes relate to following units, and the pasture requirements for grazers.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: gopp on October 16, 2014, 11:55:02 pm
Does this new version fix any performance bugs?

Nope.  The only in-game bugs it fixes relate to following units, and the pasture requirements for grazers.

Aw man, i hoped i could play the new version, but i get some horrible FPS when trees start dropping crap all over the map & some other unknown reasons.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PatrikLundell on October 17, 2014, 05:59:09 am
When switching from r4->r5 dropped items/stockpiles (carried over with the save) changed from being displayed as icons to being just black squares. I suppose something has happend to the phoebus_16x16 tileset I'm using, or tilesets in general. I haven't done any deeper investigation of what's affected, but it's at least several types of clothing. I assume it's something simple that's broken, but if you want me to do a deeper investigation I can do that.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 17, 2014, 10:21:14 am
So they use to look like clothes but now they all look the same right? It's to do with the overrides tileset and the overrides.txt. Is there a overrides.txt in your data/init folder and a Vanilla DF - 24x - Items in your data/arts folder.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: bigolslabomeat on October 17, 2014, 10:50:38 am
So they use to look like clothes but now they all look the same right? It's to do with the overrides tileset and the overrides.txt. Is there a overrides.txt in your data/init folder and a Vanilla DF - 24x - Items in your data/arts folder.

Having same issue as PatrikLundell.

Extracted zip, ran copy batch file, applied Spacefox tileset and loaded up the game.  Lots of items are now black squares and quite a lot of tiles are not the same (I think the differing tiles are an update as there are new files in the art subfolder).

I have both the files you mention, they appear identical in r4 and r5.  Anything that I can try differently to test or more information I can provide?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 17, 2014, 12:01:31 pm
Are you guys perhaps on 2d printmode? I'm seeing r5 defaults to curses font and curses graphics font and 2d printmode.

Ah nevermind all of mephs items overrides are appearing black, this is from twbt. Ah yes this is a issue in 2.24 I thought that was the newest version (when I saw the update) but this was fixed in 2.25 quite awhile ago (6-7 days ago).  You can get 2.26 here (http://do1.mifki.com:8810/dashboard;jsessionid=wlogyonuvf3j130nl4hnmhwsh) just extract whats in the 40.13 folder to Dwarf Fortress 40_13 Starter Pack r5\Dwarf Fortress 0.40.13\hack\plugins and overwrite.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: bigolslabomeat on October 17, 2014, 12:04:56 pm
Are you guys perhaps on 2d printmode? I'm seeing r5 defaults to curses font and curses graphics font and 2d printmode.

Ah nevermind all of mephs items overrides are appearing black, this is from twbt. Ah yes this is a issue in 2.24 I thought that was the newest version (when I saw the update) but this was fixed in 2.25 quite awhile ago (6-7 days ago).  You can get 2.26 here (http://do1.mifki.com:8810/dashboard;jsessionid=wlogyonuvf3j130nl4hnmhwsh) just extract whats in the 40.13 folder to Dwarf Fortress 40_13 Starter Pack r5\Dwarf Fortress 0.40.13\hack\plugins and overwrite.

Can confirm this fixes it, but URL is http://do1.mifki.com:8810/dashboard (non Session ID based one).

Thanks!

Edit: Not sure how I feel about the Spacefox modifications, nice that there is some more "texture" to certain blocks and numbered water looks way better.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PatrikLundell on October 17, 2014, 12:11:01 pm
Thanks LeoClean!

It works as it should again when the 4 files were replaced.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 17, 2014, 01:00:50 pm
Heh yeah I didn't notice the session part of it.

Quote
Edit: Not sure how I feel about the Spacefox modifications, nice that there is some more "texture" to certain blocks and numbered water looks way better.

The other grass? It was added because alt tiles made it look like poop without them, and I didn't want to include the same ones as the other ones. The stone had to be changed though because it blended so well with the stone on the floor making it pretty hard to tell where the floor started and wall started in youtube videos at least on the brown stone at least. Mephs masterwork inspired the water textures in the numbers for water, Lava should be pretty interesting with that.

The added overrides for spacefox makes it look much nicer though. https://www.dropbox.com/sh/wbnkz8h0205njdj/AABJUDEJbn9dPEbdaZWkwATQa?dl=0 They should work with most of the other tilesets too.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 17, 2014, 01:57:05 pm
Does this new version fix any performance bugs?
This isn't a new version of DF - the only problems the new version of this pack fixes are with third-party utilities or raw/configuration files that weren't updated.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: MichaelB on October 18, 2014, 07:22:12 am
Since upgrading to r5 one of my saved games crashes every time you try to follow a creature while my other save game is working fine. If I change the print mode to anything other than TWBT it appears to work fine. Also, if I leave the window the default size on load it works fine (with TWBT) but if I maximise the window it it will crash. I've upgraded TWBT to 5.26 but this does not appear to change anything. I've been using the PyLNP launcher mostly but I've also tested it with the old launcher too.

This game has used a few DFHack commands, digv, digtype and clean mostly so perhaps something has been corrupted. Do you guys think it is worth investigating? I'm happy to provide files if you want.

Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: MIC132 on October 18, 2014, 08:55:42 am
In the newest (r5) version, in the pyNLP launcher, I can't change pop-cap and such. Nothing pops up when I click them.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 18, 2014, 09:05:41 am
Since upgrading to r5 one of my saved games crashes every time you try to follow a creature while my other save game is working fine. If I change the print mode to anything other than TWBT it appears to work fine. Also, if I leave the window the default size on load it works fine (with TWBT) but if I maximise the window it it will crash. I've upgraded TWBT to 5.26 but this does not appear to change anything. I've been using the PyLNP launcher mostly but I've also tested it with the old launcher too.

This game has used a few DFHack commands, digv, digtype and clean mostly so perhaps something has been corrupted. Do you guys think it is worth investigating? I'm happy to provide files if you want.
If it only occurs with TwbT enabled, it's almost certainly a TwbT problem.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Pidgeot on October 18, 2014, 10:55:11 am
In the newest (r5) version, in the pyNLP launcher, I can't change pop-cap and such. Nothing pops up when I click them.

Fixed for the next PyLNP release.
Title: Re: Dwarf Fortress 40_13 Starter Pack r4
Post by: Kyeld on October 18, 2014, 12:56:33 pm
I'm having a serious issue with this pack: Certain keys activate modded features that conflict with default keybindings, but only sometimes. Other times it works perfectly. So far I've noticed the following.

- Using q on a bed then trying to 'create bedroom' with r will open a weird, blank menu. I have to esc out of it to actually make the bedroom, and it's a pain in the butt when making lots of bedrooms.

- Using s for the quad menu opens a menu that does something I can't recall. I have to esc out to get to the squads menu.

- Pressing m activates a menu that lists the material preferences of dwarves. Pressing esc to exit it does not take me to the military screen, just the default top menu. This makes it impossible to access the military screen so long as the bug is active.

This is driving me crazy. Have I messed something up somewhere? How do I make it stop?

I'm having the same issue, the only fix I've found is to press alt again after alt+tabbing into the game, then the keybinds work normally. I've never experienced this bug before, the last Starter Pack version I used was 40_06 r1.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 18, 2014, 02:29:40 pm
It's a fairly common problem on Windows. Does it occur if you disable Quickfort (if you have it enabled)?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: paranoidweazle on October 18, 2014, 02:32:10 pm
Hey guys,

My game crashes as well when I use the command "stonesense overlay".
The game is extracted and I have a world in which I have already embarked.
I just updated my .NET framework and the issue still persists.

I'd provide a crash report, but I wouldn't know where to find it.
Any idea what could be going wrong? and is there any other information you guys need from me?

Thanks in advance, pretty excited to get playing this modpack when I get all the features running.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: MaximumZero on October 18, 2014, 02:54:14 pm
I have a really dumb question. How do I turn most of the DFHack stuff that shows up inside DF off? I like nanofort, and DwarfTherapist access, but that's really all I want. I've come to some serious problems where DFHack utilities are using the same keybinds as stuff in DF. I can't access my military screen, can't move my embark site down/south, and a few other problems.

I just want to play a game.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 18, 2014, 03:08:11 pm
Well that could be the hotkeys you are you using, the game should show you which keys to press to access that menu and the moving of the embark site can be different than it was before the addition of the nano fort/ sand indicator so check that hotkey too.

dfhack.init should be where you'd disable most of the stuff. Have fun with it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: MaximumZero on October 18, 2014, 03:22:01 pm
Much appreciated.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 18, 2014, 03:40:19 pm
I have a really dumb question. How do I turn most of the DFHack stuff that shows up inside DF off? I like nanofort, and DwarfTherapist access, but that's really all I want. I've come to some serious problems where DFHack utilities are using the same keybinds as stuff in DF. I can't access my military screen, can't move my embark site down/south, and a few other problems.

I just want to play a game.
DFHack keybindings don't conflict with default DF keybindings - either you've changed your keybindings, or your "Alt" key is stuck (as mentioned a few posts above).


Hey guys,

My game crashes as well when I use the command "stonesense overlay".
The game is extracted and I have a world in which I have already embarked.
I just updated my .NET framework and the issue still persists.

I'd provide a crash report, but I wouldn't know where to find it.
Any idea what could be going wrong? and is there any other information you guys need from me?

Thanks in advance, pretty excited to get playing this modpack when I get all the features running.
I don't believe the overlay works with DF 0.40.xx yet.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: paranoidweazle on October 18, 2014, 04:18:19 pm
Alright, then I'll wait around for it.

Much appreciated.  :)
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Pidgeot on October 18, 2014, 04:34:54 pm
I have a really dumb question. How do I turn most of the DFHack stuff that shows up inside DF off? I like nanofort, and DwarfTherapist access, but that's really all I want.

There's a toggle to disable all of DFHack in the PyLNP launcher (on the DFHack tab) if you really want to. I don't know anything about nanofort, but Dwarf Therapist doesn't require DFHack.

Of course, this also disables TWBT, since that's a DFHack plugin - so the graphics are going to be different if you do this. You may want to set the Print Mode to 2D in that case, so you can have TrueType.

If you want to keep TWBT active, but ditch everything else, you'd have to do what LeoCean suggested and edit dfhack.init to rip out everything you don't want.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Dirst on October 18, 2014, 04:40:42 pm
I have a really dumb question. How do I turn most of the DFHack stuff that shows up inside DF off? I like nanofort, and DwarfTherapist access, but that's really all I want. I've come to some serious problems where DFHack utilities are using the same keybinds as stuff in DF. I can't access my military screen, can't move my embark site down/south, and a few other problems.

I just want to play a game.
DFHack keybindings don't conflict with default DF keybindings - either you've changed your keybindings, or your "Alt" key is stuck (as mentioned a few posts above).


Hey guys,

My game crashes as well when I use the command "stonesense overlay".
The game is extracted and I have a world in which I have already embarked.
I just updated my .NET framework and the issue still persists.

I'd provide a crash report, but I wouldn't know where to find it.
Any idea what could be going wrong? and is there any other information you guys need from me?

Thanks in advance, pretty excited to get playing this modpack when I get all the features running.
I don't believe the overlay works with DF 0.40.xx yet.
The embark utilities steal the s key on the embark screen, which collides with selecting a symbol for a location note. I just changed select symbol to capital S, but it was a collision.

I also recommend changing embark to alt-e.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 18, 2014, 06:18:59 pm
Ah, I forgot about the problem on the notes screen. I did submit a patch for that, so it should be fixed in the next version. (My point was that the "s" key isn't used for moving the embark site by default.)
If you're looking for a way to prevent embarking accidentally, there are options in d_init.txt to control that, both on the site selection and material selection screens (EMBARK_WARNING_ALWAYS and POST_PREPARE_EMBARK_CONFIRMATION, respectively).
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Kyeld on October 20, 2014, 01:22:59 am
It's a fairly common problem on Windows. Does it occur if you disable Quickfort (if you have it enabled)?

I don't have any utilities enabled on the launcher. 
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: ignite on October 20, 2014, 03:41:15 am
Last time i played DF was ~1 year ago. That time i used DF Lazy Newb pack to start DF with Phoebus tileset. Now i installed Starter pack, and have one problem. When i choose some of graphic tilesets and start the game, i see DF menu with pretty fonts .... for a second... and then something goes wrong i suggest, screen blinks for a moment and default DF fonts appears. Also i see my choosen tileset on main game map (when embarked), but world map (on side screen and on world map when choosing place to embark) is styled in ASCII default. When i used Lazy Newb Pack, all of these (fonts, main screen, map screen) was styled in choosen tileset. What might be a problem, guys? Tried to switch True Type Fonts on/off with no effect
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 20, 2014, 04:12:41 am
It's a fairly common problem on Windows. Does it occur if you disable Quickfort (if you have it enabled)?
I don't have any utilities enabled on the launcher.
As noted a while ago, most problems with malfunctioning keybindings are because alt-tabbing leaves the alt key 'stuck'; tapping alt again resets this.  It's due to a SDL bug, so not much can be done by anyone but Toady. 

When i choose some of graphic tilesets and start the game, i see DF menu with pretty fonts .... for a second... and then something goes wrong i suggest, screen blinks for a moment and default DF fonts appears. Also i see my choosen tileset on main game map (when embarked), but world map (on side screen and on world map when choosing place to embark) is styled in ASCII default.
This is normal, thanks to the dfhack plugin "Text will be Text" - menus and text screens use ASCII, while the map itself uses graphics tiles (it also allows custom item/building graphics and multi-level view).  It's better than truetype because it works on all screens, and can even use a different tilesize to fit in more information.

Once you embark, you'll see the difference!  The world map uses ascii because the plugin isn't finished yet  ;D
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Dirst on October 20, 2014, 09:42:54 am
When i choose some of graphic tilesets and start the game, i see DF menu with pretty fonts .... for a second... and then something goes wrong i suggest, screen blinks for a moment and default DF fonts appears. Also i see my choosen tileset on main game map (when embarked), but world map (on side screen and on world map when choosing place to embark) is styled in ASCII default.
This is normal, thanks to the dfhack plugin "Text will be Text" - menus and text screens use ASCII, while the map itself uses graphics tiles (it also allows custom item/building graphics and multi-level view).  It's better than truetype because it works on all screens, and can even use a different tilesize to fit in more information.

Once you embark, you'll see the difference!  The world map uses ascii because the plugin isn't finished yet  ;D
Well, the large-area maps don't have their own font yet because the plug-in isn't finished.  There is a work-around if you absolutely, positively hate seeing the text font on your maps (pick the TWBT_LEGACY draw mode), but it's recommended that you stick with TWBT mode.

TWBT is a very different way to solve the same problem that TrueType addresses (namely, menu text that's too wide and sprinkled with odd symbols).  TWBT has the advantage that it is under active development, whereas TrueType support is on the same back burner as all of the other graphic features in vanilla.

If you're interested in the technical details, the plug-in has its own thread here (http://www.bay12forums.com/smf/index.php?topic=138754).
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 20, 2014, 01:50:40 pm
It's a fairly common problem on Windows. Does it occur if you disable Quickfort (if you have it enabled)?
I don't have any utilities enabled on the launcher.
As noted a while ago, most problems with malfunctioning keybindings are because alt-tabbing leaves the alt key 'stuck'; tapping alt again resets this.  It's due to a SDL bug, so not much can be done by anyone but Toady. 
Yes, but several of the people who reported problems with "Alt" had Quickfort enabled, and the problem went away after disabling it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: salithus on October 20, 2014, 01:53:23 pm
It's a fairly common problem on Windows. Does it occur if you disable Quickfort (if you have it enabled)?
I don't have any utilities enabled on the launcher.
As noted a while ago, most problems with malfunctioning keybindings are because alt-tabbing leaves the alt key 'stuck'; tapping alt again resets this.  It's due to a SDL bug, so not much can be done by anyone but Toady.
This isn't exactly true - QuickFort on windows also intercepts the Alt key, which is why when people bring it up that's something I ask them to check. It results in a slightly different behavior:

SDL bug - Alt key is "stuck" on, resulting in key being ALT+key, eg "a" becomes "ALT+a"
QF bug - Alt key is intercepted, resulting in ALT+key not being registered at all, eg "ALT+s" doesn't do anything at all.


e: ninja'd D:
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: BoogieMan on October 20, 2014, 04:50:28 pm
With the new version, autolabor and partial mouse control keep re-enabling themselves, even though I turned them off last time I played and they show as unchecked in the launcher. Autolabor especially is really screwing things up, how turning off all hauling for virtually everyone when there is a lot of hauling jobs needing done is a good idea is beyond me. Every time I load my save, boom, have to fix it all over again. I tried enabling them both, loading, saving and exiting.. Then disabling, and repeating but it didn't change anything.

Any ideas how to deal with this?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 20, 2014, 04:56:13 pm
Are they still enabled in dfhack.init, onLoadWorld.init, or any other .init files in the DF folder?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: BoogieMan on October 20, 2014, 05:01:16 pm
Are they still enabled in dfhack.init, onLoadWorld.init, or any other .init files in the DF folder?

I couldn't find anything that seemed to control partial mouse control, but onLoadWorld.init shows "multicmd autolabor 0"

The other mentioned files has nothing within that seems to control those. At least searching for "labor" and "mouse" didn't turn up anything that seemed relevant.

Can't disable it before loading the save game either, it just tells me the game isn't active.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 20, 2014, 05:33:03 pm
All this stuff is usually handled through onLoadWorld.init

First, it disables persistent plugins.  Second, it loads and runs the launcher settings - so I suspect that you've got something active in LNP_dfhack_onLoad.init or PyLNP_dfhack_onLoad.init
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: BoogieMan on October 20, 2014, 06:17:45 pm
All this stuff is usually handled through onLoadWorld.init

First, it disables persistent plugins.  Second, it loads and runs the launcher settings - so I suspect that you've got something active in LNP_dfhack_onLoad.init or PyLNP_dfhack_onLoad.init

That was it. I changed it to zero.. What is odd, though, is in both launchers they showed as disabled. What should I type in for disabling the mouse control? I changed enabled to disabled, but that didn't seem to be the right syntax.

 Thanks!

EDIT: I just commented out the mouse control variable and that seems to have fixed it.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Ostar on October 22, 2014, 11:59:36 pm
TWBT still giving me problems. When I play on my Win7 widescreen desktop with r5, I still have the bug where the screen is off centered when it moves to a Dwarf after having baby, a mood, etc.
Playing r5 on my Vista laptop  (1280x800), everything loads but then TWBT causes the loading screen to scramble, with random characters all over instead of the menus appearing, and I can't start the game because nothing is readable. Changing Print Mode to 2D makes the loading screen appear as normal, and I can start the game.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: BoogieMan on October 23, 2014, 06:07:08 pm
I'm having another issue which I haven't been able to solve.

I upgraded PE releases and did the copy data from older starter pack. Current save game started in r4. I am using Ironhand tileset, which I usually do.. However I switched using the launcher, to Phoebus to check it out since I hadn't seen it in awhile. I decided to change back to Ironhand and use Phoebus in my next game. Problem is, I have most of the Ironhand graphics but the smoothed walls are clearly Phoebus walls, but when engraved turn mostly black like unmapped squares. And most items dropped (seems to be items that are wearable) on the ground are just black boxes. I've tried swapping (and updating save games) back and forth, and even to entirely different ones but it isn't fixing the issue.

I don't recall ever having the issues before and I've never attempted it without the launcher doing it for me. I think it first occurred after upgrading to r5 from r4.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 23, 2014, 06:09:08 pm
Screenshots?  It's hard to diagnose graphics issues from a description, and I don't recognise either of these problems.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: BoogieMan on October 23, 2014, 06:17:50 pm
Screenshots?  It's hard to diagnose graphics issues from a description, and I don't recognise either of these problems.

Good point. :) Here you go:


Here you can see the different walls:

Spoiler (click to show/hide)

Bottom left, near the archery range those black tiles are arrows. Most other wearable items look the same. Engraved walls also look weird. Kind of like chain links - also near bottom left in my closed cell with my Werelizard Miner.

Spoiler (click to show/hide)


I know swapped from Ironhand to Phoebus, and maybe I checked out a few others before finally going back to Ironhand.. I don't recall specifically. I wasn't really paying attention because it's never been an issue of note before.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 23, 2014, 08:05:16 pm
Update your twbt version to 5.27 that will fix it. Here (http://do1.mifki.com:8810/dashboard) It's interesting it does that to engraved walls but I think the current version of twbt at that time already had fixed this problem. 5.25 did I'm pretty sure because mifki had just added the ability to color background tiles differently. But when the current version of the lazynewbpack came out it came out with the 5.24 version, I assume it wasn't realized that it was updated to 5.25 because by the time of the release it had already been out for 7-10 days from what I remember when I looked into that awhile ago.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: mifki on October 23, 2014, 08:34:41 pm
I know swapped from Ironhand to Phoebus, and maybe I checked out a few others before finally going back to Ironhand.. I don't recall specifically. I wasn't really paying attention because it's never been an issue of note before.

Did you update raws/savegame after changing tileset? It looks like you didn't.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: BoogieMan on October 24, 2014, 12:07:24 pm
I know swapped from Ironhand to Phoebus, and maybe I checked out a few others before finally going back to Ironhand.. I don't recall specifically. I wasn't really paying attention because it's never been an issue of note before.

Did you update raws/savegame after changing tileset? It looks like you didn't.

Yes.


Update your twbt version to 5.27 that will fix it. Here (http://do1.mifki.com:8810/dashboard) It's interesting it does that to engraved walls but I think the current version of twbt at that time already had fixed this problem. 5.25 did I'm pretty sure because mifki had just added the ability to color background tiles differently. But when the current version of the lazynewbpack came out it came out with the 5.24 version, I assume it wasn't realized that it was updated to 5.25 because by the time of the release it had already been out for 7-10 days from what I remember when I looked into that awhile ago.


I'll give that a shot, thank you. I assume that is something that comes with the starter pack by default?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 24, 2014, 02:18:10 pm
Yes, just install what's in the 40.13 folder of that download to dfhack/pluggins and overwrite. You can see in the changelog that, that exists is in the latest version the 5.24 version of it.


I know swapped from Ironhand to Phoebus, and maybe I checked out a few others before finally going back to Ironhand.. I don't recall specifically. I wasn't really paying attention because it's never been an issue of note before.

Did you update raws/savegame after changing tileset? It looks like you didn't.

If you had 5.24 you could check yourself and see that issue where all the overrides turn black because of twbt. It was around the time you started your work on the background and foreground colors and then by 5.25 it was fixed. I already checked this issue a week or more ago so that's how I knew.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 24, 2014, 02:31:37 pm
dfhack/pluggins
It's actually <Dwarf Fortress folder>/hack/plugins.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: BoogieMan on October 24, 2014, 06:08:52 pm
I did extract and overwrite those 4 dlls to the hack/plugins folder and it did fix items on the ground, however, my walls are still screwed up. I tried changing the tileset over and back again, but it didn't have any effect.  ???
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 24, 2014, 07:06:30 pm
dfhack/pluggins
It's actually <Dwarf Fortress folder>/hack/plugins.

Well close enough  :P I've been thinking of other things.

I did extract and overwrite those 4 dlls to the hack/plugins folder and it did fix items on the ground, however, my walls are still screwed up. I tried changing the tileset over and back again, but it didn't have any effect.  ???

Are you using linux? Check that the GRAPHICS_FONT is set correctly in the init.txt in Dwarf Fortress 40_13 Starter Pack r5\Dwarf Fortress 0.40.13\data\init.... I've really no idea what this issue is cause I engraved things as a test in the version of r5 I have and added 5.27 and the engravings are fine but then again I haven't personally seen them like your picture before anyways so...
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 24, 2014, 07:57:40 pm
Are you using linux?
If so, this pack may not be for you :)  I mean, it's probably possible to use it with WINE or something, but I only support Windows Vista - 8.1, and a native Linux pack is available:  http://dffd.wimbli.com/file.php?id=8936
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 24, 2014, 08:23:16 pm
Are you using linux?
If so, this pack may not be for you :)  I mean, it's probably possible to use it with WINE or something, but I only support Windows Vista - 8.1, and a native Linux pack is available:  http://dffd.wimbli.com/file.php?id=8936
Beautato's pack also uses a different naming scheme, not to mention the fact that Linux doesn't use .dll's or backslashes in paths. Disregarding that, I don't think the behavior of graphics packs varies across platforms (aside from a few bugs in libgraphics), although some TwbT bugs could be platform-specific (from what I remember, some builds are only tested on OS X).
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: BoogieMan on October 24, 2014, 11:35:47 pm
dfhack/pluggins
It's actually <Dwarf Fortress folder>/hack/plugins.

Well close enough  :P I've been thinking of other things.

I did extract and overwrite those 4 dlls to the hack/plugins folder and it did fix items on the ground, however, my walls are still screwed up. I tried changing the tileset over and back again, but it didn't have any effect.  ???

Are you using linux? Check that the GRAPHICS_FONT is set correctly in the init.txt in Dwarf Fortress 40_13 Starter Pack r5\Dwarf Fortress 0.40.13\data\init.... I've really no idea what this issue is cause I engraved things as a test in the version of r5 I have and added 5.27 and the engravings are fine but then again I haven't personally seen them like your picture before anyways so...

Nope, Windows 7 Ultimate 64bit.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 25, 2014, 02:28:18 am
Re download the r5 pack then copy over that 5.27 version of twbt, I'm using the same windows edition as you so that is a weird issue. Only thing is I use spacefox but I can't see the issue only being with phoebus or ironhand.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Hoodaya on October 25, 2014, 09:23:28 am
Hi there, I'm new to Dwarf fortress and was wondering. I am trying to use the starter pack but after I start the starter pack launcher and start Dwarf Fortress with the Phoebus graphics pack installed it doesn't actaully use the Phoebus graphics set it just goes back to ASCII when I start a new world or when I start the plots. Is it supposed to to that? I played with the old 2012 starter pack and it doesn't do that, so Im wondering what I'm doing wrong here.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 25, 2014, 10:21:52 am
Delete <Dwarf Fortress folder>/hack/plugins/twbt.plug.dll

By the way, is there a reason the link to Beautato's pack in the first post points to DFFD instead of the forum thread (http://www.bay12forums.com/smf/index.php?topic=140966.0)?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: fricy on October 25, 2014, 10:40:24 am
Hi there, I'm new to Dwarf fortress and was wondering. I am trying to use the starter pack but after I start the starter pack launcher and start Dwarf Fortress with the Phoebus graphics pack installed it doesn't actaully use the Phoebus graphics set it just goes back to ASCII when I start a new world or when I start the plots. Is it supposed to to that? I played with the old 2012 starter pack and it doesn't do that, so Im wondering what I'm doing wrong here.

You're doing nothing wrong: The Starter pack comes with the TWBT  (http://www.bay12forums.com/smf/index.php?topic=138754.0)plugin activated to for advanced graphics, like multilevel view, unique item overrides, and multiple tilesheets. The result of this is that the menus and the worldgen map are displayed with ASCII, and only the fortess uses the Phoebus tiles. This comes with the price that ttf fonts are unavaliable, you need to revert to the old rendering if you want that.
Contrary to what lethosor advises, there's no need to delete the plugin for this, you can disable it simply by switching print mode to 2D in the graphics tab of the Pylnp launcher.
Sidenote: If you want to use twbt you should upgrade it (http://do1.mifki.com:8810/dashboard), the version that comes with the pack had some bugs in it fixed since.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: smjjames on October 25, 2014, 04:59:08 pm
*pokes fricy to update the graphics set compilation* Please? :)

No idea when Mike Mayday is going to do an official release of his graphics pack.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: fricy on October 25, 2014, 07:38:13 pm
*pokes fricy to update the graphics set compilation* Please? :)

No idea when Mike Mayday is going to do an official release of his graphics pack.

Yes, Master! (https://github.com/fricy/DFgraphics)
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: smjjames on October 25, 2014, 07:58:13 pm
*pokes fricy to update the graphics set compilation* Please? :)

No idea when Mike Mayday is going to do an official release of his graphics pack.

Yes, Master! (https://github.com/fricy/DFgraphics)

Lol, wasn't trying to demand and I thought you had maybe gone to bed as it's almost 3 am where you are.

Thanks though.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: fricy on October 26, 2014, 04:50:21 am
Lol, wasn't trying to demand and I thought you had maybe gone to bed as it's almost 3 am where you are.
Thanks though.
Lol, no worries, I was up and doing it anyways. Just that your comment came less than an hour after the new release. :)
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: FrankyPlaysGames on October 26, 2014, 10:00:12 am
Can't wait for the new pack to come out, way too lazy to install stuff myself.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Sca1ey on October 26, 2014, 04:48:31 pm
Could you stop the launcher from throwing an exception when not connected to the internet? I know it's a minor thing, but it is a bit annoying :)
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 26, 2014, 05:20:21 pm
Which launcher? PyLNP or the old launcher?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 26, 2014, 05:23:42 pm
Can't wait for the new pack to come out, way too lazy to install stuff myself.
I'm planning to wait for DFHack, and possibly Dwarf Therapist - stability of the feature set is fairly important.  I *may* release a separate pre-release pack for 40.14 before that, but I'm insanely busy for the next few weeks - we'll see.

Could you stop the launcher from throwing an exception when not connected to the internet? I know it's a minor thing, but it is a bit annoying :)
Try using the PyLNP - it's the same but better, including fixing this issue, and I'm removing the old launcher soon.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: FrankyPlaysGames on October 26, 2014, 07:32:22 pm
Can't wait for the new pack to come out, way too lazy to install stuff myself.
I'm planning to wait for DFHack, and possibly Dwarf Therapist - stability of the feature set is fairly important.  I *may* release a separate pre-release pack for 40.14 before that, but I'm insanely busy for the next few weeks - we'll see.
All work and no packs make Franky a busy man.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: My Urist Eternal on October 26, 2014, 09:40:11 pm
I'm planning to wait for DFHack, and possibly Dwarf Therapist - stability of the feature set is fairly important.  I *may* release a separate pre-release pack for 40.14 before that, but I'm insanely busy for the next few weeks - we'll see.

Take your time...you're doing heroic work as it is...  :D
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Hoodaya on October 27, 2014, 10:02:08 am
Hey I'm using the Dwarf Fortress 40_13 Starter Pack r5, and heard about the stonesense overlay. I tried it out in Dwarf Fortress after I embarked and tried to bring up the overlay in the console but it just comes up with the Stonesense screen (does not even show stonesense as working just the introductory screen) and not the overlay for the game. However stonesense (not the overlay) itself works. I heard that the stonsense overlay does not work in this version of the starter pack, so just wanted to ask the question on here to confirm it. So does the overlay not work for this version or does it?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: fricy on October 27, 2014, 10:11:12 am
I heard that the stonsense overlay does not work in this version of the starter pack, so just wanted to ask the question on here to confirm it.
Confirmed. Last I heard the dfhack team needs to find the memory offset for the gui controls in 40.x to make it work. Or something like that. :-)
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: shoeless on October 27, 2014, 10:53:07 am
Hypothetically, if you were going to tell someone how to install the TwbT upgrade after its been downloaded, how would you do that?  I obviously know how, but.... for a friend.... ignorant friend...

Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: fricy on October 27, 2014, 11:03:08 am
Hypothetically, if you were going to tell someone how to install the TwbT upgrade after its been downloaded, how would you do that?  I obviously know how, but.... for a friend.... ignorant friend...
Tell your friend to extract the .dll files to hack/plugins .
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Sebastian2203 on October 27, 2014, 12:45:45 pm
I wonder how will people implement Dwarf Therapist with changed happiness meter, you will now have to possibly adapt as its no longer linear or whatever. I guess its not critical so if its gonna take long time you can just delete that feature for time being and not rob us of our precious job assigning abilities... riiight ?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 27, 2014, 02:06:03 pm
I can't imagine it'd be that hard considering down the bottom right you have that happiness meter but still.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on October 27, 2014, 02:16:28 pm
I can't imagine it'd be that hard considering down the bottom right you have that happiness meter but still.
That's a DFHack plugin, which is also broken at the moment.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: FrankyPlaysGames on October 28, 2014, 02:51:29 am
What is TwbT and what does it do?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: fricy on October 28, 2014, 03:01:06 am
What is TwbT and what does it do?
Forum thread (http://www.bay12forums.com/smf/index.php?topic=138754.0)
Illustration screenshot (http://i.imgur.com/Xdmv3JH.png)
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: My Urist Eternal on October 28, 2014, 09:08:53 am
Is it just me or is the multi-layer view really confusing? I turned it off after I realized it was showing the bottom of a pit no matter how many levels you were above the pit, and showing upward slopes everywhere outside on my steep mountain embark. I couldn't keep straight what was really on this level and what was actually on a level 10-zs below. Really confusing!  :-\
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Akhier the Dragon hearted on October 28, 2014, 09:15:09 am
   I found that how confusing it is can depend a lot on how hilly your area is. A mountain peak is nearly impossible for me to figure out while if its just a small rise of a few z levels it is a good bit easier.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Nail on October 28, 2014, 09:41:30 am
Is it just me or is the multi-layer view really confusing? I turned it off after I realized it was showing the bottom of a pit no matter how many levels you were above the pit, and showing upward slopes everywhere outside on my steep mountain embark. I couldn't keep straight what was really on this level and what was actually on a level 10-zs below. Really confusing!  :-\
You can actually define how many levels twbt shows through dfHack:
Just type
Code: [Select]
multilevel <number from 0-15>into the console. 0 will basically turn multilevel off while keeping the rest of the plugin.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Dirst on October 28, 2014, 10:09:15 am
Is it just me or is the multi-layer view really confusing? I turned it off after I realized it was showing the bottom of a pit no matter how many levels you were above the pit, and showing upward slopes everywhere outside on my steep mountain embark. I couldn't keep straight what was really on this level and what was actually on a level 10-zs below. Really confusing!  :-\
You can actually define how many levels twbt shows through dfHack:
Just type
Code: [Select]
multilevel <number from 0-15>into the console. 0 will basically turn multilevel off while keeping the rest of the plugin.
You can also fiddle with multilevel's "shadowcolor" "fogcolor" and "fogdensity" parameters to make the depth more obvious.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: mifki on October 29, 2014, 03:46:34 pm
It actually depends on the tileset being used. I play with Spacefox which is quite light, and my default fog/shadow parameters work well for me. But I agree that for darker tilesets shadows become less visible and these parameters need an adjustment.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: argh226 on October 30, 2014, 05:06:21 pm
Is there gonna be a new release for the version 40.14?
Or I can simply move the newb pack over?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Raul on October 30, 2014, 05:09:03 pm
Is there gonna be a new release for the version 40.14?
Or I can simply move the newb pack over?
Can't wait for the new pack to come out, way too lazy to install stuff myself.
I'm planning to wait for DFHack, and possibly Dwarf Therapist - stability of the feature set is fairly important.  I *may* release a separate pre-release pack for 40.14 before that, but I'm insanely busy for the next few weeks - we'll see.
So, the answer is... Maybe.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: argh226 on October 30, 2014, 06:46:25 pm
Should have read a little more :P
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: RosenJanus on October 30, 2014, 07:07:58 pm
So me and a friend aren't able to use this pack's tileset's. When the game starts, it switches to regular ASCII... and we're starting to think it's because we dont' even have the option to turn off TwbT...


DF hack output:
http://i.gyazo.com/b302d87fa5a19d6a61c25a4fc302ebad.png
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Akhier the Dragon hearted on October 30, 2014, 07:11:59 pm
   In the launcher under the "Graphics" tab in the Advanced section the Print Mode will be currently set to TWBT or some such. Switch it to 2D mode and that will turn it off. Also to note the graphics pack will work when you actually get into the game. What you are seeing is basically it switching out the graphics pack on the menus to ASCII because in general clear letters are easier to read then having the 'O's replaced with a fancy pillar symbol and the '.' replaced with what is basically a blank bit of slightly off color area to make the ground look nicer.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 30, 2014, 07:12:33 pm
Don't worry - it only overrides text (and for now worldgen).  Load up a fort, and you'll see it's OK.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: RosenJanus on October 30, 2014, 07:22:10 pm
   In the launcher under the "Graphics" tab in the Advanced section the Print Mode will be currently set to TWBT or some such. Switch it to 2D mode and that will turn it off. Also to note the graphics pack will work when you actually get into the game. What you are seeing is basically it switching out the graphics pack on the menus to ASCII because in general clear letters are easier to read then having the 'O's replaced with a fancy pillar symbol and the '.' replaced with what is basically a blank bit of slightly off color area to make the ground look nicer.

I understand the reasoning.. I typically got around this with TrueType. So setting to 2D will great rid of this behavior?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Akhier the Dragon hearted on October 30, 2014, 07:25:14 pm
   TWBT needs it's own special setting to work so changing the Print Mode to be something other then TWBT (2D is just the default normal setting) will turn TWBT off. Though as I said somewhat in a round about way and PeridexisErrant said in a much better fashion, it is only ASCII in the menus, your normal view in game will be with the tileset. If you do want the menus to be in the tileset I must admit a curiosity as to why you want it so as ASCII is easier to read.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: RosenJanus on October 30, 2014, 07:43:24 pm
   TWBT needs it's own special setting to work so changing the Print Mode to be something other then TWBT (2D is just the default normal setting) will turn TWBT off. Though as I said somewhat in a round about way and PeridexisErrant said in a much better fashion, it is only ASCII in the menus, your normal view in game will be with the tileset. If you do want the menus to be in the tileset I must admit a curiosity as to why you want it so as ASCII is easier to read.
I'm used to it. So used to it that worldgen map (and the map at the side of the screen) is just..horribly hard to read in anything other than the tileset.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Akhier the Dragon hearted on October 30, 2014, 08:14:59 pm
   Ah, that is a good reason. I must admit to being almost the opposite. I can barely read the dang map with anything but ASCII. It was sort of a self feeding thing where I didn't use tilesets because it was hard to read and thus go even more familiar with the ASCII making me want to use tilesets even less. I have been getting over it because I do YouTube videos and I like to make videos people like so tilesets is the best way to go.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: LeoCean on October 30, 2014, 09:18:50 pm
You can use TWBT_LEGACY to do world gen with the tileset then after you've embarked exit the game and switch to TWBT mode because the legacy version doesn't have all the features of the newer mode I'd much rather a third option where you get both world gen and regular twbt mode.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 30, 2014, 10:44:46 pm
An optional third tileset for world maps is planned.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: mifki on October 31, 2014, 03:46:33 am
An optional third tileset for world maps is planned.

I even tried to implement it and already wrote that resized to the size of text tiles it looks like shit so I didn't release it. Now I'm thinking about dynamically changing grid size on world map screens, otherwise I don't know what to do.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Lanie on October 31, 2014, 06:14:43 am
I guess i missed something: When will the new version 40.14 LNP arrive?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Akhier the Dragon hearted on October 31, 2014, 06:37:56 am
When Therapist and DFHack are updated so no ETA on this end
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Lanie on October 31, 2014, 07:26:16 am
When Therapist and DFHack are updated so no ETA on this end

ty. :) i guess Therapist will take a while, cause of the new emotions?

Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on October 31, 2014, 08:11:47 am
When Therapist and DFHack are updated so no ETA on this end
ty. :) i guess Therapist will take a while, cause of the new emotions?

An emotion-less temporary patch is available, but the full version could take a while.  I'm now planning to put up a pre-release 40.14 version early next week, to hold us over until a DFHack update for a release in the stable channel. 
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on November 01, 2014, 03:04:54 pm
A number of people using this pack have reported problems with autolabor becoming enabled unexpectedly. Any idea what could be causing this?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: CaptainLambcake on November 01, 2014, 07:50:40 pm
any plans to update for 40.14?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Raul on November 01, 2014, 07:52:35 pm
any plans to update for 40.14?
Is there gonna be a new release for the version 40.14?
Or I can simply move the newb pack over?
Can't wait for the new pack to come out, way too lazy to install stuff myself.
I'm planning to wait for DFHack, and possibly Dwarf Therapist - stability of the feature set is fairly important.  I *may* release a separate pre-release pack for 40.14 before that, but I'm insanely busy for the next few weeks - we'll see.
So, the answer is... Maybe.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Akhier the Dragon hearted on November 01, 2014, 07:53:36 pm
Hello ninja, I should consider preparing a quote tree myself as this comes up every new page it seems
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: Raul on November 01, 2014, 07:54:55 pm
Hello ninja, I should consider preparing a quote tree myself as this comes up every new page it seems
Your help'd be appreciated, sir :P
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on November 03, 2014, 03:05:01 pm
A number of people using this pack have reported problems with autolabor becoming enabled unexpectedly. Any idea what could be causing this?
A post on Reddit suggests that this pack is simply removing "autolabor 1" from whatever DFHack script it uses for this setting, which will not work - "autolabor 1" enables autolabor in a specific save persistently until "autolabor 0" is run (when the same save is loaded).
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on November 03, 2014, 06:17:50 pm
A number of people using this pack have reported problems with autolabor becoming enabled unexpectedly. Any idea what could be causing this?
A post on Reddit suggests that this pack is simply removing "autolabor 1" from whatever DFHack script it uses for this setting, which will not work - "autolabor 1" enables autolabor in a specific save persistently until "autolabor 0" is run (when the same save is loaded).

By implication... is there a non-persistent way to enable autolabor for the current session?  (and the same for workflow, seedwatch, and autonestbox)  I was under the impression that there wasn't, and thus disabled all in onWorldLoad.init before enabling the selection from the dfhack tab.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on November 03, 2014, 08:47:33 pm
A number of people using this pack have reported problems with autolabor becoming enabled unexpectedly. Any idea what could be causing this?
A post on Reddit suggests that this pack is simply removing "autolabor 1" from whatever DFHack script it uses for this setting, which will not work - "autolabor 1" enables autolabor in a specific save persistently until "autolabor 0" is run (when the same save is loaded).

By implication... is there a non-persistent way to enable autolabor for the current session?  (and the same for workflow, seedwatch, and autonestbox)  I was under the impression that there wasn't, and thus disabled all in onWorldLoad.init before enabling the selection from the dfhack tab.
I don't think there is. How exactly are you disabling them (particularly autolabor) in onWorldLoad.init?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on November 03, 2014, 09:13:29 pm
Drat.

Code: (onLoadWorld.init) [Select]
# disable persistent commands
# (so that state will always match dfhack tab, re-enabling if on)
multicmd autolabor 0; workflow disable; autonestbox stop; seedwatch stop

# Run the commands written by the dfhack tab
script PyLNP_dfhack_onLoad.init
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on November 03, 2014, 09:36:53 pm
Hm, that should work. I'm not sure what the problem is, unless the line isn't being commented out of PyLNP_dfhack_onLoad.init properly.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on November 03, 2014, 09:56:49 pm
I suspect the problem is that there are two launchers in the current pack, and people forget that something is enabled through the second.  40_14 r1 will only have the PyLNP, so it should clear up soon.  I'll release that as soon as DFHack and TwbT are updated.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: TheCoolSideofthePIllow on November 04, 2014, 07:50:21 pm
I suspect the problem is that there are two launchers in the current pack, and people forget that something is enabled through the second.  40_14 r1 will only have the PyLNP, so it should clear up soon.  I'll release that as soon as DFHack and TwbT are updated.

Which launcher is the correct one? Because I am getting random crashes while in Adventure mode (Fort Mode is perfectly fine) using either, and the settings are the same (just default with Spacefox).

If I just remove everything and then unzip it again, which launcher should I use to ensure that is or is not the issue?
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: lethosor on November 04, 2014, 08:08:22 pm
DF crashes are probably not related to the launcher you're using, especially if the crashes occur with both.
Title: Re: Dwarf Fortress 40_13 Starter Pack r5
Post by: PeridexisErrant on November 04, 2014, 08:34:59 pm
As Lethosor says, the launcher is not related to the crashes in-game.  I reccomend the PyLNP anyway, which will be the only launcher in new releases.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: PeridexisErrant on November 06, 2014, 08:37:21 am
The Starter Pack has updated to 40_14 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

As seems to be standard these days, the Starter pack updates within hours of the next DF release!  The wait is worth it - this is just as stable and fully-featured as the last pack; except for your dwarves, who have all kinds of !!Fun!! new psychology to deal with.  (OK, tools dealing with thoughts are mostly patched rather than fully updated).  Strike the Earth!

Changelog:
** updated Dwarf Fortress to version 40.14
 - updated all graphics (via Fricy's collection)
 - updated PyLNP to v0.7.1
 - removed old windows-only launcher
 - updated Dwarf Therapist to v28.0.0
 - updated all keybindings for 40.14
 - updated DFHack to 40.14-r1
 - updated TwbT to v5.29
 - fixed misc. configuration issues

MD5:  A948D8834D5F43F9EA7C13B18B749B39
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: terko on November 06, 2014, 10:12:48 am
*big smile on face* "Y u make pack for 14 when 15 is out already! U NUTS?"


=), as usual ... it's ... fun. Thanks for the good work, keep it up!
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Dirst on November 06, 2014, 10:47:48 am
The Starter Pack has updated to 40_14 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

As seems to be standard these days, the Starter pack updates within hours of the next DF release!
It looks like Toady is getting better and better at estimating how long it will take the next Starter Pack to come out!

Thanks for the awesome package of DF goodness.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Cruxador on November 06, 2014, 12:28:02 pm
So... 40.15 version when :)
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Akhier the Dragon hearted on November 06, 2014, 02:25:03 pm
Luckily since there wasn't a giant emotion update it should (hopefully) be quicker
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: BesorgterZwerg on November 06, 2014, 03:00:34 pm
Since the newer versions the graphic pack is not working anymore. :(
Just when i start DF via the LNP-launcher i see the graphics changing back to ascii style within a second.

Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Akhier the Dragon hearted on November 06, 2014, 03:05:14 pm
Thats Text Will Be Text doing its job. It makes the menus and stuff be ASCII but once in game the graphics will be there. Just embark real quick and you will see.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: BesorgterZwerg on November 06, 2014, 03:14:06 pm
 :o Stupid me, thank you.  :-[
Title: Mouse behaviour
Post by: Silpion81 on November 06, 2014, 04:11:58 pm
Just some quick feedback on 40_14 r1:
The mouse behaviour seems to have changed in a weird way: a click on floor activates the stockpile menu, the second starts and the third click finishes an animal stockpile. Additionally workshops cannot be clicked anymore, and clicking a dwarf or bunny opens the (m)ilitary menu.

Could this be a configuration error on my part?
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: lethosor on November 06, 2014, 04:51:25 pm
Does it occur without TwbT?
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Silpion81 on November 06, 2014, 04:57:41 pm
Yes. I changed the print mode to standard and the mouse behaviour persists.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: mifki on November 06, 2014, 05:03:03 pm
Actually TWBT includes modified mousequery plugin as well, maybe something wrong with it...
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Devstorm on November 06, 2014, 08:13:37 pm
Stepladders seem to be missing from your pack.  I've tried copying the info over from 40.14 and still I can't seem to embark with a stepladder, nor can I make one.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: lethosor on November 06, 2014, 08:30:49 pm
Are you using a graphics set?
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: PeridexisErrant on November 06, 2014, 08:42:22 pm
You need to generate a new world to get stepladders; if that doesn't fix it it's an issue with the graphics packs.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Sheo on November 06, 2014, 08:52:34 pm
You need to generate a new world to get stepladders; if that doesn't fix it it's an issue with the graphics packs.
Hey Peridexis - coding noob here, and I was kinda wondering something.

Of course there are major updates here and there, but when they are minor updates to the coding - such as 40.14 to 40.15 - why does all modding for them have to be reformatted?

This is not me being ungrateful or anything, God knows I'd be unable to play DF without your pack, just wondering what are the complications from a technical standpoint.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: PeridexisErrant on November 06, 2014, 09:15:07 pm
You need to generate a new world to get stepladders; if that doesn't fix it it's an issue with the graphics packs.
Hey Peridexis - coding noob here, and I was kinda wondering something.

Of course there are major updates here and there, but when they are minor updates to the coding - such as 40.14 to 40.15 - why does all modding for them have to be reformatted?

This is not me being ungrateful or anything, God knows I'd be unable to play DF without your pack, just wondering what are the complications from a technical standpoint.

(For many of the smaller updates the raws didn't change, so graphics and mods were fine)

For graphics, stepladders present two issues:  they're defined in the raws, and they need to be displayed.  Graphics packs work by messing around in the raws to point things at different tiles in a custom tileset (and unit sprites, but that's another story); so they have to both add stepladders to the raws and work out which tile to display them with - which might mean a big shuffle, since you can only use a limit number of tiles.  A saved game is really sensitive to the raws - because they inform *what* got saved (what happens when someone's carrying a knife, and an update removes knives from the game?).  To avoid pain, these changes just don't affect old worlds. 

For some of the other stuff (Therapist, DFHack) the basic function is reading and editing the RAM in use by DF, and the patterns change with each code update so they have to map the whole thing again and recompile.  By the time I wait for those and graphics, check updates to keybindings and settings, etc. it can take a couple of days - in this case longer than usual because the emotion/thought upgrades make things a lot more complicated and needed a lot of patches.

Hope that helps!
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Sheo on November 06, 2014, 09:17:39 pm
snip
That does!

Thanks for the quick response and keep up the good work, bro.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Devstorm on November 06, 2014, 09:39:29 pm
I was using phoebus' tileset. And even after generating a new world and starting again, there were no stepladders. So I think it's the tileset.

Just thought you ought to know.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: mifki on November 06, 2014, 09:57:21 pm
Also with DF there are no "major updates" and "minor updates", nobody knows what breaking changes Toady will include in the next version regardless of its number :)
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: ChaosMaker on November 06, 2014, 11:29:45 pm
kinda awakard, just dled 40_14 of the df starter pack...and well im having a few problems with the whole clicking on dwarves and getting either the stockpiles or millitary screen, any idea whats goin on or do i need to reinstall again?
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: PeridexisErrant on November 06, 2014, 11:54:16 pm
It sounds like there's a problem with the mousequery plugin; uncheck the mouse control option in the dfhack tab and see if that helps.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: mifki on November 07, 2014, 12:29:49 am
It sounds like there's a problem with the mousequery plugin; uncheck the mouse control option in the dfhack tab and see if that helps.

Can you check if it's the original dfhack mousequery or from twbt causing problems?
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: ChaosMaker on November 07, 2014, 12:35:07 am
well tried on the PyLNP start up for the partial mouse control, that didnt work, the mousequery...just turned off any useage of the mouse...so not so sure whats causing the issue. maybe bug?
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: PeridexisErrant on November 07, 2014, 12:41:11 am
I can replicate the problems with either version of the plugin, so it's not your changes.

well tried on the PyLNP start up for the partial mouse control, that didnt work, the mousequery...just turned off any useage of the mouse...so not so sure whats causing the issue. maybe bug?
Yep, it's a bug (and a pretty bad one!)
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Kromgar on November 07, 2014, 03:07:48 pm
I install phoebus and see it when I launch the game but then it switches to the non phoebus tileset for some reason what is going on here
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: Dirst on November 07, 2014, 03:13:28 pm
The Starter Pack really needs a one-time pop up window explaining the features, including a one-sentence explanation of TWBT.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: lethosor on November 07, 2014, 03:17:19 pm
I can replicate the problems with either version of the plugin, so it's not your changes.
Really? Does this happen without TwbT as well? What about a vanilla installation with DFHack?
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: PeridexisErrant on November 07, 2014, 06:08:17 pm
I can replicate the problems with either version of the plugin, so it's not your changes.
Really? Does this happen without TwbT as well? What about a vanilla installation with DFHack?

OK, I've now tested a couple of combinations.  The base is a fresh install of DF and DFHack, no configuration at all except changing [PRINT_MODE:TWBT] and adding /data/art/shadows.png

 - Base: everything works as expected. 
 - Add TwbT plugin only:  mousequery still fine
 - Add TwbT-mousequery:  mousequery now shows odd behaviour
 - TwbT-mousequery in an otherwise vanilla install still shows the odd behaviour
 - Installing TwbT and associated plugins *except* the alternate mousequery doesn't show the bug

On this basis I'm just going to go back to the vanilla mousequery plugin and hope the whole thing blows over.
Title: Re: Dwarf Fortress 40_14 Starter Pack r1
Post by: mifki on November 07, 2014, 11:57:18 pm
It seems I forgot to do 'git submodule update', what a shame! 5.30 should be fine now.
Title: Re: Dwarf Fortress 40_14 Starter Pack r2
Post by: PeridexisErrant on November 08, 2014, 07:49:26 am
The Starter Pack has updated to 40_14 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Just some quick bugfixes here - the custom multi-level compatible mousequrey plugin now works as intended; new worlds will have stepladders as intended; and "exportlegends all" in legends mode will export everything, including all site maps.  Grab it if any of these issues have been bothering you, otherwise carry on.  Either way - strike the earth!

Changelog:
 - updated TwbT to v5.30; fixes mousequery issues
 - updated graphics correctly; adds stepladders to newly generated worlds
 - added upgraded exportlegends script

MD5:  9C012752CADE584DB761C3DC83534BDC
Title: Re: Dwarf Fortress 40_14 Starter Pack r2
Post by: Akhier the Dragon hearted on November 08, 2014, 07:54:58 am
What would be really funny is if 40.16 is released in just a moment.
Title: Re: Dwarf Fortress 40_14 Starter Pack r2
Post by: Devstorm on November 08, 2014, 11:52:32 am
This version works splendidly. Thanks for the stepladders! And for working so hard.
Title: Re: Dwarf Fortress 40_14 Starter Pack r2
Post by: Parhelion on November 08, 2014, 12:23:56 pm
You're my hero, Peridexis.

Not only that, but your work is the only way I can talk new people into trying this game. lol
Title: Re: Dwarf Fortress 40_14 Starter Pack r2
Post by: mndfreeze on November 09, 2014, 12:35:50 am
You're my hero, Peridexis.

Not only that, but your work is the only way I can talk new people into trying this game. lol

If it wasn't for this pack, his work, and a pcgamer article series called "A newbie plays dwarf fortress" I dont think I ever would have gotten into it.  The complexity is absolutely amazing but the initial learning curve, made even worse by my color blindness, rouuugghhh.  Thanks to this pack though it REALLY helped me get started and babied me in all the right ways so I could play and learn and not just hit wall after wall after wall of struggle.

Is there a specific reason though that the pack is always a version behind vanilla release?  Not that it seems to matter all that much, just wondering if its on purpose for a reason and what that reason is, or it just happens that way.
Title: Re: Dwarf Fortress 40_14 Starter Pack r2
Post by: Akhier the Dragon hearted on November 09, 2014, 12:54:10 am
   It isn't that it is specifically a version behind. For a while there it was on par (made it up to r5 on one version). The reason it takes a while to update to the latest is because a few of the utilities that are a part of the pack can take a while to update and the version before last updated quite a bit of the behind the scene stuff (emotions and what not) so both Therapist and DFHack took a good bit of time to update. At the start of this update cycle the pack would update with or with out those but since we are far enough along the curator of this pack has decided to wait for them. Eventually the pack will catch up with the current version though as the running joke states, when the pack updates it probably means a new version of vanilla will be coming in the next few of hours.
Title: Re: Dwarf Fortress 40_14 Starter Pack r2
Post by: PeridexisErrant on November 09, 2014, 01:07:41 am
The complexity is absolutely amazing but the initial learning curve, made even worse by my color blindness, rouuugghhh.  Thanks to this pack though it REALLY helped me get started and babied me in all the right ways so I could play and learn and not just hit wall after wall after wall of struggle.

Is there a specific reason though that the pack is always a version behind vanilla release?  Not that it seems to matter all that much, just wondering if its on purpose for a reason and what that reason is, or it just happens that way.

Colorblindness:  there's some pretty cool color schemes coming out now especially to help with this, thanks to the PyLNP's color scheme switcher.  See the ones with 'colorblind' in the name here. (https://github.com/Lazy-Newb-Pack/LNP-shared-core/tree/master/LNP/colors)

The pack being behind - it's not deliberate, just how the components happened to update this time.  Basically we had a big feature release, which required a lot of work for DFHack, and then at about the same time Toady updated DF again.  The pack should catch up soon though.
Title: Re: Dwarf Fortress 40_14 Starter Pack r2
Post by: mndfreeze on November 09, 2014, 03:00:44 am
The complexity is absolutely amazing but the initial learning curve, made even worse by my color blindness, rouuugghhh.  Thanks to this pack though it REALLY helped me get started and babied me in all the right ways so I could play and learn and not just hit wall after wall after wall of struggle.

Is there a specific reason though that the pack is always a version behind vanilla release?  Not that it seems to matter all that much, just wondering if its on purpose for a reason and what that reason is, or it just happens that way.

Colorblindness:  there's some pretty cool color schemes coming out now especially to help with this, thanks to the PyLNP's color scheme switcher.  See the ones with 'colorblind' in the name here. (https://github.com/Lazy-Newb-Pack/LNP-shared-core/tree/master/LNP/colors)

The pack being behind - it's not deliberate, just how the components happened to update this time.  Basically we had a big feature release, which required a lot of work for DFHack, and then at about the same time Toady updated DF again.  The pack should catch up soon though.

heeey awesome!  Sooo many games ignore us colorblind folks and it can really make a game unplayable.  I've never been able to enjoy tetris style puzzle games if they use color instead of shape because so many look to similiar and I cant match em.  Not much if a problem in DF but I do have some issues when trying to mine through certain materials or sometimes try to build some stuff the same color like using all cobalite or whatever, then mess up by using some other similiar blue hued stone. 

Do I just download the text file from taht link that I want, and drop it into the LNP/colors folder?
Title: Re: Dwarf Fortress 40_14 Starter Pack r2
Post by: PeridexisErrant on November 09, 2014, 03:04:06 am
Yep!  Don't forget to re-apply them whenever you change graphics pack ;D
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: PeridexisErrant on November 09, 2014, 07:48:31 am
The Starter Pack has updated to 40_15 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

It's just like the last pack, except now it has DF 40.15, with all the many bugfixes it brings.  40.15 also has some long-awaited upgrades to the interface including the trading UI, alphabetising various lists, gem encrusting, and more.  Strike the earth!

Changelog:
** updated Dwarf Fortress to version 40.15
 - no changes needed to graphics packs
 - updated DFHack to 40.15-r1
 - updated exportlegends script again
 - updated TwbT to v5.31
 - updated default settings

MD5:  5E2E6385F7201377F4C8397B5618D52D
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: MaximumZero on November 09, 2014, 08:40:49 am
Woo! I'll be playing this after work today.
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: boysfromthedwarf on November 09, 2014, 08:45:31 am
As always PeridexisErrant many thanks for your continued tireless work on the LNP, without it so many of us would be lost.
Great idea on the update notification pop up when starting the LNP...seems like everytime i boot up i get another note telling to update. Which is no bad thing.
Thanks again, will always be endebted to you
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: MIC132 on November 09, 2014, 10:27:33 am
Game crashes just after embark/load. Apparently even before twbt has time to process tilepack, as map shows in tiles when it freezes.
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: Silpion81 on November 09, 2014, 10:50:21 am
Seems to be TWBT, setting the print mode to 2D works fine.

Another minor bug: DFhack complains that it has to use the init-example.
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: StagnantSoul on November 09, 2014, 12:29:31 pm
How do I set the print mode to 2D?

If it weren't for the horrible, rampant depression, I'd play this version happily.
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: Gigaz on November 09, 2014, 02:00:04 pm
Soundsense is not working for me I think or maybe I'm doing something wrong.
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: RedDwarfStepper on November 09, 2014, 03:22:13 pm
Seems to be TWBT, setting the print mode to 2D works fine.

Another minor bug: DFhack complains that it has to use the init-example.

Have a try with
[PRINT_MODE:TWBT_LEGACY]
in
\data\init\init.txt
which works for me, albeit looking very much legacy.

When using
[PRINT_MODE:TWBT]
I get the following error
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity tool token: ITEM_TOOL_STEPLADDER
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: Pidgeot on November 09, 2014, 03:47:27 pm
How do I set the print mode to 2D?

If it weren't for the horrible, rampant depression, I'd play this version happily.

There's a Print Mode button on the Graphics tab in PyLNP (in the Advanced section) which cycles through the available options (2D, STANDARD, TWBT and TWBT_LEGACY).
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: vexxice on November 09, 2014, 05:24:35 pm
Yeah i'm also getting the "df hack is not configured" message. Any ideas other than switching the print mode? Should I copy the dfhack_init from the previous pack?
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: lethosor on November 09, 2014, 05:58:23 pm
The print mode has nothing to do with the "DFHack is not configured" message - that message states that the dfhack.init file is missing.
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: PeridexisErrant on November 09, 2014, 06:14:36 pm
Apologies to all on the bug front - these things happen when a rapid release schedule meets finals week. 

The DFHack configuration warning can safely be ignored; or you can rename "dfhack.init-example" to "dfhack.init".  The TwbT crash can be avoided by setting print mode to 2D (in init.txt, or the graphics tab).  I'll put a fixed release up once a TwbT fix is available.
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: mifki on November 09, 2014, 06:29:13 pm
Apologies to all on the bug front - these things happen when a rapid release schedule meets finals week. 

The DFHack configuration warning can safely be ignored; or you can rename "dfhack.init-example" to "dfhack.init".  The TwbT crash can be avoided by setting print mode to 2D (in init.txt, or the graphics tab).  I'll put a fixed release up once a TwbT fix is available.

5.32 is ready.
Sorry to say but I hope you'll try to run in before releasing next time - I'm saying that I test it only on OS X and I mean it, and now I feel guilty for end users getting crashes each time I make a mistake in any of 30 addresses I need to update for each version.
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: mndfreeze on November 09, 2014, 06:54:13 pm
Hey Peridexis is the last version available for download on your site somewhere?  I nuked my copy of DF before work yesterday with plans to install 14_r2 when I got home.  Fell asleep instead after a hell night, woke up to 15 r1 but it seems there are some issues. :D  Figured Id just install a version or two back then realized I dont have the zip anywhere.  The torrent list in your main post is quite a few versions old.

If I have to I can just wait until you fix this current one, but I'd rather play nownownownownownow ;)


./stickthatDFneedleinmyarm
Title: Re: Dwarf Fortress 40_15 Starter Pack r1
Post by: PeridexisErrant on November 09, 2014, 07:02:02 pm
5.32 is ready.
Sorry to say but I hope you'll try to run in before releasing next time - I'm saying that I test it only on OS X and I mean it, and now I feel guilty for end users getting crashes each time I make a mistake in any of 30 addresses I need to update for each version.

Entirely my fault for releasing without enough testing - and your warnings are quite clear.

Hey Peridexis is the last version available for download on your site somewhere? 

If I have to I can just wait until you fix this current one, but I'd rather play nownownownownownow ;)
Always keep a backup, etc  ::)  There's a cunningly concealed dropbox link under "mirrors" at the top of this thread, or you can wait 20 minutes for me to test this time and 40.15 r2 will be up :)
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 09, 2014, 07:14:57 pm
The Starter Pack has updated to 40_15 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Not much to say beyond "fixed a crash bug I didn't test for", except maybe "forgot to configure DFHack".  Oops.  On a more positive note, there are a couple of new color schemes which should help out any colorblind players.  Strike the earth!

Changelog:
 - fixed dfhack configuration
 - refreshed color schemes; wider selection now includes colorblind support
 - updated TwbT to v5.32; fixes crash bug

MD5:  A9A521FFFC0DE81170C09D90573D85E9
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: ArmokGoB on November 09, 2014, 07:33:55 pm
I keep getting a network error when I try to download this.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: mndfreeze on November 09, 2014, 09:10:28 pm
Awesomesauce.  Almost done downloading the latest w/fixes and bonus colorblind support. wooo.  Finally my dwarves can see Christmas!

Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Spookycoconut on November 09, 2014, 11:39:03 pm
[Solved]
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Dirst on November 10, 2014, 12:54:19 am
When I go to the site to download it, it says there is a virus on the site. Is this true? Plus when I try to download it it fails.
Depending on which antivirus you use, it might not like the package simply because it's new (has not been downloaded by many of that antivirus's users).  When you can download it, just say you trust the software and it should be able to run (because PE would never do anything to harm your machine).  When enough users do that, the antivirus software will "recognize" it as legitimate software.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Spookycoconut on November 10, 2014, 12:55:58 am
Also. Is there a way that I can set the menu and text graphics pack to my graphics pack?
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: kingu on November 10, 2014, 04:23:04 am
I love you PeridexisErrant
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: 0ink3r on November 10, 2014, 05:24:50 am
After installing Dwarf Fortress 40_15 Starter Pack r2 my logitech profile does not load up for the executable, funny thing is it worked for Dwarf Fortress 40_15 Starter Pack r1

i updated the profile to load with the new folder/executable (as per usual)

anyone have any ideas what may be causing this ?
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: paxy97 on November 10, 2014, 07:59:16 am
So I just updated to .15 from .14. Fresh start and I notice that it displays "?" for DFHack keybindings. For example when opening the workflow menu with alt-w in the lower right part or when selecting a world.

Here are some screenshots:

(http://i.imgur.com/mb4TRkw.png)
(http://i.imgur.com/FipeLlB.png)
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Pidgeot on November 10, 2014, 08:16:12 am
That is a known problem with DFHack on Windows, easy enough to fix:

It's a known bug in the Windows version (and it's not just manipulator). Find the "<symbol-table name='v0.40.15 SDL' os-type='windows'>" line in <DF>/hack/symbols.xml and add this line under it:
Code: [Select]
<global-address name='keydisplay' value='0x181C170'/>
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Nasarius on November 10, 2014, 09:51:27 am
It looks like graphics packs aren't working in r2.

Same procedure: unzip the starter pack, click Play in the launcher. In r1, this gives you the default Phoebus pack as expected. In r2, you see a brief flash of Phoebus, then it reverts to the standard ASCII graphics. I've tried installing another pack and enabling TrueType fonts, but it always reverts.

Changing Print Mode to Standard or 2D fixes it.

So apparently this is the expected behavior of TWBT. I dunno, it seems like a really weird default. Like even after you've embarked, the map tab is still ASCII.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: adanufgail on November 10, 2014, 11:01:17 am
40_15 r2 Torrent:
http://thepiratebay.se/torrent/11423318 (http://thepiratebay.se/torrent/11423318)
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Akhier the Dragon hearted on November 10, 2014, 11:22:49 am
It looks like graphics packs aren't working in r2.

Same procedure: unzip the starter pack, click Play in the launcher. In r1, this gives you the default Phoebus pack as expected. In r2, you see a brief flash of Phoebus, then it reverts to the standard ASCII graphics. I've tried installing another pack and enabling TrueType fonts, but it always reverts.

Changing Print Mode to Standard or 2D fixes it.

So apparently this is the expected behavior of TWBT. I dunno, it seems like a really weird default. Like even after you've embarked, the map tab is still ASCII.
With TWBT any menus will be in ASCII as most people find it easier to read, especially if the tileset they are using has vastly different things like the various punctuations as ground tiles and such. I personally like it, especially on the embark selection map as most tilesets confuse me on that.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Harpya on November 10, 2014, 03:11:51 pm
Hi, I am new to the forum, and also pretty new to Dwarf Fortress.

I hope this is the right place for my question:

I have been downloading several of the recent starter packs for V40, including the most recent one to date, 40_15 r2.

My two issues:
- Stonesense never works. I get the "is not a recognized command error". Is it actually a part of this DFHack version? If yes, what am I doing wrong? If it isn't, how can I add it? The download from the official site is very confusing.
- Dwarf Therapist shows a Happiness of zero for all dwarfes. Their mood is never shown, never changes. This bug did not appear with the version I used for my first games which was the starter pack that came with nothing but the mayday graphics preinstalled, version 40_05.

My machine is a very recent MSI laptop with Win 8.1 x64.

Any ideas would be greatly appreciated. I am shy to start a new game and go all deep with the feeling present that something is off from the start.

Thanks a lot!
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Silpion81 on November 10, 2014, 03:14:19 pm
Dwarf Therapist has not been updated to the newest changes in DF, just ignore the happiness rating for now.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: lethosor on November 10, 2014, 03:17:05 pm
My two issues:
- Stonesense never works. I get the "is not a recognized command error". Is it actually a part of this DFHack version? If yes, what am I doing wrong? If it isn't, how can I add it? The download from the official site is very confusing.
No - it hasn't been updated for 0.40.14+. Also, what's confusing about the DFHack download? If you download it from the links in the thread (http://www.bay12forums.com/smf/index.php?topic=139553.0), all you have to do is unzip the file and copy the files within into your DF folder (overwriting the existing files if necessary).
Quote
- Dwarf Therapist shows a Happiness of zero for all dwarfes. Their mood is never shown, never changes. This bug did not appear with the version I used for my first games which was the starter pack that came with nothing but the mayday graphics preinstalled, version 40_05.
This is because DT hasn't been updated for the new emotion system introduced in DF 0.40.14. An alternative is DFHack's manipulator plugin (u-l), which displays units' stress levels (which are similar in function to the previous happiness values).
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Harpya on November 10, 2014, 03:27:28 pm
That was fast, thanks! What a great forum!  :)

So, there is no stonesense for the current version, correct? Can I import my save game into a future updated version? I know how to do it technically, but is it usually expected to be compatible and able to be continued?

(My remark about the confusing download was referring to downloading stonesense on its own to add it to DFHack manually, so never mind)  :)
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Nail on November 10, 2014, 04:26:54 pm
Saves are usually compatible at this point in the development cycle, and the starter pack will even do it for you if you run the Copy data from an older Starter Pack batch file in the starter pack folder.
Only when Toady does sweeping updates(such as the big .40 one and the first few bugfixes) will saves be incompatible, usually he tries to not have it happen.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: vexxice on November 10, 2014, 04:34:37 pm
This is probably a problem on my end... but I'll ask anyway. When I use Dwarf Therapist it claims that all of my dwarves are miserable. I highly doubt this is the case given the state of my fortress. Everything is engraved, nearly everyone has their own room, plenty of food/beer etc.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: lethosor on November 10, 2014, 04:53:27 pm
- Dwarf Therapist shows a Happiness of zero for all dwarfes. Their mood is never shown, never changes. This bug did not appear with the version I used for my first games which was the starter pack that came with nothing but the mayday graphics preinstalled, version 40_05.
This is because DT hasn't been updated for the new emotion system introduced in DF 0.40.14. An alternative is DFHack's manipulator plugin (u-l), which displays units' stress levels (which are similar in function to the previous happiness values).
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: paxy97 on November 10, 2014, 06:53:37 pm
So I found another bug. After some time in game I can't open the military menu anymore. It just opens this screen which I have no idea where it comes from:

(http://i.imgur.com/Ijs5EFR.png)

Also when I press "s" for the squad menu it opens a settings menu where it appears I can choose init.txt files.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 10, 2014, 07:00:10 pm
So I found another bug. After some time in game I can't open the military menu anymore. It just opens this screen...
Thanks for providing the screenshot - it makes diagnosing bugs much easier. 

This is a known issue with DF generally - if you alt-tab away, it thinks the alt key is still depressed when you return, which then calls the wrong keybindings.  This can be fixed by pressing and releasing the alt key when you notice the problem.  (A more permanent solution will have to wait for Toady to update graphics...)
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Burakin on November 11, 2014, 02:54:47 am
Hey,

Just imported a clean world generated in 40_14 to 40_15 r2 (the embarked site gave weird grahical errors).
I re-embarked on the same site. Which solved the graphical weirdness. Using a reveal command in dfhack consistently crashes df though.

Havent been able to troubleshoort it any further.

B
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: paxy97 on November 11, 2014, 07:57:47 am
Hey,

Just imported a clean world generated in 40_14 to 40_15 r2 (the embarked site gave weird grahical errors).
I re-embarked on the same site. Which solved the graphical weirdness. Using a reveal command in dfhack consistently crashes df though.

Have you updated your saves from the launcher after importing them? If not, open the LNP launcher and you'll find a button under graphics which says "Update savegames". Click it and you're ready to go
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Burakin on November 11, 2014, 12:44:54 pm
yes i did.

I just switched graphics and updated again manually. Same thing. 'reveal' crashes instantly.

B

edit: re-embarked again with graphics sets different and twbt not in lgacy mode while embarking. same result.

next up: taking the seed and regenerating in .15

done: when re-generating the world in 40_15 and ambarking on the same place the problem does not re-occur.
world and savegame protability is broken between .14 and .15 due to unknown reasons.

Further testing shows that old savegame also crashed when zooming out to much- problem slved in the same manner.

I lack to knowledge to dig deeper, but another twbt / tileset / new item raw thing?

edit: spoke to soon: more crashed. havent reproduced what causes it. Might be tileset switch.

B
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 11, 2014, 05:44:40 pm
If you're having problems with graphics, it would help enormously if you could post some screenshots of before and after each change.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: argh226 on November 11, 2014, 06:18:53 pm
I'm a little out of context, but is there a way to increase font size?
There is a TTF option... it doesn't seem to work... or is it me?
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 11, 2014, 06:20:29 pm
TTF is incompatible with the Text will be Text plugin; you can zoom text on the main menu or use a larger text tileset.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: argh226 on November 11, 2014, 06:27:04 pm
TTF is incompatible with the Text will be Text plugin; you can zoom text on the main menu or use a larger text tileset.

That explain, thanks!
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Silpion81 on November 12, 2014, 01:28:46 am
Some parts of DFhack seem to be broken.

gui/mechanisms: Everything on the right side works but the map does not show the bridges. It shows most tiles covered by black and scrolling around looks weird. This can be reverted by scrolling up to above ground which sets a valid tile on the whole screen.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: lethosor on November 12, 2014, 06:59:32 am
Does it work if you disable TwbT?
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Burakin on November 12, 2014, 07:23:30 am
If you're having problems with graphics, it would help enormously if you could post some screenshots of before and after each change.

Hey,

That bit got solved. I tried to reproduce it for you but I didnt manage to. Should have grabbed a few screenies when it happened. What it looked like was all tiles reverting
to base colorschemes fully skipping the tileset all together (in white and green which was most likely due to green embark with snow)

The trouble im trying to fix now is instant crash (nearly) every time I use the reveal command. This is before even playing a day.

Ive tried two other embarks on the same world map. They have given me no issue.

If you want i can do you with a save file and a screenshot of the embark position. just let me know what way is convenient.

in response to later replies: yep it also did it without twbt.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Col_Jessep on November 12, 2014, 07:43:13 am
Peridexis, I wondered what you would think of the idea to include a switch for different fonts in the Starter Pack launcher?

I found the Curse font that TWBT defaults to atm hard to read and LeoCean helped me to replace it with my old favorite font:
Well you can go here https://github.com/fricy/Spacefox/tree/master/data/art and just download the spacefox_text one then go to your init.txt in Dwarf Fortress 0.40.xx\data\init and change the font and Fullfont to =  [FONT:Spacefox_16x16_text.png], [FULLFONT:Spacefox_16x16_text.png].
It worked great with Phoebus' font, too. The text file that is already in the Starter Pack works fine.

I have no idea how much work that would be on your end and if you and other players would be interested in it. It helped me a great deal though.

Thanks a lot for keeping the Starter Pack updated! I tested vanilla 14_15 and only then realized how comfy it is to have all mods and features in one preconfigured pack. Awesome!  :D
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Dirst on November 12, 2014, 02:33:14 pm
Peridexis, I wondered what you would think of the idea to include a switch for different fonts in the Starter Pack launcher?

I found the Curse font that TWBT defaults to atm hard to read and LeoCean helped me to replace it with my old favorite font:
Well you can go here https://github.com/fricy/Spacefox/tree/master/data/art and just download the spacefox_text one then go to your init.txt in Dwarf Fortress 0.40.xx\data\init and change the font and Fullfont to =  [FONT:Spacefox_16x16_text.png], [FULLFONT:Spacefox_16x16_text.png].
It worked great with Phoebus' font, too. The text file that is already in the Starter Pack works fine.

I have no idea how much work that would be on your end and if you and other players would be interested in it. It helped me a great deal though.

Thanks a lot for keeping the Starter Pack updated! I tested vanilla 14_15 and only then realized how comfy it is to have all mods and features in one preconfigured pack. Awesome!  :D
This would probably involve cramming in one selector for Graphics Font and another for Text Font when the print mode is TWBT or TWBT_LEGACY.  In any other print mode, the Text Font is grayed out.  Whether the selectors are both on-screen, shown by pulldown, or whatever is a UI choice.  Under the hood, all of the text fonts (which are actually single files) can be thrown in a single LNP/Fonts folder to make them visible to the launcher.

Plan ahead though, because eventually TWBT is going to support a Map Font as well. 
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 12, 2014, 06:20:00 pm
Peridexis, I wondered what you would think of the idea to include a switch for different fonts in the Starter Pack launcher?

I found the Curse font that TWBT defaults to atm hard to read and LeoCean helped me to replace it with my old favorite font.  t worked great with Phoebus' font, too. The text file that is already in the Starter Pack works fine.
This would probably involve cramming in one selector for Graphics Font and another for Text Font.

Plan ahead though, because eventually TWBT is going to support a Map Font as well.

https://bitbucket.org/Pidgeot/python-lnp/issue/40/graphics-idea-multiple-tileset-support

Short form:  we're looking at doing something like this - basically a graphics sub-tab where you can select the FONT and GRAPHICS_FONT from the files in data/art/ - which would work in any print mode.  This would let you change TwbT text, use the tweaked graphics in graphics packs (eg diagonal walls version or larger tiles), and the ASCII graphics pack could become a massive tileset pack.  It's a simple change that could be useful in a whole heap of ways.

A TwbT map tileset will probably be configured outside of the vanilla DF init files, so it won't be covered here.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Col_Jessep on November 12, 2014, 07:31:24 pm
Short form:  we're looking at doing something like this - basically a graphics sub-tab where you can select the FONT and GRAPHICS_FONT from the files in data/art/ - which would work in any print mode.  This would let you change TwbT text, use the tweaked graphics in graphics packs (eg diagonal walls version or larger tiles), and the ASCII graphics pack could become a massive tileset pack.  It's a simple change that could be useful in a whole heap of ways.

Peridexis Errant has produced a ☼LNP Plan☼!
Urist McJessep has organized a party at the platinum table.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Akhier the Dragon hearted on November 13, 2014, 06:05:16 am
I don't know why Toady has it out for you guys but every time you release something or apparently even plan something he releases a new version, we are now up to 40.16
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Sebastian2203 on November 13, 2014, 06:30:06 am
I don't know why Toady has it out for you guys but every time you release something or apparently even plan something he releases a new version, we are now up to 40.16
I smell conspiracy.

EDIT: How the hell did I manage to double post... I feel shame.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: SMASH! on November 13, 2014, 11:06:25 am
Do I need to gen a new world for 40.16? Tnx.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Dirst on November 13, 2014, 11:34:23 am
I smell conspiracy.
No, you're going about this all wrong.  This is not a bug... it's a weaponizable feature.

PE, you need to commit to daily updates of the Starter Pack!  :)
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Raul on November 13, 2014, 12:24:42 pm
How the hell did I manage to double post... I feel shame.
I know that feeling, just report it to a mod and he/she will erase it.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 13, 2014, 04:52:15 pm
I don't know why Toady has it out for you guys but every time you release something or apparently even plan something he releases a new version, we are now up to 40.16
I smell conspiracy.
No, you're going about this all wrong.  This is not a bug... it's a weaponizable feature.

PE, you need to commit to daily updates of the Starter Pack!  :)
I don't want to risk it - what if this is the kind of magic that vanishes when you try to exploit it, like the Golden Goose?  Or when you try to prove it exists, like a portal to Narnia?  Updates will come when they're ready  ;D


Do I need to gen a new world for 40.16? Tnx.
Nope, you can just copy the save over.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Xeen on November 13, 2014, 07:31:13 pm
Well, unfortunatelly I have very strange error related to your pack but dunno how much.  When I play vanilla with Therapist only everything works fine.
When I use your pack with DFhack sometimes after hour, sometimes after two hours of playing my keyboard get stuck  and nothing responds. No keys, I can even plug/unplug  - its dead. I can only turn on/off light like NumLock etc. Game running, mouse working, keyboard dead.
In window mode I can close DF with mouse (in fullscreen I mapped  necessary keys to my multiple mouse buttons to be able save game when it happens.)
Strange is, keyboard is dead when I close DF and I need logout from windows or  reboot to get it working again.

Using Windows7 pro X64  (all updates installed), all firmware updated, kaspersky internet security, keyboard is Steelseries Apex Raw. My rig is good enough to deal with DF (I5 3470,16GB ram, no overclocking)
Playing some recent games with high hardware requirements, using lots of applications . No problems so far only with DF run throught your pack (both launchers)

All 40.x versions affected :(, last pack I tried is Dwarf Fortress 40_14 Starter Pack r2.

Might it be related to DFhack editing memory blocks which my keyboard driver/antivirus software might not like?

Anyone else have such issue as well? Thanx for any help or advice.   

I have no problem so far to play it on Dell laptop W7 pro X64 /I7/8GB ram using laptop keyboard.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: mndfreeze on November 14, 2014, 04:55:40 am
Are you running any special software that is specific to your keyboard?  A lot of nice gaming keyboards have utliities and such that come with them to enable different macro's or functions and that could be conflicting somehow with the way DFhack interfaces with the memory addressing, or something along those lines.

Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Xeen on November 14, 2014, 08:24:52 am
Are you running any special software that is specific to your keyboard?  A lot of nice gaming keyboards have utliities and such that come with them to enable different macro's or functions and that could be conflicting somehow with the way DFhack interfaces with the memory addressing, or something along those lines.

Yeah, this keyboard using own "steelseries engine" to enable macro key and advanced functions.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: mndfreeze on November 15, 2014, 04:01:21 am
Sorry for derailing the thread further away from the pack, but in response to the keyboard issue, you should try completely uninstalling all the special software for the keyboard.  You want to get it back to as close of a generic windows keyboard state as possible, then test to see if thats where the problem lies.   I'm going to guess that is most likely where the issue is but without some testing on your side its impossible to say.  Also make sure you check that you have the very latest and greatest drivers and software available from your manufacturer.  This goes for more then just keyboards as video drivers are known problem children as well (not specifically to DF or anything, just in general on PC's)

Hope this helps
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Sheo on November 15, 2014, 09:35:09 am
Peridexis, any chance the thingy that auto-imports from one LNP to the other could grab already-made changes to keybinds? I have to make these changes everytime, so I was just wondering.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: lethosor on November 15, 2014, 09:59:31 am
You could copy data/init/interface.txt manually, although that could be dangerous if there were changes in keybindings (as there were in 0.40.14).
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 15, 2014, 10:06:35 am
For now, no - as noted above there are often changes that raise compatibility issues. I'm aware of the issue though, and I do plan to look for better update solutions in the next few months over my break.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: mndfreeze on November 16, 2014, 05:35:15 am
any chance you will be popping in the new .16 version soon?  Stress is muurrrrderrrriong my poor fort in .15 :D

Urist mc'whiner beats Urist Mcslobberface to death ..   x55
etc
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: abuxavier on November 16, 2014, 01:17:47 pm
Is there a setting I need to enable or disable to see more than '?' for the prompt boxes in-game?  For example, when I go to enter the game, a prompt box pulls up and all of the options have a '?' instead of 'a' or 'e' or 'x' or whatever keystroke I'm supposed to be making.  For many of them I can get past on muscle memory, but I'm trying to learn workflow and I don't know which options do what yet.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: lethosor on November 16, 2014, 01:21:16 pm
It's a known bug in the Windows version (and it's not just manipulator). Find the "<symbol-table name='v0.40.15 SDL' os-type='windows'>" line in <DF>/hack/symbols.xml and add this line under it:
Code: [Select]
<global-address name='keydisplay' value='0x181C170'/>
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: abuxavier on November 16, 2014, 02:17:03 pm
It's a known bug in the Windows version (and it's not just manipulator). Find the "<symbol-table name='v0.40.15 SDL' os-type='windows'>" line in <DF>/hack/symbols.xml and add this line under it:
Code: [Select]
<global-address name='keydisplay' value='0x181C170'/>
Thanks Lethosor!  All fixed!
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Probe1 on November 16, 2014, 09:04:14 pm
I'm having a lot of trouble finding the twbt files.  What files decide what font TwbT use?

I'm looking to change the font to Ironhands font, and I also want to increase the font size but can't seem to find the hotkey.  The latter someone could tell me but I still would like to know where to edit TwbT so I can modify the font as described in TwbTs readme

Quote
In your init.txt set FONT and FULLFONT to the font you want to use for text, and GRAPHICS_FONT and GRAPHICS_FULLFONT to the font for map tiles.
(yes I checked several init.txt files and could not find this)
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 16, 2014, 11:55:27 pm
I'm having a lot of trouble finding the twbt files.  What files decide what font TwbT use?

I'm looking to change the font to Ironhands font, and I also want to increase the font size but can't seem to find the hotkey.  The latter someone could tell me but I still would like to know where to edit TwbT so I can modify the font as described in TwbTs readme

Quote
In your init.txt set FONT and FULLFONT to the font you want to use for text, and GRAPHICS_FONT and GRAPHICS_FULLFONT to the font for map tiles.
(yes I checked several init.txt files and could not find this)

It's "<df folder>/data/init/init.txt"

Code: (<df folder>/data/init/init.txt) [Select]
This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.

[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:curses_640x300.png]  <-- this sets the text font (it's line#30)

...

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:Phoebus_16x16.png]  <-- this sets the graphics tiles (it's line#51)
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Phoebus_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

The launcher will very sson get an upgrade that lets you change this from the GUI.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Probe1 on November 17, 2014, 12:26:11 am
I don't think curses_640x300.png is what I'm looking for.  I'm trying to find out why the font for TwbT overrides Ironhands font.  Here's an image comparison.
http://puu.sh/cU9s8/5deb2cad33.png

I may be using the wrong terms or describing what I want incorrectly.  I'm looking for the font that menus use.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: mifki on November 17, 2014, 01:10:52 am
I'm trying to find out why the font for TwbT overrides Ironhands font.

Well because that's one of TWBT functions.

Better maybe you try to explain what do you want to achieve?
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Probe1 on November 17, 2014, 01:39:43 am
I'm trying to find out why the font for TwbT overrides Ironhands font.

Well because that's one of TWBT functions.

Better maybe you try to explain what do you want to achieve?
I want to replace the font of TwbT..
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 17, 2014, 01:44:08 am
I don't think curses_640x300.png is what I'm looking for.  I'm trying to find out why the font for TwbT overrides Ironhands font.  Here's an image comparison.
http://puu.sh/cU9s8/5deb2cad33.png

I may be using the wrong terms or describing what I want incorrectly.  I'm looking for the font that menus use.

curses_640x300.png is the font that menus use.  You can change this to any other tileset in /data/art/ and see the change when you restart DF.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Probe1 on November 17, 2014, 09:57:29 am
I don't think curses_640x300.png is what I'm looking for.  I'm trying to find out why the font for TwbT overrides Ironhands font.  Here's an image comparison.
http://puu.sh/cU9s8/5deb2cad33.png

I may be using the wrong terms or describing what I want incorrectly.  I'm looking for the font that menus use.

curses_640x300.png is the font that menus use.  You can change this to any other tileset in /data/art/ and see the change when you restart DF.

Maybe I'm approaching this from the wrong direction.  Obsidian (tileset) uses ProFontWindows.  Phoebus uses Consolas.  Ironhand uses Liberation Sans Bold and that's what I like, but when I use TwbT it overrides it and uses (I guess) curses? 

Do I need to make an .png image of Liberation Sans Bold to use it in the menu while running TwbT?  I'm confused.  The documentation for TwbT makes it seem like it's just calling on a font.ttf file.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: UristWoodie on November 17, 2014, 10:20:16 am
TWBT uses whatever font (.png) you specifiy in the .ini file. Note that TWBT does not use a "font" file (like ttf), but uses a graphic file (.png) with the text characters in it as graphic tiles.

By default, the fonts are curses_640x300.png
[FONT:curses_640x300.png]
[FULLFONT:curses_640x300.png]


I use:
[FONT:stal_16x16.png]
[FULLFONT:stal_16x16.png]

It sounds like you would like to use Ironhand, so you would edit your .ini file (from the launcher), and replace the existing font settings, with the following two lines:
[FONT:ironhand.png]
[FULLFONT:ironhand.png]

You will also need to copy ironhand.png to the \{Dwarf Fortress}\data\art\ folder.

Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: fricy on November 17, 2014, 10:22:20 am
TwbT does not support ttf, if you found a documentation that says so please post the link so it can be fixed.

Tileset generator: http://www.bay12forums.com/smf/index.php?topic=140250.0
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: 0ink3r on November 17, 2014, 04:22:07 pm
You can also just download a .PNG file from http://dwarffortresswiki.org/Tileset_repository (http://dwarffortresswiki.org/Tileset_repository) stick it in your Dwarf Fortress\data\art folder and rename it to 'curses_640x300.png' (replacing the one already in there)

works a treat
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 17, 2014, 06:01:12 pm
Please, change the filename selector in data/init/init.txt instead of messing up filenames.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: Ostar on November 19, 2014, 05:32:57 pm
Ahh, you broke your streak... 40_17 came out before you released 40_16!
So you'll jump over 16 to release 17, right?
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 19, 2014, 06:26:25 pm
Ahh, you broke your streak... 40_17 came out before you released 40_16!
So you'll jump over 16 to release 17, right?

Depends on what DFHack does - both are possible at this point.
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: UristWoodie on November 19, 2014, 08:52:57 pm
Let the page refreshing begin!
Title: Re: Dwarf Fortress 40_15 Starter Pack r2
Post by: PeridexisErrant on November 19, 2014, 09:17:11 pm
By "at this point" I mean "in the next few days, hopefully".  It's going to be a good update though.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: PeridexisErrant on November 20, 2014, 06:52:08 am
The Starter Pack has updated to 40_16 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

It's been a while, but the update is here - and the delay for 40.17 should be a lot shorter.  And what an update it is! 

We've got updates to various utilities, which is always nice, as well as descriptive tooltips in the utilities list so you don't even have to click on a link in the contents page.  Plenty of cruft has been cleaned out (don't worry, it's stuff no-one used).  The launcher update means you can easily change the text font (or graphics, I suppose), and this feature should get an upgrade soon.  Those sick of tantrum spirals will love Putnam's remove-stress script (just type "remove-stress all" into dfhack, and goodbye stress!). 

Strike the Earth!

Changelog:
 - updated Quickfort Community plans set to v2.2
 - updated PerfectWorld to v1.9
** updated Dwarf Fortress to 0.40.16
 - updated PyLNP to v0.8a
 - updated utilities config; finally add descriptive tooltips!
 - removed some old content from defaults and extras
 - added tileset options for TwbT; use the graphics/customisation tab to set FONT
 - added Dwarf Therapist memory layout for 40.16
 - updated default embark profiles
 - updated DFHack to 40.16-r1
 - updated TwbT to v5.33
 - added Putnam's script "remove-stress"; removes stress of selected unit or "remove-stress all" to affect all units.

MD5:  E2B6C0C3960A1E0817C36FA5FFC958A3
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: UristWoodie on November 20, 2014, 07:30:37 am
It appears Salithus has gone AFK...is there some other archive for torrents?

(I can and will happily seed...but don't know how to set up the links for others)
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: UristWoodie on November 20, 2014, 07:52:19 am
r2 already. I hate when I find bugs that quickly too.

Disregard: I misread the second post title as .16, when it's set to DF15, r2.


Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: PatrikLundell on November 20, 2014, 09:37:41 am
There is something odd with 40.16 r1. When downloaded and started it claims there is an r2 version available, but when accepting to download it brings up the r1 download page. Downloading again still claims there is an update. The archive claims the version it contains is r2, so I suspect whatever checks latest version vs starting version does a string check and find an r2 posted somewhere, but an r1 internally, leading to a constant claim a new version exists.
And everyone is eager to get their hot little mitts on the very latest version of this very useful pack!
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: fricy on November 20, 2014, 09:46:28 am
There is something odd with 40.16 r1. When downloaded and started it claims there is an r2 version available, but when accepting to download it brings up the r1 download page. Downloading again still claims there is an update. The archive claims the version it contains is r2, so I suspect whatever checks latest version vs starting version does a string check and find an r2 posted somewhere, but an r1 internally, leading to a constant claim a new version exists.
And everyone is eager to get their hot little mitts on the very latest version of this very useful pack!
Disregard, the version string on dffd has not been updated properly, there's no r2. Yet. :D
I expect it to be fixed once Perx takes a look here.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: PatrikLundell on November 20, 2014, 09:52:28 am
I suspected as much, but PeridexisErrant won't be able to fix it until he's notified. Also, by the sound of it, there won't be an r2, since .17 seems to be in the works.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Nasarius on November 20, 2014, 10:20:38 am
I made a couple Consolas font tilesets for TWBT, in case anyone wants to try a modern monospaced font. I think it looks great. A couple small caveats: your DF window needs to be resized so that it's larger than the default (which apparently shrinks everything), and the dwarf icons in the status screen are cut off because the font tiles aren't square.

Screenshot (http://i.imgur.com/HPTa1VM.png)

Consolas 16pt: http://i.imgur.com/m0WiK75.png/consolas-16.png

Consolas 18pt: http://i.imgur.com/Ihur4KM.png/consolas-18.png
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Dirst on November 20, 2014, 10:39:01 am
There is something odd with 40.16 r1. When downloaded and started it claims there is an r2 version available, but when accepting to download it brings up the r1 download page. Downloading again still claims there is an update. The archive claims the version it contains is r2, so I suspect whatever checks latest version vs starting version does a string check and find an r2 posted somewhere, but an r1 internally, leading to a constant claim a new version exists.
And everyone is eager to get their hot little mitts on the very latest version of this very useful pack!
Disregard, the version string on dffd has not been updated properly, there's no r2. Yet. :D
I expect it to be fixed once Perx takes a look here.
PE could bump the version number in the pack, and everything would fix itself.  And some future archeologist is going to beat his head against the wall trying to figure out where the improvement was that justified a new version number.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: fricy on November 20, 2014, 11:08:29 am
I made a couple Consolas font tilesets for TWBT, in case anyone wants to try a modern monospaced font. I think it looks great.

Thx, added as text_16x20 and text_18x22. (https://github.com/Lazy-Newb-Pack/LNP-shared-core/tree/master/LNP/tilesets)
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: smeeprocket on November 20, 2014, 11:10:06 am
huge bug with .17 atm, so it might be best to wait to update.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Col_Jessep on November 20, 2014, 11:22:07 am
- added tileset options for TwbT; use the graphics/customisation tab to set FONT
 
Oi, you are quick! Thank you so much!
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Dirst on November 20, 2014, 11:53:12 am
huge bug with .17 atm, so it might be best to wait to update.
It only affects your game if you smelt ores.  I mean, who does that?

Looks like .18 will be coming sooner rather than later.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: adanufgail on November 20, 2014, 12:01:42 pm
40_16 R1 Torrent

http://thepiratebay.se/torrent/11523720 (http://thepiratebay.se/torrent/11523720)

It appears Salithus has gone AFK...is there some other archive for torrents?
(I can and will happily seed...but don't know how to set up the links for others)

I have been doing the recent torrents. I am currently seeding as far back as 40_13 R5, and can do further back if people want. I can also curate a torrent list if desired.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Sebastian2203 on November 20, 2014, 01:04:38 pm
Aaaaaand I am really starting to believe Toady is intentionally releasing it when new version of this comes out...

This must me some sort of magic, I am going to investigate.

Also is there gonna be any update with the Dwarf Therapist, so you can see stress levels?
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: 0ink3r on November 20, 2014, 01:08:57 pm
Im still having problems getting my logitech mouse profile for DF to load up with LNP. If i set the profile to persistent in the logitech software, the profile then works within DF perfectly. Unfortunately this is not a great solution as it then locks and uses this same profile in everything in windows from thereon in.

I downloaded and ran the vanilla DF with the very same profile pointed at the Dwarf Fortress.exe in that folder and it had no issue whatsoever with recognizing and attaching the profile to that.

So...

It seems to me that perhaps dfhack (or something else) is running as some sort of overlay which takes precedence over any executable i have tried to attach this profile to, though i cant for the life of me find it. I have tried attaching the profile to every .exe within the LNP folder (aside from the ones in the utilities subfolder) these include:

dfhack-run.exe
binpatch.exe
Starter Pack Launcher (PyLNP).exe
Dwarf Fortress.exe
optipng.exe

Still no work...

I then used comodo killswitch to see if it was hooking into anything which was no so apparent and found DF hooking into C:\Windows\System32\conhost.exe it was a long stretch, but i was running out of ideas, so i also tried including this, but still no joy.

Im all out of ideas, does anyone know why the profile is not loading with LNP, or perhaps what file i should be getting the profile to attach to ?

(ill add that i had no problems with the profile loading with "Dwarf Fortress 40_13 Starter Pack r5" it just seems to be these newer ones)
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: terko on November 20, 2014, 01:13:17 pm
You got owned by Toady, again. Starter Pack .16 out, .17 released. I really think someone is really evil here!
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Sebastian2203 on November 20, 2014, 01:14:41 pm
You got owned by Toady, again. Starter Pack .16 out, .17 released. I really think someone is really evil here!

Might be Toady trying to prove that he is always step ahead and no one can rival him?
Not really.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Pidgeot on November 20, 2014, 01:29:51 pm
Im still having problems getting my logitech mouse profile for DF to load up with LNP. If i set the profile to persistent in the logitech software, the profile then works within DF perfectly. Unfortunately this is not a great solution as it then locks and uses this same profile in everything in windows from thereon in.

The right executable is indeed Dwarf Fortress.exe - that's the one PyLNP launches.

Since I have a G510 keyboard, let me just check if I can reproduce...

Spoiler: Profile window (click to show/hide)

*clicks Play Dwarf Fortress in launcher*

Quote from: Keyboard display
Profile Activated
Dwarf Fortress 0.40.16

...nope, works perfectly here.

Are you sure you've picked the right Dwarf Fortress.exe? The profile window only shows the filename, but it checks the full path, so you need to add new executable paths manually.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: 0ink3r on November 20, 2014, 01:42:02 pm
Yep, i am definitely pointing it to the Dwarf Fortress.exe in the correct folder. Just for completeness's sake i just tried deleting the profile and creating a fresh one from scratch, still does not work.

Its strange that it works with the older version of LNP and vanilla DF but just not these newer ones ??

edit: FYI, I'm pretty sure the logitech profiler checks the binary of the linked exe anyway, because if you replace the exe in the folder, the link in the profile it was attached to will disappear, forcing you to re-link it to the newer replacement exe file anyway.

Also, ill add that i am using the latest setpoint software from logitech.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Pidgeot on November 20, 2014, 02:18:52 pm
Also, ill add that i am using the latest setpoint software from logitech.

Ah, well, I'm referring to the Logitech Gaming Software (the G510 is a gaming keyboard, after all). That one only looks at the path (there's no other information in the profile).

I can't say anything about SetPoint; that's for "ordinary" mice, and I don't have one :P
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: 0ink3r on November 20, 2014, 02:24:56 pm
G700 is a 'gaming mouse'
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Pidgeot on November 20, 2014, 03:01:49 pm
G700 is a 'gaming mouse'

It is, but this is the first time you said anything about using that particular model, or indeed any sort of gaming mouse (you've only mentioned using a Logitech mouse).

Anyway, for gaming mice, you ought to be using Logitech Gaming Software (http://support.logitech.com/en_us/product/wireless-gaming-mouse-g700#download) - and if you are, then I don't understand why you're mentioning SetPoint.

If you are indeed using LGS and you simply misspoke (fair enough), I would suggest checking the XML configuration used by LGS (right-click the profile and select Export), and there you can see the exact path it's looking for. You can then compare it with the one shown when you right-click the Dwarf Fortress process in Task Manager and select Properties.

The point is, there is nothing in PyLNP, the Starter Pack, DFHack, or DF itself which interferes with this; I'm pretty sure they *can't*.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Probe1 on November 20, 2014, 03:28:11 pm
Heads up

When I launch Starter Pack Launcher (PyLNP).exe (40_16_r1) it pops up and says there is a new version available (version 42_16_r2).  The download link takes me
to 40_16_r1). 
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Laggy on November 20, 2014, 03:29:56 pm
There is something odd with 40.16 r1. When downloaded and started it claims there is an r2 version available, but when accepting to download it brings up the r1 download page. Downloading again still claims there is an update. The archive claims the version it contains is r2, so I suspect whatever checks latest version vs starting version does a string check and find an r2 posted somewhere, but an r1 internally, leading to a constant claim a new version exists.
And everyone is eager to get their hot little mitts on the very latest version of this very useful pack!
Disregard, the version string on dffd has not been updated properly, there's no r2. Yet. :D
I expect it to be fixed once Perx takes a look here.
Yep, this is exactly the problem.  I wrote the version checking code that notifies you when there's a new version for download, but the only reasonable way to do it was to pull the "New Version" information directly from DFFD.  Since there is the typo on DFFD, then the notification will always pop up :(
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: PeridexisErrant on November 20, 2014, 05:12:11 pm
There is something odd with 40.16 r1. When downloaded and started it claims there is an r2 version available, but when accepting to download it brings up the r1 download page. Downloading again still claims there is an update. The archive claims the version it contains is r2, so I suspect whatever checks latest version vs starting version does a string check and find an r2 posted somewhere, but an r1 internally, leading to a constant claim a new version exists.
And everyone is eager to get their hot little mitts on the very latest version of this very useful pack!
Disregard, the version string on dffd has not been updated properly, there's no r2. Yet. :D
I expect it to be fixed once Perx takes a look here.
PE could bump the version number in the pack, and everything would fix itself.  And some future archeologist is going to beat his head against the wall trying to figure out where the improvement was that justified a new version number.

Or I could just fix the version number on DFFD, which I just did.  Sorry everyone!  (and it would be changelogged, ofc)

You got owned by Toady, again. Starter Pack .16 out, .17 released. I really think someone is really evil here!

Might be Toady trying to prove that he is always step ahead and no one can rival him?
Not really.

We'll probably skip 40.17 entirely, since .18 fixes a critical bug.

I made a couple Consolas font tilesets for TWBT, in case anyone wants to try a modern monospaced font. I think it looks great.

Thx, added as text_16x20 and text_18x22. (https://github.com/Lazy-Newb-Pack/LNP-shared-core/tree/master/LNP/tilesets)

Yay!  I'm currently finalising a pull request for the PyLNP, the (relevant, it's a big one) result of which will be the images for the graphics pack, vanilla DF, and the Tilesets folder all get added.  Useful for TwbT and anything else where you want an image in every graphics pack.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: 0ink3r on November 20, 2014, 07:02:08 pm
G700 is a 'gaming mouse'

It is, but this is the first time you said anything about using that particular model, or indeed any sort of gaming mouse (you've only mentioned using a Logitech mouse).

Anyway, for gaming mice, you ought to be using Logitech Gaming Software (http://support.logitech.com/en_us/product/wireless-gaming-mouse-g700#download) - and if you are, then I don't understand why you're mentioning SetPoint.

If you are indeed using LGS and you simply misspoke (fair enough), I would suggest checking the XML configuration used by LGS (right-click the profile and select Export), and there you can see the exact path it's looking for. You can then compare it with the one shown when you right-click the Dwarf Fortress process in Task Manager and select Properties.

The point is, there is nothing in PyLNP, the Starter Pack, DFHack, or DF itself which interferes with this; I'm pretty sure they *can't*.

Setpoint/LGS... Same thing, different era... Semantics... Anyway NVM...

I finally managed to get the profile to work, i tried extracting LNP to the default folder of 'Dwarf Fortress 40_16 Starter Pack r1' and the profile now loads up with the Dwarf Fortress.exe file as it should. No idea why this folder works and the previous folder of 'Dwarf Fortress' does not. Even when using the same profile on each of the installs...

Thanks for your help though, seems that .18 has just been dropped on us anyway =]
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: mndfreeze on November 20, 2014, 10:41:57 pm
hey what happened to the scripts make_legendary and elevate_physical?  I understand why the elevate_mental went away when the big switcharoo happened but not sure why these others just dissapeared this version?  Also armoks_blessing and at least one more that I cant remember the name off the top of my head.  All were related to raising/adjusting physical or mental stats or the level of a skill like mining or woodcutting.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: lethosor on November 20, 2014, 11:23:07 pm
Those are Vjek's scripts (http://dwarffortresswiki.org/index.php/User:Vjek). I'm not sure if they work with recent versions of DFHack or not, but you're welcome to test them.

Also, PeridexisErrant: The versions of some of my scripts you're bundling are out-of-date (particularly load-screen and settings-manager). I'm not sure how best to inform you of updates, other than watching the repo (https://github.com/lethosor/dfhack-scripts), but I've seen a few reports of problems with load-screen that I've fixed.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: mndfreeze on November 21, 2014, 02:03:28 am
Those are Vjek's scripts (http://dwarffortresswiki.org/index.php/User:Vjek). I'm not sure if they work with recent versions of DFHack or not, but you're welcome to test them.

Also, PeridexisErrant: The versions of some of my scripts you're bundling are out-of-date (particularly load-screen and settings-manager). I'm not sure how best to inform you of updates, other than watching the repo (https://github.com/lethosor/dfhack-scripts), but I've seen a few reports of problems with load-screen that I've fixed.

Thanks for the info and link.  I know they all worked or mostly worked (I can't say I've used every possible variable and option with all of them) in .14. 

I thought that since they dissapeared maybe they were just redundant and there was some other script included that did the same sort of things but I don't see a one, so I'll just install these back in manually.  Thanks!
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: PeridexisErrant on November 21, 2014, 02:10:04 am
Those are Vjek's scripts (http://dwarffortresswiki.org/index.php/User:Vjek). I'm not sure if they work with recent versions of DFHack or not, but you're welcome to test them.

Also, PeridexisErrant: The versions of some of my scripts you're bundling are out-of-date (particularly load-screen and settings-manager). I'm not sure how best to inform you of updates, other than watching the repo (https://github.com/lethosor/dfhack-scripts), but I've seen a few reports of problems with load-screen that I've fixed.

Ah, the irony... I dropped Vjeck's scripts because I didn't think they were up to date, and forgot to check yours...
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: bsod.phantom on November 21, 2014, 02:43:10 am
40_16 R1 Torrent

http://thepiratebay.se/torrent/11523720 (http://thepiratebay.se/torrent/11523720)

It appears Salithus has gone AFK...is there some other archive for torrents?
(I can and will happily seed...but don't know how to set up the links for others)

I have been doing the recent torrents. I am currently seeding as far back as 40_13 R5, and can do further back if people want. I can also curate a torrent list if desired.

I will happily seed for whomever is posting them.  A seed list is nice, especially if it's easy to get to and you include the magnet link in the list.

I'm still seeding 40_13r4 from Salithus' list and even though it's outdated I still see peers getting it from me.  I suspect that most users hit the second post in the thread (http://www.bay12forums.com/smf/index.php?topic=126076.msg4250424#msg4250424) and then look at the mirrors and checksums to get the most recent.  Since this points to 40_13r4 from Salithus that's what many people are getting.

Perhaps PeridexisErrant could add you to that section similar to Salithus?

Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: PeridexisErrant on November 21, 2014, 04:26:44 am
If someone wants to maintain a table of links, I'm happy to link to that. I just don't want to have to update a link after every pack.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Salkryn on November 21, 2014, 02:55:11 pm
....aaaaaaand there's 40.18. Armok be praised, they just keep coming!
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Raligan on November 21, 2014, 03:28:38 pm
Here's a link to my google drive, the download speeds are fast and there's no bandwidth limit.
https://drive.google.com/file/d/0B--ONOpD7ZScLXVlOHRjWmJCOEk/view?usp=sharing (https://drive.google.com/file/d/0B--ONOpD7ZScLXVlOHRjWmJCOEk/view?usp=sharing)
That one points to 16 r1.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Dirst on November 21, 2014, 04:49:29 pm
....aaaaaaand there's 40.18. Armok be praised, they just keep coming!
I hadn't realized PE was done with the 40.17r1 pack! :)
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: jgz on November 21, 2014, 07:06:31 pm
Ever since 40_16 r1 I have been getting a crash when i zoom all the way out.  It happens every time and does not do it in 40_15 r2.  Any idea what may be causing it or what mod/script i should look at to figure it out?
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Lielac on November 21, 2014, 07:25:17 pm
Ever since 40_16 r1 I have been getting a crash when i zoom all the way out.  It happens every time and does not do it in 40_15 r2.  Any idea what may be causing it or what mod/script i should look at to figure it out?

Initial hypothesis: TWBT?
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: mifki on November 21, 2014, 08:14:48 pm
Ever since 40_16 r1 I have been getting a crash when i zoom all the way out.  It happens every time and does not do it in 40_15 r2.  Any idea what may be causing it or what mod/script i should look at to figure it out?

Initial hypothesis: TWBT?

Indeed I can reproduce the problem, will fix.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Zerraforn on November 21, 2014, 08:31:36 pm
I seem to have a problem with the Starter Pack. It may or may not just be me being clueless in how to properly use it, but the Starter Pack Launcher(PyLNP).exe has an error whenever I try to use it, quoting "Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to use this file." Now, I've gone into properties to try giving myself the 'permissions' it was talking about, but no dice. I've tried moving the Starter Pack to a number of different places (I never tried Program Files, as it's usually very restricting on the things inside of it anyway), I've tried using different versions of the Starter Pack, I've tried turning on DF and DFHack beforehand-- none of which fixed the problem. Am I missing something? I probably am, but either way, if someone knows how to rectify this, I'd very much appreciate it.  :)

(P.S I apologize in advance if this has been covered by someone else already.)
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: mifki on November 21, 2014, 08:53:33 pm
Ever since 40_16 r1 I have been getting a crash when i zoom all the way out.  It happens every time and does not do it in 40_15 r2.  Any idea what may be causing it or what mod/script i should look at to figure it out?

Initial hypothesis: TWBT?

Indeed I can reproduce the problem, will fix.

Should be fixed in twbt 5.34
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Dirst on November 21, 2014, 10:35:37 pm
I seem to have a problem with the Starter Pack. It may or may not just be me being clueless in how to properly use it, but the Starter Pack Launcher(PyLNP).exe has an error whenever I try to use it, quoting "Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to use this file." Now, I've gone into properties to try giving myself the 'permissions' it was talking about, but no dice. I've tried moving the Starter Pack to a number of different places (I never tried Program Files, as it's usually very restricting on the things inside of it anyway), I've tried using different versions of the Starter Pack, I've tried turning on DF and DFHack beforehand-- none of which fixed the problem. Am I missing something? I probably am, but either way, if someone knows how to rectify this, I'd very much appreciate it.  :)

(P.S I apologize in advance if this has been covered by someone else already.)
Check the log of your antivirus to see if it blocked an "untrusted" application, because sometimes it can cause an error like that.  the solution would be to explicitly trust the file.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: PeridexisErrant on November 21, 2014, 10:54:41 pm
...which will be in r2.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Zerraforn on November 21, 2014, 11:24:13 pm
Quote
Check the log of your antivirus to see if it blocked an "untrusted" application, because sometimes it can cause an error like that.  the solution would be to explicitly trust the file.
After toying around with my anti-virus program and, fair enough, it worked. Thank you very much!  :D I'm glad to see how willing you guys are to help. When I start my Fortress, I will definitely name one of my Dwarves after you, Dirst. *tips hat at* Well done!
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: perkel on November 22, 2014, 06:50:22 am
getting crashes when i want to build stuff with b, 16r1

Sometimes it crashes sometimes not.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Ertaan on November 22, 2014, 09:34:34 am
getting crashes when i want to build stuff with b, 16r1

Sometimes it crashes sometimes not.

Try with '2D' in print mode imo
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Clownmite on November 23, 2014, 03:07:55 am
Anyone else getting crashes on Windows when pressing "k"?
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Visus Draconis on November 23, 2014, 09:42:14 am
Running DF from the main LNP program, I got these errors:

Quote
File PyLNP.user does not exist
WARNING: Field GRAZE_COEFFICIENT seems to be missing from file .\Dwarf Fortress 0.40.16\data\init\d_init.txt!
WARNING: Field GRAZE_COEFFICIENT seems to be missing from file .\Dwarf Fortress 0.40.16\data\init\d_init.txt!
WARNING: Field GRAZE_COEFFICIENT seems to be missing from file .\Dwarf Fortress 0.40.16\data\init\d_init.txt!

Also I started up a world and it's still in ASCII, despite me updating it with the Ironhand graphics on the LNP screen. EDIT: It's just the world map pre-embark. The graphics work fine in Fortress mode.

Is there something wrong with the raws? Or did I just download it badly?
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: fricy on November 23, 2014, 10:24:11 am
Anyone else getting crashes on Windows when pressing "k"?
This may be caused by an error in df/hack/symbols.xml (https://github.com/quietust/df-structures/commit/74e9d4ca5f327ba6b58dff80b22ebdd1fd4a992e).

To fix: open the file with notepad++ (http://notepad-plus-plus.org/), find line 1974 and change from:
Code: [Select]
<global-address name='ui_look_list' value='0x1c50d98'/>to:
Code: [Select]
<global-address name='ui_look_list' value='0x1c52d98'/>
Running DF from the main LNP program, I got these errors:
WARNING: Field GRAZE_COEFFICIENT seems to be missing from file .\Dwarf Fortress 0.40.16\data\init\d_init.txt!
This should be mostly harmless, caused by an outdated d_init default in the pack. A quick fix is to manually copy d_init.txt from LNP/graphics/Ironhand/init (in your case) to data/init, that file is correct.
Quote
Also I started up a world and it's still in ASCII, despite me updating it with the Ironhand graphics on the LNP screen.
Is there something wrong with the raws? Or did I just download it badly?
From the OP:
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: fricy on November 23, 2014, 10:31:19 am
If this is not worth a double post (http://www.bay12forums.com/smf/index.php?topic=145944.0), then I don't know what.  ;D
Hint: mifki strikes again.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: wuphonsreach on November 23, 2014, 02:07:15 pm
Yeah, I figured you'd skip 40.17 -- I'm really looking forward to 40.18 though (have stayed on 40.13 for a few months now until the new stuff was through a round or two of bug fixes).
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: jgz on November 23, 2014, 03:59:32 pm
What is the feature/mod/setting that makes it so the interface stays the same size when you zoom in and out? 

Thanks,
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: mifki on November 23, 2014, 04:20:33 pm
What is the feature/mod/setting that makes it so the interface stays the same size when you zoom in and out? 

Thanks,

Is everything staying the same? By default, with TWBT enabled, map should zoom when you zoom on the main fortress screen, and text/menus should zoom when you zoom on any other screen.
Title: Re: Dwarf Fortress 40_16 Starter Pack r1
Post by: Raul on November 23, 2014, 04:40:41 pm
What is the feature/mod/setting that makes it so the interface stays the same size when you zoom in and out? 

Thanks,

Is everything staying the same? By default, with TWBT enabled, map should zoom when you zoom on the main fortress screen, and text/menus should zoom when you zoom on any other screen.
Fixed that for you.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: PeridexisErrant on November 23, 2014, 05:00:49 pm
The Starter Pack has updated to 40_16 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Small update, but it's probably worth patching crashes now instead of waiting for the 40.18 pack, which might be a while.

Changelog:
 - updated TwbT to v5.34; fix crash on max zoom out
 - patched dfkack/symbols.xml; fixes crash in 'k' menu

MD5:  482B60704E40E793267BC0CFA20F6CC5
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: jgz on November 23, 2014, 05:36:59 pm
I guess i should have mentioned i'm not having a problem with the starter pack.  I was trying to check out the masterwork mod and i wanted to try and copy over the functionality i'm looking for.

What i'm talking about is when i Zoom in the starter pack the pannel on the right stays the same size,  only the map zooms.

In masterwork though (and i think default DF) when you zoom it actually scales the whole window,  so the pannel on the right either ends up huge when your zoomed in or to small when zoomed out.

If i wanted to get masterwork to look the same as it does in the starterpack how might i do that? 

Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: mifki on November 23, 2014, 05:42:23 pm
If i wanted to get masterwork to look the same as it does in the starterpack how might i do that?

You can't easily. The plugin that does this (TWBT) is for the latest DF version only and Masterwork is still 0.34.11, right? There are some ways to resolve this but nobody asked to.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: evictedSaint on November 23, 2014, 07:05:07 pm
Man, I really wanna download this, but I also wanna wait until 40_18 r1 is ready because of the stress update.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: PeridexisErrant on November 23, 2014, 07:40:29 pm
Man, I really wanna download this, but I also wanna wait until 40_18 r1 is ready because of the stress update.

You can use the "remove-stress" script, if that's the only worrying thing  :D
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: UristWoodie on November 24, 2014, 08:49:19 am
16 r2 torrent
Magnet
magnet:?xt=urn:btih:99BCCAEF21615C6A058048DB08A81EED26E3C1B1&dn=Dwarf%20Fortress%2040_16%20Starter%20Pack%20r2.zip&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Col_Jessep on November 24, 2014, 04:15:43 pm
Ohai, it's me again.

I like to play with Phoebus graphics with the default Phoebus font set but I get the Curse font instead. It's an easy fix in the init.txt (http://www.bay12forums.com/smf/index.php?topic=138754.msg5798458#msg5798458), so no worries. The only thing that's annoying is that my fix gets overridden each time I change a setting like sound on/off in the launcher.

In 40_15 r2 the font stays the same so I assume that new behavior has something to do with the way the tilesets are managed in _16. Would it be possible to skip that part of the init since the tilesets require the user to actively install them?
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: PeridexisErrant on November 24, 2014, 06:36:37 pm
I'll have a look - the settings are meant to be independent.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Col_Jessep on November 24, 2014, 08:40:23 pm
Awesome, thanks!
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Yandapanda on November 25, 2014, 10:32:55 pm
Man, I really wanna download this, but I also wanna wait until 40_18 r1 is ready because of the stress update.

You can use the "remove-stress" script, if that's the only worrying thing  :D

HOW HOW HOW!?!?! These horrid moods are driving me CRAZY CRAZY CRAZY!
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: PeridexisErrant on November 26, 2014, 02:03:50 am
You can use the "remove-stress" script, if that's the only worrying thing  :D

HOW HOW HOW!?!?! These horrid moods are driving me CRAZY CRAZY CRAZY!

Type "remove-stress all" into the DFHack command prompt, or in the in-game console (ctrl-shift-P).
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: malvado on November 26, 2014, 02:53:27 am
It's starting to look like 40.19 might be around the corner , Will the next release be .18 or is it more likely to be one that supports .19?
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Salkryn on November 26, 2014, 05:40:48 am
With the prospect of geldable animals in the future, we may finally see the end of pet populations exploding. Future generations will not know our struggle. Also, anyone care to bet on how long until someone figures out how to perform a "dwarven vasectomy" once the feature is implemented? On a more serious note, huge thanks to Toady and all of the people who make the add-ons in this pack. It's amazing how much more manageable DF is with the LNP installed.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: PeridexisErrant on November 26, 2014, 06:16:09 am
It's starting to look like 40.19 might be around the corner , Will the next release be .18 or is it more likely to be one that supports .19?
This depends entirely on the amazing work done by the DFHack people - but I expect we'll see 40.18 before the process starts again. 

With the prospect of geldable animals in the future, we may finally see the end of pet populations exploding. Future generations will not know our struggle. Also, anyone care to bet on how long until someone figures out how to perform a "dwarven vasectomy" once the feature is implemented?

On a more serious note, huge thanks to Toady and all of the people who make the add-ons in this pack. It's amazing how much more manageable DF is with the LNP installed.
As I understand it, it's a very simple change to the raws - so probably a matter of hours.

And thank you - it's great to see someone recognise that it's a community effort, and especially motivational  :D 
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Yandapanda on November 26, 2014, 11:29:31 am
You can use the "remove-stress" script, if that's the only worrying thing  :D

HOW HOW HOW!?!?! These horrid moods are driving me CRAZY CRAZY CRAZY!

Type "remove-stress all" into the DFHack command prompt, or in the in-game console (ctrl-shift-P).

Thank you!!  :D
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Urist McPanzerbeard on November 26, 2014, 12:07:20 pm
Thanks for a fantastic tool; I can't imagine going back to playing without this pack again.

One minor problem, though; although I have Phoebus installed, and it works perfectly in fortress mode, for some reason the world map in worldgen/embark, and in adventure mode, is still displaying in ASCII. I'm using Printmode: TWBT  with Truetype off, incase that's affecting things. Is there a way to change the world map's tileset to Phoebus while keeping TWBT active?
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Dirst on November 26, 2014, 12:32:31 pm
Thanks for a fantastic tool; I can't imagine going back to playing without this pack again.

One minor problem, though; although I have Phoebus installed, and it works perfectly in fortress mode, for some reason the world map in worldgen/embark, and in adventure mode, is still displaying in ASCII. I'm using Printmode: TWBT  with Truetype off, incase that's affecting things. Is there a way to change the world map's tileset to Phoebus while keeping TWBT active?
Yes, printmode TWBT is causing this.  People seem to be in two camps about map tiles: some want the ASCII (to avoid seeing statues and cabinets on the map) and others want the tactical tiles (for familiarity if nothing else).

You can use TWBT_LEGACY to get the maps to use the tactical tileset, but that probably disables some of the newer features.  Eventually, TWBT will designate a specific tileset for large-scale maps and you'll be able to pick an ASCII one, a tactical one, or even a purpose-built map one.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Urist McPanzerbeard on November 26, 2014, 12:36:25 pm
Thanks for a fantastic tool; I can't imagine going back to playing without this pack again.

One minor problem, though; although I have Phoebus installed, and it works perfectly in fortress mode, for some reason the world map in worldgen/embark, and in adventure mode, is still displaying in ASCII. I'm using Printmode: TWBT  with Truetype off, incase that's affecting things. Is there a way to change the world map's tileset to Phoebus while keeping TWBT active?
Yes, printmode TWBT is causing this.  People seem to be in two camps about map tiles: some want the ASCII (to avoid seeing statues and cabinets on the map) and others want the tactical tiles (for familiarity if nothing else).

You can use TWBT_LEGACY to get the maps to use the tactical tileset, but that probably disables some of the newer features.  Eventually, TWBT will designate a specific tileset for large-scale maps and you'll be able to pick an ASCII one, a tactical one, or even a purpose-built map one.
Ahhh, that is sad but not unexpected.
Thanks for the quick response. It's no big deal, I'll stick with TWBT, just thought I'd ask if it was possible.

Cheers :)
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: troy49er3 on November 26, 2014, 06:18:07 pm
Any idea what could be causing this?
(http://i.imgur.com/hwZMRD1.jpg)
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: lethosor on November 26, 2014, 06:27:53 pm
What exactly is the problem? If you're referring to the "TWBT: no display patch" line, that's expected behavior for the 0.40.16 build of TwbT.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: mifki on November 26, 2014, 06:28:11 pm
Any idea what could be causing this?
(http://i.imgur.com/hwZMRD1.jpg)

That's fine.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: troy49er3 on November 26, 2014, 06:45:19 pm
The words are freezing  on the screen when TWBT is enabled. The only way to get them to remove is to resize the window and the the graphics reshape. I thought it might have been something to do with the no display patch.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Fangren on November 26, 2014, 07:14:34 pm
So I downloaded the starter pack earlier today, but when I tried to run the Starter Pack Launcher my antivirus told me it had a trojan and quarantined it. This, uh, seemed like something I should post about in the thread.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: PeridexisErrant on November 26, 2014, 07:19:30 pm
So I downloaded the starter pack earlier today, but when I tried to run the Starter Pack Launcher my antivirus told me it had a trojan and quarantined it. This, uh, seemed like something I should post about in the thread.

Well, I can assure you that it's not a problem - just a fairly new build of the PyLNP (https://bitbucket.org/Pidgeot/python-lnp), and antivirus takes a little while to catch up.  That said, use your own judgement - I'm not a neutral source!
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: mifki on November 26, 2014, 07:39:46 pm
The words are freezing  on the screen when TWBT is enabled. The only way to get them to remove is to resize the window and the the graphics reshape. I thought it might have been something to do with the no display patch.

Indeed it likely is related.
Sorry I thought I could skip this patch because I hoped that dfhack for .17/.18 would be released shortly, but it seems there are problems without this patch, so this wasn't a good idea. I'll fix it soon.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: troy49er3 on November 26, 2014, 11:05:37 pm
The words are freezing  on the screen when TWBT is enabled. The only way to get them to remove is to resize the window and the the graphics reshape. I thought it might have been something to do with the no display patch.

Indeed it likely is related.
Sorry I thought I could skip this patch because I hoped that dfhack for .17/.18 would be released shortly, but it seems there are problems without this patch, so this wasn't a good idea. I'll fix it soon.


No need to apologize, us peasants are grateful for all you Devs hard work. Im just glad its not only me  :)


As for the quarantined Trojan, im getting it too. Its coming from buildingplan.dll. It seemed only malwarebytes was doing it, Avast said it was fine.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Fangren on November 27, 2014, 12:54:53 am
So I downloaded the starter pack earlier today, but when I tried to run the Starter Pack Launcher my antivirus told me it had a trojan and quarantined it. This, uh, seemed like something I should post about in the thread.

Well, I can assure you that it's not a problem - just a fairly new build of the PyLNP (https://bitbucket.org/Pidgeot/python-lnp), and antivirus takes a little while to catch up.  That said, use your own judgement - I'm not a neutral source!

Thanks! I ended up updating the antivirus that was causing the problem (STOPzilla), but it still doesn't seem to recognize the Starter Pack Launcher .exe as anything other than a trojan. Hopefully that'll change soon especially since, like troy49er3, Avast hasn't shown any problems with the pack.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: AoshimaMichio on November 27, 2014, 09:43:38 am
ToadyOne is picking up the pace, at this rate you will lose the race. 0.40.19  8)
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: ArmokGoB on November 27, 2014, 02:45:34 pm
ToadyOne is picking up the pace, at this rate you will lose the race. 0.40.19  8)
To keep pace he'd have to release a pack once a week.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: mifki on November 27, 2014, 04:04:43 pm
Don't know what most of the people need from dfhack, but I need only twbt and couple plugins like dwarf manipulator, mousequery and building plan.
I think the way to go is to release dfhack as soon as it can start and load some base plugins, list of which we define. And then dfhack devs can work on full support, which will be available for say each third/fifth df version.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: lethosor on November 27, 2014, 04:16:57 pm
Full support (i.e. all plugins working) is almost never a concern - the only release I can recall where this was a problem was 0.40.14, due to the thought/emotion changes breaking several plugins. The current issue is that nobody's bothered to run the update scripts yet, so nothing works in newer versions. Once those scripts are run, there are rarely broken plugins, so releasing a subset of "necessary" plugins isn't the way to go.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: mifki on November 27, 2014, 07:10:44 pm
Full support (i.e. all plugins working) is almost never a concern - the only release I can recall where this was a problem was 0.40.14, due to the thought/emotion changes breaking several plugins. The current issue is that nobody's bothered to run the update scripts yet, so nothing works in newer versions. Once those scripts are run, there are rarely broken plugins, so releasing a subset of "necessary" plugins isn't the way to go.

Oh I thought the problem is that manual work is required to update changed structures, while basic globals and other never-changing things are processed automatically.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: lethosor on November 27, 2014, 07:49:58 pm
True, but most structure changes in minor releases (if any) are relatively easy to locate (I believe some are located semi-automatically, and others can easily be located from the DF changelog). There are occasional releases with limited functionality, such as 0.40.08, but plugins are usually easily updated. (Scripts are another matter - problems with them can't be caught at compile-time, so some scripts are likely broken.)
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: wuphonsreach on November 28, 2014, 02:25:07 am
Don't know what most of the people need from dfhack, but I need only twbt and couple plugins like dwarf manipulator, mousequery and building plan.

I depend heavily on autobutcher and autonestbox in any fort with more then a handful of egg layers or breeding animals.

After that comes the external tools like IsoWorld, Dwarf Therapist and Stonesense.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: DeathTBO on November 28, 2014, 02:56:18 pm
I can't scale the PyLNP window vertically. Anyone else having this problem?
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Piemaster on November 28, 2014, 03:10:54 pm
Newbie question here - I assume the link in the OP is updated to be the latest version?
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Pidgeot on November 28, 2014, 03:14:54 pm
I can't scale the PyLNP window vertically. Anyone else having this problem?

The window imposes a minimum size in order to be able to fit everything, so you can't make it any *smaller* than the default size. You should be able to make it bigger, though.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: lethosor on November 28, 2014, 03:29:45 pm
Newbie question here - I assume the link in the OP is updated to be the latest version?
If you're referring to the latest version of DF, no - this pack distributes DF 0.40.16, while the current version (http://www.bay12games.com/dwarves/) is 0.40.19.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Piemaster on November 28, 2014, 03:32:35 pm
No, I meant the latest version of the starter pack.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: lethosor on November 28, 2014, 03:36:54 pm
It should be, although I haven't downloaded it to check.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: PeridexisErrant on November 28, 2014, 04:33:10 pm
I update the file on the download page, so the link is by definition always up to date. I also have a script that formats the documentation for me to post, so all that should be up to date too.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: DeathTBO on November 29, 2014, 08:32:06 pm
I can't scale the PyLNP window vertically. Anyone else having this problem?

The window imposes a minimum size in order to be able to fit everything, so you can't make it any *smaller* than the default size. You should be able to make it bigger, though.

I understand that, but the windows minimum vertical size is the same as my screens (1080). Not only is there plenty of room to resize it, but I can't even see the bottom of the window.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Pidgeot on November 30, 2014, 05:26:47 am
I can't scale the PyLNP window vertically. Anyone else having this problem?

The window imposes a minimum size in order to be able to fit everything, so you can't make it any *smaller* than the default size. You should be able to make it bigger, though.

I understand that, but the windows minimum vertical size is the same as my screens (1080). Not only is there plenty of room to resize it, but I can't even see the bottom of the window.

Could you take a screenshot? It's only supposed to be about 700 pixels tall, so I don't know why it isn't that for you.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: DeathTBO on November 30, 2014, 02:43:51 pm
I can't scale the PyLNP window vertically. Anyone else having this problem?

The window imposes a minimum size in order to be able to fit everything, so you can't make it any *smaller* than the default size. You should be able to make it bigger, though.

I understand that, but the windows minimum vertical size is the same as my screens (1080). Not only is there plenty of room to resize it, but I can't even see the bottom of the window.

Could you take a screenshot? It's only supposed to be about 700 pixels tall, so I don't know why it isn't that for you.

Ok so I found the problem, I had installed the uxstyle patcher and a custom theme, but even when I switch back to aero the problem occured. I decided to test on a computer (same specs too) without the patcher installed and it worked fine. Maybe there could be a config file with a setting to disable the minimum size lock. Other than that I think I'm out of luck :/

http://uxstyle.com/

Edit: I do see the PyLNP.user file, but it has no affect (do to the height lock).
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Ordanen on November 30, 2014, 03:00:42 pm
It's very possible I'm doing something wrong, but when I try to use the link in the OP, it shows that the dffd.wimbli.com host is offline/has some sort of error, and I can't download the LNP. Is anyone else having the same problem?

Edit: This is the error showing:
Error 522 Ray ID: 191998c351350a5a
Connection timed out
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: fricy on November 30, 2014, 03:30:20 pm
It's very possible I'm doing something wrong, but when I try to use the link in the OP, it shows that the dffd.wimbli.com host is offline/has some sort of error, and I can't download the LNP. Is anyone else having the same problem?

Edit: This is the error showing:
Error 522 Ray ID: 191998c351350a5a
Connection timed out
Server seems to be down, check second post for mirrors.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Pidgeot on November 30, 2014, 05:01:58 pm
Ok so I found the problem, I had installed the uxstyle patcher and a custom theme, but even when I switch back to aero the problem occured. I decided to test on a computer (same specs too) without the patcher installed and it worked fine. Maybe there could be a config file with a setting to disable the minimum size lock. Other than that I think I'm out of luck :/

http://uxstyle.com/

Edit: I do see the PyLNP.user file, but it has no affect (do to the height lock).

I'll give this some thought and work something in when I come up with a good approach.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Dantez on December 02, 2014, 10:23:56 am
I've posted about this in the Sad Dorfs thread (http://www.bay12forums.com/smf/index.php?topic=146157.0), but sadly, this version of LNP turns out to be incredibly frustrating to play; having over 20 dwarves now tantruming because they are "missing their spouse" even though they stand in the same room sucks. I've tried the no stress script mentioned several pages earlier, but it didn't work for me. Is there any other possible solution, or should I just bite and wait for the inevitable update?
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Col_Jessep on December 02, 2014, 11:48:46 am
What was the precise command you used? I'm using remove-stress all and it works fine.

Not that I had too many stressed dwarfs to begin with. I have engraved the place and everybody has his own 6 tile room, lavish meals, many different types of booze and a large dining hall. I pushed some of my dwarfs pretty hard. Long time in the danger room, training, on station, pump operating, butchering critters in the caverns and what not. Only a couple didn't recover from their stress and had to get the happy script treatment.

Maybe let them have more idle time. I think that actually helps them now.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: Button on December 02, 2014, 04:03:46 pm
Sorry if this has been asked before - the thread is so large it's hardly worth looking through.

Is there a way to disable PyLNP from overwriting the init files the first time it opens a new version of DF? I merged everything in just the way I like it and then I had to redo my inits because the LNP copied the default files in and erased them.
Title: Re: Dwarf Fortress 40_16 Starter Pack r2
Post by: fricy on December 02, 2014, 04:26:44 pm
Sorry if this has been asked before - the thread is so large it's hardly worth looking through.

Is there a way to disable PyLNP from overwriting the init files the first time it opens a new version of DF? I merged everything in just the way I like it and then I had to redo my inits because the LNP copied the default files in and erased them.
Place your defaults into LNP/Extras/data/init
Anything found in the Extras folder is copied on launch into the game dir.
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: PeridexisErrant on December 03, 2014, 12:00:01 am
The Starter Pack has updated to 40_16 r3!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

A couple of utility crashes have been fixed, and the new Dwarf Therapist has been updated to work with the new emotions, stress system, labors, and so on.  A pack for 40.19 will be available "soontm".

Changelog:
 - updated TwbT to v5.33; fixes crash bug
 - updated Legends Viewer to v1.13.23; fixes two crash bugs
 - updated Dwarf Therapist to v30; many features now up-to-date
 - updated Lethosor's scripts

MD5:  D0696B81A33AE9DFC7AE86ECD36506CE
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: Dirst on December 03, 2014, 07:50:40 am
Thank you PE and to all the devs who make and maintain these tools.  It's always great to see that the thread title has changed :)
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: Ravendarksky on December 03, 2014, 09:20:33 am
Thanks for all your hard work PeridexisErrant!

Really makes me want to force myself to find the time to finish off my program :) Especially now everything is starting to look more stable.
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: adanufgail on December 03, 2014, 09:36:57 am
40_16 r3 torrent
http://thepiratebay.se/torrent/11625976 (http://thepiratebay.se/torrent/11625976)
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: evictedSaint on December 04, 2014, 02:01:31 am
it takes nearly three or four minutes for the starter pack launcher app to load after clicking it.  Is this just me?
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: necrotic on December 04, 2014, 03:40:45 am
it takes nearly three or four minutes for the starter pack launcher app to load after clicking it.  Is this just me?

It takes nearly a minute for me the first time I launch, but any time after that is a second or two (which is still pretty slow, but not awful)

edit: Make that like 30s for first launch. Just did it with r3.
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: Dirst on December 04, 2014, 10:23:38 am
it takes nearly three or four minutes for the starter pack launcher app to load after clicking it.  Is this just me?

It takes nearly a minute for me the first time I launch, but any time after that is a second or two (which is still pretty slow, but not awful)

edit: Make that like 30s for first launch. Just did it with r3.
That seems to be the software waking up bleary-eyed and wondering what the hell happened to PE's computer.  It was just here.  Then it has to blunder around, figure out where the bathroom is, and finally report for work.
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: DeathTBO on December 04, 2014, 12:59:40 pm
Where did the water depth numbers option go.
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: fricy on December 04, 2014, 01:04:33 pm
Where did the water depth numbers option go.
Graphic tab -» Display options -» Liquid Depth: YES
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: Ravendarksky on December 04, 2014, 01:15:33 pm
Where did the water depth numbers option go.
Graphic tab -» Display options -» Liquid Depth: YES

Is there a reason it isn't on by default? Please excuse my ignorance.
Not burying pets seems like a good thing to default to off too, although I guess the default in game is YES.
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: fricy on December 04, 2014, 01:55:17 pm
Is there a reason it isn't on by default? Please excuse my ignorance.
Not burying pets seems like a good thing to default to off too, although I guess the default in game is YES.

The value depends on what's the setting in the tileset in question. Out of the 18 sets I have in my repo (https://github.com/Lazy-Newb-Pack/DFgraphics) 6 sets this to NO, and I try to keep as close as possible to what the original author created.
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: justicarab on December 05, 2014, 12:01:36 pm
any1 else getting alot of random crashing from updating to this version?
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: Dirst on December 05, 2014, 12:34:47 pm
DFHack 40.19-r1 just hit the presses.  Now to tape down my F5 key on this thread... :)
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: lethosor on December 05, 2014, 03:18:01 pm
any1 else getting alot of random crashing from updating to this version?
Do the crashes still occur if you disable TwbT or Truetype, if enabled? Are they specific to a save?
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: Aranador on December 05, 2014, 04:16:21 pm
A question - how do I remove seedwatch?  Somewhere there must be a file or something that tells DFHack what things it does on start up, but I am not savvy enough to track it down.
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: fricy on December 05, 2014, 04:23:04 pm
A question - how do I remove seedwatch?  Somewhere there must be a file or something that tells DFHack what things it does on start up, but I am not savvy enough to track it down.
Dfhack tab in the launcher: Other Automation plugins
Title: Re: Dwarf Fortress 40_16 Starter Pack r3
Post by: PeridexisErrant on December 05, 2014, 07:25:44 pm
A question - how do I remove seedwatch?  Somewhere there must be a file or something that tells DFHack what things it does on start up, but I am not savvy enough to track it down.
Dfhack tab in the launcher: Other Automation plugins

In this case I think it's vomiting output via being turned off in OnLoadWorld.init; I'm removing the config entirely until this can be fixed.
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: surazal on December 05, 2014, 07:37:39 pm
Ooooo, 40_19 r1 is finally out.  :o :D 8)
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: PeridexisErrant on December 05, 2014, 07:38:06 pm
The Starter Pack has updated to 40_19 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

It's been a while, but here we are!  40.19 is likely to be the last update of DF for a while, while Toady works on job priorities - but fear not, the Starter Pack will continue to update as it did for 34.11. 

Besides the many core changes to DF (http://www.bay12games.com/dwarves/mantisbt/changelog_page.php), this pack is mostly DFHack-focussed.  Notable changes:  Stonesense is back, but be careful - the basic window is fine, but the overlay command is more likely to crash your game than look pretty.  There's also a new plugin allowing you to save and load stockpile settings, which should make intricate setups less painful to recreate. 

Strike the Earth!

Changelog:
** updated DF to v0.40.19
 - updated DFHack to 40.19-r1; includes Stonesense
 - updated graphics for changed raws
 - updated all keybindings files
 - updated TwbT to v5.36
 - added stockpile settings plugin; load and save across games
 - added settings pack per Mechanixm's stockpiles guide
 - disabled seedwatch due to egregious output

MD5:  ECA2565BD3C1DF47BF950C7DCF576E7A
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: surazal on December 05, 2014, 08:21:22 pm
It looks like resizing the stonesense window causes the game to crash.

EDIT: Correction. *Maximizing* the stonesense window causes the game to crash. Simple resizing appears to work OK.
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: 0ink3r on December 05, 2014, 08:32:58 pm
40.19...

Cheers mate, you are a legend !
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: jcannon98188 on December 05, 2014, 08:40:37 pm
Mirror Link for 40_19 r1. I have 10gb bandwidth hopefully it lasts for awhile.
https://app.box.com/s/xa3kcwf1qrtrus329o0h
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: necrotic on December 05, 2014, 10:20:42 pm
Here's another mirror that will be up indefinitely: http://pluto.girsbrain.org/df/starter-pack_40.19-r1.zip
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: Evrett33 on December 05, 2014, 10:30:16 pm
I dont seen to be able to change the graphics with this pack.I click phoebis - install grfx but things stay Ancii. The color changes I make also dont seem to stick.
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: PeridexisErrant on December 05, 2014, 10:37:00 pm
I dont seen to be able to change the graphics with this pack.I click phoebis - install grfx but things stay Ancii. The color changes I make also dont seem to stick.

Text and menus will always use ASCII tiles - that's not a bug.  Once you embark, the fort will be in whatever graphics you chose.

Colors are reset each time you install a graphics pack.
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: Evrett33 on December 05, 2014, 10:41:15 pm
I dont seen to be able to change the graphics with this pack.I click phoebis - install grfx but things stay Ancii. The color changes I make also dont seem to stick.

Text and menus will always use ASCII tiles - that's not a bug.  Once you embark, the fort will be in whatever graphics you chose.

Colors are reset each time you install a graphics pack.
I was referring to the map symbols being Ancii when generating a world. Those were never AScii before. I reinstalled pheonbis content and it seems to be worknig now. Thanks for the .19 update btw. Appreciate the work u put in :)
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: PeridexisErrant on December 05, 2014, 10:46:04 pm
I was referring to the map symbols being Ancii when generating a world. Those were never AScii before. I reinstalled pheonbis content and it seems to be worknig now. Thanks for the .19 update btw. Appreciate the work u put in :)

You're welcome! 

The world-gen screen is a somewhat ambiguous case - it can use text tiles or graphics tiles, but not both.  Old TwbT versions settled for graphics tiles, but as well as being less readable text most graphics packs aren't made with the world map in mind (whereas the map is defined with ASCII in mind), so it was changed to text a while ago.  If it's a major issue, you can always change the printmode to 2D while generating a world and back afterwards.

so that has changed from older TwbT versions. 
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: StagnantSoul on December 06, 2014, 02:06:41 am
*Insert intense orchestra* Finally, 40.19! I'm going to abandon my perfect world, just so I can play this now. Thank you!
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: PeridexisErrant on December 06, 2014, 02:45:24 am
*Insert intense orchestra* Finally, 40.19! I'm going to abandon my perfect world, just so I can play this now. Thank you!

As long as it's not in 40.02 or earlier ( :o ) you can just copy your fort across.  No Gelding, but everything else should work just fine!
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: evictedSaint on December 06, 2014, 03:54:48 am
Aw, you dropped the mayday graphics pack with this update.  :(
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: LeoCean on December 06, 2014, 03:59:35 am
You can get it here https://github.com/fricy/Mayday/tree/master, I don't know why he dropped it but it's kind of weird that Mike hasn't updated it at all anyways.
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: PeridexisErrant on December 06, 2014, 05:12:17 am
Aw, you dropped the mayday graphics pack with this update.  :(

Oops, it'll be back in next time!
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: thistleknot on December 06, 2014, 09:40:48 am
maybe I'm just derpin out, but I can't seem to figure out how to install graphics and get it to be applied when I start DF using this wonderful tool I'm greatful to have everything in one place.  However I can't seem to get phoebus to install on a first run (i.e. no save).

Steps:
Click Graphics
Highlighted what appeared to be red, "Phoebus"
Click Install Graphics

Run - Dwarf Fortress

no luck.  Does red = not available?

Update
Me just derping out.  The front menu was ascii, but the game was in phoebus
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: fricy on December 06, 2014, 11:11:51 am
maybe I'm just derpin out, but I can't seem to figure out how to install graphics and get it to be applied when I start DF using this wonderful tool I'm greatful to have everything in one place.  However I can't seem to get phoebus to install on a first run (i.e. no save).
no luck.  Does red = not available?

Update
Me just derping out.  The front menu was ascii, but the game was in phoebus
Yepp, twbt plugin (http://www.bay12forums.com/smf/index.php?topic=138754.0) sets the text font and the embark map to ASCII.
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: Isharia on December 06, 2014, 11:33:20 am
I was referring to the map symbols being Ancii when generating a world. Those were never AScii before. I reinstalled pheonbis content and it seems to be worknig now. Thanks for the .19 update btw. Appreciate the work u put in :)

You're welcome! 

The world-gen screen is a somewhat ambiguous case - it can use text tiles or graphics tiles, but not both.  Old TwbT versions settled for graphics tiles, but as well as being less readable text most graphics packs aren't made with the world map in mind (whereas the map is defined with ASCII in mind), so it was changed to text a while ago.  If it's a major issue, you can always change the printmode to 2D while generating a world and back afterwards.

so that has changed from older TwbT versions.

How do you change the TwbT text tileset?  I just want to make both use the same tileset pretty much
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: fricy on December 06, 2014, 11:41:38 am
How do you change the TwbT text tileset?  I just want to make both use the same tileset pretty much
Use the init editor in the launcher, find FONT and FULL_FONT and edit them so the tileset is the same as in GRAPHICS_FONT.
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: Parhelion on December 06, 2014, 12:58:34 pm
Nothing like waking up in the morning (er, mid-afternoon) and getting that little pop-up saying there's a download. ;)
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: StagnantSoul on December 06, 2014, 12:59:42 pm
Yeah, but it's 40.13, so it'd be missing a few important things.
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: Isharia on December 06, 2014, 02:33:56 pm
How do you change the TwbT text tileset?  I just want to make both use the same tileset pretty much
Use the init editor in the launcher, find FONT and FULL_FONT and edit them so the tileset is the same as in GRAPHICS_FONT.

omg you are amazing :D  Thanks!
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: StagnantSoul on December 06, 2014, 02:40:44 pm
Um, did I do something wrong? I have the settings set the same as before, in 40.13, but now my Ironhand looks similar, but rivers and trees aren't very detailed anymore. Plus, everything's brighter. Was this some setting I messed up on, or did the Ironhand graphics pack change between 40.13 to 40.19?
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: lethosor on December 06, 2014, 02:45:42 pm
Can you provide screenshots?
Title: Re: Dwarf Fortress 40_19 Starter Pack r1
Post by: StagnantSoul on December 06, 2014, 02:51:02 pm
Can you provide screenshots?

The image on top is the 40.19 game. The bottom, 40.13.

http://imgur.com/a/gZXj1#11DfakS
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: PeridexisErrant on December 06, 2014, 03:48:06 pm
The Starter Pack has updated to 40_19 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Nothing to see here but a simple hotfix before I go away for a week - I forgot to copy over Mayday graphics, and reset to default settings (so engravings_start_obscured was off).

MD5:  643A29FE693BB4E9A7F480B7765838C4
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 06, 2014, 03:52:58 pm
ENGRAVINGS_START_OBSCURED:NO is the default, unless you're referring to a specific graphics set.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Borge on December 07, 2014, 12:12:02 am
Why when i press m it comes up with preferences instead of the military screen? Is this a bug with r2? When i also press s for Squads it takes me to the init.txt screen.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: PeridexisErrant on December 07, 2014, 12:27:18 am
ENGRAVINGS_START_OBSCURED:NO is the default, unless you're referring to a specific graphics set.

Obscured:no is standard for vanilla DF, but I usually change it for the pack.

Why when i press m it comes up with preferences instead of the military screen? Is this a bug with r2? When i also press s for Squads it takes me to the init.txt screen.

Tap "alt" to reset it.  DF doesn't register the key up event of you alt tab away.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: StagnantSoul on December 07, 2014, 01:55:08 am
Would copy-pasting my save to the newer 40.19 get rid of these letters and symbols all over when I engrave stone floors?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: BlueSteelAU on December 07, 2014, 03:57:43 am
download only showing up as 40_19 r1 :(
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: evictedSaint on December 07, 2014, 04:16:57 am
Would copy-pasting my save to the newer 40.19 get rid of these letters and symbols all over when I engrave stone floors?

It's a setting in the init folder.  It's turned on by default for some odd reason in this version; I don't know anyone who actually likes symbol engravings.  Makes things too confusing.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: mndfreeze on December 07, 2014, 07:59:01 am
I think there is an in game button you can hit to turn it off.  An option in the D menu I believe.  It changes the engraved tiles from just lines on tiles so they look matching and nice, to trying to show you a symbol for each different thing engraved, so a dwarf icon for an image of dwarves drinking wine or what not.

Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: mndfreeze on December 07, 2014, 07:59:54 am
I found it on the wiki, here is the entry:

Toggling

Engravings can either be obscured or not obscured. If they are not obscured, the tile used to draw the engraved wall or floor will attempt to represent the content of the engraving. If they are obscured, they will look similar to smoothed stone. Sticklers for uniformity will likely want to make their engravings uniform. There are two ways to toggle obscured/not obscured:
d_init.txt has an entry called ENGRAVINGS_START_OBSCURED, which can be set to either YES or NO.
While playing, one can designate engravings to be toggled (d->v).
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Razunter on December 07, 2014, 09:03:58 am
The Starter Pack has updated to 40_19 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Nothing to see here but a simple hotfix before I go away for a week - I forgot to copy over Mayday graphics, and reset to default settings (so engravings_start_obscured was off).

MD5:  643A29FE693BB4E9A7F480B7765838C4

Why did you remove Spacefox tileset?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: fricy on December 07, 2014, 09:25:25 am
The Starter Pack has updated to 40_19 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Nothing to see here but a simple hotfix before I go away for a week - I forgot to copy over Mayday graphics, and reset to default settings (so engravings_start_obscured was off).

MD5:  643A29FE693BB4E9A7F480B7765838C4

Why did you remove Spacefox tileset?
You can get preconfigured tileset from here: https://github.com/Lazy-Newb-Pack/DFgraphics
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: adanufgail on December 07, 2014, 11:18:49 am
Dwarf Fortress 40_19 Starter Pack r2 Magnet
Code: [Select]
magnet:?xt=urn:btih:0AB516B479A63F61BDF1136FD24681CAF09F98F4&dn=Dwarf%20Fortress%2040_19%20Starter%20Pack%20r2.zip&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: SMuffatti on December 08, 2014, 06:40:48 pm
Hey, I recently upgraded from 40_16 r2 Starter Pack and transfered my save over. When I try and run Dwarf Therapist it crashes. Thoughts?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Shizmoo on December 09, 2014, 01:15:59 am
I get a GL error stating:

GPU unable to accommodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU.

Now my motherboard is shot, I have no sound and it doesn't recognize my 9800 GX2, but I can run Dwarf Fortress fine by itself and with tilesets outside of starter pack. IS there a particular setting in the starter pack that makes this issue with my GPU? TWBT, etc..??
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: PeridexisErrant on December 09, 2014, 07:50:51 am
Try changing print mode to 2D.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Shizmoo on December 09, 2014, 02:16:54 pm
Try changing print mode to 2D.

Thanks that worked, going to miss not having TWBT its an awesome mod.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Wooster on December 09, 2014, 02:41:00 pm
Hey, I recently upgraded from 40_16 r2 Starter Pack and transfered my save over. When I try and run Dwarf Therapist it crashes. Thoughts?
Over in Unix world, deleting the DwarfTherapist.ini file resolves this for some people, though not all (src (http://www.bay12forums.com/smf/index.php?topic=122968.msg5863498#msg5863498)). I don't know where DT stores its .ini in Windows.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: SMuffatti on December 09, 2014, 05:24:46 pm
Deleting the dwarftherapist.ini worked. Good call and thanks.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Balgias on December 10, 2014, 06:10:50 am
I'm having this extremely frustrating problem with this TWBT v0.40.19 . I've tried changing the settings for it in the dfhack.init to change the visual size of this hack on the non-legacy mode.

"twbt tilesize 32 32" ( with and without quotes )

keybinding add Shift-O "twbt tilesize smaller"
keybinding add Shift-P "twbt tilesize bigger"

and trying to fiddle around with them have all resulted in absolutely nothing ! On normal TWBT mode the text is waaay too small on my monitor using the Mayday graphics pack.

TWBT legacy mode also looks terrible and strecthed

(http://puu.sh/doLvR/e3de028d38.png)
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Col_Jessep on December 10, 2014, 07:26:04 am
You could try this:
...go to your init.txt in Dwarf Fortress 0.40.xx\data\init and change the font and Fullfont to =  [FONT:Phoebus_16x16_text.png], [FULLFONT:Phoebus_16x16_text.png].

Or go https://github.com/fricy/DFgraphics look up w.e tileset you are using and maybe there's a font set there for you to use, there is one for phoebus. There should be a way to change the font size, I forget what it is. I don't think its a twbt option though.

Works like a charm for me and gets rid of the blurry curse font set. I don't know if it works with 32x32 tileset size though. You might have to find a fitting text tileset or make the text.png larger yourself.

But my text looks like this again and I'm happy:
Spoiler (click to show/hide)

Peridexis, 40_19r2 works like a charm, thank you!
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Volfgarix on December 10, 2014, 11:47:48 am
Lazy Newb Pack seems to not see the default graphics pack.
By accident screwed up with graphics and mixed IronHand/Phoebus with ASCII. I don't know how to revert it.

EDIT: Checked it again: It screws u with graphics at start, even if I take 640x300 ASCII graphics in Customization tab.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Evrett33 on December 10, 2014, 01:28:47 pm
I'mhaving a problem with the truetype setting where the words have the last part cut off..when I set something to be dumped sometimes the D show up and sometimes it doesntbut if I continue to give the order it will eventually show up..but if I scroll up to the next item in the list the D poofs.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Ravendarksky on December 10, 2014, 02:38:08 pm
Two newbie questions from me:

- How do I disable left clicking counting as selecting a square? I find this default behaviour extremely annoying
- How do I change the hotkey for displaying hoykeys (ctrl + F1). For some reason it often bugs out and triggers on just pressing F1. This is my MAIN zoom to entrance hotkey so this gets annoying fast.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 10, 2014, 03:07:40 pm
- If you're referring to the default fortress mode view, use "disable mousequery" in the DFHack console. There might be an option in the launcher to make this a permanent setting ("mouse controls"?). If you're referring to using the mouse when designating tiles, that's built in to DF, so there's no way to disable it. Also, what makes it annoying for you?
- If you're using DFHack 0.40.19-r1, it should be bound to Alt-F1 as well. If not, you can add it by adding this line to dfhack.init:
Code: [Select]
keybinding add Ctrl-F1 hotkeys
(You can use many other key combinations as well, if you like - DFHack supports A-Z, F1-F9, and any combination of Alt, Shift, and Ctrl. Note that these are case-sensitive - "Alt-F1" will work, while "alt-F1" and "Alt-f1" will not.)

Edit: Do you mean that pressing Ctrl-F1 zooms to your entrance, or that F1 displays the DFHack hotkeys screen?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Ravendarksky on December 10, 2014, 03:49:58 pm
- If you're referring to the default fortress mode view, use "disable mousequery" in the DFHack console. There might be an option in the launcher to make this a permanent setting ("mouse controls"?). If you're referring to using the mouse when designating tiles, that's built in to DF, so there's no way to disable it. Also, what makes it annoying for you?


Edit: Do you mean that pressing Ctrl-F1 zooms to your entrance, or that F1 displays the DFHack hotkeys screen?

- Thanks for that! I've disabled mousequery. I only use the keyboard to play dwarffortress but I use the mouse for my web browser/dwarf therapist. I find every time I click back into dwarffortress I'm in the query screen and my first few keyboard commands are ignored. The fix for this would for mouse query to only recognise left clicks when the DF window was already in focus... but this is probably no biggie for most player. I'm just fussy and couldn't figure out how to turn it off!

- Pressing F1 displays the DHHack hotkeys screen. I've had this problem with some other dfhack hotkeys, periodically they run without shift being pressed. (Windows 8.1, sticky keys disabled)

Also want to say thanks SO much to all the people who work on DFHack and Starter Pack, it's amazing :)
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 10, 2014, 03:59:42 pm
Hm. I know there's a problem with Alt becoming "stuck" with DFHack keybindings on Windows. Does pressing and releasing "Ctrl" (and/or "Shift") fix your problem?
Also, I can't seem to reproduce the problem with mouse presses triggering when the DF window is unfocused on OS X. It could be another Windows-specific problem. As far as I can tell, mousequery uses DF's mouse input system, so it could be an SDL issue. Does the same problem occur when designating an area (e.g. do mouse clicks select tiles after pressing d-d if DF isn't focused)?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: PeridexisErrant on December 10, 2014, 04:29:54 pm
Two newbie questions from me:

- How do I disable left clicking counting as selecting a square? I find this default behaviour extremely annoying
- How do I change the hotkey for displaying hoykeys (ctrl + F1). For some reason it often bugs out and triggers on just pressing F1. This is my MAIN zoom to entrance hotkey so this gets annoying fast.

You can edit the hotkeys key in dfhack.init - remove the Alt-F1 line, or simply tap alt to reset the key.

Dfhack "mousequery disable", and to make persistent remove "mousequery" from dfhack.init
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 10, 2014, 04:42:37 pm
"mousequery disable" does not actually disable the plugin (in fact, it does nothing). "mousequery plugin disable" does work, but, as I mentioned above, so does "disable mousequery" (which is more consistent).
Edit: Actually, you may be right about hotkeys triggering due to Alt being stuck (the problem could occur if either Alt or Ctrl were stuck). That doesn't explain why Shift would appear to be stuck, unless there are keybindings bound to Alt-... and Shift-... that I'm not aware of.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Akhier the Dragon hearted on December 10, 2014, 09:13:06 pm
Speaking of hotkeys it might just be me being blind but is there a list of the default ones for the pack somewhere?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: PeridexisErrant on December 10, 2014, 11:08:22 pm
Speaking of hotkeys it might just be me being blind but is there a list of the default ones for the pack somewhere?

In dfhack.init - they're the same as the default dfhack settings.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Ravendarksky on December 11, 2014, 03:38:35 am
Okay thanks for the help everyone :)

I've removed "mousequery" from the dfhack.init. I guess I was just confused because it wasn't listed under the hacks section of the starter pack GUI. (I also checked for you, clicking to dig a tile while dwarf fortress doesn't have focus DOES mark a square for digging. It also explains why sometimes I find a random dig designated tile on random z levels in random places).

Pressing ALT three times fixes my hotkey issue, it does seem to crop up quite often, I'm not sure what I'm doing to cause it. I wrote a little program to monitor the status of my Alt button and it doesn't seem to be sticking, so seems like it might be a dfhack/windows related issue.

Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: mndfreeze on December 11, 2014, 03:56:48 am
No idea how or when this occured, but at some point in the last few versions my dwarves no longer have the flashing Z over them when they sleep and I'm pretty sure some other graphics are missing as well.  No idea if this is due to starter pack changes or something else but the fort I'm running is pretty new and the problem was not there at first on an older starter pack version.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 11, 2014, 03:05:55 pm
Does disabling TwbT change anything?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Dirst on December 11, 2014, 04:52:24 pm
Does disabling TwbT change anything?
Obviously it turns off the TWBT features like multilevel, text font, and overrides.

mifki did make single-line changes in some other DFHack plugins to make them compatible with TWBT, but they behave exactly as before if TWBT isn't running (that is, no need to track them down and revert them).
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 11, 2014, 05:04:18 pm
Does disabling TwbT change anything?
Obviously it turns off the TWBT features like multilevel, text font, and overrides.
I was referring to the problem mndfreeze mentioned in the post above:
No idea how or when this occured, but at some point in the last few versions my dwarves no longer have the flashing Z over them when they sleep and I'm pretty sure some other graphics are missing as well.  No idea if this is due to starter pack changes or something else but the fort I'm running is pretty new and the problem was not there at first on an older starter pack version.


Pressing ALT three times fixes my hotkey issue, it does seem to crop up quite often, I'm not sure what I'm doing to cause it. I wrote a little program to monitor the status of my Alt button and it doesn't seem to be sticking, so seems like it might be a dfhack/windows related issue.
Yeah, I'm fairly certain that it's a DFHack-specific problem at this point, particularly since DF's libgraphics (which also handles SDL input) contains a workaround for this exact problem (that is, modifier key releases not registering properly). It should be relatively easy to implement that fix in DFHack as well, but I don't have a Windows machine to compile/test on.
Edit: By "stuck", I was referring to key release events not being handled properly (which I think is an SDL problem), not a physical problem with your keyboard.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 11, 2014, 05:27:45 pm
Here (http://www.reddit.com/r/dwarffortress/comments/2p0g6d/i_cant_change_any_of_my_dwarves_labors/) is another report of autolabor enabling itself. I'm fairly certain this is a problem with this pack, rather than a DFHack problem, since I've never seen autolabor do this myself.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Kza on December 11, 2014, 11:11:34 pm
So I'm having an issue enabling ASCII characters. ASCII default doesn't show up in my graphics list, and going to customize and setting it to curses still has living creatures Phoebus-ified. Resetting to default doesn't help, and nothing I do seems to be getting the ASCII default folder (which IS there) to show up as a selectable option.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: LeoCean on December 12, 2014, 04:56:21 am
You have to turn the graphics option off in init.ini it should be an option in the launcher Idk.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: locustgate on December 12, 2014, 10:00:17 pm
Why does this keep changing the resolution and how do I change it back to the default?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Dirst on December 12, 2014, 10:13:35 pm
Why does this keep changing the resolution and how do I change it back to the default?
Are you changing graphics packs or something?  Those might be overwriting init changes that you made.

Or your copy of DF was built by Bloody Stupid Johnson.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 12, 2014, 11:04:39 pm
Why does this keep changing the resolution and how do I change it back to the default?
Are you using TwbT?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: locustgate on December 13, 2014, 04:13:57 pm
Why does this keep changing the resolution and how do I change it back to the default?
Are you changing graphics packs or something?  Those might be overwriting init changes that you made.

Or your copy of DF was built by Bloody Stupid Johnson.

It comes straight off of the bay 12 front page.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 13, 2014, 04:16:43 pm
Why are you reporting a problem in this thread if you're not using this pack? Also, what exactly is the problem? Can you provide screenshots?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: locustgate on December 13, 2014, 04:40:59 pm
Why are you reporting a problem in this thread if you're not using this pack? Also, what exactly is the problem? Can you provide screenshots?

Because I'm starting with DF Starter Pack r2.

It is changing the tileset/resolution, I haven't touched anything other than start.

default
(http://i.imgur.com/YXtB53c.png)

After
(http://i.imgur.com/mFPozJU.png)
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Dirst on December 13, 2014, 06:19:37 pm
That is the font changing a few seconds after the game launches, not the screen resolution.  What you're seeing is the TWBT plugin activate, which alows you to have a text-centric font in your text areas while having a map-centric font for your maps.  Set to the defaults, you won't see your map font until you actually embark (the embark-selection maps use ASCII because map-centric fonts weren't built for those maps).

(Edit: Though it's hard to tell, that might be TrueType instead of TWBT.  They have similar goals of making the text legible, but they are not compatible with each other.)
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 13, 2014, 06:44:04 pm
No, the second picture shows Truetype. You can disable that in data/init/init.txt if you like (change [TRUETYPE:...] to [TRUETYPE:NO]).
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: locustgate on December 13, 2014, 08:13:20 pm
That is the font changing a few seconds after the game launches, not the screen resolution.  What you're seeing is the TWBT plugin activate, which alows you to have a text-centric font in your text areas while having a map-centric font for your maps.  Set to the defaults, you won't see your map font until you actually embark (the embark-selection maps use ASCII because map-centric fonts weren't built for those maps).

(Edit: Though it's hard to tell, that might be TrueType instead of TWBT.  They have similar goals of making the text legible, but they are not compatible with each other.)

That was it.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Shonai_Dweller on December 14, 2014, 04:27:29 am
Is the list of content on page 1, second post up to date?
I ask because it still says it includes Dwarf Fortress 0.40.16...
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: PeridexisErrant on December 14, 2014, 06:25:40 am
Is the list of content on page 1, second post up to date?
I ask because it still says it includes Dwarf Fortress 0.40.16...

In every other particular, it should be (and I'm fixing that).  If in doubt, check the changelog.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Repseki on December 14, 2014, 06:44:35 am
I've noticed the lack of Zs while dwarves in my current fort sleep, like a post from a few pages back, and was wondering if anyone knew why that might happen?

Changing TWBT/Truetype settings doesn't seem to change anything either.

This is using Phoebus, if anyone has noticed it with other tilesets.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Eklofakka on December 14, 2014, 09:59:51 am
I'd like to report a bug/problem I've been having with the latest 'Dwarf Fortress 40_19 Starter Pack r2' release. The problem is that I'm unable to brew anything at all at the still.
In the 'z' -> 'Kitchen' options, there's no option for brewing. It just says '-----' (cooking is working). I've made sure to have lots of empty/free barrels and made sure that no plants were located in bags (read that it could 'cause problems).

I understand that having graphic packs might corrupt the raw data somehow. So I installed a complete fresh copy of 'Dwarf Fortress 40_19 Starter Pack r2' and disabled the graphic mods in the .init file and also turned of all utility programs, even DFHack. But that solved nothing (been reinstalling it several times with different settings trying to get it to work).

I don't know if I'm doing something completely wrong or just missing something. But it feels that the default settings in 'Dwarf Fortress 40_19 Starter Pack r2' should work. Since it's there to make things easier.

Sorry if this has been posted earlier. Could't find anything here about it.

Thanks for reading.

**EDIT** Just wanted to add that this is not just on a specific save. The problem percists through all my world gens and installations of 'Dwarf Fortress 40_19 Starter Pack r2' with the default settings.

**SOLVED** Did some more thural testing with the bags and it turned out that they are the problem. Putting all the bags in my fortress to 'Forbid' unlocked the 'Brew' option in the kitchen menu.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Janbure on December 14, 2014, 05:29:29 pm
The game crash at the coming of the new year, it's the first fortress of a new world.
I've imported the save from the 40_16 Starter Pack r3 using the utility in the pack.
That's really strange cause I've already been on this fortress for a year with no problem whatsoever so I don't know if it's the pack itself or the game.
Also in full screen mode the fortress view don't scale right, there is always an inch of black at the right side.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Bloodmaster on December 14, 2014, 07:54:32 pm
Hello, after downloading this version and tried to start Sounsense but it asked me to find gamelog.txt in my Dwarf fortress directory, problem is that said file is nowhere to be found :( ! What do i have to do to fix that? (and yes i'm a noob)
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: PeridexisErrant on December 14, 2014, 10:10:44 pm
Hello, after downloading this version and tried to start Sounsense but it asked me to find gamelog.txt in my Dwarf fortress directory, problem is that said file is nowhere to be found :( ! What do i have to do to fix that? (and yes i'm a noob)

Starting DF will create the file, and Soundsense will then work on subsequent runs.
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: Bloodmaster on December 15, 2014, 12:25:52 pm
Hello, after downloading this version and tried to start Sounsense but it asked me to find gamelog.txt in my Dwarf fortress directory, problem is that said file is nowhere to be found :( ! What do i have to do to fix that? (and yes i'm a noob)

Starting DF will create the file, and Soundsense will then work on subsequent runs.
Thank  you :) !
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: lethosor on December 15, 2014, 03:13:50 pm
Hello, after downloading this version and tried to start Sounsense but it asked me to find gamelog.txt in my Dwarf fortress directory, problem is that said file is nowhere to be found :( ! What do i have to do to fix that? (and yes i'm a noob)

Starting DF will create the file, and Soundsense will then work on subsequent runs.
Couldn't you just distribute an empty gamelog.txt if it's required?
Title: Re: Dwarf Fortress 40_19 Starter Pack r2
Post by: PeridexisErrant on December 15, 2014, 06:27:09 pm
Couldn't you just distribute an empty gamelog.txt if it's required?
Yep, I'm going to add this to my upload prep script.  The potential issue hadn't come up before, and I guess 40.19 ships without a gamelog.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 15, 2014, 07:45:27 pm
The Starter Pack has updated to 40_19 r3!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

A couple of bugfixes - notably, "ASCII Default" graphics should be working again.  Dwarf Therapist update brings gelding options, and a host of miscelaneous upgrades.  And some new DFHack scripts round out the update. 

Strike the Earth!

Changelog:
 - updated Dwarf Therapist to v30.1.0; adds gelding etc
 - fixed exportlegends bug; did not export detailed map
 - old changelogs are now in ./LNP/About/history.txt instead of this file/post
 - added DFHack script "burial", GUI option; auto-allow built coffins for burial
 - fixed ASCII graphics
 - added DejaVu-Mono font option
 - added empty gamelog; some utilities freak out otherwise
 - added DFHack script "position"; reports time in great detail

MD5:  DE363849ACF2B5103D08538D60A19529
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: rmblr on December 16, 2014, 07:35:08 am
Quote
Code: [Select]
- added DFHack script "burial", GUI option; auto-allow built coffins for burial
 - added DFHack script "position"; reports time in great detail

Is there an repo where the various starter packs store these non-default dfhack scripts? Maybe something to add to the LNP-shared-core?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 16, 2014, 08:04:26 am
Basically no - the only standard report for dfhack scripts is dfhack, and most are added once they're finished or judged to be of an appropriate standard.

position.lua is currently in a pull request, despite being 2/3 done. burial.lua is by Putnam, I don't know what he plans but I'll add links soon.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Repseki on December 16, 2014, 08:35:01 am
Would making some basic layout/format changes to dfhack.init (so I can actually read what's in it without my eyes bleeding) cause any problems for it's function?

And if not, is there anything I need to not mess with in there?

The block of unbroken text that is in there now just makes my brain want to go into a martial trance of text formatting.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: FrankyPlaysGames on December 16, 2014, 11:57:52 am
Loving the packs so far, but I can't download r3, is the website down?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Dragoon209 on December 16, 2014, 02:59:47 pm
Would making some basic layout/format changes to dfhack.init (so I can actually read what's in it without my eyes bleeding) cause any problems for it's function?

And if not, is there anything I need to not mess with in there?

The block of unbroken text that is in there now just makes my brain want to go into a martial trance of text formatting.

Some text editors (Notepad!!) don't honor the line endings.  The DFHack.init file does have them.  Try reading it with Notepad++ or Sublime Text 2/3. 
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 16, 2014, 06:10:55 pm
Loving the packs so far, but I can't download r3, is the website down?

It's fine for me, but if you can't use DFFD check the OP for the Dropbox mirror.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 16, 2014, 11:43:59 pm
Retro-actively documented the new scripts in OP:
 - burial.lua (https://gist.github.com/Putnam3145/e7031588f4d9b24b9dda), position.lua (https://github.com/PeridexisErrant/dfhack/commit/f3826abc0c0d91e69518f1372353fe37d970d250#diff-10)
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Sklex on December 17, 2014, 04:31:41 am
Anyone else having issues with the new build?

Getting error message: Windows cannot open the folder. Zip is invalid.

Have downloaded it twice now with the same result. Other zips are working fine.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Repseki on December 17, 2014, 06:47:21 am
Would making some basic layout/format changes to dfhack.init (so I can actually read what's in it without my eyes bleeding) cause any problems for it's function?

And if not, is there anything I need to not mess with in there?

The block of unbroken text that is in there now just makes my brain want to go into a martial trance of text formatting.

Some text editors (Notepad!!) don't honor the line endings.  The DFHack.init file does have them.  Try reading it with Notepad++ or Sublime Text 2/3.

Thanks, I'll give that a try.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: kirmaster on December 17, 2014, 09:54:29 am
I'm having a strange problem with 40.19r3 i also had with 40.11 of this pack- the zip opening says the zip ends unexpectedly, there is only the .bat for old versions and the .exe launcher, and when trying to extract it gives unknown format or is damaged, and the .exe can't be used. Redownloading does not fix this.  Win8.1
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Dragoon209 on December 17, 2014, 12:43:48 pm
What program are you using to decompress the file? If you are using the default Windows extraction utility, could you try 7zip and report back?

I have seen windows throw errors at perfectly good zip files before.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: lethosor on December 17, 2014, 02:51:16 pm
I'm having a strange problem with 40.19r3 i also had with 40.11 of this pack- the zip opening says the zip ends unexpectedly, there is only the .bat for old versions and the .exe launcher, and when trying to extract it gives unknown format or is damaged, and the .exe can't be used. Redownloading does not fix this.  Win8.1
How big is the downloaded file? If you can check it, what's its MD5 checksum?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Buckley on December 17, 2014, 07:46:19 pm
Admittedly I didn't read back too many pages (only like 2-3) but I just returned to DF after a break and when I try to launch any of the Starter Pack launchers for 40.19 I notice that Phoebus graphics pack is in red and apparently not available.

What's the status on that?  Or am I missing something? 

Great work as usual.  Thank you for maintaining this.  :)
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: palu on December 17, 2014, 07:57:43 pm
I'm pretty sure that means it's activated.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 17, 2014, 08:04:21 pm
When I try to launch any of the Starter Pack launchers for 40.19 I notice that Phoebus graphics pack is in red and apparently not available.

What's the status on that?  Or am I missing something?

In the PyLNP, a red highlight means that item is installed.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Buckley on December 17, 2014, 08:22:43 pm
O cool thx.  Hadn't made it to the actual embark yet.  Assumed it wasn't working 'cuz the world gen screen looked very different from what I remember....

Thank you for the replies.  :)

Edit: Discovered it must have been a true type font thing btw.  I switched to 2D and TrueType and it's all as I recall it now.  :)
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 17, 2014, 10:11:42 pm
O cool thx.  Hadn't made it to the actual embark yet.  Assumed it wasn't working 'cuz the world gen screen looked very different from what I remember....

Thank you for the replies.  :)

Edit: Discovered it must have been a true type font thing btw.  I switched to 2D and TrueType and it's all as I recall it now.  :)

 - Text will be Text v5.36 (http://www.bay12forums.com/smf/index.php?topic=138754) (with item overrides, clear text, and multilevel)

This DFHack plugin means all menus and test is in vanilla ASCII (or your choice of font), while your actual fort can use a graphics pack.  Worldgen is also affected, so if you've now got a fort going try changing back to print_mode:TWBT - you might like it!
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: rmblr on December 18, 2014, 02:47:21 am
+1 for TWBT, it makes the worldgen screen using the font tileset (which looks pretty ASCIIy), but it makes the gameplay itself amazing!
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: cdombroski on December 18, 2014, 08:23:24 am
Given the number of times it has been explained, it seems like a short description of what TWBT does should be added to the first post. I'm sure there will still be people that miss the note, but hopefully we can cut down on the "My graphics are broke/missing/whatever!" posts.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 18, 2014, 02:59:14 pm
INSTRUCTIONS:
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: cdombroski on December 18, 2014, 03:55:20 pm
INSTRUCTIONS:
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.

Aw crap... that means I missed the note... unless you just added that?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: fricy on December 18, 2014, 04:01:10 pm
INSTRUCTIONS:
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.

Aw crap... that means I missed the note... unless you just added that?
No, it's been there for some time. But maybe it should be in red. with 36pt ALL CAPS. blinking  :D
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Dirst on December 18, 2014, 05:35:59 pm
INSTRUCTIONS:
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.

Aw crap... that means I missed the note... unless you just added that?
No, it's been there for some time. But maybe it should be in red. with 36pt ALL CAPS. blinking  :D
Blinking? Maybe something a little less obnoxious like a huge animated GIF :)

My suggestion would be a one-time pop-up in the launcher itself, perhaps when the Play button is pushed for the first time.  It can be used for any significant change in the future, when the message changes, it resets the read-once flag.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: kirmaster on December 18, 2014, 05:45:51 pm
I'm having a strange problem with 40.19r3 i also had with 40.11 of this pack- the zip opening says the zip ends unexpectedly, there is only the .bat for old versions and the .exe launcher, and when trying to extract it gives unknown format or is damaged, and the .exe can't be used. Redownloading does not fix this.  Win8.1
How big is the downloaded file? If you can check it, what's its MD5 checksum?
1,3 KB, 14C8EF6922652D4D9AEADD293B980E60.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: lethosor on December 18, 2014, 06:19:30 pm
I'm having a strange problem with 40.19r3 i also had with 40.11 of this pack- the zip opening says the zip ends unexpectedly, there is only the .bat for old versions and the .exe launcher, and when trying to extract it gives unknown format or is damaged, and the .exe can't be used. Redownloading does not fix this.  Win8.1
How big is the downloaded file? If you can check it, what's its MD5 checksum?
1,3 KB, 14C8EF6922652D4D9AEADD293B980E60.
According to DFFD (http://dffd.wimbli.com/file.php?id=7622), it should be 71.3 MB (and the checksum should be DE363849ACF2B5103D08538D60A19529). This looks like it's a problem with your download.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: ArmokGoB on December 18, 2014, 07:00:49 pm
Right on cue, 0.40.20 comes out.  :P
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: smjjames on December 18, 2014, 07:06:32 pm
Hopefully DT and DFhack get updated quickly.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 18, 2014, 08:34:06 pm
Right on cue, 0.40.20 comes out.  :P
Hopefully DT and DFhack get updated quickly.
Indeed...

Then again - you can probably play without Therapist much more easily now, and it might be a while before DFHack updates what with changes to jobs and labors.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: smjjames on December 18, 2014, 08:47:57 pm
I could play without DFhack, I just like using it's tools, but for me, DT is absolutely neccesary.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: necrotic on December 18, 2014, 11:26:02 pm
I could play without DFhack, I just like using it's tools, but for me, DT is absolutely neccesary.

due to the entire job system getting an overhaul I'm betting it will be easier without DT. Not great, but we shouldn't have to be as specific about things like hauling labors.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: smjjames on December 18, 2014, 11:38:07 pm
I could play without DFhack, I just like using it's tools, but for me, DT is absolutely neccesary.

due to the entire job system getting an overhaul I'm betting it will be easier without DT. Not great, but we shouldn't have to be as specific about things like hauling labors.

I mainly prefer DTs interface to the ingame one, plus it has lots of other useful things.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: LordBaal on December 19, 2014, 08:02:25 am
Urist Mc Noble demands an update.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Draba on December 19, 2014, 09:11:36 am
Just a quick question, searched around a bit but it's hard compress the problem into a few keywords:

All important announcements zoom to a specific point of the map, regardless of their actual location.
Same with the zoom on unit command (the u z way), this one is the main problem.

Does anyone have a clue what could be the cause?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: smjjames on December 19, 2014, 09:12:37 am
Just a quick question, searched around a bit but it's hard compress the problem into a few keywords:

All important announcements zoom to a specific point of the map, regardless of their actual location.
Same with the zoom on unit command (the u z way), this one is the main problem.

Does anyone have a clue what could be the cause?

Are you getting that in vanilla DF?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: mifki on December 19, 2014, 09:18:25 am
Just a quick question, searched around a bit but it's hard compress the problem into a few keywords:

All important announcements zoom to a specific point of the map, regardless of their actual location.
Same with the zoom on unit command (the u z way), this one is the main problem.

Does anyone have a clue what could be the cause?

It's one of the 'known issues' of TWBT. After zooming, press left/right (or up/down) arrow keys and the view should jump to the right position, with cursor on the unit/location.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: LordBaal on December 19, 2014, 09:19:25 am
Okay, I can't find a way to use the burial script for the life of me. Can somebody please elaborate, because google didn't help neither did the search tool of this forum.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Draba on December 19, 2014, 09:22:50 am
It's one of the 'known issues' of TWBT. After zooming, press left/right (or up/down) arrow keys and the view should jump to the right position, with cursor on the unit/location.

Thanks, it was driving me insane. Noticed that the cursor keys move the view, but the dwarf I've selected is not there.
Will dick around it a bit more when I get home, probably just overlooked something.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: LordBaal on December 19, 2014, 09:35:48 am
Ok, I typed burial like a bunch of times and now if I place a coffin it's auto designed to use in burial, which is really practical after a battle and you need to install a crap load of them. I wonder, if I activated manually or if it runs by itself and how to make it stop.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: fricy on December 19, 2014, 10:08:14 am
Ok, I typed burial like a bunch of times and now if I place a coffin it's auto designed to use in burial, which is really practical after a battle and you need to install a crap load of them. I wonder, if I activated manually or if it runs by itself and how to make it stop.
Isn't there an entry in the dfhack tab of the launcher to activate it?
Anyways you can use the repeat command to run it periodically, add something like this to dfhack.init:
Code: [Select]
repeat -time 5 -timeUnits days -command [ burial ] -name burialand you can stop it with
Code: [Select]
repeat -cancel burial
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: LordBaal on December 19, 2014, 10:19:06 am
Thanks! I was trow off because the lack of "help" in the command.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Dirst on December 19, 2014, 04:10:30 pm
Thanks! I was trow off because the lack of "help" in the command.
I'm pretty sure if you try "Dwarf Fortress.exe" -help your computer will laugh maniacally.  Don't try the -!!help!! option unless you have an up-to-date backup of all your data :)
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 19, 2014, 06:12:20 pm
Ok, I typed burial like a bunch of times and now if I place a coffin it's auto designed to use in burial, which is really practical after a battle and you need to install a crap load of them. I wonder, if I activated manually or if it runs by itself and how to make it stop.
Isn't there an entry in the dfhack tab of the launcher to activate it?

It's under the 'automation plugins', or you can run it once by dfhack "burial".

Code: (PyLNP.json) [Select]
        "Other Automation plugins": {
            "command": "multicmd autonestbox start; repeat -time 1 -timeunits weeks -command burial -name burial",
            "tooltip": "more automation plugins - autonestbox, burial"
        },
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: LordBaal on December 19, 2014, 06:35:33 pm
Thank you very much!
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: fricy on December 20, 2014, 02:39:30 am
repeat -time 1 -timeunits weeks -command burial -name burial"
Afaik there's no 'weeks' timeunit defined in dfhack, so it should thrown an error when run.
Quote
dfhack.timeout(time,mode,callback) (https://github.com/DFHack/dfhack/blob/master/Lua%20API.rst#core-interpreter-context)
Arranges for the callback to be called once the specified period of time passes. The mode argument specifies the unit of time used, and may be one of 'frames' (raw FPS), 'ticks' (unpaused FPS), 'days', 'months', 'years' (in-game time).
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 20, 2014, 02:46:04 am
repeat -time 1 -timeunits weeks -command burial -name burial"
Afaik there's no 'weeks' timeunit defined in dfhack, so it should thrown an error when run.
Quote
dfhack.timeout(time,mode,callback) (https://github.com/DFHack/dfhack/blob/master/Lua%20API.rst#core-interpreter-context)
Arranges for the callback to be called once the specified period of time passes. The mode argument specifies the unit of time used, and may be one of 'frames' (raw FPS), 'ticks' (unpaused FPS), 'days', 'months', 'years' (in-game time).

Changed to 7 days, thanks.  I blame Putnam   :P
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Janbure on December 22, 2014, 06:54:14 am
The crashes persist in 40.19 r3, it's not seasonal anymore, instead it seems somehow related to the pressure of the esc button.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: ArmokGoB on December 22, 2014, 07:59:08 am
The crashes persist in 40.19 r3, it's not seasonal anymore, instead it seems somehow related to the pressure of the esc button.
I don't think key pressure is even detected.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Thor on December 22, 2014, 10:22:50 am
The crashes persist in 40.19 r3, it's not seasonal anymore, instead it seems somehow related to the pressure of the esc button.

I am also crashing occasionally when using the Esc button. But I highly doubt it has anything to do with pressure of which you push buttons...
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Ellatan on December 22, 2014, 10:42:37 am
Hello! PeridexisErrant, thank you for all the hard work on the pack, it's been an absolute pleasure to use it in the past.

I realize that work on this pack is a hobby, and there are probably no approximate release dates for further updates. I haven't been following 0.40+ DF development closely, however, DF 40.22 seems to have a lot of significant changes over 40.19 that sound great on paper. What I would like to know is whether 40.19 is a fleshed out stable version, while 40.22 is more of an interim version, which is likely to be followed up by rapid updates to fix some serious errors. Should I be patient to wait for the Starter Pack to catch up or jump right in to 40.19 before DF stabilizes again between update cycles.     
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: fricy on December 22, 2014, 11:02:41 am
What I would like to know is whether 40.19 is a fleshed out stable version, while 40.22 is more of an interim version, which is likely to be followed up by rapid updates to fix some serious errors.

More-or-less. Looking at the bugtracker it seems that the most serious bugs with the priority updates are fixed in .22, but time will tell.
Now we wait for ag/Quietust to update df-structures, then for splinterz to release DTherapist layouts and expwnent to release dfhack if/when all components are up-to-date with the .19+ changes. Best case scenario: new pack around xmas.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: deepfield on December 23, 2014, 06:30:15 am
Thank you so much for this. Having the GUI to make changes more easily is great. One request though  :D
Is it possible in the next release to omit the command window from being opened when running java applications from this program?

I end up having to launch them outside of the program to keep my taskbar from being cluttered up with cmd windows from Announcement Filter and Soundsense.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Thormgrim on December 23, 2014, 04:20:43 pm
I just noticed that ctrl-W doesn't open up the workflow interface any more... it now toggles the water depth indicator.

How do I access workflow now?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: lethosor on December 23, 2014, 04:55:42 pm
Alt-W? That's been the default since at least DFHack 0.34.11-r5, as far as I know (although I'm not sure about this specific pack).
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Thormgrim on December 23, 2014, 05:04:08 pm
Alt-W? That's been the default since at least DFHack 0.34.11-r5, as far as I know (although I'm not sure about this specific pack).

that didn't work either
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: lethosor on December 23, 2014, 05:36:59 pm
Could you check dfhack.init for any workflow-related keybindings (or post its contents here)? Does anything show up in the DFHack console when you press Alt-W or Ctrl-W?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: deepfield on December 23, 2014, 07:05:51 pm
Alt-W? That's been the default since at least DFHack 0.34.11-r5, as far as I know (although I'm not sure about this specific pack).

that didn't work either

Do you have a current task set up on repeat? You'll need that before the workflow screen will be allowed with ALT+W.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: mrhause on December 26, 2014, 03:29:23 am
Can't download it, DNS_PROBE_FINISHED_NXDOMAIN
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on December 26, 2014, 05:07:10 am
Can't download it, DNS_PROBE_FINISHED_NXDOMAIN

Try the dropbox mirror, link in second post of the thread.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Probe1 on December 26, 2014, 11:18:11 am
I've been playing DF for a year or two but I'm still hooked on being well, lazy, and using the LNP.  But times like these when there's great updates out for DF but no LNP in sight makes me wonder, how hard is it to update your LNP to the latest version yourself? 

Can you give me a general overview of what you do when you update LNP to be compatible with a recent version?  You don't have to go in depth.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Goatmaan on December 26, 2014, 02:02:14 pm
I think I broke my twbt.
Was using curses text font,switched to phoebius16*16text
Text.
 I now have the new font ingame, but zooming is wonked
I have to esc. To main zoom in/out back ingame EVERYTHING is zoomed (fps counter, announcements/idlers right menu)
I can still control world zoom ingame
But I can't zoom from a ingame menu (any menu)
I used to, and top bottom text stayed put.+zooming. Never changed em
Is this a keybind thing?
Do I need to rebind them?
I think twbt is the best thing since therapist!

Ill go back to curses if I have to...gotta have easy zoom.
 
  Goatmaan
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Thormgrim on December 26, 2014, 03:56:16 pm
Alt-W? That's been the default since at least DFHack 0.34.11-r5, as far as I know (although I'm not sure about this specific pack).

that didn't work either

Do you have a current task set up on repeat? You'll need that before the workflow screen will be allowed with ALT+W.

I have all that.  I've used workflow many times on other revs.  Task on Repeat, Alt+W and Ctrl+W don't work.  I'm using the PeridexisErrant keybindings... maybe that's it?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Evrett33 on December 26, 2014, 07:15:34 pm
I've been playing DF for a year or two but I'm still hooked on being well, lazy, and using the LNP.  But times like these when there's great updates out for DF but no LNP in sight makes me wonder, how hard is it to update your LNP to the latest version yourself? 

Can you give me a general overview of what you do when you update LNP to be compatible with a recent version?  You don't have to go in depth.
You can always play the most recent version of dwarf fort on the day it releases. You just will have to do it without addons like dfhack. Its the wait on updates to the utilities that slow down the pack releases. GFx packs all come with stand alone version so that should be easy to do on your own. I've had no success using out of version utilities with new DF releases so best bet is patience. It would be nice if DF would just integrate dfhacks UI improvement into the game by now. That all I use it for though I  get some peoples need for more complicated functions like workflow.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: LeoCean on December 26, 2014, 08:17:40 pm
I think I broke my twbt.
Was using curses text font,switched to phoebius16*16text
Text.
 I now have the new font ingame, but zooming is wonked
I have to esc. To main zoom in/out back ingame EVERYTHING is zoomed (fps counter, announcements/idlers right menu)
I can still control world zoom ingame
But I can't zoom from a ingame menu (any menu)
I used to, and top bottom text stayed put.+zooming. Never changed em
Is this a keybind thing?
Do I need to rebind them?
I think twbt is the best thing since therapist!

Ill go back to curses if I have to...gotta have easy zoom.
 
  Goatmaan

It'd be best to provide a few screen shots detailing that. I believe there is 2 zoom options when you use twbt now, one zooms text/ the menu on the right and another zooms the map, I could be wrong though.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Thormgrim on December 27, 2014, 04:25:23 pm
Alt-W? That's been the default since at least DFHack 0.34.11-r5, as far as I know (although I'm not sure about this specific pack).

that didn't work either

Do you have a current task set up on repeat? You'll need that before the workflow screen will be allowed with ALT+W.

I have all that.  I've used workflow many times on other revs.  Task on Repeat, Alt+W and Ctrl+W don't work.  I'm using the PeridexisErrant keybindings... maybe that's it?

I figured it out
Quickfort's fastkeys were interfering.  As soon as I disabled Quickfort, Alt-W worked again as expected.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Goatmaan on December 27, 2014, 10:32:12 pm
Sorry I can't do screenshots,see my sig?

Reverted back to curses and no luck.

Have a look at my sub 5fps quest post it'll xplaon why.
Ill see if I can figure it out, maybe next fort/update;)

Thx Goatmaan
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: FukkenSaved on December 27, 2014, 11:19:47 pm
If anyone wants to use the newer version:
SoundSense seems to be version independent as all it does is poll Dwarf Fortress's log. It will ask to point to that so look for gamelog.txt in Dwarf Fortress's folder.
To get Phoebus running, get http://www.mediafire.com/?2p7axbyagp2ij and copy the contents over the Dwarf Fortress folder.
Dwarf Therapist still seems to work fine, but you need v0.40.23_graphics.rar from https://github.com/splintermind/Dwarf-Therapist/tree/DF2014/share/memory_layouts/windows. Put that in the latest Therapist /share/ folder and it should work just fine.
You can disable aquifers by searching inorganic_stone_layer.txt, inorganic_stone_soil.txt, and inorganic_stone_mineral.txt in the /raw/objects/ folder by searching for [AQUIFER] and replacing with nothing.
Otherwise everything else that matters to me at least is in data/init/ d_init.txt and init.txt
Frankly the starter pack and the new version each have their own advantages, but once DFHack is applied to a version with priority (and autolabor allows you to import/export settings, maybe has a GUI) our labor micromanagement issues will be all but a thing of the past.

Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Mad Jackal on December 28, 2014, 12:14:16 pm

Hey guys I am having a little problem and I am not sure if it is me, my computer, or the internet connection or the site. Or something else.. Hopefully you guys can help.

I just bought a new laptop. My first. A toshiba satellite c55 . I put my flash drive in the usb post and could not get dwarf fortress to play.
I could not find the executable file to run the starter pack. If I need to I can go back and chase down that problem later. But for now I decided to use my folk's wifi to download a clean version.

I am trying to download the 34.11 version of the starter pack from  http://dffd.wimbli.com/file.php?id=8687  and it will not complete the download. It always tells me it "failed".

I know It is suggested to play the newest version, but I don't do well until bugs are ironed out. And, I rellay like where things were at in the previous version. I still have some challenges I want to finish under those constraints.  One of the times I got a fail message it said something about 'downloads have exceeded number' or something... Yeah that is vague, but it was 2 am and now it's the next day. This is the second network I've tried it on, both are a little slow, if that matters.

Can anyone else get it? Or any ideas what is causing me trouble ?


thanks in advance
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: FrankyPlaysGames on December 28, 2014, 12:32:20 pm
That seems to me to be more of a hardware/network issue.
What browser are you using?
Do you have Java installed?
Where does it attempt to save the files?
Can you download other files?
Did you attempt to Google your issues?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Dirst on December 28, 2014, 04:03:01 pm
You can disable aquifers by searching inorganic_stone_layer.txt, inorganic_stone_soil.txt, and inorganic_stone_mineral.txt in the /raw/objects/ folder by searching for [AQUIFER] and replacing with nothing.
Try replacing [AQUIFER] with !AQUIFER! instead.  That's how the starter pack disables aquifers, and importantly it's an operation that can be reversed.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Draaven on December 29, 2014, 04:01:53 am
Maybe your antivirus is picking up dfhack in the zip file as a virus, which mine does but I tell it to ignore it.  If it is picking that up then it will fail the download.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: damnit,urist,youhadonejob on December 29, 2014, 05:45:02 am
i looked but didnt see anything, i am using the newest version of this pack and the tile sets arent working. i have tried every one but there is nothing. it loads for three seconds when i start dwarf fortress then switches back to the default texture pack.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: fricy on December 29, 2014, 05:59:46 am
i looked but didnt see anything, i am using the newest version of this pack and the tile sets arent working. i have tried every one but there is nothing. it loads for three seconds when i start dwarf fortress then switches back to the default texture pack.

3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.

O cool thx.  Hadn't made it to the actual embark yet.  Assumed it wasn't working 'cuz the world gen screen looked very different from what I remember....

Thank you for the replies.  :)

Edit: Discovered it must have been a true type font thing btw.  I switched to 2D and TrueType and it's all as I recall it now.  :)

 - Text will be Text v5.36 (http://www.bay12forums.com/smf/index.php?topic=138754) (with item overrides, clear text, and multilevel)

This DFHack plugin means all menus and test is in vanilla ASCII (or your choice of font), while your actual fort can use a graphics pack.  Worldgen is also affected, so if you've now got a fort going try changing back to print_mode:TWBT - you might like it!
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: damnit,urist,youhadonejob on December 29, 2014, 06:31:18 am
i looked but didnt see anything, i am using the newest version of this pack and the tile sets arent working. i have tried every one but there is nothing. it loads for three seconds when i start dwarf fortress then switches back to the default texture pack.

3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.

O cool thx.  Hadn't made it to the actual embark yet.  Assumed it wasn't working 'cuz the world gen screen looked very different from what I remember....

Thank you for the replies.  :)

Edit: Discovered it must have been a true type font thing btw.  I switched to 2D and TrueType and it's all as I recall it now.  :)

 - Text will be Text v5.36 (http://www.bay12forums.com/smf/index.php?topic=138754) (with item overrides, clear text, and multilevel)

This DFHack plugin means all menus and test is in vanilla ASCII (or your choice of font), while your actual fort can use a graphics pack.  Worldgen is also affected, so if you've now got a fort going try changing back to print_mode:TWBT - you might like it!
thank you
is this true when i generate the world too?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: damnit,urist,youhadonejob on December 29, 2014, 06:40:42 am
I had to change the advanced setting for the graphics.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Dirst on December 29, 2014, 03:01:43 pm
thank you
is this true when i generate the world too?
There was a raging tomayto/tomahto argument about the proper font for world maps.  If you use the TWBT print mode, then your world maps will be in ASCII, and if you use the TWBT_LEGACY print mode then your world maps will be the graphics font.  At the time this was implemented, there wasn't much difference between the two from a feature perspective, but that may have changed.  If you just use the maps to (f)ind desired locations, then I'd recommend sticking with TWBT mode.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: fricy on December 29, 2014, 03:39:42 pm
thank you
is this true when i generate the world too?
There was a raging tomayto/tomahto argument about the proper font for world maps.  If you use the TWBT print mode, then your world maps will be in ASCII, and if you use the TWBT_LEGACY print mode then your world maps will be the graphics font.  At the time this was implemented, there wasn't much difference between the two from a feature perspective, but that may have changed.  If you just use the maps to (f)ind desired locations, then I'd recommend sticking with TWBT mode.
Afaik the difference is that TWBT mode uses a more efficient rendering method and supports non-square text tiles along with square map tiles.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Kluge on December 29, 2014, 08:13:20 pm
If anyone wants to use the newer version:
SoundSense seems to be version independent as all it does is poll Dwarf Fortress's log. It will ask to point to that so look for gamelog.txt in Dwarf Fortress's folder.
To get Phoebus running, get http://www.mediafire.com/?2p7axbyagp2ij and copy the contents over the Dwarf Fortress folder.
Dwarf Therapist still seems to work fine, but you need v0.40.23_graphics.rar from https://github.com/splintermind/Dwarf-Therapist/tree/DF2014/share/memory_layouts/windows. Put that in the latest Therapist /share/ folder and it should work just fine.
You can disable aquifers by searching inorganic_stone_layer.txt, inorganic_stone_soil.txt, and inorganic_stone_mineral.txt in the /raw/objects/ folder by searching for [AQUIFER] and replacing with nothing.
Otherwise everything else that matters to me at least is in data/init/ d_init.txt and init.txt
Frankly the starter pack and the new version each have their own advantages, but once DFHack is applied to a version with priority (and autolabor allows you to import/export settings, maybe has a GUI) our labor micromanagement issues will be all but a thing of the past.
Can confirm this is almost entirely working (thanks!). Having a weird issue where keys occasionally rebind on DFHack, but it's solved by simply restarting it. Crashes occasionally happen in worldgen and very rarely while playing. There are some strange happenings outside that... hard to say if it's from using mismatched software or if it's a new DF bug... or maybe I'm just misreading this?

(http://i.imgur.com/zVQvnc7.gif)

I'm having difficulty visualizing where a dog's eye tooth would be, though I'm impressed by the fortitude of the dog's toe which came out unscathed. He fared much better than the previous guard dog which had a kind of "toothsplosion" after a macegoblin thunked his thinker.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Crustypeanut on December 29, 2014, 08:15:54 pm
Eye Tooth is a certain specific tooth, I'm not sure which one though.

I think.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Kluge on December 29, 2014, 08:20:55 pm
Eye Tooth is a certain specific tooth, I'm not sure which one though.

I think.
:D You know... that makes more sense.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: MaximumZero on December 30, 2014, 02:00:04 am
An eye-tooth is a canine, or fang, y'all.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: mrhause on December 30, 2014, 07:55:01 am
Importing world from 40.23 into 40.19 is possible? It doesn't matter that much, I'm already created new world. Old one had so many necromants doing nothing but writing legendary books.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: lethosor on December 30, 2014, 08:46:43 am
No. Once you've saved a world, you can't load it into an older version.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: OpT1mUs on December 30, 2014, 11:11:12 am
When will the pack with the latest DF version be available?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Dirst on December 30, 2014, 10:04:25 pm
When will the pack with the latest DF version be available?
I'd say a week, give or take three months. :)
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: zeke47 on December 31, 2014, 01:57:37 am
well the update didn't change *much*, is possible to copy the new version into the current pack?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: surazal on December 31, 2014, 10:33:30 am
well the update didn't change *much*, is possible to copy the new version into the current pack?

Well, there's one way to find out. Make backups of your save games and give it a try.  ;) :D :P
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Kritickill on January 01, 2015, 07:53:19 pm
well the update didn't change *much*, is possible to copy the new version into the current pack?

You can copy the images folder and the executable into a download of vanilla DF and it will work. You'll get the LNP GUI and graphics packs, but you won't have Therapist, DFhack, and many other utilities (Quickfort and Picturefort still work fine, but I don't know about any of the others). I've been doing this while I wait for the newest pack to come out, the game runs fine its just a pain in the ass not having Therapist.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: UristWoodie on January 01, 2015, 10:03:39 pm
well the update didn't change *much*, is possible to copy the new version into the current pack?

Detailed instuctions on how to do that about 20 posts up. (page 135 for me)
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Evrett33 on January 02, 2015, 08:48:12 pm
I know nothing about programing so forgive the back seat driving but shouldnt the modmakers get together with Toady and integrate things like dfhack and therapist into the base game so every new version doesnt break the past versions? Isnt it time to bring these pieces together ?
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on January 03, 2015, 05:46:43 am
I know nothing about programing so forgive the back seat driving but shouldnt the modmakers get together with Toady and integrate things like dfhack and therapist into the base game so every new version doesnt break the past versions? Isnt it time to bring these pieces together ?

A good - if off-topic - place to ask, because this is one of those topics that can often turn flamey.

The short answer is that it doesn't work like that; even Toady would have to work more like "reimplement" than "integrate". He also prefers to work on his own stuff (for personal and IP reasons) and is focussed on simulation features for now, since he sees the game as about 40 percent of the way to beta. Ultimately I think this works well, as he does work that no one can replace and we can fiddle with the edges.

He does however take suggestions - which are often refined through mod implementations - and Moddershall can often track and precisely describe a bug for Toady to fix. Further info is searchable, but I'd ask that further discussion happen in a different thread.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: ChaosOrdeal on January 03, 2015, 06:00:06 pm
Hey, a recommendation for the Pack:  an option to nerf the weirdly powerful weapons like the whip.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on January 03, 2015, 07:56:07 pm
Hey, a recommendation for the Pack:  an option to nerf the weirdly powerful weapons like the whip.

The mods interface I've come up with should be out in the next few weeks, and this kind of bugfixing will be a priority.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: ChaosOrdeal on January 04, 2015, 03:11:18 pm
Hey, a recommendation for the Pack:  an option to nerf the weirdly powerful weapons like the whip.

The mods interface I've come up with should be out in the next few weeks, and this kind of bugfixing will be a priority.

Very cool.  Thanks for all the effort.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Oriolous on January 05, 2015, 06:42:37 pm
I just started coming back to DF after a LONG break... and um... There's no GUI in the 40_19 and I can't find a way to start the utilities in the nice format so I can actually EDIT things like what tileset is used and actually getting the utilities to start up upon starting the game.

TLDR; I have no way of opening up LNP to edit the tileset and change population limits and so on.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on January 05, 2015, 07:49:10 pm
There's no GUI

Your antivirus ate it.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Oriolous on January 05, 2015, 10:26:05 pm
There's no GUI

Your antivirus ate it.

I extract it on a different computer and move it over to the one I want to play on, like I did with the 34 installation... I click the GUI and windows says "The (pathing) cannot be found." and then deletes the .exe. What the crap?!
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on January 05, 2015, 10:30:25 pm
There's no GUI

Your antivirus ate it.

I extract it on a different computer and move it over to the one I want to play on, like I did with the 34 installation... I click the GUI and windows says "The (pathing) cannot be found." and then deletes the .exe. What the crap?!

Yep. Windows is checking the first time it opens, thinks it's suspicious, and deletes it. I can't do more specific troubleshooting on how to prevent this, but that's the problem. Try googling something like "antivirus restore file (version, product, etc)"
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Oriolous on January 05, 2015, 10:32:57 pm
There's no GUI

Your antivirus ate it.

I extract it on a different computer and move it over to the one I want to play on, like I did with the 34 installation... I click the GUI and windows says "The (pathing) cannot be found." and then deletes the .exe. What the crap?!

Yep. Windows is checking the first time it opens, thinks it's suspicious, and deletes it. I can't do more specific troubleshooting on how to prevent this, but that's the problem. Try googling something like "antivirus restore file (version, product, etc)"

I even ran it as an administrator so Windows would be like "Oh hey, maybe it ISN'T suspicious after all." but no, it still didn't work. And I've tried to google things like that and I found nothing. -3-

EDIT: Managed to find a way to make it work. ...but now I'm wondering. Is Phoebus just not updated yet? Because I have the data for Phoebus, but it won't actually be USED despite selecting it.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: PeridexisErrant on January 05, 2015, 10:47:45 pm
The installed item is in red text, so Phoebus is both working and installed. The TwbT plugin means that menus and text are in ASCII, but once you embark it'll be Phoebus.
Title: Re: Dwarf Fortress 40_19 Starter Pack r3
Post by: Oriolous on January 05, 2015, 10:56:46 pm
The installed item is in red text, so Phoebus is both working and installed. The TwbT plugin means that menus and text are in ASCII, but once you embark it'll be Phoebus.

Even during world gen? ...Okay. Thanks Peridexis. Time to let the !!FUN!! begin, I suppose.
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: PeridexisErrant on January 06, 2015, 07:44:57 am
The Starter Pack has updated to 40_23 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This is the biggest update in a long time!  Dwarf Fortress has overhauled jobs and priorities labors, and you can schedule mining, and there are many bugfixes including fixing invasions.  DFHack has a heap of new and improved features (too many to list here), and other utilities have also seen some nice upgrades.  There's not much more to say than-

Strike the Earth!

Changelog:
 - updated Legends Viewer to v1.13.24; fixes rare crash
 - added World Viewer 2.01; finally up-to-date for DF40.xx
 - added soundsense script for more announcements
 - improved bugfixes and performance tweaks config in dfhack tab
 - updated position.lua; better location reporting
 - updated keybindings for DF 40.22 (no changes for .23)
 - updated Dwarf Fortress to v0.40.23; with job prioritisations, better digging, and bugfixes!
 - updated graphics packs (DF fixed typos in raws)
 - added Nate-Enator's dining room blueprint
 - added 24x24 ASCII default tileset
 - updated Therapist memory layouts through to 40.23
 - updated DFHack to 40.23-r1; lots and lots of improvements
 - updated TwbT to v5.38; recent changes to mousequery not included

MD5:  19700FCD3FEC50E646862A6F31A19BA6
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: mifki on January 06, 2015, 08:04:20 am
- updated TwbT to v5.38; recent changes to mousequery not included

There's 5.39 already with changes to plugins, thanks to fricy.
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: PeridexisErrant on January 06, 2015, 08:21:08 am
- updated TwbT to v5.38; recent changes to mousequery not included

There's 5.39 already with changes to plugins, thanks to fricy.

Awesome!  Unfortunately I'll have to hold out for a better uplink, as it took me three hours of attempts across two phones and the copper line to get this up  :'(
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: Nokao on January 06, 2015, 09:23:18 am
Hi PeridexisErrant,
do you think this new pack (.23) is compatible with savegames made with the previous (.19) ?
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: PeridexisErrant on January 06, 2015, 09:37:26 am
It is. In fact, saves can be moved forward from any version since 40.05 just by using the "copy my data" script!
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: Janbure on January 06, 2015, 11:29:54 am
I've just downloaded the new version and the game crashes on launch, I've imported the save prome the previous starter pack release.
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: Auldben on January 06, 2015, 11:31:23 am
Hey, I'm having a problem with the latest update, I can load into DF and create worlds fine but when I actually embark, DF crashes and the game has both the vanilla ASCII tiles and Graphics pack tiles visible.

I'm rolling back to 40_19 for now, but was it something I'm doing wrong? I originally transferred my saves using the script in the pack, then tried a fresh install with no saves, all with the same result.
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: FrontierProject on January 06, 2015, 11:41:33 am
any chance of a mediafire link? I have yet to see a DFFD download go through, they always crash at around 10mb.
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: Dirst on January 06, 2015, 12:17:36 pm
Awesome work.  Always a good day when the subject on this thread changes.
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: fricy on January 06, 2015, 12:43:31 pm
Hey, I'm having a problem with the latest update, I can load into DF and create worlds fine but when I actually embark, DF crashes and the game has both the vanilla ASCII tiles and Graphics pack tiles visible.
Confirmed, TWBT is unstable on windows, TWBT_LEGACY works, but looks shitty with the default font.

Temp. solution:
1. Install any graphics.
2. Select Print_mode: TWBT_LEGACY
3. Go to Customization and select curses_square_24x24.png
4. Profit!
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: zeke47 on January 06, 2015, 12:50:33 pm
Hey wondering if anyone can give me a quick overview of the differences between keybinding styles? or maybe point me to one that would be good for a laptop with no numpad? thnxs
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: Ijiero on January 06, 2015, 01:13:57 pm
I foolishly removed my 40.19 folder, so now forced to try and get 40.23 to work somehow... :/ Hoping for a quick resolution!
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: Omap on January 06, 2015, 01:52:15 pm
Hey, I was scanning my whole pc after getting a virus and malwarebytes is detecting a spyware in the starter pack. It's saying the Zeu$ trojan (http://en.wikipedia.org/wiki/Zeus_%28Trojan_horse%29) is in the dwarf fortress 40_19 starter pack r3/dwarf fortress 0.40.19/hack/plugins/buildingplan.plug.dll file. Any information on this? I'm assuming it's just a false positive but it's weird that it's detecting it as a pretty well known spyware.
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: OzoneGrif on January 06, 2015, 02:50:03 pm
Thank you for your hard work with this starter pack.

There's a problem with TWBT in this version. As soon as I maximize the window, or load a fortress, the game crashes.

Edit: just seen the temp solution on page 138. but it crashes as well
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: mifki on January 06, 2015, 03:34:43 pm
Thank you for your hard work with this starter pack.

There's a problem with TWBT in this version. As soon as I maximize the window, or load a fortress, the game crashes.

Edit: just seen the temp solution on page 138. but it crashes as well

Download 5.40 from http://build.mifki.com
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: Paranthelion on January 06, 2015, 03:51:55 pm
Hey, I'm having a problem with the latest update, I can load into DF and create worlds fine but when I actually embark, DF crashes and the game has both the vanilla ASCII tiles and Graphics pack tiles visible.
Confirmed, TWBT is unstable on windows, TWBT_LEGACY works, but looks shitty with the default font.

Temp. solution:
1. Install any graphics.
2. Select Print_mode: TWBT_LEGACY
3. Go to Customization and select curses_square_24x24.png
4. Profit!

Thanks! I'd never had a problem loading any of the packs before, but DF kept crashing with the error message "Not found: data/art/curses_640x300.png" at startup. Even after installing and updating tilesets, DF would crash at loading any savegame with half the screen Phoebus and half ASCII. Changing TWBT seemed to do the trick. And my antivirus really did not like this pack. Had to mess around with Norton a while before I could get it to stop quarantining random things. That being said, thanks for everything you do Peridexiserrant! I can't tell you how much more enjoyable these packs have made DF for me.
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: zeke47 on January 06, 2015, 04:08:14 pm
Thank you for your hard work with this starter pack.

There's a problem with TWBT in this version. As soon as I maximize the window, or load a fortress, the game crashes.

Edit: just seen the temp solution on page 138. but it crashes as well

Download 5.40 from http://build.mifki.com

Thanks that worked, incase anyone else wanted to know you copy paste the dll from the .23 pack folder and drop it inside of Dwarf Fortress 0.40.23\hack\plugins
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: Auldben on January 06, 2015, 04:43:10 pm
Hey, I'm having a problem with the latest update, I can load into DF and create worlds fine but when I actually embark, DF crashes and the game has both the vanilla ASCII tiles and Graphics pack tiles visible.
Confirmed, TWBT is unstable on windows, TWBT_LEGACY works, but looks shitty with the default font.

Temp. solution:
1. Install any graphics.
2. Select Print_mode: TWBT_LEGACY
3. Go to Customization and select curses_square_24x24.png
4. Profit!

Thanks! Just going to have to deal with the annoying default font until r2 is released! :D
Title: Re: Dwarf Fortress 40_23 Starter Pack r1
Post by: PeridexisErrant on January 06, 2015, 04:51:28 pm
Thanks! Just going to have to deal with the annoying default font until r2 is released! :D

Give me an hour.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 06, 2015, 05:21:55 pm
The Starter Pack has updated to 40_23 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

As well as updating TwbT (fixes crash bug), this release adds the long-awaited mods tab!  You can read about that here (http://www.bay12forums.com/smf/index.php?topic=140808.msg5932407#msg5932407), see the preliminary mods list in the contents section, and suggest more below.  Report any bugs, and Strike the Earth!

Changelog:
 - reinstall phoebus graphics (launcher didn't copy tileset)
 - update TwbT to v5.40; updates plugins and fixes crash
 - updated PyLNP to v0.9; new mods tab!
 - added a beginning selection of mods; please post suggestions
 - now using reduced raws format

MD5:  EA2745C15261F8BDBF6E79B07CB7A5B0
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: lethosor on January 06, 2015, 05:30:10 pm
(link to post)
May I ask why this was renamed to "Starter Pack"? I think this name is too generic, given that this is not the only pack ("MacNewbie Pack", "Lazy Newb Pack Linux", "Lazy Newb Pack Installer for Linux", and "PeridexisErrant's Dwarf Fortress Starter Pack" are more descriptive, although it would be nice to make it clearer that this pack is for Windows as well). The difference between "Lazy Newb Pack" and "Starter Pack" may be obvious to long-time members of the DF community, but it clearly isn't to the countless new players that have been confusing different packs and posting in the wrong threads. For example, several people have reported the recent (Windows) TwbT problem in the Linux LNP update announcement on /r/dwarffortress (and that version of that pack doesn't even contain TwbT).
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Akhier the Dragon hearted on January 06, 2015, 05:35:06 pm
The folder inside the .zip is titled r1 instead of r2. I don't know if it is r1 or if you just didn't rename it. (or possibly a mess up with the dl)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: lethosor on January 06, 2015, 05:35:43 pm
If the launcher has a mods tab, it's most likely r2.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Akhier the Dragon hearted on January 06, 2015, 05:38:44 pm
Not seeing a mod tab.

Edit: going to redl and see if it comes in correct

Edit2: It downloaded as r2 this time
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: OzoneGrif on January 06, 2015, 06:32:52 pm
Thanks for the update.

TWBT still crashes when I resize the window (or maximize it), but if I don't touch the window, it works now.

I also have a lua error when I load my save, I'm not sure how important it is :

Code: [Select]
Starting autonestbox.
...RF_~1\DWARFF~1\Dwarf Fortress 0.40.23\hack\lua\utils.lua:595: error: invalid
stack traceback:
        [C]: in function 'error'
        ...RF_~1\DWARFF~1\Dwarf Fortress 0.40.23\hack\lua\utils.lua:595: in func
        ...\DWARFF~1\Dwarf Fortress 0.40.23\hack\scripts/repeat.lua:19: in main
        (...tail calls...)

Edit: I changed init.txt to resize the window before start, and it works like a charm now :
Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:120]
[GRAPHICS_WINDOWEDY:66]
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: My Urist Eternal on January 06, 2015, 06:49:15 pm
Awesome, thanks PeridexisErrant.  :D
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Oriolous on January 06, 2015, 09:22:20 pm
Okay, I'm a bit paranoid now. Why is it that when I save (or generate worlds), it starts to do the standard "Not Responding" thing? >w> I'm scared it will crash and I will lose progress. is it just the single-processor being overwhelmed or what?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Akhier the Dragon hearted on January 06, 2015, 09:26:19 pm
   The quick answer is yes. Just don't touch it so Windows doesn't notice. Basically because of all the stuff that now happens in the world while you are actually playing your fortress a bigger load is put on your computer when saving. I advise seasonal autosave as that will not only provide a recent save but also makes the load lighter by constantly saving it at a regular interval. Oh and if you don't mind it, let the world cull unimportant historical figures if you use the advanced world gen. Especially if you go for a large world or a long history (this will also potentially make saving faster).
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Kestrel on January 06, 2015, 09:29:01 pm
I'm on Windows 8.1 and can't seem to get DF to load from the Starter Pack, even with DF Hack disabled or on default settings.  I downloaded vanilla DF and it runs fine, so what am I doing wrong? :)

Thanks.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Salkryn on January 06, 2015, 11:49:10 pm
Once again, PE and the DF modding community deliver. Thanks to you guys and Toady for all that you do.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: gopp on January 06, 2015, 11:55:25 pm
How do i exactly install mods?

I tried adding the armory one, but i can't see any new weapons/armors on my enbark screen.

So far i've installed button's raws, plantfixes and stal's armory pack, both button's raws and plantfixes appear green, and stal's armory pack appears yellow, what does this mean? conflicts?

What about the "simplify mods" button?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 07, 2015, 12:50:52 am
How do i exactly install mods?

I tried adding the armory one, but i can't see any new weapons/armors on my enbark screen.

So far i've installed button's raws, plantfixes and stal's armory pack, both button's raws and plantfixes appear green, and stal's armory pack appears yellow, what does this mean? conflicts?

What about the "simplify mods" button?

You can add mods to the pack by adding the folders to /LNP/Mods/; and then install them to DF by combining them in the upper list and hitting the "install mods" button.

The upper listbox is mods which are combined, but you need to hit the "install mods" button at the lower right to cop them to the DF folder.  It was labelled "installed" because it starts with the installed mods list, but I can see how it would be confusing (it'll be changed to "merged").

Yellow means minor issues; from memory it's added files rather than just editing them.

Simplify mods removes files that aren't needed; I've already done this but if you add a mod bundled with DF you can use that button to reduce file size.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: gopp on January 07, 2015, 01:46:56 am
How do i exactly install mods?

I tried adding the armory one, but i can't see any new weapons/armors on my enbark screen.

So far i've installed button's raws, plantfixes and stal's armory pack, both button's raws and plantfixes appear green, and stal's armory pack appears yellow, what does this mean? conflicts?

What about the "simplify mods" button?

You can add mods to the pack by adding the folders to /LNP/Mods/; and then install them to DF by combining them in the upper list and hitting the "install mods" button.

The upper listbox is mods which are combined, but you need to hit the "install mods" button at the lower right to cop them to the DF folder.  It was labelled "installed" because it starts with the installed mods list, but I can see how it would be confusing (it'll be changed to "merged").

Yellow means minor issues; from memory it's added files rather than just editing them.

Simplify mods removes files that aren't needed; I've already done this but if you add a mod bundled with DF you can use that button to reduce file size.

I think the mod installer's a little wonky... Installing button's raws makes the stuff inside graphics folder disappear, most raws are gone, and of course the game won't work like that, etc.

Just giving you some input, i know it's beta, nice addition though, looking forward to see it more steamlined.

Also, the mods work if i just install them manually, right? I mean, the ones that come with LNP.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: CyberianK on January 07, 2015, 06:44:12 am
This i my first patch just started with 40_19 or whatever it was last week so I don't know this: Is my current save 100% compatible with upcoming patches? If not can I use my embark location day 0 save?

As to the OP you are so awesome man, thanks for all the work.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 07, 2015, 07:27:31 am
I think the mod installer's a little wonky... Installing button's raws makes the stuff inside graphics folder disappear, most raws are gone, and of course the game won't work like that, etc.

Also, the mods work if i just install them manually, right? I mean, the ones that come with LNP.

I'd appreciate screenshots of this, to avoid miscommunication.  The /raw/graphics/ folder will be empty or nonexistent, but this isn't a bug - just that it can't also merge graphics yet.

They should work by drag-and-drop over the DF folder, but merge compatibility will be FAR lower that way so one only.  I also haven't tested or vetted them in any way, and know nothing more than what five minutes on DFFD turned up just before release.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Xagothae on January 07, 2015, 09:27:16 am
Peridexis, you're awesome. Keep up the great work.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Nokao on January 07, 2015, 09:32:04 am
From this various posts I read there are some problems on the pack, can you confirm ?

Or can someone upload/overwrite the fixed version ?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 07, 2015, 09:56:46 am
The previous version (40_23 r1) was broken. It has already been fixed and replaced.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: lysaght on January 07, 2015, 10:00:03 am
Thanks Peredexis!
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Kestrel on January 07, 2015, 10:01:36 am
I'm on Windows 8.1 and can't seem to get DF to load from the Starter Pack, even with DF Hack disabled or on default settings.  I downloaded vanilla DF and it runs fine, so what am I doing wrong? :)

Thanks.

Okay I've got it running, but only when I boot DF directly from its own executable within the Starter Pack's folder.  If I boot it from the Starter Pack, it just hangs at a blank white window and crashes.  Changing DF's compatibility settings to Windows 7 also appear to create the problem as well.  Thoughts?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Nokao on January 07, 2015, 10:07:17 am
I'm on Windows 8.1 and can't seem to get DF to load from the Starter Pack, even with DF Hack disabled or on default settings.  I downloaded vanilla DF and it runs fine, so what am I doing wrong? :)

Thanks.

Okay I've got it running, but only when I boot DF directly from its own executable within the Starter Pack's folder.  If I boot it from the Starter Pack, it just hangs at a blank white window and crashes.  Changing DF's compatibility settings to Windows 7 also appear to create the problem as well.  Thoughts?

Sounds like a needed-library problem.

Masterwork DF needs .net framework,
maybe it's same for this pack ? seems more like Visual Basic graphics.

Anyway for me, I have no problems on Windows 8.1.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fricy on January 07, 2015, 10:14:09 am
I'm on Windows 8.1 and can't seem to get DF to load from the Starter Pack, even with DF Hack disabled or on default settings.  I downloaded vanilla DF and it runs fine, so what am I doing wrong? :)

Thanks.

Okay I've got it running, but only when I boot DF directly from its own executable within the Starter Pack's folder.  If I boot it from the Starter Pack, it just hangs at a blank white window and crashes.  Changing DF's compatibility settings to Windows 7 also appear to create the problem as well.  Thoughts?

Sounds like a needed-library problem.

Masterwork DF needs .net framework,
maybe it's same for this pack ? seems more like Visual Basic graphics.

Anyway for me, I have no problems on Windows 8.1.
Nope. Pylnp is a standalone python app, all dependencies included. Sounds like an anti-virus issue.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Nokao on January 07, 2015, 10:59:13 am
Maybe stupid question: savegames in this windows pack, are compatible with savegames in mac pack, (of course with same DF version) ?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fricy on January 07, 2015, 11:12:32 am
Maybe stupid question: savegames in this windows pack, are compatible with savegames in mac pack, (of course with same DF version) ?
Yes.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Nokao on January 07, 2015, 11:18:39 am
Maybe stupid question: savegames in this windows pack, are compatible with savegames in mac pack, (of course with same DF version) ?
Yes.

So thank to your work I'll be able to keep my plays into my notebook ;)
I was getting very heavy with vmware emulation.

Thank you and Bye
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Ijiero on January 07, 2015, 11:39:25 am
Returned from work to find an r2 fix. Great work man!
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Andreus on January 07, 2015, 05:21:29 pm
And of course, just as we get a stable release of the 40.23 starter pack, Toady releases a another version :P
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: ArmokGoB on January 07, 2015, 05:50:33 pm
And of course, just as we get a stable release of the 40.23 starter pack, Toady releases a another version :P
Just like clockwork.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: LordBaal on January 07, 2015, 06:31:51 pm
Was going to point out that too. :D
Happy coincidence :P
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: mndfreeze on January 07, 2015, 08:57:25 pm
I now believe Toady does it completely on purpose.  He probably has some sort of forum notification setup so as soon as a new pack is mentioned in this thread he hits 'POST UPDATE NOW' button and it uploads his latest finished work with changelog pre-written and waiting. ;)

CONSPIRACY! SOMEONE CALL THE ANCIENT ALIENS GUY
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 07, 2015, 09:13:35 pm
He probably has some sort of forum notification setup so as soon as a new pack is mentioned in this thread he hits 'POST UPDATE NOW' button and it uploads his latest finished work with changelog pre-written and waiting. ;)

I do this for everything in the pack!  Here's the script. (https://github.com/PeridexisErrant/Scripts-for-the-Starter-Pack/blob/master/pack_update_script.py)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: BoogieMan on January 07, 2015, 10:15:57 pm
Quick report, after several attempts "startdwarf" doesn't appear to work in the new release.

EDIT: Probably not related to this pack, but skills don't appear to be Dwarf centric anymore, instead of Hammerdwarf we have Hammerman.. Weird.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: CharonM72 on January 07, 2015, 10:33:45 pm
The 40.24 changelog seems small, any idea if it'd be safe to just extract the 40.24 files over the 40.23 files in this pack?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 07, 2015, 11:13:35 pm
The 40.24 changelog seems small, any idea if it'd be safe to just extract the 40.24 files over the 40.23 files in this pack?

No, it would NOT be safe.  You can extract it to another folder beside /LNP/, and PyLNP will ask which version you want, but many other things will be broken.  At a minimum, Therapist and DFHack won't work.  Graphics, keybinds, etc may also need updating.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: CharonM72 on January 07, 2015, 11:29:14 pm
The 40.24 changelog seems small, any idea if it'd be safe to just extract the 40.24 files over the 40.23 files in this pack?

No, it would NOT be safe.  You can extract it to another folder beside /LNP/, and PyLNP will ask which version you want, but many other things will be broken.  At a minimum, Therapist and DFHack won't work.  Graphics, keybinds, etc may also need updating.

Thought so. Well I'm happy enough to finally have the job priorities update and DFHack at the same time.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Kestrel on January 08, 2015, 09:45:50 am
I'm on Windows 8.1 and can't seem to get DF to load from the Starter Pack, even with DF Hack disabled or on default settings.  I downloaded vanilla DF and it runs fine, so what am I doing wrong? :)

Thanks.

Okay I've got it running, but only when I boot DF directly from its own executable within the Starter Pack's folder.  If I boot it from the Starter Pack, it just hangs at a blank white window and crashes.  Changing DF's compatibility settings to Windows 7 also appear to create the problem as well.  Thoughts?

Sounds like a needed-library problem.

Masterwork DF needs .net framework,
maybe it's same for this pack ? seems more like Visual Basic graphics.

Anyway for me, I have no problems on Windows 8.1.
Nope. Pylnp is a standalone python app, all dependencies included. Sounds like an anti-virus issue.
It was this.  Thanks for the advice.  I don't know why I didn't immediately assume anti-virus being the issue.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: evictedSaint on January 08, 2015, 01:24:08 pm
Aw, Toady updated literally the day after Starter Pack did.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Maul_Junior on January 08, 2015, 02:41:23 pm
got tired of waiting for the 40.23, decided to download the 40.19 since I haven't played DF in a while.


..............40.23 is out?

yay!
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Evrett33 on January 08, 2015, 02:54:55 pm
I think its strange these things arnt coordinated and every release still breaks the previous ones.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: suburbanplankton on January 08, 2015, 06:34:23 pm
got tired of waiting for the 40.23, decided to download the 40.19 since I haven't played DF in a while.


..............40.23 is out?

yay!
Where've you been?  40.24 is out!

Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: lethosor on January 08, 2015, 07:08:43 pm
I think this might have gotten buried in the activity around the r2 release.
(link to post)
May I ask why this was renamed to "Starter Pack"? I think this name is too generic, given that this is not the only pack ("MacNewbie Pack", "Lazy Newb Pack Linux", "Lazy Newb Pack Installer for Linux", and "PeridexisErrant's Dwarf Fortress Starter Pack" are more descriptive, although it would be nice to make it clearer that this pack is for Windows as well). The difference between "Lazy Newb Pack" and "Starter Pack" may be obvious to long-time members of the DF community, but it clearly isn't to the countless new players that have been confusing different packs and posting in the wrong threads. For example, several people have reported the recent (Windows) TwbT problem in the Linux LNP update announcement on /r/dwarffortress (and that version of that pack doesn't even contain TwbT).
I don't mean to sound rude, but I've seen quite a bit of confusion regarding the different packs, particularly among new players, and I think a name less generic than "starter pack" would help.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: mndfreeze on January 08, 2015, 07:48:18 pm
He probably has some sort of forum notification setup so as soon as a new pack is mentioned in this thread he hits 'POST UPDATE NOW' button and it uploads his latest finished work with changelog pre-written and waiting. ;)

I do this for everything in the pack!  Here's the script. (https://github.com/PeridexisErrant/Scripts-for-the-Starter-Pack/blob/master/pack_update_script.py)

hehe, I know! and Toady toadily does it to you the second you release a new verison! ;)
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: PeridexisErrant on January 09, 2015, 02:18:27 am
I think this might have gotten buried in the activity around the r2 release.
(link to post)
May I ask why this was renamed to "Starter Pack"? I think this name is too generic, given that this is not the only pack ("MacNewbie Pack", "Lazy Newb Pack Linux", "Lazy Newb Pack Installer for Linux", and "PeridexisErrant's Dwarf Fortress Starter Pack" are more descriptive, although it would be nice to make it clearer that this pack is for Windows as well). The difference between "Lazy Newb Pack" and "Starter Pack" may be obvious to long-time members of the DF community, but it clearly isn't to the countless new players that have been confusing different packs and posting in the wrong threads. For example, several people have reported the recent (Windows) TwbT problem in the Linux LNP update announcement on /r/dwarffortress (and that version of that pack doesn't even contain TwbT).
I don't mean to sound rude, but I've seen quite a bit of confusion regarding the different packs, particularly among new players, and I think a name less generic than "starter pack" would help.

When I named it, the idea was to eliminate the then-ubiquitous confusion between this pack and LucasUp's LNP.  At the time, there were no packs for other platforms and I wanted to avoid the condescending "newb" (it's a pack for anyone); while it felt too egocentric to put my name on it.

With the profusion of packs now, I'd be open to going to the associated trouble of renaming if there was a good proposal - I don't feel like having to change all the scripts, documentation, and mindshare on a whim.  If there's a good proposal, which should probably also include Beautato and be discussed with Fricy, I'd love to improve the situation.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 09, 2015, 03:00:03 am
With the mod merger, I seriously think that everyone should be using this now. Like, seriously, I cannot describe to you how big that feature is.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 09, 2015, 03:18:56 am
With the mod merger, I seriously think that everyone should be using this now. Like, seriously, I cannot describe to you how big that feature is.

 :D   It's only going to get better; along with adding /data/speech/ I intend to make graphics work intuitively with mods, even where that involves raw edits, so that saves can be changed. 

Please give me a list of mods that should be included - I've had very little to do with that side of things, and I assume you can think of a good selection.  And checking again:  is the fact that the merge tool considers missing files to be vanilla going to cause many problems?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 09, 2015, 03:33:56 am
Anything that doesn't include vanilla mods will either 1. completely replace the raws, including changing raws around (see: Masterwork) or 2. assume vanilla or simply not care, see: just about everything I have released now

Also, included? Uh. If I were to have to, I would put in every single mod that is capable of inclusion.

Right now, probably just Dark Ages, any weapon/armor mods you can get your hands on, DF Wanderer, any added-civilization mods you can get your hands on... so like I said, every single mod that is capable of inclusion, heh. I think it'd be better to just point people to them? Or maybe offer up entire packs a la Minecraft modding.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 09, 2015, 04:10:03 am
Anything that doesn't include vanilla mods will either 1. completely replace the raws, including changing raws around (see: Masterwork) or 2. assume vanilla or simply not care, see: just about everything I have released now

Ok, that's the status quo - assume that it'll be OK, and push a convention of keeping empty files to signal deletion of vanilla raws.  I figure the PyLNP now has a fair bit of clout over the default distribution format of mods...


Also, included? Uh. If I were to have to, I would put in every single mod that is capable of inclusion.

Right now, probably just Dark Ages, any weapon/armor mods you can get your hands on, DF Wanderer, any added-civilization mods you can get your hands on... so like I said, every single mod that is capable of inclusion, heh. I think it'd be better to just point people to them? Or maybe offer up entire packs a la Minecraft modding.
Mods:  (optional!)
 - Plants bugfix (http://dffd.wimbli.com/file.php?id=9195) 40.23.2
 - Dark Age: Mythos of Rannmok (http://www.dfdarkage.com/download.html) 40.23 r2
 - All Races Playable (http://dffd.wimbli.com/file.php?id=8995) v1.3
 - Stal's Armory Pack (http://dffd.wimbli.com/file.php?id=9539) v1.7
 - Button's Raws (http://dffd.wimbli.com/file.php?id=8696) 40.23.1
 - DF Wanderer (http://dffd.wimbli.com/file.php?id=9083) v10

Lol  ;D  Once DF stabilizes and everyone updates their mods I'll probably be more selective (and either have a big mod-addon pack, or just link to DFFD), but until then 'include everything' is the policy.  Let me know if I've missed specific mods.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Dirst on January 09, 2015, 07:56:05 am
I think the mod manager is a quantum leap forward for DF packs.  Can you explain briefly how three-wat merging works (or doesn't).  For example, two different mods adding permitted reactions to entity_default.txt?

This is something I've been meaning to test, but work has been eating up my time lately.  I made a couple micro-mods for testing (one puts beards on dwarves females, the other makes elves' ears long and "pointy"), but haven't actually been able to fire up the game. 


Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 09, 2015, 08:07:05 am
I think the mod manager is a quantum leap forward for DF packs.  Can you explain briefly how three-wat merging works (or doesn't).  For example, two different mods adding permitted reactions to entity_default.txt?

 :D  It's a line-by-line merge.  We have vanilla, the mod, and the mix so far (which for the first mod is vanilla).  The vanilla-to-mod diff is then applied to the merge; and returns orange if this overlaps a vanilla-to-mix change in some line or green otherwise.  This proceeds through the whole

Any absent file is assumed to be vanilla, so use empty files to preserve deletions.  Files not present in vanilla are copied over; another mod creating the same file will cause a merge rejection.  You can only really get into syntactic trouble if one mod relies on a vanilla part of the raws which another removes; I can't detect this without writing a full DF raws static analysis tool and I can't do that at all.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: cdombroski on January 09, 2015, 08:18:07 am
I would suggest including CatDamper (remove 'return vermin to owner' and 'adopts owner from cats') and Pedestals (a generic building that can be made from any type of artifact) from ModestMod (http://www.bay12forums.com/smf/index.php?topic=105871.0)

Is there anyway we could get a description of the mods into the gui? Maybe as a mouseover tooltip?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: mndfreeze on January 09, 2015, 08:35:24 am
I second some way of knowing info about the mod from the list in your GUI.  I just installed 23 this last eve at work but since I didn't know what any of the mods actually were, I didn't bother to check any of em. :D   Ideally maybe a short line with a mouseover and perhaps a button to give detailed info and a link to the makers webpage if it exists?  Some mods just cannot be explained in a tooltip line.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 09, 2015, 09:13:57 am
I should be able to do a tooltip, much like the utilities list. For more detailed info there's links in the contents list, and a small chance of integrating links somehow.

Improving this kind of thing is my project for next week.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Ostar on January 09, 2015, 01:32:21 pm
I would suggest including Pedestals (a generic building that can be made from any type of artifact) from ModestMod (http://www.bay12forums.com/smf/index.php?topic=105871.0)

Seconded. I mean, what else are you going to do with an Artifact bracelet?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: cdombroski on January 10, 2015, 12:04:17 pm
I would suggest including Pedestals (a generic building that can be made from any type of artifact) from ModestMod (http://www.bay12forums.com/smf/index.php?topic=105871.0)

Seconded. I mean, what else are you going to do with an Artifact bracelet?

Find some way to do !!Science!! with it obviously.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: CyberianK on January 10, 2015, 12:39:20 pm
minor thing:

when I have Quickfort started the DFHack Workflow plugin does not work (Z then Alt+W)
as soon as I kill quickfort process it works again

I now start quickfort only for doing the painting then kill it again
I should probably report that to the quickfort guy
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 10, 2015, 02:27:50 pm
minor thing:

when I have Quickfort started the DFHack Workflow plugin does not work (Z then Alt+W)
as soon as I kill quickfort process it works again

I now start quickfort only for doing the painting then kill it again
I should probably report that to the quickfort guy

I get the feeling that QF intercepts the alt key in a problematic way, so this and reporting it us the correct response.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Cannon_Fodder on January 10, 2015, 05:31:34 pm
Hello
I know that noone like those kind of question but i have to..  :P
I really deeply appreciate *Starter Pack* so much that i don't even touch "raw" DF even when Toady with Companions releases new important updates like last one - 0.40.24. He resolved some very major bugs there, especially one which caused, that dwarfs did not attack enemies and you know whenever my dwarfs stood in front of some serious foes they were just doing nothing ( except dying :-)) and the game was almost unplayable.. sooo is there any way i can get a bit of information about Starter Pack 40_24? is it in progress? or or maybe You don't even thing about it yet? any information would be helpful ( or possibility to track progress) heh ok ok  :P I am planning to withdraw from society, take some working vacation and it would be greate to fit it with the new starter pack release ! )
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 10, 2015, 05:40:02 pm
The starter pack update process is almost entirely made up of waiting for the components to update. If the components haven't updated, than the starter pack can't update. DFhack has not updated, so the starter pack cannot update.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 10, 2015, 06:15:28 pm
As Putnam says, I basically just wait and collate. My guess is an update in about a week, but that's a shot in the dark.
Title: Re: Dwarf Fortress 40.01 Starter Pack r1
Post by: lethosor on January 10, 2015, 07:10:56 pm
I think this might have gotten buried in the activity around the r2 release.
(link to post)
May I ask why this was renamed to "Starter Pack"? I think this name is too generic, given that this is not the only pack ("MacNewbie Pack", "Lazy Newb Pack Linux", "Lazy Newb Pack Installer for Linux", and "PeridexisErrant's Dwarf Fortress Starter Pack" are more descriptive, although it would be nice to make it clearer that this pack is for Windows as well). The difference between "Lazy Newb Pack" and "Starter Pack" may be obvious to long-time members of the DF community, but it clearly isn't to the countless new players that have been confusing different packs and posting in the wrong threads. For example, several people have reported the recent (Windows) TwbT problem in the Linux LNP update announcement on /r/dwarffortress (and that version of that pack doesn't even contain TwbT).
I don't mean to sound rude, but I've seen quite a bit of confusion regarding the different packs, particularly among new players, and I think a name less generic than "starter pack" would help.

When I named it, the idea was to eliminate the then-ubiquitous confusion between this pack and LucasUp's LNP.  At the time, there were no packs for other platforms and I wanted to avoid the condescending "newb" (it's a pack for anyone); while it felt too egocentric to put my name on it.

With the profusion of packs now, I'd be open to going to the associated trouble of renaming if there was a good proposal - I don't feel like having to change all the scripts, documentation, and mindshare on a whim.  If there's a good proposal, which should probably also include Beautato and be discussed with Fricy, I'd love to improve the situation.
I suppose this could have been clearer, but I was linking to the post where this thread's title changed from "PeridexisErrant's Dwarf Fortress Starter Pack r64" to "Dwarf Fortress 40.01 Starter Pack". My point was that a lot of people (particularly new players) are interpreting this as "The starter pack", which isn't the case (and wasn't back in July either, although I think this was the first to update to 0.40.01). I didn't think that the previous name was too egocentric myself, but I can see how you wouldn't want to call it "My starter pack" either. I don't really have a better suggestion for a name than the previous one (and I don't feel that I should push one, given that I don't use this pack), but I do think it could be made less generic.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Aranador on January 11, 2015, 02:17:07 am
This is a "Preconfigured DF and Utilities Pack for Windows" as arranged by PE.  BTW thankyou PE, I basically cant play DF without someone having done the hard yards of getting it together.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: ShadowZDaniel on January 11, 2015, 06:20:31 am
Does DF Wanderer ASCII work with the Phoebus Graphics or do I need to install the DF Wanderer Phoebus? 
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: LeoCean on January 11, 2015, 07:33:15 pm
You'd probably want the DF Wanderer Phoebus because there are raw edits in wanderer, unless you just use copy and paste the /raw/graphics folder overwriting it, if you do it for the /raw/objects it will not work the way it is suppose to.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 11, 2015, 07:40:54 pm
Does DF Wanderer ASCII work with the Phoebus Graphics or do I need to install the DF Wanderer Phoebus?

Not yet - I'm currently working on combining graphics with mods, but for now you'd need to download the graphics edition of the mod.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: CyberianK on January 12, 2015, 04:20:05 am
Is there any way to change the 23 version to include this bugfix http://www.bay12forums.com/smf/index.php?topic=144483.0 by modding or overwriting some files?
Because it makes the game totally unplayable.

If not then I just play some games only year 1 in 23 (so before I get decent militia) and continue them with 24 later when we get the patch.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 12, 2015, 04:26:50 am
No. if it could have been fixed by modding, it would have been.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Shonai_Dweller on January 12, 2015, 07:02:50 am
Is there any way to change the 23 version to include this bugfix http://www.bay12forums.com/smf/index.php?topic=144483.0 by modding or overwriting some files?
Because it makes the game totally unplayable.

If not then I just play some games only year 1 in 23 (so before I get decent militia) and continue them with 24 later when we get the patch.

Alternatively, if the bug bothers you that much, spend the time learning to play without DFHack. It's not that difficult, and Dwarf Therapist memory layouts for 40.24 will probably be out by the time you've got too many Dwarves to cope with.

Honestly, Dwarf Fortress really is a fun game just as it is.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Deboche on January 12, 2015, 09:27:16 am
The military isn't completely broken in .23. I found squads of 3 guys still go out and kill usually.

But yeah I've had my .24 fort on hold for DT because I got my 3rd migrant wave.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 12, 2015, 04:25:30 pm
Yeah, the problem happens when you send out too many soldiers at once. I never had more than 10 soldiers, usually, so that's why I never saw an issue.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Thom293 on January 14, 2015, 06:23:52 pm
Is there any way to change the 23 version to include this bugfix http://www.bay12forums.com/smf/index.php?topic=144483.0 by modding or overwriting some files?
Because it makes the game totally unplayable.

If not then I just play some games only year 1 in 23 (so before I get decent militia) and continue them with 24 later when we get the patch.

Alternatively, if the bug bothers you that much, spend the time learning to play without DFHack. It's not that difficult, and Dwarf Therapist memory layouts for 40.24 will probably be out by the time you've got too many Dwarves to cope with.

Honestly, Dwarf Fortress really is a fun game just as it is.

First - thanks to the folks that put this together.  I have been playing off and on for years and LNP (or whatever you call it now!) is the way to go.

Second - what does the above quote mean?  Is there a current military problem that is caused by DFHack and/or DT?  I havent played since 40.08 and I honestly dont understand the exchange above.  I use LNP, but dont use DFHack for anything other that whatever the vanilla LNP changes are. 

I do use Soundsense, QF (only on a start, run, close basis - I dont keep it running) and DT.  And I guess the "falconne UI plugins" that I think are enabled by default in LNP.  Otherwise no other changes or mods.  Is there a "game breaking" current issue with LNP, or am I reading the above quote wrong?

Again - thanks again to all of the contributors here.  Makes it unpainful to start up with DF at any time.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 14, 2015, 06:36:06 pm
Second - what does the above quote mean?  Is there a current military problem that is caused by DFHack and/or DT?  I havent played since 40.08 and I honestly dont understand the exchange above.  I use LNP, but dont use DFHack for anything other that whatever the vanilla LNP changes are. 

There was a bug fixed in 0.40.24. DFHack is not updated to 0.40.24.

Also, saying it makes the game "totally unplayable" is a pretty big exaggeration. Just don't have 50-person militias.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: lethosor on January 14, 2015, 06:40:52 pm
(To clarify, it was a DF bug, not a bug caused by utilities.)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: mndfreeze on January 15, 2015, 01:19:00 am

With this latest starter pack I'm again having the issue where certain icon flashing isn't showing up.  For example.  a dwarf falls asleep on the ground, I get a flashing Z on them like they are asleep.  They go to sleep in beds, no Z, just flashing on off between the bed and the dwarf.  I'm noticing this behavior when dwarves are carrying/hauling things as well, sometimes its not showing the item they are hauling, just normal non-flashing dwarf running around.

I posted about this a few versions back and someone else had also started having the issue.  This is with mostly default settings with the starter pack.  No change in grapphics or mods. 
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fricy on January 15, 2015, 06:08:45 am

With this latest starter pack I'm again having the issue where certain icon flashing isn't showing up.  For example.  a dwarf falls asleep on the ground, I get a flashing Z on them like they are asleep.  They go to sleep in beds, no Z, just flashing on off between the bed and the dwarf.  I'm noticing this behavior when dwarves are carrying/hauling things as well, sometimes its not showing the item they are hauling, just normal non-flashing dwarf running around.

I posted about this a few versions back and someone else had also started having the issue.  This is with mostly default settings with the starter pack.  No change in grapphics or mods. 
I'm pretty sure that's a DF bug, not utilities. I checked a save with ASCII without dfhack and no "Z".
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Dramegno on January 15, 2015, 02:29:39 pm
[sorry found better thread to post in]
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Steforian on January 15, 2015, 08:54:43 pm
Does anyone know how to re-enable the tile-edge shadows that were default in the 40.11 starter pack r3? Or how to enable multilevel view that was an option in the launcher?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 15, 2015, 09:15:40 pm
That's all Text Will Be Text.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Steforian on January 15, 2015, 09:29:21 pm
That's all Text Will Be Text.
Is that a plugin? I'm not sure how to install that.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: LeoCean on January 15, 2015, 09:55:06 pm
That's all Text Will Be Text.
Is that a plugin? I'm not sure how to install that.

Are you not playing the latest version of the starter pack? Make sure in the launcher the print_mode is set to either TWBT or TWBT_LEGACY. Any of the other options 2d for example won't activate text will be text. Or you may be wondering why the multilayer view isn't as deep as it use to be or why the shadows aren't as dark as they use to be.

You'll want to open up dfhack.init which is in Dwarf Fortress 40_xx Starter Pack r1\Dwarf Fortress 0.40.xx and there you will see multilevel xx it's not recommended to go more than 10 and 5-6 is better for fps. That is what you will want to edit to see more z levels below.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 16, 2015, 12:46:00 am
Does anyone know how to re-enable the tile-edge shadows that were default in the 40.11 starter pack r3? Or how to enable multilevel view that was an option in the launcher?

It's still enabled by default, so I suspect antivirus issues.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Steforian on January 16, 2015, 01:27:17 am
That's all Text Will Be Text.
Is that a plugin? I'm not sure how to install that.

Are you not playing the latest version of the starter pack? Make sure in the launcher the print_mode is set to either TWBT or TWBT_LEGACY. Any of the other options 2d for example won't activate text will be text. Or you may be wondering why the multilayer view isn't as deep as it use to be or why the shadows aren't as dark as they use to be.

You'll want to open up dfhack.init which is in Dwarf Fortress 40_xx Starter Pack r1\Dwarf Fortress 0.40.xx and there you will see multilevel xx it's not recommended to go more than 10 and 5-6 is better for fps. That is what you will want to edit to see more z levels below.
Thanks for the reply. I opened the dfhack.init and added a '5' after the multilevel, tried the print mode in both TWBT and Legacy, and i can still only see 2 levels at a time. I also just noticed that dfhack's first error message is 'multilevel is not a recognized comand'. I am sad. I also turned off antivirus to no effect, but still. Also im using the most recent 40.23 starter pack r2 and not the 40.11 r3.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: mifki on January 16, 2015, 03:07:45 am
Are there any other messages in dfhack console in red or yellow? Also post your init.txt here.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 16, 2015, 03:36:26 am
Does "plugins/twbt.dll" exist? I think your antivirus deleted it.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Dirst on January 16, 2015, 11:59:03 am
Does "plugins/twbt.dll" exist? I think your antivirus deleted it.
There comes a point when you just want to exclude your entire DF folder from scanning.  However, if you're using one of those "trust-based" antivirus systems, it will notice as users white-list the files and eventually stop harassing people who download it later.

Everyone who likes to be an early adopter of DF or its starter packs should take a moment to learn how to undelete and whitelist files with their antivirus software.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Steforian on January 16, 2015, 01:29:44 pm
Are there any other messages in dfhack console in red or yellow? Also post your init.txt here.
I found my plugins folder, inside was 'twbt.plug.dll'. Also ill post an image of my dfhack messages and my init.txt

http://imgur.com/C7IFjlN (http://imgur.com/C7IFjlN) http://dffd.wimbli.com/file.php?id=10454 (http://dffd.wimbli.com/file.php?id=10454)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fricy on January 16, 2015, 01:44:30 pm
Are there any other messages in dfhack console in red or yellow? Also post your init.txt here.
I found my plugins folder, inside was 'twbt.plug.dll'. Also ill post an image of my dfhack messages and my init.txt

http://imgur.com/C7IFjlN (http://imgur.com/C7IFjlN)
Yeah, dfhack folder is messed up, you tried to combine .19 with .23.  ???
My advice is to go with a clean .23 pack, only copy your save games to the new one, then use the launcher to install the graphics and select print mode TWBT.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Steforian on January 16, 2015, 02:14:26 pm
Are there any other messages in dfhack console in red or yellow? Also post your init.txt here.
I found my plugins folder, inside was 'twbt.plug.dll'. Also ill post an image of my dfhack messages and my init.txt

http://imgur.com/C7IFjlN (http://imgur.com/C7IFjlN)
Yeah, dfhack folder is messed up, you tried to combine .19 with .23.  ???
My advice is to go with a clean .23 pack, only copy your save games to the new one, then use the launcher to install the graphics and select print mode TWBT.
Yes! That fixed it. Thank you, and thank everyone else who tried to help stupid me.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fpsKorean on January 16, 2015, 03:35:56 pm
Hi, should I wait until 40_24 or is this comparable with the latest DF version? (Rather confused if the bugfixes from .24 are included).
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 16, 2015, 03:36:34 pm
They're not. Not sure where you got the idea that they are...
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fpsKorean on January 16, 2015, 04:00:29 pm
They're not. Not sure where you got the idea that they are...
Sorry, but it was updated 9 days ago, thought PeridexisErrant would have updated it yet but just made minor changes to the existing file. My bad...
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: EBannion on January 16, 2015, 04:13:23 pm
They're not. Not sure where you got the idea that they are...
Sorry, but it was updated 9 days ago, thought PeridexisErrant would have updated it yet but just made minor changes to the existing file. My bad...

He ca'n't update the Pack until Dwarf Therapist and DFHack are updated, which can take longer than many things because it involves reverse-engineering the memory space the game uses every time there's an update.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fpsKorean on January 16, 2015, 06:00:52 pm
They're not. Not sure where you got the idea that they are...
Sorry, but it was updated 9 days ago, thought PeridexisErrant would have updated it yet but just made minor changes to the existing file. My bad...

He ca'n't update the Pack until Dwarf Therapist and DFHack are updated, which can take longer than many things because it involves reverse-engineering the memory space the game uses every time there's an update.

Ahh, thank you for explaining. Should I wait for the next patch or just jump straight in? I have a tendency to stop playing when I need to "update" to a newer version...
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 16, 2015, 07:10:38 pm
Jump right in - DF won't be finished for decades yet, and the current pack is good.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fpsKorean on January 16, 2015, 07:20:09 pm
Jump right in - DF won't be finished for decades yet, and the current pack is good.

OMW! And thank you for picking up the lazynewb pack. You're bringing joys to hundreds that can't be bothered the microing.
Title: Simplifing
Post by: Melax on January 17, 2015, 09:42:00 am
Hi,

the Starter-Pack is  REALLY great for DF-newbies like me :)  thanks a lot!!

But a quick question if I may: would it be possible to add the "standardized" mods of Meph  (standardized wood, standardized leathers, etc) into the pack (maybe with option to undo)?

Especially for people like me who just start with DF, all the different (more or less "same") items are a great problem to get a start to the game... so it would be great for a STARTER pack when this could be included, getting an easier "how to play" with the option to undo the changes and play like a profi ;)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: lethosor on January 17, 2015, 09:48:57 am
I could understand that from a performance perspective, but could you explain how, for example, different types of wood/leather are confusing?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Melax on January 17, 2015, 10:07:19 am
its just.. you are starting with DF as a total newbie...

you are overhelmed with lots and lots of stuff.. stuff which is important, stuff which you have to learn, stuff which you will not notice till it's too late, stuff you want to notice.. stuff that is..

tons and tons of stuff.. I have watched nearly 70h of youtube videos before embarking my first game and the lot of things I had to manage before I even get a grap to them was just.. confusing... (for me)

it would be a big help at the beginning (!)  ... much less confusing (for me at least... to see 100s of different lether-items in a stock-overview/trade overview  before I even know what the overview does, is for... will do.. what I can do with it etcpp -.- )  as soon as you know all these things.. well, no problem.. but for a newbie you will just get "battered" with so many things, that it would be great to filter some out which are "only" (more or less in some cases) cosmetical

but I have to say that I only know about the mods of Meth by forum-reading, don't know if they would do what I think/hope they do...

EDIT: typos
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: LeoCean on January 17, 2015, 12:46:03 pm
Well you missed a few typos :D, anyways standardized materials/ stuff mod is not save game compatible for various reason with the regular mods.

Besides I don't think leather or any of the wood make much difference in dmg or bluntness or usefulness of the material sure the better ones may sell for more but that's it. In the future this pack will probably include that mod anyways. At the moment it isn't being continued though I'm sure it will be sooner or later.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Passive Fist on January 17, 2015, 02:11:37 pm
Thanks for your ongoing hard work :)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: evictedSaint on January 17, 2015, 03:22:05 pm
I gotta agree with Melax.

The learning curve is steep, even without cosmetic clutter.  Does there really need to be three dozen types of wood when you're trying to build a wall?  Is it not frustrating to have to pause the game and spend an hour or more trying to figure out how to outfit a military with a score of different armor pieces of different materials?

What the Standardize Mod did was change all the wood to just "Wood", all the leather to just "Leather", all the meat to just "Meat", etc.  It cleaned up overview tabs a LOT and in general made things more manageable.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 17, 2015, 04:10:57 pm
And it's a complete overhaul of the game that makes every other mod completely incompatible.

Plus, the military screen does include generic materials, which is to say "metal", "leather" etc.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Melax on January 17, 2015, 05:01:22 pm
And it's a complete overhaul of the game that makes every other mod completely incompatible.

We are speaking of an option to turn on/off  - lets say for the first 5-10 games were a newbie is not using other mods than the utilitiys at all...  after this, turn them off and use other mods with a new game...

if there is a technical problem with these utilities in combination with the mods or the inlcuding of the mods too complicated ok.. , I was just asking :)

PS: @LeoCean these I "missed" were no Typos, just my "rusty" english skill  :P  ;)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Akhier the Dragon hearted on January 17, 2015, 05:05:12 pm
Plus, the military screen does include generic materials, which is to say "metal", "leather" etc.

Just going to note that this isn't true for all things. The one I can specifically point to is the crossbow which you can't just choose "metal"
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 17, 2015, 11:51:17 pm
Short answer:  the simple materials stuff is a priority, to be included as a mod in the new system. It will be available but uninstalled by default.

The mods tab can merge it with other mods, so there's limited compatibility for combinations. Utilities should be fine; but saves are made less compatible. Keeping the mod up to date is important!
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: MrMakata on January 20, 2015, 03:46:37 am
Hello guys i am quite new in this game so i wanted to download starter pack but i have problem with it my Norton 360 antyvirus is deleting exe file from starter pack thinking its virus i have no idea how to make it stop from doing it any advices?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 20, 2015, 06:22:54 am
Advice:  ask somewhere that specialises in Norton antivirus, not the pack - there's not much I can do to help beyond googling things.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: MrMakata on January 20, 2015, 07:06:25 am
I googled for fix and i found it just needed to add it to exeptions in scaning and it stoped deleting that exe file thx for help and for very good work with your program.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 20, 2015, 07:12:26 am
:D
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Nameless Archon on January 20, 2015, 08:30:14 pm
I googled for fix and i found it just needed to add it to exeptions in scaning and it stoped deleting that exe file thx for help and for very good work with your program.
New versions of the pack are generally treated very badly by Norton. One note for anyone else who's diagnosed this with Norton, you can also fix it by restoring the files from Quarantine. Reputation scan also tends to take out the utilities and DFHack, as they have few(er) individual downloads or 'suspicious behavior', same fix.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Crust13 on January 21, 2015, 02:39:48 pm
type doesnt show up when run in VMware with win 7. 
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: lethosor on January 21, 2015, 02:56:33 pm
What do you mean by "type"?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Childeric on January 21, 2015, 04:42:50 pm
Reputation scan also tends to take out the utilities and DFHack, as they have few(er) individual downloads or 'suspicious behavior', same fix.

May I make a little joke? The most suspicious behaviour here is the way Norton works ;)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Crust13 on January 21, 2015, 09:29:13 pm
The menu type.  The fonts. 

http://i.imgur.com/ZOCVklO.png
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fricy on January 22, 2015, 03:57:31 am
The menu type.  The fonts. 
http://i.imgur.com/ZOCVklO.png
Oh vmware.
a, Set print mode to 2D.
b, Figure out how to enable hardware acceleration/opengl drivers.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Durin01 on January 22, 2015, 05:38:24 am
Hi,

I played dwarf fortress for about a week now, and started on Masterwork DF due to a Youtube Video, until I realized that it used the old version of the game. So I downloaded this pack and nearly searched my fingers bloody because for some reason I couldn't toggle DFHacks box select in the designations menu (ALT-M). I tried remapping the key in the DFhacks.ini but for some reason it doesn't work (There is only one ALT+M key listed and remapping it does squat). So I searched and searched going insane, laughing maniacally and all that. Masterwork DF worked just fine, so what is it?

After a while I wanted to press some other ALT related key in some other menu, I don't remember. I didn't think anything of it just "Ah great that doesn't work either", playing on like the stubborn dwarfs I command.

Well until today when I loaded up the game again, and the answer stared me in the face. Quickfort. Quickfort with its nice tooltip. I closed it, everything was fine.
So QF for some reason intercepts the ALT related keys.
And yeah I know I searched this topic before it already came up with ALT+W and the workflow. But the reason I didn't find it in my search is because I searched for ALT-M and Box select DFhack not working, so I guess it never came up. So the reason why I am posting this is in hopes to make the search for somebody else less frustrating. (And I felt like I searched EVERYWHERE! Forums, bug lists, known Issues you name it!)

I guess it must be a recent issue because DFHacks "mousequery: Changed box-select key to Alt+M" was from 5. January 2015 https://github.com/DFHack/dfhack/blob/master/NEWS

So thats about it, again I hope it helps somebody and it felt good to write it down somehow^^
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: oldwindways on January 22, 2015, 05:48:52 am
I can sympathize; I ran into this issue the first time I tried the starter pack.  Glad to hear you were able to stick with it long enough to discover the culprit.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: lethosor on January 22, 2015, 08:36:07 am
The box-select keybinding was changed because the old one (m) conflicted with a control added in 0.40.20. The only Alt-M keybinding in dfhack.init is
Code: [Select]
keybinding add Alt-M@dwarfmode/Default "dwarfmonitor prefs"which is a binding that invokes dwarfmonitor in the main fortress mode view.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Absle on January 22, 2015, 09:56:42 am
Anybody know the current state of the 40.24 release for the Starter Pack?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Crust13 on January 22, 2015, 12:15:12 pm
The menu type.  The fonts. 
http://i.imgur.com/ZOCVklO.png
Oh vmware.
a, Set print mode to 2D.
b, Figure out how to enable hardware acceleration/opengl drivers.

thank you.  I think the problem will be solved if I update my java. 
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Ostar on January 22, 2015, 12:57:42 pm
The menu type.  The fonts. 
http://i.imgur.com/ZOCVklO.png
Oh vmware.
a, Set print mode to 2D.
b, Figure out how to enable hardware acceleration/opengl drivers.

Not just VMWare. It happens to me on my Windows laptop and I have mentioned it at least two times in this thread in the past. Changing the Print Mode to 2D does fix it.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fricy on January 22, 2015, 01:03:13 pm
The menu type.  The fonts. 
http://i.imgur.com/ZOCVklO.png
Oh vmware.
a, Set print mode to 2D.
b, Figure out how to enable hardware acceleration/opengl drivers.

Not just VMWare. It happens to me on my Windows laptop and I have mentioned it at least two times in this thread in the past. Changing the Print Mode to 2D does fix it.
In that case: update your gpu driver.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Ostar on January 22, 2015, 03:05:33 pm
The menu type.  The fonts. 
http://i.imgur.com/ZOCVklO.png
Oh vmware.
a, Set print mode to 2D.
b, Figure out how to enable hardware acceleration/opengl drivers.

Not just VMWare. It happens to me on my Windows laptop and I have mentioned it at least two times in this thread in the past. Changing the Print Mode to 2D does fix it.
In that case: update your gpu driver.

Nope, sorry. That's not the issue either. I'm obsessive about up-to-date drivers. I think it's specific to laptops, because it happens with two different model laptops but not with any desktops I use.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Putnam on January 22, 2015, 03:11:56 pm
I played dwarf fortress for about a week now, and started on Masterwork DF due to a Youtube Video

can you link me that video
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Durin01 on January 22, 2015, 03:33:58 pm
sure thing, here it is: https://www.youtube.com/watch?v=OzKh-vzXI8o&list=PLH-huzMEgGWARVIxD3GT_5b5bSCnvS1u6
the first Video is from March 2013.
It is nice, since he explaines a lot of the basic things so you can get started.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PatrikLundell on January 22, 2015, 03:37:09 pm
I've been using PyLNP but for some reason goblin invasions ceased to arrive. The other day I think I stumbled upon the reason in a thread: to get a manageable FPS and crew count I've dialed down pop cap/strict pop cap in the GUI to 50/80 (and I've never reached 80 because of very slow reproduction rates). According to the wiki description of the variables (PROGRESS_TRIGGER_<POP/PROD/TRADE>_SIEGE in entity_*.txt), invasions start to happen when you reach a pop of 80 [*POP*=3], and is unaffected by generated or exported wealth [variables=0, i.e. off] unless you change the associated variables. Since messing with the variables is probably beyond the scope of PyLNP, I would recommend a warning when pop cap is dialed down below 80 (possibly with a reference to the wiki or the variables for the daring users).
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: 0rion on January 22, 2015, 04:00:16 pm
Anybody know the current state of the 40.24 release for the Starter Pack?

I can't say, but I'm wondering too. The Starter Pack is so great when you don't want to bother with your install.
Keep going guys !
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Chaz GELF on January 22, 2015, 04:12:37 pm
Probably a couple of days before 0.40.25 comes out. :D Seems to be the pattern with the Starter Pack, not that I mind too much! I just picked it back up again after a while of not playing, and man, there's been a lot of really good changes. I'm actually really happy that the text font is now separate from the tileset, so I don't have to worry about random sprites showing up in place of punctuation.

Thank you to the people who made that possible, it seems like such a small thing but it really boosts my enjoyment of the game and the ability to read what's going on!
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: evictedSaint on January 22, 2015, 05:12:39 pm
yeah, it's difficult for me to play and enjoy a pure vanilla game anymore.

Graphics packs, GUI's, and dfhack has spoiled me.  It's nice having the Starter Pack to smooth over the rougher edges of vanilla df.

Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Afghani84 on January 22, 2015, 07:12:27 pm
I just downloaded the new version (r2) of the starter pack. Great work, Perridexis! Awesome that someone took it up after the old one wasn't updated any longer.

The issue that I have with it is this: the Mods tab doesn't show mods like Therapist and Stonesense. I have stuff like plantfixes and Wanderer available but can't find the other ones anywhere...
They were listed in the previous version, so I'm not sure what changed. I tried to find them in the DF folder but also without success. Any idea where I can find especially the therapist?

Btw...I tried "Create Mod from Installed" thinking that they might be installed and just not shown. But it seems like I only created a combination of the ones already in the list. And it seems to be impossible to delete them afterwards. Would be cool to add a delete option.

Thanks again for the great tool!
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Chaz GELF on January 22, 2015, 07:27:31 pm
You'll find DwarfTherapist, Stonesense and the other handy mods under the "Utilities" tab on the launcher! :D
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Afghani84 on January 22, 2015, 07:51:07 pm
You'll find DwarfTherapist, Stonesense and the other handy mods under the "Utilities" tab on the launcher! :D
not in my launcher :/
i only have "announcement filter" and "story maker" in there. I'll try to  redownload and see if that fixes it.
I'm using this link btw: http://dffd.bay12games.com/file.php?id=7622

EDIT: nvm...i reinstalled and it works fine now :)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 22, 2015, 08:10:18 pm
After a while I wanted to press some other ALT related key in some other menu, I don't remember. I didn't think anything of it just "Ah great that doesn't work either", playing on like the stubborn dwarfs I command.

Well until today when I loaded up the game again, and the answer stared me in the face. Quickfort. Quickfort with its nice tooltip. I closed it, everything was fine.
So QF for some reason intercepts the ALT related keys.

So thats about it, again I hope it helps somebody
...I'll add a warning to the QF tooltip.  In the medium term, DFHack will probably implement all of Quickfort's functions, and then I'll drop it entirely. 


Anybody know the current state of the 40.24 release for the Starter Pack?
Probably a couple of days before 0.40.25 comes out. :D Seems to be the pattern with the Starter Pack, not that I mind too much!
"Coming soon", or "no".  It'll be out shortly after DFHack, once TwbT updates.  I don't know how long that'll take, as there are still a few global variables to track down in memory for Windows - and I leave that magic to the experts.  On the other hand, the next DF version is likely to be a bit longer, since Toady is off working on a big update.


I've been using PyLNP but for some reason goblin invasions ceased to arrive. ...  I would recommend a warning when pop cap is dialed down below 80 (possibly with a reference to the wiki or the variables for the daring users).
I'll pass this along; it's a good idea.


The issue that I have with it is this: the Mods tab doesn't show mods like Therapist and Stonesense. I have stuff like plantfixes and Wanderer available but can't find the other ones anywhere...

Btw...I tried "Create Mod from Installed" thinking that they might be installed and just not shown. But it seems like I only created a combination of the ones already in the list. And it seems to be impossible to delete them afterwards. Would be cool to add a delete option.
Therapist and Stonesense are utilities, not mods - Therapist can be launched from the utilities tab.  Stonesense is built into DFHack, so to launch it type "stonesense" into the console after launching DF.

You can delete mods by deleting the folders (under "LNP/Mods/").  I don't provide a button because making mods unavailable may have unexpected impacts on graphics switching etc. in the new PyLNP.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: necrotic on January 23, 2015, 12:36:06 pm
...I'll add a warning to the QF tooltip.  In the medium term, DFHack will probably implement all of Quickfort's functions, and then I'll drop it entirely.

It looks like the digfort script does some of QF's functions already (digging only at this point). Are people looking at replacing digfort with an actual plugin, or just expanding on that one? I may contribute if the script is staying around.

edit: Actually I see there's also fortplan for buildings as a companion. Excellent. Now if I could only figure out why ruby scripts won't run...
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 24, 2015, 07:55:00 am
There's a sneaky update for those who want to test something:  check the Dropbox mirror in the OP.

In short, the DFHack release is not fully complete:  the search, sort, strangemood, and zone plugins don't work, along with an unknown number of scripts.  This is because not all memory addresses have been found - and the result is that it might be unstable. 

So when I wake up in a few hours to the "your public links have been suspended" message, I'd also like an inbox full of testing reports for Starter Pack 40_24 r1 in this thread.  Can you do it?

Code: [Select]
Changelog:
 - updated links for DFFD hostname migration
 - QF tooltip warns of alt-key interception
 - disabled seedwatch again; this time for good
 - updated DF to v40.24; many bugfixes and probably the last before 40.01
 - updated DFHack to 40.24-r0; some globals missing and reliant plugins will unload
 - added new DT memory layout
 - no graphics updates needed
 - removed all mods due to raw changes and forthcoming merge logic upgrade
 - updated TwbT to v5.41

MD5:  5C39768599867C7F7765B52FE3BE1F3C

If all goes well, it'll become official in 6-12 hours  ;D  If broken, it might be longer.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 24, 2015, 07:58:36 am
Double post, nothing to see here.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fricy on January 24, 2015, 10:17:37 am
Code: [Select]
Changelog:
 - no graphics updates needed
https://github.com/Lazy-Newb-Pack/DFgraphics/releases/tag/40.24
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: Otto von Bisquick on January 24, 2015, 11:25:31 am
After a few months of not playing, I just redownloaded the newest LNP, but I've found that I can't install any graphics packs.

http://i.imgur.com/dLoXKqY.png

It's really frustrating because I can't seem to find anyone else with the problem. And I checked, the tilesets are all in the /data/art folder.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: fricy on January 24, 2015, 11:58:25 am
After a few months of not playing, I just redownloaded the newest LNP, but I've found that I can't install any graphics packs.

http://i.imgur.com/dLoXKqY.png

It's really frustrating because I can't seem to find anyone else with the problem. And I checked, the tilesets are all in the /data/art folder.
Just read the opening post and embark.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: gasznak on January 24, 2015, 12:36:41 pm
Quote
Error (509)
This account's public links are generating too much traffic and have been temporarily disabled!

Could you guys upload it somewhere else?
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: EuropeanDorf on January 24, 2015, 01:01:23 pm
Quote
Error (509)
This account's public links are generating too much traffic and have been temporarily disabled!

Could you guys upload it somewhere else?

It doesn't even load for me. The connection gets "reset" in middle of loading, according to Firefox.

Thankfully, not a much of problem to me, I downloaded newest version recently.


Nevermind, now it works fine.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: LeoCean on January 24, 2015, 03:23:39 pm
After a few months of not playing, I just redownloaded the newest LNP, but I've found that I can't install any graphics packs.

http://i.imgur.com/dLoXKqY.png

It's really frustrating because I can't seem to find anyone else with the problem. And I checked, the tilesets are all in the /data/art folder.

Have you actually gotten ingame to see that it isn't working? Cause now the embark map is displayed like that until a better workaround is found. If you want your graphics pack to display at least until embark just use 2d printmode until you are embarked then save and exit the game and turn TWBT printmode on. Is it possible to change printmodes ingame? with the dfhack console? I know multilayer works.
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: PeridexisErrant on January 24, 2015, 08:11:04 pm
Ok, based on (almost nonexistent) feedback I'll try to post the new pack later today, with a minor graphics packs update ;)
Title: Re: Dwarf Fortress 40_23 Starter Pack r2
Post by: funkydwarf on January 24, 2015, 08:29:11 pm
Thanks!

By the time I saw the sneaky update and tried to get it, it was clogged...


Thanks for your diligence
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: PeridexisErrant on January 25, 2015, 06:06:50 am
The Starter Pack has updated to 40_24 r1!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Finally!  DF 40.24 is the last update for a while, and delivers a load of bugfixes as Toady goes off to work on the Inns and Taverns arc (probably 41.01).  DFHack 40.24-r0 is an official release, but a few things are non-functional due to missing memory offsets.  Mods have been temporarily removed due to raw changes, and forthcoming improvements to the merge logic - you can still add your own, I'm just not including them for now. 

Overall, a big pile of bugfixes and a couple of new features you can read up on in the DFHack readme and NEWS files.  Thanks for your patience - and Strike the Earth!

Changelog:
 - updated links for DFFD hostname migration
 - QF tooltip warns of alt-key interception
 - disabled seedwatch again; this time for good
 - updated DF to v40.24; many bugfixes and probably the last before 40.01
 - updated DFHack to 40.24-r0; some globals missing and reliant plugins will unload
 - added new DT memory layout
 - removed all mods due to raw changes and forthcoming merge logic upgrade
 - updated TwbT to v5.41
 - fixed Dorven Realms install; .dll files were missing
 - updated graphics packs for 40.24

MD5:  BC08EB48B405CB5BD63CBEA04FA7E4BC
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: fricy on January 25, 2015, 06:18:55 am
- updated DFHack to 40.24-r0; some globals missing and reliant plugins will unload
FYI: Quietust did some work on that overnight. (https://github.com/DFHack/df-structures/commit/e1151e8d6401c286f1d7df45abbd14562bedc7e9) Looks like everything you need except for stardwarf.
(Edit: nevermind, saw you response in the dfhack thread. slow uplink sux balls. :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: 0rion on January 25, 2015, 08:37:23 am
The Starter Pack has updated to 40_24 r1!

Great news !! I'll be right back on DF for it's been a while I haven't played. I was waiting for this special fix-bugs-update to come out :)
Thanks for the work !
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: PatrikLundell on January 25, 2015, 08:56:12 am
A couple of minor issues with this version (on my computer):
- The DF Hack tab comes up empty, i.e. there are nothing in the list (only the "Hack" and "Enabled" headings appear), and I don't think that's intended.
- The Folders and Links menus at the top are unresponsive (i.e. no lists appear). File Run and Help work as per normal. Went back to the previous version to get the link back to this forum...
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: Garrette on January 25, 2015, 10:40:34 am
A couple of minor issues with this version (on my computer):
- The DF Hack tab comes up empty, i.e. there are nothing in the list (only the "Hack" and "Enabled" headings appear), and I don't think that's intended.
- The Folders and Links menus at the top are unresponsive (i.e. no lists appear). File Run and Help work as per normal. Went back to the previous version to get the link back to this forum...

I'm getting the same thing with the latest version. Previous version seemed to work fine.
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: Yandapanda on January 25, 2015, 12:30:34 pm
I've downloaded twice and the zip seems to be corrupted.  :-[
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: Childeric on January 25, 2015, 02:25:51 pm
A couple of minor issues with this version (on my computer):
- The DF Hack tab comes up empty, i.e. there are nothing in the list (only the "Hack" and "Enabled" headings appear), and I don't think that's intended.

I read what you asked and I read that in the release notes :

DFHack 40.24-r0 is an official release, but a few things are non-functional due to missing memory offsets.  Mods have been temporarily removed due to raw changes, and forthcoming improvements to the merge logic - you can still add your own, I'm just not including them for now.

I suppose that some of the extension are currently not updated to v40.24. As I use autobutcher, it's an issue for me because some of the automations seems to be absents of the new pack. And if you look at the message, you'll see DFHack still missing some UI memory entries and it will lead to quite a few options being absent of this release.

Hopefully, I'm sure DFHack will be soon updated to a more stable version. Like any commmunity driven thing, with frequent game patches that can lead to major changes, you have to wait a few weeks to get things solved. I play KSP (Kerbal Space Program) and it's the same thing. If I were a better developper I could help to find things and develop this but I'm not.

EDIT //

As I said, we just have to be patient :)

Good news! Quietust found the remaining offsets, now we just need expwnent to update the main repo with them.

...Just after I spent *three hours* uploading a pack with r0. 

Awesome news nonetheless, and I'll deal with that in two days when I have a decent uplink again.

So hopefully, all will be fine soon.
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: PatrikLundell on January 25, 2015, 03:11:08 pm
I saw the release comments, and I assumed "some" wouldn't mean "all", i.e. I had expected some missing appearances. Since I don't use mods, I haven't checked that tab.

I don't have a problem with being patient, but if something seems to be off I think it's a good idea to report it. Anyway, the guys seem to be on it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: ArmokGoB on January 25, 2015, 03:26:52 pm
If you try to use adventure mode with the current pack your game will implode.
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: Scoops Novel on January 25, 2015, 04:36:54 pm
Well, I've got it going, but the legends exporter wont work and my worlds aren't being saved the next time i boot it up. Have a feeling i'm missing something rather then a bug.
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: gasznak on January 25, 2015, 05:27:04 pm
New dfhack is out:

https://github.com/DFHack/dfhack/releases/tag/0.40.24-r1 (https://github.com/DFHack/dfhack/releases/tag/0.40.24-r1)

1. Can I update my Starter Pack manually or will it break something?
2. Should I just copy all the new Dfhack files into Starter Pack folder and override old files?

Cheers,
Matt
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: lethosor on January 25, 2015, 05:35:51 pm
Quote
2. Should I just copy all the new Dfhack files into Starter Pack folder and override old files?
This should be safe. Keep in mind that there are reports of this version (of this pack) not recognizing DFHack, but DFHack itself should work normally.
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: TheCoolSideofthePIllow on January 25, 2015, 06:14:41 pm
It's like you are stalking me... I looked at what version DF was at last night, and then DFhack's, saw they were not in sync.

Get on the computer today and see this on Reddit, no more than 5 hours after looking to see if I could use dfhack with the current version of DF.

Get out of my head!

(And, like, thanks :D)
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: diegokilla on January 26, 2015, 11:44:02 am
My game has been crashing a couple or few seasons in. I thought it may have been from me migrating everything from the .23 to the .24, so I re-downloaded the entire starter pack, started a new world and a new game. A few seasons into it again and it's crashing. I'm using soundsense and therapist, I let DFhack run though I haven't really used it for anything, phoebus tileset, no aquifers, no entomb pets, process priority high and seasonal autosave on. Other that this, I've left pretty much everything as the default settings. I'm really not sure if this is a vanilla bug, but I figured I'd start here. I poked around a bit looking for a crashlog. The closest thing I've found is the error log. If that or anything else on my end is needed please let me know. Also if this post belongs somewhere else, please point me in the right direction and I would greatly appreciate it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: ArmokGoB on January 26, 2015, 08:26:54 pm
I'm feeling that a hotfix with the new DFHack may be a good idea.
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: PeridexisErrant on January 26, 2015, 09:15:20 pm
I'm feeling that a hotfix with the new DFHack may be a good idea.

Just got home, so in a couple of hours...  ;)
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: PeridexisErrant on January 26, 2015, 11:58:50 pm
The Starter Pack has updated to 40_24 r2!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Mostly a bugfix release:  DFHack is complete and working well, and I've fixed a formatting issue that broke the DFHack tab in the launcher (along with the dropdowns for links and folders).  A new mirror is available, if little-tested, at http://df.wicked-code.com/

However, I did manage to include some new content too - a 2015 embark profile from CptnDuck's tutorial series, and a very nice new script which improves the 'view item' page.  It can even display ASCII art for items and creatures, so watch that space or lend a hand - Extended Item viewscreen and descriptions (http://www.bay12forums.com/smf/index.php?topic=147707) - content will be added to the starter pack as comes out.

Strike the Earth!

Changelog:
 - updated DFHack to 40.24-r1; complete release fixes plugin issues
 - added CptnDuck's 2015 embark profile to default set
 - minor fix to hfs-pit.lua
 - updated TwbT to v5.42
 - fixed PyLNP.json; had broken dfhack tab, folders & links lists
 - added script/mod to improve item viewscreens; much more info

MD5:  8643D3A759C67AC9DD13E7EB4B24C2D7
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Corambis on January 27, 2015, 12:04:12 am
Thanks so much for maintaining this, and for this last few updates. I'd been holding off on updating the game until this pack was updated. I'd had a crash the last time I played, which might have been DFHack, or just might have been the fire started by a dragon that was running wild through the forest around my fortress, causing all kinds of cave-ins.

A quick question though. Could I just extra this update right on top of R1? Or should it get a fresh install and then copy data over?

Thanks again.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Putnam on January 27, 2015, 12:54:36 am
Fresh install is always prudent.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: PeridexisErrant on January 27, 2015, 01:10:40 am
Could I just extra this update right on top of R1? Or should it get a fresh install and then copy data over?
Fresh install is always prudent.

I'd go further; you should never extract over another pack.  Instead, extract the new pack to the same folder as the old (so they're 'siblings' in the directory tree) and use the script in the newer pack to copy your data to the new pack.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Iamblichos on January 27, 2015, 06:26:50 am
Man... the new location for DFFD improved the download speed by a factor of two million  :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Corambis on January 27, 2015, 08:02:38 am
Could I just extra this update right on top of R1? Or should it get a fresh install and then copy data over?
Fresh install is always prudent.

I'd go further; you should never extract over another pack.  Instead, extract the new pack to the same folder as the old (so they're 'siblings' in the directory tree) and use the script in the newer pack to copy your data to the new pack.

I was in a hurry to play the game, so I went with the copy option, so I could get in and deal with some messes I had left my dwarves with. When I get a chance, I'll try the clean install. So far this new update is working very well.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: OzoneGrif on January 27, 2015, 03:16:54 pm
Thanks against for the update :3

I have a question! In this version, when I go to View creature then Thoughts and Preferences, there's an ASCII Art picture of the dwarf.
Sadly, it's quite buggy right now.

Is this from DFHack or from the vanilla game? Can it be disabled ?
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: PeridexisErrant on January 27, 2015, 03:53:28 pm
Yep, that's a new dfhack script - and it's being updated fast, so hopefully it won't be buggy for long.

You can disable it by commenting out the last line in extra_dfhack_init.init ("nb_item_info...").
Title: Re: Dwarf Fortress 40_24 Starter Pack r1
Post by: Scoops Novel on January 27, 2015, 04:09:53 pm
Never mind
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: De on January 27, 2015, 08:01:18 pm
I use the Phoebus graphic set, is there any way to turn off or customize the engraving tilesets? They are super distracting, actually one of the main reasons I don't use the vanilla graphics.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Putnam on January 27, 2015, 08:02:56 pm
It's in the d_init.txt file, called ENGRAVINGS_START_OBSCURED. It's completely independent of graphics and you can turn it off with vanilla graphics. You can also turn it off with d->v.

AKA not a very good reason to not use vanilla graphics, since it's completely unrelated to vanilla graphics :P
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: utunnels on January 27, 2015, 10:15:21 pm
Any reason why goblins are "ù" instead of "g"? At first I thought those were some plants.
 :P
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: lethosor on January 27, 2015, 10:38:06 pm
What tileset are you using? Did you install it properly?
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: utunnels on January 27, 2015, 10:49:14 pm
What tileset are you using? Did you install it properly?
It is not tileset. The raws has been changed.

Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Putnam on January 27, 2015, 11:38:26 pm
Tilesets change the raws.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: LeoCean on January 28, 2015, 12:25:41 am
Well it's actually twbt or it should be. It's only dead creatures and they have to be some letter anyways :o (I think someone could make a overrides for corpses though I am likely wrong cause I'm sure I would have tried that and it didn't work)... The tileset you are using normally has a goblin looking creature on that "tile" but when it is the text tileset it is that u.

Though the fact that twbt does change them now actually makes it likely you could override them now which is hopeful because I really hate that creatures become letters in cages, if it can change the corpse it should be possible to change them in the cages also, I'd settle for either. It didn't use to do that, maybe after the next release.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Ertaan on January 28, 2015, 12:52:53 am
Hello Guys,

Yesterday I tried the new 40.24 release, and I met this "rootless trees channel holes in the upper z level thing". It is a bug or a normal behavior of trees if I dig the roots?

(Of course, some monster bird found the holes first, so that fort looks wasted).

Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: utunnels on January 28, 2015, 03:20:36 am
Hello Guys,

Yesterday I tried the new 40.24 release, and I met this "rootless trees channel holes in the upper z level thing". It is a bug or a normal behavior of trees if I dig the roots?

(Of course, some monster bird found the holes first, so that fort looks wasted).

Can't say if it is bug, but it happens.
I think maybe you can cut down the trees before digging, or you can leave the first level alone.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Scoops Novel on January 28, 2015, 07:38:09 am
I slept in a lair and the game crashed. Starter pack or df bug?
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Ertaan on January 28, 2015, 10:45:23 am
I slept in a lair and the game crashed. Starter pack or df bug?

A nightmare? ;-)
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Scoops Novel on January 28, 2015, 11:49:26 am
I slept in a lair and the game crashed. Starter pack or df bug?

A nightmare? ;-)
:'(
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Utherix on January 28, 2015, 12:06:25 pm
I slept in a lair and the game crashed. Starter pack or df bug?
was getting crashing in the previous version in adventure mode until I turned off Wanderer mod and TWBT and generated a new world.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Utherix on January 28, 2015, 12:06:44 pm
doublepost
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Button on January 28, 2015, 12:20:41 pm
Yesterday I tried the new 40.24 release, and I met this "rootless trees channel holes in the upper z level thing". It is a bug or a normal behavior of trees if I dig the roots?

It is a known bug. http://www.bay12games.com/dwarves/mantisbt/view.php?id=8469
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: lethosor on January 28, 2015, 03:07:36 pm
I slept in a lair and the game crashed. Starter pack or df bug?
Probably a DF bug, but you should try disabling TwbT first if you're playing in adventure mode.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: LeoCean on January 28, 2015, 03:56:10 pm
Any reason why goblins are "ù" instead of "g"? At first I thought those were some plants.
 :P

Actually I don't think it's twbt doing that now that I checked with the latest version and a few tilesets and a save that had dead goblins lying around or in cages. If you are using a text tileset then yeah it makes sense why it's  "ù" instead of "g" because your raws were probably not updated and it's still using the same tile as what ever tileset you used before in the raws.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: fricy on January 28, 2015, 04:00:56 pm
Any reason why goblins are "ù" instead of "g"? At first I thought those were some plants.
 :P

Actually I don't think it's twbt doing that now that I checked with the latest version and a few tilesets and a save that had dead goblins lying around or in cages. If you are using a text tileset then yeah it makes sense why it's  "ù" instead of "g" because your raws were probably not updated and it's still using the same tile as what ever tileset you used before in the raws.
Exactly. ú is mapped to dead goblins in Phoebus based (Spacefox, Obsidian) sets.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: utunnels on January 28, 2015, 07:10:23 pm
Any reason why goblins are "ù" instead of "g"? At first I thought those were some plants.
 :P

Actually I don't think it's twbt doing that now that I checked with the latest version and a few tilesets and a save that had dead goblins lying around or in cages. If you are using a text tileset then yeah it makes sense why it's  "ù" instead of "g" because your raws were probably not updated and it's still using the same tile as what ever tileset you used before in the raws.
Exactly. ú is mapped to dead goblins in Phoebus based (Spacefox, Obsidian) sets.

I see. It makes sense now.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: zeke47 on January 29, 2015, 02:32:26 am
Hey just wanted to say I really appreciate what you do, thanks for all the work you do I'm sure it means a lot to a ton of people!!
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Dirst on January 29, 2015, 07:25:12 am
Hey just wanted to say I really appreciate what you do, thanks for all the work you do I'm sure it means a lot to a ton of people!!
Many tons of people actually.

There's no real point to my post here, just bumping the thread over the rash of spam in the forum so the tons of people can find this thread.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Uzu Bash on January 29, 2015, 10:18:35 am
I haven't played since LNP was a thing, and I knew I had to install this to start playing again. It's very convenient to find all the utilities and features I couldn't remember using, plus stuff that I never needed except when I did, and then I was glad to have it instead of want it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Hjalmar on January 29, 2015, 02:07:41 pm
Hi all!

After a break of two years I decided it was time finally time to play dwarf fortress again. Eagerly I downloaded the dwarf fortress 40_24 starter pack r2 but after unzipping it, I wasn´t able to launch PyLNP.exe. All i get is this error: "Windows cannot access the specified device, path or file".

I enabled full access for all users, executed as adminstrator and checked wether my firewall is might cause trouble. However none of these helped me solve the problem. The included current version of DF works, allready with a graphic-enhancement-mod enabled.

I was searching through the forum, but didn´t find solution - so any ideas what to do?

Many thanks & best regards

Hjalmar
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Dirst on January 29, 2015, 02:28:44 pm
Hi all!

After a break of two years I decided it was time finally time to play dwarf fortress again. Eagerly I downloaded the dwarf fortress 40_24 starter pack r2 but after unzipping it, I wasn´t able to launch PyLNP.exe. All i get is this error: "Windows cannot access the specified device, path or file".

I enabled full access for all users, executed as adminstrator and checked wether my firewall is might cause trouble. However none of these helped me solve the problem. The included current version of DF works, allready with a graphic-enhancement-mod enabled.

I was searching through the forum, but didn´t find solution - so any ideas what to do?

Many thanks & best regards

Hjalmar
Your virus scanner probably nuked the executable because it is "new" and "untrusted" by their system.  You should be able to undo the action and explicitly trust the program, but the instructions for doing so vary pretty widely across antivirus systems.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Thormgrim on January 29, 2015, 05:53:08 pm
ASCII VIEW?
I just created a new world with 40_24 r2
embarked and picked some random dwarf to inspect, hit Z to see state of mind and a huge "ASCII VIEW" window jumped on top of my screen and blocked out everything.  I dismissed it with [Enter] (after trying [esc]).
What the heck is that?
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Evershifting on January 29, 2015, 06:16:14 pm
Guys. I have a little problem =)


When i look into spreadsheet (u-l), I see my carpenter has "mining" enabled. When I try to switch it off, it immediately switches on. Is there some workaround for this?

I tried to disable all options at DFHack's tab in LNP-launcher, but it doesn't help. Only thing that allows me to disable mining manually is totally switching off dfhack, and loosing all good and helpful features (u-l panel, furniture planner, stockpiles...)

Sorry for my English, it's far from perfect =]
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: PeridexisErrant on January 29, 2015, 06:29:50 pm
ASCII VIEW?
I just created a new world with 40_24 r2
embarked and picked some random dwarf to inspect, hit Z to see state of mind and a huge "ASCII VIEW" window jumped on top of my screen and blocked out everything.  I dismissed it with [Enter] (after trying [esc]).
What the heck is that?

New script for extra item info - though it seems a little buggier than I thought, so I might disable the ascii view part...
http://www.bay12forums.com/smf/index.php?topic=147707

When i look into spreadsheet (u-l), I see my carpenter has "mining" enabled. When I try to switch it off, it immediately switches on. Is there some workaround for this?

I tried to disable all options at DFHack's tab in LNP-launcher, but it doesn't help. Only thing that allows me to disable mining manually is totally switching off dfhack, and loosing all good and helpful features (u-l panel, furniture planner, stockpiles...)

Try disabling autolabor (with "autolabor 0").  And don't stress, your english is better than my ...any other language (and pretty good, too  :P).
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Evershifting on January 29, 2015, 06:34:59 pm
Thanks!

You're my hero of the day :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: mndfreeze on January 29, 2015, 11:38:57 pm
Guys. I have a little problem =)


When i look into spreadsheet (u-l), I see my carpenter has "mining" enabled. When I try to switch it off, it immediately switches on. Is there some workaround for this?

I tried to disable all options at DFHack's tab in LNP-launcher, but it doesn't help. Only thing that allows me to disable mining manually is totally switching off dfhack, and loosing all good and helpful features (u-l panel, furniture planner, stockpiles...)

Sorry for my English, it's far from perfect =]

As was already mentioned thats the autolabor plugin.  I had the same problem when I started playing and being completely new to DF I had no idea at all how to even begin to find the problem or where it stemmed from. :D :D  That's what makes this forum awesomesauce for sure.   Back to autolabor, mine seems to always want the same number of people with mining enabled as I have picks.  The more picks end up in my storage the more people it sets to mining, which when you have a full house o dwarves isnt soooo bad, but because mining disables tons of other job choices it can be a headache.  Also once someone is a legendary miner I could never get autolabor to turn them into anything else. 

Now I know you can configure autolabor, but I never have nor looked into it.  I'd check that out if you want to use it but have issues with how it handles mining.   I just work around the way it handles mining because I love the way it helps micromange everything as a whole. 
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Aranador on January 30, 2015, 08:37:21 pm
I have to admit - I would like it if all these nice non-core features were available to be turned on, but the pack would default to them off.

Or at the very least, the option to turn them off was easy to do without needing to know how to DFHack.

That is just my opinion though.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: lethosor on January 30, 2015, 09:04:08 pm
autolabor should not be enabled by default, although multiple people have reported a problem with this pack enabling it without warning. Evershifting (and others), have you ever toggled any autolabor-related options in the launcher?
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Raidau on January 31, 2015, 12:00:02 am
PeridexisErrant, nb_item_info script should have some sort of setup in LNP launcher. Is there a way to change script argumets using LNP menu? I think some people may be confused with currently unfinished ascii art. Now its better to leave it off by default.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: PeridexisErrant on January 31, 2015, 12:52:36 am
Next version I'll disable art until it's finished.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: mndfreeze on January 31, 2015, 02:52:10 am
none of the dfhack scripts have ever been enabled by default for me, autolabor, seedwatch, etc.  I just started enabling them right away when I noticed how much easier it made learning to play the game. 
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: PeridexisErrant on January 31, 2015, 03:21:19 am
Some DFHack stuff is enabled by default though - there's lot of miscellaneous interface improvement, some bugfixes, many useful tools, and so on.  Basically if it's helpful and you won't explicitly notice it hanging vanilla behaviour, it's enabled by default.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: woolio on January 31, 2015, 07:32:05 am
Just can't open Starter Pack Launcher (PyLNP).exe (latest version). I haven't any error. Process in task manager doesn't appear.


Windows 8.1
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: LeoCean on January 31, 2015, 10:11:12 am
Add the folder location to trusted/ exceptions in your antivirus. It's probably deleting something thinking it's a virus because it's a new file and hasn't been scanned on enough computers for it to be trusted by that antivirus.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: woolio on January 31, 2015, 11:10:29 am
Add the folder location to trusted/ exceptions in your antivirus. It's probably deleting something thinking it's a virus because it's a new file and hasn't been scanned on enough computers for it to be trusted by that antivirus.

Ok, i have found decision. Path to the launcher contained Cyrillic characters. I have just changed the path and now all is working perfectly.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: reality.auditor on February 01, 2015, 06:23:26 am
Next version I'll disable art until it's finished.
I do not see it in list of Utilities or DFHack. It is not nice to put something that can't even be turned off.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: PeridexisErrant on February 01, 2015, 06:33:57 am
Next version I'll disable art until it's finished.
I do not see it in list of Utilities or DFHack. It is not nice to put something that can't even be turned off.
It's the "extended item viewscreen and descriptions" under DFHack, but I agree that I should have done more testing.  Apologies.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: reality.auditor on February 01, 2015, 06:46:18 am
It's the "extended item viewscreen and descriptions" under DFHack,
Strange, I can't find that. I can see only those:
http://i.imgur.com/e94nPiM.png

This is fresh install, I did not modified anything. BTW shouldn't "Pure Bugfixes" be by default enabled? Rest is as it should be, turned off by default.

but I agree that I should have done more testing.  Apologies.
No problem.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: LeoCean on February 01, 2015, 12:10:16 pm
If you want to turn it off it's in Dwarf Fortress 40_24 Starter Pack r2\Dwarf Fortress 0.40.24 --->  extra_dfhack_init.init


# enable improved item viewscreen
nb_item_info ascii_item ascii_unit

Comment it out with a # or just delete those 2 lines.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Mason11987 on February 01, 2015, 05:20:52 pm
Hey PeridexisErrant, can you stick my dfHack script (from World Viewer) in the appropriate folder for DFHack in this pack?  It should make it easier for people to use World Viewer, I gave instructions on what's what and where it goes in this post (http://www.bay12forums.com/smf/index.php?topic=128932.msg5998593#msg5998593).  Also, can you add World Viewer to your list in the second post?  Thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: PeridexisErrant on February 01, 2015, 06:12:11 pm
Hey PeridexisErrant, can you stick my dfHack script (from World Viewer) in the appropriate folder for DFHack in this pack?  It should make it easier for people to use World Viewer, I gave instructions on what's what and where it goes in this post (http://www.bay12forums.com/smf/index.php?topic=128932.msg5998593#msg5998593).  Also, can you add World Viewer to your list in the second post?  Thanks!

I should have done that ages ago, sorry!  Does the script need to be enabled through dfhack.init?

And would you consider including the script below, to automatically start the correct version?
Spoiler: DFWV.bat (click to show/hide)
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: PeridexisErrant on February 01, 2015, 09:30:10 pm
The Starter Pack has updated to 40_24 r3!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

This time, the update is focused on minor improvements and bugfixes - but there are many of each.  Therapist, DFHack, and several scripts have all been updated with new features and bugfixes, and I've spent a few days tracking down some persistent configuration problems across the pack.  Strike the Earth!

Changelog:
 - fixed dfhack syntax errors in option for automation plugins
 - updated Dwarf Therapist to 31.0; labors for 40.24 and bugfixes
 - updated DFHack to 40.24-r2
 - updated TwbT to 5.43
 - updated nb_item_info to 5.1
 - removed (buggy) ascii art for the above
 - documented inclusion of World Viewer 2.0.1
 - added legends_plus xml export to exportlegends.lua instead of including exportlegendsWV.lua
 - added stonesense option in dfhack tab; but not overlay (too buggy)
 - enabled pure bugfixes option by default
 - fixed PyLNP.json-breaking bug in my upload script

MD5:  0F9ED602046669AF0E671F0FC41D0A5D
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Baleur on February 01, 2015, 09:37:21 pm
Safe to just copy and overwrite the old folder?
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: PeridexisErrant on February 01, 2015, 09:42:41 pm
Safe to just copy and overwrite the old folder?

No.  Extract to a folder next to the old pack, and run the copy-my-data script.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Draba on February 01, 2015, 09:52:46 pm
Just started a game, didn't do anything besides designating the first few foors.
If I just copy the save into the new r3 df folder should everything work without a problem?
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: utunnels on February 01, 2015, 10:30:27 pm
Is it safe to copy default art, raws and init from the old version (for example r2 to r3)?
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Baleur on February 01, 2015, 11:04:51 pm
Sorry should have read the topic first, :p
Anyway i just had to copy a custom hotkey, color and phoebus.png over to the new version, so no problems.

Just a question, when running Soundsense (the version included in the pack ofc), it can update to about 170mb when downloading the sounds, but it says 170mb out of 340mb or something similar. It then stops as if done downloading with a negative size indication for the next files.
When i start it again, it lists 170 out of 340 again, and i can restart the update, and it re-downloads the same few files again but with no change to the overall progress. The dos window also displays a lot of "Did not find: blablabla.mp3"

This never happened in the past when i used Soundsense. Is this a bug to the utility itself, or with the copy in this pack?
Thanks
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: PeridexisErrant on February 01, 2015, 11:38:08 pm
Just started a game, didn't do anything besides designating the first few floors.
If I just copy the save into the new r3 df folder should everything work without a problem?
Yes - but I suggest using the copy-my-data.bat script, which will handle all your saves and a significant volume of other data.

Is it safe to copy default art, raws and init from the old version (for example r2 to r3)?
You can usually delete-and-replace files, though changing DF version might make this unsafe.  Never just copy over an older version!  In this case, it's safe to delete-and-replace from the previous pack.

When running Soundsense (the version included in the pack ofc), it can update to about 170mb when downloading the sounds, but it says 170mb out of 340mb or something similar. It then stops as if done downloading with a negative size indication for the next files.

When i start it again, it lists 170 out of 340 again, and i can restart the update, and it re-downloads the same few files again but with no change to the overall progress. The dos window also displays a lot of "Did not find: blablabla.mp3"

This never happened in the past when i used Soundsense. Is this a bug to the utility itself, or with the copy in this pack?
As far as I know, it's a bug in the utility - it's apparently unable to download files with spaces in the filename.  Try downloading the zip directly, and manually extracting to the proper folder.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Baleur on February 02, 2015, 03:05:13 am
Made a new colorscheme.
I love Bone, but also the natural grass and leaves of Mishka.
I decided to mix them a bit.
Specifically to keep blood looking like blood, and to keep the snow fairly white, and pink flowers or leaves pink rather than yellow/orange as in Mishka.
Most of all to add the Bone warm brown UI colors to Mishka.

The majority from Mishka, but the LightMagenta, Magenta, White, LightGrey, DarkGrey and Black are from Bone.
Brown is my own warm wood color. Red is more like blood.
If you think its diverse and/or good enough, feel free to include as another option.

Vherid-Baleur_Miskha-Bone.txt
(http://www.hostpic.org/images/1502021333500099.jpg)
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Draba on February 02, 2015, 04:58:56 am
Just started a game, didn't do anything besides designating the first few floors.
If I just copy the save into the new r3 df folder should everything work without a problem?
Yes - but I suggest using the copy-my-data.bat script, which will handle all your saves and a significant volume of other data.

Great, thanks.
+as others have already stated a million times, the starter pack is a godsend :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: KimmyM on February 02, 2015, 08:40:23 am
The .bat copied my SoundSense data this time, but to download it the first time I had to edit the configuration.xml file and switch the order of the servers.

This is what it looks like, I just changed the order around, and put www.armedassault.info on top

Quote
   <autoUpdateURLs>
      <item path="http://www.armedassault.info/_hosted/soundsense/au" />
      <item path="http://df.zweistein.cz/soundsense/soundpack" />
   </autoUpdateURLs>


And thanks so much for the starter pack!  I'm just getting back into DF after not playing for years, and things have changed quite a bit.  I'm not sure I would have my client cobbled together at all if I was trying to jump in cold.


Edit: Further research shows that flipping these doesn't really fix anything, all it does is let the autoupdater skip the files it can't handle.  I appear to be missing some files, and all of them have spaces.  I'm manually downloading the soundpack now, but I'll leave this here, it might still be helpful.

Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: UristWoodie on February 02, 2015, 11:06:44 am
Sadly, Salithus is no longer maintaining the Torrent links (referenced in the OP). Can someone please take that on?
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Evershifting on February 02, 2015, 05:53:43 pm
Good evening fellow seekers of !!Fun!!

I have a question. Is there something I might have done to make my Building Planner cease to work? Doors and tables are planned but not constructed.
Yeap, I have idle dwarves with furn. hauling enabled.
Yeap, non-planned furniture placing is working fine
Quality/material requirements are set to "Any"

BTW, I have a small goblin camp at my embark zone, but I haven't started at their fort or something like this. Is it normal?
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: utunnels on February 02, 2015, 07:42:11 pm
Has anybody tried legends viewer recently? It always crashed whenever I tried to load an xml.

Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Evrett33 on February 02, 2015, 08:08:00 pm
Good evening fellow seekers of !!Fun!!

I have a question. Is there something I might have done to make my Building Planner cease to work? Doors and tables are planned but not constructed.
Yeap, I have idle dwarves with furn. hauling enabled.
Yeap, non-planned furniture placing is working fine
Quality/material requirements are set to "Any"

BTW, I have a small goblin camp at my embark zone, but I haven't started at their fort or something like this. Is it normal?

hauling has been broken for me since the priorities lists came out. I would suggest moving the items you want built to a stockpile only for those items.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: utunnels on February 02, 2015, 10:30:15 pm
Maybe when you have enough dorfs you can reserve some haulers and disable hauling for other dorfs using Therapist.
I don't have this kind of problems with the new system, even though I have only 20 dorfs.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Childeric on February 02, 2015, 10:40:19 pm
Has anybody tried legends viewer recently? It always crashed whenever I tried to load an xml.

Hi, I used it without any problem. The legends mode anyway induced Dwarf Fortress crash is I went to the play game after leaving the Legends mode, but this is not your current question :)

I exported the XML but I first exported the world map... I had a crash of Legends Viewer the time I forgot to export first a map of the world... or if matters, whole set of maps... I dunno because I haven't tested all the exports.

I hope my answer can help you.

Kind regards.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: utunnels on February 02, 2015, 10:58:44 pm
Yeah, it worked this time. I deleted the old world and generated a new one.

Maybe the xml export had some problem, it was only 2mb in size, which is too small for a 1050 years history.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Borge on February 03, 2015, 03:06:59 am
Whats with Phoebus graphics pack engravings showing a picture of what the engraving is. While i like the idea, it looks terrible in my opinion and makes it difficult to see. Any way to have the old style engravings?

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Putnam on February 03, 2015, 03:41:28 am
It has absolutely nothing to do with graphics packs, it's an init setting called ENGRAVINGS_START_OBSCURED, the behavior you're describing is "old-style" (I.E the default) and it should be an option in the launcher.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Borge on February 03, 2015, 04:11:37 am
It has absolutely nothing to do with graphics packs, it's an init setting called ENGRAVINGS_START_OBSCURED, the behavior you're describing is "old-style" (I.E the default) and it should be an option in the launcher.

Excellent, thanks. Do you know which option exactly in the Launcher? Cannot find it. Otherwise which file do i need to change.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Putnam on February 03, 2015, 04:28:35 am
I believe it's in d_init.txt in the data/init folder.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Baleur on February 03, 2015, 05:17:01 am
Whats with Phoebus graphics pack engravings showing a picture of what the engraving is. While i like the idea, it looks terrible in my opinion and makes it difficult to see. Any way to have the old style engravings?

Spoiler (click to show/hide)

I agree. Its usually hidden by default, no idea why this pack has them shown by default.

[ENGRAVINGS_START_OBSCURED:NO]
Change to YES
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: lethosor on February 03, 2015, 08:29:40 am
No, NO (i.e. not hidden) is the default.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Corambis on February 03, 2015, 04:38:07 pm
I use the Mayday graphics, and for some reason my new engravings (but not the old ones) started showing up in this way too. I just changed the INIT setting for them, but I haven't had a chance to see if it made a difference. I'm not sure why this happened, as it's never happened to me before. I've been going with Mayday since I first started with the tutorial a long time ago.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Putnam on February 03, 2015, 04:41:24 pm
It has absolutely nothing to do with graphics packs

Graphics packs do not even touch the file that that setting is contained in. It has nothing to do with graphics packs and cannot have anything to do with graphics packs. It has exactly as much to do with graphics packs as autosave settings.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: lethosor on February 03, 2015, 04:54:53 pm
Some graphics packs do distribute their own copies of d_init.txt, although it's not strictly necessary to use them. The problem in this case is likely a misconfiguration in this pack which prevents certain settings from being changed when using certain graphics packs.
Anyway, ENGRAVINGS_START_OBSCURED:NO looks reasonable with the default tileset, which I suspect is why it's the default - with different tilesets and color schemes, it can be harder to tell the difference between engravings and the actual objects they depict.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Shonai_Dweller on February 03, 2015, 05:30:58 pm
All the pre-packaged game+graphics packs come with a version of d_init.txt which are usually slightly different from vanilla in various ways not relating to graphic settings. Flow amounts on, pet-graves off, autosave seasonal, etc. I just assumed they were the preferences whoever made the pack played with.

Simple enough to change. Well, unless you're raising newbies on Lazy Starter Packs I suppose...
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: PeridexisErrant on February 03, 2015, 06:30:23 pm
It has absolutely nothing to do with graphics packs
Graphics packs do not even touch the file that that setting is contained in. It has nothing to do with graphics packs and cannot have anything to do with graphics packs. It has exactly as much to do with graphics packs as autosave settings.
Some graphics packs do distribute their own copies of d_init.txt, although it's not strictly necessary to use them. The problem in this case is likely a misconfiguration in this pack which prevents certain settings from being changed when using certain graphics packs.
Anyway, ENGRAVINGS_START_OBSCURED:NO looks reasonable with the default tileset, which I suspect is why it's the default - with different tilesets and color schemes, it can be harder to tell the difference between engravings and the actual objects they depict.
All the pre-packaged game+graphics packs come with a version of d_init.txt which are usually slightly different from vanilla in various ways not relating to graphic settings. Flow amounts on, pet-graves off, autosave seasonal, etc. I just assumed they were the preferences whoever made the pack played with.

Simple enough to change. Well, unless you're raising newbies on Lazy Starter Packs I suppose...

TLDR; graphics packs usually set engravings to obscured - but due the PyLNP only changes settings directly related to graphics, so the pack is still on the vanilla visible setting. 

Here's the logic:
 - Vanilla sets engravings visible.  Graphics packs set them obscured.  Starter Packs go with the latter.
 - When changing graphics packs, PyLNP only changes graphics settings (to avoid the issue with unrelated changes based on author preferences)
 - This does include d_init.txt - track and tree tiles are graphics settings.
 - It doesn't, but perhaps should, include engravings
 - Installing Phoebus graphics thus left engravings unobscured

I'll add a bit to my script to fix this, because it'll happen again otherwise.  I don't think learning with a package makes you lazy, but I do want it to be as painless as possible...
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Childeric on February 03, 2015, 07:32:24 pm
Some people said to me, here, it could be better to start this game without any pack, without using DF Hack, just the base game and (eventually) a graphic pack.

I thought I'll do as they said but... This game has enough complex things in it... I read about 600 pages of text, looked at tenth of hours videos since I looked into this game, a month ago... and I still have trouble to make a proper fortress (I do admit I had little time to play since 15 days anyway ;)).

This pack helped me A BUNCH... no headache trying to configure proprely things, sound in game, a few improved screen (I particularly like the Therapist like job manager in game), a few automatons and helping shorcuts (like the Ctrl+D in any workshop to duplicate)... many things coming with DF Hacks... and later when I reached 40 or more dwarves, a little of Therapist... (I don't like Autolabor so much because it do everything for you... Thing you can have with therapist optimiser too but...).

Anyway, I don't think your pack made me lazy, it just avoided I spend 10th of hours looking for guide to install and make things working correctly, time I were able to spend to actually learn the game mechanics through videos and books.

Continue your great job!
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: evictedSaint on February 03, 2015, 08:24:36 pm
Okay, I just downloaded the pack, so please do not update for a while.  I dont wanna have to redownload it for a while.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: PeridexisErrant on February 03, 2015, 10:47:05 pm
Okay, I just downloaded the pack, so please do not update for a while.  I dont wanna have to redownload it for a while.

You're always free to delay updating for as long as you want, or skip it entirely - whatever you have will keep working. If the popup is annoying, you can set it to check for updates less often.
Title: Re: Dwarf Fortress 40_24 Starter Pack r2
Post by: Hjalmar on February 04, 2015, 11:17:15 am
Hi all!

After a break of two years I decided it was time finally time to play dwarf fortress again. Eagerly I downloaded the dwarf fortress 40_24 starter pack r2 but after unzipping it, I wasn´t able to launch PyLNP.exe. All i get is this error: "Windows cannot access the specified device, path or file".

I enabled full access for all users, executed as adminstrator and checked wether my firewall is might cause trouble. However none of these helped me solve the problem. The included current version of DF works, allready with a graphic-enhancement-mod enabled.

I was searching through the forum, but didn´t find solution - so any ideas what to do?

Many thanks & best regards

Hjalmar
Your virus scanner probably nuked the executable because it is "new" and "untrusted" by their system.  You should be able to undo the action and explicitly trust the program, but the instructions for doing so vary pretty widely across antivirus systems.

I just tested it and it now it´s working like a charm.
Many thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Baleur on February 04, 2015, 11:43:49 am
Some people said to me, here, it could be better to start this game without any pack, without using DF Hack, just the base game and (eventually) a graphic pack.

I thought I'll do as they said but... This game has enough complex things in it... I read about 600 pages of text, looked at tenth of hours videos since I looked into this game, a month ago... and I still have trouble to make a proper fortress (I do admit I had little time to play since 15 days anyway ;)).

This pack helped me A BUNCH... no headache trying to configure proprely things, sound in game, a few improved screen (I particularly like the Therapist like job manager in game), a few automatons and helping shorcuts (like the Ctrl+D in any workshop to duplicate)... many things coming with DF Hacks... and later when I reached 40 or more dwarves, a little of Therapist... (I don't like Autolabor so much because it do everything for you... Thing you can have with therapist optimiser too but...).

Anyway, I don't think your pack made me lazy, it just avoided I spend 10th of hours looking for guide to install and make things working correctly, time I were able to spend to actually learn the game mechanics through videos and books.

Continue your great job!

You are right. Its usually a case of elitism in a cult following of a game, people who for some reason believe that using ASCII graphics in a computer game makes any difference to their worth as a human being on this tiny blue speck in the galactic ocean we inhabit..
I also, like you, spent tens of hours watching lets plays and tutorials, reading wikis and guides to actually learn the game and interface.
I can't say it was "worth it", IF the current status of DF Hack and the other great things (TextWillBeText, MultiLevel, Vein mining etc) existed then, to learn the "vanilla way".

I wish i was as lucky as new players are today. The game is in a far far far better state, more playable and accessible than ever (it is a good word, it doesnt mean that a game is an iPad game with 2 buttons). If this very pack was my first experience with Dwarf Fortress, things would have gone a lot smoother and saved me many hours of headache and confusion searching archaic threads on the forums, for info and knowledge that today is utterly useless anyway due to how the game changes (for the better).

So yes, i agree. Bloody good job that this pack exists and continued what LNP did.
There is no reason to live in the past, some things were not better before. Vanilla Dwarf Fortress certainly was not better before than it is now with all the community created features.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: evictedSaint on February 04, 2015, 12:34:01 pm
Okay, I just downloaded the pack, so please do not update for a while.  I dont wanna have to redownload it for a while.

You're always free to delay updating for as long as you want, or skip it entirely - whatever you have will keep working. If the popup is annoying, you can set it to check for updates less often.

No, you don't understand; I can't bear to play an outdated version, knowing that there's an updated version ;_;
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Dirst on February 04, 2015, 12:37:51 pm
No, you don't understand; I can't bear to play an outdated version, knowing that there's an updated version ;_;
And here is 40.24 Starter Pack r4, which changes a single pixel in one of the graphics packs.  And we won't tell you which one. ;)

Just kidding, I've yet to see PE put out a pack that wasn't an improvement or at least fixed something.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: PeridexisErrant on February 04, 2015, 05:36:23 pm
No, you don't understand; I can't bear to play an outdated version, knowing that there's an updated version ;_;
And here is 40.24 Starter Pack r4, which changes a single pixel in one of the graphics packs.  And we won't tell you which one. ;)

Just kidding, I've yet to see PE put out a pack that wasn't an improvement or at least fixed something.

I am aware of this issue - there's a balance between updating too often, and holding back nice stuff because it doesn't feel like enough.  Generally I just keep waiting until there's a decent changelog, which takes anywhere between a few days and a few weeks.  This has been an unusual period though; DF itself usually has a less direct impact on everyone else's release schedules...


Some people said to me, here, it could be better to start this game without any pack, without using DF Hack, just the base game and (eventually) a graphic pack.

I thought I'll do as they said but... This game has enough complex things in it... I read about 600 pages of text, looked at tenth of hours videos since I looked into this game, a month ago... and I still have trouble to make a proper fortress (I do admit I had little time to play since 15 days anyway ;)).

This pack helped me A BUNCH... no headache trying to configure proprely things, sound in game, a few improved screen (I particularly like the Therapist like job manager in game), a few automatons and helping shorcuts (like the Ctrl+D in any workshop to duplicate)... many things coming with DF Hacks... and later when I reached 40 or more dwarves, a little of Therapist... (I don't like Autolabor so much because it do everything for you... Thing you can have with therapist optimiser too but...).

Anyway, I don't think your pack made me lazy, it just avoided I spend 10th of hours looking for guide to install and make things working correctly, time I were able to spend to actually learn the game mechanics through videos and books.

You are right. Its usually a case of elitism in a cult following of a game, people who for some reason believe that using ASCII graphics in a computer game makes any difference to their worth as a human being on this tiny blue speck in the galactic ocean we inhabit..

I also, like you, spent tens of hours watching lets plays and tutorials, reading wikis and guides to actually learn the game and interface.  I can't say it was "worth it", IF the current status of DF Hack and the other great things (TextWillBeText, MultiLevel, Vein mining etc) existed then, to learn the "vanilla way".

I wish i was as lucky as new players are today. The game is in a far far far better state, more playable and accessible than ever (it is a good word, it doesnt mean that a game is an iPad game with 2 buttons). If this very pack was my first experience with Dwarf Fortress, things would have gone a lot smoother and saved me many hours of headache and confusion searching archaic threads on the forums, for info and knowledge that today is utterly useless anyway due to how the game changes (for the better).

So yes, i agree. Bloody good job that this pack exists and continued what LNP did.
There is no reason to live in the past, some things were not better before. Vanilla Dwarf Fortress certainly was not better before than it is now with all the community created features.

My favorite sumary of this if from the New Statesman magazine (!), selectively quoted below.  Full article is here. (http://www.newstatesman.com/killing-time/2014/07/way-down-hole-getting-grips-dwarf-fortress)
Quote
For me to get into Dwarf Fortress a more old-fashioned approach [than just diving in] was required. I was going to have to read the manual. ... Hoping to find something better I sought help from other sources and this prompted my first encounter with the Dwarf Fortress community.

This community contains some of the most determinedly helpful people you could ever hope to find when playing a game. The resources assembled by the various members of this community are nothing short of spectacular. There is a wiki, which would soon become a sort of Hitchhiker’s Guide to the Galaxy for me as I delved into the game. There are tutorials of a depth and intricacy that they could pass for Open University study courses, my particular favourites being those of Matt Thornberry and CaptnDuck.

Lastly, as well as providing copious amounts of information, the community around Dwarf Fortress has also produced modifications, tweaks and third party programs to augment the game in order to make it easier to get to grips with. In some communities the idea of making a game easier for new players would be considered sacrilege. Like the Monty Python Four Yorkshiremen sketch, players like to wear the difficulty of a game as a badge of honour. Unusually, the community of Dwarf Fortress seems to know that nothing they can really do will save new players from the horrors that the game might unleash upon them, and as such they have no qualms about easing players into the game.

With that in mind they have created starter packs...
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Dirst on February 04, 2015, 06:19:12 pm
Oh that bolded quote is golden.  And menaces with spikes of dragon bone.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Borge on February 04, 2015, 08:39:56 pm
Whats with Phoebus graphics pack engravings showing a picture of what the engraving is. While i like the idea, it looks terrible in my opinion and makes it difficult to see. Any way to have the old style engravings?

Spoiler (click to show/hide)

I agree. Its usually hidden by default, no idea why this pack has them shown by default.

[ENGRAVINGS_START_OBSCURED:NO]
Change to YES

I have changed it to YES, but still my engravings are not obscured and it looks exactly the same.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: mifki on February 04, 2015, 09:29:32 pm
Whats with Phoebus graphics pack engravings showing a picture of what the engraving is. While i like the idea, it looks terrible in my opinion and makes it difficult to see. Any way to have the old style engravings?

Spoiler (click to show/hide)

I agree. Its usually hidden by default, no idea why this pack has them shown by default.

[ENGRAVINGS_START_OBSCURED:NO]
Change to YES

I have changed it to YES, but still my engravings are not obscured and it looks exactly the same.

I believe it won't affect already existing engravings, will it?
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: evictedSaint on February 04, 2015, 09:46:32 pm
Edit: ignore.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: lethosor on February 04, 2015, 09:49:08 pm
Whats with Phoebus graphics pack engravings showing a picture of what the engraving is. While i like the idea, it looks terrible in my opinion and makes it difficult to see. Any way to have the old style engravings?

Spoiler (click to show/hide)

I agree. Its usually hidden by default, no idea why this pack has them shown by default.

[ENGRAVINGS_START_OBSCURED:NO]
Change to YES

I have changed it to YES, but still my engravings are not obscured and it looks exactly the same.

I believe it won't affect already existing engravings, will it?
Correct. Hence the name being "engravings start obscured". To change existing engravings, use d-v.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: RLPudding on February 06, 2015, 12:12:42 pm
Hello,

I haven't search through this forum, only a quick google search, but recently the Launcher won't start. I get 2 instanced of it in the task manager but they just disappear.
Is there a known issue with the windows 7 built, that it doesn't want to start?
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Pidgeot on February 06, 2015, 12:30:49 pm
Hello,

I haven't search through this forum, only a quick google search, but recently the Launcher won't start. I get 2 instanced of it in the task manager but they just disappear.
Is there a known issue with the windows 7 built, that it doesn't want to start?

Please take a look at stdout.txt and stderr.txt to see if any error messages appear - if so, please post them here.

I use Windows 7 for development of PyLNP, so it's supposed to work, but sometimes external factors can prevent that.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Ray Digrus on February 06, 2015, 03:48:12 pm
Hello.

I've experienced a strange bug: whenever I create a room for a cage, choose option "Set owner" and press '-' or '+', crush happens.

Information that I have:
+ Pure ASCII 0.40.24 can handle this and doesn't crush.
+ Crush happens in old fortresses and in new fortresses. I also did use the same save that didn't crush the vanilla DF - and it experienced a crush.
+ I use '40_24 Starter Pack r2'
+ I use MAYDAY graphics, if it's related.

I guess, this bug is reasonably worrying, so I've reported it. ::)
I didn't attach a save since this bug is easy to replicate and the saves themselves seem to be OK.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: lethosor on February 06, 2015, 05:12:30 pm
What happens if you disable TwbT?
Edit: Reproduced. I suspect it has something to do with DFHack's search plugin.
Edit 2: Tracebacks seem to imply that the zone plugin is the problem, although this could be incorrect.
Edit 3: It is indeed the zone plugin. I've reported an issue (https://github.com/DFHack/dfhack/issues/534) on Github and am working on fixing it.
Edit 4: Should be fixed in the next release.
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Kromgar on February 06, 2015, 05:40:03 pm
http://i.imgur.com/NPgsozm.png

How do i turn this off and use the normal engraving look?

It really bothers me how bad it looks
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Putnam on February 06, 2015, 05:45:15 pm
http://i.imgur.com/NPgsozm.png

How do i turn this off and use the normal engraving look?

It really bothers me how bad it looks

1. that is the normal engraving look
2. ENGRAVINGS_START_OBSCURED in the data/init/d_init.txt file, d->v do change the ones that are already like that
3. this is the third time this week we've been over this
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: RLPudding on February 07, 2015, 03:13:50 am
Please take a look at stdout.txt and stderr.txt to see if any error messages appear - if so, please post them here.

I use Windows 7 for development of PyLNP, so it's supposed to work, but sometimes external factors can prevent that.

stdout is empty

stderr:
Quote
WARNING: Field GRAZE_COEFFICIENT seems to be missing from file .\Dwarf Fortress 0.40.24\data\init\d_init.txt!
Traceback (most recent call last):
  File "<string>", line 11, in <module>
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 78, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.tkgui", line 155, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.tkgui", line 241, in create_tab
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.tab", line 27, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.graphics", line 36, in read_data
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.graphics", line 188, in read_graphics
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.graphics", line 314, in select_graphics
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.graphics", line 345, in paint_color_preview
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\Tkinter", line 2272, in create_rectangle
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\Tkinter", line 2251, in _create
_tkinter.TclError: invalid color name "#d3176cb"
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Pidgeot on February 07, 2015, 09:23:10 am
Please take a look at stdout.txt and stderr.txt to see if any error messages appear - if so, please post them here.

I use Windows 7 for development of PyLNP, so it's supposed to work, but sometimes external factors can prevent that.

stdout is empty

stderr:
Quote
WARNING: Field GRAZE_COEFFICIENT seems to be missing from file .\Dwarf Fortress 0.40.24\data\init\d_init.txt!
Traceback (most recent call last):
  File "<string>", line 11, in <module>
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 78, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.tkgui", line 155, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.tkgui", line 241, in create_tab
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.tab", line 27, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.graphics", line 36, in read_data
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.graphics", line 188, in read_graphics
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.graphics", line 314, in select_graphics
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.graphics", line 345, in paint_color_preview
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\Tkinter", line 2272, in create_rectangle
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\Tkinter", line 2251, in _create
_tkinter.TclError: invalid color name "#d3176cb"

Looks like there's a problem with the color scheme you have installed - one of the colors has a component that's greater than 255.

A quick fix is to open <df>/data/init/colors.txt and find that value, then subtract 256. I'll put in a better error handler there for the next release (by wrapping the value around).
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: RLPudding on February 07, 2015, 11:48:43 am
Looks like there's a problem with the color scheme you have installed - one of the colors has a component that's greater than 255.

A quick fix is to open <df>/data/init/colors.txt and find that value, then subtract 255. I'll put in a better error handler there for the next release (by wrapping the value around).

Thanks, now it's starting again, awesome!
Title: Re: Dwarf Fortress 40_24 Starter Pack r3
Post by: Rex Invictus on February 08, 2015, 02:49:48 pm
I made a kobold-based mod using this: Rexbold Camp 2015 (http://www.bay12forums.com/smf/index.php?topic=148376.0)
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: PeridexisErrant on February 10, 2015, 06:41:15 pm
The Starter Pack has updated to 40_24 r4!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

We're back into the realm of reasonably routine releases - plenty of nice stuff, but more incremental than groundbreaking.  A lot of presentation is nicer, from selection highlights in the launcher to documentation.  The World Viewer utility is now almost omniscent, thanks to upgraded exportlegends script.  The legends exports processor is now built into the advanced tab of the launcher.  Soundsense has fixed a bug where it wouldn't download files with a space in the name. 

Strike the Earth!

Changelog:
 - updated documentation; mostly presentation and some new info
 - renamed keybindings files for clarity
 - updated Soundsense to 2015-1; fixes pack download function
 - updated launcher to PyLNP 0.9.2a; improves handling of mods, graphics, upgrades, list display
 - reduced raw format halves graphics pack size; even better for mods
 - removed Legends Exports processor; replaced by new button in PyLNP advanced tab
 - updated World Viewer to 2.0.2; now handles new DFHack exports
 - upgraded exportlegends (via WV), exports custom legends_plus xml

MD5:  7DDDBE4C6EF96B6290509D244BD0803F
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: Button on February 10, 2015, 09:32:52 pm
Hey P.E., I tested out your mod merger on the Modest Mod.

Here's what I did:

Here's the discrepancies I found:
* Modest Mod includes a few changes to announcements.txt, which weren't present in the generated mod. I'm not sure if these just weren't merged or if they were overwritten.
* The merged raw somehow lost the line
Code: [Select]
[CHILD:2][GENERAL_CHILD_NAME:spiderling:spiderlings] Modest Mod in creature_subterranean.txt (from the giant cave spider object). There were no other discrepancies, just that one. I doublechecked and that line is in the ASCII version of the Modest Mod, so idk what's going on there.
*The plump helmet raws got borked, of course, as we talked about in the other thread.

Over all a very impressive piece of work :).

EDIT: Also, I can't figure out where the "create mod from installed raws" utility outputs its created mod?
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: PeridexisErrant on February 10, 2015, 10:02:12 pm
We can take further technical discussion to the issue tracker (https://bitbucket.org/Pidgeot/python-lnp/issue/63).

It presumably came up orange because it starts with the raws of the currently installed graphics pack, and that was being overridden in places - if you start with ASCII graphics installed, any mods should be green first.

Announcements are not merged; currently only raw/* and data/speech/* - if only mods edit this file we can also handle it with mod merge logic. 

And thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: IAmTheRad on February 11, 2015, 12:53:33 am
The soundsense coming in the pack for Windows doesn't work. Downloading it from the official website and replacing the version included lets soundsense work again.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: PeridexisErrant on February 11, 2015, 01:06:17 am
The soundsense coming in the pack for Windows doesn't work. Downloading it from the official website and replacing the version included lets soundsense work again.
...Drat, I'll fix that for the next pack.  It looks like my path-configuring script broke the config xml due to formatting changes  :-[
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: Rose Solane on February 12, 2015, 09:08:23 am
- renamed keybindings files for clarity
The clarity is not clear for me. There are now 5 keybinding files:
Laptop.txt and Laptop (no numpad).txt, identical files
Laptop with mouse.txt and Laptop_w_mouse.txt, identical files
Vanilla DF.txt

Laptop.txt and Laptop (no numpad).txt files contain several numpad commands. But they seem to miss the useful change
[BIND:SECONDSCROLL_UP:REPEAT_SLOW]
[KEY:-]
[BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]
[KEY:=]

Laptop with mouse.txt and Laptop_w_mouse.txt do contain these changes.

I am confused! I am looking for a good keybinding for a normal US International keyboard with a keypad. So - and + for second up and down and , and . for one level up and down. On a first glance Laptop.txt seems to work for this, but why is it called laptop?
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: draeath on February 12, 2015, 12:21:33 pm
Hey, uh, any way to get Taffer (http://www.bay12forums.com/smf/index.php?topic=107924.0) all up in this business? I never see this wonderful tileset represented :(

I can add it myself, but lazy newbs should know about it too!

Also, a problem report of sorts:
Soundsense as-bundled does not run for me. Win 8 64-bit, with 32-bit and 64-bit copies of JRE/JDK 7 and 8. Console output shows it unable to load the main class.

A fresh soundsense installation works perfectly. Either there's a version difference that matters, or something you removed is causing breakage in my case.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: cdombroski on February 12, 2015, 03:58:42 pm
Also, a problem report of sorts:
Soundsense as-bundled does not run for me. Win 8 64-bit, with 32-bit and 64-bit copies of JRE/JDK 7 and 8. Console output shows it unable to load the main class.

A fresh soundsense installation works perfectly. Either there's a version difference that matters, or something you removed is causing breakage in my case.

The soundsense coming in the pack for Windows doesn't work. Downloading it from the official website and replacing the version included lets soundsense work again.
...Drat, I'll fix that for the next pack.  It looks like my path-configuring script broke the config xml due to formatting changes  :-[
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: Rose Solane on February 12, 2015, 04:01:14 pm
cdombroski was faster  :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: cdombroski on February 12, 2015, 04:03:20 pm
Hey, uh, any way to get Taffer (http://www.bay12forums.com/smf/index.php?topic=107924.0) all up in this business? I never see this wonderful tileset represented :(

I can add it myself, but lazy newbs should know about it too!

Can't tell if you're aware of it or not, but there's a drop-in version of Taffer for the starter pack on Github (https://github.com/fricy/DFgraphics)
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: brockolicosmique on February 12, 2015, 06:35:15 pm
Hello,

Thank you very much for all the hard work put into this. I've been enjoying DF for years, on and off.

I just downloaded the latest starter pack (40_24 R4), the ASCII graphics pack is missing the RAW folder. I copied it from a previous version and it works.

JF
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: PeridexisErrant on February 12, 2015, 07:16:58 pm
- renamed keybindings files for clarity
The clarity is not clear for me. There are now 5 keybinding files:
Laptop.txt and Laptop (no numpad).txt, identical files
Laptop with mouse.txt and Laptop_w_mouse.txt, identical files
Vanilla DF.txt

Laptop.txt and Laptop (no numpad).txt files contain several numpad commands. But they seem to miss the useful change
[BIND:SECONDSCROLL_UP:REPEAT_SLOW]
[KEY:-]
[BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]
[KEY:=]

Laptop with mouse.txt and Laptop_w_mouse.txt do contain these changes.

I am confused! I am looking for a good keybinding for a normal US International keyboard with a keypad. So - and + for second up and down and , and . for one level up and down. On a first glance Laptop.txt seems to work for this, but why is it called laptop?

Ugh, I must have done it twice on different computers before they synced.  Fixed for next version (on *one* computer).

The idea is that "laptop" works without a numpad, since list scrolling is optimised for the keys next to backspace rather than on the numpad.  The name is simply because many laptops don't have a numpad - and it will still work with one.


I just downloaded the latest starter pack (40_24 R4), the ASCII graphics pack is missing the RAW folder. I copied it from a previous version and it works.

Thanks to launcher updates, graphics packs now only need to store files which are not identical to the vanilla files in LNP/Baselines/ - so ASCII needs none at all, and the total size of the graphics folder is less than half what it used to be.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: Rose Solane on February 13, 2015, 01:33:44 am
Ugh, I must have done it twice on different computers before they synced.  Fixed for next version (on *one* computer).

The idea is that "laptop" works without a numpad, since list scrolling is optimised for the keys next to backspace rather than on the numpad.  The name is simply because many laptops don't have a numpad - and it will still work with one.
Maybe you should run a compare on the three files as I don't think laptop.txt is optimised to work without numpad.

From Laptop with mouse.txt:
[BIND:SECONDSCROLL_UP:REPEAT_SLOW]
[KEY:-]
[BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]
[KEY:=]
[BIND:SECONDSCROLL_PAGEUP:REPEAT_SLOW]
[KEY:_]
[BIND:SECONDSCROLL_PAGEDOWN:REPEAT_SLOW]
[KEY:+]

This looks optimised for use without numpad

From Vanilla DF.txt and Laptop.txt:
[BIND:SECONDSCROLL_UP:REPEAT_SLOW]
[KEY:-]
[BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]
[KEY:+]
[BIND:SECONDSCROLL_PAGEUP:REPEAT_SLOW]
[KEY:/]
[BIND:SECONDSCROLL_PAGEDOWN:REPEAT_SLOW]
[KEY:*]

No difference between the two files and this doesn't seem to be optimised for use without numpad.

And why is this only in Laptop with mouse.txt?
[BIND:SETUP_LOCAL_Y_UP:REPEAT_SLOW]
[KEY:u]
[BIND:SETUP_LOCAL_Y_DOWN:REPEAT_SLOW]
[KEY:m]
[BIND:SETUP_LOCAL_X_UP:REPEAT_SLOW]
[KEY:k]
[BIND:SETUP_LOCAL_X_DOWN:REPEAT_SLOW]
[KEY:h]
[BIND:SETUP_LOCAL_Y_MUP:REPEAT_SLOW]
[KEY:w]
[BIND:SETUP_LOCAL_Y_MDOWN:REPEAT_SLOW]
[KEY:x]
[BIND:SETUP_LOCAL_X_MUP:REPEAT_SLOW]
[KEY:d]
[BIND:SETUP_LOCAL_X_MDOWN:REPEAT_SLOW]
[KEY:a]
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: draeath on February 13, 2015, 04:21:20 am
Hey, uh, any way to get Taffer (http://www.bay12forums.com/smf/index.php?topic=107924.0) all up in this business? I never see this wonderful tileset represented :(

I can add it myself, but lazy newbs should know about it too!

Can't tell if you're aware of it or not, but there's a drop-in version of Taffer for the starter pack on Github (https://github.com/fricy/DFgraphics)

Didn't know about that, but I've already got it integrated into my local copy using all the alternates I want (solid walls, diagonal, sans-serif) - plus I'm super happy to see my DejaVu TWBT tileset is in there already! :D
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: UristWoodie on February 13, 2015, 10:04:30 am
Torrent magnet for R4: magnet:?xt=urn:btih:CF4AA758030E7CC4ACC5F4FAC6F2A94FC8AFD99A&dn=Dwarf%20Fortress%2040_24%20Starter%20Pack%20r4.zip&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce&tr=udp%3a%2f%2ftracker.ccc.de%3a80%2fannounce
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: gopp on February 13, 2015, 12:55:09 pm
Is it safe to copy my whole raws folder and dfhack.init from r3 to r4?

I've got a bunch of mods installed and it's kind of a bother to install them again.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: lethosor on February 13, 2015, 02:51:27 pm
It shouldn't break DF or DFHack, but I don't know how this pack will handle it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: UristWoodie on February 13, 2015, 02:59:05 pm
Getting very inconsistent results w/ the Key Bindings section.

First - it's missing the critical ones: PeridexisErrant and Classic LNP. So I copied those from the old LNP/Keybinds/ folder to the R4.
Second - Selecting, the clicking Load sometimes changes the green-highlight, and sometimes not.
Classic LNP: Sets as expected
Laptop (no numpad).txt: Sets Classic LNP
Laptop with mouse: Sets as expected
Laptop.txt: Sets Classic LNP
Laptop_w_mouse: Sets Laptop with mouse
PeridexisErrant.txt: Sets Laptop with mouse
Vanilla DF: Sets as expected

What am I missing?
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: fricy on February 13, 2015, 04:03:51 pm
Getting very inconsistent results w/ the Key Bindings section.

First - it's missing the critical ones: PeridexisErrant and Classic LNP. So I copied those from the old LNP/Keybinds/ folder to the R4.
Second - Selecting, the clicking Load sometimes changes the green-highlight, and sometimes not.
Classic LNP: Sets as expected
Laptop (no numpad).txt: Sets Classic LNP
Laptop with mouse: Sets as expected
Laptop.txt: Sets Classic LNP
Laptop_w_mouse: Sets Laptop with mouse
PeridexisErrant.txt: Sets Laptop with mouse
Vanilla DF: Sets as expected

What am I missing?
- renamed keybindings files for clarity
By restoring those files you're confusing the launcher, because it recognizes the files by content, not by name.  The "inconsistent" finds are the renamed files.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: PeridexisErrant on February 13, 2015, 04:33:18 pm
Is it safe to copy my whole raws folder and dfhack.init from r3 to r4?

I've got a bunch of mods installed and it's kind of a bother to install them again.

Yep, it's safe. Just don't change graphics on saves, and you'll be fine.

Soon it should be possible to handle this with the mods tab, including graphics changing. We're still polishing and testing that though, which is why I'm not including mods at the moment.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: gopp on February 13, 2015, 06:11:08 pm
Thanks
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: ArmokGoB on February 14, 2015, 02:14:34 pm
Is it possible for me to edit the launcher in a way that will restore it's ability to run Soundsense?
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: fricy on February 14, 2015, 03:54:36 pm
Is it possible for me to edit the launcher in a way that will restore it's ability to run Soundsense?
Yes, go to the graphics tab and change print mode to 2D.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: lethosor on February 14, 2015, 04:02:19 pm
Soundsense, not Stonesense.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: fricy on February 14, 2015, 05:10:14 pm
Is it possible for me to edit the launcher in a way that will restore it's ability to run Soundsense?
Soundsense, not Stonesense.
Oh. In that case I'd try overwriting configuration.xml with this one from the official source. (http://df.zweistein.cz/soundsense/soundSense_2015-1_194.zip) Or the whole package.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: utunnels on February 15, 2015, 03:47:47 am
Is it possible to add coffin and slab graphics to twbt override list? They are just too common.

I think it would nice to add a neat 8x8 tilest for ASCII Default. Like this:
http://www.bay12forums.com/smf/index.php?topic=111377.0

And maybe PhoebusTilesetAssembler?

 :D


Why it says "No savegames to update"?
I've copied savegames from r3 to r4, but can't isntall graphics packs for this reason.

Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: LeoCean on February 15, 2015, 04:54:34 am
The spacefox overrides would work just copy it from the graphics section and delete what ever text in that file you don't want overridden. You can override the slab but I didn't do that for the spacefox overrides. It's not hard if you look at that file anyways.

You are trying to update it to the graphics pack already installed? So it isn't updating? Or you are trying to update it to phoebus which it defaults as and it already knows it's installed.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: utunnels on February 15, 2015, 04:59:35 am
You are trying to update it to the graphics pack already installed? So it isn't updating? Or you are trying to update it to phoebus which it defaults as and it already knows it's installed.

I tried other graphics packs, none can be installed properly, LNP only copied the tileset but couldn't update the saves.
Though I can copy them from the LNP folder manually.
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: PeridexisErrant on February 15, 2015, 05:17:11 am
Why it says "No savegames to update"?
I've copied savegames from r3 to r4, but can't isntall graphics packs for this reason.

Try deleting the "<save>/raw/installed_raws.txt" in each save - PyLNP checks if it can rebuild the logged combination, so there might be some teething issues as it moves to the new format.  Note that this disables the anti-save-breaking protections I've built, so you should make a backup for the likely event that this breaks saves.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: PeridexisErrant on February 15, 2015, 05:59:10 am
The Starter Pack has updated to 40_24 r5!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

A collection of minor luke-warm-fixes  :-[  No need to update unless the broken configuration of Soundsense or keybinds has been annoying you.  Strike (or continue striking) the Earth!

Changelog:
 - fixed soundsense configuration
 - removed duplicate keybindings
 - fixed laptop listscroll binds
 - removed some duplicate files

MD5:  96A397DDEFCA1576AB6FF0D935504842

(Oh, and I have a Patreon now (https://www.patreon.com/PeridexisErrant))
Title: Re: Dwarf Fortress 40_24 Starter Pack r4
Post by: utunnels on February 15, 2015, 06:17:50 am
Why it says "No savegames to update"?
I've copied savegames from r3 to r4, but can't isntall graphics packs for this reason.

Try deleting the "<save>/raw/installed_raws.txt" in each save - PyLNP checks if it can rebuild the logged combination, so there might be some teething issues as it moves to the new format.  Note that this disables the anti-save-breaking protections I've built, so you should make a backup for the likely event that this breaks saves.
There is no such file in my saves.

Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Putnam on February 15, 2015, 09:24:47 pm
"Something went wrong: the graphics folder may be missing important files. Graphics may not be installed correctly.
See the output log for error details."

This after installing Rise of the Mushroom Kingdom followed by attempting to install ASCII. Output log doesn't actually say anything.

After uninstalling ROTMK... still says that.

Also, the simplify graphics dialogue has some unicode vs str oddity, which gives you "All graphics (u'ASCII Default', u'CLA' ...) etc, though that's an awfully minor issue.

EDIT: Ahahaha everything I touch dies, ROTMK failed to install so I tried reinstalling, it deleted the entire raw folder instead, tried again, it friggin crashed windows explorer, I'm impressed

I repeat, mod merger just deleted my entire raw folder. Might be bad.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: PeridexisErrant on February 15, 2015, 10:10:44 pm
EDIT: Ahahaha everything I touch dies, ROTMK failed to install so I tried reinstalling, it deleted the entire raw folder instead, tried again, it friggin crashed windows explorer, I'm impressed

I repeat, mod merger just deleted my entire raw folder. Might be bad.

Uh.  Yes.  That's bad.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Dirst on February 16, 2015, 10:49:11 am
EDIT: Ahahaha everything I touch dies, ROTMK failed to install so I tried reinstalling, it deleted the entire raw folder instead, tried again, it friggin crashed windows explorer, I'm impressed

I repeat, mod merger just deleted my entire raw folder. Might be bad.

Uh.  Yes.  That's bad.
Unless that was an Easter egg just for Putnam.  Then it'd be awesome.
Title: Suggestion/Feature Request
Post by: Drengor on February 16, 2015, 12:15:12 pm
  First, many thanks for maintaining this.  It is very convenient.

  One thing I'd like to see, on the graphics tab or advanced tab, is the ability to set the x/y.  I always use 80/50, and it's the one thing I have to hand edit the inits for every upgrade of LNP.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Button on February 16, 2015, 02:58:53 pm
I keep getting the same error when I try to go to default ASCII graphics:

"Something went wrong: the graphics folder may be missing important files. Graphics may not be installed correctly. See the output log for error details."

There's no text in stderr or stdout.

Switching to other tilesets doesn't seem to cause this issue, only to default ASCII.

I got this error in r4 as well, but I figured I'd broken something while messing with the mod merging functionality. But when I got it in r5 it was a fresh install - I extracted the pack, and the first thing I did after starting the launcher was to go set it to ASCII Default graphics, and I still got this error.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: fricy on February 16, 2015, 03:05:29 pm
I keep getting the same error when I try to go to default ASCII graphics:

"Something went wrong: the graphics folder may be missing important files. Graphics may not be installed correctly. See the output log for error details."
The simplification removes empty folders, and the install function needs one of those folders. Try recreating ASCII/raw/graphics, I think that's the offending one. There doesn't need to be any content, just the folder.
Title: Re: Suggestion/Feature Request
Post by: Putnam on February 16, 2015, 04:44:41 pm
  First, many thanks for maintaining this.  It is very convenient.

  One thing I'd like to see, on the graphics tab or advanced tab, is the ability to set the x/y.  I always use 80/50, and it's the one thing I have to hand edit the inits for every upgrade of LNP.

Can't you just resize the window?
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: lethosor on February 16, 2015, 04:50:12 pm
Yes, but it's more convenient for the window to default to a size you use consistently.
Title: Re: Suggestion/Feature Request
Post by: PeridexisErrant on February 16, 2015, 08:03:56 pm
One thing I'd like to see, on the graphics tab or advanced tab, is the ability to set the x/y.  I always use 80/50, and it's the one thing I have to hand edit the inits for every upgrade of LNP.
This would make sense on the advanced tab - I'll pass it along.


I keep getting the same error when I try to go to default ASCII graphics
The simplification removes empty folders, and the install function needs one of those folders. Try recreating ASCII/raw/graphics, I think that's the offending one. There doesn't need to be any content, just the folder.
Fixed for next PyLNP version:  https://bitbucket.org/PeridexisErrant/python-lnp/commits/09605b7507122287c4f3e304a23fafbf3cd4d6cc
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: brockolicosmique on February 16, 2015, 09:43:15 pm
I keep getting the same error when I try to go to default ASCII graphics:

"Something went wrong: the graphics folder may be missing important files. Graphics may not be installed correctly. See the output log for error details."
The simplification removes empty folders, and the install function needs one of those folders. Try recreating ASCII/raw/graphics, I think that's the offending one. There doesn't need to be any content, just the folder.

The ASCII graphics folder is missing the RAW folder in it. It was missing in R4 as well. I copied it over from R3 since it was there and it works fine.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: PeridexisErrant on February 16, 2015, 10:17:35 pm
The ASCII graphics folder is missing the RAW folder in it. It was missing in R4 as well. I copied it over from R3 since it was there and it works fine.

You can also copy the baselines, or create anything at all in the raw folder - an empty file would be fine, there's just a copy_tree function that freaks out when the folder it expect is empty.
Title: Re: Expanded LNP - a single download with everything (r21)
Post by: Mason11987 on February 17, 2015, 12:40:17 pm
I just started a new world with everything but stonesense and mouse control hacks on.  I've also tweaked the raws to make dwarves faster.  I've gotten 3 separate crashes in my first season, during all different times, any idea how to troubleshoot this?
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: evictedSaint on February 18, 2015, 10:48:19 pm
I have the same problem.  I spend more time looking at "DwarfFortress.exe has crashed" than I do playing the game.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: FrankyPlaysGames on February 19, 2015, 01:09:26 pm
Yeah, made 3 separate forts only to have them eventually corrupt on me with all the crashes. A lot of it happened when I was saving, or when I was pulling open a large interface like stocks or military.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: evictedSaint on February 19, 2015, 02:27:30 pm
Its gotta be Starter pack.  I dont see anyone else crashing with vanilla.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: mifki on February 19, 2015, 06:20:50 pm
Here are the instructions how to enable crash dumps on Windows. They will greatly help. http://www.bay12forums.com/smf/index.php?topic=138754.msg5624349#msg5624349
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: davsim on February 20, 2015, 02:52:59 am
My game always stops responding when quitting.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: lethosor on February 20, 2015, 09:36:50 am
My game always stops responding when quitting.
Do you have graphics enabled? If you have TwbT enabled, what happens if you disable it?
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: davsim on February 20, 2015, 10:07:26 am
I set it to standard and it doesn't crash on quitting anymore.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: sdp0et on February 20, 2015, 12:18:15 pm
I'm having the constant crash issue as well.  I have tried PrintMode as 2D and Standard, tried removing the TWBT dll.  It seems to make no difference whether I use any utilities or not.

I got through the first year without issues, crashed in month 3 of year two and started over from the seasonal save at 1/1.  Since then I've not been able to get a month of play, though sometimes it is 1-3 days after load, sometimes a week or two.  Ive been autosaving, and my current save is 1/23 and the last several loads have not gone more than 2 days after a load.

This (http://www.bay12forums.com/smf/index.php?topic=126076.msg5717102#msg5717102) post sends to another with instructions on uploading dumps, but neither says where they should be uploaded.  Is there a preferred place, or should I just stick them somewhere and provide a url?
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: lethosor on February 20, 2015, 12:53:48 pm
Have you built any constructions over trees? That's a common crash that's new in 0.40.24.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: sdp0et on February 20, 2015, 01:16:58 pm
Have you built any constructions over trees? That's a common crash that's new in 0.40.24.

I have a wall set to build at the end of a tree branch.  I'll give that a shot.

Edit: That seems to have been it.  Thanks much.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Gigaz on February 22, 2015, 06:44:10 am
Thanks for those advices on crashs because I'm experiencing those more than once per dwarven year, too.

Does anyone know how I can autosave more regularily than seasonal? For example, each month or even each week?
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: davsim on February 22, 2015, 08:00:29 am
Type quicksave in dfhack.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: The Cloptologist on February 22, 2015, 01:10:57 pm
I'm having a strange problem with the r4 and r5 packs. When I try to select ASCII as the tileset I get an error message, it tells me to check the output log but none is created. I've tried redownloading both versions with no luck. Any help would be appreciated.

Here's a screenshot of the problem:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Gigaz on February 22, 2015, 02:15:27 pm
Type quicksave in dfhack.


That does save the game, but can it also autosave so that I don't have to remember it?
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: lethosor on February 22, 2015, 02:46:47 pm
It's bound to Ctrl-Alt-S by default, if that helps. I'll look into automating it further.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Dirst on February 23, 2015, 07:43:42 am
It's bound to Ctrl-Alt-S by default, if that helps. I'll look into automating it further.
Is there some sort of Eventful voodoo that can run Quicksave once in a while?

Then the !SCIENCE! project is timing the quicksaves to when the player makes an avoidable error.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: willz06jw on February 23, 2015, 01:01:58 pm
I am having this issue as well.   
I'm having a strange problem with the r4 and r5 packs. When I try to select ASCII as the tileset I get an error message, it tells me to check the output log but none is created. I've tried redownloading both versions with no luck. Any help would be appreciated.

Here's a screenshot of the problem:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: PeridexisErrant on February 23, 2015, 06:22:48 pm
Type quicksave in dfhack.
That does save the game, but can it also autosave so that I don't have to remember it?
It's bound to Ctrl-Alt-S by default, if that helps. I'll look into automating it further.
Is there some sort of Eventful voodoo that can run Quicksave once in a while?

Code: [Select]
repeat -time 14 -timeUnits days -command [ quicksave ] -name quicksaveSaves every 14 in-game days.


I am having this issue as well.   
I'm having a strange problem with the r4 and r5 packs. When I try to select ASCII as the tileset I get an error message, it tells me to check the output log but none is created. I've tried redownloading both versions with no luck. Any help would be appreciated.

It's a bug in the launcher.  I suggest downloading the latest version from https://bitbucket.org/Pidgeot/python-lnp/downloads
(I'll be releasing a fix soon, but there's a few other things to handle at the same time if I can)
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Childeric on February 24, 2015, 04:49:31 am
I tried to download the latest launcher but I've got 3 time a trojan alert when  downloading the zip file. Is it normal?
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Putnam on February 24, 2015, 04:57:35 am
Your antivirus is overzealous.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Childeric on February 24, 2015, 04:59:02 am
Latest update of definitions today solved the issue. It's no longer a threat...

File appear as safe with any other software ;)
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Childeric on February 24, 2015, 12:04:49 pm
I've another issue... I downloaded the executable but I'm a bit in a trouble with the .json file config  to make it work with the pack.

If someone can help me with that or I'll just wait for the next release.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Ironlion on February 26, 2015, 12:48:55 am
I'm seeing a problem here, where attempting to install graphics will instead delete the raws folder. 
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Chandrak on February 26, 2015, 12:15:05 pm
I logged in for the first time in ages just because I wanted to thank the people involved in putting this pack together. I love DF, and have played on-and-off for years and years, coming by every so often and playing a few games to see changes. Some of the utilities in this I was really sad to see stop development back a few years ago (like Dwarf Therapist). But I was checking out my fav graphics pack (Phoebus) and saw this thread, and took a look. And because of you guys, I'm now aware that not only have a bunch of my favorite (read: almost required) utilities been picked up by other modders and re-launched, but here they all are in one starter pack so I don't have to mess with much of anything to get the FUN started.

So yeah, a HUGE thanks for the work you've put in, both this modpack creator, and all the people whose mods are included.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: k33n on February 26, 2015, 03:05:14 pm
I am having a hard time installing ascii graphics. I get an error when I try.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Dainz on February 27, 2015, 11:24:01 am
Thanks for making this pack, been using it since DF 2014, and with all the utilities you packed in there DF becomes a lot more playable!

But since 40_20 versions i have been unable to make soap, even thou i have lots of lye and tallow, does anybody expierence the same problem?
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: fricy on February 27, 2015, 11:51:14 am
Thanks for making this pack, been using it since DF 2014, and with all the utilities you packed in there DF becomes a lot more playable!

But since 40_20 versions i have been unable to make soap, even thou i have lots of lye and tallow, does anybody expierence the same problem?
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8660
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8819
http://www.bay12games.com/dwarves/mantisbt/view.php?id=4969#c30168
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: pondicherry on February 27, 2015, 12:53:30 pm
Thank you very much for your work on this.  Found only a crash when I build any constructions over trees.
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Dainz on February 27, 2015, 01:33:36 pm
Thanks fricy!
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: PeridexisErrant on February 27, 2015, 03:56:13 pm
Thank you very much for your work on this.  Found only a crash when I build any constructions over trees.

Happy to help! Unfortunately this is a bug in vanilla DF, so there's nothing I can do  :(
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: PeridexisErrant on February 28, 2015, 12:09:45 am
The Starter Pack has updated to 40_24 r6!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

A lot of important bugfixes here if you ever use mods or ASCII graphics - otherwise less important, but still good to get a fixed version out.  Most of the work actually went into working on the mods logic, but despite the lack of included mods there's a concrete benefit in improving the robustness of the graphics handling as well as bringing a mods-integrated version a step closer.

Strike the Earth!

Changelog:
 - updated PyLNP to 0.9.3; misc upgrades including better legends processor
 - improved handling of mods, especially with graphics or dfhack scripts
 - fixed graphics switching on modded saves unsing PyLNP
 - fixed bits of outdated documentation
 - reduced disk/download size by moving redundant images to LNP/Tilesets
 - updated exportlegends script; as merged for next DFHack

MD5:  2812D0F091CC5E65E0C09277A4F93511
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Henny on February 28, 2015, 11:03:10 am
Much appreciated!
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Nunuvin on February 28, 2015, 02:02:46 pm
Hello,
I have tried installing DF40_24r6 and encountered a problem. Instead of using a correct graphics folder it uses my documents (when i clicked open graphics folder or saved games folder it opened my documents). I checked in the PYLNP.json file and it had the correct folders set for the graphics. Is there a way to resolve this issue? Also in earlier version DF40_19r2 starter pack did not see default ascii tileset (I could not pick it).
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Pidgeot on February 28, 2015, 03:41:36 pm
Hello,
I have tried installing DF40_24r6 and encountered a problem. Instead of using a correct graphics folder it uses my documents (when i clicked open graphics folder or saved games folder it opened my documents). I checked in the PYLNP.json file and it had the correct folders set for the graphics. Is there a way to resolve this issue? Also in earlier version DF40_19r2 starter pack did not see default ascii tileset (I could not pick it).

I would expect there to be an error visible under File > Output Log; please check.

However, I *think* this might be caused by non-ASCII characters in the path (characters not in this list (http://en.wikipedia.org/wiki/ASCII#ASCII_printable_code_chart)). If that's the case, try moving it elsewhere (for example by creating C:\Dwarf Fortress and storing it there). Unfortunately, there is currently no way for me to handle such paths correctly :(
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Nunuvin on February 28, 2015, 04:07:14 pm
Well I unzipped it into c:/Dwarf Fortress and got an even weirder problem. Now it does not even want to start (I double click it and nothing happens :'(). I guess luck is not on my side today. I do not think that I used non ascii characters in the original path (only english letters, underscore, numbers and spaces were included).
EDIT: it seems to be corrupted for me :'( Gonna try to redownload it

I raged so deleted original df starter pack so the output file if ever existed is lost forever :'(
PS I had another problem w/ an earlier version. It would not list default ascii set in tileset options.
EDIT#2: The first problem was solved by using 7z to unpack the files  (for some random reason my default archiving software thought that folders are overrated and ignored them[I guess I should not have played with its settings]).
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: PeridexisErrant on February 28, 2015, 04:24:48 pm
PS I had another problem w/ an earlier version. It would not list default ascii set in tileset options.

This was a known bug which was fixed a long time ago.
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Ironlion on February 28, 2015, 06:31:28 pm
- improved handling of mods, especially with graphics or dfhack scripts
 - fixed graphics switching on modded saves unsing PyLNP



Modded saves are fixed, however installing a new graphics pack still deletes the raws folder. 
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: PeridexisErrant on February 28, 2015, 07:44:26 pm
Modded saves are fixed, however installing a new graphics pack still deletes the raws folder.

Good... and bad.  I can't replicate the latter issue at all! 

The correct set of graphics raws should be present in LNP/Baselines/temp/raw/ - can you check that they've been built correctly?  If so, it's just an issue with copying them over after the previous lot is removed.  It's literally a one-line command, and I've checked all the arguments... if you can run from source, we might be able to do more.
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Button on February 28, 2015, 10:08:38 pm
I'm having the same problem, PE. The LNP/temp folder isn't present. There's a folder named temp in LNP/Baselines, though, which has the correct raws.
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: PeridexisErrant on February 28, 2015, 11:25:19 pm
I'm having the same problem, PE. The LNP/temp folder isn't present. There's a folder named temp in LNP/Baselines, though, which has the correct raws.

Drat, I was hoping it was a really rare issue.  The folder you mentioned is correct; I've corrected the typo above.

This makes me worry that it's a general problem with dir_util.copy_tree() on some computers, since we're already working around a bug in it.  In this case the alternative is easy to drop in, but in some other cases it might be more difficult.
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Ironlion on March 01, 2015, 12:31:54 am
The correct set of graphics raws should be present in LNP/Baselines/temp/raw/ - can you check that they've been built correctly?  If so, it's just an issue with copying them over after the previous lot is removed.  It's literally a one-line command, and I've checked all the arguments... if you can run from source, we might be able to do more.

Yeah, there is a set of raws; in baselines/temp/raw, there looks to be the graphical pack I tried to install to DF.

Strangely, the script did just fine copying them to my saves, but not the /Dwarf Fortress 0.40.24/raw/ folder.   

Since the right set is in the /temp directory, I can live with manually copying the raws; Not sure why it would work for the saves but not for the main raws.   

Is there supposed to be a set in baseline for each graphical pack?   
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: AoshimaMichio on March 01, 2015, 02:16:35 am
Could you come up with a method to transfer settings between versions? (d_init.txt and init.txt)
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: PeridexisErrant on March 01, 2015, 03:22:11 am
Could you come up with a method to transfer settings between versions? (d_init.txt and init.txt)
I'll look into it.  Until then, Just copying the inits across will work if they're from the same version of DF.

Strangely, the script did just fine copying them to my saves, but not the /Dwarf Fortress 0.40.24/raw/ folder.

Is there supposed to be a set in baseline for each graphical pack?   
You mean running the source directly?  It's absolutely bizarre either way, since it's the exact same function - all that changes is the target directory.  You don't have DF running do you, or something that might lock the raws?

No, there shouldn't be more than the baseline/s (eg 'df_40_24') and 'temp' in LNP/Baselines.  The way it works is the baseline itself is copied to temp, discarding whatever else is there, and then graphics are copied over from the LNP/Graphics/<pack> folder (thus the reduced format, where we discard any vanilla files).  Then to install, we remove the current raws (in '<df>/raw/', or '<df>/data/save/regionX/raw/') and copy over the set we made.  Hence my astonishment that saves and raws are acting differently!

Can you, or anyone else having this problem, try to reproduce running source with this version (https://bitbucket.org/PeridexisErrant/python-lnp/get/950bb3ee677a.zip)?  I think that should fix it...
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: utunnels on March 01, 2015, 07:58:43 am
There are still some problems.

1) I can't update any saves after I copied data from r5. I've had this problem since r5. Now I have to copy graphic pack from LNP folder manually.

2) Sometimes it just deletes my art folder and complains about missing important files. Again, I need to copy them back manually.

(http://i.imgur.com/SgD03VA.png)
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Ironlion on March 01, 2015, 01:47:36 pm
Can you, or anyone else having this problem, try to reproduce running source with this version (https://bitbucket.org/PeridexisErrant/python-lnp/get/950bb3ee677a.zip)?  I think that should fix it...

This is why I hate windows 8.  After Replicating the bug running from source, I checked the log output and figured it out.  Apparently it does not like having the "Windows explorer" open to that directory, and will prevent programs from accessing it completely...though windows had no trouble letting the program create the directory in /temp, and delete /raw, it wouldn't let it copy the files; running from source I got an "access denied" error.  For some insane reason it could delete the whole directory, but not copy any files to it.   Microsoft D:< .     

Since this hadn't been a problem with previous versions of the LNP (having the explorer window open to that directory), I really didn't think it would be a problem this time, so I didn't even think about it. 

FYI though, the previous version (R5), is still broken; so looks like there was a bug there, and you did fix that problem.   
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: PeridexisErrant on March 01, 2015, 05:13:21 pm
1) I can't update any saves after I copied data from r5. I've had this problem since r5. Now I have to copy graphic pack from LNP folder manually.

2) Sometimes it just deletes my art folder and complains about missing important files. Again, I need to copy them back manually.
1) There are two possible reasons for this:  either you're having problems because the mods conditions are stricter now, or because I forgot to add an exception for saves which don't have the raw-merge-logs.  Fixing the latter bug now  :-[

2) Arrgh.  There are two things that could have happened here:  either the install aborted due to incompatible mods being installed, or a generic error was caught during the install.  I'll distinguish between those cases in the next version.  In any case it sounds like the latter - an error copying the art across. 


Can you, or anyone else having this problem, try to reproduce running source with this version (https://bitbucket.org/PeridexisErrant/python-lnp/get/950bb3ee677a.zip)?  I think that should fix it...
This is why I hate windows 8.  <snip> This hadn't been a problem with previous versions of the LNP (having the explorer window open to that directory), I really didn't think it would be a problem this time, so I didn't even think about it. 

FYI though, the previous version (R5), is still broken; so looks like there was a bug there, and you did fix that problem.   

Summary:  file explorer has some really bizarre and inconsistent behaviour, but it looks like my patch actually did fix the main problem? 
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: utunnels on March 01, 2015, 07:04:37 pm
I see. Maybe I had one or two edited raws.
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: thefinn on March 01, 2015, 11:40:51 pm
Odd issue I just ran into, made whole new world, new fortress.

When issuing jobs via dwarf therapist, I tick jobs to turn off, and then they just auto-magically turn on, on other dwarves.

Like turning off all woodcutting for "Sirbob" then when I commit that change, "SirSilly" suddenly picks up those jobs.

wtf ?
(I'm guessing I did something, how do I fix it? :))
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: wuphonsreach on March 01, 2015, 11:43:26 pm
Could you come up with a method to transfer settings between versions? (d_init.txt and init.txt)

Best way is to copy both into the same directory (d_init.old and init.old from the old install) then use some sort of visual diff editor to compare the two.

(I use TortoiseSVN's diff tool.  But then I also version control the entire DF directory.)
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Arhimandrit on March 02, 2015, 06:10:05 am
Hey, PeridexisErrant! Is it possible to append Modest Accelerated Mash (the last version by fricy: https://github.com/fricy/Modest-Accelerated-Mash/releases) to the Starter Pack? That would be a very convenient thing for true lazy newbies and ancient PC users, I guess :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: PeridexisErrant on March 02, 2015, 06:40:28 am
Hey, PeridexisErrant! Is it possible to add Modest Accelerated Mash to the Starter Pack? That would be a very convenient thing for true lazy newbies and ancient PC users, I guess :)

I don't want to distribute a modded version of DF by default, due to compatibility issues, but I'm working hard to make including optional mods possible. The launcher now has an awesome mods tab (like for graphics), so you can experiment with mods yourself today by adding them to LNP/Mods/. It's a soft release - I include the latest capability but no content, because there's no guarantee of compatibility into the future yet (so use at your own risk if upgrading).

Once we work out how to handle some remaining weird interactions and squash the last bugs, I'll be including a few optional mods - including this one. It's a slowish process though, because I want to be sure that it won't let you break saves by accident - without being more restrictive than necessary. For example, letting you change the graphics pack on a model save has never been done before! It's harder than it sounds, but I'm confident we've got that and a lot of other stuff working now - and more to come.
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Iamblichos on March 02, 2015, 01:26:22 pm
Since I downloaded v6 (previously v4) I notice that DF is exponentially more crashy than it was on the previous pack.  Is this something others have noticed, or is it some personal weirdness with my machine?  Nothing else has changed, but it used to be rock solid stable and now about once a season it seems to barf.
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: PeridexisErrant on March 02, 2015, 03:41:00 pm
Since I downloaded v6 (previously v4) I notice that DF is exponentially more crashy than it was on the previous pack.  Is this something others have noticed, or is it some personal weirdness with my machine?  Nothing else has changed, but it used to be rock solid stable and now about once a season it seems to barf.

40.24 is known to crash if you build constructions directly adjacent to trees or leaves - are you building differently?
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: Ertaan on March 02, 2015, 04:06:01 pm
Since I downloaded v6 (previously v4) I notice that DF is exponentially more crashy than it was on the previous pack.  Is this something others have noticed, or is it some personal weirdness with my machine?  Nothing else has changed, but it used to be rock solid stable and now about once a season it seems to barf.

I noticed crash while I was setting a refuse stock :-( It never happened before.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: PeridexisErrant on March 02, 2015, 11:41:53 pm
The Starter Pack has updated to 40_24 r7!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

Small release with bugfixes - but if changing graphics deleted the raws, you'll want to upgrade.  Strike the Earth!

Changelog:
 - fixed Announcement Filter configuration
 - updated PyLNP / launcher to 0.9.5; misc improvements and:
 - PyLNP:  fixed rare graphics update bugs
 - PyLNP:  made merging and installing mods much safer
 - PyLNP:  updating graphics on saves is way faster
 - updated donation links; I now have a Patreon for ongoing support! (https://www.patreon.com/PeridexisErrant)

MD5:  A8E24133AB032CA9CCA12CB8BF63DDBA
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: Dirst on March 03, 2015, 12:17:00 am
The Starter Pack has updated to 40_24 r7!
Thank you your awesome and never ending work on this package of DF goodness!
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: pondicherry on March 03, 2015, 09:35:24 am
100 000 times thank you.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: Spacebat on March 04, 2015, 07:34:06 pm
What's this about mod merging?

EDIT: OH. You need to have a mod in the /LNP/Mods folder to see it. I was not aware this existed, I thought the mod tab idea was abandoned.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: PeridexisErrant on March 04, 2015, 09:22:28 pm
What's this about mod merging?

EDIT: OH. You need to have a mod in the /LNP/Mods folder to see it. I was not aware this existed, I thought the mod tab idea was abandoned.
Nope  ;D

I did decide after a bit of experimentation in 40.19 that the mods tab wasn't quite ready to guarantee forward-compatibility for saves under raw manipulation, so I stopped distributing the pack with mods.  I'm still working on it though - see here for example (https://bitbucket.org/Pidgeot/python-lnp/commits/all?search=mods) - and it's getting more flexible and powerful as well as more stable over time.  You can add your own mods today - or if you prefer to wait, it's unlikely to be more than a few months before I'm including mods in the basic pack!
Title: Re: Dwarf Fortress 40_24 Starter Pack r6
Post by: mndfreeze on March 05, 2015, 03:12:06 am
Odd issue I just ran into, made whole new world, new fortress.

When issuing jobs via dwarf therapist, I tick jobs to turn off, and then they just auto-magically turn on, on other dwarves.

Like turning off all woodcutting for "Sirbob" then when I commit that change, "SirSilly" suddenly picks up those jobs.

wtf ?
(I'm guessing I did something, how do I fix it? :))

Do you have the autolabor plugin enabled in the main launcher?  uncheck it next time you start up DF, or I believe you can go to the DFhack window and just type autolabor off.

I prefer autolabor to dwarf therapist, but def find they do not work well both enabled.  Autolabor will just do things how it wants and you have to configure it specifically to not, so therapist will turn jobs off and autolabor just turns them right back on again, or assigns some other dorf to do it.

Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: evictedSaint on March 05, 2015, 03:59:03 am
Did you guys see that Starter Pack got mentioned in Toady's interview?
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: PeridexisErrant on March 05, 2015, 04:55:58 am
Did you guys see that Starter Pack got mentioned in Toady's interview?

 8)  Yep.  All their screenshots are from the starter pack, too!

Did you see the littlest cheesemaker becoming a Reddit sensation?  ;D
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: SharpKris on March 05, 2015, 08:30:23 am
how do you disable the multi lvl view?
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: fricy on March 05, 2015, 09:38:59 am
how do you disable the multi lvl view?
a, Disable twbt plugin by switching print mode to 2D in the launcher:
-› you'll lose the extended item sprites and separate text tiles, but you can use truetype text.
b, enter multilevel 0 into the dfhack console, or add it to dfhack.init
-› rendering will be done with twbt, but only one level at a time. No truetype.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: evictedSaint on March 05, 2015, 06:51:59 pm

Did you see the littlest cheesemaker becoming a Reddit sensation?  ;D

Wait, what?
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: PeridexisErrant on March 05, 2015, 07:48:46 pm
The Armok, God of Blood page (https://www.reddit.com/r/dwarffortress/top/?sort=top&t=all) - currently all-time #11 and climbing.  It's more that specific panel, but there's a few new readers too :D  (and now we should get back on topic)
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: ragincajun on March 12, 2015, 08:52:17 am
Is the Ironhand set dead in game?  Tried to install it this morning and got an error message.  Was just playing with the different sets to see what I liked.  Been playing with Mayday forever but tried Obsidian which I liked...but couldn't tell the stones apart which made life difficult.

(edit) disregard.  I rarely play with graphics but evidently changing to CLA screwed up the graphics folder.  Had to delete and reinstall.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: mndfreeze on March 19, 2015, 10:15:18 am
Latest version (just installed it) but using JUST my savegave from 40_23 r3 crashes every time the season starts to change and it autosaves.  The save never gets made either, so the crash happens at the very start of it. :(

What is the big difference between DF 23 and 24 again?  I'm going to have to rollback to an earlier version but if 24 had enough changes I might just try going back one starter pack R version at a time, but if not anything major (to me at least) I'll just save the time and go all the way back to the one that Ive been using that I know works for me.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: fricy on March 19, 2015, 12:47:53 pm
Latest version (just installed it) but using JUST my savegave from 40_23 r3 crashes every time the season starts to change and it autosaves.  The save never gets made either, so the crash happens at the very start of it. :(
Most crashes in 40.24 are caused by building constructions over/next to trees (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8719).
Quote
What is the big difference between DF 23 and 24 again?
http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.40.24
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: mndfreeze on March 19, 2015, 10:27:29 pm
Yup, saw that.  I never even made it to the point of building anything new.  Nor was anything in the process of being contructed.  Installed latest version, ran the batch script to copy my old saves over.  Ran the game.  Once inside I did a caravan trade that I didn't have time to do before I left work, and I let the rest of the season run out with my dwarves all smoothing some stone on a new level, or running their normal tasks like smelting steel and hauling things around.

I do have walls up top, does the bug effect stuff thats already built and a tree then grows in next to it perhaps?
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: PeridexisErrant on March 19, 2015, 11:22:01 pm
I do have walls up top, does the bug effect stuff thats already built and a tree then grows in next to it perhaps?

Yep, this also causes a crash (though it's harder to trigger deliberately). 
 :(
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: mndfreeze on March 21, 2015, 04:02:01 am
and this is specific to the DF version .24, NOT the tools or df or mods or anything else in the starter pack?  Because here at work I'm using:
Dwarf Fortress 40_24 Starter Pack r3

No crashes, no problems.  Brought my savegame home on a flash stick, discovered my home version was
Dwarf Fortress 40_23 Starter Pack r3

So I downloaded your latest and greatest, 24 r7.  Crashes now with that, not with 24 r3.  strrrraannggee hrrrrmm??? yeessss???


So I'm thinking maybe the tree growing thing isnt the cause, at least in my case.  When I get off work in about 4 hours I'm going to copy my entire DF directory structure that I use here at work and just straight copy it all on my home PC and see if it plays or not.  That should help me determine at least if its something fishy in a later pack or not.  Hopefully.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: fricy on March 21, 2015, 04:45:48 am
So I'm thinking maybe the tree growing thing isnt the cause, at least in my case.  When I get off work in about 4 hours I'm going to copy my entire DF directory structure that I use here at work and just straight copy it all on my home PC and see if it plays or not.  That should help me determine at least if its something fishy in a later pack or not.  Hopefully.
The "tree-crashes" were introduced in 40.24.
Could be caused by twbt, but hard to tell for sure. You can turn it off in the graphics tab of the launcher. Try without, and see if it's stable, maybe try updating your graphics driver.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: boysfromthedwarf on March 22, 2015, 06:34:40 am
Think fricy might be on to something here, a week or so ago started back on Df and got 24 r7 (Previously been using 24 r2), i never use twbt, had a few problems with it before when it first came onto the starter pack so have learned to work without. Anyhoo i digress.... have never had the "dreaded tree crash".
Hats off to fricy he could of solved it

As always amazing work PE thanks for everything you do 
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: Number7 on March 23, 2015, 03:26:26 am
Hey guys, just wanted to say i love the pack, although i dont know if its the pack or if im just unlucky with my copy of dwarf fortress again. but every so often i get a hitch in the game where everything just stutters and then speeds up to cover up the hitch (FPS goes above the cap and everything moves super fast for a second)

any tips on fixing it?
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: sdp0et on March 23, 2015, 10:00:02 am
I couldn't find a reference to this searching the thread, but I haven't read the entire thread either.

This has been true for me for the last several versions of the pack:

There is a file in "Dwarf Fortress 40_24 Starter Pack rX\LNP\Colors" named " Current graphics pack.txt".  The space at the front of the name is not a mistake, it's actually this way when I unzip the archive. This is an issue for me because I keep my DF installs in a OneDrive folder which does not like spaces at the beginning of file names.  I rename the file (twice because Windows considers "Blah" and " Blah" to be the same file) and Onedrive is satisfied.

If I change the graphics pack, instead of editing "Current graphics pack.txt" the launcher creates " Current graphics pack.txt(2)".  Onedrive notifies me that a file has a name it hates, and I delete the old and rename the new.

I haven't done any !science!, but I feel like I get fewer crashes without the space.  It's probably superstition, but I thought I'd share since people seem to have trouble sometimes with graphics in the pack.  Maybe most things don't care about the space, but maybe something in the mix does.


edit: fat-finger mispost before I was finished
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: mndfreeze on March 23, 2015, 12:35:52 pm
whitespaces are notoriously bad just in general when it comes to computer software it seems.

Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: fricy on March 23, 2015, 03:47:10 pm
I haven't done any !science!, but I feel like I get fewer crashes without the space.  It's probably superstition, but I thought I'd share since people seem to have trouble sometimes with graphics in the pack.  Maybe most things don't care about the space, but maybe something in the mix does.
I can guarantee you that there's 100% no connection between that file and the crashes. It's a 'placeholder' file used by the launcher, DF never sees it at all.
The space is probably a coding typo, or maybe a lifehack to ensure that it's the file at the top. Not sure...
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: PeridexisErrant on March 23, 2015, 06:07:51 pm
I haven't done any !science!, but I feel like I get fewer crashes without the space.  It's probably superstition, but I thought I'd share since people seem to have trouble sometimes with graphics in the pack.  Maybe most things don't care about the space, but maybe something in the mix does.
I can guarantee you that there's 100% no connection between that file and the crashes. It's a 'placeholder' file used by the launcher, DF never sees it at all.
The space is probably a coding typo, or maybe a lifehack to ensure that it's the file at the top. Not sure...

The latter; it ensures we can keep track of the current colors if you preview something else, and a leading space was the best way to keep it at the top of the list.  But it looks like that wasn't great either - I'll coe up with something else.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: Borge on March 28, 2015, 09:49:50 pm
Bumping this thread for the newbies to see. Should be stickied
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: lethosor on March 28, 2015, 09:55:09 pm
Bumping this thread for the newbies to see. Should be stickied
That's not really necessary, not to mention the fact that this is not the only active pack thread - there are two others in this board. I'm not sure if SMF limits the number of stickied threads in a subforum, but six seems like it would take up a lot of space to me.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: Taffer on March 29, 2015, 08:36:27 am
Would it be possible to change the download location to Github, or something similar? You mentioned doing so in another thread (http://www.bay12forums.com/smf/index.php?topic=147183.msg5971093#msg5971093), and its a good idea. Toady's monthly costs are bound to have increased since quietly taking over hosting for DFFD. The Starter Pack is presently responsible for a significant portion of DFFD's bandwidth.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: lethosor on March 29, 2015, 10:01:08 am
Beautato hosts his pack on his own site (lazynewbpack.com), so he might be able to host the others as well. (It's also on GitHub, but the other packs would probably need their own repos due to being released separately.)
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: tyrannus007 on March 29, 2015, 11:43:08 pm
Would it be possible to merge the exported legends_plus.xml with some of the other exported xmls, so that Legends Viewer can read all the extra data?
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: PeridexisErrant on March 30, 2015, 12:23:58 am
Would it be possible to merge the exported legends_plus.xml with some of the other exported xmls, so that Legends Viewer can read all the extra data?
In short, no - Legends Viewer can only read the fields it knows.  World Viewer reads both though, and it's an open format for future LV versions to incorporate.  In general it's best to keep native and DFHack exports in separate files.


Would it be possible to change the download location to Github, or something similar? You mentioned doing so in another thread (http://www.bay12forums.com/smf/index.php?topic=147183.msg5971093#msg5971093), and its a good idea. Toady's monthly costs are bound to have increased since quietly taking over hosting for DFFD. The Starter Pack is presently responsible for a significant portion of DFFD's bandwidth.
I'll take another look at this, but here my current thinking:
1. I've only recently started to get close to the kind of regular income from DF that would make this affordable.  It's still less than $10/month.
2. It's probably better for both site maintainers (Toady?) and users to have everything in one place.  Any specific-file-hosting could be by redirecting the particular link, as I proposed in that thread (I guess).
3. I'm really not a high-volume web expert.  At all.
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: vomov on March 30, 2015, 05:35:46 am
I was a bit bored this morning, and made a small script that makes pixel-circles using the midpoint algorithm. Then I wrote a small loop, that makes quickfort-compatible csv, and let it make thin and thick circles using dig, dig channel, build walls (with and without floors). Can I share this here?

http://www.filedropper.com/circles_1 (http://www.filedropper.com/circles_1)
Title: Re: Dwarf Fortress 40_24 Starter Pack r7
Post by: athenalras on March 31, 2015, 08:05:43 pm
So why does the launcher suddenly delete the entire DF directory when I execute it under administrator? Please fix this. I almost lost all my personal mods due to this error.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: PeridexisErrant on March 31, 2015, 08:07:55 pm
The Starter Pack has updated to 40_24 r8!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

(Not an April Fools joke)

For those who love text, this is exciting - there's a new utility to patch the Truetype bug, and view-item-info script adds info and custom descriptions to item viewscreens.  If you have a description you'd like to see, leave it in this thread or send me a message.

For the rest (and why are yu playing DF???) this is basically a maintenance update, bringing more stability and back-end features than new toys.  DFHack has a number of important new features for modders, which also makes the PyLNP mods tab more powerful.  A number of tools are also more stable now. 

Changelog:
 - updated PyLNP launcher to 0.9.5a
 - added DF Text Fixer 0.1; constantly refreshes DF to patch missing truetype text
 - updated DFHack to 40.24 r3
 - updated TwbT to v5.44
 - updated Lethosor's scripts
 - added raw-lint.lua; DFHack script to check your raws are good
 - added view-item-info.lua; DFHack script that adds item info and descriptions

MD5:  D9597FE96A88CC43DDBA199B3E2D8330
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: PeridexisErrant on March 31, 2015, 08:09:13 pm
So why does the launcher suddenly delete the entire DF directory when I execute it under administrator? Please fix this. I almost lost all my personal mods due to this error.

I have no idea, but it shouldn't do this (obviously).  If the bug persists under the new version, please let me know.  Meanwhile maybe don't execute it as admin?
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: athenalras on March 31, 2015, 08:13:10 pm
Love you perry. I will take the tip. Meanwhile, if the problem persists, I will give an update as to how I reproduced the problem.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Dirst on March 31, 2015, 08:32:30 pm
Thank you PE, great work yet again.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: athenalras on March 31, 2015, 08:51:58 pm
Okay. So apparently running dwarf fortress from the top gui (run->dwarf fortress) will replace modded vanilla and delete mods.

Also, I switched from phoebus graphics to ironhand and the change isn't visible.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Raul on March 31, 2015, 09:47:51 pm
For those who love text, this is exciting - there's a new utility to patch the Truetype bug
Seriously?! That's one of my DF pet peeves, this made my day!
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: lethosor on March 31, 2015, 10:15:19 pm
"patch" is a bit of a stretch, although it certainly works - it simply causes the screen to be redrawn completely (essentially the same thing as pressing F10 without resetting the zoom level). There's also a DFHack script (https://github.com/lethosor/dfhack-scripts/blob/master/autoresetgrid.lua) for anyone who wants to avoid an external utility or wants something more portable.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: snowhusky5 on March 31, 2015, 10:47:27 pm
You seem to be missing some of the utilities; all the ones after Isoworld alphabetically
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: PeridexisErrant on March 31, 2015, 11:16:23 pm
"patch" is a bit of a stretch, although it certainly works - it simply causes the screen to be redrawn completely (essentially the same thing as pressing F10 without resetting the zoom level). There's also a DFHack script (https://github.com/lethosor/dfhack-scripts/blob/master/autoresetgrid.lua) for anyone who wants to avoid an external utility or wants something more portable.
I hadn't seen that new script - I'll switch it in for the next release.  Thanks!

You seem to be missing some of the utilities; all the ones after Isoworld alphabetically
I've even downloaded the whole pack to check, and they're all there for me.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Daonitre on April 01, 2015, 08:24:04 am
Since I couldn't find it anywhere but IN the pack:
40_24 r8
 - updated PyLNP launcher to 0.9.5a
 - added DF Text Fixer 0.1; constantly refreshes DF to patch missing truetype text
 - updated DFHack to 40.24 r3
 - updated TwbT to v5.44
 - updated Lethosor's scripts
 - added raw-lint.lua; DFHack script to check your raws are good
 - added view-item-info.lua; DFHack script that adds item info and descriptions

... This version breaks the Mayday graphics if applied to a save; or at least a save that was transferred from r7. To fix I had already opened LNP, transferred the save from the r7 to the r8, then launched game from the LNP. (cancelled the graphics application)

Love the loader - without it I wouldn't have a way to trick people into becoming awesomely sadistic micro managers. Thanks for the update (whether or not there is a bug)!
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: athenalras on April 01, 2015, 09:02:24 am
Hi Perry.

So here's another way I recreated the deletion of the entire raw/objects folder.

1)I put the modded files into the raw/objects
2)I ran launcher as admin
3)I changed tileset from Phoebus to Ironhand

Poof, all objects are deleted regardless of being modded, being a mod or being a vanilla file. Well, except for b_detail_plan_default, body_default, body_rcp, building_custom
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: athenalras on April 01, 2015, 09:08:01 am
Okay, so I ran the launcher without admin permission.

I added in my personal mod files.
Then I installed Ironhand graphics -> settings and raws will be changed.
Poof, everything goes back to vanilla.

So I add my mod files back in after installing Ironhand.
Graphics go to ascii instead of Ironhand.

Edit: Nevermind. Found a workaround.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: pondicherry on April 01, 2015, 09:35:28 am
Thank you PE, love you .

Keep up the good work
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: athenalras on April 01, 2015, 10:03:19 am
Sorry about the previous posts Perry.

I really do love your work with DF. I hope I don't come off as bratty and unappreciative.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: lethosor on April 01, 2015, 10:07:18 am
Since I couldn't find it anywhere but IN the pack:
The changelog is a few posts above (on the previous page using the default settings).
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Dricus on April 01, 2015, 11:24:29 am
I don't know if you did this on purpose, but r8 of the pack contains the PyLNP version which has the bug I described in this post (http://www.bay12forums.com/smf/index.php?topic=140808.msg6113537#msg6113537), not the actual 0.9.5a version.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Kalthios on April 02, 2015, 10:15:20 am
There is a bug with how r8 renders the graphics tile sets. Living dwarves look like dead dwarves and animals have their corresponding letter instead of the graphic tile. Taking my save from r8 and reinstalling the tile set in r7 fixed the problem: I can run it in r7 without tile errors. However, running it in r8 (even with the tiles installed from r7) still had the tile errors. I think the bug might be with TWBT.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: drgnlord on April 02, 2015, 12:06:36 pm
There is a bug with how r8 renders the graphics tile sets. Living dwarves look like dead dwarves and animals have their corresponding letter instead of the graphic tile. Taking my save from r8 and reinstalling the tile set in r7 fixed the problem: I can run it in r7 without tile errors. However, running it in r8 (even with the tiles installed from r7) still had the tile errors. I think the bug might be with TWBT.
Actually it is just the graphics are being placed in the wrong folder, I think. If you go to the graphics directory immediately after downloading, it has the graphics files one level up. After I fixed this, r8 worked fine for me.
EDIT: Not sure where TWBT references. Or why it wouldn't work for save transfers though.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Kalthios on April 02, 2015, 04:08:56 pm
My graphics directories were in the same location in r8 as r7: LNP\Graphics
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: pecazp on April 02, 2015, 04:11:28 pm
My graphics directories were in the same location in r8 as r7: LNP\Graphics

Same here.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: drgnlord on April 02, 2015, 06:21:27 pm
Not that set. The copy in the raws. (aka the installed copy at dwarf fortress 0.40.24/raw)
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: sirquote on April 02, 2015, 07:50:01 pm
Not that set. The copy in the raws. (aka the installed copy at dwarf fortress 0.40.24/raw)

I'm confused on how exactly to fix the issue. Do I need to place these graphic files in a new folder within the 0.40.24/raw?
Thanks
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: middlemonster on April 02, 2015, 09:29:21 pm
Not that set. The copy in the raws. (aka the installed copy at dwarf fortress 0.40.24/raw)

I'm confused on how exactly to fix the issue. Do I need to place these graphic files in a new folder within the 0.40.24/raw?
Thanks
Create a graphics folder within the raw folder and put the graphics files in there. If you want to see which files need to be moved, you can download r7 and check the raw folder.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Kalthios on April 02, 2015, 10:20:15 pm
Create a graphics folder within the raw folder and put the graphics files in there. If you want to see which files need to be moved, you can download r7 and check the raw folder.

This did not work for me. First I made sure my r7 and r8 had the same tile sets installed. Then I replaced Dwarf Fortress 40_24 Starter Pack r8\Dwarf Fortress 0.40.24\raw with Dwarf Fortress 40_24 Starter Pack r7\Dwarf Fortress 0.40.24\raw. I also tried deleting the loose files in r8\Dwarf Fortress\raw and copying r7\Dwarf Fortress\raw\graphics to it, but that also failed to fix the issue.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: pecazp on April 03, 2015, 03:12:34 am
Folder in question is not 'misplaced' anywhere in pack (meaning: i couldn't find it), it is missing.
I copied graphics folder from \Dwarf Fortress 40_24 Starter Pack r7\Dwarf Fortress 0.40.24\raw\ to same directory in r8 and it worked.
I don't know if something is missing tho, i haven't got the time to check all, but embark icons at least are all as they should be.

Also, do you know what could be the reason for stonesense to crash the game when launched? It works fine with r5, all other versions after that one just crash the game when started.
EDIT: Well, not when started. It does it's thing, loads some things and after that,  when you think its done and it should show actual site image it breaks everything. Itself, actual game...
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: athenalras on April 03, 2015, 02:37:28 pm
I have the same problem with Ironhand. Dwarves are appearing as dead even though they are not.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Wolfhunter107 on April 03, 2015, 03:39:57 pm
The graphics bugs seem to affect all of the tilesets.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: lethosor on April 03, 2015, 03:59:12 pm
Even ASCII? What happens if you disable TwbT?
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Ops Fox on April 03, 2015, 04:24:06 pm
My graphics are broken as well, my dwarfs look dead and half the tiles on the map are graphics from other packs. Its also swapping some stuff up such as iron ore being represented by the tile for black sand. I use obsidian if that has any baring on it. At least I normally use obsidian what I am looking at now seems to combine several different graphic packs together into an ugly and confusing mush.

Where can redownload r7 from?
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: fricy on April 03, 2015, 04:44:40 pm
The graphics bugs seem to affect all of the tilesets.
Where can redownload r7 from?
I don't know if you did this on purpose, but r8 of the pack contains the PyLNP version which has the bug I described in this post (http://www.bay12forums.com/smf/index.php?topic=140808.msg6113537#msg6113537), not the actual 0.9.5a version.
https://bitbucket.org/Pidgeot/python-lnp/downloads (http://try an older version of LNP)
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Iamblichos on April 03, 2015, 05:13:58 pm
Same here - I tried replacing the graphics folder with the one from r7 with no effect.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Evrett33 on April 03, 2015, 08:44:08 pm
Ditto...I went back to r5 with no luck. Got letter animals and dead dwarfs. Trying to use phobis
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: Nr12 on April 04, 2015, 03:18:12 am
Anyone who've managed to fix this? I was hoping to do some dorfing' around here over easter, but the jumbled graphics are just too much of a distraction.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: frightlever on April 04, 2015, 12:57:51 pm
Anyone who've managed to fix this? I was hoping to do some dorfing' around here over easter, but the jumbled graphics are just too much of a distraction.

Remember that the RAWs are in TWO places. The original RAWs used for world generation, and the copy in your save file. You need to replace the copy in your save file if you've already generated a world. Took me almost twenty minutes to figure that out, but I'm old.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: KapTaiN_KaVerN on April 04, 2015, 02:18:13 pm
Hi guys

Here is how i've done it

Grab and run the earlier version (r7) and set the tileset to the one you choose (for me Spacefox) then launch DF from the launcher and load a fort, (If needed create a tiny world and launch at least a fort), quit by saving it. This is for DF been able to create the actual SAVE folder (if you have download the r7 version again there will be no save at all).

Now go to the r7 folder and copy/paste the "graphics" folder from "./r7_folder/Dwarf Fortress 0.40.24/raw" to "./r8_folder/Dwarf Fortress 0.40.24/raw"

Don't forget to do the same with the "graphics" folder from "./r7_folder/Dwarf Fortrss 0.40.24/data/save/region1/raw" to the one at the same location in the r8 folder (Like Frightlever mention earlier, thx mate that was my problem  :D )

Now as long as you don't touch graphic option from the launcher (I'm pretty sure it's gonna be fixed soon :D) your tileset should work. It does with mine ;)

Thx to PeridexisErrant, SpaceFox/LeoCean, Capt'n'Duck, Meph,...  and all (there is simply too much) who work hard and free of charge for us and of course thx to The Toady
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: xenofeel on April 04, 2015, 03:51:05 pm
Spoiler (click to show/hide)
Thanks man. It works.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: pecazp on April 04, 2015, 03:56:48 pm
 
Thx to PeridexisErrant, SpaceFox/LeoCean, Capt'n'Duck, Meph,...  and all (there is simply too much) who work hard and free of charge for us and of course thx to The Toady
This of course, so much. I joined forum to say thanks and my first post was like 'hey this doesn't work' :) THANK YOU :D
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: fricy on April 07, 2015, 05:17:03 am
PyLNP 0.9.6 is now up. There have been many changes for this version, most notably a fix for the problem where installing a graphics pack would completely fail to work and show the wrong images in-game.

Additionally, a variety of bug fixes have been implemented, and some new functionality: a basic raw checker, and the ability for the user to choose whether or not to merge in graphics when dealing with mods.
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: PeridexisErrant on April 07, 2015, 05:44:01 am
PyLNP 0.9.6 is now up. There have been many changes for this version, most notably a fix for the problem where installing a graphics pack would completely fail to work and show the wrong images in-game.

I've been working on this for two days - I know!  A release will be up in a few hours, once I've tested the other stuff I've added...
Title: Re: Dwarf Fortress 40_24 Starter Pack r8
Post by: fricy on April 07, 2015, 05:52:41 am
I've been working on this for two days - I know!  A release will be up in a few hours, once I've tested the other stuff I've added...
Lol, chill out, the post was meant for the users, not for you.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: PeridexisErrant on April 07, 2015, 07:45:10 am
The Starter Pack has updated to 40_24 r9!  As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)

The biggest, best, bugfix batch in a long time.  Graphics installation works again.  Truetype should just work.  Scripts to 'fix' animals (by adjusting breeding ability) or show item info... work.  Modern checksums work. 

This version is just better, and you should get it.  So what are we waiting for?  Strike the Earth!

Changelog:
 - updated PyLNP to 0.9.6; fixes graphics bug and misc improvements including mods logic
 - added fixster.lua; script to alter animal fertility
 - added autoresetgrid.lua; fixes Truetype issue through DFHack (in bugfixes setting)
 - removed df_text_fixer utility (due to the above)
 - updated view-item-info.lua
 - removed nb_item_info.lua (obsolete due to the above)
 - switched to using SHA256 checksums; following DFFD's implementation

SHA256:  61f4061a7742aceb62d1894991540a8ffd92f582c5ee8faccf8739ce7ed29dcc
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Dirst on April 07, 2015, 08:31:28 am
The biggest, best, bugfix batch in a long time.  Graphics installation works again.  Truetype should just work.  Scripts to 'fix' animals (by adjusting breeding ability) or show item info... work.  Modern checksums work. 

This version is just better, and you should get it.
As if you've ever put out a version that's there to make things worse :)

Great work as always, very appreciated!

Edit: The "get it here" link points to Wimbli, which is being moody at the moment.  The actual repository at dffd.bay12games.com (http://dffd.bay12games.com/file.php?id=7622) is functioning normally.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Friti on April 07, 2015, 10:30:48 am
Time to ping the collective consciousness of expertise here I think...  This is probably something simple I'm overlooking...

My DF window is constantly flickering (once every second or two), something I don't recall having issues with in prior versions.  Any thoughts as to what may be causing this?  I have a sneaking suspicion there was a change with the graphics system with this new release.

Flickering doesn't appear till one is selecting a fortress location, and persists through embark and into Fortress mode.  DF/DFHack console window shows a spam of 'reshape_graphics' messages that may or may not be related.  These continuously spawn during world generation/location selection, but messages stop when in actual fortress/game mode.  Flickering persists regardless. 'Reshape_Graphics' spam returns when one hits 'esc' to abandon a fortress.

DF Version: 40_24 Starter pack r9     (Pulled down from Two's Mirror - Office blocks dffd due to 'possible malware threat')
No other mods.
Default Phoebus graphics pack/options.
No messages in ./Dwarf Fortress 40_24 Starter Pack r9/stderr.txt
./Dwarf Fortress 40_24 Starter Pack r9/Dwarf Fortress 0.40.24/stderr.log  reports  'Plugin twbt has failed to shutdown'

I'm not at a glance seeing any other logs or files of note, but if there's more to snag from I'd welcome knowing where they're located.

Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: lethosor on April 07, 2015, 11:41:56 am
My guess is that it's a TwbT issue triggered by the autoresetgrid script, since it doesn't occur without TwbT (at least on my end). You can disable autoresetgrid in dfhack.init (or possibly another .init file in the DF folder) by prepending "#" to the "autoresetgrid enable" line.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: KapTaiN_KaVerN on April 07, 2015, 12:35:56 pm
Pfiou So Fast

You're a legendary package thresher aren't you?

Thx a lot Man.

Much Respect o7
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: nearlyNonexistent on April 07, 2015, 12:55:55 pm
Is there a reason this uses 800x600 instead of 16x16 on the ASCII graphics option?
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Admiral Obvious on April 07, 2015, 05:13:55 pm
Time to ping the collective consciousness of expertise here I think...  This is probably something simple I'm overlooking...

My DF window is constantly flickering (once every second or two), something I don't recall having issues with in prior versions.  Any thoughts as to what may be causing this?  I have a sneaking suspicion there was a change with the graphics system with this new release.

Flickering doesn't appear till one is selecting a fortress location, and persists through embark and into Fortress mode.  DF/DFHack console window shows a spam of 'reshape_graphics' messages that may or may not be related.  These continuously spawn during world generation/location selection, but messages stop when in actual fortress/game mode.  Flickering persists regardless. 'Reshape_Graphics' spam returns when one hits 'esc' to abandon a fortress.

DF Version: 40_24 Starter pack r9     (Pulled down from Two's Mirror - Office blocks dffd due to 'possible malware threat')
No other mods.
Default Phoebus graphics pack/options.
No messages in ./Dwarf Fortress 40_24 Starter Pack r9/stderr.txt
./Dwarf Fortress 40_24 Starter Pack r9/Dwarf Fortress 0.40.24/stderr.log  reports  'Plugin twbt has failed to shutdown'

I'm not at a glance seeing any other logs or files of note, but if there's more to snag from I'd welcome knowing where they're located.

I've been noticing this too, same issue. I ran the game with no plugins or extensions from DFHack except the bug-fix utility, and it's still "blinky".

Edit: After waiting for a new worldgen on a large world, I went back to the DFHack console, and it was completely filled with Re size Graphics, and it just kept going and going. I think it's an issue with DFHack.

Edit2: I disabled DFhack, and there's no blinking issues here. Too bad, but I guess you can figure it out.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: PeridexisErrant on April 07, 2015, 06:54:35 pm
I've been noticing this too, same issue. I ran the game with no plugins or extensions from DFHack except the bug-fix utility, and it's still "blinky".

This seems to be from an unexpected interaction between TwbT and the new autoresetgrid script, which is part of the bugfix setting.  You can reenable DFHack and just switch that off.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Admiral Obvious on April 07, 2015, 09:59:30 pm
I've been noticing this too, same issue. I ran the game with no plugins or extensions from DFHack except the bug-fix utility, and it's still "blinky".

This seems to be from an unexpected interaction between TwbT and the new autoresetgrid script, which is part of the bugfix setting.  You can reenable DFHack and just switch that off.

Well, I only really used DFhack for the bug fix tool, so I'm going to leave the whole thing off, and use the nice utilities you packed in as a substitute. At least we know a portion of what the issue is. Everything else seems to be working fine.

Thanks for making the pack, it made my introduction to the game so much smoother than going off of the default build.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: lethosor on April 07, 2015, 10:57:07 pm
What "bug fix tool" are you referring to? DFHack includes many bugfixes and interface improvements, so I wouldn't recommend disabling it entirely due to a conflict between a script and TwbT.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Raul on April 08, 2015, 04:50:53 am
I've been noticing this too, same issue. I ran the game with no plugins or extensions from DFHack except the bug-fix utility, and it's still "blinky".

This seems to be from an unexpected interaction between TwbT and the new autoresetgrid script, which is part of the bugfix setting.  You can reenable DFHack and just switch that off.
Aww, of course the bugfix I was most excited about conflicts with TwbT, another DFHack plugin I love... Oh well, guess I'll wait. Still, thank you very much for the new version :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Admiral Obvious on April 08, 2015, 09:59:54 am
What "bug fix tool" are you referring to? DFHack includes many bugfixes and interface improvements, so I wouldn't recommend disabling it entirely due to a conflict between a script and TwbT.

Yeah, I noticed the difference almost immediately. I've re-enableed DFHACK, without the bug fix utility. Hopefully the dwarves won't "forget" for feed my grand master metal crafter.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Friti on April 08, 2015, 11:12:21 am
Removing the autoreset grid plugin from the .init file seems to have worked.  Thank you for the swift resolution.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Evrett33 on April 08, 2015, 11:35:44 am
Had the flickering thing..fixed with suggestion above. Large pots look like traction benches...is there a way to fix that?
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: KapTaiN_KaVerN on April 09, 2015, 09:28:35 am
Check here man

https://www.reddit.com/r/dwarffortress/comments/31qq9f/starter_pack_updated_lots_of_bugfixes_including/cq6hqpu

PeridexisErrant says : "I'll post a full example when I have a computer."    that man is a machine ^^
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Blue_Dwarf on April 09, 2015, 04:27:20 pm
Is the DFHack active by default in this pack, or do I have to move files into the DF folder manually?

Asking, because I prefer to play without it, it can mess with Steam and stuff.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Putnam on April 09, 2015, 04:38:44 pm
How can it mess with steam?
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Raul on April 09, 2015, 04:44:29 pm
How can it mess with steam?
I was asking myself the same thing, I can use DFHack just fine with the Steam client running in the background all the time.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Blue_Dwarf on April 09, 2015, 05:12:01 pm
How can it mess with steam?

Something about DF tampers with memory, which was causing me issues with Steam's anti-cheat detection. I think it was DFHack, although Therapist may also be to blame.

At some point I began restarting windows after playing DF, if I wanted to play Counter Strike and such.

edit: looks like it's included by default, so I'll redownload everything separately just in case.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Putnam on April 09, 2015, 05:24:00 pm
Steam's anti cheat only cares when something's messing with the memory of a steam-run game on VAC-protected servers. DFHack should not cause that at all.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: lethosor on April 09, 2015, 05:24:38 pm
It's probably Therapist, since DFHack is in-process (and has been since 0.31), while Therapist is not.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Blue_Dwarf on April 09, 2015, 05:26:34 pm
Ah, thanks for clarifying it, going to give it a go :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: PeridexisErrant on April 09, 2015, 08:40:16 pm
Check here man

https://www.reddit.com/r/dwarffortress/comments/31qq9f/starter_pack_updated_lots_of_bugfixes_including/cq6hqpu

PeridexisErrant says : "I'll post a full example when I have a computer."    that man is a machine ^^

 ;)  It should be obvious where this goes.
Code: (Put in pylnp.json) [Select]
    "Pure Bugfixes": {
      "command": "multicmd fix/blood-del enable; repeat -time 1 -timeUnits months -command [ fix/feeding-timers ] -name feeding-timers; repeat -time 1 -timeUnits months -command [ fix/stuckdoors ] -name stuckdoors",
      "enabled": true,
      "tooltip": "bugfixes to run regularly, strongly recomended (fix: feeding prisoners, stuckdoors, blood-del)"
    },
    "Truetype fix": {
      "command": "autoresetgrid enable",
      "enabled": false,
      "tooltip": "Frequently resets the screen to work around buggy Truetype printmode"
    }
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Ulfgard on April 09, 2015, 08:47:53 pm
Here's a question from a new user-- or a few, if I'm being entirely honest: If I wanted to upgrade from r8 to r9 and preserve the mods that I have installed, how would I go about it? Could I literally just grab the raws/objects folder from r8 and slide it on over to the new version? I have everything "just so" right now, and don't want to cock everything up. I know switching tilesets seems to wipe out changes from mods in r8 so I already had to do everything twice (because I was an idiot and didn't make sure I was running the correct tileset in the first place), with no particular interest in doing it a third time.

On that note, assuming I do upgrade to r9, would installing a tileset and then moving the old raws over break the game? Again, I'm hesitant to move the raws and then install the tileset because in r8 that seems to wipe the modifications I've made.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: PeridexisErrant on April 09, 2015, 09:03:13 pm
Here's a question from a new user-- or a few, if I'm being entirely honest: If I wanted to upgrade from r8 to r9 and preserve the mods that I have installed, how would I go about it? Could I literally just grab the raws/objects folder from r8 and slide it on over to the new version? I have everything "just so" right now, and don't want to cock everything up. I know switching tilesets seems to wipe out changes from mods in r8 so I already had to do everything twice (because I was an idiot and didn't make sure I was running the correct tileset in the first place), with no particular interest in doing it a third time.

On that note, assuming I do upgrade to r9, would installing a tileset and then moving the old raws over break the game? Again, I'm hesitant to move the raws and then install the tileset because in r8 that seems to wipe the modifications I've made.

Well, this is where it gets really fun...

Transferring your save (data/save/regionX/*) includes all mods and raws, including graphics raws.

Installing a new graphics pack, with the latest launcher, should only go through if it would not harm your save or remove mods - we're very careful about that.  Make a backup anyway, because it's hard to do well. 

There'll be some artifacts from clashing tilesets and graphics raws if those are incompatible, but you can easilty install the correct graphics and then decline to apply that to saves. 

Basically, give it a go - but remember to keep a copy of what's working now, since it won't stop working for you.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Ulfgard on April 09, 2015, 09:13:23 pm
Well, this is where it gets really fun...

Transferring your save (data/save/regionX/*) includes all mods and raws, including graphics raws.

Installing a new graphics pack, with the latest launcher, should only go through if it would not harm your save or remove mods - we're very careful about that.  Make a backup anyway, because it's hard to do well. 

There'll be some artifacts from clashing tilesets and graphics raws if those are incompatible, but you can easilty install the correct graphics and then decline to apply that to saves. 

Basically, give it a go - but remember to keep a copy of what's working now, since it won't stop working for you.

Alright. I'll make a back-up and give it a bash. I'll get back to you shortly-ish to report success or failure.
----
Edit: Haven't tried running the game yet, but swapping r9 to Spacefox seems to have reverted my raws. Just a quick step-by-step of what I did--

1. Back-up r8 raws
2. Install r9
3. Copy the raws folder from r8 over to r9; replace all. 91 total files in the Objects folder.
4. Install Spacefox via the r9 launcher
5. Check raw/objects and discover a total of 81 files-- 10 of the files added to the folder by mods have been deleted.
6. Replace the raw folder again.

Just prepping to run now.
------------
Edit 2 (the electric boogaloo?), additional update:

Seems to be running more-or-less correctly. Replacing the raws again after I installed Spacefox didn't seem to hurt anything, and furthermore, things appear to be displaying correctly again after some weirdness with that tileset in r8.

I'm getting the flickering issue mentioned a page or two ago, but I see that someone posted a solution, so I'll just take care of that myself.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Ulfgard on April 10, 2015, 08:01:06 am
Please pardon the double-post, but I have a new (and probably dumb) question. How, exactly, do I open the .init file to edit it? I see that the solution to eliminate screen flicker is to eliminate the autoresetgrid script from there, but I can't figure out how to open the file to do so.  :-[
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: KapTaiN_KaVerN on April 10, 2015, 08:34:23 am
SHIFT+right clic >> Open with notepad for instance

Or just type autoresetgrid disable each type you start DF
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Ulfgard on April 10, 2015, 08:37:06 am
SHIFT+right clic >> Open with notepad for instance

Or just type autoresetgrid disable each type you start DF

Most excellent. Thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: miauw62 on April 10, 2015, 09:58:02 am
With the update, i've managed to fuck my graphics so varied ground is gone and trees are just black blobs :/

Is there any way to fix this? I'm just using the ASCII default graphics.

E:
Water depth is also mysteriously off, despite being on in settings.

E2:
I can also no longer see the historical explanation text for statues/engravings.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: palu on April 10, 2015, 01:07:59 pm
Which init file is the autoresetgrid script in? I cant find it. And since a lot of people are having trouble, why not tie it to truetype?
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Das123 on April 10, 2015, 01:14:47 pm
Hi guys,
I love this Starter Pack. Really makes the game soooo approachable. With the release of r9 I'm getting a number of comments and requests about how to fix the flickering (I'm Das24680 on YouTube and am uploading a tutorial series around the Starter Pack) so thought I'd post a step-by-step here...

As mentioned higher up the flickering issue is with a new DFHack feature autoresetgrid. This needs to be turned off (or more correctly not enabled when the game starts.

1. Open up the Starter Pack. Under 'Folders' click 'Dwarf Fortress folder'. This will take you to the main game folder.

2. In the list of files is one called 'PyLNP_dfhack_onLoad.init' which is used by the Starter Pack to prime many DFHack parameters. Open this file in Notepad or any text editor.

3. Scroll down to the section on Pure Bugfixes and at the end you'll see 'autoresetgrid enable'. This will need to be commented out.

4. To comment this out create a return in front of 'autoresetgrid enable' so that it is isolated on its own line and place a hash (#) and space in front of the new line. The hash tells the program that it is a comment.

5. Save the .init file and start the game. The flickering should be gone.

The code should look like...
Code: [Select]
# Pure Bugfixes
# bugfixes to run regularly, strongly recomended (fix: feeding prisoners, stuckdoors, Truetype)
multicmd fix/blood-del enable; repeat -time 1 -timeUnits months -command [ fix/feeding-timers ] -name feeding-timers; repeat -time 1 -timeUnits months -command [ fix/stuckdoors ] -name stuckdoors;
# autoresetgrid enable

Hope this helps. :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: Devstorm on April 11, 2015, 08:51:45 am
Hi guys,
I love this Starter Pack. Really makes the game soooo approachable. With the release of r9 I'm getting a number of comments and requests about how to fix the flickering (I'm Das24680 on YouTube and am uploading a tutorial series around the Starter Pack) so thought I'd post a step-by-step here...

As mentioned higher up the flickering issue is with a new DFHack feature autoresetgrid. This needs to be turned off (or more correctly not enabled when the game starts.

1. Open up the Starter Pack. Under 'Folders' click 'Dwarf Fortress folder'. This will take you to the main game folder.

2. In the list of files is one called 'PyLNP_dfhack_onLoad.init' which is used by the Starter Pack to prime many DFHack parameters. Open this file in Notepad or any text editor.

3. Scroll down to the section on Pure Bugfixes and at the end you'll see 'autoresetgrid enable'. This will need to be commented out.

4. To comment this out create a return in front of 'autoresetgrid enable' so that it is isolated on its own line and place a hash (#) and space in front of the new line. The hash tells the program that it is a comment.

5. Save the .init file and start the game. The flickering should be gone.

The code should look like...
Code: [Select]
# Pure Bugfixes
# bugfixes to run regularly, strongly recomended (fix: feeding prisoners, stuckdoors, Truetype)
multicmd fix/blood-del enable; repeat -time 1 -timeUnits months -command [ fix/feeding-timers ] -name feeding-timers; repeat -time 1 -timeUnits months -command [ fix/stuckdoors ] -name stuckdoors;
# autoresetgrid enable

Hope this helps. :)

Thank you! This did help me, no more flicker! I appreciate your willingness to show step by step how to fix this.
Title: Re: Dwarf Fortress 40_24 Starter Pack r9
Post by: chipathingy on April 11, 2015, 11:48:37 pm
I may have found a glitch/bug - hopefully this is the right place to post it.

I usually change the key bindings (I play on a laptop and never tried the LNP laptop key bindings). When I downloaded the new pack (r9) and went to change them the screen briefly flashes with what's meant to be there and then goes blank. Every time I press a button that actually does something the screen flashes back again but goes blank.

When I'm entering the new key binding the screen stays up until I'm done.

I'm using Pheobus if that matters, no mods or anything
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: PeridexisErrant on April 12, 2015, 07:26:01 am
The Starter Pack has updated to 40_24 r10!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Just a minor update to solve that flickering text issue - I was hoping to do a few other things, but they ended up being bug reports instead  ::)

Strike the Earth - with smooth graphics!

Changelog:
 - fixed flickering display
 - moved autoresetgrid to it's own option

SHA256:  d3248c64f66af03c6dedb6dce78d26c53a4e744efbd25ba1518826ad0cf1a43c
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Raul on April 12, 2015, 08:06:08 am
Just a minor update to solve that flickering text issue
Changelog:
 - fixed flickering display
Just to make things completely clear for me, does that mean both the annoying truetype bug and the newly introduced flickering issue caused by the DFHack fix for the truetype bug are now fixed?
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: PeridexisErrant on April 12, 2015, 08:47:00 am
If you're using TwbT, and have "autoresetgrid" disabled)(now the default), the flickering is no longer an issue. And Truetype obviously isn't a problem.

If you're using Truetype, you can enable autoresetgrid to fix the big, and without TwbT there'll be no flickering.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Raul on April 12, 2015, 09:20:18 am
-snip-
Ah, I see. Sweet, thank you very much!
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: malvado on April 12, 2015, 02:41:12 pm
Just a quick question :

I have been doing customizations through the raw files in order to make things a bit more to my liking , would it be possible to integrate some of these options into the starter pack? I think a lot of people might actually find those usefull :

*Toggle skill decay on / off. (Rust)
*Increase / decrease skill experience gain (Like a bar showing the increase / decrease either in % or 1x 1.5x etc)
*Adding diplomatic options to Humans / elves / others.
*Adding weapons and other items to a civilization (minecarts , specific ores and process like steel ) through a checkbox or something similar.
*Setting Titles for the different Nobility etc of a civ.
*Adjusting the base characteristics of a civilization ( Ie median strenght and other stats ).
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: PeridexisErrant on April 12, 2015, 06:08:00 pm
I have been doing customizations through the raw files in order to make things a bit more to my liking , would it be possible to integrate some of these options into the starter pack?

Yes - this is one of the core use-cases for the mods tab. You can read the PyLNP readme for detailed instructions on how to set this up and the format you need.

However it's still in a kind of beta, and I'm not planning to ship mods - the tab is already in, just hidden if you don't add content - until it's been tested and I'm sure it won't break saves.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Evrett33 on April 13, 2015, 06:03:09 pm
Should the pack updater be bringing over my custom keybinds, color sets, advanced map types and embarks settings from previous packs? It doesnt seem to be doing this..? I've needed to do it manually for 7,8 & 9.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: PeridexisErrant on April 13, 2015, 06:47:17 pm
Should the pack updater be bringing over my custom keybinds, color sets, advanced map types and embarks settings from previous packs? It doesnt seem to be doing this..? I've needed to do it manually for 7,8 & 9.

It doesn't do this, sadly - it's too impractical to distinguish between "stuff I added", "stuff I added but you modified", and "stuff you added" in a future-proof way.  So you get to copy it manually :(  Or write a script for youself, I guess  :-\
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Dirst on April 13, 2015, 06:54:02 pm
Should the pack updater be bringing over my custom keybinds, color sets, advanced map types and embarks settings from previous packs? It doesnt seem to be doing this..? I've needed to do it manually for 7,8 & 9.

It doesn't do this, sadly - it's too impractical to distinguish between "stuff I added", "stuff I added but you modified", and "stuff you added" in a future-proof way.  So you get to copy it manually :(  Or write a script for youself, I guess  :-\
You could detect changes from the Pack's defaults and merge forward the differences.  That way the one typo you make today can follow you around for a couple decades until DF v1.00.

(But I agree with PE that such a tool is not worth the effort.)
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Admiral Obvious on April 15, 2015, 09:19:34 pm
Just a quick question :

I have been doing customizations through the raw files in order to make things a bit more to my liking , would it be possible to integrate some of these options into the starter pack? I think a lot of people might actually find those usefull :

*Toggle skill decay on / off. (Rust)
*Increase / decrease skill experience gain (Like a bar showing the increase / decrease either in % or 1x 1.5x etc)
*Adding diplomatic options to Humans / elves / others.
*Adding weapons and other items to a civilization (minecarts , specific ores and process like steel ) through a checkbox or something similar.
*Setting Titles for the different Nobility etc of a civ.
*Adjusting the base characteristics of a civilization ( Ie median strenght and other stats ).

Peridexis does not mod the game in the way you are asking. He just makes the starter pack in order to give you the tools you'd need to get started into the game as it is. You can probably change those yourself in the raws, but this pack is not intended to do that.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: MetalRocks on April 17, 2015, 10:45:25 am
¿Could it be possible to implement a couple of input text boxes in the dialog box to modify the window size of the game? I know you only need to modify manually the init file, but I think it should not be difficult to implement and would be useful.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: PeridexisErrant on April 17, 2015, 06:33:41 pm
¿Could it be possible to implement a couple of input text boxes in the dialog box to modify the window size of the game? I know you only need to modify manually the init file, but I think it should not be difficult to implement and would be useful.

This has recently been done, and will be in the next launcher release.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Madventurer on April 18, 2015, 09:43:08 am
I'm having a problem with graphics.
Latest version.

I load the graphics, but every time I run DF, it briefly flashes to the graphics and then goes to ASCII, then stays that way.

I've tried multiple packs, but nouse.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: fricy on April 18, 2015, 10:38:15 am
I'm having a problem with graphics.
/snip
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.
It's normal. Try embarking for graphics.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Madventurer on April 18, 2015, 11:15:03 am
Ah, that's the problem!
I thought I had read that through before :P
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: daishi5 on April 25, 2015, 10:02:12 pm
I am using the LNP in its default configuration, and I am having trouble telling which items are highlighted in many menus, especially the trade menu.  Has anyone found a fix to make it easy to tell which items are highlighted?
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Deman on April 26, 2015, 04:57:13 am
Anyone else having crash issues?  Just straight up Application error with "close program".

Just came back after a bunch of patches, fresh install of DF with the starter pack but has random crashes, tried all sorts, closing all other applications but still does it.  Sad times are had.

I'll try create a new world and see if it continues.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: PeridexisErrant on April 26, 2015, 06:43:06 am
Anyone else having crash issues?  Just straight up Application error with "close program".

No, but try generating a new world, then using print_mode:2D.  If that doesn't work, let me know when it crashes and what was happening.  And of course check that you don't have any constructions touching tree leaves, since that's a known cause of crashes in vanilla DF 40.24
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: boysfromthedwarf on April 27, 2015, 01:37:04 pm
Hi PE thanks as always for your work.....u rock.
I'm still getting the dreaded flickering bug on r10....would daz's method (discussed above) still work with r10?
I'm using 2d no twbt....but apart from that no changing of any other graphics functions in that graphics menu.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: xvicarious on April 27, 2015, 03:16:41 pm
I had a completely fresh installation of the pack (graphics came preinstalled?) and it was crashing every time I opened the game.  After switching back to ASCII graphics it is doing completely fine.  I really do like the Phoebus tileset though and would like to use that.  Any advice on this?
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Kadaan on April 28, 2015, 04:52:41 pm
No, but try generating a new world, then using print_mode:2D.

Where does that get set? Found it, [PRINT_MODE:2D] in /data/init/init.txt. edit: it's also on the launcher /facepalm

I'm also having crashing issues after 15-20 minutes into a fresh game using 40_24r10
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Arshness on April 29, 2015, 08:29:38 am
I am also getting the flickering. I thought I'd ignore it... but I'm not sure I can. It's driving me nuts.
I'm going to have to go back to the r7 version I had before. I just can't look at this screen with all the flickering. It gave me a migraine last night.

I tried the Print Mode thing and it didn't work. :c And I only posted to report this fact and hope it was helpful. ^^
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: TheDorf on May 01, 2015, 07:58:23 am
Is there any way to make the maps use the tileset like they did in previous versions? Like, when fast travelling or pressing "q" in adventure mode, and during world gen.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: PeridexisErrant on May 01, 2015, 10:33:08 am
Is there any way to make the maps use the tileset like they did in previous versions? Like, when fast travelling or pressing "q" in adventure mode, and during world gen.

Changing the print mode will disable TwbT, which may or may not be worth it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: TheDorf on May 01, 2015, 10:57:16 am
Changing the print mode will disable TwbT, which may or may not be worth it.

Not quite the answer I was hoping for. Thanks though.  :)

Are there any plans/would it be possible to make the maps use the tilesets while still allowing TwbT to be on? I recall some earlier version having this, but I could be wrong.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: drgnlord on May 04, 2015, 10:22:10 am
You can make the text tileset anything you like in the Init file and it will work with TWBT. This tileset is used for the maps and text.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Probe1 on May 05, 2015, 11:20:08 am
How do I activate the Legends Exports Processor in the latest LNP?  I can't even find it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: LeoCean on May 05, 2015, 04:18:19 pm
Changing the print mode will disable TwbT, which may or may not be worth it.

Not quite the answer I was hoping for. Thanks though.  :)

Are there any plans/would it be possible to make the maps use the tilesets while still allowing TwbT to be on? I recall some earlier version having this, but I could be wrong.

TWBT_LEGACY should keep the map as the tileset, I think it'll be best to save and exit and switch to TWBT printmode once you are embarked though. I forget why, I just remember that the the old gen isn't quite as good memory wise to use. It's been awhile though so that may not be the reason.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: PeridexisErrant on May 05, 2015, 04:47:27 pm
How do I activate the Legends Exports Processor in the latest LNP?  I can't even find it.

Instead of a separate utility, it's now a button in the "advanced" tab of the launcher - more reliable detection of many things, and available on any OS.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Probe1 on May 06, 2015, 10:07:05 am
How do I activate the Legends Exports Processor in the latest LNP?  I can't even find it.

Instead of a separate utility, it's now a button in the "advanced" tab of the launcher - more reliable detection of many things, and available on any OS.

Nice.  Thanks man.  I appreciate you working on it, it was a bit clunky the last time around. 
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Albedo on May 07, 2015, 03:10:05 pm
Hey all - used to be very active on this site well over 5 years ago, then had to take a break (RL > games, ver' sad).

Now I'm back, and a bit boggled at all the changes - burrows, new military organization, wheelbarrows and minecarts and hauling routes, the universal magma concept, entirely different fun - wow. I remember helping w/ Ver 1 of Dwarf Therapist, and working on the first "migration" of the wiki to a new version - so much has changed...  :o


One question (well, for now, ahem) - is something like Reveal/Tweak* available for this latest version? Is that something in this newbie-pack download?

(* If you don't know, don't ask)  8)
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Putnam on May 07, 2015, 04:06:37 pm
Reveal and tweak are both still in.

Unless you're referring to a specific tweak, since there's quite a few.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: PeridexisErrant on May 07, 2015, 06:30:01 pm
Hey all - used to be very active on this site well over 5 years ago, then had to take a break (RL > games, ver' sad).

Now I'm back, and a bit boggled at all the changes - burrows, new military organization, wheelbarrows and minecarts and hauling routes, the universal magma concept, entirely different fun - wow. I remember helping w/ Ver 1 of Dwarf Therapist, and working on the first "migration" of the wiki to a new version - so much has changed...  :o


One question (well, for now, ahem) - is something like Reveal/Tweak* available for this latest version? Is that something in this newbie-pack download?

(* If you don't know, don't ask)  8)

Indeed they are - most such tools are now part of DFHack (https://github.com/DFHack/dfhack/blob/master/Readme.rst), though a few like Dwarf Therapist are still standalone.  Don't panic at the length of the README, there's a lot of functionality but in this pack it's set up to basically work in the background and add UI hints for most of the stuff you'll want.

Everything is included, and you can get usage instructions for most of it with a ctrl-f at the above link.  Good luck, and strike the earth!
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Albedo on May 08, 2015, 12:14:00 pm
...Don't panic at the length of the README...

Wow - Yeah, there is a bit to read thru there, a function or two that I might want to get familiar with.  8)

THANKS!

<scampers off to do just that!>
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Albedo on May 08, 2015, 12:44:04 pm
Okay, ran into a hiccup - I'll line out what I did, you can tell me where I went wrong...

Went to https://github.com/DFHack/dfhack#installation-removal, hit "Download ZIP" (bottom link in right-hand margin). Unzipped into DF folder (where the DATA, RAW, & SDL folders are, etc.).

That's also where the file SDL.dll is, and in the Installation instructions, it sez...

Quote from: DFHack Readme
Copy the files from a release archive so that:

            o    On Windows, SDL.dll is replaced

... but it wasn't (and I got nothing special when I restart DF). Never got a prompt asking me if I wanted to replace it, and the "last modified" timestamp is still the original 2008.

Bad/wrong download?  ???
 
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: lethosor on May 08, 2015, 01:34:13 pm
You downloaded the source code. Check the releases tab instead.
Also, that would be better posted in the DFHack thread.
Title: Re: Dwarf Fortress 40_24 Starter Pack r10
Post by: Albedo on May 10, 2015, 05:53:09 pm
(oops, my bad.)

But that got me what I needed, all loaded and operational now. The "tabs" for the diff downloads were not obvious until you pointed them out. Thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: PeridexisErrant on May 12, 2015, 07:32:55 am
The Starter Pack has updated to 40_24 r11!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is a big release - I've been accumulating stuff for a while without enough time to actually test it all!  Thanks to some very generous people (https://www.patreon.com/PeridexisErrant)) and the general change of focus from keeping up with Toady to making new stuff, this is a good one.

Without too much detail there are some nice fixes (TwbT, graze), beautiful new utilities - go export some legends for BlockyMapApp - and a nice set of UI improvements for new players in the launcher (PyLNP and tooltips) and the early game (mouse-only worldgen!).

But enough talking - go strike the earth!

Changelog:
 - updated TwbT to 5.45; improved Adventure Mode support
 - added DwarfMockup 1.0.3; DF-like quickfort blueprint creation interface
 - added menu-mouse v0.12; makes embark menus click-able
 - added Blocky Map App 1.0; true 3D renderer for legends mode maps
 - updated PyLNP to v0.10; mostly UI upgrades
 - added tooltips to all graphics packs via (new) manifests
 - fixed missing GRAZE_COEFFICIENT in d_init.txt

SHA256:  085debf19d5fcac67e99b927349173fbd4fa302d87c4cfa2f46b9baedc1b2420
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: Probe1 on May 12, 2015, 10:22:49 am
Nice update on blocky map, I was looking forward to using that.  I've had some issues with legends processor stalling out.  I'll try to create a comprehensive bug report other than "It didn't find any files to export!" later today for you.
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: Sazabi on May 12, 2015, 11:20:51 am
Realy big release. Nice new interface!
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: pondicherry on May 12, 2015, 11:39:37 am
always great work,

Thank you
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: Klekavian on May 12, 2015, 06:15:51 pm
Neat, thanks.

Small problem with the clickable embark menus, though; you can't scroll through your list of dwarves with the keyboard controls anymore. Keyboard controls still work with every other part of the menu - skills, items, etc. - but not dwarves for some reason. Or maybe it's just my game?

Cheers.
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: PeridexisErrant on May 12, 2015, 06:50:19 pm
Nice update on blocky map, I was looking forward to using that.  I've had some issues with legends processor stalling out.  I'll try to create a comprehensive bug report other than "It didn't find any files to export!" later today for you.
Thanks - good bug reports are too rare :)

Small problem with the clickable embark menus, though; you can't scroll through your list of dwarves with the keyboard controls anymore. Keyboard controls still work with every other part of the menu - skills, items, etc. - but not dwarves for some reason.
I'll pass this on, thanks for letting me know.
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: bodgingbrom on May 12, 2015, 11:07:21 pm
Neat, thanks.

Small problem with the clickable embark menus, though; you can't scroll through your list of dwarves with the keyboard controls anymore. Keyboard controls still work with every other part of the menu - skills, items, etc. - but not dwarves for some reason. Or maybe it's just my game?

Cheers.

I'm having the same issue, was driving me nuts! I didn't even notice the part about clickable menus, I'll use that to embark, thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: Space Wizard on May 13, 2015, 01:40:03 am
Neat, thanks.

Small problem with the clickable embark menus, though; you can't scroll through your list of dwarves with the keyboard controls anymore. Keyboard controls still work with every other part of the menu - skills, items, etc. - but not dwarves for some reason. Or maybe it's just my game?

Cheers.

This. I was raging for a bit. I have never touched the mouse before now while playing DF and it feels dirty.
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: Dirst on May 13, 2015, 01:47:30 am
Thanks PE, great work as always!
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: Klekavian on May 13, 2015, 05:49:05 pm
*snip*

This. I was raging for a bit. I have never touched the mouse before now while playing DF and it feels dirty.

I know, right! It seems like such a small thing but it bugged me so much that I felt compelled to make it the topic of my very first post to this forum.

It's easy to disable if it really drives you nuts. "menu-mouse disable" in DFHack.

I hope I don't sound ungrateful though, PE, and I know it's the plugin maker's fault and not yours. I very much appreciate what you do here. And the makers of the mods, for that matter.
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: NW_Kohaku on May 13, 2015, 09:14:51 pm
Neat, thanks.

Small problem with the clickable embark menus, though; you can't scroll through your list of dwarves with the keyboard controls anymore. Keyboard controls still work with every other part of the menu - skills, items, etc. - but not dwarves for some reason. Or maybe it's just my game?

Cheers.

This. I was raging for a bit. I have never touched the mouse before now while playing DF and it feels dirty.

I've actually found mouse control for designations to be fairly decent.  Well, I hate using nothing but rectangles, and prefer "rounded" or other designs, so "painting" makes more sense than rectangular fill. 

Using the mouse to loo'k' at a stack without having to actually cancel out of a menu or pause the game is also nice. 

But yeah, it's kind of weird to play DF, and have the Interface not actively spitting in your face or screaming obscenities at you while canceling all your job orders because some dwarf lost a barrel.
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: NW_Kohaku on May 14, 2015, 12:18:05 am
While I do want to say thanks for making this pack... (My God... it's amazing.  All these interface features we've been begging Toady for for years, and some people with hacking tools just forces it into the game, anyway... Does Toady know about this?  Like, Standing Orders and not canceling jobs that couldn't be fulfilled have been the number one item on Eternal Suggestions Voting SINCE IT BEGAN, and he still hasn't bothered yet... It can't be that hard!)

I have to ask why there can't be some copying over of certain things, especially raws?  This isn't a version update for DF, and there's no reason the raw objects files can't be carried over, and it makes re-updating all the mods annoying.  Same goes for art files (of which I have custom), embark profile, worldgen parameters, or init files.   Having an importer program with collision detection shouldn't be that much more work to incorporate.
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: Space Wizard on May 14, 2015, 01:33:55 am
Neat, thanks.

Small problem with the clickable embark menus, though; you can't scroll through your list of dwarves with the keyboard controls anymore. Keyboard controls still work with every other part of the menu - skills, items, etc. - but not dwarves for some reason. Or maybe it's just my game?

Cheers.

This. I was raging for a bit. I have never touched the mouse before now while playing DF and it feels dirty.

I've actually found mouse control for designations to be fairly decent.  Well, I hate using nothing but rectangles, and prefer "rounded" or other designs, so "painting" makes more sense than rectangular fill. 

Using the mouse to loo'k' at a stack without having to actually cancel out of a menu or pause the game is also nice. 

But yeah, it's kind of weird to play DF, and have the Interface not actively spitting in your face or screaming obscenities at you while canceling all your job orders because some dwarf lost a barrel.

I've just gotten super used to making circles and designs using the keys, I make a lot of circular towers and I have it down pat.

I'm sure there are things that would be faster if I learned to incorporate the mouse, but I just hate switching between having both of my hands over the keyboard and one hand on the mouse, yaknow.
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: PeridexisErrant on May 14, 2015, 01:56:05 am
I have to ask why there can't be some copying over of certain things, especially raws?  This isn't a version update for DF, and there's no reason the raw objects files can't be carried over, and it makes re-updating all the mods annoying.  Same goes for art files (of which I have custom), embark profile, worldgen parameters, or init files.   Having an importer program with collision detection shouldn't be that much more work to incorporate.

TLDR:  doing this right in anything more than a minimal way is such a colossal pain I haven't gotten to it yet.

Making this work better is a medium-term priority for me.  The short answer is that it has to work on anyone's (windows) computer, and basically the current script is as far as I can take batch scripting - and Python requires everyone to install that, or a disproportionately big blob.  Basically it's waiting until I have a weekend and actually want to, or the problem gets easier in some way.
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: lethosor on May 14, 2015, 08:43:34 am
I have to ask why there can't be some copying over of certain things, especially raws?  This isn't a version update for DF, and there's no reason the raw objects files can't be carried over, and it makes re-updating all the mods annoying.  Same goes for art files (of which I have custom), embark profile, worldgen parameters, or init files.   Having an importer program with collision detection shouldn't be that much more work to incorporate.

TLDR:  doing this right in anything more than a minimal way is such a colossal pain I haven't gotten to it yet.

Making this work better is a medium-term priority for me.  The short answer is that it has to work on anyone's (windows) computer, and basically the current script is as far as I can take batch scripting - and Python requires everyone to install that, or a disproportionately big blob.  Basically it's waiting until I have a weekend and actually want to, or the problem gets easier in some way.
It might be possible to use the interpreter (or Python library) embedded in PyLNP to run external Python scripts, actually (which would be nice because scripts like that could be made more portable).
Title: Re: Dwarf Fortress 40_24 Starter Pack r11
Post by: PeridexisErrant on May 16, 2015, 08:53:05 am
The Starter Pack has updated to 40_24 r12!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Just a bugfix update - fixes some issues associated with menu-mouse I didn't catch last time (sorry!), hiding TwbT files (they're not really tilesets, usually), and the PyLNP update also adds better logging of mods merging in debug mode.  Strike the Earth!

Changelog:
 - updated menu-mouse to v0.13
 - menu-mouse disabled by default; now part of "mouse control" hacks in launcher
 - hid TwbT overrides in tilesets list
 - updated PyLNP to v0.10a

SHA256:  5ac800b9e205f9cb929aad9ac98869068f8de59e9c9e556b5d8b0205ae044e90
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Klekavian on May 16, 2015, 12:01:38 pm
Yay! Thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: pondicherry on May 16, 2015, 12:12:33 pm
Thanks again Per
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Raul on May 16, 2015, 12:13:11 pm
Thank you very much for your dedication, Peridexis!
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: terminalmonky on May 16, 2015, 12:19:47 pm
Do not apologize!  You rock for spending time to compile and maintain this.  Thanks.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Dirst on May 16, 2015, 06:34:30 pm
Do not apologize!  You rock for spending time to compile and maintain this.  Thanks.
Seriously, the Pack is a compilation of third-party plugins to third-party extensions of alpha software.  Consider yourself an exemplary Pack custodian if you haven't burned down anyone's house!

And, thanks again for the tireless work lassoing all of these unstable bits and bytes into something friendly enough for newbies and experts alike.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Kluge on May 16, 2015, 07:13:09 pm
Exception in thread Thread-2:
Traceback (most recent call last):
  File "C:\Users\[redact]\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\threading", line 808, in __bootstrap_inner
  File "C:\Users\[redact]\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\threading", line 761, in run
  File "C:\Users\[redact]\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.download", line 211, in __process_queue
  File "C:\Users\[redact]\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.update", line 107, in extract_new_pack
  File "C:\Users\[redact]\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.update", line 118, in extract_archive
WindowsError: [Error 32] The process cannot access the file because it is being used by another process: u'.\\Dwarf Fortress 40_24 Starter Pack r12.zip'


That seems like a weird place to pull it from. :P
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: variablenonsense on May 17, 2015, 07:23:15 am
Is it just me? Going to the Graphics > Customize menu causes PyLNP to freak the hell out. It looks like the font menu is constantly trying to expand and overlap anything else. Doing anything on that tab (was trying to change color scheme) causes it to freeze up immediately. Everything else is perfect as usual.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: PeridexisErrant on May 17, 2015, 08:34:40 am
Is it just me? Going to the Graphics > Customize menu causes PyLNP to freak the hell out. It looks like the font menu is constantly trying to expand and overlap anything else. Doing anything on that tab (was trying to change color scheme) causes it to freeze up immediately. Everything else is perfect as usual.
... it's not doing that for me, at least.  If it's a persistent problem try restarting the computer (really), then grabbing an older build or running the Python source directly.

Traceback (most recent call last):
<snip>

That seems like a weird place to pull it from. :P
You mean the build location?  Pidgeot could build it wherever, but that's where it goes... personally I agree though, the PyInstaller build system gives weird tracebacks.  No need to redact either, it's all over on bitbucket under a real name.

Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Pidgeot on May 17, 2015, 08:56:32 am
Is it just me? Going to the Graphics > Customize menu causes PyLNP to freak the hell out. It looks like the font menu is constantly trying to expand and overlap anything else. Doing anything on that tab (was trying to change color scheme) causes it to freeze up immediately. Everything else is perfect as usual.

It sounds like Tk (the UI library used) isn't able to layout properly for whatever reason. A screenshot or something would be helpful.

Resizing the window slightly might avoid the issue.
Traceback (most recent call last):
<snip>

That seems like a weird place to pull it from. :P
You mean the build location?  Pidgeot could build it wherever, but that's where it goes... personally I agree though, the PyInstaller build system gives weird tracebacks.  No need to redact either, it's all over on bitbucket under a real name.

Yeah, PyInstaller doesn't have any support for removing the path, and since it's not exactly difficult to find out my name (and said name is quite common), I don't really consider it a priority at the moment.

As for the actual error, my best guess is that your anti-virus program was blocking the file.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Showbiz on May 17, 2015, 10:02:43 am
Thanks again Perry!
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: variablenonsense on May 17, 2015, 04:37:22 pm
It actually did this on the previous version but I forgot to mention it, so it isn't just restarting - I shut down my comp nightly, so ...

Resizing doesn't help either, tried that.

http://i.imgur.com/jzSRZqA.png

Screenshotting only catches one frame of it; it happens too fast, but in that GRAPHICS_FONT will jump up to the top of the window then back down to that position really quickly.

Maybe it has something to do with using a custom windows theme? ... I forget when I noticed it, so I don't remember which revision -didn't- do it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Pidgeot on May 17, 2015, 05:30:00 pm
Maybe it has something to do with using a custom windows theme? ... I forget when I noticed it, so I don't remember which revision -didn't- do it.

That sounds plausible. Judging by the image, it *might* be related to scrollbars? As of PyLNP 0.10, scrollbars are supposed to hide themselves whenever they aren't actually needed, I think maybe that's what ends up confusing it.

You could try making a bunch of extra keybinding files so it ends up needing a scrollbar for that; if that also freaks out, then that's probably it. (You can delete them again from the LNP\Keybinds folder.)

It'd also be helpful to know what theme that is; maybe I can work around it somehow (no guarantees, though).

Until the problem is resolved, you can try going back to PyLNP 0.9.6 (https://bitbucket.org/Pidgeot/python-lnp/downloads), which doesn't contain the automatic scrollbars. You can just drop the old exceutable right next to the current one; I'd keep PyLNP.json from the pack (note that update checking might fail, since that system was also changed somewhat for 0.10).
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: variablenonsense on May 17, 2015, 07:48:19 pm
http://yorgash.deviantart.com/art/Steam-VS-for-Windows-7-449032822

I believe this is it, though I don't have the icons. Not fond of them. (It's been several months since I installed it and I looked at quite a few, but I'm pretty sure that's it.)

Going back to that previous version fixes the issue, so I'm going to guess that's the problem, if that's what's changed. Actually, let me see...

Yep. Adding a bunch of duplicate keybinds causes that tab to do the same thing. I know I've had compatibility problems with at least one other program from the custom theme, that's what made me think about it.   :-\
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Pidgeot on May 17, 2015, 09:42:17 pm
Yeah, I don't really think I can actually *fix* this, since it appears to be a problem with the modified system files used by the theme.

What I *could* do is add a user setting for the next version that forces the scrollbars to always be visible. That should avoid the problem, assuming they're working at all in 0.9.6.

Alternatively, you could wait for the new UI that's under development. It uses a completely different UI library, so there's a chance it won't be affected by this - but I don't know when it'll be ready, as there's still some work to do.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Pidgeot on May 18, 2015, 07:30:16 am
@variablenonsense: One of the other developers (the guy who added the auto-hiding scrollbar, actually) suggested another approach, which I'd like to know if works.

Can I get you to go to https://bitbucket.org/Pidgeot/python-lnp/issue/89/auto-hiding-scrollbar-may-cause-breakage, download the build attached there (PyLNP_scrollbar_test.zip), and try running it? If it works, we'll put that in the next build instead of a hidden option.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: variablenonsense on May 18, 2015, 07:49:42 am
Tried it out, same effect.

Whatever works for you guys; I just report the oddities when I see them. I don't go to that tab often (after playing around I have it how I like it, and I can swap basic tilesets with no issues, it's just the customize screen) ... and I can use the 0.9.6 version for that if I -need- that screen. I don't know how many other people have custom themes or have this issue and just haven't mentioned it, so, like I said, your call.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Ravendarksky on May 18, 2015, 10:58:35 am
I have a request/suggestion for future LNP. Can the Copy data from an older Starter Pack.bat file be modified to also copy the actual LNP settings?
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: lethosor on May 18, 2015, 02:04:15 pm
Which LNP settings? If you mean the game configuration (init.txt, d_init.txt, keybindings, etc.), those can't always be copied over safely if options are added or changed by Toady, although it should be safe to copy the files over if the DF version doesn't change (they're located in <DF folder>/data/init).
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: easykiln on May 18, 2015, 05:04:53 pm
I know it is minor but it annoys me that Dwarf Therapist throws a warning every time if you set it to run with dwarf fortress, but that is the easiest way. The only way I can think of to properly fix that is to change Dwarf Therapist to automatically just listen for some sort of signal from dfhack before autoconnecting, but I am a noob and it is a problem that only matters with this pack so I was hoping you might have an easier way to address it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Pidgeot on May 19, 2015, 10:53:17 am
Tried it out, same effect.

Whatever works for you guys; I just report the oddities when I see them. I don't go to that tab often (after playing around I have it how I like it, and I can swap basic tilesets with no issues, it's just the customize screen) ... and I can use the 0.9.6 version for that if I -need- that screen. I don't know how many other people have custom themes or have this issue and just haven't mentioned it, so, like I said, your call.

PyLNP 0.10b, which is being uploaded to Bitbucket (https://bitbucket.org/Pidgeot/python-lnp/downloads) at this very moment, adds the option I was talking about earlier (Options > Always show scrollbars). Hopefully it'll allow you to use the newest version properly.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Linkxsc on May 19, 2015, 11:19:45 am
question, is there anyone else having issue with this version of LNP where dwarves will have issues assigning and unassigning hauling labors? Might be a therapist bug actually, but started noticing on my fort. Only 6 of the 10 soldiers (off duty) and wood crafters (also not doing too much because its a small desert embark without much wood) didn't have hauling set, even though they should have it. Meanwhile my brewer, grower, and metalsmith who should have no hauling labors, have all of them set.
Upon trying to give the ones that should have hauling... it'll set, and I hit send to game, and then when it refreshes, they still won't have those labors.

What gives?
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: fricy on May 19, 2015, 12:21:47 pm
question, is there anyone else having issue with this version of LNP where dwarves will have issues assigning and unassigning hauling labors?
It sounds like the autolabor plugin is messing with you. Check the dfhack tab in the launcher if you have autolabor enabled. You can switch it off in the dfhack console with disable autolabor
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: toasteur on May 19, 2015, 02:33:41 pm
I know it is minor but it annoys me that Dwarf Therapist throws a warning every time if you set it to run with dwarf fortress, but that is the easiest way. The only way I can think of to properly fix that is to change Dwarf Therapist to automatically just listen for some sort of signal from dfhack before autoconnecting, but I am a noob and it is a problem that only matters with this pack so I was hoping you might have an easier way to address it.

you can simply uncheck the option to connect and load dwarves on startup in DT.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: easykiln on May 19, 2015, 03:06:00 pm
I must have missed said option ,thank you.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Linkxsc on May 19, 2015, 03:49:07 pm
question, is there anyone else having issue with this version of LNP where dwarves will have issues assigning and unassigning hauling labors?
It sounds like the autolabor plugin is messing with you. Check the dfhack tab in the launcher if you have autolabor enabled. You can switch it off in the dfhack console with disable autolabor

Its off and was never turned on. And still is happening.

Literally it will be like this. 2 of my 4 woodworkers will have all far right labors applied, I hit to apply hauling labors to all of them. hit send, and it just keeps telling me that the 2 of them don't have those labors applied.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: lethosor on May 19, 2015, 04:37:52 pm
Is autohauler enabled?
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Linkxsc on May 19, 2015, 04:55:36 pm
Is autohauler enabled?
yes infact it seems it was for some random reason. I never turned it on and LNP doesnt mention that its turned on, and DFhack wasn't saying it was on during load... but it was on.
Well thats that fixed, ty
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Ertaan on May 23, 2015, 12:38:08 am
Guys, what do you think, will the new release (guest, visitors, etc) compatible with the current one? Is it worth to start a new fort, or better to wait?
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Putnam on May 23, 2015, 12:48:56 am
Start a new one.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: PeridexisErrant on May 23, 2015, 01:07:02 am
Guys, what do you think, will the new release (guest, visitors, etc) compatible with the current one? Is it worth to start a new fort, or better to wait?

0.40.01 came out more than a year after the projected release date, so don't stop playing the current version from anticipation!  It probably won't be save-compatible (though there's a chance), but basically we'll just wait for the release and see.  Typically it's a few weeks for the Starter Pack to update fully too, so no stress there - I'll maintain parallel old/stable and new/unstable packs for a while.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Ertaan on May 23, 2015, 08:36:33 am
Hey, thank you, i'am just going to strike the earth  :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: mavherick on May 27, 2015, 04:21:36 pm
Using the latest starter pack (40_24 r12), I keep getting intermittent crashes, usually during the time the game saves, but not exclusively. The weird thing is it will run fine for a while, auto seasonal save and all. I tried with the LNP GUI opened or closed, didn't seem to affect things either way. This is what was in the latest stderr.txt

Spoiler (click to show/hide)

I'm running on Win 8.1 x64, the game folder is right off the root of my drive. Anything obvious I missed?
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Putnam on May 27, 2015, 04:22:45 pm
LNP GUI shouldn't have anything to do with game crashes.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: PeridexisErrant on May 27, 2015, 04:42:03 pm
LNP GUI shouldn't have anything to do with game crashes.

It doesn't. That's a log from PyLNP when you click in some of the list boxes, and even then it doesn't crash or affect DF.

This is probably a TwbT issue - maybe try print mode 2D?
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: mavherick on May 27, 2015, 04:49:23 pm
Will do, thanks for the quick reply and all the work you put into this.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: NW_Kohaku on May 27, 2015, 06:28:14 pm
Guys, what do you think, will the new release (guest, visitors, etc) compatible with the current one? Is it worth to start a new fort, or better to wait?

To add to what was said above...

Toady has been working in a pattern for the past 9 years. 

Step 1: "I'm going to add a new feature this time.  May take a couple weeks."
Step 2: <couple weeks later> "Oh, hey, there's progress, but there were some problems that will take some extra time to work on."
Step 3: <couple months later> "Hey, guys, I stopped doing what I said I was doing because I'm working on some totally random side project!"
Step 4: <a year later> "Hey, anyone still checking these things?  Oh, well, I'm releasing a new version, now.  It doesn't have anything I said I was working on, but it has all that other random stuff, instead, so enjoy!"
(This is the point when everything is horribly buggy and broken again as it is a new version.)
Step 5: <2 hours after new release> "Oh, wow, it turns out my first version has a crash bug as soon as you perform any designations or chop wood, whoops! Hotfix tonight!"
Step 6: <1 day after newest version> "OK, so I'm going to fix some more of the obvious bugs then go to sleep."
Step 7: <8 hours after newest version> "Oh, wow, my bugfix caused more crash-on-launch bugs, whoops! New hotfix!"
Repeat steps 6 and 7 until the most blatant of bugs are fixed.
Step 8: Maybe add some features in a two-week timespan.
Step 9: Back to bugfixes once a week or so that increasingly grow more major.
Step 10: Decides to go back to adding a feature, at which point, go back to Step 1.

For what it's worth, this tavern and caravan arc stuff Toady's declared he's working on?  That's what he declared he was working on in 2010.  That's certainly not to say that worldgen cities or vampires or minecarts weren't great additions to the game (minecarts and wheelbarrows in particular solved one of the most critical problems in the game) but just that you shouldn't trust Toady's rough speculative guesses about when he'll be done with anything. 

So yeah, don't hold your breath.  This is the good time to start a new long-term fort, when all the bugs are known and have the best workarounds available, and you aren't likely to have giant save-breaking version shifts.  In fact, even if he were coming out with a new version tommorow, I'd suggest you keep playing the version we have now, because the new version is going to be a constant flurry of version updates (many of which save-break) that doesn't settle down for a couple months. 
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Putnam on May 27, 2015, 06:45:41 pm
You may want to consider the fact that the previous major release (major meaning "has an entire section dedicated to it in the current dev page") took 3 weeks, and included auto-mining with it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: NW_Kohaku on May 27, 2015, 07:40:59 pm
You may want to consider the fact that the previous major release (major meaning "has an entire section dedicated to it in the current dev page") took 3 weeks, and included auto-mining with it.

Yeah, that's Step 8, the handful of features added in a couple weeks.  Before that, he did the giant grab-bag of animals from the zoo fundraiser and minecarts in a brief update as well, if memory serves.  He tends to do a couple small things then some monumental thing that takes a year. 

I'm just saying not to plan around this being a quick update.  If updates have major interface changes and/or large procedural generation changes, (which taverns likely will,) then it tends to be far more likely to be the "take a year" variety.  The 40d to .31 jump was military/medical screen and caverns, for example.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Witty on May 27, 2015, 08:23:10 pm
Sadly, most of what Kohaku has said is pretty true. But I have a decent amount of hope that the great Wait for DF2014 will remind Toady of the dangers that comes with feature creep.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: lethosor on May 27, 2015, 08:33:11 pm
It's worth noting that Toady has a specific set of features (http://www.bay12games.com/dwarves/dev.html) that he is working on for the next release (which was also the case for the last somewhat-major release that Putnam mentioned):

Quote from: http://www.bay12games.com/media/df_talk_22_transcript.html
We're going to try our best to do, when necessary, releases while we're actually working on one section. But at least we'll have that, that there's going to be some breaks, that there's not going to be another two-year release...

Quote from: http://www.bay12forums.com/smf/index.php?topic=150441.0
It's technically possible that we could get a Dwarf Fortress release by the end of the month, and I've written everything out on a theoretical daily schedule that would make it, but I suspect bugs, non-DF hassles and other issues will drag it out by a bit.  We're doing well though, in terms of not having another giant multi-year wait
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Putnam on May 27, 2015, 09:36:11 pm
You may want to consider the fact that the previous major release (major meaning "has an entire section dedicated to it in the current dev page") took 3 weeks, and included auto-mining with it.

Yeah, that's Step 8, the handful of features added in a couple weeks.  Before that, he did the giant grab-bag of animals from the zoo fundraiser and minecarts in a brief update as well, if memory serves.  He tends to do a couple small things then some monumental thing that takes a year. 

I'm just saying not to plan around this being a quick update.  If updates have major interface changes and/or large procedural generation changes, (which taverns likely will,) then it tends to be far more likely to be the "take a year" variety.  The 40d to .31 jump was military/medical screen and caverns, for example.

..."Likely will?" He's actually done with dwarf taverns AFAIK...
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: PeridexisErrant on May 27, 2015, 10:07:18 pm
OK, let's end the derail here.  We've all clearly stated our positions.  I don't mind answering questions at all, but this is not the right thread for big release schedule debates.

Thanks.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: lkjggfs on June 01, 2015, 09:48:52 pm
I was wondering, how do you run the Starter Pack Launcher? I think I found it, if it's called PyLNP.json, and if so I can't get it to run. What do I need to do?
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Putnam on June 01, 2015, 09:54:23 pm
PyLNP.json is a settings file.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: PeridexisErrant on June 01, 2015, 10:07:18 pm
I was wondering, how do you run the Starter Pack Launcher? I think I found it, if it's called PyLNP.json, and if so I can't get it to run. What do I need to do?

Your antivirus has probably deleted "Starter Pack Launcher (PyLNP).exe"
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: lkjggfs on June 02, 2015, 08:52:15 am
I don't think it's deleted. It just says Windows doesn't know how to run it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: PeridexisErrant on June 02, 2015, 09:27:09 am
I don't think it's deleted. It just says Windows doesn't know how to run it.

I think you're looking at the wrong file.  I'm talking about the bottom one in this pic:

(https://i.imgur.com/kMHzQTB.png)
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: lkjggfs on June 02, 2015, 09:49:47 am
You're right. What do I do to get it then?
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Dirst on June 02, 2015, 12:02:27 pm
You're right. What do I do to get it then?
You need to open your antivirus, find the event where it saw that file and panicked, then tell it that you want to re-instate and trust that file.

This happens a lot when a new Starter Pack first comes out because the antivirus vendors haven't seen it before, but this one ought to have a reputation by now.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Legionaries on June 03, 2015, 05:45:36 pm
First of all, thank you for assembling this pack.

I didn't notice that windows was blocking the files inside the zip, and my DF was crashing in the first few months of game.  I was getting ready to give up for the old version after 3 starter pack versions when I noticed the block was in place.
You may want to advise everyone if they are getting any of the contents blocked, they need to back out to the downloaded zip, view the properties of the zip and unblock it BEFORE files are unzipped.  The block/unblock status will match the the zip container it comes in, so if you don't unblock it first, every file will be blocked and you will need to manually unblock every single file or run a script to do so.

This fixed all my DF issues - thought I would share.
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Rhasdra on June 04, 2015, 08:02:55 am
My LNP doesn't show DFHack's available hacks... I tried redownloading it and nope, didn't work.
Anyone knows how to fix it?

Picture:
http://i.imgur.com/xBGBwqJ.png
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: PeridexisErrant on June 04, 2015, 08:44:51 am
My LNP doesn't show DFHack's available hacks... I tried redownloading it and nope, didn't work.
Anyone knows how to fix it?

Picture:
http://i.imgur.com/xBGBwqJ.png

Hmm.  Do you have a file "LNP\PyLNP.json", with the following contents?

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_24 Starter Pack r12
Post by: Rhasdra on June 04, 2015, 10:38:24 am
It worked! Thank you so much!

Shouldn't it be inside the download files already? I guess it needs to be fixed xP
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 04, 2015, 10:33:20 pm
The Starter Pack has updated to 40_24 r13!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Changelog:
 - updated PyLNP to v0.10b; fixes mod install and moves PyLNP settings
 - updated menu-mouse to v0.14
 - updated view-item-info; now fixed, always-on, and more descriptions
 - added Gemset graphics v1.3; high-res, TwbT intensive, and gorgeous

SHA256:  444daf752c3264f1135b0fb674595469c4bf6191c6db1955cf434bf435a7edf1
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: variablenonsense on June 05, 2015, 12:38:58 am
Per: Doesn't Gemset have ... item icons?

I grabbed the new pack and generated a new world, using LNP to install Gemset, and some of them seem to show up - bags and barrels, for example - but are constructed items not the same for it? I wasn't sure if this should be asked on GemSet's thread or this one since I remember seeing shots with the constructed items on that thread ... so I thought it might be something with the starter set.

Beds for example show the icon while in a stockpile, but do NOT show the icon when constructed - they just show text. (If you think it's something with Gemset and not the LNP I'll post it over there instead.)
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 05, 2015, 12:43:15 am
Per: Doesn't Gemset have ... item icons?

I grabbed the new pack and generated a new world, using LNP to install Gemset, and some of them seem to show up - bags and barrels, for example - but are constructed items not the same for it? I wasn't sure if this should be asked on GemSet's thread or this one since I remember seeing shots with the constructed items on that thread ... so I thought it might be something with the starter set.

Beds for example show the icon while in a stockpile, but do NOT show the icon when constructed - they just show text. (If you think it's something with Gemset and not the LNP I'll post it over there instead.)

It's a known limitation - building overrides aren't done yet, so constructed stuff (eg built beds) reverts to ASCII.  Frustrating, but it's a work in progress  :-\
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: variablenonsense on June 05, 2015, 12:46:05 am
Ohhh no that's fine, I've just been loosely following it and I wasn't sure if I'd mis-remembered a screenshot - which I just got done going through the thread again and saw that it was stockpiles, not constructed, so oops. It's still a beautiful set regardless, I just wasn't sure if I was doing something wrong.

You just replied before I got to editing my post saying I was a dumb and misremembering things.  :P
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: NW_Kohaku on June 05, 2015, 08:31:59 pm
So there aren't any bugfixes this time?

I've been enjoying the features, here, but I've been having some serious trouble with crashbugs, in a way I have never experienced with DF, even playing back as far as 40d.  I had several crashes that occur just by moving up or down z-levels within my fort, and because of that, I've been saving religiously after every major designation. 

However, even more troubling, saving, itself is severely crash-prone, especially when it gets to the saving world history part.  I'm getting to the point where I think I should be copy-pasting my save folder to save my save before I save, because I'm worried it may cause corruption of the save file.  (I haven't seen a Nemesis Unit Load Fail since 40d, but I just had my first no-liason Autumn...)

I really like TWBT, but if it's causing save corruption and constant two-hours-of-game-loss, it's got to go.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 05, 2015, 08:51:15 pm
- updated view-item-info; now fixed, always-on, and more descriptions
These are the changes that were merged into DFHack, correct?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 06, 2015, 02:40:38 am
- updated view-item-info; now fixed, always-on, and more descriptions
These are the changes that were merged into DFHack, correct?

Yes. I've also seen the issue someone raised, and I'll take a look later this week.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: mattroks101 on June 06, 2015, 10:29:35 pm
I've tried this pack on two different computers, and on both, the screen is flickering constantly. And it also crashes on embark often. Anyone else having this problem?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Ragnarock on June 07, 2015, 05:32:32 am
Past ten or so builds have been randomly crashing on using (T) in adv. mode too
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 07, 2015, 06:43:40 am
I've tried this pack on two different computers, and on both, the screen is flickering constantly. And it also crashes on embark often. Anyone else having this problem?
Past ten or so builds have been randomly crashing on using (T) in adv. mode too

I'm not sure about the crashing, but the other problems can be solved by running the command "unload twbt" in DFHack.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Devstorm on June 07, 2015, 07:08:18 am
I will be getting a new laptop with Windows 8 next week, and of course I plan to install this pack on it. It will run on Windows 8, yes? And are there any tips or concerns that I can tweak to help play DF well?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 07, 2015, 07:26:17 am
I will be getting a new laptop with Windows 8 next week, and of course I plan to install this pack on it. It will run on Windows 8, yes? And are there any tips or concerns that I can tweak to help play DF well?

Yes, absolutely!  The only thing you may wish to check is that if you've got a high-resolution screen, disabling application scaling can allow you to play with larger tilesets.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 07, 2015, 10:38:07 am
I'm not sure about the crashing, but the other problems can be solved by running the command "unload twbt" in DFHack.
This does not work at all - TwbT refuses to allow itself to be unloaded, so attempting to do this will leave the plugin in a "zombie" state with TwbT still active.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 11, 2015, 12:35:52 pm
I'm not sure If I should explain here my problem, but here it goes...

For some reason I'm getting the GL error, is the first time I see this. What can I do?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 11, 2015, 12:37:44 pm
I'm not sure If I should explain here my problem, but here it goes...

For some reason I'm getting the GL error, is the first time I see this. What can I do?
Edit: I can't play ... :(
Edit2: Sorry for doublepost, "mistakes were made" like the rogue from Heartstone says
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Markous on June 12, 2015, 04:26:06 am
Thank you very much for the Starter Pack! :D
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 13, 2015, 10:50:06 am
For some reason I'm getting the GL error, is the first time I see this. What can I do?
What error, specifically, are you seeing?

Also (unrelated): Is there a reason why this thread uses "40_24" instead of "0.40.24", or at least "40.24"? I'm not really sure where this came from, but it's not particularly consistent (a search for "40_24" on this forum returns 13 results, nearly all of which refer to this pack, while "0.40.24" returns 340).
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 13, 2015, 01:29:37 pm
When I use TWBT print mode, things get really slow and then this:
"GPU unable to accommodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU."

First time I see this and I'm used to TWBT...
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 13, 2015, 02:30:16 pm
Are you using GemSet or another tileset?

(By the way, this is the issue Toady has mentioned regarding tileset expansion:)
Even a basic addition of another character page is not a rewrite I feel comfortable doing.  The DF part is fine -- it'd take a while, but I could do the DF side of it once I knew what data to push where.  However, I have no idea how to set up additional texture atlases while still keeping the speed up in OpenGL, assuming it wouldn't require a completely different approach, so I can't really start.  It's way on the back burner for this reason.  The game could probably use another thousand characters at this point to remove fundamental overlaps.  That's potentially independent of the item graphics problem, though they both run into the texture atlas issue (if you want more than a few item pictures).
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 13, 2015, 02:36:55 pm
Yes, this happens with Spacefox and GemSet the other's I haven't tried ...
Btw this issue stops with 2D print mode, but I miss TWBW
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: LeoCean on June 13, 2015, 04:57:13 pm
Yes, this happens with Spacefox and GemSet the other's I haven't tried ...
Btw this issue stops with 2D print mode, but I miss TWBW

Those are like the only ones that use overrides... Well more than one override tilesheet.

For some reason I'm getting the GL error, is the first time I see this. What can I do?
What error, specifically, are you seeing?

Also (unrelated): Is there a reason why this thread uses "40_24" instead of "0.40.24", or at least "40.24"? I'm not really sure where this came from, but it's not particularly consistent (a search for "40_24" on this forum returns 13 results, nearly all of which refer to this pack, while "0.40.24" returns 340).

Isn't that a good reason to use it then?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: fricy on June 13, 2015, 05:03:15 pm
When I use TWBT print mode, things get really slow and then this:
"GPU unable to accommodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU."
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 13, 2015, 05:53:47 pm
thanks for the big and bold letters, I've read them. The thing is: I always used spacefox + twbt and none of this happened. What changed from the previous r.?
Edit: Drivers are up to date=updated
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: NW_Kohaku on June 13, 2015, 06:12:02 pm
Are you using GemSet or another tileset?

(By the way, this is the issue Toady has mentioned regarding tileset expansion:)
Even a basic addition of another character page is not a rewrite I feel comfortable doing.  The DF part is fine -- it'd take a while, but I could do the DF side of it once I knew what data to push where.  However, I have no idea how to set up additional texture atlases while still keeping the speed up in OpenGL, assuming it wouldn't require a completely different approach, so I can't really start.  It's way on the back burner for this reason.  The game could probably use another thousand characters at this point to remove fundamental overlaps.  That's potentially independent of the item graphics problem, though they both run into the texture atlas issue (if you want more than a few item pictures).

... What?

With all the pathfinding and brute-force random motion of water, how on Earth is loading a second (or third or fourth) set of images to use as an icon atlas going to in any way noticeably affect the speed of the game?  (In fact, that's what graphics already does, and it's effects are totally negligible...)
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 13, 2015, 07:54:10 pm
Speed of graphics is not an issue at this point (since the OpenGL/SDL/libgraphics changes between 40d and 0.31), but it used to be a significant bottleneck in earlier versions. DF uses a texture catalog for speed in OpenGL-enabled print modes (STANDARD, VBO, FRAME_BUFFER, etc.), which TwbT also requires - 2D print modes actually cache all combinations of tiles, foreground colors, and background colors as they are used, which can end up requiring more memory but isn't too much slower. When using OpenGL print modes, most GPUs can handle creating textures for 256 tiles, but cannot handle the hundreds (thousands?) of extra tiles that some TwbT-enabled graphics sets use.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: NW_Kohaku on June 13, 2015, 08:27:35 pm
Speed of graphics is not an issue at this point (since the OpenGL/SDL/libgraphics changes between 40d and 0.31), but it used to be a significant bottleneck in earlier versions. DF uses a texture catalog for speed in OpenGL-enabled print modes (STANDARD, VBO, FRAME_BUFFER, etc.), which TwbT also requires - 2D print modes actually cache all combinations of tiles, foreground colors, and background colors as they are used, which can end up requiring more memory but isn't too much slower. When using OpenGL print modes, most GPUs can handle creating textures for 256 tiles, but cannot handle the hundreds (thousands?) of extra tiles that some TwbT-enabled graphics sets use.

Why not?

I'm not all that familiar with such things, but I have trouble believing a few thousand 16x16 (or even 24x24) images is in any way a burden on any remotely modern GPU, as I've seen graphics mods on games that take up several gigs of RAM.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Putnam on June 13, 2015, 08:38:51 pm
16x16x24x16x16x256 bits per 16x16 tileset, I think. 16x16 tiles, 24-bit color depth (unless DF actually loads transparency, in which case add another x1.333333333 to that or replace 24 with 32), 16 foreground colors, 16 background colors, 256 tiles per tileset.

That's 402653184 bits, or 48 megabytes, which isn't that bad at all. 64 MB if 32-bit.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Pidgeot on June 13, 2015, 09:47:16 pm
Speed of graphics is not an issue at this point (since the OpenGL/SDL/libgraphics changes between 40d and 0.31), but it used to be a significant bottleneck in earlier versions. DF uses a texture catalog for speed in OpenGL-enabled print modes (STANDARD, VBO, FRAME_BUFFER, etc.), which TwbT also requires - 2D print modes actually cache all combinations of tiles, foreground colors, and background colors as they are used, which can end up requiring more memory but isn't too much slower. When using OpenGL print modes, most GPUs can handle creating textures for 256 tiles, but cannot handle the hundreds (thousands?) of extra tiles that some TwbT-enabled graphics sets use.

Why not?

I'm not all that familiar with such things, but I have trouble believing a few thousand 16x16 (or even 24x24) images is in any way a burden on any remotely modern GPU, as I've seen graphics mods on games that take up several gigs of RAM.

The short, very simplified answer is that there is a lot of overhead involved in telling the GPU to draw something. It takes time to create the data needed and passing it through the driver to the GPU; if you give it too little data at a time, the CPU won't be fast enough to keep the GPU busy, and you end up wasting a lot of time. By combining all the data and sending everything in one go, everything will run much better. There are limits, though; for example, you can't change textures in the middle of a single set of drawing instructions. Hence, the "naive" approach of just uploading 4 separate textures and switching between them won't work; you'll need to switch between them constantly, and that will bring far too much overhead.

As I mentioned in the referenced thread, a 3D texture should actually be able to avoid that issue, since that essentially stacks multiple textures on top of each other in a way that allows you to use each one without texture changes, but it's not a free lunch, so there are some drawbacks as well (more memory usage, rewriting the code to use the proper texture "layer", etc.)
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: mifki on June 13, 2015, 11:14:14 pm
When using OpenGL print modes, most GPUs can handle creating textures for 256 tiles, but cannot handle the hundreds (thousands?) of extra tiles that some TwbT-enabled graphics sets use.

It shouldn't be a problem for modern GPUs. However I'd recommend DragonDePlatino and other tileset authors to optimise their use of additional tilesets, i.e. use all the tiles in a tileset, because the game will load all tiles even if they're empty and unused.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: NW_Kohaku on June 14, 2015, 12:30:57 am
The short, very simplified answer is that there is a lot of overhead involved in telling the GPU to draw something. It takes time to create the data needed and passing it through the driver to the GPU; if you give it too little data at a time, the CPU won't be fast enough to keep the GPU busy, and you end up wasting a lot of time. By combining all the data and sending everything in one go, everything will run much better. There are limits, though; for example, you can't change textures in the middle of a single set of drawing instructions. Hence, the "naive" approach of just uploading 4 separate textures and switching between them won't work; you'll need to switch between them constantly, and that will bring far too much overhead.

As I mentioned in the referenced thread, a 3D texture should actually be able to avoid that issue, since that essentially stacks multiple textures on top of each other in a way that allows you to use each one without texture changes, but it's not a free lunch, so there are some drawbacks as well (more memory usage, rewriting the code to use the proper texture "layer", etc.)

Well, even you said in your response on that page that graphics are basically running on the same sort of principle as the already-extant graphics pages.  Even those already have multiple color combinations, (for example, they are shaded blue when underwater,) so you're also already dealing with the same multiple-variations-on-a-single-image issue. 

Ultimately, the issue that seems to be raised here is that having these multiple color-coded tiles will somehow balloon required GPU usage, but since you could easily allow for no overlapping tiles (and have a few extra to spare) by having a relatively mere doubling or tripling in size of the tileset, you are talking about linear growth in an already fairly small data size.  (Only about a hundred MBs at most, well within the capacity of even 5-year-old GPUs.)

I just don't see how the relatively tiny amount of data we're talking about is going to add up to anything that would cause a problem.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Pidgeot on June 14, 2015, 09:17:36 am
Even those already have multiple color combinations, (for example, they are shaded blue when underwater,) so you're also already dealing with the same multiple-variations-on-a-single-image issue. 

No, coloring is a simple mathematical operation that is handled by the GPU as part of that single drawing operation that is responsible for drawing the foreground tiles - it uses only the "regular" texture, switching isn't necessary.

Ultimately, the issue that seems to be raised here is that having these multiple color-coded tiles will somehow balloon required GPU usage, but since you could easily allow for no overlapping tiles (and have a few extra to spare) by having a relatively mere doubling or tripling in size of the tileset, you are talking about linear growth in an already fairly small data size.  (Only about a hundred MBs at most, well within the capacity of even 5-year-old GPUs.)

I just don't see how the relatively tiny amount of data we're talking about is going to add up to anything that would cause a problem.

It isn't a question of memory, but of time. The GPU isn't even the issue at all - it's the CPU, because that's where all the data is being prepared and sent to the GPU for rendering. The CPU can only send sets of drawing operations to the GPU a limited amount of times per frame, because there simply isn't time for more. If you need to switch between textures too much, then you will exceed the number of drawing operations you are allowed to use (because a texture switch requires a new set of operations), and you will end up taking too long to render the scene.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: NW_Kohaku on June 14, 2015, 10:06:09 am
It isn't a question of memory, but of time. The GPU isn't even the issue at all - it's the CPU, because that's where all the data is being prepared and sent to the GPU for rendering. The CPU can only send sets of drawing operations to the GPU a limited amount of times per frame, because there simply isn't time for more. If you need to switch between textures too much, then you will exceed the number of drawing operations you are allowed to use (because a texture switch requires a new set of operations), and you will end up taking too long to render the scene.

OK, we're talking about something different than I thought...

But honestly, isn't that more a matter of how many tiles are on the screen than how many different types of tiles there could possibly be?  (More a problem of TWBT's multi-level view than tilesets.) Again, if you allow for creature graphics, that's a totally arbitrary number of graphics tiles, and most graphics sets have more creatures than it would take tiles to prevent overlaps of things like cursor, bin, floodgate, up/down stair, and letter X. 
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Pidgeot on June 14, 2015, 10:50:03 am
But honestly, isn't that more a matter of how many tiles are on the screen than how many different types of tiles there could possibly be?  (More a problem of TWBT's multi-level view than tilesets.) Again, if you allow for creature graphics, that's a totally arbitrary number of graphics tiles, and most graphics sets have more creatures than it would take tiles to prevent overlaps of things like cursor, bin, floodgate, up/down stair, and letter X.

Nope! GPUs are very parallel beasts, and for something like Dwarf Fortress, the number of tiles to be displayed doesn't actually matter much - it's basically the same amount of work no matter if the playfield is 80x25 tiles or 100x50 tiles, because it doesn't actually know about tiles at all - it just calculates pixels; it's the data it gets sent which effectively makes it tile-based.

The number of different tiles does matter, however, because of the limits the GPU has on the size of a single texture (more tiles means more space needed for all of them, and that puts you that much closer to the texture size limit).
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: NW_Kohaku on June 14, 2015, 01:25:30 pm
Nope! GPUs are very parallel beasts, and for something like Dwarf Fortress, the number of tiles to be displayed doesn't actually matter much - it's basically the same amount of work no matter if the playfield is 80x25 tiles or 100x50 tiles, because it doesn't actually know about tiles at all - it just calculates pixels; it's the data it gets sent which effectively makes it tile-based.

The number of different tiles does matter, however, because of the limits the GPU has on the size of a single texture (more tiles means more space needed for all of them, and that puts you that much closer to the texture size limit).

No, I mean, a larger viewing area has a larger likelihood of using different tiles if you're talking about the CPU having to send textures every frame for some reason.  TWBT rendering multiple floors functionally multiplies the likelihood of different tiles being visible in a single screen.  (And for that matter, loads a second tileset for text, as well, and usually has creature graphics enabled, all of which expands the amount of tiles the GPU is being sent, and none of which is really enough of a slowdown that most players suddenly drop TWBT for performance reasons, alone.)

If you're saying that it all needs to be on one tileset image for some reason, rather than multiple images, (I would expect them to be diced CPU-side, but whatever,) then all that requires is having code to allow more than 16 rows in the image, such that users can make an extensible tileset. 

And anyway, the total cache size of even an outdated GPU should be far more than enough to keep them all onboard the GPU.  A 10-year-old GPU has 512 MB of RAM, and as Vattic said, you're talking about at most 100 or so MB at the furthest possible extreme.  More modern ones have gigs of onboard memory.

And again, even beyond all of this, we're still talking about a linear increase in the processing complexity of a trivial portion of CPU time.  I still can't see how any of this adds up to anything more than negligible complexity.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: UristWoodie on June 15, 2015, 10:21:30 am
As posted above: 
Quote
The GPU isn't even the issue at all - it's the CPU, because that's where all the data is being prepared and sent to the GPU for rendering.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 15, 2015, 05:47:11 pm
OK, let's try to get back on topic.

I understand that this thread is kinda relevant to everything, but this discussion would be better placed in the TwbT or Gemset threads, I think.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: NW_Kohaku on June 16, 2015, 11:51:36 am
Well, there was something I'd noticed, anyway, that may be a lead on why I seem to get crashes...

I'd been leaving PyLNP open across multiple play sessions, since there didn't seem much reason not to.  However, in trying different ways to see if I could prevent crashes, the save-related crashes seemed to stop when I closed out the whole game and PyLNP between ever reload.  Before, I would get inconsistent crashes relating to saving, but not just after a crash, and since I've started doing this, I haven't gotten any crashes on saving. 

It may be a fluke, but it may be worth seeing if other people could test this...
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 16, 2015, 12:05:20 pm
Different PyLNP sessions shouldn't affect whether DF crashes at all, unless you're changing settings (or PyLNP is for some reason between sessions).
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: ldog on June 16, 2015, 04:34:38 pm
I was crashing several times a day until I turned off the workflow plugin. I haven't had a crash since.
I leave the launcher open all the time.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: NW_Kohaku on June 16, 2015, 06:14:12 pm
Yeah, I had the game crashing constantly until recently.  I tried testing just loading and saving a backup save over and over with a few different configurations, but nothing crashed, so I gave up.

... Then I load up my normal game, and it crashes while the game is unpaused for the first time in a long while...
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 17, 2015, 06:39:20 pm
The latest version of autoresetgrid allows the command "autoresetgrid enable no-opengl" to only activate the script in non-OpenGL print modes (which should avoid flickering issues in cases where Truetype can't be used in the first place).


Also (unrelated): Is there a reason why this thread uses "40_24" instead of "0.40.24", or at least "40.24"? I'm not really sure where this came from, but it's not particularly consistent (a search for "40_24" on this forum returns 13 results, nearly all of which refer to this pack, while "0.40.24" returns 340).

Isn't that a good reason to use it then?
My point is that it's inconsistent with version numbers anywhere else.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 17, 2015, 07:22:34 pm
Nice work with autoresetgrid!

The naming convention follows the filename of DF downloads ("df_40_24_<platform>"), and was easier to write the pack update batch script for.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 17, 2015, 07:34:57 pm
The only reason for underscores there is that it's a convention used in filenames to avoid issues that could arise with multiple periods (which really shouldn't matter on modern systems).
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 18, 2015, 12:04:13 pm
Everything is up to date and still getting the error. Any tips?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 18, 2015, 12:08:07 pm
Does it work without TwbT?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 18, 2015, 12:34:14 pm
yes :(
Edit: I think my drivers are toooo much updated and df can't handle the new versions I dunno.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: JAFANZ on June 18, 2015, 01:45:41 pm
So... looking at the Modest Mod thread, & as a result the Phoebus tileset thread, I gather Phoebus alters more than just the graphics (I've been using it since approximately my 3rd game of DF2010, because whatever I'd been using before that [Mayday?] apparently added extra cooking recipes).

As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Dirst on June 18, 2015, 01:52:48 pm
So... looking at the Modest Mod thread, & as a result the Phoebus tileset thread, I gather Phoebus alters more than just the graphics (I've been using it since approximately my 3rd game of DF2010, because whatever I'd been using before that [Mayday?] apparently added extra cooking recipes).

As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?
Default ASCII.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 18, 2015, 02:14:06 pm
So... looking at the Modest Mod thread, & as a result the Phoebus tileset thread, I gather Phoebus alters more than just the graphics (I've been using it since approximately my 3rd game of DF2010, because whatever I'd been using before that [Mayday?] apparently added extra cooking recipes).

As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?
Default ASCII.
JAFANZ was asking which tilesets change graphics and nothing else, not which tilesets don't change graphics.

JAFANZ - you'd probably have the best luck with one of these (http://dwarffortresswiki.org/index.php/Tileset_repository), which only need to be dropped into data/art and don't require any raw changes. A lot of full graphics sets do change raws to use a few tiles for different purposes, but I'm not familiar with which ones do what.

yes :(
Edit: I think my drivers are toooo much updated and df can't handle the new versions I dunno.
Well, if it only occurs with TwbT it's almost certainly a TwbT issue, not a DF issue (although as was mentioned above, it could be that the method used for caching tiles can handle the number of tiles/textures ordinarily used by DF but not by TwbT).
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: mifki on June 18, 2015, 04:59:55 pm
yes :(
Edit: I think my drivers are toooo much updated and df can't handle the new versions I dunno.

Does it give this error with any tileset?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 18, 2015, 07:04:31 pm
Which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?
Default ASCII.
JAFANZ was asking which tilesets change graphics and nothing else, not which tilesets don't change graphics.  A lot of full graphics sets do change raws to use a few tiles for different purposes, but I'm not familiar with which ones do what.

The easiest way to check is to look in "LNP/Graphics/<pack>/raw/objects/".  Since files identical to vanilla are not stored, if it's empty you can be sure there's no game-affecting changes. 

In general:  ASCII, CLA, and Gemset are fine; I'm not sure about Ironhand and Mayday; and the others are based on Phoebus' modified raws.  This is nothing to worry about for normal play, but may help with mod compatibility - though I wouldn't expect any to break mods.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: JAFANZ on June 18, 2015, 07:09:47 pm
Much appreciated PeridexisErrant, also thank you for continuing to maintain the LNP, I've been using yours as long as I've been aware of it. :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 19, 2015, 06:42:38 am
yes :(
Edit: I think my drivers are toooo much updated and df can't handle the new versions I dunno.

Does it give this error with any tileset?

Thank you for helping.
And yes with any tileset.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: NW_Kohaku on June 19, 2015, 05:29:22 pm
So... looking at the Modest Mod thread, & as a result the Phoebus tileset thread, I gather Phoebus alters more than just the graphics (I've been using it since approximately my 3rd game of DF2010, because whatever I'd been using before that [Mayday?] apparently added extra cooking recipes).

As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?

Phoebus alters the language files to remove accented characters (as this frees up characters to use for things like stone wall types), changes a lot of creature and stone tiles to fit in with their tilesets and such, but as far as I know, that is as far as the alterations go. 

Anything that adds in cooking recipes is probably a mod that happens to package in a tileset with them, not simply the tileset, itself. 
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: JAFANZ on June 19, 2015, 06:43:51 pm
So... looking at the Modest Mod thread, & as a result the Phoebus tileset thread, I gather Phoebus alters more than just the graphics (I've been using it since approximately my 3rd game of DF2010, because whatever I'd been using before that [Mayday?] apparently added extra cooking recipes).

As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?
Phoebus alters the language files to remove accented characters (as this frees up characters to use for things like stone wall types), changes a lot of creature and stone tiles to fit in with their tilesets and such, but as far as I know, that is as far as the alterations go.
I see.

Thank you.

Anything that adds in cooking recipes is probably a mod that happens to package in a tileset with them, not simply the tileset, itself.
Well this is going back to 2010 (or possibly 2011), when I was first getting into DF, & had just migrated from the 40d the tutorial that originally gotten me into DF used, so my recollection of event is a tad hazy, but I think I would've got the packs from the DFFD & installed them directly myself 'cos I doubt I was aware of the LNP (or it's predecessor?) at that point.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 19, 2015, 09:56:02 pm
Anything that adds in cooking recipes is probably a mod that happens to package in a tileset with them, not simply the tileset, itself.
Well this is going back to 2010 (or possibly 2011), when I was first getting into DF, & had just migrated from the 40d the tutorial that originally gotten me into DF used, so my recollection of event is a tad hazy, but I think I would've got the packs from the DFFD & installed them directly myself 'cos I doubt I was aware of the LNP (or it's predecessor?) at that point.

...That would be useful info at the start of this process  :P  Old and self-installed stuff can be interestingly weird in all kinds of ways, and way harder to debug for both the obvious and other reasons.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: JAFANZ on June 19, 2015, 10:23:45 pm
...That would be useful info at the start of this process  :P  Old and self-installed stuff can be interestingly weird in all kinds of ways, and way harder to debug for both the obvious and other reasons.
To clarify, as I believe I originally mentioned, I started using Phoebus back when I first got into DF2010, because whatever I'd tried before that added recipes (&/or did something else that cause worlds generated to differ from expectations when using settings from the then current worldgen thread), my question in this thread was because ~10 minutes earlier than my post asking the question I'd discovered Phoebus apparently changed a bunch of things, & my admittedly unstated assumption was that that could have an impact on world & embark generation.

My mentioning of my memories being hazy was in the context of explaining that what I remembered of whichever tileset had led to me adopting Phoebus' didn't necessarily apply to current versions of whichever tileset that was (& also why I'm not sure which one it was).

I wasn't asking for debug help with the old version, just advice (which you provided) as to where I should go with my current installation of your current version (which I did a clean install of).
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 20, 2015, 09:23:58 am
no solution for me ... I see. I guess I'll have to wait, and hope for the best.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: mifki on June 20, 2015, 09:47:03 am
no solution for me ... I see. I guess I'll have to wait, and hope for the best.

Sorry. I had no reports like yours before. Don't know what can cause this.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: pondicherry on June 21, 2015, 10:50:36 am
The problem mifki is that I love your TWBT ( is just great)
I'll play with 2D printmode.
Thank you anyway.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: herocrafter on June 22, 2015, 06:14:35 pm
Fixster is writing many red lines of text instead of just a white # of animals fixed.  Anyone else have this?


This is the dfhack output:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on June 22, 2015, 06:22:12 pm
Are you trying to modify zombies or other unusual creatures?

(Also, you can copy and paste text directly from the DFHack console instead of taking a screenshot. There should be a menu accessible in the title bar - look for "Mark" to highlight text. You could probably also copy that from the end of stderr.log.)

Edit: It's also a better idea to post problems with things included in DFHack in the DFHack thread, so more DFHack maintainers notice them.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: herocrafter on June 22, 2015, 06:38:49 pm
Well my biomes do include terrifying and haunted as well as mirthful so yeah I guess I was trying inadvertently to alter them too but my intent was just my dwarfs. I had always just used fixster fert all so I'll have to look up a more, ah local, command to see if that does it.   Thanks.  As for the dfhack console didn't know about that...nice.
Spoiler (click to show/hide)

Edit:  Tried just fixster fert over single animal and yeah all my problems are gone.  It was me trying to fix Raven corpses. 
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Putnam on June 22, 2015, 06:44:48 pm
zombies don't have souls and anything that wants to access souls should have logic that checks whether the creature it is looking at has one
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Dirst on June 22, 2015, 07:51:40 pm
zombies don't have souls and anything that wants to access souls should have logic that checks whether the creature it is looking at has one
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

----

I like the fact that DFHack catches these exceptions without crashing the game. It really is an impressive piece of software.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: Marble_Nuts on June 23, 2015, 11:30:41 am
Can anybody help me out with that?

''Could not open folder LNP\Graphics in system file manager''

I'm unable to change any graphic tileset with the LNP application. I ran the LNP as admin to make sure it would allow changes made by the program, but no luck, it did not help one bit.

Édit : After further digging, I found that the pack was installed in my DF data folder. When the game launch, the Ironhand graphic version launch for a sec, then close and lunch a vanilla ASCII version of DF instead of the Ironhand tiled version. I tried running both DF and LNP as admin, no luck I have no idea why it's not working and it'S driving me insane.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: gopp on June 24, 2015, 10:10:18 pm
On another thread (the modest mod one) you said the PyLNP had a mod manager, however, i downloaded the r13 version and can't find it anywhere... Maybe i'm blind or something, where is it?
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 24, 2015, 10:39:45 pm
On another thread (the modest mod one) you said the PyLNP had a mod manager, however, i downloaded the r13 version and can't find it anywhere... Maybe i'm blind or something, where is it?

Here's the readme file. (https://bitbucket.org/Pidgeot/python-lnp)  The mod manager will appear when you create and add content to "LNP/Mods/*" - just drop in a mod folder containing the raws, and you'll be good to go.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: gopp on June 24, 2015, 11:01:55 pm
Here's the readme file. (https://bitbucket.org/Pidgeot/python-lnp)  The mod manager will appear when you create and add content to "LNP/Mods/*" - just drop in a mod folder containing the raws, and you'll be good to go.
[/quote]

Thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: StagnantSoul on June 25, 2015, 01:53:26 pm
Hey, would someone mind uploading an un-modded 34.11 starter pack to DFFD? I don't have a 34.11 starter on my computer, and want to go back to it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: ldog on June 25, 2015, 02:05:29 pm
Hey, would someone mind uploading an un-modded 34.11 starter pack to DFFD? I don't have a 34.11 starter on my computer, and want to go back to it.

See first post.
PE keeps all his old versions:
(Removed link to conserve PE dropbox bandwidth...see his post)
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: StagnantSoul on June 25, 2015, 02:08:19 pm
Oh. Didn't think to check the first post. I feel smart now.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PeridexisErrant on June 25, 2015, 06:57:30 pm
Better to go directly to http://dffd.bay12games.com/file.php?id=8687 (http://dffd.bay12games.com/file.php?id=8687), which is the final 34.11 version.  For other versions, please check the official mirrors in the first post - it takes about 15 minutes of normal use to shut down my Dropbox for the day, and that's where all the mirrors pull updates from.
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: PaleBlueHammer on July 01, 2015, 06:31:11 pm
PE, thanks for doing what you do!
Title: Re: Dwarf Fortress 40_24 Starter Pack r13
Post by: lethosor on July 03, 2015, 08:14:12 am
For anyone experiencing crashes: there have been a number of reports of menu-mouse crashing consistently on embark.

Also, from what I've heard, it sounds like mousequery and menu-mouse are controlled by the same launcher option - I'd recommend making them separate options, since they apply to different areas of the game and mousequery is more mature and stable.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: PeridexisErrant on July 05, 2015, 06:14:50 am
The Starter Pack has updated to 40_24 r14!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is a nice little maintenance update; just fixing a few bugs and adding some more sprites in Spacefox and Gemset graphics.  No big deal, so you might as well Strike the Earth!

Changelog:
 - updated autoresetgrid; now automatically runs as appropriate
 - updated Gemset to v1.32
 - added Fricy's extra Gemset overrides config (eg built beds)
 - updated fix-ster.lua; bugfix
 - updated remotefortressreader for Armok Vision 0.5 (client not included)
 - updated Spacefox graphics with domestic animals

SHA256:  2caa811e4e4455f179db58751075e6b00b02e9c74c7a2186b2e2bb0d37594daf
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: n3lly on July 06, 2015, 07:49:37 am
Hello,

The new release (40_24 r14) causes my screen to flicker constantly throughout play. :'( The previous Starter Pack never had this issue.

It seems to occur when using 2D or STANDARD print modes. Please help.

Thanks
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: TorZar on July 06, 2015, 08:28:09 pm
Awesome work, grabbing this latest release now.

I've been using latest Masterwork for fortress mode and it's doing its job well.. But I'm getting crashes now that I've stepped into Adventure mode with it. This is all new world gens using nothing copied from old worlds etc.. All fresh and separate worldgen for adventure mode specifically.

Just wondering, have there been any reports/causes of Adventure Mode crashing for any reason using Starter Pack (DFHack, Packs or otherwise related?)
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on July 06, 2015, 08:43:05 pm
TwbT has been known to cause instability in adventure mode.


(Unrelated: Peridexis, have you looked at this?)
For anyone experiencing crashes: there have been a number of reports of menu-mouse crashing consistently on embark.

Also, from what I've heard, it sounds like mousequery and menu-mouse are controlled by the same launcher option - I'd recommend making them separate options, since they apply to different areas of the game and mousequery is more mature and stable.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: TorZar on July 06, 2015, 08:49:02 pm
TwbT has been known to cause instability in adventure mode.


(Unrelated: Peridexis, have you looked at this?)
For anyone experiencing crashes: there have been a number of reports of menu-mouse crashing consistently on embark.

Also, from what I've heard, it sounds like mousequery and menu-mouse are controlled by the same launcher option - I'd recommend making them separate options, since they apply to different areas of the game and mousequery is more mature and stable.

Quick, Thanks for this ;) Will test out 2D for starters
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on July 07, 2015, 08:29:58 pm
A lot of people are reporting flickering issues with this pack, which I'm assuming is due to autoresetgrid and TwbT being activated at the same time. Peridexis - are you sure you included "no-opengl" as an argument to autoresetgrid?
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: PeridexisErrant on July 07, 2015, 09:15:29 pm
Peridexis, have you looked at this?
For anyone experiencing crashes: there have been a number of reports of menu-mouse crashing consistently on embark.

Also, from what I've heard, it sounds like mousequery and menu-mouse are controlled by the same launcher option - I'd recommend making them separate options, since they apply to different areas of the game and mousequery is more mature and stable.
A lot of people are reporting flickering issues with this pack, which I'm assuming is due to autoresetgrid and TwbT being activated at the same time. Peridexis - are you sure you included "no-opengl" as an argument to autoresetgrid?

I missed that the first time - I'll do another release in the next day or two that splits them again and notes the issues with menu-mouse.  The command I'm using is "autoresetgrid enable no-opengl", in a command file called by dfhack.init - I guess that'll go back to optional too, though it wasn't flickering for me.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on July 07, 2015, 09:39:36 pm
Well, I just tested it with TwbT and the screen isn't being refreshed when TwbT is in use (i.e. the renderer is accurately reporting that it uses OpenGL). My guess is that either your copy of the script is out-of-date or there's an unrelated flickering bug in TwbT (which is possible, given that nobody's reported the "reshape_graphics" messages that were logged to the console last time).
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: PeridexisErrant on July 07, 2015, 09:52:51 pm
Well, I just tested it with TwbT and the screen isn't being refreshed when TwbT is in use (i.e. the renderer is accurately reporting that it uses OpenGL). My guess is that either your copy of the script is out-of-date or there's an unrelated flickering bug in TwbT (which is possible, given that nobody's reported the "reshape_graphics" messages that were logged to the console last time).

Hmm, a problem that may not be my fault - how novel!  Autoresetgrid is the version currently in your master branch for dfhack-scripts, which I downloaded 18 June.  Since I can't produce flickering at all in released setup (and don't have time to test all other combinations), I guess it's time to call Mifki over...
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: mifki on July 07, 2015, 11:05:05 pm
Well, I just tested it with TwbT and the screen isn't being refreshed when TwbT is in use (i.e. the renderer is accurately reporting that it uses OpenGL). My guess is that either your copy of the script is out-of-date or there's an unrelated flickering bug in TwbT (which is possible, given that nobody's reported the "reshape_graphics" messages that were logged to the console last time).

Hmm, a problem that may not be my fault - how novel!  Autoresetgrid is the version currently in your master branch for dfhack-scripts, which I downloaded 18 June.  Since I can't produce flickering at all in released setup (and don't have time to test all other combinations), I guess it's time to call Mifki over...

Well, there were no flickering bugs in TWBT ever before, so I suppose it's not me.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: TorZar on July 07, 2015, 11:42:36 pm
Confirming flickerage.. Being that my adventure mode is working flawlessly now, I can manage a couple of seizures ;)
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: BoogieMan on July 08, 2015, 08:27:37 am
I'm getting semi-common crashes with this version. Usually on save(although it still seems to save successfully) but also on occasion during play. It will just freeze and I have to alt-tab out to see "Dwarf Fortress has stopped working"

In the past I've very rarely experienced crashes during play.

I'm using this pack with the default settings and the Ironhand graphic set, and only Soundsense running in the background. The fort itself is only on year 2. Is there some kind of crash log to look at for hints as to the cause? I do see an error log, but none of the information looks important and the file wasn't modified recently, so doesn't contain info from the most recent crash.

I'm not using the Mouse Control option available under Hacks, which I've read has caused issues for some people. Going to disable Workflow and see if that resolves the issues, as it has for someone else. Will update after testing.

EDIT: A few hours of time in game with no crashes, however I still crashed on saving once.

Seems perhaps disabling the Mouse and Workflow hacks can help with in-game crashes. Will update again once I get more time to test it out.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Ertaan on July 09, 2015, 06:25:45 am
Guys, I cant download the pack (it is stopping about 40 MB)...is there any alternative link?
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: PeridexisErrant on July 09, 2015, 07:19:28 am
Guys, I cant download the pack (it is stopping about 40 MB)...is there any alternative link?

Yep - mirrors are listed in the first post of the thread!

You can download the latest pack above, at Two's mirror (http://bit.ly/1mcezz6) or /u/Hecknar's mirror (http://df.wicked-code.com/) - and the mirrors also have older versions too.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Dirst on July 09, 2015, 12:12:31 pm
I guess it's time to call Mifki over...
[/quote]
I imagine the mifki signal shines a big number in the clouds using a coffin for the zeros, at which point he just has to come over and fix it.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Ertaan on July 09, 2015, 02:36:55 pm
Guys, I cant download the pack (it is stopping about 40 MB)...is there any alternative link?

Yep - mirrors are listed in the first post of the thread!

You can download the latest pack above, at Two's mirror (http://bit.ly/1mcezz6) or /u/Hecknar's mirror (http://df.wicked-code.com/) - and the mirrors also have older versions too.

Thx PeridexisErrant, got it!
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: ldog on July 09, 2015, 09:04:25 pm
So Soundsense has stopped working on me. Refuses to launch. I updated, ran a...what is it a week now with R14? I just deleted the R13 pack the yesterday, and that's when I noticed the issue. I'm thinking a non-updated path somewhere? Still investigating but wondering if anyone else has ran into the issue.

Disregard, while the above is true, it's a Java error. This old computer has been becoming more and more unstable, just trying to amuse myself while waiting to get my TB of shit off of it and onto the new one.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Nebulba on July 11, 2015, 07:00:10 am
Crash everytime i try to zoom in and out with mouse, sometimes it crashs on load and save..

It's kinda hard for me to pinpoint excatly what makes it crash, i'w had no real problems with other releases.
This one is for some reason crashing left, right and center....
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on July 11, 2015, 12:40:03 pm
TwbT changes how zooming works - have you tried disabling it?
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Rafatio on July 14, 2015, 09:08:34 am
Which of the many init files can be used to add my choice of dfhack commands to run each time, without having it overwritten on launch?

(Totally unrelated, I love the "user generated content" folder and that it gets copied, such a nice and simple thing to ensure I keep my collection of never used bedroom layouts for all eternity.)
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on July 14, 2015, 11:22:39 am
dfhack.init should never be overwritten (although that doesn't mean that it isn't by this pack). You can also use onLoadWorld.init, onUnloadWorld.init, onLoadMap.init, and onUnloadMap.init (creating them if necessary), or define your own additional init files in dfhack.init (if that feature's in DFHack r3 - if not, it'll be in the next release).
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Rafatio on July 14, 2015, 12:02:31 pm
Thats why I asked here instead of the dfhack thread, back in 2012 the pack was quite stubbornly insisting on its version of files over mine, probably because I tried the wrong files. But dfhack.init works, no more flicker on starting. Thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: BoogieMan on July 18, 2015, 12:08:59 am
I'm getting semi-common crashes with this version. Usually on save(although it still seems to save successfully) but also on occasion during play. It will just freeze and I have to alt-tab out to see "Dwarf Fortress has stopped working"

In the past I've very rarely experienced crashes during play.

I'm using this pack with the default settings and the Ironhand graphic set, and only Soundsense running in the background. The fort itself is only on year 2. Is there some kind of crash log to look at for hints as to the cause? I do see an error log, but none of the information looks important and the file wasn't modified recently, so doesn't contain info from the most recent crash.

I'm not using the Mouse Control option available under Hacks, which I've read has caused issues for some people. Going to disable Workflow and see if that resolves the issues, as it has for someone else. Will update after testing.

EDIT: A few hours of time in game with no crashes, however I still crashed on saving once.

Seems perhaps disabling the Mouse and Workflow hacks can help with in-game crashes. Will update again once I get more time to test it out.

Tried different embarks, still get random crashes during play. Different than my other post, a new system entirely. Why isn't there some crash log to assist in troubleshooting. :(

I'm not sure of anything they share in common, it's happened to a fort in the 2nd year and it's happened a number of times on a new embark in the first season.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: reality.auditor on July 19, 2015, 06:57:45 am
I have impression that various add-ons in pack do not play nice with each other.

Maybe only graphic tileset and bugfixes* should be turned on by default?

* Optimistically assuming that bugfixes do not screw up somethng else in itself.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on July 19, 2015, 07:21:47 am
It's difficult to say what tools are bugfixes - there are tweaks like shift-8-scroll (which fixes an input bug), stable-cursor (which isn't technically a fix for a bug but saves a lot of time), and eggs-fertile (which is convenient but arguably cheating). Incidentally, this is also why I have no idea what people mean when they say they have "pure bugfixes" enabled.

The issue with turning off everything except bugfixes is that not only are many people accustomed to playing DF with them, but they don't know that they're not part of vanilla DF (TwbT, mousequery, manipulator, and others come to mind).
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: PeridexisErrant on July 19, 2015, 08:45:36 am
It's difficult to say what tools are bugfixes - there are tweaks like shift-8-scroll (which fixes an input bug), stable-cursor (which isn't technically a fix for a bug but saves a lot of time), and eggs-fertile (which is convenient but arguably cheating). Incidentally, this is also why I have no idea what people mean when they say they have "pure bugfixes" enabled.

The issue with turning off everything except bugfixes is that not only are many people accustomed to playing DF with them, but they don't know that they're not part of vanilla DF (TwbT, mousequery, manipulator, and others come to mind).

(similar sentiments, and hopefully some clarification)

I agree, so basically everything that is in my subjective judgement a bugfix or a quality-of-life improvement is enabled by default unless it noticably changes gameplay for newbies - the test is basically "will this make the game easier, without breaking tutorials for vanilla DF.  This does present the problem of people misunderstanding what's in vanilla DF; on the whole I think that's better than people being put off because they don't know what DFHack can do.

The "pure bugfixes" thing is probably from the GUI options, one of which has that name.  The JSON config adds the command to an init when it's enabled.
Code: [Select]
  "dfhack": {
    "Workflow - production targets": {
      "command": "workflow enable",
      "enabled": false,
      "tooltip": "the 'workflow' plugin disables cancelling repeat jobs.  Use 'alt-W' to set targets (eg 'if less than 100 drinks, unsuspend drink production until 200 drinks').  Great for automating complicated industries."
    },
    "Other Automation plugins": {
      "command": "multicmd autonestbox start; repeat -time 7 -timeUnits days -command [ burial ] -name burial",
      "enabled": false,
      "tooltip": "more automation plugins - autonestbox, burial"
    },
    "Stonesense Isometric view": {
      "command": "ssense",
      "enabled": false,
      "tooltip": "opens an isometric visualiser in a separate window.  Has an in-game version ('ssense overlay'), but that's very buggy at the moment"
    },
    "Mouse Controls": {
      "command": "multicmd mousequery edge enable; enable menu-mouse",
      "enabled": false,
      "tooltip": "allows scrolling by hovering near edge of map (and more) - pair with 'laptop with mouse' keybindings"
    },
    "Performance Tweaks": {
      "command": "multicmd tweak fast-heat; repeat -time 1 -timeUnits months -command [ cleanowned X ] -name cleanowned; repeat -time 1 -timeUnits months -command [ clean all ] -name clean",
      "enabled": false,
      "tooltip": "dfhack fixes to run regularly, changes the game a little but helps a lot on old or slow hardware (fast-heat, dump worn items, remove all contaminants)"
    },
    "Automatic Job Assignments": {
      "command": "autolabor 1",
      "enabled": false,
      "tooltip": "the 'autolabor' plugin automates job assignments, replacing tools such as Dwarf Therapist"
    },
    "Pure Bugfixes": {
      "command": "multicmd fix/blood-del enable; repeat -time 1 -timeUnits months -command [ fix/feeding-timers ] -name feeding-timers; repeat -time 1 -timeUnits months -command [ fix/stuckdoors ] -name stuckdoors",
      "enabled": true,
      "tooltip": "bugfixes to run regularly, strongly recomended (fix: feeding prisoners, stuckdoors, blood-del)"
    }
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on July 19, 2015, 09:12:19 am
Thanks. Isn't this (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606) the prisoner feeding bug, though?
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: PeridexisErrant on July 19, 2015, 10:09:18 am
Thanks. Isn't this (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606) the prisoner feeding bug, though?

Huh, I think it is.  I'll check, and probably remove that in the next pack version.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Moridin920 on July 19, 2015, 04:00:08 pm
Is World Viewer working for you guys? No matter how I export it always says it can't find the legends files when I point it at the right .bmp map file. I even zipped everything that 'exportlegends all' spits out into a zip archive and after hanging for a couple minutes it gave me the same error message; "Please make sure all 5 legends files located with the map file."

e: Ah it's apparently finnicky with the file names... I made a copy of my region and exported so the file names came out "region1 - copy"; when I changed the file names to "region2" it could load them. Although now I'm getting an exception when trying to load them at least I've made some progress...

e: I changed the name of the save itself from "region1 - copy" to "region2" and re-exported everything and now it works fine. Hopefully if anyone else runs into the same issues this is helpful.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Dwarfy the Dwarf Dwarf on July 23, 2015, 02:15:18 am
The starter pack luncher.exe wont work at all for me. I double click it and nothing pops up.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: PeridexisErrant on July 23, 2015, 02:30:04 am
The starter pack luncher.exe wont work at all for me. I double click it and nothing pops up.

That's probably due to your antivirus; disable it or grant an exemption (or w/e, as usual use your own judgement).
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Dirst on July 23, 2015, 06:59:18 am
The starter pack luncher.exe wont work at all for me. I double click it and nothing pops up.

That's probably due to your antivirus; disable it or grant an exemption (or w/e, as usual use your own judgement).
FYI Dwarfy, this will happen every time Starter Pack updates to a new executable.  Each new version need to be trusted by a certain number of customers of your antivirus vendor before it earns that's vendor's "trust" and gets green-lighted for all customers.

I try to download and run the new pack as soon as I can to move that process along.  I trust PE, and I trust the DFFD repository to give me a checksum I can use to verify no malware was injected in transit.  That only leaves the threat of someone hacking the pack at rest on DFFD.  Hobestly, DFFD isn't a big enough target for malware.

But just in case, I don't do any banking on the two machines I use for DF :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: PeridexisErrant on July 23, 2015, 07:17:36 am
I try to download and run the new pack as soon as I can to move that process along.  I trust PE, and I trust the DFFD repository to give me a checksum I can use to verify no malware was injected in transit.  That only leaves the threat of someone hacking the pack at rest on DFFD.  Hobestly, DFFD isn't a big enough target for malware.

But just in case, I don't do any banking on the two machines I use for DF :)

You can also check the SHA256 checksum against the second post in this thread, so they'd have to compromise the forums too (or Python, or me).  And you can do all that on multiple operating systems if you're really paranoid...
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: xxsputzz on July 25, 2015, 02:20:37 am
derp... wrong post.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: BoogieMan on July 26, 2015, 01:20:11 am
Anyone know what can be done about the crashing? It crashes so often during saving that it's to the point I can't even play any more, lose too much time. Compressing save game or not doesn't seem to change anything.

I don't recall having saving crashes before. I've had the random gameplay crash here and there, but never as often as now. Sometimes it crashes on save on the last step (cleaning something or another) but still seems to successfully save. But when it crashes before that point during the saving process the save will still load but is essentially a rollback to my last successful save prior to that one. I lost about two hours of time last night with 4 crashes. Any suggestions on what to try?

So to recap:

Occasional crash during gameplay. Can be twice in 30 minutes, or one in two hours. I think it's mostly happened when I've viewing the surface.

Crash on save. Sometimes still saves successfully, other times it does not.

Tried on two different PCs and two different embarks

Disabled Workflow, Mouse Control, Automatic Job Assignments, Stonesense

Ironhand graphics set, and otherwise default settings other than population cap adjustments.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Elephant Parade on July 27, 2015, 01:10:31 pm
I'm also getting random crashes, but only while playing—not while saving. Nothing has shown up in sdterr, other than "Plugin twbt has failed to shutdown!"

I currently have aquifers toggled off and only Pure Bugfixes enabled, with print mode set to TWBT. I'm using the GemSet 24px tiles.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on July 27, 2015, 01:24:16 pm
Do you have any constructions on/near trees?
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Elephant Parade on July 27, 2015, 01:28:25 pm
Do you have any constructions on/near trees?
I don't think so? My only above-ground constructions might have been a tile or two below where a tree used to be, though.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Dirst on July 27, 2015, 01:32:42 pm
Do you have any constructions on/near trees?
I don't think so? My only above-ground constructions might have been a tile or two below where a tree used to be, though.
More to the point, do you have any constructions near/over saplings?  They go from sapling to full tree in a tick, triggering the tree-touching-a-construction bug which would prevent you from saving.  So you revert to the save and it's just an innocent-looking sapling again.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Elephant Parade on July 27, 2015, 01:38:02 pm
Do you have any constructions on/near trees?
I don't think so? My only above-ground constructions might have been a tile or two below where a tree used to be, though.
More to the point, do you have any constructions near/over saplings?  They go from sapling to full tree in a tick, triggering the tree-touching-a-construction bug which would prevent you from saving.  So you revert to the save and it's just an innocent-looking sapling again.
It doesn't prevent me from saving—it just crashes the game, instantly, without even a proper error message. The constructions are nowhere near any saplings, as well.

Edit: Actually, my trade depo is two tiles away from a couple of saplings. Still, it seems like a TWBT error.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on July 27, 2015, 01:41:54 pm
Right - I think Dirst meant that the instant crash prevents you from saving the game.
Have you tried disabling TwbT, then? (You have to do this before launching the game, since TwbT won't allow itself to be disabled normally.)
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Elephant Parade on July 27, 2015, 01:43:28 pm
Right - I think Dirst meant that the instant crash prevents you from saving the game.
Have you tried disabling TwbT, then?
...Actually, I haven't. It would probably be best to check that TWBT is actually the thing causing the problem.

It generally takes a while to crash, unfortunately, but I'll try.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Dirst on July 27, 2015, 02:30:40 pm
Yeah, what lethosor said.  Insta-crash means you can't save.

And two tiles away may be close enough to cause problems.  But for proper troubleshooting address one potential cause at a time.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: I haz no No Names on July 28, 2015, 02:36:59 am
Yeah, what lethosor said.  Insta-crash means you can't save.

And two tiles away may be close enough to cause problems.  But for proper troubleshooting address one potential cause at a time.

I'm getting my crashes on new worlds with this:
 EXC_CRASH (SIGSEGV)
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Elephant Parade on July 28, 2015, 11:32:46 am
I've run a few more fortresses. I might have just gotten (un)lucky with crashes, but neither ASCII nor GemSet (the tileset that kept crashing) nor a different tileset with TWBT enabled crashed, which makes me think it was DFHack's quicksave breaking things.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: ldog on July 28, 2015, 12:03:34 pm
I've run a few more fortresses. I might have just gotten (un)lucky with crashes, but neither ASCII nor GemSet (the tileset that kept crashing) nor a different tileset with TWBT enabled crashed, which makes me think it was DFHack's quicksave breaking things.

Obviously different things cause different people crashes & corruption but I use quicksave constantly, never had a problem with it.

I have played many games and never had a corrupt save until recently (and it was a seasonal auto-save), but once was enough for me to set compress saves:no. Which many others have reported as an issue for ages.

I use TWBT, Phoebus graphics split with curses_sq24 font. Maybe make sure truetype and truetype fix are off (which shouldn't actually have any effect when using TWBT anyway but maybe causes conflicts?)

I was regularly having crashes with workflow enabled. Also mouse controls, which has always seemed problematic. Since I have disabled those 2 I haven't had a crash. I use pure bugfixes, performance tweaks. Manually disabled wheelbarrow & manager override since they don't seem to work anyway (you can set more than 3, but I haven't seen a SP get more...manager jobs still maxes at 30). Manually enable armory-fix and seedwatch. YMMV.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: RobBrown4PM on August 03, 2015, 06:52:51 pm
Norton found a Trojan in the newb pack that I downloaded from http://dffd.bay12games.com/file.php?id=7622.

Discovered:
January 13, 2014
Updated:
January 13, 2014 9:19:06 AM
Type:
Trojan, Virus
Infection Length:
Varies
Systems Affected:
Windows 2000, Windows 7, Windows 95, Windows 98, Windows Me, Windows NT, Windows Server 2003, Windows Server 2008, Windows Vista, Windows XP
SONAR.Heuristic.120 is a heuristic detection for processes based on certain attributes.


Antivirus Protection Dates
Initial Rapid Release version October 2, 2014 revision 022
Latest Rapid Release version October 2, 2014 revision 022
Initial Daily Certified version January 7, 2014 revision 041
Latest Daily Certified version January 7, 2014 revision 041
Initial Weekly Certified release date January 15, 2014

----

File Actions

File: c:\lazy newb pack\dwarf fortress 40_24 starter pack r14\dwarf fortress 40_24 starter pack r14\ starter pack launcher (pylnp).exe Removed
File: c:\users\ken\appdata\local\temp\_mei23482\ microsoft.vc90.crt.manifest Removed
Directory: c:\users\ken\appdata\local\temp\ _mei23482 Removed
____________________________

System Settings Actions

Event: Process start (Performed by c:\lazy newb pack\dwarf fortress 40_24 starter pack r14\dwarf fortress 40_24 starter pack r14\starter pack launcher (pylnp).exe, PID:2348) No action taken
Event: PE file creation: c:\users\ken\appdata\local\temp\_mei23482\ msvcr90.dll (Performed by c:\lazy newb pack\dwarf fortress 40_24 starter pack r14\dwarf fortress 40_24 starter pack r14\starter pack launcher (pylnp).exe, PID:2348) No action taken
Event: Process start: c:\lazy newb pack\dwarf fortress 40_24 starter pack r14\dwarf fortress 40_24 starter pack r14\ starter pack launcher (pylnp).exe, PID:2348 (Performed by c:\lazy newb pack\dwarf fortress 40_24 starter pack r14\dwarf fortress 40_24 starter pack r14\starter pack launcher (pylnp).exe, PID:2348) No action taken
____________________________


Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: Putnam on August 03, 2015, 06:54:29 pm
Your antivirus is overzealous.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: ataloumpak on August 07, 2015, 03:31:41 pm
Hi everyone.
I got win10 recently, and since the update, i can't launch the LNP.exe anymore. The windows of the exe is not launching at all, and i don't have any in my taskmanager. Has anyone had the problem?
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on August 07, 2015, 03:38:13 pm
Do you mean PyLNP.exe? Is there anything in stderr.txt (not stderr.log)?
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: ataloumpak on August 08, 2015, 02:50:45 am
I exactly mean PyLNP.exe! Sorry for the mistake.
And i don't have a stderr.txt. :(
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Dorsidwarf on August 09, 2015, 03:27:13 am
I switched my fort over to this pack from vanilla, in order to get all the nice QOL features.

I played for a while, then realised there were no dorfs anywhere

And then I realised

(http://puu.sh/juQUa/c6c34b1447.png)
How do I get rid of that awful disgusting indistinguishable sprite that's replaced dwarves in the "vanilla ASCII" textures?
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on August 09, 2015, 07:57:07 am
The "O"? That shouldn't be happening - do you have any duplicate raw files (check errorlog.txt or the data/save/region X/raw/objects folder)?

(Also, it's worth noting that most of the QOL improvements are part of DFHack by default, so you could just use that if you prefer.)
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: crazz2323 on August 09, 2015, 10:10:38 am
Will the Starter Pack and its features work with Old Genesis for DF 40.24b? If so, how do I incorporate it? I like all the additional items, dwarf types, animals, creatures, and enemies the mod adds.

http://dffd.bay12games.com/file.php?id=10832
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: Dorsidwarf on August 09, 2015, 10:41:19 am
The "O"? That shouldn't be happening - do you have any duplicate raw files (check errorlog.txt or the data/save/region X/raw/objects folder)?

(Also, it's worth noting that most of the QOL improvements are part of DFHack by default, so you could just use that if you prefer.)

Not the tree trunks, those weird little statue shapes.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on August 09, 2015, 10:58:54 am
The "O"? That shouldn't be happening - do you have any duplicate raw files (check errorlog.txt or the data/save/region X/raw/objects folder)?

(Also, it's worth noting that most of the QOL improvements are part of DFHack by default, so you could just use that if you prefer.)

Not the tree trunks, those weird little statue shapes.
Oh, those. Can you check the first few tiles in the first row of the tileset you're using and make sure they're the normal dwarf tiles? The tileset is referenced in data/init/init.txt and found in data/art - it looks like you're using the default ASCII tileset, so it should be curses_640x300.png. If that doesn't work, are you using TwbT (or is it being loaded)?
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: fricy on August 09, 2015, 11:19:45 am
The "O"? That shouldn't be happening - do you have any duplicate raw files (check errorlog.txt or the data/save/region X/raw/objects folder)?

(Also, it's worth noting that most of the QOL improvements are part of DFHack by default, so you could just use that if you prefer.)

Not the tree trunks, those weird little statue shapes.
Oh, those. Can you check the first few tiles in the first row of the tileset you're using and make sure they're the normal dwarf tiles? The tileset is referenced in data/init/init.txt and found in data/art - it looks like you're using the default ASCII tileset, so it should be curses_640x300.png. If that doesn't work, are you using TwbT (or is it being loaded)?
Uhmm, those are Toady's example graphics for ASCII, not part of the tileset, but found in raw/graphics. To disable you can either delete them from data/save/regionx/raw/graphics or edit one of the init files in data/init: [GRAPHIC:NO]
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: lethosor on August 09, 2015, 11:53:48 am
Oh, I hadn't noticed the plain sprite there before. Yeah, [GRAPHICS:NO] (or an equivalent launcher option) should do the trick. Deleting the graphics folder in your save could crash DF, though, so I wouldn't do that.
Title: Re: Dwarf Fortress 40_24 Starter Pack r14
Post by: PeridexisErrant on August 09, 2015, 07:55:31 pm
Will the Starter Pack and its features work with Old Genesis for DF 40.24b? If so, how do I incorporate it? I like all the additional items, dwarf types, animals, creatures, and enemies the mod adds.

http://dffd.bay12games.com/file.php?id=10832

You should be able to use the mods feature - put the mod raws in ~/LNP/Mods/Genesis/raw/, then merge them using the mods tab in the launcher and generate a new world to start playing.  Results not guaranteed (because merging modded raws can have weird side effects), but I've not heard of any problems for a while.
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: PeridexisErrant on August 10, 2015, 01:13:22 am
The Starter Pack has updated to 40_24 r15!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

It's time for another update!  With the 40.xx release cycle over - and the next anticipated but not begun - community development has shifted from keeping stuff up to date, to developing new tools!  So this update includes some lovely new tools, and some cleanup I finally got around to.  Enjoy them as you... Strike the Earth!

Changelog:
 - changed "Pure bugfixes" config; now always on via extra_dfhack_init.init
 - autoresetgrid is optional again due to flickering
 - removed fix/feeding-timers; DF fixed this in 40.09 apparently?
 - cleaned out some obsolete files
 - added gui/extended-status; adds bedrooms tab to stocks screen
 - added Lethosor's open-legends.lua; open legends mode from adventure or fort mode
 - added "dwarves" and "points" scripts (determine number of each at embark)

SHA256:  f7378dfbc5d048aff74064c2613b6c6641e1da5061ad77bfbc8fbb26b9e51f9e
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: Dirst on August 10, 2015, 05:18:26 am
PeridexisErrant, thanks again for your tireless efforts at making the game accessible (achieved beautifully) and the players sane (noble, but ultimately impossible).
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: lethosor on August 10, 2015, 06:36:51 am
The "dwarves" script is identical to startdwarf.
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: Witty on August 10, 2015, 03:30:30 pm
hmm... I'm getting an error message when I try to use the open-legends script, and the extended-status plugin is giving me an error on loadup. Is anyone else having these issues?
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: lethosor on August 10, 2015, 04:04:42 pm
I'm not - can you copy and paste those? (Right-click the title bar of the DFHack console if you're using Windows to get to the "edit" menu.)
You're using DFHack 0.40.24-r3, right?

Edit: So you know, extended-status is a script, not a plugin. The chief difference is that plugins need to be recompiled for individual DFHack releases and for each platform, while scripts are much more portable and editable (but a bit slower).
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: Witty on August 10, 2015, 04:20:58 pm
Here's the error dump for the open-legends error

Spoiler (click to show/hide)

I tried running the script right on embark on a newly genned world. DFhack is all up to date. Running this right from the starter pack.

Here's the error dump for the extended-status script  :)

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: lethosor on August 10, 2015, 04:37:19 pm
Sigh. The first one is a bug in DFHack r3, and the second one is an incompatibility with r3. These changes should work:

open-legends.lua: change line 41 to:
Code: [Select]
    if not dfhack.world.isFortressMode(df.global.gametype) and not dfhack.world.isAdventureMode(df.global.gametype) and not force then

gui/extended-status.lua: change line 168 to:
Code: [Select]
if dfhack_flags and dfhack_flags.enable then

PeridexisErrant: Why didn't you test these scripts before releasing? There is no way you could have run these scripts without running into these errors, and the gui/extended-status error would have occurred on startup if you're enabling it in dfhack.init - did you even attempt to start DF beforehand?
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: Witty on August 10, 2015, 04:49:41 pm
Thanks a bunch lethosor!
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: PeridexisErrant on August 10, 2015, 07:15:11 pm
PeridexisErrant: Why didn't you test these scripts before releasing? There is no way you could have run these scripts without running into these errors, and the gui/extended-status error would have occurred on startup if you're enabling it in dfhack.init - did you even attempt to start DF beforehand?

...After calling in sick because I didn't trust my work with this headache, I really shouldn't have tried to do a release.  All I can say is sorry, and the fixed (and tested) version is now up.  I also forgot to change the version number on DFFD, so at least there was no autoupdate prompt...
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: lethosor on August 11, 2015, 03:14:24 pm
Heh, I know what that's like. I'll set up an r3 environment now to help avoid these kinds of issues in the future.
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: BomberTree on August 11, 2015, 07:53:51 pm
When I go to graphics > customize, I get attacked by the menu flickering like crazy (http://img.ctrlv.in/img/15/08/12/55ca98f513a1e.gif).
(Dwarf Fortress 40_24 Starter Pack r15 on Win7)

edit: Same thing happens on r14.

edit:edit: Fixed when I enable "Allways show scrollbars" in the options!
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: Rasendew on August 22, 2015, 11:58:53 am
Just wanted to say a thank you for making this pack. It's finally gotten me to give Dwarf Fortress a proper go whereas I never really got into it before. Also while I'm here, can anyone suggest a good beginners guide for me so I know what I should be doing early on in the game?
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: Raul on August 22, 2015, 12:01:14 pm
Just wanted to say a thank you for making this pack. It's finally gotten me to give Dwarf Fortress a proper go whereas I never really got into it before. Also while I'm here, can anyone suggest a good beginners guide for me so I know what I should be doing early on in the game?
The wiki (http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide) has a pretty nice beginner's guide. There's also a beginner's guide for Adventurer mode (http://dwarffortresswiki.org/index.php/DF2014:Adventurer_mode), if that's what you're looking for.
Title: Re: Dwarf Fortress 40_24 Starter Pack r15
Post by: Ghills on August 30, 2015, 07:58:07 pm
Just wanted to say a thank you for making this pack. It's finally gotten me to give Dwarf Fortress a proper go whereas I never really got into it before. Also while I'm here, can anyone suggest a good beginners guide for me so I know what I should be doing early on in the game?

If you have any questions as you play, post them in the DF Gameplay Questions subforum.  The wiki is great but sometimes specific advice is good.
Title: Thank you.
Post by: BadLeo on August 31, 2015, 12:53:42 pm
I want to say thank you to PeridexisErrant for maintaining the starter pack. I'm a long standing user of it and it certainly makes the game much easier in terms of configs and presets. Your effort is much appreciated.  :D
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on September 13, 2015, 08:55:56 pm
The Starter Pack has updated to 40_24 r16!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

The reason for this release is pretty simple:  Japa's Armok Vision (http://www.bay12forums.com/smf/index.php?topic=146473) looks awesome!  The latest release (0.6a) has support for clouds, unit sprites, off-map terrain, and much more - and because of some size optimisations, it's compact enough to include in the pack  :D  If you want to support development, check out Japa's Patreon at the above link.

Strike the Earth - in pretty 3D!

Changelog:
 - added Armok Vision 0.6a; includes automatic 32/64 bit handling
 - updated remotefortressreader for latest Armok Vision
 - updated open-legends.lua; help key works now

SHA256:  41eb5ccf367121f0639bf6982725620de091ba297c8450f411c7c4d283f72534
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Rose on September 13, 2015, 11:20:10 pm
I guess I should follow this thread now.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Dirst on September 14, 2015, 05:06:49 am
Thanks PE (and Japa)!  Never underestimate the importance of a Starter Pack for getting new players into the game, and visualizers for getting advanced players to demonstrate the game's awesomeness.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: noirscape on September 15, 2015, 03:54:29 pm
First of thanks for making this starter pack. Secondly I have a question regarding raws. I personally installed the Creation Forge for constructing megaprojects quickly but when I change graphics the raws get deleted. Do you have a solution for this?
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on September 15, 2015, 07:16:43 pm
First of thanks for making this starter pack. Secondly I have a question regarding raws. I personally installed the Creation Forge for constructing megaprojects quickly but when I change graphics the raws get deleted. Do you have a solution for this?

Are you using the mods system?  If not, your raws are being replaced when graphics change - the launcher rebuilds your raws to spec each time, rather than modifying them in place.

You can add raws as a mod under LNP/Mods/<modname>/raw/*, and use of the mods tab in the launcher should become obvious.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Dirst on September 15, 2015, 08:04:56 pm
You can add raws as a mod under LNP/Mods/<modname>/raw/*, and use of the mods tab in the launcher should become obvious.
Is there documentation somewhere on how to package for that?  I've tried a bunch of variations with making mod compatible, and though I can get the .json file parsed, it keeps saying there were no mods to merge.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on September 15, 2015, 08:49:54 pm
You can add raws as a mod under LNP/Mods/<modname>/raw/*, and use of the mods tab in the launcher should become obvious.
Is there documentation somewhere on how to package for that?  I've tried a bunch of variations with making mod compatible, and though I can get the .json file parsed, it keeps saying there were no mods to merge.

https://bitbucket.org/Pidgeot/python-lnp is the current best reference.  I'm happy to help out with any problems, and would love to collaborate on a better guide for modders - I'm a little too close to it to work out what you need.  PMs, email, or w/e all work.

Short version:  if you install a mod with DF, then copy over the whole DF folder so "~/LNP/Mods/<modname>/Dwarf Fortress.exe" is a path, PyLNP will take care of the rest and ensure correct formatting.  From that it should be pretty clear; the whole system is designed so you can also install a mod or graphics pack just by copying over to a vanilla DF install.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Dirst on September 16, 2015, 07:20:36 am
You can add raws as a mod under LNP/Mods/<modname>/raw/*, and use of the mods tab in the launcher should become obvious.
Is there documentation somewhere on how to package for that?  I've tried a bunch of variations with making mod compatible, and though I can get the .json file parsed, it keeps saying there were no mods to merge.

https://bitbucket.org/Pidgeot/python-lnp is the current best reference.  I'm happy to help out with any problems, and would love to collaborate on a better guide for modders - I'm a little too close to it to work out what you need.  PMs, email, or w/e all work.

Short version:  if you install a mod with DF, then copy over the whole DF folder so "~/LNP/Mods/<modname>/Dwarf Fortress.exe" is a path, PyLNP will take care of the rest and ensure correct formatting.  From that it should be pretty clear; the whole system is designed so you can also install a mod or graphics pack just by copying over to a vanilla DF install.
Thanks, but I figured out the problem.  The mod includes stuff under the raw/graphics/ folder which is not currently supported.  Since I have no collisions in that folder, I can ask the user to move that bit (that's needed for Stonesense assets anyway).

Edit: Aaaaand apparently graphics copied directly into the raw folder get nuked when switching out mods.  I've moved my esoteric problem over to the PyLNP development thread.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: ragincajun on September 17, 2015, 02:05:07 pm
Hey PE (or anyone else that may know)...

When I'm looking at the created world and evaluating where to embark...what are the icons on the map I should be looking for in regards to elves, goblins and humans for settlement areas?  I know you can see via TAB what's "around" but I'm wondering for specific areas. 

Example, the dwarf areas are the upside down U shape thing.  What icons mark up elves and goblins and humans?

(edit) Nevermind I found the information.
http://dwarffortresswiki.org/index.php/DF2014:Map_legend
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Devstorm on September 17, 2015, 02:44:56 pm
I like r16. Haven't had a crash yet. Thank you for everything you do in order to make this pack available to us!
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Musaab on September 19, 2015, 03:04:07 am
I can't seem to select animals in the pen/pasture screen.  The numpad and the arrows keys just don't work, but only in that screen.  Everything else seems to work everywhere. 

I can only select the 1st animal.  Since I can't scroll, I can't select any others.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: lethosor on September 19, 2015, 10:18:40 am
I can't seem to select animals in the pen/pasture screen.  The numpad and the arrows keys just don't work, but only in that screen.  Everything else seems to work everywhere. 

I can only select the 1st animal.  Since I can't scroll, I can't select any others.
If you're referring to the sidebar menu, are you using the secondary scrolling keys (+- by default)?

I like r16. Haven't had a crash yet.
Going by the release notes, I can't see a reason why it would be more stable than r15 unless you're actively using Armok Vision. If there's a specific save that's crashing, check for common crash bugs on the bug tracker (e.g. building constructions on trees).
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Musaab on September 19, 2015, 01:19:11 pm
You're right, lethosor.  Thanks!
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Devstorm on September 21, 2015, 09:03:52 pm
I can't seem to select animals in the pen/pasture screen.  The numpad and the arrows keys just don't work, but only in that screen.  Everything else seems to work everywhere. 

I can only select the 1st animal.  Since I can't scroll, I can't select any others.
If you're referring to the sidebar menu, are you using the secondary scrolling keys (+- by default)?

I like r16. Haven't had a crash yet.
Going by the release notes, I can't see a reason why it would be more stable than r15 unless you're actively using Armok Vision. If there's a specific save that's crashing, check for common crash bugs on the bug tracker (e.g. building constructions on trees).

I don't use Armok Vision. And perhaps it might just be happy chance/lack if misfortune due to trees/whatever that I haven't crashed and nothing to do with the update. Doesn't matter, really, does it? The main point is that I wanted to say thank you, and so I have.   :)

Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: davsim on September 22, 2015, 08:41:17 am
PTW.

What a fantastic pack! :P
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: runetrantor on September 23, 2015, 03:15:33 am
I think there's a big with the Ironhand tileset?

I customized it to the original ironhand, as I find the curvy walls ugly as hell, I much rather get the straight lines.

But now any isolated or end tile of smoothed/engraved/built wall looks like a palm tree... 
It's breaking all my designs... D,:

Like here http://i.imgur.com/IFGZzDD.png

Notice that when it's part of a continuous wall, like with the doors, it's fine.

I tried to manually replace that sprite with the right one that is on the file, but that somehow also made the cursor be a VERY saturated color, as it did with the up/down stairs made of materials that are very colorful (Microcline, all clays and sands...)

Any idea how to fix it? All my wonderful hallways with pillars on the sides now look like underground beach promenades.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Ucarty on September 30, 2015, 09:00:24 am
Alright, this has gone on long enough.

Why is this (http://www.bay12forums.com/smf/index.php?topic=107924.0) beautiful tileset by Taffer still missing.
Is there anything I can do to help get it in.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on September 30, 2015, 08:16:57 pm
I think there's a bug with the Ironhand tileset?  I customized it to the original ironhand
...
Any idea how to fix it? All my wonderful hallways with pillars on the sides now look like underground beach promenades.
It sounds like you've already tried patching the old sprite sheet, so I don't have any suggestions.  In any case this isn't a bug with the pack or anything I actually make or distribute, so all I can do is suggest the tilesets and graphics board.


Alright, this has gone on long enough.

Why is this (http://www.bay12forums.com/smf/index.php?topic=107924.0) beautiful tileset by Taffer still missing.
Is there anything I can do to help get it in.
I just have an arbitrary rule that only substantial graphics packs go in, because otherwise there's so much stuff that the pack would balloon out of control.  Taffer is beautiful, but it's got a pretty limited set of creature graphics (only sentient beings).

If you want to make it easier to add to the pack (that is, for a user to add after downloading both), format the pack like the other graphics packs.  You can easily do this by putting a copy installed with DF in the graphics folder, using the 'simplify graphics' button, and adding a manifest.json
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: boysfromthedwarf on October 01, 2015, 04:39:39 pm
First off as always thanks PE for your continued work on LNP.

After a brief hiatus from DF I started back up an old fort. After a few hours I decided that I wanted to start a new world generation to start a new fort with some new ideas.

World generation went fine, so I searched for an ideal embark location. I found several with all the parameters that I required, a river, flux, shallow and deep metal, clay and sand.....perfect or so it would seem.
After an hour of digging and searching, with no luck, I used prospect in dfhack.....to my surprise little to no ore on the map despite my search preferences in embark menu saying there was.
I put this first one down to being a normal DF glitch, abandoned the fort and tried again....same thing. So regenerated another map same thing again.
In all I generated about 10 world's and tried multiple embarks on each but kept having the same problem..... No ore!!!!

Is this a current bug? I do have several older versions of the LNP on my PC, would it be worth world generating in one of these and importing this new world to the latest one?

Thanks in advance to anyone who can help
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Musaab on October 04, 2015, 12:45:05 pm
I am getting a lot of crashes in Adventure Mode.  Any tips on how to fix it?
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: lethosor on October 04, 2015, 08:25:47 pm
You could try disabling TwbT temporarily (it used to cause issues with adventure mode, but I'm not sure if it still does).
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Musaab on October 05, 2015, 01:27:53 am
You could try disabling TwbT temporarily (it used to cause issues with adventure mode, but I'm not sure if it still does).

It crashed when I hit < and >
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Dirst on October 05, 2015, 08:57:51 am
You could try disabling TwbT temporarily (it used to cause issues with adventure mode, but I'm not sure if it still does).

It crashed when I hit < and >
When then don't hit those keys.  Duh.

(Dirst runs...)
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Spillsta on October 06, 2015, 03:10:53 pm
Hi, I'm super new to this but after downloading the launcher and  to run the LNP launcher thing, AVG keeps telling me that there's some kind of problem or virus thing (adp.ares.generic) I have little idea what half of it is and if this is even the right place to post about it :P
Any help pls? I really want to play this lol
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Dirst on October 06, 2015, 03:19:56 pm
Hi, I'm super new to this but after downloading the launcher and  to run the LNP launcher thing, AVG keeps telling me that there's some kind of problem or virus thing (adp.ares.generic) I have little idea what half of it is and if this is even the right place to post about it :P
Any help pls? I really want to play this lol
The LNP is niche enough that it takes a while for antivirus programs to "learn" that it's okay.  The suspicious bits are a relatively unknown executable (the LNP itself) and the way that DFHack operates.  You should be able to explicitly trust the LNP and make things work.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Zuglarkun on October 06, 2015, 09:45:19 pm
Hi, I'm super new to this but after downloading the launcher and  to run the LNP launcher thing, AVG keeps telling me that there's some kind of problem or virus thing (adp.ares.generic) I have little idea what half of it is and if this is even the right place to post about it :P
Any help pls? I really want to play this lol

Just popped in to say that the same happened to me as well (So you're not alone on this) on the latest Starter Pack r16 (as well as r15) that was downloaded some weeks beforehand. Prior to this, the Starter Pack Launcher (PyLNP).exe has not given me any problems with AVG running in the background. Doing some quick research, its likely to be a false positive based on AVG's track record with gaming programs and executables (I made sure to run another scanner like Malwarebytes just to be sure), so I allowed the processes as an exception.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on October 06, 2015, 11:39:20 pm
Hi, I'm super new to this but after downloading the launcher and  to run the LNP launcher thing, AVG keeps telling me that there's some kind of problem or virus thing (adp.ares.generic) I have little idea what half of it is and if this is even the right place to post about it :P
Any help pls? I really want to play this lol

Just popped in to say that the same happened to me as well (So you're not alone on this) on the latest Starter Pack r16 (as well as r15) that was downloaded some weeks beforehand. Prior to this, the Starter Pack Launcher (PyLNP).exe has not given me any problems with AVG running in the background. Doing some quick research, its likely to be a false positive based on AVG's track record with gaming programs and executables (I made sure to run another scanner like Malwarebytes just to be sure), so I allowed the processes as an exception.

Weird!  If you want to be paranoid, the file is byte-identical back to r13, which was June 5th.  Checksums can be compared against versions archived at the mirrors, and the PyLNP bitbucket page  :P

So yes, false-positive.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: thefinn on October 10, 2015, 05:39:05 am
Using R16, am at the embark menu, tried adding some new itemsa couple times, crashed out both times.

Any suggestions?
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on October 10, 2015, 06:58:09 am
I guess try Print_mode:2D instead of :TWBT?  That might help.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: lethosor on October 10, 2015, 07:58:43 am
Try disabling menu-mouse if it's enabled.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: thefinn on October 10, 2015, 10:16:01 am
Try disabling menu-mouse if it's enabled.

Will try it thanks.

Edit: That got it, thanks for that !
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: thefinn on October 11, 2015, 01:10:26 am
Getting this error when hitting alt-W for workflow on workshops.
It's preventing the workflow UI coming up, I will use command-line for the moment..


Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Mr. Orange on October 21, 2015, 02:49:35 pm
I am having issues with workflow jobs not continuing after being unsuspended. I think this is the fix for it:

https://github.com/DFHack/dfhack/issues/487

Now I don't know how to compile dfhack with this change included, but maybe someone else could do this? I am sure everyone would benefit from it!
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: lethosor on October 21, 2015, 03:26:42 pm
The fix is actually https://github.com/DFHack/dfhack/pull/617, which is going to be part of the next DFHack release. I don't know when expwnent's going to be able to make a release, although it ought to happen soon - either way, building a fixed plugin for DFHack 0.40.24-r3 is actually more work for (most) devs than building a new release, so it's more likely that a release will happen first.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: thefinn on October 21, 2015, 07:11:57 pm
So with graphics I am double clicking on spacefox 16px but it's coming up with ascii in-game (at the map menu. I'm starting a new fortress.)

Any idea what might be wrong?

All I did between games was quit out and re-run DF and suddenly having this graphics issue - probably something I did, but god knows what?!

Any help appreciated.

Edit: I started a fortress, and the graphics are correct once in a game, however the map screen and trying to find a decent spot to start are ascii. Not sure what changed there?

Edit: Ok I manually chose spacefox_text in the customise menu not sure why it wasn't doing this when at the "Choose" menu when installing spacefox... Instead it installs curses.. go figure?!
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on October 21, 2015, 08:26:04 pm
When using "print_mode:TWBT" (the default for this pack), all menu text and embark stuff uses the FONT and in-fort (or adventurer) maps use the GRAPHICS_FONT.  I set curses as the default FONT because all the menus and world maps are designed for it, though as you note this can be changed in the customise menu - but then you have eg coffins as a zero.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: thefinn on October 21, 2015, 08:39:47 pm
When using "print_mode:TWBT" (the default for this pack), all menu text and embark stuff uses the FONT and in-fort (or adventurer) maps use the GRAPHICS_FONT.  I set curses as the default FONT because all the menus and world maps are designed for it, though as you note this can be changed in the customise menu - but then you have eg coffins as a zero.

TWBT is definitely on, I just came back to actually say something is really wrong. I had made a new world before I left my old fort and I can still see aquifiers are still off and yet it made the world with aquifiers on, as they are all over - I hadn't noticed it before as I merely did a search and embarked.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: LeoCean on October 22, 2015, 04:32:11 pm
Quite easy to fix, check in your save file and the raws if [AQUIFER] is there or it's !AQUIFER!. It will default back to [AQUIFER] if you change or reload a tileset. And if it is still set just hit the little button to turn it on and off again it should work. If not just replace all the [AQUIFER] in your save file with !AQUIFER! it's in inorganic_stone_soil and inorganic_stone_layer.

Honestly I just change it before I load a tileset in the graphics folder so I don't need to deal with having to make a new map just cause I forgot it diverts back when you change tilesets since most tilesets don't have it off by default and it isn't going to be off in the lnp until you hit that button to make sure it is after you load a tileset which you can forget.


So with graphics I am double clicking on spacefox 16px but it's coming up with ascii in-game (at the map menu. I'm starting a new fortress.)

Any idea what might be wrong?

All I did between games was quit out and re-run DF and suddenly having this graphics issue - probably something I did, but god knows what?!

Any help appreciated.

Edit: I started a fortress, and the graphics are correct once in a game, however the map screen and trying to find a decent spot to start are ascii. Not sure what changed there?

Edit: Ok I manually chose spacefox_text in the customise menu not sure why it wasn't doing this when at the "Choose" menu when installing spacefox... Instead it installs curses.. go figure?!

Did you restart from 0_40_13 to 0_40_24? :P, It's been that way for awhile, you can always use TWBT_LEGACY it uses the graphics font for maps unless mifiki changed that, but I doubt it. And then just reload the game and change back to twbt mode so you get the correct font when you play after you have embarked. Em well that isn't correct, it should still give you the correct font but twbt_legacy mode is laggier? Or something.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: thefinn on October 24, 2015, 06:22:50 am
thanks for the reply!
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: thefinn on October 24, 2015, 06:23:28 am
The fix is actually https://github.com/DFHack/dfhack/pull/617, which is going to be part of the next DFHack release. I don't know when expwnent's going to be able to make a release, although it ought to happen soon - either way, building a fixed plugin for DFHack 0.40.24-r3 is actually more work for (most) devs than building a new release, so it's more likely that a release will happen first.

Which version can I download that doesn't have that bug in it?
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on October 24, 2015, 06:27:24 am
The fix is actually https://github.com/DFHack/dfhack/pull/617, which is going to be part of the next DFHack release. I don't know when expwnent's going to be able to make a release, although it ought to happen soon - either way, building a fixed plugin for DFHack 0.40.24-r3 is actually more work for (most) devs than building a new release, so it's more likely that a release will happen first.

Which version can I download that doesn't have that bug in it?

There isn't one, or it would be part of the current starter pack.  I've been pushing for a DFHack release for some time now, so try to be patient  :-\
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: thefinn on October 24, 2015, 11:21:12 am
The fix is actually https://github.com/DFHack/dfhack/pull/617, which is going to be part of the next DFHack release. I don't know when expwnent's going to be able to make a release, although it ought to happen soon - either way, building a fixed plugin for DFHack 0.40.24-r3 is actually more work for (most) devs than building a new release, so it's more likely that a release will happen first.

Which version can I download that doesn't have that bug in it?

There isn't one, or it would be part of the current starter pack.  I've been pushing for a DFHack release for some time now, so try to be patient  :-\

So this is something that was overlooked for some time was it ?

I noticed on the bug report something about R4, so.. that was quite a bit ago...
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: lethosor on October 24, 2015, 12:35:15 pm
It's an issue that is not fixed in the current DFHack release, 0.40.24-r3, but has been fixed since then and will be fixed in the next/upcoming DFHack release, 0.40.24-r4. (The last DFHack release with "r4" in its name was 0.34.11-r4, so maybe you're confusing it with that.)
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: thefinn on October 24, 2015, 01:18:27 pm
It's an issue that is not fixed in the current DFHack release, 0.40.24-r3, but has been fixed since then and will be fixed in the next/upcoming DFHack release, 0.40.24-r4. (The last DFHack release with "r4" in its name was 0.34.11-r4, so maybe you're confusing it with that.)

Bleh, yeah my bad I was confusing it with DF versions lol.

I hadn't had my coffee yet. It's kind funny half way through the day seeing some derp you did before coffee, so bad...
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Iamblichos on October 29, 2015, 09:02:31 am
Just upgraded my machine and getting a LOT of crashes.  Therapist won't start with the rest of the LNP, DF crashes when I try to save, etc.  I have one of the new i7 Skylakes, and performance went up a LOT for single-threaded apps, but the crashing is taking a lot of the fun out of the game  :P  Has anyone else had similar problems?

Thanks.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: Algee on October 31, 2015, 05:40:16 pm
I tried adding my utility (http://www.bay12forums.com/smf/index.php?topic=153777.0) to the utility folder (the .exe i've compiled with py2exe), and I get the following error when I try and open it through the LNP.

Code: [Select]
Traceback (most recent call last):
  File "run.pyc", line 4, in <module>
  File "Window.pyo", line 161, in __init__
   
  File "Tkinter.pyo", line 1814, in __init__
   
_tkinter.TclError: Can't find a usable init.tcl in the following directories:
    {C:\Users\Algee\AppData\Local\Temp\_MEI39202\_MEI\tcl} C:/Users/Algee/AppData/Local/Temp/_MEI39202/_MEI/tcl8.5 D:/!!FUN!~1/LNP/Utilities/lib/tcl8.5 D:/!!FUN!~1/LNP/Utilities/lib/tcl8.5 D:/!!FUN!~1/LNP/lib/tcl8.5 D:/!!FUN!~1/LNP/Utilities/library D:/!!FUN!~1/LNP/library D:/!!FUN!~1/LNP/tcl8.5.15/library D:/!!FUN!~1/tcl8.5.15/library

C:/Users/Algee/AppData/Local/Temp/_MEI39202/_MEI/tcl/init.tcl: version conflict for package "Tcl": have 8.5.15, need exactly 8.5.2
version conflict for package "Tcl": have 8.5.15, need exactly 8.5.2
    while executing
"package require -exact Tcl 8.5.2"
    (file "C:/Users/Algee/AppData/Local/Temp/_MEI39202/_MEI/tcl/init.tcl" line 20)
    invoked from within
"source C:/Users/Algee/AppData/Local/Temp/_MEI39202/_MEI/tcl/init.tcl"
    ("uplevel" body line 1)
    invoked from within
"uplevel #0 [list source $tclfile]"


This probably means that Tcl wasn't installed properly.

I tried downloading the pyLNP source and it opens it just fine.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: palu on October 31, 2015, 08:59:18 pm
Have you seen this (http://www.bay12forums.com/smf/index.php?topic=152698.0) yet? It's a near-complete TWBT set for Phoebus.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on October 31, 2015, 10:57:43 pm
I tried adding my utility (http://www.bay12forums.com/smf/index.php?topic=153777.0) to the utility folder (the .exe i've compiled with py2exe), and I get the following error when I try and open it through the LNP.

Replied in that thread.  If we can sort it out soon I'll include it in this week's release, otherwise it'll wait until next time.

Have you seen this (http://www.bay12forums.com/smf/index.php?topic=152698.0) yet? It's a near-complete TWBT set for Phoebus.

Yep, it'll be in the upcoming release.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: urpokarhu on November 03, 2015, 10:27:15 am
Hello,

Can I somehow make the font bigger when I'm using printmode TWBT and spacefox tileset? And I mean the readable text :)
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: fricy on November 03, 2015, 11:17:15 am
Can I somehow make the font bigger when I'm using printmode TWBT and spacefox tileset? And I mean the readable text :)
In the launcher (PyLNP) go to the Grahics tab, select Customize and choose a different FONT from the list.
Title: Re: Dwarf Fortress 40_24 Starter Pack r16
Post by: PeridexisErrant on November 03, 2015, 04:18:35 pm
Or just zoom with [ ] on a screen which is all text.
Title: Re: Dwarf Fortress 40_24 Starter Pack r17
Post by: PeridexisErrant on November 05, 2015, 05:54:31 pm
The Starter Pack has updated to 40_24 r17!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This release brings some lovely graphics updates to users of Gemset or the default Phoebus graphics, plus a nice tool to look at filtered and customised announcements.  Enjoy them - it's time to Strike the Earth!

Changelog:
 - updated Gemset to v1.4
 - added Doren's TwbT overrides for Phoebus
 - removed Announcement Filter
 - added Announcement Window v1.1; like the above but better!
 - updated PyLNP to 0.10b-2; same code but compiled with newer Python
 - updated TwbT to v5.47

SHA256:  f5fc142956a28da28fc50201c407a4ffe547b5eb2c8af4b231ff36cbc8083957

If it seems like a long time since the last update, blame my Honours thesis and the new DFHack documentation (https://dfhack.readthedocs.org/) I made.  It's also been a slow period in general, though that might change soon with a DF release!  We'll see how it goes  :D
Title: Re: Dwarf Fortress 40_24 Starter Pack r17
Post by: Dirst on November 05, 2015, 08:36:07 pm
Your honors thesis was a Starter Pack update? I want your advisor!

Thanks for the tireless work on making DF accessible to a wider audience.
Title: Re: Dwarf Fortress 40_24 Starter Pack r17
Post by: PeridexisErrant on November 05, 2015, 09:59:21 pm
Your honors thesis was a Starter Pack update? I want your advisor!
Unfortunately not... but there are some benefits to feeling productive while procrastinating!
Title: Re: Dwarf Fortress 40_24 Starter Pack r17
Post by: PowerSurge on November 08, 2015, 02:46:48 pm
I seem to have found a bug and narrowed it down to TwbT and the Phoebus texture pack in the R17 starter pack.
Normal:
https://drive.google.com/open?id=0B3Vnl7plZSmeZHFaZDFFR3JBU1E
Then when you move the screen around this happens:
https://drive.google.com/open?id=0B3Vnl7plZSmeZUI2YkV2dklaS2c
https://drive.google.com/open?id=0B3Vnl7plZSmeZDFqSzdiR1N3NUU
I have no idea on how to fix this. Also I did not have this problem with the R16 starter pack.
Title: Re: Dwarf Fortress 40_24 Starter Pack r17
Post by: PeridexisErrant on November 08, 2015, 04:18:28 pm
Reported here (http://www.bay12forums.com/smf/index.php?topic=138754.msg6598978#msg6598978), thanks for the report.
Title: Re: Dwarf Fortress 40_24 Starter Pack r17
Post by: TheBloke on November 15, 2015, 10:16:49 am
I think this is my first post in this thread, so just wanted to say thanks so much for the superb pack.  It was my intro to DF and it made all the difference in getting me going, and keeping me interested.  I love DF, but I don't know for sure if I would have stuck around long enough to get hooked if I'd had to play without DFHack or with only ASCII graphics.  Or even got started at all if I felt I had to spend days researching how to put a better experience together myself - it would have been worth the effort of course, but at that time I wouldn't have known it was worth it :)

This pack gave me everything I needed to get an awesome game immediately, and even though I now understand a lot more about DF and its structures, I will continue using PyLNP and this pack because it makes everything so much more convenient.

A quick question:  what is the name of this pack? :) Does it have a name, besides "Starter Pack" (of which there are others)?  If not, could I suggest that it would be good if it did?  I ask because I was trying to direct someone on IRC to it, and at first I called it PyLNP but of course that's the name of the generic launcher, shared amongst other packs too.  So I've taken to calling it "PE's PyLNP-based Windows Starter Pack" which is.. cumbersome :)  So as a small suggestion I think it should have a name, and perhaps also and ideally a graphic/logo that replaces/adds to the generic PyLNP logo.  The name could be something creative/lore-appropriate, or just something simple like "DF WinPack"?  Anything that's unique and appears in the title of this thread and the DFDD link and thus eventually can be Googled.

Secondly, a minor bug report:

As of now, choosing Performance Tweaks results in a "tweak: Usage" error displaying in DFHack console and fast-heat is not enabled.

I don't really know what X should be.  Right now I'm using 50, because that's between 1 and 2 seconds of real time, depending on the save I have loaded (I cap FPS at 50, but often get no more than 25.)  I presumed that I wouldn't care if stuff took a couple of real seconds to catch fire/melt, but I don't know if that's OK; and I'm guessing that 50 is on the higher side, assuming that the game normally does it once-per-tick.

As a related point: tweak fast-heat is described in terms of fix/stable-heat: [fast-heat] reduces the time it takes for stable-temp to stop updates again when equilibrium is disturbed.

So maybe stable-heat should also be run in order to get most or even any benefit from fast-heat?  Or are the two definitely separable?    stable-heat takes a little time to run from my experience, so I guess if it were added, it would be a one-time job to run from onLoadWorld.init?

Thanks again for all your great work!
Title: Re: Dwarf Fortress 40_24 Starter Pack r17
Post by: PeridexisErrant on November 15, 2015, 08:51:04 pm
Thanks heaps for your feedback!  It's lovely to hear from people who like and use the pack, and even better to get specific feedback on how to improve it  :D

The best name to use is probably "PeridexisErrant's [Dwarf Fortress] Starter Pack", including DF if it's not clear from context.  (hmm, I should update the thread title...)

fix/stable-temp sets the temperature of all items identical to the tile they're in - it's a way to address specific FPS issues, but at least as game-changing as clean alltweak fast-heat just puts a floor on how slowly temperatures change, to squash the long slow changes at the end, which is a minor bugfix only.  Thanks for the bug report, I've set it to 100 frames (round number, why not?).
Title: Re: Dwarf Fortress 40_24 Starter Pack r18
Post by: PeridexisErrant on November 16, 2015, 09:36:07 am
The Starter Pack has updated to 40_24 r18!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is the long-awaited DFHack update, which includes a multitude of cleanups, bugfixes, and standardization of various things.  In general I've updated everything that needed updating, replaced those things that could be replaces, and removed a couple of things that are no longer useful.

You can read the Starter Pack changelog below, the DFHack changelog here (https://github.com/DFHack/dfhack/releases/tag/0.40.24-r4), and the new DFHack documentation here. (https://dfhack.readthedocs.org)  Strike the Earth!

Changelog:
 - updated Announcement Window to v1.2; mostly bugfixes
 - updated DFHack to 40.24-r4; see that changelog elsewhere
 - removed menu-mouse plugin; incompatible with new DFhack and no updates
 - several backported scripts were replaced by other tools in the new DFHack
 - removed autoresetgrid.lua and manager-quantity.lua
 - updated custom init files; see LNP/Extras folder
 - updated TwbT to v5.48
 - fixed some DFHack config; reduced errors or unwanted output
 - removed Blocky Map App; zoom all the way out in Armok Vision instead
 - updated Armok Vision to v0.7.2, and dropped 32bit support
 - updated Obsidian graphics; Fricy fixes some grass issues

SHA256:  433c780306b5f1cc12168d8a7655b2a586e93e2e9d9162ac0819fc51c1d4f8cb
Title: Re: Dwarf Fortress 40_24 Starter Pack r18
Post by: fricy on November 16, 2015, 10:20:31 am
Quote
removed autoresetgrid.lua and manager-quantity.lua
I'm curious about why did you remove these scripts?
Title: Re: Dwarf Fortress 40_24 Starter Pack r18
Post by: PeridexisErrant on November 16, 2015, 10:28:42 am
Quote
removed autoresetgrid.lua and manager-quantity.lua
I'm curious about why did you remove these scripts?
Many of Lethosor's scripts are now in DFHack via the new submodules, but Lethosor left those ones out.  For the sake of clarity, accurate documentation, and consistency with that decision I didn't add them back in.
Title: Re: Dwarf Fortress 40_24 Starter Pack r18
Post by: lethosor on November 16, 2015, 04:16:34 pm
manager-quantity.lua is obsolete with "tweak manager-quantity". I don't think autoresetgrid was intentionally left out, though. I've also never been able to get a reliable answer as to which print modes the latest version causes flickering in, but the no-opengl option should avoid non-Truetype print modes, including TWBT.

Regarding naming, the main issue I have with the name "starter pack" is that it's generic. A new player reading your post would probably assume that this is the only pack from the phrase "The Starter Pack has updated". It's admittedly a different name from the other current packs, but it's hard for me to figure out exactly what people are using when half of the community uses "starter pack" and "LNP" interchangeably to refer to any pack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: PeridexisErrant on November 16, 2015, 07:32:54 pm
manager-quantity.lua is obsolete with "tweak manager-quantity". I don't think autoresetgrid was intentionally left out, though. I've also never been able to get a reliable answer as to which print modes the latest version causes flickering in, but the no-opengl option should avoid non-Truetype print modes, including TWBT.
Right.  tweak manager-quantity will be added to my init file (and why isn't it in the default dfhack.init?).  I'll re-add autoresetgrid.lua, and have it enabled by default at some point when I can roll that back more easily.

Regarding naming, the main issue I have with the name "starter pack" is that it's generic. A new player reading your post would probably assume that this is the only pack from the phrase "The Starter Pack has updated". It's admittedly a different name from the other current packs, but it's hard for me to figure out exactly what people are using when half of the community uses "starter pack" and "LNP" interchangeably to refer to any pack.
Yeah.  I originally coined "Starter Pack" in the hope that a unique name would distinguish it from the LNP - and at the time, there was nothing with either name or other platforms.  Basically I don't have any useful ideas of what to do, though I've tried to clarify the thread title.  If you have a solution to trademark dilution, let me know  :-\
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: Ariachus on November 16, 2015, 10:11:11 pm
Hey there just reporting a bug, not 100% sure this is where it should go. So trying to set up a hauling route and I can't remove links in a stop. I hit and dfhack pops a window that says "are you sure you want to remove this stop? esc to exit enter ok" No matter what i choose nothing happens. Just wondering if you know which plugin this is so i can disable it or if its a bug?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: lethosor on November 16, 2015, 10:26:35 pm
Add "confirm disable haul-delete" to dfhack.init. That's a bug in the confirm plugin that'll be fixed in the next DFHack release.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: PatrikLundell on November 17, 2015, 03:46:05 am
I ran into the same problem as Ariachus did, and worked around it by copying the save to r16 and back so I'm not in dire straits.

My problem is that lethosor's work around description is too terse for me. I've found the file, but where in the file should the line go? It LOOKS like the headings are just comments, and thus the organization is just a matter of keeping things tidy. If that's the case the line can just be dumped anywhere, but I'm not sure.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: PeridexisErrant on November 17, 2015, 05:40:21 am
Yep, almost anywhere in the file (on it's own line) will work.  I suggest the very top of the file, so it's easy to find what changes you made later.

I've already made the required change for the next release.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: lethosor on November 17, 2015, 06:59:23 am
I don't think it'll work at the top of the file, actually, since the "enable confirm" later on probably enables everything.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: PeridexisErrant on November 17, 2015, 07:50:51 am
Good point.  Adding it to dfhack_PeridexisErrant.init will work anywhere though.

Would you be able to provide a fixed version of the tweak plugin, to totally avoid the issue?  I can't compile anything at the moment.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: ChocoCrowbar on November 17, 2015, 02:09:32 pm
So found a bug that involves moving a barrel of plump helms to the trade depot, while the brewer is still mid brew. When he finishes that one, an alert comes up that he can't find what he was looking for, and it crashes.

I can't see if its because he can't find the item that was taken to the trade depot or if there isn't any more plump helms (though I did leave two full barrels, so I doubt it's that).

I do have the Still fixed on a workflow and the dwarf was bringing it up to the limit.

I moved the save to a vanilla DF and it also happened. If I suspend the job before he finishes the one he's one, it doesn't crash. I tried this on the Starter Pack and Vanilla.

I have the save file 6 sec before the crash happens here: http://dffd.bay12games.com/file.php?id=11278 (http://dffd.bay12games.com/file.php?id=11278)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: lethosor on November 17, 2015, 04:37:16 pm
Would you be able to provide a fixed version of the tweak plugin, to totally avoid the issue?  I can't compile anything at the moment.
It's the confirm plugin, and I can't provide a Windows build.

There's a known crash issue in the workflow plugin that nobody's figured out yet, although it's probably related to a change in r4. Once that's fixed, I might try to do another release.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: TheBloke on November 17, 2015, 04:43:33 pm
I can do the Windows build once the fix is pushed.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: PeridexisErrant on November 17, 2015, 07:02:22 pm
Thanks.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: WildeSkye on November 18, 2015, 12:16:07 am
Since updating from Starter Pack r17 to r18 I've been getting inundated with announcements about skills.

Code: [Select]
Winter has arrived on the calendar.
The weather has cleared.
Libash Lanlarerush is no longer rusty Novice Butcher.
Datan Morultobul is now rusty Adequate Conversationalist.
Reg Erithurrith is now rusty Expert Maceman.
Rith Memadendok is no longer rusty Adequate Comedian.
Rith Memadendok is no longer rusty Adequate Consoler.
Erib Kiblogem is now rusty Adequate Intimidator.

I've noticed the announcements don't happen if I start Dwarf Fortress without SoundSense.

Does anyone know any tweaks, edits or setting changes I can make to prevent these rusty this rusty that messages...beyond not running SoundSense that is?  I've been able to find these announcements within the ss_fix.log, located in the main Dwarf Fortress directory, if that helps narrow down possible solutions.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: PeridexisErrant on November 18, 2015, 01:01:22 am
Delete "hack/scripts/soundsense.lua", and thanks for the report - I'll fix this for the next release.

What happened: I have a script to do some routine checks before I upload a new pack, and one is that soundsense.lua is in place (it's copied from the utility folder if not).  I'd previously made a custom version without the skill rust announcements, but... when I updated Soundsense that was overwritten... which didn't matter until I also updated DFHack.

I think I'll write an improved logging script to go in default DFHack and prevent this kind of problem from recurring.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: PatrikLundell on November 18, 2015, 03:13:28 am
Thanks for the route removal correction description. I can confirm putting the line at the beginning (after the first comment) of dfhack_PeridexisErrant.init works.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: WildeSkye on November 18, 2015, 10:08:16 am
Delete "hack/scripts/soundsense.lua", and thanks for the report - I'll fix this for the next release.

Thanks!  I appreciate the help, and am glad I could help out, too.  :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: Guntaas on November 20, 2015, 12:35:19 pm
Howdy!
Love the pack, but I have a bit of a problem. Every time I close out the starter pack, DF forgets the entire region. When I re-launch, DF wants me to create a new world. If I save and quit, but don't close the starter pack launcher, it will remember the region. I checked the saves folder, and the save is still there, and the new region I made was called region2, so I think DF recognizes the saves are there. It might have something to do with permissions, but I have tried running as an administrator, moving the file location, essentially everything I can think of. I'm using Windows 8, and everything else seems to work, DF just keeps forgetting the region after I close the starter pack. Any thoughts on what I am doing wrong?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: dantebelmondo on November 20, 2015, 01:05:22 pm
Hey, really appreciate your work. I have some problems regarding the military screen. Like whatever my sub-menu is (alert or ammo etc) if I press d which should be remove item in such sub-menu, DFhack will ask me if I want to disband the squad which should only works in position sub-menu. I am not sure if it's a DFhack bug or StarterPack issue or my own setting problem.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: lethosor on November 20, 2015, 04:20:26 pm
Add "confirm disable squad-disband" to dfhack_PeridexisErrant.init or the end of dfhack.init.
(I could implement the dialogs in Lua so they're easier to modify/fix, but that won't help a lot with the current issues.)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: dantebelmondo on November 20, 2015, 06:33:46 pm
It said Unrecognized Option: squad-delete.

Oh it's "confirm disable squad-disband" thank you lethosor.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: lethosor on November 20, 2015, 07:19:30 pm
Sorry, must have gotten it confused with haul-delete. That'll be fixed in the next DFHack release too, at least.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: Uggh on November 21, 2015, 12:15:59 pm
Add "confirm disable haul-delete" to dfhack.init. That's a bug in the confirm plugin that'll be fixed in the next DFHack release.
In addition to this problem, I get a "Do you really want to delete" message when typing a 'd' in the input field for a note, i.e. N->p->t and then enter a 'd'. Can that also be fixed similarly?

I did not really understand the proposed workaround where you shall copy the file to r16 and back. Can somebody give more details on what exactly should be done? I'm a bit lost.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: lethosor on November 21, 2015, 12:43:32 pm
I'll look into that one, but note-delete is probably the option you want. I don't know which workaround you're referring to that involves copying files around, but my suggestion just involves editing a text file - does that work for you?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: Uggh on November 21, 2015, 02:07:37 pm
Somebody said that copying to r16 and back solved the problem. Whatever, I simply copied my save back into a r17 and that works.

No, delete is not what I wanted. I wanted to enter a description for a note, placed by N-p-t, like "main bridge". As soon as I enter the 'd' of "bridge", I'am asked whether I want to delete the note.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: lethosor on November 21, 2015, 02:11:45 pm
What I meant was that "confirm disable note-delete" is the command you want. (Although you'll probably want "confirm disable note-delete haul-delete squad-disband" to avoid the other issues people have reported as well.)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r18
Post by: PeridexisErrant on November 21, 2015, 05:39:58 pm
... I'll add that to the init file too.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: PeridexisErrant on November 24, 2015, 10:19:25 am
The Starter Pack has updated to 40_24 r19!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is a follow-up for bugs introduced by the DFHack update in the last release, brought foward by the imminent DF update (woohoo!).  Strike the Earth!

Changelog:
 - disabled buggy confirmation dialogues; "confirm disable haul-delete note-delete squad-disband"
 - changed extra init file; now triggers on map load instead of world load
 - removed skill rust announcements from soundsense script

SHA256:  1b09a4b577e19bf6ee14e4a73462072b21d6f49d566273fe2410e4237a653c77
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: clewara on November 24, 2015, 05:11:00 pm
Does this still have the gamecrashing DFHack/workflow bug reported at https://github.com/DFHack/dfhack/issues/741 (https://github.com/DFHack/dfhack/issues/741)?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: lethosor on November 24, 2015, 05:31:26 pm
That hasn't been fixed in DFHack yet (it's also a little unclear if the change in DFHack r4 was what caused it).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: Drowchyld on November 25, 2015, 10:03:35 am
I found an issue in 40_24 r19

launching the "SoundSense" tool on a fresh install does not work. cmd prompt opens and closes instantly. Running from the direct exe gives an error about a problem. Deleted the folder and tried again with the same result.

Guess you made a boo-boo when repacking this version. Last version ran fine.  :o

Cheers!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: thistleknot on November 25, 2015, 10:56:35 pm
saw your reddit post the other day following the new df version announcement (i.e. towards testing new df). 

I haven't played in a while, but I was thinking of jumping in this weekend.  What is it that you were wishing you had more time for?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: PeridexisErrant on November 25, 2015, 11:22:03 pm
saw your reddit post the other day following the new df version announcement (i.e. towards testing new df). 

I haven't played in a while, but I was thinking of jumping in this weekend.  What is it that you were wishing you had more time for?

Working on https://github.com/PeridexisErrant/starter-pack

Basically it reads a config file listing graphics, utilities, and misc files, then downloads the latest version of everything and assembles it into a Starter Pack release (requires Python3, and the requests library).  It's still in development, but you're welcome to check out the latest form if you want to  ;)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: thistleknot on November 26, 2015, 12:00:20 am
I know someone who is really really good at curl and bash scripting at my work that could work this in two minutes.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: PeridexisErrant on November 26, 2015, 12:15:23 am
Yeah, this is definitely not a least-effort solution.  On the other hand, I aim to have the script do everything else too - from update keybindings when the format changes, to writing my changelogs for me.  It's not what it does now, it's what it can do in future: repeatable builds from a simple config file to the latest components.  Plus some other stuff; for example here's a table it outputs about the components it's pulling in:

Component:           Age:   Version:       Filename:
 PyLNP                  -1   0.10b          PyLNP_0.10b-win32.zip         
 Dwarf Fortress         -1   0.40.24        df_40_24_win.zip             
 Quickfort              -1   2.04           Quickfort_2.04.zip           
 Soundsense             -1   2015-1         soundSense_2015-1_194.zip     
 Quickfort Blueprint     3   2.3            Community Quickfort Blueprints
 TwbT                    3   v5.49          twbt-5.49-win.zip             
 Armok Vision           10   v0.7.2         Armok.Vision.0.7.2.Win.x64.zip
 Announcement Window    16   Version 1.1b   AnnouncementWindow-1.1b-win32.
 DFHack                 17   0.40.24-r4     dfhack-0.40.24-r4-Windows.zip
 Gemset                 28   1.4            GemSet 1.4.zip               
 World Viewer           46   2.1.3          World Viewer df40.zip         
 Phoebus                87   2              DF Phoebus 40.24 TWBT.zip     
 Spacefox              145   40.24          fricy_Spacefox_40.24.zip     
 Obsidian              269   40.24          fricy_Obsidian_40.24.zip     
 Dwarf Therapist       297   31.0           Dwarf-Therapist-WIN-31.0.0.zip
 Mayday                306   40.24          fricy_Mayday_40.24.zip       
 CLA                   306   40.24          fricy_CLA_40.24.zip           
 Ironhand              321   40.24          fricy_Ironhand_40.24.zip     
 Legends Viewer        342   1.13.24        LegendsViewer-1.13.24.zip     
 Stocksettings         355   2              stocksettings-presets-v2.zip 
 PerfectWorld          379   1.9            PerfectWorldDF_1_9.zip       
 Isoworld              432   2.1            IsoWorld 2.1.zip             
 Dwarf Mockup          436   1.0.3          DwarfMockup-1.0.3.zip         
 PerfectWorld XML      440   1              WorldGen.zip                 
 Picturefort           523   2.1            picturefort_2.1.zip           
 Dorven Realms         569   R1             DorvenRealms.sfx.exe         
 DF Story Maker        863   1.0            DFStoryMaker.zip

So for example you can see I missed the TwbT update; that could have been in r19 if I'd seen it earlier.  I'm also thinking about dropping the Story Maker, as I don't like distributing old closed source binaries.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: lethosor on November 26, 2015, 08:19:54 am
It might be nice to move that to the LNP organization (once it's stable enough, that is).

Also, I think I've fixed the workflow crash! There are issues with some saves already being broken that result in crashes even without using DFHack, but workflow should patch those automatically.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: PeridexisErrant on November 26, 2015, 08:42:12 am
Awesome!

Yeah, medium-term I'd love to share it more widely, and maybe have a single codebase with a config file for each platform.  Something like this could be useful for players on exotic *nixes, for example.  For now the focus is just on getting it right for me though, and designing for later improvement where I can.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: lethosor on November 26, 2015, 08:50:17 am
The Linux LNP handles issues on most distros (with starting DF, at least) in a single script, so there are only separate packs for 32 and 64-bit architectures.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: ramshield on November 29, 2015, 01:07:20 pm
Has the stability increased since r17? I had regularly crashes when I updated to r18, especially with (what I think is the cause of crashes) autolabor?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: lethosor on November 29, 2015, 01:49:28 pm
That would probably have been workflow, unless you weren't using it:

Does this still have the gamecrashing DFHack/workflow bug reported at https://github.com/DFHack/dfhack/issues/741 (https://github.com/DFHack/dfhack/issues/741)?
Also, I think I've fixed the workflow crash! There are issues with some saves already being broken that result in crashes even without using DFHack, but workflow should patch those automatically.

Note that this pack hasn't updated to DFHack r5 yet, so you'll have to wait for that fix or update DFHack yourself.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: PeridexisErrant on November 29, 2015, 07:40:43 pm
Note that this pack hasn't updated to DFHack r5 yet, so you'll have to wait for that fix or update DFHack yourself.

ETA: two days for my final 40.24 release.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: Yawzheek on November 30, 2015, 02:59:10 am
That would probably have been workflow, unless you weren't using it:

Does this still have the gamecrashing DFHack/workflow bug reported at https://github.com/DFHack/dfhack/issues/741 (https://github.com/DFHack/dfhack/issues/741)?
Also, I think I've fixed the workflow crash! There are issues with some saves already being broken that result in crashes even without using DFHack, but workflow should patch those automatically.

Note that this pack hasn't updated to DFHack r5 yet, so you'll have to wait for that fix or update DFHack yourself.

You guys are amazing, and I want to thank both of you for your great work!

I had the workflow crash on my last save (couldn't for the life of me figure out why it was crashing lol) and noticed the LNP updated, but unfortunately DFHack updated about a day after XD I downloaded R5, extracted and replaced everything, and on startup got a few error messages that seemed to pertain to it being of another version, but I haven't played yet. Can I safely assume everything is probably fine with both the LNP, DFHack, and my manual installation?

EDIT: http://i.imgur.com/AmvlmtK.png

That's what I get on startup.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: ramshield on November 30, 2015, 04:11:50 am
That would probably have been workflow, unless you weren't using it:

Does this still have the gamecrashing DFHack/workflow bug reported at https://github.com/DFHack/dfhack/issues/741 (https://github.com/DFHack/dfhack/issues/741)?
Also, I think I've fixed the workflow crash! There are issues with some saves already being broken that result in crashes even without using DFHack, but workflow should patch those automatically.

Note that this pack hasn't updated to DFHack r5 yet, so you'll have to wait for that fix or update DFHack yourself.

Ah I see, I updated it last time and it ruined my DF, so I'll wait. Any ETA that is known?

EDIT: Just read the post, eta of 2 days, I can wait that long before playing DF again!

(I threw it at the trash because it just ruined the game for me, but now I can play again :) )
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: Toskin on November 30, 2015, 08:00:40 am
Not sure if I should report it here (is there dedicated bug tracker ?) but looks like workflow in r19 is not reacting to shortcuts.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: PeridexisErrant on November 30, 2015, 08:49:10 am
Not sure if I should report it here (is there dedicated bug tracker ?) but looks like workflow in r19 is not reacting to shortcuts.

If you're using Quickfort, it eats the 'alt' key and many keybindings stop working.  Otherwise, it's probably fixed in the latest DFHack release and I'll be releasing in 24hours or so.  Many components of the pack have bug trackers, but reporting bugs here is usually best as I can pass it on if it's unknown, with comments on potentially related things.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r19
Post by: Musaab on December 01, 2015, 03:26:02 am
In adventure mode, I got a crash when I tried to move on the map and it said "offloading site" then shut down.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 01, 2015, 11:19:28 am
The Starter Pack has updated to 0.40.24-r20!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Much has happened in the past week; I've (almost, again) finished a system to help me update more quickly, and there have been substantial improvements to DFHack, graphics packs, Dwarf Therapist, and World Viewer.

However, the week to come is likley to be much bigger!  For those who haven't been through a DF release before, here's roughly how it works:
 1. Toady releases a DF update.  You can download this as well, and run multiple versions on the same computer if you want to.
 2. Various utilities, graphics packs, and so on are updated.
 3. I decide to release a pack update, and a few hours later Toady sends us back to stage 1.  (Yes, really.  No, Toady and I don't coordinate.)

Until the I judge the new release stable, all of this will happen at a different file and new players are encouraged to learn with the 40.24 pack.  After I decide it's ready, that newer pack will become the default and 40.24 will be moved to an archive link (as 34.11 was).  If the new version later becomes unstable, the pattern continues.

Changelog:
 - updated graphics; Fricy did a lot of cleanup work
 - updated DFHack to 40.24-r5
 - updated TwbT to 5.50
 - config changes to match DFHack bugfixes
 - now using https://github.com/PeridexisErrant/starter-pack
 - belatedly updated World Viewer to 2.1.3
 - dropped 32bit World Viewer
 - updated Dwarf Therapist to 32.0
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 01, 2015, 07:31:40 pm
The Starter Pack has updated to 0.42.01-r01!  The first of many, available at this page (http://dffd.bay12games.com/file.php?id=11309).

0.42.01-r1 changelog:
 - updated DF to 0.42.01
 - only ASCII and CLA graphics
 - all utilities except DFHack, Therapist, PerfectWorld (some at reduced effectiveness)
 - the launcher might be broken
 - Tilesets, keybindings, embark profiles, and so on should all work.

Contents:

Core:
 - Dwarf Fortress 0.42.01 (http://bay12games.com/dwarves/)
 - PyLNP 0.10b (http://www.bay12forums.com/smf/index.php?topic=140808)

Utilities:
 - Announcement Window 1.1b (http://www.bay12forums.com/smf/index.php?topic=153777)
 - DF Story Maker 1.0 (http://www.bay12forums.com/smf/index.php?topic=128570)
 - Dorven Realms R1 (http://www.bay12forums.com/smf/index.php?topic=138366)
 - Dwarf Mockup 1.0.3 (http://www.bay12forums.com/smf/index.php?topic=143546)
 - Isoworld 2.1 (http://www.bay12forums.com/smf/index.php?topic=70700)
 - Legends Viewer 1.13.24 (http://www.bay12forums.com/smf/index.php?topic=72702)
 - PerfectWorld 1.9 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Picturefort 2.1 (http://www.bay12forums.com/smf/index.php?topic=138590)
 - Quickfort 2.04 (http://www.bay12forums.com/smf/index.php?topic=35931)
 - Soundsense 2015-1 (http://www.bay12forums.com/smf/index.php?topic=60287)
 - World Viewer 2.1.3 (http://www.bay12forums.com/smf/index.php?topic=128932)

Graphics:
 - ASCII
 - CLA (http://www.bay12forums.com/smf/index.php?topic=105376)

Other Content:
 - Quickfort Blueprints 2.3 (http://www.bay12forums.com/smf/index.php?topic=126076)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 01, 2015, 07:38:37 pm
As I recall, last release it took several weeks before DFHack and Therapist were compatible with the new version. I have very little idea of the sort of coding involved, but does it look like it will be a similar amount of time until they get versions for this release?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Putnam on December 01, 2015, 07:43:18 pm
This update is not so big as 0.40.01.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 01, 2015, 07:48:32 pm
Some people have already begun research and found some changes. I can't guarantee when DFHack will be ready, but it was nearly functional by 0.40.04 last time, and hopefully I'll be able to help the release process be faster for this series of releases.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 01, 2015, 08:12:56 pm
I was mostly curious because I find the game very hard to manage without Therapist, and I'd heard that a great deal of skills have been added. I also like having a graphics pack, but I imagine that those won't take too long to be updated.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 01, 2015, 08:16:19 pm
DT works with labors - there are 17 new skills, according to "file changes.txt", but only 2 new labors that I noticed (Bookbinding and Papermaking, under Crafts).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 01, 2015, 08:36:23 pm
DT works with labors - there are 17 new skills, according to "file changes.txt", but only 2 new labors that I noticed (Bookbinding and Papermaking, under Crafts).

To clarify:  Therapist is a tool to manage labors, so skills aren't too relevant.  It's not updated for the new release yet though.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 01, 2015, 08:55:25 pm
Oh, right, forgot to mention that. There are some skills that correspond directly to labors (e.g. woodcutter/woodcutting), but some labors require no skill (e.g. construction removal) and some skills have no associated labor (e.g. conversationalist, mathematician).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BoogieMan on December 01, 2015, 09:11:55 pm
In the 0.42.01 Bleeding Edge pack, Starter Pack Launcher (PyLNP).exe will not load.

stderr.txt has these contents after I try to load it. I don't know if it's the problem, but the path reported doesn't exist on my system and has nothing to do with me (not my username, etc) I know you said the launcher might be broken, but I figured I'd confirm that it is.

WARNING: JSONConfiguration: File PyLNP.user does not exist
Traceback (most recent call last):
  File "<string>", line 12, in <module>
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 61, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 127, in initialize_df
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.df", line 33, in find_df_folder
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.df", line 57, in set_df_folder
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.df", line 103, in load_params
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.settings", line 529, in read_settings
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.settings", line 549, in read_file
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.settings", line 462, in create_option
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.settings", line 668, in version_has_option
KeyError: u'VISITOR_CAP'


EDIT:

Also, normally I right click the file with WinRAR and right click to extract to a folder named after archive name. For example doing so with the previous versions I would have a folder named "Dwarf Fortress 40_24 Starter Pack r19" with the launcher inside.

If I do that with the current release, it errors with "D:\Games\PeridexisErrant's Starter Pack 0.42.01-r01.zip: Cannot create folder D:\Games\PeridexisErrant's Starter Pack 0.42.01-r01\.
!   Cannot create a file when that file already exists."

It doesn't exist, so I guess there is something strange about how it is archived. I have to manually assign an folder name for it to go in to.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 01, 2015, 09:17:37 pm
Do you mean 0.42.01? Have you made any configuration changes or copied over configuration files (in data/init)?
PyLNP is complaining about the VISITOR_CAP setting either existing or not existing. I could understand the latter, but if it's the former, I can't think of a reason why PyLNP should care about unrecognized settings being present in (d_)init.txt.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BoogieMan on December 01, 2015, 09:22:49 pm
Yes 42.01, my bad. I just extracted the archive and attempted to run the launcher. I also tried copying the PyLNP.user from my previous installation over, but it didn't change anything.

Looking on the Data/Init folder within the d_init.txt I see the field it mentions exists. Just to see what would happen I removed it and it changed the error to: KeyError: u'INVASION_SOLDIER_CAP'
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Borge on December 01, 2015, 09:43:17 pm
The Starter Pack Launcher isn't starting for me either  :( When i double click it after extracting for the first time, stderr.txt and stdout.txt files are created, and nothing happens after that. Running windows 7 64-bit and extracting it with archive name with WinRAR. Any workaround?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 01, 2015, 10:03:09 pm
The Starter Pack Launcher isn't starting for me either  :( When i double click it after extracting for the first time, stderr.txt and stdout.txt files are created, and nothing happens after that. Running windows 7 64-bit and extracting it with archive name with WinRAR. Any workaround?

This is what bleeding edge gets you!  Delete the new settings in the init file (VISITOR_CAP, INVASION_SOLDIER_CAP, INVASION_MONSTER_CAP), and it should be OK.  PyLNP will be updated overnight to handle these settings.

PyLNP is complaining about the VISITOR_CAP setting either existing or not existing. I could understand the latter, but if it's the former, I can't think of a reason why PyLNP should care about unrecognized settings being present in (d_)init.txt.
It is the former, and it really shouldn't.  The patch fixes that as well.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ObiWorm on December 02, 2015, 04:54:24 am
The problem is that something is using an absolute path. If you pay attention to the error log, you'll notice that is trying to read files from Michael Madsen's documents.

I don't know who Michael Madsen is, but I'm pretty sure it's not me.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Tilla on December 02, 2015, 05:08:48 am
The problem is that something is using an absolute path. If you pay attention to the error log, you'll notice that is trying to read files from Michael Madsen's documents.

I don't know who Michael Madsen is, but I'm pretty sure it's not me.
This exactly this
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pidgeot on December 02, 2015, 05:46:44 am
The problem is that something is using an absolute path. If you pay attention to the error log, you'll notice that is trying to read files from Michael Madsen's documents.

I don't know who Michael Madsen is, but I'm pretty sure it's not me.

That's the source code location on the PC that was used to build PyLNP (i.e., my PC). It's not trying to read anything from there, that's just how these executables report certain errors.

It'll all be fixed later today when I release a PyLNP update later today (in 8-10 hours) and you replace the current binary - the necessary code changes have all been prepared and are just waiting for me to get back home and make a build.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pidgeot on December 02, 2015, 01:51:20 pm
An updated launcher (https://bitbucket.org/Pidgeot/python-lnp/downloads) is now available for those who want to use 0.42.01 with this pack (PyLNP_0.10c-win32.zip).

If you want to keep using 0.40.24 from this pack as well, only extract the executable itself, not the PyLNP.json file that is also included in the ZIP. If you extract PyLNP.json, you will not be able to toggle hacks in 0.40.24, because the information will be gone.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: MobRules on December 02, 2015, 02:05:20 pm
An updated launcher (https://bitbucket.org/Pidgeot/python-lnp/downloads) is now available for those who want to use 0.42.01 with this pack (PyLNP_0.10c-win32.zip).
Should I be awaiting the Linux and MacOX versions with bated breath, or are they going to take a while longer? (Honestly, I'm highly impressed that ANY version of the pack has been updated yet, even if it's for the system I don't have access to; I've been going under the assumtion that when I'm finally able to try the new version this weekend, I'll need to do so pure Vanilla. So please don't take this as a nag/complaint. Thanks for all your hard work!)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fricy on December 02, 2015, 02:16:40 pm
Should I be awaiting the Linux and MacOX versions with bated breath, or are they going to take a while longer?
Not sure, I'm feeling lazy. Ask me tomorrow. :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pidgeot on December 02, 2015, 02:45:58 pm
An updated launcher (https://bitbucket.org/Pidgeot/python-lnp/downloads) is now available for those who want to use 0.42.01 with this pack (PyLNP_0.10c-win32.zip).
Should I be awaiting the Linux and MacOX versions with bated breath, or are they going to take a while longer? (Honestly, I'm highly impressed that ANY version of the pack has been updated yet, even if it's for the system I don't have access to; I've been going under the assumtion that when I'm finally able to try the new version this weekend, I'll need to do so pure Vanilla. So please don't take this as a nag/complaint. Thanks for all your hard work!)

Keep in mind that I'm only doing the launcher application; all of the content like graphics packs still needs to be updated by their respective maintainers (and bundled by pack maintainers like PeridexisErrant) :)

For Linux and OS X launchers: I normally provide builds for all the platforms, but at the moment I'm only able to make Windows builds, and other members of the community will be providing Linux and OS X builds of the launcher. You can, of course, choose to download the source code and run it that way; it's all Python and the number of dependencies is kept minimal.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 02, 2015, 06:51:41 pm
Should I be awaiting the Linux and MacOX versions with bated breath, or are they going to take a while longer?
Not sure, I'm feeling lazy. Ask me tomorrow. :)

Too lazy to wait; any ETA on your graphics packs?  CLA and Doren/Phoebus have already updated.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 02, 2015, 07:57:08 pm
The Starter Pack has updated to 0.42.01-r02!  The second of many, available at this page (http://dffd.bay12games.com/file.php?id=11309).

This version is remarkably more stable, for only 24 hours of work.  We've got PyLNP working, Phoebus graphics, PerfectWorld (as if worldgen needs to be harder).  Behind the scenes, there are some config changes and improved content handling that should make it easier for me to to update fast in the future.  But enough about that - if you still prefer the latest to the greatest, time to strike the earth!

Changelogs:

0.42.01-r2
 - added Phoebus graphics
 - update PyLNP to 0.10c; handles new init entries now
 - added PerfectWorld; should still work

0.42.01-r1 changelog:
 - updated DF to 0.42.01
 - only ASCII and CLA graphics
 - all utilities except DFHack, Therapist, PerfectWorld (some at reduced effectiveness)
 - the launcher might be broken
 - Tilesets, keybindings, embark profiles, and so on should all work.

Contents:

Core:
 - Dwarf Fortress 0.42.01 (http://bay12games.com/dwarves/)
 - PyLNP 0.10c (http://www.bay12forums.com/smf/index.php?topic=140808)

Utilities:
 - Announcement Window 1.1b (http://www.bay12forums.com/smf/index.php?topic=153777)
 - DF Story Maker 1.0 (http://www.bay12forums.com/smf/index.php?topic=128570)
 - Dorven Realms R1 (http://www.bay12forums.com/smf/index.php?topic=138366)
 - Dwarf Mockup 1.0.3 (http://www.bay12forums.com/smf/index.php?topic=143546)
 - Isoworld 2.1 (http://www.bay12forums.com/smf/index.php?topic=70700)
 - Legends Viewer 1.13.24 (http://www.bay12forums.com/smf/index.php?topic=72702)
 - PerfectWorld 1.9 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Picturefort 2.1 (http://www.bay12forums.com/smf/index.php?topic=138590)
 - Quickfort 2.04 (http://www.bay12forums.com/smf/index.php?topic=35931)
 - Soundsense 2015-1 (http://www.bay12forums.com/smf/index.php?topic=60287)
 - World Viewer 2.1.3 (http://www.bay12forums.com/smf/index.php?topic=128932)

Graphics:
 - ASCII
 - CLA (http://www.bay12forums.com/smf/index.php?topic=105376)
 - Phoebus (http://www.bay12forums.com/smf/index.php?topic=137096)

Other Content:
 - PerfectWorld XML 1 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Quickfort Blueprints 2.3 (http://www.bay12forums.com/smf/index.php?topic=126076)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 02, 2015, 08:10:26 pm
So...bets on how long until Toady releases yet another revision, and our poor modders scramble to update once again?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: MobRules on December 02, 2015, 08:27:55 pm
Yup, of course I meant the 'thanks for your hard work!' to apply to everyone involved in the various third party tools. I know there are are quite a few of you :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 02, 2015, 08:32:34 pm
A hearty toast to the modders who work tirelessly to make DF better for all of us!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Isaac23 on December 02, 2015, 08:57:18 pm
Is autolabor in the foreseeable future? I'm a scrub.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 02, 2015, 09:11:29 pm
So...bets on how long until Toady releases yet another revision, and our poor modders scramble to update once again?
I'm not that much of a sucker, thanks.

A hearty toast to the modders who work tirelessly to make DF better for all of us!
Indeed!

Is autolabor in the foreseeable future?
DFHack is probably a week or two away, but it's hard to tell.  Expect a similar or slightly shorter timeline for Dwarf Therapist.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Isaac23 on December 02, 2015, 09:35:01 pm
I just got the pack, thank you so much, one question, I can't left click on anything in-game. I'm using your pack, any tips?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 02, 2015, 10:07:58 pm
I just got the pack, thank you so much, one question, I can't left click on anything in-game. I'm using your pack, any tips?

That's a DFHack plugin, which should be updated in a week or two.  Until then, vanilla controls only or keep using the stable pack - this is one of the reasons I still consider that one better for new players.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 02, 2015, 11:55:33 pm
Looks like we're due for a bugfix release very soon. Let the re-re-updating commence!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Showbiz on December 03, 2015, 04:30:36 am
Thanks a lot!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on December 03, 2015, 06:13:01 am
A couple of minor nitpicks regarding r20 and r2:
- r20 contains an extra version folder (i.e. Dwarf Fortress 20_24 Starter pack r20 inside a folder with the same name).
- r2 doesn't contain any version folder at all (i.e. the DF folder, launcher, etc are directly at the top of the zip).

Neither of these are important except to very green newbies, but given the pack's name...

- r2 world gen now uses the Phoebus graphics out of the box, while previous versions (can't speak for r1) have used ASCII at that level and Phoebus within the embark. Is that intentional or just a side effect of something?

And consider the above to be twisted praise: I wouldn't report this if I didn't think your work was valuable or worthwhile... The time from DF release to LNP release(s) was incredibly short!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raul on December 03, 2015, 06:17:30 am
- r2 world gen now uses the Phoebus graphics out of the box, while previous versions (can't speak for r1) have used ASCII at that level and Phoebus within the embark. Is that intentional or just a side effect of something?
That happened due to TWBT (Text Will Be Text), a DFHack Plugin. Since DFHack hasn't been updated yet, the plugin isn't being used, and thus the tilesets are being used for the embark screen as default.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 03, 2015, 06:20:31 am
Out of curiosity, what are the criteria for switching over to the next version for the "official" version of the pack as opposed to the...I guess "beta"? Is it when DFHack and Therapist are up, since those are probably the two most essential plugins for newbies, or is it when the new release is relatively stable?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 03, 2015, 07:21:48 am
A couple of minor nitpicks regarding r20 and r2:
- r20 contains an extra version folder (i.e. Dwarf Fortress 20_24 Starter pack r20 inside a folder with the same name).
- r2 doesn't contain any version folder at all (i.e. the DF folder, launcher, etc are directly at the top of the zip).

Neither of these are important except to very green newbies, but given the pack's name...

- r2 world gen now uses the Phoebus graphics out of the box, while previous versions (can't speak for r1) have used ASCII at that level and Phoebus within the embark. Is that intentional or just a side effect of something?

And consider the above to be twisted praise: I wouldn't report this if I didn't think your work was valuable or worthwhile... The time from DF release to LNP release(s) was incredibly short!

Thanks!  Raul is correct; this is the way graphics usually work without TwbT - it should be back in a week or two.  40_24 r20 is consistent with all the previous packs in that series; I'm using the natural break of a major DF version to rework my packaging system a little.  I hope to move the copy-from-old-pack functions into PyLNP, for example.


Out of curiosity, what are the criteria for switching over to the next version for the "official" version of the pack as opposed to the...I guess "beta"? Is it when DFHack and Therapist are up, since those are probably the two most essential plugins for newbies, or is it when the new release is relatively stable?

Both, actually.  They tend to coincide; at that point I'll try to get a full-featured and stable pack, then move 40.24-r20 to an archive page.  Further work will then continue in an unstable branch until or unless things have settled down enough to do all the updates on the mainline pack.

I think this was about 0.40.10-r2 last time, and took maybe two months?
Title: Re: PeridexisErrant's Starter Pack, 0.42.01-r03
Post by: PeridexisErrant on December 03, 2015, 07:52:14 pm
The Starter Pack has updated to 0.42.01-r03!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

A relatively minor update; just adds a graphics pack and ensures that PyLNP will recognise that your saves can have new graphics applied.  Strike the Earth!

0.42.01-r03
 - added Ironhand graphics
 - fix:  PyLNP now updates graphics on new saves
   (copy raw/installed_raws.txt to allow updating old saves)


Contents:

Core:
 - Dwarf Fortress 0.42.01 (http://bay12games.com/dwarves/)
 - PyLNP 0.10c (http://www.bay12forums.com/smf/index.php?topic=140808)

Utilities:
 - Announcement Window 1.1b (http://www.bay12forums.com/smf/index.php?topic=153777)
 - DF Story Maker 1.0 (http://www.bay12forums.com/smf/index.php?topic=128570)
 - Dorven Realms R1 (http://www.bay12forums.com/smf/index.php?topic=138366)
 - Dwarf Mockup 1.0.3 (http://www.bay12forums.com/smf/index.php?topic=143546)
 - Isoworld 2.1 (http://www.bay12forums.com/smf/index.php?topic=70700)
 - Legends Viewer 1.13.24 (http://www.bay12forums.com/smf/index.php?topic=72702)
 - PerfectWorld 1.9 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Picturefort 2.1 (http://www.bay12forums.com/smf/index.php?topic=138590)
 - Quickfort 2.04 (http://www.bay12forums.com/smf/index.php?topic=35931)
 - Soundsense 2015-1 (http://www.bay12forums.com/smf/index.php?topic=60287)
 - World Viewer 2.1.3 (http://www.bay12forums.com/smf/index.php?topic=128932)

Graphics:
 - ASCII
 - CLA (http://www.bay12forums.com/smf/index.php?topic=105376)
 - Ironhand (http://www.bay12forums.com/smf/index.php?topic=53180)
 - Phoebus (http://www.bay12forums.com/smf/index.php?topic=137096)

Other Content:
 - PerfectWorld XML 1 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Quickfort Blueprints 2.3 (http://www.bay12forums.com/smf/index.php?topic=126076)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Linkxsc on December 04, 2015, 12:20:16 am
^ You're a hero man. (Dyslexia prevents my playing of ASCII DF)

Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: thriftshopmusketeer on December 04, 2015, 03:55:05 am
So I am getting a Trojan warning from the new pack.

Is this something I should worry about, or an overzealous security system? And will the quarantine hamper my ability to play?

I can't seem to get the screenshot to attach but the file in question is thus:

 C:\Users\Nicholas\Desktop\DF\LNP\utilities\Announcement Window\AnnouncementWindow.exe
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 04, 2015, 06:37:29 am
If in doubt, just delete it.  I think it's a false-positive, but I'm biased...
Title: Re: PeridexisErrant's Starter Pack, 0.42.02-r01
Post by: PeridexisErrant on December 05, 2015, 05:51:18 pm
The Starter Pack has updated to 0.42.02-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

Changelog for 0.42.02-r01:
 - updated PyLNP to 0.10d; shrunk the interface back to normal
 - updated Dwarf Fortress to 0.42.02; lots of bugfixes :D
 - everything else is still compatible


Core:
 - Dwarf Fortress 0.42.02 (http://bay12games.com/dwarves/)
 - PyLNP 0.10d (http://www.bay12forums.com/smf/index.php?topic=140808)

Utilities:
 - Announcement Window 1.1b (http://www.bay12forums.com/smf/index.php?topic=153777)
 - DF Story Maker 1.0 (http://www.bay12forums.com/smf/index.php?topic=128570)
 - Dorven Realms R1 (http://www.bay12forums.com/smf/index.php?topic=138366)
 - Dwarf Mockup 1.0.3 (http://www.bay12forums.com/smf/index.php?topic=143546)
 - Isoworld 2.1 (http://www.bay12forums.com/smf/index.php?topic=70700)
 - Legends Viewer 1.13.24 (http://www.bay12forums.com/smf/index.php?topic=72702)
 - PerfectWorld 1.9 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Picturefort 2.1 (http://www.bay12forums.com/smf/index.php?topic=138590)
 - Quickfort 2.04 (http://www.bay12forums.com/smf/index.php?topic=35931)
 - Soundsense 2015-1 (http://www.bay12forums.com/smf/index.php?topic=60287)
 - World Viewer 2.1.3 (http://www.bay12forums.com/smf/index.php?topic=128932)

Graphics:
 - ASCII
 - CLA (http://www.bay12forums.com/smf/index.php?topic=105376)
 - Ironhand (http://www.bay12forums.com/smf/index.php?topic=53180)
 - Phoebus (http://www.bay12forums.com/smf/index.php?topic=137096)

Other Content:
 - PerfectWorld XML 1 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Quickfort Blueprints 2.3 (http://www.bay12forums.com/smf/index.php?topic=126076)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Tilla on December 05, 2015, 07:18:44 pm
Did a fresh install of the new build and it tells me the index file is missing or corrupted but the file is defs there. Hmm. Redownloading to try again.

Update: redownloaded pack and it still occured. Downloaded DF separately and extracted over the one included in the pack and that fixed it.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: AMTiger on December 05, 2015, 07:56:29 pm
Did a fresh install of the new build and it tells me the index file is missing or corrupted but the file is defs there. Hmm. Redownloading to try again.

Update: redownloaded pack and it still occured. Downloaded DF separately and extracted over the one included in the pack and that fixed it.

 mine was also doing that and that is also how I fixed it
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: FortunaDraken on December 05, 2015, 09:06:00 pm
Yeeeees LNP you legend of a thing you. PTW so I can find this again.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 06, 2015, 01:02:33 am
Did a fresh install of the new build and it tells me the index file is missing or corrupted but the file is defs there. Hmm. Redownloading to try again.

Update: redownloaded pack and it still occured. Downloaded DF separately and extracted over the one included in the pack and that fixed it.

Bizarre, it appears to be a decompression error.  I can reproduce it with 42.02, but 42.01 works fine!  I'll just fix it manually in packs for this version, I guess.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 06, 2015, 09:10:45 am
What's the checksum of data/index, and what does it contain when decoded?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 06, 2015, 09:48:02 am
What's the checksum of data/index, and what does it contain when decoded?

I think this is an issue with the Python3 zipfile module, or at least that's where it seems to creep into my code.  There's some very old text/binary handling there, so...

The two files are reproduced here as base64-encoded bytes.  They diverge after the section "HI98Z5m", about a third of the way through.  It's being unzipped by this function (https://github.com/PeridexisErrant/starter-pack/blob/c2a7123fb105a66c6a5ac3770159841038e17dad/starterpack/build.py#L31), which correctly handles the index file for 40.24, 42.01, and every other file I've tested it on.

Code: (Correct file) [Select]
CwUAAHjafVXZjtRGFC0J5QVEBAIeEALEKuAD8ooEQuIJJH7I0TDTdrlcLq/lWuxWohDCsAiSANMzLA9IzNJ2u2eSKIpkt/0ruR43BEUtHrrVuuf41K1zj29/hxD6Zv/DPZncPwo/j6Lye6nN4TROGJtG0vHJRShfRJO+nLrUw0zyQDKr0DH1nCDDNs9wwrk+B8xzqFjADCSR4dDDISWOewpop1C+gOZIL+S+Og+E82i8gMA9U1ucsYyHlsCngXca7SzgJZltLUUxi88C5SzaXkDpUEWdaKDCC0C6gLa+dl7kpX5I+8Y2v0YMbT91eyPK0hCKZKWmPrNcoXzhmru+sEWSMYubMe7lyskCmnBtk0obB75N6HwwRc+LeOiWTHHvBJRPoDI31p6vrj/OXr1++vjR6MWL1TejJ/MnxsbLh7+9e549evLu+Wjj2cYRKB9B5Y4xevD+6Vr2/PW7l6tPf/0Wqt+icntO/uXZu/W1ucDWXPuTwCEoH0LlpjHI98Z5mU8OQOEAKj8a/VAnpfEUewnRbiBlLQfNqsZ+81aogPSXnUyMEXdi7nLd6PvVk4y41dCT9Y9DHdcbOvNwf6tJYTwMnBjX68OVWb7TrqWMO3MoN1aWrV2tl8qCa1eRqXSCvt/J2BgtD52kfuU5kEqHHIbyYTTZMd4kGMY0oJKchNJJNNleYLpkYmcOby2Gt+fw5mJ46zjAx9HkYw9jhWXpcOpHlnUMkGOoKL+YoU6DLHIPAnAQFRPjBRcg8YlYGI95GqSh247mUZgD+RcK9r7CJQAuoWLcAyHldqTZD747CBQplRpM8lgF0i5FYPVJL3YWUi1nqJYpVbuKrVwF4lVUbC8kis7jLJ57PJUuPgP0M6iYu8YcHAtchPASplQqinUneQ0411CxCRcbBv79t23zgA7+cURNwmw5pKLxQ081aU1UZmtKdi8D/zIqPv7Hf1mbCbPikDTLdNCSmA5CNSMDbk/7Fy4vjVU2hMVQETZ7gwMWfKjaNVdUnphtMI/JfmHkE2M9HLo4we2rlx+qN2Zqx59d7oOUF/8L0hUoX0F5bqw7bIWEUWLP/hr93eRFPtnLi/H4c5jfq5RZ/VXzsfEzD7XLeGu70LqcacZ4WjuyWV9RVMxeO9QmieXs3gX+XZRDTK3WjhOsmlhbbSoS2pL9xyP4SoW1rCSrsQqEthTZqwOfYA0LKLKW2tiuTa/RSaUGNBFEyvIOiN5B+Tb4xxixqtRJcdg9BouY42kbpLH1Z6PNyGlSN2kT4XKa+XXCSeoQL4ZgKw/XijQ44i3so0FAprdA8xbKt4xHoVqZaWg0tSoPk3pZpXZoqj9mX+bN86d19RZi7c1vlVDcYgoZAfQ2SN1G+abxk2M3StM287HTighayVjthErY1UDi2vUgIhbJtMdbS9jdku0c7JpK0s6bTnn3HqjdQ/nHzkGW1GtKCyaVM4MltbNXL3l4JpXf8MRsufBIm+H9eXDl7ymbD20hKt3FQIJRWBF7JYjiKcVi9zroXkdjWGsMYplUQRYklU1E10LnmnZdk8baNFWDaUV4hCuc+abKAgGDIq6JUzm9ASI30Hhi/B63K65ZKS+kS13jlci8ZNq6fqIcOev+bCPBaWObpJtY4CezDTVoinE1Ap61dxN0bqJx0bkPpgRO41FwNXLhVfS02TkD44IzW1Moi9uiVr6ahXT/KCpT4cIIQqZ2+y02zhdvsc1/AaO+Uak
Code: (As mis-extracted) [Select]
CgUAAHjafVXZjtRGFC0J5QVEBAIeEALEKuAD8ooEQuIJJH7I0TDTdrlcLq/lWuxWohDCsAiSANMzLA9IzNJ2u2eSKIpkt/0ruR43BEUtHrrVuuf41K1zj29/hxD6Zv/DPZncPwo/j6Lye6nN4TROGJtG0vHJRShfRJO+nLrUw0zyQDKr0DH1nCDDNs9wwrk+B8xzqFjADCSR4dDDISWOewpop1C+gOZIL+S+Og+E82i8gMA9U1ucsYyHlsCngXca7SzgJZltLUUxi88C5SzaXkDpUEWdaKDCC0C6gLa+dl7kpX5I+8Y2v0YMbT91eyPK0hCKZKWmPrNcoXzhmru+sEWSMYubMe7lyskCmnBtk0obB75N6HwwRc+LeOiWTHHvBJRPoDI31p6vrj/OXr1++vjR6MWL1TejJ/MnxsbLh7+9e549evLu+Wjj2cYRKB9B5Y4xevD+6Vr2/PW7l6tPf/0Wqt+icntO/uXZu/W1ucDWXPuTwCEoH0LlpjHI98Z5mZcHoHAAlR+NfqiT0niKvYRoN5CyloNmVWO/eStUQPrLTibGiDsxd7lu9P3qSUbcaujJ+sehjusNnXm4v9WkMB4GTozr9eHKLN9p11LGnTmUGyvL1q7WS2XBtavIVDpB3+9kbIyWh05Sv/IcSKVDDkP5MJrsGG8SDGMaUElOQukkmmwvMF0ysTOHtxbD23N4czG8dRzg42jysYexwrJ0OPUjyzoGyDFUlF/MUKdBFrkHATiIionxgguQ+EQsjMc8DdLQbUfzKMyB/AsFe1/hEgCXUDHugZByO9LsB98dBIqUSg0meawCaZcisPqkFzsLqZYzVMuUql3FVq4C8SoqthcSRedxFs89nkoXnwH6GVTMXWMOjgUuQngJUyoVxbqTvAaca6jYhIsNA//+27Z5QAf/OKImYbYcUtH4oaeatCYqszUlu5eBfxkVH//jv6zNhFlxSJplOmhJTAehmpEBt6f9C5eXxiobwmKoCJu9wQELPlTtmisqT8w2mMdkvzDyibEeDl2c4PbVyw/VGzO1488u90HKi/8F6QqUr6A8N9YdtkLCKLFnf43+bvIin+zlxXj8OczvVcqs/qr52PiZh9plvLVdaF3ONGM8rR3ZrK8oKmavHWqTxHJ27wL/LsohplZrxwlWTaytNhUJbcn+4xF8pcJaVpLVWAVCW4rs1YFPsIYFFFlLbWzXptfopFIDmggiZXkHRO+gfBv8Y4xYVeqkOOweg0XM8bQN0tj6s9Fm5DSpm7SJcDnN/DrhJHWIF0OwlYdrRRoc8Rb20SAg01ugeQvlW8ajUK3MNDSaWpWHSb2sUjs01R+zL/Pm+dO6egux9ua3SihuMYWMAHobpG6jfNP4ybEbpWmb+dhpRQStZKx2QiXsaiBx7XoQEYtk2uOtJexuyXYOdk0laedNp7x7D9Tuofxj5yBL6jWlBZPKmcGS2tmrlzw8k8pveGK2XHikzfD+PLjy95TNh7YQle5iIMEorIi9EkTxlGKxex10r6MxrDUGsUyqIAuSyiaia6FzTbuuSWNtmqrBtCI8whXOfFNlgYBBEdfEqZzeAJEbaDwxfo/bFdeslBfSpa7xSmReMm1dP1GOnHV/tpHgtLFN0k0s8JPZhho0xbgaAc/auwk6N9G46NwHUwKn8Si4GrnwKnra7JyBccGZrSmUxW1RK1/NQrp/FJWpcGEEIVO7/RYb54u32Oa/qZRRqg=
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 06, 2015, 11:47:10 am
You could try passing 'wb' to zf.open(). Neither of those files seem to decode to valid index files, by the way - your correct one is missing an "=" at the end, and I have no idea what's wrong with the second one.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: GaenaralHONK on December 06, 2015, 12:05:08 pm
I keep getting crashes on the 40.24-r20 version of your pack. I only use Dwarf Therapist, Soundsense and DFHack Workflow and Performance Tweaks additions if that helps.
Crashes seem to be at kind of random times, though they are less often than on r19 when i used Workflow as well. The last crash I just had was while saving.

Edit: I am running on Win7 64 bit
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 06, 2015, 12:17:29 pm
Does "on a save" mean while saving or while you had a save loaded?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: GaenaralHONK on December 06, 2015, 12:18:21 pm
I meant while saving
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: AoshimaMichio on December 06, 2015, 01:05:07 pm
I see you don't even bother updating the title anymore. Understandable.
Title: Re: PeridexisErrant's Starter Pack, 0.42.01-r03
Post by: Cruxador on December 06, 2015, 02:10:44 pm
The Starter Pack has updated to 0.42.01-r03!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)
Would be cool to update the thread title then, I only swung by to see if there was an ETA.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on December 06, 2015, 02:38:06 pm
If you look back to where PeridexisErrant first posted the new versions of each major update to DF, he doesn't update the thread title or the first page until the new build is relatively stable -and- Dwarf Therapist and DFHack are in the Pack, since those are the most essential utilities for new folks (and not new folks, I don't start using the new version until I have DT and DFHack)

So... wait for it, and it will happen. But being sarcastic and disrespectful ("I see you don't bother...") will not make anything faster, just make you look like an unpleasant person who is ungrateful for all the work so many people put into updating this pack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 06, 2015, 07:39:04 pm
The thread title will be updated once I judge the new pack stable, at which point I'll also move it to the main DFFD page.  Until then, you can create a DFFD account and get email updates about watched files if keeping up with this thread is too painful.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fiordhraoi on December 07, 2015, 12:11:37 pm
Thanks again for your contribution.  Frankly, I wouldn't have ever toughed it out enough to learn DF without the starter pack.

Crossing fingers that DFhack gets its update soon!  :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: AceSV on December 07, 2015, 02:42:54 pm
I haven't gotten any visitors since switching to the Windows LNP.  Is anyone else experiencing that, or am I just getting unlucky?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Friti on December 07, 2015, 03:15:26 pm
IMHO, Dwarf Fortress is neigh unmanageable without Dwarf Therapist, at least with anything approaching 20+ dwarves so good on PeridexisErrant for waiting for stability and support from this utility. 

DT with the ability to have predefined roles (Soldier, Farmer, Drudges, Nobility, Craftsdwarves, etc.) makes it /LOADS/ easier to manage your dwarves on a macro-scale, going micro for the few exceptions to general rules. 

Keep up the good work, and we await your pleasure on the new toys!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Sheer_Bliss on December 07, 2015, 07:45:32 pm
Installing tile packs doesn't seem to work for 40_24 r20. I applied a bunch of different ones one at a time but nothing actually updated and I'm stuck with ASCII.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 07, 2015, 08:22:18 pm
Installing tile packs doesn't seem to work for 40_24 r20. I applied a bunch of different ones one at a time but nothing actually updated and I'm stuck with ASCII.

Thanks to the TwbT plugin, all the menus use ASCII text - but the map area will still use the graphics you've chosen.
Title: Re: PeridexisErrant's Starter Pack, 0.42.02-r02
Post by: PeridexisErrant on December 08, 2015, 08:34:56 am
The Starter Pack has updated to 0.42.02-r02!  As usual for the cutting-edge pack, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

This is really Fricy's update:  it's his excellent work maintaining and updating other people's graphics packs that have made this possible.  When I went through file by file, checking all the other updates and changes I've seen over the last week - from six people over four packs, plus the DF updates - every single upgrade had already been integrated.  So Strike the Earth - and if you're using a graphics pack, think of Fricy!

0.42.02-r02
 - using Fricy's graphics repo again; all packs from 40.24 are back
 - data/index problem vanished; was a heisenbug? (hotfixed for r01)

For those interested, the blocks to this becoming the stable/mainline pack are Dwarf Therapist, DFHack + TwbT, and remaining DF bugs.  Everything else is done!
Title: Re: PeridexisErrant's Starter Pack, 0.42.02-r02
Post by: Corambis on December 08, 2015, 09:26:26 am
For those interested, the blocks to this becoming the stable/mainline pack are Dwarf Therapist, DFHack + TwbT, and remaining DF bugs.  Everything else is done!

I'm really glad that Mayday is working again. That's been my go to set since the tutorial. Now the only thing I'm waiting on are the things you mentioned above. With DFHack and Dwarf Therapist, I'll be ready to jump in and brave the remaining bugs. This will be my first game with my drastically better new computer, so I think that's going to really improve things as well.
Title: Re: PeridexisErrant's Starter Pack, 0.42.02-r02
Post by: cadleo on December 08, 2015, 11:49:32 am
The Starter Pack has updated to 0.42.02-r02!  As usual for the cutting-edge pack, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

This is really Fricy's update:  it's his excellent work maintaining and updating other people's graphics packs that have made this possible.  When I went through file by file, checking all the other updates and changes I've seen over the last week - from six people over four packs, plus the DF updates - every single upgrade had already been integrated.  So Strike the Earth - and if you're using a graphics pack, think of Fricy!

0.42.02-r02
 - using Fricy's graphics repo again; all packs from 40.24 are back
 - data/index problem vanished; was a heisenbug? (hotfixed for r01)

For those interested, the blocks to this becoming the stable/mainline pack are Dwarf Therapist, DFHack + TwbT, and remaining DF bugs.  Everything else is done!

First, thank you for all your incredible work, PeridexisErrant. Second, are there any indications on when Dwarf Therapist and DFHack will be ready?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 08, 2015, 11:54:02 am
I'd guess a couple of days or weeks for DFHack; Therapist just updated a few minutes ago.
Title: Re: PeridexisErrant's Starter Pack, 0.42.02-r02
Post by: Button on December 08, 2015, 11:55:26 am
I'd guess a couple of days or weeks for DFHack; Therapist just updated a few minutes ago.

Please note, cadleo and others, that the new Therapist is alpha and likely still has issues.
Title: Re: PeridexisErrant's Starter Pack, 0.42.02-r02
Post by: Dirst on December 08, 2015, 11:57:35 am
I'd guess a couple of days or weeks for DFHack; Therapist just updated a few minutes ago.

Please note, cadleo and others, that the new Therapist is alpha and likely still has issues.
All of DF is in alpha.  What could possibly go wrong?

MY HOUSE IS ON FIRE!
Title: Re: PeridexisErrant's Starter Pack, 0.42.02-r02
Post by: Button on December 08, 2015, 12:14:50 pm
MY HOUSE IS ON FIRE!

Quick, move to a different Z level so it can't reach you
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 08, 2015, 12:24:10 pm
The Starter Pack has updated to 0.42.02-r03!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

Immediately following the new graphics, here's Dwarf Therapist!  This deserves a release, though I expect that having triggered this a DF update is also incoming.

An initial version (windows/linux) has been put up where most things should probably work and not explode.

I haven't had a chance to thoroughly test everything, but the basics like labors, professions, nicknames, etc. seem to be fine. Health issues, syndromes, thoughts and preferences may be messed up and haven't been completely verified. The new job stuff works completely different, so things like 'Worship!' will show as 'No Job' for now.

If you have any issues or notice any weirdness let [Splinterz] know and/or upload a save.

 
Spoiler: Contents (click to show/hide)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: cadleo on December 08, 2015, 12:47:27 pm
I'd guess a couple of days or weeks for DFHack; Therapist just updated a few minutes ago.

Yay!  :D
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: 12doze12 on December 08, 2015, 02:26:23 pm
What's the perspective on Dfhack?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Yawzheek on December 08, 2015, 02:40:39 pm
Spacefox AND Dwarf Therapist? Come on DFHack! We're almost ready to go gold on my end!

Thanks for all your work guys!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Liamar on December 08, 2015, 06:13:09 pm
What I'm after mainly is the multi-layer drawing. So does it need DFHack to come out or am I unaware as to how to turn it on?


The only graphics pack that give sets TWBT as a setting option is the GemSet24. But for what ever reason when I select that, all the text in menus turns into hieroglyphic gibberish and the game itself uses basic ASCII.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raul on December 08, 2015, 06:42:09 pm
So does it need DFHack to come out
Yes, it does. TWBT is a DFHack plugin.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 09, 2015, 04:57:56 am
I'm a little surprised and disappointed by this release so far. No invading waves of babies, no swarms of mosquitoes, no invincible undead sponges, no rampaging elephants...where's the signature DF insanity?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Immortal-D on December 09, 2015, 07:50:54 am
I'm a little surprised and disappointed by this release so far. No invading waves of babies, no swarms of mosquitoes, no invincible undead sponges, no rampaging elephants...where's the signature DF insanity?
Here you go (http://www.bay12forums.com/smf/index.php?topic=154425.0), although this is fixed in the next version.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: whachoe on December 09, 2015, 08:07:28 am
With the latest pack: 0.42.02-r03:
Can't seem to play any quickfort-templates anymore. For any template i try, i get the same error:

(http://i.imgur.com/lrUUPB8.gif)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: scify on December 09, 2015, 09:58:01 am
With the latest pack: 0.42.02-r03:
Can't seem to play any quickfort-templates anymore. For any template i try, i get the same error:

(http://i.imgur.com/lrUUPB8.gif)
I've been getting that error since 40.24-r20. It was working fine in r19.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: GaenaralHONK on December 09, 2015, 10:29:14 am
The crashes I reported for 40.24-r20 seem to me like they were related to workflow still. I made a new world with workflow disabled and had no crashes at all after about 3 years in my fort. On the save with workflow enabled i would've crashed several times by that point.
Maybe the 42.xx version will fix that soon.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 09, 2015, 12:20:18 pm
The workflow crash should have been fixed in DFHack 0.40.24-r5, which PE included in at least one pack before 0.42.01.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: kingu on December 09, 2015, 12:54:55 pm
I love everyone that makes this startepack happen. Enough said
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: GaenaralHONK on December 09, 2015, 02:15:22 pm
I'm aware of that lethosor, I only actually started using workflow on the r20 pack which does have the fixed workflow version. I just meant that the updated version seems like it's not totally stable yet.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Da5id on December 09, 2015, 02:26:15 pm
I also experienced a similar issue with workflow, but rather than give it up, I proceeded to retire my fort and then immediately reclaim it, and now 11 years later my fort is chugging along without a single crash. Wish I would have thought of this before I axed my last fort :(
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ragnarok7 on December 09, 2015, 04:37:50 pm
I love everyone that makes this startepack happen. Enough said

Here here! They are the unsung champions of Dwarf Fortress!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 09, 2015, 05:19:20 pm
I'm aware of that lethosor, I only actually started using workflow on the r20 pack which does have the fixed workflow version. I just meant that the updated version seems like it's not totally stable yet.
There are a few vanilla crashes present in 0.40.24 too - can you make sure it's not one of those, like building over trees? You could also upload the save somewhere so I can figure out if it's workflow causing the issue.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: GaenaralHONK on December 10, 2015, 10:10:42 am
I wasn't doing any construction at the time, so I don't think it would've been the crash with building stuff in leaves.

Here's the save, though the crashes might take time, up to half a year in-game time from this point. As I mentioned last time, I got a crash the last time i tried to save.

https://drive.google.com/file/d/0B36M75q7Jwt5X0duSUZySUFTZHc/view?usp=sharing
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on December 10, 2015, 11:54:30 am
I wasn't doing any construction at the time, so I don't think it would've been the crash with building stuff in leaves.

Here's the save, though the crashes might take time, up to half a year in-game time from this point. As I mentioned last time, I got a crash the last time i tried to save.

https://drive.google.com/file/d/0B36M75q7Jwt5X0duSUZySUFTZHc/view?usp=sharing
FYI, the tree/construction bug doesn't require you to be building anything.  The construction could already be there, and a sapling mature close to it.

Remember that elves value all plants, not just trees.  So be sure to pave over everything to keep your fort safe! :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Showbiz on December 10, 2015, 11:55:52 am
 I guess a lot of Starter Pack Users prefer to play without Aquifers, thats why I want to suggest a button for activating/deactivating digging cancelations.
http://dwarffortresswiki.org/index.php/Digging_designation_canceled
What do you think?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 10, 2015, 08:23:58 pm
I guess a lot of Starter Pack Users prefer to play without Aquifers, thats why I want to suggest a button for activating/deactivating digging cancelations.
http://dwarffortresswiki.org/index.php/Digging_designation_canceled
What do you think?
Sadly this is not possible in the launcher, for technical reasons.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 11, 2015, 11:47:08 pm
Looks like a new release tomorrow. Hopefully, the bugfixes won't interfere with the stuff that's already in the pack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 12, 2015, 12:19:33 am
Looks like a new release tomorrow. Hopefully, the bugfixes won't interfere with the stuff that's already in the pack.

Dwarf Therapist will need an update, but everything else should be fine.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Aerth on December 12, 2015, 08:24:32 am
I have strange errors with the non-official release GUI. I can set all the options I wish without problem until I update the graphics. From there it goes downhill..

I can, for example, set Spacefox 16ps; but it will not found any savegame if I try to update them. (Folders are detected and set correctly though by the GUI)
The graphics will be partly Spacefox but not entirely..

The stderr is full of
IOError: Failed to read settings, .\Dwarf Fortress 0.42.02 not really a DF dir?
ERROR: Could not open folder Dwarf Fortress 0.42.02 in system file manager
ERROR: Could not open folder Dwarf Fortress 0.42.02\data\save in system file manager
ERROR: Something went wrong while installing graphics

The Gui will refuse to start after with a:
ERROR: Failed to read settings, .\Dwarf Fortress 0.42.02 not really a DF dir?
and other messages related to the My documents of another person

Happens if the Launcher is run normally or with a run as Administrator (this to remove the possibility I would not have the rights on the folders).
I did not change any path, the tool correctly detected them.
I did not add spaces in the names neither.

I am aware than it is not a definitive version but I did not see any warning related to the graphic pack so I wonder:
It is just me or did I miss something somewhere? :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ragnarock on December 12, 2015, 06:09:56 pm
I'm really sorry, but I can't read through all the recent posts at the moment. When, roughly, the LNP for the current version is going to be released? Are you waiting for the usual bugfixes first?

Thanks in advance for your response.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raul on December 12, 2015, 06:13:40 pm
When, roughly, the LNP for the current version is going to be released?
If by "current version" you mean 0.42.xx, there were many versions of the Starter Pack released for it already. Here's the latest version:
The Starter Pack has updated to 0.42.02-r02!  As usual for the cutting-edge pack, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

This is really Fricy's update:  it's his excellent work maintaining and updating other people's graphics packs that have made this possible.  When I went through file by file, checking all the other updates and changes I've seen over the last week - from six people over four packs, plus the DF updates - every single upgrade had already been integrated.  So Strike the Earth - and if you're using a graphics pack, think of Fricy!

0.42.02-r02
 - using Fricy's graphics repo again; all packs from 40.24 are back
 - data/index problem vanished; was a heisenbug? (hotfixed for r01)

For those interested, the blocks to this becoming the stable/mainline pack are Dwarf Therapist, DFHack + TwbT, and remaining DF bugs.  Everything else is done!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: RadGH on December 12, 2015, 06:22:58 pm
I'm really sorry, but I can't read through all the recent posts at the moment. When, roughly, the LNP for the current version is going to be released? Are you waiting for the usual bugfixes first?

The development / bleeding edge version is working for me. It is version 42.02. It is one minor version behind as of a few hours ago (Toady released an update very recently).

http://dffd.bay12games.com/file.php?id=11309

It is lacking some core utilities but Dwarf Therapist, Soundsense, and Phoebus 16x are working for me. Hopefully it gets recompiled for 42.03 soon though. Soldiers aren't equipping all of their armor!

(Edit: Raul posted first. I spent too long reading the entire page before Ragnarock's comment. :p)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: bmxbumpkin on December 12, 2015, 06:45:19 pm
OMG DWARF THERAPIST FOR 42.02.  oooohhhhh   ohhhhhhhhhhhhh     oooooooooooohhhhhhhhhhhhh!!!!!!!!!!
I just came ;p
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Manzeenan on December 13, 2015, 01:56:24 am
Im excited for dfhack to make a return if its still a few days/weeks out
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: FortunaDraken on December 13, 2015, 02:45:22 am
SoundSense doesn't want to work when opened from the LNP. It'll work just fine if opened by itself, but opening though the pack hangs after the second line.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Furla94 on December 13, 2015, 05:30:31 am
Soundsense doesn't work for me  :'(
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Showbiz on December 13, 2015, 06:24:46 am
I guess a lot of Starter Pack Users prefer to play without Aquifers, thats why I want to suggest a button for activating/deactivating digging cancelations.
http://dwarffortresswiki.org/index.php/Digging_designation_canceled
What do you think?
Sadly this is not possible in the launcher, for technical reasons.
Too bad.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Brody on December 13, 2015, 12:08:23 pm
If I replace the .02 folder in the LNP folder with .03, will it all still run, or does LNP specifically look at the version?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Aerth on December 13, 2015, 12:29:48 pm

LNP, I do not know but Dwarf Therapy will not work though. It checks the version and refuse to launch.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: jaked122 on December 13, 2015, 12:35:13 pm
If I replace the .02 folder in the LNP folder with .03, will it all still run, or does LNP specifically look at the version?


I think that most of the changes this version were things in the raws, but don't quote me on that.


In any case, the main thing you'd have to worry about is whether or not DFhack supports the version, which given the lack of support for the newest one in general, won't be an issue.


Dwarf therapist is not yet available in a working configuration for 42.03, but that should be fixed relatively quickly.




In any case don't bother trying to just change the checksum on DwarfTherapist's memory layout to the current one, it still doesn't work.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Brody on December 13, 2015, 12:38:04 pm
Yeah, I'm mostly just looking for the easy tileset installation and ini editing. I've done both before LNP, but Ive been using LNP for so long that Im not sure I remember how.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Taeo on December 13, 2015, 03:40:03 pm
I put 42.03 into my LNP 42.02 folder, but I guess the launcher actually checks that and is trying to download a new copy of 42.02 before it will let me use any tilesets or anything.

Any way to trick the launcher into thinking the right version is in the folder?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: RadGH on December 13, 2015, 04:10:32 pm
I put 42.03 into my LNP 42.02 folder, but I guess the launcher actually checks that and is trying to download a new copy of 42.02

Actually I tried this exact thing. Trying to apply a tileset after copying over 42.03 said it had to download again. BUT it downloaded 42.03! It actually worked just fine!

Dwarf therapist however cannot "talk" to the version of df because the memory locations changed :/
Title: Re: PeridexisErrant's Starter Pack, 0.42.03-r01
Post by: PeridexisErrant on December 13, 2015, 09:19:44 pm
The Starter Pack has updated to 0.42.03-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

With this update, we're getting very close to stability!  The new DF release has an impressive volume of bugfixes (for both old and new bugs), and I've fixed a few in the pack too.  Once DFHack catches up - and it's close - I'll be ready to promote this pack to stable.  Until then, Strike the Earth!

0.42.03-r01
 - removed Gemset graphics; not updated for 42.xx yet
 - updated World Viewer; now handles 0.42.xx events
 - updated Legends Viewer; unofficial update for 0.42.xx
 - fixed dwarf graphics (by removing example sprite)
 - updated Dwarf Fortress to 0.42.03
 - consequential changes to graphics packs
 - updated Dwarf Therapist; added 0.42.03 memory layout
 - fixed Soundsense issue



Contents:

Core:
 - Dwarf Fortress 0.42.03 (http://bay12games.com/dwarves/)
 - PyLNP 0.10d (http://www.bay12forums.com/smf/index.php?topic=140808)

Utilities:
 - Announcement Window v1.1b (http://www.bay12forums.com/smf/index.php?topic=153777)
 - DF Story Maker 1.0 (http://www.bay12forums.com/smf/index.php?topic=128570)
 - Dorven Realms R1 (http://www.bay12forums.com/smf/index.php?topic=138366)
 - Dwarf Mockup 1.0.3 (http://www.bay12forums.com/smf/index.php?topic=143546)
 - Dwarf Therapist v33.0.0 (http://www.bay12forums.com/smf/index.php?topic=122968)
 - Isoworld 2.1 (http://www.bay12forums.com/smf/index.php?topic=70700)
 - Legends Viewer 1.14.01 (http://www.bay12forums.com/smf/index.php?topic=72702.msg6658295#msg6658295)
 - PerfectWorld 1.9 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Picturefort 2.1 (http://www.bay12forums.com/smf/index.php?topic=138590)
 - Quickfort 2.04 (http://www.bay12forums.com/smf/index.php?topic=35931)
 - Soundsense 2015-1 (http://www.bay12forums.com/smf/index.php?topic=60287)
 - World Viewer 2.1.4 (http://www.bay12forums.com/smf/index.php?topic=128932)

Graphics:
 - ASCII
 - CLA (http://www.bay12forums.com/smf/index.php?topic=105376)
 - Ironhand (http://www.bay12forums.com/smf/index.php?topic=53180)
 - Mayday (http://www.bay12forums.com/smf/index.php?topic=137370)
 - Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934)
 - Phoebus (http://www.bay12forums.com/smf/index.php?topic=152698)
 - Spacefox (http://www.bay12forums.com/smf/index.php?topic=129219)

Other Content:
 - PerfectWorld XML 1 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Quickfort Blueprints 2.3 (http://www.bay12forums.com/smf/index.php?topic=126076)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Levi on December 13, 2015, 09:39:42 pm
The Starter Pack has updated to 0.42.03-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

Thank you for all your work! 
Title: Re: PeridexisErrant's Starter Pack, 0.42.03-r01
Post by: Taeo on December 13, 2015, 09:53:28 pm
...  Once DFHack catches up - and it's close - I'll be ready to promote this pack to stable.  Until then, Strike the Earth! ...

Awesome. The lack of digv, workflow, wheelbarrows and all the useful search functions are driving me mad
Title: Re: PeridexisErrant's Starter Pack, 0.42.03-r01
Post by: Manzeenan on December 13, 2015, 10:37:52 pm
...  Once DFHack catches up - and it's close - I'll be ready to promote this pack to stable.  Until then, Strike the Earth! ...

Awesome. The lack of digv, workflow, wheelbarrows and all the useful search functions are driving me mad
theres a built in automining function in df...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Reinhardt64 on December 13, 2015, 10:40:53 pm
Thank you for your continued contribution to this community.
Title: Re: PeridexisErrant's Starter Pack, 0.42.03-r01
Post by: Taeo on December 13, 2015, 10:41:18 pm
...  Once DFHack catches up - and it's close - I'll be ready to promote this pack to stable.  Until then, Strike the Earth! ...

Awesome. The lack of digv, workflow, wheelbarrows and all the useful search functions are driving me mad
theres a built in automining function in df...
thats news to me, but thats probably the most minor thing I use dfhack for
Title: Re: PeridexisErrant's Starter Pack, 0.42.03-r01
Post by: Manzeenan on December 14, 2015, 12:09:50 am
...  Once DFHack catches up - and it's close - I'll be ready to promote this pack to stable.  Until then, Strike the Earth! ...

Awesome. The lack of digv, workflow, wheelbarrows and all the useful search functions are driving me mad
theres a built in automining function in df...
thats news to me, but thats probably the most minor thing I use dfhack for
The button is a by default, examine the sidebar more closely when designating, you can also designate only gems or ore or gems/ores
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: blapnk on December 14, 2015, 04:51:06 am
Now I'm excited, working dwarf therapist with the bug fixes of 42.03 makes me feel like the new version is truly playable.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Feckless on December 14, 2015, 05:50:43 am
You are a god amongst mortals, PeridexisErrant. Thank you so much for all the work you folks do to provide the much needed support for people who cannot play this wonderful game without the accessibility additions this pack provides. <3
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BoogieMan on December 14, 2015, 06:25:26 am
Indeed. A great many Goblins shall be slain in your name.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: NedeN on December 14, 2015, 02:25:56 pm
Quote
3. [Optional]:  Upgrade from an earlier release by running the 'copy my data' script with both versions next to each other in a folder.
                DO NOT try to upgrade by extracting or copying over an earlier pack.

So im not really understanding this. Where or how do I find this script?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: TheBloke on December 14, 2015, 02:35:16 pm
Quote
3. [Optional]:  Upgrade from an earlier release by running the 'copy my data' script with both versions next to each other in a folder.
                DO NOT try to upgrade by extracting or copying over an earlier pack.

So im not really understanding this. Where or how do I find this script?

The batch file used to be called Copy data from an older Starter Pack.bat and was in the top level folder, the same folder as the PyLNP exe file Starter Pack Launcher (PyLNP).exe

However the new 42.x packs have changed the structure and it looks like the .bat file has gone, or been missed out.  I can't find it, or any other relevant .bat files in 42.03-r01.

It's probably just an oversight and something PE can fix for the next release.  You could download a 40.24 pack, eg -r20, and get the bat from there, but you'd need to edit it to update it for the new structure and I've not checked to what extent it would need to be changed. 

Edit: quite a bit, as the batch file assumes the LNP will be in a version numbered folder, eg Dwarf Fortress 40_24 Starter Pack r16.  This has gone in the new packs.  So it's probably not an oversight, but rather that the copy/upgrading feature is not yet updated for the new structure (or maybe has been dropped completely?)  Also gone is the User Generated Content folder that the pack used to recommend the user copied their own files in.

You can still use the old batch file as a reference as to what files it would have copied - eg game logs and saves - and use that to copy files manually.

As an aside, I miss the top level folder that used to be in the packs.  Now the contents of the ZIP is in the root of the ZIP, meaning I manually create a new folder each time I extract a new pack.  I would prefer if it went back to having its own top level folder so I could just extract it into my general Games/DF folder without having to make new folders each time.  That would also facilitate the re-instatement of the copy bat file.  That said, some ZIP extractors will by default extract the ZIP into a folder named for the ZIP itself, which is versioned and perhaps this is why PE has dispensed with it;  I don't know what % of users find it better this way than the old way, maybe having previously found that they extracted the zip using defaults and then had an unnecessary intermediate folder.  In my view explicit foldering in the zip is better rather than relying on behaviour of the unzipper, but it's not at all a big deal either way.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: pondicherry on December 14, 2015, 02:55:21 pm
Goodbye thesis... Hello Df.
Thank you Peridexis you're a legend
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Evrett33 on December 14, 2015, 06:34:54 pm
Is there someone I can go to explain the difference between graphic font and font settings, TBWT and Standard and 2D, truetype or no truetype? I seem to be forced to make a choice between newer graphics (tiny hard to see chairs, non-spiderweb gems and bookcases on all the workshop everywhere) or older graphics that look better (IMHO) but bug out/have pieces disappear and don't show gender or the apostrophe in a word like surrounding nicknames.

Its unclear what these settings do and randomly trying different settings isnt getting me the results I want. Older gfx with working letters (and no V or N on the world map)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: indyofcomo on December 14, 2015, 06:58:06 pm
I'm sorry, did I miss an instruction? 40_24 is what's in my dl.
source: http://dffd.bay12games.com/file.php?id=7622

edit: oh, is it not stable yet?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on December 14, 2015, 07:13:33 pm
I'm sorry, did I miss an instruction? 40_24 is what's in my dl.
source: http://dffd.bay12games.com/file.php?id=7622

edit: oh, is it not stable yet?

Per PeridexisErrant's last post, just one page ago (and the link to download the current unstable 0.42.03 Pack is there, too:)

Quote from: PeridexisErrant
With this update, we're getting very close to stability!  The new DF release has an impressive volume of bugfixes (for both old and new bugs), and I've fixed a few in the pack too.  Once DFHack catches up - and it's close - I'll be ready to promote this pack to stable.  Until then, Strike the Earth!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 14, 2015, 07:58:34 pm
Quote
3. [Optional]:  Upgrade from an earlier release by running the 'copy my data' script with both versions next to each other in a folder.
                DO NOT try to upgrade by extracting or copying over an earlier pack.

So im not really understanding this. Where or how do I find this script?

The batch file used to be called Copy data from an older Starter Pack.bat and was in the top level folder, the same folder as the PyLNP exe file Starter Pack Launcher (PyLNP).exe

However the new 42.x packs have changed the structure and it looks like the .bat file has gone, or been missed out.  I can't find it, or any other relevant .bat files in 42.03-r01.

It's probably just an oversight and something PE can fix for the next release.  You could download a 40.24 pack, eg -r20, and get the bat from there, but you'd need to edit it to update it for the new structure and I've not checked to what extent it would need to be changed. 

Edit: quite a bit, as the batch file assumes the LNP will be in a version numbered folder, eg Dwarf Fortress 40_24 Starter Pack r16.  This has gone in the new packs.  So it's probably not an oversight, but rather that the copy/upgrading feature is not yet updated for the new structure (or maybe has been dropped completely?)  Also gone is the User Generated Content folder that the pack used to recommend the user copied their own files in.

You can still use the old batch file as a reference as to what files it would have copied - eg game logs and saves - and use that to copy files manually.

As an aside, I miss the top level folder that used to be in the packs.  Now the contents of the ZIP is in the root of the ZIP, meaning I manually create a new folder each time I extract a new pack.  I would prefer if it went back to having its own top level folder so I could just extract it into my general Games/DF folder without having to make new folders each time.  That would also facilitate the re-instatement of the copy bat file.  That said, some ZIP extractors will by default extract the ZIP into a folder named for the ZIP itself, which is versioned and perhaps this is why PE has dispensed with it;  I don't know what % of users find it better this way than the old way, maybe having previously found that they extracted the zip using defaults and then had an unnecessary intermediate folder.  In my view explicit foldering in the zip is better rather than relying on behaviour of the unzipper, but it's not at all a big deal either way.

The script is not available for the new setup, and it's likely to stay gone.  Basically, it was only ever meant to be a short-term patch and ended up too rigid to change and everything else had to accommodate it.  .bat is not a real programming language!

In the medium-term (Jan/Feb 2016), I plan to improve the updater in PyLNP and add an interactive content importer (https://bitbucket.org/Pidgeot/python-lnp/issues/95/import-saves-settings-and-content-from-a) to grab your old saves etc.  This should be more flexible as well as more robust, and will also work for non-Windows users!

The changes to the zip folder structure is basically because I'm trying to do everything via this tool (https://github.com/PeridexisErrant/starter-pack) - and when I was trying to decide how to do the zip, it looked like intermediate folders would annoy some people for little benefit.  It's very easy to change back if I get more feedback though.

Same deal with the User Generated Content; I just haven't gotten around to implementing it's creation yet and without the import functions it's lower priority than ironing out other bugs in my new tools.  It'll probably be back later, depending on how the import feature ends up working.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on December 15, 2015, 04:31:44 am
Whether a folder is generated or not is likely dependent on which extraction tool you (as in: the extractor) use and how you use it, so at one end you end up with zero or one folder depending on usage, and in the other you'll end up with one or two, so regardless of which you chose some people will get (mildly) unhappy.
I've usually used 7-zip, and the auto download of the later 0.40.24 based packs resulted in a single folder. For some reason I've ended up with a trial version (now expired, it seems) of express zip, and that's likely the cause for the last pack to get double folders.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: LeoCean on December 15, 2015, 03:54:43 pm
You can use rar extractors on trial version till the end of days man, you just have to deal with the little popup which is no big deal. Or you can spend $29 to get rid of said little popup, what ever floats your boat. The reason a folder or something may not be extracted is because you clicked on a folder and forgot to clear that by clicking on the folder with the .... after it at the top. Not that I didn't buy it, it'd be dumb to admit something like that.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 15, 2015, 04:42:15 pm
Just use 7zip; it's open source and handles anything.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BoogieMan on December 15, 2015, 10:09:51 pm
Just use 7zip; it's open source and handles anything.

The downside to 7zip is it's a bit slower. Trying to extract just one file and it goes through the whole process like you asked it to extract the entire archive. Do the same thing in WinRar and it just pulls the one file very quickly. Not a big deal unless you're dealing with huge archives though.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on December 16, 2015, 04:13:57 am
I'm back to 7-zip with no problems. My description about the single/double folders was using the automated process for updating LNP, so there was no actions on my part except for starting the update (and hence no selection clicking for the unpacking phase).
The expiration thingie was when trying to compress a save for bug reporting, and, again, using 7-zip works for me.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: terko on December 17, 2015, 06:05:47 pm
Well, using both, WinRAR (I even bought it a few years ago), and 7Zip, because both got a few minor functions the other doesn't have, but which I use quite often.

In the end it doesn't matter which tool to use to extract, just use it correctly.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Button on December 19, 2015, 01:43:12 pm
FYI, the version of Phoebus you have set as default in 0.42.03-r1 has a different font from all the other Phoebuses included. Not sure if that was your intent or not.

EDIT: Here's a picture:

(http://i.imgur.com/mBrbVa8.png)

On the left is what the pack installed as the default Phoebus tileset. On the right is one of the Phoebus variants, demonstrating how the font usually looks.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fricy on December 19, 2015, 03:57:25 pm
FYI, the version of Phoebus you have set as default in 0.42.03-r1 has a different font from all the other Phoebuses included. Not sure if that was your intent or not.
That might have been me. Can you send me a pm what's the problem with the font? ttf? Or the tileset?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: coleslaw35 on December 20, 2015, 01:26:34 am
Could we get a general idea of when DFHack will be released? :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Manzeenan on December 20, 2015, 02:34:58 am
Could we get a general idea of when DFHack will be released? :)
a few days/weeks no one knows for sure, there is pressure and demand for it just sit tight :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Rusty on December 20, 2015, 05:56:16 pm
Could we get a general idea of when DFHack will be released? :)

There is no real way of knowing.  It's like this every major release.  Not a complaint; just reality.  After a huge release, all the tools and mods have to overhaul, but while they are doing that, Toady is also making a bunch of rapid releases to update, fix, alter, and add to the major release that he just made.  DFHack is still working on accommodating 42.00. The base game is 3 releases past that. Its going to be perpetual catch up until the big bug smashing work is done.  Eventually all the stuff that is wanted in this major release will be done, all the tools will catch up, and we'll settle into another year or 3 while he works on the next major update. It'll just take a bit of time.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 20, 2015, 06:56:03 pm
0.42.01 was the first 0.42 release. There haven't really been many changes in DF since then, so we've mostly been working on fixing issues new to 0.42, which is coming along fairly well.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 20, 2015, 07:55:59 pm
Apparently the "data/init/macros" folder (empty by default) is missing from this pack, which means saving macros doesn't work at all.

Edit: reported here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9398)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: necrotic on December 20, 2015, 08:04:08 pm
Apparently the "data/init/macros" folder (empty by default) is missing from this pack, which means saving macros doesn't work at all.

So that's why my macros didn't load again... I thought I'd forgotten to save them.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 20, 2015, 09:33:27 pm
Apparently the "data/init/macros" folder (empty by default) is missing from this pack, which means saving macros doesn't work at all.

Edit: reported here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9398)

Thanks, I can fix that pretty easily - that'll be what was breaking Quickfort.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ertaan on December 21, 2015, 04:42:39 am
Morning Gentlemen,
is the game playable in the current status or it would be better to wait a new release?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Manzeenan on December 21, 2015, 05:16:10 am
Morning Gentlemen,
is the game playable in the current status or it would be better to wait a new release?
Mostly. the only bug that really bothers me is the inability to put intelligent creatures in pits or on restraints s i have  bunch of cages full of troglodytes
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on December 21, 2015, 03:18:36 pm
Morning Gentlemen,
is the game playable in the current status or it would be better to wait a new release?

I think that also depends on how much you rely on DFHack (and the things that use DFHack.) That is still not in the starter pack for .42 release. If you really want/need DFHack to be working you'll have to stick with the stable release of the Starter Pack (40.24) for a while yet.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Halnoth on December 21, 2015, 03:34:45 pm
Only thing I'm really missing is workflow. It is very annoying to manage glass and scroll production without it.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dunamisdeos on December 21, 2015, 05:05:26 pm
Morning Gentlemen,
is the game playable in the current status or it would be better to wait a new release?
Mostly. the only bug that really bothers me is the inability to put intelligent creatures in pits or on restraints s i have  bunch of cages full of troglodytes

Did this change in the new release? I always used to chuck Goblins in a pit.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Button on December 21, 2015, 05:12:08 pm
Did this change in the new release? I always used to chuck Goblins in a pit.

yes
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Manzeenan on December 21, 2015, 08:54:22 pm
i wanted to put cave ogres on restraints, its a great way to weaponize them
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Evrett33 on December 22, 2015, 02:47:20 am
Can you set a toggle for dorens new twbt graphics besides the twbt button? I'd like to play with the traditional workshops and whatnot.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 22, 2015, 04:56:54 am
Can you set a toggle for dorens new twbt graphics besides the twbt button? I'd like to play with the traditional workshops and whatnot.

Just set PRINT_MODE to 2D then.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ertaan on December 22, 2015, 06:24:25 am
Morning Gentlemen,
is the game playable in the current status or it would be better to wait a new release?

Thanks guys!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: tovRobi on December 22, 2015, 10:48:35 am
Can I myself install DFHack on 0.42?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: malvado on December 22, 2015, 11:52:19 am
I allways seem to forget , but what is exactly the fastest print mode?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 22, 2015, 01:08:06 pm
Probably STANDARD. (VBO and maybe ACCUM_BUFFER/FRAME_BUFFER could be faster in some instances, but also aren't as reliable, and TEXT is pretty fast but doesn't work on Windows.)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on December 22, 2015, 06:17:09 pm
Can I myself install DFHack on 0.42?

No, because what we're waiting on is for it to be updated to properly interact with 0.42. As soon as it is it will be included into the pack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 22, 2015, 06:51:34 pm
It does work with 0.42, but it's not perfect yet. We may make an alpha release, but that obviously wouldn't be pack-ready.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 22, 2015, 07:03:27 pm
It does work with 0.42, but it's not perfect yet. We may make an alpha release, but that obviously wouldn't be pack-ready.

It might be bleeding-edge-pack ready though, given that I still recommend 0.40.24 as the stable edition and for new players.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 22, 2015, 08:15:43 pm
I'd recommend doing what Fricy has done with his pack - disable DFHack by default, but let users who want to test it enable it. I've seen a lot of people using the bleeding edge pack because it is stable (it's biggest issue is missing DFHack, as far as I can tell), so enabling an unstable DFHack build by default could cause a lot of issues.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 22, 2015, 08:30:58 pm
I'd recommend doing what Fricy has done with his pack - disable DFHack by default, but let users who want to test it enable it. I've seen a lot of people using the bleeding edge pack because it is stable (it's biggest issue is missing DFHack, as far as I can tell), so enabling an unstable DFHack build by default could cause a lot of issues.

Yep, that would be the plan.  Unofficial builds aren't even stable enough for that though, and there's no easy way to add a warning message.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: necrotic on December 23, 2015, 12:45:14 am
I'd recommend doing what Fricy has done with his pack - disable DFHack by default, but let users who want to test it enable it. I've seen a lot of people using the bleeding edge pack because it is stable (it's biggest issue is missing DFHack, as far as I can tell), so enabling an unstable DFHack build by default could cause a lot of issues.

Yep, that would be the plan.  Unofficial builds aren't even stable enough for that though, and there's no easy way to add a warning message.

The warning DFHack shows when a world is loaded is there, at least.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Hienrick on December 23, 2015, 09:20:41 am
I've just downloaded the r20 pack, having trouble running Stonesense.

ssense
Stonesense
Stonesense overlay

No command seems to work, when I try to run dwarf fortress norton removes almost everything, I have however restored all the items. Don't know if the problem is related, just looking to get ss working :)

Edit: Stonesense seems to just crash the game now :(

"No such plugin or lua script: Workflow"
"autonestbox is not a recognized command"
"fix/stuckdoors is not a recognized command"
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 23, 2015, 09:31:31 am
How exactly do those commands not work? Do you have the "stonesense" folder in your DF folder? Are you running "Stonesense" or "stonesense" (it should be all lowercase)?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Hienrick on December 23, 2015, 09:43:11 am
It's all there, just crashes as soon as I start Stonesense up.

Tried uppercase, lowercase, restored the file, but still getting a crash whenever I over SS or the overlay.

The commands are still showing in red.

Edit: only the /fixstuckdoors is appearing in red now.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on December 23, 2015, 10:18:59 am
I thought Stonesense overlay was last supported in 34.11?  Did I miss something?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 23, 2015, 10:27:30 am
I thought Stonesense overlay was last supported in 34.11?  Did I miss something?
It hasn't changed since 0.34.11, aside from changes to stonesense as a whole, so it should work just as well (i.e. it's still buggy, but it shouldn't be any more buggy).

Is there anything that shows up in stderr.log? You're definitely missing some files, so I would try reinstalling DFHack (or the pack) and stopping whatever AV software you're using from deleting random DFHack files.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Maul_Junior on December 25, 2015, 05:20:23 pm
new version of DF, time to upg---

DFHack is finally ready?

yay!

EDIT: Nope, this is the .40 version.

*sigh*
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 25, 2015, 06:28:44 pm
new version of DF, time to upg---

DFHack is finally ready?

yay!

EDIT: Nope, this is the .40 version.

*sigh*
There is a v0.40 and a v0.42 version of this pack, although the v0.42 version is more experimental. The same is true of DFHack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 26, 2015, 07:27:24 am
The Starter Pack has updated to 0.42.03-r02!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

This is the DFHack update release!  Everything is now stable EXCEPT that DFHack is a pre-release build.  It is thus disabled by default, due to the possibility of bugs - please make regular save backups before and while using it (enabled through the DFHack tab of the launcher).  TwbT should update soon.

0.42.03-r02
 - fixed bug with saving macros (broke Quickfort)
 - updated Legends Viewer; misc. improvements
 - added DFHack 0.42.03-alpha1; disabled by default
 - added Stocksettings
 - added Armok Vision

Before the contents (below), a word about future update plans:  I'll be on a family camping trip with no internet - or electricity - until Jan 11th.  Obviously updating the pack is difficult from this otherwise wonderful location ;)  However we'll be making two or three trips into a local town for groceries, and I'll see what I can do then :D 


Contents:

Core:
 - Dwarf Fortress 0.42.03 (http://bay12games.com/dwarves/)
 - PyLNP 0.10d (http://www.bay12forums.com/smf/index.php?topic=140808)

DFHack 0.42.03-alpha1 (http://www.bay12forums.com/smf/index.php?topic=139553):
 - Stonesense (http://www.bay12forums.com/smf/index.php?topic=106497)  (in DFHack)
 - Stocksettings 2 (http://www.bay12forums.com/smf/index.php?topic=146213)

Utilities:
 - Announcement Window 1.1b (http://www.bay12forums.com/smf/index.php?topic=153777)
 - Armok Vision v0.7.2 (http://www.bay12forums.com/smf/index.php?topic=146473)
 - DF Story Maker 1.0 (http://www.bay12forums.com/smf/index.php?topic=128570)
 - Dorven Realms R1 (http://www.bay12forums.com/smf/index.php?topic=138366)
 - Dwarf Mockup 1.0.3 (http://www.bay12forums.com/smf/index.php?topic=143546)
 - Dwarf Therapist v33.0.0 (http://www.bay12forums.com/smf/index.php?topic=122968)
 - Isoworld 2.1 (http://www.bay12forums.com/smf/index.php?topic=70700)
 - Legends Viewer 1.14.02 (http://www.bay12forums.com/smf/index.php?topic=72702.msg6658295#msg6658295)
 - PerfectWorld 1.9 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Picturefort 2.1 (http://www.bay12forums.com/smf/index.php?topic=138590)
 - Quickfort 2.04 (http://www.bay12forums.com/smf/index.php?topic=35931)
 - Soundsense 2015-1 (http://www.bay12forums.com/smf/index.php?topic=60287)
 - World Viewer 2.1.4 (http://www.bay12forums.com/smf/index.php?topic=128932)

Graphics:
 - ASCII
 - CLA (http://www.bay12forums.com/smf/index.php?topic=105376)
 - Ironhand (http://www.bay12forums.com/smf/index.php?topic=53180)
 - Mayday (http://www.bay12forums.com/smf/index.php?topic=137370)
 - Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934)
 - Phoebus (http://www.bay12forums.com/smf/index.php?topic=152698)
 - Spacefox (http://www.bay12forums.com/smf/index.php?topic=129219)

Other Content:
 - PerfectWorld XML 1 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Quickfort Blueprints 2.3 (http://www.bay12forums.com/smf/index.php?topic=126076)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Da5id on December 26, 2015, 08:55:08 am
It would seem with version 0.42.03-r02.zip that the DFHack plugins don't toggle on and off, well if they do, they don't indicate it with the usual green highlight.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Devstorm on December 26, 2015, 10:14:20 am
Lovely holiday weekend present. Thank you guys for all that time spent readying this! You rock.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dunamisdeos on December 26, 2015, 11:14:09 am
I certainly appreciate you guys putting in that time during the holidays!

Thank you!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on December 26, 2015, 07:16:13 pm
OF COURSE the SECOND you release this, Toady releases 42.04

Sometimes I think he waits for you to update the pack and then releases his updates that he's been holding back...

;)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: coleslaw35 on December 26, 2015, 08:26:51 pm
OF COURSE the SECOND you release this, Toady releases 42.04

Sometimes I think he waits for you to update the pack and then releases his updates that he's been holding back...

;)

I think I remember them saying that once they're caught up with the major release, it's easier to make changes or add stuff to their pack when the smaller, mostly bug fix updates are released. My memory is pretty bad though, so don't take my word for it! :P
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on December 26, 2015, 09:00:58 pm
It is easier, but it often requires an update to the memory layouts for DFHack and DT, though, so it does have a bit of lag time :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 26, 2015, 11:37:27 pm
42.04 is here, and with it: giant elephants. Prepare for Boatmurdered 2: Boat Harder.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Musaab on December 27, 2015, 03:07:07 am
Dwarves dying in trees still isn't fixed. :(
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: MonkeyHead on December 27, 2015, 05:47:35 am
ptf for stuffs.

Oh, suggestion. I play df on some ropey hardware, and as such use the accelerated module from the modest mod (which removes a lot of bloat and speeds up the game for me a lot). Is an accelerated package something that would be considered worth including in the LNP?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Urist_McArathos on December 27, 2015, 09:05:33 am
ptf for stuffs.

Oh, suggestion. I play df on some ropey hardware, and as such use the accelerated module from the modest mod (which removes a lot of bloat and speeds up the game for me a lot). Is an accelerated package something that would be considered worth including in the LNP?

^ This.  I don't know how feasible it would be to include this, but I am DYING for a similar tweak to help my framerate as well.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: MonkeyHead on December 27, 2015, 10:01:11 am
ptf for stuffs.

Oh, suggestion. I play df on some ropey hardware, and as such use the accelerated module from the modest mod (which removes a lot of bloat and speeds up the game for me a lot). Is an accelerated package something that would be considered worth including in the LNP?

^ This.  I don't know how feasible it would be to include this, but I am DYING for a similar tweak to help my framerate as well.

Well, you could do what I do, which is simply unzip the modest mod on top of the LNP DF filestucture, then unzip the modest mod accelerated module as per the mods own instructions. Sure, it is not as easy as clicking a few buttons in the launcher, but it is by no means complex, and has worked nigh on perfectly for me.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fricy on December 27, 2015, 10:59:43 am
ptf for stuffs.

Oh, suggestion. I play df on some ropey hardware, and as such use the accelerated module from the modest mod (which removes a lot of bloat and speeds up the game for me a lot). Is an accelerated package something that would be considered worth including in the LNP?

^ This.  I don't know how feasible it would be to include this, but I am DYING for a similar tweak to help my framerate as well.

Well, you could do what I do, which is simply unzip the modest mod on top of the LNP DF filestucture, then unzip the modest mod accelerated module as per the mods own instructions. Sure, it is not as easy as clicking a few buttons in the launcher, but it is by no means complex, and has worked nigh on perfectly for me.
Well, that is the plan. (https://bitbucket.org/Pidgeot/python-lnp/issues/74/improve-mechanics-of-merging-mods-and)
You can extract the Accelerated/Modest raws into LNP/Mods/Accelerated/raw and use the mod tab in the launcher to install it. We don't advertise it yet, because it doesn't play nicely/fails to install when using graphics sets that contain lots of raw edit (think Phoebus, Spacefox), only with tilesets.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 27, 2015, 06:35:43 pm
Will the introduction of new giant and people versions of animals slow down the release of dfhack, do you think? Also, it occurs to me, do animal people show up as visitors to forts? I've only seen human, dwarf, elf, and goblin visitors so far.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on December 27, 2015, 06:51:02 pm
Will the introduction of new giant and people versions of animals slow down the release of dfhack, do you think? Also, it occurs to me, do animal people show up as visitors to forts? I've only seen human, dwarf, elf, and goblin visitors so far.

If an animal person joins another civ it can then visit, as a member of that civ. They don't show up as visitors without a civ affiliation first.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 27, 2015, 07:00:38 pm
I know the other major races can become part of another civilization through conquest of various sites, but how do animal people join a civilization in worldgen, since as far as I know they don't form cities?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on December 27, 2015, 08:18:55 pm
I know the other major races can become part of another civilization through conquest of various sites, but how do animal people join a civilization in worldgen, since as far as I know they don't form cities?

If the civ is near the animal person's home turf, they can sometimes decide to voluntarily join the civ. It doesn't happen with animal people near your fort during fort mode, but it can happen anywhere during world gen and in the background during play, and then those animal men (or their descendents) can come as visitors representing the host civ.

They don't need to be conquered, they can just assimilate, just like visitors do to your fort; it's just a limitation on dwarf mode that the visitors have to come from a civ.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Urist_McArathos on December 28, 2015, 02:15:12 pm
ptf for stuffs.

Oh, suggestion. I play df on some ropey hardware, and as such use the accelerated module from the modest mod (which removes a lot of bloat and speeds up the game for me a lot). Is an accelerated package something that would be considered worth including in the LNP?

^ This.  I don't know how feasible it would be to include this, but I am DYING for a similar tweak to help my framerate as well.

Well, you could do what I do, which is simply unzip the modest mod on top of the LNP DF filestucture, then unzip the modest mod accelerated module as per the mods own instructions. Sure, it is not as easy as clicking a few buttons in the launcher, but it is by no means complex, and has worked nigh on perfectly for me.
Well, that is the plan. (https://bitbucket.org/Pidgeot/python-lnp/issues/74/improve-mechanics-of-merging-mods-and)
You can extract the Accelerated/Modest raws into LNP/Mods/Accelerated/raw and use the mod tab in the launcher to install it. We don't advertise it yet, because it doesn't play nicely/fails to install when using graphics sets that contain lots of raw edit (think Phoebus, Spacefox), only with tilesets.

Interesting.....does this work in the current version of both mods?  I don't mind doing that little bit of extra work if it runs.  What graphic mods play best with it, if any?  Or am I limited to default ASCII?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: TheBloke on December 28, 2015, 02:22:33 pm
ptf for stuffs.

Oh, suggestion. I play df on some ropey hardware, and as such use the accelerated module from the modest mod (which removes a lot of bloat and speeds up the game for me a lot). Is an accelerated package something that would be considered worth including in the LNP?

^ This.  I don't know how feasible it would be to include this, but I am DYING for a similar tweak to help my framerate as well.

Well, you could do what I do, which is simply unzip the modest mod on top of the LNP DF filestucture, then unzip the modest mod accelerated module as per the mods own instructions. Sure, it is not as easy as clicking a few buttons in the launcher, but it is by no means complex, and has worked nigh on perfectly for me.
Well, that is the plan. (https://bitbucket.org/Pidgeot/python-lnp/issues/74/improve-mechanics-of-merging-mods-and)
You can extract the Accelerated/Modest raws into LNP/Mods/Accelerated/raw and use the mod tab in the launcher to install it. We don't advertise it yet, because it doesn't play nicely/fails to install when using graphics sets that contain lots of raw edit (think Phoebus, Spacefox), only with tilesets.

Interesting.....does this work in the current version of both mods?  I don't mind doing that little bit of extra work if it runs.  What graphic mods play best with it, if any?  Or am I limited to default ASCII?


I achieved a similar result with a manual merge in one of PE's 40.24 pack, without using the PyLNP Mod feature.

I manually merged  Modest Mod + Accelerated with Spacefox, which is one of the tilesets that won't be supported by the PyLNP auto-merge as yet because it has more advanced raws (as fricy mentioned earlier.)

It's not at all hard to do the merge manually, and the only downside is that from that point you need to stop using PyLNP's auto tileset switching feature, because you need to manually merge the files in to your DF data directory and if you subsequently use PyLNP to switch graphics again, it will at the least overwrite your changes, and likely end up with an unusable mish-mash of raws.  If you're already decided on one tileset you always prefer to use, this is no problem at all as you wont switch tilesets again anyway.  If not, you could do your merge in a separate install of PyLNP so you can still look at other tilesets in your original install.

This post, and the two following it, describe in detail what I did including some advice on the subject from Button: http://www.bay12forums.com/smf/index.php?topic=148265.msg6592278#msg6592278 (http://www.bay12forums.com/smf/index.php?topic=148265.msg6592278#msg6592278)  In my first post I describe what I think I need to do, then Button gives me a few tips, and then I summarise what I'm going to do - which is basically the same as I first described, except Button suggested I only update my DF directory, and not attempt to update PyLNP's master raws as well. 

There's a few steps to it but it's really not that complicated.

Note I did on 40.24 with Button's Modest Mod + Accelerated for 40.24.  I don't think Button had yet updated Modest Mod for 42.x, so if not you'd need to limit yourself to 40.24 until he has.  But once he does, the same procedure will work fine for 42.x as  well, using the latest 42.x packs.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: WCG on December 28, 2015, 02:44:37 pm
Wow, you were right to warn about the unstable new version!  :)

Admittedly, I don't think it has anything to do with the Starter Pack. (Certainly, I didn't use any of the utilities that come with it.) But I haven't played DF for a year or two, so I decided to try a little Adventure Mode in version 0.42.03. It works great until I decide to save the game. Then it crashes about half of the time. Without saving anything.

OK, I only played a couple of days, so it crashed twice in three, maybe four, saves. But after playing for hours, it's a bit frustrating to lose everything you've done. So I think I'll wait for newer versions.  :)

I love the Lazy Newb Pack, though. It's great! Thanks much!

Bill
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 29, 2015, 12:51:23 am
So, with the fairly substantial additions of 42.04 only a couple of days old, the next release looks like it's going to fairly radically change how the undead work. I wonder how much more is going to be added and tweaked in the .42 version before Toady goes back into the longer development cycle.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dunamisdeos on December 29, 2015, 04:24:05 pm
I've had no problems with the bleeding edge version. I even use some of the utilities, like Armok Vision.

Thanks much to everyone involved.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on December 29, 2015, 10:12:50 pm
The Starter Pack has updated to 0.42.03-r03!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

Minor update, but this is now basically stable - everything done, except that DFHack is a prerelease version.  Strike the Earth!

0.42.03-r03
 - added TwbT
 - updated Dwarf Therapist
 - fixed a keybinding issue
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Avernite on December 30, 2015, 01:27:45 am
Is that only me or dwarf therapist doesnt update jobs?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: jaardichten on December 30, 2015, 02:17:40 am
Great, thank you very much!

Someone wrote ":!: Virus in this one, I would RE it but don't have time right now." in the comments of the download. For a prior version. Well, it is possible, there's tools and shared libraries... Also it could mean false positives, also some report on upx packers... Anyone? I currently have only MSSE which does not report anything.

EDIT: Probably this: https://www.virustotal.com/de/file/5edc1c3a6b3ae171022cf3dd1b761d970752dbe0d367dacfebc5e6c98daf007c/analysis/

I think no problem. I don't know. BTW, I just realized, Sysinternals tools like process explorer can now send all running processes at once to check at virustotal.com (options menu). So this is a great way to check for an infected system.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: jaardichten on December 30, 2015, 02:37:40 am
I have a question about the fonts, I am not an expert at this.

If I set TWBT (TT fonts are set to NO), DF after start does first show the ironhand tile letters (I prefer Ironhand), but then switches to some old school font after a second.
If I set fonts to "2D", ironhand fonts stay, but dfhack complains that I should turn on TWBT.

What do? Thx :D

EDIT: OK, ShizzleCleanText is what is best on my notebook. I've set it to both, font and graphics_font.

What is the difference between font and graphics_font? Thx again, I guess I'm annoying...

One more thing. There is that message if an autorun tool like Soundsense is already running. Pylnp then asks if it should start it again. Wasn't there a possibility to supress this message and allow only 1 instance?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Roxfall on December 30, 2015, 09:11:04 am
My virus scanner found nothing wrong with the file.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on December 30, 2015, 11:07:26 am
Great, thank you very much!

Someone wrote ":!: Virus in this one, I would RE it but don't have time right now." in the comments of the download. For a prior version. Well, it is possible, there's tools and shared libraries... Also it could mean false positives, also some report on upx packers... Anyone? I currently have only MSSE which does not report anything.

EDIT: Probably this: https://www.virustotal.com/de/file/5edc1c3a6b3ae171022cf3dd1b761d970752dbe0d367dacfebc5e6c98daf007c/analysis/

I think no problem. I don't know. BTW, I just realized, Sysinternals tools like process explorer can now send all running processes at once to check at virustotal.com (options menu). So this is a great way to check for an infected system.

This comes up all the time. DFHack reads and modifies running programs, and the others apps read running programs, and so they tend to set off virus alerts. It's a false alarm, as long as you're downloading the official DFFD hosted files.

If enough people report the version as 'safe' when the alerts pop up eventually it gets filtered out by the virus scan.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Plo on December 30, 2015, 12:50:57 pm
Is that only me or dwarf therapist doesnt update jobs?

same here, a soon as i start a game, Dwarf Therapist tells me "Labors cannot be changed for non-citizens" for all 7 dwarves
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on December 30, 2015, 12:55:50 pm
If the problem's in the bleeding-edge pack, I'd guess it's probably because the functionality hasn't been fully integrated in the latest version, probably something to do with the addition of non-dwarf residents.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 30, 2015, 01:20:27 pm
There was recently a DT change that was supposed to handle non-citizens correctly. I guess that check is incorrectly preventing citizens' labors from being changed too.
The DT thread in the utilities subforum is a good place to report DT issues: http://www.bay12forums.com/smf/index.php?topic=122968.0 (so is https://github.com/splintermind/Dwarf-Therapist/issues)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Schnoofles on December 30, 2015, 08:52:52 pm
Total newb here, so it's very possible I'm doing something wrong, but I'm having an issue where trying to toggle items in the dfhack tab does not seem to actually change anything. I don't know if it's a case of it changing things silently, if there's a bug or I've made a mistake somewhere, but regardless of whether dfhack is currently set to on or off clicking, double-clicking or right-clicking items in the list do not produce any visual or auditory feedback to confirm if something has changed. I have also tried running the launcher with administrator privileges.

Here's a youtube link (00:00:16) showing my issue https://www.youtube.com/watch?v=Mwd-J_ltZ-4 (https://www.youtube.com/watch?v=Mwd-J_ltZ-4)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dainz on December 31, 2015, 03:00:15 am
I think DFHack at the moment doesn't support the functions, future releases will enable them!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Xaygon on December 31, 2015, 04:41:53 am
My game always freezes when I confirm a trade anyone having the same issue?
Might be that it is because I have DFHack enabled but I dont know for sure.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 31, 2015, 08:45:54 am
I think DFHack at the moment doesn't support the functions, future releases will enable them!
There isn't anything missing from DFHack that I know of. It's most likely a pack or launcher issue.

My game always freezes when I confirm a trade anyone having the same issue?
Might be that it is because I have DFHack enabled but I dont know for sure.
It might be the confirm plugin, but that's never frozen the game for me. Is that just happening in a specific save?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on December 31, 2015, 11:46:50 am
There was a bug in 42.02 (I think) that would cause a freeze on the trade screen if you were trading goblets.

Are you still in 42.02?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on December 31, 2015, 12:01:22 pm
There wasn't a release of this pack for 0.42.02, although DFHack 0.42.03-alpha1 does support DF .01 and .02 as well. There was a crash caused by goblet trading from saves created before 0.42 that was fixed in 0.42.04, though - is your save from 0.40?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Xaygon on December 31, 2015, 01:15:37 pm
I see that might be the case.... Yes the save is from 0.40 and no I am in 42.03 I will try and see if it still happens if I carefully avoid trading the goblets
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on December 31, 2015, 04:17:36 pm
I doubt it's the goblet trade issue, since that cause DF to crash when you tried to enter the trade screen if goblets were among the things selected to be tradable from the "bring to depot, 'g', screen, rather than a crash at confirmation. The problem can be worked around by reentering 'g' and remove all goblets from the selection and then trade. You could also sell goblets to non dwarven caravans.
However, it's probably worth it to try to see if it's the goblet issue.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: jaardichten on January 01, 2016, 11:45:42 am
I have set Aquifers to "No" in your cutting-edge pack and created a new world - it has Aquifers... why is this?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: GaenaralHONK on January 01, 2016, 11:57:20 am
Turning aquifers off worked for me. Maybe try restarting/making another world. If that won't work just reinstall
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Strangething on January 01, 2016, 03:33:45 pm
The Starter Pack has updated to 0.42.03-r03!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

Minor update, but this is now basically stable - everything done, except that DFHack is a prerelease version.  Strike the Earth!

0.42.03-r03
 - added TwbT
 - updated Dwarf Therapist
 - fixed a keybinding issue

Thank Armok, TwbT! I love that mod.

The page still says r02, but the file name is r03. ??? It made me do a double take before downloading.

Thanks for your hard work, Peridexis!  :) 
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on January 02, 2016, 01:00:08 am
So, I'm not sure if this is the right place to be asking this. It's somewhat Starter Pack related, but not an actual problem with the Starter Pack. Perhaps just in the way I'm using it correctly or not.

I am using the Spacefox setup, but was having trouble with reading some of the menu items still. I know I was seeing everything VERY clearly using GemSet, so I went looking through all the setting in the starter pack and tried changing some of the font tilesets in the Customize section of the graphics tab. I don't think I tried every combo (probably should have been writing down the combos I was using) of the font and graphics_font lists but I tried quite a few, and just wasn't getting that 'look' I was after. I then swapped back to GemSet in the starter pack and started comparing that setup with the SpaceFox setup in that customize area. Noticed that the Curses_1280x600.png wasn't in the SpaceFox area.

From there I went looking for that file using windows explorer, and once I found where it was located in the GemSet area, I copied and pasted it to the same location in the SpaceFox folder hierarchy. Restarted the Starter Pack and did find it that in the customize area where I was expecting to find it. Installed that in my current game, set my color to Vherid_Natural and delved back in.... Success! Everything looks wonderful.

My question is: Have I done something I shouldn't have done? Meaning, are there differences between these files that are going to come back and bite me in the rear-end later? Will some stuff be shown that is for something else entirely? Any help and advice would be most welcome!

Spoiler (click to show/hide)

Hope I did that spoiler thing right, first try at it!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on January 02, 2016, 01:01:48 am
Guess my spoiler tag worked correctly, yay! My cropping job on the screenshot on the other hand... not so much, got some of my other monitor in there, like a fool.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: LeoCean on January 02, 2016, 06:13:42 am
You're just using a different text tileset and different colors there's nothing out of the ordinary that you have done. Spacefox already contains a large number of "tilesets" included in it so placing a large number of text tilesets with it is not likely going to happen since the files big enough as is and you adding another one to your own isn't a problem.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Afghani84 on January 02, 2016, 07:08:18 am
Thanks for the updated version!

Does somebody else have issues with Dwarf Therapist? It does not seem to work at all for me. I checked Splinterz thread and he said that version 34.0 might cause hickups with anything older than 0.42.04 - could it be that the two versions in this pack (DF 0.42.03 + 34.0 Therapist) are not compatible?

EDIT: just to clarify: Therapist reads all my dwarves correctly but I'm unable to assign any labors
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Malakhaj on January 02, 2016, 08:33:04 am
I am using LNP 0.42.03-r02; Have trouble with DT there aswell; dwarfs are all there but can`t asign any jobs (all jobs for all dwarves are red - disabled). When I point a particular dwarf there is a short note below his position etc - can`t assign jobs for non citizens. I think DT just do not recognize dwarfs from previous version saves as citizens in ver 0.42.03.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 02, 2016, 08:39:29 am
The latest DT version doesn't work with 0.42.03 (well, technically it's the configuration in this pack that doesn't work with the latest DT version and .03).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Afghani84 on January 02, 2016, 08:45:51 am
The latest DT version doesn't work with 0.42.03 (well, technically it's the configuration in this pack that doesn't work with the latest DT version and .03).
It seems that way. Is it possible to manually update the pack to 0.42.04? I tried copying the files over (making sure I don't delete the graphic packs) but afterwards the LNP only shows ASCII as option...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Malakhaj on January 02, 2016, 08:56:16 am
Thing is that DT included in 0.42.03 LNP is not working with 0.42.03 either; dwarves are not recognized as citizens and their jobs cannot be changed/
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 02, 2016, 09:25:58 am
Thing is that DT included in 0.42.03 LNP is not working with 0.42.03 either; dwarves are not recognized as citizens and their jobs cannot be changed/
Right. That's because it's the latest DT version (v34.0), which doesn't work with DF 0.42.03.

(PE: By the way, the page on DFFD (http://dffd.bay12games.com/file.php?id=11309) still lists DT as v33.0, but I'm assuming you forgot to change that to v34.0, since your last pack release was a day after DT v34.0 was released but 21 days after DT v33.0.)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on January 02, 2016, 10:24:33 am
You're just using a different text tileset and different colors there's nothing out of the ordinary that you have done. Spacefox already contains a large number of "tilesets" included in it so placing a large number of text tilesets with it is not likely going to happen since the files big enough as is and you adding another one to your own isn't a problem.

Great, thanks! Was just worried I may have been putting something in there that was incompatible. Does that mean all the tilesets from the different graphics packs are swappable like that?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Malakhaj on January 02, 2016, 10:46:41 am
Thing is that DT included in 0.42.03 LNP is not working with 0.42.03 either; dwarves are not recognized as citizens and their jobs cannot be changed/
Right. That's because it's the latest DT version (v34.0), which doesn't work with DF 0.42.03.

(PE: By the way, the page on DFFD (http://dffd.bay12games.com/file.php?id=11309) still lists DT as v33.0, but I'm assuming you forgot to change that to v34.0, since your last pack release was a day after DT v34.0 was released but 21 days after DT v33.0.)
Bah! That figures. I have read bout compatibility issues with DT v34.0 with DF 0.42.03 but as you stated - in cutting edge notes its v33. which is disguised v34. It was driving me nuts, had no idea what was wrong, thanks, now I can die peacefully.

Too bad that you cannot get DT v33.0 atm.  Guess my fort will need to wait for another release of LNP.
Anyhow, thanks again.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 02, 2016, 11:19:37 am
https://github.com/splintermind/Dwarf-Therapist/releases
Scroll down to "Version 33.0.0"
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: danitt17 on January 02, 2016, 02:35:50 pm
I tried the V.33 of therapist with 42.03 and the program crashed. Also V.34 cant allow to change dwarves labours. No fix yet?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Galian_Gadris on January 02, 2016, 06:22:54 pm
Not yet. V34 is incompatible with 42.03 and only works on 42.04. DFHack just updated to 42.04 alpha 1 a day or so ago, so as soon as Peridexis updates the pack to the new DFHack version (and new DF version), it will work fine. Keep in mind he's currently on a camping trip and largely unavailable soon it could be a little while yet
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Xaygon on January 03, 2016, 05:40:57 am
I doubt it's the goblet trade issue, since that cause DF to crash when you tried to enter the trade screen if goblets were among the things selected to be tradable from the "bring to depot, 'g', screen, rather than a crash at confirmation. The problem can be worked around by reentering 'g' and remove all goblets from the selection and then trade. You could also sell goblets to non dwarven caravans.
However, it's probably worth it to try to see if it's the goblet issue.
Thanks to everyone for poiting me in the right direction I got it fixed by removing the goblets from my bins and putting them in an isolated stockpile. It turned out that scrolling over and trying to sell bins with goblets inside caused a crash everytime. Happy New Year btw!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 03, 2016, 07:58:19 pm
Hi all.  I'm in phone range for a few hours today mid-camping-trip, so I can answer a few questions but not upload a new pack (also no TwbT and few graphics packs updates, so it wouldn't happen anyway). 

Thanks to everyone who reported bugs, and apologies for them - minimal testing is the price of very fast updates.

Happy holidays, and I'll see you again in a week or two!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on January 04, 2016, 10:17:26 am
Hi all.  I'm in phone range for a few hours today mid-camping-trip, so I can answer a few questions but not upload a new pack (also no TwbT and few graphics packs updates, so it wouldn't happen anyway).
What kind of cheap-ass phone are you using?  j/k

Thanks to everyone who reported bugs, and apologies for them - minimal testing is the price of very fast updates.

Happy holidays, and I'll see you again in a week or two!
Enjoy your trip, and safe travels home.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BadLeo on January 04, 2016, 01:31:55 pm
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: UristWoodie on January 04, 2016, 03:08:01 pm
OK, I'm feeling really stupid. Where's the DFHack tab in PyLNP from starterpack 0.42.03-r03? 

I had tried the -r04 release, but DT wouldn't work properly...so fell back. Really want to turn TWBT back on.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on January 04, 2016, 05:45:10 pm
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.

Or, is he attempting the one-pick-camping-trip?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Halnoth on January 04, 2016, 07:39:24 pm
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.

Or, is he attempting the one-pick-camping-trip?

Silently digging out his bunker as we speak. Now he just has to knap a few rock mugs to trade with a passing caravan. Priority being an anvil but I doubt the hendersons carry one in the back of their wagon. He will probably have to make due with leather armor and his pick for defense, unless there is obsidian near by. Heres to hoping there is no aquifer and he can find some berries to brew into wine before he sobers up enough to realize he is wearing xxclothingxx. Luckily he can butcher a horse and eat *horse tallow roasts* until the park ranger finds him, accuses him of slaughering trees, insults his stature, and promptly carries him off to the hospital so he can get treatment for his dented right 4th toe. There, unfortunately, no one will do any Feed/Water prisoner tasks and his bed will need to be deconstructed around him. Next thing he knows hes woke up in some meadhall wondering why his toe hurts. Luckily he can exit the meadhall and fast travel home to upload the latest version of the starter pack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 05, 2016, 05:51:53 pm
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.

Or, is he attempting the one-pick-camping-trip?

Silently digging out his bunker as we speak. Now he just has to knap a few rock mugs to trade with a passing caravan. Priority being an anvil but I doubt the hendersons carry one in the back of their wagon. He will probably have to make due with leather armor and his pick for defense, unless there is obsidian near by. Heres to hoping there is no aquifer and he can find some berries to brew into wine before he sobers up enough to realize he is wearing xxclothingxx. Luckily he can butcher a horse and eat *horse tallow roasts* until the park ranger finds him, accuses him of slaughering trees, insults his stature, and promptly carries him off to the hospital so he can get treatment for his dented right 4th toe. There, unfortunately, no one will do any Feed/Water prisoner tasks and his bed will need to be deconstructed around him. Next thing he knows hes woke up in some meadhall wondering why his toe hurts. Luckily he can exit the meadhall and fast travel home to upload the latest version of the starter pack.

Very funny  :P

Back in town this morning due to a slight flooding incident, so this is more accurate than I might like.

Also had traditional Slovakian "cats eye" biscuits from my cousin, though apparently named for shape instead of ingredients...

Maybe a pack tomorrow, since there's a work meeting I need to make too.  A camping trip with far more interruptions than usual...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on January 05, 2016, 09:16:57 pm
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.

Or, is he attempting the one-pick-camping-trip?

Silently digging out his bunker as we speak. Now he just has to knap a few rock mugs to trade with a passing caravan. Priority being an anvil but I doubt the hendersons carry one in the back of their wagon. He will probably have to make due with leather armor and his pick for defense, unless there is obsidian near by. Heres to hoping there is no aquifer and he can find some berries to brew into wine before he sobers up enough to realize he is wearing xxclothingxx. Luckily he can butcher a horse and eat *horse tallow roasts* until the park ranger finds him, accuses him of slaughering trees, insults his stature, and promptly carries him off to the hospital so he can get treatment for his dented right 4th toe. There, unfortunately, no one will do any Feed/Water prisoner tasks and his bed will need to be deconstructed around him. Next thing he knows hes woke up in some meadhall wondering why his toe hurts. Luckily he can exit the meadhall and fast travel home to upload the latest version of the starter pack.

Very funny  :P

Back in town this morning due to a slight flooding incident, so this is more accurate than I might like.

Also had traditional Slovakian "cats eye" biscuits from my cousin, though apparently named for shape instead of ingredients...

Maybe a pack tomorrow, since there's a work meeting I need to make too.  A camping trip with far more interruptions than usual...

PeridexisErrant cancels Sleep: Dangerous terrain.
Damp stone located.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on January 06, 2016, 11:04:40 am
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.

Or, is he attempting the one-pick-camping-trip?

Silently digging out his bunker as we speak. Now he just has to knap a few rock mugs to trade with a passing caravan. Priority being an anvil but I doubt the hendersons carry one in the back of their wagon. He will probably have to make due with leather armor and his pick for defense, unless there is obsidian near by. Heres to hoping there is no aquifer and he can find some berries to brew into wine before he sobers up enough to realize he is wearing xxclothingxx. Luckily he can butcher a horse and eat *horse tallow roasts* until the park ranger finds him, accuses him of slaughering trees, insults his stature, and promptly carries him off to the hospital so he can get treatment for his dented right 4th toe. There, unfortunately, no one will do any Feed/Water prisoner tasks and his bed will need to be deconstructed around him. Next thing he knows hes woke up in some meadhall wondering why his toe hurts. Luckily he can exit the meadhall and fast travel home to upload the latest version of the starter pack.

Fan-*-tastic            *insert profanity here  (don't know how welcome/tolerated that is on these forums)

So glad I didn't try to do anything like that myself. I would have mangled an excellent opportunity.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Urist_McArathos on January 06, 2016, 11:29:47 pm
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.

Or, is he attempting the one-pick-camping-trip?

Silently digging out his bunker as we speak. Now he just has to knap a few rock mugs to trade with a passing caravan. Priority being an anvil but I doubt the hendersons carry one in the back of their wagon. He will probably have to make due with leather armor and his pick for defense, unless there is obsidian near by. Heres to hoping there is no aquifer and he can find some berries to brew into wine before he sobers up enough to realize he is wearing xxclothingxx. Luckily he can butcher a horse and eat *horse tallow roasts* until the park ranger finds him, accuses him of slaughering trees, insults his stature, and promptly carries him off to the hospital so he can get treatment for his dented right 4th toe. There, unfortunately, no one will do any Feed/Water prisoner tasks and his bed will need to be deconstructed around him. Next thing he knows hes woke up in some meadhall wondering why his toe hurts. Luckily he can exit the meadhall and fast travel home to upload the latest version of the starter pack.

Very funny  :P

Back in town this morning due to a slight flooding incident, so this is more accurate than I might like.

Also had traditional Slovakian "cats eye" biscuits from my cousin, though apparently named for shape instead of ingredients...

Maybe a pack tomorrow, since there's a work meeting I need to make too.  A camping trip with far more interruptions than usual...

PeridexisErrant cancels Sleep: Dangerous terrain.
Damp stone located.

It was inevitable.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Putnam on January 06, 2016, 11:36:54 pm
Enjoy your trip, and safe travels home.

We all know he's secretly doing a DF live action disguised as camping trip so, as an experienced player, he probably loaded a crossbow, quiver and some bolts when packing his things, he will be safe.

Or, is he attempting the one-pick-camping-trip?

Silently digging out his bunker as we speak. Now he just has to knap a few rock mugs to trade with a passing caravan. Priority being an anvil but I doubt the hendersons carry one in the back of their wagon. He will probably have to make due with leather armor and his pick for defense, unless there is obsidian near by. Heres to hoping there is no aquifer and he can find some berries to brew into wine before he sobers up enough to realize he is wearing xxclothingxx. Luckily he can butcher a horse and eat *horse tallow roasts* until the park ranger finds him, accuses him of slaughering trees, insults his stature, and promptly carries him off to the hospital so he can get treatment for his dented right 4th toe. There, unfortunately, no one will do any Feed/Water prisoner tasks and his bed will need to be deconstructed around him. Next thing he knows hes woke up in some meadhall wondering why his toe hurts. Luckily he can exit the meadhall and fast travel home to upload the latest version of the starter pack.

Fan-*-tastic            *insert profanity here  (don't know how welcome/tolerated that is on these forums)

So glad I didn't try to do anything like that myself. I would have mangled an excellent opportunity.

fuckin'

the trick is to try it first, you'll probably get a warning unless nazi mods; despite the dumb photoshops circulating the internet, toady is not a nazi mod
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Kuschelflummi on January 07, 2016, 03:05:32 am
fuckin'

the trick is to try it first, you'll probably get a warning unless nazi mods; despite the dumb photoshops circulating the internet, toady is not a nazi mod
I'm sure, there is a Nazi Mod somewhere for DF :P
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: AoshimaMichio on January 07, 2016, 03:24:02 am
Considering we are bunch of folks who have no moral problems with dwarven childcare or harvesting merfolk bones, I would guess a bit of foul language occasionally wouldn't raise very many eyebrows. And if it raises, then we're hypocrites.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: coleslaw35 on January 07, 2016, 05:16:59 am
Considering we are bunch of folks who have no moral problems with dwarven childcare or harvesting merfolk bones, I would guess a bit of foul language occasionally wouldn't raise very many eyebrows. And if it raises, then we're hypocrites.

Hey! It builds character! They'll be thankful to have the new skills when they're still just teenagers adults and have to work for their ale!
As for the bones? Well, the merfolk certainly don't need them, after all they're dead! Why not put their bones to good use as nice looking pointy spikes in inconvenient places on our clothes. Waste not want not after all!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on January 07, 2016, 10:28:36 am
Good to hear. I like a little profanity, just hadn't really noticed any, so didn't want to start off with an f-bomb. Don't really care much for riling up what seems a pretty good community.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ghills on January 07, 2016, 11:34:50 am
Considering we are bunch of folks who have no moral problems with dwarven childcare or harvesting merfolk bones, I would guess a bit of foul language occasionally wouldn't raise very many eyebrows. And if it raises, then we're hypocrites.

We're not all OK with what happens in the dwarven childcare thread or harvesting merfolk bones.  There's a pretty diverse group of people here.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: AoshimaMichio on January 07, 2016, 11:48:27 am
Let me pretend for a moment we are all monsters here. Anyway, considering complexity the game I think it is fair to assume we are all old enough to throw few swear words around.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: LordBaal on January 07, 2016, 12:24:32 pm
Letting aside the empirical fact that we are all monsters at some degree, let me assure you fine gentlemen that this forum is one of the most tolerant towards profanity and foul language I found so far, that's it, within reasonable levels without devolving into endless threads of childish insults.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: jaardichten on January 07, 2016, 01:12:29 pm
Small correction. Because I know my beloved, super moral monster all knowing fellow citizens...

And if it raises, then we're hypocrites
germans.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on January 07, 2016, 08:14:14 pm
Hey, some of us genuinely try to keep our dwarves happy...while simultaneously picking an embark full of hostile wildlife near to as many invaders and forgotten beasts as we can.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Benjamin the Rogue on January 08, 2016, 10:21:21 am
So I'm having a bit of a problem with the pack and I don't know why. I downloaded the latest one for my nephew onto my mom's laptop and played it some before I left New York this Monday. I used Dwarf Therapist there with no problem. I come home yesterday, download the pack for my PC, and now for some reason instead of seeing numbers I see big or little boxes be they red or black. I don't have an issue with that, I know what they mean. I have an issue with the fact that Dwarf Therapist won't let me assign any labors. If I click on any labors it just selects the dwarf's row without any effect. I can't even see which labors are even active. It just looks like they have no jobs assigned except for hauling oddly enough. If I right click on the names of the dwarves, the "Assign All Labors", "Assign Skilled Labors", and "Clear All Labors" options are greyed out and inaccessible as well.

I looked through the options but nothing I see seems to sort this. I was wondering if anyone might know here.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ayt on January 08, 2016, 11:01:40 am
The Dwarf Therapist included in the latest pack unfortunately isn't compatible with the version of DF included. Download version 35.00 and use that instead.

http://dffd.bay12games.com/file.php?id=11420

Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Benjamin the Rogue on January 08, 2016, 11:18:03 am
The Dwarf Therapist included in the latest pack unfortunately isn't compatible with the version of DF included. Download version 35.00 and use that instead.

http://dffd.bay12games.com/file.php?id=11420

Ah, I must have mixed them up when I got home. Thanks a lot! I was getting pretty frustrated by that.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 08, 2016, 04:52:24 pm
If you just downloaded this pack, you didn't mix anything up - it includes a version of DT that doesn't work with 0.42.04. DT 35 should work, though.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Orvelo on January 08, 2016, 05:16:40 pm
When will be the 42.04 version be ready? I want that already!

Oh well... I must be patient, like a strange mooding dwarf...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on January 09, 2016, 06:22:14 am
@Orvelo: PeridexisErrant is on a well deserved vacation, as he's mentioned earlier in this thread. Based on what he said, it should be ½-1½ weeks left, and it will probably happen about 4 seconds before 0.42.05 is released...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Zeranamu on January 09, 2016, 11:43:36 am
@Orvelo: PeridexisErrant is on a well deserved vacation, as he's mentioned earlier in this thread. Based on what he said, it should be ½-1½ weeks left, and it will probably happen about 4 seconds before 0.42.05 is released...

This makes me laugh, so very true.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on January 09, 2016, 06:13:07 pm
Well, he did return home early after some fool breached the aquifer.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on January 10, 2016, 04:51:31 am
As I understood it he just returned to get a new pick axe and to fetch a dry ¤pig tail sock¤ pair.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 10, 2016, 05:02:05 am
As I understood it he just returned to get a new pick axe and to fetch a dry ¤pig tail sock¤ pair.

But I'm properly home now, and will be back at work in the update mine soon  ;D
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: CharonM72 on January 10, 2016, 09:13:37 am
I'd like to point out and nominate Legends Browser (http://www.bay12forums.com/smf/index.php?topic=155307) as a possible candidate for inclusion in the Pack. It's cross-platform, and provides an alternate way to view legends (via a web browser). And the author seems to update it very regularly.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Da5id on January 10, 2016, 10:27:19 am
Time will tell, considering it has only been out for six days.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 10, 2016, 05:06:33 pm
Planning to add it in the next release; worst case nobody uses it!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: kikoman on January 11, 2016, 04:48:47 am
I was triying Legends Browser yesterday with DF 42.04 and it shows lots of "Unknown Character", "Unknown Item" and things like that. Maybe it doesn't work with the latest version. It's look great, hope it will be fixed soon  :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fricy on January 11, 2016, 05:01:56 am
I was triying Legends Browser yesterday with DF 42.04 and it shows lots of "Unknown Character", "Unknown Item" and things like that. Maybe it doesn't work with the latest version. It's look great, hope it will be fixed soon  :)
It's discussed in the Legends Browser forum: the error is in the legends exporter script, the file name is incorrect, so the app doesn't find it. You can rename the legends_plus.xml to match the other files, and/or get a fixed legendsexporter (https://github.com/DFHack/dfhack/commit/0bcc8dc4437761e36d3dae8a516dccca5a11eaf5) script.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: kikoman on January 11, 2016, 07:04:15 am
Thanks for the help fricy :) but my legends_plus.xml has the same date in the file name than the others

-region1-00107-01-19-legends.xml
-region1-00107-01-19-legends_plus.xml
-region1-00107-01-19-world_history.txt
and so on...

It's that the name to change?.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Probe1 on January 11, 2016, 07:39:35 am
Am I crazy or did the init line for visitor cap disappear?  :o

I can't find it at all.

Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fricy on January 11, 2016, 07:59:42 am
Thanks for the help fricy :) but my legends_plus.xml has the same date in the file name than the others

-region1-00107-01-19-legends.xml
-region1-00107-01-19-legends_plus.xml
-region1-00107-01-19-world_history.txt
and so on...

It's that the name to change?.
Hmm. In that case I guess you should report it Karater.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Rusty on January 12, 2016, 01:54:41 am
I was triying Legends Browser yesterday with DF 42.04 and it shows lots of "Unknown Character", "Unknown Item" and things like that. Maybe it doesn't work with the latest version. It's look great, hope it will be fixed soon  :)
It's discussed in the Legends Browser forum: the error is in the legends exporter script, the file name is incorrect, so the app doesn't find it. You can rename the legends_plus.xml to match the other files, and/or get a fixed legendsexporter (https://github.com/DFHack/dfhack/commit/0bcc8dc4437761e36d3dae8a516dccca5a11eaf5) script.

... and on a separate note, you've given me the name of my next batch of beer that I brew...

Legend Sex Porter
Title: Re: PeridexisErrant's Starter Pack, 0.42.04-r01
Post by: PeridexisErrant on January 13, 2016, 07:36:45 am
The Starter Pack has updated to 0.42.04-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

At last, an update again - complete and hopefully stable!  With a non-preview DFHack release and official TwbT build, I'd promote this to the stable pack (after much more testing of course!).

WARNING - due to a known issue in PyLNP, updating graphics on old saves will make breaking changes to the raws.  An update to fix this and generally improve graphics-related error messages in the launcher is a high priority.

Strike the Earth... carefully!


0.42.04-r01
 - updated DF
 - updated Dwarf Therapist
 - updated Legends Viewer
 - updated all graphics packs
 - added Legends Browser
 - updated DFHack
 - using an unofficial TwbT build

Contents:

Core:
 - Dwarf Fortress 0.42.04 (http://bay12games.com/dwarves/)
 - PyLNP 0.10d (http://www.bay12forums.com/smf/index.php?topic=140808)

DFHack 0.42.04-alpha2 (http://www.bay12forums.com/smf/index.php?topic=139553):
 - Stonesense (http://www.bay12forums.com/smf/index.php?topic=106497)  (in DFHack)
 - Stocksettings 2 (http://www.bay12forums.com/smf/index.php?topic=146213)
 - TwbT v5.53 (http://www.bay12forums.com/smf/index.php?topic=138754) (unofficial)

Utilities:
 - Announcement Window 1.1b (http://www.bay12forums.com/smf/index.php?topic=153777)
 - Armok Vision v0.7.2 (http://www.bay12forums.com/smf/index.php?topic=146473)
 - DF Story Maker 1.0 (http://www.bay12forums.com/smf/index.php?topic=128570)
 - Dorven Realms R1 (http://www.bay12forums.com/smf/index.php?topic=138366)
 - Dwarf Mockup 1.0.3 (http://www.bay12forums.com/smf/index.php?topic=143546)
 - Dwarf Therapist v35.0.0 (http://www.bay12forums.com/smf/index.php?topic=122968)
 - Isoworld 2.1 (http://www.bay12forums.com/smf/index.php?topic=70700)
 - Legends Browser 1.0.7 (http://www.bay12forums.com/smf/index.php?topic=155307)
 - Legends Viewer 1.15.00 (http://www.bay12forums.com/smf/index.php?topic=154617)
 - PerfectWorld 1.9 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Picturefort 2.1 (http://www.bay12forums.com/smf/index.php?topic=138590)
 - Quickfort 2.04 (http://www.bay12forums.com/smf/index.php?topic=35931)
 - Soundsense 2015-1 (http://www.bay12forums.com/smf/index.php?topic=60287)
 - World Viewer 2.1.4 (http://www.bay12forums.com/smf/index.php?topic=128932)

Graphics:
 - ASCII
 - CLA (http://www.bay12forums.com/smf/index.php?topic=105376)
 - Ironhand (http://www.bay12forums.com/smf/index.php?topic=53180)
 - Mayday (http://www.bay12forums.com/smf/index.php?topic=137370)
 - Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934)
 - Phoebus (http://www.bay12forums.com/smf/index.php?topic=152698)
 - Spacefox (http://www.bay12forums.com/smf/index.php?topic=129219)

Other Content:
 - PerfectWorld XML 1 (http://www.bay12forums.com/smf/index.php?topic=57428)
 - Quickfort Blueprints 2.3 (http://www.bay12forums.com/smf/index.php?topic=126076)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on January 13, 2016, 07:40:24 am
Thanks PE.  All the more impressive to get this out so soon after you flooded your fort! :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Orvelo on January 13, 2016, 08:13:39 am
Yaaaayyy! I need some dwarven beverages now!
Title: Re: PeridexisErrant's Starter Pack, 0.42.04-r01
Post by: CharonM72 on January 13, 2016, 08:51:35 am
The Starter Pack has updated to 0.42.04-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

Darn, right as I'm about to leave for Hangzhou... well maybe I will have some free time in a week or two.
Hundreds, if not thousands, of players are thanking you PE, myself included.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Taybabie on January 13, 2016, 09:38:13 am
Hey then Ironhand graphics in the new 42.04-r1 says it is missing BEAR_GRIZZLY_MAN then the game shuts down. I am going to try a different pack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fricy on January 13, 2016, 09:49:43 am
Hey then Ironhand graphics in the new 42.04-r1 says it is missing BEAR_GRIZZLY_MAN then the game shuts down. I am going to try a different pack.
Was that a save migrated from a previous version, or a new world generated in 42.04?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: frightlever on January 13, 2016, 03:28:31 pm
Thanks for the update. Just setting up a new world now.

Am I doing something wrong with the other "available hacks" toggles from the launcher? I've clicked to enable DFhack, but the other hacks, eg Workflow, don't seem to toggle. I don't think it worked in the previous version either, though I've only recently started using Workflow. No biggy, I just have to remember to re-enable it manually, but if I'm doing something wrong I'd like to know.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on January 13, 2016, 03:33:04 pm
Thanks for the update. Just setting up a new world now.

Am I doing something wrong with the other "available hacks" toggles from the launcher? I've clicked to enable DFhack, but the other hacks, eg Workflow, don't seem to toggle. I don't think it worked in the previous version either, though I've only recently started using Workflow. No biggy, I just have to remember to re-enable it manually, but if I'm doing something wrong I'd like to know.

They're disabled for now because DFHack is still being updated for the new version.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: frightlever on January 13, 2016, 03:35:31 pm
Thanks! That makes sense.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: kikoman on January 13, 2016, 04:15:04 pm
Thanks!!
Testing it right now  8)
Title: Re: PeridexisErrant's Starter Pack, 0.42.04-r01
Post by: BlackSmokeDMax on January 13, 2016, 05:35:48 pm
The Starter Pack has updated to 0.42.04-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

At last, an update again - complete and hopefully stable!  With a non-preview DFHack release and official TwbT build, I'd promote this to the stable pack (after much more testing of course!).

Thank you!

Do you have the DFHack toggles off on purpose? (I mean even after you enable DFHacks via the button)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on January 13, 2016, 06:03:43 pm
The Starter Pack has updated to 0.42.04-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

At last, an update again - complete and hopefully stable!  With a non-preview DFHack release and official TwbT build, I'd promote this to the stable pack (after much more testing of course!).

Thank you!

Do you have the DFHack toggles off on purpose? (I mean even after you enable DFHacks via the button)

Look at EBannion's answer three posts above yours...
Title: Re: PeridexisErrant's Starter Pack, 0.42.04-r01
Post by: Ayt on January 13, 2016, 06:36:03 pm
The Starter Pack has updated to 0.42.04-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

At last, an update again - complete and hopefully stable!  With a non-preview DFHack release and official TwbT build, I'd promote this to the stable pack (after much more testing of course!).

Thank you!

Do you have the DFHack toggles off on purpose? (I mean even after you enable DFHacks via the button)

It is an issue with the launcher. You can enter the commands manually once the game is launched and they should work fine.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on January 13, 2016, 06:58:51 pm
It's not so much an 'issue' as it is a 'they are disabled in the launcher because they're not yet stable, so beginners shouldn't use them, and so if you know how to activate them outside of the launcher you're probably knowledgeable enough to deal with any issues that arise from their instability' situation.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 13, 2016, 07:19:55 pm
DFHack is disabled by default, but it *is* a launcher bug that you can't enable settings through the launcher.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on January 13, 2016, 07:56:02 pm
DFHack is disabled by default, but it *is* a launcher bug that you can't enable settings through the launcher.

I stand corrected!

Well, sit.

Well, lounge.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 13, 2016, 08:17:01 pm
Also fixed for the next PyLNP version, since I'd only made a very small (but important) typo.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Eegxeta on January 14, 2016, 10:18:57 am
I'm having trouble setting the graphics on the cutting-edge pack. In the 40.24-r20 it uses the original ASCII for the menus with the phoebus 16x graphics, but it doesn't in the cutting-edge. I really liked it that way, but I can't figure out how to set it to use original ASCII for the menus. Does anyone know how I'd go about doing this?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 14, 2016, 05:21:17 pm
Enable DFHack and ensure that print mode is TwbT, then set font and graphic_font appropriately.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on January 14, 2016, 09:58:39 pm
I have to say, compared to the 2014 release this one has been quite tame.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 14, 2016, 11:30:02 pm
The Starter Pack has updated to 0.42.04-r02!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

This is a bugfix release, which should fix a number of problems.
0.42.04-r02
 - (re)activated TwbT multilevel mode
 - updated Phoebus, Mayday graphics; avoids save-update issues
 - updated PyLNP; many bugfixes
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ertaan on January 15, 2016, 01:26:58 am
Hi, can't start with the launcher, after the clicks nothing happens (WIN10, never happens before, downloaded 3x, extracted with 7z).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: txtsd on January 15, 2016, 02:09:48 am
@PeridexisErrant How did you build twbt for 42.04?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Galian_Gadris on January 15, 2016, 02:43:39 am
Thanks for the new pack, Peridexis. While i can confirm that the toggles indeed work on the DFHack tab now, which is fantastic, they don't seem to work ingame. What i mean is, even if i toggle on "Workflow" for instance, when i go ingame after launching, its workflow isn't enabled
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 15, 2016, 03:40:13 am
@PeridexisErrant How did you build twbt for 42.04?

I used this:
Here are my personal windows builds of TWBT and 0.42.04-alpha2.  No guarantees of proper functioning or anything like that but it works for you then great.

TWBT 5.52-alpha for Windows
twbt-0.42.04-alpha2-figment.zip (http://www.mediafire.com/download/gzb1da65dobztxb/twbt-0.42.04-alpha2-figment.zip)

Thanks for the new pack, Peridexis. While i can confirm that the toggles indeed work on the DFHack tab now, which is fantastic, they don't seem to work ingame. What i mean is, even if i toggle on "Workflow" for instance, when i go ingame after launching, its workflow isn't enabled

I just confirmed it works for me - have you enabled DFHack?  Prerelease builds are disabled by default.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Galian_Gadris on January 15, 2016, 03:59:39 am
Interesting. Mine is on by default. Inherited the settings from a previous pack maybe? Tried toggling it off, exiting the launcher then opening it again, toggling it on and going ingame. Same thing though. Weird

Edit: Just deleted my entire DF folders unzipped only the pack, turned on DFHack on the tab and toggled workflow on. When embarking and setting up a workshop, when i press ALT-W it still says workflow not enabled. Am i doing something wrong?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ertaan on January 15, 2016, 04:37:22 am
Hi, can't start with the launcher, after the clicks nothing happens (WIN10, never happens before, downloaded 3x, extracted with 7z).

Ok, the AVAST blocked it...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ZiggyDig! on January 15, 2016, 07:35:03 am
Hugely appreciated, PeridexisErrant.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: GaenaralHONK on January 15, 2016, 11:45:46 am
I'm getting 2 error messages which I've never seen before, 42.04-r01 worked fine for me.
The error messages complain about missing "urctbase.terminate" in "api-ms-win-crt-runtime-l1-1-0.dll"
and the pack gives me an error saying Error loading Python DLL:
C:\...\AppData\Local\Temp\_MEI6362\python35.dll (error code 127)

So I guess a temporary python dll is not made properly?

Edit: Win7 64 bit
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BesorgterZwerg on January 15, 2016, 12:10:16 pm
I'm getting 2 error messages which I've never seen before, 42.04-r01 worked fine for me.
The error messages complain about missing "urctbase.terminate" in "api-ms-win-crt-runtime-l1-1-0.dll"
and the pack gives me an error saying Error loading Python DLL:
C:\...\AppData\Local\Temp\_MEI6362\python35.dll (error code 127)

So I guess a temporary python dll is not made properly?

I get the same two errors when i try to start the "Starter Pack Launcher (PyLNP).exe"-file :(
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Darkerson on January 15, 2016, 01:54:16 pm
Thanks again for all the hard work and dedication too releasing these Starter Packs,  PeridexisErrant! Really appreciate it! Also hope you had a good vacation!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: moki on January 15, 2016, 03:01:51 pm
I get the same errors like GaenaralHONK and BesorgterZwerg... This is with a completely fresh install (no copying into thr r01 directory) on Windows 7/64bit. If you need any more information, just say so. I hope, you can fix this soon, since the pack is really awesome.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Hades on January 15, 2016, 05:00:44 pm
I'm getting 2 error messages which I've never seen before, 42.04-r01 worked fine for me.
The error messages complain about missing "urctbase.terminate" in "api-ms-win-crt-runtime-l1-1-0.dll"
and the pack gives me an error saying Error loading Python DLL:
C:\...\AppData\Local\Temp\_MEI6362\python35.dll (error code 127)

So I guess a temporary python dll is not made properly?

Edit: Win7 64 bit

I had the same error. I installed the Visual C++ Redistributable for Visual Studio 2015 and was able to launch successfully after that. Link (https://www.microsoft.com/en-ca/download/details.aspx?id=48145)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 15, 2016, 08:07:04 pm
OK, it looks like building PyLNP on Windows 8 (with a more recent version of Python than used by Pidgeot, the usual maintainer) causes problems on Windows 7.

You can fix it by downloading this file from Microsoft (https://www.microsoft.com/en-ca/download/details.aspx?id=48145), downgrading to an older PyLNP release (https://bitbucket.org/Pidgeot/python-lnp/downloads), or upgrading your OS.  I suggest the first option!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: dirtytleilaxu on January 15, 2016, 09:22:45 pm
I'm also having trouble with the launcher for 42.04-r2 -- it appears that it no longer supports 32-bit systems? Error message reads:
Quote
"The version of this file is not compatible with the version of Windows you are running. Check your computer's system information to see whether you need an x86 (32-bit) or x64 (64-bit) version of the program, and then contact the software publisher."

Never had any trouble with it before. Is anyone using Windows 7 32-bit but not having this problem? I notice also that the file size of the exe has strangely doubled since 42.03-r3.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 15, 2016, 09:38:42 pm
OK, it looks like building PyLNP on Windows 8 (with a more recent version of Python than used by Pidgeot, the usual maintainer) causes problems on Windows 7.

I'd expect it to be something related to how your Python installation was built, myself (unless PyInstaller generates native code).

I notice also that the file size of the exe has strangely doubled since 42.03-r3.
Which exe? Does the post above explain things?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 15, 2016, 10:38:24 pm
OK, it looks like building PyLNP on Windows 8 (with a more recent version of Python than used by Pidgeot, the usual maintainer) causes problems on Windows 7.

I'd expect it to be something related to how your Python installation was built, myself (unless PyInstaller generates native code).

I notice also that the file size of the exe has strangely doubled since 42.03-r3.
Which exe? Does the post above explain things?

*waves hands*  I think both are something to do with the fact that all my systems are set up for (development-level) compatibility with scientific HPC, while Pidgeot is targeting application development.  I'm just going to wait for his build tomorrow; apologies to everyone who this broke for.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: moki on January 16, 2016, 07:55:26 am
As dirtytleilaxu said, installing vc_redist  (the first link in his post) helps for now. I still hope, you can fix the problem that caused this.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: kochano on January 16, 2016, 01:33:02 pm
Installing the redistributables did not help for me. I am running Windows 10 and get the error:
Fatal Error!
launch returned -1

Returning the launcher back to the previous version still works for me, though.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 16, 2016, 09:25:16 pm
The Starter Pack has updated to 0.42.04-r03!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

This release brings more bugfixes, especially in PyLNP - anyone experiencing problems should upgrade.  If in a few days everything seems to be working, I'll promote this pack to the stable address!  (and then continue working mostly on the unstable version).  Strike the Earth!

0.42.04-r03
 - updated TwbT
 - added Gemset graphics
 - updated Legends Browser
 - updated PyLNP; additional bugfixes
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dainz on January 17, 2016, 04:59:57 am
Thanks for your continued work on the Starter Pack, everytime a new Version comes out, the dwarf in me gets a happy thought!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: kikoman on January 17, 2016, 10:07:46 am
Thanks for the update!

I'm having random CTD with r01 and r02 versions. Strangely it does not happen with my own "tuned" version of 0.42.04 with TwbT and DFHack installed by hand.
Triying now with r03 :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: miguelsz2 on January 17, 2016, 05:42:34 pm
And so... As if the gods demand it. A new update to DF is released.

#GetRekt
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 17, 2016, 06:35:41 pm
It was inevitable, etc.  Seriously, can we stop posting about it?  I know the update is coming...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on January 17, 2016, 06:50:56 pm
Looks like it's already here. Sincere condolences to PE and all the other people who make this possible, that have to scramble to update their stuff pretty much the instant they get the current version fixed.
Title: CTD when placing furniture [v. 0.42.03 and .04]
Post by: BadLeo on January 18, 2016, 11:15:50 am
I'm having problems when placing down furniture in both v. 0.42.03 and .04. The game CTD seemingly at random when I'm placing cabinets. I don't recall if it behaves like that with other type of furniture. I suspect it has something to do with DFHack, but didn't tested that yet. Has anyone else experienced that?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 18, 2016, 12:07:02 pm
Are you using truetype fonts? Are you using DFHack's buildingplan plugin?
Edit: I couldn't reproduce this with two cabinets just now, one constructed normally and one with buildingplan's planning mode. Does it reliably crash when placing cabinets, or at a consistent time after you load the save?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BadLeo on January 18, 2016, 01:45:00 pm
Are you using truetype fonts? Are you using DFHack's buildingplan plugin?
Edit: I couldn't reproduce this with two cabinets just now, one constructed normally and one with buildingplan's planning mode. Does it reliably crash when placing cabinets, or at a consistent time after you load the save?

No truetype, i'm using TwbT. And it have crashed with and without the buildingplan. Good point about the crashing after a consistent time, I'll check about that.

EDIT: It just happened while I was placing beds. First i placed some beds normally, then I used the DFHack buildingplan to lay down some coffers without a problem, then was going to place some more bed without the building plan again and it crashed. It might have something to do with the number of "placed" shadows waiting for the actual object... I don't know. There was about 20 of it when the game crashed.

EDIT2: Recounting, it was actually 30 or more of that shadowy object place-holders at the time of the crash. I'm being careful to not have more than 10 or 15 objects waiting to be placed at a time and no crashes as of yet.

EDIT3: Crashed again, two times, after only 5 doors placed. Its also not time consistent, as at the first time it crashed after 1h15min of gameplay, and at the second time it crashed at about 15min of gameplay. I will try to disable DFHack (dammit, no workflow or quicksaves  :'() and see if the crashing persists.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on January 19, 2016, 03:19:29 am
Oh, I'm looking forward to playing the newest version. The changes to zombies seem to make embarking near a tower much more appealing to me, since they tended to completely overrun my early game military before.
Title: CTD when placing furniture [v. 0.42.03 and .04]
Post by: BadLeo on January 19, 2016, 09:07:49 am
By disabling DFHack, I was able to place more than 50 consecutive objects without any issue. Will get back to using DFHack and see if I can track down what of the plugins are causing this...
Title: Re: CTD when placing furniture [v. 0.42.03 and .04]
Post by: EBannion on January 19, 2016, 11:25:22 am
By disabling DFHack, I was able to place more than 50 consecutive objects without any issue. Will get back to using DFHack and see if I can track down what of the plugins are causing this...

I'm going to guess 'workflow' without any evidence.
Title: Re: CTD when placing furniture [v. 0.42.03 and .04]
Post by: BadLeo on January 19, 2016, 01:33:46 pm
I'm going to guess 'workflow' without any evidence.

Actually, "Mouse Controls" seems to be the culprit, but my test wasn't extensive enough for me to be absolutely sure...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 19, 2016, 03:57:06 pm
Were you placing constructions with the mouse? What exactly do "mouse controls" include (check PyLNP.json, I think)?
Title: Re: CTD when placing furniture [v. 0.42.03 and .04]
Post by: LarryP on January 19, 2016, 07:27:11 pm
By disabling DFHack, I was able to place more than 50 consecutive objects without any issue. Will get back to using DFHack and see if I can track down what of the plugins are causing this...

I'm going to guess 'workflow' without any evidence.

I'm a newbie so please bear with me.  I've been playing for a few days and found the game I've been looking for, but today it stopped working and I think the 'workflow' plugin is the culprit.  I have the starter pack 40.xx something, can't recall right now, sorry.  Anyway, while setting up carpenters, gem cutter, masons, kitchen, and crafter with workflow, it stopped, froze, quit.  All I could do was click 'close program.'  I have played it for about 20 hours and had one crash.  Not bad I guess for a game in constant change.

After reading the bugs posted on Mantis, I'm wondering if I'm getting into a game with constant heartache.    >:(

I can't imagine playing this without the DFHack extras.  The sounds, workflow, graphics especially, mouse help, and others.  The first time I played DF, I installed the vanilla and was really only put off by the ascii graphics.  Then I found out about the starter pack and fell in love!

I can't imagine doing without the workflow plugin... I got spoiled.   :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 19, 2016, 08:21:53 pm
Were you placing constructions with the mouse? What exactly do "mouse controls" include (check PyLNP.json, I think)?

"mousequery edge enable (https://github.com/PeridexisErrant/starter-pack/blob/master/base/PyLNP-json.yml)"
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Zara on January 19, 2016, 10:00:39 pm
So, how long before an update with DF 0.42.05 is ready? This is not to pressure you to hurry up, if this still takes a few weeks, I'll just play a different fort; but I feel the same way as Salkryn:

Oh, I'm looking forward to playing the newest version. The changes to zombies seem to make embarking near a tower much more appealing to me, since they tended to completely overrun my early game military before.

- and I have a very nice location, where I can only embark with the embark anywhere option from DFHack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 19, 2016, 10:28:02 pm
So, how long before an update with DF 0.42.05 is ready? This is not to pressure you to hurry up, if this still takes a few weeks, I'll just play a different fort

Basically a day or two after DFHack (for TwbT), which means in the days-weeks range but almost impossible to be more precise.  Generally I suggest just playing, as there's always an update coming somewhere :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on January 19, 2016, 10:48:36 pm
I personally need tilesets and therapist at a minimum to play well. I don't really use too many of the dfhack plugins or other bells and whistles, but the ability to keep track of my dwarves when my fort is around 200 individuals is a godsend.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Da5id on January 19, 2016, 10:53:27 pm
I feel like never letting this save go because of the zombie changes. I like the ridiculous challenge. I spent days looking for a good dual or tri tower embark just for the deluge of undead. The only one I will welcome is if animal head skin is possible to deal with. Almost lost my fort Sunderdeep to some goblin invaders last night because my military was busy whomping on boar head skin for days, literally if someone isn't beating the skin they are sleeping in the same pile... thank Armok for sally ports equipped with trap floors that drop out from under the enemy.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 19, 2016, 11:20:35 pm
I personally need tilesets and therapist at a minimum to play well. I don't really use too many of the dfhack plugins or other bells and whistles, but the ability to keep track of my dwarves when my fort is around 200 individuals is a godsend.

In that case, no need to wait - this tool (https://github.com/PeridexisErrant/starter-pack) (requires python) will build you a pack with graphics + therapist today.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Mathalor on January 19, 2016, 11:58:41 pm
I personally need tilesets and therapist at a minimum to play well. I don't really use too many of the dfhack plugins or other bells and whistles, but the ability to keep track of my dwarves when my fort is around 200 individuals is a godsend.

In that case, no need to wait - this tool (https://github.com/PeridexisErrant/starter-pack) (requires python) will build you a pack with graphics + therapist today.

Please forgive a stupid question, but how important is DFHack to a new player like me?  I don't know enough about what it does, or I'd jump at using this tool as well.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 20, 2016, 12:41:34 am
How important is DFHack to a new player like me?  I don't know enough about what it does, or I'd jump at using this tool as well.

Important enough that I don't ship the Starter Pack until it updates - DFHack provides bugfixes, graphics upgrades, in-game tools, support for other utilities, user interface improvements, and more.  Even if you don't know it, you're using DFHack ;)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Putnam on January 20, 2016, 12:48:31 am
How important is DFHack to a new player like me?  I don't know enough about what it does, or I'd jump at using this tool as well.
Even if you don't know it, you're using DFHack ;)

BAD
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Mathalor on January 20, 2016, 01:22:26 am
Thanks
Title: CTD when placing furniture [v. 0.42.03 and .04]
Post by: BadLeo on January 20, 2016, 04:57:05 pm
Well, after disabling the "Mouse Controls" plugin in the DFHack tab of the Starter Pack main window I didn't have any trouble with placing the forniture (although I'm still placing it with the mouse, somehow). But my testing was short and I'll not have any time to play for the next 2 or 3 days for more extended testing. If no new update comes in that period, I'll resume testing it at the weekend.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Blue McRanger on January 20, 2016, 05:01:16 pm
I've been using this pack since I started playing Dwarf Fortress over a year ago, and it's about time I said thanks. I appreciate the work you put into it, PE, along with the other modders/maintainers/testers. I have actually had no issues with the bleeding edge packs so far even while using DFHack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Alyfox on January 23, 2016, 07:38:57 am
Hrm. Curious, if I might inquire, why is the download using DF 40.24?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 23, 2016, 09:20:49 am
Hrm. Curious, if I might inquire, why is the download using DF 40.24?

Because while the newer pack is close to feature parity (but not there yet), many of the important components aren't stable yet. In particular, DFHack is still in an alpha testing phase and crashes frequently for some people - and that's not good for new players. For the more experienced, there's the cutting edge pack with a separate url for now.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: suduko on January 23, 2016, 02:56:40 pm
i have read that large address aware was patched into the pack but that post was back in 2013 and i dont see laa in the changlog for recent stable and unstable vers am i just not seeing it or do they not have it yet and if they do have them how do i make sure there working.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 23, 2016, 05:30:09 pm
i have read that large address aware was patched into the pack but that post was back in 2013 and i dont see laa in the changlog for recent stable and unstable vers am i just not seeing it or do they not have it yet and if they do have them how do i make sure there working.

I haven't used a patched version since 34.11, since it tends to interact badly with some other tools.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 23, 2016, 05:32:06 pm
i have read that large address aware was patched into the pack but that post was back in 2013 and i dont see laa in the changlog for recent stable and unstable vers am i just not seeing it or do they not have it yet and if they do have them how do i make sure there working.

I haven't used a patched version since 34.11, since it tends to interact badly with some other tools.  Be patient though, Toady is planning to try 64bit builds at the end of this release series.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: suduko on January 23, 2016, 06:41:47 pm
ah ok th
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Doctor_Whiteface on January 24, 2016, 08:25:10 am
Hrm. Curious, if I might inquire, why is the download using DF 40.24?

Because while the newer pack is close to feature parity (but not there yet), many of the important components aren't stable yet. In particular, DFHack is still in an alpha testing phase and crashes frequently for some people - and that's not good for new players. For the more experienced, there's the cutting edge pack with a separate url for now.
Curious, because it's been a dog's age since I've actually played the game (just check my post history, natch), is there some way to save the game without automatically exiting to the main menu? I'm having to get into the habit of frequently saving because of the DFHack stability issues in the bleeding-edge pack, but having to reload the fort every time is a mite annoying.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fricy on January 24, 2016, 08:35:43 am
Hrm. Curious, if I might inquire, why is the download using DF 40.24?

Because while the newer pack is close to feature parity (but not there yet), many of the important components aren't stable yet. In particular, DFHack is still in an alpha testing phase and crashes frequently for some people - and that's not good for new players. For the more experienced, there's the cutting edge pack with a separate url for now.
Curious, because it's been a dog's age since I've actually played the game (just check my post history, natch), is there some way to save the game without automatically exiting to the main menu? I'm having to get into the habit of frequently saving because of the DFHack stability issues in the bleeding-edge pack, but having to reload the fort every time is a mite annoying.
The quicksave dfhack command will do that for you. I think it's mapped to ctrl-alt-s, or maybe ctrl-shift-s. Something like that.
Title: CTD when placing furniture [v. 0.42.03 and .04]
Post by: BadLeo on January 24, 2016, 10:57:08 am
After a pretty consistent play-through I am confident that the crashes I was experiencing was caused by "Mouse Controls" DFHack plugin. Since disabling it on LNP's DFHack window I haven't experienced a single crash whatsoever while placing furniture with the mouse on extended play time.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 24, 2016, 11:22:46 am
Do the crashes occur when you run "mousequery edge disable"? What exactly are you doing when DF crashes? Does it only crash with a specific save?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Doctor_Whiteface on January 24, 2016, 12:31:46 pm
Do the crashes occur when you run "mousequery edge disable"? What exactly are you doing when DF crashes? Does it only crash with a specific save?
I've never tried that, pretty much anything (building beds, examining new migrants, running military stuff), and no.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 24, 2016, 12:38:04 pm
Are you using the mouse when DF crashes? Does DF crash when you press a specific key or click something?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fricy on January 24, 2016, 12:38:23 pm
Do the crashes occur when you run "mousequery edge disable"? What exactly are you doing when DF crashes? Does it only crash with a specific save?
I've never tried that, pretty much anything (building beds, examining new migrants, running military stuff), and no.
Do you have "Mouse control" or any other hack that says mouse enabled in the dfhack tab of the launcher?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Doctor_Whiteface on January 24, 2016, 01:24:36 pm
Are you using the mouse when DF crashes? Does DF crash when you press a specific key or click something?
Sometimes, but not always; Yes, but what key is pretty much random.
Do the crashes occur when you run "mousequery edge disable"? What exactly are you doing when DF crashes? Does it only crash with a specific save?
I've never tried that, pretty much anything (building beds, examining new migrants, running military stuff), and no.
Do you have "Mouse control" or any other hack that says mouse enabled in the dfhack tab of the launcher?
I can use the mouse to select things, but not the edge scrolling thing. Screws me up if I turn it on, I'm too used to controlling with the arrow keys.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Blue McRanger on January 24, 2016, 03:16:38 pm
I have had no crashes, and I don't haven't touched any of the mouse control plugins. My fort has been going six years now. I mainly use autolabor, cleanowned, and clean, plus of course the search functions, and Soundsense and Therapist.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: HomelessDude on January 24, 2016, 03:22:31 pm
I haven't used a patched version since 34.11, since it tends to interact badly with some other tools.  Be patient though, Toady is planning to try 64bit builds at the end of this release series.

Would you mind explaining a bit to a noob like me, if it is not too much trouble, what the major benefits/differences are of the 64bit build.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on January 24, 2016, 03:35:11 pm
I haven't used a patched version since 34.11, since it tends to interact badly with some other tools.  Be patient though, Toady is planning to try 64bit builds at the end of this release series.

Would you mind explaining a bit to a noob like me, if it is not too much trouble, what the major benefits/differences are of the 64bit build.
There are some capabilities that become available with 64-bit, but Toady would need to code for them specifically and lose compatibility (feature parity) with the 32-bit version.  However, 64-bit does come with the a souped-up equivalent of Large Address Aware for free.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 24, 2016, 04:12:50 pm
There isn't anything gameplay-related that would become possible with a 64-bit build that isn't possible already (if that's what you're talking about).

I still have no idea how to reproduce whatever crashes are happening. I've tried placing furniture with the keyboard and mouse, in planning mode and normally, etc., and still haven't gotten it to crash. I can't think of any building-related changes in 0.42 that would cause this to start happening randomly instead of not at all (in 0.40), so I don't even know if it's building-related.

Are any of you using truetype fonts?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on January 24, 2016, 04:55:00 pm
I've "always" had trouble with DF enhanced by DFHack being prone to crashing while panning (I'm always using the keyboard). However, I've never seen any pattern to it, just that crashes happen more frequently when doing that while paused than just watching it run. The benefits provided by DFHack outweighs the disadvantages of the increased crashing frequency for me, however. I'm using the Phoebus tile set with TWBT (and not TrueType).

As Dirst indicated, a 64 bit version would be able to run a 16*16 embark (extremely slowly, I would expect), while the 32 bit version will crash because it can't address more memory around 6*6 or so. 64 bits basically "never" runs out of memory addresses (but physical memory can still be a limiting factor). Thus, a 64 bit DF is an enabler for more stuff, rather than providing anything in itself (an analogy (slightly artificial) might be to upgrade a train to use a stronger engine with the same acceleration and speed characteristics. If you don't add extra wagons to it you don't get anything out of it, but you CAN add extra wagons as the next step).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 24, 2016, 05:19:21 pm
Maybe it's TwbT crashing, then? That's about the only thing I can think of that affects map display. There's "resume", I suppose, but I use that and don't use TwbT and I've never had a crash while panning, playing pretty much exclusively with DFHack.

I do know what 64-bit builds involve. I was referring to this part specifically, which sounds to me like it's referring to features that can't be implemented in a 32-bit build, and I can't think of any that directly impact the game content (e.g. there are some additional ways to optimize 64-bit builds, but that wouldn't break compatibility with 32-bit ones).
There are some capabilities that become available with 64-bit, but Toady would need to code for them specifically and lose compatibility (feature parity) with the 32-bit version.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Doctor_Whiteface on January 24, 2016, 05:46:33 pm
Think I figured it out. It's happened three more times, every time after I've put down an order for a bunch of buildings to be made. Pressing a button after putting in however many and unpausing the game causes a CTD
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BadLeo on January 24, 2016, 06:19:42 pm
Do the crashes occur when you run "mousequery edge disable"? What exactly are you doing when DF crashes? Does it only crash with a specific save?

Will re-enable mouse control and try to run that.

It crashes when I click the left mouse button to place the furniture. Will also try another save ans see if it also crashes.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: indyofcomo on January 25, 2016, 08:57:21 am
oops, I forgot to ask last week for a friend: Is there an OSX version? I thought I heard mention of it but I am not seeing the link.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: fricy on January 25, 2016, 09:24:37 am
oops, I forgot to ask last week for a friend: Is there an OSX version? I thought I heard mention of it but I am not seeing the link.
Follow my sig. ▼
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 25, 2016, 10:11:08 am
oops, I forgot to ask last week for a friend: Is there an OSX version? I thought I heard mention of it but I am not seeing the link.
Follow my sig. ▼

Or read the first post of the thread, which includes this link and other useful info. (seriously, check for the instructions - DF rewards that)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: indyofcomo on January 25, 2016, 10:53:01 am
oops, I forgot to ask last week for a friend: Is there an OSX version? I thought I heard mention of it but I am not seeing the link.
Follow my sig. ▼

Or read the first post of the thread, which includes this link and other useful info. (seriously, check for the instructions - DF rewards that)
Thank you.
We text-searched "mac" and "OS", wasn't there. And I don't tend to read signatures, in fact in most forums I have them turned off because they're spam/pics/irrelevant noise.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Gigaz on January 25, 2016, 12:42:50 pm
I figured that the invasion soldier cap in the Starter pack is actually a dangerous number to play around with. I set it to 9999. Current siege is at 1100 invaders and counting...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on January 25, 2016, 02:38:27 pm
That's a DF setting, not a starter pack-specific one.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Gwolfski on January 26, 2016, 04:39:13 pm
I figured that the invasion soldier cap in the Starter pack is actually a dangerous number to play around with. I set it to 9999. Current siege is at 1100 invaders and counting...

YaY!!!!!!!!!!! that is so cool!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dozebôm Lolumzalìs on January 26, 2016, 10:34:51 pm
Now the Silentthunders way of dying is pseudovanilla! I had no idea sieges could get that big without hacking/modding.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Alyfox on January 27, 2016, 07:04:52 am
Hrm. Curious, if I might inquire, why is the download using DF 40.24?

Because while the newer pack is close to feature parity (but not there yet), many of the important components aren't stable yet. In particular, DFHack is still in an alpha testing phase and crashes frequently for some people - and that's not good for new players. For the more experienced, there's the cutting edge pack with a separate url for now.

Fair response. The boards are quite large.. where would I find the cutting edge pack?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Reinhardt64 on January 27, 2016, 08:09:40 am
*snip, etc.*
Fair response. The boards are quite large.. where would I find the cutting edge pack?

It's on the first post. That's usually a good post to check out.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on January 28, 2016, 01:41:48 am
Just popping in to see how things were coming with the latest version, and to once again thank everyone involved in making all of the various bits and pieces that make DF playable for the rest of us.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on January 28, 2016, 09:15:57 am
@lesothor: I've used LNP with 2D rather than TwbT, and haven't seen any panning crash since, so TwbT is likely the culprit.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: AquaMouser on January 29, 2016, 12:21:38 pm
Morning,

i got a bug that is crashing when i place down bookcases, i put it on mantis, including the save-file and error log.
Can anyone help me, it is getting abit tedious to place 1 bookcase, then quicksave, then place 1 bookcase then save again.

here is the link to the post http://www.bay12games.com/dwarves/mantisbt/view.php?id=9523 (it includes kitty tax aswell)

Thank you in advance.

Aqua
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on January 29, 2016, 03:27:57 pm
Please only post bugs on Mantis if you can reproduce them in a fresh save without the pack - it's much more likely to be caused by something in DFHack than Toady.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Iamblichos on January 29, 2016, 08:12:11 pm
Any chance of an updated pack for .42.05 any time soon?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: funkydwarf on January 29, 2016, 11:10:05 pm
I believe PeridexisErrant has stated to others in this thread, asking the same question, that he will update it after dfhack has an official release.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: jaardichten on January 30, 2016, 11:22:52 am
Hi guys, can I use Phoebus Tiles, but CLA fonts? Because the CLA fonts are way better to read, but I like the Phoebus tileset more. I did not find a way. I guess the letters are part of the tileset?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on January 31, 2016, 12:56:31 am
I seem to recall somebody else posting with almost exactly this same question recently. I believe the answer is no, at least not without making an entirely new tileset.
 EDIT: It's on page 208, apparently it is possible to do it manually (with SpaceFox at least), but I'd suggest getting somebody more competent than me to run you through it.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: gavram on January 31, 2016, 03:47:54 pm
Hey I can't seem to access the Location menu at all to try out the new temple/tavern/library and as far as I can tell this release should definitely have it but just as a sanity check I figured I'd ask here. It should, right? Are there some fortress / world requirements that I might somehow not be meeting?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on January 31, 2016, 04:34:26 pm
Provided you're on 0.42.X temples etc. should be a thing (they're not included in 0.40.24). They ought to appear in upgraded saves as well, but with a number of issues (e.g. missing music and instruments). You typically create the new stuff by first defining a zone ('i') and then make it a 'm'eeting one, and finally 'l'ocation, where you'll have to add a new one initially and select it to be a temple, tavern, or library.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: gavram on January 31, 2016, 04:48:31 pm
Aw geez I looked on the wiki for version numbers so many times to compare to mine and yet somehow determined over and over again that this was the right version. Well, zombies have destroyed my current fort anyway. Onwards to the cutting edge version! Thanks. x.x
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Parhelion on January 31, 2016, 08:05:54 pm
Just posted to say that I've been enjoying this a great deal.  I've used the 'cutting edge' pack with zero issues.  (Luck shines on me.) 

So, just a kudos shout-out to everyone involved in this pack and all of it's various utilities.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ragincajun on February 01, 2016, 11:07:45 am
I got the new pack and had crashes so went back to the previous pack which I'd used mostly error free.  However, I've had tons of crashes now on the "stable" version since trying the cutting edge pack.  Would something have "cross installed" to cause these errors to start cropping up?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on February 01, 2016, 01:14:55 pm
I got the new pack and had crashes so went back to the previous pack which I'd used mostly error free.  However, I've had tons of crashes now on the "stable" version since trying the cutting edge pack.  Would something have "cross installed" to cause these errors to start cropping up?

I don't believe so, unless you unzipped them to the same folder. There isn't really an "install" to these programs in the windows sense. You are just playing the game out of a self-contained folder. I have been making a point to have them installed in a folder named clealy within a main DF folder. So my current playing is done in:

C:\Dwarf Fortress\PeridexisErrant's Starter Pack 0.42.04-r03\

when I still had both the stable and cutting edge starter packs installed, there was another folder in the Dwarf Fortress folder, so that would have probably been this:

C:\Dwarf Fortress\PeridexisErrant's Starter Pack 0.40.24-r20\

Or something similar to that, not exactly sure of those numbers as I have since deleted the stable pack. With this type of setup you can play either version easily with the correct shortcut.

Incidentally, I also have the C:\Dwarf Fortress\ folder as a shared cloud folder, enabling me to play the same save game from any of my computers. Kind of like having Steam Cloud for DF! (minus the nice auto updates, lol)

One important note- The decompression folder setup has not always been the same. Sometimes when you unzip the contents of the folder, they are already grouped together within an aptly named folder, sometimes not. I make sure to make a folder first and unzip them into there, just to make sure. The worst thing that could happen is your contents are two levels deep instead of one. As long as the OCD of that doesn't get ya, not a big deal.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ragincajun on February 01, 2016, 01:34:06 pm
I do something similar.  I have a main DF folder on my desktop.  Then each package gets a sub folder inside that.

So you'd see:
Dwarf Fortress Main Folder
- DF 42_04 alpha
- DF Vanilla
- DF 40_24 Starter Pack r20
etc

So the Alpha should not have touched my 40_24r20 but as noted only started having crashes after installing 42_04 and having crashes with it.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on February 01, 2016, 01:48:02 pm
I do something similar.  I have a main DF folder on my desktop.  Then each package gets a sub folder inside that.

So you'd see:
Dwarf Fortress Main Folder
- DF 42_04 alpha
- DF Vanilla
- DF 40_24 Starter Pack r20
etc

So the Alpha should not have touched my 40_24r20 but as noted only started having crashes after installing 42_04 and having crashes with it.

Definitely strange behavior. Have you tried rebooting and seeing if you get the same behavior? Have you ever accidentally tried running the newer Dwarf Therapist with the older DF, perhaps causing some corruption?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: jaardichten on February 01, 2016, 01:52:03 pm
I seem to recall somebody else posting with almost exactly this same question recently. I believe the answer is no, at least not without making an entirely new tileset.
 EDIT: It's on page 208, apparently it is possible to do it manually (with SpaceFox at least), but I'd suggest getting somebody more competent than me to run you through it.
Many many many thanks and now DF looks as I like it. CLA like font (Haowan) and Phoebus tiles. Here's a precise description of what I did:

1. Activate Phoebus via Graphics -> Choose -> Phoebus 16px
2. Copy file Haowan_Curses_1440x450.png (http://dwarffortresswiki.org/images/a/a4/Haowan_Curses_1440x450.png) into \Dwarf Fortress 0.42.04\data\art\
3. Graphics->Customize->Refresh
4. FONT=Haowan_Curses_1440x450.png, GRAPHICS_FONT=Phoebus_16x16.png
5. Print mode=TWBT, Truetype=No, DFhack:Enabled (does not work without dfhack)

- You can not use Truetype fonts because of TWBT.
- I've seen flickering screen edges at times and got rid of them by pressing F10 (default zoom level)
- you may want to use other tilesets, depending on your preference and screen resolution, from the repository (http://dwarffortresswiki.org/index.php/Tileset_repository). Those have great easy to read fonts:

Cooz_curses_square_16x16.png
curses_square_24x24.png
Haowan_Curses_1440x450.png
Nagidal24x24shadeBeards.png
Oreslam_1920x1200_20x20.png

This is how it looks - and the best is, zooming does only zoom the map, font size stays the same (perfect for me):
(http://abload.de/thumb/dfmvbi4.png) (http://abload.de/image.php?img=dfmvbi4.png)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: CLA on February 01, 2016, 04:20:20 pm
CLA font and Phoebus tiles. Here's a precise description of what I did:

You might want to use Myne/Haowan (http://dwarffortresswiki.org/index.php/Tileset_repository#18.C3.9718) (the latter of which Myne and in turn CLA is all based on), or better yet, use one of the 16x16 ASCII-like tilesets (http://dwarffortresswiki.org/index.php/Tileset_repository#16.C3.9716), as those even have the same tile size as phoebus and might scale better. Don't know how TWBT does that.

CLA has some changes to punctuation and other symbols used in text (as a compromise between text and graphics - like the '+' in your screenshot), while Myne and Haowan don't have these. As you use the tileset specifically for text, it would be much better to directly use those instead.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on February 01, 2016, 11:02:36 pm
I seem to recall somebody else posting with almost exactly this same question recently. I believe the answer is no, at least not without making an entirely new tileset.
 EDIT: It's on page 208, apparently it is possible to do it manually (with SpaceFox at least), but I'd suggest getting somebody more competent than me to run you through it.
Many many many thanks and now DF looks as I like it. CLA font and Phoebus tiles. Here's a precise description of what I did:

1. Activate Phoebus via Graphics -> Choose -> Phoebus 16px
2. Copy file LNP\graphics\CLA\data\art\CLA.png to \Dwarf Fortress 0.42.04\data\art\CLA.png
3. Graphics->Customize->Refresh
4. FONT=CLA.png, GRAPHICS_FONT=Phoebus_16x16.png

Print mode=TWBT and TT=No, if that is important. EDIT: I think this works only with TWBT. You can not have TT fonts.

This is how it looks - and the best is, zooming does only zoom the map, font size stays the same (perfect for me):
(http://abload.de/thumb/dfmvbi4.png) (http://abload.de/image.php?img=dfmvbi4.png)

My endless forum-haunting actually helped someone! Huzzah!
Title: Re: PeridexisErrant's Starter Pack, 0.42.05-r01
Post by: PeridexisErrant on February 02, 2016, 07:54:37 am
The Starter Pack has updated to 0.42.05-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

Should be pretty stable, like 42.04-r03, but with some lovely new features due to the many updates in the changelog!  DF itself,  Legends Browser, and Legends Viewer have easily done the most, as other updates were bugfixes or simply for compatibility.  Time to strike the earth - quickly, before Toady strikes again!

0.42.05-r01
 - updated DF
 - updated all graphics packs
 - updated Dwarf Therapist
 - updated Dwarf Mockup
 - updated Legends Browser
 - updated Legends Viewer
 - added Nadigal's tileset and colors
 - updated DFHack
 - updated TwbT
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: UristWoodie on February 02, 2016, 09:56:17 am
GUI for keybindings...doesn't update the Green to show the currently selected keybinding.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: jaardichten on February 02, 2016, 11:33:33 am
CLA has some changes to punctuation and other symbols used in text (as a compromise between text and graphics - like the '+' in your screenshot), while Myne and Haowan don't have these. As you use the tileset specifically for text, it would be much better to directly use those instead.
Thx CLA, yeah, changed it to Haowan. Also found out, method only works with DFhack turned on.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on February 02, 2016, 01:52:37 pm
Armok be praised!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on February 02, 2016, 08:41:47 pm
GUI for keybindings...doesn't update the Green to show the currently selected keybinding.

Gah, I though I'd fixed that - it actually does install whatever you select now, but doesn't show it.  I'll investigate.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on February 03, 2016, 01:12:55 am
DFHack seems to be working just fine, although I don't really use any of the advanced tools. I'm sure somebody has already asked this, but I can't remember: can you set it up so that it displays tiles when selecting an embark with TWBT enabled? I like the readability that TWBT adds, but I don't like using ASCII when looking at the world map. Side note: while zombies are easier to kill than before, they are still a very credible threat to a young fort. I lost my first place after a necromancer showed up with about twenty minions in winter of year one.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on February 03, 2016, 01:17:04 am
can you set it up so that it displays tiles when selecting an embark with TWBT enabled? I like the readability that TWBT adds, but I don't like using ASCII when looking at the world map.

Only by setting your FONT tileset to the same as GRAPHICS_FONT, and changing back (inc. restarting DF) before embarking.

Mifki was working on a major TwbT update, but I think getting df-ios to a releasable stage took up most of his free time.  Maybe sometime soon now?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on February 03, 2016, 01:29:54 am
Thanks for the prompt response. It's good to have a workaround, but here's to hoping on the update.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ColleX on February 03, 2016, 03:16:38 am
Hello, thanks for this pack, but I have some font issues, is there a way to fix it? Tried different settings but none seems to help. Notice some weird tiles, uppercase-only letters like Y and G and grey squares.
(http://imgur.com/cx1cIni) http://imgur.com/cx1cIni
(http://imgur.com/DhPwf7U) http://imgur.com/DhPwf7U
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: rawrcakes on February 03, 2016, 07:55:25 am
Thank you for your continued excellent work, PeridexisErrant.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: gasznak on February 03, 2016, 01:44:29 pm
Hello, thanks for this pack, but I have some font issues, is there a way to fix it? Tried different settings but none seems to help. Notice some weird tiles, uppercase-only letters like Y and G and grey squares.
(http://imgur.com/cx1cIni) http://imgur.com/cx1cIni
(http://imgur.com/DhPwf7U) http://imgur.com/DhPwf7U

Is your Dfhack enabled? :) It's required for Twbt to work.

--------------------

My only issue with current Starter Pack is that no matter which Dfhack options I toggle in PyLNP (workflow, perf tweaks etc.) the .init files aren't changed (dfhack.init, dfhack_PeridexisErrant.init and onMapLoad_PeridexisErrant.init) and therefore those plugins/scripts are being disabled by default when map loads (it changes to green in PyLNP but does not modify .init files). My current workaround is to just modify the .init files on my own. :) Other than that, everything works great.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: jaardichten on February 04, 2016, 12:02:55 am
Thanks for the prompt response. It's good to have a workaround, but here's to hoping on the update.
I hope for this as well, also because I use non square tiles for the font.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on February 04, 2016, 02:22:33 am
So, short of destroying all plant life on the surface, has anyone found a workaround for dwarves constantly getting stuck up in trees and dying of dehydration like particularly stupid cats?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: UristWoodie on February 04, 2016, 09:39:23 am
OT:
1. Cut down each tree as needed...Dwarves bounce like kids (a little).
2. Idle hands are the devils playground - put those Dorfs to work cutting stone, or mining out the great hall, or swimming lessons in the magma pools.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ariachus on February 04, 2016, 11:48:50 am
Hey Peridexis, first off I absolutely love the pack and cannot thank you enough for upkeeping it through many many updates. Would there be any chance that you could tweek the copy old data to copy over custom embark profiles? i know the pack already knows how to dynamically enable or disable the specific categories so it could it just sense which hare not the default and create and carry over a new txt file possibly labeled custom embark profiles? Mainly this comes down to i'm lazy because I can recreate profiles pretty quickly but it would be convenient.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ColleX on February 04, 2016, 03:29:09 pm
Hello, thanks for this pack, but I have some font issues, is there a way to fix it? Tried different settings but none seems to help. Notice some weird tiles, uppercase-only letters like Y and G and grey squares.
(http://imgur.com/cx1cIni) http://imgur.com/cx1cIni
(http://imgur.com/DhPwf7U) http://imgur.com/DhPwf7U

Is your Dfhack enabled? :) It's required for Twbt to work.

It is now, thank you, didn't know about dfhack requirement.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on February 04, 2016, 06:32:34 pm
Would there be any chance that you could tweek the copy old data to copy over custom embark profiles? i know the pack already knows how to dynamically enable or disable the specific categories so it could it just sense which hare not the default and create and carry over a new txt file possibly labeled custom embark profiles?

It would be more along the lines of "build a new script that works similarly", so instead I'd like to build a better alternative into PyLNP.  It's a work in progress...  but as planned will allow you to add custom files rather than only the ones I foresee.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ragincajun on February 05, 2016, 12:55:17 pm
Noticing something new today with this that I haven't seen before...

Auto Gemming?  I just got two jewelers into my fortress today in a migrant wave.  Built two workshops and stockpiles.  Next thing I know they are both cutting gems and the queue is full of gems for cutting.  I haven't set anything. 

New feature?  I do like it although I wish I could turn it off for one shop to be the Encrusting shop.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: UristWoodie on February 05, 2016, 02:58:32 pm
I'm glad you posted (auto-gemming)... I thought I was seeing things or had something new turned on.  I think that's a DFHack setting/script.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on February 05, 2016, 03:57:40 pm
It's autogems, a new plugin, which was mentioned in the DFHack release notes (which are worth reading). You can disable it in the standing orders menu.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: UristWoodie on February 05, 2016, 05:57:09 pm
Hmm...can that be added to the DFHack options tab?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Scorch on February 05, 2016, 07:50:12 pm
I shifted my save from the 42.04 version of the starter pack to the 42.05 version, and I just had a CTD that makes me think I just failed to copy the save over properly.

Has anyone else had a CTD about when a mooded dwarf finishes his creation?


Nope, just tried again and the guy finished the artifact without a crash. Hmm.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Blue McRanger on February 06, 2016, 01:50:07 pm
Love the addition of autogems. I used to find cutting all the gems I found so tedious. A, C, R, A C R + ad nauseum. I do agree that it should be clearer how to toggle it on or off, entirely or by specific workshop, but quite pleased and grateful with the plugin as is.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ragincajun on February 08, 2016, 12:56:54 pm
Love the addition of autogems. I used to find cutting all the gems I found so tedious. A, C, R, A C R + ad nauseum. I do agree that it should be clearer how to toggle it on or off, entirely or by specific workshop, but quite pleased and grateful with the plugin as is.
The biggest problem is getting room in the workshop to encrust with gems..lol.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Passive Fist on February 08, 2016, 02:17:16 pm
How do I diagonse crashing? I'm using the cutting edge pack and nothing interesting, just autolabor. But it typically crashes after a few months.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Rose on February 09, 2016, 12:11:57 am
I think autogems should just use a repeat order, instead of duplicate ones, like work flow does. And also allow you to reserve some number of free gems.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on February 09, 2016, 05:32:31 pm
The problem is that repeating jobs would either result in cancellation spam or require extensive checks to automatically cancel them. Also, vanilla standing orders generate individual jobs (as far as I know).
Is something similar to autochop's dashboard a good idea for autogems?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: GaenaralHONK on February 10, 2016, 10:30:02 am
I'm getting the crash someone reported a few pages back where the game crashes when furniture is designated to be built. I was furnishing a bunch of bedrooms and after designating somewhere between 20-30 pieces of beds/coffers the game crashed twice now. Did we resolve what was responsible for that? I'm running DFHack with automation plugins, workflow and the performance tweaks on the 42.05-r01 pack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BadLeo on February 10, 2016, 03:09:22 pm
I'm getting the crash someone reported a few pages back where the game crashes when furniture is designated to be built. I was furnishing a bunch of bedrooms and after designating somewhere between 20-30 pieces of beds/coffers the game crashed twice now. Did we resolve what was responsible for that? I'm running DFHack with automation plugins, workflow and the performance tweaks on the 42.05-r01 pack.

At the time I found that "Mouse Controls" were the culprit, but I didn't tested it with a new save, so it's not 100% sure thing. Are you placing the furniture with the mouse when the crashing happens?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on February 10, 2016, 04:56:57 pm
Are you sure it's not TwbT? TwbT distributes a modified version of the mousequery plugin.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on February 10, 2016, 05:09:08 pm
And TwbT is the likely culprit behind the panning crashes I've had. Since I stopped using TwbT I haven't had any of those.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: mifki on February 10, 2016, 05:55:08 pm
And TwbT is the likely culprit behind the panning crashes I've had. Since I stopped using TwbT I haven't had any of those.

what panning crashes?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Kedryn on February 10, 2016, 07:19:15 pm
And TwbT is the likely culprit behind the panning crashes I've had. Since I stopped using TwbT I haven't had any of those.

I have also assumed that this was my problem but just disabling multi-level instead of whole TwbT fixed it for me; neither of my ATI Radeon cards liked it. ;)

Quote

what panning crashes?

When panning around the map using TwbT with multi-level my DF would crash. It seems to be a problem that affects few people, though.

<second edit>
Looking below, it seems that it doesn't affect as "few" people as I thought. :P
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: deepfield on February 11, 2016, 04:06:04 am
I'm getting a lot of random crashes with the 0.42.05 r1. I'm using the version of DFHack that was included in this release. I wish I could look into what is causing it more but log files are lacking. I've yet to be able to reproduce it. As far as I know right now its when I am moving the camera around.

Also worth noting, I have 'multilevel 0' as it helps with fps
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: GaenaralHONK on February 11, 2016, 10:12:28 am
Are you sure it's not TwbT? TwbT distributes a modified version of the mousequery plugin.

I'll try running without TwbT. I place my furniture with the keyboard anyway, only ever use the mouse to look at things and choose workshops.

Edit: Tested without TwbT. Designated 32 rooms with furniture at the same time, everything worked perfectly fine.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on February 11, 2016, 03:43:44 pm
And the update rollercoaster starts anew.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on February 11, 2016, 03:57:53 pm
And the update rollercoaster starts anew.
When I saw the new version, I immediately rushed here to see if the 42.05 Starter Pack had been updated.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Manzeenan on February 11, 2016, 04:23:38 pm
Same lol
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BadLeo on February 11, 2016, 04:50:55 pm
Are you sure it's not TwbT? TwbT distributes a modified version of the mousequery plugin.

Uuh! I didn't knew that! MOAR testing...

Edit: Yeah, I got crashes while placing furniture on the 42.05-r1 version, even with "Mouse Controls" disabled. The crashes come on the same manner as before: while clicking to place the object or even while moving the cursor around with an object selected for placing. But, yeah, it was TwbT. Disabling it stops crashes and I can even enable "Mouse Controls".
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Iamblichos on February 12, 2016, 07:22:23 pm
And the update rollercoaster starts anew.
When I saw the new version, I immediately rushed here to see if the 42.05 Starter Pack had been updated.

Yeah... same here.  I've been waiting for the ability to choose the subject matter of statues and artworks forever.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: reiraf21 on February 13, 2016, 04:48:28 am
Dwarf Fortress is updated to 0.42.06!!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Iamblichos on February 13, 2016, 06:08:10 pm
Any chance there's a functioning version of DT for .42.06?  I can live without the rest of it, but the big waves with no job management... *cringe*
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: domanite on February 13, 2016, 07:35:27 pm
Minor issue when I first started the beta starter pack (0.42.05-r01) - I can't change the key bindings on the front page of the launcher. I can select any of the lines, but the green highlight always stays on the "Vanilla DF.txt" entry no matter what or how I click.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on February 13, 2016, 09:35:38 pm
Dwarf Fortress is updated to 0.42.06!!
I know.  Nothing else is compatible yet.

Any chance there's a functioning version of DT for .42.06?  I can live without the rest of it, but the big waves with no job management... *cringe*
Not yet, just keep playing 42.05 if it's that bad.  Or 40.24, which I *still* consider has the best support.

Minor issue when I first started the beta starter pack (0.42.05-r01) - I can't change the key bindings on the front page of the launcher. I can select any of the lines, but the green highlight always stays on the "Vanilla DF.txt" entry no matter what or how I click.
Known issue.  It does actually install keybinds, but doesn't show that.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: UncleSporky on February 13, 2016, 09:38:50 pm
I'm sorry if this is a common question that gets asked or a known issue or what, I'm just curious...

With the latest version of the cutting edge pack, on Windows 7, decent modern computer, starting a new save on it, I get constant scrolling errors in the DFHack console from dwarfmonitor.

Quote
stack traceback:
        [C]: in function 'require'
        ...Dwarf Fortress 0.42.05\hack\lua\plugins\dwarfmonitor.lua:4: in main c
hunk
        [C]: in ?
...Dwarf Fortress 0.42.05\hack\lua\plugins\dwarfmonitor.lua:4: module 'gui' not
found:
        no field package.preload['gui']
        no file 'C:\Users\SYSTEM~1\GOOGLE~1\DWARFF~3\Dwarf Fortress 0.42.05\hack
\lua\gui.lua'
        no file 'C:\Users\SYSTEM~1\GOOGLE~1\DWARFF~3\Dwarf Fortress 0.42.05\hack
\lua\gui\init.lua'
        no file '.\gui.lua'
        no file 'C:\Users\SYSTEM~1\GOOGLE~1\DWARFF~3\Dwarf Fortress 0.42.05\gui.
dll'
        no file '.\gui.dll'

With dwarfmonitor disabled to keep the DFHack console quiet, I also notice the occasional error from stockflow.  For now I've disabled both of these in dfhack.init.

Is this a known issue, or something expected with the release as is?  If not, I can provide any other info needed to help solve the issue.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on February 13, 2016, 10:11:46 pm
Is this a known issue, or something expected with the release as is?  If not, I can provide any other info needed to help solve the issue.

Some bugs are expected from an alpha release of DFHack; you might want to report specifics in the DFHack thread or on Github.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on February 14, 2016, 03:54:21 am
I'll be honest, the main thing I'm interested in from .06 is the ability to move all of my caged prisoners again. I've got the remains of two goblin sieges and a ton of animal people sitting in a stockpile right now.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Afghani84 on February 14, 2016, 11:26:23 am
I'm a bit confused since the version included in the starter pack is 0.40.24. Are certain parts of the pack compatible with more recent versions (most importantly DT) or do newer versions not work at all?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on February 14, 2016, 11:28:57 am
40.24 is the "stable" version of the pack. The newest versions of the game have a bunch of changes to them, so the plug-ins aren't 100% complete yet and may cause crashes that make the pack unsuitable for newer players.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BlackSmokeDMax on February 14, 2016, 04:48:46 pm
I'm a bit confused since the version included in the starter pack is 0.40.24. Are certain parts of the pack compatible with more recent versions (most importantly DT) or do newer versions not work at all?

The version included in the "stable" pack is 40.24. The "cutting edge" pack (link in first sentence below main "Download Here" link in original post) currently contains version 42.05.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Urist_McArathos on February 14, 2016, 05:16:07 pm
Another update, another wait for the mods to catch up.  Such is the brutal cycle of the Starter Pack....  :'(

https://www.youtube.com/watch?v=uMyCa35_mOg
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Blue McRanger on February 14, 2016, 06:41:43 pm
Another update, another wait for the mods to catch up.  Such is the brutal cycle of the Starter Pack....  :'(

Spoiler (click to show/hide)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BadLeo on February 15, 2016, 07:32:21 am
Another update, another wait for the mods to catch up.  Such is the brutal cycle of the Starter Pack....  :'(

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: UristWoodie on February 15, 2016, 09:01:08 am
I think I goofed up some graphics setting for a game under 42.05. Trying to reset back to default graphics (Phoebus).

I reinstalled the whole SP over top of existing, overwrite all files. From the launcher...Graphics-update saved games..but says it can't/won't because it may mess up the saved game.

Where can I find the manual/over-ride so I can do it anyway? (yes, I have a backup, and I'm willing to lose this site anyway...kind of boring w/ no goblinite, only a few were-beasts)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on February 15, 2016, 09:07:28 am
I think I goofed up some graphics setting for a game under 42.05. Trying to reset back to default graphics (Phoebus).

I reinstalled the whole SP over top of existing, overwrite all files. From the launcher...Graphics-update saved games..but says it can't/won't because it may mess up the saved game.

Where can I find the manual/over-ride so I can do it anyway? (yes, I have a backup, and I'm willing to lose this site anyway...kind of boring w/ no goblinite, only a few were-beasts)

Please never just unzip over the old pack - it breaks stuff, that's why we've written so much careful code to do it properly.

There is no override, if you want PyLNP to install graphics you'll have to fix the problem (sincerely, good luck).  If you want to break the save further, you'll have to do that manually.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: UristWoodie on February 15, 2016, 12:20:41 pm
Hmmm. I did set the graphics initially through PyLNP...in the sense that I suspect I clicked a button or two in the color scheme section by accident.  So there's no way to "reset graphics to default" ore "reset color scheme" within the launcher (and have it pass the safety control?)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on February 15, 2016, 02:00:22 pm
I would try to unpack the whole LNP in a new folder, copy the save, and try to get PyLNP to adjust the color scheme and tile set.

If it seems to works, you're probably back on thicker ice, and if it doesn't you've lost some time. Unpacking a new pack on top of the old one should mess up the "normal" files only, not the instances stored within your save since the LNP doesn't contain any save. Tile set changes of the saves obviously messes with your save, so you may have imported corruption that way, though.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on February 15, 2016, 09:39:42 pm
Hmmm. I did set the graphics initially through PyLNP...in the sense that I suspect I clicked a button or two in the color scheme section by accident.  So there's no way to "reset graphics to default" ore "reset color scheme" within the launcher (and have it pass the safety control?)

Color scheme is outside your save, so that's not part of the problem.  The launcher very deliberately lacks any option that we can forsee might break saves; we're pretty sure it's possibly via the mods tab but we want to make it as hard as possible.

You might be able to recover by copying your save to a fresh copy of the PyLNP, deleting .../raw/installed_raws.txt, and reinstalling graphics.  Or maybe not, I don't really know.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: 0ink3r on February 16, 2016, 04:00:21 pm
Still having problems with my Logitech mouse profile not automatically recognizing dwarf fortress launched from the LNP, it has no problem when I launch the Dwarf Fortress.exe from the folder nested within it though.

LNP settings are all default, and have tried with/without DFHack, no difference, anyone have any idea how i can fix this ?

Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: funkydwarf on February 17, 2016, 01:21:00 am
Bind it to the LNP launcher? Works for n52...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Zara on February 18, 2016, 08:10:27 am
So, how likely is it, that there will be a version for DF 42.06 soon? I would only need it once, to use the reveal utility. (I don't care about any bugs.) I have a very interesting location, which, however, is infused with several aquifers... guessing where they are is somehow complex without reveal.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BesorgterZwerg on February 18, 2016, 08:31:12 am
So, how likely is it, that there will be a version for DF 42.06 soon?

I think we all - including PeridexisErrant - are just waiting for DFHack to get updated.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on February 18, 2016, 08:40:42 am
Yeah, pretty much.

I'm also doing some further cleanup on the build tools, which may make them more useful for other packs. Possibly even (very careful) end-users, someday, or incorporated into PyLNP like everything seems to...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Urist_McArathos on February 18, 2016, 11:06:33 am
So, how likely is it, that there will be a version for DF 42.06 soon? I would only need it once, to use the reveal utility. (I don't care about any bugs.) I have a very interesting location, which, however, is infused with several aquifers... guessing where they are is somehow complex without reveal.

I'd prepare to be patient for the next couple weeks or so; Toady's planning a series of quick bufixes before settling in for another haul, so it's likely we'll be seeing a rash of LNP getting updated just in time for a bugfix update to go live and leave it behind.

If you just need the reveal utility, you just need DFHack for that.  However, as you may have already guess from the replies before mine, DFHack is usually the last piece of the puzzle needed before an entirely updated LNP is ready anyway.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Sanctume on February 18, 2016, 11:23:20 am
So, how likely is it, that there will be a version for DF 42.06 soon? I would only need it once, to use the reveal utility. (I don't care about any bugs.) I have a very interesting location, which, however, is infused with several aquifers... guessing where they are is somehow complex without reveal.

I'd prepare to be patient for the next couple weeks or so; Toady's planning a series of quick bufixes before settling in for another haul, so it's likely we'll be seeing a rash of LNP getting updated just in time for a bugfix update to go live and leave it behind.

If you just need the reveal utility, you just need DFHack for that.  However, as you may have already guess from the replies before mine, DFHack is usually the last piece of the puzzle needed before an entirely updated LNP is ready anyway.

He he, could have learned methods to pierce aquifers instead of waiting for dfhack. 

On the other hand, LNP releasing for 42.06 signals the inevitable coming of 42.07.  :D
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on February 18, 2016, 11:27:24 am
He he, could have learned methods to pierce aquifers instead of waiting for dfhack.
Yes... search-and-replace [AQUIFER] to !AQUIFER! in the raws ;)
On the other hand, LNP releasing for 42.06 signals the inevitable coming of 42.07.  :D
True.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on February 18, 2016, 11:56:46 am
So, how likely is it, that there will be a version for DF 42.06 soon? I would only need it once, to use the reveal utility. (I don't care about any bugs.) I have a very interesting location, which, however, is infused with several aquifers... guessing where they are is somehow complex without reveal.
The snarky answer is to just roll with it and deal with the aquifers as they are encountered (reading the wiki on the double-slit method and follow it step by step, very carefully until you think you've gotten the hang of it, at which time you'll probably screw up, as I did).
Now, we all have our own ways to play, choices of which "cheats" to use, etc. and if "reveal" is part of your tool box it's your business.
An alternative to using the double-slit head on is to copy the save, dig and probe while disregarding most everything else to locate the aquifers, and then discard the save to restore the original one, at which time you can use a more controlled approach (alternatively just continue from there).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Zara on February 18, 2016, 01:09:17 pm
So, how likely is it, that there will be a version for DF 42.06 soon? I would only need it once, to use the reveal utility. (I don't care about any bugs.) I have a very interesting location, which, however, is infused with several aquifers... guessing where they are is somehow complex without reveal.
The snarky answer is to just roll with it and deal with the aquifers as they are encountered (reading the wiki on the double-slit method and follow it step by step, very carefully until you think you've gotten the hang of it, at which time you'll probably screw up, as I did).
Now, we all have our own ways to play, choices of which "cheats" to use, etc. and if "reveal" is part of your tool box it's your business.
An alternative to using the double-slit head on is to copy the save, dig and probe while disregarding most everything else to locate the aquifers, and then discard the save to restore the original one, at which time you can use a more controlled approach (alternatively just continue from there).

Well, guess what I'm doing since yesterday.. my plan is to build a small fortress in an aquifer-free version of the map first and then dig out some layer, flooding each with magma to create obsidian. Finding out where to build the fort is rather tricky and time consuming, though, that's why i am intersted in reveal.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: 0ink3r on February 18, 2016, 02:52:02 pm
Bind it to the LNP launcher? Works for n52...

Sorry, i had forgot to mention I had already tried this to no success. Just tried it again for completeness and it still changes nothing.

It really has me puzzled as to how the .exe can hook with the profile when loaded from the folder, but not when its launched from the LNP launcher button.

:(
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Simacan on February 27, 2016, 01:23:32 pm
This pack has been great for me but I've met a wierd issue, I had to re-download it recently and the pack-menu doesnt seem to be modifying the actual game.

Its doing something, for example changing graphics recognizes saves and claims to update them, but theres no change in-game, just the default ASCII. Same goes for the settings, any change just is ignored. The play button still loads the game from it.

Thought I'd ask if anyone knows a fix before I start massing around myself looking through the filenames.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on February 27, 2016, 05:00:30 pm
The graphics is just TwbT; once you load up a fort other tiles appear. I suspect a similar issue with the other settings.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raven on March 01, 2016, 06:42:35 am
when will we have a 42.06 pack with DT DFHack and other stuff?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BadLeo on March 01, 2016, 09:22:02 am
when will we have a 42.06 pack with DT DFHack and other stuff?

When it is out.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Alu on March 01, 2016, 12:15:07 pm
latest client is recognized as a trojan by windows 10 defender.
Trojan: Win32/Varpes.L!plock
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on March 01, 2016, 12:24:42 pm
latest client is recognized as a trojan by windows 10 defender.
Trojan: Win32/Varpes.L!plock
These packs have a high false-positive rate with anti-virus services.  To be on the safe side, check the checksum to ensure what you downloaded is what PE uploaded, then add it to your service's whitelist.  When enough users of your service do that, it won't be flagged for future users.

Problem is it started off from Square One with every release.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on March 01, 2016, 02:58:07 pm
The reason for that is that DFHack accesses the memory space used by a running program (it has to, to do its job) which is also how some viruses operate, and so it looks suspicious to the antivirus.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on March 01, 2016, 03:10:26 pm
The reason for that is that DFHack accesses the memory space used by a running program (it has to, to do its job) which is also how some viruses operate, and so it looks suspicious to the antivirus.
I thought the notice was about PyLNP itself.  This is just skittishness about a new executable.

DFHack should be incredibly suspicious to any AV... it injects a counterfeit DLL and manipulates another process.  Requiring an explicit whitelisting is entirely appropriate (which will happen once enough individual users trust the program).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 01, 2016, 04:12:33 pm
The reason for that is that DFHack accesses the memory space used by a running program (it has to, to do its job) which is also how some viruses operate, and so it looks suspicious to the antivirus.
That's more like what DT does - DFHack runs in the same process as DF, so any antivirus complaints are more likely due to the fact that DFHack replaces SDL.dll on Windows (as Dirst mentioned).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on March 01, 2016, 04:22:09 pm
Apparently SDL is the French spelling for DFHack :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raven on March 02, 2016, 03:58:14 am
when will we have a 42.06 pack with DT DFHack and other stuff?

When it is out.
thanks!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BadLeo on March 02, 2016, 04:24:35 am
when will we have a 42.06 pack with DT DFHack and other stuff?

When it is out.
thanks!
No pro bro.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Melting Sky on March 02, 2016, 10:24:55 am
Thanks for doing this.   :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: sivistojko on March 02, 2016, 12:36:30 pm
Can somebody help me with color codes for ore, Raw Adamantine ore to be specific.

I'm trying to locate it on the map by using cheat 'reveal', but it is still not good enough for me since there are so many different ore types and unfortunately just hovering mouse over the ore won't tell which one is it except it is vein.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 02, 2016, 04:12:36 pm
Raw adamantine is light blue by default (well, technically light cyan). If you use the "k" cursor on a tile, or click on it if you have the mousequery plugin enabled, you should be able to see the specific type of vein.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on March 02, 2016, 04:56:13 pm
Also, if you're using reveal, the veins will appear as big black squares on the map unless you use reveal hell, so as to prevent accidentally seeing inside the hollow part of the vein. Reveal hell will autopause the game so you don't accidentally start something you can't finish.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 02, 2016, 05:20:27 pm
Oh, yeah, that too. "reveal hell" will actually prevent you from unpausing until you run "unreveal", but it can still help locate adamantine.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: sivistojko on March 02, 2016, 08:28:44 pm
Thank you for your replies about the ore colors. I noticed those big black (empty?) patches in the midst of the clear stone and ore veins deep down below. Why is that happening, what does that mean 'seeing inside the ore vein'?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 02, 2016, 08:58:57 pm
The black boxes are adamantine veins which are intentionally not revealed. If those are revealed and you unpause DF, bad things can happen (check out the wiki for further information), so "reveal" skips blocks with adamantine veins by default.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on March 05, 2016, 12:38:06 am
So, from what I've read, it looks like we've got maybe one more update in .42 before Toady settles down to work on the next major release. Hopefully, that release won't mess up the code our heroes are working on for DFHack, Therapist, etc. and we'll finally have a stable version to work with.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 05, 2016, 01:46:28 am
So, from what I've read, it looks like we've got maybe one more update in .42 before Toady settles down to work on the next major release.
I read it as more like the 40.18 -> 40.19 upgrade; it's a decent chunk but measured in months not years.


Hopefully, that release won't mess up the code our heroes are working on for DFHack, Therapist, etc. and we'll finally have a stable version to work with.
Hahaha, of course it will.  DF doesn't really do stable versions, so the DFHack frontliners really are heroes to provide such an API to the rest of the community!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Shonai_Dweller on March 05, 2016, 03:25:07 am
So, from what I've read, it looks like we've got maybe one more update in .42 before Toady settles down to work on the next major release. Hopefully, that release won't mess up the code our heroes are working on for DFHack, Therapist, etc. and we'll finally have a stable version to work with.
I suspect the adventurer stuff will be released before the fortress mode workshop/manager clean-up. There's also a 64 bit test DF possibly coming and then maybe a bit more bug fixing probably. Could be wrong of course...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 05, 2016, 09:02:57 am
The Starter Pack has updated to 0.42.06-r01!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

There are three kinds of good things in here:

1.  Things that make my life easier but don't affect the pack at all (yay!  see here (https://github.com/PeridexisErrant/starter-pack))
2.  Lots of updates!  DF, Therapist, DFHack, PyLNP... there's some really nice new features in all of them, and bugfixes too!
3.  EVERYONE GO USE ARMOK VISION.

Armok Vision 0.8 is very, very pretty - I spent ages just watching a Greater Horned Owl swooping and dancing above my fortress (shadows and stars sweeping out the day and night, clouds reflecting the weather DF simulates overhead), until the leaves changed and I realised the time.  Turn on DFHack, load up a fort, and launch it from the utilities menu... and if you think it's as cool as I make it sound, consider Japa's Patreon (https://www.patreon.com/japamala).

Go forth, and strike the beautiful earth!

0.42.06-r01
 - updated DF
 - updated PyLNP
 - updated Dwarf Therapist
 - updated DFHack
 - updated TwbT
 - updated Armok Vision (and Wow, it looks great)
 - improved pack assembler; mostly nice for me
 - now includes manifest.json for all utilities

SHA256:  fe078ca1555368dde417bc05d9cd41255531f5ff91eb7088c8aa88231ad0e227
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Wilm0chimp on March 05, 2016, 09:22:45 am
"I'll release it monday!"

*Releases it almost immediately*

You sly dog. Bravo.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: taat on March 05, 2016, 09:44:34 am
The antivirus detection seems to stem from the AnnouncmentWindow utility, according to virustotal 8/54 antiviruses detect it as a trojan, while both dwarf therapist and dfhack are shown to be clean
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: CharonM72 on March 05, 2016, 10:07:46 am
Hooray! I feel like the pack is taking a big step forward now. Especially with the manager, I presume making new packs will be much easier from now on.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: BadLeo on March 05, 2016, 12:26:59 pm
Kudos!



Edit: File version says 0.42.05-r06, archive says 42.06-r01.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: bennerman on March 05, 2016, 12:37:52 pm
It keeps telling me I need to update to 0.42.05-r06, even though I've got 0.42.06-r01
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Darkerson on March 05, 2016, 02:53:47 pm
PeridexisErrant, many thanks to your continued dedication the the DF community and ever maintaining the Starter Pack, no matter how many times Toady decides to update in a particular time frame. Will always be appreciated!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 05, 2016, 06:36:12 pm
The antivirus detection seems to stem from the AnnouncmentWindow utility, according to virustotal 8/54 antiviruses detect it as a trojan, while both dwarf therapist and dfhack are shown to be clean
This is because the executable is partially self-extracting, which is often used by malware.  False positive in this case, though.

Hooray! I feel like the pack is taking a big step forward now. Especially with the manager, I presume making new packs will be much easier from now on.
Yep - I'm even looking at nightly builds or something, since I think soon it'll be automatic enough to run on a server  :D  Of course things still break, but when I fix it it stays fixed and the rate of breakage has been declining for a while...

It keeps telling me I need to update to 0.42.05-r06, even though I've got 0.42.06-r01
Typo on the website, now fixed.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Yinseng on March 05, 2016, 06:44:55 pm
Hello, I am new to Dwarf Fortress. My question is, will any of the utilities or DFHack commands tell me what each Dwarf Civilization has access to before I embark?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Saladin on March 05, 2016, 07:04:59 pm
The game crashes whenever I try to design a statue/figurine using a historical figure. This occurs in forts started in the current version, as well as my main fort which was started in 42.05.

EDIT: It does NOT occur when using a clean install of the base game (i.e. not using LNP).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Yinseng on March 05, 2016, 07:15:31 pm
Bug to report, when I double click GemSet 24px to apply it, it doesn't get highlighted green like in the 42.05 Cutting Edge Pack:

(http://i.imgur.com/xktbAB4.png)

However, all the other packs, such as Mayday 16px (and the one I added, WIPSet) will get highlighted green just fine.

(http://i.imgur.com/WB9QiTq.png)

I'm worried this means GemSet isn't functioning properly. Please fix this as GemSet is the only set I can see clearly (I have vision problems).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Yinseng on March 05, 2016, 07:42:04 pm
I notice if I use the GemSet pack supplied here https://github.com/DFgraphics/DFgraphics/releases and remove the line in manifest.json that reads "df_max_version": "0.42.05", that it seems to load properly. I think 0.42.05 packs are compatible with 0.42.06, yes? That is the impression I got since WIPSet is compatible with both.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Tournesol on March 06, 2016, 04:50:13 am
Got a crash with 0.42.06-r01.

New game with this LNP, using DFHack, Workflow switched on and had Dwarf Therapist running. First time setting a production (pot of any material) in workflow, crash happened immediately on setting the production.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on March 06, 2016, 11:40:20 am
Got a crash with 0.42.06-r01.

New game with this LNP, using DFHack, Workflow switched on and had Dwarf Therapist running. First time setting a production (pot of any material) in workflow, crash happened immediately on setting the production.
You're probably better off posting in the DFHack thread, since LNP "just" bundles utilities (including DFHack).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Tournesol on March 06, 2016, 11:44:18 am
You're probably better off posting in the DFHack thread, since LNP "just" bundles utilities (including DFHack).
Oops, of course. Anyway I have not been able to reproduce this, yet.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Gnomeknows on March 06, 2016, 01:44:28 pm
the mouse edge scrolling is driving me up the wall, is there a way to disable that but still keep the mouse functionality for building/mining etc?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 06, 2016, 02:17:57 pm
Yeah, it's probably "mousequery edge disable", but check "mousequery help" or "help mousequery" if that doesn't work.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Yinseng on March 06, 2016, 06:07:21 pm
the mouse edge scrolling is driving me up the wall, is there a way to disable that but still keep the mouse functionality for building/mining etc?
'Mouse Controls' is misleading, there's mouse functionality with or without that turned on. That's only for the edge scrolling, and it doesn't work very well. I think it should be renamed to 'Cursor Scrolling'
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Gnomeknows on March 06, 2016, 07:18:25 pm
'Mouse Controls' is misleading, there's mouse functionality with or without that turned on. That's only for the edge scrolling, and it doesn't work very well. I think it should be renamed to 'Cursor Scrolling'

Yeah, it's probably "mousequery edge disable", but check "mousequery help" or "help mousequery" if that doesn't work.

Thanks for the help.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 06, 2016, 07:38:53 pm
the mouse edge scrolling is driving me up the wall, is there a way to disable that but still keep the mouse functionality for building/mining etc?
'Mouse Controls' is misleading, there's mouse functionality with or without that turned on. That's only for the edge scrolling, and it doesn't work very well. I think it should be renamed to 'Cursor Scrolling'
To be clear, the mousequery plugin implements a lot of mouse functionality, like being able to click anywhere on the map instead of pressing v/k/t/q. From what you said, I'm assuming this pack enables most mousequery functionality by default, but leaves that launcher option to toggle the "edge" option in mousequery (in which case I agree that it should be renamed).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 07, 2016, 12:55:09 am
https://github.com/PeridexisErrant/starter-pack/blob/master/base/PyLNP-json.yml#L27

mousequery is not enabled by default, so if you want clickable stuff but not scrolling just edit pylnp.json
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Yinseng on March 07, 2016, 02:34:44 am
https://github.com/PeridexisErrant/starter-pack/blob/master/base/PyLNP-json.yml#L27

mousequery is not enabled by default, so if you want clickable stuff but not scrolling just edit pylnp.json

Hmm. I do not have Mouse Controls on but I have clickable stuff. I never touched the console. You might want to double check that.

I'd appreciate a reply to the GemSet stuff on the previous page, by the way.

Edit1: If you look in the cutting edge archive on the download page ( http://dffd.bay12games.com/file.php?id=11309 ) and go to Line 213 of Dwarf Fortress 0.42.06\dfhack.init you can see that it is enabled by default.

Edit2: You can also see in the default DFHack configuration, mousequery is in fact enabled: https://github.com/DFHack/dfhack/blob/master/dfhack.init-example Line 210

Edit3: Also, it has been like this for a while. Here is DasTastic's YouTube tutorial on a much older version of the pack, at this point he's talking about the mouse control option: https://www.youtube.com/watch?feature=player_detailpage&v=9u08IFNE3qE&list=PLGB6RkFB7ZmNbSUujzXbgNjJi_-WHTTTD#t=796 And you can see in his later tutorials he is using basic click functionality.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 07, 2016, 05:42:40 am
Sorry, for clarification I meant "nothing enabled beyond the DFHack defaults".

For Gemset, the copy in this pack is exactly the one from GitHub.  I don't know why it's not working and don't have anything productive to add.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: funkydwarf on March 07, 2016, 04:16:13 pm
I made a world and embarkex in it on a vanilla no tilset/graphic/ mods, I copy it to the save folder in the proper place. Then when I install a graphic pack via LNP interface, it works and skips the save with the "would have broken raws" message. 

is there an easy way to turn off that protection or  is the problem I need to install graphics before genning the world and its legit?

Thanks
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Gotham123 on March 07, 2016, 04:50:13 pm
Hullo, I have a problem. I want to download the latest verison but whenever I click on the link that leads me to the website where I can download it. it takes forever to load and doesn't even finish, I took a screen shot

(https://gyazo.com/9cf3d7f703c3da5b2abe2f18e278d16e) can you please tell me whats wrong?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Putnam on March 07, 2016, 04:56:30 pm
I made a world and embarkex in it on a vanilla no tilset/graphic/ mods, I copy it to the save folder in the proper place. Then when I install a graphic pack via LNP interface, it works and skips the save with the "would have broken raws" message. 

is there an easy way to turn off that protection or  is the problem I need to install graphics before genning the world and its legit?

Thanks

The warning is there for a reason, yeah.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: mobucks on March 07, 2016, 09:01:27 pm
Hullo, I have a problem. I want to download the latest verison but whenever I click on the link that leads me to the website where I can download it. it takes forever to load and doesn't even finish, I took a screen shot

(https://gyazo.com/9cf3d7f703c3da5b2abe2f18e278d16e) can you please tell me whats wrong?

Same for me.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on March 07, 2016, 11:34:12 pm
Quote
I've also been working on cleaning up the creation myth/magic system generator

From the latest post on the main page. I'm looking forward to seeing what Toady's done, although it's questionable if it will be implemented in the next release.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Yinseng on March 08, 2016, 12:02:17 am
For Gemset, the copy in this pack is exactly the one from GitHub.  I don't know why it's not working and don't have anything productive to add.

I've figured out the problem. The folder needs to be renamed from 'Gemset' to 'GemSet', and then the starter pack program will properly highlight it green when it is activated.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Yinseng on March 08, 2016, 12:05:34 am
Hullo, I have a problem. I want to download the latest verison but whenever I click on the link that leads me to the website where I can download it. it takes forever to load and doesn't even finish, I took a screen shot

(https://gyazo.com/9cf3d7f703c3da5b2abe2f18e278d16e) can you please tell me whats wrong?

Same for me.

Looks like that site is having issues, there's a mirror here: http://df.wicked-code.com/
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: funkydwarf on March 08, 2016, 12:21:37 am
Only thing I realize is I had days older dfhack compiled from git installed. I guess that changes the file enough to que the message.  I'll try to update my old DF install's dfhack to  current resave and recopy and try again. I can't try now so I'm typing about it instead...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: sivistojko on March 09, 2016, 09:52:15 am
Hello all. I'm a relatively new player and now for the first time I'm changing to newer release and I'm wondering can I use save game file from 0.40.24 release in 0.42.06 release? I downloaded this new version that is not fully complete yet but when I update the save game on the graphics tab, I get some critical error about Missing Item Definition Item Instrument Flute!? Is that only graphics update or the actual game update? Do I need to run that update at all? Without updating I can run the game from the save file but I don't know is it the 0.40 or 0.42 version? I'm very confused.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: necrotic on March 09, 2016, 10:58:30 am
Hello all. I'm a relatively new player and now for the first time I'm changing to newer release and I'm wondering can I use save game file from 0.40.24 release in 0.42.06 release? I downloaded this new version that is not fully complete yet but when I update the save game on the graphics tab, I get some critical error about Missing Item Definition Item Instrument Flute!? Is that only graphics update or the actual game update? Do I need to run that update at all? Without updating I can run the game from the save file but I don't know is it the 0.40 or 0.42 version? I'm very confused.

The wiki page claims that you can use 0.40.24 saves in 0.42.06, and its usually correct. Its likely graphics issues as there are a new item types and raws.

http://dwarffortresswiki.org/index.php/Save_compatibility
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on March 09, 2016, 04:48:34 pm
However, you might want to start a new world even if the save is compatible technically, because a number of features introduced in 0.42.X won't appear in older saves because these things are in workshop RAWs or generated during world gen.
Instruments are made up during world gen, for instance, so you won't get any. I doubt you'll be able to build book cases or make quires because these reactions are missing from workshops, etc.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 09, 2016, 06:52:51 pm
Hello all. I'm a relatively new player and now for the first time I'm changing to newer release and I'm wondering can I use save game file from 0.40.24 release in 0.42.06 release? I downloaded this new version that is not fully complete yet but when I update the save game on the graphics tab, I get some critical error about Missing Item Definition Item Instrument Flute!? Is that only graphics update or the actual game update? Do I need to run that update at all? Without updating I can run the game from the save file but I don't know is it the 0.40 or 0.42 version? I'm very confused.
If you're using DF 0.42, you will have most 0.42 features available. It sounds like the "raw update" actually broke your save, so try using a backup of your save (or at least replacing data/save/<your save folder>/raw/objects with the corresponding folder from a backup of your save).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Iamblichos on March 09, 2016, 08:23:36 pm
I've noticed since I switched to the latest starter pack, the game crashes when I open the (d)etails -> historic figure menu.  The other details, like selecting stone, seem to work fine.  Is anyone else having this issue?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 09, 2016, 08:35:13 pm
Yes:
The game crashes whenever I try to design a statue/figurine using a historical figure. This occurs in forts started in the current version, as well as my main fort which was started in 42.05.

EDIT: It does NOT occur when using a clean install of the base game (i.e. not using LNP).

People have figured out the cause of it in the DFHack thread. Hopefully it'll be fixed in the next DFHack version.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Iamblichos on March 10, 2016, 06:20:49 am
Aha, excellent.  Thanks, Lethosor!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: IAmTheRad on March 10, 2016, 04:22:56 pm
DFHack has been updated on the github. The crashing issue should be fixed.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Rose on March 11, 2016, 12:06:51 am
Note that the update only fixes new saves. Previous saves that were crashing still need a script to fix the crashing on them to be run.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Purdurabo on March 11, 2016, 07:40:04 am
Any advice on how to do that?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Rose on March 11, 2016, 07:48:37 am
It's in the dfhack thread.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 11, 2016, 08:12:07 am
Note that the update only fixes new saves. Previous saves that were crashing still need a script to fix the crashing on them to be run.
Incorrect. It repairs old saves when they're loaded as well.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ertaan on March 13, 2016, 10:24:27 am
Guys, did you meet too the 'Masterwork had been lost' thing when a trader leaving with a traded masterwork ware?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on March 13, 2016, 10:27:14 am
Guys, did you meet too the 'Masterwork had been lost' thing when a trader leaving with a traded masterwork ware?
It's a well known bug introduced in 0.42.06 itself, and has nothing to do with LNP.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raven on March 13, 2016, 10:46:17 am
Guys, did you meet too the 'Masterwork had been lost' thing when a trader leaving with a traded masterwork ware?

it generates a small bad thought in the crafter, but nothing serious

(but if you rely your trades on masterwork items, it could pose a problem)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ertaan on March 13, 2016, 10:52:19 am
Guys, did you meet too the 'Masterwork had been lost' thing when a trader leaving with a traded masterwork ware?

it generates a small bad thought in the crafter, but nothing serious

(but if you rely your trades on masterwork items, it could pose a problem)

After a few years, my crafters will produce a lot of MW ware...is it means that If i do not want to stacking, have I trade raw materials until the fix?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: EBannion on March 13, 2016, 12:46:37 pm
Guys, did you meet too the 'Masterwork had been lost' thing when a trader leaving with a traded masterwork ware?

it generates a small bad thought in the crafter, but nothing serious

(but if you rely your trades on masterwork items, it could pose a problem)

After a few years, my crafters will produce a lot of MW ware...is it means that If i do not want to stacking, have I trade raw materials until the fix?


If your dwarves are generally happy otherwise you should be fine, even so.

Eating good food - and a variety of it, getting their needs met, and having good accommodations will outweigh the once-in-a-while minor bad thoughts.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Ertaan on March 13, 2016, 02:12:38 pm
Guys, did you meet too the 'Masterwork had been lost' thing when a trader leaving with a traded masterwork ware?

it generates a small bad thought in the crafter, but nothing serious

(but if you rely your trades on masterwork items, it could pose a problem)

After a few years, my crafters will produce a lot of MW ware...is it means that If i do not want to stacking, have I trade raw materials until the fix?


If your dwarves are generally happy otherwise you should be fine, even so.

Eating good food - and a variety of it, getting their needs met, and having good accommodations will outweigh the once-in-a-while minor bad thoughts.

Ok, thank you!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raven on March 14, 2016, 03:47:07 am
you could create stockpiles of finished goods for masterwork items only, if you don't want dorfs to trade them alongside with less quality items

and trade them once in a while
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Purdurabo on March 14, 2016, 04:03:10 am
Any plans on updating the cutting edge pack to use the latest dfhack that fixes the crash when choosing a new image in the details menu?

It seems to be compatible with everthing except TWBT, but a new TWBT was also released and after dropping both into my starter pack and overwriting the old files everything seems to be functioning perfectly with no more crashes from entering the new image menu in details.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 14, 2016, 05:02:42 am
Any plans on updating the cutting edge pack to use the latest dfhack that fixes the crash when choosing a new image in the details menu?

It seems to be compatible with everthing except TWBT, but a new TWBT was also released and after dropping both into my starter pack and overwriting the old files everything seems to be functioning perfectly with no more crashes from entering the new image menu in details.

Yep, I've had an eye on it.  After DFHack and TwbT I was just waiting on PyLNP, since Pidgeot got some free time over the weekend.  PyLNP 0.11 will support utility manifests, and was due this weekend, next weekend, or at latest March 23.

Given that the first window has passed, and there have been updates to Legends Browser and Soundsense (plus my own repackaging of Quickfort), I'll release soon without waiting on PyLNP and drop r3 when that happens.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Wilm0chimp on March 14, 2016, 07:46:51 am
Sweet, I had to disable TWBT in 42.06 LNP r1 as it felt quite 'crashy' although I couldn't pin down how or when. With print mode on standard, its been rock solid apart from the aforementioned history details crash.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 14, 2016, 11:23:44 am
If you use DFHack 0.42.06-alpha2, that crash issue should be fixed.
Edit: missed the discussion about updating above. I think it's possible to upgrade DFHack yourself, although you'd also have to update TwbT if you want to use it and make sure the pack doesn't break.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 14, 2016, 07:34:47 pm
The Starter Pack has updated to 0.42.06-r02!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

There's some nice stuff in this update - a new "open README" button for selected utilities, and many small features and bugfixes.  Time to Strike the Earth!

0.42.06-r02
 - updated DFHack; historical figure bugfix
 - updated TwbT
 - updated Legends Browser
 - updated Soundsense
 - updated Quickfort; now bundles stone-colour aliases
 - updated PyLNP; utility manifests (open READMEs!), H-DPI bugfix

SHA256:  152f11b2bfaf37d1b4af05a7d5ad1d5f6e38380c283486b7f5b7c222b5f43cc2

Spoiler: Full Contents: (click to show/hide)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Yinseng on March 15, 2016, 05:39:53 am
The new cutting starter pack has the same issue the last one did with GemSet. The directory 'Gemset' needs to be renamed to 'GemSet' for the program to display its selection correctly.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: terminalmonky on March 15, 2016, 08:50:25 am
Sorry if this is the wrong place to post this but in the latest cutting edge 42.06 r2 these DFHack scripts are throwing a warning. 

Warning: Plugin automaterial compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
Warning: Plugin mousequery compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
Warning: Plugin resume compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
Warning: Plugin twbt compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f

Can confirm I am running alpha2, so not sure what the issue is just wanted to throw it out there.

DFHack is ready. Have a nice day!
DFHack version 0.42.06-alpha2 (development build 0.42.06-alpha1-10-g6fd904f)

Thanks for all you guys do.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 15, 2016, 09:54:26 am
Something's wrong with that DFHack build if the second version number contains alpha1.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: terminalmonky on March 15, 2016, 12:13:19 pm
This is from the latest cutting edge LNP build, 0.42.06-r2.  I downloaded twice and checked the hashes to make sure something was not corrupt.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: kikoman on March 15, 2016, 01:54:27 pm
Sorry if this is the wrong place to post this but in the latest cutting edge 42.06 r2 these DFHack scripts are throwing a warning. 

Warning: Plugin automaterial compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
Warning: Plugin mousequery compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
Warning: Plugin resume compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
Warning: Plugin twbt compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f


Same error here :(
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 15, 2016, 03:54:33 pm
It looks like the issue is that Expwnent performed a couple steps in the wrong order when compiling the Windows build of DFHack, while Mifki's build of TwbT and the other three plugins has the correct version information. It should still work, though, and the warning is harmless in this case since the "g6fd904f" suffix is the same in all cases.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Probe1 on March 16, 2016, 12:40:55 pm
What's the command for process legends again?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on March 16, 2016, 12:52:10 pm
What's the command for process legends again?
The question is rather unclear and isn't really in the correct thread.
However, a couple of possible answers:
- open-legends to get DFHack to force DF into legends mode. Save before and kill afterwards, as that can result in save corruptions that hit long afterwards.
- exportlegends info (or all, or other options) to get DFHack to export legends for use by e.g. Legends Viewer.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Probe1 on March 16, 2016, 12:58:25 pm
Right.

PeridexisErrant wrote a custom command using dfhack to process legends that had been exported.  It converted bmp's to png's and packaged the entire deal in a rar then moved it to an export folder.  I cannot find the right command to execute it and want to know if anyone remembers it, or if it has been removed.

I hope that clears it up.

Edit:
WAIT A MINUTE Now I remember, its part of the launchers GUI now.  I thought the command was still supported.  Problem solved, I'll just use the GUI button.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 16, 2016, 05:15:35 pm
It was a batch script not a dfhack command, but you're correct that it's now a button in the launcher.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Iamblichos on March 22, 2016, 05:40:10 pm
Is anyone else having problems with DFHack causing crashing at worldgen?  I know that was an issue for a while, but I thought it had been fixed.  Having the issue with the new pack, though; Windows throws an error at offloading stage.  ;(
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 22, 2016, 05:49:00 pm
Are you using TwbT? If so, does the crash occur without TwbT?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Iamblichos on March 22, 2016, 07:59:09 pm
I am using TwbT.  Let me test.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on March 23, 2016, 03:09:00 am
I suffer frequent crashes during world gen finalization (when the generated world reaches the target date and prepares for your inspection). I'm using DFHack, but not TwbT.

Edit: Forgot to mention that I'm still on 0.42.05 (wary of the masterworks export bug).
I've just generated a large number of worlds with DFHack disabled, and while it did eventually crash, it took many times longer than when DFHack was enabled (I would probably have had 10 or so crashes with DFHack).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Iamblichos on March 23, 2016, 06:07:02 am
I was able to duplicate the behavior with TwbT disabled.

EDIT: FWIW...

Faulting application name: Dwarf Fortress.exe, version: 0.0.0.0, time stamp: 0x56bba192
Faulting module name: ntdll.dll, version: 10.0.10586.122, time stamp: 0x56cc16f5
Exception code: 0xc0000374
Fault offset: 0x000dc7a9
Faulting process id: 0x1040
Faulting application start time: 0x01d184f0e2ce59e7
Faulting application path: E:\games\DF42~3.06R\Dwarf Fortress 0.42.06\Dwarf Fortress.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: e2354113-c5ce-4f8f-9730-c3cd23f55129
Faulting package full name:
Faulting package-relative application ID:
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raven on March 23, 2016, 07:22:44 am
is there a starter pack for linux?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 23, 2016, 08:15:09 am
http://dwarffortresswiki.org/index.php/Utility:Lazy_Newb_Pack#Current_Packs
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raven on March 23, 2016, 12:16:10 pm
http://dwarffortresswiki.org/index.php/Utility:Lazy_Newb_Pack#Current_Packs
thanks :)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Z1000000m on March 24, 2016, 06:37:16 am
Its nice seeing this is still a thing after quite a while.

Ive an issue though: no matter what i set the win/full X/Y values to, i end up with really and i do mean REALLY small text. Zooming the game window proper works still, except for any recentering event becoming broken for some reason, but the interface and dfhack details remain miniscule. Tried looking for the answer someplace else, but search comes up with lke 4-6 year old threads that dont help at all.
Using phoebus if that helps.


`````
..why is there a link to this very thread in the OP??
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on March 24, 2016, 06:54:53 am
Its nice seeing this is still a thing after quite a while.

Ive an issue though: no matter what i set the win/full X/Y values to, i end up with really and i do mean REALLY small text. Zooming the game window proper works still, except for any recentering event becoming broken for some reason, but the interface and dfhack details remain miniscule. Tried looking for the answer someplace else, but search comes up with lke 4-6 year old threads that dont help at all.
Using phoebus if that helps.


`````
..why is there a link to this very thread in the OP??
I can't really help, but I expect that those who can would want to know which advanced graphics settings you use (Print Mode, TrueType Fonts).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 24, 2016, 07:36:20 am
Its nice seeing this is still a thing after quite a while.

Ive an issue though: no matter what i set the win/full X/Y values to, i end up with really and i do mean REALLY small text. Zooming the game window proper works still, except for any recentering event becoming broken for some reason, but the interface and dfhack details remain miniscule. Tried looking for the answer someplace else, but search comes up with lke 4-6 year old threads that dont help at all.
Using phoebus if that helps.


`````
..why is there a link to this very thread in the OP??

You can (iirc) zoom while on a screen with text only, but the best option is to choose a larger FONT tileset (see the graphics>customise tab)

The OP gets copy-pasted around a bit, so better to have a recursing link than a missing one!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: draeath on March 26, 2016, 12:51:00 pm
The Starter Pack has updated to 0.42.06-r02!

The main post seems outdated, which has resulted in at least one confused lazy newb (https://www.reddit.com/r/dwarffortress/comments/4buaak/biweekly_df_questions_thread/d1e0wj7) :). I might suggest amending it to at least include mention that we have a 'cutting-edge' version available? Apparently I can't read. It's there, it just doesn't mention the version number associated with it!  :-\

Oh, also, have another obligatory "thank you for all this hard work" comment!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on March 28, 2016, 01:31:41 am
I've been distracted by school the past few weeks, so I'm just checking in and I notice the stable pack is still 40.24. Has something gone wrong with getting DFHack or one of the other utilities up to snuff, or has life gotten in the way?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raven on March 28, 2016, 03:15:21 am
I've been distracted by school the past few weeks, so I'm just checking in and I notice the stable pack is still 40.24. Has something gone wrong with getting DFHack or one of the other utilities up to snuff, or has life gotten in the way?

http://dffd.bay12games.com/file.php?id=11309

op is slightly outdated :D Starter pack, not
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Salkryn on March 28, 2016, 03:43:47 am
I know about the cutting edge pack, but last time I was on PE was saying that once DFHack was sorted it would probably be stable enough to make the .42 version the primary version, as opposed to the 40.24 pack that PE still recommends for complete beginners as it's liable to be less of a hassle.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Raven on March 28, 2016, 04:03:45 am
I'm playin the 42.06 version with dfhack and never had issues, but maybe is better to wait for a stable branch
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on March 28, 2016, 03:49:49 pm
It's quite stable for vanilla, but even the bleeding edge pack has DFHack off by default until it comes out in a non-alpha version.

As far as I can tell, PE is ready to go once DFHack is declared stable (for DFHack).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on March 28, 2016, 06:05:14 pm
The OP is correct and up to date, I do still suggest the 40.24 pack for new players.  The cutting-edge pack is linked, but I deliberately keep version numbers out of the top post to minimise editing (and thus mistakes).

Due to ongoing reports of crashes for some players, any 42.xx pack will remain in Beta until DFHack is a full release version.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 28, 2016, 06:19:10 pm
It's worth noting that a stable DFHack release won't fix the crashes currently caused by TwbT (I'm not sure how far the investigation has progressed on those).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pvt. Pirate on March 30, 2016, 06:17:55 pm
could it be possible that the current stable version has outdated DFHack plugins?
"File version:    0.40.24-r20
For DF version:    0.40.24"

when starting it writes 4 warning lines
"Warning: Plugin automaterial compiled for DFHack 0.40.24-r4-55-g3330225, running DFHack v0.40.24-r5-0-g3330225
Warning: Plugin mousequery compiled for DFHack 0.40.24-r4-55-g3330225, running DFHack v0.40.24-r5-0-g3330225
Warning: Plugin resume compiled for DFHack 0.40.24-r4-55-g3330225, running DFHack v0.40.24-r5-0-g3330225
Warning: Plugin twbt compiled for DFHack 0.40.24-r4-55-g3330225, running DFHack v0.40.24-r5-0-g3330225"

also the game crashed upon building a bridge. - without DFHack it just went fine building that bridge.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 30, 2016, 07:05:12 pm
That looks like an issue with TwbT and the 3 other modified plugins it distributes. I don't think that's necessarily the cause of the crash, but you could try disabling TwbT temporarily and see if that helps.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pvt. Pirate on March 30, 2016, 11:09:05 pm
it didnt crash when i didnt use DFHack. without TWBT the game becomes almost unwatchable. i don't want to get instant eyecancer :D i'll try that though.

after the bridge was built without DFHack, i was able to play with all plugins active again.
soon i'll have everything prepared to build the second bridge - wish me luck!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ragincajun on March 31, 2016, 09:01:47 am
Anyone else get spyware pops every new edition?  My firewall and spyware program just do not like this at all..lol.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PrimusRibbus on March 31, 2016, 09:30:28 am
Anyone else get spyware pops every new edition?  My firewall and spyware program just do not like this at all..lol.

DFHack hooks into Dwarf Fortress in the same way some viruses modify programs on the operating system. It's a pretty common false positive and there's not much that can be done about it other than to ignore it.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on March 31, 2016, 10:02:54 am
Actually, the problem is more often PyLNP, which unpacks part of itself on launch. (Reports of false positives from the normal DFHack downloads are also pretty uncommon.)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PrimusRibbus on March 31, 2016, 10:46:44 am
Actually, the problem is more often PyLNP, which unpacks part of itself on launch. (Reports of false positives from the normal DFHack downloads are also pretty uncommon.)

Eh, I've helped about a dozen people over the past year with DFHack false positives, most of which weren't using an LNP-equivalent. Avira, MalwareBytes Premium, and Norton all love flagging it depending on how their definitions are feeling that particular day.

Not to say that PyLNP isn't a culprit too, but DFHack false positives are practically a new player initiation ritual.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Kiwi on April 01, 2016, 06:12:35 pm
Just posting to see if anyone else is having any issues with automagic job assignments with DF hack? With the latest version it doesn't seem to work for me any longer, even after re-downloading twice with fresh installs of the pack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 01, 2016, 07:03:09 pm
Just posting to see if anyone else is having any issues with automagic job assignments with DF hack? With the latest version it doesn't seem to work for me any longer, even after re-downloading twice with fresh installs of the pack.

Just checking - have you enabled DFHack?  The 42.xx packs have it disabled by default, so far.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Kiwi on April 01, 2016, 07:42:53 pm
Just posting to see if anyone else is having any issues with automagic job assignments with DF hack? With the latest version it doesn't seem to work for me any longer, even after re-downloading twice with fresh installs of the pack.

Just checking - have you enabled DFHack?  The 42.xx packs have it disabled by default, so far.
Yeah, I was able to turn autochop on as well as the additional options for Df hack under the status screen
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Rose on April 02, 2016, 07:18:57 am
Workflow is disabled by default.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pvt. Pirate on April 02, 2016, 11:22:54 am
yeah, i had to use dwarftherapist to assign an architekt, because none of the 20 idlers with zero profession assignments went there.
one of them even had level3 architecture.

how do i activate it workflow and autolabor? i've never done anything but marked them (green) in LNP to start along with the game.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: draeath on April 02, 2016, 07:23:22 pm
Can we get the Taffer (http://www.bay12forums.com/smf/index.php?topic=107924.0) tileset added?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Kiwi on April 02, 2016, 08:06:45 pm
Workflow is disabled by default.
It's on. I made sure to enable it every time I tested and re-downloaded.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 04, 2016, 08:15:05 am
For anyone interested, I've just set up a new raspberry pi and am running nightly builds (though not yet uploading the results).  You can see the build log each day at http://peridexiserrant.neocities.org/starter-pack.log.txt
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on April 04, 2016, 09:50:02 am
For anyone interested, I've just set up a new raspberry pi and am running nightly builds (though not yet uploading the results).  You can see the build log each day at http://peridexiserrant.neocities.org/starter-pack.log.txt
Do you actually work on the Starter Pack on a daily basis?!
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Speakafreak22 on April 04, 2016, 05:10:17 pm
I've been distracted by school the past few weeks, so I'm just checking in and I notice the stable pack is still 40.24. Has something gone wrong with getting DFHack or one of the other utilities up to snuff, or has life gotten in the way?

http://dffd.bay12games.com/file.php?id=11309

op is slightly outdated :D Starter pack, not

Came here looking for the newest starter pack too, thanks for the link
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 04, 2016, 05:24:29 pm
Do you actually work on the Starter Pack on a daily basis?!

This will catch updates to various components of the pack, as well as any work I might do.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on April 04, 2016, 07:36:48 pm
Do you actually work on the Starter Pack on a daily basis?!

This will catch updates to various components of the pack, as well as any work I might do.
Ah, that makes more sense.  I was thinking "Take a day off, you deserve it!"

Will the daily build auto-download the next daily build, the same way the real pack will download its next version?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 04, 2016, 07:45:19 pm
Nope.  The build is a candidate for the next actual release, so it doesn't do anything special.  This means it would actually try to downgrade itself, and would think it is level with the real release.

This kind of problem is my motivation for providing the build log but not the actual pack.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dustin on April 05, 2016, 09:29:55 pm
can we move our saves from vanilla df 42.06 to the latest stable version?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 05, 2016, 10:28:30 pm
can we move our saves from vanilla df 42.06 to the latest stable version?

You can't ever move saves to an earlier version of DF, but apart from that the Starter Pack is save-compatible.

So use the 42.06 Starter Pack, and you'll be fine.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Roboson on April 09, 2016, 10:57:28 am
Just downloaded the pack earlier today, however the launcher wont launch. I'm getting (what I believe to be) an error page. called "stderr" which says the following.

Spoiler (click to show/hide)

What should I do?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on April 09, 2016, 12:24:27 pm
Just downloaded the pack earlier today, however the launcher wont launch. I'm getting (what I believe to be) an error page. called "stderr" which says the following.

Spoiler (click to show/hide)

What should I do?
Have you extracted LNP from the zip file and placed the contents in a directory? I wouldn't be surprised if trying to execute from within the zip will result in errors. (...\Documents sounds like an odd place to put DF, but as a place when the downloaded file would be placed).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pidgeot on April 09, 2016, 03:39:17 pm
Just downloaded the pack earlier today, however the launcher wont launch. I'm getting (what I believe to be) an error page. called "stderr" which says the following.

Spoiler (click to show/hide)

What should I do?
Have you extracted LNP from the zip file and placed the contents in a directory? I wouldn't be surprised if trying to execute from within the zip will result in errors. (...\Documents sounds like an odd place to put DF, but as a place when the downloaded file would be placed).

The path in stack traces is the build path from my machine; it's an artifact of the tool used to create the executables. It bears no relation to where the pack is extracted.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ragincajun on April 11, 2016, 01:24:33 pm
Crash City lately.  With both 42.06 and going back to 42.05 and now even with the stable pack 40.24r20....so frustrating.

Not tree related either just blowing up for no apparent reason.  Just now with 40.24 I was digging out a pasture area near my farms after breaching the cavern and while they were digging I was building farm plots.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PatrikLundell on April 11, 2016, 03:40:37 pm
TwbT is known to increase the crash frequency. I'd start fault finding by using using vanilla and then adding stuff, one thing at a time. Start by disabling DFHack from the LNP UI, exit, and then start the DF exe itself from the file system. If that doesn't crash, move to starting it from the UI, but with all utilities disabled, add DFHack, but disable all features (workflow, performance tweaks, etc). Add TwbT back if you're using it. Add each of the DFHack thingies you use one at a time.
At some stage in the process you'll probably find a marked increase in crash frequency, and the latest thing added is likely to be the culprit (although combinations of things cannot be ruled out, of course).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: mifki on April 11, 2016, 04:34:56 pm
Guys, I'd be happy to solve the crashes (if they're caused by TWBT) if you could follow these instructions http://www.bay12forums.com/smf/index.php?topic=138754.msg5624349#msg5624349 and send me crash reports.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pvt. Pirate on April 11, 2016, 07:50:01 pm
Guys, I'd be happy to solve the crashes (if they're caused by TWBT) if you could follow these instructions http://www.bay12forums.com/smf/index.php?topic=138754.msg5624349#msg5624349 and send me crash reports.

"http://tmp.emsisoft.com/fw/crash_dump_settings_use_only_on_vista_and_later.zip"
still on XP here.
maybe ina  feww weeks once i get a new (second hand) Computer with win7.
also without TWBT and Mousecontrols the game is unplayable to me.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 11, 2016, 08:02:21 pm
still on XP here.
maybe ina  feww weeks once i get a new (second hand) Computer with win7

Just speaking for myself here, but the Starter Pack doesn't support XP.  It might or might not work - but if you're using an OS past end-of-life, that's your problem not ours.

This makes me sound like a jerk, but there are too many known problems I can't fix...
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: mifki on April 11, 2016, 09:26:38 pm
still on XP here.
maybe ina  feww weeks once i get a new (second hand) Computer with win7

Just speaking for myself here, but the Starter Pack doesn't support XP.  It might or might not work - but if you're using an OS past end-of-life, that's your problem not ours.

This makes me sound like a jerk, but there are too many known problems I can't fix...

"End-of-life" is just a date set by Microsoft, the OS doesn't suddenly stop working or become unstable on that date. I'm not a big fan of supporting older OS versions too when it comes to iOS for example, where new versions really have useful (for developers I mean) features. But I don't know what in DF/DFHack/TWBT can be more unstable on XP than on later versions.

Anyway, it's even easier to get crashlog on XP, I'll check at home (yep, I use XP to build Windows versions of my plugins too).
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pvt. Pirate on April 11, 2016, 09:36:06 pm
still on XP here.
maybe ina  feww weeks once i get a new (second hand) Computer with win7

Just speaking for myself here, but the Starter Pack doesn't support XP.  It might or might not work - but if you're using an OS past end-of-life, that's your problem not ours.

This makes me sound like a jerk, but there are too many known problems I can't fix...
understandable.  i won't bother you with my bugs in the future - except if got win7 here.
so  many of the DFHack probs i got could've just been due to XP support ending?
if yes, just write "yes". and i definitely won't bother myself and you with any other crashes and just hope my current savegames will work once i switch tio win7.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on April 11, 2016, 10:30:30 pm
I'd honestly be surprised if XP were the issue. Generally, platform-specific problems manifest themselves when DF launches or loads a game, not at random times in-game. If it's TwbT-related, it's possible that old graphics hardware/drivers could be the cause of intermittent crashes, but enough people have reported issues without XP that I can't blame XP specifically.
(Of course, upgrading shouldn't hurt the situation either, and I would recommend that if you can.)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pvt. Pirate on April 11, 2016, 10:51:51 pm
when you're saying "crashes on saving" then, yes i've got those a plenty.

i'm about to receive a new "senond hand computer with win7" "soon", so i'll no longer have that prob.

just don't you bother solving my probs until i've upgraded.  8)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 11, 2016, 11:37:03 pm
(I don't expect XP itself to be the problem, but at this point it's usually associated with old hardware and drivers.  Also no security updates can be pretty serious...)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Pvt. Pirate on April 11, 2016, 11:48:19 pm
i got some security updates for the XP 2008 server whatever, but i guess it's definitely tiem to go on to a new OS.
anyway i won't spend a dime for a Microsoft product again, so i'll have to wait for the (old) PC with win7 preinstalled.
i coudl switch to linux any day, but that'd mean a lot of loss of software, so i hesitated many months already.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: easykiln on April 15, 2016, 04:09:50 pm
Is there an email group or something I can subscribe to that will tell me when a new pack releases? Don't really want to check here too often.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 15, 2016, 06:16:06 pm
Is there an email group or something I can subscribe to that will tell me when a new pack releases? Don't really want to check here too often.

Yep,  get a DFFD account and "watch" the file.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: easykiln on April 17, 2016, 03:15:20 pm
Nice, thanks.
Title: Re: PeridexisErrant's Starter Pack, 42.06-r03
Post by: PeridexisErrant on April 21, 2016, 03:32:01 am
The Starter Pack has updated to 0.42.06-r03! As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=11309)

This update has been an unusually long time coming, but I think it's worth it:  various small to medium improvements, and you can now play a full game of DF in true 3D with Armok Vision.  Yes, really!  The other exciting news is that with DFHack in beta, we're very nearly back to stable starter packs - which may also enable less cautious experiments  ;)

Until then, as always... Strike the Earth!

0.42.06-r03
 - changed "Gemset" to "GemSet" graphics; fixes display
 - updated Ironhand graphics
 - updated DFHack to beta1
 - updated TwbT
 - updated Armok Vision

SHA256:  f2d9cafb91fa855361fb9cead5c91f861755d36f0e7b439f7b4e847ec8cad858


Update:  hotfix for utility list in launcher; new sha256 a3202ada28d796291d3b43c5fa3c69ac42b07680289e2b5d370615c02cdaf03f
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: kane_t on April 21, 2016, 10:14:40 am
Is it just me, or did the language raws get re-saved in a character encoding that doesn't preserve the diacritics?  They should be saved in CP 437, so if you open them in an editor that, by default, saves in UTF-8 or something, the diacritics disappear.  Just looking at language_DWARF.txt right now, for example, I see "[T_WORD:AWE-INSPIRING:gostang]" instead of "[T_WORD:AWE-INSPIRING:g•stang]"

Maybe just a quirk of the compression settings you chose for the archive?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on April 21, 2016, 11:43:00 am
Is it just me, or did the language raws get re-saved in a character encoding that doesn't preserve the diacritics?  They should be saved in CP 437, so if you open them in an editor that, by default, saves in UTF-8 or something, the diacritics disappear.  Just looking at language_DWARF.txt right now, for example, I see "[T_WORD:AWE-INSPIRING:gostang]" instead of "[T_WORD:AWE-INSPIRING:g•stang]"

Maybe just a quirk of the compression settings you chose for the archive?
Do you have one of the graphics packs installed? They free up the accented characters so they can be used for other items.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: kane_t on April 21, 2016, 12:12:43 pm

Do you have one of the graphics packs installed? They free up the accented characters so they can be used for other items.

I'm just looking at what's in the .zip file, without changing anything.  Both the current and previous version of the Starter Pack come with Phoebus installed by default, but only the current one is missing the diacritics from the raws.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ragincajun on April 21, 2016, 12:23:52 pm
I just updated from 42.06r02.

First caravan that arrived is the infamous "missing/invisible" caravan from the 42.05 release.  Worked fine in 42.06r02.  Just a heads up.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: baldamundo on April 21, 2016, 03:42:49 pm
The launcher won't launch for me. I double click it, it shows up in the Task Manager for a few seconds, and then disappears. Tried excluding it from anti-virus, running in compatibility mode and with admin permissions, but doesn't make a difference. This is on Windows 10 64-bit.

Writes me a log file saying:
Code: [Select]
WARNING: JSONConfiguration: File PyLNP.user does not exist
ERROR: Failed to read settings, .\Dwarf Fortress 0.42.06 not really a DF dir?
  File "<string>", line 12, in <module>
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 63, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 129, in initialize_df
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.df", line 35, in find_df_folder
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.df", line 56, in set_df_folder
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.df", line 134, in load_params
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.log", line 99, in e
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.log", line 85, in log
Traceback (most recent call last):
  File "<string>", line 12, in <module>
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 63, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 129, in initialize_df
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.df", line 35, in find_df_folder
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.df", line 56, in set_df_folder
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.df", line 135, in load_params
IOError: Failed to read settings, .\Dwarf Fortress 0.42.06 not really a DF dir?
(there is no "Michael Madsen" directory on my computer)

Any ideas? :/

EDIT: Nevermind. Redownloading and reinstalling twice apparently fixed it ?
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 21, 2016, 07:06:17 pm
I'm currently investigating problems with the utilities tab - it looks like manifests aren't being applied properly.

Is it just me, or did the language raws get re-saved in a character encoding that doesn't preserve the diacritics?  They should be saved in CP 437, so if you open them in an editor that, by default, saves in UTF-8 or something, the diacritics disappear.  Just looking at language_DWARF.txt right now, for example, I see "[T_WORD:AWE-INSPIRING:gostang]" instead of "[T_WORD:AWE-INSPIRING:g•stang]"

Maybe just a quirk of the compression settings you chose for the archive?
Do you have one of the graphics packs installed? They free up the accented characters so they can be used for other items.
I'm just looking at what's in the .zip file, without changing anything.  Both the current and previous version of the Starter Pack come with Phoebus installed by default, but only the current one is missing the diacritics from the raws.

No idea what's causing that; nothing should have changed at all.  I'll blame weirdness in the previous (meant-to-be-identical) raws and move on...


The launcher won't launch for me. I double click it, it shows up in the Task Manager for a few seconds, and then disappears. Tried excluding it from anti-virus, running in compatibility mode and with admin permissions, but doesn't make a difference. This is on Windows 10 64-bit.

Looks like antivirus deleted something crucial like the DF executable, and PyLNP freaked out.  That's just the build path Pidgeot uses, because he's using an old build system that includes absolute paths...  (update to Pyinstaller 3.1 dude!)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: draeath on April 24, 2016, 05:12:57 pm
Guess what we have now?

We have a stable dfhack release for 0.42.06! (https://github.com/DFHack/dfhack/releases/tag/0.42.06-r1)

... of course, this happens not long after you update. It seems you are the Oracle of the Updates - either for DF itself, or for dfhack and other "critical" utilities! This joke will never die.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: lethosor on April 24, 2016, 05:25:05 pm
Most pack maintainers do watch the DFHack thread, by the way (and DT, etc.)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: Dirst on April 24, 2016, 06:08:12 pm
Most pack maintainers do watch the DFHack thread, by the way (and DT, etc.)
Just how many pack maintainers are there?

(It was sad but not unexpected that one research team was able to get a sufficiently large sample size of former reality show contestants for a study.)
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: PeridexisErrant on April 24, 2016, 08:59:03 pm
We have a stable dfhack release for 0.42.06! (https://github.com/DFHack/dfhack/releases/tag/0.42.06-r1)

... of course, this happens not long after you update. It seems you are the Oracle of the Updates - either for DF itself, or for dfhack and other "critical" utilities! This joke will never die.

Yay, just waiting on TwbT now.

(Of course I watch all the threads, and I also wrote some tools to check for and download the latest version of everything.)

You can kill a man, dwarf, elf, salt fiend, etc but ideas jokes never die!

Just how many pack maintainers are there?
Myself, until recently Fricy, and somewhere between zero and five Linux people?  It's hard to keep track, packs tend to come and go.
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: ManaUser on April 25, 2016, 09:25:21 pm
Hey-ho, just a random suggestion, but would you consider adding this as a color scheme option?

Spoiler (click to show/hide)

These are the old DOS-style colors, and I prefer them for a few reasons: brown is prettier, light and dark gray are further apart, and dark colors (particularly blue) are a little easier to see.

Suggested Name: Classic
Title: Re: PeridexisErrant's Starter Pack, 40.24-r20
Post by: MonkWho? on April 26, 2016, 12:07:28 am
Thank you PeridexisErrant for all your hard work. This pack makes life so much easier for all of us DF addicts.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 26, 2016, 02:02:46 am
The Starter Pack has updated to 0.42.06-r04! As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Everything is stable!  As happened at the last major version, I've moved the final pack for 0.40 to the previous unstable link, and the new stable pack is back at the normal link (above).  This should ensure people get an update prompt, and hopefully only a few will accidentally downgrade...

I'm now suggesting 42.06 as the version for new players as well as the experienced - so don't hesitate to strike the earth!

0.42.06-r04
 - updated DFHack to stable version
 - updated TwbT

SHA256:  da1405cb92c698f8dce4382ce6765087780231680fba785d75356f41529d7d8a

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AquaMouser on April 26, 2016, 07:52:48 am
Hey PeridexisErrant,

Just started your starterpack version 0.42.06-r03, and it said there was an update. The open in browser button links to : http://dffd.bay12games.com/file.php?id=11309 (file version: 0.40.24-r20, the outdated one) instead of the r04 site.

Aqua
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on April 26, 2016, 08:28:26 am
Thank you PE.  Nothing witty to say about it this time, but a lot of gratitude.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: hanni79 on April 26, 2016, 10:57:44 am
Uuh ... I just got a "Fatal Error Missing Color Definition" ...

This seems to have happened before with DF, but I'm not sure if this were a LNP problem or basic DF.
I saved the game earlier and now I can't load the world. It was generated with the same DF (42.06), but the last version of LNP.

Can this be fixed or is the world lost ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BadLeo on April 26, 2016, 12:58:13 pm
Hell of a nice work, as ever. Thanks, PE!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 27, 2016, 02:17:54 am
Uuh ... I just got a "Fatal Error Missing Color Definition" ...

This seems to have happened before with DF, but I'm not sure if this were a LNP problem or basic DF.
I saved the game earlier and now I can't load the world. It was generated with the same DF (42.06), but the last version of LNP.

Can this be fixed or is the world lost ?
Have you tried the work around to load the save with the same LNP version it was saved with? That ought to let you continue before those who actually know anything about how it works can give you an answer about the error.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Zaid Zaithos on April 28, 2016, 11:53:39 am
Hi, I just recently got back into dwarf fortress and downloaded this pack.  I'm having a problem though, I can't seem to disable DFhack plugins without going into the files and manually changing them.  This is troubling to me as I want to experience the vanilla game without DFhack and I've already encountered a few spoilers just reading up on how to disable the damn thing which, along with the added complexity without even mastering the base game, is exactly why I dislike DFhack.  I find one and only one plugin useful from DFhack and that is the TWBT plugin.  Is there a way I can disable all DFhack functionality EXCEPT TWBT?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ragincajun on April 28, 2016, 12:03:20 pm
Is TWBT still causing crashes?  I'm trying to use that again and suffering crashes again...had disabled that and gone to 2D instead on prior versions when it was suggested that TWBT had issues.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Roboson on April 28, 2016, 02:00:27 pm
Seems as if the Ironhand graphic set is experiencing some issues. It doesn't load for the menu or for world generation, but once you get into game its magically Ironhand graphics.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Zaid Zaithos on April 28, 2016, 04:00:30 pm
Seems as if the Ironhand graphic set is experiencing some issues. It doesn't load for the menu or for world generation, but once you get into game its magically Ironhand graphics.
I personally like ASCII in world map.  I honestly thought that was a feature of twbt.  Is it not?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on April 28, 2016, 04:02:32 pm
i don't think the crashes are caused by the packs, but by some plugin involved in how it's rendered. TWBT might be the cause, but i wouldnt play without it!
TWBT in Worldmap is great, keeping it ASCII while the real gameoworld is changed.
i wouldn't ever play without it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 28, 2016, 07:39:48 pm
Seems as if the Ironhand graphic set is experiencing some issues. It doesn't load for the menu or for world generation, but once you get into game its magically Ironhand graphics.
I personally like ASCII in world map.  I honestly thought that was a feature of twbt.  Is it not?

Yes, the ASCII world map is a deliberate feature.  There was some discussion a while ago of supporting a third tileset for maps, but it never went anywhere :(

Is there a way I can disable all DFhack functionality EXCEPT TWBT?

Delete dfhack.init and the other dfhack init files; keep dfhack enabled in PyLNP but don't select any of the options.

Is TWBT still causing crashes?  I'm trying to use that again and suffering crashes again...had disabled that and gone to 2D instead on prior versions when it was suggested that TWBT had issues.

TwbT is always crashier than vanilla, but the specifics really depend on the details of your computer.  Unfortunately this makes it very hard to troubleshoot or give specific advice!

Uuh ... I just got a "Fatal Error Missing Color Definition" ...

Try reinstalling the graphics pack; if that fails  replace "$df/data/init/colors.txt" with the same file from vanilla.  I've not heard of this specific issue before, but it sounds like that file is incomplete so it should be recoverable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 28, 2016, 08:08:15 pm
Uuh ... I just got a "Fatal Error Missing Color Definition" ...

Try reinstalling the graphics pack; if that fails  replace "$df/data/init/colors.txt" with the same file from vanilla.  I've not heard of this specific issue before, but it sounds like that file is incomplete so it should be recoverable.
Nope, it's an issue with something missing from the raws. It could be due to the launcher overwriting raws in a save incorrectly, although I'm not sure when/why that would happen.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: EBannion on April 28, 2016, 09:15:02 pm
Uuh ... I just got a "Fatal Error Missing Color Definition" ...

Try reinstalling the graphics pack; if that fails  replace "$df/data/init/colors.txt" with the same file from vanilla.  I've not heard of this specific issue before, but it sounds like that file is incomplete so it should be recoverable.
Nope, it's an issue with something missing from the raws. It could be due to the launcher overwriting raws in a save incorrectly, although I'm not sure when/why that would happen.

I -think- that this is a symptom of upgrading a save that sometimes shows up. Did you keep a save when you upgraded your Starter Pack to the most recent version?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 29, 2016, 03:23:09 pm
I -think- that this is a symptom of upgrading a save that sometimes shows up.
Right, which involves overwriting raws, which a pack should never do with existing saves unless it can guarantee that the changes it's making are safe (which they evidently weren't in this case).
A backup is probably your best bet. If you don't have a backup, but you have another older save that you know has the same raw files (i.e. you generated the two saves without making any changes to the DF/raw folder, installing/changing/removing raw mods, etc.), then you could try replacing your save's raw folder with the one from the older save too.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on April 30, 2016, 08:09:46 am
Hey, I think there is a little bug in your graphic files.

Code: [Select]
[CREATURE_GRAPHICS:LION]
[DEFAULT:PHOEBUS_ANIMALS:0:12:AS_IS:DEFAULT]
[CHILD:PHOEBUS_ANIMALS:1:12:AS_IS:DEFAULT]
[ANIMATED:PHOEBUS_ANIMALS:2:12:AS_IS:DEFAULT] zombie
!!!!!SKELETON:PHOEBUS_ANIMALS:3:12:AS_IS:DEFAULT] skeleton

[CREATURE_GRAPHICS:GIANT_GIANT]
[DEFAULT:PHOEBUS_ANIMALS:4:12:AS_IS:DEFAULT]
[CHILD:PHOEBUS_ANIMALS:5:12:AS_IS:DEFAULT]
[ANIMATED:PHOEBUS_ANIMALS:6:12:AS_IS:DEFAULT] zombie
!!!!!SKELETON:PHOEBUS_ANIMALS:7:12:AS_IS:DEFAULT] skeleton

Second ID should be GIANT_LION, not GIANT_GIANT. This is with a fresh copy of the newest LNP, downloaded, extracted, no settings changed.

Edit: Question: Why do you remove all the special characters from your language files, if TWBT enables you to use proper font-tilesets that could display them correctly?

Edit2: You also get an errorlog about a wrong entry in the announcement.txt file in data/init. You have to delete the line: [TRAVEL_ADVISORY:A_D:D_D] to fix it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 30, 2016, 09:42:55 am
Not everyone uses TWBT.
The announcements.txt message is a problem with vanilla 0.42.06.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on April 30, 2016, 04:24:46 pm
In that case enabling TWBT could copy over the original language files with characters, disabling TWBT copies over the altered language files without accented characters.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 30, 2016, 07:07:35 pm
Hey, I think there is a little bug in your graphic files. <snip>
Second ID should be GIANT_LION, not GIANT_GIANT. This is with a fresh copy of the newest LNP, downloaded, extracted, no settings changed.

Edit: Question: Why do you remove all the special characters from your language files, if TWBT enables you to use proper font-tilesets that could display them correctly?
Enabling TWBT could copy over the original language files with characters, disabling TWBT copies over the altered language files without accented characters.

We would love it if you wanted to help with the https://github.com/DFgraphics project - many of the original authors have gone missing, and graphics packs are in a kind of half-maintained limbo since Fricy also vanished.  Just PM me your GitHub username and I'll add you to the group.  I have some vague longer-term plans to improve the way graphics are merged, basically by putting togther a better raw parser to properly handle multiple mods - at which point Masterwork could use the same system. 

Removal of special characters... as far as I know this is just a holdover from before TwbT, when the extra tiles were needed and having accented objects as characters ruined text.  It would be awesome if someone (eg, you  ;) ) confirmed that reverting to vanilla style works with TwbT, then joined the DFgraphics group and made these changes!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on May 01, 2016, 04:26:30 am
Quote
It would be awesome if someone (eg, you  ;) ) confirmed that reverting to vanilla style works with TwbT,
1. Confirmed, it works.
Quote
then joined the DFgraphics group and made these changes!
2. Nope, still dont like Github. ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on May 02, 2016, 06:44:45 am
PeridexisErrant: could you please add the date when you update the Changelog?


Like so:

Recent changelogs:

0.42.06-r04  - 2016-04-26
 - updated DFHack to stable version
 - updated TwbT
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on May 02, 2016, 07:28:33 am
PeridexisErrant: could you please add the date when you update the Changelog?


Like so:

Recent changelogs:

0.42.06-r04  - 2016-04-26
 - updated DFHack to stable version
 - updated TwbT
i support this idea :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 02, 2016, 07:49:59 am
PeridexisErrant: could you please add the date when you update the Changelog?

I've been meaning to do this for a while; it's one of those things that will happen properly when I've got a day free (give me a month to graduate!).  I'll try to remember and do it manually until then  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on May 02, 2016, 08:25:38 am
Do you happen to know anything about the crashes with automaterial, resume, mousequery and twtbt? I tried both Mifkis latest release and your LNP, both crash.

I can start them up once, second time they start to crash 100% on start-up.

I can even copy over the 4 plugins fresh, start DF up once and it works. Second time and any recurring tries, it crashes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 02, 2016, 11:27:14 am
Is it just TwbT or all of those? Try taking them out of the plugins folder one at a time and see what happens.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on May 02, 2016, 12:29:06 pm
Is it just TwbT or all of those? Try taking them out of the plugins folder one at a time and see what happens.
All of them.

If I delete them, it runs, but obviously without TWBT. I'm mostly trying to figure out how to run TWBT with 42.06
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 02, 2016, 03:09:49 pm
What happens if you remove just one at a time, particularly TwbT? If the other three are crashing on startup by themselves, something even weirder is going on, since TwbT makes fairly small changes to them that shouldn't take effect until you actually start playing.

Edit: Oh:
On startup? That's something new.
I think I fixed it. I had some legacy-files from older dfhack versions flying around that were moved to different sub-folders in the new version, thats why I didnt notice before.

It works now.
Sounds like outdated config files, which could make TwbT crash, but wouldn't have affected the other 3 plugins.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: easykiln on May 03, 2016, 01:32:51 pm
I assumed there would be an auto-dump with the auto-melt and auto-trade functions in the stockpile menu, but there isn't... Is there a way? I was intending to automate remains dumping.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 03, 2016, 01:36:20 pm
Have you enabled the autodump plugin? Try running "enable autodump" in the console and see if that makes the option show up.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: easykiln on May 03, 2016, 02:08:16 pm
Nope, that worked. I don't really know much about dfhack, this is the lazy newb pack after all. Is that included in the "Other Automation Plugins" in pyLNP? It seems I forgot to enable it, my bad.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on May 03, 2016, 06:59:26 pm
sometimes when i start a fort, the autolabors work and sometimes they don't. it seems to be random.
also when the fps were about to hit zero, the game crashed. <- could be TWBT because it showed weird pictures before and this time i had an open spiral ramp, so multilevel rendering might reduce fps and crash?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Oarix on May 05, 2016, 12:05:28 pm

First off, I am very excited to dive into this, and am incredibly appreciative of all the work that has gone into this. 

When I start it, it tells me that there is an update available to version 0.40.24-r20.  I am running 0.42.06-r01.  Is this a true 'upgrade' or a bug?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AoshimaMichio on May 05, 2016, 12:15:00 pm

First off, I am very excited to dive into this, and am incredibly appreciative of all the work that has gone into this. 

When I start it, it tells me that there is an update available to version 0.40.24-r20.  I am running 0.42.06-r01.  Is this a true 'upgrade' or a bug?
Assume bug.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: easykiln on May 05, 2016, 12:41:14 pm
It is making me do this every time I run DF though?

EDIT: there was supposed to be a quote... this is referring to having to run enable autodump.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Oarix on May 05, 2016, 01:20:26 pm

For starters, I'm using the "DF 40_24 Walkthrough Pack r2" to follow along with the tutorial.  The mouse "edge scrolling" is problematic as I switch (with the mouse) between the game and the web site.   How can I disable this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ManaUser on May 05, 2016, 05:40:13 pm
What do the colored numbers in the bottom-right of the window mean? (e.g. H:0/0/0/0/0/2/48) I'm pretty sure it's from one of the helper add-ons in this pack but I have no idea which one so I don't know how to look up what it does. I can tell it relates to what my dwarves are doing (2 is apparently idlers) but I have no idea what the rest is for.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on May 05, 2016, 05:56:17 pm
What do the colored numbers in the bottom-right of the window mean? (e.g. H:0/0/0/0/0/2/48) I'm pretty sure it's from one of the helper add-ons in this pack but I have no idea which one so I don't know how to look up what it does. I can tell it relates to what my dwarves are doing (2 is apparently idlers) but I have no idea what the rest is for.
It tells you how many dwarves are how happy. you for example have 48 exstatic dwarves, 2 happy ones, and no one unhappy.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 05, 2016, 06:20:01 pm
When I start it, it tells me that there is an update available to version 0.40.24-r20.  I am running 0.42.06-r01.  Is this a true 'upgrade' or a bug?
You should download the latest version from http://dffd.bay12games.com/file.php?id=7622
The unstable pack has recently gone stable, and the (now) old version moved to that download page.


For starters, I'm using the "DF 40_24 Walkthrough Pack r2" to follow along with the tutorial.  The mouse "edge scrolling" is problematic as I switch (with the mouse) between the game and the web site.   How can I disable this?

Use Alt+Tab to change windows, or type mousequery edge disable into the DFHack window.  Adding that command to the end of "Dwarf Fortress 0.40.24/dfhack.init" will run it each time you start the game.


What do the colored numbers in the bottom-right of the window mean? (e.g. H:0/0/0/0/0/2/48) I'm pretty sure it's from one of the helper add-ons in this pack but I have no idea which one so I don't know how to look up what it does. I can tell it relates to what my dwarves are doing (2 is apparently idlers) but I have no idea what the rest is for.
It tells you how many dwarves are how happy. you for example have 48 exstatic dwarves, 2 happy ones, and no one unhappy.

And for completeness, it's the dwarfmonitor plugin (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#dwarfmonitor).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ManaUser on May 06, 2016, 12:13:43 am
I see. Out of curiosity, do those thresholds have any specific significance? Dwarf Therapist seems to report it quite differently. Although they all have negative stress, it only lists one as "happy", while the rest are labeled "fine" or "quite content".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 06, 2016, 01:07:07 am
Higher stress is worse; you start having serious problems around 250k stress and 500k is terrible.  IIRC the only difference between negative stress levels is how many stressful thoughts will be soaked up before it goes above zero again.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: crossmr on May 06, 2016, 01:16:49 am
Where is the copy my data script? the description makes note of it, but I must be blind since I can't see it. I have a .40.24 fort I'm copying over (totally missed that pheobus' set was out of date) and I simply tried copying the save, but that doesn't seem right. I can make locations (like a library) but my carpenter shops can't make bookcases. So obviously something isn't right and it needs to be updated.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 06, 2016, 02:17:32 am
Not working for 42.xx yet; I'm going to fix this in PyLNP but that will be in about three weeks, after my thesis is handed in. :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on May 08, 2016, 10:29:30 am
Hey, I found a thing.

You should really replace this:
Code: [Select]
[OVERRIDE:207:B:WORKSHOP_CUSTOM:::3:141]

[OVERRIDE:150:B:WORKSHOP_CUSTOM:::3:139]
[OVERRIDE:8:B:WORKSHOP_CUSTOM:::3:137]
[OVERRIDE:240:B:WORKSHOP_CUSTOM:::3:37]

with:
Code: [Select]
[OVERRIDE:207:B:WORKSHOP_CUSTOM:Workshop:SCREW_PRESS:3:141]

[OVERRIDE:150:B:WORKSHOP_CUSTOM:Workshop:SOAP_MAKER:3:139]
[OVERRIDE:8:B:WORKSHOP_CUSTOM:Workshop:SOAP_MAKER:3:137]
[OVERRIDE:240:B:WORKSHOP_CUSTOM:Workshop:SOAP_MAKER:3:37]

Otherwise all custom buildings will have their tiles 8, 150, 207 and 240 overwritten.

Edit: These are evil too:
Code: [Select]
[OVERRIDE:39:B:WORKSHOP_ANY:::3:68]
[OVERRIDE:43:B:WORKSHOP_ANY:::3:68]
[OVERRIDE:44:B:WORKSHOP_ANY:::3:68]
[OVERRIDE:46:B:WORKSHOP_ANY:::3:68]
[OVERRIDE:96:B:WORKSHOP_ANY:::3:68]
[OVERRIDE:126:B:WORKSHOP_ANY:::3:68]
[OVERRIDE:247:B:WORKSHOP_ANY:::3:68]

[OVERRIDE:39:B:FURNACE_ANY:::3:68]
[OVERRIDE:43:B:FURNACE_ANY:::3:68]
[OVERRIDE:44:B:FURNACE_ANY:::3:68]
[OVERRIDE:46:B:FURNACE_ANY:::3:68]
[OVERRIDE:96:B:FURNACE_ANY:::3:68]
[OVERRIDE:126:B:FURNACE_ANY:::3:68]
[OVERRIDE:247:B:FURNACE_ANY:::3:68]

[OVERRIDE:61:B:FURNACE_ANY:::3:183]
[OVERRIDE:111:B:FURNACE_ANY:::3:184]

[OVERRIDE:176:B:WORKSHOP_ANY:::3:113]
[OVERRIDE:177:B:WORKSHOP_ANY:::3:113]
[OVERRIDE:178:B:WORKSHOP_ANY:::3:113]
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 09, 2016, 01:56:22 am
Hey, I found a thing.

Gah.  This was the included Phoebus graphics (https://github.com/DFgraphics/Phoebus) I assume?  It's been adjusted by Phoebus, Doren, and Fricy... all of whom have since gone offline.

If you've got time to check that it still works afterwards (my thesis!), I'd appreciate a fixed version of the file to upload.  And I'll keep trying to talk you into using Git to collaborate of course, it's ridiculously powerful - just look at the proportion of major utilities using Github now!

I will also ask Mifki about supporting multiple overrides*.txt files, because using one per image file would be a lot easier to mix and match for multiple graphics packs.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 09, 2016, 08:48:21 am
I see. Out of curiosity, do those thresholds have any specific significance? Dwarf Therapist seems to report it quite differently. Although they all have negative stress, it only lists one as "happy", while the rest are labeled "fine" or "quite content".
They're not consistent. I'm not sure which one is more accurate, although the categories used in DFHack seem to be biased towards the happy end.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: c13303 on May 09, 2016, 04:27:38 pm
I was playing starter pack 0.42.06-r01 just fine, just losing a bit FPS with more than 100 dwarves but still feels very comfortable to play.

Happy to discover the "stable" 0.42.06-r04 right now, but I have now an issue with a regular "stutter" thing : every few seconds it freezes for like a second, then it goes fast to catch up .. It wouldn't hurt that much but when it happens my commands are ignored during that freeze second and it makes the game uncomfortable to play ... Too sad !

Any idea of what is happening, anyone else experiencing this ? r01 plays fine by me but it has all this warning messages saying it's not stable, I'd rather use the last one ...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on May 09, 2016, 05:38:05 pm
the stuttering has been in every version of the LNP i played.
i thought it was normal for the game... ::)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Das123 on May 09, 2016, 06:05:24 pm
I have now an issue with a regular "stutter" thing : every few seconds it freezes for like a second, then it goes fast to catch up .. It wouldn't hurt that much but when it happens my commands are ignored during that freeze second and it makes the game uncomfortable to play ... Too sad !

Any idea of what is happening, anyone else experiencing this ? r01 plays fine by me but it has all this warning messages saying it's not stable, I'd rather use the last one ...

I've just switch to the latest version and am also seeing this now for the first time. Not as often as you, but every so often. I'm playing in a location that is heavily forested and I thought that may have had something to do with the issue.

I also get tile corruption which I can't work out. If I pan onto solid ground and pan back again it goes. It has been there for quite some time - since .40 for me.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: c13303 on May 09, 2016, 06:50:39 pm
I eventually restarted a game, regenerating a world with a small size (instead of medium), and choosed a place with scarce trees;
the stutter is not there any more
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on May 09, 2016, 08:40:53 pm
Apparently Toady does not want PE to finish his thesis...

New version! ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Da5id on May 10, 2016, 10:07:21 pm
It seems that TWBT doesn't work with the nVidia GRID K520 graphics card? I am trying to play on an AWS EC2 instance, and whenever I run the game with TWBT I get `GPU unable to accomodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU.` It runs fine with ASCII, but it would be nice to have Phoebus back. Any insight would be greatly appreciated :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on May 11, 2016, 12:45:57 am
It seems that TWBT doesn't work with the nVidia GRID K520 graphics card? I am trying to play on an AWS EC2 instance, and whenever I run the game with TWBT I get `GPU unable to accomodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU.` It runs fine with ASCII, but it would be nice to have Phoebus back. Any insight would be greatly appreciated :)

For graphics pack (=creature graphics) as well as for non-ASCII tilesets, you don't need TWBT, any PRINT_MODE is enough (2D, STANDARD).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Da5id on May 11, 2016, 12:49:57 am

For graphics pack (=creature graphics) as well as for non-ASCII tilesets, you don't need TWBT, any PRINT_MODE is enough (2D, STANDARD).

Ah thank you kindly! I didn't realize that would work. I'll ping the TWBT about this issue in that case, but I am more than satisfied not having to play with ASCII.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Oarix on May 11, 2016, 01:13:38 pm

For starters, I'm using the "DF 40_24 Walkthrough Pack r2" to follow along with the tutorial.  The mouse "edge scrolling" is problematic as I switch (with the mouse) between the game and the web site.   How can I disable this?

Use Alt+Tab to change windows, or type mousequery edge disable into the DFHack window.  Adding that command to the end of "Dwarf Fortress 0.40.24/dfhack.init" will run it each time you start the game.

I wanted to raise it to your attention that for the Walkthrough Pack, the DFHACK Console blinks open and closes in an instant the moment I start DF.  I've looked everywhere for a proper error but my knowledge is just too limited at this point.  I've tried installing it on multiple laptops just in case yet the problem still stands. 

Am I potentially missing something?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 11, 2016, 07:16:44 pm

For starters, I'm using the "DF 40_24 Walkthrough Pack r2" to follow along with the tutorial.  The mouse "edge scrolling" is problematic as I switch (with the mouse) between the game and the web site.   How can I disable this?

Use Alt+Tab to change windows, or type mousequery edge disable into the DFHack window.  Adding that command to the end of "Dwarf Fortress 0.40.24/dfhack.init" will run it each time you start the game.

I wanted to raise it to your attention that for the Walkthrough Pack, the DFHACK Console blinks open and closes in an instant the moment I start DF.  I've looked everywhere for a proper error but my knowledge is just too limited at this point.  I've tried installing it on multiple laptops just in case yet the problem still stands. 

Am I potentially missing something?

Oh, sorry.  The DFHack window is hidden in the walkthrough pack, but you can open the prompt in-game by using "ctrl-shift-P".  The "show" and "hide" commands show or hide the DF window.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ragincajun on May 12, 2016, 03:13:37 pm
Just noticed in training wild animals I used Therapist to "assign all" for Training...I just got an error prompt that the "Stray Cat cancels training Gray Langur: Too Injured".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on May 13, 2016, 12:55:14 pm
Hey, would you be interested in a thing?

Spoiler (click to show/hide)

They don't affect balancing at all and add a single entry to the workshop menu.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on May 14, 2016, 02:35:17 am
Don't do that.

I'd feel obliged to make it in Armok Vision.

And I'm lazy.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Grumalg on May 14, 2016, 09:55:31 pm
After DL/unpack of 'PeridexisErrant's Starter Pack 0.42.06-r04.zip', AVG (updated to current) is reporting 'Trojan horse Zbot.ANBS' in:

LNP\utilities\Dwarf Mockup\DwarfMockup-1.2.0.exe

Anyone know if it's real or a false detection?



Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 14, 2016, 10:31:02 pm
False.  (but of course I'd say that, so use your own judgement)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ManaUser on May 14, 2016, 10:34:36 pm
Don't take this as authoritative, but I just checked it with Malwarebytes, which didn't find anything suspect.

For now, I'd say delete that one utility, everything else will work fine without it.

Edit: To be clear, it almost certainly is a false positive, but Zeus is definitely something you don't want, so it pays to be a little careful.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dozebôm Lolumzalìs on May 14, 2016, 10:35:51 pm
((goddamn ninjas, I didn't write this up for nothing. relieved to see it's a false alarm))

I'm scared to investigate this, but I have sufficient antivirus.

((plays Ghostbusters theme))

When there's something strange
In your DF download
Who you gonna call?
Hack busters!

I ain't afraid a no horse
I ain't afraid a no horse
If you're seein' things runnin' thru your comp
Who can you call (hack busters)
An' invisible virus sleepin' in your folders
Oh who ya gonna call (hack busters)
I ain't afraid a no worm
I ain't afraid a no worm
Who ya gonna call (hack busters)
If your comp's got a louse pick up the mouse
An call (hack busters)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on May 15, 2016, 01:23:22 am
So, I believe someone else had brought this up previously, or at least something similar: I've had three crashes in the current build, all while designating large amounts of furniture for construction. I was manually designating placement, so I don't believe any particular plug-in was at fault.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 15, 2016, 02:02:34 am
If I recall correctly, the "place a lot of stuff and get a crash sometimes" issue was blamed on TwbT the last time. The problem with that kind of crash is that it's hard to recreate as it happens too infrequently to verify if it's gone or present when experimenting. I'd try to disable TwbT and see if it disappears. If you've got crash information, I believe the TwbT creator would be interested should TwbT be involved. Somewhere, probably earlier in this thread, registry setting changes needed to save crash data was posted.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 15, 2016, 02:41:40 am
Specifically, I *suspect* that it's something to do with the buildingplan plugin, which is slightly modified to work with TwbT.  But replicating the bug is hard, which makes fixing it even harder.  I'm hoping that it'll eventually just go away to be honest, as I remember reading about potential improvements to make those changes unnecessary a while ago (by changing how plugins draw stuff).  For now, it's just a thing that happens  - you can always use PRINT_MODE:2D if the pretty graphics aren't worth it anymore :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Grumalg on May 15, 2016, 02:47:33 am
False.  (but of course I'd say that, so use your own judgement)

I suspected that would be the case.  I've run into false positives before back when I was writing code for persistent worlds for the NWN1 engine via NWNX which used a older version of the mad code hook that injected hooks into the game engine.  After years of use AVG suddenly started vaulting that .dll breaking hundreds of persistent worlds online.

I reported the false positive and the background and history to AVG and it was fixed within 48 hours.  I'm not deep enough into DF related code to be able to defend the false positive claim, but if someone here who *is* in a position to defend the code reported the problem, I'm real sure AVG would fix it quickly.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: GaenaralHONK on May 15, 2016, 07:32:49 am
Specifically, I *suspect* that it's something to do with the buildingplan plugin, which is slightly modified to work with TwbT.  But replicating the bug is hard, which makes fixing it even harder.  I'm hoping that it'll eventually just go away to be honest, as I remember reading about potential improvements to make those changes unnecessary a while ago (by changing how plugins draw stuff).  For now, it's just a thing that happens  - you can always use PRINT_MODE:2D if the pretty graphics aren't worth it anymore :(
I had that bug without the buildingplan plugin enabled in an earlier pack, once i disabled TwbT the crash didn't happen anymore.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Da5id on May 15, 2016, 09:30:16 am
I have spent a ton of time in this release, and by a ton, I mean around 220-250ish hours. I quicksave before I designate any furniture. I quicksave after doing anything I don't want to do again, pretty much lol. I have gotten at least four or five crashes while designating rooms around the fort. I generally make my dwarves go without until they can completely decorate a given area, except for the workshops and trade depot of course :) I am about to start another fort due to fps death on this one, so we'll see how it goes in a fresh copy.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 15, 2016, 04:11:26 pm
Specifically, I *suspect* that it's something to do with the buildingplan plugin, which is slightly modified to work with TwbT.  But replicating the bug is hard, which makes fixing it even harder.  I'm hoping that it'll eventually just go away to be honest, as I remember reading about potential improvements to make those changes unnecessary a while ago (by changing how plugins draw stuff).  For now, it's just a thing that happens  - you can always use PRINT_MODE:2D if the pretty graphics aren't worth it anymore :(
TwbT doesn't touch the buildingplan plugin. It distributes modified versions of automaterial, mousequery, and resume (https://github.com/mifki/df-twbt/tree/master/plugins) only.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Stargazer on May 16, 2016, 05:21:23 pm
Is there a way to update the pack myself with 43.02?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 16, 2016, 05:50:48 pm
Is there a way to update the pack myself with 43.02?

I guess that's possible. Updating all the object files in the graphics raws so that they don't corrupt your game can be will take a long time and be tedious, but it's doable. You can probably get Dwarf Therapist to work with a memory viewer program and by guessing and checking addresses until everything works. It will take a long time and be very tedious, but I think that would be possible. I imagine the current build of Dwarf Therapist will still work, so you shouldn't have to update and recompile that. If you want DFHack support, that will be very complicated, but it's all open-source, so it should be pretty feasible for someone to do, although it will take a long time and be pretty tedious.

tl;dr - You can update the pack yourself, but depending on how much of it you want updated and the level of your programming skills, it could be extremely complicated and take a lot of time.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 16, 2016, 06:00:57 pm
You can update the pack yourself, but depending on how much of it you want updated and the level of your programming skills, it could be extremely complicated and take a lot of time.

And it will almost certainly be faster to contribute to the collective effort, so if you're comfortable with computer memory go check out the DFHack code and structures research  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 16, 2016, 06:35:17 pm
And it will almost certainly be faster to contribute to the collective effort, so if you're comfortable with computer memory go check out the DFHack code and structures research  :)

It looks like these are the instructions for getting started with the DF Structures (https://dfhack.readthedocs.io/en/stable/library/xml/how-to-update.html).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 16, 2016, 07:26:41 pm
Well, those are mostly instructions for devs, and we've run those scripts within hours of both 0.43.01 and 0.43.02. DFHack is in decent shape, but we haven't tracked down everything that's changed yet. It seems to be complete enough to generate DT memory layouts, but I haven't tested them yet.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tarsis on May 16, 2016, 08:01:25 pm
That reminds me, thanks PeridexErrant for making this pack and keeping it up! Also thanks to all of you who contribute to making sure those key programs, mods, and graphic packs that help so much with playing this spectacular game get the needed attention! There is a large (relatively) silent group of us who are not built to do these things whose lives are greatly expanded by your efforts. Seriously. Thank you.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Stargazer on May 17, 2016, 01:45:51 pm
Is there a way to update the pack myself with 43.02?

I guess that's possible. Updating all the object files in the graphics raws so that they don't corrupt your game can be will take a long time and be tedious, but it's doable. You can probably get Dwarf Therapist to work with a memory viewer program and by guessing and checking addresses until everything works. It will take a long time and be very tedious, but I think that would be possible. I imagine the current build of Dwarf Therapist will still work, so you shouldn't have to update and recompile that. If you want DFHack support, that will be very complicated, but it's all open-source, so it should be pretty feasible for someone to do, although it will take a long time and be pretty tedious.

tl;dr - You can update the pack yourself, but depending on how much of it you want updated and the level of your programming skills, it could be extremely complicated and take a lot of time.

Mostly I just want Dwarf Therapist and a tileset to work. =p I'm nowhere near being a programmer.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on May 19, 2016, 10:22:41 am
Having issues changing graphics sets all of a sudden.

When I attempt to switch it, I get an error.  Contents of the log:

Spoiler (click to show/hide)

I can no longer start up the game; the art and raw folders are missing.

I downloaded a fresh pack, extracted it, and suffer the exact same issue.

I thought something might've been up with my system (running for a few days), so I restarted it; no change.  In fact, I can't even load the launcher anymore on my current install, it just produces an error log:

Spoiler (click to show/hide)

I am totally baffled as to what's wrong.  I've run the game absolutely fine for just over a month. It wasn't until I just tried to switch my graphics set that the whole thing exploded.

---
Edit: I can now suddenly run the game and switch graphics sets with a fresh extract of the starter pack.  I still cannot manipulate or run my old install.  This doesn't make any sense.

---
Edit2: Okay, I've reproduced the error 100% with a fresh pack and nothing else.

subedit: See video for visual reproduction: https://www.youtube.com/watch?v=EdX2McVhTdg

Untouched game; can switch graphic packs fine.  Can run the game, close, switch, run, close, etc.  All works fine.

However, for some reason, if I go into one of the folders inside the dwarf fortress game folder, it completely breaks the pack. Upon switching graphic sets afterward, the art (if existed) and raw folders get deleted, it errors, and then the launcher fails to start again.

I don't have a clue why this is happening.  Nothing is being changed as far as I'm aware; it just up and breaks after I view one of the folders.

Additionally, the pack archive includes some dummy folder named ".", which appears to be a copy of itself (claims it can't write the same folder twice when extracting).  This wasn't in previous editions.

Overall, there seems to be some issues with this pack..

Windows 7 x64; standard Windows Explorer for viewing files and folders.

---
Edit3: Resolved it by repacking and extracting.  Still buggers up when I view the folder though no matter the drive.  Doesn't make any sense; see later posts if interested.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 20, 2016, 12:13:00 am
It seems like the fresh pack would work. Did you try to install anything into the fresh pack? After extracting a fresh starter pack, you might try to see if you can run the game and create a world before trying to install any save files or outside graphics pack. When you copy a save file over, make sure you are only copying the stuff to the "/Peridexis Starter Pack/Dwarf Fortress v0.xx/data/save/" folders. If you are trying to install a graphics pack that isn't included with the starter pack, it needs to be editing to make it compatible with the lazy newb pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on May 20, 2016, 01:56:04 am
^ Just did a full test and have 100% reproduction of it.

See my latest edit in my original post.

This is the most bizarre thing I've ever seen.  I don't know if my install is even fixable if I can't go into the folders.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 20, 2016, 02:22:59 am
"." is programming notation for "current location" so folders can be referenced using relative paths. If you somehow manage to create a folder called "." I wouldn't be surprised if that screws things up such that the computer would try to look inside that folder rather than relative to the current location.
Viewing a folder containing a folder with a reserved name might somehow get the OS to realize there is a folder with the reserved name there, and thus screw up subsequent usages. That's just a wild guess, though.

I'd try to extract the downloaded folder manually and extract/copy everything but the weird directory (and its contents).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 20, 2016, 02:36:59 am
It sounds like you're using a third-party program to extract the file - try just entering the zip in Windows Explorer like it was a folder, and copying the files.

What version of Windows are you using?  Any antivirus?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on May 20, 2016, 04:17:17 am
You mean you both don't see the folder called . in the archive when opening it with an archival tool? Edit: http://i.imgur.com/SZm9lh9.png

It doesn't matter which of my programs I view it with (7zip, winrar) there's an empty folder with a dot for a name.  If I try to go into it via windows explorer (something I never do; because it's an archive), it does not display the dot folder.

But that doesn't matter anyway; it's just an archive issue, I can delete it directly and it'll repack or extract it without it.  Both don't matter to this issue, just something to clean up for a future release of this pack. (as I stated; previous packs did not have this)

I use Windows 7 x64.  I do not use anti-virus and I am the full system admin with UAC disabled. Zero issues with folder security; never have to 'run as admin' with anything.  Aka, I don't suffer the "vista annoyances" as they were called at the time as other people do.

I'm an IT consultant so I can usually figure this stuff out on my own, but this is a seriously bizarre issue that does not make any sense at all.  Why would a program (PyLNP) break when a subfolder in the dwarf fortress game folder is viewed in windows explorer?  Nothing is written to the folders (in Vista+), no permissions are changed.. the only thing modified is the NTFS "last access" time, which shouldn't affect anything.  The only other thing I can think of is shadow copies being generated and somehow interfering with PyLNP.

I'm just baffled. I ran a full checkdisk, memtest and even stress tested too just in case I had hardware issues; no problems.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 20, 2016, 04:54:00 am
I've heard of either WinZip or WinRar corrupting files before. I would try downloading another fresh copy, right-clicking it, and having 7Zip extract it (not by dragging files out from the archive). I think dragging the files out from an archive can cause problems occasionally.

Windows 7 64-bit is probably like the best edition of Windows, and this build of the Starter pack has been out for about 3 weeks. I think if there was a big problem with switching graphics pack it seems likely someone would have noticed before now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 20, 2016, 05:25:24 am
Utterly bizzare - I certainly can't think of a reason it would do this.

As a last-ditch thing, PyLNP can be told to increase logging verbosity, which might help debug it :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on May 20, 2016, 05:42:24 am
I don't drag out of an archive, as that extracts to a temp folder and then uses the windows copy function to copy it to the directly you selected. This happens with both WinRAR and 7-Zip.  A hassle, really.

I've also never had any corruption issues with WinRAR or 7zip in well over a decade of using them.  As for WinZip.. people still use that?

That said, I believe I manged to fix it, though I haven't attempted to screw with it after getting it working again.

I did a fresh extract to the root drive of another SSD, renamed the folder "DF" extracted the graphic set I wanted (Dungeon Set), modified the colors (the whole cause of this issue because I went into the game folder), loaded PyLNP, installed the graphic set, tested it was working, moved my old DF folder over to the same SSD and renamed it "DF2", moved the raw folder over (since I didn't have to go into it), archived the data folder, went into the archive and extracted the art folder into the data folder, closed everything out, loaded up my old PyLNP launcher, checked the graphics tab (customize was blank), reinstalled it (success), started up DF and confirmed working, saved and exited, copied back to old location and renamed it "DF" (instead of "Dwarf Fortress 0.42.06-r04"), re-ran to make sure it's still working.   Phew.

I don't know what triggered it, and I'm not gonna find out right now; just want to get back to finally playing after 2 days.  I'll copy it later and test if it happens again.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on May 20, 2016, 05:58:17 am
of course inside winrar it shows the "." folder, as it does in 7zip and every other such program.
ever since i first found it, i use 7zip for all formats and it never failed me.
redownload the file, try 7zip.

if it doesnt work thenit sounds like you should repair your HDD. run checkdisk and hope that it's only corrupted file index entries.
otherwise you might need a new hdd.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 20, 2016, 09:02:43 am
That's unlikely to fix the issue:
It doesn't matter which of my programs I view it with (7zip, winrar) there's an empty folder with a dot for a name.

...

I'm just baffled. I ran a full checkdisk, memtest and even stress tested too just in case I had hardware issues; no problems.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pidgeot on May 20, 2016, 12:06:09 pm
Having issues changing graphics sets all of a sudden.
<snip>

It sounds like something was wrong with the art folder in the graphics pack and copying it over failed. It's hard to say what exactly; was it a specific pack that caused the issue, or any pack?

If you have a reproducible test, try running PyLNP from a command prompt with the argument "-d" and then make it fail to install that graphics pack. This will output a bit more debugging info into the log (it's worth a shot, at least).

To recover the broken install, you should be able to manually copy the contents of LNP\Baselines\0.42.06 into that folder.

I will probably try to improve the whole error handling and debug info a bit for future versions of PyLNP.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Arshness on May 20, 2016, 06:01:32 pm
I'm getting some oddities with the latest LNP (42.06) with the Ironhand Graphics pack.
My bridges appear to be made of odd tiles like stools and stuff.
There are two 1x3 bridges on the left of this image.
(https://i.gyazo.com/a62476983665885c5acd2c3cf2f28f1b.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 20, 2016, 06:46:43 pm
Arshness, I'm wondering if TWBT could be disabled? This seems like something that TWBT would have been responsible for fixing. It's normal for the throne to be used on the north of a closed draw bridge and a desk to be used on the south of a closed drawbridge when you don't have any graphics pack installed. (Those tile choices make sense visually with the default Curses tileset.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on May 21, 2016, 12:00:43 am
It sounds like something was wrong with the art folder in the graphics pack and copying it over failed. It's hard to say what exactly; was it a specific pack that caused the issue, or any pack?

If you have a reproducible test, try running PyLNP from a command prompt with the argument "-d" and then make it fail to install that graphics pack. This will output a bit more debugging info into the log (it's worth a shot, at least).
Completely bone stock starter pack; doesn't matter which graphic set I use.

I recorded a demo video, maybe you could try yourself and see if the same thing happens?

https://www.youtube.com/watch?v=EdX2McVhTdg  (whoops quality issues)

note: I kept changing graphic sets to show proof it was changing just fine; that isn't required, you can just break it from the start by viewing one of DF's subfolders (not sure if every one applies, but just to be safe go in the raw folder).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ManMan on May 21, 2016, 03:44:18 am
(http://img.prntscr.com/img?url=http://i.imgur.com/zJubSP2.png)
This. It appeared just after I ran DF with the LNP. Then, it told me that something in the system volume information was infected, and deleted it. Then I ran a full scan with malwarebytes and it didn't find anything.
So I tried redownloading the LNP and it detected the virus again, just as I unzipped the file this time.

I would have thought that it was a false positive but... after it told me that the system volume information was infected, it got pretty spooky. I tried searching for a similar case but I couldn't find anything.

EDIT: searching stuff on google I found out that antiviruses aren't supposed to be able to delete stuff in the system volume information folder... dafuq?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Wheeljack on May 21, 2016, 05:43:50 am
I got a virus hit downloading the pack too, though I don't recall it messing with anything but Dwarf Mockup, the same program you got the hit for. First time I've ever had am issue on the pack, and since I've never used the program or ever heard of it, I just let it delete it. Though, in my case, that's all it deleted.

ManMan, are you sure it deleted said file and didn't just quarantine it? For files antiviruses can't delete, they're usually quarantined in a place you can view through the software.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ManMan on May 21, 2016, 05:55:34 am
I'm not sure if it deleted it, but I can't find any quarantine folder or vault button anywhere. It's just strange that it also detected it in the system volume information folder, what antivirus do you have?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on May 21, 2016, 10:32:49 am
I'm not very familiar with AVG, but it should have a setting to ask you before nuking a file.  You probably don't want to use that setting for normal use, but when introducing your machine to a new DF pack, this lets you explicitly trust individual files.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on May 21, 2016, 11:34:10 am
Quote
Dwarf Mockup

10/56 virus report: https://www.virustotal.com/en/file/6e126556a8560f36d7883d42bb3607b24b733e321cb35f70fe3238956c2e59ea/analysis/1463848293/

By comparison, here's version 1.0.3: https://www.virustotal.com/en/file/fd05e8d11572a1f932edaf3a30a3fcad33276307e49550de33502ed00173f42e/analysis/1463849097/

Completely clean.

Version 1.2 getting reports while 1.0.3 doesn't is pretty suspicious.

I wouldn't run it myself; don't have any need for it anyway.

Edit: 1.1.2 flares up, but less than 1.2: https://www.virustotal.com/en/file/1f436f0cbf36d301ab792ed7c5d7cb230493886d521a3bfa2c8bc65155addf43/analysis/1463849594/

Edit2: Author claims it's OCRA embedding a ruby interpreter into the exe.  I attempted to compile the source, but am running into issues I can't decipher.

Considering it's open source, it's probably clean.  But maybe try compiling it yourself anyway.  Good luck if you can!  (ruby 2.3 doesn't work)


Announcement Window, which I use, is 7/57: https://www.virustotal.com/en/file/b5a1da567ba815614067b60d8272f4f5062f389045c29b5bfeeb734c980169cd/analysis/1463848541/

Less egregious reports, though.

The rest are all pretty clean (2 at most).

*shrug*

Too many viruses and malware to keep track of; too many false positives; it's all a confusing mess nowadays, especially to people who have little to no programming knowledge like myself.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Haelfix on May 22, 2016, 04:00:04 am
It sounds like a weird permission error.  Make sure to run every program as an admin here.  The fact that it seemed to work when you swapped to a different drive and then swapped back seems indicative of some sort of localized problems with folders.

I've had a few crazy permission bugs with windows over the past few years (much more with windows 10), and sometimes it shows up as fine when you examine the folder, but then while you are running a program the permission will change (without you knowing).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on May 22, 2016, 06:37:25 am
almost all games that i know of can't run on win7 and onwards without full admin rights.
if only they'd still support winXP, i'd never upgrade to win7.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ManMan on May 22, 2016, 06:45:28 am
almost all games that i know of can't run on win7 and onwards without full admin rights.
if only they'd still support winXP, i'd never upgrade to win7.
Get on my level, I still use XP
Title: Re: PeridexisErrant's DF Starter Pack
Post by: f4nt4sy on May 22, 2016, 07:50:58 am
when was the last update of lnp? it says 2013?! nah. when? still active development? wonder if we see 0.43.02 with lnp. long time no dwarf for me. would like to get in again with the newest version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tarsis on May 22, 2016, 09:03:50 am
« Last Edit: 26 April 2016, 00:49:29 by PeridexisErrant »
... How much do you want from a guy's free time? Seriously, He's been really on the ball, and this newest release needs some tools updated before it will be ready anyway, play 40.X or have a little patience. Or Paypal the guy a couple grand or something.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Findulidas on May 22, 2016, 09:30:13 am
when was the last update of lnp? it says 2013?! nah. when? still active development? wonder if we see 0.43.02 with lnp. long time no dwarf for me. would like to get in again with the newest version.

Last updated 26 april 2016. Was a semi major update inbetween I guess. The version here is fine. Besides you dont want half updated addons constantly corrupting or crashing your game.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 22, 2016, 10:23:26 am
I think all Dwarf Fortress hacking tools require scanning your memory. (I think it works kind of like Game Genie or something.) It sounds kind of reasonable that a virus scanner might confuse a memory scanner for a trojan. I'd run it (and everything) behind a good firewall just to be sure. Mine is set up so that apps have to ask for my permission to connect to the internet.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 22, 2016, 10:27:58 am
« Last Edit: 26 April 2016, 00:49:29 by PeridexisErrant »
... How much do you want from a guy's free time? Seriously, He's been really on the ball, and this newest release needs some tools updated before it will be ready anyway, play 40.X or have a little patience. Or Paypal the guy a couple grand or something.

Yeah, Peridexter seems like he's involved in everything. He's a mod on the subreddit, he maintains the Windows releases of the Lazy Newm Pack, he helps develop the software that all the Lazy Newb Packs use (PyLNP), he runs the Dwarf Fortress graphics repository on GitHub, and there's probably more stuff that I'm not aware of.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ManMan on May 22, 2016, 12:18:41 pm
By the way, is there any tileset that makes it so that empty spaces do not look so confusing? There is literally no difference between normal tiles and empty spaces :/
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 22, 2016, 12:24:39 pm
What tileset are you using, and what do you mean by "normal tiles"? If you mean floor tiles, I'm not familiar with tilesets where they look like empty space.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ManMan on May 22, 2016, 12:33:49 pm
This is Spacefox.
(http://img.prntscr.com/img?url=http://i.imgur.com/FQyZmrt.png)
I may be color blind, but the two look almost identical. The only thing helping is the downward slope, but it's still pretty confusing. And it's the same for every other tileset I've tested.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: drgnlord on May 22, 2016, 12:45:52 pm
This is Spacefox.
(http://img.prntscr.com/img?url=http://i.imgur.com/FQyZmrt.png)
I may be color blind, but the two look almost identical. The only thing helping is the downward slope, but it's still pretty confusing. And it's the same for every other tileset I've tested.

That is actually the tile below the empty space tile. For TWBT you can adjust the "fog" effect that is applied for each z-level of empty space you see through or limit the number of levels that can be seen, under the 'multilevel' command in the dfhack screen.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ManMan on May 22, 2016, 12:50:40 pm
Thanks, I just had to type in "multilevel 0" and now it's good.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pidgeot on May 22, 2016, 08:09:18 pm
It sounds like something was wrong with the art folder in the graphics pack and copying it over failed. It's hard to say what exactly; was it a specific pack that caused the issue, or any pack?

If you have a reproducible test, try running PyLNP from a command prompt with the argument "-d" and then make it fail to install that graphics pack. This will output a bit more debugging info into the log (it's worth a shot, at least).
Completely bone stock starter pack; doesn't matter which graphic set I use.

I recorded a demo video, maybe you could try yourself and see if the same thing happens?

https://www.youtube.com/watch?v=EdX2McVhTdg  (whoops quality issues)

note: I kept changing graphic sets to show proof it was changing just fine; that isn't required, you can just break it from the start by viewing one of DF's subfolders (not sure if every one applies, but just to be safe go in the raw folder).

Right, I've managed to reproduce this on my end as well now. This isn't an issue with the pack itself; I was able to do this with the stuff I have laying around from 34.11.

Still not sure *why* it's going wrong, but I'll investigate as soon as I have a chance to do so.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: f4nt4sy on May 23, 2016, 08:12:12 am
people pls. i did not critique perridexis or anyone. i was just confused when seeing 2013 or something in the "last updated". see it now, too. was a little tired. i just read the differences between the lnp and the newest release and there are so many changes. i just cant wait for it to happen, no need to defend his pace. i never said anything negative, did i? so relax and lay back. just asking stuff. dont react so edgy, damn.

anyways, looking foward to it. what did you mean by "tools need to be upgraded"? df hack and so on? is perridexis only collecting these tools? then i would understand that. thought the code is also his in whole. in fact the only thing i really miss vs. vanilla is the workflow and the therapist. but i guess they both depend on dfhack?! noob questions here.

have a nice one, people!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 23, 2016, 08:25:18 am
people pls. i did not critique perridexis or anyone. i was just confused when seeing 2013 or something in the "last updated". see it now, too. was a little tired. i just read the differences between the lnp and the newest release and there are so many changes. i just cant wait for it to happen, no need to defend his pace. i never said anything negative, did i? so relax and lay back. just asking stuff. dont react so edgy, damn.

anyways, looking foward to it. what did you mean by "tools need to be upgraded"? df hack and so on? is perridexis only collecting these tools? then i would understand that. thought the code is also his in whole. in fact the only thing i really miss vs. vanilla is the workflow and the therapist. but i guess they both depend on dfhack?! noob questions here.

have a nice one, people!

No worries, I didn't think it was overly negative or anything  8)

I contribute to several things (PyLNP/DFHack/Graphics/etc), but ultimately just collect the pack.  It's certainly not all - or even mostly! - me.

Workflow is part of DFHack.  Therapist shares an early part of the update research, but is a separate project.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tarsis on May 23, 2016, 12:10:57 pm
No anger here, just came out a little stronger than I meant maybe.  42.X is a brand new baby, anytime a major version upgrade (34.X, 40.x, 42.X) happens, expect a delay while those guys with the correct brain wiring decipher changes and fix major bugs. Minor version upgrades (X.01, X.04) generally take much less time as the changes are generally less significant.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 23, 2016, 04:02:56 pm
A suggestion for PeridexisErrant: Add a section at the end of the first post in this thread named something like "When will the Starter Pack catch up to the latest DF version?" explaining the steps involved in the process. That might avert 5% of such posts, and most of the others can be directed to that description (but wait until your thesis is done...).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on May 24, 2016, 03:15:11 am
Are there known bugs with the r4 release?

Because I have crashes all the time, and since I didn't set saves to seasonally I lost an entire years worth of work... twice...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 24, 2016, 06:51:21 am
People have had problems with TwbT in the past, so you might try to either remove that, or, even better, catch crash logs and notify the TwbT maintainer, as I believe there is a high interest in tracking down any of these elusive issues. In addition to that, regular DFHack "quicksave" commands can cut down on the grief.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SpyderVenom on May 24, 2016, 06:21:25 pm
So I cant figure out how to change keyboard commands... Lazy newb pack used to have an option so the < > keys worked without holding shift and maybe a couple other "easy mode" options... How can I find that one again?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 24, 2016, 06:41:57 pm
So I cant figure out how to change keyboard commands... Lazy newb pack used to have an option so the < > keys worked without holding shift and maybe a couple other "easy mode" options... How can I find that one again?

On the first ('options') tab of the launcher, you can select your keybindings.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SpyderVenom on May 24, 2016, 07:01:29 pm
So I cant figure out how to change keyboard commands... Lazy newb pack used to have an option so the < > keys worked without holding shift and maybe a couple other "easy mode" options... How can I find that one again?

On the first ('options') tab of the launcher, you can select your keybindings.

Yeah but its default... laptop, or laptop without mouse... I dont have the option of easier navigation bindings that I remember.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Repseki on May 24, 2016, 07:46:48 pm
Launch DF. Hit Escape. Select Key Bindings. Customize away.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SpyderVenom on May 25, 2016, 08:49:48 am
I wish... Ive checked every category and have NO idea WHAT so ever what one of these words or options has ANYTHING to do with navigating Z levels. Nothing says so, so I cant just up and customize it because the options are as clear as coding C++ is for a newborn baby.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 25, 2016, 09:37:06 am
It looks like both the v0.42.06 and the v0.40.24 versions of the Starter Pack include a "laptop" keybinding that allows you to use comma and period to change Z levels.

When you launch the Starter Pack the keybinding options are at the bottom. It looks like they should be labeled "Laptop (no numpad).txt", "Laptop with mouse.txt.", and "Vanilla DF.txt".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SpyderVenom on May 25, 2016, 10:10:52 am
So I just want to use Laptop with mouse? Even though Im on a desktop... lol, thanks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Repseki on May 25, 2016, 11:23:06 am
I wish... Ive checked every category and have NO idea WHAT so ever what one of these words or options has ANYTHING to do with navigating Z levels. Nothing says so, so I cant just up and customize it because the options are as clear as coding C++ is for a newborn baby.

Just for your future reference, Z-level keybinds are in the General section, not far down from the top of the list, at the end of a group of keybinds that start with "Move view / cursor".

Move view / cursor up (z)
Move view / cursor down (z)
Move view / cursor up (z) aux
Move view / cursor down (z) aux
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on May 25, 2016, 02:33:00 pm
Maybe of interest to you:
https://github.com/sv-esk/lethosor-scripts/blob/50928da588711262bfad7fbaec8398bfa0360219/open-legends.lua

Lethosor fixed a bug in the open-legends script that completely breaks a save when you run it in fort-mode and export legends after that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 25, 2016, 03:13:45 pm
No, that was sv-esk. Thanks for reminding me, though - apparently it wasn't tracked in the DFHack repo yet, so that's been taken care of now.

Also, it's worth noting that that is not the only potential issue - I believe there are others that could have similar bad effects, so you probably shouldn't be saving after using open-legends. I'll add a warning about that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: malvado on May 26, 2016, 07:44:02 am
Why is it that I am allways able to kill the Pack several times?
Sometimes I get up an error log which shows that it tries to access a personal folder which I does not own and which clearly has an other username

Quote
File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 67, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 134, in initialize_ui

I usually are able to run the program a few times , but whenever I use a couple of the features it goes wrong somehow over time, even changing graphics or so might make it malfunction.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SpyderVenom on May 27, 2016, 02:06:17 pm
The pack doesnt work for me either. It crashes every hour... Some people say it has maleware...

Id sure like to see a much more basic starter pack... Fortress, Therapist, Soundsense, DFHack, and tilesets is all I need to play but I cant get everything to work right and its upsetting that I add the tileset to find out the text graphics are mutilated and add DFhack to find out its probably not updated anymore and now I have to delete everything and start over again trying to install and make it work... Im stressed. Just want to play without it crashing before Ive mapped out my entrance FFS.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 27, 2016, 02:53:33 pm
I can't help with the graphics, but DFHack should work just fine with 0.42.06, and this pack distributes it, so you don't need to add it yourself.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on May 28, 2016, 02:11:52 am
The pack doesnt work for me either. It crashes every hour... Some people say it has maleware...

Id sure like to see a much more basic starter pack... Fortress, Therapist, Soundsense, DFHack, and tilesets is all I need to play but I cant get everything to work right and its upsetting that I add the tileset to find out the text graphics are mutilated and add DFhack to find out its probably not updated anymore and now I have to delete everything and start over again trying to install and make it work... Im stressed. Just want to play without it crashing before Ive mapped out my entrance FFS.

I've had problems with chrashes too, it seems like its TWBT that does it, holding shift and moving around the map while in a menu seems to be one area where it crashes more often.
What I've done is set auto-save to seasonal instead of yearly to save me most of the trouble, also save/quit and load when I feel like I accomplished something I don't want to loose.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 28, 2016, 03:27:04 am
And the DFHack command "quicksave" is handy since it doesn't reset the "run up to me and caress me" timers on written materials in bookcases, on top of being handy in its own right.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jebster on May 28, 2016, 06:13:48 am
Hi all,

Just a quick question; I would like to play the new version (0.43.03) and know that there will be some time before this pack is ready for that new version. Can I just copy the new version into the most recent starter pack? I know a lot of the utilities will break, but I can live with just the therapist and graphics part.

Thanks for all the effort!

Jebster.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 28, 2016, 07:56:17 am
Can I just copy the new version into the most recent starter pack? I know a lot of the utilities will break, but I can live with just the therapist and graphics part.

You will also need to copy some folders into "starter pack/LNP/Baselines/v0.43.03" for it to work without corrupting anything or giving you errors. Also it might be good to update the init files in "starter pack/LNP/Defaults".

The old version of Dwarf Therapist won't work unless you update it. https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts

If you try to install graphics from an old version of the starter pack into the latest version of Dwarf Fortress it will likely corrupt any save files you create with it. If you use Phoebus, you might want to download the latest version from https://github.com/DFgraphics/Phoebus (https://github.com/DFgraphics/Phoebus). Just click "Clone or Download" and download the zip, unarchive it, and place it in your "starter pack/LNP/Graphics" folder. The Phoebus version on the repo should work with v0.43.03 without corrupting your game. Most graphics packs are basically mods, so they usually have to be updated for every version of Dwarf Fortress. When I was new I made the mistake of trying to use the old version of Spacefox with the latest version of Dwarf Fortress; I ended up with a corrupt world where Plump Helmets were unbrewable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jebster on May 28, 2016, 12:59:13 pm
Do I only need to copy the same files that are in there already to replace them with newer ones? Or are there very specific files that need moving across? I've played DF for years but never done anything with it than download LNP and play :/.

I use Mayday Tileset, I'm guessing it's the same procedure?

Thanks,

Jebster.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 28, 2016, 03:29:37 pm
I would delete everything in the "Dwarf Fortress 0.42.06 folder" except any save files, maps, legends stuff, etc that you want to keep. I would move those out into a different folder, though. You definitely probably want to get rid of those DFHack files and folders. I'm not sure DFHack would try to run on a newer version of Dwarf Fortress or not, but it's better safe than sorry. It looks like there might be a bunch of modified libraries in the "Dwarf Fortress 0.42.06" folder too. It would probably be best to just take out the entire "Dwarf Fortress 0.42.06" folder and drop in the folder for the latest version of Dwarf Fortress.

You might want to keep these sub folders of the "LNP" folder if they have stuff in them you want. It doesn't usually hurt to use old versions of these:

I'm not really sure which of the utilities from the "LNP/Utilities" folder will still work. Dwarf Therapist just needs that one file updated to work.

You should use this version of Mayday for v0.43.03 on DFFD. - Mayday graphics pack (http://dffd.bay12games.com/file.php?id=12056)
The version of Mayday it on the GitHub hasn't been changed much since January.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 28, 2016, 11:21:56 pm
I would delete everything in the "Dwarf Fortress 0.42.06 folder" except any save files, maps, legends stuff, etc that you want to keep. I would move those out into a different folder, though. You definitely probably want to get rid of those DFHack files and folders. I'm not sure DFHack would try to run on a newer version of Dwarf Fortress or not, but it's better safe than sorry. It looks like there might be a bunch of modified libraries in the "Dwarf Fortress 0.42.06" folder too. It would probably be best to just take out the entire "Dwarf Fortress 0.42.06" folder and drop in the folder for the latest version of Dwarf Fortress.

DFHack won't work, graphics should be OK but might lead to incompatibilities later.

I suggest just adding a "Dwarf Fortress 0.43.03" folder, since PyLNP can handle multiple versions with a single launcher.

Never suggest deleting the old version!  It's much better to copy to the new version and keep the old as a backup, and causes fewer support requests later  ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: saltmummy626 on May 29, 2016, 03:23:55 am
I'm not really sure which of the utilities from the "LNP/Utilities" folder will still work. Dwarf Therapist just needs that one file updated to work.
Just as a note to this, soundsense works.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MiguelT on May 31, 2016, 08:45:10 am
Ptw.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mohreb el Yasim on June 08, 2016, 06:41:48 am
Made an AZERTY key-binding for LNP. if someone want to use (or put in the pack) you are welcome, might have some issues but i think i rebinded all the directional weirdness. if you find something to correct just post it back here.
As i can not seem to find to post a file here you have it:
Spoiler (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CaptainLambcake on June 11, 2016, 08:41:16 pm
will a new version of LNP be made when the majority of bug fixes stop?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on June 11, 2016, 10:05:30 pm
will a new version of LNP be made when the majority of bug fixes stop?

The last time I heard, PeridexisErrant is waiting for DFHack to update before he updates his pack. I imagine it would cause confusion for a very large number of users if his pack was updated for a new version of Dwarf Fortress without DFHack support.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 12, 2016, 12:06:27 am
will a new version of LNP be made when the majority of bug fixes stop?

The last time I heard, PeridexisErrant is waiting for DFHack to update before he updates his pack. I imagine it would cause confusion for a very large number of users if his pack was updated for a new version of Dwarf Fortress without DFHack support.

Exactly.  I'm also looking at options for a 'nightly' version which will usually be hilariously broken, to give people an alternative answer to "just wait".  Also to teach them why I say that!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on June 12, 2016, 12:36:27 am
Also to teach them why I say that!
"Now you will know why you fear the night(ly build)!"
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 12, 2016, 03:01:25 am
While I support the notion of education through nightly builds, I suspect it will backfire badly when people ignore the red blinking mine field signs and then complain loudly about all those horrible mines.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on June 12, 2016, 07:31:37 pm
While I support the notion of education through nightly builds, I suspect it will backfire badly when people ignore the red blinking mine field signs and then complain loudly about all those horrible mines.
well, just make a second thread with only the nightly build there. also with a disclaimer that any and all bugreports will be ignored.
have the admins ock the topic and give you access to stil lupdate the first post :P
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on June 16, 2016, 06:04:04 am
In case you are not aware yet: https://github.com/DFHack/dfhack/releases/tag/0.43.03-alpha1
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 16, 2016, 08:35:40 pm
I am, thanks - just waiting for TwbT!

Here's the hourly build log. (http://peridexiserrant.neocities.org/starter-pack.log.txt)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Errorist on June 17, 2016, 08:01:23 am
Fairly new to DF here, running the latest stable version of the starter pack. Whenever I toggle TWBT with a graphics pack enabled (tried phoebus and spacefox), the game seems to quickly 're-adjust' itself to ascii right after launch. The expected main menu window opens, then shrinks and changes to a different font. In world gen the graphics are then purely ascii, but in the game itself it works. This does not happen to if I use 'standard' instead of TWBT. What is going on here? Is there anything I can do about this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 17, 2016, 08:14:54 am
That's the intended behavior of TwbT - text doesn't use the graphics tiles.  The world map typically makes most sense in ASCII, so that's what TwbT uses.

So I guess use whichever setting you prefer?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Errorist on June 17, 2016, 08:25:37 am
I see. Thanks for the very quick reply! I suppose I was (and to some extent still am) confused because I have been following DasTactic's tutorials, and his world map kept the custom tileset with TWBT. I have to admit that I prefer the tileset, so I suppose I would just have to generate the worlds with standard and then switch to twbt when I play. Is this a recent change, or is there a setting or movement of files that would let me apply the tileset to the world map?

Edit: I was able to solve it myself since you explained what TWBT actually did. Changing the font to one that corresponded to the tileset changed the world map. : )
Title: Re: PeridexisErrant's DF Starter Pack
Post by: KocLobster on June 19, 2016, 12:51:39 pm
Every time I start DF via the starter pack, I get this error if I try to run the game with the Automatic Job Assignments DFHack enabled. Is this a bug others are experiencing? Any ideas what I'm doing wrong? Is there any other information I have not provided that could help diagnose what's going wrong?

Here's a screenshot of the error I receive:
(http://i.imgur.com/LQF2V8a.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 19, 2016, 01:31:04 pm
What the error message says is that DFHack is started and when checking DF it finds no fortress has been started yet (you'd have to be incredibly quick to manage that without starting things manually...). Basically, autolabor would have to be modified to start suspended and periodically check for the presence of a fortress (if that's possible).
The three work arounds I can see are:
1. Restart autolabor when you've loaded the fortress.
2. Don't enable autolabor, but start it manually each time. That amounts to the first alternative, but without the error message.
3. Start DFHack manually after DF has been started.

I don't use autolabor, so I can't comment further.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 19, 2016, 07:21:27 pm
You can't start DFHack after starting DF - DFHack runs in the same process as DF, so there's no way to start it later.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 20, 2016, 03:13:09 am
Thanks lethosor for clearing that up.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: KocLobster on June 20, 2016, 02:47:05 pm
Thank you both for clarifying the correct use of the autolabor plugin. I figured out how to use it, to just manually run it once my game has started. Seems odd there is an option to autorun it upon starting DF, knowing that the plugin won't work until a game is first running.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on June 21, 2016, 10:20:35 am
okay, so that's why it never worked.
so what's the command to start it then?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on June 22, 2016, 12:28:39 am
okay, so that's why it never worked.
so what's the command to start it then?

autolabor in the dfhack window I presume.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: arbarbonif on June 22, 2016, 11:36:50 am
There are multiple init files that control when things start.  There is one for when the game starts and one for when you load a fort.  Workflow had the same problem for several releases, because the launcher was adding the workflow command into the wrong file.  I don't have the game here, so I don't remember the file names at the moment, but they are labeled pretty obviously in the DwarfFortress directory.  I believe the one for after a fort is loaded has onLoad in the filename.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on June 24, 2016, 01:27:47 pm
i thought i had to write something like "atolabor start" or "enable".
i'll add "autolabor" to said file and see how it works.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on June 24, 2016, 08:45:06 pm
i thought i had to write something like "atolabor start" or "enable".
i'll add "autolabor" to said file and see how it works.
You can try it out in the console to get the arguments right (basically wait until you don't get an error), then edit the init file.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 24, 2016, 10:11:56 pm
I know "autolabor enable" and "enable autolabor" will work (and "autolabor 1", although that's a bit unusual) - "enable PLUGIN-NAME" is a pretty standard form. "autolabor" by itself won't do anything.

And yes, it sounds like the issue is that the launcher should be adding "enable autolabor" to onLoad.init, not dfhack.init (or one of its variations).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 25, 2016, 10:31:38 am
Gah, I swear this worked when I last tested everything.  Will fix before next release.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Whatsifsowhatsit on June 25, 2016, 03:11:58 pm
The last time I heard, PeridexisErrant is waiting for DFHack to update before he updates his pack. I imagine it would cause confusion for a very large number of users if his pack was updated for a new version of Dwarf Fortress without DFHack support.

At the risk of sounding impatient (or lazy in not looking for the answer to this question elsewhere, myself), any idea how long this might be? Or TwbT, whatever that actually is, as this is what PeridexisErrant themselves said they were still waiting for.

Also, I rather favor the nightly version idea—I don't myself use DFHack or, to the best of my knowledge, TwbT, anyway. Just Dwarf Therapist and a tileset.

(Probably I should just get those separately, huh? But the starter pack is so convenient...)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on June 25, 2016, 04:01:03 pm
At the risk of sounding impatient (or lazy in not looking for the answer to this question elsewhere, myself), any idea how long this might be? Or TwbT, whatever that actually is, as this is what PeridexisErrant themselves said they were still waiting for.

Also, I rather favor the nightly version idea—I don't myself use DFHack or, to the best of my knowledge, TwbT, anyway. Just Dwarf Therapist and a tileset.

(Probably I should just get those separately, huh? But the starter pack is so convenient...)

With Toady just releasing a 64-bit version, I'm guessing he'll be releasing more often to do bug fixes. If I was the DFHack team, I think I would wait until Toady slows down with his updates before trying to get DFHack running with the latest version.

With version 0.43.04 of Dwarf Fortress just coming out, Mifki might be a bit reluctant to work on a Text Will Be Text update for the old DF v0.43.03, especially if the DFHack team plans on ceasing work on that version in favor of getting DFHack working on a newer version of Dwarf Fortress..

tl-dr; I have no idea what's going to happen.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Whatsifsowhatsit on June 25, 2016, 05:10:22 pm
Yeah, that makes sense. I guess that's the downside of quicker releases: less time for the community to catch up by updating the utilities. Still, can't complain overall. Thanks for your thoughts.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 25, 2016, 07:32:08 pm
Toady's switch to a newer Windows compiler in 0.43.04 requires a lot more work for memory-editing utilities (DFHack, DT) than normal, and a 64-bit release will require even more. It's possible that there'll be another DFHack release for 0.43.03 with some fixes at some point, but I don't really know yet.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on June 25, 2016, 07:53:19 pm
Toady's switch to a newer Windows compiler in 0.43.04 requires a lot more work for memory-editing utilities (DFHack, DT) than normal, and a 64-bit release will require even more. It's possible that there'll be another DFHack release for 0.43.03 with some fixes at some point, but I don't really know yet.

Thanks for the info. I'm always curious about this stuff.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LordBaal on June 27, 2016, 07:02:10 am
Meanwhile we'll have to play the game hardcore mode, no utilities, just you and 7 drunken midgets against the world.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CaptainLambcake on June 27, 2016, 08:32:01 pm
i just want lazynewbpack with the graphics and dwarf therapist honestly
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on June 27, 2016, 08:53:21 pm
I've updated TWBT source for 0.43.03, will make a build this evening.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on June 27, 2016, 09:05:44 pm
Nice! Thanks for the headsup!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LordFreezer on June 27, 2016, 10:01:57 pm
I've updated TWBT source for 0.43.03, will make a build this evening.

You're a legend.  Cheers :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Raziel_Blaze on June 28, 2016, 01:26:55 am
Woot, TWBT update, I am so excited, thank you all for your legendary work!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: technoDaleks on June 28, 2016, 05:11:07 pm
Hello! Question (and if this is better asked in another place, let me know and I'll be happy to do so!).

When using the standard world creator (Create New World) with History set to Very Long, the game will just about complete the world generation (after taking quite a bit of time) but seize up and crash when finishing the final year (1050). I ask here first because I'm using the most recent LNP (0.42.06) and didn't encounter this before on a previous build (0.40.24).

Is there something I can change or check, or is this a 'me' thing I'll just have to deal with?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Whatsifsowhatsit on June 28, 2016, 05:32:16 pm
i just want lazynewbpack with the graphics and dwarf therapist honestly

Same here. Probably we should be able to just get graphics and Dwarf Therapist separately fairly easily... if it's much longer for the full pack, I think I'll try that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 28, 2016, 10:56:58 pm
DT is mostly dependent on df-structures/dfhack work, which isn't there yet, and parts of DT might also need to be rewritten to handle the new compiler on Windows (not sure how that part is structured).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Raziel_Blaze on June 29, 2016, 01:04:52 am
When do you think PeridexisErrant's DF Starter Pack will be available for 43.##?

I was getting impatient today and was attempting apply all the scripts/graphics/etc. that I use from your starter pack and realized how much work and detail that is included in this.

For fear of messing up something, I am now considering waiting for yours.

(b.t.w. thanks for your work)

Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 29, 2016, 01:51:05 am
Hello! Question (and if this is better asked in another place, let me know and I'll be happy to do so!).

When using the standard world creator (Create New World) with History set to Very Long, the game will just about complete the world generation (after taking quite a bit of time) but seize up and crash when finishing the final year (1050). I ask here first because I'm using the most recent LNP (0.42.06) and didn't encounter this before on a previous build (0.40.24).

Is there something I can change or check, or is this a 'me' thing I'll just have to deal with?
The issue was present in 0.40.24 as well and I don't think it's related to LNP. You may want to try to remove DFHack from the LNP version and then generate your world to see if it works better. When a world has been generated, you can then reenable DFHack and start playing in the generated world. Alternatively, you can download the 0.42.06 vanilla DF, generate the world there, and copy the save. My guess is that it's a very annoying thing that happens with DF sometimes with an annoyingly high frequency, typically as the world finalizes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 29, 2016, 09:32:51 am
I've got a prototype for 43.03, but that's a prerelease DFHack and untested.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Raziel_Blaze on June 29, 2016, 10:00:03 am
Could Dungeon Set (http://www.bay12forums.com/smf/index.php?topic=152766.0) be included, it is awesome looking.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: macscarfe on June 29, 2016, 03:35:46 pm
Could Dungeon Set (http://www.bay12forums.com/smf/index.php?topic=152766.0)be included, it is awesome looking.
Yeah I second this, I've been using it with the current starter pack and it's now my default tile set

I've got a prototype for 43.03, but that's a prerelease DFHack and untested.
That's nice, now share with the class perhaps? ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Whatsifsowhatsit on June 29, 2016, 05:48:06 pm
DT is mostly dependent on df-structures/dfhack work, which isn't there yet, and parts of DT might also need to be rewritten to handle the new compiler on Windows (not sure how that part is structured).

I see, thanks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on June 30, 2016, 07:02:45 am
Just wanted to let you know that your first post in this thread has this:
Quote
Besides the official download page on DFFD[/url], /u/Hecknar maintains df.wicked-code.com, which mirrors every release since 0.40.01!  The final 34.11 pack is here.


Seems a url is missing or you have a /url too many.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on June 30, 2016, 07:19:02 am
I looks like he moved the link to another part of the post but forgot to delete that closing tag. He has the DFFD link at the top of the page.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on June 30, 2016, 12:43:28 pm
I think everything on the DFGraphics repo has a release for v0.43.03. I just wanted to make sure you're aware since your downloader script (http://peridexiserrant.neocities.org/starter-pack.log.txt) doesn't seem to be updating from there.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 01, 2016, 10:54:57 am
Thanks - fixed the link.

I'm aware of the graphics updates (thanks so much!), and suspect it's something to do with a caching header I'm using, of possibly file-modification permissions on my raspi.  Easy to fix when I'm home by clearing the cache, but impossible from overseas!  (for security reasons this server is not internet accessible)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Raziel_Blaze on July 01, 2016, 11:50:14 pm
Woot, found it by going to

1. Hecknar's site
http://df.wicked-code.com/
2. "The original DropBox can be found here." link
https://www.dropbox.com/sh/74agv72ccbnqffi/C2-f5KyTUd/
3. PeridexisErrant's Starter Pack 0.43.03-r01.zip
https://www.dropbox.com/sh/74agv72ccbnqffi/AAB35sO2K3mCUlgAUOSB-2iSa/PeridexisErrant%27s%20Starter%20Pack%200.43.03-r01.zip?dl=0

Fixes:
Spoiler: For Dwarf Therapist (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on July 02, 2016, 01:11:05 am
Is that the nightly build he mentioned?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Raziel_Blaze on July 02, 2016, 01:35:22 am
I hope so, just about have it configured to my liking and about to gen my first world and test it out.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 02, 2016, 07:21:31 am
Yep, that's it. Enjoy!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Raziel_Blaze on July 03, 2016, 02:53:41 am
Yep, that's it. Enjoy!

Thanks so much bud, you rock!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: pabrams on July 05, 2016, 05:09:44 pm
Windows Defender is reporting DwarMockup-1.2.0.exe as malware.  It says it detected item: Trojan:Win32/Rundas!plock.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: 0ink3r on July 05, 2016, 06:44:16 pm
Is the LNP going to be released for the 64bit version at some stage?

I have pretty limited knowledge as far as what goes on behind the scenes, but I'll hazard a guess and say that dfhack amongst numerous other things will probably need to see some huge changes prior to this ?

Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 05, 2016, 07:08:54 pm
I have pretty limited knowledge as far as what goes on behind the scenes, but I'll hazard a guess and say that dfhack amongst numerous other things will probably need to see some huge changes prior to this ?
Indeed. More things are blowing up than we expected, it seems.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on July 05, 2016, 11:23:47 pm
64-bit DF!?

*endless screaming*
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LordFreezer on July 06, 2016, 12:19:00 am
Windows Defender is reporting DwarMockup-1.2.0.exe as malware.  It says it detected item: Trojan:Win32/Rundas!plock.

Likely a false positive
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on July 06, 2016, 12:24:11 am
Windows Defender is reporting DwarMockup-1.2.0.exe as malware.  It says it detected item: Trojan:Win32/Rundas!plock.

Likely a false positive

Yeah, that happens fairly often with DF and DF add-ons, particularly when there's been a big update.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 06, 2016, 07:08:31 am
Is the LNP going to be released for the 64bit version at some stage?

I have pretty limited knowledge as far as what goes on behind the scenes, but I'll hazard a guess and say that dfhack amongst numerous other things will probably need to see some huge changes prior to this ?
64-bit DF!?

*endless screaming*

I would like to go 64-bit as soon as possible, which is likely to depend on DFHack.  That means waiting 2-3 months, I suspect... but hopefully less!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Benjamin the Rogue on July 06, 2016, 01:57:12 pm
So with the release of 0.43.05 I imagine it's going to be a while until LNP gets another release? I'm a layman when it comes to this sort of stuff, but I don't imagine taking mod files built for a 32-bit game to a 64-bit game is very simple.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on July 06, 2016, 04:11:03 pm
Thanks for all your hard work!  :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on July 06, 2016, 04:13:50 pm
So with the release of 0.43.05 I imagine it's going to be a while until LNP gets another release? I'm a layman when it comes to this sort of stuff, but I don't imagine taking mod files built for a 32-bit game to a 64-bit game is very simple.
Raws-based mods should be unaffected, and even most scripting would Just Work.  The hard part is updating the core DFHack, which may have knock-on effects for plugins.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Akhier the Dragon hearted on July 06, 2016, 04:48:36 pm
Some plugin authors are going to have to dive into API hell.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on July 06, 2016, 06:07:31 pm
Some plugin authors are going to have to dive into API hell.
Hmm.. not sure if this is relevant but I still can't get workflow limits to work properly

DFHack enabled; Workflow enabled, but Alt-W doesn't bring up an auto (limit/produce) in the GUI :( What am I missing?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 06, 2016, 09:28:57 pm
DFHack enabled; Workflow enabled, but Alt-W doesn't bring up an auto (limit/produce) in the GUI :( What am I missing?
PE took out that shortcut, I think. Are you on 0.43.03? You might not need workflow for much anymore, although you should still be able to use it.


Regarding DFHack updates: the API shouldn't change much, and hopefully not in an incompatible way, so scripts and plugins would be affected about the same (hopefully not much, besides whatever structure changes there are in newer versions - we've already found a couple). Just to clarify, the DFHack people maintain all the plugins (and scripts) shipped with DFHack. Plugins are actually easier to update than scripts, because they will fail to compile at all if they use things that changed in any way, so we have to get them to compile in order to ship DFHack. With scripts, we don't notice issues until we run them, so things that break can go unnoticed sometimes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on July 06, 2016, 10:08:38 pm
DFHack enabled; Workflow enabled, but Alt-W doesn't bring up an auto (limit/produce) in the GUI :( What am I missing?
PE took out that shortcut, I think. Are you on 0.43.03? You might not need workflow for much anymore, although you should still be able to use it.
OK tks. Workflow still works as expected, mostly, but the limits GUI shortcut was really useful & I can't seem to see a substitute :(

v0.43.03, yes, for confirmation
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 06, 2016, 10:33:49 pm
You can just re-add the keybinding lines to dfhack.init:
Code: [Select]
keybinding add Alt-W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow
keybinding add Alt-W@overallstatus "gui/workflow status"
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Benjamin the Rogue on July 07, 2016, 12:07:01 am
So with the release of 0.43.05 I imagine it's going to be a while until LNP gets another release? I'm a layman when it comes to this sort of stuff, but I don't imagine taking mod files built for a 32-bit game to a 64-bit game is very simple.
Raws-based mods should be unaffected, and even most scripting would Just Work.  The hard part is updating the core DFHack, which may have knock-on effects for plugins.

DFHack enabled; Workflow enabled, but Alt-W doesn't bring up an auto (limit/produce) in the GUI :( What am I missing?
PE took out that shortcut, I think. Are you on 0.43.03? You might not need workflow for much anymore, although you should still be able to use it.


Regarding DFHack updates: the API shouldn't change much, and hopefully not in an incompatible way, so scripts and plugins would be affected about the same (hopefully not much, besides whatever structure changes there are in newer versions - we've already found a couple). Just to clarify, the DFHack people maintain all the plugins (and scripts) shipped with DFHack. Plugins are actually easier to update than scripts, because they will fail to compile at all if they use things that changed in any way, so we have to get them to compile in order to ship DFHack. With scripts, we don't notice issues until we run them, so things that break can go unnoticed sometimes.

Thanks. I don't know how any of this works, but that doesn't mean I'm not curious about the work that goes into it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on July 07, 2016, 12:44:52 am
Regarding DFHack updates: the API shouldn't change much, and hopefully not in an incompatible way, so scripts and plugins would be affected about the same (hopefully not much, besides whatever structure changes there are in newer versions - we've already found a couple). Just to clarify, the DFHack people maintain all the plugins (and scripts) shipped with DFHack. Plugins are actually easier to update than scripts, because they will fail to compile at all if they use things that changed in any way, so we have to get them to compile in order to ship DFHack. With scripts, we don't notice issues until we run them, so things that break can go unnoticed sometimes.
For anyone who's curious, the biggest unplanned changes for scripts are what are called anon attributes.  That's some fiddly bit inside the game data that is of a known size and location, but no one knows what it does.  Sometimes a modder will notice for example that a script only works when a particular anon is set to "1".  You can't depend on the fact that anon_4 is still going to be anon_4 in the next version.

Short of an incredibly bloated version control system, there's just no way to know when a script that touches an anon is going to break.  I think that's a bit more likely during the switch to 64 bits, but definitely not a sure thing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 07, 2016, 05:08:29 pm
Well, I meant any structure changes. Like if df.tile_type.TREE or something goes away (which it did in 0.40), we'll catch all plugins that use that right away and be able to update them, while we'd have no idea about scripts until we look through them. I guess anon fields could be included in that too, but structure changes in general were the main issue I was talking about.

I think that's a bit more likely during the switch to 64 bits, but definitely not a sure thing.
What's more likely to break? Scripts using anon fields? I doubt Toady made many structure changes in 0.43.04/05, since those were mainly compiler/build system changes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sparkybear on July 07, 2016, 07:08:34 pm
I wouldn't expect scripts using anon fields to break more readily than anything else. The change to 64-bit will change memory offset that DFHack and tools like Dwarf Therapist need hook in to in order to read the dwarves and execute other direct changes to the executable. Beyond that, things should still work as they have with the previous 32-bit releases. The position of the anon fields may have changed in memory, but that should be handled with the offset change and DFHack, not within the scripts themselves.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on July 07, 2016, 07:21:17 pm
we'll catch all plugins that use that right away and be able to update them, while we'd have no idea about scripts until we look through them. I guess anon fields could be included in that too, but structure changes in general were the main issue I was talking about.

That's why I'm developing this tool http://www.bay12forums.com/smf/index.php?topic=158675.0
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Galian_Gadris on July 09, 2016, 06:53:04 am
Looks like DFHack, TWBT and so on are all updated to a 43.03 release version. Is there going to be a pack for 43.03 or is the plan to wait for the new 64 bit versions?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on July 09, 2016, 06:57:10 am
Could my Dwarf Portrait Utility be included in the pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 09, 2016, 10:21:01 am
There will be a pack soon, and I'll include Dwarf Portrait!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Galian_Gadris on July 09, 2016, 05:36:26 pm
Awesome. Thanks mate. Much appreciated :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 10, 2016, 11:14:16 am
The Starter Pack has updated to 0.43.03-r02!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This update includes many updates and improvements to Dwarf Fortress (as we skipped a few versions), and several small and large bugfixes for DFHack.  I've also added the new DungeonSet graphics pack - check out the link below - and JapaMala's Dwarf Portrait visualizer (check that link too - some of the images have done very well on reddit/r/dwarffortress).

About future plans... updates to this pack will continue to keep pace with the utilities and other community projects.  Given that we've just seen the first 64bit release for DF (!!!!!), things may seem slow - but I promise progress is being made.  Until next time, strike the earth!


0.43.03-r02
 - added DungeonSet graphics
 - added Dwarf Portrait, a creature appearance visualiser
 - updated DFHack (stable)
 - updated TwbT
 - fixed broken dfhack config for 'automatic job assignments'

SHA256:  b05ccfbae6a8fb4a63bb6bce86acc6f11c9b6be1fa9b6405a48e08dd3389f252

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Gigaz on July 10, 2016, 02:28:40 pm
The Dwarf Therapist is not working for me in the 43.03-r02 version. Claims that this version is not supported.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Galian_Gadris on July 10, 2016, 05:14:09 pm
Looks like the 43.03 memory layout for Dwarf Therapist isn't included in the latest pack. You can grab it here. Its just a single text file

https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 10, 2016, 10:14:58 pm
Gah, I'll have to publish an update soon to fix all the minor issues.  Thanks for the report though!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on July 10, 2016, 10:20:59 pm
Apparently changes I made to dfhack for Dwarf Portrait broke Armok Vision. I'll have to publish a fix.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Galian_Gadris on July 11, 2016, 04:58:23 am
Looks like the Workflow plugin isn't working either. I'm messing with the new manager jobs and conditions system thats new in 43.xx, which pretty much replaces Workflow anyway (or would if i could work the darn thing out), so all good.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on July 11, 2016, 05:10:22 am
Workflow plugin has been removed for exactly that reason, actually.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on July 11, 2016, 05:19:23 am
If I could figure out how to use the new management system to enable limits I'd happily give up on workflow.. in the meantime, for those happy with the constant log spam when workers run out of resources, here's how to enable it (with thanks to the poster in the dfhack thread):

Spoiler (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on July 11, 2016, 05:36:00 am
https://github.com/JapaMala/armok-vision/releases/tag/v0.10.1

New Armok Vision.

Old one crashes on current DFHack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 11, 2016, 06:33:16 am
Workflow plugin has been removed for exactly that reason, actually.
It wasn't removed - PE just took out the keybindings for it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on July 11, 2016, 09:44:07 am
If I could figure out how to use the new management system to enable limits I'd happily give up on workflow.. in the meantime, for those happy with the constant log spam when workers run out of resources, here's how to enable it (with thanks to the poster in the dfhack thread):

Spoiler (click to show/hide)

In the workorder P then "at most" the same number as you have the work order for. You cannot have infinite workorders be limited.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on July 11, 2016, 09:57:18 am
In the workorder P then "at most" the same number as you have the work order for. You cannot have infinite workorders be limited.
Tks Mal; I'd figured that bit out, but it's the ability to have a constantly replenishing stock of <x amount of ware(s)> that I'm missing (or can't understand how to achieve) :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Redmega on July 11, 2016, 10:22:21 am
TWBT and TWBT_LEGACY causes my game to crash. I'm on 64 bit Windows 7. Any ideas?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on July 11, 2016, 12:33:38 pm
@Redmega: If you can create crash dumps and provide those to Mifki in the TWBT thread I think that would be appreciated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ragincajun on July 11, 2016, 02:58:41 pm
Wow that new work order thing is convoluted.  Much prefer Workflow..lol
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on July 11, 2016, 03:46:34 pm
Wow that new work order thing is convoluted.  Much prefer Workflow..lol
It's a vanilla feature.  You were expecting intuitive and streamlined? :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Redmega on July 11, 2016, 03:51:39 pm
@Redmega: If you can create crash dumps and provide those to Mifki in the TWBT thread I think that would be appreciated.

How do I create a crash dump?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on July 11, 2016, 04:35:36 pm
You need to change one or a small number of registry settings to generate a dump when a program crashes. I believe there was an instruction in the TWBT thread (or possibly in this one) something like 3-6 months ago. I used it but was unable to generate a crash before I gave up on TwbT for the time being. It was useful elsewhere, though...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sanctume on July 11, 2016, 04:46:07 pm
In the workorder P then "at most" the same number as you have the work order for. You cannot have infinite workorders be limited.
Tks Mal; I'd figured that bit out, but it's the ability to have a constantly replenishing stock of <x amount of ware(s)> that I'm missing (or can't understand how to achieve) :)

Work Orders thread here seems helpful, http://www.bay12forums.com/smf/index.php?topic=158287.msg7008607#msg7008607
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on July 11, 2016, 08:39:33 pm
TVM San; that looks very helpful. I'll study it more when I'm fully conscious :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Galian_Gadris on July 11, 2016, 10:04:19 pm
That thread is exactly what i was looking for. I had it *mostly* working, although not efficiently, but that explained it really well. Thanks
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bauta on July 12, 2016, 07:51:41 am
Ha anyone else the problem that the Dwarf Therapist is incompatible ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Whatsifsowhatsit on July 12, 2016, 11:55:20 am
Ha anyone else the problem that the Dwarf Therapist is incompatible ?

Yes, Gigaz mentioned it above:

The Dwarf Therapist is not working for me in the 43.03-r02 version. Claims that this version is not supported.

I imagine it will be fixed, or at least worked on, shortly.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 12, 2016, 12:31:33 pm
Looks like the Workflow plugin isn't working either. I'm messing with the new manager jobs and conditions system thats new in 43.xx, which pretty much replaces Workflow anyway (or would if i could work the darn thing out), so all good.
Workflow plugin has been removed for exactly that reason, actually.
It wasn't removed - PE just took out the keybindings for it.
Actually the keybindings were removed upstream, by the DFHack maintainers.  The plugin still exists.  I will however remove the launcher option for Workflow to prevent further confusion.

The Dwarf Therapist is not working for me in the 43.03-r02 version. Claims that this version is not supported.
I imagine it will be fixed, or at least worked on, shortly.
Yep.  My tools are supposed to do that automatically, so I'll have to work out why they didn't... and manually check that they do for the next update.

Other issues for the forthcoming hotfix:
 - DungeonSet not working/appearing in launcher
 - Armok Vision hotfix
 - New text tilesets by Taffer
 - Fix embark profiles (wooden axes no longer work for woodcutting)

Should be up in the next few days, depending on how much (or little) free time I have to work on it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Brienne on July 12, 2016, 01:05:08 pm
0.43.03-r02

Got a virus alert "Zbot.ANBS", Trojan horse, from AVG
Object: utilities\DwarfMockup\DwarfMockup-1.2.0.exe

Am I the only one ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 12, 2016, 03:01:04 pm
Oh, yeah, that was Eswald that removed the bindings. I don't know if anyone has done a full analysis of whether workflow/stockflow can be removed entirely or not yet.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on July 12, 2016, 03:33:36 pm
Iirc, there are some features of workflow that work better than manager (infinite orders and stimulating native orders such as auto tan) - not sure if there's anything a manager does better, having orders be typeable in part?

Have used neither, granted, but since they don't conflict I'd suggest leaving the workflow lines at most commented out, like #tweak military-training *shrug*
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bumber on July 12, 2016, 11:38:36 pm
Workflow works with gui/workshop-job, which lets you specify all input materials for all jobs. I'm not sure if it works with the new manager or not. I haven't tried modifying work order jobs. If it even works, you'll probably lose the details when it completes.

Edit: The workshop-job details are lost whenever a batch completes or the job cancels, as this removes the workshop entry. You need to use workflow for specific milling, brewing, soap making, etc.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 13, 2016, 01:10:50 am
The Starter Pack has updated to 0.43.03-r03!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This update checks off a range of new and old bugs, along with some new bugs caused by old bugs.  Fun all round.
Hopefully I won't find anything else that needs fixing before a 64bit pack is ready with 43.05... or perhaps a later version.  Time to strike the earth!

0.43.03-r03
 - DungeonSet: can select in launcher, change on saves correctly, better text tileset
 - updated Armok Vision (bugfix)
 - added Therapist config (absent due to subtle old bug)
 - fixed SoundSense log config
 - removed Workflow option in launcher (replaced by vanilla manager upgrade)

SHA256:  e2de47c4ec181ad3de39ab403bd6354c3a92e394273cb34bd0f231205ddfb956

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Galian_Gadris on July 13, 2016, 04:37:11 am
Thanks PE, as always you're amazing

EDIT: Now that i've got the manager stuff working nicely with repeatable jobs and conditions, i haven't found any uses yet for needing Workflow at all so far, so more than happy to use the built in one
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LordBaal on July 13, 2016, 07:26:49 am
Long time no using workflow or dfhack in general, but doesn't workflow allows you to do things the manager doesn't right now like auto-slaughter and auto-cut threes?

While the manager did got a huge boost in utility it still has stuff one could consider important missing. Also the manager and job orders are in dire need of a guide or a wiki update.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Whatsifsowhatsit on July 13, 2016, 07:50:06 am
Thank you very much, PE! That's what I was waiting for to get to playing again <3
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Incantatar on July 13, 2016, 10:50:02 am
Not sure if i need to post this in the PyLNP thread. I tried PE's LNP.

I can't seem to be able to get my mod working. I have two changed raws and they work without problems if i replace them with the core game. In the mod menu it is green and says no conflict if i install it but my changes aren't in the game when i create a new world.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on July 13, 2016, 12:40:25 pm
Not sure if i need to post this in the PyLNP thread. I tried PE's LNP.

I can't seem to be able to get my mod working. I have two changed raws and they work without problems if i replace them with the core game. In the mod menu it is green and says no conflict if i install it but my changes aren't in the game when i create a new world.
It can depend on which files you are changing.  If I recall correctly, graphics pack changes are applied last, and those can affect vanilla creature raws.

Try setting yourself up for pure ASCII first, then do your mod merging and see how things work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 13, 2016, 12:59:32 pm
Reports on Reddit of duplicate sounds in Soundsense indicate I misconfigured it again... after fixing the bug that meant config was *never* edited.  Will fix next time.

Long time no using workflow or dfhack in general, but doesn't workflow allows you to do things the manager doesn't right now like auto-slaughter and auto-cut threes?

While the manager did got a huge boost in utility it still has stuff one could consider important missing. Also the manager and job orders are in dire need of a guide or a wiki update.
Those functions are provided by separate DFHack plugins - 'autobutcher' and 'autochop'.  Agreed on the documentation, but basically I think newbies are better off learning the manager now - and newbies are the core target audience for this pack, because there's no real alternative.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LordBaal on July 13, 2016, 01:26:15 pm
Those functions are provided by separate DFHack plugins - 'autobutcher' and 'autochop'.
In that case then carry on. I recalled them inside workflow but if they are not then workflow is indeed not longer needed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Repseki on July 13, 2016, 01:49:42 pm
It's still useful for somethings the new work order conditions can't seem to handle like milling plants or processing into bags of leaves (although I don't think even workflow can deal with leaves). Dumping filled buckets doesn't hurt either.

No reason for it to be up front and center though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Incantatar on July 13, 2016, 02:00:47 pm
Not sure if i need to post this in the PyLNP thread. I tried PE's LNP.

I can't seem to be able to get my mod working. I have two changed raws and they work without problems if i replace them with the core game. In the mod menu it is green and says no conflict if i install it but my changes aren't in the game when i create a new world.
It can depend on which files you are changing.  If I recall correctly, graphics pack changes are applied last, and those can affect vanilla creature raws.

Try setting yourself up for pure ASCII first, then do your mod merging and see how things work.

Yes, it works in ASCII and doesn't with graphics. I did change the creature raws.
I'm used to be a non lazy newb so no big deal.  ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 13, 2016, 10:05:31 pm
0.43.03-r02

Got a virus alert "Zbot.ANBS", Trojan horse, from AVG
Object: utilities\DwarfMockup\DwarfMockup-1.2.0.exe

Am I the only one ?

No, there have been several posts about alerts showing up about it. Nobody seems to have reported actual malicious behavior, though. I haven't downloaded it myself, though, so whether you decide to run it is entirely up to you.

I did a bit of research, though. Its source code is located at https://bitbucket.org/fredsen/dwarfmockup (https://bitbucket.org/fredsen/dwarfmockup), and it's written in Ruby, which typically doesn't lend itself to single-file executables. Most people expect single-file executables, though, so it uses a packaging tool called ORCA (https://github.com/larsch/ocra) to create an executable with all of the needed files bundled in, which extracts itself into a temporary folder when launched. I guess some trojans also use this strategy, which is annoying because it leads some anti-virus software to conclude that all self-extracting programs are malware.

In the end, it's probably a false positive, but if you distrust the executable for some reason, you can download the source from the first URL there and run it with Ruby somehow.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Esslercuffi on July 14, 2016, 06:31:09 am
So I'm watching someone lead a pig from a pen on the surface to a workshop 6 levels deep and halfway across the map to milk it at a farmer's workshop I set up to handle my cloth industry,  instead of milking it in the workshop right next to the pen.  And I'm supposed to believe that the new work order system is "just as good" as the old workflow? 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Repseki on July 14, 2016, 06:46:37 am
With the new system you can setup work orders at specific workshops using that workshops profile (P while using q to select the building - there are several categories), making the order only use that building.

You can also use the profile to select what type of work orders an individual workshop will take, like disabling non cloth industry jobs at the building you want to use just for that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Galian_Gadris on July 14, 2016, 07:30:00 am
Yep exactly. I have a mix of general work orders where the location isn't important and workshop specific ones for when it is, eg craftsdorf workshops for specific wood and stone crafting near the respective stock piles
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on July 14, 2016, 09:24:56 am
There are a lot of holes in the updated manager system (nothing I've wanted to do can actually be done with it). However, the extended workshop profiles will see some use: both the (old) ability to specify who's allowed to use a workshop, and the ability to specify which kind of jobs to perform (will allow a silk farm loom to take care of the silk while the regular one manages the rest).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: 8bitgamer1972 on July 14, 2016, 09:54:36 am
Doesn't removing workflow remove the quicksave feature (ctrl+alt+s)?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 14, 2016, 10:15:41 am
Doesn't removing workflow remove the quicksave feature (ctrl+alt+s)?
No. That's the "quicksave" command.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Esslercuffi on July 14, 2016, 02:44:51 pm
KK, I'll look into workshop profiles to unscrew my fort :)   Quick question, will a moody dwarf mess up a profile if he confiscates the shop?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Repseki on July 14, 2016, 03:52:41 pm
Nope, should work fine once the mood is over.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on July 14, 2016, 07:51:38 pm
KK, I'll look into workshop profiles to unscrew my fort :)   Quick question, will a moody dwarf mess up a profile if he confiscates the shop?
I'm unsure, but I had a moody dwarf leave a (craft, FWIW) workshop recently & the workshop order wasn't /immediately/ persisted :( I happened across it because it was very early game & shortly afterwards DF crashed, so I can't give you the details of whether the workshop regains the order, unfortunately :(

There are other problems with 43.03 manager orders (eg duplicate & missing entries/descriptions in some categories), but I haven't yet checked the bugtracker to see if they've been acknowledged/fixed..
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on July 16, 2016, 06:16:15 am
The Starter Pack has updated to 0.43.03-r03!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This update checks off a range of new and old bugs, along with some new bugs caused by old bugs.  Fun all round.
Hopefully I won't find anything else that needs fixing before a 64bit pack is ready with 43.05... or perhaps a later version.  Time to strike the earth!

0.43.03-r03
 - DungeonSet: can select in launcher, change on saves correctly, better text tileset
 - updated Armok Vision (bugfix)
 - added Therapist config (absent due to subtle old bug)
 - fixed SoundSense log config
 - removed Workflow option in launcher (replaced by vanilla manager upgrade)

SHA256:  e2de47c4ec181ad3de39ab403bd6354c3a92e394273cb34bd0f231205ddfb956

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Thank you for that!

You forgot to add the date of release to the Changelog!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on July 16, 2016, 09:23:50 am
You forgot to add the date of release to the Changelog!
In a time before time, PE released a Starter Pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dozebôm Lolumzalìs on July 16, 2016, 10:47:22 am
It was inevitable.
It is sad but not unexpected.
In a time before time, someone killed someone.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on July 18, 2016, 12:27:20 am
Is there any quick fix to the soundsense issue? It's very much a necessity for me these days  :(
Title: pyLNP dont launching
Post by: yunejae on July 18, 2016, 11:24:02 pm
windows 8.1

vanilla DF and other utilities all working, but pyLNP ignore launch.

after clicking pyLNP , even no error message. nothing happens.
Title: Re: pyLNP dont launching
Post by: necrotic on July 20, 2016, 04:09:11 pm
windows 8.1

vanilla DF and other utilities all working, but pyLNP ignore launch.

after clicking pyLNP , even no error message. nothing happens.

There should be a log file generated in the same folder as the pyLNP launcher. Post the contents of that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: doublestrafe on July 22, 2016, 01:32:22 am
Sorry if this is a known issue; I did spend some time googling for it.

I decided to dink around with DF after a hiatus, so I downloaded the latest Starter Pack for Windows (10). I extracted it, ported some old clothing mods I liked to \raw\objects\, tweaked the inits, changed the graphics through the UI because I hate tilesets, and launched DF. As soon as I tried to create a world, it crashed, citing that it couldn't find \raw\objects\text\book_instruction.txt.

So I went looking for it, couldn't find it, scratched my head, and extracted the whole thing over the top without replacing existing files, figuring the first extraction must have failed. Launched DF, created a world, embarked, and looked around--but wait, my dwarves were in default clothes. Where was my mod? I went back into the raw folder and it was back to the default! How'd that happen? Plus the ASCII graphics weren't quite right.

Long story short, I puttered around for a while, then decided to delete the entire thing and start over. So I:
\df_42_04_win_s\raw\ was missing entirely.

Repeated the process. Changing the graphics from the LNP UI completely deleted the \raw\ folder.

I'm guessing that's not supposed to happen?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 22, 2016, 02:39:25 am
No, certainly not supposed to happen!

It may be related to this bug (https://bitbucket.org/Pidgeot/python-lnp/issues/117/graphics-installation-fails-if-raw-folder), the fix for which is not released.

Note though that changing graphics will reset the raws - unless you install a mod with PyLNP, it assumes your install is vanilla and just overwrites them.  But this only (maybe) explains the first round...
Title: Re: Dwarf Fortress 40_24 Starter Pack r5
Post by: doublestrafe on July 22, 2016, 02:56:43 am
Found this from last year:
I'm seeing a problem here, where attempting to install graphics will instead delete the raws folder.
I'm wondering if it's expecting a save structure to exist and tripping when it's not there?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pidgeot on July 22, 2016, 07:52:21 am
Assuming it *is* that bug, it's more to do with how Windows handles files - this can cause weird error condition, which unfortunately break graphics like that.

I hope to get a new version out with a fix fairly soon, but I might be a week or two before I can finish everything up.

Until then, the best workaround is to not open the DF folder in Windows' file explorer. Waiting a minute or two may also help avoid it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 22, 2016, 08:59:53 am
Is explorer creating files in folders that you view or something? (I know Finder on OS X does that, which can cause issues sometimes.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pidgeot on July 22, 2016, 02:41:47 pm
As best as I can tell, what happens is that Explorer will have a handle open to the folder (to generate thumbnails, or whatever), and there is some strange conflict between the Python library method used to perform these file operations (shutil.rmtree and shutil.copytree) which means that sometimes, rmtree will fail to delete the folder (presumably because Explorer still had a reference to it at that exact moment), or in other cases, it may fail to *recreate* the directory (because I guess Explorer had a handle open with that path already taken?).

I've implemented a workaround for these cases (trying more than once, which always seems to work). Mozilla is using the same basic approach in some of their code (http://mozbase.readthedocs.io/en/latest/_modules/mozfile/mozfile.html#remove), so it would seem to be a general issue in how those methods work (at least in Python 2.7).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on July 22, 2016, 05:33:12 pm
Soundsense plays all sounds multiple times whenever events happen, I can't tell if it's trying to play all different versions at the same time or it's just a random number. I didn't change anything, just extracted the soundpack to the new LNP.
Any way to fix this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on July 22, 2016, 07:07:28 pm
SoundSense is currently borked WRT LNP: it plays duplicates over the top of each other

A fix /may/ be to deselect the LNP auto-startup of SS & start it manually; alternatively you could try deselecting (muting) music/FX IG, but I haven't tried either of these as yet so I've no idea as to whether they'll work.. :(

See also  SoundSense suggestion (http://www.bay12forums.com/smf/index.php?topic=60287.msg7090406#msg7090406) & following messages (not too many atm)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 22, 2016, 07:59:16 pm
Gah!  Soundsense settings have been giving me a lot of trouble lately, as the dfhack scripts have been updated but Soundsense hasn't.  I'll keep trying to track it down I guess :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: doublestrafe on July 23, 2016, 01:25:12 am
Just to follow up, it does in fact seem to be that bug--I unpacked it fresh and changed the graphics with and without going into the \raw\ folder, and it only got deleted when I had opened it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Oafsalot on July 23, 2016, 04:49:50 pm
I noticed that the popup that stop you opening two dwarf fortresses won't actually let you open a second and just loops over and over.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sparkybear on July 24, 2016, 12:38:50 am
Was the option to merge content from a previous starter pack disabled?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 24, 2016, 01:09:57 am
Was the option to merge content from a previous starter pack disabled?

Broken by various updates; I'm working on a replacement which will be built into PyLNP instead.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Taetrius on July 26, 2016, 06:14:28 am
SoundSense is currently borked WRT LNP: it plays duplicates over the top of each other

The issue can be solved by modifying Soundsense configuration file : in current version it calls gamelog.txt twice, as principal and supplemental log :
Quote

<gamelog path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
-<supplementalLogs>
<item path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
</supplementalLogs>
, which seems to explain the duplicate sounds. In older versions the target for "supplemental log" was different :
Quote
<gamelog path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
-<supplementalLogs>
<item path="${gameBaseDir}/ss_fix.log"/>
</supplementalLogs>

I just copy-pasted the relevant lines from an older starter pack and it worked just fine.
Any reason this was changed ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on July 28, 2016, 08:16:27 am
That change seems to work, although I've not tested it fully yet.. TVM!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on July 29, 2016, 04:23:28 pm
i just copied the whole config file from the 0.42 LNP and it worked fine.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Evrett33 on August 01, 2016, 01:26:32 am
Where are the TWBT gfx files that replace, chairs, gems, workbenches, farms etc etc? This is an annoying forced change that I'd like to remove while stilll being able to use TWBT.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 01, 2016, 01:53:12 am
Where are the TWBT gfx files that replace, chairs, gems, workbenches, farms etc etc? This is an annoying forced change that I'd like to remove while stilll being able to use TWBT.

Configured by $df/data/init/overrides.txt
Image files under data/art/
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 01, 2016, 05:29:01 am
I think the gem is called "rough" in the overrides.txt. You can put pound signs (#) before lines to comment them out. I'm guessing you meant "workshop" when you said workbench.

If you edit the copy located at /starter pack/LNP/Graphics/Phoebus/data/init/overrides.txt then that file won't get overwritten when you switch graphics packs, but you will need to re-apply the Phoebus graphics to the game every time you make a change.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: starscream on August 01, 2016, 02:34:05 pm
windows defender is reporting dangerous trojans in armok vision.exe during unzip of the latest package.  is anyone else getting this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on August 01, 2016, 02:38:20 pm
windows defender is reporting dangerous trojans in armok vision.exe during unzip of the latest package.  is anyone else getting this?
dementia reported (http://www.bay12forums.com/smf/index.php?topic=159713.msg7115907#msg7115907) something similar in the Masterwork thread.  It is probably a false positive, but you can download Armok Vision from the original repository (https://github.com/JapaMala/armok-vision/releases/latest) if you're worried.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: starscream on August 01, 2016, 02:42:51 pm
windows defender is reporting dangerous trojans in armok vision.exe during unzip of the latest package.  is anyone else getting this?
dementia reported (http://www.bay12forums.com/smf/index.php?topic=159713.msg7115907#msg7115907) something similar in the Masterwork thread.  It is probably a false positive, but you can download Armok Vision from the original repository (https://github.com/JapaMala/armok-vision/releases/latest) if you're worried.

tried it.  getting trojan hits on those too.



[edit]

reporting:
maltule.c!cl
rundas!plock

both are listed as severe threats

[edit 2]

the issue is likely caused by the python installer packager.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on August 01, 2016, 02:53:50 pm
That means that the AV in PE's pack has not been tampered with.  Japa did try to make AV's interactions with the DF executable as gentle as possible, but some antivirus apps are just really nervous about new programs.

For what it's worth, Sophos isn't worried about Armok Vision.

Edit: Like you said, the installer might be the issue.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: starscream on August 01, 2016, 02:58:54 pm
i was just worried about 3rd party tampering but as you said, that cannot be it.  i'm not at all worried about the original files.  the author is kind enough to offer the sources.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 01, 2016, 04:45:22 pm
I scanned the Armok Vision executable (https://www.virustotal.com/en/file/c87727772e188528cefd83348c88030361bda6c9132633d09be7808a505f8dea/analysis/) that is included in PeridexisErrant's Starter Pack 0.43.03-r03. It turned up clean.

So I tried scanning the entire Armok Vision folder (https://www.virustotal.com/en/file/67a9103515239a4fb5b5e3ed4ac765bd72d8d83c193217e90af561df0614edeb/analysis/1470084200/). It also turned up clean.

So I scanned every executable in PeridexisErrant's Starter Pack 0.43.03-r03:
Spoiler: virus scans (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 01, 2016, 07:03:40 pm
To those mentioning the "python installer" issues - assuming you mean PyInstaller, that cannot possibly be the issue because Armok Vision is written in C#, and has nothing to do with Python at all.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Evrett33 on August 01, 2016, 09:07:50 pm
Where are the TWBT gfx files that replace, chairs, gems, workbenches, farms etc etc? This is an annoying forced change that I'd like to remove while stilll being able to use TWBT.

Configured by $df/data/init/overrides.txt
Image files under data/art/

Could you please add a button in the next version to shut off for all these gfx overwrities? Its a lot of work to go through and ## each one and tileset gfx choice is part of the reason newb pack exists.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on August 01, 2016, 09:17:54 pm
So I'm having a crashing issue with prospect, current version of pack. The odd thing is I did run a prospect on this fort initially without issue. I'm early in 2nd year now and if I run it the game crashes repeatedly. I haven't done any modding to this version. No DFHack plugins besides base selected from launcher, fix-armory only nonstandard startup item.

Also (and sorry for not checking if this is known) sound sense will not launch from the launcher, but it does run just fine from the batchfile.

As always, great work and thanks for keeping this up Peridexis!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 01, 2016, 09:31:10 pm
Where are the TWBT gfx files that replace, chairs, gems, workbenches, farms etc etc? This is an annoying forced change that I'd like to remove while stilll being able to use TWBT.

Configured by $df/data/init/overrides.txt
Image files under data/art/

Could you please add a button in the next version to shut off for all these gfx overwrities? Its a lot of work to go through and ## each one and tileset gfx choice is part of the reason newb pack exists.

I've been wanting to make versions of all the graphics packs that are optimized to work without TWBT graphics overrides. Rydel was helping me with this earlier. This really requires a different set of raw/objects files. I think it is going to require an overrides version and overrides version of the graphics packs for now, but maybe in the future PyLNP will be able to load a different set of objects and init files depending on whether the overrides setting is "on" or "off".


So I'm having a crashing issue with prospect, current version of pack. The odd thing is I did run a prospect on this fort initially without issue. I'm early in 2nd year now and if I run it the game crashes repeatedly. I haven't done any modding to this version. No DFHack plugins besides base selected from launcher, fix-armory only nonstandard startup item.

Also (and sorry for not checking if this is known) sound sense will not launch from the launcher, but it does run just fine from the batchfile.

As always, great work and thanks for keeping this up Peridexis!


Do you have multilevel view on? I've heard that disabling that feature can help reduce crashes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 01, 2016, 11:44:16 pm
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI

Could you please add a button in the next version to shut off for all these gfx overwrities? Its a lot of work to go through and ## each one and tileset gfx choice is part of the reason newb pack exists.

I've been wanting to make versions of all the graphics packs that are optimized to work without TWBT graphics overrides. Rydel was helping me with this earlier. This really requires a different set of raw/objects files. I think it is going to require an overrides version and overrides version of the graphics packs for now, but maybe in the future PyLNP will be able to load a different set of objects and init files depending on whether the overrides setting is "on" or "off".

The problem isn't so much the button, as knowing what to do when it's pressed - we have a wide variety of graphics packs by old and new authors, on all kinds of sites and even just the basic format is hard enough to manage at times.

@jecowa - if a format can be worked out *that works without PyLNP too*, I'm sure we can support it somehow.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on August 02, 2016, 12:03:37 am
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI

Are you saying that is what's making prospect crash the game?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 02, 2016, 12:32:45 am
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI

Are you saying that is what's making prospect crash the game?

It might be. I've never heard of prospect making the game crash. It might be worth a shot to see if turning off multi-level view helps.

@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI

Could you please add a button in the next version to shut off for all these gfx overwrities? Its a lot of work to go through and ## each one and tileset gfx choice is part of the reason newb pack exists.

I've been wanting to make versions of all the graphics packs that are optimized to work without TWBT graphics overrides. Rydel was helping me with this earlier. This really requires a different set of raw/objects files. I think it is going to require an overrides version and overrides version of the graphics packs for now, but maybe in the future PyLNP will be able to load a different set of objects and init files depending on whether the overrides setting is "on" or "off".

The problem isn't so much the button, as knowing what to do when it's pressed - we have a wide variety of graphics packs by old and new authors, on all kinds of sites and even just the basic format is hard enough to manage at times.

@jecowa - if a format can be worked out *that works without PyLNP too*, I'm sure we can support it somehow.

Right now a graphics pack is laid out like this:


I was thinking of laying them out something like this:

For manual installation, the user should see that there's a choice to be made while copying over the files and the descriptive folder names should help with the decision. Maybe there could be a readme.txt file too with installation instructions and an expanded explanation of the TWBT overrides choice.

For PyLNP installation, it should probably default to the TWBT version if DFHack is enabled and TWBT is installed, and use the non-TWBT version otherwise. When the user switches Print Mode and causes TWBT to be enabled or disabled, then the folders would get swapped out. And then maybe there could also be a button to switch to the non-TWBT versions even when TWBT is enabled.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 02, 2016, 03:16:44 am
That would break the desirable property that copying graphics over a DF install correctly installs the graphics - we want them to be very simple to do manually or automatically.

An alternative approach (which I prefer) would be to add "twbt_data" and "raw/twbt_objects" folders, and copy them over the non-twbt pack if TwbT is enabled.  Regardless, any further discussion should happen in the DFgraphics thread, as it's not really about the Starter Pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on August 02, 2016, 09:22:59 am
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI

Are you saying that is what's making prospect crash the game?

It might be. I've never heard of prospect making the game crash. It might be worth a shot to see if turning off multi-level view helps.

Oh, somehow I totally missed your earlier post, so I was wondering why PE passed on that tidbit.
No joy :(
The only other thing I can think of is I did change the graphics pack from defaults after I started playing, but I honestly don't remember if this save was from before or after. First time I've ever had an issue with prospect, but then I typically only run it around embark.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 02, 2016, 11:19:03 am
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI

Are you saying that is what's making prospect crash the game?

It might be. I've never heard of prospect making the game crash. It might be worth a shot to see if turning off multi-level view helps.

Oh, somehow I totally missed your earlier post, so I was wondering why PE passed on that tidbit.
No joy :(
The only other thing I can think of is I did change the graphics pack from defaults after I started playing, but I honestly don't remember if this save was from before or after. First time I've ever had an issue with prospect, but then I typically only run it around embark.

What graphics pack did you switch to?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on August 02, 2016, 12:11:56 pm
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI

Are you saying that is what's making prospect crash the game?

It might be. I've never heard of prospect making the game crash. It might be worth a shot to see if turning off multi-level view helps.

Oh, somehow I totally missed your earlier post, so I was wondering why PE passed on that tidbit.
No joy :(
The only other thing I can think of is I did change the graphics pack from defaults after I started playing, but I honestly don't remember if this save was from before or after. First time I've ever had an issue with prospect, but then I typically only run it around embark.

What graphics pack did you switch to?

My usual; phoebus 16x16 for graphics, curses square 24x24 for text.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: starscream on August 02, 2016, 10:05:42 pm
To those mentioning the "python installer" issues - assuming you mean PyInstaller, that cannot possibly be the issue because Armok Vision is written in C#, and has nothing to do with Python at all.

i was talking about pylnp package.  some people have reported getting false positive maleware hits from pyinstaller packages.

but that wasn't it.  windows defender is reporting the maleware directly on armok vision executable.  kind of annoying that i have to disable it every time i run df.  and remember to activate it again several hours later.  lol.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 02, 2016, 10:33:44 pm
To those mentioning the "python installer" issues - assuming you mean PyInstaller, that cannot possibly be the issue because Armok Vision is written in C#, and has nothing to do with Python at all.

i was talking about pylnp package.  some people have reported getting false positive maleware hits from pyinstaller packages.

but that wasn't it.  windows defender is reporting the maleware directly on armok vision executable.  kind of annoying that i have to disable it every time i run df.  and remember to activate it again several hours later.  lol.



I think it seems weird that it's showing that Armok Vision has a virus. Are you using 0.43.03 - r3 of the Starter Pack? I just scanned the Armok Vision included in the pack again, and I'm still not getting anything detected from Microsoft or any other virus scanner. https://www.metadefender.com/#!/results/file/b49b9c59a7384f9d92154a6eb7f2bab6/regular/analysis
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ghills on August 02, 2016, 10:39:03 pm
To those mentioning the "python installer" issues - assuming you mean PyInstaller, that cannot possibly be the issue because Armok Vision is written in C#, and has nothing to do with Python at all.

i was talking about pylnp package.  some people have reported getting false positive maleware hits from pyinstaller packages.

but that wasn't it.  windows defender is reporting the maleware directly on armok vision executable.  kind of annoying that i have to disable it every time i run df.  and remember to activate it again several hours later.  lol.

OK, 2 possibilities I can see:

1) You somehow got a hijacked download that includes malware (very possible especially if you don't block Javascript). Did you check the hashes of the file you downloaded?
2) Your antivirus has realized that Armok Vision is reading the memory of another program and is reporting this bad behavior, because typically only viruses do that.  I've had 'false positives' for DF utilities before for that reason.  It's a good check actually, but annoying for gamers who have programs they want to have interact with other programs in unauthorized ways.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 03, 2016, 12:27:49 am
2) Your antivirus has realized that Armok Vision is reading the memory of another program and is reporting this bad behavior, because typically only viruses do that. 

Actually Armok Vision just reads data off a socket provided by the DFHack plugin "remotefortressreader", so there's nothing in AV that should be suspicious.  Checking the hash is a good habit (mostly for file corruption!), but I'd put this down to a false positive.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on August 03, 2016, 04:36:16 am
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI

Are you saying that is what's making prospect crash the game?

It might be. I've never heard of prospect making the game crash. It might be worth a shot to see if turning off multi-level view helps.



i changed it to "multilevel 0" and my game seldomly crashes.
as my game crashed quite a lot ever since i played DF, someone hinted me to change it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ghills on August 04, 2016, 05:00:37 pm
2) Your antivirus has realized that Armok Vision is reading the memory of another program and is reporting this bad behavior, because typically only viruses do that. 

Actually Armok Vision just reads data off a socket provided by the DFHack plugin "remotefortressreader", so there's nothing in AV that should be suspicious.  Checking the hash is a good habit (mostly for file corruption!), but I'd put this down to a false positive.

Ah, OK.  Yeah, in that case I'm not sure what's tripping the false positive.  Perhaps that's become common enough architecture for trip AV flags?  I wonder what the AV is picking up on.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on August 04, 2016, 05:22:41 pm
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI

Are you saying that is what's making prospect crash the game?

It might be. I've never heard of prospect making the game crash. It might be worth a shot to see if turning off multi-level view helps.



i changed it to "multilevel 0" and my game seldomly crashes.
as my game crashed quite a lot ever since i played DF, someone hinted me to change it.

Well I tried just commenting it out, loading up and running reveal and then prospect. And it went boom. It has been a bit crashy on me this version, save early, save often.
Haven't had a chance to poke at it anymore.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kanista on August 07, 2016, 08:25:34 am
Hello PeridexisErrant,
I'm a long-time thread-lurker and DF-player. I registered here just to ask you to add Lee's Colour Scheme v2 to the LNP:
http://dwarffortresswiki.org/index.php/DF2014:Color_scheme#Lee.27s_Colour_Scheme_v2 (http://dwarffortresswiki.org/index.php/DF2014:Color_scheme#Lee.27s_Colour_Scheme_v2)

I tried a lot of color-schemes and keep coming to this one because it's so nice to look at.

Cheers, going back to lurking now!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 09, 2016, 06:28:25 am
The Starter Pack has updated to 0.43.03-r04!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is an update full of small improvements and bugfixes, in both the launcher and my configuration of the pack.  Slower releases mean more time to track down and fix problems, as well as more time for bug reports to come in!  As usual, I'd love any feedback you might have.

And a happy 10th birthday to Dwarf Fortress - may we strike the earth together for another decade!

0.43.03-r04
 - updated default embark profiles (thanks /u/Gorny1)
 - fixed duplicate sounds in soundsense
 - improved Taffer's colorscheme (thanks Taffer)
 - now using latest PyLNP version (my own tooling error...)
 - new option in DFHack tab: 'Enhanced Gameplay' adds merchants, diplomats
 - TwbT multilevel now optional (DFHack tab) due to reported instability
 - more DFHack bugfixes run automatically
 - updated PyLNP: bugfixes, user content importer, etc

SHA256:  54c171236c49c90b904a1102e8c9a37d3c6bc92beb156477b465c3159bbb619b

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on August 09, 2016, 12:22:26 pm
this newest pack can't launch.
the launcher gives an error message, telling me the file couldn't be accessed.
is it 64 bit only?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: btonasse on August 09, 2016, 01:42:12 pm
Hi, I don't know if I'm doing something wrong, but since I downloaded the new version the game keeps losing focus after I alt-tab into dwarf therapist and commit to some change. I try to get back to the game, but it immediately loses focus and is minimized again onto the taskbar. I'm running it on a bootcamped Windows 7 (Macbook Pro). Did something change in this version and I have to change some setting to make this stop? Thanks for the great work in any case!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 09, 2016, 08:35:37 pm
this newest pack can't launch.
the launcher gives an error message, telling me the file couldn't be accessed.
is it 64 bit only?

No, the pack is not 64bit yet - DF 0.43.03 is still 32bit only.  I do plan to go 64bit as that becomes possible though.

Hi, I don't know if I'm doing something wrong, but since I downloaded the new version the game keeps losing focus after I alt-tab into dwarf therapist and commit to some change. I try to get back to the game, but it immediately loses focus and is minimized again onto the taskbar. I'm running it on a bootcamped Windows 7 (Macbook Pro). Did something change in this version and I have to change some setting to make this stop? Thanks for the great work in any case!

I don't think anything relevant changed, but if it's really broken you could stick to the working one I guess?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dekon on August 09, 2016, 09:56:09 pm
Peridexis,

While I'm sure you're working on it, I'm just curious - any concept of a release date for the 64-bit version?  I'm waiting to play DF again for that.  I'm sure you're working hard - just curious if you have a rough estimate. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on August 09, 2016, 10:00:53 pm
He depends on DFHack, which is still a work in progress in the 64bit version
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 09, 2016, 10:22:33 pm
While I'm sure you're working on it, I'm just curious - any concept of a release date for the 64-bit version?  I'm waiting to play DF again for that.  I'm sure you're working hard - just curious if you have a rough estimate.

As Japa said, I'm really just waiting for DFHack*.  Given that they've never had to do a transition like this before, I've got very little idea how long it might take - but from the outside it seems to be working, if slowly.

*and updating my own tooling for flexibility; I'd like to provide live nightly builds at some point.  This means making sure that eg Therapist is only included if it has a memory layout; generated documentation reflects what actually built rather than unfiltered config, and so on.  It's a work in progress...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LordBaal on August 10, 2016, 04:59:44 am
If I could risk I would say a couple of months?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 10, 2016, 08:01:05 am
We made some progress with structure alignment yesterday. It's a bit easier to find problems since we can cross-check 32-bit and 64-bit 0.43.05 against 0.43.03, but it's also easier to find structures that were previously wrong, which requires changing everything that uses them.

Anyway, hopefully it doesn't take that long (at least for pre-releases). By the way, initial pre-releases will likely be more buggy than most, so I would strongly recommend only encouraging people who actually want to help diagnose issues to use them.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on August 10, 2016, 08:29:32 am
well, current release doesn't run on my machine. the launcher can't be started at all.
i reinstalled the 43.r03 and will use that one until a working release is out.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 10, 2016, 09:03:01 am
By the way, initial pre-releases will likely be more buggy than most, so I would strongly recommend only encouraging people who actually want to help diagnose issues to use them.

Noted.  I'd like to host a live-updating set of use-at-own-risk-nightly builds, but I'll certainly wait for a stable DFHack for the mainline Starter Pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on August 10, 2016, 12:33:58 pm
The Starter Pack has updated to 0.43.03-r04!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is an update full of small improvements and bugfixes, in both the launcher and my configuration of the pack.  Slower releases mean more time to track down and fix problems, as well as more time for bug reports to come in!  As usual, I'd love any feedback you might have.

And a happy 10th birthday to Dwarf Fortress - may we strike the earth together for another decade!

0.43.03-r04
 - updated default embark profiles (thanks /u/Gorny1)
 - fixed duplicate sounds in soundsense
 - improved Taffer's colorscheme (thanks Taffer)
 - now using latest PyLNP version (my own tooling error...)
 - new option in DFHack tab: 'Enhanced Gameplay' adds merchants, diplomats
 - TwbT multilevel now optional (DFHack tab) due to reported instability
 - more DFHack bugfixes run automatically
 - updated PyLNP: bugfixes, user content importer, etc

SHA256:  54c171236c49c90b904a1102e8c9a37d3c6bc92beb156477b465c3159bbb619b

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Date on first post! :P I know I keep pushing it but please!

0.43.03-r04   2016-08-10
 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on August 10, 2016, 01:49:28 pm
We made some progress with structure alignment yesterday. It's a bit easier to find problems since we can cross-check 32-bit and 64-bit 0.43.05 against 0.43.03, but it's also easier to find structures that were previously wrong, which requires changing everything that uses them.

Anyway, hopefully it doesn't take that long (at least for pre-releases). By the way, initial pre-releases will likely be more buggy than most, so I would strongly recommend only encouraging people who actually want to help diagnose issues to use them.

How and where do we test the pre-release, Id be happy to do so.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dekon on August 10, 2016, 05:47:40 pm
Thank you Peridexis and Lethosor for the update.  I do appreciate it, and am very thankful for your hard work.  DFHack and the LazyNewbPack have highly enhanced my experience of DF. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 10, 2016, 05:59:45 pm
How and where do we test the pre-release, Id be happy to do so.
There isn't one yet, but when it does show up, it'll be at https://github.com/dfhack/dfhack/releases and in the DFHack thread (in the utilities subforum).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on August 10, 2016, 06:39:10 pm

There isn't one yet, but when it does show up, it'll be at https://github.com/dfhack/dfhack/releases and in the DFHack thread (in the utilities subforum).
[/quote]

There must be some information somewhere about this but : This is only the DFHack part of it, how do I merge this to the current version?  Simple copy-paste in the current DF Starter pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 10, 2016, 06:48:32 pm
Date on first post! :P I know I keep pushing it but please!

0.43.03-r04   2016-08-10

https://github.com/PeridexisErrant/starter-pack/issues/4

I'm definitely thinking about logging the date, but so far other stuff has been higher priority when I have time - doing updates at all, fixing bugs, and so on.  Timestamps are moving up the list though :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 10, 2016, 07:42:54 pm
This is only the DFHack part of it, how do I merge this to the current version?  Simple copy-paste in the current DF Starter pack?
Well, if you are using the upcoming DFHack pre-release for DF v0.43.05 then you wouldn't want to install it into a DF v0.43.03 Starter Pack. But yeah, just decompress DFHack and drag everything in it's folder into the Dwarf Fortress folder. PeridexisErrant mentioned that he might include the upcoming pre-release version of DFHack in a nightly build of his Starter Pack, so you might not have to mess with installing DFHack.

There must be some information somewhere about this but :
You can read the DFHack installation instructions and more here - https://dfhack.readthedocs.io/en/stable/docs/Introduction.html#installing-dfhack
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on August 10, 2016, 08:05:51 pm
Aye, I'm really excited to try the x64 version...  I'll wait for the 43.05 pre-release
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 10, 2016, 09:59:43 pm
Date on first post! :P I know I keep pushing it but please!

0.43.03-r04   2016-08-10

https://github.com/PeridexisErrant/starter-pack/issues/4

I'm definitely thinking about logging the date, but so far other stuff has been higher priority when I have time - doing updates at all, fixing bugs, and so on.  Timestamps are moving up the list though :)
Maltavius might mean the thread title, so new releases would show up at a glance for anyone browsing a list of threads who remembers the previous version/date.

This is only the DFHack part of it, how do I merge this to the current version?  Simple copy-paste in the current DF Starter pack?
Well, if you are using the upcoming DFHack pre-release for DF v0.43.05 then you wouldn't want to install it into a DF v0.43.03 Starter Pack. But yeah, just decompress DFHack and drag everything in it's folder into the Dwarf Fortress folder. PeridexisErrant mentioned that he might include the upcoming pre-release version of DFHack in a nightly build of his Starter Pack, so you might not have to mess with installing DFHack.

There must be some information somewhere about this but :
You can read the DFHack installation instructions and more here - https://dfhack.readthedocs.io/en/stable/docs/Introduction.html#installing-dfhack
I feel like installing vanilla DF+DFHack would be simplest, although it's certainly a good idea to test with a nightly pack of some kind to cover that pack's settings/customizations if you can.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on August 11, 2016, 01:35:42 am
Date on first post! :P I know I keep pushing it but please!

0.43.03-r04   2016-08-10

https://github.com/PeridexisErrant/starter-pack/issues/4

I'm definitely thinking about logging the date, but so far other stuff has been higher priority when I have time - doing updates at all, fixing bugs, and so on.  Timestamps are moving up the list though :)
Maltavius might mean the thread title, so new releases would show up at a glance for anyone browsing a list of threads who remembers the previous version/date.

No, PeridexisErrant knows what I mean :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on August 11, 2016, 04:53:20 pm
I wouldn't mind knowing what the latest release is just from glancing at the thread  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 11, 2016, 05:59:01 pm
You can subscribe to email notifications with a DFFD account. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on August 11, 2016, 07:34:05 pm
PD, how does the autoupdate work WRT non-browser (ie fully automated)? I've never seemed to be able to get that to auto-d/l & update (I always fallback to manually downloading from browser).. maybe a firewall setting? There's no dialog to say if it's doing anything at all, let alone animations indicating progress etc..

Is an account required for background auto-update? If so, I think you might mention this..

W10 PC BTW, although it didn't work with W7 either IIRC
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 11, 2016, 07:52:40 pm
I think it just downloads the updated pack from your browser. I don't think it installs the updated version into your current version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 11, 2016, 08:23:05 pm
PD, how does the autoupdate work WRT non-browser (ie fully automated)? I've never seemed to be able to get that to auto-d/l & update (I always fallback to manually downloading from browser).. maybe a firewall setting? There's no dialog to say if it's doing anything at all, let alone animations indicating progress etc..

Is an account required for background auto-update? If so, I think you might mention this..

I'd suspect a firewall issue.  You don't need an account; it just checks in the background (at specified times) and if an update is available gets user confirmation before downloading.  It even unzips the new pack for you!  And as of this update, the new pack will ask you and import your saves and most other content.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meddadog on August 12, 2016, 04:29:06 pm
it does not trigger a download for r04 for me, and it comes with an outdated therapist in r03. can i manually update the therapist? and how?

-nevermind, own stupidity, though one link is bad, the download link at the top works-
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on August 12, 2016, 05:49:57 pm

I'd suspect a firewall issue.  You don't need an account; it just checks in the background (at specified times) and if an update is available gets user confirmation before downloading.
OK tks; I'll check FW rules & NoScript settings..
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Qev on August 14, 2016, 03:18:45 am
Not sure if this is the correct thread to ask this, but it's driving me nuts.  I'm playing the latest Windows LNP, and I could swear last night I accessed some DFHack extension with an option to set the general minimum item quality for 'decorate item' jobs.  Be darned if I can find it now.  Or have I just started having very vivid DF-related dreams?  :P
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on August 14, 2016, 07:51:19 am
That's under 'workflow', largely replaced by the vanilla manager now
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Qev on August 14, 2016, 03:36:32 pm
That's under 'workflow', largely replaced by the vanilla manager now
I used to use workflow constantly until the new manager came out, and this seemed completely unfamiliar to me.  Also, I don't have workflow enabled or any hotkey set...  ???
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 14, 2016, 03:41:39 pm
Could it have been http://dfhack.readthedocs.io/en/stable/docs/Plugins.html#job ? If not, do you remember any specific text on that screen?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Qev on August 14, 2016, 08:17:14 pm
Could it have been http://dfhack.readthedocs.io/en/stable/docs/Plugins.html#job ? If not, do you remember any specific text on that screen?
Sadly, I just kinda looked at the options that were available and went, "neat! I'll play with that more later..." and now I'm not even sure it was real. :P  I don't remember any specific text from the screen, just that I accessed it from the regular view because I noticed a new DFHackish keybind being displayed in the right panel.  That and one of the options was a way of setting general limits on the quality of objects to be decorated, etc.

I'm going to feel really dumb if it turns out I just dreamed this.  :-[
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Steforian on August 15, 2016, 12:05:14 am
SoundSense is currently borked WRT LNP: it plays duplicates over the top of each other

The issue can be solved by modifying Soundsense configuration file : in current version it calls gamelog.txt twice, as principal and supplemental log :
Quote

<gamelog path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
-<supplementalLogs>
<item path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
</supplementalLogs>
, which seems to explain the duplicate sounds. In older versions the target for "supplemental log" was different :
Quote
<gamelog path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
-<supplementalLogs>
<item path="${gameBaseDir}/ss_fix.log"/>
</supplementalLogs>

I just copy-pasted the relevant lines from an older starter pack and it worked just fine.
Any reason this was changed ?

Im having the same issue, and i found the text you were talking about, what exactly would i change in this? (because i dont have access to an older versions files)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 15, 2016, 12:11:23 am
You don't want it to look like that top one. You want it to look like the bottom one. There may be more to fix than that, though. I think it should be fixed in the latest r4 version if that change doesn't fix it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mathalor on August 15, 2016, 02:15:00 am
Is 43.04 the last 32 bit version?

Will there be a starter pack for 43.04, or will you skip over it?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 15, 2016, 02:35:22 am
Is 43.04 the last 32 bit version?

Will there be a starter pack for 43.04, or will you skip over it?

43.04 is the last version without a 64bit edition - Toady will release new versions as both 32bit and 64bit for the foreseeable future.

I'll probably skip it though, just as DFHack will.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on August 15, 2016, 07:03:44 am
I’m actually using the latest version without any add-on/pack and oh boy!  I know why I use them and how valuable they are.  They save me huge amount of time.  Not easy to figure out which dwarf was assigned to which task.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on August 17, 2016, 09:46:55 pm
I’m actually using the latest version without any add-on/pack and oh boy!  I know why I use them and how valuable they are.  They save me huge amount of time.  Not easy to figure out which dwarf was assigned to which task.

Yeah, that's why I'm holding off on playing until the LNP has caught up. I love the game, but without utilities it becomes a nightmare to manage more than a couple dozen dwarves. Out of curiosity, is the change to 64-bit noticeably faster in terms of FPS, worldgen speed, etc. compared to the 32-bit version?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 17, 2016, 11:08:56 pm
Why wait?  A new release of DF doesn't magically make the current Starter pack any worse!

64bit appears to have a number of small performance improvements, but nothing truly major.  Avoiding the occasional crash due to memory exhaustion is probably more important, and of course the usual new-release-bugfixes are always great.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on August 18, 2016, 05:11:49 am
Indeed. Started on 42.06-r01 myself and still on it, currently doing a year in community fort :)

(though I've made few 43.05 worldgens :p)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on August 18, 2016, 10:23:58 am
Why wait?  A new release of DF doesn't magically make the current Starter pack any worse!

64bit appears to have a number of small performance improvements, but nothing truly major.  Avoiding the occasional crash due to memory exhaustion is probably more important, and of course the usual new-release-bugfixes are always great.
Yeah, my seemingly random crashes most likely are the result of memory exhaustion.
I only got 3GB DDR3 and even 2x2 embarks crash after some time without any remarkable event as trigger.
also flat embark areas tend to be more stable than those with hills.
if i were better at building cisterns etc. i'd even embark without a river.
other than that, in your lates release, the launcher wouldn't start, so i went back to the 43.04.r03.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on August 18, 2016, 02:08:15 pm
Why wait?  A new release of DF doesn't magically make the current Starter pack any worse!

64bit appears to have a number of small performance improvements, but nothing truly major.  Avoiding the occasional crash due to memory exhaustion is probably more important, and of course the usual new-release-bugfixes are always great.

I've played quite a bit with the current starter pack. I'm just saying that I won't try the latest release until the LNP has made the transition. Also, I'm planning on upgrading my computer in the next month or so, which will hopefully improve DF's performance in addition to being better for other games.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 18, 2016, 07:32:08 pm
I've played quite a bit with the current starter pack. I'm just saying that I won't try the latest release until the LNP has made the transition. Also, I'm planning on upgrading my computer in the next month or so, which will hopefully improve DF's performance in addition to being better for other games.

Ah, sorry - I get a lot of people who put off playing DF at all if the Starter Pack is at all behind DF  :-\

For DF, memory access latency is king so make sure your RAM is fast DDR4 and your CPU is a most-recent-gen i5 or i7 with large cache.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 18, 2016, 08:28:28 pm
I think the Broadwell i7-5775C with its 6 MB L3 cache and 128 MB L4 cache would be a great choice for a CPU for Dwarf Fortress.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on August 19, 2016, 03:53:33 am
Out of curiosity, does anyone know how well a higher-end PC runs DF? Mine has trouble generating worlds any bigger than Pocket, particularly if there are large numbers of civs/beasts.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: fonzacus on August 19, 2016, 04:09:07 am
just picked up round 4 for windows, and ive noticed a weird infinite resize issue when using a dark theme. sure it only affects a minimum amount of players, but im just putting it out there. R3 didnt have this issue.
Spoiler (click to show/hide)

and also, yippy ki yay? its only the 2nd wave and thats just way too many ;'(
http://i.imgur.com/BzXj8yL.png
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CharonM72 on August 19, 2016, 09:05:53 pm
Out of curiosity, does anyone know how well a higher-end PC runs DF? Mine has trouble generating worlds any bigger than Pocket, particularly if there are large numbers of civs/beasts.

I have a 6 year old laptop (high-end when I bought it) with an Intel i5 and 8GB RAM and it takes a few hours to generate really large worlds (length of history is the biggest factor though). Pocket worlds can be generated in a couple minutes for me.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Slakan on August 19, 2016, 11:36:08 pm
Thank you so much for this contribution!
If i only knew this existed before!!
It makes everything so easy!!!
Truly magnificent!!!!
I love exclamation marks!!!!!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Radsoc on August 21, 2016, 08:27:29 am
What's the biggest challenge in transitioning to 64-bit?

Are DFHack, Dwarf Therapist reading/writing to the memory of Dwarf Fortress? You need new tables? Lots of dynamic memory addresses?

Let me know if help is needed, I used to develop hacks and mods long time ago.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on August 21, 2016, 08:43:50 am
Biggest challenge is the new compiler, with changes in the layout of std templates.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 21, 2016, 08:50:37 am
Well, I'd say the biggest one I've been working with is that some of our structure layouts were slightly incorrect, which breaks with 64-bit DF. There are also a few new fields in 0.43.04-05, but those aren't unusual.

STL layout changes are mainly an issue with our static analysis scripts, which break in weird ways on Windows now. Since we use the same compiler as DF to compile DFHack, we don't have to worry about STL changes in DFHack/scripts/plugins as much.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 26, 2016, 03:21:01 am
The Starter Pack has updated to 0.43.03-r05!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This release focusses on content updates and bugfixes - Armok Vision is prettier than ever from the new first-person mode; SoundCenSe is like Soundsense but shinier; and there are many smaller things (just read the changelog).

Work is ongoing on the update to 64-bit DF 43.05, but expected to take a while longer (nobody knows exactly how long).  Until then, remember that the 32bit version - this one! - is better than it's ever been before  :D

Strike the Earth!

0.43.03-r05
 - added SoundCenSe
 - added Lee's Color Scheme v2
 - fixed keybinding for gui/settings-manager
 - re-enabled TwbT by default (in DFHack tab)
 - misc minor tweaks (eg no blank line in tooltips)
 - added option to hide DFHack console window
 - updated Armok Vision
 - updated Mayday and Spacefox graphics

SHA256:  3beb823b7bc44af68f079ca22b1c69d60365524e7be2e081bca5f7393bdbbde0

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AoshimaMichio on August 26, 2016, 03:37:23 am
The launcher doesn't contain way to edit and copy dfhack.init from previous version (or whatever it is called) if I recall correctly, and I can't exactly check right now. It's one of the minor annoyances I have to go through everytime I update the starter pack, line by line comparison to see what all stuff I have disabled and what new has been added that I might want to disable. In particular I usually disable plugins I have no need for, because number of active plugins does correlate with changes for the game to crash.

Any changes you could address this minor annoyance of mine?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 26, 2016, 03:41:31 am
I suggest writing your own init file, which can simply be copied over.  This puts all your changes relative to the base in one place, and it's a lot easier to keep track of.

https://dfhack.readthedocs.io/en/stable/docs/Core.html#init-files

For new stuff, we just have to read the files!  (or use a diff tool)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on August 26, 2016, 06:30:03 am
How goes the long slog to a functioning DFHack for .43.05?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on August 26, 2016, 08:09:38 am
How goes the long slog to a functioning DFHack for .43.05?
See PeridexisErrant's post 3 posts above yours, 3:rd paragraph.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on August 26, 2016, 01:36:08 pm
Now that you've released this, should I release another Armok Vision version?


Blood splatters were actually easier than expected.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 26, 2016, 04:30:51 pm
It looks like there might not be a memory layout for Dwarf Fortress v0.43.03 included in the pack; it only has layouts going up to v0.42.06.

If you are going to release another update anyway, maybe you would consider throwing this file into your /LNP/graphics/Phoebus/data/art/ folder as an option?
Spoiler: "Jecobus_10x16.png" (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: em312s0n on August 26, 2016, 05:13:57 pm
I don't know if i'm the only one but dwarf therapist doesnt seem to work with the new version. im getting an unidentified game version error.

EDIT: Nevermind. should have checked dwarf therapist thread first. :P
To get Dwarf Therapist to work, you need to download a slightly older version Dwarf Fortress - v0.43.03.

Then you need to manually update an ini file. Instructions here - https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on August 26, 2016, 05:14:50 pm
How goes the long slog to a functioning DFHack for .43.05?
Ask in the DFHack thread
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on August 26, 2016, 05:22:35 pm
I don't know if i'm the only one but dwarf therapist doesnt seem to work with the new version. im getting an unidentified game version error.
This would be to do with its (can't rememer the name of the ini file - something to do with memory bindings IIRC). Same thing happened with the previous versions.Ask in the DT thread for the relevant file (or check on Github)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on August 26, 2016, 07:05:31 pm
I don't know if i'm the only one but dwarf therapist doesnt seem to work with the new version. im getting an unidentified game version error.

EDIT: Nevermind. should have checked dwarf therapist thread first. :P
To get Dwarf Therapist to work, you need to download a slightly older version Dwarf Fortress - v0.43.03.

Then you need to manually update an ini file. Instructions here - https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts

Had the same issue, just copied and pasted the therapist folder from r4, the previous release.  Worked like a boss after that. 

Personal note... I do not like the edits to spacefox.... the raws are jacked up something awful... I copied and pasted r4 of those over too.   They made more sense.  The r5 version has floor grates for gypsum and a few other rock layer walls... and bauxite looks like a constructed floor.  And that's just the start of it.... r4 raws were better.  Otherwise this has been the best build yet.  I've had 0 crashes and very little for lag at 100+citizens 50+ critters, an invasion of 50+ undead with a dozen or so necros...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 26, 2016, 07:55:35 pm
Gah, it looks like my script didn't copy the Therapist memory layout into place.  Also I didn't configure the new PyLNP importer... hotfix coming soon.

Edit: released.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 26, 2016, 08:09:22 pm
Personal note... I do not like the edits to spacefox.... the raws are jacked up something awful... I copied and pasted r4 of those over too.   They made more sense.  The r5 version has floor grates for gypsum and a few other rock layer walls... and bauxite looks like a constructed floor.  And that's just the start of it.... r4 raws were better.  Otherwise this has been the best build yet.  I've had 0 crashes and very little for lag at 100+citizens 50+ critters, an invasion of 50+ undead with a dozen or so necros...

I had been curious when Nopal changed those things in Spacefox too. Do you think the changes to the rocks and ores and stuff look like the might be unintentional? Maybe he used the wrong Git command or something.

Quote
I copied and pasted r4 of those over too.
You need to copy back the /raw/objects/item_tool.txt file from -r05 to make it compatible with Dwarf Fortress v0.43.03.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 26, 2016, 09:39:32 pm
PyLNP.json excerpt
Code: [Select]
  "to_import": [
    [
      "text_prepend",
      "<df>/gamelog.txt"
    ],
    [
      "text_prepend",
      "<df>/ss_fix.log"
    ],
    [
      "text_prepend",
      "<df>/dfhack.history"
    ],
    [
      "copy_add",
      "<df>/data/save"
    ],
    [
      "copy_add",
      "<df>/soundsense",
      "LNP/Utilities/Soundsense/packs"
    ],
    [
      "copy_add",
      "User Generated Content"
    ],
    [
      "copy_add",
      "LNP/Utilities/Soundsense/packs"
    ]
  ],

That looks like good stuff there.

I'm curious about this one:

      "copy_add",
      "<df>/soundsense",
      "LNP/Utilities/Soundsense/packs"

This is the only one with three lines. The first location is origin location and the second location is the destination location?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on August 26, 2016, 11:21:27 pm
Personal note... I do not like the edits to spacefox.... the raws are jacked up something awful... I copied and pasted r4 of those over too.   They made more sense.  The r5 version has floor grates for gypsum and a few other rock layer walls... and bauxite looks like a constructed floor.  And that's just the start of it.... r4 raws were better.  Otherwise this has been the best build yet.  I've had 0 crashes and very little for lag at 100+citizens 50+ critters, an invasion of 50+ undead with a dozen or so necros...

I had been curious when Nopal changed those things in Spacefox too. Do you think the changes to the rocks and ores and stuff look like the might be unintentional? Maybe he used the wrong Git command or something.

Quote
I copied and pasted r4 of those over too.
You need to copy back the /raw/objects/item_tool.txt file from -r05 to make it compatible with Dwarf Fortress v0.43.03.


 interesting. I think I just copied what I had in the old folder on top of the new folders and it seems to be just fine... oh well... I've been busy shoving rocks in a hole.... apparently I didn't see the flashing 1x1 square when doing dig assignments.... I think it was an aquifer from above... just flooded out the nursery, puppy pins, my nest rooms... library, temples..... they are swimming for their lives. 4 floors about 600 tiles all In 2 to 4/7 water...  I got 3 engravers throwing tantrums....  been busy today....
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 27, 2016, 01:24:42 am
PyLNP.json excerpt

That looks like good stuff there.  I'm curious about this one:

      "copy_add",
      "<df>/soundsense",
      "LNP/Utilities/Soundsense/packs"

This is the only one with three lines. The first location is origin location and the second location is the destination location?

Yep.  Each entry has (strategy, source [, destination]) - if a destination is not given, it's as source but in the new pack.  For most items, destination is the same so I added this as a shortcut to avoid copy-paste errors.  PyLNP docs should explain :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on August 27, 2016, 06:26:15 am

I had been curious when Nopal changed those things in Spacefox too. Do you think the changes to the rocks and ores and stuff look like the might be unintentional? Maybe he used the wrong Git command or something.

thats the weird thing I went through trying to see what in the world was up and I found it this morning.  It seems that he made intentional changes to inorganic_stone_***.txt files.  several tile nums were changed in many cases it just seems intentional as whole "sets" of certain layers were changed to certain tiles.

 anyways  copy and paste old set over new set on those 4 and it looks great.... I don't know what he was thinking... if I had the time and know how, I'd maintain my own.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MJMCP on August 27, 2016, 07:41:29 pm
Hey, I got an alert that the announcement window exe was a Trojan from Windows Defender, which removed it. Now one of my hard drives is being scanned and repaired. Steam was on that drive, and before rebooting it didn't exist anymore and I could not access the drive it was on. I don't know if this is just a dumb thing that happened to me or worth looking into, but it's unfortunate, and I'm hoping I don't need to go buy a new hard drive.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: flyteofheart on August 27, 2016, 08:48:58 pm
uh this might not be the place to ask but how do I use this pack with mods? I have the tower defense II mod + some small stuff I tweaked installed in the previous version manually. but i dont want to mess up my modded saves updating to the new starter pack. is there a way to make it all transfer correctly? and maybe stop me from having to manually re-add the mods after I change a texture pack?

I also see that you mention taffer in a changelog but taffer's graphics set is not in the graphics select screen? its really my favorite but i just thought it wasnt included.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 27, 2016, 09:14:44 pm
uh this might not be the place to ask but how do I use this pack with mods? I have the tower defense II mod + some small stuff I tweaked installed in the previous version manually. but i dont want to mess up my modded saves updating to the new starter pack. is there a way to make it all transfer correctly? and maybe stop me from having to manually re-add the mods after I change a texture pack?

If your mod doesn't conflict with the texture pack, you can install the mod into the mods folder. I'm not completely sure what happens if your graphics pack and mod conflict, but I think with any conflicting files, only the one installed first is used.

Here are some excerpts from the Lazy Newb Pack manual:

Quote
Mods:
This folder contains mods for Dwarf Fortress, in the form of changes to the defining raws (which define the content DF uses). Mods use the same reduced format for raws as graphics packs. Mods can be configured with a content manifest.

Graphics work very similar to mods.
Quote
Graphics:
This folder contains graphics packs, consisting of data and raw folders. Any raws identical to vanilla files will be discarded; when installing a graphics pack the remaining files will be copied over a set of vanilla raws and the combination installed. Through more complex merge logic, graphics can also be used with mods and changed on most modded saves. Graphics can be configured with a content manifest.

The bottom of the manual (https://bitbucket.org/Pidgeot/python-lnp#rst-header-id9) has a several more paragraphs about mods that should explain it pretty well. PeridexisErrant wrote coded the mod support himself, so he can probably help if you need it.



I also see that you mention taffer in a changelog but taffer's graphics set is not in the graphics select screen? its really my favorite but i just thought it wasnt included.

He's got Taffer in the tileset folder. Install Curses then click the "customize" tab and switch the tilesheet to "Taffer" and change your color scheme to Taffer's Pastel color scheme or whatever color scheme you like.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nopal on August 27, 2016, 09:48:50 pm
<Deleted>
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 28, 2016, 12:01:44 am
I'm trying to analyze the Spacefox update, but the changes were extensive. It looks like it's mostly good changed to me, though. Maybe you just messed up in one file by using the grate for some rocks or whatever the problem was. I don't know enough about all the rock stuff to interpret it, but the changes to the creatures and tools look like they are all definitely improvements.

Here's kind of an overview of the changes to the raws:


Spoiler: New Modified Objects (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Elminster on August 28, 2016, 03:12:14 am
Hi.

Tried to import from r04 but got the following in the stderr.txt:
***
Running PyLNP 0.12 (OS: win, Compiled: True)
Traceback (most recent call last):
  File "<string>", line 12, in <module>
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.lnp", line 125, in __init__
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.tkgui", line 716, in on_query_migration
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\tkgui.tkgui", line 723, in migrate_settings
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\core.importer", line 122, in do_imports
  File "C:\Users\Michael Madsen\Documents\LazyNewbPack\python_lnp\build\lnp\out00-PYZ.pyz\genericpath", line 80, in commonprefix
ValueError: max() arg is an empty sequence
***
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 28, 2016, 03:31:47 am
Hi.

Tried to import from r04 but got the following in the stderr.txt:
Spoiler: stderr.txt (click to show/hide)
Thanks for the report. That's the same error we were getting on Mac and Linux builds. I had thought the Windows version was immune until now. Someone just sent a pull request that seems to fix it (https://bitbucket.org/Pidgeot/python-lnp/pull-requests/68/fix-for-importer/diff), though, so hopefully it will be corrected in the next version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Deathlysouls on August 29, 2016, 03:27:51 am
So i have a question. i downloaded the lazynewbpack and get this whenever i try to open Dwarf Therapist...is it just unsupported or am i missing something?

http://imgur.com/glA3PIy
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sasquatch on August 29, 2016, 05:33:04 am
Having issues with Armok Vision. It's crashing when I hit ` and it's not showing anything. I also seem to have a 1/4 chunk of the map missing? Not sure because this is my first time using Armok Vision.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 29, 2016, 06:56:58 am
So i have a question. i downloaded the lazynewbpack and get this whenever i try to open Dwarf Therapist...is it just unsupported or am i missing something?

http://imgur.com/glA3PIy

It looks like you actually have the second newest Lazy Newb Pack. There was another update recently to fix that issue.

If you don't want to re-download the pack, you can fix it yourself though by copying a file into your Lazy Newb Pack. Instructions here:
https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Deathlysouls on August 29, 2016, 05:47:15 pm
So i have a question. i downloaded the lazynewbpack and get this whenever i try to open Dwarf Therapist...is it just unsupported or am i missing something?

http://imgur.com/glA3PIy

It looks like you actually have the second newest Lazy Newb Pack. There was another update recently to fix that issue.

If you don't want to re-download the pack, you can fix it yourself though by copying a file into your Lazy Newb Pack. Instructions here:
https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts

Thank you for this reply, i never would of realized it haha... Do you know where i can download the newest version? I've tried the links in this forum as well and had the same problems.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 29, 2016, 06:26:46 pm
Having issues with Armok Vision. It's crashing when I hit ` and it's not showing anything. I also seem to have a 1/4 chunk of the map missing? Not sure because this is my first time using Armok Vision.

Probably best to ask in the Armok Vision thread, if it's not working when you
- have a fort open in DF
- are using the latest pack (currently r6)
- have tried opening the menu with [Esc] and increased or decreased the render distance
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 29, 2016, 06:34:44 pm
It looks like you actually have the second newest Lazy Newb Pack. There was another update recently to fix that issue.

If you don't want to re-download the pack, you can fix it yourself though by copying a file into your Lazy Newb Pack. Instructions here:
https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts

Thank you for this reply, i never would of realized it haha... Do you know where i can download the newest version? I've tried the links in this forum as well and had the same problems.

I just double-checked and revision 6 (0.43.03-r06) should include a working Dwarf Therapist memory map. Are you sure you are running -r06 and not -r05?

You can download the latest version of PeridexisErrant's Starter Pack (http://dffd.bay12games.com/file.php?id=7622) here.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sasquatch on August 29, 2016, 07:10:45 pm
Having issues with Armok Vision. It's crashing when I hit ` and it's not showing anything. I also seem to have a 1/4 chunk of the map missing? Not sure because this is my first time using Armok Vision.

Probably best to ask in the Armok Vision thread, if it's not working when you
- have a fort open in DF
- are using the latest pack (currently r6)
- have tried opening the menu with [Esc] and increased or decreased the render distance

Ya i have r6. I just decided to get back into DF yesterday. Downloaded: PeridexisErrant's Starter Pack 0.43.03-r06. I guess my question before I take it to Japa, is it working for everyone else? Trying to rule out a pack issue first.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on August 31, 2016, 03:00:22 am
The Starter Pack has updated to 0.43.03-r05!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This release focusses on content updates and bugfixes - Armok Vision is prettier than ever from the new first-person mode; SoundCenSe is like Soundsense but shinier; and there are many smaller things (just read the changelog).

Work is ongoing on the update to 64-bit DF 43.05, but expected to take a while longer (nobody knows exactly how long).  Until then, remember that the 32bit version - this one! - is better than it's ever been before  :D

Strike the Earth!

0.43.03-r05
 - added SoundCenSe
 - added Lee's Color Scheme v2
 - fixed keybinding for gui/settings-manager
 - re-enabled TwbT by default (in DFHack tab)
 - misc minor tweaks (eg no blank line in tooltips)
 - added option to hide DFHack console window
 - updated Armok Vision
 - updated Mayday and Spacefox graphics

SHA256:  3beb823b7bc44af68f079ca22b1c69d60365524e7be2e081bca5f7393bdbbde0

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Are you distributing .NET4, GTK-Sharp and Microsoft Visual C++ 2013  also? Or is it included in a readme somewhere?
SoundCense didn't work without them and a reboot last time I tried.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 31, 2016, 06:09:12 am
Are you distributing .NET4, GTK-Sharp and Microsoft Visual C++ 2013  also? Or is it included in a readme somewhere?
SoundCense didn't work without them and a reboot last time I tried.

This is listed in the SoundCenSe readme.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 31, 2016, 08:38:59 am
Regarding https://github.com/PeridexisErrant/starter-pack/commit/69bf06dd0eab0a84f8e04062fc804b1ed3c11d0f - I thought this was an established false-positive. Is that not the case?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 31, 2016, 10:24:57 am
 It wasn't removed for having a virus; it was removed because users people kept reporting it here and on the subreddit. If a utility is causing a lots of users' virus scanners to go off every time they download the pack, that's going to be worrying a lot of users. New players may decide not to play the game if they think it might give them a virus. (Viruses can be a big pain to remove.) And even if you know an app is safe, it's still a nuisance to have the virus scanner go to full alert every time there's an update.

I'm surprised Dwarf Mockup wasn't removed too. It's usually one of those two apps that get reported.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 31, 2016, 12:29:45 pm
What about PyLNP, then? That tends to trigger virus scanners too.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on August 31, 2016, 05:17:01 pm
PyLNP looks pretty clean to me. Only a couple of scanners that I've never heard of report it as a threat (Jiangmin and Zillya). Users with one of those two scanners are probably used to them going off all the time.

0.10e0.10f0.110.12
Virus Name
Reporting Scanner
Linux-i6861/55 (https://www.virustotal.com/en/file/5de1d7f46ab91b4e2d7b79215287091621afb4f0786fc1771b4b92ef9db9666f/analysis/1472677914/)1/55 (https://www.virustotal.com/en/file/015635c0005641ee1c55618ebcc771307afedcb30787ba0c0b91ada63e6a6585/analysis/1472678005/)1/55 (https://www.virustotal.com/en/file/a459a501b3e1cfa616eea256721dc0db34e4db141d7bea1dc67579fac2d8b55c/analysis/1472678090/)1/55 (https://www.virustotal.com/en/file/1b1bf90ee6e76232aac040682603685032953bdfd8204756f3971dab3d482037/analysis/1472678231/)
Backdoor/Python.a
Jiangmin
Linux-x861/55 (https://www.virustotal.com/en/file/dee8c079afada3cb12770230d0446fd5639254dcdc4b497c0b09f5625bcbb24f/analysis/1472678350/)1/55 (https://www.virustotal.com/en/file/5d8224c228c1d0bb0513e68e29c92933fd6fa754bf6a07c550bca3f681c17399/analysis/1472678410/)1/55 (https://www.virustotal.com/en/file/dee956ebdc0ecd0af3acaf2981afd0c7399c026b0d5dbffdd45d01cba62c8480/analysis/1472678462/)1/55 (https://www.virustotal.com/en/file/2a381faf56333008d968e1ef4cbc8eaa45a856784d939d12bbb36c67a63b6d40/analysis/1472678513/)
Backdoor.Linux.dcb
Jiangmin
Windows1/56 (https://www.virustotal.com/en/file/855e401e002d4ca3c4e7bb9980bfe3be57ab6fc76e78465d90dfa7fc411dd499/analysis/1472678607/)1/55 (https://www.virustotal.com/en/file/e91d8efadb053c4faad7177fae03cf86897d9d64d9e1c47c94b597041d370b00/analysis/1472678688/)1/54 (https://www.virustotal.com/en/file/1b5a1e6ffa70f74c9e764656fcb302c6f84cac2341144ded44ade196c0057ba0/analysis/1472678786/)1/56 (https://www.virustotal.com/en/file/2a6a861efe51a45007dbb2d46607afb82a2fc9e48949b928f5029eca5c6e16bc/analysis/1472678898/)
Trojan.AntiFW.Win32.1086
Zillya
Mac0/54 (https://www.virustotal.com/en/file/16303b0362ebdd992b69ed6784f25f5a53b3ac0b4ffef7e5cb56795cb664673d/analysis/1472678968/)0/52 (https://www.virustotal.com/en/file/0cbf57bf7fb8895afd28bd3248dc54f0d9d3306cd46655245f7f0aa74dd4897c/analysis/1472679134/)0/54 (https://www.virustotal.com/en/file/c9caed3dd51d0ae92d9625f918ae9cb068707a94d41c0eae7a1a63b5bcd315bb/analysis/1472679460/)0/54 (https://www.virustotal.com/en/file/df84ef5c45f9850fcbf38fbb0373f86add48367e30329f2ca86b669da1d21069/analysis/1472679704/)
none
n/a

Pack NamePyLNP version
PE's Starter Pack 0.43.03-r06same as Win v0.12
Enay's LinuxLNP 0.43.03-r03same as Linux-x64 v0.11
Lazy Mac Pack (all)same as Mac v0.11

Here's some scans from earlier this month:
scanned every executable in PeridexisErrant's Starter Pack 0.43.03-r03:
Spoiler: virus scans (click to show/hide)
Announcement Window and DwarfMockup get quite a bit more hits than the others and from Virus scanners that I've actually heard of (i.e. ClamAV, McAfee, and AVG).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 31, 2016, 06:26:00 pm
PyLNP is a lot more important to the pack than Announcement Window ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: WanderingKid on August 31, 2016, 10:47:59 pm
Peridexis, thanks for maintaining this as always.  However, I've just grabbed a fresh copy of the LNP (mine's a TAD old) and I'm having trouble with PyLNP.exe.

Windows 8.1 64bit.  I just installed the latest version of Python in case that was the problem (and rebooted, a few times).  When I attempt to run the exe, I get an error stating "This app can't run on your PC  To find a version for your PC, check with the software publisher". Similar concern if I run as admin.

Anyone have some recommendations I can try or has seen this issue already and can point me towards the post?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on August 31, 2016, 10:52:16 pm
Try re-downloading?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: WanderingKid on August 31, 2016, 10:58:09 pm
Try re-downloading?

The Hash came back as correct, but I suppose it can't hurt to try.  I'll do that while I hope for some possible other ideas.

Edit: Well, that seemed to have cured it.  How very weird.  Thanks Japa.  Sorry for the confusion, I'll be over there playing with settings.   :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Zoopy on September 06, 2016, 05:13:00 am
I'm having an odd issue with the latest LNP. I had the one before the last revision and that worked fine, but yesterday I downloaded the latest one (released on August 28) and since then I freeze at the main menu whenever DF starts up. I've tried launching DF manually too, but still just freezes and eventually I have to exit due to it not responding.|

Anyone know what might be causing this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on September 06, 2016, 05:44:30 am
I'm having an odd issue with the latest LNP. I had the one before the last revision and that worked fine, but yesterday I downloaded the latest one (released on August 28) and since then I freeze at the main menu whenever DF starts up. I've tried launching DF manually too, but still just freezes and eventually I have to exit due to it not responding.|

Anyone know what might be causing this?

There wasn't really much that changed between -r04 and -r06 that could cause it to start crashing.

These two files changed:

Dwarf Fortress 0.43.03/dfhack_PeridexisErrant.init
Dwarf Fortress 0.43.03/onMapLoad_PeridexisErrant.init

You might try replacing them with the versions from -r04 to see if it fixes it.

Another thing you might try is replacing your RemoteFortressReader plugin with the old version. It is located here:

Dwarf Fortress 0.43.03/hack/plugins/RemoteFortressReader.plug.dll

That all that really changed. You're using the Phoebus graphics pack, right?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: nuker22110 on September 10, 2016, 08:47:46 pm
for some reason, i cant launch soundsense from within LNP. When i set it to autolaunch or double click soundsense, a cmd window opens and closes immediately. I have to launch soundsense.bat in order to get it to open. Help?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Avin on September 12, 2016, 06:05:41 pm
I've been having a lot of trouble with crashes in this version. Does anyone know if this is something specific to this pack or the version of DF that it's running?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: qoph on September 15, 2016, 08:54:05 pm
I'm crashing about 5 minutes after starting up the game every time, even if I just sit on the title screen.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on September 19, 2016, 04:21:48 pm
I usually play for a while before crashing but it's sadly become so commonplace that even seasonal saves don't keep me from losing progress  :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaylla on September 20, 2016, 03:27:29 pm
I just updated to the newest version r06 and now my graphics don't look right. I've tried switching to other tilesets but the same problem exists. Here's a screenshot of what my game looks like. The whole bottom half of the screen is all messed up. It should be mostly green grass like the top except for a river in the bottom portion. It's not showing any of that. For some reason it's just showing a gray color for a good portion of the screen. http://s21.postimg.org/l4dk57m53/Capture.png (http://s21.postimg.org/l4dk57m53/Capture.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: WanderingKid on September 20, 2016, 03:59:18 pm
Jaylla, that looks like snow to me, are you straddling biomes temperatures? 

Regarding the crashes: I had some issues too and had to re-download, then it worked.  That included checking the hash and everything coming up aces before I re-downloaded.  I've been using this new version without crashing issues on an 8.1 environment.  You might want to download the current version of Python, though, just in case that's involved.  The other option is to grab vanilla DF from the website, and see if THAT runs.  If you're still having problems, it's not the pack, it's the version and there's issues with it on your machine.

However, without anything to go on regarding the crashes themselves ( rt-click my computer, manage, event viewer, windows logs, check application, system, and forwarded events) it's pretty much impossible to help.  Even then I'm not sure anyone can assist, but at least it's a starting point.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 20, 2016, 04:05:37 pm
If you're still having problems, it's not the pack, it's the version and there's issues with it on your machine.
Or there are issues with that version of DF in general. There are sometimes unfixed random crash bugs in DF, and they're usually more common than random crashes related to the (very little) machine-specific stuff DF does.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: WanderingKid on September 20, 2016, 06:36:21 pm
If you're still having problems, it's not the pack, it's the version and there's issues with it on your machine.
Or there are issues with that version of DF in general. There are sometimes unfixed random crash bugs in DF, and they're usually more common than random crashes related to the (very little) machine-specific stuff DF does.

True, but I'm using the current pack and not seeing issues.  So if the base game has issues, I would start with the assumption that there's a problem with game -> OS, game -> Hardware, or game -> something else installed (Virus scanners come to mind).  But without an error, it's hard as hell to try to help as I'm working off a billion assumptions.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 21, 2016, 05:58:52 am
If you're still having problems, it's not the pack, it's the version and there's issues with it on your machine.
Or there are issues with that version of DF in general. There are sometimes unfixed random crash bugs in DF, and they're usually more common than random crashes related to the (very little) machine-specific stuff DF does.

True, but I'm using the current pack and not seeing issues.  So if the base game has issues, I would start with the assumption that there's a problem with game -> OS, game -> Hardware, or game -> something else installed (Virus scanners come to mind).  But without an error, it's hard as hell to try to help as I'm working off a billion assumptions.
even adding the DF folder to the exceptions list for my antivirus didn't stop the random crashes that occured.
although they might nothing more than running out of memory/RAM or the game trying to do too many things at once.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on September 21, 2016, 10:41:10 am
Dwarf fortress isn't exactly what comes to mind when I say "memory-leaky", but that hypothesis is easy to disprove with even just task manager.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 21, 2016, 02:01:34 pm
"Doing too many things" won't crash DF, unless those things include behavior that triggers crashes. (Yeah, that sounds silly, but what I mean is that parts of DF that are stable, e.g. calculating liquid flows, won't become unstable when calculating lots of things, particularly because DF's simulation is single-threaded.)

Memory is a more likely issue - if you're using DF 0.43.04 or earlier on Windows, it's limited to 2 GB of memory by default, which people have hit with large worlds/forts/etc.. You should check on DF's memory usage and see if it's approaching that limit. (The limit with a LAA-patched version of DF on Windows, or vanilla DF on other platforms, would be around 4 GB, although it could be a bit closer to 3 GB depending on certain things that I fail to remember.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on September 21, 2016, 07:02:49 pm
I'll try redownloading and see what happens, I hope that's all it is  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on September 22, 2016, 09:48:57 am
Any word on the memory mapping progress?  If there's somewhere I can track it that doesn't involve posting here, please let me know  :)  I miss my Dwarf Therapist.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethurg on September 23, 2016, 03:12:45 am
i just made an account just to ask that question.... and you just beat me to it
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Asin on September 24, 2016, 12:24:05 am
I have had a problem with mods. I put mods into their folder, I try to install them and it says "merge conflicts" or something like that. Can you tell me what in God's (or Armok's) name I'm doing wrong?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 24, 2016, 03:37:14 am
You're not doona no anything wrong, it's just that PyLNP isn't smart enough to install that combination of mods. Try using ASCII graphics, or fewer mods :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 24, 2016, 06:52:37 am
"Doing too many things" won't crash DF, unless those things include behavior that triggers crashes. (Yeah, that sounds silly, but what I mean is that parts of DF that are stable, e.g. calculating liquid flows, won't become unstable when calculating lots of things, particularly because DF's simulation is single-threaded.)

Memory is a more likely issue - if you're using DF 0.43.04 or earlier on Windows, it's limited to 2 GB of memory by default, which people have hit with large worlds/forts/etc.. You should check on DF's memory usage and see if it's approaching that limit. (The limit with a LAA-patched version of DF on Windows, or vanilla DF on other platforms, would be around 4 GB, although it could be a bit closer to 3 GB depending on certain things that I fail to remember.)
well, then it will be the memory on a small world and maximum 3x3 embarks.
i only got 3GB for my whole system and my OS uses roughly 700MB by itself.
if i open the browser to look at the wiki, it's another 200MB.
so for DF there's at maximum 2GB available.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on September 24, 2016, 08:06:34 am
My current DF window uses 323 MB (1x1x28z on 17x129), and the highest I've seen on a different, large & fat embark area fort has been 1200. You can of course check what your own fort uses when you get it running.

I think if you can generate a world you can play it? The 2GB ram limit is more of a thing in worldgen.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on September 24, 2016, 09:03:12 am
My current DF window uses 323 MB (1x1x28z on 17x129), and the highest I've seen on a different, large & fat embark area fort has been 1200. You can of course check what your own fort uses when you get it running.

I think if you can generate a world you can play it? The 2GB ram limit is more of a thing in worldgen.
No. DF keeps generating stuff continuously (webs, all the items you create, etc.). Early in 0.40.X I was struck with hubris and generated a 6*6 embark which worked for a while, before starting to crash randomly. LAA patching (upping the addressable memory from 2 to about 3 GB) allowed it to continue until the inevitable FPS death. I find it unlikely you'd run out of memory with a 4*4 or smaller embark unless the world is quite large and probably has a long history as well.

A small world with a 3*3 embark shouldn't run into memory problems (if your computer has too little physical memory available, i.e. less than what DF wants to use, but still below the address limit the OS will start using virtual memory, i.e. the hard disk, which will slow things down, but that still shouldn't cause crashes).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Asin on September 24, 2016, 09:44:21 am
Okay. I am back. And I have been using ASCII and tried one mod. Still merge conflicts.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on September 24, 2016, 11:55:58 am
Okay. I am back. And I have been using ASCII and tried one mod. Still merge conflicts.
If it's only one real mod, then showing up in yellow is okay.  That means the mod is overwriting a vanilla file.  Lots of mods need to overwrite at least one of those.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Asin on September 24, 2016, 12:55:30 pm
The mod I am trying is that DBZ mod.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Asin on September 24, 2016, 12:56:45 pm
 It works.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on September 24, 2016, 02:42:51 pm
I think I remember PyLNP not liking files in subfolders sometimes. With the Sparking DBZ mod, you might need to move the /data/speech/dragonball/ folder manually into your /Dwarf Fortress/data/speech/ folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: easykiln on September 24, 2016, 06:05:57 pm
Anything interesting in dev with the pack rn?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Asin on September 24, 2016, 07:01:44 pm
Could anyone make a list of what major mods are compatible with the LNP. Like real major.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on September 24, 2016, 07:09:06 pm
The mods in this pack (http://www.bay12forums.com/smf/index.php?topic=160442.0) should all work fine with the LNP, since it was designed to be used with Lazy Newb Packs. I think a couple of the mods in it were re-organized a bit to make them work with the LNP. And a couple more of them were adjusted to be compatible with each other.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thatotherguy23 on September 25, 2016, 04:21:29 am
Downloaded for my other laptop, checksumed, changed settings, installed two mods, accidentally included dwarf fortress.exe in mass word editing and couldn't launch...whoops. Didn't realise until it failed to launch that its release r06? Release info isn't on LNP's page yet, only in LNP's changelog.txt. Also noticed in the stderr.txt log, while I was confused, that its stating someone else's user documents; a person starting with M. Guessing that's you Peridexis? Here's the error log, I've replaced the name with "M":
Spoiler (click to show/hide)
Just to clear up, the game & LNP does work and my LNP path is: C:\Users\"Different username"\Documents\DF2016\PeridexisErrant's Starter Pack 0.43.03-r06\  which is not shown in the stderr.txt and no, there are no other users and no hidden folders of that name.

A third thing: while I was having the 'error' of having a modified and not working DF.exe, LNP on every single launch would ask if I wanted to import user content(On a computer that's never had DF before and had no other LNP folders). Got a lil' annoying, but showed only the first time after I replaced dwarf fortress.exe with a working one. Thanks for all your work regardless, PeridexisErrant!

TL;DR: Downloaded LNP and messed up, discovered its a new version that hasn't been announced yet. Error log shows a different user's path to LNP. Found odd behaviour of LNP when DF.exe is wrong.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 26, 2016, 04:57:52 am
Noticed in the stderr.txt log, while I was confused, that its stating someone else's user documents; a person starting with M. Guessing that's you Peridexis?

LNP on every single launch would ask if I wanted to import user content

Actually Pidgeot - it's the path where the binary version was compiled.  He knows and is OK with this, and it should be fixed when we update the "compiler".

It should only ask if you have nothing in the df/data/save/ folder, so generate a world and it'll stop doing that :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Prismaa on September 27, 2016, 06:09:12 pm
Hmm not sure why I'm missing sprites on animals, they use just default ascii stuff, might be that I added Appearance tweaks mod?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on September 27, 2016, 06:20:00 pm
I don't think Appearance Tweaks does anything that would mess up creature graphics. What graphics pack are you using? And what version of the Starter Pack are you using?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Prismaa on September 27, 2016, 06:56:00 pm
Default/phoebus and seems to be newest r6? according to download, if I do fresh install without adding said mod I have sprites hmm I think it messes up something.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on September 27, 2016, 08:55:14 pm
Default/phoebus and seems to be newest r6? according to download, if I do fresh install without adding said mod I have sprites hmm I think it messes up something.
Appearance Tweaks makes extensive modifications to a vanilla file (creature_standard.txt), but the actual creature IDs are not changed, and those are what are used to assign graphic sprites.  Even if Phoebus was overwriting creature_standard.txt with its own version, the graphics should still work anyway.  If you can go into a bit of detail about which graphics seem to be wrong (animals, professions, whatever), I'd love to hear about it over in the mod's thread for troubleshooting.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on September 28, 2016, 02:49:43 am
How do I get dfhack to run things on map load?

I tried to edit the onmapload .init files, but the launcher resets it on startup.

edit: Do I edit the ones in the LNP\extras directory? (assuming they're copied from there)  Will try when I can..
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 28, 2016, 03:03:11 am
How do I get dfhack to run things on map load?

I tried to edit the onmapload .ini files, but the launcher resets it on startup.

Create your own files, called (eg) "onLoad<mynamehere>.init"

https://dfhack.readthedocs.io/en/stable/docs/Core.html#init-files
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 28, 2016, 05:42:42 pm
The launcher should probably be using files like those too, rather than overwriting the ones with the default names.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 28, 2016, 06:25:50 pm
It does, with "_PyLNP" as the name. I also have a few small files with "PeridexisErrant", for settings not toggled by the launcher.

@DAOWAce - *like* the ones in the extras directory, but you have to put them in the DF directory.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on September 28, 2016, 10:24:23 pm
Create your own files, called (eg) "onLoad<mynamehere>.init"

https://dfhack.readthedocs.io/en/stable/docs/Core.html#init-files
Thanks! I tried to google about it but didn't seem to hit this page, or missed it entirely.

No more manually starting a bunch of stuff every load, yay!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 29, 2016, 12:30:19 am
Oh, were you editing the _PyLNP files? I might have misunderstood, sorry.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 07, 2016, 06:16:45 pm
The Starter Pack has updated to 0.43.03-r07!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Nothing big this time - just a month and a half's worth of incremental upgrades to various components.  Strike the Earth!

0.43.03-r07
 - removed Announcement Window due to constant messages about virus reports
 - updated Taffer's tilesets
 - updated CLA graphics
 - updated Dwarf Portrait
 - updated PyLNP (bugfixes)
 - updated Armok Vision (splatters, fallen leaves, etc)

SHA256:  ed4d4257e2524cc4b5906682d2a85f81c74594bf9ce3d4d0863a750c8c1643ad

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethurg on October 08, 2016, 11:35:23 am
Do we have Dwarf Therapist yet?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on October 08, 2016, 11:42:07 am
Do we have Dwarf Therapist yet?
Not for 64bit.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on October 08, 2016, 12:03:45 pm
Or 32-bit. It would be easier to make it work with 32-bit DF than 64-bit, though, but that doesn't necessarily mean it would be easy:
Mainly out of curiosity, I used DFHack for 0.43.05-win32 to generate a therapist.ini file, but Therapist 0.37.0 doesn't seem to like it, complaining that Dwarf Fortress was not running. Given that vectors and strings should look the same as they did before (they both shrunk by 4 bytes, but they shrunk from the end rather than the beginning or middle), I can only assume that there is something else that's looking for (and failing to find) the Visual C++ 2010 runtime.
(That applies to Windows - not sure about the situation with other OSes.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on October 08, 2016, 12:10:10 pm
Eh, Windows is a niche product, easily ignored in serious development.

At least it would be if I could rerun Earth worldgen with advanced parameters... ;)

My understanding is that the new compiler is a significant barrier, separate from the fact that some memory hacking tools are much much more expensive in 64-bit versions.  We're talking four digit differences in US dollars.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: malvado on October 08, 2016, 03:46:50 pm
Good to see that there's progress, I wonder though if we will se a 64 bit version before Toady's next release?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 08, 2016, 09:17:43 pm
Good to see that there's progress, I wonder though if we will se a 64 bit version before Toady's next release?

Me too!  Really it depends on how many tangents Toady goes down, and how long it takes to finish DFHack for 43.05 (64bit and new compiler).  I certainly hope to get a couple of releases in though, and that DFHack will finish a 43.05 release before moving on!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Melting Sky on October 14, 2016, 01:08:13 pm
I just wanted to chime in with a thank you for making DF playable for thousands of people. Best of luck with cracking the newest versions of the game.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on October 15, 2016, 11:03:32 pm
I'm afraid I'm not understanding the new importer.

I get this message after selecting the old DF folder: WARNING: Can only import content from single basedir.

If I don't select the main DF folder, I get: Import failed. Does not seem to be a DF install directory.

I've tried moving them to the root drive to no avail.

What am I doing wrong? :(   *Windows 7 x64


Edit: Also, it doesn't seem like the clean map command is working.

-command [ multicmd cleanowned X ; clean all ]

It only processes the item confiscation.  On map load, it just shows the clean command as if you typed /?.  On month change, the map cleaning text is nowhere in the log.

Adding the command as its own works just fine.


*I also echo what Melting Sky said above. Thank you and everyone else for offering your time and effort to make this game easily playable by normal people. :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on October 15, 2016, 11:52:49 pm
You are selecting the right folder. It's not working for me either, which is strange because it was working for me when I was running from source. And the importer code hasn't changed any since then.

I was reading stackoverflow, and it says that "or" sometimes doesn't do anything (http://stackoverflow.com/questions/18212574/why-does-checking-a-variable-against-multiple-values-with-or-only-check-the-fi). Maybe that's the trouble here. Here's the relevant lines of code from the importer py:
Code: [Select]
    if not (os.path.isdir(src_prefix) or os.path.dirname(src_prefix)):
        # parent dir is a real path, even when os.path.commonprefix isn't
        msg = 'Can only import content from single basedir'

I'm wondering if maybe it's only checking that "os.path.isdir(src_prefix)" and completely ignoring the "os.path.dirname(src_prefix)".

That statoverflow question is 3 years old. Maybe this was a bug in an older version of Python that has since been fixed. And maybe the bundled version of Python is out-of-date. This would explain why it might only work properly when running from source, anyway.

Sorry, if this is stupid and doesn't make any sense at all. I'm not a programmer.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on October 16, 2016, 12:04:43 am
No, that doesn't make sense at all, sorry.

That SO post is not a bug. It's a misunderstanding of what "or" does. ("A" or "B") evaluates to "A", so comparing something to ("A" or "B") is the same as comparing it to "A". This is explained in the first answer too.

On the other hand, the lines you're referring to from PyLNP are perfectly sensible. It's displaying the error message if src_prefix is not a folder and src_prefix doesn't have a directory component. Whether or not that's what it's supposed to do is another matter, but I haven't investigated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SpyderVenom on October 19, 2016, 02:08:48 am
Where would one sign up to get notifications on when the pack is updated? :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on October 19, 2016, 04:09:13 am
Here, presumably.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on October 19, 2016, 05:59:18 am
You're able to watch the DFFD download page and get an email sent, but that doesn't work when PE creates a new download page instead of updating the existing one.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on October 20, 2016, 09:45:01 am
Will this 64bits upgrade fix the hard hit on fps ?  At least less impact on it ? Or nothing at all?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kirkegaard on October 20, 2016, 10:48:29 am
Will this 64bits upgrade fix the hard hit on fps ?  At least less impact on it ? Or nothing at all?

What hard cap?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on October 21, 2016, 10:23:20 am
He wrote hard hit. His FPS are low.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kirkegaard on October 22, 2016, 05:43:39 am
Ahh, sorry!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on October 24, 2016, 02:40:12 pm
In other words, I'd like to have 100 dwarfs with decent mine without crawling down to a 30 fps and 9-10 when being invaded by a medium force.

I tried to plat the plain version of DF (64bits) and without therapist its quickly becoming a hell to manage.  I dont see myself doing this manually with 100 dwarfs either, my hat to those you can make it! :)

Also memory cap will be a thing of the past...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: salithus on October 24, 2016, 07:12:02 pm
Holy crap it's been ~2 years. Anything major happened?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Goatmaan on October 24, 2016, 10:22:44 pm
 salithus,
Welcome back!!
I'm still on 40.19 r2 of lnp, 22 months in the same fort!!  :o
Others will have to answer you.  ;)

 Goatmaan
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 25, 2016, 01:21:48 am
Holy crap it's been ~2 years. Anything major happened?
Yep - lots more world activation, adventure mode goodies, taverns and libraries and fortress visitors, and 64bit DF (DFHack and pack pending for that last one).  I'd suggest checking the changelog on the wiki, then jumping back in  :D

I'm still on 40.19 r2 of lnp, 22 months in the same fort!!  :o
You know that saves as far back as 40.03 can be moved to the current version?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on October 25, 2016, 02:42:26 am
You know that saves as far back as 40.03 can be moved to the current version?

I don't move to a new version of the game unless generating a new world. I've always been told that if you want most of the cool new features and bug fixes of the latest version, you need to generate a new world anyway. I'm not really sure what all would be the advantages of moving a save file to a newer version. With the latest 64-bit version of Dwarf Fortress, transferring a save might possibly give a performance boost, but I've heard weapon traps and siege weapons crash the game in v0.43.04+ (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9888). So, if you're still using an old version, and you like weapon traps, you might consider downloading the current 0.43.03 version of the Starter Pack to keep available before it updates, just in case.

Around v0.42.04 a bunch of new creatures were added to the game. In 0.43.01 Adventure Mode players got the ability to create accelerated-time-travel sites/settlements and build bridges. Then v0.43.02 removed the accelerated-time-travel feature of Adventurer-created sites. DF v0.43.04 added weapon durability. Gorlaks can open doors now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 25, 2016, 03:13:28 am
I've always been told that if you want most of the cool new features and bug fixes of the latest version, you need to generate a new world anyway.
Most new features don't work on old saves (some do), but almost all bugfixes will work!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Goatmaan on October 25, 2016, 12:31:46 pm
I don't need the new stuff. 40.19 r2 has been rock solid for me.

I'd just like to know why Therapist quit tracking migrants 25 years in.
It did fine till 1098 then nothing. Its now 1112.
Sort by migrant wave just stops at 1098.
No biggie I just sort by age.

  Goatmaan

When Anvillocked reaches it's goal, then I'll upgrade.  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on October 25, 2016, 12:52:08 pm
Are you still using Dwarf Therapist v31? You might try upgrading to Dwarf Therapist v32 (http://dffd.bay12games.com/file.php?id=9040) to see if that helps.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Goatmaan on October 25, 2016, 02:57:40 pm
Therapist is 30.0.0.
Wish I'd known when I got LAA.
I have no net access at home so I have to get my downloads from the library.
Just another hoop to jump thru.
I'll give it a try when I can, Thanks for the tip!

  Goatmaan
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on October 25, 2016, 10:10:26 pm
There's a dead link in the OP and the DFFD page. - lazynewbpack.com
You might consider changing it to this: dwarffortresswiki.org/Lazy_Newb_Pack (http://dwarffortresswiki.org/Lazy_Newb_Pack)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 26, 2016, 01:02:34 am
There's a dead link in the OP and the DFFD page. - lazynewbpack.com
You might consider changing it to this: dwarffortresswiki.org/Lazy_Newb_Pack (http://dwarffortresswiki.org/Lazy_Newb_Pack)

Thanks - it was working last week, but I guess Beautato let it lapse or something.  Back to the wiki!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on October 26, 2016, 02:14:26 am
According to the who is it expired about three days ago.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jerry The Hellbound on October 28, 2016, 03:51:46 pm
Would i just be able to download the 43.05 version from vanilla and paste it into the extracted LNP Dwarf Fortress folder?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on October 28, 2016, 03:54:46 pm
No. Some utilities will not work with 0.43.05.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on October 29, 2016, 03:12:51 am
I'm more concerned with the problems that using v0.43.03 graphics packs with Dwarf Fortress v0.43.05 would cause. Most of the major graphics packs are compatible with a ver narrow range of versions of Dwarf Fortress and have to be updated nearly every time that Dwarf Fortress does. Using outdated graphics packs can cause series problems that may not be immediately noticeable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: EBannion on October 30, 2016, 01:15:00 pm
I'm more concerned with the problems that using v0.43.03 graphics packs with Dwarf Fortress v0.43.05 would cause. Most of the major graphics packs are compatible with a ver narrow range of versions of Dwarf Fortress and have to be updated nearly every time that Dwarf Fortress does. Using outdated graphics packs can cause series problems that may not be immediately noticeable.

To explicate, this is because graphics packs interact closely with the raws, and the raws are very sensitive to version changes, and the game goes absolutely crazy / doesn't work at all with even small errors in the raws.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thundercraft on November 01, 2016, 12:28:18 am
Would i just be able to download the 43.05 version from vanilla and paste it into the extracted LNP Dwarf Fortress folder?
No. Some utilities will not work with 0.43.05.

Some utilities need an update to work. But I doubt all of them would. I'm curious to know which will work as-is. Shouldn't Sounsense or SoundCenSe work with 0.43.05? They work by reading the gamelog, after all.

Going by the changelog for 0.43.04 (http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.43.04) and the changelog for 0.43.05 (http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.43.04), it does not sound like a lot has changed. Though, don't a few utilities still rely on memory offsets?

I noticed that Quietust shared an INI file for Dwarf Therapist (http://www.bay12forums.com/smf/index.php?topic=122968.msg7214413#msg7214413) to make it work. And it seems PerfectWorldDF has an update for .05.

I'm more concerned with the problems that using v0.43.03 graphics packs with Dwarf Fortress v0.43.05 would cause.

I guess that's a complication of having a starter pack try to support a whopping 8 different graphics sets. However, several of the most popular graphics sets have updates for 0.43.05 now.

Most of the major graphics packs are compatible with a ver narrow range of versions of Dwarf Fortress and have to be updated nearly every time that Dwarf Fortress does.

There are some exceptions, though. This Mayday set (http://dffd.bay12games.com/file.php?id=12056) worked for versions 0.42.01 through 0.43.03.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on November 01, 2016, 05:58:59 am
Most utilities don't need to be updated much if ever.

The only things I can think of that need to get updated when Dwarf Fortress updates:



Armok Vision should normally work if you have an updated DFZhack installed, but I think it might be having some problems with the 64-bit stuff.

I'm not sure about PerfectWorld. It wouldn't surprise me if you could use the previous version without much problem, though.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on November 01, 2016, 08:15:55 am
As of now, Armok Vision mostly works with 64bit, other than an unfortunate DF crashing bug when you un-pause. I need to fix that.

Stonesense also works on 64bit windows now too, in DFHack indev.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DragonDePlatino on November 01, 2016, 09:30:48 am
I'm more concerned with the problems that using v0.43.03 graphics packs with Dwarf Fortress v0.43.05 would cause. Most of the major graphics packs are compatible with a ver narrow range of versions of Dwarf Fortress and have to be updated nearly every time that Dwarf Fortress does.

A good solution for this is BAMM! (http://www.bay12forums.com/smf/index.php?topic=150925.0) It lets you write graphics-only raws and patch them onto vanilla or modded raws. Very useful for quickly updating graphics sets without breaking anything.

It's also a good tool for organization. It lets you see all of the graphical changes at a glance and quickly make changes without hunting through the game's raws.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on November 01, 2016, 11:00:49 am
I'm not sure about PerfectWorld. It wouldn't surprise me if you could use the previous version without much problem, though.
Certainly can. Heck, you can even use previous version outputs of it of it for relatively similar results (history will change for sure, though, what's with the changes in 43.05, but worlds will themselves gen.). PWDF just paints pre-set values onto worldgen parameters you specify, and last time worldgen got an additional parameter was when divine materials were added in DF2014, iirc.

(and I bet even for pre-2014 perfect world worldgens could just add that one line for roughly similar (regional map) results)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Heretic on November 05, 2016, 06:17:05 am
As of now, Armok Vision mostly works with 64bit, other than an unfortunate DF crashing bug when you un-pause. I need to fix that.

Stonesense also works on 64bit windows now too, in DFHack indev.
Can i got binaries of this version of DFHack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on November 05, 2016, 08:35:14 am
There's already a dfhack r0 released.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 05, 2016, 10:33:53 am
I don't think it has Stonesense, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Heretic on November 05, 2016, 10:50:08 am
I don't think it has Stonesense, though.
+1
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 05, 2016, 11:18:12 pm
The utilities ecosystem is generally reliant on DFHack for most of the interesting things that can be done while DF is running.  IMO this is important enough for new players that I don't ship packs without stable DFHack anymore; the upside is that I'm usually ready soon after DFHack.
(for DFHack news and releases, follow it's thread - this is not the best place)

@DragonDePlatino - I have a longstanding desire to use BAMM or similar in PyLNP.  There's just a lot of practical work to do before I feel comfortable betting everyone's saves on a new system's reliability...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: EBannion on November 05, 2016, 11:28:18 pm
Both of my major obsessions, DF and Skyrim, are currently stymied by the same issue: the upgrade to 64 bit screwing up all the memory hooks.

Thank goodness this is only a problem that needs to be solved once.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Aelius51 on November 06, 2016, 01:08:34 am
I want to add a TWBT tileset to Phoebus', but after putting the png file into \LNP\tilesets and attempting to re-enable Phoebus, I am presented with a warning dialogue saying that my graphics, raws, and settings will be changed.

What exactly will be changed? I need to know so that I can change it back.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 06, 2016, 02:35:31 am
I want to add a TWBT tileset to Phoebus', but after putting the png file into \LNP\tilesets and attempting to re-enable Phoebus, I am presented with a warning dialogue saying that my graphics, raws, and settings will be changed.

What exactly will be changed? I need to know so that I can change it back.

The raws in LNP/Graphics/Phoebus will be installed; df/data/art will be rebuilt with the Phoebus and LNP/Tilesets files, and the graphics-related bits of your init files will be changed to match Phoebus.

If you're just adding a tileset, you can put it in df/data/art as well as LNP/Tilesets and you've done the update... though I generally recommend using PyLNP regardless - unless you're manually editing things it's safe and reliable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Krombopulous on November 08, 2016, 03:24:59 pm
Hey guys, I'm having a problem where my resolution is squashed using the starter pack: http://imgur.com/a/fyMyi

This resolution persists during actual gameplay, and also in windowed mode, if I try to force it to my native resolution (1920x1080).

The problem disappears if I use DF vanilla, or switch to ASCII mode in the starter pack. Any help is greatly appreciated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on November 08, 2016, 04:18:41 pm
That strange. Is your "Fullscreen" Width and Height set to "0" in the "Advanced" tab of the Lazy Newb Pack launcher?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Krombopulous on November 08, 2016, 04:56:35 pm
That strange. Is your "Fullscreen" Width and Height set to "0" in the "Advanced" tab of the Lazy Newb Pack launcher?

I tried 0 and I tried manually setting 1920x1080, same result either way.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: wierd on November 08, 2016, 06:16:44 pm
Might be an opengl mode limitation.

Does it happen in vanilla?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Krombopulous on November 08, 2016, 07:11:28 pm
Nope, the problem disappears if I use vanilla, or switch to ASCII mode in the starter pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Krombopulous on November 08, 2016, 07:19:03 pm
Hmm actually the problem also goes away if i use any print mode other than the default (TWBT), any downside to TWBT_legacy or Standard?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on November 08, 2016, 07:27:56 pm
I don't know exactly how TWBT_legacy is different from regular TWBT, but the graphics and text won't look as nice in Standard mode.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 11, 2016, 06:21:58 am
The Starter Pack has updated to 0.43.03-r08!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

It's been just over a month of quiet updates in the DF community, and the results are beautiful - a multitude of updated graphics packs (bugfixes and some new tiles) is just the beginning!  Meph has drawn a new high-resolution graphics pack based on some unfinished work by Obsidian, which deserves your attention if you have a large screen.

And perhaps most impressive is the latest Armok Vision update - it's gorgeous as ever, and now you can order designations from the 3D interface.  Truly, this is a brave new world for Dwarf Fortress, where our familiar ASCII or tilesets may someday be replaced by a VR-capable 3D interface.

But whatever you think of the possibility, feast your eyes - and strike the earth!

0.43.03-r08
 - updated Armok Vision
 - updated TwbT; fixed many crashes
 - updated Ironhand graphics
 - updated Spacefox graphics
 - updated Mayday graphics
 - updated GemSet graphics
 - updated Obsidian graphics
 - updated Taffer's tilesets
 - added Meph's tileset

SHA256:  611c152a13c00e5ba397cd963b318ecc6b5a7f6df6f452bb36ad2e0a529bf980

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: justjr on November 11, 2016, 10:34:10 am
Ok, in the new version most of the graphics tiles don't show up for me, I looked up and it is because of the tag "df_min_version": "0.43.05", at the updated graphic tiles json.manifest, changing it to 0.43.03 does the trick.
It is just with me?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on November 11, 2016, 10:38:02 am
The manifest.json is there to protect you from installing graphics packs that aren't compatible with your version of Dwarf Fortress. Besides changing the manifest.json, you should probably also copy over the "objects" folder from a version of that graphics pack that was intended for use with Dwarf Fortress v0.43.03. Graphics packs are basically mods. Using the wrong version of a graphics pack for your version of Dwarf Fortress can corrupt your games.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: justjr on November 11, 2016, 10:41:30 am
Right.. but the new version is running same old DF 0.43.03, why the graphics are for a unsupported version? It happens on a new install, update, anyway I tried.
Also it says I have a different baseline if try to import, and says broken raws if I try to install graphics over copied save.
But when I copied the graphics folder (*and edit the json manifest), twbt and armok to my old version folder r07, all of it worked fine.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on November 11, 2016, 11:32:42 am
Right.. but the new version is running same old DF 0.43.03, why the graphics are for a unsupported version? It happens on a new install, update, anyway I tried.
A couple of weeks ago I thought it looked like we would be moving to Dwarf Fortress v0.43.05 soon, so I made releases for all the DF v0.43.05 updates to any graphics packs that needed them. I didn't intend for them to be used as-is with DF v0.43.03 packs.

Also it says I have a different baseline if try to import, and says broken raws if I try to install graphics over copied save.
But when I copied the graphics folder (*and edit the json manifest), twbt and armok to my old version folder r07, all of it worked fine.
The Lazy Newb Pack launcher has a few protections in it to keep it from messing up your game. I don't know how it does it, but somehow it can (at least sometimes) determine if something isn't compatible and refuse to install it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 12, 2016, 01:40:44 am
The Starter Pack has updated to 0.43.03-r09!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Nothing to see here... except the graphics packs which were accidentally disabled in yesterday's release.  Oops  :-[

0.43.03-r09
 - remove min_version specifier that was disabling some graphics packs

SHA256:  be489420c5bb299f000409b206f29453af6a98808542e192bac54406aae5083e

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on November 13, 2016, 06:15:01 am
Just wanted to ask: what do you do with modded content in my tileset? Because I have things like decorative workshops in the tileset...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sazabi on November 13, 2016, 11:15:21 am
Hi guys, what's wrong with dwarf therapist? Skills choise are broken. When i want to change some skills in one dwarven, don't know why, but all saving settings another dwarvens are reboot! I'm don't touch another dwarvens, but they skill will become rebooted (crashed)
Seems problem not therapist. Without therapist i can't change labor settings in dwarvens too. Where my wrong, maybe? Why i can't change labor settings?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on November 13, 2016, 12:04:51 pm
@Sazabi: Have you enabled the Automatic Job Assignments DFHack plugin (or any other DFHack plugin that assigns labors)?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sazabi on November 13, 2016, 12:26:22 pm
@Sazabi: Have you enabled the Automatic Job Assignments DFHack plugin (or any other DFHack plugin that assigns labors)?
I got it. Ty dude. Yes i have enabled AUtomatic Job and forgot about it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 13, 2016, 03:47:18 pm
It's called autolabor (or labormanager, which is newer).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on November 14, 2016, 05:04:25 am
It's called autolabor (or labormanager, which is newer).
both wouldn't work properly for me, so i still use DwarfTherapist.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mendo on November 14, 2016, 09:35:35 pm
I found kind of a bug I guess, with the Meph's Tileset. If I install Meph's and then try to change the graphics to something else and try loading my save, I get a FATAL ERROR: Missing Inorganic Gloss: COAL_BONFIRE
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on November 14, 2016, 10:33:10 pm
I found kind of a bug I guess, with the Meph's Tileset. If I install Meph's and then try to change the graphics to something else and try loading my save, I get a FATAL ERROR: Missing Inorganic Gloss: COAL_BONFIRE

Open the /LNP/graphics/Meph's Tileset/raw/objects/ folder. Copy the "inorganic_other.txt" and "plant_standard.txt" files. Paste those files into the /raw/objects/ folder of any other graphics packs that you want to use.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ringringlingling on November 16, 2016, 07:53:48 pm
Will you continue upgrading once the new versions of DF become stable?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 16, 2016, 08:05:58 pm
Will you continue upgrading once the new versions of DF become stable?

Yes, of course!

Here's what I usually do:
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thundercraft on November 16, 2016, 08:39:49 pm
43.05 wasn't a big enough change to justify this in the absence of eg. Therapist for 64-bit.

Regardless of whether or not we see a 64-bit Therapist any time soon, I hope that you will reconsider releasing a new version for 0.43.05 once a final, more stable DFHack is released. (And perhaps waiting for a few more graphics packs to update for 0.43.05, too.)

Just saying: Not all of us are so eager to use 64-bit that we wouldn't jump at the chance to upgrade to 32-bit 0.43.05 if we had a lazy pack for it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 16, 2016, 09:03:20 pm
Yep - a stable DFHack release will be grounds for an immediate starter pack update to 32bit 43.05 (which has Therapist support anyway if I find the memory offsets file someone posted).

I will probably then release a tester 64-bit pack without Therapist so people can confirm that DFHack etc isn't too buggy.  I'd prefer to maintain one pack only, but a less-frequently-updated pack for those who want Therapist or don't have 64bit OS (come on, it's going to be 2017 by then...) should be manageable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on November 17, 2016, 07:38:42 am
As a feedback: the "Dwarf Fortress LNP 0.43.03-r09" ran for many hours yesterday without even one crash.
I only made one break to disable the engravings, which sadly didnt work, so my kings quarters look messed up.
TWBT on
multilevel 0
liquid depths 1
varied grounds 0
DFHACK
Mousecontrols
autonestbox, burial
performance tweaks
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on November 17, 2016, 10:51:07 am
You might have to completely exit out of Dwarf Fortress before changing your settings. I think Dwarf Fortress de saves all the settings when you exit, so anything you changed in another program will be overwritten when it exits.

Also, if you switch graphics packs that could change the engravings setting and maybe the liquid depth settings too.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: 0rion on November 17, 2016, 03:41:28 pm
Is it possible that the Taffer tileset make it to the Starter Pack someday?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 17, 2016, 05:40:19 pm
You might have to completely exit out of Dwarf Fortress before changing your settings. I think Dwarf Fortress de saves all the settings when you exit, so anything you changed in another program will be overwritten when it exits.

Also, if you switch graphics packs that could change the engravings setting and maybe the liquid depth settings too.
DF doesn't write to its own config files on exit, if that's what you mean.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 17, 2016, 05:51:22 pm
As a feedback: the "Dwarf Fortress LNP 0.43.03-r09" ran for many hours yesterday without even one crash.
I only made one break to disable the engravings, which sadly didnt work, so my kings quarters look messed up.
Good to hear that it's more stable now!  Re: engravings, remember that the init setting only controls their *initial* setting (specific/generic), and after creation you can toggle this with a designation.

Is it possible that the Taffer tileset make it to the Starter Pack someday?
It's already included - install the ASCII graphics, then go to the 'graphics > customise' tab and choose Taffer's tileset.


Title: Re: PeridexisErrant's DF Starter Pack
Post by: nuker22110 on November 18, 2016, 08:31:17 pm
hello i am trying to use my old save, which has fortress defence installed. when i install the fortress defense mod on the new lnp, and copy the save over, i get a fatal error about missing organic gloss: vaporstonefd
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on November 18, 2016, 08:56:09 pm
I'm guessing you are doing this so you can change your graphics pack.

It sounds like you installed Fortress Defense manually and then the mod got removed from your save when you tried to switch graphics packs. If you don't use the LNP launcher to install mods, any mods that you manually installed will get removed from your save files when you switch graphics packs.

You'll probably want to reinstall the same version of Fortress Defense you were using before into your /data/save/region n/raw/objects/ folder. You'll need to do this every time you want to go through some extra steps to keep it installed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: nuker22110 on November 18, 2016, 09:03:02 pm
that did it! thank you very much! :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on November 19, 2016, 08:08:48 am
As a feedback: the "Dwarf Fortress LNP 0.43.03-r09" ran for many hours yesterday without even one crash.
I only made one break to disable the engravings, which sadly didnt work, so my kings quarters look messed up.
Good to hear that it's more stable now!  Re: engravings, remember that the init setting only controls their *initial* setting (specific/generic), and after creation you can toggle this with a designation.
but i don't want to smooth the walls again, i just don't want the engravigns to look like the room is cluttered with dead dorfs and furniture.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on November 19, 2016, 08:53:08 am
As a feedback: the "Dwarf Fortress LNP 0.43.03-r09" ran for many hours yesterday without even one crash.
I only made one break to disable the engravings, which sadly didnt work, so my kings quarters look messed up.
Good to hear that it's more stable now!  Re: engravings, remember that the init setting only controls their *initial* setting (specific/generic), and after creation you can toggle this with a designation.
but i don't want to smooth the walls again, i just don't want the engravigns to look like the room is cluttered with dead dorfs and furniture.
And as PeridexisErrant said, there is a designation you can use to toggle display on/off of engravings. I don't have DF available at the moment, so I can't tell you what it is (as I don't use it).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on November 19, 2016, 08:55:57 am
It's d-v: toggle engravings. Whether you want to is up to you. I find that engraved toggled walls are too bright, typically, while floors can be quite neat - though, sometimes visible is better, especially if you're tiling a particular image.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on November 19, 2016, 07:59:19 pm
ah, okay, will use that then.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: 0rion on November 20, 2016, 04:41:27 pm
Is it possible that the Taffer tileset make it to the Starter Pack someday?
It's already included - install the ASCII graphics, then go to the 'graphics > customise' tab and choose Taffer's tileset.

Oh, I did not know that, thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: atari911 on November 21, 2016, 03:46:12 pm
You can also change the default for that setting in the d_init.txt file under:
Code: [Select]
[ENGRAVINGS_START_OBSCURED:YES]
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on November 24, 2016, 02:40:06 pm
Hi,
Dont know if I should mention it here, its about the dfhack alpha2.  There might a lot of bug I'm unaware of but the alt+w to access workflow plug-in isn't working.

Also, maybe some other people already know how to fix it.

Cheers!

Will you continue upgrading once the new versions of DF become stable?

Yes, of course!

Here's what I usually do:
  • Release a few incomplete versions at a different URL, for people who are in a real hurry.  43.05 wasn't a big enough change to justify this in the absence of eg. Therapist for 64-bit.
  • Create a final stable release of the old DF version (eg http://dffd.bay12games.com/file.php?id=8687)
  • Once DFHack etc are compatible, switch the move the old pack to the new URL, and the now-stable new pack to the main url
  • Keep releasing!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 24, 2016, 04:29:22 pm
Hi,
Dont know if I should mention it here, its about the dfhack alpha2.  There might a lot of bug I'm unaware of but the alt+w to access workflow plug-in isn't working.

Also, maybe some other people already know how to fix it.
You should mention that in the DFHack thread instead, since this pack doesn't use alpha2. However, this has come up in this thread numerous times, and the reason is that that keybinding was removed in 0.43.03 due to the improved vanilla manager potentially messing with workflow. It might be possible to re-add the binding now, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 24, 2016, 06:06:59 pm
Hi,
Dont know if I should mention it here, its about the dfhack alpha2.  There might a lot of bug I'm unaware of but the alt+w to access workflow plug-in isn't working.

Also, maybe some other people already know how to fix it.
You should mention that in the DFHack thread instead, since this pack doesn't use alpha2. However, this has come up in this thread numerous times, and the reason is that that keybinding was removed in 0.43.03 due to the improved vanilla manager potentially messing with workflow. It might be possible to re-add the binding now, though.
I'd note that this pack re-adds the keybinding in question, but no longer has a GUI option to activate workflow.  I thought this was a good compromise.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on November 24, 2016, 08:40:05 pm
@PeridexisErrant

This could be me, but the current version within vanilla (43.xx) which has a different version is more difficult to manage, especially if I compare with workflow. 

For example, I cannot figure out how to get "any" rough gem to be cut.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dunfee on November 28, 2016, 06:24:08 pm
I browsed the last few pages of this thread hoping to see an update but any word on the 0.43.05 update? I know there was a lot of work that needed to be put into it to make it all work (especially around dfhack) but is there any place I can go to see the overall progress and how much is left to do or even play an alpha build while I'm waiting?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 28, 2016, 07:04:05 pm
There are a couple alpha builds of DFHack. DT is what's taking longer this time - it has basic support for 64-bit Linux (but is crashing a lot, from what I hear).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 28, 2016, 08:14:23 pm
I browsed the last few pages of this thread hoping to see an update but any word on the 0.43.05 update? I know there was a lot of work that needed to be put into it to make it all work (especially around dfhack) but is there any place I can go to see the overall progress and how much is left to do or even play an alpha build while I'm waiting?
Soon, I think.  There's an unofficial memory layout so Dwarf Therapist can work with 32-bit DF 43.05; DFHack is on it's second alpha release, and after that goes stable it's just TwbT.  Then I can release a stable-but-32bit update.

Longer term plans really depend on what happens (and how much I can fit around full-time work), but I'm thinking I might have a 32bit pack with Therapist that I just build once and leave alone, and a regularly updated 64bit pack without it.

This could be me, but the current version within vanilla (43.xx) which has a different version is more difficult to manage, especially if I compare with workflow. 

For example, I cannot figure out how to get "any" rough gem to be cut.
Try enable autogems (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#autogems), then use the new workshop order.  Workflow can cut any particular gem, but this does all of them :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 28, 2016, 08:43:42 pm
(The autogems addition is a standing order, in the 'o' menu, in case it was unclear.)

DFHack is still dealing with some 64-bit issues, although it's gotten better. There was a structure fix today, and Ruby still has some issues on Win64.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 28, 2016, 08:48:01 pm
DFHack is still dealing with some 64-bit issues, although it's gotten better. There was a structure fix today, and Ruby still has some issues on Win64.

Good to hear!  If it's just 64bit issues remaining, would the 32bit alpha2 be suitable for a stable pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: evictedSaint on November 29, 2016, 06:33:32 am
Meph's tileset is a welcome addition to the starter pack, imho :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sanctume on November 29, 2016, 10:42:28 am
DFHack is still dealing with some 64-bit issues, although it's gotten better. There was a structure fix today, and Ruby still has some issues on Win64.

Good to hear!  If it's just 64bit issues remaining, would the 32bit alpha2 be suitable for a stable pack?

Are 64-bit saves compatible with 32-bit saves?  If so, then I would consider downloading and playing in 43.05 32-bit for now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dirst on November 29, 2016, 11:43:00 am
DFHack is still dealing with some 64-bit issues, although it's gotten better. There was a structure fix today, and Ruby still has some issues on Win64.

Good to hear!  If it's just 64bit issues remaining, would the 32bit alpha2 be suitable for a stable pack?

Are 64-bit saves compatible with 32-bit saves?  If so, then I would consider downloading and playing in 43.05 32-bit for now.
They are supposed to be save-compatible, but it can only be guaranteed in the 32-to-64 direction.  A 64-bit machine might make a save file too big to load into a 32-bit version of DF.  More of a problem for well-traveled adventurers on large worlds with long histories, but still a concern.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on November 29, 2016, 11:58:31 am
There are a couple alpha builds of DFHack. DT is what's taking longer this time - it has basic support for 64-bit Linux (but is crashing a lot, from what I hear).

As far as I play with 43.05 x64 (windows) with dfhack alpha2 everything appears to be going smooth, no crash except for Labormanager that kept pausing the game.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sanctume on November 29, 2016, 12:37:48 pm
Spoiler (click to show/hide)

Good to hear!  If it's just 64bit issues remaining, would the 32bit alpha2 be suitable for a stable pack?

Are 64-bit saves compatible with 32-bit saves?  If so, then I would consider downloading and playing in 43.05 32-bit for now.
They are supposed to be save-compatible, but it can only be guaranteed in the 32-to-64 direction.  A 64-bit machine might make a save file too big to load into a 32-bit version of DF.  More of a problem for well-traveled adventurers on large worlds with long histories, but still a concern.

I think a LNP for 43.05 (32-bit) would still be an upgrade from 43.03 saves. 
We will get the goodies of v43.05 but limited to the memory cap of v43.03. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 29, 2016, 04:40:23 pm
They are supposed to be save-compatible, but it can only be guaranteed in the 32-to-64 direction.  A 64-bit machine might make a save file too big to load into a 32-bit version of DF.  More of a problem for well-traveled adventurers on large worlds with long histories, but still a concern.

I mean, 32-bit DF could theoretically make saves too big to load into 32-bit DF too, since memory usage can spike sometimes when loading/saving a game. (It would be pretty hard to successfully save a game like that, though.)

As far as I play with 43.05 x64 (windows) with dfhack alpha2 everything appears to be going smooth, no crash except for Labormanager that kept pausing the game.
Have you tried actively running anything, or are you just letting it run in the background? Letting it run in the background doesn't do anything, unless you've set up stuff to run in the background or used the default dfhack.init, but even that only involves a small number of DFHack tools.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ordenrahl on December 03, 2016, 06:52:52 pm
I can run the latest version of DF from the Bay12 website but the lazy newb pack crashes every time I try to launch. A black window pops up and then vanishes.   Is there a setting I need to adjust? I've never had a problem with the lazy newb packs but It's been a year or two since I played.


Ok, it seems to have something to do with the texture pack. If I run lazy newb with the ASCII pack it will launch. If I install Phobus it crashes.

Edit:
I installed the newest version of DF from the website that comes with ironhand pre-installed and that works just fine.  Not sure what the issue is with the Lazy Newb Pack and my setup?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on December 09, 2016, 06:09:12 pm
PTW.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on December 10, 2016, 02:11:01 am
I can run the latest version of DF from the Bay12 website but the lazy newb pack crashes every time I try to launch. A black window pops up and then vanishes.   Is there a setting I need to adjust? I've never had a problem with the lazy newb packs but It's been a year or two since I played.


Ok, it seems to have something to do with the texture pack. If I run lazy newb with the ASCII pack it will launch. If I install Phobus it crashes.

Edit:
I installed the newest version of DF from the website that comes with ironhand pre-installed and that works just fine.  Not sure what the issue is with the Lazy Newb Pack and my setup?

That sounds like text will be text. See if there's an option for it somewhere.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Prismaa on December 18, 2016, 10:50:12 am
I wouldn't mind 32bit version of pack for now, if that is possible.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 18, 2016, 05:24:37 pm
I wouldn't mind 32bit version of pack for now, if that is possible.
That's the plan!  The only caveat is that TwbT may be 64-bit-only...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on December 18, 2016, 06:13:16 pm
It was inevitable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mawnster on December 19, 2016, 04:33:16 pm
So, hey, I'm a beginner at Dwarf Fortress and I'm using your pack, and while doing the initial labor assignments, I noticed that Dwarf Therapist was missing the Blacksmithing labor.
My game version is 43.03, Dwarf Therapist is 37.0.0 .


I'm not sure what's wrong, so thanks in advance.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on December 19, 2016, 04:57:53 pm
@Mawnster: You're in the wrong thread, for future reports. Bugs/comments etc. on the tools included in the pack belong in the threads for those tools (in this case this one: http://www.bay12forums.com/smf/index.php?topic=122968.2865 (http://www.bay12forums.com/smf/index.php?topic=122968.2865)), not the pack compiling them.
However, the issue has been reported (more than half a year ago, by me...), so they'll get to it at their own pace. Furthermore, it's not missing from all the views, so you can change to one of the other views to modify it (or do it from within DF itself).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on December 19, 2016, 05:06:04 pm
Heh. All this time, and I never noticed that due using custom sheets ^^;;
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mawnster on December 19, 2016, 05:35:35 pm
@Mawnster: You're in the wrong thread, for future reports. Bugs/comments etc. on the tools included in the pack belong in the threads for those tools (in this case this one: http://www.bay12forums.com/smf/index.php?topic=122968.2865 (http://www.bay12forums.com/smf/index.php?topic=122968.2865)), not the pack compiling them.
However, the issue has been reported (more than half a year ago, by me...), so they'll get to it at their own pace. Furthermore, it's not missing from all the views, so you can change to one of the other views to modify it (or do it from within DF itself).

I posted here because I thought the issue would be a problem of having the wrong version of either the game or the utility, and that the version used in the pack wouldn't necessarily be the latest version of Dwarf Therapist.

Anyway, thanks for the information!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 19, 2016, 06:44:59 pm
I do check compatibility, and it *is* the latest version ;P
Title: nd
Post by: Mawnster on December 20, 2016, 09:14:03 am
I do check compatibility, and it *is* the latest version ;P

Yeah, of course, I thought I just might've accidentally updated the game or the Dwarf Therapist. And my bad for not checking if it was the latest version or not.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Reyajh on December 23, 2016, 09:53:51 pm
Hello. I'm new to DF & in the process of setting things up I made a mistake: In the LNP under Graphics --> Choose, I accidentally clicked 'Simplify Graphic Folders'. Is this something I should be concerned about & if so, can I somehow just dl the LNP itself or should I dl the whole package again and then perhaps just delete the old LNP & move the new one into that folder so I don't loose my saves? I'm not sure how to proceed if I should undo that mistake:p

Also, I noticed before that happened, that I had gotten an:
stderr:
Running PyLNP 0.12a (OS: win, Compiled: True)
WARNING: JSONConfiguration: File PyLNP.user does not exist

That is still in my folder. Is this something I should address as well, or just ignore...
I apologize if this has been addressed already or if in the wrong place & thank you in advance for your time. -Cheers.

Edit: My version is PyLNP 0.12a
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 23, 2016, 10:36:06 pm
Welcome!  You don't need to worry about either of these things :)

The 'Simplify Graphic Folders' option just removes any files that aren't needed, which means that you can dump a (copy of a) whole DF install in LNP/Graphics/ and use it as a graphics pack.  Given that they're already simplified, it probably didn't do much!

You can just delete the stderr - it's simply noting that the first time you ran PyLNP, there was no user config so it had to autodetect the scaling it should use.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Reyajh on December 23, 2016, 11:27:33 pm
Awesome! Thanks!! And really appreciate your work!!! ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on December 29, 2016, 08:09:49 pm
Any chances of a .43.05 release someday soon?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 29, 2016, 10:20:28 pm
Any chances of a .43.05 release someday soon?

On the day that DFHack has a stable release and TwbT updates, so will I!

When is that?  I don't know - DFHack today released alpha4, which I think is unprecedented.  Mifki had a test TwbT-for-43.05 working on Mac a while ago, but it's unclear how much work remains.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dunfee on December 31, 2016, 11:55:08 am
Any chances of a .43.05 release someday soon?

On the day that DFHack has a stable release and TwbT updates, so will I!

When is that?  I don't know - DFHack today released alpha4, which I think is unprecedented.  Mifki had a test TwbT-for-43.05 working on Mac a while ago, but it's unclear how much work remains.

As much as I can't wait for a 43.05 release (especially if is a 64 bit one) I am really happy you folks are putting in this work. It really is a thankless job and I would have never played dwarf fortress if it wasn't for LNP.

Will your eventual 43.05 release contain dwarf therapist? Last time I checked there was a lot of work to do there and I think its one of the more important things in the pack
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 31, 2016, 09:19:50 pm
As much as I can't wait for a 43.05 release (especially if is a 64 bit one) I am really happy you folks are putting in this work. It really is a thankless job and I would have never played dwarf fortress if it wasn't for LNP.

Will your eventual 43.05 release contain dwarf therapist? Last time I checked there was a lot of work to do there and I think its one of the more important things in the pack

Thanks  :D  (and happy new year!)

News yesterday - Mifki has an test 43.05 64bit Windows build (for dhack alpha3), but doesn't plan to work on 32bit TwbT.  Therapist development has shown some small signs of life lately, but it's probably going to take longer for 64bit support (source: wild guessing only).

If I have to choose, I'll be going with 64bit + TwbT rather than 32bit + Therapist - I'd still make at least one 32bit release, but I don't want to maintain two versions of the pack.  However, DFHack has a number of very nice options that (while not identical) can largely replace Therapist.  Enabling autolabor (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#autolabor) or manipulator (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#manipulator) are good places to start.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on December 31, 2016, 09:58:36 pm
I'm fine with just manipulator, if it means the pack will update sooner. I tend to use it more anyways.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on January 01, 2017, 06:59:13 am
If I have to choose, I'll be going with 64bit + TwbT rather than 32bit + Therapist - I'd still make at least one 32bit release, but I don't want to maintain two versions of the pack.  However, DFHack has a number of very nice options that (while not identical) can largely replace Therapist.  Enabling autolabor (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#autolabor) or manipulator (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#manipulator) are good places to start.

Go all out on 64 bit ASAP I'd say!
And the sooner you release a new version the sooner Toady will release a new version making everything incompatible again :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: cider on January 01, 2017, 11:53:18 am
I'm a complete noob when it comes to Dwarf Fortress, and have only played it using this starter pack. I've come across a problem, and I've no idea what's causing it.

For some reason I can't brew. What I want to do is brew from plump helmets, but when I go into the Still to add a task the option is colored in red, as pictured here (http://puu.sh/t7Jyo/2b88fc3307.png). After choosing it, I get this screen (http://puu.sh/t7JCw/2bafbf97e4.png). I have no idea what it means or what I'm supposed to do...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on January 01, 2017, 12:01:48 pm
First, this sort of question suits better DF Q&A.

Second, empty food storage item being in red means you don't have pot or barrel to store booze in. You need to
a) produce more, at either craftsdwarf for rock or wooden pots, with fuel and clay at kiln for clay pots (that normally need to be glazed with ash after, unless you use fire clay or kaolinite) or with fuel and ore at forge for metal ones. Alternatively, you can also produce wood and metal barrels, which will weight thrice as much, but wooden barrels are made at the carpenter's workshop, thus training more useful skill.
b) Go into stockpile menu and use * so that the new barrels aren't immediately stolen away to a food stockpile to store solids in - you probably painted a large food stockpile, and then it grabbed any barrel that was emptied from booze to hold in meat, fruit, plant, fish, flour, etc.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: cider on January 01, 2017, 12:20:27 pm
First, this sort of question suits better DF Q&A.

Second, empty food storage item being in red means you don't have pot or barrel to store booze in. You need to
a) produce more, at either craftsdwarf for rock or wooden pots, with fuel and clay at kiln for clay pots (that normally need to be glazed with ash after, unless you use fire clay or kaolinite) or with fuel and ore at forge for metal ones. Alternatively, you can also produce wood and metal barrels, which will weight thrice as much, but wooden barrels are made at the carpenter's workshop, thus training more useful skill.
b) Go into stockpile menu and use * so that the new barrels aren't immediately stolen away to a food stockpile to store solids in - you probably painted a large food stockpile, and then it grabbed any barrel that was emptied from booze to hold in meat, fruit, plant, fish, flour, etc.

Yeah I was unsure where to post, sorry.

Thanks for the help, that was indeed the problem. I went ahead and made a few wooden barrels and I'm now brewing successfully. :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dunfee on January 01, 2017, 12:54:11 pm
As much as I can't wait for a 43.05 release (especially if is a 64 bit one) I am really happy you folks are putting in this work. It really is a thankless job and I would have never played dwarf fortress if it wasn't for LNP.

Will your eventual 43.05 release contain dwarf therapist? Last time I checked there was a lot of work to do there and I think its one of the more important things in the pack

Thanks  :D  (and happy new year!)

News yesterday - Mifki has an test 43.05 64bit Windows build (for dhack alpha3), but doesn't plan to work on 32bit TwbT.  Therapist development has shown some small signs of life lately, but it's probably going to take longer for 64bit support (source: wild guessing only).

If I have to choose, I'll be going with 64bit + TwbT rather than 32bit + Therapist - I'd still make at least one 32bit release, but I don't want to maintain two versions of the pack.  However, DFHack has a number of very nice options that (while not identical) can largely replace Therapist.  Enabling autolabor (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#autolabor) or manipulator (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#manipulator) are good places to start.

I would totally learn manipulator if it meant I got a 64 bit version sooner!
Is there a newsletter or anything we can sign up for to know when new packs get made available? Usually I just check this thread
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 01, 2017, 06:42:21 pm
It's great to hear that people like my plan :P

You can make an account on DFFD (where the file is hosted), and get email notifications by watching the file.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jmlm123 on January 02, 2017, 02:33:04 pm
64bit + TwbT    +1  :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: natemiddleman on January 06, 2017, 03:29:56 pm
Using the default graphics pack, in the creature_large_mountain.txt file, the CREATURE:GNOME_MOUNTAIN is missing several "[" brackets.

      SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
       PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
         TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
            APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]

Not sure if this is a problem with official version or just this graphics pack, but I came across this while finishing up my mod.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mross on January 07, 2017, 08:03:02 pm
Crashes on embark, as soon as I confirm on the flavor text screen (immediately after selecting embark supplies).

Using gemset pack.

I'll try again with all dfhack options disabled.

Works with all dfhack options disabled.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Libash_Thunderhead on January 08, 2017, 03:59:27 am
By the way, I usually use phoebus graphics pack with LNP. Recently I find the floor colors are not quite the same with the default ascii, for example, gneisis and mudstone are both gray in phoebus, while the latter should be light brown. If I want to fix that, what do I need to change?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on January 08, 2017, 04:36:49 am
FYI, Armok Vision has been updated, for when you make a new version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 08, 2017, 05:03:13 am
FYI, Armok Vision has been updated, for when you make a new version.

Thanks :)  My tooling has picked it up already!  http://peridexiserrant.neocities.org/starter-pack.log.txt
Title: Re: PeridexisErrant's DF Starter Pack
Post by: daveralph1234 on January 09, 2017, 12:35:47 pm
If I have to choose, I'll be going with 64bit + TwbT rather than 32bit + Therapist - I'd still make at least one 32bit release, but I don't want to maintain two versions of the pack.  However, DFHack has a number of very nice options that (while not identical) can largely replace Therapist.  Enabling autolabor (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#autolabor) or manipulator (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#manipulator) are good places to start.

Go all out on 64 bit ASAP I'd say!
And the sooner you release a new version the sooner Toady will release a new version making everything incompatible again :)

It's great to hear that people like my plan :P

I also think this is wise, It seems likely that over time all tools will need to move over to the 64-bit version anyway.
A concerted effort from the community to preferentially support that version with utilities seems logical to minimise the effort required to bring the most complete toolset to the greatest number of players.

Also many thanks for diligently keeping the pack going all these years (and also to all the developers and maintainers of the many fantastic utilities around now); I've had/still have precious little time for DF during my studies, but major game updates and utility improvements draw me back in from time to time, which wouldn't be possible without the huge convenience this pack provides. I still keep up with a few forum threads looking for an excuse to jump back in when I have time.
PyLNP is also looking great, I've never been happier to see a program I worked on (the old VB LNP) become depreciated. I'm very glad these essential tools are in good hands.

Finally, is there a guide somewhere on installing mods with PyLNP and which are compatible? I've been loosely keeping up with the development thread but was unsure if this feature is complete/stable and what the capabilities are?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 09, 2017, 06:47:51 pm
Many thanks for diligently keeping the pack going all these years (and also to all the developers and maintainers of the many fantastic utilities around now); I've had/still have precious little time for DF during my studies, but major game updates and utility improvements draw me back in from time to time, which wouldn't be possible without the huge convenience this pack provides. I still keep up with a few forum threads looking for an excuse to jump back in when I have time.
PyLNP is also looking great, I've never been happier to see a program I worked on (the old VB LNP) become depreciated. I'm very glad these essential tools are in good hands.

Finally, is there a guide somewhere on installing mods with PyLNP and which are compatible? I've been loosely keeping up with the development thread but was unsure if this feature is complete/stable and what the capabilities are?

Thanks!  It made my day to hear that you approve of how things are going  :D

The PyLNP docs (https://bitbucket.org/Pidgeot/python-lnp#rst-header-id9) could certainly be better about this, but basically you just drop a mod into 'LNP/Mods/$MOD_NAME'.  PyLNP will add a mods tab on next start, and you drag them into your desired load order.  Compatibility... I've tried to give pretty conservative feedback by coloring the merged mods in the list; ultimately it's done by a three-way line by line merge which doesn't understand structure at all - so either one big mod or a few small ones.  Feature is considered stable, but at beta-quality because results vary; the 'do it properly' issue has been open for several years now.

Have fun, and thanks for making the early days of this pack possible!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on January 09, 2017, 11:17:51 pm
By the way, I usually use phoebus graphics pack with LNP. Recently I find the floor colors are not quite the same with the default ascii, for example, gneisis and mudstone are both gray in phoebus, while the latter should be light brown. If I want to fix that, what do I need to change?

In the file inorganic_stone_layer.txt, find the heading [INORGANIC:GNEISS]

For Phoebus: [DISPLAY_COLOR:7:6:1]  --> (43.03)

For vanilla: [DISPLAY_COLOR:7:7:1] --> (43.05)

I think that should do it.

But I suspect you will have to change it both in the game's raw folder, as well as in all the savegame raw folders. Or at least the savegames you care about...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: tucker0993 on January 10, 2017, 05:29:12 am
So, I'm having an issue downloading this. My antivirus keeps deleting all of the files after i download and install the program, is there a work around available or is it just my antivirus being stupid? thanks for the help
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Armandur on January 10, 2017, 06:07:23 am
So, I'm having an issue downloading this. My antivirus keeps deleting all of the files after i download and install the program, is there a work around available or is it just my antivirus being stupid? thanks for the help

It is most likely your antivirus flagging the files as malware or viruses, since almost all tools that interface with DF use a library called DFHack that directly reads and writes to the active memory of the game, and that is also what a virus would do, but is necessary for the pack and the utilities to function. Either you disable your antivirus or you need to use the settings in your antivirus software to specifically make an exception for the packs' files.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Libash_Thunderhead on January 11, 2017, 07:35:58 pm
By the way, I usually use phoebus graphics pack with LNP. Recently I find the floor colors are not quite the same with the default ascii, for example, gneisis and mudstone are both gray in phoebus, while the latter should be light brown. If I want to fix that, what do I need to change?

In the file inorganic_stone_layer.txt, find the heading [INORGANIC:GNEISS]

For Phoebus: [DISPLAY_COLOR:7:6:1]  --> (43.03)

For vanilla: [DISPLAY_COLOR:7:7:1] --> (43.05)

I think that should do it.

But I suspect you will have to change it both in the game's raw folder, as well as in all the savegame raw folders. Or at least the savegames you care about...
Thanks.

I change the ones in save folder and it worked.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: filhit on January 12, 2017, 04:47:03 pm
Could you please publish hashes/checksum of the pack on a resource accessible with HTTPS?

Github pages will work as a free option.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 12, 2017, 08:03:37 pm
Could you please publish hashes/checksum of the pack on a resource accessible with HTTPS?

Github pages will work as a free option.

The pack checksum is provided as a way of detecting accidental file corruption.  It is not intended as a protection against malicious files.  If you're concerned, I suggest constructing your own minimal pack using my tools (https://github.com/PeridexisErrant/starter-pack) - but note that nothing from DFFD should be trusted in this scenario.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mathalor on January 14, 2017, 09:20:27 pm
For months, I keep checking this page.

An update is coming, an update IS coming, someday...  an update is coming.

Thanks for putting it together.

Has soundsense had any updates recently?  I downloaded my 43.03 a while ago, and one of my java updates broke it.
Title: Dwarf Therapist Issue
Post by: TheStratovarian on January 15, 2017, 10:48:24 am
I started this back up after a while, and seeing the issue that 43.05 wasnt LNP compatable yet, went with 43.03 that was, but DT refuses to commit to changes on any changes on my dwarves. The minute I do change any different dwarves, it immediately turns off everything on all of them, and its defaulted them to mining, save one guard whom has every single skill but hunting and fishing enable by default. Any help to why this from a fresh and good install would be nice.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 15, 2017, 11:13:03 am
Do you have autolabor enabled?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ghills on January 15, 2017, 01:51:20 pm
As much as I can't wait for a 43.05 release (especially if is a 64 bit one) I am really happy you folks are putting in this work. It really is a thankless job and I would have never played dwarf fortress if it wasn't for LNP.

Will your eventual 43.05 release contain dwarf therapist? Last time I checked there was a lot of work to do there and I think its one of the more important things in the pack

Thanks  :D  (and happy new year!)

News yesterday - Mifki has an test 43.05 64bit Windows build (for dhack alpha3), but doesn't plan to work on 32bit TwbT.  Therapist development has shown some small signs of life lately, but it's probably going to take longer for 64bit support (source: wild guessing only).

If I have to choose, I'll be going with 64bit + TwbT rather than 32bit + Therapist - I'd still make at least one 32bit release, but I don't want to maintain two versions of the pack.  However, DFHack has a number of very nice options that (while not identical) can largely replace Therapist.  Enabling autolabor (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#autolabor) or manipulator (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#manipulator) are good places to start.

I would totally learn manipulator if it meant I got a 64 bit version sooner!
Is there a newsletter or anything we can sign up for to know when new packs get made available? Usually I just check this thread

Manipulator is in no way a replacement for Therapist. Interface is important, and manipulator really suffers from sharing an interface with DF.

I'd much rather a 32 bit version with Therapist.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TheStratovarian on January 15, 2017, 08:08:36 pm
Yeah, and in turning it off, DT worked fine. Thanks for helping me figure it out. I dont recall turning it on, but apparently had.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on January 15, 2017, 11:23:39 pm
Therapist is in no way a replacement for Manipulator. Interface is important, and Therapist really suffers from not sharing an interface with DF.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 16, 2017, 01:12:11 am
OK, I think that's enough of this discussion.  64-bit Therapist is an ongoing project, and I'm aware that Therapist and the various DFHack options are different tools - and said so above.  Let's leave it at that, and I'll be open to further discussion when we have more than speculation to go on.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: boogiemanspud on January 22, 2017, 07:11:12 am
I have a question, and am needing some help.  I had a previous version, I believe it was Dwarf Fortress 40_13 Starter Pack r2.  I am trying to figure out what release/version that DF was in at that point.  I had a cool dwarf I wanted to look up and I know it happened around Sept 25, 2014, but it would be super helpful to see what version I need to find on my computer.

Thanks for any help!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 22, 2017, 11:00:44 am
The "40_13" part of the starter pack name means the DF version was 0.40.13 (and "r2" means it was the second LNP for that DF version).
If you still have the save, the odds are that it's located in the DF folder' save folder, and that the DF folder is still located inside the LNP. If so, you just have to locate and start the LNP and start DF from there.
However, DF is backwards compatible, so it's also possible to download the latest LNP and copy the save folder into that version's DF (which will be 0.43.03). However, some things added since that save was started won't be available (step ladders for fruit picking from late in the 0.40.X sequence, and songs, poems, and music instruments from the latest arc, and probably some other things).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: boogiemanspud on January 22, 2017, 07:31:19 pm
The "40_13" part of the starter pack name means the DF version was 0.40.13 (and "r2" means it was the second LNP for that DF version).
If you still have the save, the odds are that it's located in the DF folder' save folder, and that the DF folder is still located inside the LNP. If so, you just have to locate and start the LNP and start DF from there.
However, DF is backwards compatible, so it's also possible to download the latest LNP and copy the save folder into that version's DF (which will be 0.43.03). However, some things added since that save was started won't be available (step ladders for fruit picking from late in the 0.40.X sequence, and songs, poems, and music instruments from the latest arc, and probably some other things).

Thanks!  I was able to find the save.  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: pauloprog on January 30, 2017, 08:55:12 am
I have been experiencing an issue here. Tried many things, one of them worked - once. When I try to open the LNP, it doesn't work; no error messages. Reading about a 64bit problem, I unpacked it into the Program Files (x86) and it worked one time and didn't crash, then i closed the program and tried to enter again and the issue was back. My OS is a Windows 7 (64bit). Any ideas?
Thanks
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on January 30, 2017, 10:22:38 am
I'd avoid saving in program files because of the goofy rules about where things get saved physically. Even some anti-virus stuff doesn't work properly there. Anymore I reserve that for MS stuff only.

Try installing everything in a  \games or \games\df folder or some such.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sdp0et on January 30, 2017, 12:12:35 pm
I'd avoid saving in program files because of the goofy rules about where things get saved physically. Even some anti-virus stuff doesn't work properly there. Anymore I reserve that for MS stuff only.

Try installing everything in a  \games or \games\df folder or some such.

Windows 7 has some rules about applications writing to the "Program Files" directories.  They seem to get applied inconsistently (which really means I haven't bothered to figure out what they actually are). I never "install" anything there that involves me unzipping something to a directory.  I second the suggestion to try it somewhere else. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: UristWoodie on January 30, 2017, 12:45:32 pm
/ProgramData/Bay12/  has been working very well and consistently for me. YMMV.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CyberianK on February 01, 2017, 07:56:29 am
why is Announcement Window missing from the recent download?
In the last download of 43 I had it in
was there issues with it?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: EBannion on February 01, 2017, 09:36:33 am
why is Announcement Window missing from the recent download?
In the last download of 43 I had it in
was there issues with it?

If I remember correctly, it was the source of almost all of the false virus alert hits that were happening, so it got pulled for simplicity and convenience sake.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on February 01, 2017, 11:55:34 am
Just a heads up, the next Armok Vision will be able to load dwarf fortress creature graphics packs directly. Whether or not to support that in the launcher is up to you.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 01, 2017, 06:03:51 pm
Just a heads up, the next Armok Vision will be able to load dwarf fortress creature graphics packs directly. Whether or not to support that in the launcher is up to you.

Awesome!  Let's discuss how this works in the Armok Vision thread, I think it fits better there.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mathalor on February 04, 2017, 11:25:03 pm

Has soundsense had any updates recently?  I downloaded my 43.03 a while ago, and one of my java updates broke it.

I've been looking more into my own question, but there's nothing in the soundsense thread about an update and my soundsense is supposed to update itself, but still has the same problem.

Sigh.

Here's hoping they fix whatever it is before therapist 64bit is finally a thing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jerry The Hellbound on February 05, 2017, 08:46:41 pm
One question: is x64 automatically opened (i assume not as i do not think thats how it would work considering experience) if it isnt how do i open it with the launcher?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 05, 2017, 09:57:39 pm
One question: is x64 automatically opened (i assume not as i do not think thats how it would work considering experience) if it isnt how do i open it with the launcher?
If by "x64" you mean "x64 DF", the current version of this pack (0.43.03-r09) distributes DF 0.43.03, which is 32-bit-only on all platforms.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jerry The Hellbound on February 06, 2017, 07:08:38 am
Ah OK my bad, was hoping for a bit more power so I could kil the general in those... Unsacred lands.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 06, 2017, 09:37:13 am
64-bit DF won't give you "more power". The only thing it really changes is the amount of memory DF can use without crashing. It may also be a little faster, but not significantly, so if you're running into performance issues with a specific fort in 32-bit DF, chances are that 64-bit DF will also be slow.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on February 09, 2017, 10:43:17 am
I wish we could find out a way to push more HP into a single threaded application.  Or kind of remove some of the overall task into something else.  All we need to run this a single core ultra-high Ghz CPU, which isn't the trend anymore.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Archereon on February 10, 2017, 01:50:09 pm
64-bit DF won't give you "more power". The only thing it really changes is the amount of memory DF can use without crashing. It may also be a little faster, but not significantly, so if you're running into performance issues with a specific fort in 32-bit DF, chances are that 64-bit DF will also be slow.

I believe it does make it much easier to run large embarks and/or very long world gens without crashes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 10, 2017, 01:58:50 pm
64-bit DF won't give you "more power". The only thing it really changes is the amount of memory DF can use without crashing. It may also be a little faster, but not significantly, so if you're running into performance issues with a specific fort in 32-bit DF, chances are that 64-bit DF will also be slow.

I believe it does make it much easier to run large embarks and/or very long world gens without crashes.

Of course, because those use more memory, which is more likely to result in crashes in a 32-bit build due to running out of memory.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: WCG on February 10, 2017, 03:48:01 pm

I'm afraid I'm not understanding the new importer.

I get this message after selecting the old DF folder: WARNING: Can only import content from single basedir.

If I don't select the main DF folder, I get: Import failed. Does not seem to be a DF install directory.


This was originally posted as a question in October, but I haven't seen an answer here. I'm having the same problem. Which folder is it asking for, when I try to "Import from previous installation"? Nothing seems to work.

I don't really need my old game, but after two hourse of churning out a new world, the game crashed before I got it saved. So I figured I'd use the world I'd created last May. But I can't get that to work, either.

Still, it's no big deal. I can always try creating a new world with a shorter history. But I thought I'd ask.

PS. This starter pack has always been great. I really appreciate it!

Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on February 10, 2017, 06:27:18 pm
You can copy the saves manually if the importer causes trouble. Just copy the ...\saves\regionX folders of interest from the old DF version to the new one.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: WCG on February 10, 2017, 06:36:05 pm

You can copy the saves manually if the importer causes trouble.

Thanks. I guess I was confused and thought that there was more to it than that. (I do know about updating the graphics, since I'll be using a new graphics pack.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Spectre9000 on February 10, 2017, 08:53:47 pm
This has probably been asked a million times, but as there are over 200 pages to peruse, I'll ask again... is there an ETA on this being updated to 43.05?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rusty on February 10, 2017, 10:21:06 pm
This has probably been asked a million times, but as there are over 200 pages to peruse, I'll ask again... is there an ETA on this being updated to 43.05?

From what I understand, it's a matter of getting dfhack and DT done first, so... No.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 11, 2017, 01:00:29 am
This has probably been asked a million times, but as there are over 200 pages to peruse, I'll ask again... is there an ETA on this being updated to 43.05?
From what I understand, it's a matter of getting dfhack and DT done first, so... No.
Unfortunately this is correct.  There's an alpha version of DFHack, and Therapist supports 32-bit 43.05, but there's no TwbT.  So we'll continue to wait and see...

I'm afraid I'm not understanding the new importer.

I get this message after selecting the old DF folder: WARNING: Can only import content from single basedir.

If I don't select the main DF folder, I get: Import failed. Does not seem to be a DF install directory.
This was originally posted as a question in October, but I haven't seen an answer here. I'm having the same problem. Which folder is it asking for, when I try to "Import from previous installation"? Nothing seems to work.

I don't really need my old game, but after two hourse of churning out a new world, the game crashed before I got it saved. So I figured I'd use the world I'd created last May. But I can't get that to work, either.
It should work by selecting the old DF dir, but apparently this doesn't work for everyone.  Unfortunately it does work on my computer, so there's not much I can do to fix it. :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: WCG on February 13, 2017, 03:05:05 pm
It should work by selecting the old DF dir, but apparently this doesn't work for everyone.  Unfortunately it does work on my computer, so there's not much I can do to fix it. :(

If it matters, I didn't use the popup that asked if I wanted to import an old game when I first started the new version of the Starter Pack. At the time, I'd planned to created a new world. Later, when that failed, I went to the top of the window, to File, where I selected Import from Previous Installation (or something like that) from there.

It probably doesn't matter, but I thought I'd mention it, just in case. (I don't know crap about this stuff.) At any rate, it was easy enough to move the saved game folder manually. I don't know why I didn't do that in the first place. (Maybe because that popup made me think there was more to it than that? I don't know.)

Either way, it wasn't a big deal. Thanks again!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Archereon on February 13, 2017, 08:57:10 pm
This has probably been asked a million times, but as there are over 200 pages to peruse, I'll ask again... is there an ETA on this being updated to 43.05?
From what I understand, it's a matter of getting dfhack and DT done first, so... No.
Unfortunately this is correct.  There's an alpha version of DFHack, and Therapist supports 32-bit 43.05, but there's no TwbT.  So we'll continue to wait and see...

I'm afraid I'm not understanding the new importer.

I get this message after selecting the old DF folder: WARNING: Can only import content from single basedir.

If I don't select the main DF folder, I get: Import failed. Does not seem to be a DF install directory.
This was originally posted as a question in October, but I haven't seen an answer here. I'm having the same problem. Which folder is it asking for, when I try to "Import from previous installation"? Nothing seems to work.

I don't really need my old game, but after two hourse of churning out a new world, the game crashed before I got it saved. So I figured I'd use the world I'd created last May. But I can't get that to work, either.
It should work by selecting the old DF dir, but apparently this doesn't work for everyone.  Unfortunately it does work on my computer, so there's not much I can do to fix it. :(


I mean, at this rate, I'm somewhat worried we'll end up getting 0.45.01 before TWBT gets updated to the latest version, much less therapist.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 13, 2017, 11:58:29 pm
This has probably been asked a million times, but as there are over 200 pages to peruse, I'll ask again... is there an ETA on this being updated to 43.05?
From what I understand, it's a matter of getting dfhack and DT done first, so... No.
Unfortunately this is correct.  There's an alpha version of DFHack, and Therapist supports 32-bit 43.05, but there's no TwbT.  So we'll continue to wait and see...
I mean, at this rate, I'm somewhat worried we'll end up getting 0.45.01 before TWBT gets updated to the latest version, much less therapist.

There was a TwbT build for (iirc) DFHack 43.05-alpha3, and the plan is to support 64bit (with 32bit if other people do some of the work).

So while Therapist will probably go, I'm not too worried - check out the manipulator or labormanager plugins for alternatives.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Adrinus on February 15, 2017, 12:00:36 am
I compiled some technically un-finished stuff for 43.05:
It also includes a basic setup with Ironhand graphics and soundsense + the sounds pack

I'm not the best at putting things together in a pack myself, but all the parts are there for you guys to use if you wanted.

http://www.mediafire.com/file/runh9kstf2a7noc/Dwarf_Fortress_43.05_TWBT_Ironhand_%2B_Therapist_%2B_DFHack.zip

Edit: This is all for x64 Windows
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 15, 2017, 12:56:49 am
I compiled some technically un-finished stuff for 43.05:
  • Dwarf Therapist
  • DF Hack 43.05 Beta1
  • TWBT
It also includes a basic setup with Ironhand graphics and soundsense + the sounds pack

I'm not the best at putting things together in a pack myself, but all the parts are there for you guys to use if you wanted.

http://www.mediafire.com/file/runh9kstf2a7noc/Dwarf_Fortress_43.05_TWBT_Ironhand_%2B_Therapist_%2B_DFHack.zip

Edit: This is all for x64 Windows

Have you updated the Therapist memory layout for x64, or just compiled the executable as x64?

Either way, nice work!  You can use https://github.com/PeridexisErrant/starter-pack to build a pack if you want the full setup :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rusty on February 15, 2017, 02:29:36 am
This has probably been asked a million times, but as there are over 200 pages to peruse, I'll ask again... is there an ETA on this being updated to 43.05?
From what I understand, it's a matter of getting dfhack and DT done first, so... No.
Unfortunately this is correct.  There's an alpha version of DFHack, and Therapist supports 32-bit 43.05, but there's no TwbT.  So we'll continue to wait and see...

I'm afraid I'm not understanding the new importer.

I get this message after selecting the old DF folder: WARNING: Can only import content from single basedir.

If I don't select the main DF folder, I get: Import failed. Does not seem to be a DF install directory.
This was originally posted as a question in October, but I haven't seen an answer here. I'm having the same problem. Which folder is it asking for, when I try to "Import from previous installation"? Nothing seems to work.

I don't really need my old game, but after two hourse of churning out a new world, the game crashed before I got it saved. So I figured I'd use the world I'd created last May. But I can't get that to work, either.
It should work by selecting the old DF dir, but apparently this doesn't work for everyone.  Unfortunately it does work on my computer, so there's not much I can do to fix it. :(


I mean, at this rate, I'm somewhat worried we'll end up getting 0.45.01 before TWBT gets updated to the latest version, much less therapist.

Nooo.... I've heard this song and seen this dance before.  I know exactly what will happen. 

They are going to release on the same day.  The pack will be updated in the morning... and then be behind again that afternoon.

It is inevitable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Adrinus on February 15, 2017, 02:37:58 pm
I compiled some technically un-finished stuff for 43.05:
  • Dwarf Therapist
  • DF Hack 43.05 Beta1
  • TWBT
It also includes a basic setup with Ironhand graphics and soundsense + the sounds pack

I'm not the best at putting things together in a pack myself, but all the parts are there for you guys to use if you wanted.

http://www.mediafire.com/file/runh9kstf2a7noc/Dwarf_Fortress_43.05_TWBT_Ironhand_%2B_Therapist_%2B_DFHack.zip

Edit: This is all for x64 Windows

Have you updated the Therapist memory layout for x64, or just compiled the executable as x64?

Either way, nice work!  You can use https://github.com/PeridexisErrant/starter-pack to build a pack if you want the full setup :)

I added the memory layouts made by someone else on this forum, I did it quite a while before considering compiling everything else, so there may be more up-to-date layouts, it does work, however.

Edit: Wow, my bad everyone, it's the 32 bit version of therapist... I forgot I compiled 32 bit versions of everything first... TWBT and DFHack are correct, however.

Edit2: Was gonna try and compile one for you, but what exists is too buggy to really consider: "useable". Manipulator should work well though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: WCG on February 15, 2017, 06:09:30 pm
Edit: Wow, my bad everyone, it's the 32 bit version of therapist... I forgot I compiled 32 bit versions of everything first... TWBT and DFHack are correct, however.

Is this something I can use for Adventure Mode, since I won't be using Dwarf Therapist for that? I can't play the current version in the Starter Pack (I hope it's just the current version), since the game crashes so often. If not, I'll just wait for a new version. Thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Adrinus on February 15, 2017, 09:02:04 pm
Edit: Wow, my bad everyone, it's the 32 bit version of therapist... I forgot I compiled 32 bit versions of everything first... TWBT and DFHack are correct, however.

Is this something I can use for Adventure Mode, since I won't be using Dwarf Therapist for that? I can't play the current version in the Starter Pack (I hope it's just the current version), since the game crashes so often. If not, I'll just wait for a new version. Thanks!


It should work for adventure mode just fine. Fortress mode works as well, you just have to use the built-in DFhack way of managing labors [(u)nit list, (l)abors]

I haven't tested Adventure Mode a ton yet, but I was able to run around a bit. So I can't guarantee it won't crash.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Adrinus on February 16, 2017, 09:39:50 am
I compiled some technically un-finished stuff for 43.05:
  • Dwarf Therapist
  • DF Hack 43.05 Beta1
  • TWBT
It also includes a basic setup with Ironhand graphics and soundsense + the sounds pack

I'm not the best at putting things together in a pack myself, but all the parts are there for you guys to use if you wanted.

http://www.mediafire.com/file/runh9kstf2a7noc/Dwarf_Fortress_43.05_TWBT_Ironhand_%2B_Therapist_%2B_DFHack.zip

Edit: This is all for x64 Windows

DFHack has finally posted a release build for beta1 for Windows, so one can acquire the official release (though I'm happy to report mine is the exact same)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on February 16, 2017, 03:41:46 pm
Quick suggestion. I'd appreciate a clickbox to enable/disable pause on job cancellation, mostly for use on aquifer and other early game stuff. Yes, it's explained right at the top of the file, but I'm finding myself answering various permutations of this question from my less-savvy friends a couple times a week, at least. "Which file am I supposed to change?", "Which line?", "What do I change it to again?"  and inevitably, "How do I get rid of all these maddening pauses?"

I'm thinking on the options tab with the rest of the gameplay options would work swimmingly.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TheOnlySolitaire on February 19, 2017, 07:33:02 am
Quick question:

I'm using the unofficial 43.05 version uploaded by Adrinus. I had some issues with it so I pasted it over the current base version, and it seems to run fine though I suspect doing so was incorrect in some manner.
However, some of the phoebus extra graphics, for critters and such don't work. I just get the old asci letters representing them. Also, the dwarves seem to be using the phoebus dwarven sprites, but they are all solid colours instead of the multi-coloured sprites they're meant to be.
How can I fix this?

Sorry if this is in the wrong place, but it seems to be more related to LNP or the Adrinus pack than the tileset itself.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: EBannion on February 19, 2017, 10:50:41 am
Quick question:

I'm using the unofficial 43.05 version uploaded by Adrinus. I had some issues with it so I pasted it over the current base version, and it seems to run fine though I suspect doing so was incorrect in some manner.
However, some of the phoebus extra graphics, for critters and such don't work. I just get the old asci letters representing them. Also, the dwarves seem to be using the phoebus dwarven sprites, but they are all solid colours instead of the multi-coloured sprites they're meant to be.
How can I fix this?

Sorry if this is in the wrong place, but it seems to be more related to LNP or the Adrinus pack than the tileset itself.

Doing what you did often leads to .raw file errors, which can result in extremely weird behavior, including everything you have listed plus things like creatures that look like they've been turned inside out and assembled by a blind person.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TheOnlySolitaire on February 19, 2017, 11:39:18 am
Quick question:
-snip-

Doing what you did often leads to .raw file errors, which can result in extremely weird behavior, including everything you have listed plus things like creatures that look like they've been turned inside out and assembled by a blind person.

While that is a definite possibility, none of the other associated behaviours you see with Raw Duplication are occurring. It seems to just be to do with how the tileset is being handled. My guess is the incomplete version uploaded by Adrinus being incompatible with the LNP launcher and it's graphics installation utility. But I don't see why that would be the case when the phoebus sprite graphics are all seemingly in the right places; the game just isn't reading them as intended.

To be clear, the game is playable. It's just using asci instead of the sprites...

EDIT: I managed to fix the issue by deleting and reinstalling the sprite packs. Thanks for your help Ebannion.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: may3eps on February 21, 2017, 05:34:38 am
когда ожидается выход нового релиза?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on February 21, 2017, 02:49:56 pm
когда ожидается выход нового релиза?


Всякий раз, когда DFHack выпускает стабильную 64-разрядную версию (Google Translate)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 21, 2017, 05:50:44 pm
когда ожидается выход нового релиза?
Всякий раз, когда DFHack выпускает стабильную 64-разрядную версию (Google Translate)

Yep, I'll release an updated pack once DFHack is stable and a TwbT build is available.  Given that there's a DFHack beta with TwbT, it shouldn't be more than a few weeks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: shovelmonkey on February 22, 2017, 12:22:58 pm
So, having just come back to dabble with df after a year, and being to lazy to read a hundred pages back, is there really any reason to cobble together a therapistless version of df 43.05? Or is 43.03 as included with LNP pretty solid? I'd much rather use LNP.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on February 22, 2017, 01:38:35 pm
The main difference between 0.43.03 and 0.43.05 is armor and weapon damage, as well as twist/shake damage (including fatal crashing when weapon trap components break). Rather than reading hundreds of pages, you can read the release notes for the last three DF versions... ;)
The 0.43.03 LNP works well, and you can use the Windoze bare bones 0.43.05 which includes DFHack and then add DT to the 32 bit version manually, which works fine as well.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: shovelmonkey on February 22, 2017, 02:13:57 pm
The main difference between 0.43.03 and 0.43.05 is armor and weapon damage, as well as twist/shake damage (including fatal crashing when weapon trap components break). Rather than reading hundreds of pages, you can read the release notes for the last three DF versions... ;)
The 0.43.03 LNP works well, and you can use the Windoze bare bones 0.43.05 which includes DFHack and then add DT to the 32 bit version manually, which works fine as well.

Thanks for the information. Also, in the future, I'll endeavor to read the release notes rather than expose my laziness!  8)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on February 24, 2017, 10:50:58 am
когда ожидается выход нового релиза?
Всякий раз, когда DFHack выпускает стабильную 64-разрядную версию (Google Translate)

Yep, I'll release an updated pack once DFHack is stable and a TwbT build is available.  Given that there's a DFHack beta with TwbT, it shouldn't be more than a few weeks.

And, because Armok has a cruel sense of humor, just as the pack is getting ready to update, Toady's already getting ready for the next big game update. If the past is any indication, expect the updated pack and the next release to happen within 24 hours of each other.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 24, 2017, 06:12:24 pm
And, because Armok has a cruel sense of humor, just as the pack is getting ready to update, Toady's already getting ready for the next big game update. If the past is any indication, expect the updated pack and the next release to happen within 24 hours of each other.

Working as intended  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on February 24, 2017, 07:13:41 pm
And, because Armok has a cruel sense of humor, just as the pack is getting ready to update, Toady's already getting ready for the next big game update. If the past is any indication, expect the updated pack and the next release to happen within 24 hours of each other.

Working as intended  ;D

The three cruelest words in the English language.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 26, 2017, 12:59:23 am
Announcing the 64bit Beta Pack!

The Starter Pack has updated to 0.43.05-r01!
As usual, you can get it here (http://dffd.bay12games.com/file.php?id=12743), which is not the usual page - but will host updates for as long as this beta series continues.

Spoiler: Full contents list (click to show/hide)

0.43.05-r01
 - updated Dwarf Fortress: now 64-bit!
 - updated Meph's tileset
 - changed job automation from "autolabor" to "labormanager" (new plugin)
 - updated DFHack
 - updated TwbT
 - updated Armok Vision
 - updated Spacefox graphics
 - updated Taffer tiles
 - REMOVED Dwarf Therapist - incompatible with 64bit DF

SHA256:  2e1b1267cbcfc6a1145693aab069e0fc411c13c9d60d48c3ec0f63fccc393f37

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: StagnantSoul on February 26, 2017, 01:10:17 am
 :o No ironhand? Rip. I was really enjoying the weird look my game had, with ironhand for all the trees and ground and such, but meph's for the units.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 26, 2017, 02:38:28 am
:o No ironhand?

It still has Ironhand graphics - check the contents list!  There just hasn't been a specific update to them since the last pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: StagnantSoul on February 26, 2017, 03:13:43 am
Awesome!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on February 26, 2017, 07:01:57 am
Announcing the 64bit Beta Pack!

The Starter Pack has updated to 0.43.05-r01!
As usual, you can get it here (http://dffd.bay12games.com/file.php?id=12743), which is not the usual page - but will host updates for as long as this beta series continues.

You are the wind beneath our wings.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on February 26, 2017, 10:17:51 am
*ENDLESS SCREAMING*
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Paranthelion on February 26, 2017, 10:44:57 am
Announcing the 64bit Beta Pack!

The Starter Pack has updated to 0.43.05-r01!

Peri, has anyone ever told you that you're wonderful?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on February 26, 2017, 11:27:09 am
Do you plan to put the last stable 32bit-release somewhere in the OP too?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mir on February 26, 2017, 12:17:59 pm
I suppose it's time to stop waiting for Dwarf the rapist, and give this Labormanager a try...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dervish on February 26, 2017, 02:41:11 pm
If you are familiar with dwarf therapist then the labormanager isn't half bad, as the labors are laid out in a very similar manner. You can get into it easily by hitting u>l, similar to hitting u>m for your manager. One thing I haven't quite figured out though is how to toggle labors for multiple dwarfs at the same time.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 26, 2017, 02:45:31 pm
If you are familiar with dwarf therapist then the labormanager isn't half bad, as the labors are laid out in a very similar manner. You can get into it easily by hitting u>l, similar to hitting u>m for your manager. One thing I haven't quite figured out though is how to toggle labors for multiple dwarfs at the same time.
To clarify, that's Dwarf Manipulator (or "manipulator"), which is different from the labormanager plugin. Labormanager is most similar to autolabor, which assigns labors to dwarves automatically.

I don't believe manipulator has a way to toggle labors for multiple dwarves at once, although it has basic support for saving sets of labors (custom professions) and applying them to other dwarves, which could be faster than modifying them individually.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Still Standing on February 26, 2017, 03:09:05 pm
I've been playing this game for far too many years now, and not once have I ever set a labour from within the game.  I do not intend to start now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Arkitekt on February 26, 2017, 03:44:38 pm
I've been waiting for long time. Biggest event in 2017 so far.
Now let the madness begin. More blood for Armok!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: shovelmonkey on February 26, 2017, 04:54:37 pm
If you are familiar with dwarf therapist then the labormanager isn't half bad, as the labors are laid out in a very similar manner. You can get into it easily by hitting u>l, similar to hitting u>m for your manager. One thing I haven't quite figured out though is how to toggle labors for multiple dwarfs at the same time.
To clarify, that's Dwarf Manipulator (or "manipulator"), which is different from the labormanager plugin. Labormanager is most similar to autolabor, which assigns labors to dwarves automatically.

I don't believe manipulator has a way to toggle labors for multiple dwarves at once, although it has basic support for saving sets of labors (custom professions) and applying them to other dwarves, which could be faster than modifying them individually.

Is there any documentation on additional commands for labormanager? With autolabor you could set the number of dwarves for a labor out of a specified pool, etc...

Google seems very sparse with anything useful.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 26, 2017, 04:59:24 pm
If you are familiar with dwarf therapist then the labormanager isn't half bad, as the labors are laid out in a very similar manner. You can get into it easily by hitting u>l, similar to hitting u>m for your manager. One thing I haven't quite figured out though is how to toggle labors for multiple dwarfs at the same time.
To clarify, that's Dwarf Manipulator (or "manipulator"), which is different from the labormanager plugin. Labormanager is most similar to autolabor, which assigns labors to dwarves automatically.

I don't believe manipulator has a way to toggle labors for multiple dwarves at once, although it has basic support for saving sets of labors (custom professions) and applying them to other dwarves, which could be faster than modifying them individually.

Is there any documentation on additional commands for labormanager? With autolabor you could set the number of dwarves for a labor out of a specified pool, etc...

Google seems very sparse with anything useful.

Because it's a dfhack pre-release, you have to switch to the 'latest' branch of the docs. https://dfhack.readthedocs.io/en/latest/docs/Plugins.html#labormanager
Title: Re: PeridexisErrant's DF Starter Pack
Post by: shovelmonkey on February 26, 2017, 06:50:28 pm
If you are familiar with dwarf therapist then the labormanager isn't half bad, as the labors are laid out in a very similar manner. You can get into it easily by hitting u>l, similar to hitting u>m for your manager. One thing I haven't quite figured out though is how to toggle labors for multiple dwarfs at the same time.
To clarify, that's Dwarf Manipulator (or "manipulator"), which is different from the labormanager plugin. Labormanager is most similar to autolabor, which assigns labors to dwarves automatically.

I don't believe manipulator has a way to toggle labors for multiple dwarves at once, although it has basic support for saving sets of labors (custom professions) and applying them to other dwarves, which could be faster than modifying them individually.

Is there any documentation on additional commands for labormanager? With autolabor you could set the number of dwarves for a labor out of a specified pool, etc...

Google seems very sparse with anything useful.

Because it's a dfhack pre-release, you have to switch to the 'latest' branch of the docs. https://dfhack.readthedocs.io/en/latest/docs/Plugins.html#labormanager

Awesome, thank you for that.

Everything seems to be working great, with the exception of the sprite for wooden doors in Meph's tileset. Show's up as a blank black square.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Orendor on February 26, 2017, 07:26:18 pm
I was unable to use the autoimport function of the LNP client. When I tried, it gave me the following error message:

Quote
Running PyLNP 0.12a (OS: win, Compiled: True)
WARNING: JSONConfiguration: File PyLNP.user does not exist
WARNING: Can only import content from single basedir
WARNING: Can only import content from single basedir

The LNP is in desktop/df_43.05_LNP_r01 and I was trying to import from desktop/df_43_05_win

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on February 27, 2017, 01:51:34 am
Oh man, if I knew you were going to update, I would have made a new Armok Vision release. I was holding it off to finish some art stuff first, but they can wait.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 27, 2017, 05:03:17 am
Oh man, if I knew you were going to update, I would have made a new Armok Vision release. I was holding it off to finish some art stuff first, but they can wait.

No worries - I can update again when you're done :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: armok of blood on February 27, 2017, 09:13:18 pm
Announcing the 64bit Beta Pack!

Did I ever tell you that you're my hero? You're everything I wish I could be.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on February 27, 2017, 09:41:38 pm
Oh man, if I knew you were going to update, I would have made a new Armok Vision release. I was holding it off to finish some art stuff first, but they can wait.

No worries - I can update again when you're done :)
Now I'm done
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on February 28, 2017, 09:06:43 pm
Sorry if this has been talked about or answered somewhere, I'm hardly very involved in the community, but will Dwarf Therapist make a return at some point or is the only choice to move on with the other tools for now? I can't say I'm a fan of managing labors in the game with its UI or having them manage themselves, that takes a lot out of the game. Thanks  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 01, 2017, 12:20:30 am
Sorry if this has been talked about or answered somewhere, I'm hardly very involved in the community, but will Dwarf Therapist make a return at some point or is the only choice to move on with the other tools for now? I can't say I'm a fan of managing labors in the game with its UI or having them manage themselves, that takes a lot out of the game. Thanks  :)

There are many people interested, so it will probably return at some point!

Until then, manipulator (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#manipulator) is probably your best option.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on March 01, 2017, 07:36:11 am
Sorry if this has been talked about or answered somewhere, I'm hardly very involved in the community, but will Dwarf Therapist make a return at some point or is the only choice to move on with the other tools for now? I can't say I'm a fan of managing labors in the game with its UI or having them manage themselves, that takes a lot out of the game. Thanks  :)

There are many people interested, so it will probably return at some point!

Until then, manipulator (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#manipulator) is probably your best option.
Yeah I've seen it and I can't say I'm looking forward to it! But I've been feeling like playing DF lately again so I might give it a try  :) Thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rusty on March 01, 2017, 05:15:45 pm
Sorry if this has been talked about or answered somewhere, I'm hardly very involved in the community, but will Dwarf Therapist make a return at some point or is the only choice to move on with the other tools for now? I can't say I'm a fan of managing labors in the game with its UI or having them manage themselves, that takes a lot out of the game. Thanks  :)

There are many people interested, so it will probably return at some point!

Until then, manipulator (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#manipulator) is probably your best option.
Yeah I've seen it and I can't say I'm looking forward to it! But I've been feeling like playing DF lately again so I might give it a try  :) Thanks!

It's not bad.  It's not as pretty or as comprehensive as DT, but it's core function is identical. It shows skill ratings and lets you turn labors on and off.  It's an adequate substitute.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Still Standing on March 02, 2017, 04:16:53 pm
Is DFHack Autolabor a decent alternative?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on March 02, 2017, 04:31:21 pm
Peri,(this name is really cute) the links in the main post don't work  :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 02, 2017, 06:15:30 pm
Peri,(this name is really cute) the links in the main post don't work  :(

Looks like DFFD is down :(

Should be back up soon though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on March 02, 2017, 06:46:39 pm
Is DFHack Autolabor a decent alternative?
Depends. If you are really diligent about removing shops you don't want used, autolabor works pretty well. If you, like me, leave mason shops littering pretty much everywhere you mine, that silly manager will split work orders up and almost always send them to the absolute worst workshop, even if you really wanted it all sent to one or maybe two workshops.

My midgame is usually just Manipulator and the basic game's interface. If the check-marks applied to assigning labors, and not just nicknames, I don't think I'd have any real complaints.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Still Standing on March 03, 2017, 01:06:00 pm
Is DFHack Autolabor a decent alternative?
Depends. If you are really diligent about removing shops you don't want used, autolabor works pretty well. If you, like me, leave mason shops littering pretty much everywhere you mine, that silly manager will split work orders up and almost always send them to the absolute worst workshop, even if you really wanted it all sent to one or maybe two workshops.

My midgame is usually just Manipulator and the basic game's interface. If the check-marks applied to assigning labors, and not just nicknames, I don't think I'd have any real complaints.

I tend to have a dedicated area with 2 of each workshop type after the first few seasons.  I'll have to give it a go.  Is the performance boost significant with 64 bit?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on March 03, 2017, 03:41:27 pm
No. 64 bit basically only allows you to have more stuff in memory without crashing, such as a 16*16 embark (and thus dying of FPS death earlier).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AceSV on March 03, 2017, 05:39:34 pm
The starter pack launcher isn't launching for me.  Do I need to do something more with it? 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: EBannion on March 04, 2017, 01:50:50 pm
No. 64 bit basically only allows you to have more stuff in memory without crashing, such as a 16*16 embark (and thus dying of FPS death earlier).

Not 'no', 'it depends heavily on if RAM was bottlenecking you before or not.'
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dainz on March 04, 2017, 01:56:22 pm
The starter pack launcher isn't launching for me.  Do I need to do something more with it? 

Try running it as admin!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AceSV on March 04, 2017, 02:01:41 pm
The starter pack launcher isn't launching for me.  Do I need to do something more with it? 

Try running it as admin!

I did, still nothing.  I'm on 64-bit windows. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on March 04, 2017, 03:00:05 pm
No. 64 bit basically only allows you to have more stuff in memory without crashing, such as a 16*16 embark (and thus dying of FPS death earlier).

Not 'no', 'it depends heavily on if RAM was bottlenecking you before or not.'
Well, if you didn't have enough physical RAM before, a 64 bit executable won't give you more and I doubt a 64 bit executable threshing due to using the HD for virtual memory will be faster than a 32 bit one doing the same, and if you ran out of addressable RAM it will allow you to run rather than crash, but in other cases the difference is likely to be rather small. I'm not aware of anyone having performed a rigorous comparison between the versions, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on March 04, 2017, 03:41:45 pm
Is DFHack Autolabor a decent alternative?
Depends. If you are really diligent about removing shops you don't want used, autolabor works pretty well. If you, like me, leave mason shops littering pretty much everywhere you mine, that silly manager will split work orders up and almost always send them to the absolute worst workshop, even if you really wanted it all sent to one or maybe two workshops.

My midgame is usually just Manipulator and the basic game's interface. If the check-marks applied to assigning labors, and not just nicknames, I don't think I'd have any real complaints.

I tend to have a dedicated area with 2 of each workshop type after the first few seasons.  I'll have to give it a go.  Is the performance boost significant with 64 bit?
Might work fine.

I'd mention that for me, anyway, it ends up with a lot of "jack of all trades, master of none". I don't know how the priority system works. I'm confident I could make it work better if I understood it. I think a lot of the "problems" I'm seeing are caused by the flurry of small-quantity work orders the manager spawns every day, which are not in the same sequence that the dwarves became idle.

It's not the oldest labor, but neither is it necessarily the best match for the newly-idle dwarf. If the newly-idle guy is a master carpenter, he might be assigned to be a cook or whatever autolabor thinks is the highest priority at the moment, and the master cook, who had been assigned to make rock mugs because the craftdwarves had all been hauling wood, might be sent to the carpenter's shop as soon as he's done.

I find autolabor is actually best suited to the early- to mid-game when it's important to minimize idling, and manipulator/therapist best for later when you prefer to be choosing the level of quality you are producing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: StagnantSoul on March 04, 2017, 07:34:33 pm
Still deciding whether I should play the starter pack at 43.05... Or wait for the update... If it's got enough awesome stuff I'll suffer the ACII...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorik on March 04, 2017, 09:19:54 pm
Something is seriously wrong with the download link now. It leads to a "file not found", and if you take off the extension and go to http://dffd.wimbli.com/, it leads to a site for a women's club about judaism or something. Where is the new version, since the one on http://dffd.bay12games.com/file.php?id=11309 also links to the judaism site for the new one.

edit: okay I fixed it by combining the two links. You should link to http://dffd.bay12games.com/file.php?id=7622 instead of http://dffd.wimbli.com/file.php?id=7622
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 04, 2017, 09:44:10 pm
Something is seriously wrong with the download link now.
Gah.  I fixed most of the links a while ago, but missed the little one in the instructions.  Thanks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rusty on March 05, 2017, 05:26:20 pm
I found a big problem with the in game manager.  When trying to set a material condition, the available materials only go as far as "Moth" and then everything after that is "Unknown Material."  Trying to manually search for "pig iron" as a material condition for making pig iron bars causes the game to crash every time.   I just don't know if that is a problem with DF, the starter pack, DFHack, the applied graphics pack (Meph), or what.  Once I get some time I'm going to download the base game and see if its a problem there too.  Anyone else have this problem?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on March 05, 2017, 06:30:02 pm
I guess you're subjected to this DF bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=9954 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9954).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: King Mir on March 05, 2017, 06:46:29 pm
No. 64 bit basically only allows you to have more stuff in memory without crashing, such as a 16*16 embark (and thus dying of FPS death earlier).

Not 'no', 'it depends heavily on if RAM was bottlenecking you before or not.'
Well, if you didn't have enough physical RAM before, a 64 bit executable won't give you more and I doubt a 64 bit executable threshing due to using the HD for virtual memory will be faster than a 32 bit one doing the same, and if you ran out of addressable RAM it will allow you to run rather than crash, but in other cases the difference is likely to be rather small. I'm not aware of anyone having performed a rigorous comparison between the versions, though.
I'm not aware of any rigorous testing either, but from causal reports, the 64 bit version did appear noticeably faster, at least to some people. The explanation for this likely has to do with the fact that the 64 bit version also updated the compiler, allowing better optimization. Lesser causes would include support of more SIMD and other new instructions, and having more registers.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: apoc on March 06, 2017, 02:23:50 am
the new pack works great but i cannot get my dwarfs to haul water, every time i manually add the labour the autolabour adjusts it back to off. not a massive issue but a pain in some instances.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on March 06, 2017, 05:02:05 pm
the new pack works great but i cannot get my dwarfs to haul water, every time i manually add the labour the autolabour adjusts it back to off. not a massive issue but a pain in some instances.
Right. You either get to set labor or use autolabor. Not both. Autolabor will overwrite whatever you do, so if you have that enabled, there's no point to any of the labor allocation screens or utilities.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: apoc on March 06, 2017, 05:46:33 pm
then how do i get my pond filled? i get all idle and no-one grabs the buckets and starts filling if left on auto. Have marked the areas for the pond and water correctly but the autolabour never allocates it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on March 06, 2017, 06:08:16 pm
It may be that pond-filling isn't implemented well on autolabor. I don't know. The last time I did pond-filling (actually, only muddying some stone, and that was maybe a couple dozen or more forts ago), I did it with autolabor disabled.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: apoc on March 06, 2017, 06:10:18 pm
i am trying to muddy some stone too, i realise i didn't explain my problem well in the first post :P thanks for trying ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on March 06, 2017, 07:59:09 pm
So what's the latest 32bit winXP friendly version with DwarfTheRapist?
It will be the last version i play until my new Hardware arrives.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 06, 2017, 09:37:23 pm
So what's the latest 32bit winXP friendly version with DwarfTheRapist?
It will be the last version i play until my new Hardware arrives.

I haven't supported XP since it reached Microsoft's end-of-life date, but the latest stable pack is 32bit.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pundik Paddledflame on March 09, 2017, 04:36:32 pm
Hi! Quickfort doesn't work for 64-bit DF (it can't find DF window, during ALT+D command). I recompiled quickfort.exe with 64-bit AHK and it works for me. The fix http://www.mediafire.com/file/l3t59kdp3uj4s4y/Quickfort_2.04_AHK64bit.zip (http://www.mediafire.com/file/l3t59kdp3uj4s4y/Quickfort_2.04_AHK64bit.zip) , checksum SHA256 e997911d6b0b1fd3f7570c1b969c60665ea13f80c0a5d55e6dbf2b3e880463b1

Just replace your quickfort.exe with the new one and it will work (for 64-bit DF).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 09, 2017, 09:26:34 pm
Hi! Quickfort doesn't work for 64-bit DF (it can't find DF window, during ALT+D command). I recompiled quickfort.exe with 64-bit AVH and it works for me. The fix http://www.mediafire.com/file/l3t59kdp3uj4s4y/Quickfort_2.04_AHK64bit.zip (http://www.mediafire.com/file/l3t59kdp3uj4s4y/Quickfort_2.04_AHK64bit.zip) , checksum SHA256 e997911d6b0b1fd3f7570c1b969c60665ea13f80c0a5d55e6dbf2b3e880463b1

Just replace your quickfort.exe with the new one and it will work (for 64-bit DF).

Thanks!  Could you host this on DFFD too?  That way I can be confident that the link won't expire :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pundik Paddledflame on March 09, 2017, 09:43:48 pm
Hi! Quickfort doesn't work for 64-bit DF (it can't find DF window, during ALT+D command). I recompiled quickfort.exe with 64-bit AHK and it works for me. The fix http://www.mediafire.com/file/l3t59kdp3uj4s4y/Quickfort_2.04_AHK64bit.zip (http://www.mediafire.com/file/l3t59kdp3uj4s4y/Quickfort_2.04_AHK64bit.zip) , checksum SHA256 e997911d6b0b1fd3f7570c1b969c60665ea13f80c0a5d55e6dbf2b3e880463b1

Just replace your quickfort.exe with the new one and it will work (for 64-bit DF).

Thanks!  Could you host this on DFFD too?  That way I can be confident that the link won't expire :)

I can't register on DFFD, it email system doesn't work for me. If any luck with this, I'll do.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 09, 2017, 09:54:32 pm
Announcing the second 64bit Beta Pack!

The Starter Pack has updated to 0.43.05-r02!
As usual, you can get it here (http://dffd.bay12games.com/file.php?id=12743), which is not the usual page - but will host updates for as long as this beta series continues.

Spoiler: Full contents list (click to show/hide)

0.43.05-r02
 - updated Armok Vision
 - updated Dwarf Therapist: experimental 64bit support, requires https://www.microsoft.com/en-us/download/details.aspx?id=53587
 - updated Quickfort, unofficial 64bit support
 - added curses tileset for HD displays

0.43.05-r01
 - updated Dwarf Fortress: now 64-bit!
 - updated Meph's tileset
 - changed job automation from "autolabor" to "labormanager" (new plugin)
 - updated DFHack
 - updated TwbT
 - updated Armok Vision
 - updated Spacefox graphics
 - updated Taffer tiles
 - REMOVED Dwarf Therapist - incompatible with 64bit DF

SHA256:  039b8d4e601737c5240f74a913ebca80e14c7489041d851516337bc20c536faa

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on March 09, 2017, 11:59:39 pm
Cheers!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mir on March 10, 2017, 01:23:15 am
oh man, so exciting!
Thanks for all the hard work from everyone involved in this!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zakarum on March 10, 2017, 04:58:39 am
Thanks a lot PeridexisErrant!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: boysfromthedwarf on March 10, 2017, 05:08:04 am
Its like a late/really early Xmas present
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PleaseBugMeNot on March 10, 2017, 05:11:32 am
Cheers! I guess the DTx64 worked :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kirkegaard on March 10, 2017, 06:31:51 am
Thanks PleaseBugMeNot and PeridexisErrant :)

Really happy about Dwarf Therapists return.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kirkegaard on March 10, 2017, 06:33:42 am
Minor question: In the standard error file I get the following message:

Running PyLNP 0.12a (OS: win, Compiled: True)
WARNING: JSONConfiguration: File PyLNP.user does not exist

But the pyLNP.user file is right there. Does this mean anything, and if not why the error message?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Still Standing on March 10, 2017, 09:40:59 am
Is anybody else getting an error with Quickfort?  I've never had a problem before, so it seems to be related to the 64x edition.  When I try press Alt-F to start a design I get the following error.  It is the same with every template, and I've restarted and run in administrator mode to try and fix it.  No joy.

(http://www.coldsteelwarriors.com/Misc/quickfort.jpg)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PleaseBugMeNot on March 10, 2017, 01:03:42 pm
Is anybody else getting an error with Quickfort?  I've never had a problem before, so it seems to be related to the 64x edition.  When I try press Alt-F to start a design I get the following error.  It is the same with every template, and I've restarted and run in administrator mode to try and fix it.  No joy.

(http://www.coldsteelwarriors.com/Misc/quickfort.jpg)

Just a hunch: try putting the game in another drive like D:/... so it is not in C:
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 10, 2017, 07:39:41 pm
Minor question: In the standard error file I get the following message:

Running PyLNP 0.12a (OS: win, Compiled: True)
WARNING: JSONConfiguration: File PyLNP.user does not exist

But the pyLNP.user file is right there. Does this mean anything, and if not why the error message?

The first time you run PyLNP, the .user file doesn't exist, so it writes that message and then creates the file.  Then the error log is retained until something overwrites it!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pundik Paddledflame on March 10, 2017, 10:18:12 pm
Is anybody else getting an error with Quickfort?  I've never had a problem before, so it seems to be related to the 64x edition.  When I try press Alt-F to start a design I get the following error.  It is the same with every template, and I've restarted and run in administrator mode to try and fix it.  No joy.

Manually create this "macros" folder in your DF - "\data\init\macros" . This error was before, but sometimes DF distribution has this folder, sometimes no :).

To PeridexisErrant. Please, make the folder for future release. For some reason, Toady deleted it in official release, but we need it :).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 11, 2017, 01:17:41 am
Is anybody else getting an error with Quickfort?  I've never had a problem before, so it seems to be related to the 64x edition.  When I try press Alt-F to start a design I get the following error.  It is the same with every template, and I've restarted and run in administrator mode to try and fix it.  No joy.

Manually create this "macros" folder in your DF - "\data\init\macros" . This error was before, but sometimes DF distribution has this folder, sometimes no :).

To PeridexisErrant. Please, make the folder for future release. For some reason, Toady deleted it in official release, but we need it :).

Gah, I'm pretty sure this has happened before to some other utility I was working on.  Ah well, it should stay fixed (https://github.com/PeridexisErrant/starter-pack/commit/a335853a86a0a264deecc94a3735a207a1800884) in the starter pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: gopp on March 11, 2017, 12:49:43 pm
(https://puu.sh/uEhX9/2180d1f900.jpg)

I'm getting an appcrash error on load, I've installed both versions (x86, x64) of C++ 2015 redist update 3.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on March 11, 2017, 02:05:33 pm
So what's the latest 32bit winXP friendly version with DwarfTheRapist?
It will be the last version i play until my new Hardware arrives.

I haven't supported XP since it reached Microsoft's end-of-life date, but the latest stable pack is 32bit.

thanks. well, i'll use the latest stable 32 bit version then :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PleaseBugMeNot on March 11, 2017, 10:48:01 pm
Spoiler (click to show/hide)

I'm getting an appcrash error on load, I've installed both versions (x86, x64) of C++ 2015 redist update 3.

Try to disable autoupdate or install openssl... no idea why it crashes tbh. What windows is that? Can you attach /logs/run log so we can see what's going on?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on March 12, 2017, 12:08:25 am
Is anybody else getting an error with Quickfort?  I've never had a problem before, so it seems to be related to the 64x edition.  When I try press Alt-F to start a design I get the following error.  It is the same with every template, and I've restarted and run in administrator mode to try and fix it.  No joy.

(http://www.coldsteelwarriors.com/Misc/quickfort.jpg)

Just a hunch: try putting the game in another drive like D:/... so it is not in C:
Is it supposed to have two dots before the extension?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Still Standing on March 12, 2017, 05:15:10 am
Is anybody else getting an error with Quickfort?  I've never had a problem before, so it seems to be related to the 64x edition.  When I try press Alt-F to start a design I get the following error.  It is the same with every template, and I've restarted and run in administrator mode to try and fix it.  No joy.

Manually create this "macros" folder in your DF - "\data\init\macros" . This error was before, but sometimes DF distribution has this folder, sometimes no :).

To PeridexisErrant. Please, make the folder for future release. For some reason, Toady deleted it in official release, but we need it :).

This is the solution!  Thank you. :)


Is it supposed to have two dots before the extension?

That's generated by Quickfort itself. :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nobak on March 12, 2017, 12:35:09 pm
I've been having issues with crashes when saving, which is extremely irritating, so I'm looking for tips of things to try to improve reliability.

More specifically, an attempt to save will sometimes crash instantly, before the progress bar shows up. Windows shows the "Dwarf Fortress has stopped working" popup.

I'm using the pack with Meph's tileset, which I haven't been able to switch out of due to getting errors. I found a fix in this thread but it didn't work - not that I especially want to swap out.

Things I've done that seemed to help:

Those have also reduced similar crashes when loading.

From snooping around, it seems TWBT might be able to cause crashes, but I seem to pretty much need that with my tileset. I'm not sure what the difference is between TWBT and TWBT_LEGACY, but from messing around a bit the latter seems like it might be more stable. However, it seems to give completely different resolutions that I don't really care for.

Does anyone have any suggestions? It's pretty difficult to progress a game when every few attempts to save loses your progress.

Edit: It also seems to become less reliable the longer I go without saving.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 12, 2017, 01:53:58 pm
You could try "quicksave". I doubt that compressed saves would be the issue, particularly if it's crashing early on, so I'd say TwbT would be the more likely cause. If you could obtain crash reports, that would help troubleshoot the issue.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nobak on March 12, 2017, 06:37:30 pm
You could try "quicksave". I doubt that compressed saves would be the issue, particularly if it's crashing early on, so I'd say TwbT would be the more likely cause. If you could obtain crash reports, that would help troubleshoot the issue.

This seems to help a lot. I hadn't had a crash on an autosave, and likewise quicksave hasn't failed yet either over 10 or 15 saves. Thank you very much for the suggestion.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nobak on March 12, 2017, 07:13:29 pm
As for crash reports, I'm not sure exactly what you mean. The Windows event viewer seems to show two different kinds of crash:
I don't know if any of this info is useful, however.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 12, 2017, 10:04:29 pm
Perhaps this (http://www.bay12forums.com/smf/index.php?topic=138754.msg5624349#msg5624349) is still relevant, if the issue appears to be TwbT-related. Also, MSVCR100.dll is no more a DF file than KERNELBASE.dll - DF just happens to distribute the former so people don't happen to install it to run DF. Either way, those don't provide much information other than "DF crashed", unfortunately.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on March 13, 2017, 10:40:21 am
Sorry for not checking if this has been reported, but considering it's persisted for both recent 43.03 and the 43.05 packs I'd think not.
Soundsense won't launch from PyLNP utility tab because it writes the soundsense.exe instead of soundsense.cmd to the config file.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: UristWoodie on March 13, 2017, 11:23:03 am
DT crashes consistently on "Read Dwarves"
Bug documented here: https://github.com/splintermind/Dwarf-Therapist/issues/321

DT 37.0.0 from the x64 LNP beta and MS Visual C++ addons installed

Title: Re: PeridexisErrant's DF Starter Pack
Post by: UristWoodie on March 13, 2017, 11:41:38 am
DT crashes consistently on "Read Dwarves"
Bug documented here: https://github.com/splintermind/Dwarf-Therapist/issues/321

DT 37.0.0 from the x64 LNP beta and MS Visual C++ addons installed

From the DT thread, the version of DT that was installed w/ LNPx64 beta 2 ... is not the latest (beta)...which can be found here:
https://dl.dropboxusercontent.com/u/94651132/DwarfTherapist43.5.1X64.zip

Also may need OpenSSL: http://slproweb.com/download/Win64OpenSSL_Light-1_0_2k.exe
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on March 13, 2017, 12:52:07 pm
Hey, PeridexisErrant, the 0.43.05-r02 Starter Pack is offering an "update" to the last stable Pack, 0.43.03-r09.

That doesn't seem right.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 13, 2017, 06:19:13 pm
Hey, PeridexisErrant, the 0.43.05-r02 Starter Pack is offering an "update" to the last stable Pack, 0.43.03-r09.

That doesn't seem right.

Ah, it's still checking the version number of the stable pack... but for equality, rather than ordering.

I think PyLNP should probably have an option to use version ordering or actual timestamps, actually - I'll get to that as well as fixing my build script.
https://bitbucket.org/Pidgeot/python-lnp/issues/137/improved-update-availability-check
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on March 13, 2017, 06:39:31 pm
So what's the latest 32bit winXP friendly version with DwarfTheRapist?
It will be the last version i play until my new Hardware arrives.

I haven't supported XP since it reached Microsoft's end-of-life date, but the latest stable pack is 32bit.

thanks. well, i'll use the latest stable 32 bit version then :)
damn, excuse my stupidity, erm: the latest stable pack is 0.43.03-r09?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 13, 2017, 09:25:27 pm
the latest stable pack is 0.43.03-r09?

Yep.  http://dffd.bay12games.com/file.php?id=7622 is always the stable pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Retropunch on March 14, 2017, 05:39:00 pm
Just jumping in to state my enthusiasm for a Dwarf Therapist update - labourmanager gets a bit tricky when you're running at 100+ dwarves so I'd love to see it updated to the latest version!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zakarum on March 15, 2017, 02:26:01 pm
Just jumping in to state my enthusiasm for a Dwarf Therapist update - labourmanager gets a bit tricky when you're running at 100+ dwarves so I'd love to see it updated to the latest version!
It was. There's a bit of a beta build fixed by PleaseBugMeNot and included in the latest LNP. Works for me.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 15, 2017, 07:57:59 pm
Just jumping in to state my enthusiasm for a Dwarf Therapist update - labourmanager gets a bit tricky when you're running at 100+ dwarves so I'd love to see it updated to the latest version!
It was. There's a bit of a beta build fixed by PleaseBugMeNot and included in the latest LNP. Works for me.

Apparently it has some minor issues with butchering animals, but I'm waiting for a confirmed fix before updating the pack again.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Heretic on March 16, 2017, 04:16:46 am
Will you include last Armok Vision into it?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zakarum on March 16, 2017, 04:17:44 am
Just jumping in to state my enthusiasm for a Dwarf Therapist update - labourmanager gets a bit tricky when you're running at 100+ dwarves so I'd love to see it updated to the latest version!
It was. There's a bit of a beta build fixed by PleaseBugMeNot and included in the latest LNP. Works for me.

Apparently it has some minor issues with butchering animals, but I'm waiting for a confirmed fix before updating the pack again.
He released another version on march 13th, but you probably saw that. Any details on the bug? I imagine it's avoidable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 16, 2017, 07:20:15 am
Will you include last Armok Vision into it?
Yep - I include Armok Vision in every pack that includes DFHack.

Apparently [Therapist-64] has some minor issues with butchering animals, but I'm waiting for a confirmed fix before updating the pack again.
He released another version on march 13th, but you probably saw that. Any details on the bug? I imagine it's avoidable.
From my memory of the thread it's just that animals you designate for slaughter are instead caged, so you can just slaughter them manually (or with DFHack's autobutcher) instead of using Therapist for that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zakarum on March 16, 2017, 07:21:25 am
From my memory of the thread it's just that animals you designate for slaughter are instead caged, so you can just slaughter them manually (or with DFHack's autobutcher) instead of using Therapist for that.
That's not serious at all, I don't use Therapist to slaughter animals anyway. Thanks a ton.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on March 17, 2017, 01:25:06 am
Yeah, 0.16.1 of armok vision had a pretty breaking bug that was fixed in 0.16.2.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorik on March 20, 2017, 02:43:50 am
Is anyone else getting somewhat frequent crashes with the experimental 43.05 version? Always on some keypress, which makes me think I'm somehow accidentally telling the game to close. I had dfhack on but none of the hacks in the launcher highlighted except multi z level view, and didn't use it for anything but digvx on ore veins.

I was playing in a pregenned world possibly made on 43.03 so it might've been that though...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kirkegaard on March 21, 2017, 01:59:01 pm
I have the opposite experience. The stable version had a lot of crashes while the new beta one are extremely stable
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 21, 2017, 02:00:45 pm
Are there any specific action(s) that cause the crash?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorik on March 21, 2017, 04:57:45 pm
Are there any specific action(s) that cause the crash?

I'm not entirely sure, but pressing "p" did it once, and another time I think (not sure which) I was pressing "shift+d" or "shift+right arrow key".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: malvado on March 21, 2017, 07:30:18 pm
That seems to happen to me as well, sometimes certain keypresses seems to activate "instant kill" on DF and closes down both the game and dfhack.
Oh well, not in a hurry currently :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 21, 2017, 07:37:55 pm
All right, in addition to the specific keys you're pressing, I'm going to need to know exactly which screen you're on when you press them. My guess is that some DFHack keybinding is crashing, but I don't know if it's one implemented by a plugin hooking in (e.g. the red ones that appear on-screen) or a "keybinding" command that gets run on startup (e.g. in dfhack.init).

I think if you can upload your "stderr.log" file from the DF folder (next to Dwarf Fortress.exe on Windows, not stderr.txt), that should be enough for me to determine what keybindings from the "keybinding" command are active.

Edit: if you can upload your stderr.log from right after DF crashing (don't start DF again before uploading it), that would be even better, since DFHack might log the command that it attempted to run.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: StagnantSoul on March 21, 2017, 08:18:33 pm
Hey, I'm not sure if this was just me or not, but it's taking a long time to get running again after each auto save. My seasonal saves generally take 3-5 minutes in this build, whereas before it said saving for about three seconds and was done.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 21, 2017, 08:27:49 pm
That's not something a pack like this could usually cause. One possibility, though, is that you've either enabled or disabled compressed saves when switching packs, although I wouldn't expect that to cause such a big difference in save time.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ragnoff on March 21, 2017, 09:34:46 pm
I am sure I am missing something obvious, but can you tell may where I can find the 64 bit version of LNP? I keep finding myself at teh 32 bit stable version...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 22, 2017, 12:59:54 am
Back a couple pages:

http://www.bay12forums.com/smf/index.php?topic=126076.msg7386594#msg7386594
Title: Re: PeridexisErrant's DF Starter Pack
Post by: kcilds on March 22, 2017, 08:22:21 pm
Someone can help me? im trying to use LNP on Win7 64x. But for some reason when i click on it nothing shows up.
Nothing on task manager.
No errors.
No windows log.

I already tried:
- Different links of the latest version of LNP from here the forum
- Different folders (on C:/ and D:/)
- Allow through Antivirus and Firewall
- Run as admin
- Run in compability

it worked for 2 times randomly but i was testing it and after i closed it never opened again.
no idea of whats going on.. i tried to find on google and forum but didnt got any answer that could solve this.. plz help.. i really want to play with LNP D:
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kirkegaard on March 24, 2017, 05:45:08 am
You have tried to simply re-download the pack right?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: kcilds on March 24, 2017, 03:40:45 pm
Yep.. redownloaded from here 3 times and from the other links 2 times
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on March 25, 2017, 03:29:18 am
Yep.. redownloaded from here 3 times and from the other links 2 times

What version of LNP are you trying?
From where and what other two links?

Title: Re: PeridexisErrant's DF Starter Pack
Post by: kcilds on March 27, 2017, 10:09:27 am
http://www.bay12forums.com/smf/index.php?topic=126076.msg7386594#msg7386594

this one...
and the original 2 websites that the author gives on the original post.

so is the latest version posted here. :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 27, 2017, 10:48:29 am
http://www.bay12forums.com/smf/index.php?topic=126076.msg7386594#msg7386594

this one...
and the original 2 websites that the author gives on the original post.

so is the latest version posted here. :(
There are many links in the first post. There's http://dffd.bay12games.com/file.php?id=7622, http://df.wicked-code.com/, http://dffd.bay12games.com/file.php?id=8687, and http://dffd.bay12games.com/file.php?id=11309, all of which are download links. The last two are for DF versions released in 2012 and 2015, which are probably not what you want. It's really, really helpful if you can specify the exact link where you got it from. Not "the link", not "the original website", not "the latest version", etc.

Anyway, which file are you trying to open that isn't working? "PyLNP.exe" or something else? If so, is there anything in the "stderr.txt" file in the same folder (or in the DF folder)?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Urist McPanzerbeard on March 27, 2017, 02:53:55 pm
Is anyone else getting somewhat frequent crashes with the experimental 43.05 version? Always on some keypress, which makes me think I'm somehow accidentally telling the game to close. I had dfhack on but none of the hacks in the launcher highlighted except multi z level view, and didn't use it for anything but digvx on ore veins.

I was playing in a pregenned world possibly made on 43.03 so it might've been that though...

To chime in on this, I have what seems to be the same problem. It's always been on a keypress, usually the arrow or numpad keys but that seems incidental, given that those are the keys I'm using the most anyway. Seems to happen on any screen, on both adventure mode and fortress mode. I'll upload stderr.log tomorrow night, if I can replicate the crash.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: kingofthehour on March 27, 2017, 08:53:07 pm
In the LNP there is a option labeled "Population Cap".  Will it update my population cap if i set it in the middle of a fort?  What if I change my Population Cap just before embark, will it change then? 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 27, 2017, 10:56:49 pm
To those experiencing crashes: unfortunately I don't know why this is, but if you can upload a save and steps to reproduce the crash that would help a lot.  Please also check if you can cause the crash with DFHack disabled.

In the LNP there is a option labeled "Population Cap".  Will it update my population cap if i set it in the middle of a fort?  What if I change my Population Cap just before embark, will it change then?
Yep - it takes effect next time you start DF.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: GainesvilleGuy on March 28, 2017, 04:28:22 pm
Quick question:

I was about to upgrade to the latest version from a few months ago but I noticed the Announcement Window utility has been dropped.  I kind of relied on that to keep track of what was going on, but it doesn't seem like many miss it (or at least there are no requests to re-add it).

Just curious if maybe I'm missing something in vanilla game that helps keep you informed?  How does everybody else keep on top of all the events/messages?

Thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on March 28, 2017, 08:24:33 pm
Quick question:

I was about to upgrade to the latest version from a few months ago but I noticed the Announcement Window utility has been dropped.  I kind of relied on that to keep track of what was going on, but it doesn't seem like many miss it (or at least there are no requests to re-add it).

Just curious if maybe I'm missing something in vanilla game that helps keep you informed?  How does everybody else keep on top of all the events/messages?

Thanks!

+1
The Soundsense cmd window does a lot of logging, although it isn't the announcement window it's better than nothing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on March 28, 2017, 11:56:59 pm

http://www.bay12forums.com/smf/index.php?topic=126076.msg7386594#msg7386594

this one...
and the original 2 websites that the author gives on the original post.

so is the latest version posted here. :(

When you run the "Starter Pack Launcher (PyLNP).exe" does it create a "stderr.txt" file?

My first run "stderr.txt" creates and contains:
Code: [Select]
Running PyLNP 0.12a (OS: win, Compiled: True)
WARNING: JSONConfiguration: File PyLNP.user does not exist
Then on exit it creates the "PyLNP.user" file that it complains about.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Urist McPanzerbeard on March 29, 2017, 01:39:31 pm
regarding the crashes:

I've uploaded my entire DF folder https://www.dropbox.com/s/pklpwst9ruxaeot/panzerbeard%20DF%20Starter%20Pack%20Crashing%20.7z?dl=0

it's the Region 4 save I've been playing most frequently, so all the crashes I've experienced were on that.

I should note, since uploading I've tried changing the print mode from TWBT to Standard, and it's actually been stable since then. It could be co-incidence, I only had about an hour and a half to test it, but it's worth mentioning.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorik on March 29, 2017, 05:26:51 pm
All right, in addition to the specific keys you're pressing, I'm going to need to know exactly which screen you're on when you press them. My guess is that some DFHack keybinding is crashing, but I don't know if it's one implemented by a plugin hooking in (e.g. the red ones that appear on-screen) or a "keybinding" command that gets run on startup (e.g. in dfhack.init).

I think if you can upload your "stderr.log" file from the DF folder (next to Dwarf Fortress.exe on Windows, not stderr.txt), that should be enough for me to determine what keybindings from the "keybinding" command are active.

Edit: if you can upload your stderr.log from right after DF crashing (don't start DF again before uploading it), that would be even better, since DFHack might log the command that it attempted to run.

Just a sidenote, LNP/the new version of DF isn't what's causing the crashes, it's definitely DFhack (or at least automatic keybindings somehow). I've been able to play the game for hours straight without crashing once I disabled DFhack, but with it enabled I get frequent enough crashes that I just restart the game with it enabled whenever I want to do something with it (usually designating a bunch of veins with digv and cleaning units and items).

I looked at stderr.log multiple times after crashing, and it always says the same thing. I don't see any other files that give any info on the crashes. Here's what stderr.log says right after the game crashes, but it says the same thing all the time:
"FirstCall()
Initized HOOKS!"

I don't have dfhack settings on anything but the default (and in LNP launching everything is disabled), so it's something in the default settings that is causing the crashes. It's definitely from keypresses, every single time there's a crash it happens on the press of a button. I can't exactly remember what buttons, but it seems to happen whenever I go to a dwarf and press "P" to look at his preferences and adjust his labors (since I don't know how to enable/disable just hauling with dwarf therapist). So somewhere along the way of pressing "p" on a dwarf, then "L" to look at it's labors, it crashes (but not every time). I think it's crashed other times. I don't know much about dfhack, where can I find the default keybinds so I can disable them? I also want to know how to disable the mouse from interacting with the game completely when dfhack is on.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 29, 2017, 06:09:55 pm
Part of the issue is that I haven't gotten that many crashes due to DFHack, so I don't have any idea what the issue is. Keep in mind that you're using a LNP, whose defaults are probably different from DFHack's defaults.


I looked at stderr.log multiple times after crashing, and it always says the same thing. I don't see any other files that give any info on the crashes. Here's what stderr.log says right after the game crashes, but it says the same thing all the time:
"FirstCall()
Initized HOOKS!"
Is this really all that's in stderr.log? I need the entire file, so if it's just logging those two lines, something is seriously wrong. Maybe it wasn't clear that the most recent stuff is at the bottom of the file (but I really do need the entire file, because it lists all of the "keybinding" commands that were run, among other things).

Quote
I don't know much about dfhack, where can I find the default keybinds so I can disable them? I also want to know how to disable the mouse from interacting with the game completely when dfhack is on.
They should be in dfhack.init, but your pack might put them somewhere else. As for disabling the mouse completely, there are a few mouse features in vanilla DF that I don't think you can disable. The "mousequery" plugin is probably what you want to disable for everything else.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Shackram on March 29, 2017, 06:35:12 pm
I'm having a strange issue with the launcher on 043.03-r9, when i tell pylnp.exe to launch, it just doesn't.

It doesn't give an error message and it doesn't even write the log file, it's like i never launched it. Disabling the antivirus doesn't help, neither does running as admin.

Then i tried older versions i have laying around that used to work, and they have the same issue. Using Win 7 64bit.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 29, 2017, 11:30:19 pm
I'm having a strange issue with the launcher on 043.03-r9, when i tell pylnp.exe to launch, it just doesn't.

It doesn't give an error message and it doesn't even write the log file, it's like i never launched it. Disabling the antivirus doesn't help, neither does running as admin.

Then i tried older versions i have laying around that used to work, and they have the same issue. Using Win 7 64bit.

I suspect antivirus, especially given that the old version have stopped working.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: EBannion on March 30, 2017, 10:13:05 am
Quick question:

I was about to upgrade to the latest version from a few months ago but I noticed the Announcement Window utility has been dropped.  I kind of relied on that to keep track of what was going on, but it doesn't seem like many miss it (or at least there are no requests to re-add it).

Just curious if maybe I'm missing something in vanilla game that helps keep you informed?  How does everybody else keep on top of all the events/messages?

Thanks!

Announcement Window's methods of getting the updates from memory were causing almost all of the false positive virus scan alerts for the pack so for simplicity it got dropped.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 30, 2017, 10:23:55 am
Quick question:

I was about to upgrade to the latest version from a few months ago but I noticed the Announcement Window utility has been dropped.  I kind of relied on that to keep track of what was going on, but it doesn't seem like many miss it (or at least there are no requests to re-add it).

Just curious if maybe I'm missing something in vanilla game that helps keep you informed?  How does everybody else keep on top of all the events/messages?

Thanks!

Announcement Window's methods of getting the updates from memory were causing almost all of the false positive virus scan alerts for the pack so for simplicity it got dropped.
No. Announcement Window reads announcements from gamelog.txt, which is a text file in the DF folder. Reading from files is perfectly normal.

The issue I remember with AV software was the way Announcement Window was packaged (essentially a bunch of python files bundled into an executable that extracts part of itself, which could look suspicious). It's worth noting that this is the same way PyLNP is packaged, which also caused a lot of AV false positives, but PyLNP was deemed more important.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Shackram on March 30, 2017, 10:27:44 am
I'm having a strange issue with the launcher on 043.03-r9, when i tell pylnp.exe to launch, it just doesn't.

It doesn't give an error message and it doesn't even write the log file, it's like i never launched it. Disabling the antivirus doesn't help, neither does running as admin.

Then i tried older versions i have laying around that used to work, and they have the same issue. Using Win 7 64bit.

I suspect antivirus, especially given that the old version have stopped working.

It's possible, this latest version of Avast! that came out a couple weeks ago is kind of weird.

DF itself and DF hack work fine, whatever is happening affects just the launcher. I did whitelist the folders and try with the AV disabled but no luck. I'll uninstall the AV fully and try again later.

EDIT: I uninstalled Avast and the launcher launches the first time, but closes down after a few seconds and then it behaves like i described, not opening anymore even if i reboot my PC. Guessing something is fucked up on my win 7 install.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: GainesvilleGuy on March 31, 2017, 03:21:47 pm
Quick question:

I was about to upgrade to the latest version from a few months ago but I noticed the Announcement Window utility has been dropped.  I kind of relied on that to keep track of what was going on, but it doesn't seem like many miss it (or at least there are no requests to re-add it).

Just curious if maybe I'm missing something in vanilla game that helps keep you informed?  How does everybody else keep on top of all the events/messages?

Thanks!

+1
The Soundsense cmd window does a lot of logging, although it isn't the announcement window it's better than nothing.

I'll try using that instead and see how it works out.  Thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nobak on April 01, 2017, 06:56:07 pm
I'd like to follow up on the issue I posted about previously. Things are much better after updating Meph's tileset to v1.3.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Teryn on April 04, 2017, 07:17:02 am
Will this be updated soon to version 0.43.05 (the first page only mentioned the pack having version 0.43.03)? If not, which tileset would be best suitable for the most up to date version?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Shackram on April 04, 2017, 10:27:03 am
It's possible, this latest version of Avast! that came out a couple weeks ago is kind of weird.

DF itself and DF hack work fine, whatever is happening affects just the launcher. I did whitelist the folders and try with the AV disabled but no luck. I'll uninstall the AV fully and try again later.

EDIT: I uninstalled Avast and the launcher launches the first time, but closes down after a few seconds and then it behaves like i described, not opening anymore even if i reboot my PC. Guessing something is fucked up on my win 7 install.

Just to not leave this unresolved, tried again today and the launcher automagically works fine.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorik on April 06, 2017, 03:57:32 am
Is this really all that's in stderr.log? I need the entire file, so if it's just logging those two lines, something is seriously wrong. Maybe it wasn't clear that the most recent stuff is at the bottom of the file (but I really do need the entire file, because it lists all of the "keybinding" commands that were run, among other things).


Sending you the file won't help, since that is for sure the entire file. I've checked after multiple crashes, and it never says anything different. It also gets updated every time the game runs, so I don't think my real stderr.log is somewhere else.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 06, 2017, 08:17:45 am
Well, I'm not sure if I can do anything, then. Can you double-check which DFHack version you're using? (It should be logged in the console and displayed in the upper-left corner of the title screen.) You could try deleting stderr.log and see if it gets recreated, or reinstalling DFHack (I don't think that would change anything, but I also didn't think it was possible for stderr.log to get truncated like that).

To others experiencing similar issues (Urist McPanzerbeard, others?): can you post your stderr.log?

Edit: Thorik: Urist McPanzerbeard said disabling TwbT seemed to help - does that work for you?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 06, 2017, 03:30:10 pm
PE: someone reported that this pack runs "fix/fat-dwarves" periodically, which was for a bug fixed in 0.40.05.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on April 11, 2017, 09:29:05 am
I wonder if they'll ever fix dwarves getting stuck on trees  :(
I also had issues on my last run where dwarves in my militia seemed to be hitting each other in combat (only way they could've died so fast)
and a migration wave that came in started fighting with my dwarves generating massive casualties.
The last invasion had a random dwarf in it, wondering if that may have been why? Doesn't really explain why they killed each other in combat though

I love this game, but it's so buggy that sometimes it's a pain to play.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on April 11, 2017, 05:33:42 pm
I also had issues on my last run where dwarves in my militia seemed to be hitting each other in combat (only way they could've died so fast)
and a migration wave that came in started fighting with my dwarves generating massive casualties.
The last invasion had a random dwarf in it, wondering if that may have been why? Doesn't really explain why they killed each other in combat though
See short thread starting at http://www.bay12forums.com/smf/index.php?topic=163692.0 - it may help explain some things
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sheila on April 12, 2017, 02:57:04 am
I also had issues on my last run where dwarves in my militia seemed to be hitting each other in combat (only way they could've died so fast)
and a migration wave that came in started fighting with my dwarves generating massive casualties.
The last invasion had a random dwarf in it, wondering if that may have been why? Doesn't really explain why they killed each other in combat though
See short thread starting at http://www.bay12forums.com/smf/index.php?topic=163692.0 - it may help explain some things
That is kinda crazy, hope they fix it soon!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: easykiln on April 19, 2017, 02:59:09 pm
I know there hasn't been a new df release in a while, but anything interesting happening on the pack? Wanna start a new fort, but if I can expect developments soon I'd rather wait.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 19, 2017, 04:56:32 pm
I would assume a new DFHack version will make it in at some time (beta 2), and some tools may get updated, but since it's the same DF version the save will be 100% compatible and no new DF functionality introduced, so there's no reason to wait for a new Starter Pack unless there's a specific issue with a specific tool you're looking for. Start a fortress and migrate when a new version of the pack shows up (there will typically be a last pack version for this DF version about half a day before the next DF version is released).
The next DF version is X months away, and that will be followed by Y months until DFHack catches up, possibly followed by Z months before tools are adjusted, and then a Starter Pack for a new DF version will "magically" appear (the variables are probably not integers...).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Crocatowa on April 21, 2017, 08:30:39 am
(the variables are probably not integers...).

Booleans?
Enums containing randomly generated strings?

Or are we using BigIntegers for the giggles?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 21, 2017, 08:49:05 am
(the variables are probably not integers...).

Booleans?
Enums containing randomly generated strings?

Or are we using BigIntegers for the giggles?

O sweet summer child, X is a floating-point number of months.  It seemed like a good idea at the time (compact representation!  efficient operations!) but someone divided by zero, now Y is not a number, and there is a shapeless chittering in the shadows.  Floats are not actually numbers.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 21, 2017, 12:00:53 pm
If the world is actually discrete, they may be integral numbers of Planck time units (and thus too large to fit into standard computer integer types), decreasing at an impossible speed as our feeble brains struggle to understand these words. This is only the case, however, if the world is deterministic: otherwise the values are probably super-positions over the realm of possible release times that will collapse only at the time of their corresponding releases.  However, it looks like PE performed an arcane operation (Dividing NaN with -0?) and peeked into a space-time worm hole and saw the myth release. I fear for the future of the Starter Pack, as well as PE's sanity...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Crocatowa on April 21, 2017, 02:24:20 pm
O sweet summer child....

If only

Yes, I figured it was really a float, that's why I went with other arbitrary datatypes :P
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on April 21, 2017, 05:58:57 pm
If the world is actually discrete, they may be integral numbers of Planck time units (and thus too large to fit into standard computer integer types), decreasing at an impossible speed as our feeble brains struggle to understand these words. This is only the case, however, if the world is deterministic: otherwise the values are probably super-positions over the realm of possible release times that will collapse only at the time of their corresponding releases.  However, it looks like PE performed an arcane operation (Dividing NaN with -0?) and peeked into a space-time worm hole and saw the myth release. I fear for the future of the Starter Pack, as well as PE's sanity...
ROFL! I started to write a quantum physics reply to that, but couldn't get past the second sentence without collapsing into fits of giggles..

Well done Sir! :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on April 22, 2017, 01:56:09 am
If the world is actually discrete

It was, until it got bought-out by Autodesk.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: dumbluck on April 22, 2017, 09:51:46 am
bug report:
I keep getting the same warning from DFHack. The warning is:
Warning:  Plugin RemoteFortressReader compiled for DFHack 0.34.11-r3-3104-g58ed20b, running DFHack 0.43.03-r1-0-g9889379

I'm experiencing this in PeridexisErrant's Starter Pack 0.43.03-r09.  I have uninstalled, re-downloaded and reinstalled, but the warning still continues.  It's not a game breaker, although I suspect that it is responsible for the UNKNOWN ENTITYs I keep getting when using Legends Viewer.  I haven't experienced any in-game failures that I can tie to this error.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 22, 2017, 10:52:59 am
That warning is pretty harmless. It means that whoever compiled the plugin was missing some git tags, but did compile the plugin for the right DFHack version (0.43.03-r1), so it should work fine. It has nothing to do with Legends Viewer errors whatsoever.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PiCroft on April 22, 2017, 05:54:29 pm
When building a fort, there seems to be a game-breaking issue where the pathfinding determines that areas of the fort are not "reachable" any more, as if some kind of barrier or blockage separated the areas. Nothing is actually separating the areas though.

See this image: http://imgur.com/7RmIMsF
Here, you can see some dwarves who've gotten stuck. The cursor here is me trying to place a table (for the purposes of demonstration). You can see the cursor is yellow, indicating a valid spot.

However, in this image, we can see a problem: http://imgur.com/wUrurnu
In this image, I moved the cursor exactly one spot to the left. And now it's invalid. No time has passed and I haven't done anything funny in between, it is directly after the first image. The game is complaining here is that there is "no access to table". Somehow, the pathfinding seems to think that the square to the right is fine, but the one to the left does not have a direct path to the stockpile (there absolutely is, as you can imagine).

This seems to clear up if I save and reload.

The issue is caused by certain types of construction. As you can see from here, I've built a track made of logs and when a dwarf builds a track, all the squares surrounding it become cut off from the rest of the map. Dwarves who build a track then become frozen as "No Job" until I reload the save.

Constructed floors also do this.

This also happens in the Masterwork pack (for me at least) but doesn't happen in the latest vanilla DF.

Anyone have any ideas what's up? I'm tempted to believe DFHack may have something to do with it as I didn't use it on the latest DF, but I'm damned if i know what it might be; DFHack doesn't report any issues when this issue occurs.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PiCroft on April 22, 2017, 07:15:32 pm
To follow up on my last post, it seems the size of the embark area is related to it. On the maps that display this issue, I embarked with a very large area, and when I embarked on a 3x3 area, no issue occured. This even occurs in vanilla DF.

So it seems that embarking with a very large area results in this odd behaviour. Very strange. Guess I'll have to embark on smaller maps then.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on April 22, 2017, 07:33:52 pm
Well, now that's interesting. Bug 529 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=529) is very similar to yours and is linked to bug 70 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=70) which mentions embark size being a factor.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Harpadarpa. on April 24, 2017, 03:53:24 am
Having some problems with the pack right now.

First, with the Legends Viewer. This could just be my impatience, but how long should exporting the XML file take? For me, it's taken upwards of 10 minutes. I'm on a relatively decent computer, so it shouldn't be SO bad.

And second, the error that just broke DF for me. While in game, I accidentally zoomed out SUUUPER far, and this crashed DF. I was able to load back into the save, but now, whenever I change the size of the window from the default while in game, it crashes. Even if I go fullscreen before loading in, it crashes as soon as it loads.

Does anybody have possible fixes? I'm running Windows 10, and I've never had any similar problems with the vanilla DF I used to run.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on April 24, 2017, 06:34:06 am
Having some problems with the pack right now.

When DF starts, it should print in DFHack console "TWBT: version ...", what version does it print?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Harpadarpa. on April 24, 2017, 05:49:14 pm
Having some problems with the pack right now.

When DF starts, it should print in DFHack console "TWBT: version ...", what version does it print?
It says 5.70
Title: Re: PeridexisErrant's DF Starter Pack
Post by: triskaideka on April 30, 2017, 11:48:32 am
Getting a black screen but visible UI at the "b"uild screen in AM while using the Phoebus tileset and TwbT in the current beta version. Is this a known issue, and are there any current fixes?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 30, 2017, 12:43:53 pm
Yes, and yes (use TwbT 5.78).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: triskaideka on April 30, 2017, 07:28:49 pm
Yes, and yes (use TwbT 5.78).

Excellent, thank you. Will hitting the TwbT Classic button work or will I need to download 5.78? Also, anything I should know about using 5.78?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 30, 2017, 10:04:05 pm
I don't know what "TwbT classic button" you're referring to, but as far as I know, only TwbT 5.78 and newer will fix the issue (mifki released 5.83 today, so that should work too). If you don't have that, then yes, you will have to download it somehow.

Note that 5.78 requires DFHack 0.43.05-beta1 (exactly), and 5.83 requires DFHack 0.43.05-beta2 (also exactly).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 01, 2017, 04:32:30 am
The Starter Pack has updated to 0.43.05-r03!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=12743)

(note that this is still a pre-release, as DFHack is not officially stable yet)

0.43.05-r03
 - updated Dwarf Mockup; a large upgrade I missed for a year (oops)
 - removed Meph's tileset due to consistent reports of crashes
 - updated DFHack to 430.5-beta2
 - updated TwbT to v5.83

SHA256:  7da6079d1f3b7ce9539b4ac8bf614010a4f02edbfb60a16593d88034626515b1

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: knedl on May 01, 2017, 12:21:57 pm
Is there a 32bit Starter pack for 43.05?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 01, 2017, 01:16:42 pm
No. PeridexisErrant decided the effort to set up a parallel pack construction line for a 32 bit version that is going to become completely obsolete in a few years wasn't worth it/the time wasn't available for it.

That doesn't block someone else to volunteer to make one, though (and even get their own name on that version).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 02, 2017, 03:14:37 am
Is there a 32bit Starter pack for 43.05?
No. PeridexisErrant decided the effort to set up a parallel pack construction line for a 32 bit version that is going to become completely obsolete in a few years wasn't worth it/the time wasn't available for it.

That doesn't block someone else to volunteer to make one, though (and even get their own name on that version).

It's not even the construction line - you can just pass "--bits 32" to https://github.com/PeridexisErrant/starter-pack and you get a 32bit pack.

I really don't want to maintain two changelogs, download pages, have to check which pack someone is using for every question, etc.   Given that I'm volunteering my time and 95%+ of users can run the 64bit version, that's the one I'm going to provide.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: kikoman on May 02, 2017, 06:56:11 am
Sorry to hear about Mepth tileset. I've been playing version 0.43.05-r02 with Mepth tileset for more than 12 hours a day sometimes and stability is solid as a rock. The most stable version of DF that I've have ever played. Also playing with announcement window without problems. Maybe you will reconsider include it? :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 02, 2017, 07:32:00 am
Sorry to hear about Mepth tileset. I've been playing version 0.43.05-r02 with Mepth tileset for more than 12 hours a day sometimes and stability is solid as a rock. The most stable version of DF that I've have ever played. Also playing with announcement window without problems. Maybe you will reconsider include it? :)

Sorry - I'm aware that many people have not had crashes, but many others have and I therefore removed Meph's tileset for the benefit of new players.

I'd encourage you to add it back in to your own install though!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on May 02, 2017, 08:24:01 pm
Sorry to hear about Mepth tileset. I've been playing version 0.43.05-r02 with Mepth tileset for more than 12 hours a day sometimes and stability is solid as a rock. The most stable version of DF that I've have ever played. Also playing with announcement window without problems. Maybe you will reconsider include it? :)

I'm hoping he will return and finish the work soon.  I agree its pretty stable... but I'm biased... overall the major errors we have seen because of it fell into 2 categories, 1 - systems with less then 8GB of ram(2-4GB generally), 2 - systems with 8GB running 32x DF with a lot of other mods active (the reasons for fails and crashes inside of masterwork 32x v1.22/1.23).  Anyways checking in over here.  I still download your new packs now and then Peridex!  Your dedication is admirable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 02, 2017, 09:08:34 pm
I'm not sure what 8 GB of RAM would have to do with it - that's not a typical limit of 32-bit or 64-bit programs.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on May 02, 2017, 09:41:32 pm
I'm not sure what 8 GB of RAM would have to do with it - that's not a typical limit of 32-bit or 64-bit programs.

I'm not sure either... I just kept asking for stats of systems that were crashing/ having graphics turn into blocks, and what settings they had on... as soon as we moved masterwork over to 64x the errors disappeared.  the other thing that allowed it to work was use of an Large Address utility to crack the Dwarf Fortress 2GB ram program limit on x32.   I think the issue may have stemmed from something deeper, that aligns with those numbers... but the 64X switch fixed all of it in MW.

other then that none of our errors made sense except they matched in that way.  large ram systems rarely crashed or became "blocks of color" graphics.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 02, 2017, 11:07:12 pm
Okay, so LAA and/or 64-bit DF fixed the issue. That still doesn't make much sense to me, but I suppose it's possible that Windows reserves more memory for GPU data for programs with a higher memory limit (which would be the case with both LAA and 64-bit DF). It seems more likely to me that newer GPUs would have fewer issues, which could be more likely to be found in systems with at least 8 GB of memory, but I don't think the 8 GB figure itself is the cause. Anyway, I'm guessing that tileset is causing crashes because it uses far more tiles than DF was designed to support.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on May 03, 2017, 07:08:10 am
Okay, so LAA and/or 64-bit DF fixed the issue. That still doesn't make much sense to me, but I suppose it's possible that Windows reserves more memory for GPU data for programs with a higher memory limit (which would be the case with both LAA and 64-bit DF). It seems more likely to me that newer GPUs would have fewer issues, which could be more likely to be found in systems with at least 8 GB of memory, but I don't think the 8 GB figure itself is the cause. Anyway, I'm guessing that tileset is causing crashes because it uses far more tiles than DF was designed to support.
Spoiler (click to show/hide)

but @lethosor I think we kind of bouncing on Peridexis's post we are kind of off subject... so I'm going to cut off the conversation, on that we can talk more elsewhere if you want, but I find the jump to x64 makes it an old done deal. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mathalor on May 05, 2017, 10:46:17 pm
I tried 43.05 r03.

Dwarf therapist tells me it's missing "MSVCP140.dll" and cannot run.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on May 06, 2017, 06:09:11 am
I tried 43.05 r03.

Dwarf therapist tells me it's missing "MSVCP140.dll" and cannot run.
msvc is a microsoft product, you will need to update that through windows update.  just goes to their site and search for msvc.  Its one of the non critical updates so most windows OS wont upload it until you tell it too.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Deadlyhooves on May 06, 2017, 03:09:39 pm
Thought I'd let you know that when I am in adventure mode probably 9/10 times if I start an adventurer in a fortress I retired I get a crash after attempting to leave without fast travel.

Not sure if its a bug with this release, or Dwarf Fortress itself though. No external mods are installed, only what comes with the pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mathalor on May 06, 2017, 05:53:13 pm
Windows pointed me to C++ when looking up msvc.  When attempting to download and install c++, I was told that I already have a newer version installed.

I did a websearch for msvcp140.dll, downloaded that from fix4dll.com, and put it in my dwarf therapist folder.  Now I get a different error:

The application was unable to start correctly (0xc000007b).  Click OK to close the application.


Edit:  Found an installation for 2015 c++ on a separate forum, installed that.  slow, but it works now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on May 11, 2017, 12:20:50 pm
32bit is limited to 4GB (winXP even limits to 3GB) and the game uses almost only RAM.
goign to 64bit is the logical solution to this, as it allows LAA.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 11, 2017, 12:43:32 pm
32bit is limited to 4GB (winXP even limits to 3GB) and the game uses almost only RAM.
goign to 64bit is the logical solution to this, as it allows LAA.
Was this in response to something?

Also, I'm not sure what you mean by "allows LAA". The 64-bit version can certainly use more memory, but "LAA" typically refers to a flag set on 32-bit Windows executables to allow them to use more than 2 GB of memory. 64-bit executables can already use memory well over that limit.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DeafPoni on May 17, 2017, 01:43:00 am
Hi there PeridexisErrant,

Firstly, Thank you very much for maintaining this Starter Pack. Was really easy and convenient getting into DF because you've put this much work into making it so.

For now I just have one query about the settings in the launcher, not sure if this as by design, or if it's been addressed  before in this thread.
But once I have selected my graphics settings, and start up the game, the world map and mini map remain ASCII, but the primary game map uses the correct tileset.
Its by no means game breaking, but I can't get the world-gen map to use any other tile sets. Am I doing something incorrectly?

(http://i.imgur.com/mhKWFNm.png)
(http://i.imgur.com/PfU4dmT.png)
(http://i.imgur.com/ZARHWwy.png)

Those are the graphics settings as I have them.


 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 17, 2017, 03:41:29 am
I believe maintaining the character set (which isn't actually ASCII, but code page <some number>) for the other views is by design. The tile sets are designed for the detailed level, so if you were to apply those to the higher level views they'd just look weird with inappropriate things appearing on the top level as DF uses the same character to indicate different things on the different levels.
However, there is something in the pack that sets up this separation, as I've had versions where the tile set was applied throughout, which takes some getting used to.

Edit: "something" is TwbT. If you change the print mode to a non TwbT one you get the tileset applied throughout.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: necrotic on May 17, 2017, 02:55:12 pm
Yes, TWBT uses the FONT, not the GRAPHICS_FONT, for the menus/world generation.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 18, 2017, 09:22:57 am
The Starter Pack has updated to 0.43.05-r04!

This is the first stable release for 0.43.05, and the first-ever stable 64bit pack!  You can get it from the usual link, here. (http://dffd.bay12games.com/file.php?id=7622)

In terms of content, it's actually a pretty small update - but under the surface, there have been significant changes that will improve development and performance for years to come.  Strike the Earth!

0.43.05-r04
 - updated DFHack to 0.43.05-r1
 - switched from autolabor to new labormanager plugin
 - updated TwbT to v5.84

SHA256:  0d7d23266359b8e2d92d307a01df69f4e4b1500b9326a5d2baaca786c31d1a78

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sethatos on May 18, 2017, 12:22:22 pm
For some reason clicking on the "Enable DFHack" button does not turn on DFHack. It is stuck on "NO".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tabris on May 18, 2017, 04:34:56 pm
For some reason clicking on the "Enable DFHack" button does not turn on DFHack. It is stuck on "NO".
Having the exact same problem.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 18, 2017, 04:40:31 pm
Is there anything in stderr.txt?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tabris on May 18, 2017, 04:45:03 pm
Is there anything in stderr.txt?

There is this. Btw, i'm not Michael Madsen, i would guess that is the author of the pack:
Spoiler (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 18, 2017, 06:22:55 pm
Michael Madsen is the person who built PyLNP, not this pack, but the paths are where the source files were on his machine.

Anyway, I would try making a copy of SDL.dll and naming it "SDLhack.dll" and see what happens.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 18, 2017, 07:40:30 pm
Michael Madsen is the person who built PyLNP, not this pack, but the paths are where the source files were on his machine.

Anyway, I would try making a copy of SDL.dll and naming it "SDLhack.dll" and see what happens.

Yep, that's the problem - apparently this migrated to the handling of prerelease DFHack in my build scripts, when it should be for all DFHack builds.  I'll release a fixed version soon.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 18, 2017, 07:57:51 pm
The Starter Pack has updated to 0.43.05-r05!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Just a teeny tiny bugfix, because my scripts mutated a bit and forgot that some things should be done for stable DFHack too (https://github.com/PeridexisErrant/starter-pack/commit/55dcb2a9eeccf00f4bf5aacd77c50ac432a72210)  ::)


0.43.05-r05
 - bugfix: allowed PyLNP to enable/disable DFHack

SHA256:  9e033ca2b6eb9e158266da6903e504af2db4794746f147c3f8a774de5313c55e

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vagabundo on May 19, 2017, 08:57:41 am
Dwarf Therapist wouldn't launch from the utilities tab. I tried it from directory and got an error about a missing file. Looks like it was the Visual C++ 2015 redistributable:

https://www.microsoft.com/en-gb/download/details.aspx?id=48145

Never had this problem before.

EDIT: Does anyone know what the proper way to autoload a DFHack plugin, autodump specifically. That needs to be loaded after the save I think.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 19, 2017, 09:20:38 am
EDIT: Does anyone know what the proper way to autoload a DFHack plugin, autodump specifically. That needs to be loaded after the save I think.
They should all be loaded on startup. If you run "enable autodump", that will enable it, even if you run it before loading a save. You can put that command in dfhack.init if you want it to run every time.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vagabundo on May 19, 2017, 01:17:40 pm
EDIT: Does anyone know what the proper way to autoload a DFHack plugin, autodump specifically. That needs to be loaded after the save I think.
They should all be loaded on startup. If you run "enable autodump", that will enable it, even if you run it before loading a save. You can put that command in dfhack.init if you want it to run every time.

I'm nearly sure I tried that and I got an error, something something world save... I will try again though, thanks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: int_ua on May 19, 2017, 04:31:15 pm
The Starter Pack has updated to 0.43.05-r05!
Unfortunately, it constantly crashes under 64bit Wine 2.8.0. It may be a Wine problem. Not sure anyone should spend their time trying to fix it, I'll wait for Linux memory layouts, writing here just to let you know.

Update: Only with DFHack enabled.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 19, 2017, 07:36:12 pm
Unfortunately, it constantly crashes under 64bit Wine 2.8.0. It may be a Wine problem. Not sure anyone should spend their time trying to fix it, I'll wait for Linux memory layouts, writing here just to let you know.

Update: Only with DFHack enabled.
What if you disable TwbT, or disable all plugins, or prevent them from loading by renaming the hack/plugins folder?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Qev on May 20, 2017, 03:39:23 am
I'm not sure labormanager is ready to be the default job-assignment manager at this point.  I've just started using this latest Starter Pack and dwarves utterly refuse to haul anything that isn't food to stockpiles.  Disable labormanager and enable autolabor and *boom* everything gets done.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: int_ua on May 20, 2017, 04:01:15 am
What if you disable TwbT, or disable all plugins, or prevent them from loading by renaming the hack/plugins folder?
Ok, I'll try that later. But it became almost unplayable for me at least without the ability to copy stockpile settings. Maybe some other DFHack improvements also that I already forgot after a year without playing.

Update: no, it's still crashes on loading world (even before embark selection screen) with renamed plugins folder and without TWBT
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 20, 2017, 10:32:33 am
I'm not sure labormanager is ready to be the default job-assignment manager at this point.  I've just started using this latest Starter Pack and dwarves utterly refuse to haul anything that isn't food to stockpiles.  Disable labormanager and enable autolabor and *boom* everything gets done.
I've added an issue for this on GitHub. However, I would like to note that DFHack was in beta for about 3 months, specifically for people to find and report issues like this, and this is the first time I'm hearing about it (here or in the DFHack threads).

Ok, I'll try that later. But it became almost unplayable for me at least without the ability to copy stockpile settings. Maybe some other DFHack improvements also that I already forgot after a year without playing.

Update: no, it's still crashes on loading world (even before embark selection screen) with renamed plugins folder and without TWBT
What about renaming the hack/scripts folder too?
Just to confirm, once you do that, "plug" lists nothing, and "ls" just lists built-in commands, right?

I can't think of anything in DFHack, let alone core, that would interfere with loading worlds pre-embark, so this is a weird issue. My guess is that it has something to do with wine and/or your DF settings, but I'm really not sure at this point.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ab9rf on May 20, 2017, 01:09:19 pm
I'm not sure labormanager is ready to be the default job-assignment manager at this point.  I've just started using this latest Starter Pack and dwarves utterly refuse to haul anything that isn't food to stockpiles.  Disable labormanager and enable autolabor and *boom* everything gets done.
You need to be more specific; labormanager will schedule hauling jobs for nonfood items provided you haven't set your labor priorities such that hauling jobs are just too low in priority to ever get scheduled. If this happens, it's usually because you've overtasking your dwarves (e.g. asking seven dwarfs to do the work of 70).

I'm glad to entertain suggestions on how to improve labormanager, but I can't take action on such nonspecific complaints.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: int_ua on May 20, 2017, 05:55:02 pm
What about renaming the hack/scripts folder too?
Just to confirm, once you do that, "plug" lists nothing, and "ls" just lists built-in commands, right?

I can't think of anything in DFHack, let alone core, that would interfere with loading worlds pre-embark, so this is a weird issue. My guess is that it has something to do with wine and/or your DF settings, but I'm really not sure at this point.

Renaming hack/scripts didn't help either. The last message I see while there are no started fortresses is always "Loading coin information". After starting a fort without DFHack, saving it and reenabling DFHack there are no message on the screen when it crashes. TWBT was disabled all the time. I've also tried clearing dfhack.init and it didn't help too. Also, there are no DFHack console, it's not present in the console I start Wine from. Maybe that's the problem: it can't find output/input "endpoints".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 20, 2017, 06:32:07 pm
What about renaming the hack/scripts folder too?
Just to confirm, once you do that, "plug" lists nothing, and "ls" just lists built-in commands, right?

I can't think of anything in DFHack, let alone core, that would interfere with loading worlds pre-embark, so this is a weird issue. My guess is that it has something to do with wine and/or your DF settings, but I'm really not sure at this point.

Renaming hack/scripts didn't help either. The last message I see while there are no started fortresses is always "Loading coin information". After starting a fort without DFHack, saving it and reenabling DFHack there are no message on the screen when it crashes. TWBT was disabled all the time. I've also tried clearing dfhack.init and it didn't help too. Also, there are no DFHack console, it's not present in the console I start Wine from. Maybe that's the problem: it can't find output/input "endpoints".
I'm pretty sure it would show up in a separate window, as the console on Windows normally does. It's possible that the lack of a console is related. I know people used to run DFHack in Wine on OS X, and a console would show up there (in a separate window). Are you using winetricks?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Faxanidu on May 23, 2017, 07:58:09 pm
is there a 32bit release?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 23, 2017, 08:53:12 pm
is there a 32bit release?

Yes - 43.03-r09, which you can find in the archive of old versions linked in the first post.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on May 23, 2017, 09:17:42 pm
Any news on when there will be an official 64 bit release?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on May 23, 2017, 09:23:46 pm
Any news on when there will be an official 64 bit release?

There already is.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on May 24, 2017, 08:50:18 am
Evidently I missed that, thank you.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 24, 2017, 07:00:14 pm
PE: I've seen a number of posts that make it sound like TwbT's distributed automaterial, mousequery, and resume plugins are not included in this pack. I haven't seen an actual version number of this pack referenced, and I haven't gotten a chance to confirm it myself, but just a heads-up. I only started seeing these complaints recently, and I know previous versions of this pack distributed those plugins, so that's my best guess.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 24, 2017, 08:55:25 pm
PE: I've seen a number of posts that make it sound like TwbT's distributed automaterial, mousequery, and resume plugins are not included in this pack. I haven't seen an actual version number of this pack referenced, and I haven't gotten a chance to confirm it myself, but just a heads-up. I only started seeing these complaints recently, and I know previous versions of this pack distributed those plugins, so that's my best guess.

They are included - you can check manually, or confirm that they're all meant to be extracted (https://github.com/PeridexisErrant/starter-pack/blob/55dcb2a9/components.yml#L43-L51) and the build log is clean (https://peridexiserrant.neocities.org/). 
Can you give me some links or suggest that people get in touch so I can investigate?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Faxanidu on May 24, 2017, 10:22:52 pm
I meant for 43.05 lol
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 24, 2017, 11:44:55 pm
I meant for 43.05 lol

I have no desire to ask every person with a bug whether they're using a 32 or 64 bit version of my pack, so it's going to be 64-bit only from now on.  Some components are doing the same thing - there's no 32bit TwbT, for example.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on May 25, 2017, 12:02:39 am
PE: I've seen a number of posts that make it sound like TwbT's distributed automaterial, mousequery, and resume plugins are not included in this pack. I haven't seen an actual version number of this pack referenced, and I haven't gotten a chance to confirm it myself, but just a heads-up. I only started seeing these complaints recently, and I know previous versions of this pack distributed those plugins, so that's my best guess.

They are included - you can check manually, or confirm that they're all meant to be extracted (https://github.com/PeridexisErrant/starter-pack/blob/55dcb2a9/components.yml#L43-L51) and the build log is clean (https://peridexiserrant.neocities.org/). 
Can you give me some links or suggest that people get in touch so I can investigate?

Code: [Select]
$ diff /Users/vit/Downloads/PeridexisErrant\'s\ Starter\ Pack\ 0.43.05-r05/Dwarf\ Fortress\ 0.43.05/hack/plugins/resume.plug.dll /Users/vit/Downloads/twbt-5.84-win/0.43.05-r1/resume.plug.dll
Binary files /Users/vit/Downloads/PeridexisErrant's Starter Pack 0.43.05-r05/Dwarf Fortress 0.43.05/hack/plugins/resume.plug.dll and /Users/vit/Downloads/twbt-5.84-win/0.43.05-r1/resume.plug.dll differ

$ diff /Users/vit/Downloads/PeridexisErrant\'s\ Starter\ Pack\ 0.43.05-r05/Dwarf\ Fortress\ 0.43.05/hack/plugins/mousequery.plug.dll /Users/vit/Downloads/twbt-5.84-win/0.43.05-r1/mousequery.plug.dll
Binary files /Users/vit/Downloads/PeridexisErrant's Starter Pack 0.43.05-r05/Dwarf Fortress 0.43.05/hack/plugins/mousequery.plug.dll and /Users/vit/Downloads/twbt-5.84-win/0.43.05-r1/mousequery.plug.dll differ

$ diff /Users/vit/Downloads/PeridexisErrant\'s\ Starter\ Pack\ 0.43.05-r05/Dwarf\ Fortress\ 0.43.05/hack/plugins/automaterial.plug.dll /Users/vit/Downloads/twbt-5.84-win/0.43.05-r1/automaterial.plug.dll
Binary files /Users/vit/Downloads/PeridexisErrant's Starter Pack 0.43.05-r05/Dwarf Fortress 0.43.05/hack/plugins/automaterial.plug.dll and /Users/vit/Downloads/twbt-5.84-win/0.43.05-r1/automaterial.plug.dll differ
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 25, 2017, 12:05:16 am
OK, time to dig deep into the build script I guess  :-\
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 25, 2017, 10:53:20 am
Also:
Code: [Select]
$ diff dfhack-0.43.05-r1-Windows-64/hack/plugins/automaterial.plug.dll PeridexisErrant\'s\ Starter\ Pack\ 0.43.05-r05/Dwarf\ Fortress\ 0.43.05/hack/plugins/automaterial.plug.dll
$ diff dfhack-0.43.05-r1-Windows-64/hack/plugins/mousequery.plug.dll PeridexisErrant\'s\ Starter\ Pack\ 0.43.05-r05/Dwarf\ Fortress\ 0.43.05/hack/plugins/mousequery.plug.dll
$ diff dfhack-0.43.05-r1-Windows-64/hack/plugins/resume.plug.dll PeridexisErrant\'s\ Starter\ Pack\ 0.43.05-r05/Dwarf\ Fortress\ 0.43.05/hack/plugins/resume.plug.dll
(no output means they're identical)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Faxanidu on May 25, 2017, 01:22:51 pm
I meant for 43.05 lol

I have no desire to ask every person with a bug whether they're using a 32 or 64 bit version of my pack, so it's going to be 64-bit only from now on.  Some components are doing the same thing - there's no 32bit TwbT, for example.

Well darn looks like vanilla for me. Stupid tablet 32bit efi. Even though the CPU supports 64bit lol.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on May 26, 2017, 08:21:50 pm
Dwarf Therapist x64 is not launching for me - anyone else having this problem?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kuria on May 26, 2017, 08:28:26 pm
Is it prohibitively complicated to install additional graphics options in Windows x64 PyLNP? Are there directions somewhere? I do not have deep technical skills, but wanted to try a few different things from the file depot (e.g.: http://dffd.bay12games.com/file.php?id=12781 )

Thanks in advance!
ks
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on May 26, 2017, 08:47:12 pm
In the PeridexisErrant's Starter pack folder, there will be a folder called LNP, in that a folder called graphics. Just move the graphics folders for the tilesets you want there. You'll need to make sure you have the right stuff in the graphics folder, but you should just be able to move it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on May 27, 2017, 03:01:48 pm
Got this when Dwarf Therapist wouldn't start and tried to manually start it from the files.

(http://i.imgur.com/5qaBYdi.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sparkybear on May 27, 2017, 03:43:12 pm
Got this when Dwarf Therapist wouldn't start and tried to manually start it from the files.

(http://i.imgur.com/5qaBYdi.png)


Try installing Visual C++ Redistributable for your OS.

https://www.microsoft.com/en-gb/download/details.aspx?id=48145
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on May 27, 2017, 04:06:44 pm
That fixed it. Thanks!
Title: Mouse Query Issues
Post by: brdigetrlol on May 27, 2017, 05:11:48 pm
I'm having issues with mouse query. It won't track to the right side of the screen, neither will the right click button move the screen to the right. Is it just me? I've tried a fresh extraction and it doesn't seem to resolve even without touching any other settings.
Title: Re: Mouse Query Issues
Post by: lethosor on May 27, 2017, 05:34:15 pm
I'm having issues with mouse query. It won't track to the right side of the screen, neither will the right click button move the screen to the right. Is it just me? I've tried a fresh extraction and it doesn't seem to resolve even without touching any other settings.
Are you using TwbT? If so, it's probably the same issue that I mentioned above with the TwbT-compatible plugins missing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: brdigetrlol on May 27, 2017, 05:44:46 pm
Aha! You would be correct. The latest TWBT plugins fixed it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sparkybear on May 28, 2017, 03:13:49 am
Any ideas as to what is causing multiple mouse cursors to show up? There are 3 total when there should only be 2. The 3rd one is to the left, and is a set distance away from my current mouse pointer position. It is only there when moused over the game, otherwise the game displays as normal.

Pciture

(http://i.imgur.com/It8GmFV.png?1)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 28, 2017, 07:06:17 am
Any ideas as to what is causing multiple mouse cursors to show up? There are 3 total when there should only be 2. The 3rd one is to the left, and is a set distance away from my current mouse pointer position. It is only there when moused over the game, otherwise the game displays as normal.

See the post directly above yours.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Juztin on May 28, 2017, 03:02:13 pm
I'm having a persistent issue with Dwarf Therapist x64 43.5.1 with DF 43.05 crashing consistently when connecting it to Dwarf Fortress.  I see it complete the 'loading units' status and then it always crashes right after that.  I also tried running DT as admin without a change in behavior.  I haven't seen this type of issue reported in some internet searches (but admittedly did not look deep into this threads past posts with all it's pages). 

I'm running Windows 8.1 64-bit and originally got these as the comprehensive Lazy Newb Pack (PyLNP 0.12a) just a couple days ago (I usually play DF on Mac OS X without issue with Dwarf Therapist as part of that OS-centric pack but wanted to get it on a windows box to play on as well).

Any ideas?

(https://i.imgur.com/TfsdgAr.jpg)

Log Contents:
Code: [Select]
2017-May-28 13:43:24.114 INFO core Dwarf Therapist "43.5.1" starting normally. [src\dwarftherapist.cpp:174] (DwarfTherapist::setup_logging)
2017-May-28 13:43:24.115 INFO core Runtime QT Version 5.8.0 [src\dwarftherapist.cpp:175] (DwarfTherapist::setup_logging)
2017-May-28 13:43:29.073 INFO core beginning to read settings [src\dwarftherapist.cpp:201] (DwarfTherapist::read_settings)
2017-May-28 13:43:29.110 INFO core finished reading settings [src\dwarftherapist.cpp:252] (DwarfTherapist::read_settings)
2017-May-28 13:43:29.477 INFO core attempting connection to running DF game [src\mainwindow.cpp:404] (MainWindow::connect_to_df)
2017-May-28 13:43:29.498 INFO core adding valid layout "v0.43.05 winx64" checksum: "0x577b5e93" SHA: "2335b43e12d027089ee653832809dbee31e86ef4" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.516 INFO core adding valid layout "v0.43.05 win32" checksum: "0x577b57ff" SHA: "648404461726548e5d0fabb8683c8632d2f10fae" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.535 INFO core adding valid layout "v0.43.03 (graphics)" checksum: "0x57420c94" SHA: "dc6fc7bcdf1ed06fe9af7bf155b1dc13c94032ac" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.575 INFO core adding valid layout "v0.43.02 (graphics)" checksum: "0x5733848a" SHA: "be78cac51ecfc1a8ee0bba2321cb4f3b30300909" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.592 INFO core adding valid layout "v0.42.06 (graphics)" checksum: "0x56bba192" SHA: "5779f6409e3150d81c3bb3a212e73acfa60b426c" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.610 INFO core adding valid layout "v0.42.05 (graphics)" checksum: "0x569bf3df" SHA: "cd80c903c0ac617a2edb1b7ca43c12d9fe4469b5" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.628 INFO core adding valid layout "v0.42.04 (graphics)" checksum: "0x567ef345" SHA: "60e2ac602189e5ee4f92b38f43336e3ad4cfc476" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.648 INFO core adding valid layout "v0.42.03 (graphics)" checksum: "0x566c7776" SHA: "ae1b8307c61af328ee01d2d946875c7a5859b11b" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.671 INFO core adding valid layout "v0.42.02 (graphics)" checksum: "0x56633788" SHA: "49adce964928ae92aa969635c715d81780df0891" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.688 INFO core adding valid layout "v0.42.01 (graphics)" checksum: "0x565ca0e6" SHA: "b5972c2e177be093b8c4e32f3e723aba18758e10" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:43:29.692 INFO core attempting to find running copy of DF [src\dfinstancewindows.cpp:196] (DFInstanceWindows::find_running_copy)
2017-May-28 13:43:29.815 INFO core found copy with HWND:  0x2f0744 [src\dfinstancewindows.cpp:177] (DFInstanceWindows::set_pid)
2017-May-28 13:43:29.816 INFO core PID of process is:  22616 [src\dfinstancewindows.cpp:202] (DFInstanceWindows::find_running_copy)
2017-May-28 13:43:29.817 INFO core PROC HANDLE: 0x3e4 [src\dfinstancewindows.cpp:208] (DFInstanceWindows::find_running_copy)
2017-May-28 13:43:29.820 INFO core RAW BASE ADDRESS: 140699857977344 [src\dfinstancewindows.cpp:240] (DFInstanceWindows::find_running_copy)
2017-May-28 13:43:29.820 INFO core Target EXE was compiled at  "2016-07-05T01:15:31" [src\dfinstancewindows.cpp:68] (DFInstanceWindows::calculate_checksum)
2017-May-28 13:43:29.821 INFO core Setting memory layout for DF checksum "0x577b5e93" [src\dfinstance.cpp:1048] (DFInstance::set_memory_layout)
2017-May-28 13:43:29.821 INFO core Detected Dwarf Fortress version "v0.43.05 winx64" using MemoryLayout from "C:/Users/JUSTI_~1/Desktop/DWARFF~1/LNP/Utilities/Dwarf Therapist/share/memory_layouts/windows/v0.43.05_x64graphics.ini" [src\dfinstance.cpp:1053] (DFInstance::set_memory_layout)
2017-May-28 13:43:29.822 INFO core found copy with HWND:  0x2f0744 [src\dfinstancewindows.cpp:177] (DFInstanceWindows::set_pid)
2017-May-28 13:43:29.823 INFO core GetModuleFileNameEx returned:  "C:\\Users\\JUSTI_~1\\Desktop\\DWARFF~1\\Dwarf Fortress 0.43.05\\Dwarf Fortress.exe" [src\dfinstancewindows.cpp:254] (DFInstanceWindows::find_running_copy)
2017-May-28 13:43:29.823 INFO core Dwarf Fortress path: "C:/Users/JUSTI_~1/Desktop/DWARFF~1/Dwarf Fortress 0.43.05" [src\dfinstancewindows.cpp:257] (DFInstanceWindows::find_running_copy)
2017-May-28 13:43:29.824 INFO core Checking for layout for checksum:  "0x577b5e93" [src\updater.cpp:138] (Updater::check_layouts)
2017-May-28 13:43:30.822 INFO core found copy with HWND:  0x2f0744 [src\dfinstancewindows.cpp:177] (DFInstanceWindows::set_pid)
2017-May-28 13:43:31.460 INFO core Setting memory layout for DF checksum "0x577b5e93" [src\dfinstance.cpp:1048] (DFInstance::set_memory_layout)
2017-May-28 13:43:31.460 INFO core Detected Dwarf Fortress version "v0.43.05 winx64" using MemoryLayout from "C:/Users/JUSTI_~1/Desktop/DWARFF~1/LNP/Utilities/Dwarf Therapist/share/memory_layouts/windows/v0.43.05_x64graphics.ini" [src\dfinstance.cpp:1053] (DFInstance::set_memory_layout)
2017-May-28 13:43:31.461 INFO core found copy with HWND:  0x2f0744 [src\dfinstancewindows.cpp:177] (DFInstanceWindows::set_pid)
2017-May-28 13:43:31.461 WARNING core lost connection to DF [src\mainwindow.cpp:465] (MainWindow::lost_df_connection)
2017-May-28 13:43:31.609 ERROR core ("No Game Loaded", "A fort has not been loaded.", "", "") [src\mainwindow.cpp:487] (MainWindow::lost_df_connection)
2017-May-28 13:46:09.555 INFO core attempting connection to running DF game [src\mainwindow.cpp:404] (MainWindow::connect_to_df)
2017-May-28 13:46:09.576 INFO core adding valid layout "v0.43.05 winx64" checksum: "0x577b5e93" SHA: "2335b43e12d027089ee653832809dbee31e86ef4" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.594 INFO core adding valid layout "v0.43.05 win32" checksum: "0x577b57ff" SHA: "648404461726548e5d0fabb8683c8632d2f10fae" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.611 INFO core adding valid layout "v0.43.03 (graphics)" checksum: "0x57420c94" SHA: "dc6fc7bcdf1ed06fe9af7bf155b1dc13c94032ac" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.627 INFO core adding valid layout "v0.43.02 (graphics)" checksum: "0x5733848a" SHA: "be78cac51ecfc1a8ee0bba2321cb4f3b30300909" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.645 INFO core adding valid layout "v0.42.06 (graphics)" checksum: "0x56bba192" SHA: "5779f6409e3150d81c3bb3a212e73acfa60b426c" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.662 INFO core adding valid layout "v0.42.05 (graphics)" checksum: "0x569bf3df" SHA: "cd80c903c0ac617a2edb1b7ca43c12d9fe4469b5" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.680 INFO core adding valid layout "v0.42.04 (graphics)" checksum: "0x567ef345" SHA: "60e2ac602189e5ee4f92b38f43336e3ad4cfc476" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.698 INFO core adding valid layout "v0.42.03 (graphics)" checksum: "0x566c7776" SHA: "ae1b8307c61af328ee01d2d946875c7a5859b11b" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.715 INFO core adding valid layout "v0.42.02 (graphics)" checksum: "0x56633788" SHA: "49adce964928ae92aa969635c715d81780df0891" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.732 INFO core adding valid layout "v0.42.01 (graphics)" checksum: "0x565ca0e6" SHA: "b5972c2e177be093b8c4e32f3e723aba18758e10" [src\dfinstance.cpp:109] (DFInstance::DFInstance)
2017-May-28 13:46:09.733 INFO core attempting to find running copy of DF [src\dfinstancewindows.cpp:196] (DFInstanceWindows::find_running_copy)
2017-May-28 13:46:09.733 INFO core found copy with HWND:  0x2f0744 [src\dfinstancewindows.cpp:177] (DFInstanceWindows::set_pid)
2017-May-28 13:46:09.734 INFO core PID of process is:  22616 [src\dfinstancewindows.cpp:202] (DFInstanceWindows::find_running_copy)
2017-May-28 13:46:09.734 INFO core PROC HANDLE: 0x3a8 [src\dfinstancewindows.cpp:208] (DFInstanceWindows::find_running_copy)
2017-May-28 13:46:09.735 INFO core RAW BASE ADDRESS: 140699857977344 [src\dfinstancewindows.cpp:240] (DFInstanceWindows::find_running_copy)
2017-May-28 13:46:09.736 INFO core Target EXE was compiled at  "2016-07-05T01:15:31" [src\dfinstancewindows.cpp:68] (DFInstanceWindows::calculate_checksum)
2017-May-28 13:46:09.736 INFO core Setting memory layout for DF checksum "0x577b5e93" [src\dfinstance.cpp:1048] (DFInstance::set_memory_layout)
2017-May-28 13:46:09.737 INFO core Detected Dwarf Fortress version "v0.43.05 winx64" using MemoryLayout from "C:/Users/JUSTI_~1/Desktop/DWARFF~1/LNP/Utilities/Dwarf Therapist/share/memory_layouts/windows/v0.43.05_x64graphics.ini" [src\dfinstance.cpp:1053] (DFInstance::set_memory_layout)
2017-May-28 13:46:09.737 INFO core GetModuleFileNameEx returned:  "C:\\Users\\JUSTI_~1\\Desktop\\DWARFF~1\\Dwarf Fortress 0.43.05\\Dwarf Fortress.exe" [src\dfinstancewindows.cpp:254] (DFInstanceWindows::find_running_copy)
2017-May-28 13:46:09.738 INFO core Dwarf Fortress path: "C:/Users/JUSTI_~1/Desktop/DWARFF~1/Dwarf Fortress 0.43.05" [src\dfinstancewindows.cpp:257] (DFInstanceWindows::find_running_copy)
2017-May-28 13:46:09.738 INFO core Checking for layout for checksum:  "0x577b5e93" [src\updater.cpp:138] (Updater::check_layouts)
2017-May-28 13:46:09.852 INFO core Setting memory layout for DF checksum "0x577b5e93" [src\dfinstance.cpp:1048] (DFInstance::set_memory_layout)
2017-May-28 13:46:09.853 INFO core Detected Dwarf Fortress version "v0.43.05 winx64" using MemoryLayout from "C:/Users/JUSTI_~1/Desktop/DWARFF~1/LNP/Utilities/Dwarf Therapist/share/memory_layouts/windows/v0.43.05_x64graphics.ini" [src\dfinstance.cpp:1053] (DFInstance::set_memory_layout)
2017-May-28 13:46:09.853 INFO core Connection to DF version "v0.43.05 winx64" established. [src\mainwindow.cpp:428] (MainWindow::connect_to_df)
2017-May-28 13:46:16.318 INFO core Loaded 12 views from disk [src\viewmanager.cpp:174] (ViewManager::reload_views)
2017-May-28 13:46:16.379 INFO core group_by now set to 0  for view  "Labors Full" [src\models\dwarfmodel.cpp:779] (DwarfModel::set_group_by)
2017-May-28 13:46:16.405 INFO core group_by now set to 0  for view  "Military" [src\models\dwarfmodel.cpp:779] (DwarfModel::set_group_by)
2017-May-28 13:46:16.431 INFO core group_by now set to 0  for view  "Social" [src\models\dwarfmodel.cpp:779] (DwarfModel::set_group_by)
2017-May-28 13:46:16.456 INFO core group_by now set to 0  for view  "Attributes" [src\models\dwarfmodel.cpp:779] (DwarfModel::set_group_by)
2017-May-28 13:46:16.483 INFO core group_by now set to 0  for view  "Roles" [src\models\dwarfmodel.cpp:779] (DwarfModel::set_group_by)
2017-May-28 13:46:16.512 INFO core group_by now set to 0  for view  "Animals" [src\models\dwarfmodel.cpp:779] (DwarfModel::set_group_by)
2017-May-28 13:46:16.514 INFO core group_by now set to 0  for view  "Labors Full" [src\models\dwarfmodel.cpp:779] (DwarfModel::set_group_by)
2017-May-28 13:46:16.515 INFO core "redrew views in 159ms" [src\viewmanager.cpp:321] (ViewManager::draw_views)
2017-May-28 13:46:16.516 INFO core current year: 314 [src\dfinstance.cpp:751] (DFInstance::refresh_data)
2017-May-28 13:46:16.619 INFO core FOUND 266 squads [src\dfinstance.cpp:842] (DFInstance::load_squads)
2017-May-28 13:46:16.896 INFO core no active units with our civ (reclaim), using full unit list [src\dfinstance.cpp:924] (DFInstance::get_creatures)
2017-May-28 13:46:17.651 INFO core "FOUND Dwarf (0x000000ace76b8730) name:Tosid Lebeszefon id:1310 histfig_id:52249" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:17.727 INFO core "FOUND Dwarf (0x000000ace8044020) name:Mafol Kekathdeduk id:1317 histfig_id:58051" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:17.805 INFO core "FOUND Dwarf (0x000000acddbc74e0) name:Edzul Ragerith id:1318 histfig_id:58327" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:17.864 INFO core "FOUND Dwarf (0x000000ace6fcfe30) name:Stukos Bertekkud id:1319 histfig_id:54786" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:17.937 INFO core "FOUND Dwarf (0x000000ace6fec730) name:Thob Uzolurvad id:1334 histfig_id:52992" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:17.940 INFO core "IGNORING Dwarf name:Dastot Thosbutaban id:1436 reason:outpost liason or diplomat flags:2147502081" [src\dwarf.cpp:391] (Dwarf::set_validation)
2017-May-28 13:46:18.013 INFO core "FOUND Dwarf (0x000000acea566020) name:Sibrek Egastnish id:1447 histfig_id:57695" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.073 INFO core "FOUND Dwarf (0x000000acea567390) name:Olin Ilralduthnur id:1475 histfig_id:50008" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.142 INFO core "FOUND Dwarf (0x000000ace6e8b020) name:Dumat Solonmatzang id:4158 histfig_id:56151" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.223 INFO core "FOUND Dwarf (0x000000ace6e8c390) name:Minkot Loloklosis id:4169 histfig_id:50329" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.295 INFO core "FOUND Dwarf (0x000000acc17edd70) name:Doren Nishnoleth id:5994 histfig_id:35377" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.389 INFO core "FOUND Dwarf (0x000000acc17ef0e0) name:Eral Olongusil id:6092 histfig_id:57566" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.456 INFO core "FOUND Dwarf (0x000000ace7fbad00) name:Degel Libadudil id:8458 histfig_id:52183" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.527 INFO core "FOUND Dwarf (0x000000ace7fbc070) name:Uzol Shemrikkir id:8898 histfig_id:59181" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.598 INFO core "FOUND Dwarf (0x000000ace7fbd3e0) name:Iden Gatizkol id:10249 histfig_id:52067" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.666 INFO core "FOUND Dwarf (0x000000acea4e5010) name:Erush Imushatast id:12281 histfig_id:58817" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.721 INFO core "FOUND Dwarf (0x000000acea4e6380) name:Zulban Lordakas id:12285 histfig_id:56931" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.813 INFO core "FOUND Dwarf (0x000000aceaa35880) name:Dastot Usancatten id:15250 histfig_id:55468" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.899 INFO core "FOUND Dwarf (0x000000aceaa33060) name:Udil Risennicat id:19720 histfig_id:68075" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:18.976 INFO core "FOUND Dwarf (0x000000aceaa36c90) name:Led Fikodlokum id:19721 histfig_id:68076" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.057 INFO core "FOUND Dwarf (0x000000aceaa34470) name:Mosus Vathsiththob id:19722 histfig_id:68077" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.125 INFO core "FOUND Dwarf (0x000000aceaa3bcd0) name:Ablel Zuntirdaros id:19723 histfig_id:68078" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.190 INFO core "FOUND Dwarf (0x000000aceaa380a0) name:Thob Nishaval id:19724 histfig_id:68079" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.268 INFO core "FOUND Dwarf (0x000000aceaa3d0e0) name:Rakust Omristnish id:19725 histfig_id:68080" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.360 INFO core "FOUND Dwarf (0x000000aceaa394b0) name:Feb Kivishrazes id:19726 histfig_id:68081" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.367 INFO core "FOUND Turkey (0x000000aceaa3e4f0) name:Turkey Gobbler id:19727 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.372 INFO core "FOUND Turkey (0x000000aceaa3a8c0) name:Turkey Hen id:19728 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.377 INFO core "FOUND Turkey (0x000000aceaa3f900) name:Turkey Hen id:19729 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.381 INFO core "FOUND Turkey (0x000000aceaa40d10) name:Turkey Hen id:19730 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.387 INFO core "FOUND Turkey (0x000000aceac56070) name:Turkey Hen id:19731 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.392 INFO core "FOUND Dog (0x000000aceac5b0b0) name:Dog id:19732 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.397 INFO core "FOUND Dog (0x000000aceac58890) name:Dog id:19733 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.401 INFO core "FOUND Dog (0x000000aceac59ca0) name:Dog id:19734 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.406 INFO core "FOUND Dog (0x000000aceac57480) name:Dog id:19735 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.412 INFO core "FOUND Dog (0x000000aceac5ece0) name:Dog id:19736 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.418 INFO core "FOUND Dog (0x000000aceac5c4c0) name:Dog id:19737 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.422 INFO core "FOUND Dog (0x000000aceac61500) name:Hunting Dog id:19738 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.429 INFO core "FOUND Cat (0x000000aceac5d8d0) name:Cat id:19739 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.435 INFO core "FOUND Cat (0x000000aceac63d20) name:Cat id:19740 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.440 INFO core "FOUND Sheep (0x000000aceac62910) name:Ewe id:19741 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.446 INFO core "FOUND Sheep (0x000000aceac600f0) name:Ram id:19742 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.452 INFO core "FOUND Chicken (0x000000aceac67950) name:Hen id:19743 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.457 INFO core "FOUND Chicken (0x000000aceac68d60) name:Hen id:19744 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.462 INFO core "FOUND Chicken (0x000000aceac65130) name:Hen id:19745 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.466 INFO core "FOUND Chicken (0x000000aceac66540) name:Hen id:19746 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.471 INFO core "FOUND Chicken (0x000000aceac6c990) name:Hen id:19747 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.476 INFO core "FOUND Chicken (0x000000aceac6b580) name:Hen id:19748 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.482 INFO core "FOUND Chicken (0x000000aceac6dda0) name:Rooster id:19749 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.487 INFO core "FOUND Duck (0x000000aceac6a170) name:Duck id:19750 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.493 INFO core "FOUND Duck (0x000000aceac6f1b0) name:Duck id:19751 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.498 INFO core "FOUND Duck (0x000000aceac741f0) name:Drake id:19752 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.504 INFO core "FOUND Horse (0x000000aceac705c0) name:Horse id:19753 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.511 INFO core "FOUND Water buffalo (0x000000aceac719d0) name:Water Buffalo Cow id:19754 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.657 INFO core "FOUND Reindeer (0x000000aceacb60a0) name:Reindeer Cow id:19896 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.663 INFO core "FOUND Guineafowl (0x000000aceacb9cd0) name:Keet id:19897 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.669 INFO core "FOUND Goat (0x000000aceacbb0e0) name:Goat Kid (Tekkud Dorendak) id:19898 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.711 INFO core "FOUND Dog (0x000000aceaccf1e0) name:Puppy id:19972 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.715 INFO core "FOUND Dog (0x000000aceaccddd0) name:Puppy id:19973 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.720 INFO core "FOUND Dog (0x000000aceaccb5b0) name:Puppy id:19974 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.725 INFO core "FOUND Dog (0x000000aceaccc9c0) name:Puppy id:19976 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.729 INFO core "IGNORING Dog name:Dog id:19983 reason:part of a merchant caravan flags:75497600" [src\dwarf.cpp:391] (Dwarf::set_validation)
2017-May-28 13:46:19.732 INFO core "IGNORING Reindeer name:Reindeer id:19984 reason:part of a merchant caravan flags:75497600" [src\dwarf.cpp:391] (Dwarf::set_validation)
2017-May-28 13:46:19.736 INFO core "IGNORING Blue Peafowl name:Blue Peafowl id:19985 reason:part of a merchant caravan flags:75497600" [src\dwarf.cpp:391] (Dwarf::set_validation)
2017-May-28 13:46:19.739 INFO core "IGNORING Alpaca name:Alpaca id:19986 reason:part of a merchant caravan flags:75497600" [src\dwarf.cpp:391] (Dwarf::set_validation)
2017-May-28 13:46:19.796 INFO core "FOUND Dog (0x000000aceacea1b0) name:Puppy id:20006 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.801 INFO core "FOUND Dog (0x000000aceacf0600) name:Puppy id:20007 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.805 INFO core "FOUND Dog (0x000000aceacef1f0) name:Puppy id:20008 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.811 INFO core "FOUND Sheep (0x000000aceacf1a10) name:Lamb id:20023 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.921 INFO core "FOUND Blue peafowl (0x000000acead25190) name:Blue Peahen (Ezum Uvarber) id:20073 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.927 INFO core "FOUND Duck (0x000000acead22970) name:Duckling id:20074 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.932 INFO core "FOUND Dog (0x000000acead2a1d0) name:Puppy (Shem Asollogem) id:20075 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.938 INFO core "FOUND Cow (0x000000acead28dc0) name:Cow Calf id:20076 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.944 INFO core "FOUND Cow (0x000000acead2b5e0) name:Cow Calf id:20077 histfig_id:-1" [src\dwarf.cpp:316] (Dwarf::read_data)
2017-May-28 13:46:19.954 INFO core read 68 units in 3035 ms [src\dfinstance.cpp:366] (DFInstance::load_dwarves)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on May 28, 2017, 03:10:26 pm
Normally I only see that happen when there isn't a running game, but it tries to connect. Do you have multiple installs?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Asin on May 28, 2017, 04:38:50 pm
Where is the most recent 32-bit version?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on May 28, 2017, 05:22:58 pm
That'd be 43.03 I think. He's not going to create a 32 bit version anymore. I'd try searching DFFD.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on May 28, 2017, 09:24:02 pm
Wow, did Toady majorly change visitor code between versions? I started playing my new fortress on x64 (Ilonilon: "Moonmoon") and my tavern and library have a combined 28 visitors at the moment. My fort has 61 dwarves, for reference.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 28, 2017, 10:11:54 pm
Where is the most recent 32-bit version?
That'd be 43.03 I think. He's not going to create a 32 bit version anymore. I'd try searching DFFD.

People keep asking this instead of reading just up the thread  ::), so I've re-uploaded it here. (http://dffd.bay12games.com/file.php?id=12936)  The link is also in the first post and on the main DFFD page.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 29, 2017, 02:09:11 am
Wow, did Toady majorly change visitor code between versions? I started playing my new fortress on x64 (Ilonilon: "Moonmoon") and my tavern and library have a combined 28 visitors at the moment. My fort has 61 dwarves, for reference.
Various questions unrelated to the Starter Pack are better asked in more relevant contexts (such as Gameplay Questions or Dwarf Mode Discussions).
I'm not aware of any significant visitor behavior changes. However, the number of visitors available in the world is heavily dependent on only vaguely known world generation factors.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 29, 2017, 04:40:18 pm
Wow, did Toady majorly change visitor code between versions? I started playing my new fortress on x64 (Ilonilon: "Moonmoon") and my tavern and library have a combined 28 visitors at the moment. My fort has 61 dwarves, for reference.
Also, what version of DF are you comparing this to? (I'm assuming you're using 0.43.05 now, since that's the only x64 version.) If it's anything newer than 0.43.01, I don't think there were any significant changes, so see PatrikLundell's response.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Akhier the Dragon hearted on May 29, 2017, 05:27:50 pm
Quick question I just remembered. Is there a reason that the init.txt setting MACRO_MS either isn't A) just set to 0 or B) able to be set from the launcher. I always forget to set it and then the first few macros I use end up being at the stupid slow default speed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 29, 2017, 07:27:10 pm
Quick question I just remembered. Is there a reason that the init.txt setting MACRO_MS either isn't A) just set to 0 or B) able to be set from the launcher. I always forget to set it and then the first few macros I use end up being at the stupid slow default speed.
I can't answer your question, but if you don't want to relaunch DF after changing that setting, you can use the gui/settings-manager script (alt+s from the main fortress mode or title screens) - "Macro instruction delay (ms)" under "init.txt".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on May 30, 2017, 03:42:10 am
Hey, quick question: Is there anything in the pack settings that might be causing visitors to stop petitioning to stay past a certain number? I know there's a cap for maximum visitors you can set, but despite a huge number of visitors to my fort, for some reason they stopped petitioning at all. My outpost liaison has also stopped talking to my leader. I'm trying to find out if it's a bug with DF itself, or some weird interaction with the extensions before I try to bug report it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 30, 2017, 04:37:58 am
Hey, quick question: Is there anything in the pack settings that might be causing visitors to stop petitioning to stay past a certain number? I know there's a cap for maximum visitors you can set, but despite a huge number of visitors to my fort, for some reason they stopped petitioning at all. My outpost liaison has also stopped talking to my leader. I'm trying to find out if it's a bug with DF itself, or some weird interaction with the extensions before I try to bug report it.
It's a known vanilla DF bug. If someone is scheduled for a meeting with a manager and that manager ceases to perform the duty and is replaced (death or election), that meeting queue is stalled because the new office holder won't meet the those somehow scheduled to meet the old office holder. The structure where this data is stored has not been mapped by DFHack, as far as I know. The work arounds for the queue stalling are:
- Re-instate the previous mayor (if an election has replace the previous one).
- Kill all the individuals who would meet the old office holder (e.g. if the old one met with an unfortunate accident). There is no known way to identify which one(s) are stalling the queue, so it's a lot of guessing involved. In the case of petitioners you might use Legends Mode info to look at the petitioners to find out in which order they arrived at the fortress, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on May 30, 2017, 06:43:14 am
Hey, quick question: Is there anything in the pack settings that might be causing visitors to stop petitioning to stay past a certain number? I know there's a cap for maximum visitors you can set, but despite a huge number of visitors to my fort, for some reason they stopped petitioning at all. My outpost liaison has also stopped talking to my leader. I'm trying to find out if it's a bug with DF itself, or some weird interaction with the extensions before I try to bug report it.
It's a known vanilla DF bug. If someone is scheduled for a meeting with a manager and that manager ceases to perform the duty and is replaced (death or election), that meeting queue is stalled because the new office holder won't meet the those somehow scheduled to meet the old office holder. The structure where this data is stored has not been mapped by DFHack, as far as I know. The work arounds for the queue stalling are:
- Re-instate the previous mayor (if an election has replace the previous one).
- Kill all the individuals who would meet the old office holder (e.g. if the old one met with an unfortunate accident). There is no known way to identify which one(s) are stalling the queue, so it's a lot of guessing involved. In the case of petitioners you might use Legends Mode info to look at the petitioners to find out in which order they arrived at the fortress, though.

Does that really apply in this case? My mayor wasn't replaced by the dwarf that got the title, and even if he had, I don't think it would cause a backlog for two consecutive years. The outpost liaison (the first one) did ascend to king during his visit, and thus was no longer outpost liaison when he left the fort. If this is a known bug, then Toady will get to it when he gets to it, but if it's something new, I'd like to track down what specific combination of events caused the problem so it's easier to find what bit of the code has been angered by my transgressions.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Akhier the Dragon hearted on May 30, 2017, 07:06:20 am
It could be the same problem but in reverse of how it was explained. Instead of your side being replace the other side switched out. So now there is a meeting with the liaison in the queue which will never be completed and you can't kill the king cause he is gone.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on May 30, 2017, 05:41:59 pm
It could be the same problem but in reverse of how it was explained. Instead of your side being replace the other side switched out. So now there is a meeting with the liaison in the queue which will never be completed and you can't kill the king cause he is gone.

Ew. Any way to fix that, short of regicide?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 31, 2017, 12:16:26 am
Given that it's not caused by pack-specific settings, please take this to a more general thread so we can stay on-topic here.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on May 31, 2017, 07:33:35 pm
I'm not sure labormanager is ready to be the default job-assignment manager at this point.  I've just started using this latest Starter Pack and dwarves utterly refuse to haul anything that isn't food to stockpiles.  Disable labormanager and enable autolabor and *boom* everything gets done.
You need to be more specific; labormanager will schedule hauling jobs for nonfood items provided you haven't set your labor priorities such that hauling jobs are just too low in priority to ever get scheduled. If this happens, it's usually because you've overtasking your dwarves (e.g. asking seven dwarfs to do the work of 70).

I'm glad to entertain suggestions on how to improve labormanager, but I can't take action on such nonspecific complaints.

I should apologize as I did observe this issue as well and a little while ago.

As per the description (http://dfhack.readthedocs.io/en/stable/docs/Plugins.html#labormanager) was thinking it was kind of delayed for some reason...because it wasn't totally off, but rather extremely slow to get done.

However I can confirm that only good/best dwarf are assigned to a specific jobs, which in itself is pretty great. 

At times, I would turn of labormanager and turn on autolabor for a little while, the time to take up on the hauling then bring back labormanager.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CyberianK on June 03, 2017, 07:15:47 am
Picking DF up again after another 6 months.

Is 05 safely playable and stable or should I better stick with 03?
There were some issues with DFhack and crashes in 05 have they been fixed?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 03, 2017, 09:12:01 am
I always recommend the latest stable pack, which as of last week is on 43.05 :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 03, 2017, 09:17:10 am
There were some issues with DFhack and crashes in 05 have they been fixed?
Can you be more specific about what issues/crashes you were seeing?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CyberianK on June 03, 2017, 12:37:50 pm
@lethosor
Just started a 05 game and it always crashes when the first caravan arrives.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 03, 2017, 03:03:06 pm
What if you disable DFHack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: shachar2like on June 04, 2017, 01:42:46 pm
I'm getting 3gb of memory uses, is this as planned or a memory leak?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 04, 2017, 02:21:36 pm
I'm getting 3gb of memory uses, is this as planned or a memory leak?
How big and old is your world? How long has DF been running?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 04, 2017, 04:20:07 pm
I'm getting 3gb of memory uses, is this as planned or a memory leak?
How big and old is your world? How long has DF been running?
And how large is your embark (assuming you're running fortress mode)? A 6*6 embark ran into the 2 GB limit with 0.40.X for me.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: shachar2like on June 05, 2017, 12:42:38 pm
I'm getting 3gb of memory uses, is this as planned or a memory leak?
How big and old is your world? How long has DF been running?
And how large is your embark (assuming you're running fortress mode)? A 6*6 embark ran into the 2 GB limit with 0.40.X for me.
The world is 1050 years old, generated on the new version.
The embark is large (6x6 or more I don't recall)
but for a text game with minimal graphics I was expecting 10MB uses max...

I'm guessing that the game isn't optimized what so ever
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 05, 2017, 01:08:21 pm
The world is 1050 years old, generated on the new version.
The embark is large (6x6 or more I don't recall)
but for a text game with minimal graphics I was expecting 10MB uses max...

I'm guessing that the game isn't optimized what so ever
There's absolutely no way DF can use 10 MB of memory, even with a small world (and your world is on the large end, both in terms of history and embark size). Graphics are far from the only thing DF simulates, and everything else requires more memory.

Assuming your embark is 100 z-levels tall (an approximation), you have around 8294400 tiles on your map (6x6x48x48x100). If each tile took one byte to store (and it takes several times that), your local map alone would take around 8 MB to store. Also, the game is definitely optimized some, at least in terms of memory usage - otherwise, map data (and everything else) would require even more memory to load than what you're seeing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: shachar2like on June 06, 2017, 01:06:08 pm
The world is 1050 years old, generated on the new version.
The embark is large (6x6 or more I don't recall)
but for a text game with minimal graphics I was expecting 10MB uses max...

I'm guessing that the game isn't optimized what so ever
There's absolutely no way DF can use 10 MB of memory, even with a small world (and your world is on the large end, both in terms of history and embark size). Graphics are far from the only thing DF simulates, and everything else requires more memory.

Assuming your embark is 100 z-levels tall (an approximation), you have around 8294400 tiles on your map (6x6x48x48x100). If each tile took one byte to store (and it takes several times that), your local map alone would take around 8 MB to store. Also, the game is definitely optimized some, at least in terms of memory usage - otherwise, map data (and everything else) would require even more memory to load than what you're seeing.

don't give me that bullshit I'm not that dumb
even with 8294400 (8 million) tiles you simply do not save the texture in memory for every single tile which it appears what the game does.
you save the texture once in memory and reference every tile to that texture.

a text game that's barely 20MB and even with textures that are another 20MB big is not suppose to take that much memory.
it just means that the game isn't optimized which is reasonable since this is a one man's project, be it the original game or the add-ons or pack or whatever you call it
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on June 06, 2017, 01:13:33 pm
You think textures are the only thing that takes memory in a game?

Oh you sweet summer child.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 06, 2017, 01:36:03 pm
Like Japa said, it's not storing textures for each tile. It's storing data about each tile.

you save the texture once in memory and reference every tile to that texture.
That's exactly what DF does.

According to DFHack, a map block (1x16x16 tiles) takes 7584 bytes to store (on 64-bit Linux/OS X - it may vary slightly on other platforms/builds). It includes data such as the type of each tile (floor, wall, track, tree, branch, open space, etc. - 695 possibilities total), what kinds of flags it has, whether it's traversable, whether a unit/item/building is occupying it, whether it has an aquifer, its temperature, the IDs of any items present, and some other things I'm not sure about. Some of it is pretty well-optimized in terms of memory consumption, but storing some of these things in memory is necessary to avoid recalculating things to draw every frame. Anyway, your map alone takes roughly 7584*3*3*6*6*100 = 245721600 bytes, or over 200 MB, to store.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 06, 2017, 03:22:49 pm
I suggest taking a look at DF's data structures as deduced by DFHack. If you still think DF is completely stupid in its memory usage you can bring it up for discussion in a thread of your own, as that topic has nothing to do with the Starter Pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 06, 2017, 07:08:16 pm
Let's stay on topic everyone, and don't feed the trolls.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on June 06, 2017, 11:59:24 pm
Under the advanced tab of the launcher, there's an option for processor priority. I was just wondering how much difference changing that makes. I'm trying to figure out ways to get better performance out of DF. My computer claims it's not using that much processor, hd, or memory space, but the game tends to slow to a crawl once a few years go by. I know there are some things that can be done from a fortress design perspective to help with that, but I'd also like to know about options to allow my computer to allocate more resources to DF, since it seems to be using very little now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on June 07, 2017, 06:21:40 pm
Priority is processor time/speed over RAM, as that's what drags FPS down. Multicore threading would help a lot, but Toady would have to rewrite the entire engine + game code & he's said (repeatedly) he's not going to do that; neither will he release the code to other devs under OSS license (I think - needs checking) for them to work on it as a community project. Fairynuff: his choice & understandable given that this is pretty much his entire income

Forget GFX speed/RAM as they don't contribute much (if anything) to the engine. On a modern system OS sounds (eg Soundsense) should be farmed off to another thread anyway, & they're not that engine-intrusive in vanilla LNP..

I may be wrong in some aspects of the above, but I think I covered the major areas (I am /not/ a s/w dev, but I picked up a bit from reading historical (& some hysterical) posts)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on June 07, 2017, 11:24:24 pm
Ah, that makes sense. I notice that it never uses more than like 13% of my processor speed, which makes sense if it only uses one core.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ab9rf on June 08, 2017, 07:32:05 am
Forget GFX speed/RAM as they don't contribute much (if anything) to the engine. On a modern system OS sounds (eg Soundsense) should be farmed off to another thread anyway, & they're not that engine-intrusive in vanilla LNP..

I may be wrong in some aspects of the above, but I think I covered the major areas (I am /not/ a s/w dev, but I picked up a bit from reading historical (& some hysterical) posts)
I honestly don't know why Toady includes the priority option; it will not have any effect unless the system running DF is insanely overloaded. I think it's just there to satisfy people who have magical attitudes toward scheduler priorities (a common enough problem in the gaming community). I suppose there might be some merit for people who do livestreaming, especially on systems with a relatively small number of cores, and thus might have been slightly useful in rare cases more than five years ago.

The factors that most clearly impact DF performance are single-core CPU speed, the size of your CPU caches (mainly L3 cache size) and the speed of your system memory. GPU performance is almost totally irrelevant. It's generally quite safe to heavily overclock with DF (at least on Intel chips) because the thermal manager can shuffle the single high-load DF thread from core to core and thus avoid overheating the chip as a whole. My system usually runs DF at max overclock (35T vs baseline of 24T) without making the rest of the CPU really break a sweat.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on June 08, 2017, 04:08:25 pm
I honestly don't know why Toady includes the priority option; it will not have any effect unless the system running DF is insanely overloaded. I think it's just there to satisfy people who have magical attitudes toward scheduler priorities (a common enough problem in the gaming community). I suppose there might be some merit for people who do livestreaming, especially on systems with a relatively small number of cores, and thus might have been slightly useful in rare cases more than five years ago.

Well, back then multicore CPUs were not so common, I guess.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on June 08, 2017, 08:37:53 pm
Hey, you're all wonderful.

That is all.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on June 09, 2017, 01:46:19 am
Forget GFX speed/RAM as they don't contribute much (if anything) to the engine. On a modern system OS sounds (eg Soundsense) should be farmed off to another thread anyway, & they're not that engine-intrusive in vanilla LNP..

I may be wrong in some aspects of the above, but I think I covered the major areas (I am /not/ a s/w dev, but I picked up a bit from reading historical (& some hysterical) posts)
I honestly don't know why Toady includes the priority option; it will not have any effect unless the system running DF is insanely overloaded. I think it's just there to satisfy people who have magical attitudes toward scheduler priorities (a common enough problem in the gaming community). I suppose there might be some merit for people who do livestreaming, especially on systems with a relatively small number of cores, and thus might have been slightly useful in rare cases more than five years ago.

The factors that most clearly impact DF performance are single-core CPU speed, the size of your CPU caches (mainly L3 cache size) and the speed of your system memory. GPU performance is almost totally irrelevant. It's generally quite safe to heavily overclock with DF (at least on Intel chips) because the thermal manager can shuffle the single high-load DF thread from core to core and thus avoid overheating the chip as a whole. My system usually runs DF at max overclock (35T vs baseline of 24T) without making the rest of the CPU really break a sweat.

I've never tried overclocking, and I'm not sure I trust myself to do it without irrevocably messing up my computer.

For an actual pack-related note, I've noticed the hide engravings option is now off by default. I'm not sure when that change occurred, but it wasn't that way in the last version I played very actively. I thought some sort of massacre had gone on in my dining hall the first time I saw the engravings. Didn't help that the stone that made up most of the floor was red.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DAOWAce on June 10, 2017, 01:16:55 am
I've never tried overclocking, and I'm not sure I trust myself to do it without irrevocably messing up my computer.
Overclocking has never been as easy as it is today.

It's basically changing one setting (the multiplier), and hoping it works.  If not, no harm done (well, besides your BIOS resetting because the overclock failed, but unless your board is crap that should only be until reboot since it boots stock but keeps all your settings so you can tweak them to lower the OC).   Hell, even some boards have built in overclocking presets, or automatic overclocking.  Literally anyone can do it now.

Course, this all depends on your hardware, namely motherboard and CPU.  If you're knowledgable you'll be able to tweak things perfectly, but even as a total novice you can do quite a lot just by finding some overclocking guides for your motherboard/CPU.

The only irrevocable damage you could cause is increasing the voltage too much to the point where it damages the chip.  Other than that, it's just long term degradation (lower lifespan) from running over spec, which all of us OCers deal with.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 10, 2017, 01:17:21 am
Quick question I just remembered. Is there a reason that the init.txt setting MACRO_MS either isn't A) just set to 0 or B) able to be set from the launcher. I always forget to set it and then the first few macros I use end up being at the stupid slow default speed.
Huh.  I could have sworn it was, but apparently not!  Anyway, it'll be set to zero by default in all future releases.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mross on June 10, 2017, 06:01:24 pm
DT that comes with this can't set nicknames, everything else works though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 12, 2017, 03:12:37 pm
PE: I've seen a number of posts that make it sound like TwbT's distributed automaterial, mousequery, and resume plugins are not included in this pack. I haven't seen an actual version number of this pack referenced, and I haven't gotten a chance to confirm it myself, but just a heads-up. I only started seeing these complaints recently, and I know previous versions of this pack distributed those plugins, so that's my best guess.

They are included - you can check manually, or confirm that they're all meant to be extracted (https://github.com/PeridexisErrant/starter-pack/blob/55dcb2a9/components.yml#L43-L51) and the build log is clean (https://peridexiserrant.neocities.org/). 
Can you give me some links or suggest that people get in touch so I can investigate?
I'm still seeing lots of reports of this on Reddit, IRC, etc.
I haven't bothered figuring out exactly which version of this pack everyone is using, but I'm assuming the issue hasn't been fixed yet, since 0.43.05-r05 was released over 3 weeks ago.

DT that comes with this can't set nicknames, everything else works though.
I've seen several reports of it not working at all for certain players, or crashing randomly. It could have something to do with the version of Windows you're using, but I know it's not working for everyone.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 12, 2017, 06:01:48 pm
I'm still seeing lots of reports of [twbt-incompatible plugins] on Reddit, IRC, etc.
I haven't bothered figuring out exactly which version of this pack everyone is using, but I'm assuming the issue hasn't been fixed yet, since 0.43.05-r05 was released over 3 weeks ago.
No, not fixed yet - and I haven't been able to tell what went wrong in the first place.  I'll be updating soon thanks to a few releases upstream, and I'll fix it manually then if I have to - if the plugins are gone for DFHack r2, it's just not worth the extra effort to track down the root cause.

DT that comes with this can't set nicknames, everything else works though.
I've seen several reports of it not working at all for certain players, or crashing randomly. It could have something to do with the version of Windows you're using, but I know it's not working for everyone.
There's still no official build for 64bit Windows, so stability is best-effort only for now  :-\
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jellow belly on June 13, 2017, 08:02:24 am
Is there a fix for the weird centering issue? When you get an anouncement (e.g. digging designation canceled, wet stone located) and it autozooms to location, it tends to zoom to just off screen of the event.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 13, 2017, 08:36:30 am
Is there a fix for the weird centering issue? When you get an anouncement (e.g. digging designation canceled, wet stone located) and it autozooms to location, it tends to zoom to just off screen of the event.
That sounds like a TWBT issue. Does it happen without TWBT? (I don't think it's the same issue as the TWBT-compatible plugins missing that was mentioned in the previous few pages, though.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on June 13, 2017, 09:50:12 am
Is there a fix for the weird centering issue? When you get an anouncement (e.g. digging designation canceled, wet stone located) and it autozooms to location, it tends to zoom to just off screen of the event.
That sounds like a TWBT issue. Does it happen without TWBT? (I don't think it's the same issue as the TWBT-compatible plugins missing that was mentioned in the previous few pages, though.)

Its an odd bug that has been around a long time, lethosor, I noticed it seems to be worse the larger the tileset is... basically the game zooms to where the screen would be if the tileset was an 8x12 so the farther the event is from 0,0 the farther off the event is from where it zooms... I think its a vanilla DF issue.  I've seen it with and without TWBT.  If you actually go to the announcement from the announcement page, you will zoom to the correct spot.  I've not checked to see if it was posted to the bug tracker... I guess I should have.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 13, 2017, 09:56:02 am
I've never noticed it without TWBT, and I remember TWBT having similar issues (which I thought were fixed, but perhaps not).

Edit: I also can't find it on the bug tracker, which leads me to believe it's not a vanilla issue. I do use an 8x12 tileset, but as far as I can tell, it's much harder to zoom to a location based on where a tile would be in an 8x12 tileset - the window_x/y/z globals according to DFHack, which control the viewport position, are measured in tiles, so DF would have to convert the announcement's tile position to pixels, find the position of the announcement in pixels, then convert that back to tiles (keep in mind that the tile position is already available, so this would be entirely pointless).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on June 13, 2017, 10:07:32 am
I've never noticed it without TWBT, and I remember TWBT having similar issues (which I thought were fixed, but perhaps not).

hmm its been awhile since I've ran in anything other than TWBT or rendermax...  maybe I'm remembering wrong... It would be possible.  I just noticed the range difference as you get farther from 0x0 when I had migrants show up at opposite corner from a caravan in the same month... one was near 0,0 and the zoom was right on target the other was at the opposite end, and well the zoom landed near center on a 32x32 tileset over a 3x3 embark... soooo It has to do with the size of the tileset, smaller ones seem to produce less offset, now you have a starting point of what may be going on.  :P
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on June 14, 2017, 08:31:31 am
This is likely a TWBT issue. It handles zooming from unit list, building list and relationships screens (but not the announcements screen for some reason). But it doesn't have a fix for automatic zooming on announcements. I think I may be able to reuse a fix I've done for that for DF Remote, I'll try, or maybe will just find another way to fix it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on June 14, 2017, 09:07:29 am
This is likely a TWBT issue. It handles zooming from unit list, building list and relationships screens (but not the announcements screen for some reason). But it doesn't have a fix for automatic zooming on announcements. I think I may be able to reuse a fix I've done for that for DF Remote, I'll try, or maybe will just find another way to fix it.

Well if you do get it working correctly, let me know I'll update MDF with it.  I just never really thought about it much, wish I had, we could of addressed it earlier.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on June 15, 2017, 07:48:28 am
i never run it without TWBT, so i can only tell that it is there with TWBT, but i can't tell if it is gone without TWBT.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 15, 2017, 02:56:19 pm
i never run it without TWBT, so i can only tell that it is there with TWBT, but i can't tell if it is gone without TWBT.
People above have pointed out that it most likely is, so I'm not sure what this post adds. You could always disable TWBT for a minute to tunnel under a river and see what happens (then quit without saving).

PE: There are several more things to fix before DFHack r2, and right now, DFHack's mousequery doesn't include the dragging feature that mifki added to TWBT's. I would really recommend getting a fix out for this as soon as possible, instead of waiting for DFHack r2. (Also note that the TWBT compatibility changes require changes to TWBT too, and those can't be merged until after DFHack r2 is out, so that part could take a bit of time too.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mightymushroom on June 15, 2017, 05:36:54 pm
Hello, I'm here partly to thank you for putting together this package, as I probably wouldn't be enjoying Dwarf Fortress as much as I am if I had had to hunt for the pieces individually. Certainly I wouldn't have reached the same level so quickly.

The other part of my intent is to inform you of an issue AND solution that I encountered: extremely numerous crashes to desktop using the DungeonSet graphics. Long story short, I began to suspect some sort of DFHack issue, and after several miscues I tracked down the file

... blahblahblah .../Dwarf Fortress 43.05/data/save/(region)/raw/onLoad.init

which appears to contain instructions for the multilevel rendering function. When I disabled the file -- first by changing the extension, and later deleting it entirely -- a) multilevel display actually turns off when toggled off in the LNP console, and b) I have had only a single crash in the two+ weeks since; previously it was a near certainty when saving and going back into my game without quitting DF, i.e. multiple times per day. After a while I tracked down the origin of this problem-causing interloper to

... blahblahblah .../LNP/graphics/DungeonSet/raw/onLoad.init

so I would wager that it came in your source repository for the graphics and got copied in when I decided DungeonSet was my personal favorite. I've been using 43.05-r03, but I downloaded r05 for a quick check and it's still in there. My experience is that it causes crashes when reloading the save and also prevents the console from correctly controlling multilevel display, but doesn't have any function not available elsewhere, so I recommend you omit it from future versions of the pack. (There is a similar though not identical file for GemSet that I have not tested.)

Edit: the more I look at it, it may be just the first line, "multilevel 5", that creates the conflict, since I assume the color settings don't make much difference. If the color settings are considered integral by the graphics designer, then by all means respect that wish and keep them. But the LNP wants to control on/off from another location and it appears to be a bad idea to have two such sources.
EditEdit: Not really, see my next post.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on June 15, 2017, 09:51:11 pm
Hello, I'm here partly to thank you for putting together this package, as I probably wouldn't be enjoying Dwarf Fortress as much as I am if I had had to hunt for the pieces individually. Certainly I wouldn't have reached the same level so quickly.

The other part of my intent is to inform you of an issue AND solution that I encountered: extremely numerous crashes to desktop using the DungeonSet graphics. Long story short, I began to suspect some sort of DFHack issue, and after several miscues I tracked down the file

... blahblahblah .../Dwarf Fortress 43.05/data/save/(region)/raw/onLoad.init

which appears to contain instructions for the multilevel rendering function. When I disabled the file -- first by changing the extension, and later deleting it entirely -- a) multilevel display actually turns off when toggled off in the LNP console, and b) I have had only a single crash in the two+ weeks since; previously it was a near certainty when saving and going back into my game without quitting DF, i.e. multiple times per day. After a while I tracked down the origin of this problem-causing interloper to

... blahblahblah .../LNP/graphics/DungeonSet/raw/onLoad.init

so I would wager that it came in your source download for the graphics and got copied in when I decided DungeonSet was my personal favorite. I've been using 43.05-r03, but I downloaded r05 for a quick check and it's still in there. My experience is that it causes some sort of crashworthy interference when reloading the game file and also prevents the console from correctly controlling multilevel display, but doesn't have any function not available elsewhere, so I recommend you omit it from future versions of the pack. (There is a similar though not identical file for GemSet that I have not tested.)

I was actually interested in this comment.  Mainly because I never seen PeridexisErrant use onLoad.init in his pack.

looks like there is 2 of them one in gemset and one in dungeonset.  Might want to consider getting rid of both of them.  They both edit a bunch of multilevel settings for colors shadow etc. It might not be the best thing for them to be getting moved in and stuck.  I'm not sure how LNP does it's graphic switch.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mightymushroom on June 16, 2017, 03:08:48 am
I was actually interested in this comment.  Mainly because I never seen PeridexisErrant use onLoad.init in his pack.

I thought it suspicious, too, since I had already been playing around with the other init files turning various modules/fixes on and off and this buried onLoad.init didn't fit the scheme. Then when I peeked at the contents I immediately thought "I have that feature turned off ... that's not my setting ... that's not right."  I believe that they are copied somewhere along the chain of distribution from somebody who legitimately uses them. My difficulty and its resolution strongly suggests that LNP does not.

Edit: the more I look at it, it may be just the first line, "multilevel 5", that creates the conflict, since I assume the color settings don't make much difference. ...

That part appears to be a false lead. I couldn't sleep and did some quick testing just removing that one line, and had two crashes in five reload attempts. Not the user experience I'm looking for.

As a side note, the crash never happens when I've first started DF; only when I save a loaded fortress and then re-load it from the main menu. (Just realized I have also not tested Adventure mode.) I would guess then that it is really a problem with something not being correctly offloaded when leaving the original game, since the Pack is not accounting for these extra instructions. I don't have the DFHack expertise to pursue it further; even that is simply a guess. And since the offending file(s if you include GemSet (which I still haven't tested)) appear to be spurious as far as the Pack is concerned I doubt it matters.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 16, 2017, 09:09:16 am
The onload inits are published as part of the graphics packs, extracted by my pack-making scripts, and then installed by PyLNP.  The best option is probably for PyLNP to check before installing DFHack inits in graphics, but second-best (in eg a pack release this weekend) is for me to remove the inits entirely.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 18, 2017, 08:55:29 am
The Starter Pack has updated to 0.43.05-r06!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is basically a bugfix release - even the utility updates are just upstream bugfixes!  Thanks to everyone who reported a bug, and double-thanks to everyone who helps fix them :D

0.43.05-r06
 - set MACRO_MS to zero (improves Quickfort performance)
 - this one includes the TwbT versions of resume, automaterial, and mousequery (still unsure why r05 didn't...)
 - updated PyLNP to v0.12b (minor bugfixes)
 - updated Legends Browser to 1.12.2
 - DungeonSet and GemSet graphics no longer change TwbT settings

SHA256:  e2fa02a4ac33f66500d40f4033ad7118f26799360e3c0101dd521526ac4638ad

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Akhier the Dragon hearted on June 18, 2017, 11:59:22 am
The launcher doesn't seem to open. I double click on the exe and the comp does the thinking mouse icon for a bit but nothing actually happens. It doesn't even stay in the task manager, just pops up for a few moments then goes away. Older version of the pack still work. My comp is Win7
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 18, 2017, 12:02:09 pm
Assuming you're referring to PyLNP, that's probably due to the PyLNP upgrade. Is there anything in stderr.txt?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Akhier the Dragon hearted on June 18, 2017, 01:22:34 pm
yep, and there isn't a stderr.txt
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 18, 2017, 01:31:12 pm
Are you looking in the same folder as PyLNP?

Edit: saw your video. That's strange, but yeah, there's no stderr.txt showing up, unless you've hidden it somehow. Is it possible to start it from the command line, or to view system logs that mention PyLNP somehow?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BigDollaBalla on June 18, 2017, 02:06:47 pm
The Starter Pack has updated to 0.43.05-r06!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is basically a bugfix release - even the utility updates are just upstream bugfixes!  Thanks to everyone who reported a bug, and double-thanks to everyone who helps fix them :D

0.43.05-r06
 - set MACRO_MS to zero (improves Quickfort performance)
 - this one includes the TwbT versions of resume, automaterial, and mousequery (still unsure why r05 didn't...)
 - updated PyLNP to v0.12b (minor bugfixes)
 - updated Legends Browser to 1.12.2
 - DungeonSet and GemSet graphics no longer change TwbT settings

SHA256:  e2fa02a4ac33f66500d40f4033ad7118f26799360e3c0101dd521526ac4638ad

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Total noob to this. What is the SHA256 code for?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 18, 2017, 04:52:55 pm
That's a checksum so you can verify that what you downloaded matches what PeridexisErrant generated. It serves the dual purpose of tamper detection (if some asshole would manage to insert malicious code by hacking the server, for instance, or you downloaded the pack from a somewhat suspect server) and to detect plain old download corruption.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Andimar on June 18, 2017, 05:31:48 pm
I just downloaded the Starter Pack and it doesn't work either for me. The previous version (downloaded a few days ago) worked fine.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 18, 2017, 05:53:08 pm
I just downloaded the Starter Pack and it doesn't work either for me. The previous version (downloaded a few days ago) worked fine.
Are the symptoms the same as what Akhier reported above? What version of Windows are you using?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Andimar on June 18, 2017, 06:51:02 pm
Windows 10, and yes.

Here's what's in the archive:

(http://i.imgur.com/xQAbKll.png)

More people talking about it here: https://www.reddit.com/r/dwarffortress/comments/6i25ib/cant_get_the_starter_pack_to_launch_windows_10/

Compared to the extracted folder from the previous version:
(http://i.imgur.com/c72nCEp.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 18, 2017, 07:10:03 pm
Here's a fixed link to your second screenshot: http://i.imgur.com/c72nCEp.png
(Edit: looks like you're using this in your post, so I have no clue why only the first one is working.)

It looks like PyLNP.user is missing. That looks like the only important one missing - stderr.txt is created at runtime, and whatever "tmp" folder you have in the old one probably isn't important either. I can't find PyLNP.user in https://github.com/PeridexisErrant/starter-pack/, for some reason. You could try copying over the one from the old pack and see if PyLNP at least starts.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Andimar on June 18, 2017, 07:15:15 pm
Sorry about the link, I'm used to the simplicity of Reddit links now. (EDIT: It must be a Chrome extension screwing with them actually, "Linkify")

I already tried that previously and it didn't work. Just did again just ot be sure and sure enough it doesn't help.

The new version of the starter pack that was, I think, just posted (as advertised on the redit thread) doesn't work either. :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sparkybear on June 18, 2017, 07:34:09 pm
Here's a fixed link to your second screenshot: http://i.imgur.com/c72nCEp.png
(Edit: looks like you're using this in your post, so I have no clue why only the first one is working.)

It looks like PyLNP.user is missing. That looks like the only important one missing - stderr.txt is created at runtime, and whatever "tmp" folder you have in the old one probably isn't important either. I can't find PyLNP.user in https://github.com/PeridexisErrant/starter-pack/, for some reason. You could try copying over the one from the old pack and see if PyLNP at least starts.

Seeing this behavior on Windows 7 as well. No stderr.txt showing up, Copying the existing PyLNP.user does not change the behavior at all. r5 is working fine, r6 doesn't launch at all.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sparkybear on June 18, 2017, 08:10:47 pm
Also, a quick note, replacing PyLNP.exe with r05's the pack works as expected. If you don't care for the updates to the PyLNP.exe itself and only care for the updates to the utilities, this may be a temporary solution.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 18, 2017, 08:44:24 pm
Also, a quick note, replacing PyLNP.exe with r05's the pack works as expected. If you don't care for the updates to the PyLNP.exe itself and only care for the updates to the utilities, this may be a temporary solution.
Is that after adding PyLNP.user? PyLNP.user should be necessary for PyLNP, although I'm not familiar with where it normally goes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sparkybear on June 18, 2017, 09:05:50 pm
Also, a quick note, replacing PyLNP.exe with r05's the pack works as expected. If you don't care for the updates to the PyLNP.exe itself and only care for the updates to the utilities, this may be a temporary solution.
Is that after adding PyLNP.user? PyLNP.user should be necessary for PyLNP, although I'm not familiar with where it normally goes.

No, that's replacing PyLNP.exe with the one from the r05 pack. Just the .exe.

Only copying the PyLNP.user from the r05 pack had no effect, the r06 PyLNP.exe still doesn't launch. It doesn't even show n the process list after trying to launch. No anti-virus notifications or anything of that nature.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 18, 2017, 09:19:25 pm
Also, a quick note, replacing PyLNP.exe with r05's the pack works as expected. If you don't care for the updates to the PyLNP.exe itself and only care for the updates to the utilities, this may be a temporary solution.
Is that after adding PyLNP.user? PyLNP.user should be necessary for PyLNP, although I'm not familiar with where it normally goes.

PyLNP.user is *not* required by PyLNP, and will be generated at runtime - it just holds a few user-specific settings like window size.

More generally, I'll look into this and upload a fixed version tonight - apologies to anyone affected  :-[
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Andimar on June 19, 2017, 05:04:49 am
Thanks for your concern Peridexis. And Thanks for for your work with the Starter Pack in general!

I'll sacrifice a few nobles in your name. :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maltavius on June 19, 2017, 06:14:19 am
So is it updated?

I updated using the PyLNP update function (which requires some explanation on how it actually works). I have the same problem as the others in this thread. The EXE doesn't do anything.

How is the folder structure supposed to look for the Starter Pack for automatic updates and automatic moving of items should work?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 19, 2017, 12:35:12 pm
PyLNP.user is *not* required by PyLNP, and will be generated at runtime - it just holds a few user-specific settings like window size.

More generally, I'll look into this and upload a fixed version tonight - apologies to anyone affected  :-[
Sorry, must have confused it with the main configuration file (the YAML one).

Akhier and others: looks like nothing is missing from the pack. However, PyLNP 0.12b is broken on Windows (http://www.bay12forums.com/smf/index.php?topic=140808.msg7489409#msg7489409). Try upgrading to PyLNP 0.12c and see if that helps.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Souless on June 19, 2017, 03:04:35 pm
PyLNP.user is *not* required by PyLNP, and will be generated at runtime - it just holds a few user-specific settings like window size.

More generally, I'll look into this and upload a fixed version tonight - apologies to anyone affected  :-[
Sorry, must have confused it with the main configuration file (the YAML one).

Akhier and others: looks like nothing is missing from the pack. However, PyLNP 0.12b is broken on Windows (http://www.bay12forums.com/smf/index.php?topic=140808.msg7489409#msg7489409). Try upgrading to PyLNP 0.12c and see if that helps.

C? I'm an old player who has come back so I'm having trouble finding that one.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Souless on June 19, 2017, 03:21:12 pm
Alright. I found it. Managed to figure out what I needed to do and now the game works! Just had to click on that link you gave. Go to that guys downloads, follow it to another site, download and zip it into the game file. Then it works.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zeves on June 19, 2017, 05:47:30 pm
yea this doesnt work for me so i gues il wait for a reupload.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 19, 2017, 07:24:39 pm
yea this doesnt work for me so i gues il wait for a reupload.
What, specifically, are you doing? Are there any error messages or indications as to why it isn't working?

In case my instructions weren't clear, you can get PyLNP 0.12c from the PyLNP download page here (https://bitbucket.org/Pidgeot/python-lnp/downloads/) (it's at the top).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Skellington on June 20, 2017, 11:31:10 am
I posted this report on the download page, too, but here's my sad tale of woe:

1. Had the same failure-to-launch that others here are reporting, which I worked-around by downloading the other stand-alone version of PyLNP.
2. It was not possible to enable DFHack in the launcher (the button wasn't clickable, and was stuck on 'no'), which I worked-around by downloading a stand-alone copy of DFHack and copying it into place.
3. Now, the game won't start from the launcher, and gives an error about a missing file -- data/art/mouse.png. The error remains whether mouse functionality is turned on in DFHack or not. I found lots of suggested work-around for that error... on linux systems. I found bug reports for the same error on Windows, but no solutions.

Naturally every roadblock makes me miss dorfs more. But not quite enough to play an un-dfhacked game, or to go back to messing with manually installing tilesets.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 20, 2017, 12:21:17 pm
Does data/art/mouse.png exist? Where are you seeing reports of that error on Windows?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: greatconcavity on June 20, 2017, 04:12:34 pm
I posted this report on the download page, too, but here's my sad tale of woe:

1. Had the same failure-to-launch that others here are reporting, which I worked-around by downloading the other stand-alone version of PyLNP.
2. It was not possible to enable DFHack in the launcher (the button wasn't clickable, and was stuck on 'no'), which I worked-around by downloading a stand-alone copy of DFHack and copying it into place.
3. Now, the game won't start from the launcher, and gives an error about a missing file -- data/art/mouse.png. The error remains whether mouse functionality is turned on in DFHack or not. I found lots of suggested work-around for that error... on linux systems. I found bug reports for the same error on Windows, but no solutions.

Naturally every roadblock makes me miss dorfs more. But not quite enough to play an un-dfhacked game, or to go back to messing with manually installing tilesets.

This worked for me:

1. Install latest Starter Pack
2. install PyLNP 12c bin
3. download latest dfhack-64 bit and install (sans config files)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 20, 2017, 05:22:16 pm
Does it not work if you don't install DFHack? This pack should include DFHack, and assuming it's r1, it should be exactly the same.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Skellington on June 21, 2017, 12:08:44 am
Well, I thought I'd found the problem, but my fix didn't work.


Initial download was PeridexisErrant's pack, 0.43.05-r06
The launcher wouldn't start, and there were no error messages.
I downloaded PyLNP_0.11_console and copied it to the same location as the pack's launcher file, and the launcher opened, but...
...I couldn't enable DFHack.
Downloaded DFHack 0.43.05-r1, copied it over pack's DFhack files, and then I could enable DFHack.
When I try to run the game from the launcher, I get the error "Image not found. Not found: data/art/mouse.png"

So I checked each graphics set in the LNP. It turns out Spacefox, the set I selected, WAS missing mouse.png. I felt a thrill of imminent victory! I copied the .png from Phoebus to Spacefox and ran PyLNP again... with no luck. Then I remembered I'd have to reinstall the graphics through PyLNP, so I did that, expecting certain success -- and I still get the same error. So THEN I gave up on the slick automatic launcher method, and copied mouse.png straight into dwarf fortress 043.05/data/art, rather than into the equivalent directory in the LNP --

and THAT worked. \o/

WHOOHOO, DWARVES!

As to where I found mention of the error in windows -- turns out I didn't, quite. I got confused in my hunting. A windows bug with missing "data/art/curses_640x300.png" was reported on the Bay12 Mantis tracker (http://"http://www.bay12games.com/dwarves/mantisbt/view.php?id=6147"), and it was cross-referenced from the linux bug report which included both that file and mouse.png (http://"http://www.bay12games.com/dwarves/mantisbt/view.php?id=2688"). It was also for version 0.34, not 0.43, and for windows XP, rather than 10.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: greatconcavity on June 21, 2017, 07:49:27 am
Does it not work if you don't install DFHack? This pack should include DFHack, and assuming it's r1, it should be exactly the same.

I have the same error as Skellington, where DFHack is disabled and nothing happens if you try to enable it in PyLNP. Replacing the dfhack files (which were all in place, but i did not check for differences in size/date) with the ones from the separate download fixes this issue.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 21, 2017, 07:49:44 am
The Starter Pack has updated to 0.43.05-r07!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This fixes the PyLNP bug, which was due to a broken build step upstream, and also the DFHack install issue.  (the latter was probably my scripts; I managed to reproduce it once and then it vanished before I made any changes...)

Anyway, back to striking the Earth  ;D

0.43.05-r07
 - updated PyLNP to 0.12c (fixes broken build process)

SHA256:  d3781ad9f1a6b5164c373c0a532c33351de3e9a62d7b8942e9dcc7b223bcdc91

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: snow dwarf on June 21, 2017, 08:03:03 am
Thank you for creating this. I'm not a newb but I just feel like downloading this and not having to bother with downloading all the utilities by myself.
A queastion: will there be any problems if I move a save from my current DF game into the Starter Pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 21, 2017, 08:50:30 am
Thank you for creating this. I'm not a newb but I just feel like downloading this and not having to bother with downloading all the utilities by myself.
A queastion: will there be any problems if I move a save from my current DF game into the Starter Pack?

It's perfectly safe to copy your save, as long as you don't move to an earlier version of DF - which is impossible at the moment  :D  And just to be safe, you can keep your old version until you've checked that the new one works or even forever.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on June 21, 2017, 09:22:48 am
How would you feel about Armok Vision automatically updating is DFHack plugin?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 21, 2017, 09:27:00 am
Nervous.  I'd be willing if users explicitly opt-in, but otherwise not keen.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on June 21, 2017, 10:07:49 am
I can have it explicitly ask, with a never ask again option.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zeves on June 21, 2017, 05:39:32 pm
thank you all, i can finally play dwarf fortress again. :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 21, 2017, 07:30:20 pm
I can have it explicitly ask, with a never ask again option.

Have two parts - on first run, user selects frequency of update check (eg. every time/daily/weekly/monthly/never); then when an update is available it gets automatically downloaded and seeks user approval before install.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: dmagbone on June 21, 2017, 08:53:37 pm
You are selecting the right folder. It's not working for me either, which is strange because it was working for me when I was running from source. And the importer code hasn't changed any since then.

I was reading stackoverflow, and it says that "or" sometimes doesn't do anything (http://stackoverflow.com/questions/18212574/why-does-checking-a-variable-against-multiple-values-with-or-only-check-the-fi). Maybe that's the trouble here. Here's the relevant lines of code from the importer py:
Code: [Select]
    if not (os.path.isdir(src_prefix) or os.path.dirname(src_prefix)):
        # parent dir is a real path, even when os.path.commonprefix isn't
        msg = 'Can only import content from single basedir'


I'm wondering if maybe it's only checking that "os.path.isdir(src_prefix)" and completely ignoring the "os.path.dirname(src_prefix)".

That statoverflow question is 3 years old. Maybe this was a bug in an older version of Python that has since been fixed. And maybe the bundled version of Python is out-of-date. This would explain why it might only work properly when running from source, anyway.

Sorry, if this is stupid and doesn't make any sense at all. I'm not a programmer.

I'm having this same error with "Can only import content from single basedir"

I don't have my py enviorn set up on this machine, and its been a while since i tried to code in py anyway, but is this a parentheses error? Should it be

 if not ( (os.path.isdir(src_prefix) or os.path.dirname(src_prefix)) ):

That is, is the correct eval for
NOT (A OR B)
or is the correct eval for
(NOT(A)) OR (B)

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on June 21, 2017, 08:54:38 pm
Oh, this isn't checking online, it just compares the bundled plugin with the plugin that's installed with DFhack.

 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: blitz4 on June 21, 2017, 09:56:08 pm
God, I tried labormanager and can't go back. It's like crack.
But I'm having that same issue after the 43.05-r05 update, with the mousequery not being able to drag and showing the green cursor.

lethosor, I know this is old and you already said how to fix it, but I can't find the 43.05-r01 pack in the wicked-code archive, he only has 43.05-r04 stored there.
So if I read right, if you revert those 3 files (automaterial.plug.dll, mousequery.plug.dll, and resume.plug.dll) to what was found in 43.05-r01, it should fix those 2 'bugs' I'm experiencing?
Can I find the old release on github?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 21, 2017, 11:46:23 pm
God, I tried labormanager and can't go back. It's like crack.
But I'm having that same issue after the 43.05-r05 update, with the mousequery not being able to drag and showing the green cursor.

lethosor, I know this is old and you already said how to fix it, but I can't find the 43.05-r01 pack in the wicked-code archive, he only has 43.05-r04 stored there.
So if I read right, if you revert those 3 files (automaterial.plug.dll, mousequery.plug.dll, and resume.plug.dll) to what was found in 43.05-r01, it should fix those 2 'bugs' I'm experiencing?
Can I find the old release on github?

You want the version of those plugins provided by TwbT, and compatible with DFHack 43.05-r01, not my pack with that version (which didn't include DFHack).

TLDR; if you're behind r07 of my pack upgrading should fix the problem - please report a bug otherwise!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: blitz4 on June 22, 2017, 01:52:19 am
PeridexisErrant! ty for all of the fun. When you take a vacation, update your sig to show over 1M downloads :)
Your tutorial helped me a ton too.

Anyway, I am on 43.05-r07 and still having that problem, had it since r05 so I went to 43.03
So, where do you want bug reports sent?
(yes, using those files from the 43.05-r01 twbt release fixed both issues)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 22, 2017, 07:11:46 am
You're welcome, of course!

Small bug reports here; large bug reports etc can go to my handle at gmail if that's more convenient.  Thanks!
(I suspect I'm going to have to add an extra stage to the build for integrity checks, ugh.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Stryfe on June 22, 2017, 02:20:06 pm
Nothing new to add; just registered to the forums after a lot of lurking and wanted my first post to be thanking your efforts to bring this awesome gem to, well, newbs like me. :)

(I should probably be thanking Toady in the first place, but I think there's no topic for that :D)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 22, 2017, 02:27:40 pm
Just confirming that r07 does not fix the issue - these plugins are identical to the ones in a default DFHack installation:

Code: [Select]
MD5 (dfhack-plugins/automaterial.plug.dll) = 90c48112de9724ff77ada0558fdde68a
MD5 (starterpack-plugins/automaterial.plug.dll) = 90c48112de9724ff77ada0558fdde68a
MD5 (dfhack-plugins/mousequery.plug.dll) = 30bf94d4614786be676835a366c9eb1a
MD5 (starterpack-plugins/mousequery.plug.dll) = 30bf94d4614786be676835a366c9eb1a
MD5 (dfhack-plugins/resume.plug.dll) = ff2f0428b9f714209cd978b4051ac93f
MD5 (starterpack-plugins/resume.plug.dll) = ff2f0428b9f714209cd978b4051ac93f

Edit: I keep referring people here, but instructions on how to fix this are not obvious, so here they are again:

1. Go to https://github.com/mifki/df-twbt and click on "Releases"
2. Download the latest version of TWBT that matches your DFHack version. For the current version of this pack (0.43.05-r07), that is DFHack 0.43.05-r1, so download the newest TWBT version for DFHack 0.43.05-r1 (for Windows, "-win"). If you're using a different version of the this pack, double-check the DFHack version, which is displayed in the upper left corner of the screen when you start DF.
3. Decompress the file you downloaded
4. In the TWBT folder you just decompressed, find the folder that matches your DFHack version, e.g. "0.43.05-r1". (Note: this is not the same as the pack version - see step 2.)
5. Copy all of the plugins in that folder (all of the .plug.dll files) into "Dwarf Fortress 0.43.05/hack/plugins" (or the hack/plugins folder inside your DF folder). This should replace the plugins already in that folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on June 22, 2017, 09:28:51 pm
Just a heads up, Armok Vision is changing the folder naming scheme for the bundled dfhack plugins
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Endemonadia on June 23, 2017, 04:32:48 pm
My game keeps crashing (at the same point in time ingame) on a very old fortress and after a little research i think its something to do with 'Large Address Aware'. 

Can someone explain to me how to patch this into this pack please?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Snafu on June 23, 2017, 06:15:06 pm
5. Copy all of the plugins in that folder (all of the .plug.dll files) into "Dwarf Fortress 0.43.05/hack/plugins" (or the hack/plugins folder inside your DF folder).
Just to be certain, "copy" or "copy & replace"?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 23, 2017, 07:10:40 pm
Replace. Otherwise, it won't fix the issue (which is that they weren't replaced, basically).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: blitz4 on June 24, 2017, 01:07:17 am
Just a small tip I found.
When generating a world, it seems to go much faster when you are zoomed in all of the way (mouse wheel down, by default)
[I was probably an outlier and used to zoom out all of the way to watch the worldgen - not advised :) ]
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 24, 2017, 08:11:35 am
I'd say that's probably unlikely, since DF redraws the screen during world generation fairly rarely compared to how long worldgen takes, but perhaps zooming out a lot could make it take a bit longer. Were you using the same worldgen settings?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MgDark on June 25, 2017, 05:24:50 am
I have a problem with lastest version, Dwarf Therapist crashes everytime it tries to connect to DF, tried in several saves, even made a new save, it just crashes
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BossChase on June 27, 2017, 03:36:29 pm
I have a problem with lastest version, Dwarf Therapist crashes everytime it tries to connect to DF, tried in several saves, even made a new save, it just crashes

Im just getting back into to the game and did a fresh download. I'm having the same issue with dwarf therapist. It crashes as soon as it tries to read. I downloaded the latest version of DFT and got the same thing.

I haven't played in years so anyone know if the lazy new pack is still being updated or if there is a work around for this? I can't imagine playing without dwarf therapist.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on June 27, 2017, 04:57:46 pm
While I don't use this pack myself, there's four workarounds right off the top of my head.
1. You're probably missing some important C configuration files that you should install separately, given I've seen a discussion on this where installing 2015 variants solved the issue - might want to backtrack thread for specifics. Could compile DT yourself to ensure it works as well.
2. Alternative 1: Dwarf manipulator, dfhack tool, also provides spreadsheet-style dwarf management, though it doesn't have quite so much customization and features.
3. Alternative 2: Using labor-manager to do away with manually assigning labours.
4. Alternative 4: Using 43.03 until you manage to get DT working in 43.05, then moving your save up. Biggest thing you'll be missing would be armour wear in combat, I'd say.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ChristianWeiseth on July 04, 2017, 09:25:39 am
I want to get back into Dwarf Fortress again, but I'm confused about the artefact release because it says on the main page that the current version is "v.0.43.05 date. July 5, 2016" which I assume does not include the artefact release, is there a BETA build or something you download from a different page to get the latest version?

If the current version is just 0.43.05 and artefact is just for the devs until they release it then is "PeridexisErrant's DF Starter Pack" the latest release since it say "0.43.05-r07" and was last updated Jun 21, 2017 which is update for the third party tools that are included? I'm confused because I read in another thread that some prefer to not play with therapist or the starter pack because then you can't play on the latest build.

Is it better to play Masterwork instead? Since it is updated more frequently?

Thanks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 04, 2017, 11:01:01 am
0.43.05 is the latest version of DF. 0.43.05-r07 is the latest version of this pack (it's the 7th release of this pack for DF 0.43.05, to be precise). You are correct that it is not the artifact release. There isn't a build of that available to anyone yet because Toady hasn't deemed it stable or complete enough to release yet.

I read in another thread that some prefer to not play with therapist or the starter pack because then you can't play on the latest build.
This affects people the most right after a new DF version has been released. As you noted, the most recent DF version is from almost a year ago, so most utilities and graphics sets have had time to catch up. (Therapist isn't quite stable with 0.43.05, however.)

I wouldn't describe Masterwork as "updated more frequently". The latest official version (http://www.bay12forums.com/smf/index.php?topic=125638.0) is for 0.43.03, not 0.43.05. There are some newer "unofficial" builds elsewhere in the MDF forum, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on July 12, 2017, 09:39:16 am
Was the labormanager no/almost no hauler fixed?
Cannot find anything but release of dfhack R1... which only says its being added to replace autolabor2.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rekov on July 14, 2017, 10:42:17 am
I haven't been able to brew drinks using the Obsidian tileset. Even though I have plenty of things that are brewable, the still never recognizes any DRINK_MAT-producing plants. Is anyone else having this issue?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 14, 2017, 10:43:05 am
Is it specific to that tileset? What pack version?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rekov on July 14, 2017, 11:57:44 am
On further testing I'm pretty sure that another mod is interfering with this, so never mind.

EDIT: Actually, I'm not sure about this. Specifically, I don't seem to be able to brew from many surface plants, like strawberries, blueberries, bilberries. The only surface plant that I actually was able to brew was rat weed. All of the others didn't seem to count as unrotten DRINK_MAT-producing plants.

It could also be related to this: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6940
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RedDwarfStepper on July 16, 2017, 05:48:27 pm
Quoting myself from over in the Dwarf Therapist thread:

Just if someone else stumbles over this: using the newest (0.43.05-r07) Lazy Newb Pack/ PeridexisErrant's Starter Pack with its default settings of dfhack will prevent DT from connecting to DF, at least on Windows.
To get it working you have to comment out the line
Code: [Select]
enable title-versionin the dfhack.init in or around line 214
The reason is probably that DT searches for a window with the name "Dwarf Fortress" and having the "title-version" plugin enabled changes the name of the window...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 16, 2017, 07:30:42 pm
Quoting myself from over in the Dwarf Therapist thread:

Just if someone else stumbles over this: using the newest (0.43.05-r07) Lazy Newb Pack/ PeridexisErrant's Starter Pack with its default settings of dfhack will prevent DT from connecting to DF, at least on Windows.
To get it working you have to comment out the line
Code: [Select]
enable title-versionin the dfhack.init in or around line 214
The reason is probably that DT searches for a window with the name "Dwarf Fortress" and having the "title-version" plugin enabled changes the name of the window...
Short version of my reply: title-folder does that, not title-version. (I don't know if title-folder is enabled in this pack too, since I don't have a recent copy around to check, but I couldn't find it mentioned (https://github.com/PeridexisErrant/starter-pack/search?utf8=%E2%9C%93&q=title-folder&type=) in the GitHub repo.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 16, 2017, 09:55:45 pm
Short version of my reply: title-folder [changes the window name], not title-version. (I don't know if title-folder is enabled in this pack too, since I don't have a recent copy around to check, but I couldn't find it mentioned (https://github.com/PeridexisErrant/starter-pack/search?utf8=%E2%9C%93&q=title-folder&type=) in the GitHub repo.)

All I do is rename dfhack.init-example to dfhack.init (and likewise for the onLoad.init), and add these extras (https://github.com/PeridexisErrant/starter-pack/tree/master/base/extras) which don't include title-folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RedDwarfStepper on July 17, 2017, 11:53:22 am
Quoting myself from over in the Dwarf Therapist thread:

Just if someone else stumbles over this: using the newest (0.43.05-r07) Lazy Newb Pack/ PeridexisErrant's Starter Pack with its default settings of dfhack will prevent DT from connecting to DF, at least on Windows.
To get it working you have to comment out the line
Code: [Select]
enable title-versionin the dfhack.init in or around line 214
The reason is probably that DT searches for a window with the name "Dwarf Fortress" and having the "title-version" plugin enabled changes the name of the window...
Short version of my reply: title-folder does that, not title-version. (I don't know if title-folder is enabled in this pack too, since I don't have a recent copy around to check, but I couldn't find it mentioned (https://github.com/PeridexisErrant/starter-pack/search?utf8=%E2%9C%93&q=title-folder&type=) in the GitHub repo.)

lethosor you're absolutely right - my mistake & apologies - the reason for this was part wishful thinking when reading the dfhack manual while having around 100 save folders and hoping 'title-folder' would actually tell me which was the current save folder, and part being too tired to notice what happened when I activated the plugin.
And you are also right about the default state of the plugin in the pack: it's disabled.
Thanks for clarifying this so fast.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 19, 2017, 07:30:30 pm
The Starter Pack has updated to 0.43.05-r08!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is a lovely set of updates - DF itself has been stable for long enough that people have focussed on fixing their own bugs and adding new features, rather than scrambling to keep up.  (Of course, this usually means DF is about to start updating again)

Armok Vision now animates buildings and has a minimap, among other new tricks, and there are too many nice things in DFHack to describe - just go read the release notes (https://github.com/DFHack/dfhack/releases/tag/0.43.05-r2).

And after all that: time to Strike the Earth!

0.43.05-r08
 - updated Armok Vision to 0.17, performance and new features including animation
 - updated SoundCenSe to 1.4.4, crash fix for Windows 10
 - updated DFHack to r2, many new features and bugfixes
 - updated Legends Browser to 1.13, fixes minor display bugs
 - updated TwbT to 5.85

SHA256:  033b07b557d7551f586612a41dc8422976443277abe4219a12e859840bf8ffd8

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on July 19, 2017, 10:45:54 pm
Just a note, there's a bug in Armok Vision currently that causes buildings not to get removed after they're removed in DF. A fix done, but hasn't been released yet.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ab9rf on July 19, 2017, 11:42:28 pm
Was the labormanager no/almost no hauler fixed?
I'm not aware of this "issue". Please provide more information.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: snowyscales on July 26, 2017, 04:56:43 am
just wanted to pop in and say that the recent r08 version of LNP is STILL doing the green cursor misalignment clone thing
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mythalinear on July 29, 2017, 09:24:47 am
I'm having some trouble with the starter pack. Every time I click on 'play dwarf fortress' it just re-opens the starter pack instead of launching the game.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mythalinear on July 30, 2017, 11:30:07 am
I figured it out. Apparently renaming the starter pack to 'Dwarf Fortress' confused it to start itself. Naming it back to 'Starter Pack' fixed the problem.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on August 02, 2017, 10:26:13 am
Hi all,
I'm using that latest version and I might have a bug to report...
I use labormanager and planning tool and once in a while, for some reason it doesn't place item anymore, even if I have it.  I think the trigger is when I use the alert and burrow to get all dwarves inside and once the gate close, I release the alert and it stops working.  Not 100% sure tho...

Still awesome game :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 02, 2017, 09:17:25 pm
I'm using that latest version and I might have a bug to report...
I use labormanager and planning tool and once in a while, for some reason it doesn't place item anymore, even if I have it.  I think the trigger is when I use the alert and burrow to get all dwarves inside and once the gate close, I release the alert and it stops working.  Not 100% sure tho...

Hmm, best to report that in the DFHack thread - they'll be much better at tracking down (and fixing) any bugs there.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on August 03, 2017, 08:16:27 am
Will do!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nilsou on August 04, 2017, 05:54:24 pm
Hum, it seems that the dfhack include in your pack is NOT the latest dfhack. Merging latest version with this one indicate that a lot of file are different, and dfhack itself indicate that it is on version "beta2" and not on r2 as plugins included wants ...

Soooooooooooo...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Eligiblefoot on August 05, 2017, 06:17:31 am
Hum, it seems that the dfhack include in your pack is NOT the latest dfhack. Merging latest version with this one indicate that a lot of file are different, and dfhack itself indicate that it is on version "beta2" and not on r2 as plugins included wants ...

Soooooooooooo...


I take the mousequery.dll from Masterwork DF and this fixed the problem for me. It's not perfect but it works.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 05, 2017, 06:51:21 am
Hum, it seems that the dfhack include in your pack is NOT the latest dfhack. Merging latest version with this one indicate that a lot of file are different, and dfhack itself indicate that it is on version "beta2" and not on r2 as plugins included wants ...

Soooooooooooo...
Merging DFHack versions is something you should not be doing. Can you clarify exactly what you downloaded? "latest" is not specific enough.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Morgoth on August 07, 2017, 02:01:15 pm
I'm getting a message in DFHack that it "could not load script: onload.init-example". I'm not sure what that does or why it's missing, but I haven't had this problem with other DFHack versions or packs.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 07, 2017, 03:18:26 pm
That's because that file is new in DFHack 0.43.05-r2. It shouldn't cause issues if it's missing. (A few scripts that are set up to run periodically in the default DFHack build might not be set up for you, unless PE enabled them somewhere else.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Buckley on August 11, 2017, 06:02:26 pm
I'm getting a message in DFHack that it "could not load script: onload.init-example". I'm not sure what that does or why it's missing, but I haven't had this problem with other DFHack versions or packs.

Just downloaded release 08 and noticed the same error.  Came here to ask if it's anything I should be concerned about or if there's an easy fix?  (Was wondering if there is an independent script file somewhere that I can download, etc. etc.?)

Thanks.

B
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 11, 2017, 07:15:07 pm
Read the post literally between yours and the one you quoted.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nilsou on August 17, 2017, 05:51:40 am
Hum, it seems that the dfhack include in your pack is NOT the latest dfhack. Merging latest version with this one indicate that a lot of file are different, and dfhack itself indicate that it is on version "beta2" and not on r2 as plugins included wants ...

Soooooooooooo...
Merging DFHack versions is something you should not be doing. Can you clarify exactly what you downloaded? "latest" is not specific enough.

The latest version of the LNP does not include the latest official stable version of Dfhack. It include a version before the stable latest release (r2) . You can try if you want.
Note that this work well by simply replaced the Dfhack of the new release on the old one in the starter pack.

You can try it your self :
- download a fresh version of the starter pack (on this topic) last version for Windows 64bit.
- download a fresh version of the latest release version of Dfhack from the main Dfhack topic : http://www.bay12forums.com/smf/index.php?topic=164123.0;topicseen

Compare the both, this is not the same.
The version included in the starter pack (last version, windows 64 bit) is NOT the Dfhack 0.43.05-r2 BUT the Dfhack 0.43.05-beta2, which is not the same.

Notice that this cause some error, as dfhack say to the user in the starter pack, that some script are not build for its version but for the r2.
My guess is that you include the Dfhack release just before the "real" release, and so include some version file that are in beta version while some other in the script and plugin record the good version. I guess...
 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nilsou on August 17, 2017, 06:05:55 am
Hum, it seems that the dfhack include in your pack is NOT the latest dfhack. Merging latest version with this one indicate that a lot of file are different, and dfhack itself indicate that it is on version "beta2" and not on r2 as plugins included wants ...

Soooooooooooo...
Merging DFHack versions is something you should not be doing. Can you clarify exactly what you downloaded? "latest" is not specific enough.

The latest version of the LNP does not include the latest official stable version of Dfhack. It include a version before the stable latest release (r2) . You can try if you want.
Note that this work well by simply replaced the Dfhack of the new release on the old one in the starter pack.

You can try it your self :
- download a fresh version of the starter pack (on this topic) last version for Windows 64bit.
- download a fresh version of the latest release version of Dfhack from the main Dfhack topic : http://www.bay12forums.com/smf/index.php?topic=164123.0;topicseen

Compare the both, this is not the same.
The version included in the starter pack (last version, windows 64 bit) is NOT the Dfhack 0.43.05-r2 BUT the Dfhack 0.43.05-beta2, which is not the same.

Notice that this cause some error, as dfhack say to the user in the starter pack, that some script are not build for its version but for the r2.
My guess is that you include the Dfhack release just before the "real" release, and so include some version file that are in beta version while some other in the script and plugin record the good version. I guess...

Well, i was trying a new test to confirm this point and it fail, it seems that comparing the two dfhack version now works well... don't know where the "beta2" version of dfhack came from in my previous starter pack. But well, it seems to be fine now. Will test it in game just after...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: willkydd on August 20, 2017, 06:48:14 pm
Is there some way to make Meph's 32px graphics pack available as a LNP pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 20, 2017, 07:11:09 pm
Is there some way to make Meph's 32px graphics pack available as a LNP pack?

Yep, just drop the folder into LNP/Graphics/ - the only reason I don't is that some people reported problems with the TwbT config, but it was fairly rare so you should be fine  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on August 21, 2017, 10:35:19 am
mouse controls are severily broken. scrolling the screen on the window borders only works on top left borders.
is it relative to the window resolution or to the tiles? anyway it's unpredictable. sometimes it works when designating or selecting, but sometimes it doesnt.
also the game sometimes randomly does things as if i pressed certain buttons, but i didn't. like it sometimes randomly goes a layer up or down without me pressing any button.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on August 22, 2017, 01:20:33 pm
DFHack issues are better brought up at the DFHack thread, not this pack compilation one. Mouse support is mainly a DFHack thing. Since the problem with automatic actions aren't rampant, you ought to specify which DFHack functionality you've activated to have any hope of someone being able to identify the issue (and you might check your mouse/mouse buttons to ensure they're not sending orders e.g. due to vibrations). Obviously, any custom key mapping you've done (in particular for Z level movement) should be mentioned.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 22, 2017, 01:22:43 pm
DFHack issues are better brought up at the DFHack thread, not this pack compilation one. Mouse support is mainly a DFHack thing. Since the problem with automatic actions aren't rampant, you ought to specify which DFHack functionality you've activated to have any hope of someone being able to identify the issue (and you might check your mouse/mouse buttons to ensure they're not sending orders e.g. due to vibrations). Obviously, any custom key mapping you've done (in particular for Z level movement) should be mentioned.
However, some mousequery features are only part of TWBT's fork of mousequery (currently), which the DFHack maintainers cannot help with. That said, the exact commands you have run would be helpful (besides "mouse controls").

There's a vanilla bug that can cause issues with all mouse input if you resize the window during the intro movies. Have you tried resizing the window (for example, making it a couple pixels smaller and then restoring it to its original size)?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on August 23, 2017, 11:45:50 am
thanks. it is "PeridexisErrant's Starter Pack 0.43.05-r08".
i use windowed 1280x960 and did not resize the window (i know that it tends to even CTD when interacting with the window before it completely loaded the main menu) and my mouse does not have any such macros that could be triggered.
i even exchanged my keyboard, but it persists.
i only had automatic job assignments, mouse control, other automation plugin and performance tweaks activated and soundsense is set to start with the game.
as it was unplayable i returned to using "PeridexisErrant's Starter Pack 0.43.03-r09" which surprisingly runs more stable than i remember.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 23, 2017, 11:56:34 am
i use windowed 1280x960 and did not resize the window (i know that it tends to even CTD when interacting with the window before it completely loaded the main menu) and my mouse does not have any such macros that could be triggered.
I'll rephrase it - once you've loaded a world, if you resize the window by a few pixels, does the issue go away? (I don't think I asked about macros at all.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on August 23, 2017, 03:42:03 pm
oh, so i misunderstood... i havent tested resizing the window, as i only move it to fit my screen (as its a little offset at startup).
i have to try that... though its strange that it works perfectly 100% of all times in the top border and left border, but the right and bottom borders are bugged.
also it works perfectly fine in the older version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mr. Svinlesha on September 03, 2017, 04:12:12 am
I'm using the latest version of the LNP (r08) and when I launch Dwarf Therapist I get two error messages:

Version check error
Memory lay out error

It seems like I can't use DT to reliably assign labors to dwarves: I assign a labor, let the game run a minute, and check DT again (by hitting the "read" button) only to find that some other labor has been randomly reassigned.

Is there a workaround for this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 03, 2017, 08:46:38 am
check that your dfhack job automation plugins are off.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mr. Svinlesha on September 03, 2017, 08:56:46 am
How do I do that?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 03, 2017, 12:02:56 pm
in the launcher there's a tab "DFHACK" within which you can activate or deactivate certain plugins.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ertaan on September 04, 2017, 04:28:08 pm
Hi Guys,
Am I the only one who get DWARFFORTESS.EXE HAS STOPPED WORKING messages nowadays? I play with 2D printing mod and without DFHack. Could I check somewhere what could be the problem? I lost the the second fortress just now :-(
Thx.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 05, 2017, 05:33:03 am
Hi Guys,
Am I the only one who get DWARFFORTESS.EXE HAS STOPPED WORKING messages nowadays? I play with 2D printing mod and without DFHack. Could I check somewhere what could be the problem? I lost the the second fortress just now :-(
Thx.
had that too yesterday playing adventuremode - guess i'll get back to the 43.03.r09.
edit: it comes from multilevel view - which is still crashy.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ertaan on September 05, 2017, 07:34:17 am
Hi Guys,
Am I the only one who get DWARFFORTESS.EXE HAS STOPPED WORKING messages nowadays? I play with 2D printing mod and without DFHack. Could I check somewhere what could be the problem? I lost the the second fortress just now :-(
Thx.
had that too yesterday playing adventuremode - guess i'll get back to the 43.03.r09.
edit: it comes from multilevel view - which is still crashy.
I used the 2D in both cases, so it is not conected to multilevel.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thefinn on September 14, 2017, 09:30:11 pm
I have a mouse issue. When using the mouse there is a "cursor" with an X in it that follows the mouse around. This cursor however is offset to a greater and greater degree as to where the mouse actually is - the further it is away from the top left corner of the screen.

Latest version of LNP. It happens both in full screen and windowed mode.

ie it is really far away from the mouse by the time I am down in the bottom right corner.

This interferes with interaction on the screen as when this "phantom cursor" is off the screen - the mouse will not register clicks at all.

It's very annoying. Any help appreciated. (Mouse interface (whatever it's called) option in DFHACK is not on btw).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 14, 2017, 11:09:55 pm
Does http://www.bay12forums.com/smf/index.php?topic=126076.msg7492491#msg7492491 help?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thefinn on September 14, 2017, 11:11:59 pm
I'll give it a go soon, thanks for that.

This was a clean install though.

Edit: This does seem to have fixed it, thank you sir. What a pain in the ass this one must be for you, just for having forgotten a few files.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ertaan on September 19, 2017, 03:43:23 am
Hi Guys,
Am I the only one who get DWARFFORTESS.EXE HAS STOPPED WORKING messages nowadays? I play with 2D printing mod and without DFHack. Could I check somewhere what could be the problem? I lost the the second fortress just now :-(
Thx.
had that too yesterday playing adventuremode - guess i'll get back to the 43.03.r09.
edit: it comes from multilevel view - which is still crashy.
I went back to 43 03 r09 too, since that no any crash...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vox Imperatoris on October 02, 2017, 06:34:01 pm
When I tried this fix: http://www.bay12forums.com/smf/index.php?topic=126076.msg7492491#msg7492491

I got a message "TWBT: data/art/white1px.png not found, can not continue
Plugin twbt has failed to initialize properly.
multilevel is not a recognized command."

And TWBT didn't work right. I seem to have fixed it (or at least removed the error message) by copying over the relevant file to DF's data/art folder. I'm not sure how this fix messed it up. I am using the latest version of the LNP, and the latest version of DFHack and of the TWBT plugin.

Edit: got the same error for "shadows.png" and added it to the art folder. Why were these working until I did the fix? Very strange. I suppose I should mention that I am using the Taffer font, with Graphics set to "NO".

Edit 2: Okay, now it seems to be crashing on map load...

Edit 3: The only way I could resolve the issue was by reinstalling the LNP, installing the latest version of DF Hack over it, and copying over the "shadows.png" file from the TWBT release. If I copy over the included plugins that lethosor recommends in the "fix", the game crashes when I try to load a map, e.g. the Object Testing Arena. Not sure what's going on. I guess I'd rather live with the offset zoom bug than have my game not work at all...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on October 04, 2017, 04:07:45 pm
Edit 3: The only way I could resolve the issue was by reinstalling the LNP, installing the latest version of DF Hack over it, and copying over the "shadows.png" file from the TWBT release. If I copy over the included plugins that lethosor recommends in the "fix", the game crashes when I try to load a map, e.g. the Object Testing Arena. Not sure what's going on. I guess I'd rather live with the offset zoom bug than have my game not work at all...

What "included plugins"? Now there's only one additional plugin (mousequery) included in TWBT package.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thundercraft on October 05, 2017, 10:23:16 pm
PeridexisErrant, I don't suppose there's a chance you would consider adding Meph Tileset (http://www.bay12forums.com/smf/index.php?topic=161047.msg7584844#msg7584844) as a graphics option? Would you? I think it's amazing! It includes TWBT support. And while it comes with 32x32 tiles set as the default, it also has 24x24 tiles.

The only problem is that the last release (v1.4) was for 0.43.03. And, at that, one has to go back to v1.3 to find a barebones version. Perhaps if Meph comes back and releases a new barebones pack?

Anyway, I think it would be interesting to see a new poll on which graphics packs downloaders want support for. How long ago was the last poll? I suspect that a number of players now have a higher resolution monitor, myself included.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: 0rion on October 06, 2017, 02:38:10 am
Anyway, I think it would be interesting to see a new poll on which graphics packs downloaders want support for. How long ago was the last poll? I suspect that a number of players now have a higher resolution monitor, myself included.

I didn't know there had been polls for choosing the graphic packs to include in the Starter Pack. I support this request for a new poll.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on October 06, 2017, 01:41:36 pm
I may be misremembering, but I believe that this pack included Meph's tileset at one point, and it was removed due to frequent crashes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: waterphage13 on October 13, 2017, 09:14:54 am
How about my XXTatteredXX graphics?
https://yadi.sk/d/e6SGt87K3NjBD3
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Hylum on October 17, 2017, 12:40:02 pm
Any chance we will see Mephs Graphics pack soon? Can it be added manually? Also when available it would be awesome to have Vordak's dwarfs + Mephs in the DF starter Pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on October 17, 2017, 01:19:50 pm
The Starter Pack has updated to 0.43.05-r03!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=12743)

(note that this is still a pre-release, as DFHack is not officially stable yet)

0.43.05-r03
 - updated Dwarf Mockup; a large upgrade I missed for a year (oops)
- removed Meph's tileset due to consistent reports of crashes
(emphasis added)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Hylum on October 17, 2017, 02:22:34 pm
The Starter Pack has updated to 0.43.05-r03!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=12743)

(note that this is still a pre-release, as DFHack is not officially stable yet)

0.43.05-r03
 - updated Dwarf Mockup; a large upgrade I missed for a year (oops)
- removed Meph's tileset due to consistent reports of crashes
(emphasis added)

Thank you, I am aware of that. I just wanted to know if it will make its way back in or is there any efforts being made to fix the issue?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 17, 2017, 08:09:28 pm
0.43.05-r03
 - updated Dwarf Mockup; a large upgrade I missed for a year (oops)
- removed Meph's tileset due to consistent reports of crashes
Thank you, I am aware of that. I just wanted to know if it will make its way back in or is there any efforts being made to fix the issue?

It will go back in if someone fixes it.  Meph is missing and I barely have time to assemble and test the pack without fixing components, but anyone interested could upload a fixed copy of the graphics.  Why don't you give it a go?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Hylum on October 18, 2017, 11:40:01 am
0.43.05-r03
 - updated Dwarf Mockup; a large upgrade I missed for a year (oops)
- removed Meph's tileset due to consistent reports of crashes
Thank you, I am aware of that. I just wanted to know if it will make its way back in or is there any efforts being made to fix the issue?

It will go back in if someone fixes it.  Meph is missing and I barely have time to assemble and test the pack without fixing components, but anyone interested could upload a fixed copy of the graphics.  Why don't you give it a go?

I will try to figure it out, might need to ask a few questions though. Thanks Peridexis for the update, also thanks for everything you do to keep the starter pack alive!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thundercraft on October 18, 2017, 01:58:48 pm
I will try to figure it out, might need to ask a few questions though. Thanks Peridexis for the update, also thanks for everything you do to keep the starter pack alive!

Instead of reinventing the wheel:
I've already updated it to work with 0.43.05. I also fixed two bugs in Meph's code that I found. The pseudo-barebones version is here on dffd (http://dffd.bay12games.com/file.php?id=13125).

The above is really Meph Tileset v1.4, which he only released as pre-installed with DF, DFhack and TwbT. (His last barebones was v1.3.) To make it work as a DF Starter Pack swappable graphics set, you will need a customized "manifest.json" file. You can look at the DungeonSet folder (in /LNP/graphics/ ) as an example of how the files and folders are structured.

I had started to make a package for PeridexisErrant's DF Starter Pack, but I never quite finished and never tested it. Here's the manifest.json I came up with:
Code: [Select]
{
    "author": "Meph",
    "title": "Meph Tileset",
    "df_min_version": "0.43.05",
    "df_max_version": "0.43.05",
    "content_version": "1.4.3",
    "tooltip": "Meph's 32x32 tileset with TwbT overrides"
}

Also, you will need to trim even my "barebones" down a bit more. I believe this is what you need:

\MephTileset\
..manifest.json
\MephTileset\data\art\*.*
\MephTileset\data\init\*.*
\MephTileset\raw\*.* (everything, including all subfolders)

Edit:
I almost forgot: Meph Tileset is usually used with the "multilevel" TwbT option to show multiple z levels and may look strange without it. To enable this, you will need to have a dfhack.init file in your root Dwarf Fortress folder with the line "multilevel 10" add to it. I didn't realize that PeridexisErrant's DF Starter Pack already has a "Multilevel View" option on the DFHack tab of the Starter Pack Launcher (PyLNP). This is defined in the onMapLoad_PyLNP.init file. The difference is that PyLNP defines it as "multilevel 5" instead of "multilevel 10", like Meph Tileset uses.

Also, the colors may look off or at least very different if you are used to Meph Tileset with the included seasonal colors (http://dffd.bay12games.com/file.php?id=12563) DFhack script to adjust plant and crop colors based on the season. If you want, you could install seasonal colors from dffd (http://dffd.bay12games.com/file.php?id=12563) and add "season-palette start" to your dfhack.init. I forgot that DFhack now includes season-palette.lua in the \hack\scripts\ folder. And instead of adding "season-palette start" to the dfhack.init file, it might be better to put it in onMapLoad_PyLNP.init. (Though, I suspect PyLNP may overwrite onMapLoad_PyLNP.init if the user makes any changes to the DFHack tab... :( )
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thundercraft on October 18, 2017, 06:38:56 pm
I had already started work on a Meph Tileset package for PE's starter pack, so I thought that I would go ahead and release an experimental version: Meph Tileset v1.4.3 for PE's Starter Pack 43.05 (http://dffd.bay12games.com/file.php?id=13141).
As I state in the description: This is provided as-is. As this is untested, I make no guarantees, implied or otherwise.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Amostubal on October 19, 2017, 02:04:14 pm
I had already started work on a Meph Tileset package for PE's starter pack, so I thought that I would go ahead and release an experimental version: Meph Tileset v1.4.3 for PE's Starter Pack 43.05 (http://dffd.bay12games.com/file.php?id=13141).
As I state in the description: This is provided as-is. As this is untested, I make no guarantees, implied or otherwise.

and

0.43.05-r03
 - updated Dwarf Mockup; a large upgrade I missed for a year (oops)
- removed Meph's tileset due to consistent reports of crashes
Thank you, I am aware of that. I just wanted to know if it will make its way back in or is there any efforts being made to fix the issue?

It will go back in if someone fixes it.  Meph is missing and I barely have time to assemble and test the pack without fixing components, but anyone interested could upload a fixed copy of the graphics.  Why don't you give it a go?

I will try to figure it out, might need to ask a few questions though. Thanks Peridexis for the update, also thanks for everything you do to keep the starter pack alive!

Nice Thundercraft, I noticed you did a lot of work based on the barebones 1.3,  which also was what was in MDF 1.23... me and few others worked at it and did several fixes to the TWBT overrides and other things to get it past a lot of weirdness by MMDF 1.29.  We also found the 16x16 version and fixed it to the same settings...  you may find some helpful info there.  I'll check out your standalone... also PE_LNP, MDF, MMDF all used similar graphic switches so a lot of the small work is already done... the only issues being additional override info added for MDF stuff near the end of those files.

I really never noticed it causing crashes any faster than other tilesets... I think that its still not a decent tileset for "older" computers.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CrazyMalk on October 22, 2017, 07:01:07 am
Hello, i'm starting to play Dwarf Fortress, but every time i open "Starter Pack Launcher (PyLNP)", i get the following error:
"Windows cannot access the especified device,path or file.You may not have permission to access the item."
I already tried many solutions presented to me in the internet, but none worked... I tried giving my user permission, did not work. I tried un-marking it as "Read Only", but it always has a blue square on it. I tried to use CMD to give me permissions, but acess is denied. I already tried opening as admin, but it gave me the same error.
I even tried downloading pyLNP.exe fron another forum post, but it also gives me the same error... I can open Dwarf Fortress inside Dwarf Fortress 0.43.05 without any problems, but when opening the Starter Pack Launcher i get this error.
Does anyone have an answer?

Ps:I'm using windows 7 X64, if that helps.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on October 22, 2017, 08:47:31 am
Hello, i'm starting to play Dwarf Fortress, but every time i open "Starter Pack Launcher (PyLNP)", i get the following error:
"Windows cannot access the especified device,path or file.You may not have permission to access the item."
I already tried many solutions presented to me in the internet, but none worked... I tried giving my user permission, did not work. I tried un-marking it as "Read Only", but it always has a blue square on it. I tried to use CMD to give me permissions, but acess is denied. I already tried opening as admin, but it gave me the same error.
I even tried downloading pyLNP.exe fron another forum post, but it also gives me the same error... I can open Dwarf Fortress inside Dwarf Fortress 0.43.05 without any problems, but when opening the Starter Pack Launcher i get this error.
Does anyone have an answer?

Ps:I'm using windows 7 X64, if that helps.

Where have you installed it? If I understand it correctly, Windows does not play nice with a number of things when installed under one of the C:\Program<xxx> paths.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CrazyMalk on October 22, 2017, 11:32:21 am
I installed it inside a custom folder on my external Hard Drive. I tried extracting it to, for example, documents, but it did not work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on October 22, 2017, 12:03:25 pm
Sorry if I'm dense, but what do you mean by "did not work"? It failed to be extracted, or failed to work once extracted?

It sounds to me that the top folder (the one containing Starter Pack Launcher PyLNP).exe and Dwarf Fortress 0.43.05, etc.) has the wrong access rights. One of the things the LNP launcher does is to create a file called stderr.txt in this folder, and if you (and admin) doesn't have write access to the folder it could result in that kind of error.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CrazyMalk on October 22, 2017, 01:12:42 pm
Sorry if i wasn't clear, my english is not that good :P It gave me the error i mentioned before:
"Windows cannot access the especified device,path or file.You may not have permission to access the item."
I am able to create folders and files inside the "top folder", as you said it, so i do not think that the problem is the one you commented.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CrazyMalk on October 25, 2017, 10:50:31 am
Sorry to do this, but i am really anxious to play the game, so... Does anyone knows how to solve my error?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on October 25, 2017, 10:53:27 am
Put it somewhere that's not program files. Try your desktop.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CrazyMalk on October 25, 2017, 11:18:34 am
Thanks for replying.
I did not extract it to Program Files, i extracted it to my External Hard Drive, and even after putting it on my desktop it did not work.
Sorry for my bad english :P
Title: Re: PeridexisErrant's DF Starter Pack
Post by: 0rion on October 25, 2017, 12:27:03 pm
Which version of Windows are you running ?
Are you administrator of your computer ?
Have you tried right-click then "Run as administrateur" ?
Have you tried re-downloadind the game ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CrazyMalk on October 25, 2017, 12:58:02 pm
I am running Windows 7 X64, as i said before. I am system administrator, tried running as admnistrator and also tried re-downloading the game, and sadly nothing worked.
Any other tips?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: 0rion on October 25, 2017, 01:22:24 pm
I tried un-marking it as "Read Only", but it always has a blue square on it.

What do you mean by that?

Also, which software did you used to extract the archive? 7zip?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CrazyMalk on October 25, 2017, 02:06:17 pm
When opening the properties, there is the "Read Only" option. It had an blue square on it, and after unmarking that square and pressing ok, it comes back. But after looking into other files, i noticed that every file has that blue square, so i think it does not mean "marked".
I used WinRar.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: 0rion on October 25, 2017, 05:14:58 pm
When opening the properties, there is the "Read Only" option. It had an blue square on it, and after unmarking that square and pressing ok, it comes back. But after looking into other files, i noticed that every file has that blue square, so i think it does not mean "marked".

That's because you're looking the properties of a directory. The blue sqaure indicates an "intermediary" value that shows the unknown read-only status of the files contained within the folder. If you try to change the read-only setting for a folder, then a message will popup asking you if you want to apply the change to only the file contained within the folder, or the file contained also within any sub-folders. The next time you open the properties dialog for the folder, the blue square will be back. This does not indicate that the read-only status of the file within did no take.

Did you try to unzip the archive directly on your desktop instead of unzipping it on your external hard drive then copying to the desktop?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CrazyMalk on October 25, 2017, 06:26:59 pm
Hum, nice to know that. I confirmed that i wanted to apply the change to all subfolders, and the square did not turn black. It just went back to being blue.

Yeah, i unzipped it directly to desktop and it did not work :/
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Melange on October 26, 2017, 05:27:27 am
I think I should preface this with the fact that it's my first time playing Dwarf Fortress. The tile-set really helped but as my population increases, I desperately want to use Dwarf Therapist but it doesn't work. When I run the version included in the pack it throws up this error message :
(https://i.imgur.com/4cQwRYc.png)


I tried downloading the latest version of DT and it opens, however even when my game is running, it simply shows me an empty page and gives an error if i ask it to 'read dwarfs'.


(https://i.imgur.com/OcFvN4u.png)
(https://i.imgur.com/jw3Z2Up.png)

Any help on what to and how to resolve this?
I have verified that the programs are not corrupted, tried running it through the starter pack ".exe" file (Doesn't even open DT) and DFHack's "autolabor" is not running.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on October 26, 2017, 11:30:31 am
For the time being, if you use dfhack it has lite version of therapist in manipulator - l hotkey in unit list, if it isn't listed on the bottom you'll have to enable it by typing enable manipulator into console or popup console (default access Ctrl-Shift-P).

Also, mind that the version listed on DT front page is outdated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on October 26, 2017, 01:11:17 pm
Also, mind that the version listed on DT front page is outdated.
The version of DT? Which front page, this thread or the DT thread (or something else)?

I believe manipulator is enabled by default in this pack, so you would have to disable it yourself to keep it from showing up.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on October 26, 2017, 01:36:06 pm
Melange, my guess is that you are missing the runtime. At least, that's the message you would get. I couldn't get the official one to work on a friend's computer, so had to install/uninstall a compiler to get it to work.

In my opinion, there's not much DT gives you that Manipulator does not, apart from "Roles" being a convenient way of finding preferences. Maybe sexual preference, if you like to micromanage. But that's more than made up for by not having to reach for the mouse.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on October 27, 2017, 12:29:56 am
I like being able to column-enable and disable dwarves, manage livestock, find out their preferences and use it for planning skills and moods, use their attributes to plan jobs and military, find nobles without preferences for baron and other such things as well.

@lethosor's: The 42.06 version on front page of DT's thread.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Melange on October 27, 2017, 03:04:40 am
For the time being, if you use dfhack it has lite version of therapist in manipulator
Thanks a lot for this. I never even noticed it.

Also, mind that the version listed on DT front page is outdated.
The version of DT? Which front page, this thread or the DT thread (or something else)?
Can you elaborate on this? Which front page?

Melange, my guess is that you are missing the runtime. At least, that's the message you would get. I couldn't get the official one to work on a friend's computer, so had to install/uninstall a compiler to get it to work.
Could you please specify what you did? I'd like to use a much larger population in my next fortress (somewhere along the lines of 150-200) so what I've read about the preset groups you can have in DT would really help.

find out their preferences and use it for planning skills and moods, use their attributes to plan jobs and military
@lethosor's: The 42.06 version on front page of DT's thread.
can't you see preferences, mood and attributes only by selecting the unit, then 'z' then 'Enter' ? is there some other way I'm missing
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on October 27, 2017, 03:34:21 am
Guess I'm too damn vague >_> Well nothing new.

This front page (http://www.bay12forums.com/smf/index.php?topic=122968). If you downloaded the 42.06 version, it is not going to work for 43.05. The dev abandoned it, so continued development (and incidentally, windows 32 bit was first 43.05 DT that got working) went into other hands, who sadly are not the OPs and thus can't change things. I'd try the latest release first (https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases), if for some reason I wouldn't get the pack. (PeredexisErrant's pre-packing is massive time-saver in this respect, and I can only guess others must be right that you may be missing some dlls).

And yes, you're correct about preferences, etc. in vanilla. The creator of Therapist found it to be annoying and changed it in his UI.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Crocatowa on October 27, 2017, 08:35:29 am
For DT, you most likely need to peruse the forum for the most recently updated memory mapping.
That is the most common fix for crashing on start/read.

Now, a new map will need to be made with every DF release, but this build has been around for long enough that it shouldn't be an issue to find.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Melange on October 27, 2017, 09:09:32 am
you may be missing some dlls.

I realized I was missing the msvcp140 dll, I have already tried taking care of that however. Is there any way to contact the guy who created this pack?
BTW to everyone who replied, you've all been really help, thanks a lot. I have to say this community is waaayy more helpful then the communities of the games I've played previously.

For DT, you most likely need to peruse the forum for the most recently updated memory mapping.

I'm not too familiar with the forum format. How would I go about finding and then implementing the 'memory mapping'?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Crocatowa on October 27, 2017, 01:45:29 pm
For DT, you most likely need to peruse the forum for the most recently updated memory mapping.

I'm not too familiar with the forum format. How would I go about finding and then implementing the 'memory mapping'?

I would start here:
http://www.bay12forums.com/smf/index.php?topic=122968.0 (http://www.bay12forums.com/smf/index.php?topic=122968.0)

EDIT:
Which will likely lead you here:
https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on October 27, 2017, 02:32:23 pm
To clarify, a layout file (or memory mapping, etc.) is just a text file that DT needs to be in a specific place. In some cases you can just download a new layout file for a new version of DF and put it in the right place without updating DT. It's not anything you have to "implement" or generate yourself.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Melange on October 28, 2017, 03:17:51 am
https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts

Followed the instructions in the readme. I already had the content. When the computer asked me whether I want to discard it or replace the file, I replaced it, that hasn't solved the problem. I found this however, it shows that there is a tool32snapshot error.

(https://i.imgur.com/ezc7VLM.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 13, 2017, 08:49:29 am
The Starter Pack has updated to 0.43.05-r09!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Things have been slow for this pack lately, but there's a certain sense of anticipation in the air... and I wouldn't want to hold up the DF release! **
Each of these utilities has had a nice, solid update - special shout out to Clément, who has taken on the huge task of maintaining Dwarf Therapist for Windows and is doing a fantastic job - which in every case adds new features and removes old bugs.

So dig in and enjoy; or to put it another way... Strike the Earth!

0.43.05-r09
 - updated Legends Viewer to 1.18.00, lots and lots of bugfixes and new features
 - updated Armok Vision to v0.18.0, massive upgrade to creature sprites
 - updated Dwarf Therapist to v38.1.0, many bugfixes and small improvements
 - updated TwbT to 6.21, supports separate back/mid/foreground sprites

SHA256:  cf59114e16fc3cb2e6f4515fb1eca4795f98dac1fb67d8110d9fe3790e54c76c

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

**There's a common joke that I trigger DF releases by updating the pack.  Toady assures me it's untrue... but let's not risk it  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Janus on November 13, 2017, 12:26:38 pm
Just downloaded the new r09 release, but for some reason I can't enable DFHack. On the DFHack tab in the launcher, the button is stuck on "Enable DFHack: NO" and clicking it does nothing. This is with a clean just-unzipped copy of r09. I had no such problem in r08, which I was planning to copy my saves over from.
For reference, I'm on Windows 10 64-bit.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: eldeifo on November 13, 2017, 01:06:04 pm
I have the exact same issue as already reported by Janus, but i'm on Win7 64bit.

I have dug a bit into this and it looks like SDL.dll and SDLhack.dll are the same file in r09. If i understand the PyLNP internals correctly it copies the dlls around when you hit the enable/disable buttons, at least that is what seems to happen in older versions of the pack. So i guess one of those files should be the .dll provided by an un-hacked dwarf-fortress and the other one should be the hacked version?

Fun fact: in r08 i can't disable the hack, but have not noticed so far since i don't really want to do so ;).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Janus on November 13, 2017, 01:26:03 pm
I have the exact same issue as already reported by Janus, but i'm on Win7 64bit.

I have dug a bit into this and it looks like SDL.dll and SDLhack.dll are the same file in r09.

Confirmed, thanks for the info. Replacing with the 8 MB SDLhack.dll and SDL.dll files from r08 enables DFHack in r09. I left the 300 KB SDLreal.dll alone. So that takes care of my problem. :)

EDIT:
I should add that the button to enable/disable DFHack works fine for me in r08 and r09 with the correct versions of the above 3 files, presumably specifically the 8 MB SDLhack.dll and the 300 KB SDLreal.dll.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: eldeifo on November 13, 2017, 02:09:54 pm
Quote

Replacing with the 8 MB SDLhack.dll and SDL.dll files from r08 enables DFHack in r09.


I have attempted the same thing but then i end up with a TWBT error about a missing file when launching DF. The game launches fine, but just without TWBT.

(https://i.imgur.com/2anlP3r.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Janus on November 13, 2017, 02:20:58 pm
Quote

Replacing with the 8 MB SDLhack.dll and SDL.dll files from r08 enables DFHack in r09.


I have attempted the same thing but then i end up with a TWBT error about a missing file when launching DF. Then game launches fine, but just without TWBT.

(https://i.imgur.com/2anlP3r.png)
On the Graphics tab, make sure it's set to "Print Mode: TWBT", and that "Multilevel View" is enabled on the DFHack tab. Or turn them both off.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 13, 2017, 02:40:33 pm
On the Graphics tab, make sure it's set to "Print Mode: TWBT", and that "Multilevel View" is enabled on the DFHack tab. Or turn them both off.
That won't address the "data/art/white1px.png not found" error, which is probably the issue here.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: eldeifo on November 13, 2017, 02:55:33 pm

That won't address the "data/art/white1px.png not found" error, which is probably the issue here.


Exactly. The missing file can be found in the most recent release on github https://github.com/mifki/df-twbt/releases (https://github.com/mifki/df-twbt/releases) though. If placed in the data/art folder everything works fine.

Might be we get an r10 soon ;).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Janus on November 13, 2017, 03:03:01 pm
Ah, I see. I didn't run into that missing file problem since I switched from the default Phoebus tileset to Spacefox. Just FYI, that can be used as a workaround; if you want to stick with Phoebus, you can switch to Spacefox, and then switch back. I just tested on a fresh unzip of r09 and that worked.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 15, 2017, 08:37:31 am
The Starter Pack has updated to 0.43.05-r10!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Uh, yeah - DFHack had changed the SDL.dll that they distribute something changed and I didn't notice, so my script silently uninstalled DFHack instead of installing it properly.  This has been fixed, and there's now a check that will cause a noisy error if DFHack should have been installed and isn't.  I had also broken the TwbT config, though that was fixed automatically if you installed a graphics pack with PyLNP (which of course was useless anyway without DFHack).  Double whoops.

Particular thanks this time to those here and on Reddit who reported each of these bugs and narrowed down their exact cause.  Without you, this could have taken a lot longer  8)   Anyway - time to go Strike the Earth!

0.43.05-r10
 - fixed DFHack; I'd broken the config (oops!)
 - fixed TwbT config before first time changing graphics pack

SHA256:  d1f2d0a2ad1ed56d218aceea6e58505a60b5a38fe424e2b4ffc019c74d6f64b7

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: terminalmonky on November 15, 2017, 08:49:27 am
Thank you  PeridexisErrant!

Could you point me in the right direction for the way to use the import function of PyLNP properly?  I have dug through several forums and posts and even the issue tracker on the repository.

I see several people talking to it and I understand it all depends on the directory structure, but apparently I am too daft to understand what that is supposed to look like.

Thanks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 15, 2017, 11:32:43 am
The Starter Pack has updated to 0.43.05-r10!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Uh, yeah - DFHack had changed the SDL.dll that they distribute and I didn't notice, so my script silently uninstalled DFHack instead of installing it properly.
Wait, which one? SDL.dll obviously changes frequently, but SDLreal.dll shouldn't have changed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: eldeifo on November 15, 2017, 12:35:54 pm

Uh, yeah - DFHack had changed the SDL.dll that they distribute and I didn't notice, so my script silently uninstalled DFHack instead of installing it properly.  This has been fixed, and there's now a check that will cause a noisy error if DFHack should have been installed and isn't.  I had also broken the TwbT config, though that was fixed automatically if you installed a graphics pack with PyLNP (which of course was useless anyway without DFHack).  Double whoops.


Thank you very much for the quick update PeridexisErrant! Quickly tested it, works like a charm now :).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 15, 2017, 05:04:16 pm
Could you point me in the right direction for the way to use the import function of PyLNP properly?  I have dug through several forums and posts and even the issue tracker on the repository.

I see several people talking to it and I understand it all depends on the directory structure, but apparently I am too daft to understand what that is supposed to look like.
I'm happy to help, but not sure which import function you mean - possibly "Import from a previous pack"?  If so, IIRC you can just select your old DF folder and it will work out where everything relevant is and copy it to your new install  :D

Uh, yeah - DFHack had changed the SDL.dll that they distribute and I didn't notice, so my script silently uninstalled DFHack instead of installing it properly.
Wait, which one? SDL.dll obviously changes frequently, but SDLreal.dll shouldn't have changed.
OK, now I have no idea how this was broken before or why it works now - the fix (https://github.com/PeridexisErrant/starter-pack/commit/9c7bbc77c0896699433ecfd7bfb521c067e1447e) doesn't appear to have changed anything.  Maybe it was a timing issue?  Certainly fixed now  :-[

Thank you very much for the quick update PeridexisErrant! Quickly tested it, works like a charm now :).
You're welcome!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 17, 2017, 07:44:17 pm
OK, now I have no idea how this was broken before or why it works now - the fix (https://github.com/PeridexisErrant/starter-pack/commit/9c7bbc77c0896699433ecfd7bfb521c067e1447e) doesn't appear to have changed anything.  Maybe it was a timing issue?  Certainly fixed now  :-[
Ok. Just wanted to make sure it wasn't an SDLreal.dll change, because that shouldn't have changed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Endemonadia on November 18, 2017, 05:18:50 pm
Hi ive just bought a new HDD and want to install this game onto it... how do i move all my saves from the current install before i delete it?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on November 18, 2017, 05:49:07 pm
They're all in your /data/save folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 19, 2017, 12:26:57 am
You can also just copy the entire pack onto your new HDD!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: dumbluck on November 21, 2017, 05:29:19 pm
So, why did you take out all the utilities?  Dwarf Therapist in particular was useful for newbs like me...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Luriant on November 21, 2017, 06:19:49 pm
So, why did you take out all the utilities?  Dwarf Therapist in particular was useful for newbs like me...

I have all the tools in the last LNP.

If you do not have tools, maybe you download the Official Bay12 Dwarf Fortress, not the Lazy New Pack with DFHack and Dwarf Therapist.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dozebôm Lolumzalìs on November 21, 2017, 11:31:02 pm
(do you mean "if you do not have tools"?)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on November 23, 2017, 02:00:52 am
IT'S HAPPENING!

0.44.01

LET THE SCRAMBLE BEGIN!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 23, 2017, 05:52:35 am
The Starter Pack has updated to 0.44.01-r01!

You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

Includes DF, graphics, all utilities except Therapist and those which require DFHack.  Minimally tested but should work reasonably well - just back up your saves if you want to keep them!

0.44.01-r01
 - updated Dwarf Fortress to 0.44.01
 - updated PyLNP to 0.13
 - removed Therapist, DFHack, etc pending compatibility
 - graphics packs included but *not yet* updated
  (do not update graphics on saves - may be incompatible)

SHA256:  bf2c2ddc9607e48565fd968560c73f426c04c75d30d72b923cc340fc3056db2f

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: FrankyPlaysGames on November 23, 2017, 06:03:09 am
Woke up early, couldn't go back to sleep. Browsed my phone and happened to see a DF update, was about to make a joke about why the hell LNP hasn't been updated yet just to see it's been updated. God damn, it's Thanksgiving but it feels like Christmas.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mate888 on November 23, 2017, 12:02:11 pm
posting so i know when i can get therapist for the new version
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on November 23, 2017, 12:08:51 pm
posting so i know when i can get therapist for the new version

Depending on how much the underlying code has been changed, that could potentially be a few months.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mate888 on November 23, 2017, 12:31:05 pm
Apparently the new version of DF is not compatible with the version of Windows (Windows 10) I'm using, so it won't run.
halp
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ☼Another☼ on November 23, 2017, 12:39:25 pm
What does it say? (How can you tell it's not compatible?

Also: Not sure if this the right place to say this, but downloading .44.01 alpha pack doesn't work (download fails), but with Firefox I can retry it and download it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fatace on November 23, 2017, 08:40:02 pm
when do you think PyLNP will beupdates with DFHack, ect. ready to go?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 23, 2017, 09:09:34 pm
PyLNP typically doesn't have to be updated for new versions of DF. (This starter pack does, though.) DFHack could take a while.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Alpaq on November 23, 2017, 09:54:23 pm
As far as I know dwarf therapist and dfhack could be some hassle to update, but PyLNP for new DF version is already up and running.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fatace on November 23, 2017, 10:43:26 pm
Didn't realize the typos in my post....

But yeah.. I am aware there is a alpha version out, but I mainly need to wait for DFHack, as well as any TP changes :P
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on November 24, 2017, 12:22:12 am
As far as I know dwarf therapist and dfhack could be some hassle to update, but PyLNP for new DF version is already up and running.

From previous experience, DT and DFhack usually take a minimum of a few weeks to update when there's a big update to game mechanics, sometimes taking several months. Until then, PE will generally have a 'bleeding edge' pack for those who want to play the latest version without waiting for the DFhack update, and a 'stable' pack of the previous release for everyone else. My advice is, unless you really want to manage a fortress without the utilities that DFhack and Therapist provide, be prepared to wait (keep in mind this is just an educated guess) until at least the beginning of next year to play with all utilities. Now, maybe this release will be much easier for the makers of those utilities than I think, but I doubt it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 24, 2017, 06:19:08 am
The Starter Pack has updated to 0.44.02-r01!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=13201)

It's just like yesterday, but ToadyOne updated again.  See you tomorrow?

0.44.02-r01
 - updated Dwarf Fortress
 - updated Phoebus graphics - *but still for 43.05*

SHA256:  5a758af747c42d42ebcaa1632520d11be7373af501f8315d70a8875f991dc28f

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mate888 on November 24, 2017, 01:54:23 pm
At this point I'm not sure if the issue is with LnP, my computer or the game itself.
I tried to launch DF with the launcher and it just said "failed to launch Dwarf Fortress". So I tried to launch it from the icon itself and it said this:
Spoiler (click to show/hide)
There it says "the app can't be launched in this computer. To look for a version for your computer, consult with the software editor". I download the unadulterated version of Dwarf Fortress and the same thing happened.
Under the launcher icon there was a text archive called "stderr". I opened it and it said this:
Spoiler (click to show/hide)
The Spanish gibberish underneath the files from someone else's computer read "This version of %1 is not compatible with the version of Windows you are using. Check your system information and then contact the software announcer."
I'm not sure if I should report this here or on the main bug reports page but Mantis never sent me a confirmation mail so eh.
Maybe it has something to do with the current version and Windows 10? I played the previous version yesterday thinking I had downloaded the new one and it worked pefectly.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mate888 on November 24, 2017, 02:27:16 pm
I just downloaded the old LnP again and it won't work either.
Welp
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nalaeph on November 24, 2017, 02:32:56 pm
Using my leet google skills I found 2 possible causes for this error: running a 64 bit software on a 32 bit platform (you got 32 bit windows 10? is the starter pack the 64 bit version?) or some sort of root kit! https://support.microsoft.com/en-us/help/259279/error-message-runtime-error-216

Title: Re: PeridexisErrant's DF Starter Pack
Post by: mate888 on November 24, 2017, 03:54:50 pm
I installed regular 0.43 Dwarf Fortress and it works allright, so I don't think it's due to the 64 bit or a trojan. Guess I'll just install the utilities manually  :'(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Alpaq on November 24, 2017, 04:56:28 pm
You still have 32 bit platform? Well that's a bummer. You can try some compatibility options and launching with admin rights, maybe it will help.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mate888 on November 24, 2017, 07:53:20 pm
You still have 32 bit platform? Well that's a bummer. You can try some compatibility options and launching with admin rights, maybe it will help.
Is 0.43 32 bit? I'm on Windows 10, I don't think it's 32 bit.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 24, 2017, 10:12:07 pm
You still have 32 bit platform? Well that's a bummer. You can try some compatibility options and launching with admin rights, maybe it will help.
mate888 said an older pack worked at one point, but a new version of that pack longer works. Assuming that's correct, and referring to 0.43.05, that system is probably 64-bit, since all of PE's packs for 0.43.05 were 64-bit-only.

Is 0.43 32 bit? I'm on Windows 10, I don't think it's 32 bit.
0.43.01-0.43.04 were exclusively 32-bit. 0.43.05 (and 0.44+) had both 32-bit and 64-bit builds.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Alpaq on November 24, 2017, 11:07:52 pm
Is 0.43 32 bit? I'm on Windows 10, I don't think it's 32 bit.
It can be, depends on what you downloaded.

I can assure you that windows 10 x64 works with every DF version (x64 backward compatibility) so it must be something with your PC.
Can you check for sure on which architecture is your system operating? If you have x86 you need to stick to these specific versions.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nalaeph on November 25, 2017, 04:57:59 am
Is 0.43 32 bit? I'm on Windows 10, I don't think it's 32 bit.

Just to be sure, right-click on the Start Button, click "System", click "About" at the bottom of the list. There you'll see your type of OS and processor.

Should read something like: "System type 64-bit operating system, x64-based processor" or the Spanish equivalent of that anyway   ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Antmf on November 25, 2017, 10:04:00 am
Is this pack updated for the last latest version of DF yet I believe 44.02? Please let this noob know. Thank you...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 25, 2017, 10:11:41 am
Back one page:
The Starter Pack has updated to 0.44.02-r01!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=13201)

It's just like yesterday, but ToadyOne updated again.  See you tomorrow?

0.44.02-r01
 - updated Dwarf Fortress
 - updated Phoebus graphics - *but still for 43.05*

SHA256:  5a758af747c42d42ebcaa1632520d11be7373af501f8315d70a8875f991dc28f

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on November 25, 2017, 10:19:19 am
Checking the previous page of the thread should have allowed you to find the note lethosor quoted. In general, that's a good strategy when looking for bleeding edge updates.
Bleeding edge updates are not included in the second post of the thread because the lack of/instability of experimental versions of the standard set of tools makes them unsuitable for those unwilling to take the risk of getting cut, and those willing are expected to also be willing to look for PE's latest release post.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mate888 on November 25, 2017, 05:44:35 pm
Is 0.43 32 bit? I'm on Windows 10, I don't think it's 32 bit.

Just to be sure, right-click on the Start Button, click "System", click "About" at the bottom of the list. There you'll see your type of OS and processor.

Should read something like: "System type 64-bit operating system, x64-based processor" or the Spanish equivalent of that anyway   ;)
Damn, yeah. It is a 32 bit system with a x64 processor.
Does that mean I won't be able to play newer versions of DF or is there something I can do?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Alpaq on November 25, 2017, 07:02:54 pm
Is 0.43 32 bit? I'm on Windows 10, I don't think it's 32 bit.

Just to be sure, right-click on the Start Button, click "System", click "About" at the bottom of the list. There you'll see your type of OS and processor.

Should read something like: "System type 64-bit operating system, x64-based processor" or the Spanish equivalent of that anyway   ;)
Damn, yeah. It is a 32 bit system with a x64 processor.
Does that mean I won't be able to play newer versions of DF or is there something I can do?

Best thing to do would be upgrade system if your processor supports x64 architecture.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 25, 2017, 07:24:33 pm
You can play newer versions of DF. 32-bit versions are available by clicking "all versions" on http://www.bay12games.com/dwarves/ . You can't use this pack, though, because PE only builds 64-bit versions of this pack.

I'm confused as to why you said "the previous version" worked - what version exactly was that?

(Anyway, yeah, installing 64-bit Windows if you can would be a good solution, although time-consuming.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on November 25, 2017, 11:40:31 pm
Unless your system has only 2 or 3 gb of ram, you should install a 64bit windows anyway.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bauta on November 26, 2017, 02:06:30 pm
I hope  you are working on a new version for the latest patch  :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 26, 2017, 05:58:56 pm
I hope  you are working on a new version for the latest patch  :D
Scroll up.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bauta on November 26, 2017, 08:09:37 pm
i know about that one but its not including the Therapist (yet) which is 90% of the reason why i use the LNP
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 26, 2017, 09:54:16 pm
Right, work on DT is still in progress. (DT is also pretty easy to download separately, by the way.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kyubee on November 26, 2017, 11:25:52 pm
personally i prefer having DT for the pack beforer i begin it~ But I cant wait, the newest update will allow me to do so much more modding~
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 27, 2017, 07:10:03 am
The Starter Pack has updated to 0.43.05-r11!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is the final update for DF 43.05 - thanks to the tireless DFHack devs
pushing out a last stable release before starting to work on updating.  Enjoy!
If you're wondering why play an older version, remember that you can have two
installs of DF at once - and Strike the Earth!

0.43.05-r11
 - updated DFHack
 - updated TwbT

SHA256:  486114ac23e6d71153428e08843609021221d30bc3ad87f3f637ccfd416dbb3b

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 27, 2017, 07:10:56 am
The Starter Pack has updated to 0.44.02-r02!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

This is it!  The big one!  The one you've all been waiting for!  Dwarf Therapist is working!
We also a have an unprecedented triple-update of legends-viewing tools, so pull them out and enjoy the new historical events in DF 0.44!
Last but not least, Phoebus and CLA graphics are now raw-compatible with new saves, so you'll be able to keep worlds for the long term.

Now it's over to Toady - with three updates in two days, I've done my part for 44.03  ;D  And the rest of you - Strike the Earth!


0.44.02-r02
 - updated Phoebus graphics for 44.02
 - updated CLA graphics for 44.01 (equivalent to .02)
 - updated Legends Browser to 1.14
 - updated World Viewer to 2.4.2
 - updated Legends Viewer to 1.19.20
 - updated Dwarf Therapist config http://www.bay12forums.com/smf/index.php?topic=122968.msg7627556#msg7627556

SHA256:  87ed40b001ca9e269601c50dfd05c2744d0f6fe041cba4c53a85c8294d621b97

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zakarum on November 27, 2017, 10:51:03 am
Thanks Peridexis but just as you release a new version Therapist got a new one too:
http://www.bay12forums.com/smf/index.php?topic=168411.0
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on November 27, 2017, 12:39:19 pm
The Starter Pack has updated to 0.44.02-r02!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

This is it!  The big one!  The one you've all been waiting for!  Dwarf Therapist is working!
We also a have an unprecedented triple-update of legends-viewing tools, so pull them out and enjoy the new historical events in DF 0.44!
Last but not least, Phoebus and CLA graphics are now raw-compatible with new saves, so you'll be able to keep worlds for the long term.

Now it's over to Toady - with three updates in two days, I've done my part for 44.03  ;D  And the rest of you - Strike the Earth!


0.44.02-r02
 - updated Phoebus graphics for 44.02
 - updated CLA graphics for 44.01 (equivalent to .02)
 - updated Legends Browser to 1.14
 - updated World Viewer to 2.4.2
 - updated Legends Viewer to 1.19.20
 - updated Dwarf Therapist config http://www.bay12forums.com/smf/index.php?topic=122968.msg7627556#msg7627556

SHA256:  87ed40b001ca9e269601c50dfd05c2744d0f6fe041cba4c53a85c8294d621b97

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)

Holy HFS, that was fast! DT and DFHack usually take weeks to get working after a big update. Kudos to the DT creators and to you for keeping these packs coming.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bauta on November 27, 2017, 02:11:40 pm
Quote
Holy HFS, that was fast! DT and DFHack usually take weeks to get working after a big update. Kudos to the DT creators and to you for keeping these packs coming.

Did i misinterpret your post or did you had DFHack in your pack ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 27, 2017, 02:34:45 pm
You misinterpreted it. DFHack is not ready yet. Also, the DT layouts were generated with DFHack, so I wouldn't consider them fully stable yet either.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: a52 on November 27, 2017, 07:30:34 pm
Any estimate on when Armok Vision will be included, or does that just depend on JapaMala updating and/or DFHack?

Otherwise, thanks for all your quick work! I really appreciate how much you and lethosor do for this community.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: omada on November 27, 2017, 09:08:07 pm
Oh, i was missing playing this game

I will PTW here just to not lose this thread nevermore, god damn it was somehow hard to find

(Okay, i was looking in the wrong section)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 27, 2017, 09:15:03 pm
Any estimate on when Armok Vision will be included, or does that just depend on JapaMala updating and/or DFHack?

Otherwise, thanks for all your quick work! I really appreciate how much you and lethosor do for this community.

Armok Vision depends on the remotefortressreader plugin, so it should work as soon as DFHack is updated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on November 28, 2017, 12:05:18 am
Any estimate on when Armok Vision will be included, or does that just depend on JapaMala updating and/or DFHack?

Otherwise, thanks for all your quick work! I really appreciate how much you and lethosor do for this community.

Armok Vision depends on the remotefortressreader plugin, so it should work as soon as DFHack is updated.

In fact, once DFHack is updated, you won't even need to update armok vision.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Asmodeous on November 28, 2017, 12:28:27 am
Oh, i was missing playing this game

I will PTW here just to not lose this thread nevermore, god damn it was somehow hard to find

(Okay, i was looking in the wrong section)

I just google "lazy newb pack" whenever I want to check for a new release. This thread is the second link every time - first link is the dfwiki page.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: gotoka3 on November 28, 2017, 06:26:05 am
Thanks for the fast update and all but are you going to eventually add a 32 bit version for the latest starter pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Seater666 on November 28, 2017, 07:41:12 am
I don't know if other people are having this problem but in the latest experimental branch of the .44.02 starter pack if you install a tileset you cant build pedestals and any attempt to make a display case it just makes mortars. Everything works properly in a fresh install of 44.02 but as soon as I attempt to install a tileset it will have the same issue but then when I attempt to switch to ascii it will tell me it cant update the savegame because its corrupted.

I imagine its because none of the graphics sets have a sprite for pedestals/display cases but if you go back to ascii the raws stay corrupted even if you generate a new world.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Powersteve621 on November 28, 2017, 08:08:50 am
Holy shit, that's awesome! I was not expecting to be able to play with DT again so soon. Everyone who works on these utilities rules. Thanks so much, I forgot how painful DF was to play without it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 28, 2017, 08:34:56 am
Thanks for the fast update and all but are you going to eventually add a 32 bit version for the latest starter pack?

No.  The Starter Pack is 64bit-only - I just don't have the time to support 32bit as well.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 28, 2017, 11:31:43 am
I don't know if other people are having this problem but in the latest experimental branch of the .44.02 starter pack if you install a tileset you cant build pedestals and any attempt to make a display case it just makes mortars. Everything works properly in a fresh install of 44.02 but as soon as I attempt to install a tileset it will have the same issue but then when I attempt to switch to ascii it will tell me it cant update the savegame because its corrupted.

I imagine its because none of the graphics sets have a sprite for pedestals/display cases but if you go back to ascii the raws stay corrupted even if you generate a new world.
Are you referring to "0.44.02-r02" from a few posts back? It's good to specify the actual version instead of "the latest", since "the latest" changes fairly often.

Anyway, what graphics pack(s) are you using? This part of the 0.44.01-r01 changelog is probably relevant:
Quote
- graphics packs included but *not yet* updated
  (do not update graphics on saves - may be incompatible)
and from 0.44.02-r02:
Quote
- updated Phoebus graphics for 44.02
 - updated CLA graphics for 44.01 (equivalent to .02)

If you're not using CLA, Phoebus, or ASCII, you'll probably have issues like what you're describing if you try to move between one of those three tilesets and one that's not one of those. That's because things like display cases are defined in the raw files, and graphics packs replace some raw files with their own, so a graphics pack for 0.43.05 that edited a file where display cases are now defined or referenced (item_tool.txt, entity_default.txt, or reaction_other.txt) will not work with display cases in 0.44.02, because display cases will still be missing from those files, as they were in 0.43.05.

Short version: it's not missing sprites, it's missing stuff from the raws.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on November 28, 2017, 01:00:30 pm
I don't know if other people are having this problem but in the latest experimental branch of the .44.02 starter pack if you install a tileset you cant build pedestals and any attempt to make a display case it just makes mortars. Everything works properly in a fresh install of 44.02 but as soon as I attempt to install a tileset it will have the same issue but then when I attempt to switch to ascii it will tell me it cant update the savegame because its corrupted.

I imagine its because none of the graphics sets have a sprite for pedestals/display cases but if you go back to ascii the raws stay corrupted even if you generate a new world.

Sorry about that. In version 0.44.02-r02 of the Starter Pack only ASCII, CLA, Dungeonset, Mayday, and Phoebus support the pedestals and display cases.

I'm not an expert how this stuff works, but if you want to try to fix one of your save files, you might try making a backup of your save file and installing the /raw/objects/item_tool.txt from the CLA, Phoebus, or the vanilla version of the game into your save file. It would probably be a good idea to place it into /Dwarf Fortress v0.44.02/raw/objects/ folder too. That could possibly make the pedestals and display cases craftable in your save file, but sometimes stuff doesn't work when you add it after generating the world.

Ironhand, Spacefox, and Obsidian will probably all get support soon. I think this they'll all be fixed in the upcoming 0.44.02-r03 version of the Starter Pack if you just want to wait it out.

Thanks for the tip on drawing sprites for the pedestal and display case. I will look into that. There might not be room for new sprites on the main tilesheet. I'm not sure if TWBT overrides work with "item_tools" such as the pedestal and display case. But we should at least be able to pick more appropriate sprites from the existing sprites main tilesheet.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bauta on November 28, 2017, 06:47:39 pm
Thanks for the fast update and all but are you going to eventually add a 32 bit version for the latest starter pack?

No.  The Starter Pack is 64bit-only - I just don't have the time to support 32bit as well.

Thats alright :)

Do you have any insider info on when the new DF Hack will release ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 28, 2017, 08:01:10 pm
Do you have any insider info on when the new DF Hack will release ?

Not even the DFHack team has any idea - it's not a secret, just unknown!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: evilmagic on November 29, 2017, 12:35:52 am
it may be a DFHack thing, I'm not super versed in this game. But in the 0.43.05-r11 version I could click on things (such as workshops) with the mouse to queue up jobs. I'm talkin just click on the blacksmith and it selects it. Is there an option to enable this? I've tried doing searching on the forums but haven't come up with anyone else even mentioning it. I've been playing without it but I've used it for so long it is kind of muscle memory.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on November 29, 2017, 12:38:51 am
That's a DFHack thing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: evilmagic on November 29, 2017, 01:26:16 am
That's a DFHack thing.

Cheers
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Asmodeous on November 29, 2017, 06:30:11 pm
Is the ability to have more than 3 wheelbarrows on a stockpile a DFHack thing, too?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 29, 2017, 09:47:36 pm
Is the ability to have more than 3 wheelbarrows on a stockpile a DFHack thing, too?
Yes
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Asmodeous on November 30, 2017, 12:24:04 am
Is the ability to have more than 3 wheelbarrows on a stockpile a DFHack thing, too?
Yes

That function alone makes me love you so much, leth...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jobywalker on December 01, 2017, 07:14:05 pm

Sorry for hijacking this thread but this is tangentially related.

Jecowa, you were the last maintainer of the Mac LNP -- Lazy Mac Pack.  Looks like it hasn't had an update in a year -- do you intend to continue provide further updates?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BionicMeatloaf on December 02, 2017, 05:24:43 am
after playing 0.44.02 I've realized just how important the item limits function from DFHack is for getting rid of so much micromanaging
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on December 03, 2017, 05:32:39 am
I miss dfhack already but im having some fun not being able to just use prospect all before embarking.
On a side note: has anyone heard of a strip visitite script? like stripcaged except on visitors?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Findulidas on December 03, 2017, 08:38:31 am
I miss dfhack already but im having some fun not being able to just use prospect all before embarking.

Maybe you should only use dfhack for actual bugs? Cheating really makes games less interesting.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Linkxsc on December 03, 2017, 08:58:48 pm
I miss dfhack already but im having some fun not being able to just use prospect all before embarking.

Maybe you should only use dfhack for actual bugs? Cheating really makes games less interesting.

Implying that one can really "cheat" in a sandbox game with no defined win condition.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on December 03, 2017, 10:09:44 pm
I miss dfhack already but im having some fun not being able to just use prospect all before embarking.

Maybe you should only use dfhack for actual bugs? Cheating really makes games less interesting.

Implying that one can really "cheat" in a sandbox game with no defined win condition.
reference personal text
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on December 04, 2017, 03:50:57 pm
I miss dfhack already but im having some fun not being able to just use prospect all before embarking.

Maybe you should only use dfhack for actual bugs? Cheating really makes games less interesting.

Implying that one can really "cheat" in a sandbox game with no defined win condition.
reference personal text

Getting off-topic here.
If y'all want to have this discussion, I suggest starting a separate topic or doing it in private.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rekov on December 05, 2017, 09:58:55 pm
Would the current version of the starter pack not work at all with the Obsidian tileset, or would it just not have tiles for the new things?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on December 05, 2017, 11:13:23 pm
Would the current version of the starter pack not work at all with the Obsidian tileset, or would it just not have tiles for the new things?

First download the experimental v0.44.02-r2 of the Starter Pack (http://dffd.bay12games.com/file.php?id=13201), if you haven't already. The included Obsidian isn't raws compatible with 0.44.02 yet, so you should probably download the newer v0.44.02-compatible Obsidian (https://github.com/DFgraphics/Obsidian/releases) and place it into your \PeridexisErrant's Starter Pack 0.44.02-r02\LNP\graphics\ folder. It still won't have a pedestal tile or graphics for the new professions, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bauta on December 07, 2017, 10:10:24 am
With every day passing we are getting closer to the new release version of DF Hack  :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 07, 2017, 05:29:38 pm
The Starter Pack has updated to 0.44.02-r03!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

This update includes bugfixes for Therapist, Legends Browser, and Legends Viewer; and thanks to Jecowa all graphics packs are now compatible with 44.02.  Thanks, Jecowa!  So with beautiful graphics but no further ado... strike the earth!

0.44.02-r03
 - updated Dwarf Therapist to v39.0.0
 - updated Ironhand, Obsidian, Phoebus, and Spacefox graphics packs
 - added Jecowa's update of Meph's graphics pack
 - updated Legends Viewer
 - updated Legends Browser

SHA256:  383f45baacfeaef4eb68fa3098297b0e2deb4ee2fecda2ad17c96a0a842fefc8

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 07, 2017, 05:52:17 pm
Just in time for a DFHack release! (Sorry.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on December 07, 2017, 06:07:58 pm
woohoo :) thanks, will try out the new 44 version soon :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: FrankyPlaysGames on December 07, 2017, 09:11:15 pm
Thanks for all the hard work from everyone involved in what goes into the LNP.
Once DFHack is updated and included, will TWBT work or will that require a separate update?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on December 07, 2017, 09:51:49 pm
TwbT has to be re-compiled for the new DFHack, iirc.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on December 08, 2017, 03:36:40 am
Sooo the df hack alpha prerelease is or is not included?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on December 08, 2017, 03:37:33 am
Just in time for a DFHack release! (Sorry.)
dang that was fast for a bleeding edge df hack release! :o
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on December 08, 2017, 03:44:04 am
I think around a year ago Toady cast some runes into the DF code that makes it faster for the DFHack team to run their wizardry on it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bauta on December 08, 2017, 08:29:06 am
Sooo the df hack alpha prerelease is or is not included?
its not
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on December 09, 2017, 11:27:38 am
Is there going to be a new LNP release with the Alpha DFHack, or should I go attempt to figure out how to install it myself?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on December 09, 2017, 11:36:10 am
Is there going to be a new LNP release with the Alpha DFHack, or should I go attempt to figure out how to install it myself?
I just copied the dfhack folder contents into the dwarf fortress folder in the PE pack replacing files prompted, worked for me
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on December 09, 2017, 11:44:20 am
Is there going to be a new LNP release with the Alpha DFHack, or should I go attempt to figure out how to install it myself?
I just copied the dfhack folder contents into the dwarf fortress folder in the PE pack replacing files prompted, worked for me

Ah cool, thanks!  Never sure how much config such things require  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on December 09, 2017, 01:13:09 pm
Is there going to be a new LNP release with the Alpha DFHack, or should I go attempt to figure out how to install it myself?
I just copied the dfhack folder contents into the dwarf fortress folder in the PE pack replacing files prompted, worked for me

Ah cool, thanks!  Never sure how much config such things require  :)
i mean i only use dfhack for cheating tbh idk much about hotkeys or workflow stuff but most commands work, note that it is still buggy in pre release
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 09, 2017, 02:31:11 pm
Is there going to be a new LNP release with the Alpha DFHack, or should I go attempt to figure out how to install it myself?
I just copied the dfhack folder contents into the dwarf fortress folder in the PE pack replacing files prompted, worked for me

Ah cool, thanks!  Never sure how much config such things require  :)
i mean i only use dfhack for cheating tbh idk much about hotkeys or workflow stuff but most commands work, note that it is still buggy in pre release
How, specifically, is it buggy? Please report any bugs you find! That's the entire reason why we put up pre-releases.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PhenomTaker on December 09, 2017, 09:46:17 pm
Hello. Not used to compatibility of DF stuff so here is my question:

How likely is it to be able to continue a game that I start now, with the 44.02 alpha1 starter pack and manually included DFHack, with the upcoming pack that includes DFHack. Since TWBT isn't working with Mephs Tileset (which I used before).
So I would want to switch to that, as soon as the new version is available. :)

Can I start my new game now or should I wait for the working starter pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Crocatowa on December 10, 2017, 01:31:03 am
You should be able to start your new game now and migrate the save to the newer pack when the time comes without issue
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 10, 2017, 01:39:56 am
It sounded like you were planning on switching tilesets, which typically isn't possible with existing saves, so keep that in mind.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PhenomTaker on December 10, 2017, 09:14:36 am
Oh you cannot switch? I thought so because the it asks you if you want to convert the save games too, when you change the tileset. At least thats how I remember it. :D
But good to know, so I have to wait for the new starter pack with working TWBT or play with another one that works without. Thanks :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on December 10, 2017, 01:35:42 pm
Is there going to be a new LNP release with the Alpha DFHack, or should I go attempt to figure out how to install it myself?
I just copied the dfhack folder contents into the dwarf fortress folder in the PE pack replacing files prompted, worked for me

Ah cool, thanks!  Never sure how much config such things require  :)
i mean i only use dfhack for cheating tbh idk much about hotkeys or workflow stuff but most commands work, note that it is still buggy in pre release
How, specifically, is it buggy? Please report any bugs you find! That's the entire reason why we put up pre-releases.
Already put the one up about redundant "dwarf stuck in tree" notification  ;D is there a better way to find out bugs or the cause of crashes? (only had one crash so far)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on December 11, 2017, 12:12:51 am
Oh you cannot switch? I thought so because the it asks you if you want to convert the save games too, when you change the tileset. At least thats how I remember it. :D
But good to know, so I have to wait for the new starter pack with working TWBT or play with another one that works without. Thanks :)
in no version ever has this feature been working for me.
it always resulted in crashes or just broken savegames with atleast broken visuals.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 11, 2017, 04:36:16 am
The Starter Pack has updated to 0.44.02-r04!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

Now with DFHack!  You therefore also get a host of graphical upgrades, from all the visualisers that depend on DFHack to the in-game enhancements of TwbT.  Enjoy the view, while you strike the earth!

0.44.02-r04
 - added DFHack 0.44.02-alpha1
 - added TwbT again (requires DFHack), v6.23
 - updated Obsidian, Phoebus, Spacefox, Mayday, Ironhand graphics
 - added Gemset graphics again (requires DFHack)

SHA256:  16f8056a5f6dc28f48e61137167b0a75e574d3e847b9a5e9be5c57e180783c3f

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on December 11, 2017, 01:15:15 pm
Yea! Thanks as always for putting this all together for us!

A couple of questions/comments:

This is the first time I've ever gotten the "Import from Previous Install" function to work, I think, because I've always targeted the Starter Pack folder wrapper folder containing LNP and Dwarf Fortress itself, watched it fail, and thought, "Oh well," and did the copies manually. I wonder if the script could be more clever, or the instructions more verbose? Making the players (like me,) smarter is probably beyond the scope of the project, alas.

Now that it worked for me, I note that the data/init folder isn't copied over, which contains a lot of fun and fiddly bits to change, like embark profiles (dear to my heart,) custom announcements, and world gen templates. I concede in advance that Toady could change something in there, and that automatically copying them blind without some quick tested might be unwise, but I suspect the value of copying them outweighs the potential value in not. The dfhack.init and dfhack_PeridexisErrant.init files might fall into this category as well.

Finally (and this one I actually find perplexing,) PyLNP doesn't seem to copy its own preferences from the previous pack automatically (I had the previous PyLNP app open at the time, so this was perhaps user error.) I think I change about half the stock settings each time, lol, and suddenly no liquid depths or seasonal save can be a surprise, along with the occasional pure madness of pet entombing. The functionality is right there to save and reload parameters (I assume that's what those file menu options refer to.)

Once again, thanks for managing all this, and please know I mean the above as suggestions rather than criticism!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on December 11, 2017, 04:44:30 pm
thanks peridexis  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 11, 2017, 11:30:22 pm
@clinodev - PyLNP prefers to be as safe as possible, so that it's always a bug if you end up with an invalid configuration.

Unfortunately safely updating init files is hard enough that nobody has volunteered to write that code yet, and the settings are read from and written to the init files.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AikonCWD on December 12, 2017, 03:31:21 am
Is there any way to add languaje translations to PyLNP? I wanna contribute adding spanish translation to PyLNP :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AikonCWD on December 12, 2017, 09:09:04 am
@clinodev - PyLNP prefers to be as safe as possible, so that it's always a bug if you end up with an invalid configuration.

Unfortunately safely updating init files is hard enough that nobody has volunteered to write that code yet, and the settings are read from and written to the init files.

Don't know if you have github or something to report bugs, anyway, can you check this? https://github.com/DFgraphics/Phoebus/issues/10

Thanks :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Eligiblefoot on December 12, 2017, 04:37:29 pm
@clinodev - PyLNP prefers to be as safe as possible, so that it's always a bug if you end up with an invalid configuration.

Unfortunately safely updating init files is hard enough that nobody has volunteered to write that code yet, and the settings are read from and written to the init files.

Don't know if you have github or something to report bugs, anyway, can you check this? https://github.com/DFgraphics/Phoebus/issues/10

Thanks :)

I'm also having this issue DF hack is on as well as twbt. The same thing happens with Gemset as well. At least the the gemset beds.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on December 12, 2017, 06:16:19 pm
This happens to me on Mac too. ASCII isn't having the issue, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Friti on December 13, 2017, 02:57:39 am
Hit an interesting issue where it appears barrels aren't being used to store Plump Helmets since starting this version of the Lazy Newb Pack (44.02r4).  I'll see about investigating closer come tomorrow - I don't have time at the moment.  I know I was not encountering this in r3 with DFHack manually installed.

Anyone else hitting this?

*edit*  Belay my last.  False alarm.  It became happy and started storing plump helmets in barrels once I created a dedicated food stockpile rather than a monolithic mega custom everything-but-the-kitchen-sink stockpile.  That seems a bit odd, but I'm not going to argue with it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AikonCWD on December 13, 2017, 03:20:36 am
Hit an interesting issue where it appears barrels aren't being used to store Plump Helmets since starting this version of the Lazy Newb Pack (44.02r4).  I'll see about investigating closer come tomorrow - I don't have time at the moment.  I know I was not encountering this in r3 with DFHack manually installed.

Anyone else hitting this?

This is from wiki: Seeds can be stored in bags (100 seeds per bag), which can in turn be stored in barrels or pots (10 bags per barrel/pot).
Maybe you don't have enought bags?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Friti on December 13, 2017, 03:22:05 am
Nah - I figured it out.  It didn't like my monolithic (Custom - allow everything) stockpike.  When I created a dedicated food stock pile it was happy to start storing plump helmets (plants, not seeds) in barrels for some reason.

So bit interesting that a custom stockpile with everything in it is behaving that way, but I hardly use such stockpiles except in early game anyways.  Problem solved - false alarm.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on December 15, 2017, 07:44:32 am
Quick question: are there any problems I should be aware of when using the pack (experimental version) and making manual edits to the raws? One of the suggestions I've received for building a world that has both fully grown dragons and surviving civilizations is to alter the raws so they grow up faster, and I wanted to make sure I wouldn't bork anything by doing that before I tried it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on December 15, 2017, 10:55:11 am
Quick question: are there any problems I should be aware of when using the pack (experimental version) and making manual edits to the raws? One of the suggestions I've received for building a world that has both fully grown dragons and surviving civilizations is to alter the raws so they grow up faster, and I wanted to make sure I wouldn't bork anything by doing that before I tried it.
I don't think the question relates to the LNP. It has some connection to DFHack, which is just one of the things compiled into the LNP, but which is maintained separately, as well as modding, which I believe has its own sub forum.
I'm not aware of any particular problems with the alpha DFHack version that haven't been reported in the DFHack thread. There's nothing general I know of to suggest raw modding should be in a better or worse shape than it was in the previous DF version. Most probably you're the guinea pig for testing that particular modding (and report issues if you find any: DF for DF itself, DFHack for DFHack).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on December 15, 2017, 05:30:19 pm
If you've created a world with manually-edited raws, you might mess up your save file if you ever try to switch graphics packs.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Eligiblefoot on December 15, 2017, 05:46:13 pm
If you want to switch graphics packs between playthrough. Then copy your objects folder from your save into LNP/graphics and which ever pack you want to use. I do this all the time with my saves and habe had no problems. Make sure you delete the objects folder in the graphics pack before you copy to avoid issues.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on December 16, 2017, 09:53:03 am
Nah - I figured it out.  It didn't like my monolithic (Custom - allow everything) stockpike.  When I created a dedicated food stock pile it was happy to start storing plump helmets (plants, not seeds) in barrels for some reason.

So bit interesting that a custom stockpile with everything in it is behaving that way, but I hardly use such stockpiles except in early game anyways.  Problem solved - false alarm.
maybe you had finished goods disabled, which means disabling bags.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Skylord_Conor21 on December 16, 2017, 07:05:33 pm
I've run into an odd issue. When I try to launch the pack it just says

"Error
Failed to Run Dwarf Fortress"

I've used LNP and Dwarf Fortress on this PC before and don't understand for the life of me what's wrong.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Paxiecrunchle on December 23, 2017, 06:21:47 am
PTW/ask if this has been update to the latest version as of this moment?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on December 23, 2017, 09:38:33 am
PTW/ask if this has been update to the latest version as of this moment?
Instead of asking, do at least a little watching (rather than just state you're eventually going to do some) in the thread (such as e.g. the previous page and the first page). This would have told you the latest stable version is still for the previous arc, while there is a version with/based on an alpha version of DFHack for the latest version for those willing to take risks and report issues.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 23, 2017, 09:40:29 am
I've run into an odd issue. When I try to launch the pack it just says

"Error
Failed to Run Dwarf Fortress"

I've used LNP and Dwarf Fortress on this PC before and don't understand for the life of me what's wrong.
Anything in stderr.txt?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on December 23, 2017, 09:47:47 am
I've run into an odd issue. When I try to launch the pack it just says

"Error
Failed to Run Dwarf Fortress"

I've used LNP and Dwarf Fortress on this PC before and don't understand for the life of me what's wrong.
Anything in stderr.txt?

He solved it in another thread by replacing the 64-bit DF folder with the 32-bit version. (source (http://www.bay12forums.com/smf/index.php?topic=168744.msg7648233#msg7648233))
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Chief10 on December 25, 2017, 05:54:51 pm
Hi, I'm sorry if this is a stupid question, but will the 44.02 version of LNP work with the new 44.03 version of DF?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on December 25, 2017, 06:46:26 pm
Hi, I'm sorry if this is a stupid question, but will the 44.02 version of LNP work with the new 44.03 version of DF?

Probably a couple things, but almost certainly not Dwarf Therapist, DFhack, or any of the many things that rely on DFhack.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: ptlans on December 29, 2017, 12:38:31 am

I just wanted to say that I have been wanting to try this game for years but some mental block combined with ASCII graphics stopped me from really getting into this game. With the content in this pack I was finally able to start playing a few weeks ago and I'm completely hooked. Thanks for putting this together.

Just one small problem, I get the following message any time I load up DF via this pack

"Invalid value TWBT for option PRIN_Mode:DFHACK is required for TWBT. Run DF anyway?"
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on December 29, 2017, 03:16:24 am
"Invalid value TWBT for option PRIN_Mode:DFHACK is required for TWBT. Run DF anyway?"

Try going to to the "DFHack" tab of the launcher and enabling "DFHack". I'm guessing DFHack is disabled by default since the version included in the pack is still a pre-release version.

I think it should be find as long as you don't try to use DFHack automation.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 29, 2017, 10:15:44 am
Well, if you haven't changed the settings at all and are getting that message, it might be something with the defaults that needs to be changed. Another option is to change the print mode setting to STANDARD or 2D (or just ignore the warning, since TWBT will fall back to STANDARD).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AikonCWD on December 29, 2017, 02:07:23 pm
So we have DF 0.44.03, also DFHack + TWBT for that version (also Dwarf Therapist too). Is there any ETA for the next updated LNP? :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 29, 2017, 02:08:17 pm
PE is on vacation.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on December 30, 2017, 02:26:47 am
Is there any ETA for the next updated LNP? :D

Based on when his vacation ends, I would guess a little under 2 weeks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 30, 2017, 09:19:33 pm
Is there any ETA for the next updated LNP? :D

Based on when his vacation ends, I would guess a little under 2 weeks.

Yep, aiming for January 8th or so.

(I'm currently on mobile in town to get some more food and water, but won't have reliable internet until I get home on the 8th)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: dambros on December 30, 2017, 10:39:00 pm
Can’t wait! Until then Inguess I will keep playing the previous version :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on December 31, 2017, 03:39:01 am
Thanks for providing an ETA, PeridexisErrant. It's useful to know what to expect.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on December 31, 2017, 04:36:22 am
using the 43.05r11 and trying to go without any of those bugged bins, i don't get the usual crashes. maybe the bins caused them.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MortalDVall on December 31, 2017, 10:52:36 pm
Actually menaged to marge PyLNP with latest Dfhack, twbt, phoeubus and whats not in to working condition. So as long PE would not mind I could...  ::)

Hi forum btw  8)

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on January 02, 2018, 01:15:45 am
Actually menaged to marge PyLNP with latest Dfhack, twbt, phoeubus and whats not in to working condition. So as long PE would not mind I could...  ::)

Hi forum btw  8)
i guess help is always appreciated. Welcome aboard the crazy train to the Hidden Fun Stuff.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: dambros on January 02, 2018, 06:57:33 am
Actually menaged to marge PyLNP with latest Dfhack, twbt, phoeubus and whats not in to working condition. So as long PE would not mind I could...  ::)

Hi forum btw  8)

I did something similar but I keep finding things I forgot to update... specially the utilities.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: freakdog on January 03, 2018, 07:45:06 pm
Hi, I'm sorry if this is a stupid question, but will the 44.02 version of LNP work with the new 44.03 version of DF?
the incompatibility is primary with dfhack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 03, 2018, 09:28:54 pm
Not sure what you mean - DT and DFHack (and maybe other things) for 0.44.02 won't work unless you update them for 0.44.03, but they've had updates for 0.44.03 available for a while.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: JAFANZ on January 04, 2018, 12:51:05 am
Hi, I have a problem I haven't been able to find referenced elsewhere (in this thread or out of it).

Using the 43.05-r11 pack (64-bit I believe, on Win10), with mostly default config (I disabled Aquifers, Sound, & Movies), & the Phoebus tileset (since any attempt to change the tileset from the PyLNP launcher causes the game itself to CTD on world load due to the absence of "tool pedastel", this includes switching back to Phoebus), once I embark in Dwarf mode, switching to any screen which doesn't show the map itself (i.e. [Esc] to options, [n] to nobles, [?] to help) results in a black map screen segment when I return, & to get it back I have to do something like hitting [tab] (I know there are other options, but I've only used them by accident so I don't know what they are) get the map to draw again.

Is this something that is known, with known workaround? or somehow unique to my install?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 04, 2018, 12:57:12 am
It sounds like you may be trying to load a DF v0.44.x save file (which has the pedestal) in the old DF v0.43.05 (which did not have the pedestal implemented yet). If you think this may be the case, download the "experimental" v0.44.02-r04 version of PE's starter pack, import your save folder to it, reinstall Phoebus into your save file with the LNP launcher (to make sure it has 0.44 raws), and see if it works.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: JAFANZ on January 04, 2018, 08:06:28 am
Thanks to consideration of jecowa's comment I redownloaded & reinstalled (to make sure I have the correct release pack), then I switched the tileset (to Ironhand, but I suspect any of them will work), before generating a new world (having deleted the old ones, oops) & embarking, then trying to replicate the "Black Screen of Annoyance" (aka BSoA) with Ironhand (loading a macro does it) without success (woot!).

I subsequent cycled through all the tilesets in the default package on the new fortress/save, without getting the pedestal issue once (not sure if this was because I accidentally had the experimental build previously, or just because of the initial tileset change cleaning out mods), & without being able to replicate the BSoA.

So thank you to jecowa for the quick & helpful comment (hopefully no-one will find themselves in the position of finding this post helpful, but it's here on the offchance).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: freakdog on January 05, 2018, 11:54:47 pm
Hi, I'm sorry if this is a stupid question, but will the 44.02 version of LNP work with the new 44.03 version of DF?
the incompatibility is primary with dfhack.

I got tired of waiting so I made a version for myself that works. Updated dfhack 44.03-beta1, dwarf therapist 39.1.2, twbt 6.31 and df 44.03 -- if anyone wants it to play around with, message me. YMMV.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 06, 2018, 08:46:46 am
The Starter Pack has updated to 0.44.03-r01!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

Well, I'm back from my camping holiday (walking/swimming/reading/eating/keeping track of bushfires; classic aussie camping trip  :)) and up to date with DF - for now!

Thanks to the tireless work of many, many people, the last two weeks have seen updates to... well, almost everything!  If your summer (or winter) break includes DF, spare a thought for those whose free time is generously donated for the cause.  And then Strike the Earth!

0.44.03-r01
 - updated Dwarf Fortress to 0.44.03
 - updated DFHack to 0.44.03-beta1
 - updated TwbT to v6.31
 - updated Legends Viewer
 - updated graphics packs: Ironhand, Mayday, Gemset, Obsidian, Phoebus, Spacefox, and Meph
 - updated Dwarf Therapist

SHA256:  d3a556673d37ab5352c9832de45a02ad8d9bdf2c8bacdb8a5528f3f167775763

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 06, 2018, 10:00:18 am
The Starter Pack has updated to 0.44.03-r02!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

Now actually including Therapist, with thanks to Clinodev who alerted me to the problem and apologies to the 35 people who downloaded the previous pack  :-[
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on January 06, 2018, 11:35:39 am
can you add meph16x16 too?i like the look of mephs, but 32x32 is too big for my screen. or would it work if i just put the 16x16 files in there and change the inis - like i would do with mephs download?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 06, 2018, 12:28:54 pm
You're spoiling us with this update ahead of the predicted time. Thanks (maybe the prediction throws Toady off track so DF doesn't update until the 9:th ;) )!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: dambros on January 06, 2018, 12:45:54 pm
can you add meph16x16 too?i like the look of mephs, but 32x32 is too big for my screen. or would it work if i just put the 16x16 files in there and change the inis - like i would do with mephs download?

Just put the 16x16 and 24x24 on the Meph correspondent folder inside LNP and choose the file you want on the Customize tab for the graphics. You can change the font doing the same as well.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on January 06, 2018, 08:02:54 pm
You should be able to drag&drop the 16x version into data/art, but I really wouldn't recommend it that small. You can try the 32x version and zoom out.

Any other questions about the set, I'll be happy to answer them.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Acolyte on January 06, 2018, 09:02:43 pm
I'm getting a fatal error "missing building definition: NEW_DECORATION_DWARF"

   - Shane
 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 06, 2018, 09:52:41 pm
I'm getting a fatal error "missing building definition: NEW_DECORATION_DWARF"

   - Shane

It sounds like maybe you had a save file in Meph's release of Dwarf Fortress, moved it to the LNP, and switched graphics packs. Is that right? I kind of think that the LNP doesn't let you switch graphics with save files from other releases of Dwarf Fortress, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maul_Junior on January 06, 2018, 10:01:03 pm
The Starter Pack has updated to 0.44.03-r01!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

Well, I'm back from my camping holiday (walking/swimming/reading/eating/keeping track of bushfires; classic aussie camping trip  :)) and up to date with DF - for now!

Thanks to the tireless work of many, many people, the last two weeks have seen updates to... well, almost everything!  If your summer (or winter) break includes DF, spare a thought for those whose free time is generously donated for the cause.  And then Strike the Earth!

0.44.03-r01
 - updated Dwarf Fortress to 0.44.03
 - updated DFHack to 0.44.03-beta1
 - updated TwbT to v6.31
 - updated Legends Viewer
 - updated graphics packs: Ironhand, Mayday, Gemset, Obsidian, Phoebus, Spacefox, and Meph
 - updated Dwarf Therapist

SHA256:  d3a556673d37ab5352c9832de45a02ad8d9bdf2c8bacdb8a5528f3f167775763

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)


FUCK YEAH.

Thanks, Peridexis!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Acolyte on January 06, 2018, 11:36:13 pm
I'm getting a fatal error "missing building definition: NEW_DECORATION_DWARF"

   - Shane

It sounds like maybe you had a save file in Meph's release of Dwarf Fortress, moved it to the LNP, and switched graphics packs. Is that right? I kind of think that the LNP doesn't let you switch graphics with save files from other releases of Dwarf Fortress, though.

Any way to fix that? I routinely take out the extra buildings to try and get as close to vanilla as I can. Maybe I missed one?
   - Shane
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 07, 2018, 12:14:07 am
Any way to fix that? I routinely take out the extra buildings to try and get as close to vanilla as I can. Maybe I missed one?
   - Shane

I think you need to get the version of Meph that your save file was created in and copy the contents Meph's /df_44_03_win/raw/objects/ folder into your /PE Starter Pack/Dwarf Fortress 0.44.03/data/save/regionx/raw/objects/ folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zloibuka on January 07, 2018, 02:55:16 am
The Starter Pack has updated to 0.44.03-r02!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

Now actually including Therapist, with thanks to Clinodev who alerted me to the problem and apologies to the 35 people who downloaded the previous pack  :-[

Great job! Thanks! Play this build all night :))
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on January 07, 2018, 03:58:51 am
I'm getting a fatal error "missing building definition: NEW_DECORATION_DWARF"

   - Shane

It sounds like maybe you had a save file in Meph's release of Dwarf Fortress, moved it to the LNP, and switched graphics packs. Is that right? I kind of think that the LNP doesn't let you switch graphics with save files from other releases of Dwarf Fortress, though.

Any way to fix that? I routinely take out the extra buildings to try and get as close to vanilla as I can. Maybe I missed one?
   - Shane
Could be that you took them out from the entity file, but left the building file in. I can update the save manually, but it's really difficult to tell on the forum, when you altered the raws yourself before the update. Obviously your altered version is different from the released version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zloibuka on January 07, 2018, 05:46:27 am
Where i can find game logs? Game was crashed after i try to place wall :( save was long ago, errrr...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Acolyte on January 07, 2018, 06:19:51 am
I'm getting a fatal error "missing building definition: NEW_DECORATION_DWARF"

   - Shane

It sounds like maybe you had a save file in Meph's release of Dwarf Fortress, moved it to the LNP, and switched graphics packs. Is that right? I kind of think that the LNP doesn't let you switch graphics with save files from other releases of Dwarf Fortress, though.

Any way to fix that? I routinely take out the extra buildings to try and get as close to vanilla as I can. Maybe I missed one?
   - Shane
Could be that you took them out from the entity file, but left the building file in. I can update the save manually, but it's really difficult to tell on the forum, when you altered the raws yourself before the update. Obviously your altered version is different from the released version.

Ah... I started from the Entity_Standard without the workshops that you included as an extra. I'll start there and take a look

Thanks!
   - Shane
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Acolyte on January 07, 2018, 06:28:06 am
Any way to fix that? I routinely take out the extra buildings to try and get as close to vanilla as I can. Maybe I missed one?
   - Shane

I think you need to get the version of Meph that your save file was created in and copy the contents Meph's /df_44_03_win/raw/objects/ folder into your /PE Starter Pack/Dwarf Fortress 0.44.03/data/save/regionx/raw/objects/ folder.

This worked. I'll have to see it I can update to the latest Meph manually.... Tomorrow.

   - Shane
Title: Re: PeridexisErrant's DF Starter Pack
Post by: dambros on January 07, 2018, 09:26:39 pm
I am trying out this new version with the Meph tileset and the dwarves aren't properly displaying the transparent background, right now the background is black.

Do I have to change something for it to become transparent?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on January 07, 2018, 09:55:37 pm
I am trying out this new version with the Meph tileset and the dwarves aren't properly displaying the transparent background, right now the background is black.

Do I have to change something for it to become transparent?

type "twbt unit_transparency 1" in dfhack console.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 07, 2018, 09:59:45 pm
That DFHack command should be entered already in a DFHack script included with Meph. Another possibility could be that the Print Mode is not set to TWBT. (Unit transparency requires the TWBT print mode.) It also requires that DFHack be enabled in the DFHack tab (which it is by default in PE's pack).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on January 07, 2018, 10:24:02 pm
That DFHack command should be entered already in a DFHack script included with Meph. Another possibility could be that the Print Mode is not set to TWBT. (Unit transparency requires the TWBT print mode.) It also requires that DFHack be enabled in the DFHack tab (which it is by default in PE's pack).

If they're asking about unit transparency, I assume everything else is working while Meph's tileset is unusable without twbt.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on January 08, 2018, 02:14:46 am
The dfhack init in the starter pack is missing 5 lines that I'm using.

Code: [Select]
multilevel 10
season-palette start
twbt unit_transparency 1
twbt workshop_transparency 1
twbt redraw_all 1

Instead it has
Code: [Select]
# TwbT multilevel is a dfhack option in the launcher due to stability issues
multilevel 0

considering that, a few things like transparency in units/buildings, multilevel view, the seasonal colors are all off; and without redraw_all there might be artefacts (single tiles not overridden) when you look at large quantities of them.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ptlans on January 08, 2018, 02:24:48 am
I can't run dwarf therapist either via LNP or directly via the exe file. The latter gives me a burst of error messages.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Raia on January 08, 2018, 05:58:55 am
Running the beta of the 44.03 starter pack, as usual I load legends so I can get the xml stuff for Legends viewer and this came up.

(https://i.imgur.com/McBhxgF.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on January 08, 2018, 10:52:41 am
The dfhack init in the starter pack is missing 5 lines that I'm using.

Code: [Select]
multilevel 10
season-palette start
twbt unit_transparency 1
twbt workshop_transparency 1
twbt redraw_all 1

Instead it has
Code: [Select]
# TwbT multilevel is a dfhack option in the launcher due to stability issues
multilevel 0

considering that, a few things like transparency in units/buildings, multilevel view, the seasonal colors are all off; and without redraw_all there might be artefacts (single tiles not overridden) when you look at large quantities of them.
i hope this is not too offtopic: i had to set
Code: [Select]
multilevel 0because i could track it down as the main cause for DF-crashes on my system.

back to topic: i reported the mousequery issue that occurs in 44.03 but noone answered (yet).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 08, 2018, 11:06:29 am
I get the same message as Raia does, but given that the pack itself is beta it should be reasonable to have DFHack enabled (And I haven't got any issues with exportlegends info [when using the Starter Pack rather than breaking raws myself by failing to manually install tile sets properly]).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 08, 2018, 07:35:30 pm
i hope this is not too offtopic: i had to set
Code: [Select]
multilevel 0because i could track it down as the main cause for DF-crashes on my system.

Although enabled by default, it looks like you should be able to disable multi-level rendering from the DFHack tab of the LNP launcher. It's not the graphics pack that is enabling that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ptlans on January 08, 2018, 11:48:08 pm
Is anyone else getting a bunch of scattered books all over the place when they unretire a fortress or visit a tower?

My dwarves ignore them completely to so I can't clean it up.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on January 09, 2018, 01:02:44 am
i hope this is not too offtopic: i had to set
Code: [Select]
multilevel 0because i could track it down as the main cause for DF-crashes on my system.

Although enabled by default, it looks like you should be able to disable multi-level rendering from the DFHack tab of the LNP launcher. It's not the graphics pack that is enabling that.

it was added there because it caused so many crashes. i only mentioned that because when not using the LNP, i would have to go through all the files and try to find it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Raia on January 09, 2018, 05:37:33 pm
I pinned down TBWT as the causes of crashes for my last LNP experience.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 09, 2018, 05:47:38 pm
I pinned down TBWT as the causes of crashes for my last LNP experience.
Was it multi-level rendering causing the crash? What GPU were you using? I think Dwarf Fortress will crash if it runs out of VRAM. I get crashes on my laptop when trying to load graphics packs with so many creature tilesheets.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on January 09, 2018, 05:55:42 pm
I only had two crashes while play-testing my tileset, but of them when placing farm plots. I was told that's more of a DF problem than anything else.

Older graphic cards that can't handle textures over 2048x2048 do pose a problem though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 09, 2018, 06:33:27 pm
I'm having trouble loading Mayday, and it's largest tilesheet dimension is only 832 pixels. It looks like the largest in yours is Vordak's dwarves at 1600. The next largest after that is 960. I can load Vordak's dwarves just fine on my 2008 laptop with integrated Intel graphics. I think I can load more creature graphics depending on how much free RAM I have available.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on January 10, 2018, 01:50:56 am
All tilesheets (data/art and raw/graphics) get combined to one large sheet when the game runs, and the total size of those is important. Most modern GPUs can handle 4096x4096 for example, which is more than enough (only about half filled) with my set.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on January 10, 2018, 10:42:52 am
I pinned down TBWT as the causes of crashes for my last LNP experience.
Was it multi-level rendering causing the crash? What GPU were you using? I think Dwarf Fortress will crash if it runs out of VRAM. I get crashes on my laptop when trying to load graphics packs with so many creature tilesheets.
well, twbt got updated, but i had those crashes until i chose to play with "multilevel 0".
i haven't had those crashes with the 43.x now, but i always chose "multilevel 0".
TWBT "doesn't/didn't like" when buildings or constructions changed and forced a redraw while in multilevel view.
44.x still has a broken mousequery and i would risk running berserk when playing without mouse scrolling :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dine on January 11, 2018, 11:54:53 am
Hi, as requested in this topic:
https://www.reddit.com/r/dwarffortress/comments/7ojgfd/peridexiserrants_experimental_windows_starter/dsf41lg/

Here is my save folder, I believe first three saves have the same problem, the rest of them are fine. The problem is with legends plus, and legends viewer manages to somehow fix it but not completely - it displays map, sites and other stuff but fails to show civs.

http://www48.zippyshare.com/v/CIrTg4bp/file.html

The graphics pack I used was gemset if it matters anyhow.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 11, 2018, 12:33:16 pm
I've identified and fixed the issue. For future reference, when someone asks for a save folder, they usually mean just the region folder(s) of the save(s) in question, not the data/save folder containing all of your saves. I personally wouldn't download a 250 MB file that contains a bunch of saves that aren't relevant to a specific issue.

I'm guessing Legends Viewer was able to extract the information you're seeing from the other files that exported successfully. Usually it can't deal with files that failed in the middle, as was the case here.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on January 13, 2018, 08:22:12 am
i could verify that in vanilla df with the latest DFhack, mousequery works as intended, but the same plugin put into LNP doesn't work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Purdurabo on January 14, 2018, 08:35:39 am
Ran into a minor bug where "exportlegends info" fails on a young world under 80 years old.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 14, 2018, 11:55:52 am
How does it "fail"? (crash partway through, produce files that cannot be read by [state program], produce data that [state program] doesn't like...).
Unless that happens consistently on any world less than 80 years old, a save that causes it to fail would be useful. It should probably be provided in the DFHack thread, as that's a DFHack script (the LNP compiles various things that usually have their own threads, rather than create and maintain those tools).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 14, 2018, 12:22:11 pm
Also, there was an exportlegends issue fixed in DFHack 0.44.04-alpha1, so if you're using an older DFHack version, please don't report the issue unless it also occurs in the newest version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: freakdog on January 14, 2018, 02:19:08 pm
44.04 is out for Linux LNP...Is there an alpha of this pack with 44.04?

just sayin'  8)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 14, 2018, 02:25:46 pm
Worth noting that this was yesterday for Toady:
Ah, that sucks.  I've fixed the 10517 visitors-from-same-civ-are-buggy-residents bug and will probably release that tomorrow, since it's reasonably serious and the broken dwarves are unpatchable.  Hopefully the petition/returning residents/visitors grouping will finally work correctly -- I just tried all the combinations I could think of after the patch and they all performed correctly and the logs all check out.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 14, 2018, 05:19:23 pm
So do you think it's better to play on 0.44.03 than 0.44.04 at the moment? I think 0.44.03 also had a lot of bugs.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on January 15, 2018, 12:02:06 am
It's better to wait for 44.05
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ChristianWeiseth on January 15, 2018, 08:33:01 am
Just wondering if Dwarf Therapist is still under development and if it will be included in the starter pack. I don't want to nagging as I have no idea how hard it is, I support through patreon to give something back.

Because if it is not included then I will just start playing without it instead of waiting, and with that in mind is it possible to put/force nobles in squad without dwarf therapist?

Thanks
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 15, 2018, 09:35:39 am
DT is under rather active development again as Clément has taken it up after Splinterz disappeared (and there's a thread for it http://www.bay12forums.com/smf/index.php?topic=168411.0 (http://www.bay12forums.com/smf/index.php?topic=168411.0)). It's usually included in the LNP.
I don't know the answer to your other question, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: bennerman on January 15, 2018, 08:31:54 pm
So are we going to get a stable starter pack release soon?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 15, 2018, 09:04:35 pm
So are we going to get a stable starter pack release soon?

As soon as there is a stable DFHack, yes.  (with maybe a day or two delay, I'm switching jobs soon and expect to be pretty busy  :D)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zakarum on January 16, 2018, 07:31:52 am
Sorry if you are already aware but there's a DFHack Alpha released:
https://github.com/DFHack/dfhack/releases/tag/0.44.05-alpha1
I don't know how stable it is though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 16, 2018, 09:47:46 pm
Sorry if you are already aware but there's an DFHack Alpha released:
https://github.com/DFHack/dfhack/releases/tag/0.44.05-alpha1
I don't know how stable it is though.

An alpha version is by definition not stable in this sense - I'll get another unstable pack up once TwbT is supported though!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 18, 2018, 11:19:26 am
TWBT was put up yesterday, if you didn't notice: https://github.com/mifki/df-twbt/releases

Also, I think it would be helpful to link to the unstable pack from the first page, or at least mention where to find it. I'm constantly seeing people here and on Reddit that are confused about where to find a pack for 0.44, or don't even know that one exists - e.g. "I googled it and only found the thread for 0.43.05".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 18, 2018, 01:26:43 pm
I agree with lethosor that a section under the normal one in the first and second post respectively for the latest experimental version (with suitable warnings, of course) would be nice for when experimental versions are available. To save on editing, those sections might say something like "The stable version is the latest one, so this section is empty." while we're on stable versions.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 18, 2018, 06:28:08 pm
I'm looking at an update for later today - just taking a little longer to handle Jecowa's graphics changes properly (mostly by writing up the PyLNP feature request).

I've already added an unstable link to the OP though, probably should have done that a while ago  :-\
Title: Re: PeridexisErrant's DF Starter Pack
Post by: bennerman on January 19, 2018, 11:17:20 am
If you were in my position and still hadn't even touched version 44.xx because you were waiting for the stable release, would you keep waiting or play on the alpha? XD
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 19, 2018, 11:36:05 am
I think the v0.44.05 version of DFHack is probably less buggy than the 0.43.05 version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: bennerman on January 19, 2018, 03:50:56 pm
So you'd say the alpha right now is probably ok to play on?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 19, 2018, 09:00:17 pm
It's the version I would pick. There was an issue with DFHack in v0.44 earlier, but it's been fixed. I think DFHack 0.44.05-alpha is the best version to play with. By playing in old DF v0.43.05, you will also be getting more vanilla bugs that have since been fixed. And you will be missing out on the cool new map feature and artifact raids.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: bennerman on January 19, 2018, 10:55:41 pm
Speaking of raids, did 0.44 fix that thing where no one would ever ever ever actually attack you? (Sorry, probably getting kinda off topic)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 19, 2018, 11:03:34 pm
Not sure if you're referring to fortress or adventure mode, or what exactly you're referring to, but at least some issues in fortress got fixed in 0.44.04, so the DF devlog might help.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: bennerman on January 20, 2018, 07:54:52 am
In the older versions in fortress mode, other civs would pretty much never invade you, even if you were close to them.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 20, 2018, 11:23:53 am
Since world activation during 0.40.X invasions involve actually moving armies, and enemies typically pick off enemy sites that are closer in range before aiming for those further away. That is still the case, but I never had any issue with that by embarking in very carefully selected locations. There was also a bug that frequently caused enemies to fail to find a path to you, and that's fixed. In addition to that, 0.44.X should provide you with the ability to goad other civs into attacking you by raiding them until they get sufficiently pissed off.

Further non starter pack questions are better asked outside of this thread.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 21, 2018, 06:38:10 pm
The Starter Pack has updated to 0.44.05-r01!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=13201)

Here it is: the newest, still kinda unstable, Starter Pack with everything.  No real surprises, but if you want to check out some awesome new graphics options - creatures with transparent backgrounds! - you can do that with TwbT and the instructions below.

I wanted to work out automatic support for the creatures, but changing jobs (very exciting!) hasn't left me much time - so you get a pack without that but also without further delay  ;D

Strike the Earth!

0.44.05-r01
 - updated Dwarf Fortress
 - updated DFHack to 44.05-alpha1
 - updated TwbT to 6.33
 - updated Therapist to v39.2.0
 - updated graphics: GemSet, Meph
 - Phoebus, Spacefox, Ironhand, Obsidian, and Mayday have optional TwbT creature support:
        * move "onLoad.init" into the /raws/ folder (to enable creature transparency)
        * move the contents of /data/twbt_art/ into /data/art/
        * move the contents of /data/twbt_init/ into /data/init/
        * move the contents of /raw/twbt_graphics/ into /raw/graphics/
        * move the contents of /raw/twbt_objects/ into /raw/objects/

SHA256:  01fbf2e0ed70d0357f614a01b4782c0457e11bc61553f95d77ffbbf74a65beac

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: bennerman on January 21, 2018, 10:30:23 pm
So would we call this a semi-stable release then?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 21, 2018, 11:18:20 pm
So would we call this a semi-stable release then?
I think it's plenty stable. The 0.44.05 alpha is a lot more stable than the 0.44.03 alpha. I don't think we're really any worse-off than we were at 0.44.03 beta. Plus this version has lots of vanilla bugs fixed that weren't fixed in the 0.43.05 version. I think this is the best version to play.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 22, 2018, 05:58:21 am
Minor nitpick with 0.44.05-r01: The default display mode is TWBT, while DFHack is disabled by default, resulting in a warning when starting (easily addressed with at least a little LNP experience). The default settings ought to be consistent (which probably means a non TWBT dependent print mode for versions that are not considered stable).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 22, 2018, 11:46:50 pm
Minor nitpick with 0.44.05-r01: The default display mode is TWBT, while DFHack is disabled by default, resulting in a warning when starting (easily addressed with at least a little LNP experience). The default settings ought to be consistent (which probably means a non TWBT dependent print mode for versions that are not considered stable).

Drat, thanks for letting me know - I'll have to update my script to check (or fix) the print mode  ???
Title: Re: PeridexisErrant's DF Starter Pack
Post by: coleslaw35 on January 27, 2018, 08:56:29 pm
I'm trying to spawn some daggers (for thematic reasons) to arm the captain of the guard's squad but I can't seem to get the create-items command right. Here's one variation of what I've tried. What am I doing wrong? I can spawn in certain boulder or metal bar types easily, but I can't seem to do weapons.

Code: [Select]
create-items WEAPON DAGGER_LARGE INORGANIC:STEEL 1
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on January 27, 2018, 09:13:50 pm
use this:
Code: [Select]
createitem WEAPON:ITEM_WEAPON_DAGGER_LARGE INORGANIC:STEEL 1
You can get some ideas for more commands from this article: http://dwarffortresswiki.org/Utility:DFHack/createitem#Weapons
Title: Re: PeridexisErrant's DF Starter Pack
Post by: coleslaw35 on January 27, 2018, 09:39:12 pm
use this:
Code: [Select]
createitem WEAPON:ITEM_WEAPON_DAGGER_LARGE INORGANIC:STEEL 1
You can get some ideas for more commands from this article: http://dwarffortresswiki.org/Utility:DFHack/createitem#Weapons

Thanks a lot! I'm not sure how I didn't come across this page when I was googling earlier.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 27, 2018, 09:45:06 pm
create-items generally isn't what you want - the arguments you had were close for createitem, but create-items takes a different format.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: coleslaw35 on January 27, 2018, 09:52:07 pm
create-items generally isn't what you want - the arguments you had were close for createitem, but create-items takes a different format.

Yeah, I forgot that create-items and createitem were two separate things and I only saw the create-items command when I was scrolling through the ls command's list.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on January 29, 2018, 07:16:02 pm
So I know I reported this a while ago, issue still persists with the latest (44.05-r01).
Launcher is still calling: Soundsense\soundSense.exe which does not work (at least not for me, but I had to add the java path to soundsense.cmd to get it to run at all).
Changing it in the autorun.txt (to cmd) doesn't seem to work since it changes it back.

Besides that the C# version doesn't have the logging window (which I find indispensible) the current version it doesn't even play any sounds for me. It just sits there.

Anywho, I dunno if this just keeps falling through the cracks or is my own unique problem.

Also DT keeps barking at me about memory layout errors and sends me to github, but either I'm an idiot (which is highly possible) or what it's telling me to go look for isn't there. It seems to work fine regardless.

Thanks as always for keeping DF accessible to us lazy peeps!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 29, 2018, 07:32:07 pm
DT is probably telling you to look at https://github.com/Dwarf-Therapist/Dwarf-Therapist/tree/master/share/memory_layouts, but I'm not sure why, because the layout should be included in this pack (and if it's working, no need to worry).

Also, "the latest" isn't helpful; please specify the exact version. The first post of this thread links to two separate packs, a stable one for 0.43.05 and an alpha for 0.44.05.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on January 29, 2018, 07:57:40 pm
DT is probably telling you to look at https://github.com/Dwarf-Therapist/Dwarf-Therapist/tree/master/share/memory_layouts, but I'm not sure why, because the layout should be included in this pack (and if it's working, no need to worry).

Also, "the latest" isn't helpful; please specify the exact version. The first post of this thread links to two separate packs, a stable one for 0.43.05 and an alpha for 0.44.05.

Yeah, sorry 44.05-r01.
Checksum on v0.44.05_graphics_win64.ini in my folder matches the one on Github (now that I know where to look).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Spacevagrant on January 31, 2018, 02:23:59 pm
I don't know about the other issues you are having but the issue with Soundcense not playing any sounds is one I had.  I had to manually point to my game log file instead of letting it find DF automatically.  Then it started working.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on January 31, 2018, 06:44:55 pm
I don't know about the other issues you are having but the issue with Soundcense not playing any sounds is one I had.  I had to manually point to my game log file instead of letting it find DF automatically.  Then it started working.

Ahhh yeah, after looking at the default it makes cense ;)
I found adding soundsense.cmd then the old Soundsense won't show highlighted but it will still launch with DF. Since it doesn't actually overwrite the manual edits, it just appends. Glad to have it working again since I value the logparser as much as the sound. Sadly Soundcense either lacks that feature or I don't know how to turn it on.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: salithus on February 01, 2018, 06:57:32 pm
so glad to see this is still going strong! had a friend message me the other day that he was trying out DF and I was all "NOOOOOOO IT'S DANGEROUS TO GO ALONE!" and sent him a link to this :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TV4Fun on February 01, 2018, 07:53:09 pm
I'm having trouble getting TWBT creature support to work. What onLoad.init am I supposed to move? The only graphics set I've seen that provided one is GemSet, and I use Phoebus. Also, where is the raws/ folder. There is a raw/ folder, is that what you mean? Have moved all the data and raw files for twbt to their respective folders in Phoebus, but still not getting TWBT creature rendering. Everything just shows with a black background.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on February 01, 2018, 09:25:41 pm
I'm having trouble getting TWBT creature support to work. What onLoad.init am I supposed to move? The only graphics set I've seen that provided one is GemSet, and I use Phoebus. Also, where is the raws/ folder. There is a raw/ folder, is that what you mean? Have moved all the data and raw files for twbt to their respective folders in Phoebus, but still not getting TWBT creature rendering. Everything just shows with a black background.

I think this might be the easiest way:

1. Right-click to download this file: https://raw.githubusercontent.com/DFgraphics/Phoebus/master/onLoad_gfx_Phoebus.init
2. Place it in your \PeridexisErrant's Starter Pack 0.44.05-r01\LNP\graphics\Phoebus\raw\ folder.
3. Move the contents of the "twbt_graphics" folder into the "graphics" folder while you're there.
4. Open the LNP launcher, go to the graphics tab, and double-click "Phoebus" to reinstall the modified version of Phoebus.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 05, 2018, 08:16:41 am
The Starter Pack has updated to 0.44.05-r02!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

That's right - the new starter pack is finally stable!  Check out the announcements forums for info on the DF updates (http://www.bay12forums.com/smf/index.php?board=10.0), or the threads for each utility for details on those updates - there are very many people behind this pack, who have worked hard to deliver some fantastic new features (and a huge pile of bugfixes too).

So... Strike the Earth!

0.44.05-r02
 - updated DFHack to 0.44.05-r1 (stable!)
 - updated TwbT to v6.34
 - updated Legends Viewer to 1.19.05

SHA256:  c50d6538acb988e88b365a7731c7f5b42bd275c21036ff97358b665c22db2799

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Criperum on February 05, 2018, 09:00:07 am
(https://media.giphy.com/media/1Z02vuppxP1Pa/giphy.gif)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lolor31 on February 24, 2018, 08:40:14 pm
I need the 32 bits version  :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on February 24, 2018, 10:59:42 pm
Upgrade your windows.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on February 25, 2018, 12:14:55 am
Upgrade your windows.

Funny thing, last month I would have been right there with you. The only 32 bit Windows install I own is a an old 8" tablet (that probably still works,) and even the headless "pulled from trash" machines my super-thrifty Linux hacker friends use to automate their juice makers and smart bulbs or whatever are all AMD64 at this point.

However, because I'm looking for a new laptop in the next few months, I've become aware that there's yet another batch of 32 bit only Win10 laptops and tablets coming out this year, in particular new "Always Connected" ARM ones from HP, Lenovo, and ASUS, which Microsoft and cellular service companies are planning to push.

Am I willing to personally do anything to support x86? Nope.

Are x86/32 bit Win10 installs going away? Nope.

Strange world.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on February 25, 2018, 05:44:53 am
Upgrade your windows.

Funny thing, last month I would have been right there with you. The only 32 bit Windows install I own is a an old 8" tablet (that probably still works,) and even the headless "pulled from trash" machines my super-thrifty Linux hacker friends use to automate their juice makers and smart bulbs or whatever are all AMD64 at this point.

However, because I'm looking for a new laptop in the next few months, I've become aware that there's yet another batch of 32 bit only Win10 laptops and tablets coming out this year, in particular new "Always Connected" ARM ones from HP, Lenovo, and ASUS, which Microsoft and cellular service companies are planning to push.

Am I willing to personally do anything to support x86? Nope.

Are x86/32 bit Win10 installs going away? Nope.

Strange world.
less and less people use 32bit. also 32bit executables still work on 64bit OS.
also when upgrading to 64bit, i had less crashes due to memory problems.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 02, 2018, 10:28:39 pm
The Starter Pack has updated to 0.44.05-r03!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

We're getting into the later part of DF release cycles, where updates slow down and everyone has a chance to breathe and fix some bugs again - from a range of new tweaks and features in DFHack to removing crashes in Therapist or Legends Browser.  Enjoy... striking the Earth!

0.44.05-r03
 - updated DFHack to 44.05-r2
 - updated TwbT to v6.35
 - updated Dwarf Therapist to v39.2.1
 - updated Meph's graphics pack to v2.3 (Jecowa's version)
 - updated Gemset graphics to 44.05a
 - updated Legends Browser to 1.17

SHA256:  b0d743c7ecf75391c9456ccaef5c7a6973d16a910a2b557e0f4e08c055bb4683

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TheEpicRanger6 on March 07, 2018, 08:33:58 pm
Problem, I cant find the exe, I extracted it and everything.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 07, 2018, 08:58:24 pm
I see it in there; it's "Starter Pack Launcher (PyLNP).exe".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 07, 2018, 09:11:58 pm
If you have antivirus software running, make sure it isn't set to randomly delete files without warning.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TheEpicRanger6 on March 07, 2018, 09:18:45 pm
LOL, so sorry, I didn't check my desktop.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TheEpicRanger6 on March 07, 2018, 09:20:13 pm
Now, I cant find any utilities or graphics, they aren't there
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 07, 2018, 09:26:02 pm
I'm guessing you are using Windows 10? I'm wondering if your launcher is getting sandboxed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TheEpicRanger6 on March 07, 2018, 09:27:08 pm
What do you mean by sandboxed, and yeah, I use windows 10, 64bit
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 07, 2018, 09:49:43 pm
It's just a guess. Sandboxing it makes it run from a hidden folder. It's designed to protect you, but it makes it so that it can't find its folders like the graphics folder and utilities folder. You might try right-clicking on the launcher and seeing if there are any options that look like it could allow it or whitelist it or something.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on March 08, 2018, 11:33:54 am
having a problem with the latest releases of the starter pack.
when I zoom out and then try to designate something or do a mouse hover the game won't register the mouse. it only registers in the area of the inital start like it's some kind of scaling error of the mouse hover function and that this function only works with the initial start resolution and when you zoom out it stays at that resolution even though you zoomed out. so for example I start the game and I see a green cursor under my mouse then I zoom out and go to the lower part of the screen with my mouse then that green X disappears as if the mouse functions are disabled in that area.

I can't be the only one having that problem. Tried clean installs of r02 and r03 with default settings which doesn't help and I also tried changing a few settings. Nothing helped.
I found someone who created a mephs launcher for the 44.02 release and that launcher is using twbt 6.33 and dfhack version 0.44.05-alpha 1 and I don't have those problems with that launcher.
I would like to use the starter pack though and would be glad if someone could help me fix that problem and i would be interested why I am having that problem with the starter pack and seemingly nobody else. I am running it on windows 10.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 08, 2018, 12:54:15 pm
Disable the intro movies, or avoid resizing the window during them.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2837
http://www.bay12games.com/dwarves/mantisbt/view.php?id=3861
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on March 08, 2018, 01:00:21 pm
intro movies were never enabled only one time when I did a clean install - downloaded launcher and started the game but other than that I always disable the intro movies. won't fix it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 08, 2018, 01:29:21 pm
I'd recommend reading through those reports. Have you tried resizing the window a bit?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on March 08, 2018, 01:36:43 pm
did you press Alt+m ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on March 08, 2018, 01:44:47 pm
tried resizing the game. tried full screen. tried different resolutions. and yes if you refer to that dfhack mouse plugin with alt + m game then yes I never play without it
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on March 08, 2018, 01:47:28 pm
also tried setting and changing the resolution in the init files with no help.
I don't understand why it's working for that mephs launcher or what that guy did differently. I never had any problems like that with any starter pack before the 44.02 too so I have no idea whats going on.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on March 08, 2018, 01:51:23 pm
how ever can you tell me what files are responsible for those function to be able to use the mouse in dwarf fortress? is the mousequery.dll involved in it? and which inis? so I can compare those file from that mephs launcher with the ones from the starter pack
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 08, 2018, 03:18:02 pm
Yes, there are two versions of mousequery: vanilla mousequery and twbt mousequery. Don't use the mousequery from Meph's pack, though; I think he is on a different version of DFHack. Instead, try downloading DFHack and using the copy of mousequery that comes with it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on March 08, 2018, 03:22:07 pm
well I updated that mephs tileset launcher myself now from DFHack 0.44.05-alpha1 to DFHack 0.44.05-r2 and twbt from 6.33 to twbt 6.35 and I expected the same error I get from the starter pack how ever that bug doesnt appear. now I am confused if dfhack or twbt has anything to do with that bug at all
edit: alright ill try to play around a bit with the files
edit2: downgraded the starter pack from DFHack 0.44.05-r2 to DFHack 0.44.05-alpha1 and twbt from 6.35 to 6.33 and the bug disappeared!
edit3: so I seem to fix that bug if I just copy paste the latest dfhack and twbt from github over the starter pack files
I also noticed that I get an error in dfhack "couldnt load onload.init-example" only in the default starter pack. I've noticed that those onload.init files are missing in the starter pack but when I inspect those files I don't think that had anything to do with my error. but it's still strange that those are missing in the starter pack.

so I am able to fix it now but I am still curious whats causing that error and what changed in the dfhack files for the starter pack from the default dfhack from github other than those onload.init files missing because I have the most generic setup with windows 10 an average machine and 1980x1080 screen. shouldnt everyone get that same bug with the starter pack??
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TheEpicRanger6 on March 08, 2018, 04:36:10 pm
I don't know what fixed my problem, I jsut disabled a bunch of settings from windows defender and ran as administrator.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on March 08, 2018, 05:44:53 pm
you had the same problem and you fixed it by disabling some setting in windows and running as administrator??
i really would like to know what the difference is between the dfhack and twbt versions in the starter packs and the ones from github.

also i would like to know why the starter pack with the included dfhack won't create an onload.init file when creating a world like it does with the github dfhack and if those problems are in any way connected.
//edit: fixed that onload.init error
on world creation dfhack asks for an onload.init-example file but the file in the starter pack main folder is just called onload.init so I renamed it to onload.init-example and the error for that is gone so it wasn't connected to that other bug at all.
I assume that this onload.init-example file is responsible for warning you if a pet or a dwarf is starving together with the warn-starving.lua and that this shouldn't work in the r03 release of the starter pack without renaming that file
onload.init-example content: repeat -name warn-starving -time 10 -timeUnits days -command [ warn-starving ]
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Criperum on March 10, 2018, 05:30:02 pm
What is a chance that new DF 0.44.06 will work on current LNP for 0.44.05?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 10, 2018, 05:44:38 pm
What is a chance that new DF 0.44.06 will work on current LNP for 0.44.05?
It will not, as is the case with every new DF version, because utilities (in particular) need to be updated.
I don't think there are any raw changes, so you could maybe put something together without utilities.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ghills on March 10, 2018, 05:52:48 pm
What is a chance that new DF 0.44.06 will work on current LNP for 0.44.05?

It depends on the which part of the pack you want. The utilities mostly won't work, because those depend on reading and understanding DF memory use.  Those include DFHack, Therapist, Stonesense, basically any program that needs to run simultaneously with DF.

If the RAWs and exports haven't changed, programs which use those will still work.  Tilesets are likely to work if the RAWs aren't changed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Musaab on March 14, 2018, 08:07:00 am
Any estimate on the next pack with 07?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: fartron on March 14, 2018, 01:43:39 pm
was getting crashes the instant a caravan arrived
closing stonesense just before the caravan seems to stop it
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on March 14, 2018, 11:44:37 pm
Yeah, apparently there's a stonesense crash with caravans, but no devs seem to care enough about stonesense anymore enough to fix it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Musaab on March 17, 2018, 04:10:59 pm
TWBT and DFHACK appear to be updated.  Any new pack coming?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 18, 2018, 12:18:46 am
TWBT and DFHACK appear to be updated.  Any new pack coming?

When DFHack is stable, not alpha - I'm primarily targeting new players remember, so "everything works" is more important to me than "newest"  :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on March 18, 2018, 04:46:08 am
TWBT and DFHACK appear to be updated.  Any new pack coming?

When DFHack is stable, not alpha - I'm primarily targeting new players remember, so "everything works" is more important to me than "newest"  :D
well spoken. though sometimes newer versions got rid of old bugs... i see you find a good balance between absolutely stable and newest version :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ouan on March 18, 2018, 11:57:12 pm
TWBT and DFHACK appear to be updated.  Any new pack coming?

When DFHack is stable, not alpha - I'm primarily targeting new players remember, so "everything works" is more important to me than "newest"  :D
well spoken. though sometimes newer versions got rid of old bugs... i see you find a good balance between absolutely stable and newest version :)
Never forget, you can always Frankenstein the modpack and try to splice in updates if you want to take them for a whirl.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on March 19, 2018, 06:26:00 am
TWBT and DFHACK appear to be updated.  Any new pack coming?

When DFHack is stable, not alpha - I'm primarily targeting new players remember, so "everything works" is more important to me than "newest"  :D
well spoken. though sometimes newer versions got rid of old bugs... i see you find a good balance between absolutely stable and newest version :)
Never forget, you can always Frankenstein the modpack and try to splice in updates if you want to take them for a whirl.
i'm really bad at modding.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Justin on March 19, 2018, 07:05:33 pm
I'm not exactly a new player, but I prefer using your LNP.

Waiting with bated breathe
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dunamisdeos on March 19, 2018, 07:30:20 pm
I am bating my breathing while waiting as well.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 19, 2018, 07:45:37 pm
I'm not exactly a new player, but I prefer using your LNP.

That's OK!  I'm glad you enjoy it too, and I won't keep you waiting longer than I need to :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: buuface on March 19, 2018, 08:03:17 pm
Thanks bro you are a granite pillar of the community
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dunamisdeos on March 19, 2018, 08:05:42 pm
I think he's pretty gneiss.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on March 19, 2018, 11:05:40 pm
I think he's pretty gneiss.

What an igneous observation.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mediterraneo on March 20, 2018, 02:57:43 am
Thanks bro you are a granite pillar of the community

Thanks for your work!
I "cannot play without it"" too.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: argh226 on March 20, 2018, 07:15:21 am
Thanks bro you are a granite pillar of the community

So true! +1
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Zydramir on March 22, 2018, 11:18:02 pm
Wonderful pack, used for years.

Question: are the bugs with graphics packs not allowing pedestals/display cases resolved as of latest release?  Last download was... 44.01.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on March 23, 2018, 03:33:23 am
Wonderful pack, used for years.

Question: are the bugs with graphics packs not allowing pedestals/display cases resolved as of latest release?  Last download was... 44.01.
The graphics packs have been updated to support pedestals for a fair while (can only really speak for Phoebus, but the very early *experimental* LNP versions did state graphics packs were still not updated). Given the way PeridexisErrant runs things, I would expect a graphics pack that hadn't been updated to be excluded from the stable pack versions until the pack is updated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 23, 2018, 10:13:00 pm
All graphics packs except Dungeon Set are updated for Dwarf Fortress v0.44.05 in the latest v0.44.05 release. Using Dungeon Set won't prevent you from being able to use pedestals and display cases, though. But it uses old stats for most of the trees and I think it will have some effect on kobolds milking animals.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Zydramir on March 23, 2018, 10:52:07 pm
Ahhh, dungeonset is the one I'm planning on using too.

As long as it won't prevent using them anymore I can accept this!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Leonidas on March 24, 2018, 02:26:26 am
Thanks for your work!
I "cannot play without it"" too.

+1
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Purdurabo on March 25, 2018, 03:30:00 am
Never forget, you can always Frankenstein the modpack and try to splice in updates if you want to take them for a whirl.

I can probably figure out the df hack and twbt part but what do I need to add to the 44.05 LNP to update the base game to 44.07?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 25, 2018, 05:01:41 am
I can probably figure out the df hack and twbt part but what do I need to add to the 44.05 LNP to update the base game to 44.07?
Checkout the Baselines folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: strainer on March 26, 2018, 09:44:08 am
Could the value of [ZOOM_SPEED:n] in init.txt be reconsidered?
 
This setting limits control of the size of the fort view and text screens independently. The default value of 10 is a big jump per keypress, and there is no way to achieve a substep of that large jump.
I found a value of 1 works pleasantly smoothly, just perhaps a little slow perhaps. 5 is still quite a big minimum step size. 3 seems a happy medium enabling accurate adjustment of font size and fairly quick zooming in/out.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 26, 2018, 04:00:31 pm
I forget what zoom does. Does this mean like zooming in with the scroll wheel? I kind of thought it might have to do with scrolling around the map or maybe mining designations.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 26, 2018, 05:23:49 pm
It's the first thing you said. Neither of the other things are zooming.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: strainer on March 26, 2018, 05:47:59 pm
Yup, in Peridexis' keyboard set the square brackets adjust the magnification - it changes the column width of the display so you can zoom in and out during play, for eg. a wide angle strategic view. Zooming in the fort view doesnt change the text areas, but you can zoom in the text screens and it changes the text size (without changing the fort view).

Its a nicely implemented zoom feature but the default value of 10 (characters per zoom step) seems un-ergonomic to me.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 26, 2018, 06:41:03 pm
it changes the column width of the display
Oh, now I think I understand what this setting changes. It changes the values of the "80" on the 80x25-tile window and tries to change the 25 to proportionally match.

Zooming in the fort view doesnt change the text areas, but you can zoom in the text screens and it changes the text size (without changing the fort view).
I'm surprised that it is possible to change the sizes of these screens independently of each other. Maybe this is a DFHack feature?

the default value of 10 (characters per zoom step) seems un-ergonomic to me.
5 seems like an ideal number for a 16x16 tileset on a 1280 display. But running a 16x16 tileset on a 2560 display would make 10 a pretty good number. The implementation of it having to do with the number of characters wide the window is seems kind of silly. I think it makes more sense if the zoom adjusted the tilesize instead of the number of columns.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: strainer on March 26, 2018, 07:38:51 pm
Id say it does in effect change the tilesize, but in increments that create an integer number of characters on screen. Thats pretty appropriate and isn't complicated by different resolutions and tilesizes (at this configuration level). Sometimes the resulting pixel ratio looks a bit messy, but having smaller available stepsize helps with sidestepping that.

Ive perked up the repeat key acceleration values a bit too, so maybe 3 is too small but the default stepsize of 10 characters seems like its obscuring a nice feature.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on March 26, 2018, 10:41:17 pm
One thing that works much better for a smooth zooming experience is, rather than just adding or subtracting x lines from the width and height, just keep track of the original, non-zoomed size, and a multiplier, which is increased or decreased by a percentage each time. That way, the zoom sizes seem visually consistent, otherwise once you zoom out more, the zoom step becomes apparently less and less.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 26, 2018, 10:43:23 pm
Zooming in the fort view doesnt change the text areas, but you can zoom in the text screens and it changes the text size (without changing the fort view).
I'm surprised that it is possible to change the sizes of these screens independently of each other. Maybe this is a DFHack feature?
It's a TWBT feature.

Strainer, I'm not sure when you could have something that isn't an integer number of characters on the screen. If you're referring to just map tiles, that might be a TWBT feature, but otherwise, vanilla DF's zoom logic is restricted to integer grid sizes too. The exact behavior when tiles need to be stretched can vary depending on init.txt settings, like BLACK_SPACE.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: se05239 on March 27, 2018, 08:01:36 am
Any news upon when the starter pack for 44.07 comes?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: strainer on March 27, 2018, 08:09:57 am
I'd be content if the packs hang on for the next bugfixed version, or two.

Lethosor - I agree, I dont see any problem with the implementation of the zoom feature at all. Just bringing attention to that default value.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on March 27, 2018, 09:58:01 am
Any news upon when the starter pack for 44.07 comes?
DFHack is still in alpha. Once DFHack hits r1 LNP will probably follow shortly thereafter. When will DFHack hit r1? When those working on mapping out the changes and additions are sufficiently confident that what's mapped is reasonably correct and covers what was there previously. There is no guarantee DFHack won't need a beta version before r1...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Purdurabo on March 28, 2018, 03:31:16 am
If you download the 44.07 Df version, then paste it over the df folder, download df hack alpha and TWBT and do the same, following their install instructions, you can get a so far perfectly stable LNP 44.07 version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bearbar123 on March 30, 2018, 04:26:36 pm
can someone please help me, i downloaded the latest pack but dwarf therapist is not in the utilities, i kinda need it to make a larger fort

Edit:NVM, it would be really helpful to answer this question, but i found a way to download seperately
Title: Re: PeridexisErrant's DF Starter Pack
Post by: strainer on March 30, 2018, 04:51:48 pm
Dwarf therapist is like an office spreadsheet accounting app and you have to use it outside the game and sync it back and forth all the time. Better off with this new tool Cavern keeper (http://www.bay12forums.com/smf/index.php?topic=169329) thats so much easier to use and informative and atmospheric.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 30, 2018, 07:43:45 pm
In-game microing looks a bit more tedious than switching to Dwarf Therapist. If using DFHack, you could run the labormanager command in the Terminal window to have it micro the labors for you.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 30, 2018, 07:48:40 pm
Dwarf therapist is like an office spreadsheet accounting app and you have to use it outside the game and sync it back and forth all the time. Better off with this new tool Cavern keeper (http://www.bay12forums.com/smf/index.php?topic=169329) thats so much easier to use and informative and atmospheric.

This does look awesome, but it's an alternative to Therapist - not a substitute!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 30, 2018, 08:13:08 pm
It's a modified version of manipulator. Also, you wrote it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: strainer on March 30, 2018, 08:31:51 pm
I always thought it would make a fine companion, but I try various ways to hawk it about while its underground. It could be therapists evil NEMESIS Bwahahaharrrg!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on March 31, 2018, 01:11:59 am
I always thought it would make a fine companion, but I try various ways to hawk it about while its underground. It could be therapists evil NEMESIS Bwahahaharrrg!
Dishonest marketing is not a good way to hawk your wares: there's a significant chance of a backlash once the "third party recommendations" are found to actually be marketing by the creator.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: strainer on March 31, 2018, 09:54:15 am
Uh, my avatar is the one right at the top of the thread I 'dishonestly' link to fellas - and immediately declares the relation to manipulator.

The maintainer/s of manipulator have showed zero interest and I virtually begged for two months at the dfhack repo to push it back to them. After a month of total silence Lethosor did manage to find a moment on his iphone to reply with a half hearted code review and admit that he had no interest in playing with these character details. It was clear that I would need to push ahead by myself to take it anywhere this century, so I chose my own name and got on with it.

A Plump helmet Man is not a Plump helmet, and Keeper is not a Manipulator - its a great tool that the relevant developers have ignored for reasons known only to themselves... perhaps they are hexed by a necromancer to keep the true colors of the dorf locked behind a sheet of tooltips and buttons to click.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on March 31, 2018, 08:06:46 pm
Out of curiosity, where is the Phoebus tileset that the LNP uses?  Is there a way to get it independently?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 31, 2018, 08:24:51 pm
https://github.com/DFgraphics/Phoebus should have it. Check under releases. https://github.com/DFgraphics/DFgraphics and  https://github.com/DFgraphics may also be useful. There's a Phoebus thread in the graphics board of this forum, but Phoebus (the original maintainer) no longer maintains it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on March 31, 2018, 09:47:29 pm
Thanks Lethosor!  Much appreciated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: strainer on April 01, 2018, 07:37:57 am
*edit grumbles* - its Easter
Title: Re: PeridexisErrant's DF Starter Pack
Post by: f4nt4sy on April 02, 2018, 10:40:19 am
Hey. i dont find any question similar to mine so i ask here.

when i use the mouse to place some building or designate an area df changes the z level. i always end up 1 below. this is annoying. is there a trick to change that? not using the mouse makes it behave normal.

thx for the pack btw. df wouldnt be playable for me without it ^^
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on April 02, 2018, 12:00:47 pm
Hey. i dont find any question similar to mine so i ask here.

when i use the mouse to place some building or designate an area df changes the z level. i always end up 1 below. this is annoying. is there a trick to change that? not using the mouse makes it behave normal.

thx for the pack btw. df wouldnt be playable for me without it ^^
sounds like a serious bug or your system is corrupt.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 02, 2018, 12:51:42 pm
Almost certainly not a system issue.

f4nt4sy, are you using TWBT? If so, are you clicking in open space? If so, I think that might be a TWBT feature.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on April 02, 2018, 02:06:55 pm
Almost certainly not a system issue.

f4nt4sy, are you using TWBT? If so, are you clicking in open space? If so, I think that might be a TWBT feature.
you mean in multilevel render? i never use it, because it f***s up mousequery edge.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on April 02, 2018, 08:10:10 pm
I can't get mousequery to change z levels when placing a farm plot. But I can't get the click-and-drag feature in mousequery to work either. I'm using the TWBT version of mousequery for DFHack 0.44.05-r2. I tried with multilevel rendering both on and off. I tried placing a farm plot a z level above the ground too, but it recognized that there was nothing there and it was not placed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SammyLiimex on April 03, 2018, 05:57:57 am
Now that .09 is out, does everything need to be updated again?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 03, 2018, 07:28:58 am
Now that .09 is out, does everything need to be updated again?
Everything DF version dependent has to be updated for every DF version. Depending on the particulars, it may be as simple as verifying that it doesn't break, over memory layout updates, to map changed data structures. I believe tile sets need to change only when displayed stuff is added (and similar events). Depending on the DF changes, the mapping effort can vary: bug fixes often don't affect the memory layout (although addresses may still change), for instance, only the code using it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CyberianK on April 06, 2018, 04:03:48 am
Its great that DFHack released yesterday, that was really fast this time so it might not be far away now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on April 06, 2018, 07:16:23 am
Just a note: the latest DFHack has an RFR plugin with a version number that's one behind Armok Vision, leading to it to want up update, but there actually no difference besides the version number, and AV itself doesn't ship with an update plugin.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on April 07, 2018, 07:33:11 am
I can't get mousequery to change z levels when placing a farm plot. But I can't get the click-and-drag feature in mousequery to work either. I'm using the TWBT version of mousequery for DFHack 0.44.05-r2. I tried with multilevel rendering both on and off. I tried placing a farm plot a z level above the ground too, but it recognized that there was nothing there and it was not placed.
Hey. i dont find any question similar to mine so i ask here.

when i use the mouse to place some building or designate an area df changes the z level. i always end up 1 below. this is annoying. is there a trick to change that? not using the mouse makes it behave normal.

thx for the pack btw. df wouldnt be playable for me without it ^^

try downloading dfhack + twbt from github according to your DF version and copy all files in to the main folder of dwarf fortress and copy TWBT in the dfhack folder accordingly
i had similar problems and if not the same and this is what fixed it for me. I don't know whats wrong with peridexis default DFHack + TWBT files but something is wrong for multiple releases now for multiple people who have problems with mouse controls and also alignment. But yea a fresh install of DFHack + TWBT from github should fix it.
Just watch out for the correct DFHack version for your DF version and the correct TWBT version for that DFHack version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 08, 2018, 03:27:12 am
The Starter Pack has updated to 0.44.09-r01!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

It's been a while - but well worth the wait!  This version is packed full of bug fixes for old and new players, and should be at least as stable as the previous pack.  (That last bit is why you've had to wait - it's been two months since the whole stack has been stable at the same time  8)).  Time to Strike the Earth!

0.44.09-r01
 - updated Dwarf Fortress
 - updated DFHack to 44.09-r1
 - updated TwbT to v6.41
 - updated Dwarf Therapist to v39.3.1
 - updated Legends Browser to 1.17.1
 - updated Legends Viewer to 1.19.07
 - updated Armok Vision to 0.19.1
 - updated graphics: Mayday, Phoebus, Obsidian, Meph, Spacefox, Ironhand, GemSet

SHA256:  5912962dd4bcc95bddea82e05ae7697bf080c566e03f3a32fd74cabc4b3aa5b4

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Carnage752 on April 08, 2018, 07:59:52 am
Edit: Nevermind, it was a network issue. Had to use some convoluted measures to circumvent but the pack is downloading. Can't wait to play the new release!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Prismaa on April 08, 2018, 08:11:47 am
When I try to launch the new release with DFHack it just goes "not responding" :c I'm using w10
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 08, 2018, 12:44:27 pm
Does vanilla DF work? Has any other version worked on that machine?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on April 08, 2018, 03:44:50 pm
The Starter Pack has updated to 0.44.09-r01!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

It's been a while - but well worth the wait!  This version is packed full of bug fixes for old and new players, and should be at least as stable as the previous pack.  (That last bit is why you've had to wait - it's been two months since the whole stack has been stable at the same time  8)).  Time to Strike the Earth!

0.44.09-r01
 - updated Dwarf Fortress
 - updated DFHack to 44.09-r1
 - updated TwbT to v6.41
 - updated Dwarf Therapist to v39.3.1
 - updated Legends Browser to 1.17.1
 - updated Legends Viewer to 1.19.07
 - updated Armok Vision to 0.19.1
 - updated graphics: Mayday, Phoebus, Obsidian, Meph, Spacefox, Ironhand, GemSet

SHA256:  5912962dd4bcc95bddea82e05ae7697bf080c566e03f3a32fd74cabc4b3aa5b4

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

*heavy breathing*
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Prismaa on April 08, 2018, 07:45:06 pm
Does vanilla DF work? Has any other version worked on that machine?

If I turn dfhack off it launches fine also 40.24 r20 seems to run fine
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fatace on April 09, 2018, 12:22:18 am
Is there anyway to have the starter pack run with 32bit in the lastest update? Or does the starter pack no longer support it? I am able to run 64bit but it just cuts my fps in half to the point to where 100 people in my fortress becomes 15fps...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on April 09, 2018, 02:18:07 am
Is there anyway to have the starter pack run with 32bit in the lastest update? Or does the starter pack no longer support it? I am able to run 64bit but it just cuts my fps in half to the point to where 100 people in my fortress becomes 15fps...

The game itself is 64-bit only at this point. It's not that PE doesn't maintain a 32-bit branch, it's that Toady has switched to 64 and doesn't have a 32-bit fork active anymore.

Edit: Apparently this is wrong. That being said, I don't know if anyone has a 32-bit version of all of the utilities that go into the pack. If so, I haven't heard of it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 09, 2018, 02:19:58 am
Is there anyway to have the starter pack run with 32bit in the lastest update? Or does the starter pack no longer support it? I am able to run 64bit but it just cuts my fps in half to the point to where 100 people in my fortress becomes 15fps...

The game itself is 64-bit only at this point. It's not that PE doesn't maintain a 32-bit branch, it's that Toady has switched to 64 and doesn't have a 32-bit fork active anymore.
That is entirely wrong. Toady still distributes both. PE has explicitly decided not to support a 32-bit branch.
http://www.bay12games.com/dwarves/older_versions.html
Search this thread for "32-bit" and you should find more explanations.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Salkryn on April 09, 2018, 02:22:42 am
Is there anyway to have the starter pack run with 32bit in the lastest update? Or does the starter pack no longer support it? I am able to run 64bit but it just cuts my fps in half to the point to where 100 people in my fortress becomes 15fps...

The game itself is 64-bit only at this point. It's not that PE doesn't maintain a 32-bit branch, it's that Toady has switched to 64 and doesn't have a 32-bit fork active anymore.
That is entirely wrong. Toady still distributes both. PE has explicitly decided not to support a 32-bit branch.
http://www.bay12games.com/dwarves/older_versions.html
Search this thread for "32-bit" and you should find more explanations.

My mistake. Thank you for the correction.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 09, 2018, 02:25:45 am
Regarding utilities, DFHack definitely supports both architectures on all platforms, and DT tries to, although its support is a little more inconsistent for some builds. TWBT is the only 64-bit-only one I can think of. Most other utilities run externally and are thus unaffected by DF's architecture, although any of them built as 64-bit executables will require a 64-bit machine, of course.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on April 14, 2018, 09:36:17 pm
Thanks for the buttons for pause on warm and pause on damp. Makes it vastly easier to show people how to do things. Taxes hit me pretty hard this month, but hopefully I'll have some spare at the end of the month.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Leonidas on April 16, 2018, 05:10:43 am
It's not a big thing, but the import feature didn't copy over my settings for init files or graphics.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 18, 2018, 11:54:04 pm
People keep asking me about the "Could not load onLoad.init-example" message that gets logged in the DFHack console when using this pack. That line is in dfhack.init-example as an example, and meant to be changed or removed as needed. Can you address that, either by removing the line from dfhack.init-example (I assume you have an onLoad.init set up) or by making an empty onLoad.init-example?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 22, 2018, 06:06:10 am
People keep asking me about the "Could not load onLoad.init-example" message that gets logged in the DFHack console when using this pack. That line is in dfhack.init-example as an example, and meant to be changed or removed as needed. Can you address that, either by removing the line from dfhack.init-example (I assume you have an onLoad.init set up) or by making an empty onLoad.init-example?

Thanks for letting me know - I'll fix this for the next version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: dan84 on April 26, 2018, 07:09:56 pm
I'm trying to build this from your github starter-pack site.  Is this the right place to report an issue?

https://github.com/PeridexisErrant/starter-pack/issues/23
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 26, 2018, 07:52:49 pm
I'm trying to build this from your github starter-pack site.  Is this the right place to report an issue?

https://github.com/PeridexisErrant/starter-pack/issues/23

Yep, I just don't check it often  :-[

From the log, it looks like a misconfigured executable name for Armok Vision.  Either delete it from the components.yml, or unpack it manually and fix the name, and everything should work!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TV4Fun on April 27, 2018, 01:29:21 pm
The pack doesn't properly install the TWBT extensions for Phoebus anymore, since they're not included by default. You have to copy the files from twbt_art and twbt_init into art and init respectively to get the enhanced TWBT Phoebus graphics.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mross on May 04, 2018, 05:58:02 pm
I've just downloaded and installed the latest windows version, nothing updates unless I alt tab out and back again
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ggobs on May 05, 2018, 04:09:52 pm
Love the pack. Posting to watch when it gets updated to the newest version.
Raid crashes are really harshing my buzz. Hopefully 0.44.10 helps with that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SammyLiimex on May 06, 2018, 02:48:59 pm
Is there any utilities out there that let you easily edit the raws to make animals Trainable for war? I really like having things like War Alligators and Horses and Great Horned Owls and other random animals, but every release breaks my edits and I have to do them again.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: FrankyPlaysGames on May 06, 2018, 11:20:22 pm
This is something I've wanted for awhile as well for the same reason.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tronic on May 09, 2018, 02:42:10 am
I've been having a problem where TWBT doesn't use the override tilesets for any of the graphic packs. Does anyone have an idea of how to fix this? I'm kinda of tired of having my U/D stairs look like the default X.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Silverwing235 on May 09, 2018, 06:18:23 am
Is there any utilities out there that let you easily edit the raws to make animals Trainable for war? I really like having things like War Alligators and Horses and Great Horned Owls and other random animals, but every release breaks my edits and I have to do them again.
This is something I've wanted for awhile as well for the same reason.

From my own investigations into this... there was something, apparently broken and abandoned as of 44.10, so good luck with this:  RAW editor  (http://www.bay12forums.com/smf/index.php?topic=103360)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: strainer on May 09, 2018, 08:43:05 am
I've been having a problem where TWBT ...

Did you try Tv4Fun's tip? ( five comments back )
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tronic on May 09, 2018, 09:10:29 am
I've been having a problem where TWBT ...

Did you try Tv4Fun's tip? ( five comments back )

Ah, that fixed it. Thank you I didn't see the comment before.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on May 10, 2018, 08:30:17 am
Just go to raw/objects, open all creature_X.txt in notepad++ or a similar text editor, crtl+f for [NAME: and mass-replace with [TRAINABLE][NAME:

Done, all creatures are now trainable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 10, 2018, 08:36:52 am
Just go to raw/objects, open all creature_X.txt in notepad++ or a similar text editor, crtl+f for [NAME: and mass-replace with [TRAINABLE][NAME:

Done, all creatures are now trainable.
I'm pretty sure the issue is having to do this for every release, not that it's unclear how.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Burneddi on May 11, 2018, 12:30:41 am
I was having some issues with the Spacefox tileset. The TWBT features like special workshop tiles wouldn't work.

I posted more about this in the Spacefox thread (http://www.bay12forums.com/smf/index.php?topic=129219.msg7757302#msg7757302), but the gist of it is that the TWBT features only started working after I manually went into the LNP/graphics/Spacefox/ and copied all the files in the folders with the twbt_ prefix into the regular folders. Is this a bug in the starter pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Durian Hohlades on May 12, 2018, 06:12:29 pm
3 DAYS AGO NEW DWARF THERAPIST
19 HOURS AGO DWARF HACK BETA

PILLAGE AND RAPE THIS THREAD FOR NEW PACK YARR ORR UPDATE YARRSELF
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 13, 2018, 06:51:35 am
3 DAYS AGO NEW DWARF THERAPIST
19 HOURS AGO DWARF HACK BETA

PILLAGE AND RAPE THIS THREAD FOR NEW PACK YARR ORR UPDATE YARRSELF

Not cool, Durian. 

It's pretty well known that I wait for stable everything; I think that really good stability is important enough for very new players to justify a few days (or weeks!) delay in updating my pack.

You are of course welcome to update it yourself and even distribute that version, but you are not welcome to bring this attitude and language to my thread.   >:(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Durian Hohlades on May 13, 2018, 10:05:19 am
Hey was more ment to be funny than offensive:D sorry about that. But i was so excited to see the updated stuff and it is really easy to replace the unpacked df hack and the therapist to your perfect package wich iam using since the beginning of time :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: a52 on May 13, 2018, 03:48:03 pm
3 DAYS AGO NEW DWARF THERAPIST
19 HOURS AGO DWARF HACK BETA

PILLAGE AND RAPE THIS THREAD FOR NEW PACK YARR ORR UPDATE YARRSELF

Hey man, there's no need for that. :( PE does a lot of great work for this community.

And if you're that desperate, /u/turdas on Reddit put together an unofficial pre-pack for 44.10. (https://www.reddit.com/r/dwarffortress/comments/8iy12j/4410_win64_lnp_with_latest_dfhack_beta_twbt_dwarf/)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: FFLaguna on May 14, 2018, 04:29:04 am
Hey was more ment to be funny than offensive:D sorry about that. But i was so excited to see the updated stuff and it is really easy to replace the unpacked df hack and the therapist to your perfect package wich iam using since the beginning of time :D

I read it right away as a joke, I didn't think you were meaning to be rude or bring an attitude.

Thanks to Peridaxis for always putting these packs together. I'm new to use Starter Packs and didn't know this pack's philosophy of waiting for stability and full updates before generating a new pack

Special thanks for posting that Reddit thread with exactly the DF 0.44.10 updates to Peridaxis' pack that I need most!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ratboys on May 14, 2018, 06:03:06 am
Would there be an issue when moving my savefiles from an unofficial starter pack to the official one? By the way, thanks for your work. I've been using this pack for years.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 14, 2018, 09:20:29 am
Would there be an issue when moving my savefiles from an unofficial starter pack to the official one? By the way, thanks for your work. I've been using this pack for years.
There shouldn't be. You can move vanilla saves to the LNP as well. This assumes the inofficial packs aren't doing something weird, of course.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mross on May 14, 2018, 04:07:09 pm
I've just downloaded and installed the latest windows version, nothing updates unless I alt tab out and back again

thanks for the help, really appreciate it
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 14, 2018, 04:17:10 pm
I've just downloaded and installed the latest windows version, nothing updates unless I alt tab out and back again

thanks for the help, really appreciate it
What exactly does "nothing updates" mean? The screen doesn't update, or no keyboard input at all is recognized? How often do you have to alt-tab back and forth? Have you had this issue with other versions? Without packs/utilities?

I, for one, didn't respond because from the little information I had, it sounded like something I had literally no idea how to resolve, and pages of "I don't know" responses are generally unhelpful.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: awisn on May 14, 2018, 04:36:40 pm
My dwarves tend to loose parts of their equipment when coming back from raids/exploarion. Any1 else experiencing the same problem? It's the current version of LNBP I'm using while having that problem.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 15, 2018, 02:30:13 am
My dwarves tend to loose parts of their equipment when coming back from raids/exploarion. Any1 else experiencing the same problem? It's the current version of LNBP I'm using while having that problem.
There's an issue mentioned in the forums of dorfs reverting to civilians when returning from raids, and dropping food (and drink has been mentioned as well) when entering. If you're using uniform only when on duty that should result in them shedding the uniform as well. As far as known, this is a vanilla issue, so neither DFHack nor any other of the components the LNP has collected would be responsible.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Durian Hohlades on May 15, 2018, 02:11:57 pm
My dwarves tend to loose parts of their equipment when coming back from raids/exploarion. Any1 else experiencing the same problem? It's the current version of LNBP I'm using while having that problem.
There's an issue mentioned in the forums of dorfs reverting to civilians when returning from raids, and dropping food (and drink has been mentioned as well) when entering. If you're using uniform only when on duty that should result in them shedding the uniform as well. As far as known, this is a vanilla issue, so neither DFHack nor any other of the components the LNP has collected would be responsible.

ok so its wait for another version :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Miles_Umbrae on May 16, 2018, 03:58:30 pm
What are the "Other automation plugins" in the latest pack exactly?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 16, 2018, 04:38:25 pm
They should be defined in a file named something like PyLNP.json or PyLNP.yaml (not sure). If you can upload/paste that file, I can explain what they are.

Really, the exact tools should be named and explained in PyLNP so people can know exactly what they're enabling, but I have yet to find a pack that does that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 17, 2018, 04:53:38 am
What are the "Other automation plugins" in the latest pack exactly?
They should be defined in a file named something like PyLNP.json or PyLNP.yaml (not sure). If you can upload/paste that file, I can explain what they are.

Really, the exact tools should be named and explained in PyLNP so people can know exactly what they're enabling, but I have yet to find a pack that does that.

It's json in the distributed pack, but I keep the source in yaml here (https://github.com/PeridexisErrant/starter-pack/blob/master/base/PyLNP-json.yml), and the script or plugin names should be in the tooltip.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 17, 2018, 10:55:41 am
That does help, thanks. (Some people I've found aren't sure what stuff like "mouse controls" and "enhanced gameplay" means, and I feel like I've seen people claiming to use "bugfixes" recently, which isn't even listed, but for the most part that helps figure out what things are. Of course, it would be better to have the commands themselves visible without having to dig through a config file, so people can find documentation more easily.) Out of curiosity, why is it translated from YAML to JSON?

Anyway, Miles, they're autonestbox (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#autonestbox) (part of the zone (https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#zone) plugin) and the burial (https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html#burial) script (not a plugin).
- autonestbox appears to require you to set up pastures in a specific way, so it might not be doing anything for you unless you've done that.
- burial only does anything at the moment it's run, so the pack schedules it to run weekly using "repeat". It should make coffins a bit easier to use.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 17, 2018, 09:10:02 pm
Out of curiosity, why is it translated from YAML to JSON?

I found it easier to write the config by hand using YAML, and the diffs tend to be nicer.  That hasn't been a concern in a while but I haven't had any reason to change it either!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 21, 2018, 06:01:03 am
The Starter Pack has updated to 0.44.10-r01!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

Well, it's that part of the cycle again - everything is stable, so there's a new starter pack!  The next step will be for Toady to update DF again - there's some exciting stuff with memories and stress waiting.  Until then, Strike the Earth!

0.44.10-r01
 - updated Dwarf Fortress
 - updated DFHack to 44.10-r1
 - updated TwbT to v6.4
 - updated Legends Viewer to 1.19.8
 - updated Dwarf Therapist to v40.0.0
 - updated graphics: Mayday, Phoebus, Obsidian, Meph, Spacefox, Ironhand, GemSet (again)

SHA256:  83f5e0b9ff3d90a85093b68c6fdfe48f0aa03b48cb2e84334d0733ac93e9da05

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: userpay on May 21, 2018, 03:44:58 pm
Uh, unless you updated it again after I downloaded it or it got moved I don't see Therapist in Utilities.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 21, 2018, 06:49:42 pm
The Starter Pack has updated to 0.44.10-r02!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

A quick re-release with some overdue bugfixes - Toady is bound to update soon now  :P
Enjoy the graphics - and Strike the Earth!

0.44.10-r02
 - really including Dwarf Therapist (taught build script about new location of memory layouts)
 - baked in optional TwbT enhancements for most graphics packs

SHA256:  d757c2b3e7d0912aaed12dc5e0d4d2390d4bd1e2fe77456289084dffec62bf08

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 21, 2018, 06:52:08 pm
Uh, unless you updated it again after I downloaded it or it got moved I don't see Therapist in Utilities.

Sorry!  I had missed that the memory layouts were moved, so my build script deleted Therapist.  New version has fixed that problem and has bonus graphics upgrade  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: justjr on May 21, 2018, 09:02:19 pm
The Starter Pack has updated to 0.44.10-r02!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

A quick re-release with some overdue bugfixes - Toady is bound to update soon now  :P
Enjoy the graphics - and Strike the Earth!

0.44.10-r02
 - really including Dwarf Therapist (taught build script about new location of memory layouts)
 - baked in optional TwbT enhancements for most graphics packs

SHA256:  d757c2b3e7d0912aaed12dc5e0d4d2390d4bd1e2fe77456289084dffec62bf08

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

That TwbT enhancements are the same of this one?

The TWBT components are no longer installed by default on the repo. This is to allow TWBT to get the cool TWBT transparency features without making the pack look worse for non-TWBT users.
Here's how to install the TWBT components:
  • Open the /LNP/Graphics/Spacefox/ folder.
  • Copy the contents of the /data/twbt_art/ folder to the /data/art/.
  • Copy the contents of the /data/twbt_init/ folder to the /data/init/.
  • Copy the contents of the /raw/twbt_graphics/ folder to the /raw/graphics/.
  • Copy the contents of the /raw/twbt_objects/ folder to the /raw/objects/.
  • Right-click and "save link as" or whatever for onLoad_gfx_Spacefox.init (https://github.com/DFgraphics/Spacefox/raw/master/onLoad_gfx_Spacefox.init)
  • Copy the "onLoad_gfx_Spacefox.init" file into the /raw/ folder.
  • Launch the Starter Pack launcher, go to the Graphics tab, and double-click "Spacefox" and reinstall it into your saves.
This will give you dwarves and creatures without the background around them.
It will let you see the floor behind most of the furniture.
It will give you a text font designed for use with Spacefox.
It will make the workshops look fancy again.
And lots of other stuff.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: justjr on May 21, 2018, 09:02:42 pm
delete this
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 22, 2018, 03:57:57 am
That TwbT enhancements are the same of this one?

Yes, but only a couple of the features come baked-in at the moment. These two steps are already done by default in the pack now, so you don't have to do them:
This gives you the adulterated language files made possible by TWBT's original feature (allowing full use of all the text). It also adds all the creatures with the alpha transparency layers, however creature transparency doesn't seem to be enabled by default and will have (i think) black backgrounds instead.


To get the TWBT overrides (like for workshops) and have creature transparency activate by default (in packs that use it) and other things, you probably still want to do these steps:
If using Ironhand, Mayday, Obsidian, Phoebus, or Afro, replace "Spacefox" in the instructions with one of those. If you aren't using any of the packs listed here, you shouldn't have to worry about it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 22, 2018, 06:48:52 am
The Starter Pack has updated to 0.44.10-r03!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

That TwbT enhancements are the same of this one?
Yes, but only a couple of the features come baked-in at the moment.

Now the rest come baked in too!  Depending on your perspective, I have either added or removed many bugs today... or of course both!
Enough about me though - time to Strike the Earth again*

0.44.10-r03
 - actually, really, truly does the graphics enhancements (TwbT required)
   Many thanks to Jecowa and the others who helped.  Today has *not* been my day...
 - fixed a DFHack console error message (onLoad.init-example not found)

SHA256:  f3ce7aee6fda4ccc5e64bb476e97f37c92e87e45812c54d876d4258a5d0d0cc7

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

*and hope DF 0.44.11 doesn't come too soon now
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on May 22, 2018, 05:32:13 pm
My game keeps crashing on embark how do i figure out Whats wrong? (I Should know how to do this by now, Im just getting back into df)

Edit: to be clear it is whenever I press enter on the screen just before you get to the actual fort part
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 22, 2018, 08:18:00 pm
Manzeenan, what graphics pack are you using?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 22, 2018, 08:33:50 pm
My first suggestion is to try without TWBT, then try without DFHack, then without graphics. Another thing to possibly try: does entering the arena work?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on May 22, 2018, 08:57:03 pm
Update: just deleted all files and redownloaded, worked on smaller world, I will update if anything goes awry in the future. Thank you guys (Phoebus graphics btw)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 22, 2018, 09:25:29 pm
For the record, I'd say that the world size (or something strange with that specific world) is a significantly more likely cause than anything else (just so other people don't try redownloading the whole pack and all).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Manzeenan on May 23, 2018, 03:05:14 pm
For the record, I'd say that the world size (or something strange with that specific world) is a significantly more likely cause than anything else (just so other people don't try redownloading the whole pack and all).
It happened on newly genned worlds as well but I still agree with you, I think that it was just a rare bug
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pixel-Axe on May 24, 2018, 06:54:06 pm
My game was crashing on embark because soundsense was updating. I had to let soundsense download first and then I could play. Makes sense I guess since soundsense tries to play music when you embark but then it can't.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 24, 2018, 07:39:48 pm
Soundsense cannot cause game crashes, let alone crashes at specific points in the game, because it runs separately from DF and only receives data by reading from gamelog.txt. (Granted, Soundsense itself could crash, but not in a way that would bring down DF on any modern system.)
I suspect that you were running into a similar issue as above, and my guess is that it has something to do with graphics/TWBT, but that's just based on similar crashes in the past, not this one specifically. (The Stonesense/Soundsense confusion also comes to mind; Stonesense can cause crashes like that, but since you mentioned music, I assume you didn't confuse them.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pixel-Axe on May 24, 2018, 10:57:30 pm
Ahh ok, yea was just my assumption becuase I tried to embark at least 5 times and it crashed everytime ( this was while soundsense was updating ).
Then I turned soundsense off and launched df and this time I embarked with no issues.
Maybe just a very unlikely coincidence.

And yea it was soundsense not stonesense
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 24, 2018, 11:57:47 pm
I'm wondering if Soundsense could have put some kind of lock on the gamelog file which prevented Dwarf Fortress from being able to write to it. That's the only way I could imagine it having an impact.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TV4Fun on May 25, 2018, 01:29:35 am
This is probably difficult given that you have to download it separately, but is it possible to patch the sound pack for SoundSense? It doesn't appear SoundSense is being updated anymore, and the last release of the sound pack had an unfortunate bug that replaced nearly every sound effect with a generic flute sound.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TV4Fun on May 25, 2018, 02:41:49 am
The pack still isn't installing TWBT files for graphics sets properly. At least for Phoebus and Obsidian, and probably others, it puts files into raw/init and raw/art that should go into data/init and data/art, respectively.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on May 25, 2018, 02:52:37 am
The pack still isn't installing TWBT files for graphics sets properly. At least for Phoebus and Obsidian, and probably others, it puts files into raw/init and raw/art that should go into data/init and data/art, respectively.

That's what I'm seeing as well, unfortunately. The files are indeed in a different spot than before, but they still cannot be seen by PyLNP (at least in the case of Phoebus.) I suspect PyLNP will have to treat Phoebus and Phoebus-TWBT as different graphics sets, with their very different file sets and settings files.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TV4Fun on May 25, 2018, 02:32:19 pm
No idea where this issue is, but when I toggle showing or hiding engravings, it seems to only affect new engravings. If I have engravings set to hide and then engrave some stone, then quit and set engravings to be shown, the existing engravings will still be hidden, but any new engravings will show. Likewise the reverse, if I then quit and set them to hide again, the engravings made while they were set to show will still be shown.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 25, 2018, 02:59:42 pm
No idea where this issue is, but when I toggle showing or hiding engravings, it seems to only affect new engravings. If I have engravings set to hide and then engrave some stone, then quit and set engravings to be shown, the existing engravings will still be hidden, but any new engravings will show. Likewise the reverse, if I then quit and set them to hide again, the engravings made while they were set to show will still be shown.

That setting changes the default state for new engravings. You can use designations change hide or unhide existing engravings using d->v.

The pack still isn't installing TWBT files for graphics sets properly. At least for Phoebus and Obsidian, and probably others, it puts files into raw/init and raw/art that should go into data/init and data/art, respectively.

Also the "onLoad_gfx_Phoebus.init" file should get moved into the "raw" folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 25, 2018, 03:56:23 pm
DF's name for the engravings setting in init.txt is "engravings start obscured" or something like that (emphasis on "start"). I'm guessing the name in the launcher is confusing, but the behavior you're seeing is intentional.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: arbarbonif on May 26, 2018, 03:39:59 pm
I'm wondering if Soundsense could have put some kind of lock on the gamelog file which prevented Dwarf Fortress from being able to write to it. That's the only way I could imagine it having an impact.

I had it happen to me to and I'm not running Soundsense.  I'm going to try with a smaller world and see if it fixes it.

Edit:
Interesting, it crashed again, but then I embarked with the window not maxed and not on my 4K monitor and it worked fine. 

Yep, crashed when maximized windowed on 4K, but not when not.  Replicated it several times. Maximized on 1080p is fine, non-maximized on 4K is fine, maximized on 4K crashes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 26, 2018, 10:21:42 pm
I'm wondering if Soundsense could have put some kind of lock on the gamelog file which prevented Dwarf Fortress from being able to write to it. That's the only way I could imagine it having an impact.

I had it happen to me to and I'm not running Soundsense.  I'm going to try with a smaller world and see if it fixes it.

Edit:
Interesting, it crashed again, but then I embarked with the window not maxed and not on my 4K monitor and it worked fine. 

Yep, crashed when maximized windowed on 4K, but not when not.  Replicated it several times. Maximized on 1080p is fine, non-maximized on 4K is fine, maximized on 4K crashes.

I'm wondering if the small 16x16 size of Phoebus is causing it to crash. You might try GemSet (which is 24x24) or Meph-Lite (which is 32x32) to see if those cause a crash in fullscreen on the 4k display.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pixel-Axe on May 27, 2018, 02:37:03 am
Edit:
Interesting, it crashed again, but then I embarked with the window not maxed and not on my 4K monitor and it worked fine. 

Yep, crashed when maximized windowed on 4K, but not when not.  Replicated it several times. Maximized on 1080p is fine, non-maximized on 4K is fine, maximized on 4K crashes.

Hmm I also have 4K. Were you in window mode maxed out or in full screen mode?

I'm wondering if the small 16x16 size of Phoebus is causing it to crash. You might try GemSet (which is 24x24) or Meph-Lite (which is 32x32) to see if those cause a crash in fullscreen on the 4k display.

I was/am using meph. I will try to replicate my crash with different window sizes. If I can't get it to crash I will try my theory again by deleting all the soundsense files and updating it again to see if I can get it to crash
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 27, 2018, 03:48:45 am
Meph 3.0 uses animations. Animations require a feature that has stability problems for some users. You can disable it by opening /lnp/graphics/meph/raw/onLoad_gfx_meph.init in a text editor and deleting the line that reads, "twbt redraw_all 1" (which should be the line on the bottom). Then opening the LNP launcher, go to the "Graphics" tab and reinstall Meph into your save files by double-clicking it.

It sounds like the redraw all feature will be disabled by default again in Meph version 3.1 because of this issue. I'm kind of curious if the animation feature only causes trouble while in full screen mode.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on May 27, 2018, 05:57:12 am
I can test if it acts differently in full-screen vs. windowed mode, but I'll certainly put it back to redraw_all 0 by default. Having a few fancy moving images doesn't make up for some people experiencing crashes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 27, 2018, 11:30:16 pm
I've gotten reports from other players on the embark crash. I don't think any of they had 4K displays or were using Meph. One noted that it would only crash on embark if Print mode was set to TWBT – STANDARD and 2D both worked fine. I'm not sure what could explain this. A twbt bug sounds like it could explain it, but how does that fit together with the 4k to 1080p fix? What problem could explain both of these fixes to the embark crash?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: oldmansutton on May 30, 2018, 03:29:15 pm
I've gotten reports from other players on the embark crash. I don't think any of they had 4K displays or were using Meph. One noted that it would only crash on embark if Print mode was set to TWBT – STANDARD and 2D both worked fine. I'm not sure what could explain this. A twbt bug sounds like it could explain it, but how does that fit together with the 4k to 1080p fix? What problem could explain both of these fixes to the embark crash?

I'm (trying) to play, on a 4k display, using the Spacefox set.  I'm using windowed mode, maxed, and every embark I've tried is a CTD.  I can try switching TWBT to 2D or Standard when I get home, and see if that works.  I hope I can bring TWBT back after the embark though.  I'll let you know what I find.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 30, 2018, 04:05:10 pm
I've gotten reports from other players on the embark crash. I don't think any of they had 4K displays or were using Meph. One noted that it would only crash on embark if Print mode was set to TWBT – STANDARD and 2D both worked fine. I'm not sure what could explain this. A twbt bug sounds like it could explain it, but how does that fit together with the 4k to 1080p fix? What problem could explain both of these fixes to the embark crash?
A pretty simple explanation is that TWBT crashes when the window size is large enough.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BoogieMan on May 30, 2018, 06:18:56 pm
I'm getting near constant embark crashes, but not always. I just got 3 in a row, then didn't crash at the same site. *shrug*

1920x1080 desktop resolution and windowed mode

Lowered pop cap (140, Strict 160, Child Cap 25:50)
Graze Coefficient: 125
Meph+Vordak (Lite) 32x

DFHack
Enhanced Gameplay
Mouse Controls
Multilevel View
Other Automation plugins
Performance Tweaks

Soundsense

stderr.log report:

Spoiler (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 30, 2018, 07:20:11 pm
That error log doesn't provide much insight. Have you tried disabling TWBT as mentioned above?

One interesting thing I did notice from stderr.log:
Invoking: multicmd tweak fast-heat 100; repeat -time 1 -timeUnits months -command [ multicmd cleanowned X ; clean all ]
Invoking: tweak fast-heat 100
Enabled tweak fast-heat (fast_heat_hook::updateTempFromMap)
Enabled tweak fast-heat (fast_heat_hook::updateTemperature)
Enabled tweak fast-heat (fast_heat_hook::adjustTemperature)
Invoking: repeat -time 1 -timeUnits months -command [ multicmd cleanowned X
Invoking: clean all ]
Invoking: cleanowned X

PeridexisErrant, this line is not doing what you think it is:
Code: [Select]
multicmd tweak fast-heat 100; repeat -time 1 -timeUnits months -command [ multicmd cleanowned X ; clean all ]
Namely, it's running three commands:
Code: [Select]
tweak fast-heat 100
repeat -time 1 -timeUnits months -command [ multicmd cleanowned X
clean all ]
which means that cleanowned and "clean all" aren't getting run periodically as they should be. You should fix this, either by multiple repeat calls, avoiding "multicmd", or maybe with a wrapper script.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BoogieMan on May 31, 2018, 05:15:53 am
If I change to 2d or standard, the tilesets are all gibberish. TWBT Legacy works, but changes how it looks enough I can't make anything out. I guess the tileset I am using requires TWBT? Can you suggest a tileset I can test with that works better with the older modes?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BugDV on May 31, 2018, 07:47:07 am
So umm... the current version does not appear to be working for me. No error messages or anything, just the program closes at startup, so I have no idea where to start. Used an older version before, worked like a charm (The one before the raiding / expedition update).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on May 31, 2018, 07:57:33 am
If I change to 2d or standard, the tilesets are all gibberish. TWBT Legacy works, but changes how it looks enough I can't make anything out. I guess the tileset I am using requires TWBT? Can you suggest a tileset I can test with that works better with the older modes?
GemSet, DungeonSet, and Meph are the ones that require TWBT. The other ones should be useable without it.


So umm... the current version does not appear to be working for me. No error messages or anything, just the program closes at startup, so I have no idea where to start. Used an older version before, worked like a charm (The one before the raiding / expedition update).
I'm guessing this is related to the pack switching to the 64-bit version of Dwarf Fortress. You can swap out the Dwarf Fortress folder included in the pack for the 32-bit version from bay12's website. And then you can install 32-bit DFHack manually if you want that too, but there is no 32-bit TWBT, so GemSet, DungeonSet, and Meph will not be useable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BugDV on May 31, 2018, 08:36:36 am
Sorry, my bad, I was talking about the starter pack launcher. Plus, it would be nice to use the fancy new 64 bit version since it's already a thing. ^^ (Also, just checked to be exact, last working version I've used is 43.05-r08).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 31, 2018, 09:34:59 am
So umm... the current version does not appear to be working for me. No error messages or anything, just the program closes at startup, so I have no idea where to start. Used an older version before, worked like a charm (The one before the raiding / expedition update).
Is there anything in stderr.txt next to PyLNP?
The actual version (number) you're using now might also help.

If I change to 2d or standard, the tilesets are all gibberish. TWBT Legacy works, but changes how it looks enough I can't make anything out. I guess the tileset I am using requires TWBT? Can you suggest a tileset I can test with that works better with the older modes?
Okay, but I asked because I wanted to know if DF still crashed with TWBT disabled. Does DF still crash? I know your tilesets won't look great without TWBT, but that's not the point.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BoogieMan on May 31, 2018, 12:03:02 pm
So umm... the current version does not appear to be working for me. No error messages or anything, just the program closes at startup, so I have no idea where to start. Used an older version before, worked like a charm (The one before the raiding / expedition update).
Is there anything in stderr.txt next to PyLNP?
The actual version (number) you're using now might also help.

If I change to 2d or standard, the tilesets are all gibberish. TWBT Legacy works, but changes how it looks enough I can't make anything out. I guess the tileset I am using requires TWBT? Can you suggest a tileset I can test with that works better with the older modes?
Okay, but I asked because I wanted to know if DF still crashed with TWBT disabled. Does DF still crash? I know your tilesets won't look great without TWBT, but that's not the point.

Yes, I know, that's why I said I'd test it out. A little tricky when you can't tell what you're looking at. :)

 So far, no embark crashes with TWBT disabled. Will test more when I get more time. About 2-3 years back I remember getting crashes on embark with TWBT enabled, I had to disable it, embark, and enable it later after and don't think I had further problems. Will try again, seems like the same problem as then however.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BugDV on May 31, 2018, 12:28:56 pm
So umm... the current version does not appear to be working for me. No error messages or anything, just the program closes at startup, so I have no idea where to start. Used an older version before, worked like a charm (The one before the raiding / expedition update).
Is there anything in stderr.txt next to PyLNP?
The actual version (number) you're using now might also help.
Using the most recent version (44.10 r03). But yeah, no, there's no stderr.txt next to it, checked the rar file also, none there either.
EDIT: Checked it with earlier versions, same problem with them now.
EDIT2: Managed to get the error code in the event viewer: 0xc0000417 Googling around, still no solution.
EDIT3: Might as well publish all the info I can.
Spoiler (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BoogieMan on May 31, 2018, 08:19:01 pm
I tried playing again with TWBT enabled after embarking. Everything was fine for awhile, but before half a year it instantly crashed when I pressed the button to put down a zone. I had previously placed about 5 zones successfully however. Will play for awhile with it disabled.

stderr.log

Spoiler (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: The Feathered Dinosaur on June 02, 2018, 07:05:58 pm
Apologies if this has been asked earlier and I missed it, but has Dwarf Therapist been added to the LNB yet? I can't seem to find it in the utilities tab if so (the three available are Armok Vision, DF Story Maker, and Dorven Realm).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 02, 2018, 07:17:26 pm
DT should be in there, and I think there should be way more than 3 utilities. Is it possible that some antivirus removed them?

Also, genuinely curious, where did the "LNB" typo come from? I've seen it a surprising number of times, and B and P aren't close on keyboards I'm familiar with (and even then, it's a pack, not a back).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: The Feathered Dinosaur on June 02, 2018, 08:06:56 pm
DT should be in there, and I think there should be way more than 3 utilities. Is it possible that some antivirus removed them?

Also, genuinely curious, where did the "LNB" typo come from? I've seen it a surprising number of times, and B and P aren't close on keyboards I'm familiar with (and even then, it's a pack, not a back).

Hmm... I looked into but in the files there not there (and to my knowledge no anti-virus warning popped up). On older versions (43.05) DT was available, if I can't figure out what happened I'll download it from GitHub link. And on how I mistyped P as B I have no idea, I wasn't even mobile. :-\

SOLVED, downloaded DT, so far is working perfectly fine.
Edit: solved
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 02, 2018, 09:24:36 pm
Well, that's not a great solution. What pack exactly did you download (version number, link)? Maybe there's some version that left it out that didn't get updated somewhere.
Yeah, typos happen. I'm just curious if some popular page refers to it as "LNB" or something, because I've seen that an unexpected number of times. Weird.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: The Feathered Dinosaur on June 03, 2018, 09:21:34 am
Well, that's not a great solution. What pack exactly did you download (version number, link)? Maybe there's some version that left it out that didn't get updated somewhere.
Yeah, typos happen. I'm just curious if some popular page refers to it as "LNB" or something, because I've seen that an unexpected number of times. Weird.

I downloaded it from the dffd and file version was .44.10-r03. My guess is my virus scanner/protector did delete it but didn't inform me of it. (Which is weird because I would have thought it would have popped up with a message like 'We found x unknown/potentially dangerous files and deleted them' or something like that.) And if its referred to on some popular page as LNB its not to my knowledge. My guess is I typed B and just mentally read/saw it as P
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Clément on June 16, 2018, 07:37:20 am
I just saw lunitis' issue with Dwarf Therapist (http://www.bay12forums.com/smf/index.php?topic=171048.msg7787229#msg7787229). The Visual C++ Redistributable must be installed for DT to work. Manually installing it does not seem newb-friendly (or lazy-friendly). Is there a way for your pack to make sure it is installed or run the installer?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Weaselcake on June 16, 2018, 10:38:13 pm
Is it just me or do bins never work whenever I use this modpackage? Specifically with finished goods, my dorfs don't want to use bins!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 16, 2018, 11:49:27 pm
It's not just you, but it's also not specific to this pack (which is really more of a pack with utilities than a "modpackage" - it doesn't affect game content). There have been reports of bins not working on the DF bug tracker (http://www.bay12games.com/dwarves/mantisbt/my_view_page.php), like this one (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8293), which was resolved because none of the attached saves actually exhibited a bug. If you have a save where bins aren't working, and you're sure it's not due to one of the non-bugs mentioned in that report, the save would be nice to have.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Weaselcake on June 20, 2018, 10:43:45 pm
Also. Is stress turned down in this pack? I've noticed my dwarves don't seem to get as upset about hard living situations as much as vanilla. Or am I just being lucky with my dwarves?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on June 20, 2018, 11:34:07 pm
I think the pack is still on 44.09, rather than 44.10. 44.10 has all the added stress.
Title: Re: PeridexisErrant's Starter Pack
Post by: lethosor on June 20, 2018, 11:34:42 pm
Contents:

Core:
 - Dwarf Fortress 0.44.10 (http://www.bay12forums.com/smf/index.php?topic=&board=10)
 - PyLNP 0.13 (http://www.bay12forums.com/smf/index.php?topic=140808)

DFHack 0.44.10-r1 (http://www.bay12forums.com/smf/index.php?topic=139553):  (includes Stonesense (http://www.bay12forums.com/smf/index.php?topic=106497))
 - TwbT v6.46 (http://www.bay12forums.com/smf/index.php?topic=138754)

<snip>
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on June 21, 2018, 12:11:40 am
I stand corrected.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: darkstein3 on June 22, 2018, 02:43:02 pm
Hi I'm using the newest starterpack 0.44.10-r03 an i have ran into problem with some graphic symbols. They seem to be switched, it doesn't matter which tileset i use, TWBT enabled or not.
Spoiler (click to show/hide)

It really messes up my gameplay, esepcialy with stockpiles and doors.

What maybe the problem and how do i fix it? :C

Help Plox!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: McOrigin on June 22, 2018, 05:21:41 pm
Hi!
Downloaded this LNP but recogized the missing "U/D stairs": instead of a nice icon I have the inverted bin there..
I downloaded the recent version of Phoebus pack from repo and tried to install it with this LNP. Failed miserably and can't even tell what went wrong.

Redownloaded both, deleted all tileset from "\LNP\graphics\" and installed the Phoebus-44.10 manually to "\Dwarf Fortress 0.44.10\". While I can run this, including nice looking U/D stairs, when starting DF direcly, I do have a reproducible CTD when using the LNP Launcher: it crashes 100% when pressing ENTER on "..strike the earth!"-screen.

I have no idea what is going on here. It would be nice if the most recent version of Phoebus was included in the LNP with all TWBT features activated. I love the LNP and I hate to fiddle with the config files myself to turn off aquifers, define population cap, etc.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jimmius on June 28, 2018, 12:31:40 pm
When is 44.11 gonna be ready for the LNP? Can't wait to play the new build but already missing DFhack and Therapist!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 28, 2018, 05:14:47 pm
When is 44.11 gonna be ready for the LNP? Can't wait to play the new build but already missing DFhack and Therapist!
Sigh. The standard question which doesn't have any answer involving a definite point in time: When the components making up the pack are in a stable state. That happens when the people involved in adapting them to DF changes are reasonably sure they have managed to get them there. That will probably not happen in the next two days, and will probably not take longer than two months (without specifying any confidence interval for "probably"). Also note that this is a Lazy NEWB Pack, so PE rarely makes a pack containing testing versions of components.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Roboson on July 01, 2018, 08:45:34 am
I'm certain this has been answered, but I'm unable to find it in thread. In the most recent LNP, Dwarf Therapist is broken. Is there a fix to this, and if so, what is it?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: doublestrafe on July 01, 2018, 11:50:08 am
I've been getting some errors in 0.44.10-r03 with a few commands. For certain, ban-cooking is giving me this:
Spoiler (click to show/hide)

I feel like it's not the only similar error I've seen but most of them were late at night and I was hyper focused on the game. If I run across others I'll report in. If there's a better place to report individual scripts, please tell me off.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 01, 2018, 12:40:18 pm
You're using an old version of DFHack. You should either upgrade your pack or upgrade DFHack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: doublestrafe on July 01, 2018, 12:46:53 pm
You're using an old version of DFHack. You should either upgrade your pack or upgrade DFHack.
I've been getting some errors in 0.44.10-r03
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 01, 2018, 12:54:06 pm
You're using an old version of DFHack. You should either upgrade your pack or upgrade DFHack.
I've been getting some errors in 0.44.10-r03
That's your pack version - there was never a DFHack 0.44.10-r3, and DFHack doesn't use leading zeros like "r03" either. From the table of contents above:

Contents:
...
DFHack 0.44.10-r1 (http://www.bay12forums.com/smf/index.php?topic=139553):  (includes Stonesense (http://www.bay12forums.com/smf/index.php?topic=106497))
Assuming that is correct, that's an old version of DFHack (0.44.10-r1). The last version for 0.44.10 was 0.44.10-r2, which fixed your exact issue, among others.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: doublestrafe on July 01, 2018, 01:50:36 pm
Ah, I missed that, thanks. I will update dfhack manually.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: snowyscales on July 04, 2018, 06:43:32 am
one of the scripts for dfhack i'm trying out needs me to put some text for keybindings into the onmapload_extra.init file.... only there is no onmapload_extra.init?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Clément on July 04, 2018, 07:15:06 am
Then create it (and read the documentation (https://dfhack.readthedocs.io/en/stable/docs/Core.html#init-files) on dfhack config files). Is onMapLoad*.init the best place for keybindings? They usually are in dfhack.init.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: snowyscales on July 04, 2018, 07:37:41 am
 :-[ oh my god why didn't i know about the dfhack.init file, the keybindings work perfect in it. thank you!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dragonsploof on July 04, 2018, 11:25:18 am
Those this support 32-bit systems?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 04, 2018, 11:52:40 am
No, but most of the components do (except TWBT). I would encourage you to search this thread for more information if you're interested, as this has been discussed several times.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: plenum on July 05, 2018, 12:22:43 am
Hello! Folks recommended me to prefer v0.44.11 as more stable:
http://www.bay12forums.com/smf/index.php?topic=171265.0

I wonder how hard it would be to myself modify Starter's Pack to v0.44.11? Maybe someone tried to do this already?
I only need Therapist working, and a tileset...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on July 05, 2018, 12:41:44 am
You would need the following 3 things for a 0.44.11 version of this pack:

Updated Therapist
Updated DFHack
Updated TwbT.

You'll have to hunt those down and install them, then it should be fine.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Strangething on July 05, 2018, 11:58:00 am
Let's see...

Dwarf Therapist (http://www.bay12forums.com/smf/index.php?topic=168411.msg7796443#msg7796443) supports 44.11 now.

DF Hack (http://www.bay12forums.com/smf/index.php?topic=164123.0) only supports 44.11 in the alpha version.

Sadly, Text Will Be Text (http://www.bay12forums.com/smf/index.php?topic=138754.0) hasn't been updated to 44.11 yet. At least not at far as I could tell.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: plenum on July 05, 2018, 01:11:11 pm
Yeah... looks like latest TwbT v6.46 supports DF/DFHack-0.44.10-r2, while latest DFHack-0.44.11-alpha1 has some serious changes (as in its changelog it has line "Dropped 0.44.10 support").
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 05, 2018, 02:10:06 pm
That line in itself isn't unusual - most DFHack versions only support one DF version. I only added that line because people forget this fact frequently. It should be in most changelog entries for new DF versions from now on.

However, in this case, DFHack for 0.44.11 does have some changes that could require changes to TWBT besides finding the typical patch addresses. I haven't investigated, though, so it might not be the case.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: StagnantSoul on July 05, 2018, 08:29:12 pm
How do I get Ironhand graphics to look right in 0.4.11? All my dwarves are showing up as coloured tiles instead of dwarves when everything else is fine.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: AMTiger on July 06, 2018, 12:20:51 am
Can you use the PyLNP launcher to easily edit the init files and install graphics sets on to a newer version of DF than the one it supports?
Thanks. Im guessing the answer is no though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 06, 2018, 07:56:56 am
You should probably get an updated set from https://github.com/DFgraphics, since sometimes just updating the version without updating other things will break your saves. That said, of the ones I checked, one (rally ho) did only update the version, so if you don't mind missing out on new things like messenger graphics, you could just edit the version in manifest.json in the graphics set folder(s) that you care about yourself. Note that this advice is only valid for 0.44.11 and should generally be considered unsafe.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: taleden on July 06, 2018, 08:46:05 am
Woo, TWBT 6.50 alpha 1 (for DF 0.44.11) is up now, let the starter pack component testing commence!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: StagnantSoul on July 06, 2018, 07:33:22 pm
You should probably get an updated set from https://github.com/DFgraphics, since sometimes just updating the version without updating other things will break your saves. That said, of the ones I checked, one (rally ho) did only update the version, so if you don't mind missing out on new things like messenger graphics, you could just edit the version in manifest.json in the graphics set folder(s) that you care about yourself. Note that this advice is only valid for 0.44.11 and should generally be considered unsafe.

Oof, been using the same Ironhand file since 44.08 so that probably is the problem is breaking something along the way.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 06, 2018, 07:37:13 pm
You should probably get an updated set from https://github.com/DFgraphics, since sometimes just updating the version without updating other things will break your saves. That said, of the ones I checked, one (rally ho) did only update the version, so if you don't mind missing out on new things like messenger graphics, you could just edit the version in manifest.json in the graphics set folder(s) that you care about yourself. Note that this advice is only valid for 0.44.11 and should generally be considered unsafe.

Oof, been using the same Ironhand file since 44.08 so that probably is the problem is breaking something along the way.
Are you just using saves generated in 0.44.08? If so, they'll probably be fine, although they might be missing things added in newer versions (although I think things like messengers are possible in 0.44.11 with older saves).

My response was about getting DF 0.44.11 to generate a world using a graphics set from an older version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: StagnantSoul on July 06, 2018, 07:39:26 pm
You should probably get an updated set from https://github.com/DFgraphics, since sometimes just updating the version without updating other things will break your saves. That said, of the ones I checked, one (rally ho) did only update the version, so if you don't mind missing out on new things like messenger graphics, you could just edit the version in manifest.json in the graphics set folder(s) that you care about yourself. Note that this advice is only valid for 0.44.11 and should generally be considered unsafe.

Oof, been using the same Ironhand file since 44.08 so that probably is the problem is breaking something along the way.
Are you just using saves generated in 0.44.08? If so, they'll probably be fine, although they might be missing things added in newer versions (although I think things like messengers are possible in 0.44.11 with older saves).

My response was about getting DF 0.44.11 to generate a world using a graphics set from an older version.

Yeah I've been using old saves up until now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dwarf_Fever on July 08, 2018, 02:22:00 pm
Find myself coming back to the LNP for lack of time... how do you guys deal with the ridiculous corpse stress bug in 44.10? -_-
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Silverlock on July 10, 2018, 05:45:03 am
Find myself coming back to the LNP for lack of time... how do you guys deal with the ridiculous corpse stress bug in 44.10? -_-

I had never used DFHack to cheat before, but I have no regrets about using the fillneeds command in 44.10.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Immortal-D on July 10, 2018, 03:04:05 pm
Find myself coming back to the LNP for lack of time... how do you guys deal with the ridiculous corpse stress bug in 44.10? -_-
Honestly, I'd advise skipping 44.10 all together.  44.11+ fixed this issue.  All major utilities have been updated for the that version.  You can try a manual install, or just wait a bit for LNP to catch up.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dwarf_Fever on July 10, 2018, 05:07:47 pm
Find myself coming back to the LNP for lack of time... how do you guys deal with the ridiculous corpse stress bug in 44.10? -_-
You can try a manual install, or just wait a bit for LNP to catch up.

Yeah. There's always some detail I can't get right when I try to mash together all the different utilities, I'll just wait I guess.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HellTiger on July 11, 2018, 05:26:31 am
where should i bug report for "Preview Win64 0.44.12 Pack.zip"? never did this yet.
so, while embarking, i fire up therapist to set optimal skills, there i got 13 dorfs and not 7. here are some screenshots:
(https://pasteboard.co/HtWLc3oV.png)
(https://pasteboard.co/HtWLWVl.png)
https://pasteboard.co/HtWLc3oV.png (https://pasteboard.co/HtWLc3oV.png)
https://pasteboard.co/HtWLWVl.png (https://pasteboard.co/HtWLWVl.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 11, 2018, 06:41:10 am
That pack is entirely unrelated to the one in this thread. That looks like a DT issue to me, so maybe report it in the DT thread.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Datura on July 15, 2018, 04:45:02 am
Hey!

Just wondering if there was any plan to update the pack to DF 44.12?
DFhack and TWBT have been updated with stable releases and Therapist as well, so I thought I'd just ask...

Keep up the good work!  ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on July 15, 2018, 05:16:34 am
There's a new version of Dwarf Therapist literally still rolling hot off the compilers as we speak!

Trust in the Great Ancient PeridexisErrant!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 15, 2018, 05:51:52 am
The Starter Pack has updated to 0.44.12-r01!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

0.44.12-r01
 - updated Dwarf Fortress
 - updated DFHack to 0.44.12-r1
 - updated TwbT to v6.53
 - updated Dwarf Therapist to v40.1.2
 - updated Legends Viewer to 1.19.09
 - updated graphics: Ironhand, Obsidian, Spacefox, Phoebus

SHA256:  1b5d95b2310fc1311a6a7b12a7b08c2daadd8b01c8b0892d53303a230ede3f6d

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Datura on July 15, 2018, 06:26:29 am
The Starter Pack has updated to 0.44.12-r01!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

0.44.12-r01
 - updated Dwarf Fortress
 - updated DFHack to 0.44.12-r1
 - updated TwbT to v6.53
 - updated Dwarf Therapist to v40.1.2
 - updated Legends Viewer to 1.19.09
 - updated graphics: Ironhand, Obsidian, Spacefox, Phoebus

SHA256:  1b5d95b2310fc1311a6a7b12a7b08c2daadd8b01c8b0892d53303a230ede3f6d

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Well, that was quick!   :o

Thanks for your work, it's really appreciated!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Criperum on July 15, 2018, 01:11:14 pm
Looks like Dwarf Therapist cannot contact DF. Could it be because the save is from older version?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on July 15, 2018, 01:28:47 pm
Looks like Dwarf Therapist cannot contact DF. Could it be because the save is from older version?
I've got the same problem. DT doesn't want to connect to my migrated save.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rafatio on July 15, 2018, 01:33:20 pm
I had the same problem, downloading the latest therapist seperately and overwriting the included version solved it for me.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Clément on July 15, 2018, 01:52:02 pm
The included Dwarf Therapist is the 32 bits version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Juc on July 15, 2018, 02:02:05 pm
The Starter Pack has updated to 0.44.12-r01!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

0.44.12-r01
 - updated Dwarf Fortress
 - updated DFHack to 0.44.12-r1
 - updated TwbT to v6.53
 - updated Dwarf Therapist to v40.1.2
 - updated Legends Viewer to 1.19.09
 - updated graphics: Ironhand, Obsidian, Spacefox, Phoebus

SHA256:  1b5d95b2310fc1311a6a7b12a7b08c2daadd8b01c8b0892d53303a230ede3f6d

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Holy macaroni! Thank you, fellow!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on July 15, 2018, 02:03:41 pm
Ah, thanks Clément. That explains it.
And yes, downloading the DT release and replace the LNP DT directory with it works (being a wimp I renamed the LNP instance, just in case, before naming the downloaded version folder exactly the same as the "original").
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dwarf_Fever on July 15, 2018, 06:30:06 pm
The Starter Pack has updated to 0.44.12-r01!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

0.44.12-r01
 - updated Dwarf Fortress
 - updated DFHack to 0.44.12-r1
 - updated TwbT to v6.53
 - updated Dwarf Therapist to v40.1.2
 - updated Legends Viewer to 1.19.09
 - updated graphics: Ironhand, Obsidian, Spacefox, Phoebus

SHA256:  1b5d95b2310fc1311a6a7b12a7b08c2daadd8b01c8b0892d53303a230ede3f6d

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Huzzah!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Evrett33 on July 15, 2018, 08:17:00 pm
I gave the newest pack a shot and it seems really unstable. Crashes at embark. Crashes on load game. Is there something I can send or copy here to help you?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 15, 2018, 09:24:36 pm
Probably not. Can you try disabling various components? What about different worlds?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 16, 2018, 05:46:38 am
The Starter Pack has updated to 0.44.12-r02!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

0.44.12-r02
 - fixed Dwarf Therapist (use 64bit build)

SHA256:  7df1263d88723ca754a822ea91a60449457c177b7d00fad95194e2f327def2e7

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lestmurphy on July 16, 2018, 01:58:41 pm
Thank you for this! 
You're a hero of the community! :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Maul_Junior on July 17, 2018, 04:16:34 pm
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE


*takes breath*

EEEEEEEEEEEEeeEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: De on July 17, 2018, 10:48:38 pm
Anyone else having problems with any worlds larger than "smaller" getting into that endless rejected loop? Is that a problem with the pack or the latest version of DF in general?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 17, 2018, 11:15:29 pm
It's probably an issue with your worldgen settings. What settings are you using? Have you changed anything in advanced worldgen?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on July 18, 2018, 03:02:17 am
Anyone else having problems with any worlds larger than "smaller" getting into that endless rejected loop? Is that a problem with the pack or the latest version of DF in general?
Given that the LNP is a compilation of tools (and DF itself, of course), LNP itself rarely causes any problems apart from trouble to start tools. Most of the time trouble is caused by tools or DF itself (and the player, of course).

So, as lethosor indicates, advanced world gen settings would be the first guess, and DF itself the second, with player hacking of raws or with DFHack in the "you should have mentioned that" category.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lord Snow on July 18, 2018, 08:30:11 am
First time running the starter pack, so bear with me please.
After setting up most of the things to my liking, i've become stuck at tilesets. It's agreeable enough to let me use my desired set as font, but that, of course, literally only sets the font.
(Result with curses square 24x24 as graphic: https://i.imgur.com/gb3WiEG.png)

I was previously using this same PNG with my non-Starterpack Dwarf Fortress 44.12. However, selecting it as graphic, DF crashed after loading my game three times in a row.

Is there maybe a log or similar for me to dig up and produce for you?

EDIT:
the crash reproduces after setting font+graphic to a different, identical PNG.

another minor bug i've run into: after switching to the stock view and back, the game world is not shown / appears solid black.
This is fixed by either zooming or going in and out of the ESC menu.

EDIT2:
both issues are gone after switching printmode to STANDARD instead of TWBT.
but then, of course, TWBT is disabled and i can't get multilevel view.

Is there some setting which neds to be activated alongside TWBT?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 18, 2018, 08:39:51 am
Are you using TWBT? If so, what happens if you disable it?
Also, is the GRAPHICS setting in data/init/init.txt turned on?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lord Snow on July 18, 2018, 08:47:33 am
Are you using TWBT? If so, what happens if you disable it?
Also, is the GRAPHICS setting in data/init/init.txt turned on?
GRAPHICS is OFF, the tileset i'm using is just a plain old Curses replacement with no extra tiles or definitions. I have selected ASCII from the LNP "Graphics - Choose - Change Graphic"
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 18, 2018, 08:52:17 am
Okay, but you didn't say whether you're using TWBT. I think you are from your screenshot, because the map tiles don't line up exactly with the "Dwarf Fortress" title. What happens if you turn TWBT off?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lord Snow on July 18, 2018, 08:55:16 am
Okay, but you didn't say whether you're using TWBT. I think you are from your screenshot, because the map tiles don't line up exactly with the "Dwarf Fortress" title. What happens if you turn TWBT off?
i edited the previous post before seeing your original answer and didn't repeat the information in my next.
It works with TWBT off / using STANDARD instead. What do i need for TWBT to work?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 18, 2018, 09:41:05 am
Oh, I didn't see that. TWBT is unstable sometimes. You could try disabling individual TWBT features (like multilevel) and see what happens, but other than that, I can't think of much.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on July 18, 2018, 04:48:09 pm
Sorry can you sum up how I need to configure settings and tilesets to reproduce the crash?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dunamisdeos on July 18, 2018, 05:14:59 pm
Every single time there's a discussion about print mode I see TMNT and it's a mental effort to get mentally back on track.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lord Snow on July 19, 2018, 01:32:46 pm
Sorry can you sum up how I need to configure settings and tilesets to reproduce the crash?
crashing config sample:
https://imgur.com/KpyPDuY
game opens, menu works, savegame loads -> crash when loading completes
Title: Re: PeridexisErrant's DF Starter Pack
Post by: gazaren on July 20, 2018, 10:11:23 am
In another thread, I found the following quote on how to enable TBWT components for tilesets:

The TWBT components are no longer installed by default on the repo. This is to allow TWBT to get the cool TWBT transparency features without making the pack look worse for non-TWBT users.
Here's how to install the TWBT components:
  • Open the /LNP/Graphics/Spacefox/ folder.
  • Copy the contents of the /data/twbt_art/ folder to the /data/art/.
  • Copy the contents of the /data/twbt_init/ folder to the /data/init/.
  • Copy the contents of the /raw/twbt_graphics/ folder to the /raw/graphics/.
  • Copy the contents of the /raw/twbt_objects/ folder to the /raw/objects/.
  • Right-click and "save link as" or whatever for onLoad_gfx_Spacefox.init (https://github.com/DFgraphics/Spacefox/raw/master/onLoad_gfx_Spacefox.init)
  • Copy the "onLoad_gfx_Spacefox.init" file into the /raw/ folder.
  • Launch the Starter Pack launcher, go to the Graphics tab, and double-click "Spacefox" and reinstall it into your saves.
This will give you dwarves and creatures without the background around them.
It will let you see the floor behind most of the furniture.
It will give you a text font designed for use with Spacefox.
It will make the workshops look fancy again.
And lots of other stuff.

I did this for my pack and it made a huge difference in the sprites and text. I'm wondering why this is not done by default for the pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rockysan on July 20, 2018, 10:31:29 am
PyLNP 0.13a is now up.

This improves handling of TWBT-specific files somewhat (including support for twbt_objects and twbt_graphics folders to override files when installing graphics packs with TWBT enabled), and should also make the macOS builds work a little bit better.

It sounds like this will fix the issue? 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lord Snow on July 20, 2018, 04:31:15 pm
PyLNP 0.13a is now up.

This improves handling of TWBT-specific files somewhat (including support for twbt_objects and twbt_graphics folders to override files when installing graphics packs with TWBT enabled), and should also make the macOS builds work a little bit better.

It sounds like this will fix the issue?
issue persists, plus all dfhack options disappeared after replacing the launcher that came with this pack with the later binary version (32bit windows ones)

In another thread, I found the following quote on how to enable TBWT components for tilesets:

The TWBT components are no longer installed by default on the repo. This is to allow TWBT to get the cool TWBT transparency features without making the pack look worse for non-TWBT users.
Here's how to install the TWBT components:
  • Open the /LNP/Graphics/Spacefox/ folder.
  • Copy the contents of the /data/twbt_art/ folder to the /data/art/.
  • Copy the contents of the /data/twbt_init/ folder to the /data/init/.
  • Copy the contents of the /raw/twbt_graphics/ folder to the /raw/graphics/.
  • Copy the contents of the /raw/twbt_objects/ folder to the /raw/objects/.
  • Right-click and "save link as" or whatever for onLoad_gfx_Spacefox.init (https://github.com/DFgraphics/Spacefox/raw/master/onLoad_gfx_Spacefox.init)
  • Copy the "onLoad_gfx_Spacefox.init" file into the /raw/ folder.
  • Launch the Starter Pack launcher, go to the Graphics tab, and double-click "Spacefox" and reinstall it into your saves.
This will give you dwarves and creatures without the background around them.
It will let you see the floor behind most of the furniture.
It will give you a text font designed for use with Spacefox.
It will make the workshops look fancy again.
And lots of other stuff.

I did this for my pack and it made a huge difference in the sprites and text. I'm wondering why this is not done by default for the pack.
Where are the files this guide demands? https://imgur.com/018Xlfi

and more importantly, where do i get a set of such apparently specialised TWBT files for a different tileset? (or how do i make one)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on July 20, 2018, 04:46:08 pm
You can find them in the Dwarf Fortress graphic set collection on github.

https://github.com/DFgraphics/Spacefox
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Buckley on July 20, 2018, 07:55:04 pm
Question/ request related to some others here.  Please pardon while I'm decently nimble at modding games, I'm not very aware of how the tilesets and what not all work in DF - not sure I need to.

I'd like to use the Phoebus graphics that have the up/down stair icon and the bin icon.  Basically what I've seen people refer to as the TWBT version that is disabled in the starter pack by default in preference for TWBTs transparent background feature?

I've downloaded the most recent pack from the github- Phoebus 44.11b.  Copied all the files per the Phoebus readme on the github from the relevant /twbt folders to the standard folders.  Then I replace the contents of LNP's graphics/phoebus folder with the updated phoebus graphics.

Unfortunately the LNP will not read the new folders.  I'm guessing it either has to do with Phoebus still being 44.11b or with a link/ pointer to a file or some such that gets deleted when I'm swapping folders in & out?

Could someone please let me know how to or what files specifically to replace to get the graphics functioning with up/down stair tile & others?  I don't care about transparent backgrounds and much prefer the latest versions of Phoebus.

Thanks in advance for the help.

-B
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 20, 2018, 11:06:34 pm
PyLNP 0.13a is now up.

This improves handling of TWBT-specific files somewhat (including support for twbt_objects and twbt_graphics folders to override files when installing graphics packs with TWBT enabled), and should also make the macOS builds work a little bit better.

It sounds like this will fix the issue?
issue persists, plus all dfhack options disappeared after replacing the launcher that came with this pack with the later binary version (32bit windows ones)
Given the second issue, it sounds like the new PyLNP might not be installed properly. It sure sounds like it's supposed to fix what you mentioned. Did you copy over other files besides PyLNP.exe?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mifki on July 26, 2018, 09:07:47 am
Sorry can you sum up how I need to configure settings and tilesets to reproduce the crash?
crashing config sample:
https://imgur.com/KpyPDuY
game opens, menu works, savegame loads -> crash when loading completes

This should be fixed in the new version https://github.com/mifki/df-twbt/releases/tag/v6.54
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BugDV on July 26, 2018, 03:05:16 pm
So umm... the current version does not appear to be working for me. No error messages or anything, just the program closes at startup, so I have no idea where to start. Used an older version before, worked like a charm (The one before the raiding / expedition update).
Is there anything in stderr.txt next to PyLNP?
The actual version (number) you're using now might also help.
Using the most recent version (44.10 r03). But yeah, no, there's no stderr.txt next to it, checked the rar file also, none there either.
EDIT: Checked it with earlier versions, same problem with them now.
EDIT2: Managed to get the error code in the event viewer: 0xc0000417 Googling around, still no solution.
EDIT3: Might as well publish all the info I can.
Spoiler (click to show/hide)

Sooo... I don't know why this left ignored, but I'm giving it another try, since the problem still stands with all the versions.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 26, 2018, 03:20:31 pm
Sooo... I don't know why this left ignored, but I'm giving it another try, since the problem still stands with all the versions.
Yours is the only report I've ever seen of this, so chances are good that it's something with your system. Unfortunately, I can't do anything with the information you gave - it looks like PyLNP is crashing on startup somehow. What Windows version are you using? Do you have any antivirus software running (and does disabling it temporarily help)?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rafatio on July 26, 2018, 03:32:07 pm
You did actually unpack the archive first? (its a zip, if you got a rar better download from the link in the first post)

Just tried it, busy cursor for a moment then it closes silently.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 26, 2018, 03:41:54 pm
You did actually unpack the archive first? (its a zip, if you got a rar better download from the link in the first post)

Just tried it, busy cursor for a moment then it closes silently.
Same questions as above for you. Also, what pack version? Have you run other versions successfully? From what I understand, this pack has never worked for BugDV, and given the lack of reports from other people, it's probably not a widespread issue.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HerbalistRanger on July 26, 2018, 09:33:55 pm
Does DFHack work for 0.44.12 ? I'm all confused. Having hard time finding previous version df.wicked-code.com too.
Embark is crashing with startdwarf10 and embark-skills max. Rarely working with just startdwarf

edit- I got it to work...I don't know why but it works. Figured out how to adjust skills after embark. Doing fine with 10 dorfs 5x5 embark on large world.
It's actually working exceptionally well : D The load times for rerolling my start dwarfs is fast! Amazing. Praise Armok!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 26, 2018, 10:57:14 pm
DFHack definitely works. Have you tried disabling TWBT? What about not running the commands you mentioned?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rafatio on July 27, 2018, 01:53:50 am
You did actually unpack the archive first? (its a zip, if you got a rar better download from the link in the first post)

Just tried it, busy cursor for a moment then it closes silently.
Same questions as above for you. Also, what pack version? Have you run other versions successfully? From what I understand, this pack has never worked for BugDV, and given the lack of reports from other people, it's probably not a widespread issue.
Its working fine for me, I was just trying to reproduce bugdv's issue, running the starter from inside the zip gave me exactly the behaviour they mentioned.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BugDV on July 27, 2018, 04:15:54 am
I did unpacked it, non of the versions work. Used to work before, now neither versions are. Yeah, pretty sure it's something personal with my system, was hoping still that someone knows what happened/changed since than. (Put in one of the event viewer log into the original post. But if it helps, the error code is 0xc0000417.) My system is Windows 10 Home edition. No longer keeping an antivirus besides the built in one.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 27, 2018, 08:40:27 am
You did actually unpack the archive first? (its a zip, if you got a rar better download from the link in the first post)

Just tried it, busy cursor for a moment then it closes silently.
Same questions as above for you. Also, what pack version? Have you run other versions successfully? From what I understand, this pack has never worked for BugDV, and given the lack of reports from other people, it's probably not a widespread issue.
Its working fine for me, I was just trying to reproduce bugdv's issue, running the starter from inside the zip gave me exactly the behaviour they mentioned.
Oh, oops, I thought you meant you unpacked it first. Sorry about that.

BugDV, I did search for that error code (0xc0000417) earlier and got a ton of sketchy malware-esque sites. I did finally find out that it corresponds to STATUS_INVALID_CRUNTIME_PARAMETER, but that doesn't help a whole lot.

Can you try different PyLNP versions from https://bitbucket.org/Pidgeot/python-lnp/downloads/? In particular, 0.13a is newer than this pack. It'll probably complain about not finding a DF folder, but if it can start at all without that error, that's good.

Is there anything more detailed in system error logs when this happens? Any more detailed crash reports?

Also, what's your system language? Have you installed anything related to C/C++ development?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: taleden on August 03, 2018, 08:45:31 am
I think there's a mistake in the packaging of the Phoebus graphics pack (possibly others too, that's just the one I've dug into).

In the "Phoebus-44.11b.zip" release package is this folder structure, and for illustration I've noted an example file from the folder:

Code: [Select]
data/art/           (Phoebus_16x16.png)
data/init/          (d_init.txt)
data/twbt_art/      (Phoebus_32x32_Next.png)
data/twbt_init/     (overrides.txt)
raw/graphics/       (graphics_phoebus_dwarves.txt)
raw/objects/        (creature_standard.txt)
raw/twbt_graphics/  (phoebus/dwarves.png)
raw/twbt_objects/   (language_DWARF.txt)

The installation instructions explain that the twbt_X folder contents should be copied over the top of their regular X counterparts if TWBT will be used.

But in the "PeridexisErrant's Starter Pack 0.44.12-r02.zip" release package, I see this folder structure under LNP/graphics/Phoebus/ (with the same example files):

Code: [Select]
data/art/           (Phoebus_16x16.png)
data/init/          (d_init.txt)
raw/art/            (Phoebus_32x32_Next.png)
raw/graphics/       (graphics_phoebus_dwarves.txt ; phoebus/dwarves.png)
raw/init/           (overrides.txt)
raw/objects/        (creature_standard.txt ; language_DWARF.txt)

So the raw/twbt_X/ folders have been correctly merged with the raw/X/ folders, but Phoebus' data/twbt_X/ folders seem to be incorrectly merged into raw/X/ rather than data/X/. This means for example that overrides.txt ends up in raw/init/ where it has no effect, which I think is what's causing so many people to report that bins, stairs, trees etc look wrong. It also means the Phoebus 32x32 tiles aren't available in the starter pack because they're in raw/art/ instead of data/art/ where they belong.

Thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BugDV on August 07, 2018, 12:19:58 pm
You did actually unpack the archive first? (its a zip, if you got a rar better download from the link in the first post)

Just tried it, busy cursor for a moment then it closes silently.
Same questions as above for you. Also, what pack version? Have you run other versions successfully? From what I understand, this pack has never worked for BugDV, and given the lack of reports from other people, it's probably not a widespread issue.
Its working fine for me, I was just trying to reproduce bugdv's issue, running the starter from inside the zip gave me exactly the behaviour they mentioned.
Oh, oops, I thought you meant you unpacked it first. Sorry about that.

BugDV, I did search for that error code (0xc0000417) earlier and got a ton of sketchy malware-esque sites. I did finally find out that it corresponds to STATUS_INVALID_CRUNTIME_PARAMETER, but that doesn't help a whole lot.

Can you try different PyLNP versions from https://bitbucket.org/Pidgeot/python-lnp/downloads/? In particular, 0.13a is newer than this pack. It'll probably complain about not finding a DF folder, but if it can start at all without that error, that's good.

Is there anything more detailed in system error logs when this happens? Any more detailed crash reports?

Also, what's your system language? Have you installed anything related to C/C++ development?

Managed to get somehow a separate error report besides the usual:
Spoiler (click to show/hide)
Somehow I'm unable to open the listed files. Googling around still...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 07, 2018, 12:47:49 pm
You are using 64-bit Windows, right?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: a52 on August 07, 2018, 04:13:36 pm
I'm having a really bizarre issue with extracting the folder. Whether I extract it or copy everything from within the zip, I always end up missing a bunch of files. Most notably, almost all of the utilities are missing, which is how I found out about the problem. Copying individual files over seems to work fine, but I have no way of telling what other files might be missing.

I checked the SHA for the initial zip, and it matches the SHA provided at the DFFD page (http://dffd.bay12games.com/file.php?id=7622), so it's not an issue of a corrupted or incomplete download. I would just use SHA to determine which folders were incorrect, since I have a correct zip to go off of, but I can't SHA files within a zipped folder.

Unfortunately, since the initially downloaded file seems to be fine and I haven't seen anybody else with this issue, it's probably something specific to my system that everyone else will be unable to help me with. However, it figured it was worth making a post on the off-chance that somebody else has had a similar issue, or somebody could provide me with an unzipped folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: a52 on August 07, 2018, 04:26:22 pm
I'm having a really bizarre issue with extracting the folder. Whether I extract it or copy everything from within the zip, I always end up missing a bunch of files. Most notably, almost all of the utilities are missing, which is how I found out about the problem. Copying individual files over seems to work fine, but I have no way of telling what other files might be missing.

I checked the SHA for the initial zip, and it matches the SHA provided at the DFFD page (http://dffd.bay12games.com/file.php?id=7622), so it's not an issue of a corrupted or incomplete download. I would just use SHA to determine which folders were incorrect, since I have a correct zip to go off of, but I can't SHA files within a zipped folder.

Unfortunately, since the initially downloaded file seems to be fine and I haven't seen anybody else with this issue, it's probably something specific to my system that everyone else will be unable to help me with. However, it figured it was worth making a post on the off-chance that somebody else has had a similar issue, or somebody could provide me with an unzipped folder.

I unzipped it with $ unzip in Cygwin, and that seemed to work fine (as well as being way faster -- like 10 seconds instead of 20 minutes), so problem solved, I guess.

EDIT: Agghhh, that's messed with all the permissions, so the files can't access each other properly... I'll get this figured out eventually...

EDIT 2: Okay, permissions are fixed (so glad you can change the permissions for children files from the parent folder), and everything's working fine! So if, by some chance, somebody else has the bizarre sequence of issue I dealt with today, they can hopefully refer to what I did.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 07, 2018, 05:34:35 pm
Sounds like overzealous antivirus software to me.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: a52 on August 07, 2018, 05:36:55 pm
Sounds like overzealous antivirus software to me.

That was my guess.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: taleden on August 08, 2018, 08:26:49 am
I think there's a mistake in the packaging of the Phoebus graphics pack (possibly others too, that's just the one I've dug into).

...

Any comments on this? The same problem apparently also exists with the Spacefox graphics set, as mentioned here (https://www.reddit.com/r/dwarffortress/comments/94npak/biweekly_df_questions_thread/e3ss8xe/), and looking through the LNP/graphics folder structure it looks like Ironhand, Mayday and Obsidian are also impacted.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BugDV on August 08, 2018, 09:56:53 am
You are using 64-bit Windows, right?
Yup. Who/why/how doesn't these days?
As I was saying, there was a time when the pack worked before, no drastic changes in hardware/software in between those times.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on August 13, 2018, 02:51:05 pm
following problem:
https://imgur.com/a/8JrOIq9
after zooming out I am not able to click in the red area anymore like the game is not recognizing the cursor in that area anymore.
In previous versions I used to fix that problem with downloading dfhack and twbt from github and copying the files over the default ones from peridexis starter pack. this doesn't work for this version anymore. any ideas how to fix it?
It's annoying af.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on August 16, 2018, 04:55:15 am
has nobody an idea? or atleast know which files are causing it so I can look into it myself?
dwarf fortress is literally unplayable for me as of now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on August 17, 2018, 05:03:37 am
has nobody an idea? or atleast know which files are causing it so I can look into it myself?
dwarf fortress is literally unplayable for me as of now.
I don't use a mouse for DF, but obviously you're using one as you're "clicking", and mouse support is a DFHack functionality, mostly. There are some weirdness with TwbT that's probably caused by using different sized "fonts" for "grahics" and text that, at least in the past, has led to zooming to locations sending the cursor to the wrong place (moving the cursor has corrected that).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 17, 2018, 08:56:06 am
Do you have the intro movies turned on? If so, disabling them might help.
Does resizing the window after this occurs help at all?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on August 17, 2018, 03:46:28 pm
Do you have the intro movies turned on? If so, disabling them might help.
Does resizing the window after this occurs help at all?
intro movies are turned off
resizing the window won't help either, how ever if I change the size of the window I can click on either a wider area of the screen or a smaller area but never more than half the screen.
don't you have the same problem? I think everybody must have the same problem since this problem occurs with the default starter pack without me changing any files.
Zooming out and that you then can't click the lower half of the screen or a certain area with your mouse? I'm having this problem since the 43.05 updates
like I said I used to fix it with copy pasting the github dfhack and twbt versions over the peridexis folder but 44.12 is the first version where this doesn't work anymore.
this error occurs with or without twbt.
I suspect the mousequery file to be responsible for this. in previous versions of twbt there was always a mousequery file included which I copied over the default mousequery but this version is the first version where twbt only has a twbt.plug.dll and not an additional mousequery.dll
unfortunately I have no idea how to edit dll files or look into them
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RabblerouserGT on August 17, 2018, 05:46:47 pm
(https://cdn.discordapp.com/attachments/173908541088858113/480142331933229063/ss.png)

How would I fix this problem? It was working not too long ago.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bloodyharbinger on August 17, 2018, 06:05:59 pm

How would I fix this problem? It was working not too long ago.

Try to reinstall soundsense. http://df.zweistein.cz/soundsense/
just need the first download
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jajo on August 18, 2018, 08:58:06 am
hi
after updating from Win 10 1709 to win 10 1803 I can't right click on utilities. It immediately closes/crashes. I can double left click. Is this a known problem?
Any other way to turn on utilities at launch of DF?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 18, 2018, 11:40:19 am
intro movies are turned off
resizing the window won't help either, how ever if I change the size of the window I can click on either a wider area of the screen or a smaller area but never more than half the screen.
Does readjusting the zoom help at all?
Quote
don't you have the same problem? I think everybody must have the same problem since this problem occurs with the default starter pack without me changing any files.
I don't have this problem because
a) I don't use TWBT
b) I don't use this starter pack
c) I don't use Windows
However, I haven't seen anyone else complain about this. That doesn't mean it's not happening, though - maybe people just don't use the mouse much. I don't, for one.
Quote
Zooming out and that you then can't click the lower half of the screen or a certain area with your mouse? I'm having this problem since the 43.05 updates
like I said I used to fix it with copy pasting the github dfhack and twbt versions over the peridexis folder but 44.12 is the first version where this doesn't work anymore.
this error occurs with or without twbt.
I suspect the mousequery file to be responsible for this. in previous versions of twbt there was always a mousequery file included which I copied over the default mousequery but this version is the first version where twbt only has a twbt.plug.dll and not an additional mousequery.dll
unfortunately I have no idea how to edit dll files or look into them
The mousequery plugin is what provides nearly all of the mouse support, so of course it's responsible for the issue - it's responsible for the support in the first place!

TWBT used to distribute a version of mousequery that was compatible with TWBT, because DFHack's wasn't. This pack used to distribute the wrong one. Then, DFHack's version fixed TWBT compatibility, but that was a while ago (before 0.44). TWBT continued to distribute its own version with added features until around DFHack 0.44.10-r2 (when those features were added to DFHack's version).
It's possible that the TWBT compatibility isn't perfect, though. Can you try map and text tilesets where the tile heights are the same and see if that helps?

Quote
this error occurs with or without twbt.
I find this very hard to believe, and if it's true, I won't be able to do anything, since it works fine without TWBT on my end. Can you try again, and make sure you disable TWBT? Deleting twbt.plug.dll from hack/plugins is probably the easiest way to do this.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on August 18, 2018, 03:51:01 pm
I figured out that this problem occurs on the print modes: TWBT and 2D. On STANDARD it works completely fine regardless if I delete the twbt.plug.dll.
Quote
Can you try map and text tilesets where the tile heights are the same and see if that helps?
what exactly do you mean by that? I tried the meph tileset 32x, phoebus 16x and the default ascii. This error occurs on all of them. I also tried to change the FONT to obsolete_Meph_32x32.png and the GRAPHICS_FONT to Meph_32x32.png. I hope this is what you meant by map and text tilesets and the tile heights otherwise I would have to look into it a bit on how to change it manually.
Since ascii uses the print mode 2D, I assumed that no matter what, this error occurs, TWBT or not. But STANDARD seems to work every time just fine and TWBT and 2D have that error every time.
Since 2D has that problem too, even when you delete TWBT completely, TWBT can't be the problem.
Am I right to assume that there might be values for each print mode in the mousequery.plug.dll? Isn't it then possible to just copy paste the values from the STANDARD print mode to 2D and TWBT?



 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ewilkinson413 on August 19, 2018, 11:42:03 am
I gave the newest pack a shot and it seems really unstable. Crashes at embark. Crashes on load game. Is there something I can send or copy here to help you?

I'm actually having the exact same issue

Fresh download, default settings, can't get past embark screen without crashing. 0.43.05 works without any issue though.

EDIT: Huh, actually if I let it run with History set to Medium, it works, but set to Short it crashes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on August 19, 2018, 02:10:48 pm
That was been reported as TWBT issue in the past. Try embarking with screen set to 80x25 and/or TWBT disabled.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 19, 2018, 03:27:03 pm
I figured out that this problem occurs on the print modes: TWBT and 2D. On STANDARD it works completely fine regardless if I delete the twbt.plug.dll.
Weird. 2D and TWBT are completely different - STANDARD is closer to TWBT, although obviously not the same, because both use OpenGL.
Quote
Quote
Can you try map and text tilesets where the tile heights are the same and see if that helps?
what exactly do you mean by that? I tried the meph tileset 32x, phoebus 16x and the default ascii. This error occurs on all of them. I also tried to change the FONT to obsolete_Meph_32x32.png and the GRAPHICS_FONT to Meph_32x32.png. I hope this is what you meant by map and text tilesets and the tile heights otherwise I would have to look into it a bit on how to change it manually.
I'm asking you to try a FONT and GRAPHICS_FONT with the same tile height - e.g. vanilla ASCII is 8x12, so each tile is 12px high. If you set that to FONT, for example, a GRAPHICS_FONT with a matching tile height could be 12x12, 10x12, 16x12, 890908x12, etc.
Quote
Since ascii uses the print mode 2D, I assumed that no matter what, this error occurs, TWBT or not. But STANDARD seems to work every time just fine and TWBT and 2D have that error every time.
ASCII isn't tied to any specific print mode - TWBT is the only print mode that some tilesets require, but that's only for added features.
Quote
Since 2D has that problem too, even when you delete TWBT completely, TWBT can't be the problem.
Are you sure? This sounds exactly like a TWBT issue to me. Even if you set PRINT_MODE to 2D, you still can't click in the bottom half of the screen? Can you run this command in the DFHack console and paste its output (right click to copy)?
Code: [Select]
lua printall(df.global.init.display.flag)
Quote
Am I right to assume that there might be values for each print mode in the mousequery.plug.dll? Isn't it then possible to just copy paste the values from the STANDARD print mode to 2D and TWBT?
No, that's not right. Mousequery doesn't care at all about the print mode, although it is possible for TWBT (and other plugins, in theory) to hook into it to adjust the coordinate system it uses. If PRINT_MODE is 2D, then TWBT is disabled and will not affect mousequery. There aren't separate "values" for different print modes, and I'm not even sure what you think "values" would do if they did exist. It's not like we accidentally added code to divide the screen height by 2 if the print mode is set to 2D. You can see the source code here (https://github.com/DFHack/dfhack/blob/master/plugins/mousequery.cpp) for yourself. (mousequery.plug.dll is compiled, so it's not human-readable or editable in any case.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ewilkinson413 on August 19, 2018, 07:11:05 pm
That was been reported as TWBT issue in the past. Try embarking with screen set to 80x25 and/or TWBT disabled.

I discovered TWBT has a newer release on their github that fixes this.
https://github.com/mifki/df-twbt/releases

And these are the install instructions:
http://www.bay12forums.com/smf/index.php?topic=138754.msg7585832#msg7585832
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on August 20, 2018, 05:33:09 am
Quote
I'm asking you to try a FONT and GRAPHICS_FONT with the same tile height - e.g. vanilla ASCII is 8x12, so each tile is 12px high. If you set that to FONT, for example, a GRAPHICS_FONT with a matching tile height could be 12x12, 10x12, 16x12, 890908x12, etc.
doesn't fix it. tried multiple fonts and graphic fonts of the same height.
Quote
Are you sure? This sounds exactly like a TWBT issue to me. Even if you set PRINT_MODE to 2D, you still can't click in the bottom half of the screen? Can you run this command in the DFHack console and paste its output (right click to copy)?
yes 100%, I even deleted twbt.plug.dll like you said up to the point that the peridexis launcher didn't have an option to choose twbt or twbt legacy. only 2d and standard. then it still happened under 2D

with ascii and 2D:
USE_GRAPHICS             = false
BLACK_SPACE              = true
PARTIAL_PRINT            = true
FRAME_BUFFER             = false
SINGLE_BUFFER            = false
ACCUM_BUFFER             = false
VBO                      = false
RENDER_2D                = true
RENDER_2DHW              = true
RENDER_2DASYNC           = false
UNUSED_01_08             = false
TEXT                     = false
SHADER                   = false
NOT_RESIZABLE            = false
ARB_SYNC                 = false
15                       = false

with spacefox and TWBT:
USE_GRAPHICS             = true
BLACK_SPACE              = true
PARTIAL_PRINT            = false
FRAME_BUFFER             = false
SINGLE_BUFFER            = false
ACCUM_BUFFER             = false
VBO                      = false
RENDER_2D                = false
RENDER_2DHW              = false
RENDER_2DASYNC           = false
UNUSED_01_08             = false
TEXT                     = false
SHADER                   = false
NOT_RESIZABLE            = false
ARB_SYNC                 = false
15                       = false

with spacefox and 2D:
USE_GRAPHICS             = true
BLACK_SPACE              = true
PARTIAL_PRINT            = true
FRAME_BUFFER             = false
SINGLE_BUFFER            = false
ACCUM_BUFFER             = false
VBO                      = false
RENDER_2D                = true
RENDER_2DHW              = true
RENDER_2DASYNC           = false
UNUSED_01_08             = false
TEXT                     = false
SHADER                   = false
NOT_RESIZABLE            = false
ARB_SYNC                 = false
15                       = false

that problem occurs under all the options above. like I said only standard seems to not have this problem
why is there no additional mousequery.plug.dll in the twbt release for 44.12 like in previous versions? like I said I am having this problem since the 43.05 days but I always managed to fix it with copy pasting the github dfhack&twbt over the starter pack. the only difference from previous versions and 44.12 I see is that there is no additional mousequery.plug.dll in this twbt version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: easykiln on September 01, 2018, 09:24:00 am
suggestion: visual samples of the tilesets within the launcher.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Dozebôm Lolumzalìs on September 01, 2018, 11:03:18 am
Jaynixxo, lethosor already explained why TWBT doesn't have its own mousequery.plug.dll. "TWBT used to distribute a version of mousequery that was compatible with TWBT, because DFHack's wasn't. This pack used to distribute the wrong one. Then, DFHack's version fixed TWBT compatibility, but that was a while ago (before 0.44). TWBT continued to distribute its own version with added features until around DFHack 0.44.10-r2 (when those features were added to DFHack's version)."
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 01, 2018, 11:58:47 am
suggestion: visual samples of the tilesets within the launcher.
I remember PyLNP maintainers working on adding this - are you sure it isn't an option in the launcher already?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: easykiln on September 02, 2018, 07:12:08 am
If there, it's pretty well hidden.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 02, 2018, 06:00:10 pm
https://bitbucket.org/Pidgeot/python-lnp/issues/58/show-a-preview-of-a-graphics-pack

TLDR - no TwbT support but the basic version should already be in.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on September 04, 2018, 02:26:21 pm
Jaynixxo, lethosor already explained why TWBT doesn't have its own mousequery.plug.dll. "TWBT used to distribute a version of mousequery that was compatible with TWBT, because DFHack's wasn't. This pack used to distribute the wrong one. Then, DFHack's version fixed TWBT compatibility, but that was a while ago (before 0.44). TWBT continued to distribute its own version with added features until around DFHack 0.44.10-r2 (when those features were added to DFHack's version)."
well yeah but since they were added it's broken for me and now I have no way to fix it anymore.
obviously he did something different all those years than those versions included in the peridexis launcher and now in dfhack.
the github version always worked before they were merged. the launcher's version and now the merged version never did. I don't quite understand what the problem is in figuring out what's different between those versions but it seems to be impossible to fix now lol.
well I don't care anymore. I stop playing now and check every once ina while if a new version came out to see if it has been fixed or not but since I am having that problem for a couple of years now I doubt it's getting fixed anytime soon.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 04, 2018, 02:34:09 pm
i got the same problem with mousequery in that version using the Linux LNP.
someone solved it for me for the previous release and i forgot the solution.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on September 06, 2018, 09:28:26 am
i got the same problem with mousequery in that version using the Linux LNP.
someone solved it for me for the previous release and i forgot the solution.
well praise the lord for your memory lol. so it's fixable? man
you know that guy? can't you ask him again how it works?
you gonna have the same problems with mousequery in the next updates too so knowing the fix would be awesome especially for me since that problem is bothering me for years.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 06, 2018, 09:53:57 am
it was just some alternative .lua for mousequery from some fork of the dfhack.git
without that link, i would never find it - and i don't remember in which thread i asked and who gave me the solution and even how long ago that was... it is for version 44.09... so i hope it would work with newer versions aswell...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 06, 2018, 09:57:58 am
It can't have been a Lua file - mousequery isn't written in Lua and doesn't expose anything to Lua either.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 06, 2018, 11:44:26 am
It can't have been a Lua file - mousequery isn't written in Lua and doesn't expose anything to Lua either.
well, it was a .dll(win version) or an .sh(linux) then.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on September 06, 2018, 02:11:51 pm
If it was here and in response to you, you might try going through your previous posts to find it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 06, 2018, 03:06:06 pm
the thread has 340 pages and i cannot (or havent found it yet) filter my posts.
also i haven't found it using forum search.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on September 06, 2018, 04:32:43 pm
Click on your name, click on Show Posts. Voila, all posts you're ever made.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Shadowlarax on September 09, 2018, 05:40:48 am
Hi downloaded this about a week ago. Tried using the alt-w thing at the barrel stage. It changes to the screen then pressing a does nothing. Just a black screen with the side bar of button information.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 09, 2018, 07:22:06 am
The Starter Pack has updated to 0.44.12-r03!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

It's been a fairly long delay, but the update is here at last!  This time I've focussed on fixing some graphics bugs - updating to the latest TwbT, fixing a bug in my install scripts (thanks to taleden who spotted this a few weeks ago!), and diagnosing a PyLNP bug (https://bitbucket.org/Pidgeot/python-lnp/issues/159/improve-handling-of-twbt-graphics-files) (though I haven't had time to fix this yet).  My new job is crazily demanding - and fun! - but I'm also committed to keeping the Starter Pack alive.  So with thanks to my patrons, it's time to ⛏⛏ Strike the Earth ⛏⛏

0.44.12-r03
 - updated Dwarf Therapist to v41.0.2
 - updated PyLNP to 0.13a
 - updated TwbT to 6.54
 - fixed bad install of TwbT graphics (thanks to taleden for reporting it)

SHA256:  086ea140ed095dd397547cb8faf432aeabab3f217795811b3f74760e6b1e3850

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 09, 2018, 11:00:52 am
Click on your name, click on Show Posts. Voila, all posts you're ever made.
that one hellload of posts to go though aswell.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on September 09, 2018, 11:47:36 am
Unfortunately.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: EBannion on September 09, 2018, 12:26:03 pm
Click on your name, click on Show Posts. Voila, all posts you're ever made.
that one hellload of posts to go though aswell.

If your post has a unique word or phrase you can use the forum search to search your own posts for that phrase, or even just ctrl-f the page of your posts for that word or phrase.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 10, 2018, 08:34:08 am
Click on your name, click on Show Posts. Voila, all posts you're ever made.
that one hellload of posts to go though aswell.

If your post has a unique word or phrase you can use the forum search to search your own posts for that phrase, or even just ctrl-f the page of your posts for that word or phrase.
i did. it is "mousequery" and it returned too many pages of individual posts from almost every subforum.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 10, 2018, 10:33:33 am
Did you search for your own posts?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 10, 2018, 12:39:08 pm
erm... thanks lethosor... again... mea culpa... it was just a few pages away and i must have been distractedumb.

thanks to Lethosor, i found the solution again: redownloading a clean version of dfhack and it works.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MaGicBush on September 12, 2018, 09:23:07 pm
Hello! I am trying to use the latest version of this pack and am not seeing anything but the ASCII graphics in the graphics tab? I have used this for years(I come and go a lot), but have never seen this as the graphic packs usually show up and I just install them. Wondering if I need to manually download them and do it now?

Thanks for this awesome Pack and keeping it updated all this time!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on September 12, 2018, 10:15:28 pm
It still includes pretty much the same wide selection it has for years. Maybe try and extract it again, or redownload it?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 13, 2018, 02:46:17 pm
Hello! I am trying to use the latest version of this pack and am not seeing anything but the ASCII graphics in the graphics tab? I have used this for years(I come and go a lot), but have never seen this as the graphic packs usually show up and I just install them. Wondering if I need to manually download them and do it now?

Thanks for this awesome Pack and keeping it updated all this time!
check your file's md5 checksum it might be off - meaning your downloaded file was corrupted.
redownload and check again.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 13, 2018, 04:50:19 pm
If the zip was corrupted, it's very, very unlikely that it would decompress correctly but leave out all the graphics packs. Does the folder containing graphics have any contents? Is it possible that some files were deleted by some antivirus software you have running?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MaGicBush on September 13, 2018, 10:42:55 pm
Well that was weird. I checked the graphics folder and indeed it only had the ASCII graphics folder in it. So I deleted it all and redownloaded the file. Unzipped it and moved it back, and now the graphics folders are there and it shows up in the launcher. Strange, but it seems to be fixed. Thanks guys.

Now I can play on my new laptop yay :D(32 and this is my first one lol, always just used PC, but my son is older and hogs the PC a lot now a days lol).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ggobs on September 16, 2018, 08:05:58 pm
I've been playing with Mayday graphics since '08 and now all other packs just seem wrong.
Out of curiosity...
why did the some sprites change for the Mayday pack--like beds and metal ores?
thx
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CamelGunner on September 18, 2018, 05:56:55 pm
Hi! I just updated my LNP pack from0.44.12-r02 to r03. I tried importing my settings and saves from the previous version, but the PyLNP program seemed to hang and stopped responding, so I've gone and manually changed all the settings to what I think they were before.

Anyway, the important question here is: I'm still using the same Phoebus graphics that come with LNP, which seem to have been updated? I like the new sprites and so forth, but I don't like how the font has been changed.

New version and font:
Spoiler (click to show/hide)
Old version and font:
Spoiler (click to show/hide)

Is there a way to change the font to the old version while keeping the graphics changes?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on September 18, 2018, 07:07:28 pm
Hi! I just updated my LNP pack from0.44.12-r02 to r03

...

Is there a way to change the font to the old version while keeping the graphics changes?

The font and graphics are independent of each other, and it's an easy change!

In the Starter Pack Launcher (PyLNP) utility, click on the "Graphics" tab, and then the "Customize" tab below it. I believe you want to choose "curses_640x300.png" in the first "Font" box (that's the font paired with Phoebus in the r03 Pack [edit: I meant in the r02 Pack, the one you're used to.])
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SocietalEclipse on September 19, 2018, 12:24:23 am
Hi! I just updated my LNP pack from0.44.12-r02 to r03. I tried importing my settings and saves from the previous version, but the PyLNP program seemed to hang and stopped responding, so I've gone and manually changed all the settings to what I think they were before.

Anyway, the important question here is: I'm still using the same Phoebus graphics that come with LNP, which seem to have been updated? I like the new sprites and so forth, but I don't like how the font has been changed.

New version and font:
Spoiler (click to show/hide)
Old version and font:
Spoiler (click to show/hide)

Is there a way to change the font to the old version while keeping the graphics changes?

Same thing happened to me.  It wasn't a real hang though, and it worked fine when I left the program alone long enough.  The first attempt I had killed the process then I realized half of my saves had been migrated over so I deleted those and tried again.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: CamelGunner on September 19, 2018, 09:49:48 am
The font and graphics are independent of each other, and it's an easy change!

In the Starter Pack Launcher (PyLNP) utility, click on the "Graphics" tab, and then the "Customize" tab below it. I believe you want to choose "curses_640x300.png" in the first "Font" box (that's the font paired with Phoebus in the r03 Pack [edit: I meant in the r02 Pack, the one you're used to.])

Thanks, this worked.

Same thing happened to me.  It wasn't a real hang though, and it worked fine when I left the program alone long enough.  The first attempt I had killed the process then I realized half of my saves had been migrated over so I deleted those and tried again.

As did this. Thank you.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RageBob on September 21, 2018, 02:47:46 am
Man, been too long since I visited these forums. But straight to the point.

I'm dabbling in streaming, decided to stream good old DF, so I downloaded the newest release of Starter Pack aka 0.44.12-r03. However, when I select the starting group, items, dorfs etcetera and get the STRIKE THE EARTH text. I press enter to get to the game.

And it crashes. No error, nothing, it just closes. Just the game itself, nothing else. It's not SLOBS' fault or soundsense's fault. No idea what's going on or how to fix it, haven't touched this game for years.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on September 21, 2018, 03:51:54 am
Does it embark without TWBT enabled? There's been some reports of that causing crashes with larger screens, no idea if it was fixed....
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RageBob on September 21, 2018, 03:58:01 am
Does it embark without TWBT enabled? There's been some reports of that causing crashes with larger screens, no idea if it was fixed....
That's the culprit, changed the setting to STANDARD and it works like a charm (almost, the setting I'm using seems to miss 1 point in the preparation screen somehow but it doesn't matter). Time to set up my scene and see how quickly I can ruin this embark. Many tanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fleeting Frames on September 21, 2018, 04:36:25 am
BTW, it should work post-embark (the issue was only with embark).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RageBob on September 21, 2018, 05:54:59 am
BTW, it should work post-embark (the issue was only with embark).
Nope. It booted me out when I loaded the save.

EDIT: I'm stupid, this statement is stupid. Works 100%.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jaynixxo on September 22, 2018, 06:20:04 am
erm... thanks lethosor... again... mea culpa... it was just a few pages away and i must have been distractedumb.

thanks to Lethosor, i found the solution again: redownloading a clean version of dfhack and it works.
like I mentioned 100 times that this solution only works for previous versions of df. this doesn't work anymore for 44.12 since they merged twbt and dfhack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Antmf on September 22, 2018, 10:44:55 am
Why am I getting an SSl memory error when I load up DT? How do i fix this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Francis_the_dwarf on September 30, 2018, 06:10:51 pm
Any chance you could use an updated Meph tileset in the next release?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: indika_tates on October 05, 2018, 11:25:17 am
For those interested on how to fix TWBT CTD on embark:

Download the latest version of TWBT here:
https://github.com/mifki/df-twbt/releases

Extract twbt.plug.dll in "DF\Dwarf Fortress 0.44.12\hack\plugins"
Extract overrides.txt in "DF\Dwarf Fortress 0.44.12\data\init"

Run LNP. It works for me :-)

Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 06, 2018, 05:09:34 am
The Starter Pack has updated to 0.44.12-r04!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This update is just full of tiny bugfixes and feature improvements - from TwbT
not crashing (OK, that's a big one), to more event types and thoughts handled by
Therapist and Legends Viewer, to PyLNP installing TwbT-ified graphics only when TwbT
is enabled.  So come strike the earth while the iron is hot!

(and pay no attention to the mixed metaphors)

0.44.12-r04
 - updated Dwarf Therapist to v41.0.3
 - updated TwbT to 6.55
 - updated Legends Viewer to 1.19.10
 - updated PyLNP to 0.13b

SHA256:  287f488efcc8931aaf1a0e90f07836a54e9864060403568739dac68375b4aca9

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: easykiln on November 06, 2018, 04:34:15 pm
Hey thanks. Kinda annoying to have to change my settings every update though, especially when I initially thought "import form a previous install" meant from a previous install of the pack, not of DF. Import settings feature pretty please. Or update into the same folder instead of making a new one, but despite most programs doing that idk how hard it is.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 07, 2018, 06:02:02 am
Hey thanks. Kinda annoying to have to change my settings every update though, especially when I initially thought "import form a previous install" meant from a previous install of the pack, not of DF. Import settings feature pretty please. Or update into the same folder instead of making a new one, but despite most programs doing that idk how hard it is.

Unfortunately there's no reasonable way to do this that doesn't also break stuff really badly for some users - IMO it's better to have obvious work needed than to try and automate it but sometimes get that wrong and break things. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HunterZ on November 10, 2018, 04:11:38 pm
Seems like I always get errors that crutches, splints, wombat meat, and pond turtles are not available when trying to use Gorny's embark.

This would be fine, except that it only then lists animals as things I can spend the points on that would have gone to those items. Why does it not list non-animal items?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on November 10, 2018, 08:35:41 pm
Seems like I always get errors that crutches, splints, wombat meat, and pond turtles are not available when trying to use Gorny's embark.

This would be fine, except that it only then lists animals as things I can spend the points on that would have gone to those items. Why does it not list non-animal items?

Whether the items are available depends on random factors about the generated world and chosen civilization, so it's rough. I'll take a look at Gorny's and see if I cant replace overly specific items with more generic ones (I help maintain that set of embark profiles; the CraftLords ones are mine.)

As far as spending additional points goes, do you not get a general list of items when you hit 'n'? If not, I have a hard time imagining what the Starter Pack could be doing to cause it (and it works for me.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HunterZ on November 11, 2018, 02:52:56 pm
Seems like I always get errors that crutches, splints, wombat meat, and pond turtles are not available when trying to use Gorny's embark.

This would be fine, except that it only then lists animals as things I can spend the points on that would have gone to those items. Why does it not list non-animal items?

Whether the items are available depends on random factors about the generated world and chosen civilization, so it's rough. I'll take a look at Gorny's and see if I cant replace overly specific items with more generic ones (I help maintain that set of embark profiles; the CraftLords ones are mine.)

As far as spending additional points goes, do you not get a general list of items when you hit 'n'? If not, I have a hard time imagining what the Starter Pack could be doing to cause it (and it works for me.)
Thanks, 'n' works while the left column is active - guess it's been too long since I played to remember how that part of the UI works.

Is it possible that the missing items are only present with the default Phoebus tileset? I think I've been using Spacefox instead.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on November 11, 2018, 03:52:21 pm
No, nothing to do with tileset! :)

You choose your civilization from the site selection screen, and the game knows where all your civ's sites are. When you choose an embark profile, it removes any items your civ wouldn't have access to, so your civs where the starting items failed as you described didn't have access to apple trees and wombats, etc.

The trick to making them more universal is to use first level cavern woods, common stones, and common domestic animals, etc., which every dwarf civ should have access to. I've been in contact with Gorny1, and I've updated it and hope to get it in the queue for next release!

In the meanwhile, if you'd like the new version, you can find it here: https://pastebin.com/EABRKJUa

You can just copy the text from the pastebin and add it to the bottom of the list in your data/init/embark_profiles.txt. Once you've saved it, you'll find it in your normal embark profile list as GORNYS EASY PEASY START 0.44.12.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HunterZ on November 11, 2018, 07:14:28 pm
The update works better - it only complained about no sand this time.

Edit: And another time the sand was fine but the milk was a problem (said no two-humped camel's milk but then I was able to manually add some?)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on November 12, 2018, 10:11:18 am
The update works better - it only complained about no sand this time.

Edit: And another time the sand was fine but the milk was a problem (said no two-humped camel's milk but then I was able to manually add some?)
maybe it requests a certain type of wood for the barrel of the milk and that is not available?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on November 12, 2018, 05:48:33 pm
The update works better - it only complained about no sand this time.

Edit: And another time the sand was fine but the milk was a problem (said no two-humped camel's milk but then I was able to manually add some?)
maybe it requests a certain type of wood for the barrel of the milk and that is not available?

No, no specific barrel wood (the game chooses containers, probably from civ available, but I've not paid attention to it. I thought that since two-humped camels were common domestic, the milk would be available, but apparently I'll need to experiment more. I wonder if you can lose common domestic animals in worlds missing their biome? The original had a (useless) blood barrel there, and I hoped to make it more useful, but Gorny might have been more clever than I was on that, and I've introduced a new failure point.

With the sand, it has several colors of sand, so you'll pretty much always get some, or most of the sands, and can replace missing white with red, for example. While it technically increases the chance of error, that's probably the best way to go about it, and I think I'll do something similar with the CraftLord embarks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on November 13, 2018, 09:39:12 am
i often got the same with kea meat. the availability really differs between worlds.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: hehehillman on November 14, 2018, 08:33:35 pm
Is anyone has this problem?

It seems nothing happened after I launch the "Starter Pack Launcher (PyLNP).exe", No PyLNP.user or stderr.text created, the process "Starter Pack Launcher (PyLNP).exe (32bit)" showed a few seconds in taskmgr then disappeared.

So...I can't launch the launcher...

My PC is windows 10 64bit. I've searched the whole forum:

I've uninstalled the avast and disabled the windows defender;
I tried to launch it in safe mode;
I launched it with administrator permission,in compatibility mode,with full permission
I've unblocked the zip file before unzip it;
I've put them in different directories;
I've copied all the files(extracted) which were successfully launched from another PC with windows 7 64bit and tried to lauched it.

 :'(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 14, 2018, 10:31:40 pm
Is there a stderr.txt or stdout.txt file created in the same folder as PyLNP? If so, what's in it/them?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: hehehillman on November 14, 2018, 10:45:13 pm
Is there a stderr.txt or stdout.txt file created in the same folder as PyLNP? If so, what's in it/them?

Not any file  created...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: hehehillman on November 15, 2018, 09:07:08 am
Is anyone has this problem?

It seems nothing happened after I launch the "Starter Pack Launcher (PyLNP).exe", No PyLNP.user or stderr.text created, the process "Starter Pack Launcher (PyLNP).exe (32bit)" showed a few seconds in taskmgr then disappeared.

So...I can't launch the launcher...

My PC is windows 10 64bit. I've searched the whole forum:

I've uninstalled the avast and disabled the windows defender;
I tried to launch it in safe mode;
I launched it with administrator permission,in compatibility mode,with full permission
I've unblocked the zip file before unzip it;
I've put them in different directories;
I've copied all the files(extracted) which were successfully launched from another PC with windows 7 64bit and tried to lauched it.

 :'(


Problem Sovled!
In the forum I've found the answer....Just to change my Windows Account Name to English letters, then everything works fine!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Indeks on November 18, 2018, 10:29:41 am
Hey. I downloaded the latest LNP (0.44.12-r04) and Im having some problems with textures. For some odd reason while using spacefox, doors appear as what look like engraved wall texture once built. They appear normal however before they are built. I have attached a screenshot demonstrating this, with an unbuilt door on top and a built one on bottom.

Also, up/down stairs seem to have the wrong texture aswell (looks like its the cursor icon). Pictured below.

Upon further investigation, this seems to be a problem in many tilesets. I have attached pictures from Phoebus aswell.

Spacefox
(https://i.imgur.com/yaDlOlR.png)

(https://i.imgur.com/0v2ZTJg.png)

Phoebus
(https://i.imgur.com/mJfCbRX.png)

(https://i.imgur.com/lz0gv8e.png)

Thanks for your work on this project.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on November 18, 2018, 02:58:53 pm
Hey. I downloaded the latest LNP (0.44.12-r04) and Im having some problems with textures. For some odd reason while using spacefox, doors appear as what look like engraved wall texture once built. They appear normal however before they are built. I have attached a screenshot demonstrating this, with an unbuilt door on top and a built one on bottom.

Also, up/down stairs seem to have the wrong texture aswell (looks like its the cursor icon). Pictured below.

Upon further investigation, this seems to be a problem in many tilesets. I have attached pictures from Phoebus aswell.

[snipped]

Thanks for your work on this project.


From the reddit announcement thread:

Spoiler (click to show/hide)

"It seems twbt_* folders aren't handled correctly in this version. Others and myself have to manually copy the folders.

Hopefully it is fixed soon, but for now you can copy twbt_* folders in their respective vanilla counterpart.

PeridexisErrant's Starter Pack 0.44.12-r04\LNP\graphics\Spacefox\

copy data\twbt_art to data\art
copy data\twbt_init to data\init
copy raw\twbt_graphics to raw\graphics
copy raw\twbt_objects to raw\objects

reinstall Spacefox through LNP's launcher (graphics tab - Spacefox - Install Graphics) then accept when it wants to update your savefileif applicable."

There's more information at the link from PeridexisErrant about the cause of the situation and why it worked for the previous release.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Indeks on November 18, 2018, 03:34:54 pm
From the reddit announcement thread:

Spoiler (click to show/hide)

"It seems twbt_* folders aren't handled correctly in this version. Others and myself have to manually copy the folders.

Hopefully it is fixed soon, but for now you can copy twbt_* folders in their respective vanilla counterpart.

PeridexisErrant's Starter Pack 0.44.12-r04\LNP\graphics\Spacefox\

copy data\twbt_art to data\art
copy data\twbt_init to data\init
copy raw\twbt_graphics to raw\graphics
copy raw\twbt_objects to raw\objects

reinstall Spacefox through LNP's launcher (graphics tab - Spacefox - Install Graphics) then accept when it wants to update your savefileif applicable."

There's more information at the link from PeridexisErrant about the cause of the situation and why it worked for the previous release.

Can confirm this worked. Thank you.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jack-22 on November 23, 2018, 08:53:42 am
What are the odds of  my utility (http://www.bay12forums.com/smf/index.php?topic=172544.0)y being covered in the package?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 24, 2018, 02:51:29 am
What are the odds of  my utility (http://www.bay12forums.com/smf/index.php?topic=172544.0)y being covered in the package?

Unlikely, sorry, as it's substantially a mod rather than a straight utility.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Roboson on November 24, 2018, 04:42:26 am
Having trouble getting the most recent Dwarf Therapist to run through the most recent version of this. Is there a fix for that? Or should I just backtrack to an earlier version if I desperately want that utility?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: anewaname on November 24, 2018, 12:42:00 pm
Having trouble getting the most recent Dwarf Therapist to run through the most recent version of this. Is there a fix for that? Or should I just backtrack to an earlier version if I desperately want that utility?
What OS and what is the error message? Anyone who tries to help will need this info.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kadain on November 30, 2018, 10:51:17 pm
I think I'm getting the same problem as well, as when I launch Dwarf Therapist when I'm in my Embark carefully phase, DT launches but then becomes unresponsive.
OS: Windows 10 Home
System Type: 64-bit operating system, x64-based processor
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vikram on December 05, 2018, 07:29:55 am
My network's telling me that the download is infected with a trojan

Quote
You are not permitted to download the file "PeridexisErrant's Starter Pack 0.44.12-r04.zip" because it is infected with the virus "W32/Rozena.I!tr".

URL: http://dffd.bay12games.com/download.php?id=7622&f=PeridexisErrant%27s+Starter+Pack+0.44.12-r04.zip
File quarantined as: [disabled].

Edit: Downloaded just fine this time, my anti-virus isn't finding any problems. Looks like DFhack was making it give a false positive.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 05, 2018, 10:41:46 am
Out of curiosity, what made you think it was DFHack? I've also seen AV software that doesn't like PyLNP or Announcement Window.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: StagnantSoul on December 13, 2018, 09:56:20 pm
Decided to get back into DF, and for some reason the game keeps crashing at embark? Been using the newest posted LNP, vanilla doesn't crash but when using LNP it does. Is there any utilities or anything causing problems this version? Nothing shows up in errorlog.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on December 14, 2018, 04:10:19 am
There has been a problem with TwbT causing DF to crash reliably on embark under certain conditions (and crash unreliably otherwise). This bug is supposed to be fixed as far as I understand, but you may want to try to embark with TwbT disabled and then enable TwbT after embark (or you can embark with DFHack disabled, which should be identical to embarking with vanilla, and then enable DFHack).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: StagnantSoul on December 14, 2018, 10:50:31 pm
There has been a problem with TwbT causing DF to crash reliably on embark under certain conditions (and crash unreliably otherwise). This bug is supposed to be fixed as far as I understand, but you may want to try to embark with TwbT disabled and then enable TwbT after embark (or you can embark with DFHack disabled, which should be identical to embarking with vanilla, and then enable DFHack).

Thank you, that did fix it! Time to get back into enjoying DF.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: antipin00 on December 18, 2018, 05:10:09 pm
Found a small problem with the launcher.
I downloaded the file, checked the checksum, unzipped it, launched "Starter Pack Launcher (PyLNP).exe", answered "No" to both popups, selected "Options->Close GUI on launch" and then pressed 'Play Dwarf Fortress!'. The game itself started up without a hitch, but the launcher remained open, showing me this:
Spoiler (click to show/hide)

I assume that selecting that option should close the launcher window on game start, but it doesn't work for some reason...
My system is Win8.1 x64
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Promethium on December 22, 2018, 04:40:20 am
Just recently downloaded the latest version of the pack, and while I'm used to seeing some false positives in them, holy moly the latest one is a doozy! Ten, by Virustotal's count.
Are there any plans to fix this? This might come off as alarming to potential new players/downloaders, and honestly, even to veterans.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sir_Madijeis on December 22, 2018, 06:23:54 am
So, I wanted to use the "Direct Download" update to save time, but it appears it's ineffective. Through some digging, I found that this used to download an archive which then had to be extracted in a different folder. Now, the launcher says, when I click on "Direct Download", that "The files will be extracted automatically". I have no idea where they are being extracted to. I checked my download folder, program files, and the LNP folder, even tried to make another folder in the same big "DF" Folder where I keep both the base game and the LNP. The only time I'm able to find anything is when the file is being downloaded, but I can't do anything with it because it gets extracted into the void apparently. My computer doesn't even signal overlapping files, even though I repeated the process several times, they reeaaally seem to disappear.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Parsely on December 22, 2018, 12:07:31 pm
Played a learning session of DF with this pack last night, it worked great! Thanks for maintaining this.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Durian Hohlades on December 28, 2018, 10:58:29 am
NEW DF HACK <3

https://www.reddit.com/r/dwarffortress/comments/aa663d/dfhack_04412r2_released/


https://github.com/DFHack/dfhack/releases/tag/0.44.12-r2
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sheepish_gorilla on December 28, 2018, 11:03:40 am
Noticed that too. I assume PeridexisErrant is on his holiday break, can we just paste the new version into the .44.12-r04 starter pack, or is it wiser to wait first?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 29, 2018, 07:51:12 am
Yep, camping with only occasional and terrible mobile internet.  I'll be home on Jan 5th and will get a new pack out ASAP after that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Durian Hohlades on December 29, 2018, 09:41:55 am
u can just copy paste the new files into df
Title: Re: PeridexisErrant's DF Starter Pack
Post by: snewelp on January 01, 2019, 04:34:03 am
hi, where can i report one of bugs i found in your pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 01, 2019, 07:27:55 am
The primary place to report bugs is the thread for the tool that's subject to the bug. The pack is a compilation of tools, not the tools themselves, so DFHack if it's a DFHack issue, Dwarf Therapist if it's a DT issue, Legends Viewer if it's a Legends Viewer issue, etc. If the issue is actually errors in the compilation, this thread is the most appropriate one.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 06, 2019, 12:34:38 am
The Starter Pack has updated to 0.44.12-r05!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is basically all about the new DFHack update (https://github.com/DFHack/dfhack/releases/tag/0.44.12-r2) - so go check out that release page, then... Strike the Earth!

0.44.12-r05
 - updated DFHack to 0.44.12-r2
 - updated TwbT to 6.57

SHA256:  4b6156ed9118fbbc7648366211dd2f2d46455a7fc2b6f47e4f2913c08d197846

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Durian Hohlades on January 07, 2019, 07:49:48 am
thanks
Title: Re: PeridexisErrant's DF Starter Pack
Post by: giusalex1 on January 10, 2019, 06:22:10 am
 I tried changing graphic pack but now every time I try to play it dosen't load and give me this error: "Missing Item Definition Tool Pedestal". What can I do? P.S. sorry for my English not native speaker
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 10, 2019, 07:52:01 am
The Pedestal is an item that's introduced in the latest arc, so it might be that it hasn't been added to the graphic pack you're trying to use. I'd try to use a different graphic pack, as well as tell us which pack you're having trouble with, as it might be an issue with that pack specifically (if it is, the problem definitely won't be fixed if nobody knows about it).
You can also try to revert to character graphics, to see if the problem goes away.

There may also be other reasons for the problem, apart from the mentioned above, but, again, knowing which pack is causing the problem is probably required to identify it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: qratz on January 12, 2019, 07:58:43 am
So I run de game. I select my texture pack. I create my world. Everything perfect, but when I 'start playing' and embark, it just crashes. Crashes everytime. I cannot start a game on my world. How do I fix that?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 12, 2019, 11:13:53 am
So I run de game. I select my texture pack. I create my world. Everything perfect, but when I 'start playing' and embark, it just crashes. Crashes everytime. I cannot start a game on my world. How do I fix that?
One known issue is using the TwbT mode, which has a tendency to crash on embark (but work later on, so it can be used again after embark).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: grotball on January 13, 2019, 05:22:45 pm
So I run de game. I select my texture pack. I create my world. Everything perfect, but when I 'start playing' and embark, it just crashes. Crashes everytime. I cannot start a game on my world. How do I fix that?

Yeah mine consistently crashes on embark too*; I was about to delete everything, but then tried turning on Initial Save in the options. For whatever reason, that prevents a crash (timing issue?).

* Particularly infuriating after spending time finding an embark, naming dwarves and setting up their kit for ages, only to have all that work lost.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MiguelT on January 15, 2019, 09:25:52 pm
I would like to download the LNP for 0.44.09 DF version, but couldn't find it...

Maybe it isn't available anymore?   :-[
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 15, 2019, 09:55:25 pm
From the first post of this thread
...
Besides the official download page on DFFD (above), /u/Hecknar maintains df.wicked-code.com (http://df.wicked-code.com), which mirrors every release since 0.40.01!
...
Looks like it has 0.44.09 to me (although I haven't downloaded it myself)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MiguelT on January 16, 2019, 12:15:24 am
From the first post of this thread
...
Besides the official download page on DFFD (above), /u/Hecknar maintains df.wicked-code.com (http://df.wicked-code.com), which mirrors every release since 0.40.01!
...
Looks like it has 0.44.09 to me (although I haven't downloaded it myself)

That's wonderful, thank you!

Shame on my dabbling observer skill...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Flint_Firefudge on January 22, 2019, 12:34:49 pm
I'm not sure where I should post this but when running the Newb Pack on my laptop in non-windowed mode the game's display is offset wrong and a lot of the menus and displays aren't displayed on screen. As I'm a total newb, how would I fix this?

edit: It starts out fine with the intro movie aligned properly but once the menu comes up it's off to the side or up high and runs off the screen. I would like to play.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on January 23, 2019, 09:56:47 am
I'm not sure where I should post this but when running the Newb Pack on my laptop in non-windowed mode the game's display is offset wrong and a lot of the menus and displays aren't displayed on screen. As I'm a total newb, how would I fix this?

edit: It starts out fine with the intro movie aligned properly but once the menu comes up it's off to the side or up high and runs off the screen. I would like to play.
manually change fullscreen res to your desktop res.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: The Condor on January 25, 2019, 05:41:41 am
I am getting the same mouse problem jaynixxo was having as well, it seems to be 87 by 43 tiles that the mouse will let me click on in full screen, so the problem goes away if I play very zoomed in. 

I just now checked playing in a smaller window and that seems to make the area I can click less tiles.

Now I have checked by removing twbt.plug.dll and changing nothing else. Little hard to get in the game with the tiles all messed up, but the problem goes away, no matter how far I zoom out, on my 4x3 embark anyways.  Also even if I put it in a tiny window.

I put it back and tried setting the print modes, Standard the problem is gone, in 2d it seems to be a slightly smaller area I can click, even in full screen.  TWBT_LEGACY Causes my game to crash as I zoomed out.

I also notice, it isn't just clicking that is effected, the live query doesn't update as well.

After looking at the code for mousequery, I thought to check if it will scroll or drag.
 
- left clicking at the edges of the view or the clickable area doesn't work to scroll the veiw right or down.  Up and left work as they should.

- setting a button to Drag only works withing the small clickable area, if I leave that area it stops tracking, and if I go back in to the area while still holding down the mouse button, but at a different part of the area, it jumps the screen in unexpected ways.

- Setting edge to enable also will not scroll right or down, left and up work correctly.

- Right clicks work to scroll the view without issue.


Found the time to mess with this more, I got a clean install of DF, figured out how to compile dfhack, and messed with it from there.

Was able to see the problem can happen without twbt, in 2d mode, but It is a pretty large area so I have to be WAY zoomed out (last 2-3 settings) to get it to happen.

Again in standard even zoomed out to max it seems to always work.

Really strange having twbt installed seems to make the problem go away in 2d mode, if I set the display mode to twbt I get the issue again.

I'm now just trying different tilesets, seems like big tilesets cause the issue to become more apparent and small one minimize it, with a 5x5 tileset I got off the wiki, the issue only appears at the highest zoom and only on barley on the bottom edge, the right edge never stops working.   With a very large tileset even all the way zoomed in the bottom isn't working right.

With a 3x3 tileset the issue goes away.

anyone know the best place to report this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: hauzer on February 03, 2019, 02:27:00 am
I have some strange bugs with this. Location of the pack on the filesystem and permissions don't matter, nor if it's started as an Administrator; I've tried many combinations.

First bug
Quote
Steps to reproduce
  • Run the program.
Expected results
The first time I run it, it should offer to import from an older pack.

Actual results
It asks me if I want to import from an older pack every time I run it.

Second bug
Quote
Steps to reproduce
  • Run the program.
  • Select the Graphics tab.
  • Select any tileset, even the current one.
  • Click Install Graphics.
Expected results
The tileset is successfully changed.

Actual results
The program immediately closes without any errors.

Third bug
Quote
Steps to reproduce
  • Run the program.
  • Select the Utilities tab.
  • Double-click or right-click any utility, or select any and click Run Program.
Expected results
The utility is run or enabled for autorun.

Actual results
The program immediately closes without any errors.

Any help would be greatly appreciated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rotinaj on February 03, 2019, 11:20:10 pm
I'd like to echo the issue with being unable to change the tileset. Seems to just close.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thepaan on February 23, 2019, 05:13:38 pm
I'm experiencing a CTD issue with the latest pack (culprit appears to be TWBT).

Win 10, i5-8600, 16G RAM. I created two different worlds, but every embark crashes to desktop right after I read the embark text and hit enter. I tried several sizes of embark, but even 3x3 crashes. I tried making the window small and disabling therapist per some other recent-ish posts, but that didn't work either. Finally, I tried disabling DFHack all together and I was finally able to load in 2D mode. Re-enabling DFHack lets me embark as long as I keep it in 2D mode. If I attempt to use TWBT or TWBT_LEGACY, then it CTD as soon as I hit enter on embark. I tried grabbing the latest TWBT (Jan 3) and overwriting the DLL, but that didn't help. I can embark using 2D, save, then restart DF using TWBT and even enable Multilevel View, and it doesn't crash.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on February 24, 2019, 03:33:14 am
Yes, it's known TwbT has a tendency to crash on embark.

Note that bugs on utilities that are compiled into the LNP are better reported in the thread for the corresponding utility, as the LNP itself "just" compiles them into a package, not maintains them. In this case it's unlikely to be useful to report it in the TwbT thread, though, as the issue is known already.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Shackram on February 25, 2019, 10:12:45 pm
I am getting the same mouse problem jaynixxo was having as well, it seems to be 87 by 43 tiles that the mouse will let me click on in full screen, so the problem goes away if I play very zoomed in. 

I'm getting this problem as well, the mousequery only works inside a set area, if i zoom out the mouse doesn't scale to the now larger view area, doesn't matter if i'm windowed or fullscreen.

But in my case i also can't use right-click to pan around the map properly and it seems related to zoom level. At some levels i can only pan up or left and up, sometimes it pans up and down but not left or right.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LightSapfier on March 11, 2019, 03:20:22 pm
Guys, i need help. Either psycholgical or some troublesghooting.
I feel extremely frustrated, my depressing is going up and soon im going to do some *science* :-X. Why?...
Because i can't play DF anymore, and i can't do any *fun*.
Jokes aside - all my starter packs aren't starting anymore. Vanilla df is working, but im not gifted enough to use it, im too spoiled with thestarter pack.
Once i start the .exe it just dissappears from task manager after a moment, without any error message. Using Windows one.

It may be connected with the fact that i started using python about 1(or2) years ago, and since its written in python smth maybe screwd(but why?)

This poor idiot needs your help!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on March 13, 2019, 11:01:51 am
I am getting the same mouse problem jaynixxo was having as well, it seems to be 87 by 43 tiles that the mouse will let me click on in full screen, so the problem goes away if I play very zoomed in. 

I'm getting this problem as well, the mousequery only works inside a set area, if i zoom out the mouse doesn't scale to the now larger view area, doesn't matter if i'm windowed or fullscreen.

But in my case i also can't use right-click to pan around the map properly and it seems related to zoom level. At some levels i can only pan up or left and up, sometimes it pans up and down but not left or right.
this problem might relate to my mousequery problem, where it works fine for top and left mouse scrolling, but not the right and bottom border. i use 5:4 screen and 1280x960 windowed mode. so far none of the widescreen players confirmed if they get the same problem when they chose windowed and smaller res.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Shackram on March 17, 2019, 08:38:51 pm
I am getting the same mouse problem jaynixxo was having as well, it seems to be 87 by 43 tiles that the mouse will let me click on in full screen, so the problem goes away if I play very zoomed in. 

I'm getting this problem as well, the mousequery only works inside a set area, if i zoom out the mouse doesn't scale to the now larger view area, doesn't matter if i'm windowed or fullscreen.

But in my case i also can't use right-click to pan around the map properly and it seems related to zoom level. At some levels i can only pan up or left and up, sometimes it pans up and down but not left or right.
this problem might relate to my mousequery problem, where it works fine for top and left mouse scrolling, but not the right and bottom border. i use 5:4 screen and 1280x960 windowed mode. so far none of the widescreen players confirmed if they get the same problem when they chose windowed and smaller res.

Yeah, most of the time i can scroll left or up, but not right or down.

I play with 1920x1080 and the problem remains the same in windowed or fullscreen. And i just tried windowed with a low resolution (800x600) and the problem remains the same.

If i zoom the map all the way out, mousequery only works on a part of the top-left corner that is 87x40 tiles, which i designated on this image. The entire map is 192x192 tiles.
Spoiler (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on March 18, 2019, 01:51:25 am
thanks. so the fault is not the linuxLNP's twbt/dfhack plugin (or worse my machine :O ), but it also is in the win versions.
we experienced it yesterday with meph's pack on a win10 laptop too.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SedrynTyros on March 18, 2019, 09:35:13 am
Hi!
Downloaded this LNP but recogized the missing "U/D stairs": instead of a nice icon I have the inverted bin there..
I downloaded the recent version of Phoebus pack from repo and tried to install it with this LNP. Failed miserably and can't even tell what went wrong.

Redownloaded both, deleted all tileset from "\LNP\graphics\" and installed the Phoebus-44.10 manually to "\Dwarf Fortress 0.44.10\". While I can run this, including nice looking U/D stairs, when starting DF direcly, I do have a reproducible CTD when using the LNP Launcher: it crashes 100% when pressing ENTER on "..strike the earth!"-screen.

I have no idea what is going on here. It would be nice if the most recent version of Phoebus was included in the LNP with all TWBT features activated. I love the LNP and I hate to fiddle with the config files myself to turn off aquifers, define population cap, etc.

Anyone have an answer to this question?  I'm curious myself what happened to the U/D stair icon in the Phoebus set.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on March 18, 2019, 10:26:25 am
The icon for Up/down stairs still exists in Phoebus' set. You just need to use the TWBT* content instead of the regular ones. If you can't find them within the LNP's download then you should:

1. Revert your LNP's DF to ASCII through the launcher (<- might not be necessary but better be safe than sorry).
2. Download phoebus' set seperately and install it over the LNP's DF. Follow the instructions for instaling with TWBT. You can find both the files and the instructions on github (https://github.com/DFgraphics/Phoebus).

*LNP comes with TWBT preinstalled so there is no need to mess with that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on March 18, 2019, 11:27:53 am
Note, however, that there is an issue with TwbT and embarking. There are quite a few reports (including my own) of DF crashing on embark when TwbT is enabled, while enabling TwbT after having embarked works just fine.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SedrynTyros on March 18, 2019, 12:07:22 pm
Thanks for the replies!  I'll give it a shot!

UPDATE:
Holy crap ... that looks a lot better!  Thanks for the tips!!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Liamar on March 25, 2019, 12:35:47 pm
After building up courage to play DF again I'm getting a consistent crash a couple of turns after the beginning of summer (Exactly eve of 199.04.07). The game just closes out of nowhere seemingly at the same exact in-game time. Has anyone encountered this problem before? Could it be the first migrant wave?

e/

I got through it somehow by saving right before the crash time and going single-frame for some time with ' . '. Might be a coincidence or not.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on March 28, 2019, 06:10:36 pm
It's probably text will be text. 90% of crashes are.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jack-22 on March 29, 2019, 06:36:23 am
It's probably text will be text. 90% of crashes are.

Yes, probably.
DFhack will have to go through adjustments, I imagine. But this is for a second step after the release.

Or, who knows, this update does not require a TWBT. This could be added officially since the demand is real. Let's wait ...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DanceMachine on April 11, 2019, 03:43:56 pm
Hello,

I have run into an error that is present with Meph Tileset mod as well. When I play about 1 season and a quarter, DF will no longer be able to find building materials that are on a different Z level.

So if my stone stockpile is 3 z levels from what I am building it doesn't show up in the selection menu for materials once I have placed the structure. Does anyone have any ideas on how to fix this? It has happened like clockwork with 3 or 4 forts I have started.

I'm currently playing on the 0.44.12-r05 version of LNP. This error stops if I play on 0.44.12-r02 version of LNP. And the same thing goes for Meph Tileset, an older 44.12 version of it gets rid of the error.

Apologies if this is the wrong thread to post this in and if it is, please point me in the direction of the right forum.

Thank you!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 11, 2019, 04:12:00 pm
Tile sets shouldn't have any effect on pathing. Building materials show up only if they're accessible from the building site, and the typical reason for that is that building the first thingie blocked the path. As the problem is likely to be a user error (most problems are, even for experienced players), the "gamplay questions" or "DF Dwarf Mode Discussions" sub fora are better places for the question. Questions/problems with individual items in the pack are better brought up in their threads, as the pack is a compilation of items that "only" packages them up in a convenient package.

If you still can't find what's wrong, a question in a suitable board with a link to a zipped up save will probably allow someone to figure out what's wrong.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DanceMachine on April 12, 2019, 11:20:13 pm
Thanks for pointing me in the right direction and the info re LNP, PatrikLundell!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 31, 2019, 06:40:45 am
The Starter Pack has updated to 0.44.12-r06!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

We're still in the "long wait" for the next version of DF, but the community has provided some nice things in the meantime.  To single out just one, Armok Vision now shows all units in 3D!  Time to... Strike the Earth!

0.44.12-r06
 - updated Armok Vision to 0.20.2
 - updated TwbT to 6.61
 - added Announcement Window (1.2b)
 - updated CLA graphics to 44.xx-v26

SHA256:  f4bfc9d792bf462a0011355b721bc54b8d666c7d2a629de8fecb5ef75539c28b

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

(this update has taken longer than planned - a combination of new job, teaching, travelling, and a conference flu have kept me flat-out... but it's ready at last  :D)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on May 31, 2019, 06:55:58 am
Yay!

[edit]

Does this mean a new DF release is around the corner?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jack-22 on June 02, 2019, 08:30:06 pm
I missed some utilities. Why not SoudSense this latest version?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on June 02, 2019, 09:21:04 pm
I missed some utilities. Why not SoudSense this latest version?

I just downloaded it, and both Soundsense and the alternate SoundCenSe are in the LNP/utilities folder and appear in the launcher Utilities tab. If they don't for you, my first suggestion would be to redownload the pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jack-22 on June 03, 2019, 07:57:13 am
I missed some utilities. Why not SoudSense this latest version?

I just downloaded it, and both Soundsense and the alternate SoundCenSe are in the LNP/utilities folder and appear in the launcher Utilities tab. If they don't for you, my first suggestion would be to redownload the pack.

my fault. It's OK now. Something must have happened while downloading. Thank you very much.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Gigaz on June 22, 2019, 11:46:39 am
I saw a weird behaviour of the child cap.

With the max percentage of children in fort set to 100, the births stopped approximately when I had as many children as adults. I expected that 100 would mean unrestricted births, because 100% children in fort means there would have to be not a single adult dwarf. Could it be that the limit checks 100*children/adults instead of 100*children/(adults + children) ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 22, 2019, 01:49:26 pm
This is the text in d_init.txt for this vanilla functionality parameter:

"This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregnancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress."

Thus, Gigaz observation seems to match the described behavior, i.e. maximum number of children as a percentage of the current number of adults, with 100 meaning 1:1 and the default of 1000 meaning 10 children to every adult.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: dirkzen on June 24, 2019, 06:44:03 pm
This thread has been read over 2 million times.
2 million.
It's hard for me to wrap my head around that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on June 25, 2019, 04:21:32 am
This thread has been read over 2 million times.
2 million.
It's hard for me to wrap my head around that.
half of that was me looking if i missed something or redownloading the pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Schmaven on June 28, 2019, 04:59:52 pm
My math may be a bit off, but that makes it an average of about 1,285 views per day!

I do have a question though - I typically make a new world as each update comes out.  But recently I've gotten interested in some rather large projects for the dwarves.

Do bug fix releases typically require a new world to be freshly generated to take effect?  Or would the save folder being copied over to the new install be enough in some cases?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 28, 2019, 05:08:54 pm
It really depends on the specific bug. Most minor fixes will take effect right away. Some will only take effect for new things in the world - for instance, if units' preferences are changed, those changes usually won't affect existing units. Some can require a new world to take full effect, but won't break old worlds.

The last compatibility break was in 2014, but there's always a possibility that the next major release will break compatibility, in which case this wouldn't matter.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on June 28, 2019, 06:21:53 pm
My math may be a bit off, but that makes it an average of about 1,285 views per day!

I do have a question though - I typically make a new world as each update comes out.  But recently I've gotten interested in some rather large projects for the dwarves.

Do bug fix releases typically require a new world to be freshly generated to take effect?  Or would the save folder being copied over to the new install be enough in some cases?
well, that's how it felt sometimes... i had to move to the linuxLNP though, which makes it rather 1/100 , but still a lot :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ostrava25 on July 08, 2019, 02:32:11 pm
I need some assistance whenever I try to install different graphics with LNP the launcher closes (no error or message) and I need to restart it, so I'm stuck using Pheobus. This isn't the end of the world as I can still play but it is irritating that I can't change graphics. Anyone able to help?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 09, 2019, 07:15:54 am
Are there any errors reported in stderr.txt?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ostrava25 on July 09, 2019, 11:55:12 am
Yes.
ERROR: Something went wrong while installing graphics
Not very helpful as you can see.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 09, 2019, 05:04:50 pm
That does help me narrow it down to here (https://github.com/Pidgeot/python-lnp/blob/4cd3ce6d2233ed17f84cb2aa7b382bad304d0198/core/graphics.py#L175) in the code, actually. The code indicates that there should be more information after that line. Can you please post the entire contents of the file?

One possibility: do you have any special (non-ASCII) characters in any folders containing the LNP?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on July 10, 2019, 04:14:10 am
That does help me narrow it down to here (https://github.com/Pidgeot/python-lnp/blob/4cd3ce6d2233ed17f84cb2aa7b382bad304d0198/core/graphics.py#L175) in the code, actually. The code indicates that there should be more information after that line. Can you please post the entire contents of the file?

One possibility: do you have any special (non-ASCII) characters in any folders containing the LNP?
Request for clarification: Do you mean characters in the folder names (as opposed to some contents of those folders)?

You can get such situations when your native language names folders using characters the (US) Americans don't use (such as characters modified with diacriticals, cedillas, and whatever those slashes in the middle of characters e.g. Slavic languages use are called, etc.). The Cyrillic alphabet would also be non ASCII (I think in it's entirety, even where character look the same as ASCII ones and have the same meaning).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ostrava25 on July 10, 2019, 04:56:50 am
OK I got it working. From PatrikL's post I got the idea to try a Locale emulator set for US on the launcher and this fixed the issue, why I have no idea, there is nothing I have seen that should have been a problem and I have not had this trouble with any other game. But hey got it working, not going to complain.

Thanks for the assistance.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: VislarRn on July 12, 2019, 10:02:17 am
OK I got it working. From PatrikL's post I got the idea to try a Locale emulator set for US on the launcher and this fixed the issue, why I have no idea, there is nothing I have seen that should have been a problem and I have not had this trouble with any other game. But hey got it working, not going to complain.

Thanks for the assistance.
Geez, thanks. I was so frustrated. Locale emulator fixed the same problem for me too.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thefinn on July 12, 2019, 05:32:40 pm
Has anyone else got the issue of when they move the mouse near the borders of the screen it will no longer recognise mouse-clicks?

So selecting a workshop can become impossible through the mouse, etc...

Thanks for any help.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 12, 2019, 06:46:46 pm
Which borders? All of them? Or just the bottom/right ones? If it's the latter, I put up a mousequery build a while back that might fix it, and I'll look when I get home.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thefinn on July 12, 2019, 08:16:00 pm
Which borders? All of them? Or just the bottom/right ones? If it's the latter, I put up a mousequery build a while back that might fix it, and I'll look when I get home.

Yeah I didn't even realise it was the bottom right ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on July 13, 2019, 06:43:02 am
Has anyone else got the issue of when they move the mouse near the borders of the screen it will no longer recognise mouse-clicks?

So selecting a workshop can become impossible through the mouse, etc...

Thanks for any help.
that one has been fixed in a newer version of mousequery.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on July 13, 2019, 09:00:54 am
that one has been fixed in a newer version of mousequery.
That's what I was referring to above, except it's currently an unreleased version of mousequery. I was unfortunately unable to grab a Windows version of the exact build with the fix, but https://files.dfhack.org/190710000/ should include it (just copy over hack/plugins/mousequery.plug.dll from it into your installation, overwriting the one that's already there).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Psilobe on July 19, 2019, 03:06:33 am
Hello, started playing DF again and asper routine went and grabbed this pack. But I'm having some trouble getting it to run correctly.

I can start dwarf fortress manually and df hack is already attached combined with launching df therapist manually, adding graphics manually and doing my own custom modding manually everything is playable almost as I want but I do like to access some of the settings more easily uncovered by running the pack.

When I try to start the exe I get an icon that spins for a few seconds and then nothing. No process in task manager, nothing I can see in event viewer. Are there any logs generated anywhere? Been looking over the thread a bit but haven't found anything. I've tried a few earlier version so far but no dice. Planning testing a few really old as well when I get back home.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kryo on July 25, 2019, 05:28:21 pm
Hi, I wanted to get into playing DF again. I've been wanting to install CLA, but I can't seem to get it done through the launcher -
I always get these filled grey squares instead of ":" and "." and just looks messy overall and would even crash the game on loading a world.

Any advice is much appreciated!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mikeydmc on August 04, 2019, 03:31:08 pm
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand
Title: Re: PeridexisErrant's DF Starter Pack
Post by: seht on August 22, 2019, 04:51:57 pm
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand

This is a consequence of TWBT, I believe, which those graphics require to run. From what I gather, it will never be fixed, either due to lack of interest or impossibility.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rose on August 22, 2019, 07:06:05 pm
It's a performance thing. Normally it only updates tiles that have changed onscreen, which, if you move the screen with the same tile in the same spot visible, even if it's not actually the same thing there, it doesn't know that it's changed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Meph on August 24, 2019, 10:18:13 pm
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand
That's mostly happening in adv-mode, it's constructed walls adjacent to so-far unrevealed constructed walls. I did fix that in my own release, the Meph tileset version in the LNP is severly outdated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: prixt on September 06, 2019, 06:10:28 am
How do you choose what utilities to add to the Starter Pack? I am currently developing a SoundSense alternative (https://github.com/prixt/soundsense-rs), and am aiming to get it into the Pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: seht on September 07, 2019, 09:04:28 am
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand
That's mostly happening in adv-mode, it's constructed walls adjacent to so-far unrevealed constructed walls. I did fix that in my own release, the Meph tileset version in the LNP is severly outdated.

So, to be clear, your pack is now fully functional in adventure mode, even when using your tileset and twbt? Or am I misunderstanding?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: vettlingr on September 07, 2019, 05:24:38 pm
Can you include my tileset for next release?

http://dffd.bay12games.com/file.php?id=14072

Kind regards, Vettlingr.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 08, 2019, 11:08:13 am
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand
That's mostly happening in adv-mode, it's constructed walls adjacent to so-far unrevealed constructed walls. I did fix that in my own release, the Meph tileset version in the LNP is severly outdated.

So, to be clear, your pack is now fully functional in adventure mode, even when using your tileset and twbt? Or am I misunderstanding?
twbt doesn't work well with adv mode. no matter which pack.
it's a problem of twbt, not the pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: seht on September 10, 2019, 04:53:43 pm
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand
That's mostly happening in adv-mode, it's constructed walls adjacent to so-far unrevealed constructed walls. I did fix that in my own release, the Meph tileset version in the LNP is severly outdated.

So, to be clear, your pack is now fully functional in adventure mode, even when using your tileset and twbt? Or am I misunderstanding?
twbt doesn't work well with adv mode. no matter which pack.
it's a problem of twbt, not the pack.

I know, I just don't understand what else he could have meant by saying that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 11, 2019, 04:04:35 am
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand
That's mostly happening in adv-mode, it's constructed walls adjacent to so-far unrevealed constructed walls. I did fix that in my own release, the Meph tileset version in the LNP is severly outdated.

So, to be clear, your pack is now fully functional in adventure mode, even when using your tileset and twbt? Or am I misunderstanding?
twbt doesn't work well with adv mode. no matter which pack.
it's a problem of twbt, not the pack.

I know, I just don't understand what else he could have meant by saying that.
i had that same error in dwarfmode when trying to get the 44.12 mephpack into the 44.09 LNP: some stone walls looked like statues, spiderwebs looked like raw gems, it was all messed up.
that also happens in adv. mode with every pack with many overrides, because twbt messes things up in adv. mode.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Camomile on September 11, 2019, 07:39:13 am
I'm having an issue with the latest pack and the MouseQuery plugging. I have pinpointed the problem with the TWBT version that conflicts with the mouse plugging.

Basically, TWBT messes up with the "edge of screen" mouse function. I cannot use the function "edge scroll" toward the edge of the right and bottom part of the map... And I'm a noob, so I use the mouse a lot, so it's kinda a big deal for me not able to move the map without the mouse.

Is there a way to fix that bug or to replace TWBT with an older version?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 11, 2019, 07:43:43 am
it has been fixed, but you have to download and install it manually.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Camomile on September 11, 2019, 08:13:12 am
it has been fixed, but you have to download and install it manually.

I tried to download the file (https://files.dfhack.org/190710000/) and install it manually to the latest version of the pack, but when I do that I get the error saying "can't load pluging mousequery".

Unless there is something else I'm missing or another patch for that plugin?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 11, 2019, 09:24:40 am
i don't know if that's the patched file at all.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 11, 2019, 09:33:12 am
I'm pretty sure that's the one I put up for that fix. Did you download the 32-bit or 64-bit one, though?
Edit: no, actually, that's a build for a stonesense fix, which is also in the description at the top of the page you linked to. It might have a fixed mousequery too, though.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 11, 2019, 01:53:03 pm
I'm pretty sure that's the one I put up for that fix. Did you download the 32-bit or 64-bit one, though?
Edit: no, actually, that's a build for a stonesense fix, which is also in the description at the top of the page you linked to. It might have a fixed mousequery too, though.
as far as i remember, you fixed the linux version and wanted to see if you find the time for the other versions or somthing along those lines...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Camomile on September 11, 2019, 06:25:38 pm
I'm pretty sure that's the one I put up for that fix. Did you download the 32-bit or 64-bit one, though?
Edit: no, actually, that's a build for a stonesense fix, which is also in the description at the top of the page you linked to. It might have a fixed mousequery too, though.

Success! It was the 64bit one that did the trick and resolved the issue. And yes, I'm running Windows and it does work there too.

Thank you both of you, Pvt Pirate and Lethosor for helping me to solve this!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 11, 2019, 11:04:11 pm
I'm pretty sure that's the one I put up for that fix. Did you download the 32-bit or 64-bit one, though?
Edit: no, actually, that's a build for a stonesense fix, which is also in the description at the top of the page you linked to. It might have a fixed mousequery too, though.
as far as i remember, you fixed the linux version and wanted to see if you find the time for the other versions or somthing along those lines...
DFHack is nearly identical on all platforms, actually. The issue was that the build server died, so I couldn't put up Windows builds.
At any rate, I do want to get a proper DFHack release out soon, but haven't had a lot of time recently.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on September 12, 2019, 10:33:56 am
I'm pretty sure that's the one I put up for that fix. Did you download the 32-bit or 64-bit one, though?
Edit: no, actually, that's a build for a stonesense fix, which is also in the description at the top of the page you linked to. It might have a fixed mousequery too, though.
as far as i remember, you fixed the linux version and wanted to see if you find the time for the other versions or somthing along those lines...
DFHack is nearly identical on all platforms, actually. The issue was that the build server died, so I couldn't put up Windows builds.
At any rate, I do want to get a proper DFHack release out soon, but haven't had a lot of time recently.
thank you for all the time and nerve you put into it. :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 16, 2019, 08:56:40 pm
Can you include my tileset for next release?
Looks great!  Consider it included, it's actually been on my todo list for a while now  8)

... The issue was that the build server died, so I couldn't put up Windows builds.
At any rate, I do want to get a proper DFHack release out soon, but haven't had a lot of time recently.

I'm looking forward to r3 when you have time, but definitely sympathetic with the lack of it... :-[
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 16, 2019, 09:01:08 pm
The Starter Pack has updated to 0.44.12-r07!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

We're still basically in the "big wait" period between DF releases, but I'm doing what I can in what time I can make to work on the Starter Pack.  So upgrade if you wish, and... strike the earth!

0.44.12-r07
 - updated Dwarf Therapist to v41.1.0
 - added Vettlingr graphics
 - franken-dfhack spliced in a patch for stonesense with wagons

SHA256:  742d9b260896be29c3fd4b6c1f614ce5636bb1cd6de68ab6c47f42689366e190

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vagabundo on September 17, 2019, 05:44:04 am
Big thanks as usual!!

Just tried the update to try a new graphic pack and DFhack is not launching. checked the stderr for pylnp and in the DF folder file saw nothing about dfhack or much of anythingl. Tried clicking on the dfhack enable/disable a few times and change the graphics pack back to ascii, but no dfhack.

Maybe just me? I upgraded from within pylnp. Might try the direct download in case something corrupted.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: treehugger on September 17, 2019, 06:12:59 am
Same problem as Vagabundo. I did use the direct download. Found a reddit post about others also having the same issue.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vagabundo on September 17, 2019, 06:20:57 am
Verified the direct download isn't launching dfhack.

I have an older version  (PeridexisErrant's Starter Pack 0.44.12-r05) in the same Documents directory and it is launching DFhack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Auxxiliary on September 17, 2019, 09:18:21 am
Same issue, not launching dfhack.
Thanks in advance Peridexis
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Neszreth on September 17, 2019, 10:01:39 am
I tried launching it as well, DFHack wasn't launching. So I tried launching it from DrawfFortess.exe directly and not from the LNP launcher, but I got the same result; i.e. not working.
It was the first time I used LNP and despite that small issue, very good job, hats off, because to simplify DF installation that much is really a nice present to the community!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LexJackle on September 17, 2019, 01:21:34 pm
I can confirm that even using this a fresh install, DF hack won't run. I was using the previous version of the pack and DF hack was running fine. I guess its just waiting for 48 hours until the bugs fixed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: beerface on September 19, 2019, 12:27:01 am
I can't get DFhack to work either. Also Meph+Vordak graphics dont install correctly at all, they show up all garbled.  I have tried multiple including changing the print mode and running the .exe in administrative mode, all having NO fix for either problem.
As a new player I find this very confusing and If I hadnt fiddled around with the previous version I would  be completely lost and wouldn't even know what was broke and wouldnt have even know that dfhack wasnt running.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: beerface on September 19, 2019, 12:57:09 am
I have found a fix for the DFhack not loading in the newest version of the pack. you need to manually install dfhack 64 bit. https://github.com/DFHack/dfhack/releases/tag/0.44.12-r2 (https://github.com/DFHack/dfhack/releases/tag/0.44.12-r2)   All you have to do is extract it to the Dwarf fortress forder in the PeridexisErrant's Starter Pack folder.
Not sure if installing a fresh 32 bit dfhack over the broken one works as well.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jack-22 on September 19, 2019, 01:42:43 pm
I have found a fix for the DFhack not loading in the newest version of the pack. you need to manually install dfhack 64 bit. https://github.com/DFHack/dfhack/releases/tag/0.44.12-r2 (https://github.com/DFHack/dfhack/releases/tag/0.44.12-r2)   All you have to do is extract it to the Dwarf fortress forder in the PeridexisErrant's Starter Pack folder.
Not sure if installing a fresh 32 bit dfhack over the broken one works as well.

Hello. I found a solution posted here: http://www.bay12forums.com/smf/index.php?topic=126076.5250
(It's just a matter of work, but I haven't tested it yet.)

Apparently LNP in the r7 version is having difficulties with DFHack. Maybe the next version will be fixed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on September 19, 2019, 04:21:09 pm
Hello. I found a solution posted here: http://www.bay12forums.com/smf/index.php?topic=126076.5250
(It's just a matter of work, but I haven't tested it yet.)

Apparently LNP in the r7 version is having difficulties with DFHack. Maybe the next version will be fixed.
You linked to the two posts above yours in this thread... are you sure you posted in the right thread?

I can't get DFhack to work either. Also Meph+Vordak graphics dont install correctly at all, they show up all garbled.  I have tried multiple including changing the print mode and running the .exe in administrative mode, all having NO fix for either problem.
As a new player I find this very confusing and If I hadnt fiddled around with the previous version I would  be completely lost and wouldn't even know what was broke and wouldnt have even know that dfhack wasnt running.
Your graphics issues are probably because your graphics set requires TWBT, which requires DFHack, which isn't working.
From the several posts before yours, it sounds like DFHack was simply packaged incorrectly in this pack version. That is clearly not intentional, and there will probably be a fixed version released soon.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: xZippy on September 19, 2019, 10:56:27 pm
I have found a fix for the DFhack not loading in the newest version of the pack. you need to manually install dfhack 64 bit. https://github.com/DFHack/dfhack/releases/tag/0.44.12-r2 (https://github.com/DFHack/dfhack/releases/tag/0.44.12-r2)   All you have to do is extract it to the Dwarf fortress forder in the PeridexisErrant's Starter Pack folder.
Not sure if installing a fresh 32 bit dfhack over the broken one works as well.
I was wondering why the LNP was acting all doofy. Thank you so much Jack-22 for the solution. This was horribly annoying, I tried every solution I could think of.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: oldbone on September 24, 2019, 10:41:23 am
DFHack console still doesn't come up for me and labormanager is assigning dwarfs to fishing/hunting (supposed to be disabled by default?).
So, extracting the 64-bit dfhack into the DF folder didn't fix this for me...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 24, 2019, 06:42:39 pm
The Starter Pack has updated to 0.44.12-r08!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is just a fix for the DFHack issue that people have been reporting - I've redownloaded and extracted from scratch and can't reproduce any problems, so I hope it works.  And you also get a Vettlingr graphics update, because he's awesome like that  :D

0.44.12-r08
 - fixed DFHack, I hope
 - updated Vettlingr graphics to version 1.2

SHA256:  433c56e25479c3be43dffe2952a9daafdda18fbd9b659fa6fc29c590655aa9ba

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Auxxiliary on September 26, 2019, 04:13:33 pm
Thanks for your hard work Peridexis.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on September 26, 2019, 06:40:24 pm
It's weird leaving a message saying nothing is broken, lol, but for anyone watching this thread and hesitating to update:

This seems to work fine for me, and I was one of the people who had trouble with the previous version. DFHack loaded as expected, TWBT was fine, I embarked without crashes.

Additionally, after over 1k downloads of 0.44.12-r08, there are zero complaints in the reddit thread!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jathe on September 28, 2019, 11:49:05 pm
I dont know why but for some reason the auto-updater doesnt seem to work, it tells me the new stuff will be unpacked or whatever when I have it do it, but it doesnt seem to do anything... Is there a way to see a download progress bar or something to see that it IS in fact downloading/unpacking/installing the new update/s?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kathe on September 29, 2019, 03:10:54 am
I dont know why but for some reason the auto-updater doesnt seem to work, it tells me the new stuff will be unpacked or whatever when I have it do it, but it doesnt seem to do anything... Is there a way to see a download progress bar or something to see that it IS in fact downloading/unpacking/installing the new update/s?

I second this, auto-updating doesn't seem to do anything. Not really a big problem, it would just save time if it updated my current pack, I wouldn't have to go through all the options in the new version and set them to my custom values.
Excellent work regardless, thank you for your work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kiloku on October 03, 2019, 06:48:33 am
Is there any chance to get a "delayed start" function for Utilities in the starter pack?

Mostly to avoid this sort of thing:
(https://i.imgur.com/mJiGGt2.png)

Even better if it can somehow tie into DFHack to only open the application when a fort is loaded.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 09, 2019, 06:19:31 am
Hi all - if you're after changes to the launcher, you can find it over here: https://bitbucket.org/Pidgeot/python-lnp/

I curate and update the pack, but don't have time to do more than dabble in components :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Kraken89 on October 21, 2019, 07:41:10 pm
Has anyone come across an issue with either the Phoebes or spacefox tileset when used with the Lazy Newb Pack where the door icons do not show as doors but almost looks like a wall with a wavy line. It also shows other items like splints and crouches as just blocks. I downloaded the Lazy newb pack fress on a different computer but still did the same thing. I am sure I do not have it configured correctly but I can't figure out what I am doing wrong.

On the Dwarf Fortress Wiki for the Phoebus tileset, I can see how the doors should be displayed.

http://dwarffortresswiki.org/images/5/54/Zscrn-phoebus.jpg

https://imgur.com/gallery/UiLMMAM

Can anyone tell me what I am doing wrong?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on October 22, 2019, 01:39:05 am
Do workshops and up/down stairs display correctly*? If they don't, you'll have to download the Phoebus set (https://github.com/DFgraphics/Phoebus) seperately and install it yourself following the instructions for using the set with TWBT (TWBT is already included in PE's pack).

*Up/down stairs should show as stairs and not like a box with an "x" symbol and workshops should have defined features (a Still has a few barrels connected with a pipe, a kitchen has a couple of pots...) instead of any short of random symbols.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rekov on November 24, 2019, 01:35:40 pm
@Kraken89 Those are what wooden doors look like in those tilesets. Do your stone doors also look like that?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mallard on December 07, 2019, 03:39:42 pm
Is it possible to use a tileset like Bitlands (http://www.bay12forums.com/smf/index.php?topic=172607.0) using the LNP? I've been able to make it work before, but since this tileset makes quite a few changes to the raw/objects, I don't know if using it in the LNP would break something in some non-obvious way. I know that Meph's full tileset doesn't play nice with the LNP, which is why he provides his own launcher, but I've never understood exactly why it doesn't work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on December 07, 2019, 05:20:26 pm
I’m not sure if the tricky part is getting it to work with the automatic installer but i think it would  work just fine if you were to install it manually “on top” of the LNP install. Switching LNP to ascii before installing bitlands might be prudent.

(Said method works at the very least with Phoebus’set )
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Matador on January 09, 2020, 05:00:27 am
Hi. The program crashes when trying to change graphics in Windows 10, 0.44.12-r08

stderr.txt says:

Code: [Select]
ERROR: Something went wrong while installing graphics
I have tried also with 0.43 builds, and same problem.

Thanks for the help.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: LumpyGravy on January 11, 2020, 08:55:00 pm
I can't seem to get ARMOK VISION to update so it works.. any ideas?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: FrankyPlaysGames on January 29, 2020, 12:33:10 pm
Here comes the wait for the next utilities/pack updates  :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 29, 2020, 05:29:45 pm
Here comes the wait for the next utilities/pack updates  :D
Well, PeridexisErrant can't compile a new version from updated versions of the included components until those components have been updated, so you should probably start to look at the state of those components before looking at the pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Molay on January 30, 2020, 06:13:45 am
Any chance we could get an "early pack" with the bare essentials, once those are ready? Say therapist + tileset? ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on January 30, 2020, 08:15:03 am
Some tilesets require the Text would be text plugin, which in turn require a compatible version of DFHack. Without claiming to speak on PE’s behalf, I’m afraid they can’t do much until said utilities get updated.

Dwarf therapist on the other hand, doesn’t require other tools. Once a 0.47 compatible version gets released you  can download it and use it straight away. (Just run the DT exw alongsideDF)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Erendir on January 30, 2020, 11:10:51 am
Some tilesets require the Text would be text plugin, which in turn require a compatible version of DFHack.

I'm pretty sure we can have some improved graphics at the cost of somewhat mangled text (w/o the TwbT plugin) in vanilla DF, but I personally have no idea how would one do it. So I guess it's learning all those beautiful ASCII symbols for me! :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Molay on January 30, 2020, 11:41:11 am
I can't seem to find out if phoebus requires twbt nowadays, but I played for years with phoebus without twbt and honestly would be more than happy with a tileset at the cost of weird text. I had no idea DT is so easy to setup. I can do that! Guess it's all about the DT and phoebus updates for me then. Fingers crossed we get a fix for the dwarf-mother-mount by the time those things are updated ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on January 30, 2020, 01:15:10 pm
Phoebus' still has a non-TWBT version, though it's not as nice as with twbt. Moreover it seems like the set has been updated for DF 0.47.01, you can get it at github (https://github.com/DFgraphics/Phoebus) if you feel like giving it a try yourself (installing it is just about copying some files  )

Do note that the LNP offers a lot more (though not always apparent) conveniences other than tilesets and DT. Personally, I'm too fond of LNP's ease in changing pop caps and way too reliant on the mouse controls plugin to forgo them :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sanctume on January 30, 2020, 01:23:00 pm
Phoebus' still has a non-TWBT version, though it's not as nice as with twbt. Moreover it seems like the set has been updated for DF 0.47.01, you can get it at github (https://github.com/DFgraphics/Phoebus) if you feel like giving it a try yourself (installing it is just about copying some files  )

Do note that the LNP offers a lot more (though not always apparent) conveniences other than tilesets and DT. Personally, I'm too fond of LNP's ease in changing pop caps and way too reliant on the mouse controls plugin to forgo them :)
I can't seem to find out if phoebus requires twbt nowadays, but I played for years with phoebus without twbt and honestly would be more than happy with a tileset at the cost of weird text. I had no idea DT is so easy to setup. I can do that! Guess it's all about the DT and phoebus updates for me then. Fingers crossed we get a fix for the dwarf-mother-mount by the time those things are updated ;)

I got Phoebus to work last night using the 47.01 github link, info posted on reddit (https://www.reddit.com/r/dwarffortress/comments/evz620/4701_installed_phoebus_graphics_kinda_worked/).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on January 30, 2020, 04:07:29 pm
DT isn't dependent on DFHack as such, but it is dependent on address offset information that's gathered as part of the DFHack mapping process, which would be pointless to duplicate rather than assist.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Molay on January 31, 2020, 09:10:15 am
Totally agree. I don't mean to diminish the LNP at all. There's a ton of features and conveniences I rely on all the time. But I could make do with a tileset and DT if needs arise was all I'm saying ;)

I'll give that phoebus distribution a shot. Do I have a feeling my job allocation may end up being a bit lacking ;)

Cheers
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vesper MTS on February 01, 2020, 01:27:41 pm
hey when will it update to 0.47.01
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Molay on February 01, 2020, 03:24:11 pm
hey when will it update to 0.47.01

Presumably still waiting for DFhack to finish it's memory-scan thingy, which in turn gives other mods a chance to update. I don't think we have a set date for this.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on February 01, 2020, 03:43:01 pm
hey when will it update to 0.47.01
Sigh...

When a sufficient number of the pieces it compiles (and, obviously, the most important ones) have been upgraded, and PE has time to update the pack. When will that be? Probably not within a week, and probably within half a year. The first one of an arc typically takes considerably longer than the bug fixing ones. It's actually most likely there won't be a pack for 0.47.01 because 0.47.02 (and possibly more bug fix releases) gets released before the enough components are in place to collect into a pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Evrett33 on February 01, 2020, 05:19:51 pm
well..that all depends on whether someone FED the modmakers in between releases..after the textile factory fire in Bangladesh we moved their cells to an underground bunker...some STONERS who were in change of feeding them might have been playing video games and forgot.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bauta on February 03, 2020, 08:50:10 am
hey when will it update to 0.47.01

Presumably still waiting for DFhack to finish it's memory-scan thingy, which in turn gives other mods a chance to update. I don't think we have a set date for this.

This should be highlighted
DF hack is what i am waiting for as well, the LNP pack is just a nice way of having everything essential (DF Hack, Tileset, Dwarf Therpist) together
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sanctume on February 03, 2020, 12:23:08 pm
hey when will it update to 0.47.01

Presumably still waiting for DFhack to finish it's memory-scan thingy, which in turn gives other mods a chance to update. I don't think we have a set date for this.

This should be highlighted
DF hack is what i am waiting for as well, the LNP pack is just a nice way of having everything essential (DF Hack, Tileset, Dwarf Therpist) together

Tileset can be installed without dfhack, and some definitions are uploaded to github since day after.
Dwarf Therpist has experimental version and do not need dfhack. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Showbiz on February 05, 2020, 11:56:09 am
hey when will it update to 0.47.01

Presumably still waiting for DFhack to finish it's memory-scan thingy, which in turn gives other mods a chance to update. I don't think we have a set date for this.

This should be highlighted
DF hack is what i am waiting for as well, the LNP pack is just a nice way of having everything essential (DF Hack, Tileset, Dwarf Therpist) together

I mostly use DF Hack for hauling priorities and suchlike but this isn't really essential. What function is it that makes DF hack so necessary for you guys to use? I'm afraid that I missed all the years playing DF some important features.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on February 05, 2020, 12:22:26 pm
If I had to single out one specific feature then that would be the mousequery plugin, I just can't bring myself to play without it. Otherwise in "vanilla" DF, I just use it for secondary tasks like the search filters in the stock menu, exporting legends which it's way easier with dfhack and you can do it even when playing in fort mode, the embark assistant which gives more options when searching for interesting biomes during the pre embark phase or for the "die" command that just closes Df without saving which is really handy when either something really stupid happens like choosing the wrong civ during embark or when the embark location just doesn't have the features that I wanted.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Symmetry on February 05, 2020, 01:38:01 pm
The second biggest thing is moving construction materials to the top of the list after one use, so you can build lots of walls out of the same material.

The third is kloker which is better that DwarfTherapist in a lot of ways
http://www.bay12forums.com/smf/index.php?topic=169329.0
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on February 05, 2020, 02:29:25 pm
The second biggest thing is moving construction materials to the top of the list after one use, so you can build lots of walls out of the same material.

Oh, I didn't know that's a DFHack feature.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MaximumZero on February 06, 2020, 01:50:19 am
The second biggest thing is moving construction materials to the top of the list after one use, so you can build lots of walls out of the same material.

Oh, I didn't know that's a DFHack feature.
It's a HUGE time saver for me, especially when I'm building my initial walls.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pvt. Pirate on February 06, 2020, 03:35:27 am
mousequery, embark assistant, autolabor, and those automaterial stuff, a plugin that stops seeds and tallow from being wasted in the kitchen by forbidding those for cooking, aswell as some minor ones, that just change tiny UI things and are a big help.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Man0warable on February 06, 2020, 11:55:19 am
What function is it that makes DF hack so necessary for you guys to use? I'm afraid that I missed all the years playing DF some important features.
Auto forbidding fertilized eggs is a must for me. Otherwise, I can't be bothered to breed birds. Also auto-butcher since I tend to keep large animal stocks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vesper MTS on February 06, 2020, 03:27:34 pm
can some one plz just tell me how to add kruggsmash texture pack to the vanilla game plz. i cant play without a texture pack and sins its going to take so long for the lazy newb pack i am going to learn the game without it but i need a texture pack i need kruggsmashes texture pack
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Molay on February 06, 2020, 07:03:41 pm
Not sure about kruggs tileset. Nor phoebus for that matter. But mayday has a working version http://www.bay12forums.com/smf/index.php?topic=137370.255

Perhaps that will do for now? Therapist also has a working version somewhere. Maybe someone will make a temporary pack or something.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 06, 2020, 08:56:44 pm
Is it possible to use a tileset like Bitlands (http://www.bay12forums.com/smf/index.php?topic=172607.0) using the LNP? I've been able to make it work before, but since this tileset makes quite a few changes to the raw/objects, I don't know if using it in the LNP would break something in some non-obvious way. I know that Meph's full tileset doesn't play nice with the LNP, which is why he provides his own launcher, but I've never understood exactly why it doesn't work.
Strictly speaking changing the raws in addition to the image files makes this a graphics pack, not a tileset... I'll give it a go once things stabilize a bit.  Meph's modpack is separate because he wanted to ship a separate launcher and integrate it with user-customisable mods, rather than because it's intrinsically impossible.

Any chance we could get an "early pack" with the bare essentials, once those are ready? Say therapist + tileset? ;)
Depends on when those are ready, mostly - I've done early packs for previous releases (great for both impatient players and pack-authors who need feedback!).  But if DFHack is ready before the rest, we'll jump directly to that  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Showbiz on February 08, 2020, 07:59:18 am
Great! Thanks for your work, PeridexisErrant

 
The second biggest thing is moving construction materials to the top of the list after one use, so you can build lots of walls out of the same material.

Oh, I didn't know that's a DFHack feature.
Yeah, thats what I thought.

mousequery, embark assistant, autolabor, and those automaterial stuff, a plugin that stops seeds and tallow from being wasted in the kitchen by forbidding those for cooking, aswell as some minor ones, that just change tiny UI things and are a big help.
Auto forbidding fertilized eggs is a must for me. Otherwise, I can't be bothered to breed birds. Also auto-butcher since I tend to keep large animal stocks.
Oh, lots of plugins I haven't utilised! Micromanage begone!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MaximumZero on February 08, 2020, 02:53:57 pm
I still have yet to figure out how to use half that shit.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sly_urist on February 09, 2020, 02:44:20 am
can some one plz just tell me how to add kruggsmash texture pack to the vanilla game plz. i cant play without a texture pack and sins its going to take so long for the lazy newb pack i am going to learn the game without it but i need a texture pack i need kruggsmashes texture pack

I am pretty sure Krugg uses Curses which is the stock graphics pack. Just go to your game folder\data\init\init.txt open that file in notepad and scroll down to where it says [GRAPHICS:NO] and change it to  [GRAPHICS:YES] then save.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: pudding437 on February 09, 2020, 11:17:07 am
can some one plz just tell me how to add kruggsmash texture pack to the vanilla game plz. i cant play without a texture pack and sins its going to take so long for the lazy newb pack i am going to learn the game without it but i need a texture pack i need kruggsmashes texture pack

I am pretty sure Krugg uses Curses which is the stock graphics pack. Just go to your game folder\data\init\init.txt open that file in notepad and scroll down to where it says [GRAPHICS:NO] and change it to  [GRAPHICS:YES] then save.

He uses one that is slightly different to Curses.  Here it is, with the instructions on how to do it.
https://kruggsmash.com/tileset/ (https://kruggsmash.com/tileset/)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on February 09, 2020, 11:38:27 am
Any word on LegendsViewer?  I can live without DFHack for as long as it takes but not having a friendly graphic interface to look at Legends mode is killing me.

Yes, I'm a dork.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on February 09, 2020, 12:00:25 pm
Any word on LegendsViewer?  I can live without DFHack for as long as it takes but not having a friendly graphic interface to look at Legends mode is killing me.

Yes, I'm a dork.
LegendsViewer (like most tools the pack collects) has its own thread http://www.bay12forums.com/smf/index.php?topic=154617.0 (http://www.bay12forums.com/smf/index.php?topic=154617.0). If you look there you'll see Kromtec is working on it. When will it be ready? When the work is sufficiently complete... I'm sure PE is keeping an eye out on progress for all tools that are candidates for the pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Iamblichos on February 09, 2020, 12:34:52 pm
LegendsViewer (like most tools the pack collects) has its own thread http://www.bay12forums.com/smf/index.php?topic=154617.0 (http://www.bay12forums.com/smf/index.php?topic=154617.0). If you look there you'll see Kromtec is working on it. When will it be ready? When the work is sufficiently complete... I'm sure PE is keeping an eye out on progress for all tools that are candidates for the pack.

Ah thanks!  Didn't see that thread.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 10, 2020, 01:38:32 am
Ah thanks!  Didn't see [the legendsviewer] thread.
I've got a hyperlinked table of contents at the top of this thread, if there's anything else you're looking for  ;)

Which might be handy, because for the Starter Pack I usually do wait for DFHack  :P
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 13, 2020, 07:28:22 am
The Starter Pack has updated to 0.47.02-r01!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=14793)

0.47.02-r01
    (preview/unstable; not yet recommended for new players)
 - updated Vettlingr graphics to 1.3-1
 - updated Dwarf Fortress to v0.47.02
 - updated graphics packs for compatibility - CLA, Ironhand, Mayday, Meph, Obsidian, Phoebus, Spacefox
 - updated Legends Browser to 1.18.1
 - updated Legends Viewer to 1.20.01
 - updated Dwarf Therapist to v41.1.3
 - updated DFHack to 0.47.02-alpha0-200213001 (a nightly build - may be unstable)

SHA256:  0e4440ac966c261d3b66100e3ca775edf547a62fe7984b67d9ba2157d6b2b4e0

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Altorin on February 13, 2020, 08:25:13 am
The Starter Pack has updated to 0.47.02-r01!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=14793)


You're awesome thank you brother.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ff2 on February 13, 2020, 10:45:33 am
Looks like it's almost time for Toady to release the next update then ;)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Showbiz on February 13, 2020, 10:54:23 am
Yeeah! Thanks Perry!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Timonk on February 13, 2020, 11:19:27 am
Some Problems with the new Alpha:

- game starts horribly zoomed in, the sidebars take like 1/2 of the screen
- DFhack window dosent open
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on February 13, 2020, 12:16:59 pm
Some Problems with the new Alpha:

- game starts horribly zoomed in, the sidebars take like 1/2 of the screen
- DFhack window dosent open

Are you using any tileset/graphic set (other than the default one)? I've had that zoom in issue with Meph's iirc in the past.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Timonk on February 13, 2020, 02:31:54 pm
nope, im using phoebus
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pillbo on February 13, 2020, 03:53:58 pm
FYI, my work's firewall is blocking the new download claiming a trojan. I don't know what would be causing that, it's not blocking other things on DFFD.

Quote
Gateway Anti-Virus Alert

This request is blocked by the Firewall Gateway Anti-Virus Service. Name: MalAgent.J_31560 (Trojan) blocked.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Oafsalot on February 13, 2020, 03:58:30 pm
DFHack is set to OFF in the DFHack tab, you have to turn it on.

TWBT is missing, but it has a working version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: EBannion on February 14, 2020, 01:36:29 am
FYI, my work's firewall is blocking the new download claiming a trojan. I don't know what would be causing that, it's not blocking other things on DFFD.

Quote
Gateway Anti-Virus Alert

This request is blocked by the Firewall Gateway Anti-Virus Service. Name: MalAgent.J_31560 (Trojan) blocked.

DFHack uses a similar injection method as many common malware programs use to modify apps in memory, so it often triggers false positives.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Timonk on February 14, 2020, 05:52:33 am
by big sidebar i mean that the sidebars Arent slim like normal DF but really thicc. which is bad because i dont want to see the left side only
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MaximumZero on February 14, 2020, 06:55:45 am
Thank you so much, Peri!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: bennerman on February 14, 2020, 11:32:07 am
by big sidebar i mean that the sidebars Arent slim like normal DF but really thicc. which is bad because i dont want to see the left side only

Does pressing tab a few times help?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on February 14, 2020, 01:04:32 pm
by big sidebar i mean that the sidebars Arent slim like normal DF but really thicc. which is bad because i dont want to see the left side only

It sounds like you are missing TWBT. I don't think the pre-release pack includes TWBT plugin for DFHack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Timonk on February 14, 2020, 02:02:14 pm
TWBT missing is most likely the reason. even though the current Version has TWBT in the files, you cant currently select it
Title: Petition
Post by: Abadrausar on February 14, 2020, 03:01:19 pm
I have liked this utility because it is multi-platform and very lightweight in memory usage, liberating a whole lot of system memory for being usable in Dwarf Fortress where it is badly needed.

ApplicationPlatform LanguageVersionDownload size in MBRuntime required in MB
LinuxOSXWindows
SoundSensejava runtimer2016-111165-80
SoundCensec# CLR1.4.45.275.275.27100
soundsense-rsRust native or WebAssembler1.3.22.811.912.70

I play DF under windows and linux and use sometimes packs for convenience.

Lately concerned by security (more surface attack for malware) issues I have uninstalled oracle java and microsoft Net from my machines (at least for general use), mono sadly is not much better ni feature complete.

I see in the 1st post that the Pack includes either SoundSense that requires the java runtime and SoundCense that requires the NET framework runtime; Both runtimes are really massive over the HD as over the memory system where they really could potentially out-compete or slow Dwarf Fortress process.

It is for those reasons that I have begun to use Sound-sense-RS in Windows and Linux because it does not need ANY run-time additional to do basically the same thing than the other two.

As SoundSense-RS (http://www.bay12forums.com/smf/index.php?topic=174585.0) download weights only 2.7 Mb, there is any possibility of including it into this pack?

This would enable that people that do not want to install a whole runtime just to listen the sounds of a game, to have a better integrated option than install the application themselves.

Just to signal that I have not  renounced to the exclusive benefits of those runtimes like advanced crypto, digital signing and identities; I jail then when necessary in protected and isolated environments.  8)

Other pack maintainers have already begun the integration.
Hey, prixt. I just wanted to let you know I'm including SoundSense-RS in the Lazy Mac Pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Promethium on February 17, 2020, 03:55:39 am
Woo! 47.03 just got released and fixed a bunch of major bugs! Waiting excitedly to see this pack's alpha get updated to said version! Many thanks to everyone that works so hard to make all those awesome utilities play nice with DF! I will begin the patient wait.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: huux on February 17, 2020, 10:13:53 am
Hello, first post here :)

First I must say that I really love the work you put into this pack and ofc DF as well!

I'm really stuck to the Ironhand tileset and in the 0.44.12-r08 version it seems like menus, intro and world generator is ASCII and only the game part is Ironhand's tileset.
I the latest "pre-release" It seems like everything is connected to the tileset. This means menus look cool but are way to big(imo).

The question; Is this something that will be changed in the "real" release of the pack or am I stuck with the overly sized letters and no ASCII?
If so, can anyone help or point me to where I can learn to fix it myself?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on February 17, 2020, 10:17:42 am
Hello, first post here :)

First I must say that I really love the work you put into this pack and ofc DF as well!

I'm really stuck to the Ironhand tileset and in the 0.44.12-r08 version it seems like menus, intro and world generator is ASCII and only the game part is Ironhand's tileset.
I the latest "pre-release" It seems like everything is connected to the tileset. This means menus look cool but are way to big(imo).

The question; Is this something that will be changed in the "real" release of the pack or am I stuck with the overly sized letters and no ASCII?
If so, can anyone help or point me to where I can learn to fix it myself?


It should get fixed in the real release. The TWBT plugin for DFHack is what allows the menus to be smaller and easier-to-read.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Psudo36 on February 17, 2020, 09:39:29 pm
NM - hopping to bug thread
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 20, 2020, 09:41:09 am
The Starter Pack has updated to 0.47.03-r01!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=14793)

0.47.03-r01
    (preview/unstable; not yet recommended for new players)
 - updated Dwarf Fortress to v0.47.03
 - updated graphics packs for compatibility - Ironhand, Mayday, Meph, Obsidian, Phoebus, Spacefox
 - updated Legends Viewer to 1.20.02
 - updated DFHack to 0.47.03-alpha0-200219000 (a nightly build - may be unstable)
 - updated default embark profiles
 - DOES NOT include Text Will Be Text plugin

SHA256:  707ff5997ff772252570ffcec5a3eb5157994501365d2704567bbdca1d4a2df0

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Erendir on February 20, 2020, 11:12:59 am
Thank's for the pack!

For those really missing TwbT out there: clinodev compiled it for us: http://dffd.bay12games.com/file.php?id=13880

It does work with DF 0.47.03.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on February 20, 2020, 02:42:53 pm
(I did not compile it, it was thurin using the indivisible patch. (http://dffd.bay12games.com/file.php?id=14837) I just kept asking competent people until it happened! ;) )
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jerry The Hellbound on February 20, 2020, 03:33:49 pm
Can't find the multilevel view dfhack plugin... perhaps I could move it from an older launcher?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on February 20, 2020, 04:00:32 pm
Multilevel view is part of the TWBT plugin for DFHack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jerry The Hellbound on February 20, 2020, 04:41:59 pm
Ah, I see, I tried to check on all plugins and dlls in the dfhack folders and all pretty much matched.
However after looking at the LNP folder I found that it wasn't specifically dfhack, it was simply PyLNP.json missing the dfhack option to set up the multilevel to 5.
Guess it makes sense, since the latest version of LNP didn't include TWBT, therefore not including TWBT settings.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HungThir on February 20, 2020, 10:30:43 pm
when i start up, the dfhack console contains a "multilevel is not a recognised command" error and a bunch of "twbt is not a recognised command" ones. and, i get that this is because twbt is not present -- but what do i need to edit/change to make it not try to use it? (instead of trying and failing, like it currently does)

edit: figured it out myself, needed to comment out "multilevel 0" from dfhack_PeridexisErrant.init
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fi on February 21, 2020, 12:48:23 am
(I did not compile it, it was thurin using the indivisible patch. (http://dffd.bay12games.com/file.php?id=14837) I just kept asking competent people until it happened! ;) )

Can I override PeridexisErrant's latest alpha Starter Pack's files with those files you provided and continue onward with its installation as instructed to enable TWBT?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on February 21, 2020, 12:59:56 am
(I did not compile it, it was thurin using the indivisible patch. (http://dffd.bay12games.com/file.php?id=14837) I just kept asking competent people until it happened! ;) )

Can I override PeridexisErrant's latest alpha Starter Pack's files with those files you provided and continue onward with its installation as instructed to enable TWBT?

That should work fine as far as DF/DFhack/TWBT are concerned, but I'm not certain whether this Alpha Starter Pack will recognize it's installed.

It's discussed here. (https://www.reddit.com/r/dwarffortress/comments/f6u0ty/starter_pack_preview_04703r01_with_new_embark/fi7vbtt/)
 
It's worth a try, I'd think!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HungThir on February 21, 2020, 01:28:44 am
when i start up, the dfhack console contains a "multilevel is not a recognised command" error and a bunch of "twbt is not a recognised command" ones. and, i get that this is because twbt is not present -- but what do i need to edit/change to make it not try to use it? (instead of trying and failing, like it currently does)

edit: figured it out myself, needed to comment out "multilevel 0" from dfhack_PeridexisErrant.init

i also had to comment out "twbt unit_transparency 1" from onLoad_gfx_Phoebus.init to stop the "twbt is not a recognised command" when actually starting a game, even though i use the CLA graphics set, not Phoebus.  i think Phoebus was the default though... is there a bug here where the old graphics set's init file isn't removed when the graphics set is changed?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fi on February 21, 2020, 02:29:14 am
That should work fine as far as DF/DFhack/TWBT are concerned, but I'm not certain whether this Alpha Starter Pack will recognize it's installed.

It's discussed here. (https://www.reddit.com/r/dwarffortress/comments/f6u0ty/starter_pack_preview_04703r01_with_new_embark/fi7vbtt/)
 
It's worth a try, I'd think!

Thanks a ton.  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Showbiz on February 22, 2020, 11:37:33 am
(I did not compile it, it was thurin using the indivisible patch. (http://dffd.bay12games.com/file.php?id=14837) I just kept asking competent people until it happened! ;) )

Can I override PeridexisErrant's latest alpha Starter Pack's files with those files you provided and continue onward with its installation as instructed to enable TWBT?

That should work fine as far as DF/DFhack/TWBT are concerned, but I'm not certain whether this Alpha Starter Pack will recognize it's installed.

It's discussed here. (https://www.reddit.com/r/dwarffortress/comments/f6u0ty/starter_pack_preview_04703r01_with_new_embark/fi7vbtt/)
 
It's worth a try, I'd think!

I'll save you a click:

"[...] copy twbt.plug.DLL from DF/hack/plugins, and set printmode to TWBT in the init.txt in /data/init"
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on February 23, 2020, 05:11:40 am
I recently switched from Java SoundSense to SoundSense-RS in my pack since Macs don't include Java anymore. I'm also including a miniature sound pack, so people can get some use out of it without downloading anything extra. It's only 14 MB instead of the 423 MB of the "official" pack. It's mostly a reduced version of the "official" pack with the biggest change being most music removed. It's here if you want to use: https://www.mediafire.com/file/bumhy495a3spr0m/packs_mini_%282020-02-20%29.zip/file

I kind of want to put it on github, but not sure if it should be a branch or fork or something of this (https://github.com/jecowa/soundsensepack) or if it should have its own repo.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Erendir on February 24, 2020, 06:34:31 am
TIL: there are many more sounds in the SoundSense than there were playing.

The reason is the default sample pack (aka "./packs/default/sample.xml"): it has a sound with `(.+): (.+)` which makes it play instead of anything in ./packs/emotion. My current emotion: "Stop! This isn't happening!".

@PeridexisErrant

Please add to the SoundSense's `configuration.xml` following:
Code: [Select]
<disabledSounds><item path="./packs/default/sample.xml"/></disabledSounds>

On another note, the SoundSense/dfhack/scripts/soundsense.lua is also missing from "Dwarf Fortress 0.47.03/hack/scripts" and consequentially isn't run when a game is loaded, i.e. we have an empty ss_fix.log.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on February 24, 2020, 09:27:35 am
Imo, just delete the whole "default" pack. disabling its "sample.xml" makes the whole thing inert. None of the other sound packs in the official pack reference anything from the "default" pack. The production pack kinda does, but it has its own copy of the "Drop Metal Thing" ogg file that it uses already. From what I understand, the "default" pack is just meant to demonstrate examples all the features of SoundSense and is kinda annoying to actually use.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Erendir on February 25, 2020, 08:09:20 am
Imo, just delete the whole "default" pack. disabling its "sample.xml" makes the whole thing inert.

Deleting it from the pack wouldn't disable it in case the pack is unpacked over the previous one. Not sure if this is a big concern though.

Another note on the pack:

The `Announcement Window` has the icons but isn't preconfigured to use them. The Settings.cfg is generated at first start, but I think it can as well be provided.

Maybe along with
Code: [Select]
gamelog_path = ..\..\..\Dwarf Fortress 0.47.03\gamelog.txt
save_hidden_announcements = True
load_previous_announcements = True
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Metall on February 26, 2020, 11:05:50 pm
So, does anybody know if this is ever going to be updated?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 26, 2020, 11:57:01 pm
So, does anybody know if this is ever going to be updated?
There's an unstable version linked a couple pages back (http://www.bay12forums.com/smf/index.php?topic=126076.msg8093968#msg8093968). As for a stable version, many recent posts have been discussing this - it requires the tools bundled in the pack to be stable, and not all of them are stable yet.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: motorbitch on February 27, 2020, 03:53:42 pm
a twbt version was great even as alpha though
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SuperPluck on February 28, 2020, 04:34:29 am
a twbt version was great even as alpha though

There are a few experimental versions on http://dffd.bay12games.com/category.php?id=18
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 29, 2020, 01:57:10 am
The Starter Pack has updated to 0.47.03-r02!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=14793)

0.47.03-r02
    (preview/unstable; not yet recommended for new players)
 - updated DFHack to 0.47.03-beta1
 - updated TwbT to 0.47.03-beta1 (unofficial build by thurin)
 - updated Dwarf Therapist to v41.1.4
 - added new utility Soundsense-RS - does not require Java
 - fixed icons configuration for Announcement Window
 - disabled demo ("default") soundpack for Soundsense (overrides many 'real' sounds)
   Thanks to Erendir for suggesting these config improvements
 - added small base Soundsense pack by Jecowa
   (still downloads music but many sounds 'just work')

SHA256:  b90fd804442452d65bffea3230b59a451f3024bdb7a58a1566e13b08d6ade331

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Zerral on February 29, 2020, 02:43:06 am
Can't change graphic packs. It says they are changed and the game is updated to use it, but on startup it's vanilla pack. Only thing that changes is the dimensions of the window.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Zerral on February 29, 2020, 02:54:29 am
Aw shi, my excuses, It's just some tiles are vanilla. The gameplay graphics themselves change.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: UncleSporky on March 02, 2020, 05:46:06 pm
Please help me, starter pack thread!

I play DF really sporadically, returning once every 4-6 years.  The last time I played was in Feb 2016, with the cutting edge starter packs of that time (42_05), which had just introduced advanced features of taverns, temples and libraries, with instruments and bookmaking etc.  I had loaded up the old save to see what I'd been doing and brush up on the game again.

I'm playing now on the last stable release, linked from here, (http://dffd.bay12games.com/file.php?id=7622) which is 0.44.12-r08.  I believe this game version is from 2018 but the stable kept getting updates into 2019.  I know the new "villains" update is out, but I prefer to play on the most stable release I can, so I'm fine with this.

However, I have noticed that the graphics (which is Phoebus default on both of them) are a little different between the two.  I believe that old cutting edge pack had some TWBT graphic replacement functionality that has possibly been broken since 2016?  It looks better in a lot of cases than the latest stable version.

Old pack:

(https://i.imgur.com/ROLxpqu.png)

Latest stable release:

(https://i.imgur.com/1NECIvD.png)

Coffins return to zeroes, floodgates and up/down stairs revert to a simple X, and farm plots look worse.  There are a number of other differences visible too, like you can see the wheelbarrows, bins and workshops are different.

I asked about this in the Phoebus thread but it seems to be something with the starter pack, DFHack, or TWBT.

DFHack output when launching the game:

(https://i.imgur.com/6BVhICO.png)

Every playthrough I do is a more-or-less vanilla starter pack experience, straight out-of-the-box.  I don't install Mayday or turn off TWBT or anything.  I tend to tweak numbers like fortress population cap and that's all.  I like the Phoebus set.

Things I have tried:

- Fresh install of latest stable (0.44.12-r08) with freshly started fortress
- Fresh install of latest stable (0.44.12-r08) with imported fortress from Feb 2016 (42_05)
- Fresh install of latest alpha (0.47.03-r02) with imported fortress from Feb 2016 (42_05)
- Double clicking on Phoebus graphics to reinstall it

Nothing has restored the enhanced graphics of that old Feb 2016 release.

Is it just me?  Can anyone else download and confirm?  And where would we start looking to fix this?  It's sad that a user's out-of-box experience doesn't get those nice forges and stills and up/down stairs etc.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: UncleSporky on March 02, 2020, 08:52:40 pm
jecowa actually helped me solve this.

All the files needed are in data/twbt_art/ and data/twbt_init/, and by copying everything in those folders over to data/art/ and data/init/ it simply started working.  I don't know if copying all the files was necessary, it looks like the pngs starting with an underscore and overrides.txt were the primary missing pieces.

I'm not sure if there's some guide or readme somewhere I missed that would've given these instructions, but it's good to know how to fix it.

Is there a reason this isn't default functionality in the Starter Pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: badiro on March 02, 2020, 09:58:50 pm
@UncleSporky

an intruction where to copy what here -->
https://github.com/DFgraphics/Phoebus


hope Peridexis will fix it in an upcoming version

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Man0warable on March 03, 2020, 11:36:48 pm
twbt_init and twbt_art folders should be merged with art and init folders on all twbt compatible tilesets. Currently, this needs to be done with Ironhand, Mayday, Obsidian, Phoebus, and Spacefox.

raw/twbt_graphics/ and raw/twbt_objects/ should also be merged with their corresponding folders as well.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Strangething on March 05, 2020, 02:21:44 pm
The newb pack should probably treat the twbt version and original version as two separate tilesets. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 06, 2020, 02:27:46 pm
I've got mini sound pack on GitHub (https://github.com/jecowa/miniSoundPack/) now. It's updated to support newest features in SoundSense-RS v1.5.1. Make sure it's going into your sound pack folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 09, 2020, 05:38:49 am
I've got mini sound pack on GitHub (https://github.com/jecowa/miniSoundPack/) now. It's updated to support newest features in SoundSense-RS v1.5.1. Make sure it's going into your sound pack folder.
0.47.03-r02
...
 - added small base Soundsense pack by Jecowa  (still downloads music but many sounds 'just work')

Already done  8)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Eddyskingdom on March 12, 2020, 05:53:03 am
@peridexisErrant
version 0.47.04 is out and toady told us he be working on grahical version for a while why not update the LNP to that version or the preview?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 12, 2020, 06:25:28 am
@peridexisErrant
version 0.47.04 is out and toady told us he be working on grahical version for a while why not update the LNP to that version or the preview?

Because other parts of the pack - especially DFHack and TwbT - are still in alpha for 0.47.04, and I just just don't have the 4-8 hours to assemble and test everything on weekdays at the moment. 

(We're trying to redesign all our courses on the fly for remote teaching so that we can keep going through pandemic lockdowns, which has the obvious challenges that (a) it's very hard or we'd have done it before, and (b) we still have everything else including the in-person-for-now teaching load...  Read https://www.flattenthecurve.com/ and take care of each other  :-\)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: vanguze on March 12, 2020, 03:43:10 pm
@peridexisErrant
version 0.47.04 is out and toady told us he be working on grahical version for a while why not update the LNP to that version or the preview?

Because other parts of the pack - especially DFHack and TwbT - are still in alpha for 0.47.04, and I just just don't have the 4-8 hours to assemble and test everything on weekdays at the moment. 

(We're trying to redesign all our courses on the fly for remote teaching so that we can keep going through pandemic lockdowns, which has the obvious challenges that (a) it's very hard or we'd have done it before, and (b) we still have everything else including the in-person-for-now teaching load...  Read https://www.flattenthecurve.com/ and take care of each other  :-\)

No doubt be safe out there and appreciate all you do on this project.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Toady One on March 12, 2020, 04:47:23 pm
(removed a derail post)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: wooks on March 21, 2020, 10:56:12 pm
I'm getting a persistent crash from a world generated while using the pack (47.03), but DF isn't outputting anything to the errorlog.txt. I tried loading the save up in a vanilla install as well. I'll post the world file, but I'll be honest, I dont know if its related to the pack or just some DF off-site history stuff going on.

http://dffd.bay12games.com/file.php?id=14956

I have a small list of RAW additions, but nothing that should cause issues:

Code: [Select]
add
[CV_REMOVE_TAG:MEANDERER]
to c_variation_default.txt under animal_person and animal_person_legless

add
[ITEMS_AMMO]
to inorganic_metal.txt under lead

add
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
to entity_default.txt under Mountain

things I tried but still crashed: changing texture pack, turning off TWBT, using a vanilla install (no DFhack)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 22, 2020, 12:26:27 am
World gen is kind of prone to crashes. I think 0.47.04 fixed it up a bit, though. I don't think I've had any trouble in 0.47.04. I had to try a few times in 0.47.03.

Here's some seeds that worked for me in 0.47.02 with long histories: http://www.bay12forums.com/smf/index.php?topic=175538.msg8092041#msg8092041
Title: Re: PeridexisErrant's DF Starter Pack
Post by: wooks on March 22, 2020, 04:07:39 pm
Sorry if I worded it confusingly, it carried through fine in world gen, and I was able to embark and build a fort for about a year, but now there is a persistent crash after about 5 minutes of playing the save.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 22, 2020, 04:47:05 pm
If you installed a graphics pack after altering the objects files, that would mess up your additions to the objects files. You might try re-adding your additions to see if that helps. Or if you made these changes after generating the world, that might not be a good thing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: wooks on March 22, 2020, 06:19:36 pm
I made the RAW edits after installing the graphics pack, then generated the world.

also, while trying to figure out where the problem was, I made sure to add the additions to the RAWs back after trying a different texture pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on March 23, 2020, 03:57:17 am
It rather unlikely the LNP would cause the problem, as it's a compilation of parts, so almost all problems are caused by some parts, not the process of collecting them.
Trying the save, I saw that the game reliably crashed on the 12:th, which I believe is about when a human caravan is due. I didn't get anything useful from the debugger, as it just showed a long stack trace of locations inside of DF.
I believe this belongs on the bug tracker.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nilsou on April 03, 2020, 05:23:44 am
Hi, i have re-launch dwarf fortress recently with the new version of the pack, and i am surprised that the preview for the tileset seems to be not working.
Am i missing something ?

Is it a bug or a feature ?

edit :
also, the fullscreen mode seems to not work correctly, the resolution seems to be set to an inferiori resolution ...

edit : Ok, it seems to works for the resolution now, but don't undezrstand why exactly. For those with the same bug : i have set TWBT + truetype + set resolution manually (not 0 * 0) + desactivate reactivate DFHack + launch DF a few time with mode 2D and standard and when i got back to the TWBT mode it appears to show few second the window of standard (or 2D, don't remember) mode before switching to the TWBT view with good resolution. Some magic i suppose.
Ha and i have deactivate the intro video, may be it's the video that mess up with the resolution.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HungThir on April 03, 2020, 07:54:53 pm
do you have a high-dpi monitor?  do you have your display settings scaling set to something other than 100%?

i ask, because your symptoms sound a lot like dwarf fortress is asking the system for one resolution, and getting back a scaled version of it instead

if the above are true, you need to:

Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 05, 2020, 01:00:11 am
The Starter Pack has updated to 0.47.04-r01!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=14793)

There's never been a better time to stay at home playing Dwarf Fortress - so long your dwarves don't socialise too much...
With sincere thanks to everyone who works on DFHack, utilities, graphics, and not least moderating forums, let's all strike the earth again!

0.47.04-r01
    (preview/unstable; not yet recommended for new players)
 - updated DFHack to 0.47.04-beta1
 - updated TwbT to 0.47.04-beta1 (unofficial build by thurin)
 - updated Dwarf Therapist to v41.1.6
 - updated Legends Viewer to 1.20.04
 - updated Vettlingr graphics to 1.3-1b
 - patched `exportlegends` DFHack script

SHA256:  0b175ff9042845edbe3cd741a064d9327cfe74929942e2cc743e1fbabf501b23

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 05, 2020, 02:56:27 am
Thanks, that was fast!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: vnneetguy on April 05, 2020, 05:52:44 am
Thanks you  :-* :-* :-* :-* :-*
Title: Re: PeridexisErrant's DF Starter Pack
Post by: chwalhwa on April 05, 2020, 09:37:58 am
Thanks to all you guys behind the starter pack and of course Toady for the game. Keep being awesome!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thurin on April 05, 2020, 09:54:00 am
In the current preview release (0.47.04-r01) there's an issue with the TwbT plugin.  It's in the wrong location, probably due to my restructuring of the TwbT preview release package.

Until there's an updated pack you can do this to fix it:

You can use windows explorer to open up the "PeridexisErrant's Starter Pack 0.47.04-r01\Dwarf Fortress 0.47.04\hack\plugins" folder wherever you unzipped it.  You'll see a 0.47.04-beta1 folder inside there.  Open that folder and copy the twbt.plug.dll file and paste it into main plugins folder.

You'll also then need to select TWBT as the Print Mode on the Graphics tab in the launcher if you want to use it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 05, 2020, 10:53:57 am
Thanks thurin. I can add that TWBT isn't available as a print mode until you've moved the file and restarted PyLNP.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Uthimienure on April 05, 2020, 11:47:16 am
Thanks from me too, thurin. There I was, marveling at Vettlingr's graphics of my new embark... then *theme from Jaws plays*... the dreaded "X" staircases!
But your fix is perfect and now the world is good again!


Túrin Turambar - my favorite of all J.R.R.'s characters.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 05, 2020, 09:16:02 pm
The Starter Pack has updated to 0.47.04-r02!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=14793)

This is a super-simple update: the only change is that the TwbT plugin is now in the right place  ???.  I forgot to check that it was working, but it's fixed now and I've automated the check so that this particular problem can never happen again  8)

0.47.04-r02
    (preview/unstable; not yet recommended for new players)
 - fixed TwbT installation problem
 
If you've already downloaded -r01, follow Thurin's instructions: "You can use windows explorer to open up the "PeridexisErrant's Starter Pack 0.47.04-r01\Dwarf Fortress 0.47.04\hack\plugins" folder wherever you unzipped it.  You'll see a 0.47.04-beta1 folder inside there.  Open that folder and copy the twbt.plug.dll file and paste it into main plugins folder."

SHA256:  7743954037837eea150545e6d12c123aa032fcabfca083cdd3392af2d6bde5e3

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: cadexn on April 06, 2020, 05:03:12 am
Thanks for the release! Quick question tho is it just me or i cant seems to change the tileset? I've clicked ok after the tileset change confirmation ( Are you sure you want to continue? window) and LNP just closes and nothing happens
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on April 06, 2020, 06:25:13 am
Thanks for the release! Quick question tho is it just me or i cant seems to change the tileset? I've clicked ok after the tileset change confirmation ( Are you sure you want to continue? window) and LNP just closes and nothing happens

Are you using Windows 10? Another Windows 10 user was having trouble on the reddit. It crashes when he tries to install a graphics pack. I'm not sure what is going on. https://www.reddit.com/r/dwarffortress/comments/fvb3lc/pylnp_win_crash_when_changing_graphics/
Title: Re: PeridexisErrant's DF Starter Pack
Post by: cadexn on April 06, 2020, 08:35:03 am
Thanks for the release! Quick question tho is it just me or i cant seems to change the tileset? I've clicked ok after the tileset change confirmation ( Are you sure you want to continue? window) and LNP just closes and nothing happens

Are you using Windows 10? Another Windows 10 user was having trouble on the reddit. It crashes when he tries to install a graphics pack. I'm not sure what is going on. https://www.reddit.com/r/dwarffortress/comments/fvb3lc/pylnp_win_crash_when_changing_graphics/

Yes I am, I'll check out the thread
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HungThir on April 06, 2020, 08:24:59 pm
i'm on windows 10, and was able to change the tileset from the default (phoebus?) to CLA with no problems.  i wonder if the crash only occurrs for certain tilesets?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thurin on April 06, 2020, 09:36:10 pm
Of the million downloads of the Starter Pack, chances are a good portion are Windows 10.  It runs fine on the vast majority of windows 10 systems.

There's something else going on here.  Like installed into a spot where the user doesn't have write access.  I have no idea without more info.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: 0ink3r on April 07, 2020, 05:27:31 am
I know its a relatively minor thing, but I noticed that one of the embark profiles came preloaded with a wooden training axe. Once upon a time this would have worked fine for tree's, but now that DF no longer allows this type of axe to cut a tree, it only provides a specific flavor of 'fun'.

Perhaps this could be removed/changed ?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorocaine on April 07, 2020, 06:32:17 am
Hey, I am the guy from reddit and happened to see this little conversation here.

To answer any questions:

This morning I decided to find python-LNP on GitHub.
I cloned the repo, then moved the DF and the LNP folders in (from the downloaded zip).
I then had to install Python :P
Anyway, I got that running, and it did work. I don't know if there is any different from what I found in GitHub, and what I would be running from the download, but it works when running from code.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorocaine on April 07, 2020, 06:33:40 am
So, to summaries...

If I run from the source, I am able to change to a different Graphics pack.

If I run from the downloaded EXE, I can't.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: cadexn on April 07, 2020, 07:43:19 am
Hey, I am the guy from reddit and happened to see this little conversation here.

To answer any questions:
  • It happens when trying to change to any graphics pack, including CLA and ASCII.
  • It is not DF or LNP version-specific, I have tried older starter packs.

This morning I decided to find python-LNP on GitHub.
I cloned the repo, then moved the DF and the LNP folders in (from the downloaded zip).
I then had to install Python :P
Anyway, I got that running, and it did work. I don't know if there is any different from what I found in GitHub, and what I would be running from the download, but it works when running from code.
i'll have to try this out. thanks !
Title: Re: PeridexisErrant's DF Starter Pack
Post by: cadexn on April 07, 2020, 08:03:43 am
Hey, I am the guy from reddit and happened to see this little conversation here.

To answer any questions:
  • It happens when trying to change to any graphics pack, including CLA and ASCII.
  • It is not DF or LNP version-specific, I have tried older starter packs.

This morning I decided to find python-LNP on GitHub.
I cloned the repo, then moved the DF and the LNP folders in (from the downloaded zip).
I then had to install Python :P
Anyway, I got that running, and it did work. I don't know if there is any different from what I found in GitHub, and what I would be running from the download, but it works when running from code.

ok i tried running from source and it worked. thank you so much!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 07, 2020, 09:40:43 am
So, to summaries...

If I run from the source, I am able to change to a different Graphics pack.

If I run from the downloaded EXE, I can't.

What Python version are you using when you run from source? Does the path to your DF installation contain any non-ASCII characters? I'm guessing this may be a Unicode issue with Python 2, which I think the pre-built EXE still uses.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: cadexn on April 07, 2020, 10:05:20 am
i downloaded python 3.8 to run
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorocaine on April 07, 2020, 10:38:14 am
Quote
What Python version are you using when you run from source? Does the path to your DF installation contain any non-ASCII characters? I'm guessing this may be a Unicode issue with Python 2, which I think the pre-built EXE still uses.

So Python I used is 3.8 (Installed this today, and just the latest from the website).

The compiled version is running from "C:\Dwarf\Starter Pack Launcher (PyLNP).exe"
The source is running from "C:\Users\me\source\repos\python-lnp\..."
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on April 07, 2020, 01:57:56 pm
I know its a relatively minor thing, but I noticed that one of the embark profiles came preloaded with a wooden training axe. Once upon a time this would have worked fine for tree's, but now that DF no longer allows this type of axe to cut a tree, it only provides a specific flavor of 'fun'.

Perhaps this could be removed/changed ?

Hey there!

I maintain the embark profiles and you gave me a fright there for a moment, but I see you're talking about Meph's profiles "starting_scenarios" and or "tutorial_profiles," both of which are unmaintained legacy lists. I'll see if the writers wish to update them and proceed from there!

Thanks for pointing this out!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 10, 2020, 10:12:51 am
Not sure if this is an LNP or PyLNP issue, but I tried to start a second DF copy from PyLNP, which brought up a window saying it was already running, do I want to start it anyway. Pressing Yes, however, just brought up the same dialog again and again (not a serious problem, as it's easy enough to start the other copy manually). Version used: 0.47.04 r01 on Windows 10.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: tzeneth on April 12, 2020, 01:06:51 pm
Trying to figure out why but I downloaded the latest starter pack preview and announcement window was not working. It wasn't picking up any of the announcements. Is there something I can do to fix this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: tovRobi on April 13, 2020, 07:42:20 am
I have a problem with the current betta version. For some reason it crashing when im try to embark. Is this common? And where i can see the log files?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DontMineYellowSnow on April 13, 2020, 08:33:11 am
I have a problem with the current betta version. For some reason it crashing when im try to embark. Is this common? And where i can see the log files?

Without knowing anything about the details of whats crashing, try making the DF fortress window very small and zooming way out right before you embark.  After it loads you can return to normal window size and zoom.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 13, 2020, 10:56:55 am
try making the DF fortress window very small and zooming way out right before you embark

I would honestly suggest zooming in if you suspect graphics issues - that will result in fewer tiles displayed, which could help. (At least, I would expect it to help more than increasing the number of displayed tiles, but I don't expect either to be a particularly likely fix.)

I have a problem with the current betta version. For some reason it crashing when im try to embark. Is this common? And where i can see the log files?
Assuming this is reproducible, you could try disabling TWBT and/or switching to another print mode in the launcher (STANDARD, 2D) to see if that makes the issue go away. Unfortunately, there are likely no log files that will tell you what the issue is here - crashes are caused by unanticipated issues, and logging human-readable information about why DF crashed is usually harder than simply preventing DF from crashing.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on April 13, 2020, 01:27:23 pm
Does the object testing arena also cause it to crash?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bumber on April 13, 2020, 03:41:56 pm
Trying to figure out why but I downloaded the latest starter pack preview and announcement window was not working. It wasn't picking up any of the announcements. Is there something I can do to fix this?

Click Announcement Window's "Settings" menu and choose "Set Directory". Find the "gamelog.txt" in your DF installation's folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DontMineYellowSnow on April 13, 2020, 03:55:04 pm
try making the DF fortress window very small and zooming way out right before you embark

I would honestly suggest zooming in if you suspect graphics issues - that will result in fewer tiles displayed, which could help. (At least, I would expect it to help more than increasing the number of displayed tiles, but I don't expect either to be a particularly likely fix.)

I have a problem with the current betta version. For some reason it crashing when im try to embark. Is this common? And where i can see the log files?
Assuming this is reproducible, you could try disabling TWBT and/or switching to another print mode in the launcher (STANDARD, 2D) to see if that makes the issue go away. Unfortunately, there are likely no log files that will tell you what the issue is here - crashes are caused by unanticipated issues, and logging human-readable information about why DF crashed is usually harder than simply preventing DF from crashing.

The window size and zoom thing is a known issue with DF.  Every time I've ever played DF I've experienced it.  Same monitor and graphics card, different everything else including DF versions.  If I forget to zoom out and make the window small its crashing on embark.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on April 13, 2020, 05:11:28 pm
The window size and zoom thing is a known issue with DF.  Every time I've ever played DF I've experienced it.  Same monitor and graphics card, different everything else including DF versions.  If I forget to zoom out and make the window small its crashing on embark.
Known by whom? Does it only happen with TWBT? Have you checked if it's been reported anywhere? Are you sure it not this TWBT bug (https://github.com/mifki/df-twbt/issues/91)?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DontMineYellowSnow on April 13, 2020, 07:09:20 pm
The window size and zoom thing is a known issue with DF.  Every time I've ever played DF I've experienced it.  Same monitor and graphics card, different everything else including DF versions.  If I forget to zoom out and make the window small its crashing on embark.
Known by whom? Does it only happen with TWBT? Have you checked if it's been reported anywhere? Are you sure it not this TWBT bug (https://github.com/mifki/df-twbt/issues/91)?

It is not that bug.  It is widely known and may be related to TWBT.  Google "dwarf fortress crash on embark window size" and your first page are mostly valid hits.  I have no idea if its been reported, trying to navigate the bug tracker for DF is like trying to find that vampire that keeps killing your dwarf children in their bedrooms while their parents are at work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on April 13, 2020, 07:46:10 pm
It is not that bug.  It is widely known and may be related to TWBT.  Google "dwarf fortress crash on embark window size" and your first page are mostly valid hits.  I have no idea if its been reported, trying to navigate the bug tracker for DF is like trying to find that vampire that keeps killing your dwarf children in their bedrooms while their parents are at work.
If it only happens with TWBT then it is NOT a DF bug - it is a TWBT bug. Searching that github's issues for "embark window size" returns 1 issue about something else. If it's not known to the dev, then it's not known to only people that matter.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 13, 2020, 07:51:26 pm
It is not that bug.  It is widely known and may be related to TWBT.  Google "dwarf fortress crash on embark window size" and your first page are mostly valid hits.  I have no idea if its been reported, trying to navigate the bug tracker for DF is like trying to find that vampire that keeps killing your dwarf children in their bedrooms while their parents are at work.
I've only occasionally seen reports of this, but of the ones I found from your Google search, all of the results from the DF bug tracker are resolved (either fixed or unable to reproduce), and there are several more reports from Bay12/Reddit linked to TWBT.
I guess I can see how a smaller DF window would help avoid TWBT issues, but that's only a workaround. I agree with Ziusudra that reporting it at https://github.com/mifki/df-twbt/issues is the best way to get visibility for it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DontMineYellowSnow on April 13, 2020, 08:52:13 pm
I don't think I've ever played DF without TWBT until midway through a fort when it starts crashing and I turn it off (when I saw a post from Meph, I think it was, who talked about setting redraw that tremendously cut down on crashes and let me keep TWBT on for longer) so I can't say for sure if it'd happen without it.  I've never done proper testing on it because, again, its a really easy issue for me to get around.  But yes, it may be inaccurate to call it a DF issue as it could be an issue with any of the plugins used.

Anyhow, just trying to help that guy get back to exploring the game as quickly as possible with the advice.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 14, 2020, 09:48:38 am
The Starter Pack has updated to 0.47.04-r03!
You can get alpha versions of the starter pack here. (http://dffd.bay12games.com/file.php?id=14793)

We have an artistic update: along with some routine tweaks to Phoebus and Obsidian, there's a massive update to Vettlingr's graphics pack (http://www.bay12forums.com/smf/index.php?topic=172078).  Go check it out, or download a copy and strike the earth!

0.47.04-r03
    (preview/unstable; not yet recommended for new players)
 - updated Vettlingr graphics to v1.4 with *many* new sprites
 - updated Phoebus and Obsidian graphics for DF 0.47.04

SHA256:  ecf1a610da06e2698678fad62e9bc13788c458460a013a1b5db4e65ebbd0ec7f

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Schmaven on April 14, 2020, 02:29:55 pm
I noticed the Meph + Vordak Lite graphics now have animations showing gems sparkling and platinum ore glistening.  Fun stuff :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: tovRobi on April 15, 2020, 07:59:19 am
Yes. Seems like zooming out helps. And it craches just on ironhand tileset. Thanks for the help!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pillbo on April 21, 2020, 07:18:52 pm
Thanks for the pack. I thought you might want to know that on a pretty normal sized laptop screen you can't make the LNP GUI window small enough to click the PLAY DF button.

(https://i.imgur.com/HsEuMjPl.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: andrei901 on April 21, 2020, 07:41:58 pm
Here's a weird one.

Does the LNP use the graphics card somehow? I've got a 1060 3GB that's been giving me trouble, I think it cooked itself at one point in recent history. Lots of instability, graphics heavy games crash to desktop after an hour or so, that kind of thing. I figure some kind of GPU RAM failures, but I'm not hardware literate.

Anyway: I tried firing up the latest version of the LNP and had crashes on load, then crashes whenever I tried to gen a new world.

So, I dug out my old 750ti, and replaced my 1060 3GB with the 750ti. I know my old 750ti works fine, the only reason I switched it out was to play X4 (Vulkan) a few years back.

No more crashes on the 750ti.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 21, 2020, 08:43:13 pm
Thanks for the pack. I thought you might want to know that on a pretty normal sized laptop screen you can't make the LNP GUI window small enough to click the PLAY DF button.
Spoiler (click to show/hide)
What's your screen resolution? The image is 640px tall, but also blurry enough that I'm not sure if it's the original resolution or not.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorocaine on April 22, 2020, 12:09:32 am
@Pillbo, you can run by pressing
Code: [Select]
Ctrl-R, or from the "Run" menu.
You can also try to drag the window into the left edge of the screen. This will let Windows resize the window to fit the screen height.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Schmaven on April 22, 2020, 07:14:33 am
If you can see the top of the window, you can also drag it down further burying the lower portion off screen, then shrink the top down further by clicking on the top edge to resize it, and then drag it back up to see everything.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pillbo on April 22, 2020, 02:31:54 pm
Thanks for the pack. I thought you might want to know that on a pretty normal sized laptop screen you can't make the LNP GUI window small enough to click the PLAY DF button.
Spoiler (click to show/hide)
What's your screen resolution? The image is 640px tall, but also blurry enough that I'm not sure if it's the original resolution or not.

1920x1080. I just linked a smaller version of the image for the forum, this is the full rez

Spoiler (click to show/hide)

EDIT - oh I see what's going on. When I connect the external monitor it scales everything up to 150% on the laptop display. So it wouldn't happen on the laptop without the extra monitor.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorocaine on April 23, 2020, 01:18:21 am
I have mine the other way around...
I have my Laptop screen set to scale up, and my external is normal.

My external is bigger, so it doesn't need the upscaling.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 27, 2020, 01:23:31 am
The Starter Pack has updated to 0.47.04-r04!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

DFHack is now stable, and so it's time for a stable Starter Pack at last!  Please join me in thanking the many, many people who have contributed - and then strike the earth!

Changelog for 0.47.04-r04
 (since last experimental pack)
 - updated DFHack to 0.47.04-r1
 - updated TwbT to 0.47.04-r1 (unofficial build by thurin)

 (in experimental builds)
 - updated Dwarf Therapist to v41.1.6
 - updated Legends Viewer to 1.20.04
 - updated Legends Browser to 1.18.1
 - added new utility Soundsense-RS - does not require Java
 - updated Vettlingr graphics to v1.4 with *many* new sprites
 - updated Phoebus and Obsidian graphics for DF 0.47.04
 - updated graphics packs for compatibility - Ironhand, Mayday, Meph, Spacefox
 - fixed icons configuration for Announcement Window
 - disabled demo ("default") soundpack for Soundsense (overrides many 'real' sounds)
   Thanks to Erendir for suggesting these config improvements
 - added small base Soundsense pack by Jecowa
   (still downloads music but many sounds 'just work')
 - updated default embark profiles

SHA256:  05ef208b594c0725666f14e9a053c0dea8b126340f8b28e333ab088052969fac

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: uristavatar on April 27, 2020, 02:50:42 am
Thanks PE!

Getting a consistent error with DFHack: "exportlegends info" while exporting Extra Legends_plus xml (reports completion of historic figs @ 100% then:)
(DFHack version 0.47.04-r1 (release) on x86_64)

Code: [Select]
...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:332: Cannot read field identity.civ: not found.
stack traceback:
        [C]: in metamethod '__index'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:332: in global 'export_more_legends_xml'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:956: in global 'export_legends_info'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:1009: in local 'script_code'
        ...ames\DF-PE-~1\Dwarf Fortress 0.47.04\hack\lua\dfhack.lua:680: in function 'dfhack.run_script_with_env'
        (...tail calls...)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: OzoneGrif on April 27, 2020, 07:58:55 am
Hello, thanks for the NoobPack !
I get an error when I try to install the graphic pack:

Code: [Select]
ERROR: Something went wrong while installing graphics
There's nothing else...

It's a fresh install, in a clean folder.
Is it possible to increase the log's verbosity to find out what's wrong?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorocaine on April 27, 2020, 09:04:41 am
Hello, thanks for the NoobPack !
I get an error when I try to install the graphic pack:

Code: [Select]
ERROR: Something went wrong while installing graphics
There's nothing else...

It's a fresh install, in a clean folder.
Is it possible to increase the log's verbosity to find out what's wrong?

Some people (I) have had this for a few versions now.
The current guess is that it has to do with the version of Python being used to compile the EXE.

If you grab the source and run or build it yourself it should work (until the compiled version works).

Read a few posts back, I talk about grabbing testing the source directly.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thurin on April 27, 2020, 10:25:52 am
Hello, thanks for the NoobPack !
I get an error when I try to install the graphic pack:

Code: [Select]
ERROR: Something went wrong while installing graphics
There's nothing else...

It's a fresh install, in a clean folder.
Is it possible to increase the log's verbosity to find out what's wrong?

Some people (I) have had this for a few versions now.
The current guess is that it has to do with the version of Python being used to compile the EXE.

If you grab the source and run or build it yourself it should work (until the compiled version works).

Read a few posts back, I talk about grabbing testing the source directly.

Speculation is that this is due to unicode characters in the directory path for where the LNP is installed which python2 does not deal well with.  Downloading and running from the source using python3 would resolve this, as would renaming whatever folders the LNP lives under that have unicode.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 27, 2020, 11:23:50 am
Thanks PE!

Getting a consistent error with DFHack: "exportlegends info" while exporting Extra Legends_plus xml (reports completion of historic figs @ 100% then:)
(DFHack version 0.47.04-r1 (release) on x86_64)

Code: [Select]
...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:332: Cannot read field identity.civ: not found.
stack traceback:
        [C]: in metamethod '__index'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:332: in global 'export_more_legends_xml'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:956: in global 'export_legends_info'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:1009: in local 'script_code'
        ...ames\DF-PE-~1\Dwarf Fortress 0.47.04\hack\lua\dfhack.lua:680: in function 'dfhack.run_script_with_env'
        (...tail calls...)
This is a bug with DFHack getting the script out of sync with the (changing) data field definitions.
You can either wait for a new DFHack (which will likely take a while, given that the new one just came out), copy your save to the previous version of the LNP and use the corresponding script there (I believe that one worked correctly with that version), or correct the script yourself.
The correction is fairly simple: Open the script (found as <DF>\hack\scripts\exportlegends.lua) in a text editor, find line 332, and change "idV.civ" with "idV.entity_id" and save the file.

The field was renamed from "civ" to "entity_id" because the identity is often not one of being a member of a civ, but being a member of some other entity (such as e.g. a site government or a religion).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: uristavatar on April 27, 2020, 12:37:43 pm
The correction is fairly simple: Open the script (found as <DF>\hack\scripts\exportlegends.lua) in a text editor, find line 332, and change "idV.civ" with "idV.entity_id" and save the file.

You, sir, PatrikLundell are a god among men (who also include BenLubar and Lethosor and everyone else in team DFHack)

Many thanks - it works a treat!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 27, 2020, 04:28:42 pm
Getting a consistent error with DFHack: "exportlegends info" while exporting Extra Legends_plus xml (reports completion of historic figs @ 100% then:)
(DFHack version 0.47.04-r1 (release) on x86_64)

Code: [Select]
...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:332: Cannot read field identity.civ: not found.
stack traceback:
        [C]: in metamethod '__index'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:332: in global 'export_more_legends_xml'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:956: in global 'export_legends_info'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:1009: in local 'script_code'
        ...ames\DF-PE-~1\Dwarf Fortress 0.47.04\hack\lua\dfhack.lua:680: in function 'dfhack.run_script_with_env'
        (...tail calls...)
Ok, this is weird. I reported it on our issue tracker (https://github.com/DFHack/dfhack/issues/1556), and Ralpha just noticed that the error report you gave doesn't match the script included in DFHack 0.47.04-r1: https://github.com/DFHack/scripts/blob/0.47.04-r1/exportlegends.lua#L332-L338 - the line numbers are off, and civ was already changed to entity_id (almost 2 weeks ago (https://github.com/DFHack/scripts/commit/09b64b0daa888b0d98934745b01a309fa7ea2b07), in fact).

Looking at this change (https://github.com/PeridexisErrant/starter-pack/commit/d44886e672a96a9650d6df6155d9c78296e532fe), I suspect there is still an old version of the exportlegends script included in this pack, which was needed to patch a different issue in the last pack, but no longer works with the current DFHack (from the commit log (https://github.com/PeridexisErrant/starter-pack/commits/d44886e672a96a9650d6df6155d9c78296e532fe), the pack was released before the old exportlegends script was removed).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thurin on April 27, 2020, 06:02:39 pm
Getting a consistent error with DFHack: "exportlegends info" while exporting Extra Legends_plus xml (reports completion of historic figs @ 100% then:)
(DFHack version 0.47.04-r1 (release) on x86_64)

Code: [Select]
...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:332: Cannot read field identity.civ: not found.
stack traceback:
        [C]: in metamethod '__index'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:332: in global 'export_more_legends_xml'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:956: in global 'export_legends_info'
        ...~1\Dwarf Fortress 0.47.04/hack/scripts/exportlegends.lua:1009: in local 'script_code'
        ...ames\DF-PE-~1\Dwarf Fortress 0.47.04\hack\lua\dfhack.lua:680: in function 'dfhack.run_script_with_env'
        (...tail calls...)
Ok, this is weird. I reported it on our issue tracker (https://github.com/DFHack/dfhack/issues/1556), and Ralpha just noticed that the error report you gave doesn't match the script included in DFHack 0.47.04-r1: https://github.com/DFHack/scripts/blob/0.47.04-r1/exportlegends.lua#L332-L338 - the line numbers are off, and civ was already changed to entity_id (almost 2 weeks ago (https://github.com/DFHack/scripts/commit/09b64b0daa888b0d98934745b01a309fa7ea2b07), in fact).

Looking at this change (https://github.com/PeridexisErrant/starter-pack/commit/d44886e672a96a9650d6df6155d9c78296e532fe), I suspect there is still an old version of the exportlegends script included in this pack, which was needed to patch a different issue in the last pack, but no longer works with the current DFHack (from the commit log (https://github.com/PeridexisErrant/starter-pack/commits/d44886e672a96a9650d6df6155d9c78296e532fe), the pack was released before the old exportlegends script was removed).

I'm going to guess that even though it was removed from the components.yml, the lua file still existed in the components folder from a previous build and was copied in.  Or it was fixed after the release.

Either way, I can confirm that it's broken in the release, and replacing it with the R1 version of the script fixes the problem.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 28, 2020, 10:48:22 pm
I'm going to guess that even though it was removed from the components.yml, the lua file still existed in the components folder from a previous build and was copied in.  Or it was fixed after the release.

Either way, I can confirm that it's broken in the release, and replacing it with the R1 version of the script fixes the problem.

Yep, looks like I uploaded a bad build - thanks for the diagnosis everyone!  Fix will be up in a few hours...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on April 29, 2020, 11:46:38 pm
The Starter Pack has updated to 0.47.04-r05!  As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is just a tiny bugfix update: in all the clicking of uploading a stable back and archiving the last stable pack for DF 0.44.12, I uploaded a broken DFHack script.  Thanks to everyone who reported and helped to diagnose this!

0.47.04-r05
 - fixed pack-assembly error which broke DFHack's exportlegends command

SHA256:  e1a99a0b1b1792227e47365caefdf21b2e23657e9ef62498cb354f0eea5e0b15

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: elheffe on May 01, 2020, 06:19:17 pm
Cannot get this to start on my system- immediately crashes after embark.  Which log files should I look into for errors?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on May 01, 2020, 06:36:34 pm
You can try zooming way out, disabling transparency (https://github.com/mifki/df-twbt/issues/91), or just disable TWBT while embarking.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: elheffe on May 05, 2020, 08:34:48 am
Disabled TWBT, was able to embark and played for a while.  Restarted with TWBT enabled, and it was fine.  Lost fort within two years to werelizard wrestler going full ham on my fort.  Launched new embark, with TWBT enabled, and it was fine.  So, I guess I just needed to give the app a kickstart?  Regardless it is awesome! Thank you!!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on May 05, 2020, 09:17:34 am
Not exactly, it's just that for one reason or another TWBT has the tendency to crush in the embark screen but it works just fine when loading a fort.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Caponimoq on May 08, 2020, 03:13:01 pm
Hello, i need help making blueprints in QUuickfort. I cant make them work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ctempleton3 on May 10, 2020, 12:26:37 pm
Dwarf Therapist updated to have the new skills in 0.47.04.

https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases/tag/v41.1.7 (https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases/tag/v41.1.7)

Also, DFhack had a bug in deathcause that they fixed.

https://github.com/DFHack/dfhack/issues/1563 (https://github.com/DFHack/dfhack/issues/1563)

Do you think you might be able to update this issues with a new version?

Thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 10, 2020, 05:51:10 pm
The pack is a collection of components. This means that the components have to be available to be collected, which isn't the case with the script bug: there hasn't been any new DFHack release that contains it (and you can modify the script locally to apply the fix anyway).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tournesol on May 12, 2020, 11:10:19 am
Getting "not well formed" legends_plus XML files (which Legends Viewer will then not load). This is both with "exportlegends all" and "exportlegends info".

Code: [Select]
Linje 3444060, kolonne 17:
<item_subtype>￿ <id>613428</id>
------------------------------^
Using Starter Pack 0.47.04-r05.
Seen with 25-ish different worlds (because I generated a lot).

Perhaps not a Starter Pack issue, just thought I'd start here.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 12, 2020, 12:00:54 pm
Getting "not well formed" legends_plus XML files (which Legends Viewer will then not load). This is both with "exportlegends all" and "exportlegends info".

Code: [Select]
Linje 3444060, kolonne 17:
<item_subtype>￿ <id>613428</id>
------------------------------^
Using Starter Pack 0.47.04-r05.
Seen with 25-ish different worlds (because I generated a lot).

Perhaps not a Starter Pack issue, just thought I'd start here.
The DFHack thread would have been a better place to report that, yeah. I'm not seeing any particular reason why item_subtype wouldn't be escaping special characters properly, though. Could you upload the XML file to help us track it down?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 12, 2020, 12:56:37 pm
I'd suggest uploading a world causing trouble as well, as that would allow us to verify a correction.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tournesol on May 12, 2020, 02:06:37 pm
Getting "not well formed" legends_plus XML files (which Legends Viewer will then not load). This is both with "exportlegends all" and "exportlegends info".

Code: [Select]
Linje 3444060, kolonne 17:
<item_subtype>￿ <id>613428</id>
------------------------------^
Using Starter Pack 0.47.04-r05.
Seen with 25-ish different worlds (because I generated a lot).

Perhaps not a Starter Pack issue, just thought I'd start here.
The DFHack thread would have been a better place to report that, yeah. I'm not seeing any particular reason why item_subtype wouldn't be escaping special characters properly, though. Could you upload the XML file to help us track it down?
I'd suggest uploading a world causing trouble as well, as that would allow us to verify a correction.
World with corresponding "exportlegends all" output here: http://dffd.bay12games.com/file.php?id=15072 - note this issue was also seen with output from "exportlegends info".
I'll go straight to the DFHack thread next time.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 12, 2020, 10:10:38 pm
I'd suggest uploading a world causing trouble as well, as that would allow us to verify a correction.
World with corresponding "exportlegends all" output here: http://dffd.bay12games.com/file.php?id=15072 - note this issue was also seen with output from "exportlegends info".
I'll go straight to the DFHack thread next time.
I think the XML file wound up being enough, actually - I just needed to figure out which of the 11 places an item_subtype tag is produced was causing the issue (turns out it was most of them), and the single line in Legends Viewer's error message wasn't enough to determine that. By the way, your file included around 1.2 GB of bitmaps, which I would have preferred to avoid downloading (but they compressed well enough so it's not a big deal).

Here (https://github.com/DFHack/scripts/blob/47d9b3c9390d21ecc49ddaba477b16071884ee87/exportlegends.lua) is an updated version of the script that should address the issue (click the "Raw" button to download). I didn't actually load your save, but I changed line 3444060 (wow!) manually, and that was the only change needed for xmllint to accept the file, so I think that should fix it. Let me know if it works for you.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tournesol on May 13, 2020, 01:55:41 am
I think the XML file wound up being enough, actually - I just needed to figure out which of the 11 places an item_subtype tag is produced was causing the issue (turns out it was most of them), and the single line in Legends Viewer's error message wasn't enough to determine that. By the way, your file included around 1.2 GB of bitmaps, which I would have preferred to avoid downloading (but they compressed well enough so it's not a big deal).

Here (https://github.com/DFHack/scripts/blob/47d9b3c9390d21ecc49ddaba477b16071884ee87/exportlegends.lua) is an updated version of the script that should address the issue (click the "Raw" button to download). I didn't actually load your save, but I changed line 3444060 (wow!) manually, and that was the only change needed for xmllint to accept the file, so I think that should fix it. Let me know if it works for you.
Oops, 1.2 GB? Today I learned the difference between "info" and "all". Sorry about that, upload was <100MB so I didn't stop to think.

The output from the updated script is accepted by my Firefox browser, i.e. I can confirm it is well formed XML (at least for some value of "well formed"). The legends_plus file is still not recognised as such by Legends Viewer. This may be an issue with Legends Viewer, I'll see what I can find.

Certainly the file has many entries: though the world is not that large, it is several hundred years old. A file compare (on the textual level using notepad++) showed that the differences between the legends_plus files produced were all to do with the letters 'ö' and 'å'. Replacing these with 'oe' / 'aa' did not result in Legends Viewer accepting the legends_plus file.

Further, Legends Viewer also report site ownership conflicts in the input it accepted an processed, not that I know if that has anything to do with my current issue.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 13, 2020, 02:44:14 am
@Tournesol: The conflict ownership issue is not related to the failure of Legends Viewer to process the "plus" file, but stems from inconsistent info in DF's native XML export, and happens reasonably often. I believe Legends Viewer has some kind of failure threshold where it gives up trying to make sense of the "plus" file data if there is too much it can't parse.

It happens if you change the exportlegends.lua file to output enum strings rather than enum numbers, for instance.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tournesol on May 13, 2020, 03:35:04 am
@Tournesol: The conflict ownership issue is not related to the failure of Legends Viewer to process the "plus" file, but stems from inconsistent info in DF's native XML export, and happens reasonably often. I believe Legends Viewer has some kind of failure threshold where it gives up trying to make sense of the "plus" file data if there is too much it can't parse.

It happens if you change the exportlegends.lua file to output enum strings rather than enum numbers, for instance.
Hm, I changed nothing with exportlegends.lua...anyway I just mentioned this in case it pertained to the issue at hand. Perhaps it is the failure treshold you mention which causes my issue...all worlds I tested were 420 years old, making for many historical events, hence more sources of possible inconsistencies in the DF output.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: boogiemanspud on May 13, 2020, 06:27:58 am
I've had no luck searching this, but if I want to disable mouse on the starter pack, how do I go about doing so? It's not jiving with my tileset and to be honest I never use the mouse anyway.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 13, 2020, 07:27:29 am
@Tournesol: I didn't mean to imply you'd made such changes, but I've done that and noted that Legends Viewer gave up. In your case I think it's just overload (and I've seen is as well with your world and lethosor's updated script).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tournesol on May 13, 2020, 08:02:00 am
@Tournesol: I didn't mean to imply you'd made such changes, but I've done that and noted that Legends Viewer gave up. In your case I think it's just overload (and I've seen is as well with your world and lethosor's updated script).
No offense taken, just wanting to avoid any misunderstandings.

Luckily I could get the information I was looking for by doing a text search in the legends_plus file.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bumber on May 13, 2020, 01:45:16 pm
I've had no luck searching this, but if I want to disable mouse on the starter pack, how do I go about doing so? It's not jiving with my tileset and to be honest I never use the mouse anyway.

You need to get rid of the line "mousequery \" in the dfhack.init.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HungThir on May 13, 2020, 08:28:30 pm
I've had no luck searching this, but if I want to disable mouse on the starter pack, how do I go about doing so? It's not jiving with my tileset and to be honest I never use the mouse anyway.

this one isn't exposed through the starter pack gui, afaict.  you need to manually edit your [df]/data/init/init.txt, find the line that says "[MOUSE:YES]" and change it to "[MOUSE:NO]"

edit: turning off "mousequery" in dfhack.init will only turn of the dfhack mousequery feature; all the vanilla mouse features will still be there to annoy you
Title: Re: PeridexisErrant's DF Starter Pack
Post by: boogiemanspud on May 13, 2020, 09:02:12 pm
Thanks guys, I appreciate the help. Got it!  :)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 15, 2020, 06:40:59 am
The Starter Pack has updated to 0.47.04-r06!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

We're back to updates as usual now - things are stable, and settling in to a comfortable slow feed of new features... but with every new pack, the Steam Release gets closer.  Since time is subjective, you might as well pass it by striking the earth!

0.47.04-r06
 - updated Dwarf Therapist to v41.1.7
 - updated Legends Browser to 1.19

SHA256:  8ef1173d4734a91ab467a534f3a83e324007ad8451cd9c1cfe0b6e168e077aaf

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ghanditron on May 17, 2020, 05:42:08 pm
Thank you so much for the starter pack!!! It's been 10 years since I've played DF and I had no idea something like this existed: super helpful! I really appreciate the efforts in making this. Made setting up DF very very easy!


Title: Re: PeridexisErrant's DF Starter Pack
Post by: Markonj on May 17, 2020, 06:07:22 pm
Hey guys, so I have a problem, namely I can't get the starter pack to run at all. When I try to run it, it asks for permission, and then nothing opens. I've tried all compatibility modes, running as admin, even older versions (0.44) and nothing seems to work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ghanditron on May 17, 2020, 06:15:14 pm
Did you put it in a program files folder?

"The pack must be able to read/write files though - so don't put it in a "Program Files" folder."
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Markonj on May 17, 2020, 06:34:59 pm
Nope, it's in a folder on my desktop
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HungThir on May 18, 2020, 03:38:35 am
Nope, it's in a folder on my desktop

the path to your desktop folder contains your windows username. does your windows username contain non-ascii characters?

what happens if you put it in like "c:\games\dwarf fortress" instead?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Markonj on May 18, 2020, 05:11:20 am
Same thing happens, i.e nothing. Put it in C and D and nothing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HungThir on May 18, 2020, 11:30:29 pm
sounds like something might be wrong with extracted files, or maybe even the downloaded zip file. i would try downloading the zip file again, and then extract from the new one
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Romeofalling on May 19, 2020, 12:01:03 am
Hi! I created a set of .dfstock files for use with stocksettings, and would like to submit them for inclusion in the Starter Pack, Lazy Newb Pack, etc. These stockpiles are organized as inputs for each industry and workshop.

What is the process for getting them added?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Markonj on May 19, 2020, 09:28:24 am
sounds like something might be wrong with extracted files, or maybe even the downloaded zip file. i would try downloading the zip file again, and then extract from the new one
Pretty sure that's not it, since I've tried multiple versions of the starter pack, none of whom seem to work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: frightlever on May 19, 2020, 02:20:21 pm
sounds like something might be wrong with extracted files, or maybe even the downloaded zip file. i would try downloading the zip file again, and then extract from the new one
Pretty sure that's not it, since I've tried multiple versions of the starter pack, none of whom seem to work.

I mean it sounds like a permissions problem. Maybe try creating a new user that's an administrator and see if it works for that account.

The above assuming this is Windows.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on May 19, 2020, 04:22:28 pm
Same thing happens, i.e nothing. Put it in C and D and nothing.
Can you confirm that the full path to DF doesn't contain any non-ASCII characters? (Just to be clear, since this is a pretty common issue.)

Otherwise, is there anything in stderr.txt, stdout.txt, stderr.log, or stdout.log in the folder containing PyLNP?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Markonj on May 20, 2020, 05:38:19 am
Same thing happens, i.e nothing. Put it in C and D and nothing.
Can you confirm that the full path to DF doesn't contain any non-ASCII characters? (Just to be clear, since this is a pretty common issue.)

Otherwise, is there anything in stderr.txt, stdout.txt, stderr.log, or stdout.log in the folder containing PyLNP?
I have a few accounts, tried them, even did C:/Users/Public, still nothing. Also no new files are created after running.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 20, 2020, 09:35:39 pm
Hi! I created a set of .dfstock files for use with stocksettings, and would like to submit them for inclusion in the Starter Pack, Lazy Newb Pack, etc. These stockpiles are organized as inputs for each industry and workshop.

What is the process for getting them added?

Pull requests against https://github.com/Lazy-Newb-Pack/LNP-shared-core and/or https://github.com/PeridexisErrant/starter-pack (in the `base` directory).  Thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Warhammerist on May 28, 2020, 03:09:37 pm
Hey guys, so I have a problem, namely I can't get the starter pack to run at all. When I try to run it, it asks for permission, and then nothing opens. I've tried all compatibility modes, running as admin, even older versions (0.44) and nothing seems to work.

Hello, I think I have a similar problem as yours. In fact about 6 months ago mine pack suddenly stopped opening. I was busy at that time and didn't bother. However recently I downloaded the new version and it did not run at all from the start, also it never even asked for any permissions. BTW the vanilla DF itself always works fine. I tried to look for the problem through the Event Viewer. However for me it's logs look like gibberish and not indicating what exactly is at fault. But still maybe it will be useful:

System
- Provider
[ Name] Application Error
- EventID 1000
[ Qualifiers] 0
Level 2
Task 100
Keywords 0x80000000000000
- TimeCreated
[ SystemTime] 2020-05-26T17:14:37.478869700Z
EventRecordID 14845
Channel Application
- EventData
Starter Pack Launcher (PyLNP).exe
0.0.0.0
514e2c2f
Starter Pack Launcher (PyLNP).exe
0.0.0.0
514e2c2f
c0000417
00007f6e
2b20
01d6338122284010
C:\DF\Starter Pack Launcher (PyLNP).exe
C:\DF\Starter Pack Launcher (PyLNP).exe
72000934-787f-4de3-ac48-61ea7d241669
Title: Re: PeridexisErrant's DF Starter Pack
Post by: hanni79 on May 31, 2020, 03:45:43 pm
When clicking the "Download the latest Starter Pack here!" Link, I get a "Server not found" message.

Anyone else got this problem ?  :'(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on May 31, 2020, 04:50:01 pm
When clicking the "Download the latest Starter Pack here!" Link, I get a "Server not found" message.

Anyone else got this problem ?  :'(

Yes, https://www.reddit.com/r/dwarffortress/comments/gtc692/the_bay12games_website_seems_to_be_down/

Besides the official download page on DFFD (above), /u/Hecknar maintains df.wicked-code.com (http://df.wicked-code.com), which mirrors every release since 0.40.01!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: meffcio on June 07, 2020, 06:52:07 pm
Is it me, or is the world generation a bit slower with this pack for example in comparison to Meph's launcher?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on June 07, 2020, 08:45:13 pm
Is it me, or is the world generation a bit slower with this pack for example in comparison to Meph's launcher?

It wouldn't shock me to hear it was different for you. Based on questions asked on the subreddit, people are generally unaware of how many mods they have turned on in Meph's launcher. You may well have things turned off or on that would affect worldgen time. The Dwarf Fortress Revised mod (http://www.bay12forums.com/smf/index.php?topic=161832.0) seems to be turned on by default, for instance, which itself is a collection of mods from various sources.

Perhaps compare it to vanilla worldgen times?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: meffcio on June 08, 2020, 07:07:13 am
Quote
It wouldn't shock me to hear it was different for you. Based on questions asked on the subreddit, people are generally unaware of how many mods they have turned on in Meph's launcher. You may well have things turned off or on that would affect worldgen time. The Dwarf Fortress Revised mod seems to be turned on by default, for instance, which itself is a collection of mods from various sources.

Perhaps compare it to vanilla worldgen times?
Yep, it is turned on by default in Meph's. Anyway, I did a couple of "benchmarks" and the results are:

~10,5 min in vanilla
~12,5 min in PE
~9,5 min in Meph's

So it's not just a gut feeling after all. While both aren't that far from vanilla, PeridexisErrant's takes almost 30% longer than Meph's to generate a world on my machine. Not a game changer anyway.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on June 08, 2020, 11:16:46 am
Out of curiosity, are these words exactly the same in each case?  I know for a fact* that even subtle differences in the raws can result in different world histories which in turn can result in different world gen times.

* I was doing some tests, generating a world using the same world+history SEED but two different versions of a custom civ (one had Death as a viable god in their pantheon, the other didn't). Now each time civ version A would result in world version A and civ version B would result in world version B.While both versions gave the same world geographically, each version had civ/historical sites in different places (ie necro tower in west part vs necro tower in east part).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sculleywr on June 09, 2020, 01:23:20 am
Umm, every link I use to try and download ends up with a broken link error saying "The requested URL /file.php was not found on this server."

What happened?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on June 09, 2020, 03:06:05 am
Umm, every link I use to try and download ends up with a broken link error saying "The requested URL /file.php was not found on this server."

What happened?

It's backed up here: http://df.wicked-code.com/

This is what's going on, long story short, Toady's migrating servers due to hosting company foolishness. it's gone in and out for me, currently out.

 https://twitter.com/Bay12Games/status/1267536731085008896
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sculleywr on June 09, 2020, 04:27:34 pm
Umm, every link I use to try and download ends up with a broken link error saying "The requested URL /file.php was not found on this server."

What happened?

It's backed up here: http://df.wicked-code.com/

This is what's going on, long story short, Toady's migrating servers due to hosting company foolishness. it's gone in and out for me, currently out.

 https://twitter.com/Bay12Games/status/1267536731085008896

Thanks for the help. :) Here's hoping toady is doing well
Title: Re: PeridexisErrant's DF Starter Pack
Post by: zeves on June 16, 2020, 03:12:22 pm
so tried the noob pack and the game didnt want to embark, downloaded vanilla and still it doesnt launch tried without dfhack etc. not sure what to do. it kinda worked earlier today with a crash.

edit:nwm working again now, lets see how long.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SharpKris on June 16, 2020, 06:54:20 pm
download link seems to be broken.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 16, 2020, 07:13:57 pm
download link seems to be broken.
More detail would be helpful, but assuming you're getting a "not found" page, there's another link a couple posts above yours:

Umm, every link I use to try and download ends up with a broken link error saying "The requested URL /file.php was not found on this server."

What happened?

It's backed up here: http://df.wicked-code.com/

This is what's going on, long story short, Toady's migrating servers due to hosting company foolishness. it's gone in and out for me, currently out.

 https://twitter.com/Bay12Games/status/1267536731085008896
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Artinnio on June 17, 2020, 05:22:35 am
I just switched texture packs from vanilla to CLA 18px and I've received a fatal error: "missing building definition:Practice_workshop"
now I know the practice workshop is a modded in building (I also put in horn beetles from Kruggsmash)
How do I fix it so I can continue on my save? Or is it a lost cause...
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on June 17, 2020, 09:16:35 am
Just to be sure: Did you have a modded game and then used the LNP launcher to update the save file with the new tileset?

If I am not mistaken the launcher copies over the raws so any modded file gets lost. Perhaps installing the mod directly to the save will fix it. There two ways to do this 1) copy the mods' raws into the raw folder found in DF/data/save/world or 2) edit the already existing files (in said save) to include the changes contained in the mod's raws. Keep in mind that certain tilesets use different tile designations so even if you do manage to make it work the added content might not be displayed as it should.

Normally I would suggest to make a back up first but I'm not sure if it has any merit in this situation, modding saved games is wonky at best. I wouldn't get my hopes high.

edit: If you end up giving up on the save then I would suggest doing a "clean" install altogether. On a fresh LNP install first chose your tileset and then install the mods that you want. The thing about tile designations might still apply (it can be fixed by modding yourself the tiles used by the problematic creatures/workshops before you gen a world)  but the game should work just fine otherwise.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Artinnio on June 17, 2020, 11:32:19 am
Yeah, I had the modded game and then used the launcher to update it

and what you suggested worked! Thank you!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: kirill_P on June 18, 2020, 04:41:22 pm
This is what i see when i try to launch DF with the LNP and TWBT activated.

https://imgur.com/VQ37BuE

I can only seem to play it with print set to 2D. Anyone knows what it could be?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DeathShad0 on June 21, 2020, 09:41:33 pm
Having the odd issue of starting Dwarf Fortress through the launcher with Phoebus installed, seeing the main menu in Phoebus' style, then everything getting forcibly reset back to ascii after several seconds of loading.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 21, 2020, 10:34:31 pm
Having the odd issue of starting Dwarf Fortress through the launcher with Phoebus installed, seeing the main menu in Phoebus' style, then everything getting forcibly reset back to ascii after several seconds of loading.
That's what TWBT does - the map will use Phoebus characters once it's loaded. Disabling TWBT in the launcher should make everything use Phoebus tiles.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DeathShad0 on June 21, 2020, 10:36:46 pm
Having the odd issue of starting Dwarf Fortress through the launcher with Phoebus installed, seeing the main menu in Phoebus' style, then everything getting forcibly reset back to ascii after several seconds of loading.
That's what TWBT does - the map will use Phoebus characters once it's loaded. Disabling TWBT in the launcher should make everything use Phoebus tiles.
Ah, I see then. I don't recall having that issue in the past, but I think I had installed in manually then. Thanks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Schmaven on June 27, 2020, 07:16:03 pm
Is there a way to have DF start with the top left corner of the window at the top left most corner of the monitor display?  I see how to change the size of the window, but not its starting position. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sajiky on August 03, 2020, 12:11:31 pm
How can I get the pack to stop opening a web browser every time I launch the game?  It's annoying as all get out.

Love the pack otherwise though. Always helpful whenever I decide to dip my toes back into DF. Thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Schmaven on August 03, 2020, 02:59:28 pm
How can I get the pack to stop opening a web browser every time I launch the game?  It's annoying as all get out.

Love the pack otherwise though. Always helpful whenever I decide to dip my toes back into DF. Thanks!

What browser / url does it open for you?  I've never had that happen. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on August 03, 2020, 03:21:00 pm
How can I get the pack to stop opening a web browser every time I launch the game?  It's annoying as all get out.

Love the pack otherwise though. Always helpful whenever I decide to dip my toes back into DF. Thanks!

The only thing i can think of that opens a browser window is Legends Browser, but there might be others. You might want to make sure it is not highlighted in the "Utilities" tab of the PyLNP launcher, and if that doesn't fix it, unselect all the options in that tab and try again.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sajiky on August 04, 2020, 07:46:20 pm
How can I get the pack to stop opening a web browser every time I launch the game?  It's annoying as all get out.

Love the pack otherwise though. Always helpful whenever I decide to dip my toes back into DF. Thanks!

The only thing i can think of that opens a browser window is Legends Browser, but there might be others. You might want to make sure it is not highlighted in the "Utilities" tab of the PyLNP launcher, and if that doesn't fix it, unselect all the options in that tab and try again.
How can I get the pack to stop opening a web browser every time I launch the game?  It's annoying as all get out.

Love the pack otherwise though. Always helpful whenever I decide to dip my toes back into DF. Thanks!

What browser / url does it open for you?  I've never had that happen.

Never even looked at the page till you asked. I would just closed it, lol.

It actually opened up my local computer directories, of all things.

It was the Legends Browser plugin doing it. Seems an odd thing for it to do.

Thanks guys.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 04, 2020, 08:41:27 pm
Legends Browser is a web-based tool that reads files from your local disk, so that sounds about right. Probably not something you'd need every time you start DF, though - maybe it got selected accidentally.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sajiky on August 05, 2020, 03:58:42 pm
Legends Browser is a web-based tool that reads files from your local disk, so that sounds about right. Probably not something you'd need every time you start DF, though - maybe it got selected accidentally.

Ah, so you select a log file or something similar for it to scan probably.  Makes sense.

New question, know why stonesense would cause the game to crash whenever a fortress map opens up?  Playing without it just now which is fine, but I am curious to see how far it's come since the last time I played. I believe it was still fairly early in it's development way back then.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on August 05, 2020, 05:52:08 pm

New question, know why stonesense would cause the game to crash whenever a fortress map opens up?  Playing without it just now which is fine, but I am curious to see how far it's come since the last time I played. I believe it was still fairly early in it's development way back then.

It's broken in the current official DFhack release, but fixed for the next one, which I'm told is "soon".

If you want a working Stonesense and to help with texting, you can find more information in the DFhack thread (http://www.bay12forums.com/smf/index.php?topic=164123.msg8172399#msg8172399).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sajiky on August 06, 2020, 03:52:28 pm
I'll just wait for it to come out. Unless it's really changed a lot, highly possible considering the length of time since I last played and this communities dedication to such things, I wouldn't use it while playing anyway. 

Thanks though. It's good to know I shouldn't waste anymore time trying to figure it out.

Might want to add a note about that on the DFHack available hacks tab though. So people are aware not to worry about why it isn't working for them.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on August 06, 2020, 09:08:26 pm
Might want to add a note about that on the DFHack available hacks tab though. So people are aware not to worry about why it isn't working for them.
If we're lucky, a new DFHack version will be ready before a new pack version, so that won't be necessary. :) (That's assuming the Stonesense fixes work, of course.) I don't want to commit to anything firm just yet, but it'll probably be ready this weekend.



Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on August 07, 2020, 01:05:23 am
I'll just wait for it to come out. Unless it's really changed a lot, highly possible considering the length of time since I last played and this communities dedication to such things, I wouldn't use it while playing anyway. 

Thanks though. It's good to know I shouldn't waste anymore time trying to figure it out.

Might want to add a note about that on the DFHack available hacks tab though. So people are aware not to worry about why it isn't working for them.

I'm not sure Stonesense has changed for a while, but you should take a look at Armok Vision (https://youtu.be/K7XoPbYRLqo?t=132) (but it's also broken in current, fixed for next.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on August 13, 2020, 10:02:44 am
The Starter Pack has updated to 0.47.04-r07!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

We have a lovely release this time, with updated visualisers and a much improved DFHack experience - notably including a fix for the stonesense crash!  So dig in, and strike the earth!

0.47.04-r07
 - updated PyLNP to 0.14a
 - updated DFHack to 0.47.04-r02
 - updated TwbT to 0.47.04-r2 (unofficial build by thurin)
 - updated Legends Browser to 1.19.1
 - updated Armok Vision to 0.21.0

SHA256:  9daa81c9b5f3c8d6845514835609f7d3532dbae2527b38bd0df8253fd2e9f8fe

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sajiky on August 15, 2020, 04:07:52 pm
I really dig the Meph+Vordak tile pack.

But I'm curious, why is it labeled (lite)? And does that mean there is an even better full version out there somewhere?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bumber on August 15, 2020, 06:44:14 pm
I really dig the Meph+Vordak tile pack.

But I'm curious, why is it labeled (lite)? And does that mean there is an even better full version out there somewhere?

I think it has extra tiles for mods to make use of.

Edit:
Decorations - 250+ (Custom 1-tile workshops that look like whatever you'd want)

(http://i.imgur.com/I9xiRUf.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Sajiky on August 15, 2020, 08:40:07 pm
Cool, thanks.

Actually tried out Vettlinger since, and really digging it now heh. They're both quite nice though. Vettlinger feels a little cleaner to look at for me.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Matrim_Cauthon on August 18, 2020, 01:28:52 pm
Getting a bit of an odd thing with wheelbarrows using the meph+vordak set.

They appear to be bracelets.

(https://i.imgur.com/iQkNIxN.png)

Any ideas?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Schmaven on August 18, 2020, 04:26:57 pm
I've noticed some strange tiles like that for a couple versions now.  I may be wrong, but I assumed it's just things that will be cleared up once Meph is done working on the official tile set stuff and gets a chance to spend more time on it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Matrim_Cauthon on August 20, 2020, 04:02:05 pm
I guess they share a tile by default, so yeah seems like a steam release cleanup candidate.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 10, 2020, 05:38:08 am
The Starter Pack has updated to 0.47.04-r08!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

0.47.04-r08
 - updated Legends Viewer to v1.20.05
 - updated Legends Browser to v1.19.2
 - now fetching DwarfMockup from DFFD due to bitbucket shutdown

SHA256:  16cdb157d593aac721fc95375a660984730168895c16a31a46cc7e874ccf0ddf

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Silverwing235 on September 14, 2020, 06:21:38 am
Given  certain developments (http://www.bay12forums.com/smf/index.php?topic=176889.0), is it at all likely that the current Quiickfort app will be "marked for dumping" as it were, any time soon?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on September 14, 2020, 07:06:59 am
Given  certain developments (http://www.bay12forums.com/smf/index.php?topic=176889.0), is it at all likely that the current Quiickfort app will be "marked for dumping" as it were, any time soon?

Hopefully the community blueprints at least would be transferred over first, assuming DFhack wants to manage those. Given the nature of these things and myk earnestly crying out for pre-release testing (with no replies there I've seen so far), an overlap of a couple of releases might be wise.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: qxel on October 06, 2020, 01:38:21 pm
Hello everyone,

First, a great thanks to PeridexisErrant for maintaining this amazing pack! I’m playing DF thank to you.
Then, I’m not a native English speaker and writer, so apologize for my mistakes.
Last, I must confess that even if I know how to tweak DF for my personal world generation, I absolutely don’t understand a thing about modding, graphic packs, the working of DFHack, TWBT or anything like these. So, sorry if I’m asking something dumb.
One last clarification: I use the Phoebus pack, mainly because I’ve started with it and I’m now used to it.

Since LNP include DF 0.44.xx or higher (unfortunately, including 0.47.xx), I have a very annoying graphical problem: my U/D stairs & bins are capital X. It works fine with DF 0.43.xx (I test all the way to the Starter Pack 0.43.05-r11).
I search this thread and try some tips related the Phoebus pack, like downloading the latest version of it and copying the files, even try to disabled transparency (I saw something about it) or multilevel, but nothing worked (tests made with almost all LNP 0.44.xx-rxx versions, and recently with the latest available: LNP 0.47.04-r08).

So, I tried with other graphic packs (Mayday, Obsidian, Spacefox…) and it’s the same.
That makes me think that it’s not related to Phoebus, but to either DF, the LNP or an addon (like TWBT or other), or my personal configuration of LNP (Laptop with mouse, TWBT, no truetype fonts, multilevel view…).

Is someone having this very same problem has been able to solve it, and how?
If more informations (about my LNP conf or anything else) are required for the answer, I’ll gladly provide it.

Thanks for your kind replies.

Q’Xel
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on October 06, 2020, 03:31:15 pm
The fix is rather simple qxel (once you know it that is). I strongly advice you that you do the whole proccess on a fresh install of the Starter Pack.

1) Copy the content from LNP\graphics\Phoebus\data\twbt_art in Dwarf Fortress 0.47.04\data\art.
2) Copy the content from LNP\graphics\Phoebus\data\twbt_init in Dwarf Fortress 0.47.04\data\init.
3) Copy the content from LNP\graphics\Phoebus\raw\twbt_graphic in Dwarf Fortress 0.47.04\raw\graphics.
4) Copy the content from LNP\graphics\Phoebus\raw\twbt_objects in Dwarf Fortress 0.47.04\raw\objects.
5) Make sure that in the LNP launcher you have chosen "Print Mode: TWBT" (found in the Graphics tab).

During steps 1-4 merge/overwrite everything when asked. You should be able gen new worlds with the correct tiles now.

If you want to use an already existing world you have to also:
6) Copy the content from LNP\graphics\Phoebus\raw\twbt_graphics in Dwarf Fortress 0.47.04\data\save\regionX\raw\graphics.
7) Copy the content from LNP\graphics\Phoebus\raw\twbt_objects in Dwarf Fortress 0.47.04\data\save\regionX\raw\objects.
Again just merge/overwrite everything.

There might be multiple region folders (region1, region2,...) inside Dwarf Fortress 0.47.04\data\save. You'll have to find which one corresponds to the save file that you want to fix.

ps. Phoebus Pack is the best pack!11!!1

edit: Chaged the referenced folder locations after cosmic_charlie pointed that the previous ones only worked with phoebus pack. For anyone want to use a different graphic pack you can find the correct files inside LNP\graphics .
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 15, 2020, 06:13:32 am
The Starter Pack has updated to 0.47.04-r09!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This time around, I'm particularly excited for the many bugfixes in the new DFHack and Legends Viewer - but even more excited by the new Quickfort script (https://docs.dfhack.org/en/stable/docs/guides/quickfort-user-guide.html) (forum thread (http://www.bay12forums.com/smf/index.php?topic=176889.0)).  So why not check it out, and Strike the Earth with unprecedented ease and automation!

0.47.04-r09
 - updated DFHack to 0.47.04-r03
 - updated TwbT to 0.47.04-r3 (unofficial build by thurin)
 - updated Legends Viewer to v1.20.06

SHA256:  d8d8b40193a5061f274a2916a34580e3ecc2f18bfeebc723da824f8480ccc422

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: SchlauFuchs on October 15, 2020, 05:11:34 pm
Not sure if its just me but this version crashes on me using Meph+Vordak graphics and the window size is bigger (my screen resolution is 3440x1440). I played the previous release with the same settings and did not see this. I switched for now to vetlingr_32x32
Title: Re: PeridexisErrant's DF Starter Pack
Post by: qxel on October 19, 2020, 12:42:49 am
Hello everyone, hello Ulfarr,

First, I'm very sorry for the long delay but I was at the bottom of the mine off home for work, so I haven't been able to test before this last week-end.

Ulfarr said:
Quote
The fix is rather simple qxel (once you know it that is). I strongly advice you that you do the whole proccess on a fresh install of the Starter Pack.

1) Copy the content from Dwarf Fortress 0.47.04\data\twbt_art in Dwarf Fortress 0.47.04\data\art.
2) Copy the content from Dwarf Fortress 0.47.04\data\twbt_init in Dwarf Fortress 0.47.04\data\init.
3) Copy the content from Dwarf Fortress 0.47.04\raw\twbt_graphics in Dwarf Fortress 0.47.04\raw\graphics.
4) Copy the content from Dwarf Fortress 0.47.04\raw\twbt_objects in Dwarf Fortress 0.47.04\raw\objects.
5) Make sure that in the LNP launcher you have chosen "Print Mode: TWBT" (found in the Graphics tab).

During steps 1-4 merge/overwrite everything when asked. You should be able gen new worlds with the correct tiles now.

It worked perfectly!!! Thanks you very much!

I tried a similar thing before, but I messed up in the directories; I don't know, maybe it wasn't dwarfen enough was too simple and I copy too much things into too much (and wrong) directories...
Whatever, your explanations were very clear and I am now able and ready to have FUN(tm)  ;D

Q'Xel
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sly_urist on October 31, 2020, 12:05:18 pm
Not sure if this is the right place to ask, but I am not seeing anything on the announcement window utility while playing. Is this a known issue with that mod or do I need to change some setting on the pack to get it working??
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Garfunkel on November 02, 2020, 03:07:09 pm
Not sure if its just me but this version crashes on me using Meph+Vordak graphics and the window size is bigger (my screen resolution is 3440x1440). I played the previous release with the same settings and did not see this. I switched for now to vetlingr_32x32
Not just you. I started crashing too and the vermin remains crash fix is no longer working.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pillbo on November 02, 2020, 06:02:28 pm
Not sure if its just me but this version crashes on me using Meph+Vordak graphics and the window size is bigger (my screen resolution is 3440x1440). I played the previous release with the same settings and did not see this. I switched for now to vetlingr_32x32

Meph tileset seems to be causing problems with this pack right now. el Indio and I were also was getting constant crashes and switching from Meph to a different tileset fixed it. (http://www.bay12forums.com/smf/index.php?topic=177440.msg8205562#msg8205562)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bumber on November 02, 2020, 07:40:24 pm
Not sure if this is the right place to ask, but I am not seeing anything on the announcement window utility while playing. Is this a known issue with that mod or do I need to change some setting on the pack to get it working??

You need to point it to your gamelog.txt for it to read it. Should be a menu option within the utility.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 03, 2020, 06:44:08 am
The Starter Pack has updated to 0.47.04-r10!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This release is has some nice new features in Dwarf Therapist, but the main focus is on stablilty: unfortunately via removing Meph's tileset for now, but also via many new bugfixes in Legends Viewer.  So strike the earth - without crashing!

0.47.04-r10
 - updated Dwarf Therapist to v41.2.0
 - updated Legends Viewer to 1.20.06c with many crash fixes
 - removed Meph tileset due to many crash reports :-/

SHA256:  fb2c65c2312317bb3c1d126b9a6f0f71518e887c29d9cfc8ff63b35d40c27340

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Garfunkel on November 04, 2020, 04:59:14 pm
I have a really nice save game I want to continue. I updated to r10 and I now have to switch out of Meph's tileset. However, all tilesets that I try, the launcher complains that it cannot update my save game as "it would break the raws". As a result, the tilesets don't seem to look right when I load my save. Can anything be done or is the save game lost?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nilsolm on November 04, 2020, 05:40:38 pm
I have a really nice save game I want to continue. I updated to r10 and I now have to switch out of Meph's tileset. However, all tilesets that I try, the launcher complains that it cannot update my save game as "it would break the raws". As a result, the tilesets don't seem to look right when I load my save. Can anything be done or is the save game lost?

You could try manually replacing the raws in the save folder with the raws of the new tileset. I am not completely sure if that would work, but it's worth a try.

Back up the save first, just in case.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 04, 2020, 08:09:10 pm
I have a really nice save game I want to continue. I updated to r10 and I now have to switch out of Meph's tileset. However, all tilesets that I try, the launcher complains that it cannot update my save game as "it would break the raws". As a result, the tilesets don't seem to look right when I load my save. Can anything be done or is the save game lost?

You can just keep playing that world in the r09 pack - and start new games in r10.  You can have as many separate installs of DF and the Starter Pack as you have disk space for!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Oin on November 10, 2020, 11:20:32 am
I've downloaded the pack and everything seems to work fine, everything but the Vettinglr tileset  ???

When I try it I get to the main menu, but if I press any key or after a couple of seconds the game will stop and a DF not responding message appear. Anyone knows what could be causing this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HungThir on November 10, 2020, 11:56:15 pm
is the dfhack version number visible in the top left corner of the main menu?  if not, then dfhack is still loading.  i've found it can take a few minutes sometimes, for some reason.  just let it keep running, listen to the nice music, and when the dfhack version number appears, you're ready to go
Title: Re: PeridexisErrant's DF Starter Pack
Post by: cosmic_charlie on November 11, 2020, 09:36:28 pm
Hey I'm having the same problem as qxel where some objects like U/D stairs and quivers show the wrong icon and workshops don't have custom graphics. I'm using the Spacefox graphics pack.

Since LNP include DF 0.44.xx or higher (unfortunately, including 0.47.xx), I have a very annoying graphical problem: my U/D stairs & bins are capital X. It works fine with DF 0.43.xx (I test all the way to the Starter Pack 0.43.05-r11).
I search this thread and try some tips related the Phoebus pack, like downloading the latest version of it and copying the files, even try to disabled transparency (I saw something about it) or multilevel, but nothing worked (tests made with almost all LNP 0.44.xx-rxx versions, and recently with the latest available: LNP 0.47.04-r08).

I followed Ulfarr's steps:

The fix is rather simple qxel (once you know it that is). I strongly advice you that you do the whole proccess on a fresh install of the Starter Pack.

1) Copy the content from Dwarf Fortress 0.47.04\data\twbt_art in Dwarf Fortress 0.47.04\data\art.
2) Copy the content from Dwarf Fortress 0.47.04\data\twbt_init in Dwarf Fortress 0.47.04\data\init.
3) Copy the content from Dwarf Fortress 0.47.04\raw\twbt_graphics in Dwarf Fortress 0.47.04\raw\graphics.
4) Copy the content from Dwarf Fortress 0.47.04\raw\twbt_objects in Dwarf Fortress 0.47.04\raw\objects.
5) Make sure that in the LNP launcher you have chosen "Print Mode: TWBT" (found in the Graphics tab).

But after that the workshops were fixed but everything except units seemed to be using Pheobus graphics?? Very strange. If anyone has any advice on how to fix the problem I'd greatly appreciate it. Not like its a huge problem but its annoying to see X's for stairs and chests for quivers and such. Also in case its relevant I'm using the latest versions of DF and all the LNP stuff. Thanks ahead of time!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on November 12, 2020, 03:56:43 am
I've been summoned!

I thought that LNP updates the DF/data/twbt folders when you change graphics packs through the launcher but it seems that isn't the case. By using those files along with those from other graphics packs results in the problems you described.

Anyway the proccess to fix it is the same but you have to use the files found in PeridexisErrant's Starter Pack 0.47.04-r10\LNP\graphics. In that folder you can find the correct files for any of the supported graphics packs.



Title: Re: PeridexisErrant's DF Starter Pack
Post by: Oin on November 12, 2020, 07:28:36 am
is the dfhack version number visible in the top left corner of the main menu?  if not, then dfhack is still loading.  i've found it can take a few minutes sometimes, for some reason.  just let it keep running, listen to the nice music, and when the dfhack version number appears, you're ready to go

Ok so I've done my research and this is what happens. If I try to run the tileset with dfhack and TWBT as printing mode the game crashes seconds after reaching the title screen. No matter (I think) the time I let it run (tried 15 minutes) the arrow will turn into the Windows blue circle loading and any further click will pop up the not responding sign.

After several tries I've managed to make it run disabling dfhack and setting the printmode from TWBT to 2D. This of course makes it look worse than it should with the TWBT. With the printing mode set to 2D dfhack will work too. So it seems to be something related to the TWBT with 32x tilesets (maybe computer limitations? I play in a laptop). Almost the same happened to me when trying the Meph tileset.

So far I'm even enjoying the ASCII, so not a big deal :)

Thank you for your help!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 12, 2020, 10:58:22 am
So it seems to be something related to the TWBT with 32x tilesets (maybe computer limitations? I play in a laptop). Almost the same happened to me when trying the Meph tileset.
This seems like a likely issue to me - depending on the tileset (and its size), TWBT can sometimes try to load a lot more textures than vanilla DF, without much error handling, so this can crash if your video card isn't up to the task. Disabling TWBT is probably the easiest workaround if you're happy with that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nilsolm on November 12, 2020, 11:58:22 am
I've been summoned!

I thought that LNP updates the DF/data/twbt folders when you change graphics packs through the launcher but it seems that isn't the case. By using those files along with those from other graphics packs results in the problems you described.

Anyway the proccess to fix it is the same but you have to use the files found in PeridexisErrant's Starter Pack 0.47.04-r10\LNP\graphics. In that folder you can find the correct files for any of the supported graphics packs.
The problem seems to be that the TWBT-specific content was moved to a separate folder for several tilesets in the DFGraphics repo. The LNP just copies over the content of the LNP\Graphics\[Tileset] folder to the main game folder and while it can detect twbt specific folders in the raws (twbt_graphics and twbt_objects), it cannot do the same for the art and & init folders, so the twbt_art and twbt_init folders are ignored. Which means that the tilesheets for the overrides and the overrides.txt aren't where they are supposed to be. Ironhand, Mayday, Obsidian, Phoebus and Spacefox are affected by this.

This should probably be patched in python-lnp and as a temporary workaround, those folders should probably be merged back into the respective art and init folders in the pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: khripunoff on November 16, 2020, 06:34:58 am
Using PyLNP 0.14a
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BoogieMan on November 17, 2020, 09:29:39 am
I've been getting a lot of crashes on embark when TWBT is enabled, I seem to recall this being the culprit a few times in a past as well.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on November 17, 2020, 09:50:48 pm
I've been getting a lot of crashes on embark when TWBT is enabled, I seem to recall this being the culprit a few times in a past as well.

TWBT is unfortunately both incredibly valuable and effectively unsupported by the author. I'll message thurin who's been compiling the builds used in, I believe, all the Packs now just in case he has a solution, but it's been an issue on and off for years even with mifki's builds.

In the meanwhile, in case you're unaware, you can get around this crash by turning off TWBT until you're safely embarked with your wagon on the ground, and then turn it back on, as it only happens at the actual moment of embark.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lazylonelion on November 19, 2020, 04:01:02 pm
No quickfort plugin in dfhack? Is that a policy?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on November 19, 2020, 04:27:23 pm
No quickfort plugin in dfhack? Is that a policy?
Can you clarify what you mean? Do you not have a "quickfort" command available in DFHack?

DFHack 0.47.04-r3 includes a quickfort script (slightly different from a plugin), and I think at least 0.47.04-r09 of this pack includes that (maybe -r10).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on November 19, 2020, 04:28:14 pm
No quickfort plugin in dfhack? Is that a policy?

My download has both the old utility and the new script.

My suggestion would be to download it again, making sure you're getting r10.

https://dffd.bay12games.com/file.php?id=7622
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lazylonelion on November 19, 2020, 06:08:05 pm
No quickfort plugin in dfhack? Is that a policy?

My download has both the old utility and the new script.

My suggestion would be to download it again, making sure you're getting r10.

https://dffd.bay12games.com/file.php?id=7622

r10 works.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Yinseng on November 30, 2020, 04:09:45 pm
I've been summoned!

I thought that LNP updates the DF/data/twbt folders when you change graphics packs through the launcher but it seems that isn't the case. By using those files along with those from other graphics packs results in the problems you described.

Anyway the proccess to fix it is the same but you have to use the files found in PeridexisErrant's Starter Pack 0.47.04-r10\LNP\graphics. In that folder you can find the correct files for any of the supported graphics packs.
Could this also be the reason that people that were using Meph's tileset were experiencing crashes?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Yinseng on November 30, 2020, 04:20:00 pm
I've been summoned!

I thought that LNP updates the DF/data/twbt folders when you change graphics packs through the launcher but it seems that isn't the case. By using those files along with those from other graphics packs results in the problems you described.

Anyway the proccess to fix it is the same but you have to use the files found in PeridexisErrant's Starter Pack 0.47.04-r10\LNP\graphics. In that folder you can find the correct files for any of the supported graphics packs.
The problem seems to be that the TWBT-specific content was moved to a separate folder for several tilesets in the DFGraphics repo. The LNP just copies over the content of the LNP\Graphics\[Tileset] folder to the main game folder and while it can detect twbt specific folders in the raws (twbt_graphics and twbt_objects), it cannot do the same for the art and & init folders, so the twbt_art and twbt_init folders are ignored. Which means that the tilesheets for the overrides and the overrides.txt aren't where they are supposed to be. Ironhand, Mayday, Obsidian, Phoebus and Spacefox are affected by this.

This should probably be patched in python-lnp and as a temporary workaround, those folders should probably be merged back into the respective art and init folders in the pack.

I'm more than a little confused, I can't really piece together how I'm supposed to fix this manually based on the instructions (and the subsequent corrected instructions) from Ulfarr, and then the additional information you gave here. If I'm changing tilesets in LNP r10, what should I do with the twbt_graphics and twbt_objects folders in Dwarf Fortress 0.47.04\data? Please explain it to me as if I hadn't read any of those previous posts, just so I don't get any particular detail mixed up.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nilsolm on November 30, 2020, 04:27:30 pm
I'm more than a little confused, I can't really piece together how I'm supposed to fix this manually based on the instructions (and the subsequent corrected instructions) from Ulfarr, and then the additional information you gave here. If I'm changing tilesets in LNP r10, what should I do with the twbt_graphics and twbt_objects folders in Dwarf Fortress 0.47.04\data? Please explain it to me as if I hadn't read any of those previous posts, just so I don't get any particular detail mixed up.

Ulfarr's instructions are the ones you need. What I wrote isn't really relevant for fixing the problem manually; it's just an explanation of why the problem exists in the first place.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Yinseng on November 30, 2020, 04:36:07 pm
I'm more than a little confused, I can't really piece together how I'm supposed to fix this manually based on the instructions (and the subsequent corrected instructions) from Ulfarr, and then the additional information you gave here. If I'm changing tilesets in LNP r10, what should I do with the twbt_graphics and twbt_objects folders in Dwarf Fortress 0.47.04\data? Please explain it to me as if I hadn't read any of those previous posts, just so I don't get any particular detail mixed up.

Ulfarr's instructions are the ones you need. What I wrote isn't really relevant for fixing the problem manually; it's just an explanation of why the problem exists in the first place.

Those instructions don't seem to make any sense though. These are the steps:

Quote
1) Copy the content from Dwarf Fortress 0.47.04\data\twbt_art in Dwarf Fortress 0.47.04\data\art.
2) Copy the content from Dwarf Fortress 0.47.04\data\twbt_init in Dwarf Fortress 0.47.04\data\init.
3) Copy the content from Dwarf Fortress 0.47.04\raw\twbt_graphics in Dwarf Fortress 0.47.04\raw\graphics.
4) Copy the content from Dwarf Fortress 0.47.04\raw\twbt_objects in Dwarf Fortress 0.47.04\raw\objects.
5) Make sure that in the LNP launcher you have chosen "Print Mode: TWBT" (found in the Graphics tab).

'from' and 'in'... both imply they're the source, not the destination. And then the post afterward states that the correct files are in LNP\graphics, but I'm not sure which set of directories that's meant to replace.

What seems to make the most sense to me is taking all the files from LNP\graphics\[Tileset]\data\art and then putting it into Dwarf Fortress 0.47.04\data\twbt_art, same for init... and then, what about twbt_graphics and twbt_objects? Those don't seem to exist by default for me. Should I make them if they don't?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nilsolm on November 30, 2020, 05:09:15 pm
It should be 'from' and 'to'. You copy from '/data/twbt_art' to '/data/art' and from '/data/twbt_init' to '/data/init'. Those two steps should be enough because those two folders are the ones which aren't being copied to where they should be.

Quote
What seems to make the most sense to me is taking all the files from LNP\graphics\[Tileset]\data\art and then putting it into Dwarf Fortress 0.47.04\data\twbt_art, same for init... and then, what about twbt_graphics and twbt_objects? Those don't seem to exist by default for me. Should I make them if they don't?

Copying from LNP\graphics\[Tileset] would technically achieve the same thing. That's what the LNP does as well when you select a new tileset from the list.

Except if you look in those folders, you'll notice that certain tilesets (like Phoebus and the others I mentioned above) have four things in their /data/ folder: art, init, twbt_art and twbt_init. What the LNP does is copy those four into Dwarf Fortress 0.47.04\data\ and overwrite everything there. However, for the item overrides to work (so up/down stairs don't look like an X and such), it would also need to copy twbt_art into art and twbt_init into init, but it doesn't seem to do that. That's where the hiccup is; that's why you have to do those steps manually.

As for twbt_graphics and twbt_objects, those folders shouldn't be a concern. The LNP handles those properly as far as I can tell.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on November 30, 2020, 05:11:16 pm

'from' and 'in'... both imply they're the source, not the destination.

Really? I wasn't aware of that.

Anyway, I guess I'm the resident tileset installation support this point...might wear some crimson robes and start praying to some dragon in Mars as well, cause I've got no idea how any of these works.

01000010 01100001 01110011 01101001 01100011 01100001 01101100 01111001 00100000 01100001 01101110 01111001 01110100 01101000 01101001 01101110 01100111 00100000 01110100 01101000 01100001 01110100 00100000 01101001 01110011 00100000 01100110 01101111 01110101 01101110 01100100 00100000 01101001 01101110 00100000 01100001 00100000 01110100 01101001 01101100 01100101 01110011 01100101 01110100 00100111 01110011 00100000 00100010 01111000 00101101 01100110 01101111 01101100 01100100 01100101 01110010 00100010 00100000 01100111 01101111 01100101 01110011 00100000 01101001 01101110 01110011 01101001 01100100 01100101 00100000 01110100 01101000 01100101 00100000 01100011 01101111 01110010 01110010 01100101 01110011 01110000 01101111 01100100 01101001 01101110 01100111 00100000 01000100 01000110 00100000 00100010 01111000 00101101 01100110 01101111 01101100 01100100 01100101 01110010 00100010 00101110 00100000 01010011 01101111 00100000 00100010 01100001 01110010 01110100 00100010 00100000 01100111 01101111 01100101 01110011 00100000 01110100 01101111 00100000 00100010 01100001 01110010 01110100 00100010 00101110 00100000 00100010 01110100 01110111 01100010 01110100 01011111 01100001 01110010 01110100 00100010 00100000 01101001 01110011 00100000 01100001 01110010 01110100 00100000 01110011 01101111 00100000 01101001 01110100 00100000 01100111 01101111 01100101 01110011 00100000 01110100 01101111 00100000 00100010 01100001 01110010 01110100 00100010 00101110

Spoiler (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Yinseng on November 30, 2020, 07:10:07 pm

'from' and 'in'... both imply they're the source, not the destination.

Really? I wasn't aware of that.

Anyway, I guess I'm the resident tileset installation support this point...might wear some crimson robes and start praying to some dragon in Mars as well, cause I've got no idea how any of these works.

01000010 01100001 01110011 01101001 01100011 01100001 01101100 01111001 00100000 01100001 01101110 01111001 01110100 01101000 01101001 01101110 01100111 00100000 01110100 01101000 01100001 01110100 00100000 01101001 01110011 00100000 01100110 01101111 01110101 01101110 01100100 00100000 01101001 01101110 00100000 01100001 00100000 01110100 01101001 01101100 01100101 01110011 01100101 01110100 00100111 01110011 00100000 00100010 01111000 00101101 01100110 01101111 01101100 01100100 01100101 01110010 00100010 00100000 01100111 01101111 01100101 01110011 00100000 01101001 01101110 01110011 01101001 01100100 01100101 00100000 01110100 01101000 01100101 00100000 01100011 01101111 01110010 01110010 01100101 01110011 01110000 01101111 01100100 01101001 01101110 01100111 00100000 01000100 01000110 00100000 00100010 01111000 00101101 01100110 01101111 01101100 01100100 01100101 01110010 00100010 00101110 00100000 01010011 01101111 00100000 00100010 01100001 01110010 01110100 00100010 00100000 01100111 01101111 01100101 01110011 00100000 01110100 01101111 00100000 00100010 01100001 01110010 01110100 00100010 00101110 00100000 00100010 01110100 01110111 01100010 01110100 01011111 01100001 01110010 01110100 00100010 00100000 01101001 01110011 00100000 01100001 01110010 01110100 00100000 01110011 01101111 00100000 01101001 01110100 00100000 01100111 01101111 01100101 01110011 00100000 01110100 01101111 00100000 00100010 01100001 01110010 01110100 00100010 00101110

Spoiler (click to show/hide)

Thanks. Unfortunately this defeats my theory that the Meph tileset crashes had anything to do with that, seeing as it's already formatted like that (i.e. without twbt folders).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: novuscentaurius on December 28, 2020, 06:57:07 pm
Greetings, I just downloaded the latest (r10) pack, extracted to Documents folder, launcher opened up without issue, click on "Play Dwarf Fortress!" ...nothing happens. I had an earlier (r6) pack, coped the "Starter Pack Launcher (PyLNP)" EXE and did the same thing, it launched DF and hack, no issues there. The launcher exe for me, is broken it looks like, only for for the r10 pack though.

I also tired to extract the zip onto my Desktop, no changes to settings, files, or anything... same problem. Did the exe get 'unlinked' somehow?

So I checked sdterr.txt and... theres a couple of errors.

Code: [Select]
Running PyLNP 0.14a (OS: win, Compiled: True)
INFO: Read installed graphics (ASCII) from log
Traceback (most recent call last):
  File "core\launcher.py", line 113, in run_program
  File "subprocess.py", line 775, in __init__
  File "subprocess.py", line 1178, in _execute_child
OSError: [WinError 193] %1 is not a valid Win32 application
ERROR: Could not launch .\Dwarf Fortress 0.47.04\Dwarf Fortress.exe
Exception in Tkinter callback
Traceback (most recent call last):
  File "tkgui\tkgui.py", line 557, in run_df
  File "core\launcher.py", line 55, in run_df
Exception: Failed to run Dwarf Fortress.

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "tkinter\__init__.py", line 1705, in __call__
  File "tkgui\tkgui.py", line 562, in run_df
AttributeError: 'Exception' object has no attribute 'message'
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 28, 2020, 07:32:15 pm
Does the file "Dwarf Fortress 0.47.04\Dwarf Fortress.exe" exist, and are you able to launch it manually? If not, my first guess would be that some antivirus software quarantined it. (It's also possible, but unlikely, that it got corrupted somehow, which re-extracting or re-downloading could fix.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on December 28, 2020, 07:35:10 pm
I also tired to extract the zip onto my Desktop, no changes to settings, files, or anything... same problem. Did the exe get 'unlinked' somehow?

While I don't know the specific problem you're having (I'd suggest waiting a few hours and then downloading the forthcoming new version when it's announced,) but you should always extract the zip file outside of system folders.

Quote
INSTRUCTIONS:
1. Download and unzip the folder
    It's a bundle of portable apps; there's no further installation procedure.
    The pack must be able to read/write files though - so don't put it in a "Program Files" folder.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: novuscentaurius on December 28, 2020, 07:42:13 pm
Does the file "Dwarf Fortress 0.47.04\Dwarf Fortress.exe" exist, and are you able to launch it manually? If not, my first guess would be that some antivirus software quarantined it. (It's also possible, but unlikely, that it got corrupted somehow, which re-extracting or re-downloading could fix.)

Dwarf Fortress.exe exists, I am able to launch it manually, dfhack works too. Works in the Temp folder when launching using LNP Launcher, but as soon as I move it, doesn't work. I think I'll check my antivirus settings, make sure it's not messing with it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on December 28, 2020, 08:21:52 pm
The Starter Pack has updated to 0.47.04-r11!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

The highlights of this release are a huge pile of DFHack bugfixes, and a fantastic DFHack-based implementation of Quickfort.  Building a mountainhome has never been so automated - time to (have a computer) Strike the Earth!

0.47.04-r11
 - updated DFHack to 0.47.04-r04
 - updated TwbT to 0.47.04-r4 (unofficial build by thurin)

SHA256:  ae9aa79bf0f757aef1d3500faf79e820bad4b90e3b8d61cc1c3f892f03468323

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 28, 2020, 11:00:59 pm
Just to clarify: Quickfort itself isn't new in this release, but one of the main improvements in this release is better integration with the buildingplan plugin, which now supports pretty much every building type in DF (previously, tool-based buildings like hives/altars and multi-item buildings like workshops and wells weren't supported). Thanks again to myk002 for all his work there.

The "fix/corrupt-equipment" script is also worth mentioning - it could help fix some military-related crashes. (I'll avoid diving into the full DFHack changelog in this thread, but for anyone coming directly to this thread, you can find it here (https://github.com/DFHack/dfhack/releases/tag/0.47.04-r4).)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: novuscentaurius on December 28, 2020, 11:13:46 pm
Does the file "Dwarf Fortress 0.47.04\Dwarf Fortress.exe" exist, and are you able to launch it manually? If not, my first guess would be that some antivirus software quarantined it. (It's also possible, but unlikely, that it got corrupted somehow, which re-extracting or re-downloading could fix.)

Dwarf Fortress.exe exists, I am able to launch it manually, dfhack works too. Works in the Temp folder when launching using LNP Launcher, but as soon as I move it, doesn't work. I think I'll check my antivirus settings, make sure it's not messing with it.

Greetings, I just downloaded the latest (r10) pack, extracted to Documents folder, launcher opened up without issue, click on "Play Dwarf Fortress!" ...nothing happens. I had an earlier (r6) pack, coped the "Starter Pack Launcher (PyLNP)" EXE and did the same thing, it launched DF and hack, no issues there. The launcher exe for me, is broken it looks like, only for for the r10 pack though.

I also tired to extract the zip onto my Desktop, no changes to settings, files, or anything... same problem. Did the exe get 'unlinked' somehow?

So I checked sdterr.txt and... theres a couple of errors.

Code: [Select]
Running PyLNP 0.14a (OS: win, Compiled: True)
INFO: Read installed graphics (ASCII) from log
Traceback (most recent call last):
  File "core\launcher.py", line 113, in run_program
  File "subprocess.py", line 775, in __init__
  File "subprocess.py", line 1178, in _execute_child
OSError: [WinError 193] %1 is not a valid Win32 application
ERROR: Could not launch .\Dwarf Fortress 0.47.04\Dwarf Fortress.exe
Exception in Tkinter callback
Traceback (most recent call last):
  File "tkgui\tkgui.py", line 557, in run_df
  File "core\launcher.py", line 55, in run_df
Exception: Failed to run Dwarf Fortress.

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "tkinter\__init__.py", line 1705, in __call__
  File "tkgui\tkgui.py", line 562, in run_df
AttributeError: 'Exception' object has no attribute 'message'

I ended up extracting to another drive, and it works on there. But with all antivirus and windows defender off, it doesn't work on my C drive (except Temp folder). Good thing I have extra storage drives. If anyone has any idea as to why I have this problem, let me know, but for now all is ok on drive numero dos.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on January 19, 2021, 04:35:29 pm
Having a constant crash and not the slightest idea how to troubleshoot it.
The game just closes after playing for a little while. Fresh install of latest pack (0.47.04-r11).
Fresh embark. A little bit of digging and building done but after a few minutes of unpaused play DF invariably closes.
Tried turning multilevel & TWBT off.

Ok, stranger still. I did a few things and saved and reloaded (because getting tired of doing the same thing over and over and over) and I seem to have gotten past whatever was causing the crash.

Made it to summer, now we're crashing again constantly as soon as the merchants unload, reloading doesn't help and I am at the point of crashing everytime I load and unpause now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: HungThir on January 21, 2021, 12:04:20 am
if you haven't already, try turning off dwarfvet and autobutcher, and see if that gets you past the merchants unloading
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 21, 2021, 12:21:59 am
Having dealt with https://www.bay12games.com/dwarves/mantisbt/view.php?id=11014 recently, which causes a fair number of reproducible crashes, I'm curious if DFHack's "fix/corrupt-equipment" helps.

I'm not quite sure what dwarfvet and autobutcher would have to do with merchants, but you could try "unload -all" to forcibly unload all plugins (although this wouldn't work for things like TWBT and Stonesense). If this reliably lets you get past the crash, then chances are pretty good that some DFHack plugin is causing it, and we could troubleshoot further.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on January 21, 2021, 12:31:18 am
Having dealt with https://www.bay12games.com/dwarves/mantisbt/view.php?id=11014 recently, which causes a fair number of reproducible crashes, I'm curious if DFHack's "fix/corrupt-equipment" helps.

I'm not quite sure what dwarfvet and autobutcher would have to do with merchants, but you could try "unload -all" to forcibly unload all plugins (although this wouldn't work for things like TWBT and Stonesense). If this reliably lets you get past the crash, then chances are pretty good that some DFHack plugin is causing it, and we could troubleshoot further.

I already tried running the fix/corrupt-equipment and whatever other clean/fix type scripts I could find, it didn't help.
Merchants aren't the only time it crashes. I had to start a new game, which is almost up to end of first season and it is still crashing on and off, but I'm able to move past it by saving and reloading once in a while. Thankfully my last crash happened shortly after a save or I would have lost a month. Running the Dreamfort scripts, I don't know if that makes a difference.

I've had more crashes with DF this week than in all the years I've been playing put together.

I just manually placed some stuff in planning mode and the game crashed. I don't know if it is a coincidence or not. I'm having a lot of trouble with it in general; lot of job cancellations. Throwing it out there in case it is relevant. I've never really had much luck with it and this is the first time I've used it in ages.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 21, 2021, 12:51:33 pm
Sorry to hear that. Did "unload -all" make a difference?

There were some significant buildingplan improvements in DFHack 0.47.04-r4 - if you're having issues with it, more detailed steps to reproduce those issues would be useful, in the DFHack thread (http://www.bay12forums.com/smf/index.php?topic=164123.0) or the bug tracker (linked there).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rekov on January 21, 2021, 02:17:57 pm
This is probably a false alarm, but Windows Defender keeps detecting DwarfMockup-1.2.0.exe as a Trojan:Win32/Skeeyah. Anyone else getting this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on January 21, 2021, 03:39:18 pm
This is probably a false alarm, but Windows Defender keeps detecting DwarfMockup-1.2.0.exe as a Trojan:Win32/Skeeyah. Anyone else getting this?

Yes. Many others as well. Supposedly this is a false positive in general with this trojan and MS. I've never gotten anything bad from the DF community, just false positives from time to time, and I've got a high degree of confidence n the LNP but there's always a first time for everything so everyone should do their own due diligence and at least read up on things/check with another virus scanner/etc before making your own decision.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on January 21, 2021, 03:51:58 pm
Sorry to hear that. Did "unload -all" make a difference?

There were some significant buildingplan improvements in DFHack 0.47.04-r4 - if you're having issues with it, more detailed steps to reproduce those issues would be useful, in the DFHack thread (http://www.bay12forums.com/smf/index.php?topic=164123.0) or the bug tracker (linked there).

Not sure what you mean by unload -all. I didn't try removing anything besides multilevel/TWBT, also tried going back to old faithful Phoebus16 from Vettlingr32. Other than nuking my custom booze reactions (can specify which Dwarven booze to make) which I can live without since work orders, changing graphics sets didn't have any effect. Using Shizzleclean text with both for legibility(because I'm not getting any younger).

If I notice any patterns emerging, I will certainly do that. I started yet another new game, again random crashes. I treat it like MS Office now; save early, save often. Actually it does seem that saving frequently reduces crashes. This is normal save & exit to title (I remember DFHack used to have a save and keep playing that was considered buggy, don't know if it still a thing). Of course we'll see when caravan season comes.

Are there any kind of crashlogs hidden outside the main directory to look at? So far I've found nothing to give me even a clue what is happening.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on January 21, 2021, 04:13:35 pm
This is probably a false alarm, but Windows Defender keeps detecting DwarfMockup-1.2.0.exe as a Trojan:Win32/Skeeyah. Anyone else getting this?

DwarfMockup is probably the most common component in the Packs to get a trojan warning.
The author, fredsen, said on their now-missing site (http://www.bay12forums.com/smf/index.php?topic=143546.msg7116259#msg7116259):
"Important note :

The Avira anti-virus program seems to believe that DwarfMockup.exe is infected with a trojan (TR/Dropper.Gen7). This is a false positive.

I believe it's caused by the OCRA system of embedding a ruby interpreter in one big exe file.

If you do not trust this file, you can always download the whole ruby source and execute with a ruby interpreter."


The program hasn't changed for almost 5 years, and to the best of my knowledge no one's ever made an actual report of a problem. I don't think the dev is active anymore.

It's a shame, really, because it's a cool little program! Anyway, it's not critical to the Pack at all, so you can feel free to remove it if you're worried, but I do believe it's a false positive.

It would be great if someone remade it or forked and fixed it!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 21, 2021, 04:54:01 pm
Not sure what you mean by unload -all.
"unload -all" is a command that you would need to run in the DFHack console (it's a separate window that should open at the same time as DF - if it doesn't, it may be disabled in the PyLNP launcher).
Note that if you're accustomed to having DFHack plugins available, I wouldn't recommend playing in this state - just run the game long enough to get an idea of whether the crashes are still occurring.

Quote
I remember DFHack used to have a save and keep playing that was considered buggy
That would be "quicksave", another command (see above). By default, you can also run it by pressing Ctrl-Alt-S on the main fortress mode screen. I don't recall it being considered buggy, but it should be stable now (it just triggers DF's native autosave feature).

Quote
Are there any kind of crashlogs hidden outside the main directory to look at? So far I've found nothing to give me even a clue what is happening.
Likely not in this case. Generally, being able to log useful information about a crash requires knowing enough about the crash that it would be preventable anyway.

If it is reproducible in a short amount of time with a specific save, uploading the save to https://dffd.bay12games.com/ could help others diagnose the issue.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on January 21, 2021, 07:07:35 pm
Not sure what you mean by unload -all.
"unload -all" is a command that you would need to run in the DFHack console (it's a separate window that should open at the same time as DF - if it doesn't, it may be disabled in the PyLNP launcher).
Note that if you're accustomed to having DFHack plugins available, I wouldn't recommend playing in this state - just run the game long enough to get an idea of whether the crashes are still occurring.

Quote
I remember DFHack used to have a save and keep playing that was considered buggy
That would be "quicksave", another command (see above). By default, you can also run it by pressing Ctrl-Alt-S on the main fortress mode screen. I don't recall it being considered buggy, but it should be stable now (it just triggers DF's native autosave feature).

Quote
Are there any kind of crashlogs hidden outside the main directory to look at? So far I've found nothing to give me even a clue what is happening.
Likely not in this case. Generally, being able to log useful information about a crash requires knowing enough about the crash that it would be preventable anyway.

If it is reproducible in a short amount of time with a specific save, uploading the save to https://dffd.bay12games.com/ could help others diagnose the issue.

Aside from TWBT not wanting to unload, and also it seems like no matter the setting in PyLNP it is loaded in 1 way or another, I ran the unload and the game still crashes. I got up to the caravan again (used quicksave right after finishing up with the liason) and now it crashes pretty much immediately after loading.

Save at https://dffd.bay12games.com/file.php?id=15384
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 21, 2021, 09:36:12 pm
The good news (I guess) is that it does appear to be easily reproducible for me (even on Linux) so I suspect Toady would be able to reproduce this as well.

Would you be able to report this on the bug tracker (https://www.bay12games.com/dwarves/mantisbt/my_view_page.php)? If not, I could. It doesn't appear to be a duplicate of the common crashes I know of, so it would be useful to have a report of it.

More details, mostly for my personal reference:
Spoiler (click to show/hide)


If you happen to run into a similar issue on other saves, I could certainly take a look at those too. There doesn't appear to be save corruption, so I'd be surprised if it's caused by something system-specific.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on January 21, 2021, 09:50:52 pm
The good news (I guess) is that it does appear to be easily reproducible for me (even on Linux) so I suspect Toady would be able to reproduce this as well.

Would you be able to report this on the bug tracker (https://www.bay12games.com/dwarves/mantisbt/my_view_page.php)? If not, I could. It doesn't appear to be a duplicate of the common crashes I know of, so it would be useful to have a report of it.

More details, mostly for my personal reference:
Spoiler (click to show/hide)


If you happen to run into a similar issue on other saves, I could certainly take a look at those too. There doesn't appear to be save corruption, so I'd be surprised if it's caused by something system-specific.

Thank you for checking it out sir. I created a report. https://www.bay12games.com/dwarves/mantisbt/view.php?id=11676
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on January 31, 2021, 07:04:14 pm
The Starter Pack has updated to 0.47.04-r12!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This pack is the last one for 0.47.04, with a nice set of bugfixes and small features for DFHack (https://github.com/DFHack/dfhack/releases/tag/0.47.04-r5).  A pack for 0.47.05 is coming soon!  (How soon?  Time is an illusion  ;))
Grab a pick and a pack, 'cause it's time to strike the earth!

0.47.04-r12
 - updated DFHack to 0.47.04-r05
 - updated TwbT to 0.47.04-r5 (unofficial build by thurin)

SHA256:  66e48a825377d2b91dfe437f43c02589d3d6bea2e898967be0b8e2f17c198e77

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DarkDvr on February 01, 2021, 08:23:37 am
The Starter Pack has updated to 0.47.04-r12!

Hey :) Could you consider adding this until to the pack?
http://www.bay12forums.com/smf/index.php?topic=177653
There's a version without music if size is an issue.

Thanks!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sheepish_gorilla on February 09, 2021, 11:03:15 am
Sooo, after 2 years I decided to get back into DF, only to see the 0.47.05 version released with all the fixes to the stress system (and finally appreciation for some good food my chef has made). So you can imagine my excitement for this new version.

Now I know even dorf time is relative, but nowadays in 2021, what would roughly be the time when a LNP is released for this? As in, should I hold on for just a few days, or is it 1,5 months so I'm better off starting with the current version and dfhacking the stress away? (no commitments, just a rough guess)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on February 09, 2021, 02:08:54 pm
This won't update until there is at least a release candidate version of dfhack. PE doesn't decide when that happens.

clinodev has made a couple packs using pre-release versions for 0.47.05 https://dffd.bay12games.com/category.php?id=18
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sheepish_gorilla on February 10, 2021, 02:42:48 am
Thanks for that, Ziusudra. I'll look into those. Might even try one of clinodev's packages
Title: Re: PeridexisErrant's DF Starter Pack
Post by: prototype2001 on February 10, 2021, 07:07:50 pm
Maybe someone can help or point me in a right direction with crashes, I just came from Meph's launcher to LNP v0.14a thinking crashes would be fixed which they weren't. Narrowed down crashes to TWBT. While its enabled, game crashes in full-screen, with a tiny screen(figured embark crashes caused by TWBT is tied to the screen-size, so I gave this a shot but still crashes), crashes with multi-view on & off, but... seems stable with print mode set to standard, at least I went 2 years(in game) without any issues, thats a first. But Vettlingr 32x looks messed up in this print mode all around, the workshops are barely spottable/identifiable and a bunch of text is not correct or is missing.

I'm not familiar with LNP or any of it's tilesets or print modes or DFHack and how they all tie together in terms of stability. The problem is there is information overload regarding looking up "DF crashes", over the past decade and half, I don't want to spend 5 years reading that rabbit hole topic, but TWBT crashes narrows it down quite a bit.

I guess what I'm trying to ask, is TWBT unstable for everyone? Or is it stable on certain tilesets? Is it possible to play with Vettlingr with TWBT and not crash for an entire year(game year)? I havent tried Spacefox or Phoebus but at least these two tilesets look ok on print mode: Standard.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on February 10, 2021, 09:49:53 pm
I guess what I'm trying to ask, is TWBT unstable for everyone? Or is it stable on certain tilesets? Is it possible to play with Vettlingr with TWBT and not crash for an entire year(game year)? I havent tried Spacefox or Phoebus but at least these two tilesets look ok on print mode: Standard.

Hav you tried making sure transparency is off? I've heard that on can be a cause of crashes.
Quote from: https://github.com/mifki/df-twbt#text-and-map-tilesets
twbt unit_transparency 0
Paste that into the DFHack console.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: prototype2001 on February 10, 2021, 10:54:13 pm
Hav you tried making sure transparency is off? I've heard that on can be a cause of crashes.

No, I haven't, the https://github.com/mifki/df-twbt#text-and-map-tilesets says it off by default. Does LNP change it to ON? I'm trying to locate this setting to see what its currently set to before typing twbt unit_transparency 0.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 10, 2021, 11:00:33 pm
There doesn't appear to be a way to view the current value, but when it changes, either "Unit transparency enabled" or "Unit transparency disabled" will be printed to the DFHack console. Do you see a line like this anywhere in the DFHack console? (You might need to load a world to be sure.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: prototype2001 on February 10, 2021, 11:08:56 pm
There doesn't appear to be a way to view the current value, but when it changes, either "Unit transparency enabled" or "Unit transparency disabled" will be printed to the DFHack console. Do you see a line like this anywhere in the DFHack console? (You might need to load a world to be sure.)

After loading a save and typing twbt unit_transparency 0 the DFHack console says Unit transparency disabled, but it also says this when typing it for a second time, third time, and so on meaning the states don't need to be changed for this message to appear. Well I'll give it a shot now that its done.

Edit: I think it was ON to begin with from a fresh LNP install, I don't remember noticing the black square backgrounds around sprites.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 11, 2021, 12:03:47 am
After loading a save and typing twbt unit_transparency 0 the DFHack console says Unit transparency disabled, but it also says this when typing it for a second time, third time, and so on meaning the states don't need to be changed for this message to appear.

To clarify: I was asking if you saw this text in the DFHack console before you ran any commands, not after running a command. You might need to scroll up to see it. If you see it, that would mean that some configuration file somewhere is running the command to enable unit transparency (as far as I can tell, this command is the only way to enable/disable that setting, and it should always print a message to the console even if it's run from somewhere else).

That said, if you see a noticeable difference after turning off transparency, it was indeed probably on before.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: prototype2001 on February 11, 2021, 01:12:06 am
To clarify: I was asking if you saw this text in the DFHack console before you ran any commands, not after running a command. You might need to scroll up to see it. If you see it, that would mean that some configuration file somewhere is running the command to enable unit transparency (as far as I can tell, this command is the only way to enable/disable that setting, and it should always print a message to the console even if it's run from somewhere else).

That said, if you see a noticeable difference after turning off transparency, it was indeed probably on before.

I see, DFHack does say unit transparency enabled & workshop transparency enabled after loading a save. While unit transparency was disabled I was able to get in a session of two seasons without crashing which is looking really good compared to the other troubleshooting attempts. I would say the crash curve ramps up exponentially from starting an embark to ~4 years in. During the first year its pretty stable, during the 4th year i'd be lucky to go through a season w.o a crash, I need another day to make a conclusion whether unit transparency was the culprit. But this setting seems to be set to ON by default eachtime DFHack launches? Is this a LNP's doing?

If it does turn out to be the cause, thank you & Ziusudra for helping me, i would of never stumbled on some obscure DFHack command.

Edit: Wait a second? your the DFHack creator? I got a taste of vanilla while I was troubleshooting the crashes, didn't know all the searches, filters, and mouse support was part of DFHack, couldn't play without it. Thanks again.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on February 11, 2021, 03:07:13 am
So in a txt file in the DF Starter Pack folder - probably dfhack.init - are lines that enable unit_transparency and workshop_transparency. If you find them and change the 1s to 0s it will disable those options again. (Or you can remove those lines or comment them out by adding a # to the start of the line.)

Or there may be an option in the LNP, I don't know.

DFHack is a team effort (https://docs.dfhack.org/en/stable/docs/Authors.html), but Lethosor is indeed a vital pillar of the DF community.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: prototype2001 on February 11, 2021, 05:27:43 pm
So in a txt file in the DF Starter Pack folder - probably dfhack.init - are lines that enable unit_transparency and workshop_transparency. If you find them and change the 1s to 0s it will disable those options again. (Or you can remove those lines or comment them out by adding a # to the start of the line.)

Or there may be an option in the LNP, I don't know.

DFHack is a team effort (https://docs.dfhack.org/en/stable/docs/Authors.html), but Lethosor is indeed a vital pillar of the DF community.

I checked the ini couldn't find anything about transparency. Thanks for the help, setting unit the transperancy to 0 fixed my crashes, otherwise the game was completely unplayable. I can now run a fort into a FPS death rather then a ragequit of installing 100z pumpstacks followed by a crash.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 11, 2021, 06:00:12 pm
I checked the ini couldn't find anything about transparency.
Make sure you're looking for files with an "init" extension, not "ini". Also, it's possible that a different .init file was running the command - maybe "onLoad.init", "onLoadMap.init", or "dfhack-something.init". It's not particularly easy to track down where a command was run from, unfortunately, but any files with a .init extension in your DF folder (or possibly your world folder) could run commands on startup or when a world loads. (I checked https://github.com/PeridexisErrant/starter-pack but I'm not seeing a file that runs this command there.)

This is all entirely informational if you've fixed the issue on your end, of course - but hopefully it helps track down any similar issues in the future.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Nilsolm on February 11, 2021, 06:09:16 pm
I think it's the tilesets that set those settings. The files would be called something like onLoad_gfx_[tileset].init in data/raw.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 11, 2021, 09:30:55 pm
I think it's the tilesets that set those settings. The files would be called something like onLoad_gfx_[tileset].init in data/raw.
Turns out this is, in fact, documented here (https://docs.dfhack.org/en/stable/docs/Core.html#init-files) (I forgot that this was added)! I suspect one of the data/save/*/raw paths there is what you're referring to. Those would definitely be another good place to check for .init files. (There is a good chance that this pack puts them in the top-level "raw" or "raw/objects" folder when you install a graphics set - DFHack ignores them there, but they would be copied to the data/save/*/raw folder when creating a world using that graphics set.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 11, 2021, 11:19:36 pm
The Starter Pack has updated to 0.47.05-r01!
As usual, you can download the starter pack here. (http://dffd.bay12games.com/file.php?id=7622)

This is the first pack with DF 47.05 - a sweet bugfix release (https://www.bay12games.com/dwarves/index.html#2021-01-28)!  The starter pack also has updates for DFHack, TwbT, and Therapist to support it, of course.  Remember that you can copy your saves to the new version, and/or keep running multiple versions of DF from separate folders - so there's no reason at all to delay updating... strike the earth!

0.47.05-r01
 - updated Dwarf Fortress
 - updated DFHack to 0.47.05-beta1
 - updated TwbT to 0.47.05-beta1 (unofficial build by thurin)
 - updated Dwarf Therapist to v41.2.1

SHA256:  6660d219d355025f9e2cdf5c85a33f53d43e074cfcf718a0f911f221dc8aeb4b

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D

Spoiler: Full contents (click to show/hide)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sheepish_gorilla on February 12, 2021, 02:27:22 am
Just in time for the weekend :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: orius on February 13, 2021, 06:40:57 pm
I'm getting a crash on embark when I load up or save an embark profile.  I don't know if it's DFHack or something else.  It's not SoundSense, I tested with and without it.  Running the Windows version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on February 13, 2021, 06:57:31 pm
I'm getting a crash on embark when I load up or save an embark profile.  I don't know if it's DFHack or something else.  It's not SoundSense, I tested with and without it.  Running the Windows version.

The most common crash on embark I'm aware of is caused by the TWBT plugin. You can get around it by setting the print mode to STANDARD in either the launcher or init.txt until you've actually embarked (with the dwarves and wagon on the ground,) then save, quit, and turn TWBT back on. The crash only seems to happen on the first embark for any given world, so you can then play on as normal. I strongly suspect this is your problem.

The second most common cause of "Pack weirdness" is trying to play from a compressed copy of the Pack or Dwarf Fortress, which must always be fully extracted before use. I only mention this because you mentioned embark profiles, and not being able to save embark profiles is one of many "mysterious" results from playing from a compressed "PeridexisErrant's Starter Pack 0.47.05-r01.zip" file, for instance.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Galnart on February 13, 2021, 10:41:08 pm
I hope that the latest update works better than the one i had from months ago. I constantly got corrupt save files.
BTW how long has DFHack been in beta? i don't remember seeing the beta message on the last version i had
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 14, 2021, 12:09:45 am
DFHack support for 0.47.05 is in beta. It goes through this stage for most new DF releases.

If you do come across issues, please report them here so that other people know about them and can try to diagnose them.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: orius on February 14, 2021, 03:59:38 pm
I'm getting a crash on embark when I load up or save an embark profile.  I don't know if it's DFHack or something else.  It's not SoundSense, I tested with and without it.  Running the Windows version.

The most common crash on embark I'm aware of is caused by the TWBT plugin. You can get around it by setting the print mode to STANDARD in either the launcher or init.txt until you've actually embarked (with the dwarves and wagon on the ground,) then save, quit, and turn TWBT back on. The crash only seems to happen on the first embark for any given world, so you can then play on as normal. I strongly suspect this is your problem.

The second most common cause of "Pack weirdness" is trying to play from a compressed copy of the Pack or Dwarf Fortress, which must always be fully extracted before use. I only mention this because you mentioned embark profiles, and not being able to save embark profiles is one of many "mysterious" results from playing from a compressed "PeridexisErrant's Starter Pack 0.47.05-r01.zip" file, for instance.

I'll try that then.  I don't run the LNP frpm a zip file anyway, so it's not that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BeardedShrimp on February 15, 2021, 11:24:48 am
When I downloaded and extracted the Starter Pack, Windows Security detected a Trojan inside the Dwarf Mockup utility.
(https://i.imgur.com/XJcnSmf.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: orius on February 15, 2021, 12:57:17 pm
I'm getting a crash on embark when I load up or save an embark profile.  I don't know if it's DFHack or something else.  It's not SoundSense, I tested with and without it.  Running the Windows version.

The most common crash on embark I'm aware of is caused by the TWBT plugin. You can get around it by setting the print mode to STANDARD in either the launcher or init.txt until you've actually embarked (with the dwarves and wagon on the ground,) then save, quit, and turn TWBT back on. The crash only seems to happen on the first embark for any given world, so you can then play on as normal. I strongly suspect this is your problem.

The second most common cause of "Pack weirdness" is trying to play from a compressed copy of the Pack or Dwarf Fortress, which must always be fully extracted before use. I only mention this because you mentioned embark profiles, and not being able to save embark profiles is one of many "mysterious" results from playing from a compressed "PeridexisErrant's Starter Pack 0.47.05-r01.zip" file, for instance.

I'll try that then.  I don't run the LNP frpm a zip file anyway, so it's not that.

Okay, that worked.  I think maybe I'll handle this by creating a trash fort that I have no real interest in playing when starting a new world, and just retiring it on embark.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on February 15, 2021, 03:33:33 pm
When I downloaded and extracted the Starter Pack, Windows Security detected a Trojan inside the Dwarf Mockup utility.
False positive - https://www.reddit.com/r/dwarffortress/comments/krkb3z/fyi_skeeya_trojan_was_found_in_dwarfmockup/
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 15, 2021, 04:18:14 pm
Okay, that worked.  I think maybe I'll handle this by creating a trash fort that I have no real interest in playing when starting a new world, and just retiring it on embark.
I don't think your approach would work, unfortunately, but you could try. My interpretation of clinodev's comment is that the transition from the world view to the fortress view is what causes TWBT to crash sometimes. TWBT only deals with tile display - it doesn't care about world history, e.g. how many times you have embarked in a world.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RevReese on February 16, 2021, 09:36:45 am
Hi all, just got the latest Starter pack and have noticed an odd problem.

I have it set to check for updates every launch and when it launches, it says there is an update to 0.44.12 -r08 which obviously is an old version.
Has anyone else got this problem, or is it an issue my end?

Other than that i am having no issues at all.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on February 16, 2021, 04:00:01 pm
What's the version number of the pack you downloaded, and what link did you get it from? My guess would be that it's checking the wrong place for updates, but I'm not sure how that could happen.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RevReese on February 16, 2021, 08:29:39 pm
What's the version number of the pack you downloaded, and what link did you get it from? My guess would be that it's checking the wrong place for updates, but I'm not sure how that could happen.

Thanks for your reply.
I am using the latest one from here: https://dffd.bay12games.com/file.php?id=7622 (https://dffd.bay12games.com/file.php?id=7622)

The version i am on is: 0.47.05-r01

I did notice however that Dwarf Mockup was being flagged in the last version as a false positive but this version does not flag my AV so that is something.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: orius on February 17, 2021, 10:31:50 am
Okay, that worked.  I think maybe I'll handle this by creating a trash fort that I have no real interest in playing when starting a new world, and just retiring it on embark.
I don't think your approach would work, unfortunately, but you could try. My interpretation of clinodev's comment is that the transition from the world view to the fortress view is what causes TWBT to crash sometimes. TWBT only deals with tile display - it doesn't care about world history, e.g. how many times you have embarked in a world.

It seems to be working.  I created a trash fort with TWBT off and retired it.  Then I turned TWBT back on and embarked a fresh fort with no problems.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sheepish_gorilla on February 17, 2021, 02:27:33 pm
hey guys,

I'm starting DF again, back with spacefox, but I'm missing some art. for example the up/down stairs are just an x, other items are simple letters. It's the same when I switch to phoenix. I think it's something to do with TWBT. I seem to recall having to fix some files to solve this, but that was a few years ago, so I can't remember (lost a lot of files a while back, including my DF stuff). while looking up this problem I found some instructions from this topic from 2018, but after applying those, my DF wouldn't start.

So, does this sound familiar to others? what are the current steps to fix this? Or, in the simplest form: how do I turn my up/down x into an actual up/down sprite?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on February 17, 2021, 02:46:13 pm
p369 Dec 1, 2020

Days since last incident: 79

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on February 17, 2021, 03:28:23 pm
I think Ulfarr is referencing this post (http://www.bay12forums.com/smf/index.php?topic=126076.msg8218787#msg8218787) which for me is on page 222 and was posted 2020-11-30, 15:09:15.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: sheepish_gorilla on February 17, 2021, 04:00:59 pm
Woah, yup that fixed it! @Ziusundra thanks for the link. @Ulfarr thanks as well.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ulfarr on February 17, 2021, 05:11:16 pm
Oh shit, I didn't know that the page count wasn't universal. I though it would have been a decent "treasure hunt" clue without being too much of a hussle. I'm sorry.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Fi on February 17, 2021, 07:51:12 pm
Hi all, just got the latest Starter pack and have noticed an odd problem.

I have it set to check for updates every launch and when it launches, it says there is an update to 0.44.12 -r08 which obviously is an old version.
Has anyone else got this problem, or is it an issue my end?

Other than that i am having no issues at all.

I have the same issue, and I used the 'Direct Download' option to get v47.05-r01's contents in the form of a .zip file.

Thanks for the update by the way, PeridexisErrant! I've been eagerly awaiting it. ❦
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on February 18, 2021, 06:51:01 am
Hi all, just got the latest Starter pack and have noticed an odd problem.

I have it set to check for updates every launch and when it launches, it says there is an update to 0.44.12 -r08 which obviously is an old version.
Has anyone else got this problem, or is it an issue my end?

Other than that i am having no issues at all.
What's the version number of the pack you downloaded, and what link did you get it from? My guess would be that it's checking the wrong place for updates, but I'm not sure how that could happen.

Ah, my bad, I know what happened here - my compilation scripts noticed that DFHack was in beta and pointed the update config link at the wrong URL.  I've fixed the script and my update checklist so that this shouldn't happen in future, but I don't think it's worth uploading a new version just for this  :-\
Title: Re: PeridexisErrant's DF Starter Pack
Post by: JolsWolf on February 24, 2021, 09:44:02 am
Can someone help me? Can´t open default Dwarf Fortress either.
https://imgur.com/a/wqjsPoK (https://imgur.com/a/wqjsPoK)

(https://imgur.com/a/wqjsPoK)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on February 24, 2021, 11:41:18 am
The error message says you haven't got write permission to a standard file, so one guess is that you're trying to run it from within the zip file without unpacking it. Another is that you've unpacked it to somewhere the OS doesn't allow you to write (like C:).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: JolsWolf on February 24, 2021, 02:25:06 pm
The error message says you haven't got write permission to a standard file, so one guess is that you're trying to run it from within the zip file without unpacking it. Another is that you've unpacked it to somewhere the OS doesn't allow you to write (like C:).

I extracted it to the desktop, I play dwarf fortress just fine on my laptop and I have it on the desktop too there.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: JolsWolf on February 24, 2021, 02:27:38 pm
The error message says you haven't got write permission to a standard file, so one guess is that you're trying to run it from within the zip file without unpacking it. Another is that you've unpacked it to somewhere the OS doesn't allow you to write (like C:).

I extracted it to the desktop, I play dwarf fortress just fine on my laptop and I have it on the desktop too there.

nvm moved it to my E: drive and it works, guess I cant use the desktop on this computer
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Schmaven on February 24, 2021, 07:32:32 pm
The error message says you haven't got write permission to a standard file, so one guess is that you're trying to run it from within the zip file without unpacking it. Another is that you've unpacked it to somewhere the OS doesn't allow you to write (like C:).

I extracted it to the desktop, I play dwarf fortress just fine on my laptop and I have it on the desktop too there.

nvm moved it to my E: drive and it works, guess I cant use the desktop on this computer

A shortcut on your desktop to the .exe file on your E: drive might work in that case.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ultimuh on March 03, 2021, 10:18:02 am
Question.
I'd like to use burrito25man's DFHack script (http://www.bay12forums.com/smf/index.php?topic=165414.0) with this starter pack, where should I place it?
And how would I make it easily useable as the DFhack scripts included in this pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 03, 2021, 10:51:23 am
I'm not an expert, but it looks like you should change the extension from ".txt" to ".lua" and place it in your /Dwarf Fortress/hack/scripts/ folder.

Then maybe open up the /Dwarf Fortress/onLoad.init file in a plain text editor and make a new line at the bottom and put
Code: [Select]
fix-sentient-butcher on that line. I think this should make it run that script every time you load a save file.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ultimuh on March 03, 2021, 10:52:57 am
I'm not an expert, but it looks like you should change the extension from ".txt" to ".lua" and place it in your /Dwarf Fortress/hack/scripts/ folder.

Then maybe open up the /Dwarf Fortress/onLoad.init file in a plain text editor and make a new line at the bottom and put
Code: [Select]
fix-sentient-butcher on that line.
Already turned it into a lua, but thanks for the rest of the info!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 06, 2021, 07:25:39 pm
I heard you stopped including Meph Set because of crashes. This is fixed now. You can have vermin remains without it crashing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 06, 2021, 07:57:34 pm
For more specifics: this TWBT change (https://github.com/thurin/df-twbt/pull/1/files) might fix it. (I say "might" because I'm not sure if there were also stability issues before DFHack 0.47.04-r2 - if there were, those are likely not addressed.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thurin on March 06, 2021, 09:57:04 pm
For more specifics: this TWBT change (https://github.com/thurin/df-twbt/pull/1/files) might fix it. (I say "might" because I'm not sure if there were also stability issues before DFHack 0.47.04-r2 - if there were, those are likely not addressed.)

I've had a couple reports that it has fixed the meph's crash.  I'm sure there are still issues with the wrong tile showing for remains.  that will need to be resolved in the tileset.

This won't do anything for other crashes like the embark crash.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thatotherguy23 on March 07, 2021, 12:42:54 am
I'm getting crashes on Mayday graphics pack on embark, zero changes after download of 0.47.05-r01 except changing pack to Mayday. Doesn't matter if TWBT disabled or not. Changing to any other pack works and then I can save after embark and change save game graphics to Mayday and game works as normal. No errorlog generated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 07, 2021, 01:23:06 am
I dunno. Mayday requires a lot more graphics power than some of the others. Maybe generating a world with Mayday is too much for your computer?

I've been considering adding improvements from Mayday to Phoebus, Spacefox, and Obsidian but am concerned about the increase in GPU power needed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thatotherguy23 on March 08, 2021, 03:00:49 am
I dunno. Mayday requires a lot more graphics power than some of the others. Maybe generating a world with Mayday is too much for your computer?

No my 1070 has been fine every other release for the last 4 years. My 4.8ghz i5 8600K has also been fine. No idea what the issue is, does anyone else get it when switching to Mayday before genning a world?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 08, 2021, 09:14:55 pm
Couldn't get it to crash on Mac, but when I switched to Windows I ran into the issue. I shouldn't have spent so much time preparing for my journey carefully.

Edit: My error log says "PLAINS trying to generate musical form without speech or instruments", but that would have been during world gen before embark.

I tried switching to Obsidian and embarking again in the same spot, but it crashed again.

Edit 2: Switched to "ASCII" and embarked in the same spot, but it worked this time.

Edit 3: Tried again with ASCII, but with Graphics enables, Print mode set to "TWBT", and TWBT multilevel turned on. It still didn't crash when embarking there.

Edit 4: Tried CLA in the same spot. No crash.

Edit 5: Tried Mayday a second time, and it crashed again.

Edit 6: Phoebus and Spacefox crash. Ironhand, GemSet, DungeonSet, and Vettlingr don't.

Phoebus, Spacefox, Mayday, Obsidian, Ironhand, GemSet, DungeonSet, and Vettlingr all load object testing arena just fine.

Edit 7: I updated the Starter Pack to the latest DFHack and TWBT, and it didn't crash when embarking on that spot with Mayday.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on March 10, 2021, 05:57:30 am
The Starter Pack has updated to 0.47.05-r02!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This update brings us stable versions of DFHack and TwbT - and with them, some new-and-improved graphics packs!  You may already know and love Meph's or Vettlingr's graphics, and can now be assured that they're updated with new features - and without old crashes.  Strike the Earth!

0.47.05-r02
 - updated DFHack to 0.47.05-r2
 - updated TwbT to 0.47.05-r1 (unofficial build by thurin)
 - updated Vettlingr graphics to 1.4a
 - re-added Meph's graphics pack (TwbT bugfix should resolve crashes!)

SHA256:  d20ca3ac142873d20d0177cd1bed4481f123ac6b7f456a9b74c0b49a5ce96eac

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 10, 2021, 10:37:32 am
- updated DFHack to 0.47.05-r2
DFHack is r1 (r2 isn't out yet). Looks like the list of contents (http://www.bay12forums.com/smf/index.php?topic=126076.msg4250424#msg4250424) is right, so not a big issue - just wanted to clarify for anyone seeing this post.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on March 10, 2021, 12:40:04 pm
And adding to the clarification: the previous one was a beta, which is why there was a version before version 1.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LordFreezer on March 10, 2021, 03:20:50 pm
Legend, thanks for the work.  To everyone else involved too.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MaXMC on March 15, 2021, 02:03:56 pm
I just changed some minor settings to a default download of this pack, (no intro, no sound)
and then when I'm about to embark the game just dies on me.

It doesn't say anything good in the logs, what should I do?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on March 15, 2021, 04:12:56 pm
I just changed some minor settings to a default download of this pack, (no intro, no sound)
and then when I'm about to embark the game just dies on me.

It doesn't say anything good in the logs, what should I do?

It's probably a TWBT embark crash.

In the launcher, in the Graphics tab, click on "Print Mode:" until it reads "Print Mode: STANDARD" and do your embark again. Once you've fully embarked with your wagon on the ground, save, quit, go back into the launcher, Graphics tab, and set it back to "Print Mode: TWBT" and you should be able to play that embark normally from then on.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 15, 2021, 04:40:43 pm
Are you using the "-R2" version of the pack? I got a crash when embarking on R1 of the 0.47.05 pack, but I thought R2 fixed it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Strangething on March 17, 2021, 02:57:06 pm
PeridexisErrant, have you considered splitting the Phoebus tileset? Like so:

(https://i.imgur.com/nkVx3YL.jpg)

Considering TWBT is on by default, it would make the game look better for most users.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: QubeNub on March 18, 2021, 09:21:43 am
Hello, I have an issue with starting DF via LNP. The game instantly crashes on startup, it only starts successfuly when I set the Graphics mode to 2D. Neither Standard, TWBT or TWBT Legacy seems to work. I've also tried several of the Tilesets to no avail.

The game ran without problems a few months back on this laptop, with the same Win10 installation. The only thing I can think of is that some Windows update screwed something up.

Can anyone give me some things to try? Playing with 2D isn't really a problem, but I would like the additional TWBT options.

Thanks in advance!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 18, 2021, 11:21:31 am
I don't know. STANDARD and TWBT modes use OpenGL while 2D uses SDL.


You might try updating your graphics card driver or maybe upgrading to an older version if that doesn't work.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: QubeNub on March 19, 2021, 05:49:37 am
Thank you jecowa, OpenGL configuration/installation was slightly f-ed on my machine. Got it working now! :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Silverwing235 on March 19, 2021, 07:15:35 am
@PeridexisErrant: Just suggesting (more like shilling, given the current state of development) a possible replacement here for Dwarf Portrait (which was experimental and long since abandoned, according to its programmer) (http://www.bay12forums.com/smf/index.php?topic=177615.0 (http://www.bay12forums.com/smf/index.php?topic=177615.0))
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Timeless Bob on March 19, 2021, 04:31:09 pm
Heads up guys, my windows defender just found a trojan in "Dwarven Mockup" in the newest version.  Something called "skeejer" or "skeever".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on March 19, 2021, 04:41:40 pm
Heads up guys, my windows defender just found a trojan in "Dwarven Mockup" in the newest version.  Something called "skeejer" or "skeever".
It's a false positive. DwarfMockup even includes a readme that mentions it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 20, 2021, 10:59:40 am
Jecowa identified an issue with Announcement Window's config pointing to the wrong gamelog path: https://www.reddit.com/r/dwarffortress/comments/m84l0o/biweekly_df_questions_thread/griitdf/

The last mention of this I could find was here, so I figured it should be brought up in this thread.
Not sure if this is the right place to ask, but I am not seeing anything on the announcement window utility while playing. Is this a known issue with that mod or do I need to change some setting on the pack to get it working??

You need to point it to your gamelog.txt for it to read it. Should be a menu option within the utility.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Evrett33 on March 29, 2021, 07:22:08 pm
I've got a weird issue. I've got the most recent version of the DF Starter and Dwarf Therapist wont start up unless my computer is connected to the internet. The game and DF hack pop up fine but if I try to start up therapist offline nothing happens. No task manager activity or anything..just a 1/4 second thought spin. If I start up therapist while online it pops up fine and continues to work if I immediately disconnect. Is it calling home for updates or something?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 29, 2021, 07:47:02 pm
What version of Dwarf Therapist are you using? There is an auto-updater, which was improved in October (https://github.com/Dwarf-Therapist/Dwarf-Therapist/pull/228) and those improvements should be in DT 41.2.0 and newer. If you can find the DT version number, and it's newer than that, the Dwarf Therapist thread (http://www.bay12forums.com/smf/index.php?topic=168411) might be a good place to ask.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Evrett33 on March 29, 2021, 08:08:40 pm
version 41.2.1
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on March 29, 2021, 09:07:24 pm
I'm guessing it is having to download the memory layouts so it can use them. And for some reason it can't save them, so it's having to re-download them every time.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on March 29, 2021, 09:12:21 pm
I'm guessing it is having to download the memory layouts so it can use them. And for some reason it can't save them, so it's having to re-download them every time.
No, the memory layouts are included, but DT checks for updates to them on startup (and possibly for updates to DT itself too).

At any rate, 41.2.1 is new enough that it should have the updater improvements from October, so this is likely some other issue. Thanks for forwarding it to the DT thread!

In case it helps: from older reports of similar issues, it sounds like there should be an "Automatic updates" checkbox in DT's settings that you can disable.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Trabber Shir on April 15, 2021, 06:16:27 pm
There seems to be a configuration error with the auto-update. It is trying to update me to 0.44.12-r08 rather than 0.47.05-r02.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 15, 2021, 06:53:47 pm
There seems to be a configuration error with the auto-update. It is trying to update me to 0.44.12-r08 rather than 0.47.05-r02.

It's probably related to this issue:

Hi all, just got the latest Starter pack and have noticed an odd problem.

I have it set to check for updates every launch and when it launches, it says there is an update to 0.44.12 -r08 which obviously is an old version.
Has anyone else got this problem, or is it an issue my end?

Other than that i am having no issues at all.
What's the version number of the pack you downloaded, and what link did you get it from? My guess would be that it's checking the wrong place for updates, but I'm not sure how that could happen.

Ah, my bad, I know what happened here - my compilation scripts noticed that DFHack was in beta and pointed the update config link at the wrong URL.  I've fixed the script and my update checklist so that this shouldn't happen in future, but I don't think it's worth uploading a new version just for this  :-\

If my understanding is correct, it can't be fixed in old builds of the pack that existed before the issue was fixed, so you'll need to upgrade manually.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Trabber Shir on April 15, 2021, 07:39:44 pm
Thanks for the info Lethosor.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RNGstrategist on April 15, 2021, 08:21:23 pm
Hey guys just a heads up/ bug report/ bug fix. My Streaming PC updated and LNP stopped working.

It experienced a permission denied error similar to an older post
https://dffd.bay12games.com/file.php?id=7622&page=10#c_1507

My error called out a lot more instructions but the fix was the same.
Clinodev directed me towards that fix because he remembered it from way back when.

fix:
I transferred my folder from desktop to users\username\ and it immediately worked again.

Thought i would point out that the error still exists with the latest version and/or a windows update could be causing this error.
It was windows update 20H2 which initially dropped end of 2020 around when the original post experienced an issue.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on April 15, 2021, 08:24:45 pm
Just to add to RNG's post, this was the error message they sent me:

(https://media.discordapp.net/attachments/566838265387286559/832419300274339840/20210415_205551.jpg?width=858&height=649)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RNGstrategist on April 15, 2021, 08:43:09 pm
omg thank you i was trying to type it on textpad and copy over
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Trabber Shir on April 16, 2021, 12:00:19 am
Hey guys just a heads up/ bug report/ bug fix. My Streaming PC updated and LNP stopped working.

It experienced a permission denied error similar to an older post
https://dffd.bay12games.com/file.php?id=7622&page=10#c_1507

My error called out a lot more instructions but the fix was the same.
Clinodev directed me towards that fix because he remembered it from way back when.

fix:
I transferred my folder from desktop to users\username\ and it immediately worked again.

Thought i would point out that the error still exists with the latest version and/or a windows update could be causing this error.
It was windows update 20H2 which initially dropped end of 2020 around when the original post experienced an issue.

This is probably a combination of the windows update and how python works on windows. In general, it is usually safest to run anything written in python (or most other interpreted languages) outside any windows special folders. I extract to c:\games\DF to avoid issues of this sort.

After a few reboots and some unknown processes running, Windows will automatically fix the wonky permissions on the afflicted folders for the services that the interpreters depend on. Or, you can fix it by re-installing python. But the easiest reliable solution is to not extract in a user folder, especially any of the "library" folders (desktop, documents, downloads, etc. basically anything that gets merged with C:\Users\Public\ in various explorer windows). This is why a lot of programs with native launchers and scripted functionality install the scripts to programdata rather than the user-specified install location.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mross on April 17, 2021, 12:05:02 pm
Dwarves refuse to brew strawberries.

(https://i.imgur.com/uRkNxT9.png)


(https://i.imgur.com/Cka0wmf.png)


(https://i.imgur.com/JwoSg0H.png)

They have workshops and access to the plants. No burrows or any other weird stuff. There are no doors, trapdoors, floodgates, bridges, or other mechanisms between workshops and stockpiles. There are no mandates in effect. I don't put plants in barrels.

All other brewable plants are used normally.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 17, 2021, 01:33:24 pm
@mross: Just checking:
- No linked stockpile for the berries (but not any for the barrels), or any links from the berry stockpile to other workshops but not this one? This is probably "weird stuff"...
- Strawberries not forbidden (don't think those show up on the brewing screen, though)?
- Berries not all marked for hauling to a stockpile?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mross on April 17, 2021, 03:22:43 pm
@mross: Just checking:
- No linked stockpile for the berries (but not any for the barrels), or any links from the berry stockpile to other workshops but not this one? This is probably "weird stuff"...
- Strawberries not forbidden (don't think those show up on the brewing screen, though)?
- Berries not all marked for hauling to a stockpile?

no stockpiles have any links
there are no forbidden items anywhere on the map
there are at least 30 strawberries sitting in the stockpile (not in barrels), and there are no berry hauling jobs
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bumber on April 17, 2021, 08:44:05 pm
Strawberries don't use the "brew drink from fruit" reaction, do they? I know grapes do, but strawberries were in the game before that update.

Edit: Wiki lists their booze as "fruit-based". I think they might use the fruit reaction now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mross on April 17, 2021, 09:49:48 pm
Strawberries don't use the "brew drink from fruit" reaction, do they? I know grapes do, but strawberries were in the game before that update.

Edit: Wiki lists their booze as "fruit-based". I think they might use the fruit reaction now.

Does that mean I need to Q up "brew drink from fruit"? I had never used it before, I wasn't really sure what the point of it was.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 18, 2021, 02:12:41 am
Ah, yes, Bumber is correct.

"Brew from fruit" uses fruits (which includes berries in DF) as the source material for the process. "Brew from plants" uses the structural material for brewing. You'll have to look at the raws to determine which part of a plant brewing uses. Plants have evolved over time in DF, and I think the original version only had the structural part, with fruit being added later (together with non fruit seed bearing parts that are bugged for various types of plants, mainly beans, as well as leaves). Logically brewing from cereals should use the ears, with the structural part representing the straw, but these plants only have a structural part (which is for the best until seed containing parts that can't be processed such that they produce the seeds are implemented properly). In addition to shrubs producing fruit parts, "brew from fruit" also processes fruit produced by trees.

I set both "brew from fruit" and "brew from plants" on repeat, and so don't really care about the differences in practice.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lazylonelion on April 18, 2021, 12:19:29 pm
Damn it, why is it so hard to find instructions on how should I update LNP? Without losing my saves and config and so on.
Please, somebody, help!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on April 18, 2021, 01:01:08 pm
Damn it, why is it so hard to find instructions on how should I update LNP? Without losing my saves and config and so on.
Please, somebody, help!

Download the latest newb pack, extract it and launch the LNP launcher in the new pack. Look through the file menu and those other drop-down menus on the menu bar for something like "import from previous pack". This will import save files and other things.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lazylonelion on April 18, 2021, 03:07:32 pm
Thanx, mate.
Doesn't save any LNP config though.
Nor does it save data/init.txt
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on April 18, 2021, 03:33:10 pm
Nor does it save data/init.txt
If your previous and new packs are both the same DF version (e.g. 0.47.05), you can just copy this file over. It's probably fine to do this for most minor version changes too (e.g. if your old pack was 0.47.04 and the new one is 0.47.05) although this may not work in certain cases. Another option is to use a diff tool (like https://www.diffchecker.com/) to compare the files and identify any changed settings that you want to copy over.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MaXMC on April 21, 2021, 01:56:52 am
Are you using the "-R2" version of the pack? I got a crash when embarking on R1 of the 0.47.05 pack, but I thought R2 fixed it.

Sorry for the delayed answer, yes it was (PeridexisErrant's Starter Pack 0.47.05-r02.zip)

Is there a way to see what version it is from the Launcher?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: smakemupagus on April 22, 2021, 07:56:44 pm
Greetings everybody, hope yall are doing well.
I'm also getting crashes every time on embark with a fresh download of 0.47.05-r02, in Windows 10, which resolved when i switch to "Print mode: STANDARD".
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on April 23, 2021, 03:44:00 am
Greetings everybody, hope yall are doing well.
I'm also getting crashes every time on embark with a fresh download of 0.47.05-r02, in Windows 10, which resolved when i switch to "Print mode: STANDARD".
TwbT has been broken in that way for years, and it's a problem with the tool, not this pack's packaging. Don't embark with TwbT enabled or you'll have a high crash rate. TwbT behaves better after embark (i.e. saving at embark, exiting, changing to using TwbT, and then resuming is much less crash prone).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on April 23, 2021, 07:00:11 pm
Greetings everybody, hope yall are doing well.
I'm also getting crashes every time on embark with a fresh download of 0.47.05-r02, in Windows 10, which resolved when i switch to "Print mode: STANDARD".
TwbT has been broken in that way for years, and it's a problem with the tool, not this pack's packaging. Don't embark with TwbT enabled or you'll have a high crash rate. TwbT behaves better after embark (i.e. saving at embark, exiting, changing to using TwbT, and then resuming is much less crash prone).

If you're getting crashes with TWBT graphics packs, you might try running entering "twbt redraw_all 0" in the DFHack Terminal window and pressing the "enter" key after loading your save file. This disables the redraw feature that some graphics packs use that tends to increase the likelyhood of a crash. It's supposed to reduce visual glitches, but it probably isn't worth it if it's causing crashes for you.

Are you using the "-R2" version of the pack? I got a crash when embarking on R1 of the 0.47.05 pack, but I thought R2 fixed it.

Sorry for the delayed answer, yes it was (PeridexisErrant's Starter Pack 0.47.05-r02.zip)

Is there a way to see what version it is from the Launcher?

I don't think so. The only way I know is to check the name of the folder where the LNP launcher is located.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: smakemupagus on April 25, 2021, 03:43:52 pm
Greetings everybody, hope yall are doing well.
I'm also getting crashes every time on embark with a fresh download of 0.47.05-r02, in Windows 10, which resolved when i switch to "Print mode: STANDARD".
TwbT has been broken in that way for years, and it's a problem with the tool, not this pack's packaging. Don't embark with TwbT enabled or you'll have a high crash rate. TwbT behaves better after embark (i.e. saving at embark, exiting, changing to using TwbT, and then resuming is much less crash prone).

Thanks, yes understood it's not a problem this pack causes, but it does have TwBT enabled by default. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BoogieMan on May 21, 2021, 08:43:28 pm
Embark Assistant is frequently freezing my game the moment I press F after enabling it.

It will work fine for awhile, then spontaneously it will just quit working and freeze the game every time.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on May 22, 2021, 03:53:51 am
The Embark Assistant plugin has its own thread in the utilities section (http://www.bay12forums.com/smf/index.php?topic=169634.0 (http://www.bay12forums.com/smf/index.php?topic=169634.0)) if there's a need for a deeper investigation without cluttering this thread.

I'm afraid I need more info that that to be able to reproduce and fault find the problem. Does it happen with every world, or just a particular one (in which case I'd need to try it on that one, e.g. uploaded to DFFD)? What are the search parameters you use (I would expect that it's something there that's triggering the issue)? If you're using a particular sequence of search criteria it would be useful to know what it is as well.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Naryar on May 31, 2021, 11:21:09 am
Hey, just posting to say thank you to the people who do this pack.

It's really helpful, especially to newbies, but even to old players (started back on the 40d days) like me who come back to DF occasionally and are too damned lazy to mod the obligatory DFhack and dwarf therapist in. It even has my favorite tileset so I don't have a lot to mod in !

Thanks for what you're doing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: grotball on June 02, 2021, 03:12:44 am
Greetings everybody, hope yall are doing well.
I'm also getting crashes every time on embark with a fresh download of 0.47.05-r02, in Windows 10, which resolved when i switch to "Print mode: STANDARD".
TwbT has been broken in that way for years, and it's a problem with the tool, not this pack's packaging. Don't embark with TwbT enabled or you'll have a high crash rate. TwbT behaves better after embark (i.e. saving at embark, exiting, changing to using TwbT, and then resuming is much less crash prone).

Thanks, yes understood it's not a problem this pack causes, but it does have TwBT enabled by default.

Yeah this is a pain, I've just painstakingly setup a group of dwarves after finding a site, and keep crashing. Kills the urge to play. It might be best not to make it the default if it's causing frequent crashes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Garfunkel on June 02, 2021, 01:45:48 pm
I have TWTB on and I'm not crashing. I turn it off for world gen/embark but once I'm at a site, I save/quit and turn it back on. I used to have crashed in a previous version because of tileset issues but AFAIK those have been fixed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 02, 2021, 03:45:35 pm
I have TWTB on and I'm not crashing. I turn it off for world gen/embark (emphasis added)
Well, the crashes that smakemupagus and grotball are reporting happen at embark, so it would make sense that you don't see them with TWBT turned off at that stage. My understanding is that the issues have not been fixed, but they may depend on a combination of graphics hardware and specific tilesets, and are therefore not easy to reproduce and fix.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 04, 2021, 08:53:56 am
The Starter Pack has updated to 0.47.05-r03!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is a relatively small update - grab it if you use one of the updated graphics packs or Legends Viewer... or if you really like larger version numbers I guess!  Time to Strike the Earth!

0.47.05-r03
 - updated Legends Viewer to 1.20.07 with crash fixes and UI improvements
 - updated Vettlingr graphics to 1.5 (transparent edition!)
 - updated Meph graphics to v5.5.1-V
 - updated Spacefox graphics to 47.05a

SHA256:  ed129baee286188365f2307cbc03905d21c3b8733a0f577450db14f5755d6be1

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Timeless Bob on June 04, 2021, 03:36:11 pm
Why is PerfectWorld no longer in the utilities?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on June 04, 2021, 11:41:46 pm
Why is PerfectWorld no longer in the utilities?
I don't use this pack, but PerfectWorld is still listed in the contents (http://www.bay12forums.com/smf/index.php?topic=126076.msg4250424#msg4250424) at the beginning of this thread (which was last updated yesterday). To help gather a bit more information: what pack version are you using? And do you remember what version you had before?

For reference: I just downloaded 0.47.05-r03 of this pack, and it has a "LNP/utilities/PerfectWorld" folder. I don't know whether it works, however. If that's missing, maybe some antivirus software could have done something to it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LORDYLORD on June 29, 2021, 04:25:53 pm
So the game loads (minus some resolution issues that I have semi sorted) but then crashes as soon as I strike the earth
either I get to the last part of embark with the flavour text and it crashes, or I start an adventurer and it crashes. What be I doing wrong?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Schmaven on June 29, 2021, 04:29:35 pm
So the game loads (minus some resolution issues that I have semi sorted) but then crashes as soon as I strike the earth
either I get to the last part of embark with the flavour text and it crashes, or I start an adventurer and it crashes. What be I doing wrong?

I've heard there is a Text Will Be Text (TWBT) bug that can cause crashes at embark.  If you're experiencing that bug, embarking with graphics turned off should let you start a game successfully.  Then as soon as you're in, save & exit, then re-enable graphics and it should load fine.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on June 30, 2021, 03:19:51 am
The setting Schmaven refers to is under the Graphics tab and called Print Mode in the Advanced section at the bottom. Print Modes 2D and STANDARD are your alternatives.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on July 12, 2021, 12:43:27 am
The Starter Pack has updated to 0.47.05-r04!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This release is all about the amazing DFHack update (https://github.com/DFHack/dfhack/releases/tag/0.47.05-r2) - I'm especially excited about new scripts to deal with webs, and the new set-timeskip-duration script (https://docs.dfhack.org/en/stable/docs/_auto/base.html#set-timeskip-duration), which allows you to resume worldgen between embarks!  There's too many cool things (and bugfixes) to list though, so check out those release notes to learn more.  Time to thank all the contributors and maintainers, and then... strike the earth!

0.47.05-r04
 - updated DFHack to 0.47.05-r2
 - updated TwbT to 0.47.05-r2 (unofficial build by thurin)

SHA256:  911fb049de1b115d308bb152f3518120f6e23d1b71d9cce8a62b66cfc198d2d1

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Erendir on July 20, 2021, 10:40:02 am
The Starter Pack has updated to 0.47.05-r04!

I've noticed the Soundsense's script soundsense.lua isn't under the hack/scripts folder, which makes me sad, because it does important stuff (and prints some garbage, which is why I comment out line 246). Could you maybe copy it to hack/scripts or add the path in dfhack-config/script-paths.txt? (It also should be called from an onMapLoad*.init file)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on July 23, 2021, 10:22:53 pm
The Starter Pack has updated to 0.47.05-r04!

I've noticed the Soundsense's script soundsense.lua isn't under the hack/scripts folder, which makes me sad, because it does important stuff (and prints some garbage, which is why I comment out line 246). Could you maybe copy it to hack/scripts or add the path in dfhack-config/script-paths.txt? (It also should be called from an onMapLoad*.init file)

Is it still needed? What does it actually do? Nevermind, I tried it and I see what it fixes. Good find. I was wondering why certain things were flaky/stopped working.
Although a bit spammy. I mean I really don't give a fuck if their skills went rusty.
 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on August 19, 2021, 04:23:52 pm
Performance tweaks generating garbage. Been this way for some time, I just finally got around to manually overriding it, but it deserves fixing.

Enable Performance tweaks.
onMapLoad_PyLNP.init gets:

multicmd tweak fast-heat 100; repeat -time 1 -timeUnits months -command [ multicmd cleanowned X ; clean all ]

Output is:

What you get when you run clean by itself with no parameters.
Spoiler (click to show/hide)

Replaced with:

tweak fast-heat 100
repeat -time 1 -timeUnits months -command [ cleanowned X ]
repeat -time 1 -timeUnits months -command [ clean all ]

Works properly. (Multicmd edit seemed to work manually input but on a fresh load did not work, but this did.)

Hrmpph...actually nothing seems to work properly on map load.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mar Akrul on August 20, 2021, 03:17:41 am
Hrmpph...actually nothing seems to work properly on map load.

works fine for me
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on September 05, 2021, 07:30:33 am
The Starter Pack has updated to 0.47.05-r05!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

The new DFHack has some particularly nice new commands (dig-now, build-now, etc) for the impatient, and plenty of bugfixes even if you won't use the new features.  So with thanks to the whole developer community, let's strike the earth!

0.47.05-r05
 - updated DFHack to 0.47.05-r3 (https://github.com/DFHack/dfhack/releases/tag/0.47.05-r3)
 - updated TwbT to 0.47.05-r3 (unofficial build by thurin)

SHA256:  5d866972c22cbf6794b8fff7d76b3a89c9f139288fbdd35ee308ee86d8d60190

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Zyche on September 17, 2021, 05:01:21 am
Hey Community,

after a long break I have started again with Dwarf Fortress.
I just downloaded the pack and started DF, generated a world and chose the standard Embark scenario.

When unloading the cart, I noticed that there is still the bug with the crutch (looks like brown pants), the splint (looks like a brown mouse) and the quiver (looks like a brown chest). (LnP default setting Phoebus Tileset Pack)

A long time ago I found a thread with the solution to this problem, but unfortunately I can't find it anymore.

Why the bug is still there? When it will be fixed? How I can fix it myself.

UPDATE:
I have fixed the error by taking the data and instructions from this page.

https://github.com/DFgraphics/Spacefox

UPDATE 2:

hey PeridexisErrant, can it be that some tilesets or graphics sets are not up to date?
Could you possibly update them.
When updating manually, I get some errors (closing DF while loading).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PhaseKiwi on September 27, 2021, 01:33:23 am
with twbt and meph+vordac lite every time z to zoom to alert is in the wrong place for me. any way to fix this?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on September 27, 2021, 06:03:07 am
with twbt and meph+vordac lite every time z to zoom to alert is in the wrong place for me. any way to fix this?

Sadly this is just a result of using TWBT. The "zoom to" is hardcoded to the underlying vanilla grid. The original TWBT developer has apparently left the project, and it's just being maintained until hopefully Premium replaces it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: recon1o6 on October 05, 2021, 03:58:20 pm
quick question, when installing mods do I need to put them in the mods folder in the pack or just install them manually?

I'm aiming to have a couple of different worlds with different mods
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Promethium on November 10, 2021, 10:20:18 pm
Hey there! Sorry to be a bother, but was running some of the utilities from the updated pack through Virustotal, and found something different than the usual false positives that are quite common in the LNP: https://www.virustotal.com/gui/file/266167fe87f60ba6d99516689935f1e9bd525286ed4974a152d03c0fa0e74a46

The LegendsViewer is making Virustotal believe it is ransomware (which I've never had happen when scanning any of the previous packs). It even goes as far as to say, in the "view rule" breakdown, that the likelihood of it being a false positive is "unlikely", and classifying it as "critical".

I know false positives aren't exactly rare in previous iterations of the pack and its utilities, but this one was different enough that I felt it was worth letting people know/asking people if they have experienced any issues, or noticed anything strange with said utility.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Duuvian on November 13, 2021, 10:59:02 pm
I searched the name of the virus and found along with what appeared to be guides on how to remove it if someone does have it, there also were a few results talking about false positives from the same Maxsecure that flags it in the Virustotal link.

Githubs that had the same issue:
https://github.com/bleachbit/bleachbit/issues/948
https://github.com/lian/msfs2020-go/issues/14

I don't know enough to say 100% it's not a virus but it seems likely to be a false positive.

If that turns out to be the case, here is the link to the Maxsecure submissions page for false positives if that helps PeridexisErrant or other maintainers, I found it on one of those github threads.

https://www.maxsecureantivirus.com/submit_aFalse_Positive.htm
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on November 14, 2021, 01:17:21 am
A single hit on VT is almost always a false positive especially if the engine that flagged it is not one of the major engines. None of the major sites that review antivirus engines even mention MaxSecure.

And the sha256 hash on VT matches the file released on https://github.com/Kromtec/LegendsViewer (for the version in this pack). So if it is a trojan, it's a publicly open-sourced one.

Where do you see this "view rule", "unlikely", and "critical"? I don't see that on VT. Is it something you hav to be logged in to see?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on November 15, 2021, 06:19:46 am
The Starter Pack has updated to 0.47.05-r06!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

0.47.05-r06
 - updated Vettlingr graphics to 1.6
 - updated Legends Viewer to 1.20.08
 - removed Meph graphics due to attribution/copyright concerns

SHA256:  74c6dfdca808a0222457e06cf122c1691498229234f6d9769d4a6a601b65ba04

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Promethium on November 15, 2021, 06:28:13 am
A single hit on VT is almost always a false positive especially if the engine that flagged it is not one of the major engines. None of the major sites that review antivirus engines even mention MaxSecure.

And the sha256 hash on VT matches the file released on https://github.com/Kromtec/LegendsViewer (for the version in this pack). So if it is a trojan, it's a publicly open-sourced one.

Where do you see this "view rule", "unlikely", and "critical"? I don't see that on VT. Is it something you hav to be logged in to see?

It should appear near the top if you are signed in. Looks like this if you're curious: https://imgur.com/a/B0ORfte
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on November 15, 2021, 07:00:39 am
A single hit on VT is almost always a false positive especially if the engine that flagged it is not one of the major engines. None of the major sites that review antivirus engines even mention MaxSecure.

And the sha256 hash on VT matches the file released on https://github.com/Kromtec/LegendsViewer (for the version in this pack). So if it is a trojan, it's a publicly open-sourced one.

Where do you see this "view rule", "unlikely", and "critical"? I don't see that on VT. Is it something you hav to be logged in to see?

It should appear near the top if you are signed in. Looks like this if you're curious: https://imgur.com/a/B0ORfte

Legends Viewer just updated in the Pack, perhaps it's fixed now.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on November 15, 2021, 04:52:15 pm
Yeah, new current version doesn't match that rule.

As for that rule that did match the previous version, it's not dated but the links it mentions are all over a year old - the major engines would pick it up by now. The fact that they don't indicates a false positive. (MaxSecure flags it as a different trojan and isn't a major engine.)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Rekov on November 20, 2021, 08:31:51 am
Is this a change to Vettlingr's tileset? I no longer see the Kruggsmash font in the PyLNP Launcher under Graphics > Customize > Font.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on November 20, 2021, 06:42:09 pm
Is this a change to Vettlingr's tileset? I no longer see the Kruggsmash font in the PyLNP Launcher under Graphics > Customize > Font.

I don't know if it's an oversight, or intentional on vettlingr's part, but I have permission from Kruggsmash to distribute this version.

https://drive.google.com/file/d/1-1aByBHb4AobFuEf0lBP9IAZNeCg7THj/view?usp=sharing

If you save it in:

Code: [Select]
PeridexisErrant's Starter Pack 0.47.05-r05\LNP\graphics\Vettlingr\data\art
it should work as before for you, with the new name. Or you could rename it.

This is the current set Kruggsmash uses, I believe.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Socran on December 02, 2021, 05:30:47 pm
So I'm trying to run the launcher but I keep getting this (https://i.imgur.com/00NgKoo.png) error.

Does anyone know what could be causing this and how to fix it?  I noticed people here (https://dffd.bay12games.com/file.php?id=7622) talking about having the issue and fixing it just by moving the file to another folder, but that doesn't work for me, and they stopped discussing it before ever figuring out what the actual cause was and what needs to actually be done to fix it.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TV4Fun on December 18, 2021, 05:54:34 pm
The version of SoundSense that comes with the starter pack is still the one that includes a sample config that makes almost every sound into a flute. It's easy enough to get around by deleting sample.xml from the packs/default directory, but it would be kind of nice if the starter set already did that.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thurin on March 30, 2022, 07:00:36 pm
Time to update the tagline.

"over 2 million downloads and still counting!"
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on May 08, 2022, 05:32:26 pm
The Starter Pack has updated to 0.47.05-r07!
As usual, you can get it here (http://dffd.bay12games.com/file.php?id=7622), this time with some lovely new DFHack features  :)

0.47.05-r07
 - updated DFHack to 0.47.05-r5
 - updated TwbT to 0.47.05-r5 (unofficial build by thurin)

SHA256:  77fa01bd1386468f73a0c10094877b9cd7253283aca44ceca23e9a6bbff01d49
Title: Re: PeridexisErrant's DF Starter Pack
Post by: myk on May 20, 2022, 03:24:17 pm
It seems like there is a good amount of confusion generated by having two versions of quickfort -- the one in the utilities directory and the newer implementation that comes with DFHack. It might help reduce confusion if they used the same blueprints directory. That way users will have only one place to add blueprints to and it can be read by both quickfort implementations. Would it be possible to move the LNP/utilities/Quickfort/blueprints directory to Dwarf Fortress 0.47.05/blueprints/library/LNPquickfort?

The Quickfort distributed with LNP keeps a state file that determines where the file open dialog looks.  We could point it directly to that directory so LNP Quickfort can still find its blueprints easily. All it would take, I think, is to add a file named LNP/utilities/Quickfort/config/state.ini to the distribution that has the following contents:
Code: [Select]
[GUI]
PlaybackMode=macro
ShowFullTip=1
LastFolder=..\Dwarf Fortress 0.47.05\blueprints\library\LNPquickfort
DoMacroMSCheck=1

Would that be ok?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pokcetracket on May 27, 2022, 11:25:14 am
Hello, new user to this forum.

My game keeps crashing after ~5 minutes of running a fortress. I'm using TwbT and DFHack. Looking through the stderr and gamelog, there doesn't seem to be a pattern for why it's crashing. How can I begin to debug this or find the cause? Thanks.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Garfunkel on May 29, 2022, 12:54:17 am
Turn TWBT off and see if it happens.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pokcetracket on June 03, 2022, 05:38:29 pm
That worked. The downside is I really like Vettlingr and the graphics variety / multilevel view of TwbT.

Any ideas on how to narrow down what in TwbT is causing the issues?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on June 04, 2022, 12:19:58 am
That worked. The downside is I really like Vettlingr and the graphics variety / multilevel view of TwbT.

Any ideas on how to narrow down what in TwbT is causing the issues?

I haven't run across the periodic crashes you report, but turning off TWBT would have been my suggestion as well. Sometimes TWBT problems sort themselves out after running the fort without it at least once, so you might check and see if you're now able to use it as expected. You might also reduce the number of levels of multilevel you're displaying and see if that helps. I'll message the current maintainer and see if he has any other ideas.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Jamotonous on June 06, 2022, 09:41:32 am
I noticed that the link to DFHack in the mod list leads to this outdated thread (http://www.bay12forums.com/smf/index.php?PHPSESSID=89d5c87a4bfcd7a4ac7904101d689a4e&topic=139553) (last updated in 2017), whilst this less cobwebby thread (http://www.bay12forums.com/smf/index.php?topic=164123.0) (actively maintained) would be a better fit.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thurin on June 09, 2022, 11:57:14 am
That worked. The downside is I really like Vettlingr and the graphics variety / multilevel view of TwbT.

Any ideas on how to narrow down what in TwbT is causing the issues?

What version of DF and DFHack are you using?  Or I guess which version of PE would tell us that if you know it. 
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on June 15, 2022, 08:10:46 pm
That worked. The downside is I really like Vettlingr and the graphics variety / multilevel view of TwbT.

Any ideas on how to narrow down what in TwbT is causing the issues?

What version of DF and DFHack are you using?  Or I guess which version of PE would tell us that if you know it.

It seems to happen every version for me at least.
Fortunately turning TWBT off, loading, saving, turning TWBT back on and then resuming life as normal seems to work.
Which is good because I'd rather have my eyes gouged out than play w/o TWBT.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mixolyde on June 19, 2022, 06:34:38 pm
When you have a minute, can you pull the upstream updates for LNP Shared Core? It has fixes for the embark profiles with wooden axes. Took me forever to figure out why my woodcutter wouldn't cut wood!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on June 19, 2022, 08:52:27 pm
When you have a minute, can you pull the upstream updates for LNP Shared Core? It has fixes for the embark profiles with wooden axes. Took me forever to figure out why my woodcutter wouldn't cut wood!

Where are you downloading the PeridexisErrant Starter Pack that has training axes in the embark profiles? I maintain the current list used and that change was made within hours of Toady making them unusable, years ago. I just redownloaded the current pack and double checked, it has my list updated earlier this year.

You can find the current release with modern embark profiles here: https://dffd.bay12games.com/file.php?id=7622

You can find the current embark profiles alone here: https://pastebin.com/vsQgfWNH
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 20, 2022, 12:59:20 am
The Starter Pack has updated to 0.47.05-r08!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

0.47.05-r08
 - updated DFHack to 0.47.05-r6
 - updated TwbT to 0.47.05-r6 (unofficial build by thurin)
 - added Legends Browser 2 (http://www.bay12forums.com/smf/index.php?topic=179848)
 - merged Quickfort blueprints libraries from the DFHack and utility versions

SHA256:  e096343507fff08aacdbd79fb1518e6130dfe41434c134cd4d78d18ad2d5bc31

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games), or even mine! (https://www.patreon.com/PeridexisErrant)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mixolyde on June 20, 2022, 05:39:36 am
Ok, I'm sorry. It looks like I somehow grabbed r07, and not r08 and used that. I am downloading the latest now and will verify.

Can you add the latest CaptnDuck tutorial embark for 2020 and the other tutorials? It's here. (https://pastebin.com/vsQgfWNH)

Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on June 20, 2022, 06:20:19 am
That's the exact list that is included in this Pack, (straight from my pastebin account) and should be the one coming up by default. It's "PeridexisErrant's Starter Pack 0.47.05-r08\LNP\embarks\default_profiles.txt" and should be in "PeridexisErrant's Starter Pack 0.47.05-r08\Dwarf Fortress 0.47.05\data\init\embark_profiles.txt" by default, until and unless you change it. Yep, double checked with a freshly downloaded copy.

You may be switching to one of the alternate embark profile lists in "PeridexisErrant's Starter Pack 0.47.05-r08\LNP\embarks". Those others are all legacy, and unmaintained, which would explain training axes.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Mixolyde on June 20, 2022, 09:21:16 am
You're right. User error once again. As was my habit years ago, I went straight for the tutorial profiles, where Duck's stuff had traditionally been, and completely ignored default profiles, which I assumed were the game's standard, built-in defaults, not the LNP defaults.

Thank you for the help and clarification, sorry for the trouble.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: myk on June 20, 2022, 03:39:29 pm
Thank you for combining the blueprint directories! I hope this helps clear up some confusion. I also added 'Alt-F' as a hotkey for DFHack quickfort so the same hotkey will work regardless of which Quickfort implementation is running. If LNP Quickfort is running, it will intercept the hotkey. If it isn't, DFHack will display the native version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on June 23, 2022, 02:40:03 am
Sweet!  That's a really nice way to configure it, myk - thanks again for all your work on this :D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: myk on September 14, 2022, 04:32:36 pm
I'm not sure exactly when the next release of DFHack will be out, but I wanted to give you a heads up that in order to support DFHack's work on usability and in-game configuration, the dfhack init files (dfhack*.init, onLoad*.init, onMapLoad*.init, and the others) will be moving from the DF root directory to dfhack-config/init/.

the dfhack.history file (along with all other history files) will also be moving to dfhack-config/

For the starter pack, I think this means the following changes:

I also continue to get questions about the Quickfort launched from the LNP vs. the newer quickfort built into DFHack. Could you possibly add a note to the LNP Quickfort summary (in utilities/Quickfort/manifest.json?) that the Alt-F shortcut for applying quickfort blueprints is now provided by DFHack with a native, in-game utility?

Edit: I filed a request for some of these changes in upstream LNP (https://github.com/Pidgeot/python-lnp/issues/181).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 04, 2022, 04:01:58 am
The Starter Pack has updated to 0.47.05-r09!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

This is a pretty big one!  The core is of course DFHack, with a lovely set of new features, bugfixes, and so on - as well as an improved configuration system, which chains through to PyLNP and my build scripts too (if this worked, you won't notice a thing).  But as a bonus, you also get new versions of Dwarf Therapist and Legends Viewer 2  :D

0.47.05-r09
 - updated DFHack to 0.47.05-r7
 - updated TwbT to 0.47.05-r7 (unofficial build by thurin)
 - updated Legends Browser 2 to v2.0.2
 - updated Dwarf Therapist to v41.2.4
 - updated PyLNP to 0.14c
 - moved files around for the nice new DFHack config system

SHA256:  74228d247f5e1d4912f4a4019e0479e0602cc93951311a5f2b9e8cf65cb155a4

Traditionally [old superstition with some basis in fact!] this kind of update would be immediately followed by a DF release, and another round of frantic community patching by all of the many many people who make this possible... and who knows when the Steam release might be?  (not me - I truly don't have any inside info)  When it does though, I'm expecting to "retire": the Steam edition should help beginners appreciate DF better than anything I can cobble together, and that's always been my motivation for this pack.  It's also been going for a long time - next May I'll celebrate ten years of the Starter Pack, with LucusUp's original-flavor LNP dating further back to 2010!

Ladies, gentlemen, dwarves, and other overseers; it is and has been an honour.  Strike the Earth!

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on October 05, 2022, 02:18:04 am
I don't see that the Premium release would not benefit from a Starter Pack.
It's unlikely there won't be a need for new versions of DFHack, Dwarf Therapist, and Legends Viewer bundled up in an easy to use package, although it may require changes such that it would be easy to install both with the Premium and the Classic versions, and tile sets might be easy enough to juggle without being supplied by a Starter Pack (although it would still be convenient to get everything in a single package).

However, it will probably be some time after the release before the dust settles so new versions of these essential tools can be produced, and it definitely is a natural point to retire and hand the baton on to someone else after many years of service to the community.

Thanks for all the work, and enjoy your retirement from DF community service!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: voliol on October 05, 2022, 04:21:13 am
I wonder if the successor of the Starter Pack will be a starter pack. The upcoming DF version promises auto-labor, graphics sets that can be installed with just a few clicks and drags, and a better default Legends mode, and has as a goal to be more newcomer-friendly. The tools that the Starter Pack provide/host will still be wanted, but not for beginner friendlyness, but for their more advanced uses. Perhaps it becomes an "Enhancement Pack".

I never used the Starter Pack for my usual DF playing, but I know I'm an outlier because of that. And I booted it up a few times for easy DF Hack + Legends Viewer + map visualizers. Thanks Peredexis for all the great work, you've made the DF sphere a better place!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Shwez on October 05, 2022, 11:40:02 am
Why am I getting this error with the 0.47.05-r09 when running the Launcher? While the r08 version ran just fine? (Win7)

"The program can't start because api-ms-win-core-path-l1-1-0.dll is missing from your computer." and
"Error loading Python DLL 'c:\Users\[username]\AppData\Local\Temp\_MEI70642\python39.dll'. LoadLibrary: The specified module could not be found."

EDIT: Never noticed PyLNP 0.14a was 2 years old. No wonder it still work for my system.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PatrikLundell on October 06, 2022, 03:29:09 am
I'd expect the successor pack to be a mixture of a starter and advanced usage pack (like the current pack, really). Legends Viewer is superior to the improved Legends View mode (which is a significant improvement over the current version), and a Dwarf Therapist will be absolutely crucial to override the mess a mandatory auto labor mismanagement causes on time critical tasks (aquifer penetration and invader/water leak emergency hole plugging). DFHack will continue to provide enhancement and increased ease of use.

A decent auto labor management would require logic to assign dorfs to tasks in an efficient manner, which would require additional logic to look at when dorfs will become available for new tasks in the near term to send them off on suitable tasks that do not include excessive travel time when a dorf right next to the task will become available shortly. That logic is not going to be implemented.
The larger the fortress (in all dimensions) the greater pain this mismanagement will cause.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Pidgeot on October 07, 2022, 07:17:26 pm
Why am I getting this error with the 0.47.05-r09 when running the Launcher? While the r08 version ran just fine? (Win7)

"The program can't start because api-ms-win-core-path-l1-1-0.dll is missing from your computer." and
"Error loading Python DLL 'c:\Users\[username]\AppData\Local\Temp\_MEI70642\python39.dll'. LoadLibrary: The specified module could not be found."

EDIT: Never noticed PyLNP 0.14a was 2 years old. No wonder it still work for my system.

I already touched on this in the PyLNP thread, but I'll do it here too for good measure:

I upgraded my computer between 0.14a and 0.14b, which meant I ended up on a newer version of Python - one that does not support Windows 7 or earlier.

I've replaced the 0.14c build with one made on slightly earlier version that supports Vista and 7. If you need it, you can download it from the GitHub releases page (https://github.com/Pidgeot/python-lnp/releases/tag/0.14c) for PyLNP, but PeridexisErrant may also want to replace the version in the pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 10, 2022, 09:15:44 pm
The Starter Pack has updated to 0.47.05-r10!
As usual, you can get it here. (http://dffd.bay12games.com/file.php?id=7622)

0.47.05-r10
 - PyLNP fix for Windows Vista and 7 (no change for Windows 8 or later)

SHA256:  3c5afd0ad342cc3fa412b557438ebaf681124ed88abdcf3704268766c4b82d76

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DarkDvr on October 15, 2022, 12:31:05 pm
New version (as of Oct 15, 22) crashes when loading an existing game.
Everything else works fine, but when using "Continue playing", it seems to load everything, and when it's time to show the actual game/UI, it CTDs, with no error.

Using Print Mode: Standard fixes it.
Using TWBT and TWBT_LEGACY causes crashing.

Can provide logs if requested.

--- UPDATE: ---
I've manually re-installed TWBT from the official repo on GitHub using this guide: https://www.reddit.com/r/dwarffortress/comments/bti4h1/how_to_install_twbt_explanation/

It fixed it. The TWBT dll is a bit different, so I guess the official repo has a working version, while the LNP has a "bad" version.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: clinodev on October 15, 2022, 12:41:29 pm
New version (as of Oct 15, 22) crashes when loading an existing game.
Everything else works fine, but when using "Continue playing", it seems to load everything, and when it's time to show the actual game/UI, it CTDs, with no error.

Using Print Mode: Standard fixes it.
Using TWBT and TWBT_LEGACY causes crashing.

Can provide logs if requested.

Usually one game load and save in Standard print mode resolves the issue for that copy (it's a known TWBT issue).

Can you check and see if you are now able to load in TWBT?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: etron on October 17, 2022, 02:31:32 pm
now the DF hack Launcher is embedded in the game screen?  I have noticed it at the change of release
Title: Re: PeridexisErrant's DF Starter Pack
Post by: myk on October 19, 2022, 02:20:56 pm
Yes, There is a new in-game launcher for DFHack commands with autocomplete and integrated help and lots of fancy bits. Release announcement (with info and screenshots) here (http://www.bay12forums.com/smf/index.php?topic=164123.msg8413172#msg8413172).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PolarBair on October 21, 2022, 10:56:59 pm
I've been having a weird problem lately. I've been using 0.47.05-r09 and Vettlingr 32x tile set for a while now. Worked just fine for my fortress in Region 1 but then decided to start a new game and build a new world in Region 2 every and time I start up the game it crashes when loading the world with an error "Not found: data/save/region2/raw/graphics/procedual_divine.png"

If I go to PyLNP and reinstall the tile set and then launch the game my world in region 2 loads just fine without crashing.
But then if I save and quit then the next time I relaunch the game I run into the same problem and have to reinstall the tile set before my world will load without crashing. Kinda sucks to have to keep reinstalling the tiles set just to get the world to load without crashing.

That's just so weird. What is this procedual_divine.png anyway and why does it keep disappearing from data/save/region2/raw/graphics/?

Title: Re: PeridexisErrant's DF Starter Pack
Post by: PolarBair on October 23, 2022, 05:04:40 am
How do we get the external DFhack terminal open? I just started using  0.47.05-r10 and the in game console is nice and all but it tells me I need the external one for things like Liquids and Tiletypes but it doesn't automatically open when I launch DF like it used to and I can't find it in any where in the starter pack folders.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: myk on October 23, 2022, 10:23:33 am
The -r10 version appears to have an issue with some versions of Windows. If you overwrite your installed version with -r09 (download from the mirror here: http://df.wicked-code.com/PeridexisErrant%27s%20Starter%20Pack%200.47.05-r09.zip) does it work for you? It has the same version of DFHack. Just the distribution packaging changed between -r09 and -r10.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: PeridexisErrant on October 23, 2022, 07:05:37 pm
The Starter Pack has updated to 0.47.05-r11!
As usual, you can get it here (http://dffd.bay12games.com/file.php?id=7622), with a tiny patch to the way the PyLNP launcher interacts with DFhack.  Strike the earth!

0.47.05-r11
 - updated PyLNP to 0.14d, fixing blank DFHack window

SHA256:  117a477ac4370ebff07fbfd2b6c535ef298cb0d7c7c3b403b514dc0aed14d836

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games)  ;D
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DanielCoffey on November 05, 2022, 11:27:43 am
I am having this issue as well with 0.47.05_r11 but I think I have managed to track it down.

When you have installed Vettlingr 32x and Installed the tileset, there are two files that I believe have an error in them...

data/save/region1/raw/graphics_procedual_divine.txt
data/save/region1/raw/graphics_procedual_hfexp.txt


These two files differ from the other graphics_procedual_xxx.txt files in that they appear to be missing part of the FILE definition on their fourth line.

[FILE:procedual_divine.png] should be [FILE:denzi/procedual_divine.png]

and

[FILE:procedual_hfexp.png] should be [FILE:denzi/procedual_hfexp.png]

I don't know what is creating these two files but editing them fixes the issue for that session.


I've been having a weird problem lately. I've been using 0.47.05-r09 and Vettlingr 32x tile set for a while now. Worked just fine for my fortress in Region 1 but then decided to start a new game and build a new world in Region 2 every and time I start up the game it crashes when loading the world with an error "Not found: data/save/region2/raw/graphics/procedual_divine.png"

If I go to PyLNP and reinstall the tile set and then launch the game my world in region 2 loads just fine without crashing.
But then if I save and quit then the next time I relaunch the game I run into the same problem and have to reinstall the tile set before my world will load without crashing. Kinda sucks to have to keep reinstalling the tiles set just to get the world to load without crashing.

That's just so weird. What is this procedual_divine.png anyway and why does it keep disappearing from data/save/region2/raw/graphics/?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DanielCoffey on November 05, 2022, 12:47:01 pm
Since I can't find either of the two missing files in the Vettlingr pack I am wondering if they are being auto-generated on first run and are storing the incorrect path? Would the issue be resolved by taking a corrected pair of files and adding them to the source for Vettlingr pack?

EDIT : The two files are referenced in region1/raw/generate-procedual-graphics.lua and are regenerated every time the game is loaded.

Lines 57 and 73 need to be edited.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on November 10, 2022, 01:58:27 am
Lines 57 and 73 need to be edited.

Looks like this was hot-fixed by Vettlingr without a version bump (http://www.bay12forums.com/smf/index.php?topic=172078.msg8387924#msg8387924).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: DanielCoffey on November 10, 2022, 02:17:47 am
Well spotted, thank you.

So what do we have to do in order to pick up the new version of Vettlingr and get it inside the Starter Pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mross on November 20, 2022, 09:16:01 pm
Where can we download the pack now that DFFD is nuked?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Ziusudra on November 20, 2022, 09:20:01 pm
Besides the official download page on DFFD (above), /u/Hecknar maintains df.wicked-code.com (http://df.wicked-code.com), which mirrors every release since 0.40.01!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: mross on November 20, 2022, 09:26:30 pm
Sorry for my blindness. Now my question is, why were wheelbarrows changed to look like flowers?

(https://i.imgur.com/HYh8Bwi.png)
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LucasUP on December 02, 2022, 02:16:23 am
and who knows when the Steam release might be?  (not me - I truly don't have any inside info)  When it does though, I'm expecting to "retire": the Steam edition should help beginners appreciate DF better than anything I can cobble together, and that's always been my motivation for this pack.  It's also been going for a long time - next May I'll celebrate ten years of the Starter Pack, with LucusUp's original-flavor LNP dating further back to 2010!

Ladies, gentlemen, dwarves, and other overseers; it is and has been an honour.  Strike the Earth!

If you want to say thanks, check out Toady's Patreon (https://www.patreon.com/bay12games)  ;D


Checking in for the first time in a decade  8)
The steam release is mere days away... and I see this!

You and Pidgeot (and others) have been dedicated on maintaining my little project for the last decade. I certainly would not begrudge you for wanting to retire, but really hats off to the work you all have put in to this.

Should I rise from the grave to take the mantle once more?
Well... I'm not really sure I can dedicate all the commitment necessary, though I have often wondered over the past ten years if I would return to contribute in some small way once again... If you or someone wanted to team up... lets talk.
You make a good point about how the new steam version might change the need for a LNP, and I wondered that too. I cant help but think there'd still be some desire for it, and there will soon be an uptick in people looking for mods, but it certainly will be a bit different with a more accessible game.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on December 09, 2022, 08:19:12 am
Well so far it doesn't look like the Steam version is an answer to anyone's prayers.
No DFHack, no Therapist, no purchase from me.
On top of that it sounds like there was a considerable dumbing down of gameplay elements.
Seems like the need for LNP is not going away anytime soon.

That being said, if you need to pass on the torch, you need to pass on the torch.
It has been a long time and a lot of work and thank you so very much for making this game much more accessible to so many people!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: frightlever on December 09, 2022, 11:04:44 am
Well so far it doesn't look like the Steam version is an answer to anyone's prayers.
No DFHack, no Therapist, no purchase from me.
On top of that it sounds like there was a considerable dumbing down of gameplay elements.
Seems like the need for LNP is not going away anytime soon.

That being said, if you need to pass on the torch, you need to pass on the torch.
It has been a long time and a lot of work and thank you so very much for making this game much more accessible to so many people!

I'm loving the Steam version. There are a few essential things missing (not even counting Adventure mode, which I never used but I realise is important to many people)  like logs, but I'm surprised how complete it is. I was also a big user of LNP and miss the Therapist. I miss DFHack less so as it was QOL bordering on outright cheats. Not being able to mine a seam is definitely painful but I wouldn't let it put me off playing the Steam version and its near-coherent interface.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: BlackSmokeDMax on December 09, 2022, 12:00:21 pm
Well so far it doesn't look like the Steam version is an answer to anyone's prayers.
No DFHack, no Therapist, no purchase from me.
On top of that it sounds like there was a considerable dumbing down of gameplay elements.
Seems like the need for LNP is not going away anytime soon.

That being said, if you need to pass on the torch, you need to pass on the torch.
It has been a long time and a lot of work and thank you so very much for making this game much more accessible to so many people!

I'm loving the Steam version. There are a few essential things missing (not even counting Adventure mode, which I never used but I realise is important to many people)  like logs, but I'm surprised how complete it is. I was also a big user of LNP and miss the Therapist. I miss DFHack less so as it was QOL bordering on outright cheats. Not being able to mine a seam is definitely painful but I wouldn't let it put me off playing the Steam version and its near-coherent interface.


DF has had automine built in for a while. Not the same exact automine as DF Hack, but it definitely works.

If interested, here is a video of quill18 showing off a bit of how it works in the steam version: https://youtu.be/s3RHuCV7Rqs?t=287
Title: Re: PeridexisErrant's DF Starter Pack
Post by: LucasUP on December 09, 2022, 08:23:37 pm
Well so far it doesn't look like the Steam version is an answer to anyone's prayers.

I don't know how you can say that. I came back after playing it to say 90% of what I initially made the Lazy Newb Pack to do has been made obsolete by the Steam version.

-Easily add graphics: No longer needed.
-Easily change graphics: No longer needed (see modding)
-Easily change settings without digging for the init files: No longer needed
-Utilities: New work assignment system and integrated mineral auto-mine from DFHack aims to fill the job of 90% of the tools I found necessary. Though I could see in the future several utilities still having some usefulness,
-Mods, removing aquifers, alternative graphics, etc: Workshop mod integration, and a mod-menu in-game now takes care of this.

The labor system has a complete overhaul with click-to-assign jobs, and less need to fiddle with it. I don't think its perfect and I'd like to see some tweaks on adding custom work orders and to be able to enable specific obscure jobs to specific dwarves. But it makes Therapist no longer the necessity it used to be.
Also it seems like Tarn is continuing to work on and improve these UI interactions.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Erendir on December 10, 2022, 05:45:05 am
On top of that it sounds like there was a considerable dumbing down of gameplay elements.

Like what, for example, I'm genuinely curious. From the top of my head, I only remember removing of the pet-passable door option (for performance reasons IIRC).
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on December 10, 2022, 08:22:19 am
On top of that it sounds like there was a considerable dumbing down of gameplay elements.

Like what, for example, I'm genuinely curious. From the top of my head, I only remember removing of the pet-passable door option (for performance reasons IIRC).

Military.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thefinn on December 10, 2022, 08:23:24 am
Well so far it doesn't look like the Steam version is an answer to anyone's prayers.

I don't know how you can say that. I came back after playing it to say 90% of what I initially made the Lazy Newb Pack to do has been made obsolete by the Steam version.

-Easily add graphics: No longer needed.
-Easily change graphics: No longer needed (see modding)
-Easily change settings without digging for the init files: No longer needed
-Utilities: New work assignment system and integrated mineral auto-mine from DFHack aims to fill the job of 90% of the tools I found necessary. Though I could see in the future several utilities still having some usefulness,
-Mods, removing aquifers, alternative graphics, etc: Workshop mod integration, and a mod-menu in-game now takes care of this.

The labor system has a complete overhaul with click-to-assign jobs, and less need to fiddle with it. I don't think its perfect and I'd like to see some tweaks on adding custom work orders and to be able to enable specific obscure jobs to specific dwarves. But it makes Therapist no longer the necessity it used to be.
Also it seems like Tarn is continuing to work on and improve these UI interactions.

I've been playing it - I love the graphics, but the inability to do things I can do on the old version is just getting in the way.

It really does need some updates before it's competitive for me at least.

Just trying to create an upward staircase that you want to link to a mining designation can't be done - for instance. You need a destination for a staircase, and as you haven't dug that yet, you can't place it.

I can't seem to see what is in a stockpile - in total - I only have the main "stocks" screen and that doesn't tell me what's in a specific stockpile.

Not being able to overlap zones kinda sucks. Office/Dining Room combo is no longer a thing - at least not including all the items in the room anyhow. You can make it 1x1 I guess.

There's a few things like that.

Like what, for example, I'm genuinely curious. From the top of my head, I only remember removing of the pet-passable door option (for performance reasons IIRC).

You know how in regular DF everyone does hauling?

All jobs are now like that. You can specify someone to do something specific and say that only they are going to do it, but by default everyone does everything.
I don't necessarily mind that part tbh - it makes starting the fort a lot faster. And then you can start making things more efficient later.

Title: Re: PeridexisErrant's DF Starter Pack
Post by: Erendir on December 10, 2022, 12:15:02 pm
Not being able to overlap zones kinda sucks. Office/Dining Room combo is no longer a thing - at least not including all the items in the room anyhow. You can make it 1x1 I guess.

There's a few things like that.

"Unlike Stockpiles, multiple Zones can overlap." - says the in-game tutorial.

Like what, for example, I'm genuinely curious. From the top of my head, I only remember removing of the pet-passable door option (for performance reasons IIRC).

You know how in regular DF everyone does hauling?

All jobs are now like that. You can specify someone to do something specific and say that only they are going to do it, but by default everyone does everything.
I don't necessarily mind that part tbh - it makes starting the fort a lot faster. And then you can start making things more efficient later.

But that's not "dumbing down", is it?

On top of that it sounds like there was a considerable dumbing down of gameplay elements.

Like what, for example, I'm genuinely curious. From the top of my head, I only remember removing of the pet-passable door option (for performance reasons IIRC).

Military.

I honestly don't know what exactly I can't do now with the military that I would be able *and wanted* to do previously.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Bumber on December 10, 2022, 01:48:53 pm
I honestly don't know what exactly I can't do now with the military that I would be able *and wanted* to do previously.

Assign ammo (hunters,) civilian alerts, select targets for kill orders from a list.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: thefinn on December 10, 2022, 07:24:49 pm
"Unlike Stockpiles, multiple Zones can overlap." - says the in-game tutorial.

But that's not "dumbing down", is it?

Yeah seems to be BS about the overlapping zones - I couldn't get mine to work at least. :)

And no I don't think the new job system is dumbing down. It's simply more of a fix.

Lots of the game has had what I'd consider fixes. There are just some missing elements that I don't really want to live without.

For instance when you make a job in the job manager - you can now change the number of items in the job run - which you couldn't do before - you could change the total number of Items you wanted, but not the number for that particular run of the job. You used to have to delete the job and make a new one. (I think that was a DFHack issue? I could be wrong there) Stuff like that is fixed.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: frightlever on December 11, 2022, 01:43:40 pm
Well so far it doesn't look like the Steam version is an answer to anyone's prayers.
No DFHack, no Therapist, no purchase from me.
On top of that it sounds like there was a considerable dumbing down of gameplay elements.
Seems like the need for LNP is not going away anytime soon.

That being said, if you need to pass on the torch, you need to pass on the torch.
It has been a long time and a lot of work and thank you so very much for making this game much more accessible to so many people!

I'm loving the Steam version. There are a few essential things missing (not even counting Adventure mode, which I never used but I realise is important to many people)  like logs, but I'm surprised how complete it is. I was also a big user of LNP and miss the Therapist. I miss DFHack less so as it was QOL bordering on outright cheats. Not being able to mine a seam is definitely painful but I wouldn't let it put me off playing the Steam version and its near-coherent interface.


DF has had automine built in for a while. Not the same exact automine as DF Hack, but it definitely works.

If interested, here is a video of quill18 showing off a bit of how it works in the steam version: https://youtu.be/s3RHuCV7Rqs?t=287

Thank you so much! No idea if that was available in the versions I played (probably about 2019 or 2018 last time I struck the ground) but I've forgotten so much it hardly matters. Cheers, man!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MrNewVegas on December 12, 2022, 09:39:39 am


I don't know how you can say that. I came back after playing it to say 90% of what I initially made the Lazy Newb Pack to do has been made obsolete by the Steam version.

-Easily add graphics: No longer needed.
-Easily change graphics: No longer needed (see modding)
-Easily change settings without digging for the init files: No longer needed
-Utilities: New work assignment system and integrated mineral auto-mine from DFHack aims to fill the job of 90% of the tools I found necessary. Though I could see in the future several utilities still having some usefulness,
-Mods, removing aquifers, alternative graphics, etc: Workshop mod integration, and a mod-menu in-game now takes care of this.

The labor system has a complete overhaul with click-to-assign jobs, and less need to fiddle with it. I don't think its perfect and I'd like to see some tweaks on adding custom work orders and to be able to enable specific obscure jobs to specific dwarves. But it makes Therapist no longer the necessity it used to be.
Also it seems like Tarn is continuing to work on and improve these UI interactions.

These things would all be true if you could play dwarf fortress for free on steam, but you can't. This is one of the problems with the steam workshop, it tends to suck all the air out of the independent modding scene, and DF had an amazingly rich scene (or, it did, until everyone stopped working on the tools because DF went dark for nearly 3 years). I still think there's merit in maintaining it for the classic version, just for the easy switching between graphics/tilesets if nothing else.

Of course, I don't know how much effort that is and clearly everyone is doing this for free - but if there isn't much to be done anymore then clearly it's not as difficult to keep it up to date. It would be a real shame for DF to go from completely free to having the steam release be slightly more than optional. Real shame the depot got nuked too, that makes steam even more attractive.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lurker Z on December 13, 2022, 05:29:15 pm
Two issues between r8 and r11 I noticed. My concern is that these are intentional for some reason I can't understand, even if to me they seem detrimental:
* When I use the filtering option in Legends Mode, I can't see the letters I'm writing. Why? I can forget where I left off while searching a name and then I have to start over. I can't see if I typed the wrong letter. Why would you hide what I'm typing?
* This one is more complex and much much older. Until now, in every version I used, I couldn't open the same instance of the same exe from a single instance of the launcher. When I tried to open two instances of Dwarf Fortress, it gives me the message that the program is already running. When I click yes, the message disappears for a fraction of a second and then appears again. I can click yes as many times as I want, it won't open another instance. This is true at least for Legends Viewer as well.
I had bypassed this by right clicking the launcher, then clicked this:
(https://i.imgur.com/I7aobcN.png)
It was clunky, but it worked.
When I right click the r11 launcher, it no longer shows that pop-up. Why? Thankfully, I can open another instance of the launcher from the folder, but again. Why? These are not improvements XD

I don't know how you can say that. I came back after playing it to say 90% of what I initially made the Lazy Newb Pack to do has been made obsolete by the Steam version.

-Easily add graphics: No longer needed.
-Easily change graphics: No longer needed (see modding)
-Easily change settings without digging for the init files: No longer needed
-Utilities: New work assignment system and integrated mineral auto-mine from DFHack aims to fill the job of 90% of the tools I found necessary. Though I could see in the future several utilities still having some usefulness,
-Mods, removing aquifers, alternative graphics, etc: Workshop mod integration, and a mod-menu in-game now takes care of this.

The labor system has a complete overhaul with click-to-assign jobs, and less need to fiddle with it. I don't think its perfect and I'd like to see some tweaks on adding custom work orders and to be able to enable specific obscure jobs to specific dwarves. But it makes Therapist no longer the necessity it used to be.
Also it seems like Tarn is continuing to work on and improve these UI interactions.
Seconding others who replied, I feel strongly that LNP is still needed and probably always needed. A lot of the options in LNP are either not available in the Steam version, some people might want to contribute but not by buying from Steam, we don't know when or how much what's in the Steam version will be implemented in the free, "raw" version etc. If you're still working on this, I wish you all well and hope this continues to be updated.



Edit: Upon a further look over my post, I noticed that the first part sounds harsher than it was intended. I'll leave it as it is because it explains well enough my points and I don't know how to make it sound less harsh. I've also come to the theory that the first issue is of DFHack, so somebody should probably take it to them (I'm not sure I am going to, though it still bothers me). Further observations: the filter when selecting a creature through the statue/masonry workshop continues to show what I type.

The second one seems to be a legitimate bug, because as a result of the menu not appearing when right-clicking, the close button does not appear either, which I see no reason for it to be intended by the developer. To expand on my second point, what I would ideally want is to open multiple instances of the same exe (dwarf fortress, legends viewer, legends browser etc.) from a single launcher. If this is not possible, at the least revert/remove the bug that no longer shows the icon to duplicate the launcher.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 13, 2022, 10:01:55 pm
I can practically guarantee that neither of those issues were intentional. Bugs happen. Nobody is out to get you.

Could you provide a screenshot of the filter in legends mode that you're referring to? I want to understand if it's a DF or DFHack feature.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lurker Z on December 13, 2022, 10:16:49 pm
I'm not saying that. I'm just assuming there are people who don't think like me, and thus have different ideas about what's useful or not. I admit it is an assumption and it may be wrong.

Again, I didn't mean to appear harsh, I simply react as such sometimes even if I do not feel the emotions that appear to be conveyed in the text.

I've discovered the problem with the "hidden text". The [DFHack Launcher] covers the text. I've written ABCDE and a lot of Fs before the Fs in the image appeared.
(https://i.imgur.com/5Wv1hlQ.png)

In fact, here's a better image. I started from A, though I could have missed a letter on account of, ya know, not seeing what I type.

(https://i.imgur.com/f5pqPTF.png)

Another thing to point, that I made the comparison from r8 to r11 because I made that transition directly so I don't know at what point between the versions the changes occurred.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 14, 2022, 12:44:34 pm
Oh, you are using DFHack r7, then. If you upgrade to DFHack r8, the overlay appears in a different location and is more configurable. I'm not sure if the pack you're using has a new version with DFHack r8 yet - if you are using PE's pack from http://www.bay12forums.com/smf/index.php?topic=126076.0 then it does not currently, but you could upgrade DFHack manually if you want.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lurker Z on December 14, 2022, 11:36:53 pm
Ok, thanks. As long as I know it's a known issue and fixed as you say, I'll just wait for the next version of LNP.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on December 15, 2022, 12:03:32 am
...and I was on my phone and missed the fact that you were asking in the thread for the pack you're using. Sorry about that!

I don't know for sure if PeridexisErrant plans to release another version again - see:

Traditionally [old superstition with some basis in fact!] this kind of update would be immediately followed by a DF release, and another round of frantic community patching by all of the many many people who make this possible... and who knows when the Steam release might be?  (not me - I truly don't have any inside info)  When it does though, I'm expecting to "retire": the Steam edition should help beginners appreciate DF better than anything I can cobble together, and that's always been my motivation for this pack.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Lurker Z on December 15, 2022, 09:30:24 am
I'm keeping my hopes up. See:
-snip-
Seconding others who replied, I feel strongly that LNP is still needed and probably always needed. A lot of the options in LNP are either not available in the Steam version, some people might want to contribute but not by buying from Steam, we don't know when or how much what's in the Steam version will be implemented in the free, "raw" version etc. If you're still working on this, I wish you all well and hope this continues to be updated.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: MrNewVegas on December 17, 2022, 06:51:13 pm
I'm keeping my hopes up. See:

Seconding others who replied, I feel strongly that LNP is still needed and probably always needed. A lot of the options in LNP are either not available in the Steam version, some people might want to contribute but not by buying from Steam, we don't know when or how much what's in the Steam version will be implemented in the free, "raw" version etc. If you're still working on this, I wish you all well and hope this continues to be updated.
The ease at which I can add different tileset fonts to a graphics set surely cannot be better replicated than in the LNP, and for that reason I think it's worth keeping around, in addition to all the other little things it does.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ldog on December 18, 2022, 01:21:14 pm
So I got around to updating to r11 and noticed a couple little things.
Some deprecated fixes have been removed from dfhack but are still called in config files.
fix/fat-dwarves for instance, which is being ran from onLoad_gfx_Vettlingr.init of all places, along with several other fixes and tweaks which, while they are good worthy tweaks that I run myself, I am curious why they are being ran from there at all? The other tilesets init files only have "twbt unit_transparency 1" and that's it (other than the Dungeonset).

Also fix/diplomats and fix/merchants are gone so "Enhanced Gameplay" can be removed from PyLNP.
fix/feeding-timers too (but I think I had an old config copied over)
https://docs.dfhack.org/en/0.47.05-r8/docs/NEWS.html?highlight=fix%2F#id6



Title: Re: PeridexisErrant's DF Starter Pack
Post by: RetiredNavyVet on January 07, 2023, 10:42:29 pm
I believe it was Tarn and Zack's intention to return to this branch of DF once the premium version has run its course.  So, hopefully LNP will live on!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: saharo on January 10, 2023, 07:01:29 am
All glory to the DF Starter Pack!!!! Can't wait to the new version 🙏
That's such an essential tool for me, and I think it's the same for a big chunk of the DF Classic Community.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: BlackSmokeDMax on January 10, 2023, 10:09:41 am
I believe it was Tarn and Zack's intention to return to this branch of DF once the premium version has run its course.  So, hopefully LNP will live on!


What do you mean by "return to this branch"? As far as I'm aware, they plan complete feature parity between classic and premium except for the graphics/music added to the premium version. Do you have some other quote you are going by?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Celarious on January 10, 2023, 12:13:00 pm
I believe it was Tarn and Zack's intention to return to this branch of DF once the premium version has run its course.  So, hopefully LNP will live on!


What do you mean by "return to this branch"? As far as I'm aware, they plan complete feature parity between classic and premium except for the graphics/music added to the premium version. Do you have some other quote you are going by?

It's most likely a conspiracy he created to cope with thinking of classic as "superior". Pure tribalism, basically. As you said, both have parity going forward and there's no reason to think either is ever getting dropped. There's nothing to "return" to given they're already there.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on January 10, 2023, 12:26:04 pm
It's most likely a conspiracy he created to cope with thinking of classic as "superior". Pure tribalism, basically.
It could easily have been a misunderstanding about Toady's intentions. Please avoid these sorts of personal attacks. I know you have a strong preference against the old UI, but not everyone does.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Celarious on January 10, 2023, 01:38:34 pm
It's most likely a conspiracy he created to cope with thinking of classic as "superior". Pure tribalism, basically.
It could easily have been a misunderstanding about Toady's intentions. Please avoid these sorts of personal attacks. I know you have a strong preference against the old UI, but not everyone does.

The UI has nothing to do with this. If I were more charitable, I'd say maybe RetiredNavyVet sees every version of .50+ as "premium", and 47.05 as "this branch". This is doubtful unless he's completely ignored all development for the past few years, or hasn't looked at the main page since .50 classic released. Regardless, sorry if I don't immediately take the charitable assumption given how some veterans seemingly want Toady to delete the past four years of development and they've immediately burned all trust with him despite the years they've been playing.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Tilla on January 10, 2023, 05:57:39 pm
I believe it was Tarn and Zack's intention to return to this branch of DF once the premium version has run its course.  So, hopefully LNP will live on!

Nope, Classic replaces .47. It would be way, way too much work to maintain multiple incompatible versions of the same game longterm
Title: Re: PeridexisErrant's DF Starter Pack
Post by: RetiredNavyVet on January 11, 2023, 05:23:16 pm
It's most likely a conspiracy he created to cope with thinking of classic as "superior". Pure tribalism, basically.
It could easily have been a misunderstanding about Toady's intentions. Please avoid these sorts of personal attacks. I know you have a strong preference against the old UI, but not everyone does.

The UI has nothing to do with this. If I were more charitable, I'd say maybe RetiredNavyVet sees every version of .50+ as "premium", and 47.05 as "this branch". This is doubtful unless he's completely ignored all development for the past few years, or hasn't looked at the main page since .50 classic released. Regardless, sorry if I don't immediately take the charitable assumption given how some veterans seemingly want Toady to delete the past four years of development and they've immediately burned all trust with him despite the years they've been playing.

Didn't the devs say that the premium version was a "one and done" product?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: voliol on January 12, 2023, 06:41:06 am
It's most likely a conspiracy he created to cope with thinking of classic as "superior". Pure tribalism, basically.
It could easily have been a misunderstanding about Toady's intentions. Please avoid these sorts of personal attacks. I know you have a strong preference against the old UI, but not everyone does.

The UI has nothing to do with this. If I were more charitable, I'd say maybe RetiredNavyVet sees every version of .50+ as "premium", and 47.05 as "this branch". This is doubtful unless he's completely ignored all development for the past few years, or hasn't looked at the main page since .50 classic released. Regardless, sorry if I don't immediately take the charitable assumption given how some veterans seemingly want Toady to delete the past four years of development and they've immediately burned all trust with him despite the years they've been playing.

Didn't the devs say that the premium version was a "one and done" product?

Nope.
Starting with the last version (v50.05) all future versions will be available both in Classic (free), and Premium (paid). Both these share the same UI and graphics support, but Classic does not come with a default graphics pack. So if you want to play not-text-character-mode in Classic, you have to wait for modders to make a comparable pack.

The bulk of the new UI and graphics support is done though, so keeping future versions up with Premium should take less effort than the initial migration.

Finally, some features big and small (like Adventure mode, and the summarizing health screen) did not make it to v50. They will be added back, but until then players might want to play 0.47.05, the last version before the UI rewrite. It too is arguably "Classic", since it is available for free on the Bay 12 website, but it is not the only "Classic". If people say just "Classic", it is easily construed as the current/latest Classic version, so 0.47(.05) should be referred by its version number.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: YashaAstora on January 14, 2023, 07:39:10 pm
Hi, I'm playing a 0.47.05 fort right now, can I install this over my DF installation without deleting my fort?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Thorfinn on January 14, 2023, 10:18:07 pm
Just don't install over the top of your current install, which is probably not an issue, since it includes Peridexis etc. in the pathname, which you almost certainly did not use. You will  be able to import your game later.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: saharo on January 19, 2023, 07:40:35 am
Code: [Select]
💖💖💖💖💖💖💖💖
💖🦶🏻🦶🏽🦶🏿💖🐸1️⃣💖
💖💖💖💖💖💖💖💖

When thinking of the Adams brothers, think of the best intentions they might have toward the community and the long term maintainability of the game.
Now take a breather, and realize you're not even close to how good their intentions actually are 💖

Title: Re: PeridexisErrant's DF Starter Pack
Post by: powercat on February 21, 2023, 08:09:07 pm
Will this be updated to 50.x?

I'd love to use some of these graphic packs on 50! thx
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on February 21, 2023, 10:39:13 pm
I don't think there are any plans for v0.50.x Laxy Newb Packs at the moment. But part of that is that graphics packs are easier to install in v0.50+. I don't think there are currently any full graphics packs, but Vettlingr is working on one.

What graphics packs were you wanting to use? Do you already have the Steam or itch.io version of the game with the premium graphics pack?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: powercat on February 21, 2023, 10:54:10 pm
No, I'm f2p (free to play)

Where is the thread covering this new 50.x graphics pack plz? I'll follow it
Title: Re: PeridexisErrant's DF Starter Pack
Post by: jecowa on February 22, 2023, 12:07:10 am
Vettlingr's Tileset (http://www.bay12forums.com/smf/index.php?topic=172078.0)

I'm not sure how long it will take to finish. I think it's kind of a big project to make a complete graphics pack after the graphics overhaul update.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: TV4Fun on October 24, 2023, 08:52:59 am
Are there still major features missing from v50.11 classic? I have been hesitant to upgrade since playing premium on launch day and being disappointed at what was missing. Now that Dwarf Therapist and DFHack support v50, I'm wondering if I should be playing that in classic mode instead, but there aren't any starter packs for it. Are there plans to upgrade the starter pack to v50 eventually, or are we still waiting for previous versions' features to be migrated over?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Silverwing235 on October 26, 2023, 10:34:36 am
Are there still major features missing from v50.11 classic? I have been hesitant to upgrade since playing premium on launch day and being disappointed at what was missing. Now that Dwarf Therapist and DFHack support v50, I'm wondering if I should be playing that in classic mode instead, but there aren't any starter packs for it. Are there plans to upgrade the starter pack to v50 eventually, or are we still waiting for previous versions' features to be migrated over?

Still waiting for Starter Pack utilities to be upgraded at least, I guess - Legends Viewer/Browser are both still suffering from a lack of data, as you perhaps know. Edit: Viewer more than Browser, in any case.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: lethosor on October 26, 2023, 08:18:24 pm
Are there plans to upgrade the starter pack to v50 eventually, or are we still waiting for previous versions' features to be migrated over?

See:

Traditionally [old superstition with some basis in fact!] this kind of update would be immediately followed by a DF release, and another round of frantic community patching by all of the many many people who make this possible... and who knows when the Steam release might be?  (not me - I truly don't have any inside info)  When it does though, I'm expecting to "retire": the Steam edition should help beginners appreciate DF better than anything I can cobble together, and that's always been my motivation for this pack.  It's also been going for a long time - next May I'll celebrate ten years of the Starter Pack, with LucusUp's original-flavor LNP dating further back to 2010!

Ladies, gentlemen, dwarves, and other overseers; it is and has been an honour.  Strike the Earth!
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vagabundo on November 07, 2023, 05:19:49 am
I'm missing the starter pack even just for the ease with changing tilesets and some settings.

I know the 50 release has been such a boon for Toady, but I feel its left the community that hacked away on it in the dust with people moving on etc.

There doesn't seem to be any tilesets for Classic that I can find. :(
Title: Re: PeridexisErrant's DF Starter Pack
Post by: ab9rf on November 11, 2023, 02:10:22 pm
There doesn't seem to be any tilesets for Classic that I can find. :(
Making a tileset for v50 is at least two orders of magnitude more work than making one for prior versions. There are 256 tiles in a pre-v50 tileset; there are around 5000 in a v50 tileset. The problem here should be obvious.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Vagabundo on November 17, 2023, 06:50:02 am
There doesn't seem to be any tilesets for Classic that I can find. :(
Making a tileset for v50 is at least two orders of magnitude more work than making one for prior versions. There are 256 tiles in a pre-v50 tileset; there are around 5000 in a v50 tileset. The problem here should be obvious.

Ah, that makes sense. Is a partial tileset possible do you know?
Title: Re: PeridexisErrant's DF Starter Pack
Post by: darkhog on December 03, 2023, 02:10:15 pm
There doesn't seem to be any tilesets for Classic that I can find. :(
Making a tileset for v50 is at least two orders of magnitude more work than making one for prior versions. There are 256 tiles in a pre-v50 tileset; there are around 5000 in a v50 tileset. The problem here should be obvious.

Ah, that makes sense. Is a partial tileset possible do you know?


To be honest, for certain objects (walls, floor, stones, etc.) you could do with just recolored sprite which is less work to make than a brand new ones. That should cut down on some work, though I understand how much of an effort this is, even with cutting corners. Still, I would compare it to the more complete DF tilesets for 0.47 (Vettlingr, etc.) that are TWBT-aware in terms of effort required to make one.
Title: Re: PeridexisErrant's DF Starter Pack
Post by: blitz4 on December 12, 2023, 03:52:00 pm
Wanted to share an easy fix to the black screen for anyone using 47.05

http://www.bay12forums.com/smf/index.php?topic=138754.msg8516129#msg8516129
Title: Re: PeridexisErrant's DF Starter Pack
Post by: Halnoth on April 20, 2024, 06:02:12 pm
Does Armok Vision not work for anyone else? I can get it to load but it is real laggy and first person mode does not work.

Edit:  It appears that Peridexis is not updating this pack anymore. Does anyone know which utilities have newer versions for 47.05? I can see that DF Hack has a newer version. Is there anything else?

Edit 2: Version 19.1 of Armok Vision was the last version I found which works for 47.05 and includes first person mode.