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
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 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!
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?
hosiptal overstocking was meant to be patched in the .exe and is now renabled in dfhackWhich exe is that? the df exe? or maybe the df hack one?
binpatch apply hospital-overstockingto the dfhack.init and I've correctly merged the changes? :D
The following fixes were incorporated into this version (using QAston's Binary Patcher)
<snip>
Hospital Zones do not respect clothing limits
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)"
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?
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.
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.
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.
Glad I can help, however indirectly.
seem to be unable to run the latest version due to it being unable to find filesLooks 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.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...
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
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
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
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 :
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.
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)
$ 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
@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.
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
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
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.
#############################
# 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.
I get the following error message.Just wanted to bump this, as I got no answer back then.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
Caused by: java.io.FileNotFoundException: C:\Windows\system32\LNP\lnp.yaml (Das System kann den angegebenen Pfad nicht finden)
Hmmm, I'll pass those along to the guy who does the LNP program.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,
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.
No, nothing in this will modify the raws - aside from the graphics, which replaces them with a set identical except for graphics tile references.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?
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.
: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
Current: FOR /L %%G IN (1,1,99) do (
Replace with: FOR /L %%G IN (999,-1,1) do (
I get the following error message.Just wanted to bump this, as I got no answer back then.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
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 pathCode: [Select]Caused by: java.io.FileNotFoundException: C:\Windows\system32\LNP\lnp.yaml (Das System kann den angegebenen Pfad nicht finden)
An updated and much expanded version of the Lazy Newb Pack (http://dffd.wimbli.com/file.php?id=7622) (DFFD download page)
[...]Damn it and I typed them in every time I started DF. >_<
All the bin patches are already set up in this, [...]
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.
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.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?
/snipYou may have more luck asking that in the linux thread (http://www.bay12forums.com/smf/index.php?topic=130792).
My system: Linux debian 3.10-3-amd64 #1 SMP Debian 3.10.11-1 (2013-09-10) x86_64 GNU/Linux
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!
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...)
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.
:)
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.
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.
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.
The file is present in the pack.
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.
It seems that "save game configuration" in the launcher does nothing, since the settings reset to default after each time I open the launcher.
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.
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
- 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'
So, when I've set the child pop cap to anything, I still seem to get hordes of dwarvenmeatshieldsgoblin foodMeatbagschildren. Have I done something wrong here? Currently got it set to 10:5, yet my alst children had 50 dwarves and 23 children...
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.
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 childrendeaththe life of being kidnappedhappy homes...
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?
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.
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)".java -jar "file name".jar
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.
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.
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 ||===||Go to data/init/d_init.txt, look for [PILLAR_TILE:199] and edit the line so it says [PILLAR_TILE:'O']
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?
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)
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?
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 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.
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.
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 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!
How do you change the dwarven graphic back to its vanilla in this LNP?
data/init/init.txt
scroll down to[GRAPHICS:YES]
and change it to NO.
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?
# 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."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.
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 ;)
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).
Ah. I didn't know that. Thanks!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.
Unable to find entry point to process ??0VMethodInterposeLinkBase@DFHack@@QAE@PAVirtual_indentity@1@HPAX1HPBD@Z n the dinamic links library SDL.dll.
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
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
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.
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!
Could i easily combo this with say, modest mod? http://www.bay12forums.com/smf/index.php?topic=105871.0It should work fine, infact personally I always play using modest mod.
What's with this error?QueryFullProcessImageName was introduced in vista, though it seems extremely unlikely that toady would have dropped XP support without anyone noticing.
Dwarf Fortress.exe - Entry Piont Not Found
"The procedure entry point QueryFullProcessImageNameW could not be located in the dynamic link library KERNAL32.dll"?
What's with this error?QueryFullProcessImageName was introduced in vista, though it seems extremely unlikely that toady would have dropped XP support without anyone noticing.
Dwarf Fortress.exe - Entry Piont Not Found
"The procedure entry point QueryFullProcessImageNameW could not be located in the dynamic link library KERNAL32.dll"?
Running on XP, yes. And this is specific to this pack. I ran the old LNP without issue.
* Yellow Ä - Sandy Clay WallThis 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.
* Red â - Rough-hewn Cinnabar Wall
* White å - Rough-hewn Quartzite Wall
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.
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.What's with this error?QueryFullProcessImageName was introduced in vista, though it seems extremely unlikely that toady would have dropped XP support without anyone noticing.
Dwarf Fortress.exe - Entry Piont Not Found
"The procedure entry point QueryFullProcessImageNameW could not be located in the dynamic link library KERNAL32.dll"?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).
The names might be something to do with the encoding in the language files* Yellow Ä - Sandy Clay WallThis 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.
* Red â - Rough-hewn Cinnabar Wall
* White å - Rough-hewn Quartzite WallI'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.
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.
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.
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).
[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.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.
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...[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.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 codeCode: [Select][TISSUE_TEMPLATE:HOOF_TEMPLATE]
Where you see the line "[HEALING_RATE:1000] added by Igfig" this is to save the poor buggers.
[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
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?
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.
My sound sense is not working now but it is checked and i am telling it to run manualy.
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?
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
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 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.
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)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.
thought i d mention it dunno if its a bug
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..."
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.
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?!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.
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;
EDIT: Also, how do I zoom in? Not moving between layers, but changing the size of tiles on the screen?
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.
[ and ]
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!
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?
# mousequery edge scrolling, cursor tracking
mousequery track enable
keybinding add Ctrl-Q "mousequery track enable"
keybinding add Alt-Q "mousequery track disable"
You can also just leave the mouse over the menus while using Quickfort.
My clothing is not wearing out, is that a setting I can change in a fort that is running? I am currently using r50.
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.
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.
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... :)
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.
I want vanilla init files. What happened to them?! >:(
Not sure if this counts as a bug report but just downloaded r55 and it is missing the lazy newb GUI exe file.
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...
I have tried both the DFFD and Dropbox links, and even the magnet link!
AV+firewall disabled and.... nothing from dropbox or DFFD! :'(
Trying the magnet link now.
Edit: The Magnet link is now crashing my utorrent ><
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)
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)").
- updated Falconne's UI plugins to v0.45 - mouse tracking is now automatically disabled while linking levers
- slight downgrade to Falconne's UI plugins; the ones included in dfhack-r5 are a month or so out of date
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).
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 r58 5763CFF6BA77DD168DFA8DF1ACE74722 r57 3AE006F0CB6C8F04D5BAE0CEBFC3F445 r56 33838F55DF715B8B0B112F6BBF9DCBA3 r55 5FE6B22B7AA37DD141BE0446A38E1A34 r54 F39DB7FBFDA1B3A0DB6C821CD96F44E8 r53 BDAC50A22F85D0651272567A0FCAEF78 r52 4312CCCA076ABDF82B0CFFDA36803E83 r51 DBCEEF302696A9BF81E1D3A288842FBE r50 04998ECE69A42B81E233BA55F5F84C43
Yes.
Is it just me, or does the dffd link give a 552 error, dropbox is overloaded, and the magnet links to r57?
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.
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.
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!
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)
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.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.
[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]
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.
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 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).
I am running lnp r 35 I believe.
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.
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.Quoteto 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.Quoteto 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.
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.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 ;)
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.No, the GUI needs the .NET framework - Stonesense, being (relatively) cross-platform, does not.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 ;)
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
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
#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
Uhh, the repeat command for invoking various bugfixes at runtime seems to be broken.
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
Heh, seems like r62 wasn't the last release before DF2014 after all ;)
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
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.
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).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).I misunderstood then. But previous commit was working for me with stuckdoors.rb... ?
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 :DrepeatUtil.lua is in my .zip, and the reason I told you to overwrite everything is because:
And the starter pack does not contain any repeatUtils.lua file at all.
@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
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
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
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
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!
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. :-(
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 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.Only the "normal" stonesense starts in a popup, overlay should start in the DF window.
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?
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.Only the "normal" stonesense starts in a popup, overlay should start in the DF window.
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?
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/
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. :-XWhat's the content of "LNP_dfhack_onLoad.init"? (It looks like it's not being called correctly.)
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
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:
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:
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. :-XHmm, I think I fixed this in r64. Go to "LNP/LNPWin.txt" and replace "fix/growthbug" with "fix/growthbug enable".
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. :-XHmm, I think I fixed this in r64. Go to "LNP/LNPWin.txt" and replace "fix/growthbug" with "fix/growthbug enable".
@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
@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.
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!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.
Have you moved the plugin itself across? A TwbT pack is required for compatibility, but not enough on it's own.
Pure luck, but thanks! I'm feeling pretty happy about the speed - next, more content as the updates start rolling out!
Hi!WinXp doesn't support creating symlinks, but that's just a convenience feature, the game is playable without running that file.
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.
Hi!WinXp doesn't support creating symlinks, but that's just a convenience feature, the game is playable without running that file.
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?
Any idea if/when graphics packs get added?
@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.
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.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
Does anyone know how to use Stonesense on the latest version?
@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.
if %result% < 53 (
ToIF %RESULT% LSS 53 (
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.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
OgreRTShaderSystem.dll, I suppose it's a false positive?
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.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.
Toady just hasn't completed the export function, and the only thing we can do about that is wait.
What version of phoebus and the pack are you using?
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.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.
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.
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.
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.
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.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.
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).
I just downloaded it...
Thanks for the pack as is Peridexis!You'll have to go to the Dwarf Therapist thread for that.
Any idea when dwarf therapist will be added to the new pack?
That's the plan! It'll probably be another week or two, but once it's available it's going in ASAP.Thanks for the pack as is Peridexis!You'll have to go to the Dwarf Therapist thread for that.
Any idea when dwarf therapist will be added to the new pack?
Soon as it's said to be working, Peri might pack it in.
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? :)
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.
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,
...edited config file to point to my DF gamelog.txt...Oops, I should have done this. Good to hear that a java update fixed the main problem.
Ok nevermind... My Java wasnt updated :)
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 lolSoon.... (day or two)
OnlyGood, a drag-and-drop won't hurt graphics at all.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>
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: 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.
- updated World Viewer for 40_02 (v1.5)
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.
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.- 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.
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.
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.
Hopefully you realize the terror this puts into us 32-bit users when something that works fine is going to be changed. D: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.
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?
Hopefully you realize the terror this puts into us 32-bit users when something that works fine is going to be changed. D: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.
Can anybody tell me what graphics pack this is?Pretty sure it's Phoebus.
http://www.rockpapershotgun.com/images/14/apr/dfscreens/df11.jpg
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".
The pack has updated, and now includes Dwarf Therapist.
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.
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.
Not possible. TWBT uses opengl renderer, which doesn't support ttf.
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.Congrats man!
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!
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'.
- fixed broken soundSense; soundSense.jar had been deleted (oops)Much "oops" indeed, sir. :P
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?).
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.
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.
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 ???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. :(
Why can't we have standard things?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).
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.
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.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.
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.
The Starter pack has updated, to 40_03 r4. Get it here. (http://dffd.wimbli.com/file.php?id=7622)ahahaha damnit. I *just* finished downloading r3 and am about halfway through worldgen :P
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
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.
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
sweet - it prompted me to add the trackers so seeding away!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.
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.
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.
set dest[0]=..\..\..\..\User Generated Content\User Blueprints
del /s/q "LNP\utilities\Quickfort 2.04\blueprints\User Blueprints" >NUL 2>NUL
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
TPB: http://thepiratebay.se/torrent/10600919Thanks!
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)
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.
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.
The soundsense XML also refers to 40.03.Thanks. I keep missing the stuff to update when DF version bumps...
worst thing is redownloading the huge 50 mb file every other day.
I was wondering if it were possible for future releases to also be uploaded to Mega.co.nz.I'll have a torrent up shortly.
DFFD has been terribly slow for some reason. 128kbs on a 200Mbit connection..
Dwarf Fortress has just updated to 0.40.5! :D
And I do mean it JUST updated just now. XP
Salithus - thanks, I've added it to the download page.That is awesomely fast. Thank you!
Rabblerouser - I last checked , oh, 20 mins ago. Downloaded, next pack is just waiting on Therapist config which should be later today.
This times infinity.Salithus - thanks, I've added it to the download page.That is awesomely fast. Thank you!
Rabblerouser - I last checked , oh, 20 mins ago. Downloaded, next pack is just waiting on Therapist config which should be later today.
Why is your pack so big anyway? DF itself is small.
Why is your pack so big anyway? DF itself is small.
Because it contains pretty much everything.
You forgot to update the thread title PE. :)
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.
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?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.
I ask because I thought the automated carryover save function only worked with older starter packs and not standalone.
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.
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"
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)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!
- updated ASCII default graphics, deleted ascii square; only difference was a single init option (use CLA for square ASCII)
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?
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.
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.
Nice work!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 do however not understand why "=" is used instead of "+" to toggle in lists.
also because the + requires a shift key on most laptopsNice work!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 do however not understand why "=" is used instead of "+" to toggle in lists.
I'd like to agree with most other people that this is "nice work".
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.
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 .)
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 .)
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?
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!
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).
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. :/
I figured I probably did something wrong along the way :)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.
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.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.
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.
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.
So I'm having a rather strange issue, and I'm wondering if any of you can help me.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)
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.
So I'm having a rather strange issue, and I'm wondering if any of you can help me.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)
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.
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. :)
s there a document that shows the differences [in keybindings]? I'm open to moving :)http://www.bay12forums.com/smf/index.php?topic=140677
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.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)
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.
Thanks much. I'll let you know if it works.
EDIT: Gah, tags.
EDIT 2: Success. We have embarkation. Thanks again.
The Starter Pack has updated to 40_06! Get it here. (http://dffd.wimbli.com/file.php?id=7622)
Edit: ... uh... Peridexis? I think you goofed, it's still got 0.40.05 in...
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.
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.
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.
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?
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
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.
Also missing population capYes, that missing variable in d_init.txt prevents all immigration in your fortress.
QuoteAlso missing population capYes, 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.
The pack has updated to 40_06 r2. You can, as usual, get it here. (http://dffd.wimbli.com/file.php?id=7622)
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.
Yeah, I'm just waiting for Dwarf Therapist to update :)
Phoebus and Ironhand graphics are already updated :o
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.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.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.
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.
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.
Just in time for 40.08 to be released.
Someone is trolling me ::)
He he he.
I'm afraid if I point out Dwarf Therapist is updated for 40.08, 40.09 will be released a few hours later.
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
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.
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.
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)
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?
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
TPB: http://thepiratebay.se/torrent/10745193Thanks, added to mirrors section.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
Anyone know how far off DFHack is for the newest major update?
Anyone know how far off DFHack is for the newest major update?
Thanks, added to mirrors section.
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.
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.
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.
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)TPB: http://thepiratebay.se/torrent/10774731
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
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
just asking if i should jump to r2 with dfhack now or if its still a bit wonky atm :).
THX!
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.
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.
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
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.
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...
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?
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
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.
Untick the option in the dfhack tab and it should be fine.
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.
Yes. I'm disabling the tab entirely in the next version until it works properly again.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?
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!
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!
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?
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. :-\
Unhandled Exception Error when I terminate the program's ability to call home, then it runs upon hitting OK.Changing the "checkagain" date (top of LNP/LNPWin.txt) to sometime in 2050 should do that for you.
Give us the ability to turn off the call home "feature" gracefully.
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.initDFHack 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 :)
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.
Released Dwarf Fortress 0.40.09 ;)Patience, I'm waiting for dfhack and Dwarf Therapist.
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?
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.
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?
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
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.
Yes, I did that, and the crash still happens. It seems to have something to do with the DFHack patched exe.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.
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.
# browse rooms of same owner
keybinding add Alt-R@dwarfmode/QueryBuilding/Some gui/room-list
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?
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.
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 :).
@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)
Nothing was installed.
Folder does not exist or does not have required files or folders:
LNP\Graphics\Jolly Bastion
Exception :org.xml.sax.SAXParseException; lineNumber: 32; columnNumber: 1; XML document structures must start and end within the same entity.
Okay when I try to install the Jolly Bastion graphics it tells me and I quoteQuoteNothing 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:QuoteException :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?
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 '>'
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 '>'
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)
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/)
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
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
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.
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.
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%20packDoes 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 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?
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 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 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^^.
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.
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 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.
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).
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.
so is DFHack built into the most recent version of the "starter pack" or do we still need to grab it separately?
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.
Is it still possible to download the starter pack for the 40.08 version?yep, one page back from here
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.
first time commentor, long time reader of the forum."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).
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
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.
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?
What about Mayday graphics?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.
Also helpless without DT, heh.
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.
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.
praise to amok and hope for the 40.10 starter release *franticly pressing F5*
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
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
So, now, time to begin with DF 0.40.
Was waiting a bit^^
Beer, chips, candies, pillow,... Ok, let's go!
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.
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.
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.
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.
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 ofplayingaddiction (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 myhumbleopinion (as someone said in a discussion on embark profiles, very little is absolutely essential...7 dwarves, an anvil, STRIKE THE FUCKING EARTH!).
...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...
...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!
<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. :DI'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.My guess would be save corruption, but I don't really know. Make backups of any save you care about!
Edit: Made a new world and a new adventurer and don't see the error, so......
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?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!
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?
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.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.My guess would be save corruption, but I don't really know. Make backups of any save you care about!
Edit: Made a new world and a new adventurer and don't see the error, so......
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.
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.
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.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.My guess would be save corruption, but I don't really know. Make backups of any save you care about!
Edit: Made a new world and a new adventurer and don't see the error, so......
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.
dfhack is out for 40.10 ....YEAH :D
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".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
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
You want https://github.com/DFHack/dfhack#installationremovalUntil 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".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
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.
On my phone right now, but could have sworn I copied the link from the DFHack page's toc.You want https://github.com/DFHack/dfhack#installationremovalUntil 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".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
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
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)TPB: http://thepiratebay.se/torrent/10925876
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
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
- enabled Falconne's UI pluginsAre 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.
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?)
RLS | MD5 | TPB | MGT |
40_10 r2 | C0C8E8D82DA0A5FC0805E50EC5D20680 | http://bit.ly/1vVxhej | magnet:?xt=urn:btih:340BE61D2181C1ABCECE913D04D09E1EA9651B78 |
PE LNP r67 | 15134BE1442A9C2C63E14C3F84EA235A | http://bit.ly/1prPQqM | magnet:?xt=urn:btih:1968C159639891A20B3A4286EFCA8C177D4788A8 |
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".
Ungh....tried to make this my sig but apparently you can't use tables.
PE's DF Starter Pack (http://bit.ly/1lmhsN3)
RLS MD5 TPB MGT 40_10 r2 C0C8E8D82DA0A5FC0805E50EC5D20680 http://bit.ly/1vVxhej magnet:?xt=urn:btih:340BE61D2181C1ABCECE913D04D09E1EA9651B78 PE LNP r67 15134BE1442A9C2C63E14C3F84EA235A http://bit.ly/1prPQqM magnet:?xt=urn:btih:1968C159639891A20B3A4286EFCA8C177D4788A8
E: Made a wiki page and added a link to my sig oh no what have I done D:
What's the content of "LNP_dfhack_onLoad.init"?
Worked perfectly, thanks!Ungh....tried to make this my sig but apparently you can't use tables.
PE's DF Starter Pack (http://bit.ly/1lmhsN3)
RLS MD5 TPB MGT 40_10 r2 C0C8E8D82DA0A5FC0805E50EC5D20680 http://bit.ly/1vVxhej magnet:?xt=urn:btih:340BE61D2181C1ABCECE913D04D09E1EA9651B78 PE LNP r67 15134BE1442A9C2C63E14C3F84EA235A http://bit.ly/1prPQqM magnet:?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)
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.
fix start errors:
1. replace "Dwarf Fortress 0.40.10\hack\scripts\repeat.lua" withSpoiler (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?1. Don't know. Launcher rewrites it every time.
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)
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):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.
(http://s14.directupload.net/images/140830/temp/95vwnj2d.png) (http://www.directupload.net/file/d/3730/95vwnj2d_png.htm)
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):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.
(http://s14.directupload.net/images/140830/temp/95vwnj2d.png) (http://www.directupload.net/file/d/3730/95vwnj2d_png.htm)
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.
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):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.
(http://s14.directupload.net/images/140830/temp/95vwnj2d.png) (http://www.directupload.net/file/d/3730/95vwnj2d_png.htm)
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.
:lua dfhack.onStateChange.onloadscript = function(state) if state == SC_WORLD_LOADED then print((dfhack.run_command('script onLoad.init'))) end end
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:
Another thing - ":lua dfhack.onStateChange.onloadscript" might need to be changed (e.g. to ":lua dfhack.onStateChange.onloadscript2") to function correctly.Awesome, I'm only using this convoluted system because it was suggested when I asked about a global onLoad.init :P
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.
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.
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.
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.
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:
Loading script at onLoad.init
Fixed feeding timers for 0 citizens.
unstuck 0 doors
nil
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.
the documentation is wrong. It should be -command [ blah blah blah ]
like i said, a small glitch but i have to see if this things pops up again ingame and become an annoyance.
The Starter Pack has updated! As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)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.
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
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 screenYou 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
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)
adding in the extra keybindings worked , but its still crashing when zooming using mouse wheel using the updated dll'shm, not sure there. I'd post in that thread (mifki, who develops TwbT, has been pretty active the last hour)
adding in the extra keybindings worked , but its still crashing when zooming using mouse wheel using the updated dll'shm, not sure there. I'd post in that thread (mifki, who develops TwbT, has been pretty active the last hour)
adding in the extra keybindings worked , but its still crashing when zooming using mouse wheel using the updated TwbT to 4.49 (r1 folder)
Question; how do I disable text will be text? It's messing with my font clarity.
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).
Oh, PeridexisErrant, you'll have so much fun now with people discovered twbt for the first time)Lol. ;D
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.
specifically, it's grabbing the FONT value from init.txtSo, 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.
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. :)
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.
<a href=magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884>magnet link</a>
And I possibly copied that around, realised the problem, and replaced it with the 16 version... everywhere but the currently installed graphics /derp.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. :)
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.
<other TwbT problemsI 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.
<a href=magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884>magnet link[/url]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>
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.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.
Did this get fixed in r4 ?
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.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.
Did this get fixed in r4 ?
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.*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.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.
Did this get fixed in r4 ?
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.
The Starter Pack has updated (again). As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)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.
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
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.
<a href=magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884>magnet link[/url]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>
Doesn't seem to work.
[url=http://magnet:?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884]magnet link[/url]
http://magnet/?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884
that reformats the URL asalso tried on the wiki, same result.Code: [Select]http://magnet/?xt=urn:btih:BA1B7A77FA2CE1C3FDA3F8DC38BF0AA086F55884
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
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 :'(
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.
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.
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 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).
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)".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.
What can I say? The bugs seem to like me.
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 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)
mifki - don't you also need the shadow image file?
ah. still trying to wrap my head around what depends on what.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.
In the trade screen, I got a counter-offer and saw this at the bottom: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
(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.
In the trade screen, I got a counter-offer and saw this at the bottom:Try "Enter"
(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.
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.
In the trade screen, I got a counter-offer and saw this at the bottom:Try "Enter"
(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.
I'm a little confused, and trying to find revision history.
Does r4 or previous revisions add dfhack to 40.10 yet?
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.
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.
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. :-)
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 YOUMOVESPC
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.
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.
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.
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.
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.
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/1fvcmnQuoteWhoops, 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.
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.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.
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.
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 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
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)
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 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/1fvcmnQuoteWhoops, 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.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.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.
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.
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":
Are you sure?
Your graphics, settings and raws will be changed.
[OK][Cancel]
I guess I didn't expect it to change tissue properties, metal data, and dwarf max age. Seemed pretty unrelated to tilesets.
PyLNP (http://www.bay12forums.com/smf/index.php?topic=140808.0) already implements this, although I'm not sure how stable it is yet.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.
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)
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!
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.
The Starter Pack has updated to 40_11 r2! As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)Sig updated with torrent info, wiki
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
Uh, hey, is any one else getting an error where the Download does not work?
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.
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?
I have a question about the graphics installer, which I was experimenting with.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.
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'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.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?
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.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.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?
False Positive?
Yeah, that's what I was going to start from, but :effort: so far :)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.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.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?
False Positive?
Yes, of course it is. Your browser is being silly..
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.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.
Double Post because my connection is shit.
(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.
(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!
torrents will have to wait until tomorrow (unless someone else wants to do it) - I'm about to crash - been up for 24h straightAh, 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!
Thank you so much for making this pack and updating it so frequently!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.
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...?
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.
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.
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?
-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.
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.-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.
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.
/headdesk
Yep, graphics should be OK this time... I'm just used to them changing. Therapist and DFHack will be missing though.
/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.
/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.
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.
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?
I'm downloading the newest starter pack now...I love nearly all the features, and want to say thanks for putting it together.Have you encountered this in 0.40?
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?
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
Hey Peridexis, can I suggest adding some tooltips or additional descriptions to the Utils list in this pack?
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!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.
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.
The Starter Pack has updated to 40_12 r1! As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)I'll get links and stuff posted after dinner, but for now:
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
The Starter Pack has updated to 40_12 r1! As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)I'll get links and stuff posted after dinner, but for now:
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
magnet:?xt=urn:btih:CA812226AA2CFA46EA0B5C0E72C8303D613467A4
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.
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 :)
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
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.
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.
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.
"PyLNP.exe" and "Starter Pack Launcher.exe" try to connect to the internet when I execute them. Can I ask why this is?
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.
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.
"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
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/1q9UFp4Well 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. ;)
-hopefully constructive but probably not criticism post time-May want to bring it up (or test it if you haven't with the PyLNP launcher) in the PyLNP thread.
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? :DSpoiler (click to show/hide)
"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. =)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
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.
Something that I greatly appreciate when it's there and appear and disappear from one version to another: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).
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
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.
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.Something that I greatly appreciate when it's there and appear and disappear from one version to another: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).
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
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.
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.Something that I greatly appreciate when it's there and appear and disappear from one version to another: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).
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
IIRC just right-click on the menu item and it should enable/disable it.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.
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.Something that I greatly appreciate when it's there and appear and disappear from one version to another: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).
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
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.
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:
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.
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.
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.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 also don't fully comprehend the work you guys have done with mod loading.
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...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?"
Further discussion should happen in that thread.
*repeated 3-way-merge by lines, no overlapping changes from common ancestor - yetI 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.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 also don't fully comprehend the work you guys have done with mod loading.
I sincerely wish you good luck with your system - and I hope it's eventually possible to fold it into the PyLNP!
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.
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 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!
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 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.
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.
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
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
{
"updateDays": -1
}
The Starter Pack has updated to 40_13 r1! As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)TPB/magnet link in my sig and on the archive page (http://dwarffortresswiki.org/index.php/User:Salithus#PeridexisErrant.27s_Dwarf_Fortress_Starter_Pack)
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
Yes, as soon as the Starter Pack comes out, it's time to start F5'ing the DF homepage :)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!
Why is Text will be Text no longer included in the starter packs?? :-[It is. What are you having issues with?
You may need to activate it through the dfhack tab.
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?
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.
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.
repeat -time 1 -timeUnits months -command [ cleanowned X ]
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?
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.
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.
Yah mine is set as standard as well, still no multi view.Can you post the contents of your dfhack.init file?
#######################
# 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 #
#######################################################
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)?
Spoiler (click to show/hide)
The launchers should both preserve any non-graphical settings when installing a graphics pack. Is something else happening?
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.
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: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).Code: [Select]script LNP_dfhack_onLoad.init
This will allow users to add their own content to onLoadWorld.init without the possibility of it being overwritten.
script PyLNP_dfhack_onLoad.init
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.
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: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).Code: [Select]script LNP_dfhack_onLoad.init
This will allow users to add their own content to onLoadWorld.init without the possibility of it being overwritten.
script PyLNP_dfhack_onLoad.init
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...
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
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.
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.
If it works without TwbT, it's probably a TwbT-related problem.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 :-\
What errors are you encountering?
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?
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.
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
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
- updated PyLNP to v0.5.2; fixes entombing pets option
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.
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.
The launchers use whatever the init files contain; the Defaults button uses whatever LNP\Defaults contains.QuoteIt'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.
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).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.
sorry about that - bit.ly link updatedThe 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
It might be blocked in your country/ area try the website with thisThats weird and i have though of this, but poland is not known for its crackdown on legitimate sites.Spoiler: Proxy (click to show/hide)
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?
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.comI seed it if you want to torrent - links are in my sig.
Did you mean: wimbli.com". What should I do?
@salithus : thanks for the option though i prefer not to torrent it! any other way to get it?
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.
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).
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.
The Starter Pack has updated to 40_13 r3! As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)Seeds are up, sig/wiki updated.
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
I think that is from the autodump command that runs monthly. Anything you have set to dump gets destroyed every month.
You can disable TwbT by deleting <DF>/hack/plugins/twbt.plug.(dll/dylib/so).
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
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)
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.
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.
I thought he was using Fricy's compilations?
Wonder when Mike Mayday will be back from his vacation though.
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'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.
What's displayed when you run "autolabor" in the DFHack console?
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.
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.
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.
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
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
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.
Changes like this are usually listed in "file changes.txt":Quote from: file changes.txtAuxiliary 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
I've reverted back to r2.
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.
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.
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.
Thanks for all of you work putting this pack together, love the new TWBT.
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
-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.
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.
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.
How would I get rid of TWBT? I really don't need it, and the ASCII stuff on the world map hurts me.
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.
How would I get rid of TWBT? I really don't need it, and the ASCII stuff on the world map hurts me.
The Starter Pack has updated to 40_13 r4! As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)Sig/wiki updated and seeding away.
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
FIRST remove repeat, then remove the job.
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.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. :)
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.
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.
script filename
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
@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.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.
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.
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.
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.
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.
The only bugfix in the current dfhack.init-example file is: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?
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.
- Standard zoomThis 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.
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
Version 40.13 r4 with no DFhack
- Standard zoom
http://www.imgbox.de/users/public/images/kAl4aCJtfE.JPG
@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).
@Two: and @Ladhar:
Everything is working as intended. Clue: TWBT (http://www.bay12forums.com/smf/index.php?topic=138754.0)
Everything is working as intended.
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.@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.
Assuming you're using Windows, delete <DF>/hack/plugins/twbt.plug.dll.
My advice above to Ladhar would apply to your situation as well.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.
Assuming you're using Windows, delete <DF>/hack/plugins/twbt.plug.dll.Just switch to 2D, no need to delete the plugin.
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.
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.
Everything is working as intended.
Definitely not. With the graphics settings as it is right now, I can barely read the text.Spoiler: How it now looks on my screen with r4: (click to show/hide)
The text is not only extremely small it is also very blurry.Spoiler: As comparison, this is how it looked with r3: (click to show/hide)
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)
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.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.
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.
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?
I know, but its duplicated information if you run the full 'soundsense' script at the same time.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.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.
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.
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).
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?
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.
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.
And the text, using FONT, will be rescaled from 8x12 to 16x16 and look fuzzy.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.
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.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.
And the text, using FONT, will be rescaled from 8x12 to 16x16 and look fuzzy.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.
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.
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.
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)?
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.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.
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.
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.
The Starter Pack has updated to 40_13 r5! As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)I'm travelling through Saturday, so if someone else feels like putting together a torrent it would definitely not hurt my feelings.... <_<
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
Does this new version fix any performance bugs?
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.
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.
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.
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.
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.
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.If it only occurs with TwbT enabled, it's almost certainly a TwbT problem.
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.
In the newest (r5) version, in the pyNLP launcher, I can't change pop-cap and such. Nothing pops up when I click them.
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 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.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).
I just want to play a game.
Hey guys,I don't believe the overlay works with DF 0.40.xx yet.
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 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.
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 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.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).
I just want to play a game.Hey guys,I don't believe the overlay works with DF 0.40.xx yet.
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.
It's a fairly common problem on Windows. Does it occur if you disable Quickfort (if you have it enabled)?
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.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.
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.
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.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
Yes, but several of the people who reported problems with "Alt" had Quickfort enabled, and the problem went away after disabling it.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.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.
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: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.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.
Are they still enabled in dfhack.init, onLoadWorld.init, or any other .init files in the DF folder?
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
Screenshots? It's hard to diagnose graphics issues from a description, and I don't recognise either of these problems.
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.
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.
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 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.
dfhack/plugginsIt's actually <Dwarf Fortress folder>/hack/plugins.
dfhack/plugginsIt's actually <Dwarf Fortress folder>/hack/plugins.
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?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).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
dfhack/plugginsIt'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...
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.
*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.
*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.Lol, no worries, I was up and doing it anyways. Just that your comment came less than an hour after the new release. :)
Thanks though.
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.
All work and no packs make Franky a busy man.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.
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.
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. :-)
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 .
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.
What is TwbT and what does it do?Forum thread (http://www.bay12forums.com/smf/index.php?topic=138754.0)
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:
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.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 typeCode: [Select]multilevel <number from 0-15>
into the console. 0 will basically turn multilevel off while keeping the rest of the plugin.
Is there gonna be a new release for the version 40.14?
Or I can simply move the newb pack over?
So, the answer is... Maybe.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.
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.
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.
An optional third tileset for world maps is planned.
When Therapist and DFHack are updated so no ETA on this end
When Therapist and DFHack are updated so no ETA on this endty. :) i guess Therapist will take a while, cause of the new emotions?
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?So, the answer is... Maybe.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.
Hello ninja, I should consider preparing a quote tree myself as this comes up every new page it seemsYour help'd be appreciated, sir :P
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).
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).
I don't think there is. How exactly are you disabling them (particularly autolabor) in onWorldLoad.init?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.
# 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
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.
The Starter Pack has updated to 40_14 r1! As usual, you can get it here. (http://dffd.wimbli.com/file.php?id=7622)It looks like Toady is getting better and better at estimating how long it will take the next Starter Pack to come out!
As seems to be standard these days, the Starter pack updates within hours of the next DF release!
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.
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.
snipThat does!
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.
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!)
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?
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?
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
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.
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.
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.
How do I set the print mode to 2D?
If it weren't for the horrible, rampant depression, I'd play this version happily.
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.
Hey Peridexis is the last version available for download on your site somewhere?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 :)
If I have to I can just wait until you fix this current one, but I'd rather play nownownownownownow ;)
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.
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'/>
It looks like graphics packs aren't working in r2.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.
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.
My two issues: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).
- 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.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).
- 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).
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.
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.
TTF is incompatible with the Text will be Text plugin; you can zoom text on the main menu or use a larger text tileset.
If you're having problems with graphics, it would help enormously if you could post some screenshots of before and after each change.
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.
Peridexis, I wondered what you would think of the idea to include a switch for different fonts in the Starter Pack launcher?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.
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
Peridexis, I wondered what you would think of the idea to include a switch for different fonts in the Starter Pack launcher?This would probably involve cramming in one selector for Graphics Font and another for Text Font.
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.
Plan ahead though, because eventually TWBT is going to support a Map Font as well.
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.
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 40.16I smell conspiracy.
I smell conspiracy.No, you're going about this all wrong. This is not a bug... it's a weaponizable feature.
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.
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 ;DNo, you're going about this all wrong. This is not a bug... it's a weaponizable feature.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 40.16I smell conspiracy.
PE, you need to commit to daily updates of the Starter Pack! :)
Do I need to gen a new world for 40.16? Tnx.Nope, you can just copy the save over.
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.
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!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'/>
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)
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 readmeQuoteIn 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)
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]
I'm trying to find out why the font for TwbT overrides Ironhands font.
I want to replace the font of TwbT..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 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.
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.
Ahh, you broke your streak... 40_17 came out before you released 40_16!
So you'll jump over 16 to release 17, right?
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.Disregard, the version string on dffd has not been updated properly, there's no r2. Yet. :D
And everyone is eager to get their hot little mitts on the very latest version of this very useful pack!
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.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.Disregard, the version string on dffd has not been updated properly, there's no r2. Yet. :D
And everyone is eager to get their hot little mitts on the very latest version of this very useful pack!
I expect it to be fixed once Perx takes a look here.
I made a couple Consolas font tilesets for TWBT, in case anyone wants to try a modern monospaced font. I think it looks great.
- added tileset options for TwbT; use the graphics/customisation tab to set FONTOi, you are quick! Thank you so much!
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?
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)
You got owned by Toady, again. Starter Pack .16 out, .17 released. I really think someone is really evil here!
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.
Profile Activated
Dwarf Fortress 0.40.16
Also, ill add that i am using the latest setpoint software from logitech.
G700 is a 'gaming mouse'
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 :(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.Disregard, the version string on dffd has not been updated properly, there's no r2. Yet. :D
And everyone is eager to get their hot little mitts on the very latest version of this very useful pack!
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.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.Disregard, the version string on dffd has not been updated properly, there's no r2. Yet. :D
And everyone is eager to get their hot little mitts on the very latest version of this very useful pack!
I expect it to be fixed once Perx takes a look here.
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.
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)
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*.
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.
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.
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.
....aaaaaaand there's 40.18. Armok be praised, they just keep coming!I hadn't realized PE was done with the 40.17r1 pack! :)
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?
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?
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.
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. :)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.
(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.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!
getting crashes when i want to build stuff with b, 16r1
Sometimes it crashes sometimes not.
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!
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).
<global-address name='ui_look_list' value='0x1c50d98'/>
to:<global-address name='ui_look_list' value='0x1c52d98'/>
Running DF from the main LNP program, I got these errors: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.
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.From the OP:
Is there something wrong with the raws? Or did I just download it badly?
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.
What is the feature/mod/setting that makes it so the interface stays the same size when you zoom in and out?
Thanks,
Fixed that for you.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.
If i wanted to get masterwork to look the same as it does in the starterpack how might i do that?
Man, I really wanna download this, but I also wanna wait until 40_18 r1 is ready because of the stress update.
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
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!
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?As I understand it, it's a very simple change to the raws - so probably a matter of hours.
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.
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).
Thanks for a fantastic tool; I can't imagine going back to playing without this pack again.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).
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?
Ahhh, that is sad but not unexpected.Thanks for a fantastic tool; I can't imagine going back to playing without this pack again.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).
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?
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.
Any idea what could be causing this?
(http://i.imgur.com/hwZMRD1.jpg)
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.
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.
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.
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!
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.
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.
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 can't scale the PyLNP window vertically. Anyone else having this problem?
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.
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 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.
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.
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?Server seems to be down, check second post for mirrors.
Edit: This is the error showing:
Error 522 Ray ID: 191998c351350a5a
Connection timed out
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).
Sorry if this has been asked before - the thread is so large it's hardly worth looking through.Place your defaults into LNP/Extras/data/init
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.
it takes nearly three or four minutes for the starter pack launcher app to load after clicking it. Is this just me?
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.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.
Where did the water depth numbers option go.Graphic tab -» Display options -» Liquid Depth: YES
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.
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?
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
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
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.
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 :)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 :)
*Insert intense orchestra* Finally, 40.19! I'm going to abandon my perfect world, just so I can play this now. Thank you!
Aw, you dropped the mayday graphics pack with this update. :(
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).Yepp, twbt plugin (http://www.bay12forums.com/smf/index.php?topic=138754.0) sets the text font and the embark map to ASCII.
no luck. Does red = not available?
Update
Me just derping out. The front menu was ascii, but the game was in phoebus
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 muchUse the init editor in the launcher, find FONT and FULL_FONT and edit them so the tileset is the same as in GRAPHICS_FONT.
How do you change the TwbT text tileset? I just want to make both use the same tileset pretty muchUse the init editor in the launcher, find FONT and FULL_FONT and edit them so the tileset is the same as in GRAPHICS_FONT.
Can you provide screenshots?
ENGRAVINGS_START_OBSCURED:NO is the default, unless you're referring to a specific graphics set.
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.
Would copy-pasting my save to the newer 40.19 get rid of these letters and symbols all over when I engrave stone floors?
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
You can get preconfigured tileset from here: https://github.com/Lazy-Newb-Pack/DFgraphicsThe 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?
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
Try changing print mode to 2D.
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.
...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.
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.)- 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?
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.
Speaking of hotkeys it might just be me being blind but is there a list of the default ones for the pack somewhere?
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:Does disabling TwbT change anything?Obviously it turns off the TWBT features like multilevel, text font, and overrides.
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.
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.
Why does this keep changing the resolution and how do I change it back to the default?Are you using TwbT?
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.
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?
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.)
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...
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)
Thank you :) !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?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?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.
Code: [Select]- added DFHack script "burial", GUI option; auto-allow built coffins for burial
- added DFHack script "position"; reports time in great detail
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.
Loving the packs so far, but I can't download r3, is the website down?
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.
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. Win8.1How big is the downloaded file? If you can check it, what's its MD5 checksum?
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?
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. :)
INSTRUCTIONS:
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.
INSTRUCTIONS:
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.
No, it's been there for some time. But maybe it should be in red. with 36pt ALL CAPS. blinking :DINSTRUCTIONS:
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?
Blinking? Maybe something a little less obnoxious like a huge animated GIF :)No, it's been there for some time. But maybe it should be in red. with 36pt ALL CAPS. blinking :DINSTRUCTIONS:
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?
1,3 KB, 14C8EF6922652D4D9AEADD293B980E60.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. Win8.1How big is the downloaded file? If you can check it, what's its MD5 checksum?
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.1,3 KB, 14C8EF6922652D4D9AEADD293B980E60.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. Win8.1How big is the downloaded file? If you can check it, what's its MD5 checksum?
Right on cue, 0.40.20 comes out. :P
Hopefully DT and DFhack get updated quickly.Indeed...
I could play without DFhack, I just like using it's tools, but for me, DT is absolutely neccesary.
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.
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?
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.
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?
repeat -time 5 -timeUnits days -command [ burial ] -name burial
and you can stop it withrepeat -cancel burial
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 :)
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?
"Other Automation plugins": {
"command": "multicmd autonestbox start; repeat -time 1 -timeunits weeks -command burial -name burial",
"tooltip": "more automation plugins - autonestbox, burial"
},
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.
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).
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.Quotedfhack.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).
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.
The crashes persist in 40.19 r3, it's not seasonal anymore, instead it seems somehow related to the pressure of the esc button.
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.
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).
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
Can't download it, DNS_PROBE_FINISHED_NXDOMAIN
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'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?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.
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.
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
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?
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.
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 youi 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 youThere 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.
is this true when i generate the world too?
Afaik the difference is that TWBT mode uses a more efficient rendering method and supports non-square text tiles along with square map tiles.thank youThere 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.
is this true when i generate the world too?
If anyone wants to use the newer version: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?
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.
Eye Tooth is a certain specific tooth, I'm not sure which one though.:D You know... that makes more sense.
I think.
When will the pack with the latest DF version be available?I'd say a week, give or take three months. :)
well the update didn't change *much*, is possible to copy the new version into the current pack?
well the update didn't change *much*, is possible to copy the new version into the current pack?
well the update didn't change *much*, is possible to copy the new version into the current pack?
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 ?
Hey, a recommendation for the Pack: an option to nerf the weirdly powerful weapons like the whip.
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.
There's no GUI
There's no GUI
Your antivirus ate it.
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?!
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)"
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.
- updated TwbT to v5.38; recent changes to mousequery not included
- updated TwbT to v5.38; recent changes to mousequery not included
There's 5.39 already with changes to plugins, thanks to fricy.
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.
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
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!
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
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
(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).
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...)
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:120]
[GRAPHICS_WINDOWEDY:66]
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?
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.
Also, the mods work if i just install them manually, right? I mean, the ones that come with LNP.
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?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?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.
Nope. Pylnp is a standalone python app, all dependencies included. Sounds like an anti-virus issue.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?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.
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.
Maybe stupid question: savegames in this windows pack, are compatible with savegames in mac pack, (of course with same DF version) ?Yes.
Maybe stupid question: savegames in this windows pack, are compatible with savegames in mac pack, (of course with same DF version) ?Yes.
And of course, just as we get a stable release of the 40.23 starter pack, Toady releases a another version :PJust like clockwork.
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. ;)
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?
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.
It was this. Thanks for the advice. I don't know why I didn't immediately assume anti-virus being the issue.Nope. Pylnp is a standalone python app, all dependencies included. Sounds like an anti-virus issue.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?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.
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.
got tired of waiting for the 40.23, decided to download the 40.19 since I haven't played DF in a while.Where've you been? 40.24 is out!
..............40.23 is out?
yay!
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.(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).
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)
I think this might have gotten buried in the activity around the r2 release.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.(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).
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.
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.
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
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?
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)
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?
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 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.I think this might have gotten buried in the activity around the r2 release.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.(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).
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.
Does DF Wanderer ASCII work with the Phoebus Graphics or do I need to install the DF Wanderer Phoebus?
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.
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.
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'm pretty sure that's a DF bug, not utilities. I checked a save with ASCII without dfhack and no "Z".
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.
That's all Text Will Be Text.Is that a plugin? I'm not sure how to install that.
That's all Text Will Be Text.Is that a plugin? I'm not sure how to install that.
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?
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.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.
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.
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
Yeah, dfhack folder is messed up, you tried to combine .19 with .23. ???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)
Yes! That fixed it. Thank you, and thank everyone else who tried to help stupid me.Yeah, dfhack folder is messed up, you tried to combine .19 with .23. ???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)
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.
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...
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...
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.
Jump right in - DF won't be finished for decades yet, and the current pack is good.
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.
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.
Reputation scan also tends to take out the utilities and DFHack, as they have few(er) individual downloads or 'suspicious behavior', same fix.
The menu type. The fonts.Oh vmware.
http://i.imgur.com/ZOCVklO.png
keybinding add Alt-M@dwarfmode/Default "dwarfmonitor prefs"
which is a binding that invokes dwarfmonitor in the main fortress mode view.
The menu type. The fonts.Oh vmware.
http://i.imgur.com/ZOCVklO.png
a, Set print mode to 2D.
b, Figure out how to enable hardware acceleration/opengl drivers.
The menu type. The fonts.Oh vmware.
http://i.imgur.com/ZOCVklO.png
a, Set print mode to 2D.
b, Figure out how to enable hardware acceleration/opengl drivers.
In that case: update your gpu driver.The menu type. The fonts.Oh vmware.
http://i.imgur.com/ZOCVklO.png
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.The menu type. The fonts.Oh vmware.
http://i.imgur.com/ZOCVklO.png
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.
I played dwarf fortress for about a week now, and started on Masterwork DF due to a Youtube Video
Anybody know the current state of the 40.24 release for the Starter Pack?
You'll find DwarfTherapist, Stonesense and the other handy mods under the "Utilities" tab on the launcher! :Dnot in my launcher :/
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....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.
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
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...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.
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.
...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.
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
https://github.com/Lazy-Newb-Pack/DFgraphics/releases/tag/40.24Code: [Select]Changelog:
- no graphics updates needed
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.Just read the opening post and embark.
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.
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This account's public links are generating too much traffic and have been temporarily disabled!
QuoteError (509)
This account's public links are generating too much traffic and have been temporarily disabled!
Could you guys upload it somewhere else?
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.
- updated DFHack to 40.24-r0; some globals missing and reliant plugins will unloadFYI: Quietust did some work on that overnight. (https://github.com/DFHack/df-structures/commit/e1151e8d6401c286f1d7df45abbd14562bedc7e9) Looks like everything you need except for stardwarf.
The Starter Pack has updated to 40_24 r1!
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...
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.
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.
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.
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.
I'm feeling that a hotfix with the new DFHack may be a good idea.
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.
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.
What tileset are you using? Did you install it properly?It is not tileset. The raws has been changed.
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).
I slept in a lair and the game crashed. Starter pack or df bug?
:'(I slept in a lair and the game crashed. Starter pack or df bug?
A nightmare? ;-)
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.
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?
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.
Any reason why goblins are "ù" instead of "g"? At first I thought those were some plants.
:P
Exactly. ú is mapped to dead goblins in Phoebus based (Spacefox, Obsidian) sets.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.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.
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.
Hi all!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.
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
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?
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...)
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 =]
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.
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.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,Strange, I can't find that. I can see only those:
but I agree that I should have done more testing. Apologies.No problem.
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!
Safe to just copy and overwrite the old folder?
Just started a game, didn't do anything besides designating the first few floors.Yes - but I suggest using the copy-my-data.bat script, which will handle all your saves and a significant volume of other data.
If I just copy the save into the new r3 df folder should everything work without a problem?
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.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.
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?
Just started a game, didn't do anything besides designating the first few floors.Yes - but I suggest using the copy-my-data.bat script, which will handle all your saves and a significant volume of other data.
If I just copy the save into the new r3 df folder should everything work without a problem?
<autoUpdateURLs>
<item path="http://www.armedassault.info/_hosted/soundsense/au" />
<item path="http://df.zweistein.cz/soundsense/soundpack" />
</autoUpdateURLs>
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?
Has anybody tried legends viewer recently? It always crashed whenever I tried to load an xml.
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.
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)
It has absolutely nothing to do with graphics packs
It has absolutely nothing to do with graphics packsGraphics 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...
Okay, I just downloaded the pack, so please do not update for a while. I dont wanna have to redownload it for a while.
Hi all!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.
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
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!
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 ;_;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. ;)
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.
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.
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...
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
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.
Correct. Hence the name being "engravings start obscured". To change existing engravings, use d-v.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?
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?
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
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.
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"
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:QuoteWARNING: 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 255. I'll put in a better error handler there for the next release (by wrapping the value around).
[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 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 :-[
- renamed keybindings files for clarityThe clarity is not clear for me. There are now 5 keybinding files:
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 :-[
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!
- renamed keybindings files for clarityThe 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?
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.
Ugh, I must have done it twice on different computers before they synced. Fixed for next version (on *one* computer).Maybe you should run a compare on the three files as I don't think laptop.txt is optimised to work without numpad.
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.
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)
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 clarityBy 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.
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.
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.
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.
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.
Why it says "No savegames to update"?
I've copied savegames from r3 to r4, but can't isntall graphics packs for this reason.
There is no such file in my saves.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.
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.
Unless that was an Easter egg just for Putnam. Then it'd be awesome.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.
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.
"Something went wrong: the graphics folder may be missing important files. Graphics may not be installed correctly. See the output log for error details."
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.
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.
Fixed for next PyLNP version: https://bitbucket.org/PeridexisErrant/python-lnp/commits/09605b7507122287c4f3e304a23fafbf3cd4d6ccI keep getting the same error when I try to go to default ASCII graphicsThe 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.
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.
"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 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.
My game always stops responding when quitting.Do you have graphics enabled? If you have TwbT enabled, what happens if you disable it?
Have you built any constructions over trees? That's a common crash that's new in 0.40.24.
Type quicksave in dfhack.
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?
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)
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?
repeat -time 14 -timeUnits days -command [ quicksave ] -name quicksave
Saves 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.
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!http://www.bay12games.com/dwarves/mantisbt/view.php?id=8660
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?
Thank you very much for your work on this. Found only a crash when I build any constructions over trees.
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).
PS I had another problem w/ an earlier version. It would not list default ascii set in tileset options.
- 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.
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.
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.
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.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?
Is there supposed to be a set in baseline for each graphical pack?
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...
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.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) Sometimes it just deletes my art folder and complains about missing important files. Again, I need to copy them back manually.
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.
Could you come up with a method to transfer settings between versions? (d_init.txt and init.txt)
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 :)
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.
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.
The Starter Pack has updated to 40_24 r7!Thank you your awesome and never ending work on this package of DF goodness!
What's this about mod merging?Nope ;D
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.
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? :))
Did you guys see that Starter Pack got mentioned in Toady's interview?
how do you disable the multi lvl view?a, Disable twbt plugin by switching print mode to 2D in the launcher:
Did you see the littlest cheesemaker becoming a Reddit sensation? ;D
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).
What is the big difference between DF 23 and 24 again?http://dwarffortresswiki.org/index.php/DF2014:Release_information/0.40.24
I do have walls up top, does the bug effect stuff thats already built and a tree then grows in next to it perhaps?
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.
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.
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...
Bumping this thread for the newbies to see. Should be stickiedThat'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.
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:
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.
For those who love text, this is exciting - there's a new utility to patch the Truetype bugSeriously?! That's one of my DF pet peeves, this made my day!
"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 alphabeticallyI've even downloaded the whole pack to check, and they're all there for me.
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).
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.
My graphics directories were in the same location in r8 as r7: LNP\Graphics
Not that set. The copy in the raws. (aka the installed copy at dwarf fortress 0.40.24/raw)
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.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.
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)
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.
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 ToadyThis of course, so much. I joined forum to say thanks and my first post was like 'hey this doesn't work' :) THANK YOU :D
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.
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...Lol, chill out, the post was meant for the users, not for you.
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.As if you've ever put out a version that's there to make things worse :)
This version is just better, and you should get it.
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".
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 :)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.
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.
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.
How can it mess with steam?
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 ^^
"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"
}
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.
SHIFT+right clic >> Open with notepad for instance
Or just type autoresetgrid disable each type you start DF
# 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
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. :)
Just a minor update to solve that flickering text issueJust 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?
Changelog:
- fixed flickering display
-snip-Ah, I see. Sweet, thank you very much!
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?
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.
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.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 :-\
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 ).
¿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.
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.
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.
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.
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.
How do I activate the Legends Exports Processor in the latest LNP? I can't even find it.
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.
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)
...Don't panic at the length of the README...
Copy the files from a release archive so that:
o On Windows, SDL.dll is replaced
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.
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.
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.
*snip*
This. I was raging for a bit. I have never touched the mouse before now while playing DF and it feels dirty.
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.
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 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.
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).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.
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!
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):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.
<snip>
That seems like a weird place to pull it from. :P
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.
Traceback (most recent call last):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.
<snip>
That seems like a weird place to pull it from. :P
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.
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.
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
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.
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
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.
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?
LNP GUI shouldn't have anything to do with game crashes.
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?
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.
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...
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
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.
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?
I don't think it's deleted. It just says Windows doesn't know how to run it.
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.
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
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.)
- updated view-item-info; now fixed, always-on, and more descriptionsThese are the changes that were merged into DFHack, correct?
- updated view-item-info; now fixed, always-on, and more descriptionsThese are the changes that were merged into DFHack, correct?
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 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?
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.
I'm not sure If I should explain here my problem, but here it goes...Edit: I can't play ... :(
For some reason I'm getting the GL error, is the first time I see this. What can I do?
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?
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).
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
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).
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."
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).
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.
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.
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.
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.)
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.
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.
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).
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.
My point is that it's inconsistent with version numbers anywhere else.
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?
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).Default ASCII.
As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?
JAFANZ was asking which tilesets change graphics and nothing else, not which tilesets don't change graphics.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).Default ASCII.
As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?
yes :(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).
Edit: I think my drivers are toooo much updated and df can't handle the new versions I dunno.
yes :(
Edit: I think my drivers are toooo much updated and df can't handle the new versions I dunno.
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.Which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?Default ASCII.
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?
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?
I see.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).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.
As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?
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.
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.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.
no solution for me ... I see. I guess I'll have to wait, and hope for the best.
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 oneFor 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...
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?
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.
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.
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.
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?
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).
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...
Guys, I cant download the pack (it is stopping about 40 MB)...is there any alternative link?
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.
I guess it's time to call Mifki over...[/quote]
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.
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.
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).
"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)"
}
Thanks. Isn't this (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606) the prisoner feeding bug, though?
The starter pack luncher.exe wont work at all for me. I double click it and nothing pops up.
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.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).
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 :)
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.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.
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.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.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.
Right - I think Dirst meant that the instant crash prevents you from saving the game....Actually, I haven't. It would probably be best to check that TWBT is actually the thing causing the problem.
Have you tried disabling TwbT, then?
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'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.
Your antivirus is overzealous.
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.)
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)?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.
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]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)?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.
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
if not dfhack.world.isFortressMode(df.global.gametype) and not dfhack.world.isAdventureMode(df.global.gametype) and not force then
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?
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.
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?
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?
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.
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.
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).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.
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.If you're referring to the sidebar menu, are you using the secondary scrolling keys (+- by default)?
I can only select the 1st animal. Since I can't scroll, I can't select any others.
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 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.If you're referring to the sidebar menu, are you using the secondary scrolling keys (+- by default)?
I can only select the 1st animal. Since I can't scroll, I can't select any others.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 think there's a bug with the Ironhand tileset? I customized it to the original ironhandIt 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.
...
Any idea how to fix it? All my wonderful hallways with pillars on the sides now look like underground beach promenades.
Alright, this has gone on long enough.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).
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.
You could try disabling TwbT temporarily (it used to cause issues with adventure mode, but I'm not sure if it still does).
When then don't hit those keys. Duh.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 >
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 :PThe 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.
Any help pls? I really want to play this lol
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
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.
Try disabling menu-mouse if it's enabled.
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.
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?!
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.
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?
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 :-\
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.)
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 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.
Have you seen this (http://www.bay12forums.com/smf/index.php?topic=152698.0) yet? It's a near-complete TWBT set for Phoebus.
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.
Your honors thesis was a Starter Pack update? I want your advisor!Unfortunately not... but there are some benefits to feeling productive while procrastinating!
removed autoresetgrid.lua and manager-quantity.luaI'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.Quoteremoved autoresetgrid.lua and manager-quantity.luaI'm curious about why did you remove these scripts?
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 :-\
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.
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.
Delete "hack/scripts/soundsense.lua", and thanks for the report - I'll fix this for the next release.
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?
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?
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.
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.
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.
Not sure if I should report it here (is there dedicated bug tracker ?) but looks like workflow in r19 is not reacting to shortcuts.
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).
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?
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.
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.This exactly this
I don't know who Michael Madsen is, but I'm pretty sure it's not me.
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.
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!)
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. :)
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!)
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. :)
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.
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?
- 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.
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!
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?
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.
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.
What's the checksum of data/index, and what does it contain when decoded?
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
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=
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.
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.
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!
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!
I'd guess a couple of days or weeks for DFHack; Therapist just updated a few minutes ago.
All of DF is in alpha. What could possibly go wrong?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.
MY HOUSE IS ON FIRE!
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.
I'd guess a couple of days or weeks for DFHack; Therapist just updated a few minutes ago.
So does it need DFHack to come outYes, it does. TWBT is a DFHack plugin.
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.
With the latest pack: 0.42.02-r03:I've been getting that error since 40.24-r20. It was working fine in r19.
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 love everyone that makes this startepack happen. Enough said
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.
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.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.
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
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.Sadly this is not possible in the launcher, for technical reasons.
http://dwarffortresswiki.org/index.php/Digging_designation_canceled
What do you think?
Looks like a new release tomorrow. Hopefully, the bugfixes won't interfere with the stuff that's already in the pack.
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!
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?
Too bad.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.Sadly this is not possible in the launcher, for technical reasons.
http://dwarffortresswiki.org/index.php/Digging_designation_canceled
What do you think?
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 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
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)
... Once DFHack catches up - and it's close - I'll be ready to promote this pack to stable. Until then, Strike the Earth! ...
theres a built in automining function in df...... 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
thats news to me, but thats probably the most minor thing I use dfhack fortheres a built in automining function in df...... 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
The button is a by default, examine the sidebar more closely when designating, you can also designate only gems or ore or gems/oresthats news to me, but thats probably the most minor thing I use dfhack fortheres a built in automining function in df...... 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
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.
Quote3. [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?
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?
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!
Quote3. [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.
Just use 7zip; it's open source and handles anything.
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?
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 :)
Could we get a general idea of when DFHack will be released? :)
Apparently the "data/init/macros" folder (empty by default) is missing from this pack, which means saving macros doesn't work at all.
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)
Morning Gentlemen,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
is the game playable in the current status or it would be better to wait a new release?
Morning Gentlemen,
is the game playable in the current status or it would be better to wait a new release?
Morning Gentlemen,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
is the game playable in the current status or it would be better to wait a new release?
Did this change in the new release? I always used to chuck Goblins in a pit.
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.
Morning Gentlemen,
is the game playable in the current status or it would be better to wait a new release?
Can I myself install DFHack on 0.42?
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.
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.
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.
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).
new version of DF, time to upg---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.
DFHack is finally ready?
yay!
EDIT: Nope, this is the .40 version.
*sigh*
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...
;)
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?
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, that is the plan. (https://bitbucket.org/Pidgeot/python-lnp/issues/74/improve-mechanics-of-merging-mods-and)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.
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.
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?
Well, that is the plan. (https://bitbucket.org/Pidgeot/python-lnp/issues/74/improve-mechanics-of-merging-mods-and)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.
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.
Well, that is the plan. (https://bitbucket.org/Pidgeot/python-lnp/issues/74/improve-mechanics-of-merging-mods-and)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.
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?
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.
Is that only me or dwarf therapist doesnt update jobs?
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?It might be the confirm plugin, but that's never frozen the game for me. Is that just happening in a specific save?
Might be that it is because I have DFHack enabled but I dont know for sure.
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
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...
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.
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.
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.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.)
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.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!
However, it's probably worth it to try to see if it's the goblet issue.
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.Enjoy your trip, and safe travels home.
Happy holidays, and I'll see you again in a week or two!
Enjoy your trip, and safe travels home.
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.
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?
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.
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...
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.
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.
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'I'm sure, there is a Nazi Mod somewhere for DF :P
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
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.
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.
And if it raises, then we'regermans.hypocrites
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
@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...
As I understood it he just returned to get a new pick axe and to fetch a dry ¤pig tail sock¤ pair.
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.
Thanks for the help fricy :) but my legends_plus.xml has the same date in the file name than the othersHmm. In that case I guess you should report it Karater.
-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?.
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.
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)
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?
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.
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!).
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)
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)
DFHack is disabled by default, but it *is* a launcher bug that you can't enable settings through the launcher.
@PeridexisErrant How did you build twbt for 42.04?
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
Hi, can't start with the launcher, after the clicks nothing happens (WIN10, never happens before, downloaded 3x, extracted with 7z).
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'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
"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."
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 notice also that the file size of the exe has strangely doubled since 42.03-r3.Which exe? Does the post above explain things?
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?
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?
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.
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.
Were you placing constructions with the mouse? What exactly do "mouse controls" include (check PyLNP.json, I think)?
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.
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
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.
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.
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.
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 ;)
Hrm. Curious, if I might inquire, why is the download using DF 40.24?
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 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.
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.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.
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.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.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.
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?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.
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.
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.Do you have "Mouse control" or any other hack that says mouse enabled in the dfhack tab of the launcher?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.
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.
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.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.
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?
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. ▼
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. ▼
Thank you.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)
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...
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.
*snip, etc.*
Fair response. The boards are quite large.. where would I find the cutting edge pack?
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 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.
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.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:
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.
CLA font and Phoebus tiles. Here's a precise description of what I did:
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.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:
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.
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)
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.
GUI for keybindings...doesn't update the Green to show the currently selected keybinding.
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.
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
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.
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.
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?
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.
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.
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.
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?
Are you sure it's not TwbT? TwbT distributes a modified version of the mousequery plugin.
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.
Are you sure it's not TwbT? TwbT distributes a modified version of the mousequery plugin.
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.
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.
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'
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.
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?
Another update, another wait for the mods to catch up. Such is the brutal cycle of the Starter Pack.... :'(
Another update, another wait for the mods to catch up. Such is the brutal cycle of the Starter Pack.... :'(Spoiler (click to show/hide)
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)
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?)
So, how likely is it, that there will be a version for DF 42.06 soon?
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.
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.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. :DTrue.
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).
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).
Bind it to the LNP launcher? Works for n52...
when will we have a 42.06 pack with DT DFHack and other stuff?
latest client is recognized as a trojan by windows 10 defender.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.
Trojan: Win32/Varpes.L!plock
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.
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).
thanks!when will we have a 42.06 pack with DT DFHack and other stuff?
When it is out.
No pro bro.thanks!when will we have a 42.06 pack with DT DFHack and other stuff?
When it is out.
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!
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...
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 cleanThis 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-r01Typo on the website, now fixed.
Got a crash with 0.42.06-r01.You're probably better off posting in the DFHack thread, since LNP "just" bundles utilities (including DFHack).
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).Oops, of course. Anyway I have not been able to reproduce this, yet.
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'
'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.
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).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'
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
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
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?
I've also been working on cleaning up the creation myth/magic system generator
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.
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.
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.
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).
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).
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.
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.
Guys, did you meet too the 'Masterwork had been lost' thing when a trader leaving with a traded masterwork ware?
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)
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?
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.
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.
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
What's the command for process legends again?The question is rather unclear and isn't really in the correct thread.
http://dwarffortresswiki.org/index.php/Utility:Lazy_Newb_Pack#Current_Packsthanks :)
Its nice seeing this is still a thing after quite a while.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).
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??
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??
The Starter Pack has updated to 0.42.06-r02!
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?
Anyone else get spyware pops every new edition? My firewall and spyware program just do not like this at all..lol.
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.)
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.
Yeah, I was able to turn autochop on as well as the additional options for Df hack under the status screenJust 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.
Workflow is disabled by default.It's on. I made sure to enable it every time I tested and re-downloaded.
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.txtDo you actually work on the Starter Pack on a daily basis?!
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
Do you actually work on the Starter Pack on a daily basis?!
Ah, that makes more sense. I was thinking "Take a day off, you deserve it!"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.
can we move our saves from vanilla df 42.06 to the latest stable version?
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.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).Spoiler (click to show/hide)
What should I do?
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.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).Spoiler (click to show/hide)
What should I do?
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.
still on XP here.
maybe ina feww weeks once i get a new (second hand) Computer with win7
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.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...
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.
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]"Do you have one of the graphics packs installed? They free up the accented characters so they can be used for other items.
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.
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)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.
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.
Most pack maintainers do watch the DFHack thread, by the way (and DT, etc.)Just how many pack maintainers are there?
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.
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.
Uuh ... I just got a "Fatal Error Missing Color Definition" ...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.
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 ?
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?
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?
Is there a way I can disable all DFhack functionality EXCEPT TWBT?
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.
Uuh ... I just got a "Fatal Error Missing Color Definition" ...
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.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.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.
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).
[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
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.
It would be awesome if someone (eg, you ;) ) confirmed that reverting to vanilla style works with TwbT,1. Confirmed, it works.
then joined the DFgraphics group and made these changes!2. Nope, still dont like Github. ;)
PeridexisErrant: could you please add the date when you update the Changelog?i support this idea :)
Like so:
Recent changelogs:
0.42.06-r04 - 2016-04-26
- updated DFHack to stable version
- updated TwbT
PeridexisErrant: could you please add the date when you update the Changelog?
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.
Sounds like outdated config files, which could make TwbT crash, but wouldn't have affected the other 3 plugins.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.
Assume bug.
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?
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.
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
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?
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.
[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]
[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]
[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]
Hey, I found a thing.
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.
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 ...
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).
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.
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?
False. (but of course I'd say that, so use your own judgement)
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.
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.
Is there a way to update the pack myself with 43.02?
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 :)
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.
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.
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?Completely bone stock starter pack; doesn't matter which graphic set I use.
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).
Dwarf Mockup
almost all games that i know of can't run on win7 and onwards without full admin rights.Get on my level, I still use XP
if only they'd still support winXP, i'd never upgrade to win7.
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 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.
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.
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?Completely bone stock starter pack; doesn't matter which graphic set I use.
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).
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).
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!
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?
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.
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.
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
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.
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.
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.
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.
will a new version of LNP be made when the majority of bug fixes stop?
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.
Also to teach them why I say that!"Now you will know why you fear the night(ly build)!"
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.
okay, so that's why it never worked.
so what's the command to start it then?
i thought i had to write something like "atolabor start" or "enable".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.
i'll add "autolabor" to said file and see how it works.
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...)
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.
I've updated TWBT source for 0.43.03, will make a build this evening.
i just want lazynewbpack with the graphics and dwarf therapist honestly
Hello! Question (and if this is better asked in another place, let me know and I'll be happy to do so!).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.
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?
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? ;)
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).
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.
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 |
Yep, that's it. Enjoy!
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.
Windows Defender is reporting DwarMockup-1.2.0.exe as malware. It says it detected item: Trojan:Win32/Rundas!plock.
Windows Defender is reporting DwarMockup-1.2.0.exe as malware. It says it detected item: Trojan:Win32/Rundas!plock.
Likely a false positive
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*
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.
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?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 :(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.
keybinding add Alt-W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow
keybinding add Alt-W@overallstatus "gui/workflow status"
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.
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.
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.
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.
Workflow plugin has been removed for exactly that reason, actually.It wasn't removed - PE just took out the keybindings for it.
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.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) :)
Wow that new work order thing is convoluted. Much prefer Workflow..lolIt's a vanilla feature. You were expecting intuitive and streamlined? :)
@Redmega: If you can create crash dumps and provide those to Mifki in the TWBT thread I think that would be appreciated.
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) :)
Ha anyone else the problem that the Dwarf Therapist is incompatible ?
The Dwarf Therapist is not working for me in the 43.03-r02 version. Claims that this version is not supported.
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.
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.Workflow plugin has been removed for exactly that reason, actually.It wasn't removed - PE just took out the keybindings for it.
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.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.
Not sure if i need to post this in the PyLNP thread. I tried PE's LNP.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.
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.
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?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.
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'.In that case then carry on. I recalled them inside workflow but if they are not then workflow is indeed not longer needed.
Not sure if i need to post this in the PyLNP thread. I tried PE's LNP.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.
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.
Try setting yourself up for pure ASCII first, then do your mod merging and see how things work.
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 ?
Doesn't removing workflow remove the quicksave feature (ctrl+alt+s)?No. That's the "quicksave" command.
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 :(
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
You forgot to add the date of release to the Changelog!In a time before time, PE released a Starter Pack.
windows 8.1
vanilla DF and other utilities all working, but pyLNP ignore launch.
after clicking pyLNP , even no error message. nothing happens.
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?
Was the option to merge content from a previous starter pack disabled?
SoundSense is currently borked WRT LNP: it plays duplicates over the top of each other
, which seems to explain the duplicate sounds. In older versions the target for "supplemental log" was different :
<gamelog path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
-<supplementalLogs>
<item path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
</supplementalLogs>
<gamelog path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
-<supplementalLogs>
<item path="${gameBaseDir}/ss_fix.log"/>
</supplementalLogs>
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.
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.
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.
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/
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.
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!
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".
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYI
Are you saying that is what's making prospect crash the game?
@ldog - the multilevel option is set in "dfhack_PeridexisErrant.init", FYICould 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.
@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
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.
@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?
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.
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.
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.
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.
@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.
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.
@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.
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?
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!
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.
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.
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
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.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).
Date on first post! :P I know I keep pushing it but please!
0.43.03-r04 2016-08-10
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
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.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 :)
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.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
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.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 :)
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..
OK tks; I'll check FW rules & NoScript settings..
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.
That's under 'workflow', largely replaced by the vanilla manager nowI 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... ???
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.
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, which seems to explain the duplicate sounds. In older versions the target for "supplemental log" was different :
<gamelog path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
-<supplementalLogs>
<item path="..\..\..\Dwarf Fortress 0.43.03\gamelog.txt" encoding="Cp850"/>
</supplementalLogs>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 ?
Is 43.04 the last 32 bit version?
Will there be a starter pack for 43.04, or will you skip over it?
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.
Why wait? A new release of DF doesn't magically make the current Starter pack any worse!Yeah, my seemingly random crashes most likely are the result of memory exhaustion.
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.
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.
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.
How goes the long slog to a functioning DFHack for .43.05?See PeridexisErrant's post 3 posts above yours, 3:rd paragraph.
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
How goes the long slog to a functioning DFHack for .43.05?Ask in the DFHack thread
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)
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. :PTo 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
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 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.
"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"
]
],
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.QuoteI 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.
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?
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.
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?
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:
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.
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.
Hi.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.
Tried to import from r04 but got the following in the stderr.txt:Spoiler: stderr.txt (click to show/hide)
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
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
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.
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.
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
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.
0.10e | 0.10f | 0.11 | 0.12 | Virus Name | Reporting Scanner | |
Linux-i686 | 1/55 (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-x86 | 1/55 (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 |
Windows | 1/56 (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 |
Mac | 0/54 (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 Name | PyLNP version |
PE's Starter Pack 0.43.03-r06 | same as Win v0.12 |
Enay's LinuxLNP 0.43.03-r03 | same as Linux-x64 v0.11 |
Lazy Mac Pack (all) | same as Mac v0.11 |
scanned every executable in PeridexisErrant's Starter Pack 0.43.03-r03: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).Spoiler: virus scans (click to show/hide)
Try re-downloading?
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?
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.
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.
even adding the DF folder to the exceptions list for my antivirus didn't stop the random crashes that occured.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.
"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.)well, then it will be the memory on a small world and maximum 3x3 embarks.
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.)
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.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.
I think if you can generate a world you can play it? The 2GB ram limit is more of a thing in worldgen.
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.
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
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.
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"Thanks! I tried to google about it but didn't seem to hit this page, or missed it entirely.
https://dfhack.readthedocs.io/en/stable/docs/Core.html#init-files
Do we have Dwarf Therapist yet?Not for 64bit.
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.)
Good to see that there's progress, I wonder though if we will se a 64 bit version before Toady's next release?
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'
Will this 64bits upgrade fix the hard hit on fps ? At least less impact on it ? Or nothing at all?
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!! :oYou know that saves as far back as 40.03 can be moved to the current version?
You know that saves as far back as 40.03 can be moved to the current version?
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!
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)
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.
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.
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.
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.
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.
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.Can i got binaries of this version of DFHack?
Stonesense also works on 64bit windows now too, in DFHack indev.
I don't think it has Stonesense, though.+1
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.
That strange. Is your "Fullscreen" Width and Height set to "0" in the "Advanced" tab of the Lazy Newb Pack launcher?
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.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.
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.
@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.
It's called autolabor (or labormanager, which is newer).both wouldn't work properly for me, so i still use DwarfTherapist.
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
Will you continue upgrading once the new versions of DF become stable?
43.05 wasn't a big enough change to justify this in the absence of eg. Therapist for 64-bit.
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.DF doesn't write to its own config files on exit, if that's what you mean.
Also, if you switch graphics packs that could change the engravings setting and maybe the liquid depth settings too.
As a feedback: the "Dwarf Fortress LNP 0.43.03-r09" ran for many hours yesterday without even one crash.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.
I only made one break to disable the engravings, which sadly didnt work, so my kings quarters look messed up.
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.
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.As a feedback: the "Dwarf Fortress LNP 0.43.03-r09" ran for many hours yesterday without even one crash.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.
I only made one break to disable the engravings, which sadly didnt work, so my kings quarters look messed up.
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).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.As a feedback: the "Dwarf Fortress LNP 0.43.03-r09" ran for many hours yesterday without even one crash.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.
I only made one break to disable the engravings, which sadly didnt work, so my kings quarters look messed up.
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.
[ENGRAVINGS_START_OBSCURED:YES]
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!
Hi,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.
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.
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.Hi,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.
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.
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.
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.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 :)
For example, I cannot figure out how to get "any" rough gem to be cut.
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.
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?
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.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.
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).
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.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.
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.
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?
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...
@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 do check compatibility, and it *is* the latest version ;P
Any chances of a .43.05 release someday soon?
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
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.
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.
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.
FYI, Armok Vision has been updated, for when you make a new version.
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
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?
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?
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
Thanks.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...
Could you please publish hashes/checksum of the pack on a resource accessible with HTTPS?
Github pages will work as a free option.
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
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).
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.
why is Announcement Window missing from the recent download?
In the last download of 43 I had it in
was there issues with it?
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.
Has soundsense had any updates recently? I downloaded my 43.03 a while ago, and one of my java updates broke it.
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.
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.
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.
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.
You can copy the saves manually if the importer causes trouble.
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?
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...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.
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'm afraid I'm not understanding the new importer.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 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 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. :(
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...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.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'm afraid I'm not understanding the new importer.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 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 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.
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.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...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.
I compiled some technically un-finished stuff for 43.05:It also includes a basic setup with Ironhand graphics and soundsense + the sounds pack
- Dwarf Therapist
- DF Hack 43.05 Beta1
- TWBT
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
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...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.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'm afraid I'm not understanding the new importer.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 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 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.
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.
I compiled some technically un-finished stuff for 43.05:It also includes a basic setup with Ironhand graphics and soundsense + the sounds pack
- Dwarf Therapist
- DF Hack 43.05 Beta1
- TWBT
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 :)
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.
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!
I compiled some technically un-finished stuff for 43.05:It also includes a basic setup with Ironhand graphics and soundsense + the sounds pack
- Dwarf Therapist
- DF Hack 43.05 Beta1
- TWBT
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
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.
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.
когда ожидается выход нового релиза?
когда ожидается выход нового релиза?Всякий раз, когда DFHack выпускает стабильную 64-разрядную версию (Google Translate)
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.
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.
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
:o No ironhand?
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.
Announcing the 64bit Beta Pack!
The Starter Pack has updated to 0.43.05-r01!
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.
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.
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.
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
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
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.
Announcing the 64bit Beta Pack!Did I ever tell you that you're my hero? You're everything I wish I could be.
Now I'm doneOh 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 :)
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 :)
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!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!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.
Peri,(this name is really cute) the links in the main post don't work :(
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.
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.
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).
The starter pack launcher isn't launching for me. Do I need to do something more with it?
The starter pack launcher isn't launching for me. Do I need to do something more with it?
Try running it as admin!
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.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.'
Might work fine.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?
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.
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.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.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.'
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.
So what's the latest 32bit winXP friendly version with DwarfTheRapist?
It will be the last version i play until my new Hardware arrives.
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).
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 :)
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)
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?
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.
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 :).
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.
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.
Is it supposed to have two dots before the extension?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 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 :).
Is it supposed to have two dots before the extension?
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.
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
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.
damn, excuse my stupidity, erm: the latest stable pack is 0.43.03-r09?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 :)
the latest stable pack is 0.43.03-r09?
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.
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.
He released another version on march 13th, but you probably saw that. Any details on the bug? I imagine it's avoidable.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.
Will you include last Armok Vision into it?Yep - I include Armok Vision in every pack that includes DFHack.
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.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.That's not serious at all, I don't use Therapist to slaughter animals anyway. Thanks a ton.
Are there any specific action(s) that cause the crash?
Yep.. redownloaded from here 3 times and from the other links 2 times
http://www.bay12forums.com/smf/index.php?topic=126076.msg7386594#msg7386594There 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.
this one...
and the original 2 websites that the author gives on the original post.
so is the latest version posted here. :(
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...
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.
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!
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. :(
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.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.
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).
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 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.
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.
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!
No. Announcement Window reads announcements from gamelog.txt, which is a text file in the DF folder. Reading from files is perfectly normal.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.
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.
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.
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.
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).
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)See short thread starting at http://www.bay12forums.com/smf/index.php?topic=163692.0 - it may help explain some things
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
That is kinda crazy, hope they fix it soon!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)See short thread starting at http://www.bay12forums.com/smf/index.php?topic=163692.0 - it may help explain some things
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
(the variables are probably not integers...).
(the variables are probably not integers...).
Booleans?
Enums containing randomly generated strings?
Or are we using BigIntegers for the giggles?
O sweet summer child....
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..
If the world is actually discrete
Having some problems with the pack right now.
It says 5.70Having some problems with the pack right now.
When DF starts, it should print in DFHack console "TWBT: version ...", what version does it print?
Yes, and yes (use TwbT 5.78).
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).
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 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 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.
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.
I tried 43.05 r03.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.
Dwarf therapist tells me it's missing "MSVCP140.dll" and cannot run.
32bit is limited to 4GB (winXP even limits to 3GB) and the game uses almost only RAM.Was this in response to something?
goign to 64bit is the logical solution to this, as it allows LAA.
For some reason clicking on the "Enable DFHack" button does not turn on DFHack. It is stuck on "NO".Having the exact same problem.
Is there anything in stderr.txt?
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.
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.
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.
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.
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.What if you disable TwbT, or disable all plugins, or prevent them from loading by renaming the hack/plugins folder?
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?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.
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.What about renaming the hack/scripts folder too?
Update: no, it's still crashes on loading world (even before embark selection screen) with renamed plugins folder and without TWBT
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).
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.
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?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".
is there a 32bit release?
Any news on when there will be an official 64 bit release?
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.
I meant for 43.05 lol
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?
$ 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
$ 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)
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.
Got this when Dwarf Therapist wouldn't start and tried to manually start it from the files.
(http://i.imgur.com/5qaBYdi.png)
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.
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.
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)
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.
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).
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.
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".
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:
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.
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.
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.
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?
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.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?
The world is 1050 years old, generated on the new version.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.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?
The world is 1050 years old, generated on the new version.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.
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
The world is 1050 years old, generated on the new version.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.
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
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.
you save the texture once in memory and reference every tile to that texture.That's exactly what DF does.
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 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.
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.
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 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.
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)
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.Overclocking has never been as easy as it is today.
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.
I'm still seeing lots of reports of this on Reddit, IRC, etc.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?
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.
I'm still seeing lots of reports of [twbt-incompatible plugins] on Reddit, IRC, etc.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.
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.
There's still no official build for 64bit Windows, so stability is best-effort only for now :-\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.
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.)
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.)
I've never noticed it without TWBT, and I remember TWBT having similar issues (which I thought were fixed, but perhaps not).
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.
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).
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.
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. ...
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
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?
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.
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.
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.
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.Sorry, must have confused it with the main configuration file (the YAML one).
More generally, I'll look into this and upload a fixed version tonight - apologies to anyone affected :-[
PyLNP.user is *not* required by PyLNP, and will be generated at runtime - it just holds a few user-specific settings like window size.Sorry, must have confused it with the main configuration file (the YAML one).
More generally, I'll look into this and upload a fixed version tonight - apologies to anyone affected :-[
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.
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?
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.
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.
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?
I can have it explicitly ask, with a never ask again option.
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.
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?
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
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"?
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
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.)
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 lineCode: [Select]enable title-version
in 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...
Quoting myself from over in the Dwarf Therapist thread: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.)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 lineCode: [Select]enable title-version
in 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 [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.)
Quoting myself from over in the Dwarf Therapist thread: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.)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 lineCode: [Select]enable title-version
in 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...
Was the labormanager no/almost no hauler fixed?I'm not aware of this "issue". Please provide more information.
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...
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...
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 ...Merging DFHack versions is something you should not be doing. Can you clarify exactly what you downloaded? "latest" is not specific enough.
Soooooooooooo...
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.
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 ...Merging DFHack versions is something you should not be doing. Can you clarify exactly what you downloaded? "latest" is not specific enough.
Soooooooooooo...
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 ...Merging DFHack versions is something you should not be doing. Can you clarify exactly what you downloaded? "latest" is not specific enough.
Soooooooooooo...
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...
Is there some way to make Meph's 32px graphics pack available as a LNP pack?
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").
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.)
Hi Guys,had that too yesterday playing adventuremode - guess i'll get back to the 43.03.r09.
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.
I used the 2D in both cases, so it is not conected to multilevel.Hi Guys,had that too yesterday playing adventuremode - guess i'll get back to the 43.03.r09.
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.
edit: it comes from multilevel view - which is still crashy.
I went back to 43 03 r09 too, since that no any crash...Hi Guys,had that too yesterday playing adventuremode - guess i'll get back to the 43.03.r09.
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.
edit: it comes from multilevel view - which is still crashy.
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...
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.
The Starter Pack has updated to 0.43.05-r03!(emphasis added)
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
The Starter Pack has updated to 0.43.05-r03!(emphasis added)
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
0.43.05-r03Thank 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?
- updated Dwarf Mockup; a large upgrade I missed for a year (oops)
- removed Meph's tileset due to consistent reports of crashes
0.43.05-r03Thank 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?
- updated Dwarf Mockup; a large upgrade I missed for a year (oops)
- removed Meph's tileset due to consistent reports of crashes
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!
{
"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"
}
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.
0.43.05-r03Thank 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?
- updated Dwarf Mockup; a large upgrade I missed for a year (oops)
- removed Meph's tileset due to consistent reports of crashes
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!
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.
I tried un-marking it as "Read Only", but it always has a blue square on it.
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".
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)?
For the time being, if you use dfhack it has lite version of therapist in manipulatorThanks a lot for this. I never even noticed it.
Can you elaborate on this? Which front page?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)?
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 militarycan't you see preferences, mood and attributes only by selecting the unit, then 'z' then 'Enter' ? is there some other way I'm missing
@lethosor's: The 42.06 version on front page of DT's thread.
you may be missing some dlls.
For DT, you most likely need to peruse the forum for the most recently updated memory mapping.
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'?
https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts
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.
Replacing with the 8 MB SDLhack.dll and SDL.dll files from r08 enables DFHack in r09.
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.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.That won't address the "data/art/white1px.png not found" error, which is probably the issue here.
That won't address the "data/art/white1px.png not found" error, which is probably the issue here.
The Starter Pack has updated to 0.43.05-r10!Wait, which one? SDL.dll obviously changes frequently, but SDLreal.dll shouldn't have changed.
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.
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.
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'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
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.
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 :-[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.
Thank you very much for the quick update PeridexisErrant! Quickly tested it, works like a charm now :).You're welcome!
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.
So, why did you take out all the utilities? Dwarf Therapist in particular was useful for newbs like me...
posting so i know when i can get therapist for the new version
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.
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.
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.
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.
Is 0.43 32 bit? I'm on Windows 10, I don't think it's 32 bit.
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) ;DSpoiler: Full contents (click to show/hide)
Damn, yeah. It is a 32 bit system with a x64 processor.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.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 ;)
Does that mean I won't be able to play newer versions of DF or is there something I can do?
I hope you are working on a new version for the latest patch :DScroll up.
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) ;DSpoiler: 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.
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.
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.
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)
Thanks for the fast update and all but are you going to eventually add a 32 bit version for the latest starter pack?
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.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.
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.
- graphics packs included but *not yet* updatedand from 0.44.02-r02:
(do not update graphics on saves - may be incompatible)
- updated Phoebus graphics for 44.02
- updated CLA graphics for 44.01 (equivalent to .02)
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.
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.
Do you have any insider info on when the new DF Hack will release ?
That's a DFHack thing.
Is the ability to have more than 3 wheelbarrows on a stockpile a DFHack thing, too?Yes
Is the ability to have more than 3 wheelbarrows on a stockpile a DFHack thing, too?Yes
I miss dfhack already but im having some fun not being able to just use prospect all before embarking.
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.
reference personal textI 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 textI 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.
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?
Just in time for a DFHack release! (Sorry.)dang that was fast for a bleeding edge df hack release! :o
Sooo the df hack alpha prerelease is or is not included?its not
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
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
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 releaseIs 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 :)
How, specifically, is it buggy? Please report any bugs you find! That's the entire reason why we put up pre-releases.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 releaseIs 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 :)
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)How, specifically, is it buggy? Please report any bugs you find! That's the entire reason why we put up pre-releases.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 releaseIs 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 :)
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. :Din no version ever has this feature been working for me.
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 :)
@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.
@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 :)
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?
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.
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.maybe you had finished goods disabled, which means disabling bags.
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.
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.
I've run into an odd issue. When I try to launch the pack it just saysAnything in stderr.txt?
"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.
I've run into an odd issue. When I try to launch the pack it just saysAnything in stderr.txt?
"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.
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?
"Invalid value TWBT for option PRIN_Mode:DFHACK is required for TWBT. Run DF anyway?"
Is there any ETA for the next updated LNP? :D
Is there any ETA for the next updated LNP? :D
Based on when his vacation ends, I would guess a little under 2 weeks.
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... ::)i guess help is always appreciated. Welcome aboard the crazy train to the Hidden Fun Stuff.
Hi forum btw 8)
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)
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.
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.
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?
I'm getting a fatal error "missing building definition: NEW_DECORATION_DWARF"
- Shane
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) ;DSpoiler: Full contents (click to show/hide)
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
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 :-[
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.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.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
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.
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?
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).
multilevel 10
season-palette start
twbt unit_transparency 1
twbt workshop_transparency 1
twbt redraw_all 1
# TwbT multilevel is a dfhack option in the launcher due to stability issues
multilevel 0
The dfhack init in the starter pack is missing 5 lines that I'm using.i hope this is not too offtopic: i had to setCode: [Select]multilevel 10
season-palette start
twbt unit_transparency 1
twbt workshop_transparency 1
twbt redraw_all 1
Instead it hasCode: [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.
multilevel 0
because i could track it down as the main cause for DF-crashes on my system.i hope this is not too offtopic: i had to setCode: [Select]multilevel 0
because i could track it down as the main cause for DF-crashes on my system.
i hope this is not too offtopic: i had to setCode: [Select]multilevel 0
because 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.
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 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.
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.
So are we going to get a stable starter pack release soon?
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.
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.
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).
create-items WEAPON DAGGER_LARGE INORGANIC:STEEL 1
createitem WEAPON:ITEM_WEAPON_DAGGER_LARGE INORGANIC:STEEL 1
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
create-items generally isn't what you want - the arguments you had were close for createitem, but create-items takes a different format.
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.
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.
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.
Upgrade your windows.
less and less people use 32bit. also 32bit executables still work on 64bit OS.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.
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.
What is a chance that new DF 0.44.06 will work on current LNP for 0.44.05?
TWBT and DFHACK appear to be updated. Any new pack coming?
well spoken. though sometimes newer versions got rid of old bugs... i see you find a good balance between absolutely stable and newest version :)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
Never forget, you can always Frankenstein the modpack and try to splice in updates if you want to take them for a whirl.well spoken. though sometimes newer versions got rid of old bugs... i see you find a good balance between absolutely stable and newest version :)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
i'm really bad at modding.Never forget, you can always Frankenstein the modpack and try to splice in updates if you want to take them for a whirl.well spoken. though sometimes newer versions got rid of old bugs... i see you find a good balance between absolutely stable and newest version :)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
I'm not exactly a new player, but I prefer using your LNP.
I think he's pretty gneiss.
Thanks bro you are a granite pillar of the community
Thanks bro you are a granite pillar of the community
Wonderful pack, used for years.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.
Question: are the bugs with graphics packs not allowing pedestals/display cases resolved as of latest release? Last download was... 44.01.
Thanks for your work!
I "cannot play without it"" too.
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?Checkout the Baselines folder.
it changes the column width of the displayOh, 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.
It's a TWBT feature.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?
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...
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.
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.
Hey. i dont find any question similar to mine so i ask here.sounds like a serious bug or your system is corrupt.
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 ^^
Almost certainly not a system issue.you mean in multilevel render? i never use it, because it f***s up mousequery edge.
f4nt4sy, are you using TWBT? If so, are you clicking in open space? If so, I think that might be a TWBT feature.
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.
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 ^^
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
Does vanilla DF work? Has any other version worked on that machine?
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...
That is entirely wrong. Toady still distributes both. PE has explicitly decided not to support a 32-bit branch.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.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.
http://www.bay12games.com/dwarves/older_versions.html
Search this thread for "32-bit" and you should find more explanations.
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?
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
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.
I've been having a problem where TWBT ...
I've been having a problem where TWBT ...
Did you try Tv4Fun's tip? ( five comments back )
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:I'm pretty sure the issue is having to do this for every release, not that it's unclear how.
Done, all creatures are now trainable.
3 DAYS AGO NEW DWARF THERAPIST
19 HOURS AGO DWARF HACK BETA
PILLAGE AND RAPE THIS THREAD FOR NEW PACK YARR ORR UPDATE YARRSELF
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 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
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.
I've just downloaded and installed the latest windows version, nothing updates unless I alt tab out and back again
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'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
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.
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.
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.
Out of curiosity, why is it translated from YAML to JSON?
Uh, unless you updated it again after I downloaded it or it got moved I don't see Therapist in Utilities.
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
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:This will give you dwarves and creatures without the background around them.
- 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.
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.
That TwbT enhancements are the same of this one?
That TwbT enhancements are the same of this one?Yes, but only a couple of the features come baked-in at the moment.
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
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.
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.
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.
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'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.
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.
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'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.
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
multicmd tweak fast-heat 100; repeat -time 1 -timeUnits months -command [ multicmd cleanowned X ; clean all ]
Namely, it's running three commands: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.
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.
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?
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.
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.
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.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.
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).
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.
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>
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.
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: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
Contents: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.
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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))
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.
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).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).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.
My response was about getting DF 0.44.11 to generate a world using a graphics set from an older version.
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? -_-
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.
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.
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
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.
The Starter Pack has updated to 0.44.12-r01!Holy macaroni! Thank you, fellow!
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
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
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).
Are you using TWBT? If so, what happens if you disable it?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"
Also, is the GRAPHICS setting in data/init/init.txt turned on?
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.
Sorry can you sum up how I need to configure settings and tilesets to reproduce the crash?crashing config sample:
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:This will give you dwarves and creatures without the background around them.
- 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.
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.
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.
issue persists, plus all dfhack options disappeared after replacing the launcher that came with this pack with the later binary version (32bit windows ones)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?
In another thread, I found the following quote on how to enable TBWT components for tilesets:Where are the files this guide demands? https://imgur.com/018XlfiThe 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:This will give you dwarves and creatures without the background around them.
- 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.
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.
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?issue persists, plus all dfhack options disappeared after replacing the launcher that came with this pack with the later binary version (32bit windows ones)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?
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
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.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.
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.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)?
You did actually unpack the archive first? (its a zip, if you got a rar better download from the link in the first post)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.
Just tried it, busy cursor for a moment then it closes silently.
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.You did actually unpack the archive first? (its a zip, if you got a rar better download from the link in the first post)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.
Just tried it, busy cursor for a moment then it closes silently.
Oh, oops, I thought you meant you unpacked it first. Sorry about that.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.You did actually unpack the archive first? (its a zip, if you got a rar better download from the link in the first post)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.
Just tried it, busy cursor for a moment then it closes silently.
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)
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)
Oh, oops, I thought you meant you unpacked it first. Sorry about that.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.You did actually unpack the archive first? (its a zip, if you got a rar better download from the link in the first post)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.
Just tried it, busy cursor for a moment then it closes silently.
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?
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.
Sounds like overzealous antivirus software to me.
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).
...
You are using 64-bit Windows, right?Yup. Who/why/how doesn't these days?
has nobody an idea? or atleast know which files are causing it so I can look into it myself?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).
dwarf fortress is literally unplayable for me as of now.
Do you have the intro movies turned on? If so, disabling them might help.intro movies are turned off
Does resizing the window after this occurs help at all?
How would I fix this problem? It was working not too long ago.
intro movies are turned offDoes readjusting the zoom help at all?
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.I don't have this problem because
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 updatesThe 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!
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
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.
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 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 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.
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.QuoteCan 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.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.
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)?
lua printall(df.global.init.display.flag)
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.)
That was been reported as TWBT issue in the past. Try embarking with screen set to 80x25 and/or TWBT disabled.
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.
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
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?
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.
i got the same problem with mousequery in that version using the Linux LNP.well praise the lord for your memory lol. so it's fixable? man
someone solved it for me for the previous release and i forgot the solution.
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.
Click on your name, click on Show Posts. Voila, all posts you're ever made.that one hellload of posts to go though aswell.
Click on your name, click on Show Posts. Voila, all posts you're ever made.that one hellload of posts to go though aswell.
i did. it is "mousequery" and it returned too many pages of individual posts from almost every subforum.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.
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?check your file's md5 checksum it might be off - meaning your downloaded file was corrupted.
Thanks for this awesome Pack and keeping it updated all this time!
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?
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:Old version and font:Spoiler (click to show/hide)Spoiler (click to show/hide)
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.])
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.
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!
BTW, it should work post-embark (the issue was only with embark).Nope. It booted me out when I loaded the save.
erm... thanks lethosor... again... mea culpa... it was just a few pages away and i must have been dlike 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.istractedumb.
thanks to Lethosor, i found the solution again: redownloading a clean version of dfhack and it works.
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.
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?
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.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.)
The update works better - it only complained about no sand this time.maybe it requests a certain type of wood for the barrel of the milk and that is not available?
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?)
The update works better - it only complained about no sand this time.maybe it requests a certain type of wood for the barrel of the milk and that is not available?
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?)
Is there a stderr.txt or stdout.txt file created in the same folder as PyLNP? If so, what's in it/them?
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.
:'(
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.
What are the odds of my utility (http://www.bay12forums.com/smf/index.php?topic=172544.0)y being covered in the package?
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.
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].
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).
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).
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?
...Looks like it has 0.44.09 to me (although I haven't downloaded it myself)
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!
...
From the first post of this thread...Looks like it has 0.44.09 to me (although I haven't downloaded it myself)
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!
...
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?manually change fullscreen res to your desktop res.
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.
Steps to reproduceExpected results
- Run the program.
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.
Steps to reproduceExpected results
- Run the program.
- Select the Graphics tab.
- Select any tileset, even the current one.
- Click Install Graphics.
The tileset is successfully changed.
Actual results
The program immediately closes without any errors.
Steps to reproduceExpected results
- Run the program.
- Select the Utilities tab.
- Double-click or right-click any utility, or select any and click Run Program.
The utility is run or enabled for autorun.
Actual results
The program immediately closes without any errors.
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.
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.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.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.
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.
It's probably text will be text. 90% of crashes are.
I missed some utilities. Why not SoudSense this latest version?
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.
This thread has been read over 2 million times.half of that was me looking if i missed something or redownloading the pack.
2 million.
It's hard for me to wrap my head around that.
My math may be a bit off, but that makes it an average of about 1,285 views per day!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
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?
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?Request for clarification: Do you mean characters in the folder names (as opposed to some contents of those folders)?
One possibility: do you have any special (non-ASCII) characters in any folders containing the LNP?
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.Geez, thanks. I was so frustrated. Locale emulator fixed the same problem for me too.
Thanks for the assistance.
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.
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?that one has been fixed in a newer version of mousequery.
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.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).
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sand
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sandThat'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.
When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sandThat'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.
twbt doesn't work well with adv mode. no matter which pack.When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sandThat'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.When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sandThat'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?
it's a problem of twbt, not the pack.
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.twbt doesn't work well with adv mode. no matter which pack.When running Meph+Vordak graphics, some of the walls are displaying as other things such as a cactus on sandThat'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?
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.
it has been fixed, but you have to download and install it manually.
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?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...
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.
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.
DFHack is nearly identical on all platforms, actually. The issue was that the build server died, so I couldn't put up Windows builds.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?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...
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.
thank you for all the time and nerve you put into it. :)DFHack is nearly identical on all platforms, actually. The issue was that the build server died, so I couldn't put up Windows builds.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?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...
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.
At any rate, I do want to get a proper DFHack release out soon, but haven't had a lot of time recently.
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 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=126076.5250You linked to the two posts above yours in this thread... are you sure you posted in the right thread?
(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.
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.Your graphics issues are probably because your graphics set requires TWBT, which requires DFHack, which isn't working.
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.
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.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.
Not sure if installing a fresh 32 bit dfhack over the broken one works as well.
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?
ERROR: Something went wrong while installing graphics
Here comes the wait for the next utilities/pack updates :DWell, 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.
Some tilesets require the Text would be text plugin, which in turn require a compatible version of DFHack.
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 ;)
hey when will it update to 0.47.01
hey when will it update to 0.47.01Sigh...
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.
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
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
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.
It's a HUGE time saver for me, especially when I'm building my initial walls.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.
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.
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
Yeah, thats what I thought.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.
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!
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
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.
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.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.
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.
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 ;)
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)
Some Problems with the new Alpha:
- game starts horribly zoomed in, the sidebars take like 1/2 of the screen
- DFhack window dosent open
Gateway Anti-Virus Alert
This request is blocked by the Firewall Gateway Anti-Virus Service. Name: MalAgent.J_31560 (Trojan) blocked.
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.QuoteGateway Anti-Virus Alert
This request is blocked by the Firewall Gateway Anti-Virus Service. Name: MalAgent.J_31560 (Trojan) blocked.
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
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
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.
Application Platform Language Version Download size in MB Runtime required in MB Linux OSX Windows SoundSense java runtime r2016-1 1 1 1 65-80 SoundCense c# CLR 1.4.4 5.27 5.27 5.27 100 soundsense-rs Rust native or WebAssembler 1.3.2 2.81 1.91 2.7 0
Hey, prixt. I just wanted to let you know I'm including SoundSense-RS in the Lazy Mac Pack.
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?
(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! ;) )
(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?
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
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 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!
<disabledSounds><item path="./packs/default/sample.xml"/></disabledSounds>
Imo, just delete the whole "default" pack. disabling its "sample.xml" makes the whole thing inert.
gamelog_path = ..\..\..\Dwarf Fortress 0.47.03\gamelog.txt
save_hidden_announcements = True
load_previous_announcements = True
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.
a twbt version was great even as alpha though
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')
@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?
@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 :-\)
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
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
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/
Hey, I am the guy from reddit and happened to see this little conversation here.i'll have to try this out. thanks !
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.
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.
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.
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 ?
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?
try making the DF fortress window very small and zooming way out right before you embark
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.
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?
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.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)?
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.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.
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.
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.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.Spoiler (click to show/hide)
Ctrl-R
, or from the "Run" menu.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.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.Spoiler (click to show/hide)
...~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...)
ERROR: Something went wrong while installing graphics
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?
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.
Thanks PE!This is a bug with DFHack getting the script out of sync with the (changing) data field definitions.
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...)
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.
Getting a consistent error with DFHack: "exportlegends info" while exporting Extra Legends_plus xml (reports completion of historic figs @ 100% then:)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).
(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...)
Getting a consistent error with DFHack: "exportlegends info" while exporting Extra Legends_plus xml (reports completion of historic figs @ 100% then:)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).
(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...)
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.
Linje 3444060, kolonne 17:
<item_subtype> <id>613428</id>
------------------------------^
Using Starter Pack 0.47.04-r05.Getting "not well formed" legends_plus XML files (which Legends Viewer will then not load). This is both with "exportlegends all" and "exportlegends info".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?Code: [Select]Linje 3444060, kolonne 17:
Using Starter Pack 0.47.04-r05.
<item_subtype> <id>613428</id>
------------------------------^
Seen with 25-ish different worlds (because I generated a lot).
Perhaps not a Starter Pack issue, just thought I'd start here.
Getting "not well formed" legends_plus XML files (which Legends Viewer will then not load). This is both with "exportlegends all" and "exportlegends info".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?Code: [Select]Linje 3444060, kolonne 17:
Using Starter Pack 0.47.04-r05.
<item_subtype> <id>613428</id>
------------------------------^
Seen with 25-ish different worlds (because I generated a lot).
Perhaps not a Starter Pack issue, just thought I'd start here.
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 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).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).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.
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.
@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.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.
It happens if you change the exportlegends.lua file to output enum strings rather than enum numbers, for instance.
@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.
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.
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.
Nope, it's in a folder on my desktop
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 onePretty sure that's not it, since I've tried multiple versions of the starter pack, none of whom seem to work.
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 onePretty sure that's not it, since I've tried multiple versions of the starter pack, none of whom seem to work.
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.)
I have a few accounts, tried them, even did C:/Users/Public, still nothing. Also no new files are created after running.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?
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?
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.
When clicking the "Download the latest Starter Pack here!" Link, I get a "Server not found" message.
Anyone else got this problem ? :'(
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!
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 seems to be turned on by default, for instance, which itself is a collection of mods from various sources.Yep, it is turned on by default in Meph's. Anyway, I did a couple of "benchmarks" and the results are:
Perhaps compare it to vanilla worldgen times?
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?
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
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
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.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.
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!
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!
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.
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.
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.
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.
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 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?
Decorations - 250+ (Custom 1-tile workshops that look like whatever you'd want)(http://i.imgur.com/I9xiRUf.png)
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?
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.
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_32x32Not just you. I started crashing too and the vermin remains crash fix is no longer working.
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 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??
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?
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?
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).
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).
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
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.
I've been summoned!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.
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.
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.
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?
No quickfort plugin in dfhack? Is that a policy?
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
I've been summoned!Could this also be the reason that people that were using Meph's tileset were experiencing crashes?
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.
I've been summoned!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.
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.
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.
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.
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).
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?
'from' and 'in'... both imply they're the source, not the destination.
'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 00101110Spoiler (click to show/hide)
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 also tired to extract the zip onto my Desktop, no changes to settings, files, or anything... same problem. Did the exe get 'unlinked' somehow?
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.
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.)
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'
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.
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?
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).
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?
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).
I remember DFHack used to have a save and keep playing that was considered buggyThat 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).
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.
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.QuoteI remember DFHack used to have a save and keep playing that was considered buggyThat 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).QuoteAre 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.
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.
The Starter Pack has updated to 0.47.04-r12!
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.
twbt unit_transparency 0Paste that into the DFHack console.
Hav you tried making sure transparency is off? I've heard that on can be a cause of crashes.
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.
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.
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.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.)
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.)
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.
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'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.
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/
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.
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.
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.
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.
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.
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:).
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.
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
fix-sentient-butcher
on that line. I think this should make it run that script every time you load a save file.
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.Already turned it into a lua, but thanks for the rest of the info!
Then maybe open up the /Dwarf Fortress/onLoad.init file in a plain text editor and make a new line at the bottom and putCode: [Select]fix-sentient-butcher
on that line.
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 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?
- updated DFHack to 0.47.05-r2DFHack 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.
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?
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.
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.
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).
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.
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 :-\
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.
@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?
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.
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!
Nor does it save data/init.txtIf 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.
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.
Greetings everybody, hope yall are doing well.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).
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".
Greetings everybody, hope yall are doing well.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).
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".
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?
Greetings everybody, hope yall are doing well.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).
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".
Greetings everybody, hope yall are doing well.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).
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".
Thanks, yes understood it's not a problem this pack causes, but it does have TwBT enabled by default.
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.
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?
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?
The Starter Pack has updated to 0.47.05-r04!
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)
Hrmpph...actually nothing seems to work properly on map load.
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?
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?
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
Is this a change to Vettlingr's tileset? I no longer see the Kruggsmash font in the PyLNP Launcher under Graphics > Customize > Font.
PeridexisErrant's Starter Pack 0.47.05-r05\LNP\graphics\Vettlingr\data\art
[GUI]
PlaybackMode=macro
ShowFullTip=1
LastFolder=..\Dwarf Fortress 0.47.05\blueprints\library\LNPquickfort
DoMacroMSCheck=1
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?
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?
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.
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!
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.
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.
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/?
Lines 57 and 73 need to be edited.
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!
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
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!
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.
Well so far it doesn't look like the Steam version is an answer to anyone's prayers.
On top of that it sounds like there was a considerable dumbing down of gameplay elements.
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).
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.
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).
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.
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.
"Unlike Stockpiles, multiple Zones can overlap." - says the in-game tutorial.
But that's not "dumbing down", is it?
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
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 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.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.
-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.
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.
-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.
I'm keeping my hopes up. See: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.
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.
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!
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.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.
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.
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!
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.
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?
💖💖💖💖💖💖💖💖
💖🦶🏻🦶🏽🦶🏿💖🐸1️⃣💖
💖💖💖💖💖💖💖💖
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?
Are there plans to upgrade the starter pack to v50 eventually, or are we still waiting for previous versions' features to be migrated over?
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!
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.
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.
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?