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Messages - hagger

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1
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 24, 2020, 12:10:37 pm »
Quick note - the "feature" script seems to be broken for me. feature list doesn't return anything, and feature magma tells me that it "Could not find a magma-bearing feature." Map doesn't have a magma pool, so its just the sea, however normally the caverns/etc would be listed as well.

Happy to provide logs/etc - not experiencing any other issues though. Arch 64 bit :)
Not being familiar with the script, but running "feature list" on the same save in 0.44.12 and 0.47.03 gives the same result for me (9 different ones), and "feature magma" resulted in "Enabled magma furnaces" on both (there are already working magma furnaces, though). However, the DF structures I'm using were downloaded 10 or so hours ago, and so may be newer than the ones you used.

Updating structures by installing the latest nightly build worked for me, thanks! I worked around it by actually discovering the magma sea, but nice to see it working again. I think it's always given back that "Enabled magma furnaces" message regardless of whether you're already able to use them - I tended to choose a magma-y feature from the list anyway.

Cheers again.

2
Experimental memory layouts for 0.47.03:

Not sure if anyone's chimed in on this, but seems fine for Linux 64 bit.

Can dig out my 32 bit hackbook to check linux 32 bit if you like :)

3
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 23, 2020, 12:50:57 pm »
Quick note - the "feature" script seems to be broken for me. feature list doesn't return anything, and feature magma tells me that it "Could not find a magma-bearing feature." Map doesn't have a magma pool, so its just the sea, however normally the caverns/etc would be listed as well.

Happy to provide logs/etc - not experiencing any other issues though. Arch 64 bit :)

4
no worries, just was checking since I haven't manually copied in the memory layouts before. I'll wait a bit longer :)

Cheers for the answers.

5
Experimental memory layouts for 0.44.11:

Currently unable to get this working - Logs are giving a few warnings of this form:
2018-Jun-24 14:54:30.241 WARNING   core   string at 1695402092016 is length 1599361861 which is larger than cap 18 [E:\projects\Dwarf-Therapist\src\dfinstancewindows.cpp:100] (DFInstanceWindows::read_string)

Then a whole lot of errors about pointers that are as follows:
2018-Jun-24 14:54:30.244 ERROR   core   POINTER VECTOR SIZE IS NOT A MULTIPLE OF POINTER SIZE [E:\projects\Dwarf-Therapist\src\dfinstance.cpp:268] (DFInstance::enum_vec)

It seems like I'm doing something stupid, like saving the new memory layout file incorrectly or missing out part of the file, but I've tried a few times and with a few different methods (creating file using Atom and notepad, and ANSI/UTF-8 encoding). It's definitely saved as an ini file.

Anyone got any tips? :)

windows 10, running against 44.11 64bit, with the new R40.0.1 DT version. Don't have DFHack installed or any other utilities

6
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: December 14, 2016, 07:03:59 am »
Log information is appended to the end of stderr.log. That's status information that DFHack logs on startup.

Anyway, adaptation is a Ruby script, so it's probably https://github.com/DFHack/dfhack/issues/1023, which we already know about. I don't think anyone's mentioned that script, though, so I'll add it to the list. Thanks!

cool, no problem! and thanks for the info. I'll just fix cave adaptation in soldiers the old-school way, by stationing them outside until they stop puking. Ahhh, Dwarf Fortess.

7
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: December 13, 2016, 05:25:23 pm »
Hi all,

I'm getting a crash whenever I try and run the adaptation script. I've tried pretty much all possible arguments, and DF just goes down once I enter that command.

I'm on x64, Windows 10, can try and get more details/upload a save if required. I've had a little poke around, and it seems to write the following to stderr in the df folder:

Code: [Select]
FirstCall()
Initized HOOKS!


I've never used this script before, so don't know expected functionality or anything, but I'm guessing crashes aren't expected hehe.

8
DF Dwarf Mode Discussion / Re: My dwarves are refusing to chop wood?
« on: November 29, 2016, 11:50:29 am »
Wooden training axes no longer chop wood - something that was fixed in one of the 43.XX releases. Could be something to do with that?

I know I spend about half an hour trying to work out why no wood was getting chopped recently for exactly that reason.

9
DF General Discussion / Re: FPS from 40 to 7 after 1 season change
« on: October 27, 2014, 06:03:17 pm »
I think it might already be covered by this report, apparently its been a problem since 40d, and it wasn't picked up during the recent bug purges.

Probably best to use pastures where possible. For my egg-layers, I tend to put them in a largish room with a lockable door. If you then make your pastures in the room, the problem can be slightly alleviated. Still not ideal though.

I've always gone down to about 20 at most once I pop the caverns and have 100+ dwarves, maybe 30 if I optimise for FPS. 40.xx put me down to the teens after a year and a half, the later versions have been better (possibly after 40.10?).

If it's after a season change, it could be due to world simulation?

10
There's a couple of questions here, and I'm not entirely sure what you're asking.

I'm just gonna use a diagram, and try and answer what I think you want to know lol.

Code: [Select]
z 0  ________
z-1          \MMMMMM

So, here's a pool of magma (M). The slope (\) appears red because it is partly on the same level as the rest of the magma, and so there actually is magma on that tile, rather than it just being hotter.

In other words, it is very dangerous (and in reality, pretty much impossible) for Urist to walk on that slope without becoming !!Urist!!.

When a dwarf is on a slope, he is considered to be on the lower bit of the slope, and so in the above example, he'd be actually immersed in the pool of magma. Theoretically the slope is an easy transition point between the two z-levels, but this is only really helpful if its a pool of water rather than red stuff.

As for dodging, dwarves always used to dodge onto a random adjacent tile, regardless of what was  underneath them. If there was a slope, or a steep drop, they would then fall down a z-level or two, hence why dodging near magma pools could be counterproductive. I'm not sure if dodging has been changed to prefer dodging to safe locations though, I might have read that a change like that had been made but I'm not sure.

TL;DR
Yes there is magma on the red slopes adjacent to magma, so plan accordingly.

11
DF Dwarf Mode Discussion / Re: Infertile dogs...
« on: September 02, 2014, 09:59:20 am »
Thanks guys, tried to look through the bug tracker and forums but I'm not good with either interface so couldn't find it. Good new feature, but there are always unintended consequences it seems.

12
DF Dwarf Mode Discussion / Infertile dogs...
« on: September 01, 2014, 12:14:57 pm »
Has anyone else had problems with animals bought along on embark not breeding?

I brought along a pair of dogs on embark, mostly out of habit but also because wardogs are quite handy. Bought some pigs with the first caravan, and after a couple of years realised that no puppies had appeared, although there were piglets. After ordering and buying dogs, breeding occurred.

Has anyone noticed similar behaviour? I did check that I hadn't accidentally got 2 of the same gender, can upload saves if required. Mostly just confused as I haven't seen it mentioned, and it seems a fairly big problem, so I feel like I'm missing something obvious...

13
DF General Discussion / Re: Dwarf Fortress 40_05 Starter Pack r2
« on: July 30, 2014, 04:32:14 am »
Hi all - have a hotfix for some 40_05 issues!  You can get it here.  Note that the Dropbox mirror exceeded the bandwidth limit - please only use it if the main download actually isn't working, not just if it's faster. 


Unless I'm being a bit of an idiot, I think there's a link to the Dropbox mirror in the OP, but no link to the DFFD link, which might be encouraging people to use Dropbox rather than DFFD. Might be because it's copypasta from the DFFD page.

A little nitpicky, I know, but could help your dropbox survive the next release. Assuming I haven't just missed a very obvious link, in which case sorry!

Keep up the good work.

14
Hi, just to say thanks for updating this package, very handy for easily changing the pop cap among other things.

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

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

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

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

Again, thanks for updating this utility, would have made my first few fortresses a hell of a lot simpler if I'd known about it!

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