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Messages - Jostino

Pages: [1] 2 3
1
I think if you're in temperate or colder you could also probably wait for it to freeze and dig the ice in the area (if it's outdoors). Gonna test that here shortly since I have some corpses in the river...
I have to try this!

Should work I think - I managed to get some wood that way in my stagnant pools. My problem was the dwarf I wanted to retrieve was in the river and I hadn't realized they actually get eventually swept further down with the current, so he was no longer where I went to dig him out!

Oh well, he ended up with an engraved slab anyhow since he had risen in the meantime. If anyone wants to mourn at his actual body they can go fishing or something. XD

I confirm, it works.
I digged a lot of space in the ice, building meanwhile a wall around the area where the stuff to recover was, to prevent water to fill again the hole and my dorfs.
Thanks for the idea Stormfeather!

2
I think if you're in temperate or colder you could also probably wait for it to freeze and dig the ice in the area (if it's outdoors). Gonna test that here shortly since I have some corpses in the river...
I have to try this!

3
DF Gameplay Questions / Re: Steam: Screen movement
« on: December 20, 2022, 09:31:17 am »
I generally find holding the middle mouse button down and dragging a much better way of navigating around. Maybe it's just 'cause i'm really used to that style of navigation.
Thanks, I didn't see this type of navigation in the game, the "choppy" movement of WASD is making me crazy ahah.

4
DF Gameplay Questions / Re: STEAM: Burying Dwarves?
« on: December 20, 2022, 09:27:21 am »
[...]I would like to see a "graveyard" option where you can have the big room and just designate it as "heeey, dwarfs can be buried here thanks."

yup I agree, there is also a suggestion here about that topic.

5
I'm legitimately not sure what use this has, especially with the new system that shows you the units listed sorted by who is most skilled in the relevant labor for the work detail you're looking at.

Role play. Some people just want to look over the new citizens for no specific purpose other than to get to know them.

While less common than it used to be, there's also the use in narrowing down suspects for vampires (or other similar things in the case of mods or other stuff down the line.) Names start to blend together after a while and not everyone is going to label everyone as they come in with some identifier of when they arrived. Once they arrive, I'd wager most of us pretty much lose track of the new arrivals once they blob up in a tavern with the other residents or whatever.

It's much easier and less tedious to find a likely culprit when the list of dudes you need to sift through is "These 20 guys who arrived last season" than it is when it's say, your entire 90 to a hundred-something population.
Actually you can sort for profession and name (and other things, like mood) your dorfs, but I agree it could be very helpful to have a sorting from "last arrived" in the fortress, that I supposed is what Splint is saying in the end.

6
Day and night are not a thing at all in dwarf mode and, in fact, the day/night cycle would be 12 seconds total at default settings
Thanks for your point, I edited that one.

7
I didn't check if someone already mentioned these but in case let me know and I will delete the one it was already reported:

- When you build a wall to close a cliff, leaving a tile between the wall and cliff, the dwarf will construct the wall in that tile, so at the end of the building wall the dwarf will remain blocked in that tile
- If you remove a stair outside (up and down) they will remain the bottom first, leaving the upper stair there, w/o any possibilities to reach it and remove it
- Dwarves doesnt prioritize the floor far external, they remove the one inside causing the fall of the tile more external at the cliff, because no more support is provides
- The ice make my well disappearing, this has no sense (disappeared means no stuff of the well was found after the ice took place of the well)

- (Suggestion) Priorities of work orders needs to be more fluid to handle, the arrows when you have a lot of work orders are very difficult to use it, maybe a sliding function or the possibilites to assign a number (in particular when you are creating a new order)
- (Suggestion) Better distinguishing night from day and when its raining, maybe adding some effects for raining and slide down the light during the night
- (Suggestion) Forcing the use of the wheelbarrow to move heavy objects, maybe the possibilities to add a range of weight to force citizens to use wheelbarrow to move stuff inside that range
- (Suggetion) Leaving zones visible while building (useful in my case while I was creating the Tomb)


8
DF Suggestions / Re: "Build similar" / eyedropper function
« on: December 17, 2022, 08:08:21 am »
I agree, it was something I wanted to suggest.

9
DF Suggestions / Re: Give us a 'mass tomb' option or similar
« on: December 17, 2022, 08:06:23 am »
Nobody mentioned here so here my experience about coffins.
I was abled to place a coffin outside w/o any floor over it (so not inside a room or in the underground).
This was possible because the coffin is directly under a big tree and the game sees it as a "roof".
Someone else noticed that? It's supposed to be right that or not?



10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 24, 2022, 03:22:39 am »
Nothing special, just my blacksmith was possessed and now is claiming the Matalsmith's forge  :P

11
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r6
« on: August 16, 2022, 12:24:31 pm »
I don't know if is something already happened to someone, but I experienced this event with the "reveal" command.
(I've already posted in the bi-weekly thread on reddit and I received already some answers about, but I would share here also, if I can)

I revealed the map, then I saved the game. Game crashed, I loaded the game, but the map was still all visible, and it wasn't possible to use the unreveal command on DFHack, because is not allowed while the map is not revealed (even if it is actually).
at that point you use revflood to fill in the rest of the map and hopefully fix the issue.

Solved with revflood! Thanks!

12
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r6
« on: August 16, 2022, 04:40:47 am »
I don't know if is something already happened to someone, but I experienced this event with the "reveal" command.
(I've already posted in the bi-weekly thread on reddit and I received already some answers about, but I would share here also, if I can)

I revealed the map, then I saved the game. Game crashed, I loaded the game, but the map was still all visible, and it wasn't possible to use the unreveal command on DFHack, because is not allowed while the map is not revealed (even if it is actually).

13
Hello,
foremost, thanks for this amazing pack!
Secondly, I want to share my experience with the pack on my Manjaro distro (Arch).
I was trying to launch the game through the big button "Play DwarfFortress" after the configuration of the terminal (kitty, in my case). Everything worked fine, test was successful, but pressing that button the terminal appeared and disappeared in a sec.
So I tried to launch from the terminal directly the "df" file:
Code: [Select]
❯ sudo bash /tmp/lnp-7k5ekr/df_47_05_linux/df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or directory

So I searched that lib and installed what was useful in my opinion:
Code: [Select]
❯ yay -Ss libsdl
aur/pipepanic 0.1.3-6 (+0 0.00)
    Pipe connecting game using libSDL
aur/sdlblocks 1-7 (+1 0.00)
    A Tetris remake written in C using libSDL
multilib/lib32-sdl_image 1.2.12-7 (28.5 KiB 62.4 KiB)
    A simple library to load images of various formats as SDL surfaces (32-bit)
community/sdl_image 1.2.12-7 (28.5 KiB 64.3 KiB)
    A simple library to load images of various formats as SDL surfaces

❯ yay -S sdl_image
❯ yay -S lib32-sdl_image

Still unlucky:
Code: [Select]
❯ sudo bash /tmp/lnp-7k5ekr/df_47_05_linux/df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory

Then:
Code: [Select]
❯ yay -Ss sdl_ttf
multilib/lib32-sdl_ttf 2.0.11-6 (17.7 KiB 42.4 KiB)
    A library that allows you to use TrueType fonts in your SDL applications (32-bit)
community/sdl_ttf 2.0.11-6 (16.2 KiB 41.3 KiB)
    A library that allows you to use TrueType fonts in your SDL applications
❯ yay -S sdl_ttf


It WORKS!
Code: [Select]
❯ sudo bash /tmp/lnp-7k5ekr/df_47_05_linux/df
Sound devices available:
OpenAL Soft
Picking OpenAL Soft. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
[ALSOFT] (EE) Failed to connect PipeWire event context (errno: 112)
ALSA lib pcm_dmix.c:999:(snd_pcm_dmix_open) unable to open slave
Initializing OpenAL failed, no sound will be played
Loading bindings from data/init/interface.txt
Resetting textures

I hope it will be helpful for some other Manjaro's users. :)

I realized today there is a package (by spaceslug) for Arch users who already packed everything (also dependencies), as AppImage, here.
It is also mentioned in the DF wiki with the link "other packages".
I recommend it.  8)

14
It's good to note that those dependencies are for Dwarf Fortress itself, not the LNP directly. It might be useful for you to add the specific commands you ran to install dependencies on the wiki https://dwarffortresswiki.org/index.php/40d:System_requirements#Other_Operating_Systems so it will be discoverable by other Manjaro users. Maybe add it as a subsection under the Arch heading.
I'll try to fullfill this information in the page lethosor mentioned. Thanks!

If you use pacman to install the *.pkg.tar.bz2 package file available here or here, sdl_image and sdl_ttf are listed as dependencies thus will be installed automatically as needed.

(And running programs from /tmp is not advised.)

Thanks!
I know is not advised, but is where the LNP launch the game and everything, so I was testing there everything. :)

15
Hello,
foremost, thanks for this amazing pack!
Secondly, I want to share my experience with the pack on my Manjaro distro (Arch).
I was trying to launch the game through the big button "Play DwarfFortress" after the configuration of the terminal (kitty, in my case). Everything worked fine, test was successful, but pressing that button the terminal appeared and disappeared in a sec.
So I tried to launch from the terminal directly the "df" file:
Code: [Select]
❯ sudo bash /tmp/lnp-7k5ekr/df_47_05_linux/df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or directory

So I searched that lib and installed what was useful in my opinion:
Code: [Select]
❯ yay -Ss libsdl
aur/pipepanic 0.1.3-6 (+0 0.00)
    Pipe connecting game using libSDL
aur/sdlblocks 1-7 (+1 0.00)
    A Tetris remake written in C using libSDL
multilib/lib32-sdl_image 1.2.12-7 (28.5 KiB 62.4 KiB)
    A simple library to load images of various formats as SDL surfaces (32-bit)
community/sdl_image 1.2.12-7 (28.5 KiB 64.3 KiB)
    A simple library to load images of various formats as SDL surfaces

❯ yay -S sdl_image
❯ yay -S lib32-sdl_image

Still unlucky:
Code: [Select]
❯ sudo bash /tmp/lnp-7k5ekr/df_47_05_linux/df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory

Then:
Code: [Select]
❯ yay -Ss sdl_ttf
multilib/lib32-sdl_ttf 2.0.11-6 (17.7 KiB 42.4 KiB)
    A library that allows you to use TrueType fonts in your SDL applications (32-bit)
community/sdl_ttf 2.0.11-6 (16.2 KiB 41.3 KiB)
    A library that allows you to use TrueType fonts in your SDL applications
❯ yay -S sdl_ttf


It WORKS!
Code: [Select]
❯ sudo bash /tmp/lnp-7k5ekr/df_47_05_linux/df
Sound devices available:
OpenAL Soft
Picking OpenAL Soft. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. If you wanted a different device, configure ~/.openalrc appropriately.
[ALSOFT] (EE) Failed to connect PipeWire event context (errno: 112)
ALSA lib pcm_dmix.c:999:(snd_pcm_dmix_open) unable to open slave
Initializing OpenAL failed, no sound will be played
Loading bindings from data/init/interface.txt
Resetting textures

I hope it will be helpful for some other Manjaro's users. :)

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