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Messages - Auroness

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1
DF General Discussion / Re: MacNewbie Pack v0.9.15 with DF 40.23
« on: January 12, 2015, 02:10:47 pm »
Just a minor typo, in the DF Hack tab on the PyLNP console, the tool-tip text for autobuild coffins says "Designate built coffins for burial autoamticaly"

2
DF General Discussion / Re: MacNewbie Pack v0.9.15 with DF 40.23
« on: January 09, 2015, 11:38:20 am »
Thank you. That did the trick apparently. At least it doesn't crash instantly.

3
DF General Discussion / Re: MacNewbie Pack v0.9.15 with DF 40.23
« on: January 09, 2015, 10:07:15 am »
I am getting a similar problem.

/Applications/Macnewbie/Dwarf\ Fortress/dfhack ; exit;
xxxxxxxxx-iMac:~ Mary$ /Applications/Macnewbie/Dwarf\ Fortress/dfhack ; exit;
terminate called after throwing an instance of '__gnu_cxx::__concurrence_lock_error'
  what():  __gnu_cxx::__concurrence_lock_error
/Applications/Macnewbie/Dwarf Fortress/dfhack: line 15:  8114 Abort trap              DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"

logout

[Process completed]

I can run df directly using the command you mentioned, and DF appears to run normally.
I am running 10.6.8

log follows
Spoiler (click to show/hide)


4
That seemed to have done the trick. The crashes seemed to have occurred at the change of seasons. I never got to that the first change until after I turned of Twbt

edited to add: I am still getting an error message in the console. I've not gotten any caravans yet, but I'm not expecting one until Autumn anyway

No caravan report object; use "fix/population-cap force" to create one

5
download the new set up, clean install, no changes, generate new world and it has crashed 4 times in the last hour.  OS 10.6.8

A few minutes before the crash, when I use the designate menu or build menu, the cursor scrolls all the way to the right edge of the map. I have to use shift arrows to move it back where it needs to be, and it works fine. 2 - 3 minutes later, game will crash.

[DFHack]# /Applications/Macnewbie/Dwarf Fortress/dfhack: line 15: 11465 Bus error               DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
logout
[Process completed]



On the positive side, even though I still get two DFTherapist windows, they both go away when I force quit one of them after the crash. I used to have to force quit both of them, so this is an improvement.  :P

6
I was wondering if it as the 10.6 problem, but I was hoping when you fixed it for others, it would work for me. Oh well. The game works, and that is the important part!

7
from the stderr.log

Spoiler (click to show/hide)

./hack/libs/liballegro.5.0.dylib exists as a link, but there is nothing for it to link to. Actually, none of the allegro links have anything to point to.

/Applications/Macnewbie/Dwarf Fortress/hack/plugins/stonesense.plug.dylib does exist, right where it is supposed to be.

console message at start up

Spoiler (click to show/hide)

Looks like I am missing a library.


Regarding Quickfort, the problem is actually with Qfconvert 1.3. I never get a chance to actually call Quickfort.

8
I just downloaded 9.9.10 and there are 3 issues I've found.


1. There is no Stonesense folder, and DFHack complains:

Can't load plugin /Applications/Macnewbie/Dwarf Fortress/hack/plugins/stonesense.plug.dylib

2. The Quickfort Converter won't work correctly. It loads and displays an error. Dragging and dropping files re-displays the error.

Traceback (most recent call last):
  File "/Applications/Macnewbie/LNP/Utilities/Quickfort 2.04/Quickfort converter.app/Contents/Resources/script", line 11, in <module>
    import blueprint
ImportError: Bad magic number in /Applications/Macnewbie/LNP/utilities/Quickfort 2.04/Quickfort converter.app/Contents/Resources/blueprint.pyc

3. Game fails to shut down cleanly.

Plugin twbt has failed to shutdown!
[DFHack]#

/Applications/Macnewbie/Dwarf Fortress/dfhack: line 15: 19398 Segmentation fault      DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"

logout

[Process completed]



I am running 10.6.8, on a completely clean install. Quick fort worked in previous versions, but I've had the Seg fault since I started with MacNewbie 0.9.8

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 17, 2013, 07:40:15 pm »
I started a fortress at Year 2, so I could -make- the legends of my world. To begin this, Bigirons was founded. The idea is the king ordered a humble vacation home to be built, but being a royal residence, it couldn't be too humble. 100 dwarfs, give or take a few, have labored for years already, and plans are for many more years of labor to come.

Bigirons has 98 bedrooms for servants and guests. Each room is 5x5, and all walls and floors are smoothed limestone.

There are also 4 suites for nobles. Each suite consists of 4 rooms (roughly 11x11), also smoothed limestone floors and walls. The main suite does have engraved floors.

There are 4 burial chambers to hold 130 for all eternity. As each burial chamber is filled, the door is removed and the wall is filled in. So far 23 dwarfs have made the ultimate sacrifice for the good of the king.

The dining room is 35x35, and holds 64 tables, 76 statues, and room for 30 memorial slabs.

A warehouse area with 10 chambers for finished goods by type, and 7 chambers for furniture by type. This level also has a room for masterwork, and one for artifact storage. Cats and dogs each have a kennel area, with lots of glass windows for passing dwarfs to admire the animals. Another area will hold cage animals for a future zoo.

The Kitchen area has 6 farm plots, including 3 plots in the Greenhouse. 10 storage areas to separate food by type. Several stills and kitchens, as well as other agriculture-related workshops are here. A small chamber greets new arrivals with beds, tables and statues.

The Greenhouse has a ceiling of glass grates 3 z-levels above the garden plots.

Reached by stairs from above, there is a unicural Maze area. This area is separate from the rest of the fortress, so the main areas cannot be flooded. From the entrance to the central chamber is 3200 steps (give or take a few). 5 z-levels above the main maze chamber there is a 1-wide aqueduct connected to the river. The floodgates have been open for 5 years, and the maze is only 3/4 filled. So far a weasel and a stupid merchant have been swept down the canal into the chamber. The merchant was looted, but his body was left to be washed down into the maze.

A single door away from a watery doom is the entrance to the prisons. Each of 13 cells are reached by a floor hatch on the same level as the maze.

The industrial level consists of 25 large chambers, each one can be closed off form the others, in the event of suicidal moods fun. Chambers hold supplies and combinations of workshops.

Leading to the fortress is a paved road that leads nearly to the edge of the map, with walls and a ceiling. This will be improved in the future to make a grand entrance.

Future plans are to add several levels of twisty passages, small rooms, and one way stairs connected to the Water Maze level.

With the exception of the industrial level, kitchens, and warehouse, everything is smoothed limestone floors and walls. Sand, and other stone was removed and replaced if necessary to keep the color scheme going.

Eventually, I will increase the population level, and turn invasions on. Then I might work on the military to protect the fortress, or just let it get overwhelmed and abandon it, leaving an epic structure for future adventurers to uncover.

10
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 29, 2013, 06:16:14 pm »
... I was pretty confident. Then, in mid-Autumn, "The Dead walk the earth!"

I hadn't noticed the "Tower" in the "neighbors" section of the embark profile...


At least I am not the only one.  :o

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 29, 2013, 06:11:03 pm »
I noticed that, so I set it up tasks with three "miners", and three "woodcutters". I'm going to try it again, (far away from any Towers) and fiddle with it. It really should work.

12
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: January 29, 2013, 05:46:56 pm »
Yep, right there. It wasn't colored, so I just glanced right past it. I get used to bad things flashing at me or being brightly colored. 

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 29, 2013, 05:38:03 pm »
Tried a couple challenging embark profiles today.
1. Peasant Cult - No skills picked for any of them, but I did bring 7 axes, and 7 picks. The idea was to start everybody as Peasants,, and share the work. I was lucky to get 1 male and 6 female. Figured it was a Religious Fanatic and his cult waiting for the Mother Ship. Even with all labors turned on, they did nothing but fish. If I turned off fishing, they sat around idling. No one would pick up a tool or perform any assigned tasks. Experiment Failed, Site Abandoned

2. Dorf Fops - 6 courtiers made the King mad, and are told to go away on a long trip. Of course they comply, and go on an exciting adventure to visit a lost Fortress!  The courtiers had all of their points in socials skills, and would do no labor except fishing. 1 poor smuck gets sent along with them, and has points in useful skills. 1 pick, 1 axe, a lot of booze, and assortment of exotic food. Worker dwarf actually gets things done. He digs rooms, set up stockpiles, makes furniture, clean the fish, plants the farm, runs the still, cooks, cleans and everything else. He gets some help from each migration wave. No one has the appraisal skill, so trading is by guesswork. Chased off goblins and a were-badger with a fledgling militia. After 2 years, I was actually starting to think this was a viable fortress, with some interesting limitations. I didn't know about the nearby Tower, and the three Necromancers, and their army of undead goblin, dwarfs, humans, and elfs. Experiment Succeeded, Site Abandoned.

14
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: January 29, 2013, 04:55:10 pm »
I started a new fortress, calm, temperate, plenty of trees, a river, metals (real nice, safe looking site) and didn't think there was a Tower nearby. Found out later there actually was, but it was like 10 tiles away on the world map. I didn't think that qualified as "near". I was wrong. 3 Necromancers and a gajillion undead attacked my fledgling fort.  Just how far away from a Tower is safe enough?

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 27, 2013, 07:59:34 pm »
My latest fortress has reached self-sufficiency, I have water that doesn't freeze up in the winter, and a military. I stared with all of my dorfs in a communal dorm, and finally got a few bedrooms dug and engraved for my master craftsmen and nobles. then my best people started turning up drained of blood. Of course it was the ones in the private rooms, who worked so hard to the exalted positions. I actually caught the vamp in the act of feeding, and I realized I have a problem. Vamps are charismatic, so of course he is my bloody Mayor.  :'(  Even after being convicted on four counts of murder, he is still free. That is one fast talking vampire. On the other hand, he is quite happy to be locked in his room, and let out just for meetings.

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