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Messages - TheSponge

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1
DF Dwarf Mode Discussion / Outpost liason is a goblin
« on: April 02, 2015, 05:47:30 am »
It's 1050-07-15 and the dwarven caravan has arrived with a goblin as the outpost liason. Is this normal? Should I kill it or will that start a loyalty cascade? How would a goblin become part of a dwarven civ in the first place?

2
DF General Discussion / Dwarf Therapist for DF34.11 on linux
« on: March 26, 2015, 04:37:12 am »
Since going back to 34.11 for better performance I've been trying to find a working dwarf therapist to no avail. The source code in Splintermind's repo only works with DF2014 and I haven't been able to find any other linux packages for 34.11. I used to play 34.11 with DT so the packages definitely exist but I can't find them anymore. Does anyone know where to find one?

3
DF Dwarf Mode Discussion / Re: Huge FPS drop from 34.11 to DF2014
« on: March 24, 2015, 10:23:40 am »
That makes sense. In a previous world (medium sized) it took a while for it to get down to the framerate I started with in a large world. How does world activation affect adventurers?

4
DF Dwarf Mode Discussion / Huge FPS drop from 34.11 to DF2014
« on: March 24, 2015, 09:17:10 am »
In 34.11 it would take several ingame years or a waterfall for my framerate to drop below 100, but now on 40.24 it's hovering around 65 just after embark. There's nothing at the embark site to cause such a performance hit and it's only 4x4. I'm using dfhack and made some minor changes to the raws to give goblins and humans steel and to allow dwarves to make longswords. Were there any major changes in DF2014 that would cause this?

5
DF Modding / Re: Giving goblins steel equipment
« on: March 13, 2015, 09:40:38 am »
I added steel, pig iron and both coke sources to their civ's abilities. Thanks for the help.

6
DF Modding / Re: Giving goblins steel equipment
« on: March 12, 2015, 04:11:41 am »
There's reactions for turning coal and lignite into coke but I cant find one for charcoal anywhere in the raws. Would letting them make coke be sufficient?

I also can't find any reference to making iron in entity_default.txt or reaction_smelter.txt. What should I do?

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DF Modding / Giving goblins steel equipment
« on: March 12, 2015, 02:38:35 am »
I've been looking around the raws trying to find out how to give goblins steel equipment for more challenge and less useless goblinite but I haven't found anything that looks right. The best thing I've found is [PERMITTED_REACTION:STEEL_MAKING] in entity_default.txt under [ENTITY:MOUNTAIN] (dwarves).  If I added that under [ENTITY:EVIL] (goblins) would goblins attack with steel gear? I doubt it because the only permitted reactions for goblins are tanning and fat rendering, not making any of the low quality metals they usually use for weapons and armor. I know Masterwork gives goblins steel but I couldn't find how. How is it done?

8
Btw, unless you're using some weird mods, I think you're reading the layers in reverse. Higher numbers are closer to the surface, and are normally where iron is found.
That was it. There is actually plenty of sedimentary rock, I was just reading the layers wrong. Thanks!

9
DF Dwarf Mode Discussion / How do you ensure a sedimentary embark site?
« on: October 20, 2014, 07:25:03 am »
I'm having a really hard time finding sedimentary layers to embark at. I've been using dfhack to prospect embark sites with soil, shallow metals, deep metals and no aquifer but most of them only have a few iron ore veins over 100 z levels down. This is on 0.34.11 if it makes any difference. Are there any particular worldgen settings that produce lots of sedimentary layers?

10
Quote
Your system version of libstdc++.so is newer than the one that ships with DF. But it's not new enough.
That was the problem. I installed gcc-snapshot, copied libstdc.so.6.0.20 from /usr/lib/gcc-snapshot/lib/ into [DF]/libs and DFHack opened fine. Thanks Hesperid.

11
I am having trouble with using DFHack on linux. I downloaded http://dffd.wimbli.com/file.php?id=8681 and unpacked it to the installation directory of DF34.11 but when I try to start the game with dfhack it doesn't start. The following is the terminal output from "./dfhack":

Quote
./libs/Dwarf_Fortress: /home/USER/Programs/DF34.11/libs/libstdc++.so.6: version `GLIBCXX_3.4.20' not found (required by ./hack/libdfhack.so)
./libs/Dwarf_Fortress: /home/USER/Programs/DF34.11/libs/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by ./hack/libdfhack.so)
./libs/Dwarf_Fortress: /home/USER/Programs/DF34.11/libs/libstdc++.so.6: version `GLIBCXX_3.4.18' not found (required by ./hack/libdfhack.so)
./libs/Dwarf_Fortress: /home/USER/Programs/DF34.11/libs/libstdc++.so.6: version `CXXABI_1.3.5' not found (required by ./hack/libdfhack.so)
./libs/Dwarf_Fortress: /home/USER/Programs/DF34.11/libs/libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by ./hack/libdfhack.so)
./libs/Dwarf_Fortress: /home/USER/Programs/DF34.11/libs/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by ./hack/libprotobuf-lite.so)
-e
Then I replaced libstdc++.so.6 in ~/Programs/DF34.11/libs with the one in /usr/lib/i386-linux-gnu/. It may have helped but DF still didn't start:
Quote
./libs/Dwarf_Fortress: /home/USER/Programs/DF34.11/libs/libstdc++.so.6: version `GLIBCXX_3.4.20' not found (required by ./hack/libdfhack.so)
./libs/Dwarf_Fortress: /home/USER/Programs/DF34.11/libs/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by ./hack/libdfhack.so)
./libs/Dwarf_Fortress: /home/USER/Programs/DF34.11/libs/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by ./hack/libprotobuf-lite.so)
-e
This problem appears to be https://github.com/DFHack/dfhack/issues/176 but if it were that bug wouldn't replacing the DF copy of libstdc++.so.6 with the system copy have worked? Can anyone help with this?

12
DF Dwarf Mode Discussion / Re: Removing items from a dwarf's inventory
« on: February 19, 2014, 03:37:17 am »
The dwarves in question were an unskilled strand extractor and the bookkeeper, which both took a very long time to complete one job. When they had finished the jobs they were doing they put the equipment back in the armory themselves. Now my military can get back to butchering goblins at full strength! Thanks for the help.

13
DF Dwarf Mode Discussion / Re: Removing items from a dwarf's inventory
« on: February 18, 2014, 11:53:42 am »
None of them are still in the military or working as woodcutters and they are all quite low skill with axes. Would it be possible to dump an item via the stocks screen if a dwarf is carrying it?

Thanks for the info about adamantine shields. Do other types of armor benefit from being made of adamantine?

14
DF Dwarf Mode Discussion / Removing items from a dwarf's inventory
« on: February 18, 2014, 08:58:14 am »
I made five adamantine axes and shields for my military. All of the soldiers picked up this equipment and it worked incredibly well (there were goblin limbs everywhere). Since than I have changed my military and it is different dwarves fighting, but my ex-soldiers are still carrying the adamantine equipment they fought with. None of them grew attached to it and they have no need of it anymore. Is there a way to make them put the axes and shields back in my weapon stockpile?

15
Masterwork DF / Re: Making and using ink
« on: February 02, 2014, 02:39:56 pm »
Turns out ink is made in the Scriptorium. On the wiki it says it is made in the craftsdwarf's workshop. I am using Masterwork v3a3 and not the latest v4 though, so it might have changed.

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