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DF General Discussion / Re: Dwarf Fortress 40_10 Starter Pack r2
« on: August 30, 2014, 06:35:50 pm »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.
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.
in the root folder, there's a "dfhack.init" file. First few lines look like this:
Spoiler: Starter Pack Extras (click to show/hide)
1) Create a copy of LNP_dfhack_onLoad.init called onLoad.init.
2) Make edits to onLoad.init to get it working the way you'd like on world load.
3) The last line in the code above in dfhack.init to:
Code: [Select]
:lua dfhack.onStateChange.onloadscript = function(state) if state == SC_WORLD_LOADED then print((dfhack.run_command('script onLoad.init'))) end end


). If it's stable enough to "just check github forks and compile", why doesn't someone who's successfully done that publish a stable release so there's no guess work?
