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Messages - Arson

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1
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r2
« on: September 03, 2020, 04:05:40 pm »
Another/additional option for persisting buildingplan filters could be to use json-based export/import like the orders plugin. Not quite as automatic as persistent data (unless we auto-export on save and auto-import on load), but more useful for copying across forts.

I do have some dev tasks for buildingplan on my short list for quickfort integration:
  • respect item filters that are passed in from the api
  • support all teh buildings (starting with constructions)
If filter persistence is still unimplemented when I'm done with that, I could look into implementing it.

Might be a while, though. There might be a raft of bug reports for quickfort when it goes out in the next release that I'll need to focus on.

It's fairly easy to auto-save/auto-load json files using the import/export stuff. Depending on how the data for the plugin is stored it may only be a few lines of code.

Thanks to everyone for answering. I'm afraid any coding portion it outside my realm of knowledge though.

2
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r2
« on: August 31, 2020, 04:57:24 am »
Hey there folks. Just curious if there is a way to utilize the buildingplan plug so that every time I close DF it saves the parameters. Every time I open the game I have to reset all the build-able items and their materials, etc.

Using: DFHack 0.47.04-r2



Thanks in advance!

3
I checked dfhack.init at that location and I don't see any mention of seasons in that file. I did notice that DFHack has a season-palette script function though, but I don't know where to see which scripts it runs automatically.

4
I'm not sure how to verify I use seasonal colors, but I can tell you that inside the Meph folder for the LNP there are .txt files labeled for the seasons. So, if I had to guess then it seems like yes.

This is the colors.txt file located at Dwarf Fortress 0.47.04\data\init:

Spoiler (click to show/hide)

5
Sure, how would we go about comparing? What do you need?

6
Okie dokie, so I changed the [FONT:curses_640x300.png] over to [FONT:font_Meph_clean_16x24.png]. The LNP has an easy place to do this. Here's what I get.

Meph tileset:
Spoiler (click to show/hide)

It's a bit hard to compare to the original "problem child" map that I'll link again below because it seems the zoom levels are different.

Weird gray tile map problem thing:
Spoiler (click to show/hide)

So it would seem the culprit is an issue with the curses_640x300.png not playing nice with something. It's worth pointing out that if you install the Meph tileset using the LNP it will automatically set that curses font. I'm not sure why this is the choice. Perhaps a TWBT thing? Not sure, I'm still kinda new.

Perhaps this might be a thing I should bring up to PeridexisErrant on the LNP thread?

7
LNP does allow for this. I'll make some changes and report back. Thank you.

8
Here you are.

art
Spoiler (click to show/hide)

-Dwarf Fortress 0.47.04\data\init  -- init.txt
Spoiler (click to show/hide)

Dwarf Fortress 0.47.04\data\init  --  d_init.txt
Spoiler (click to show/hide)


9
Thanks, I appreciate the help. Would that be the .txt files you're asking for from Dwarf Fortress 0.47.04\data\init   **or**     from LNP\graphics\Meph\data\init? Same for the art folder. There's one with DF and one with each tileset in the LNP folders (I'm sure you just need Meph). I can provide any or all or whatever.


10
It does look like something in your save folder for sure.  I don't know what it might be though.  At least you've narrowed down the effect to certain world tile types.  I would just struggle to read the world map for the next few embarks or so until you want to generate a new world (as long as the in game tiles are still good of course), then make one with a fresh install where it's all good.

Edit: You might be able to take the seed values of your region1 world and recreate it if you're only 1 embark in, and had big long term plans for the world.

Edit 2: This is very strange, but I just checked and my world map with the Meph+Vordak (lite) tileset is messed up in the exact same way as yours is now.  I did not see that coming lol.
Spoiler: World Map (click to show/hide)



I can at least confirm in my case that I do nothing fancy with the game.  I use just what's including in the LNP and nothing else.  And within the LNP, I only use Dwarf Therapist and DFHack.  DFHack just for the savestock / loadstock function, plus whatever it does in the background.  The only thing that changed with my computer was I re-downloaded a game from the steam client.  Perplexing indeed.

Thank you for your input. That at least helps to eliminate the possibility of something really strange going on with my computer and seems to suggest something with the tileset itself.

I also use the LNP and DFhack, but otherwise nothing "fancy". I haven't added any tilesets or utilities that aren't included in the LNP. I've just played with some settings that are already included and haven't had any issues other than this.

For the time being I can just push through this because it's just the map and you don't look at it very often. I just irks me when I put it into Legends Viewer, for example, and all this gray stuff is everywhere.

11
Have you tried a different tileset and are those other tilesets displaying the world map properly?


I have, yes.

ASCII - seems to display properly

Gemset - seems to display properly

Obsidian - errors with the same tiles in question, including the same capital J, only in a different color scheme

Phoebus - errors with the same tiles in question, including the same capital J, only in a different color scheme



Also, does downloading a fresh DF LNP, and generating a world with the Meph tileset still have this issue?

In the fresh install I downloaded I just generated a world map using Meph installed and the broadleaf forest/spade symbol appeared properly.

If not, then try copying your whole region1 folder into the save folder of the fresh install.

I did this already. When I installed the fresh LNP I copied my region1 folder (which I had cleared the raws from since they contain graphical information) into the saves and it displayed the same gray tiles when I attempted a new site selection

So it seems to me like perhaps these are changes made inside the region1 save folder that aren't contained in the raws.


12
Hey folks, I'm new to DF. I've completed my first playthrough (ended hilariously of course). I was debating if I wanted to go back into my original first world: region1.

When I attempt to start a game and reach the site selection map I notice all these gray tiles all over the map as seen below. I hit up the DF/Kitfox discord for some info, but no one could seem to explain the gray tiles. I'm using the latest version of the LNP and DF with the Meph tileset installed. I switched back to the ASCII tileset and noticed that each of these gray tiles is where, in the vanilla set, the broadleaf forest/spade symbol would be present.

I have attempted the following:

-switching to another tileset and back

-reinstalling the Meph tileset inside the LNP, including to the saves

-clearing the save\region1\raw\ folder

-clearing the DF\raw folder

-finally, clearing the save\region1\raw folder and using this save in a fresh installation of the LNP, manually pasting the save\region1\ (with clear raw folders) into the save folder of the new install

All these things I've tried have resulted in the same thing, the image below. Again, I'm pretty new to DF and there may be something obvious here, but I'm out of ideas. Obviously, somewhere along the way a setting changed a tile/symbol and it has proliferated. I can say that I do have a .xml dump from my original region1 before my first embark and these gray tiles were not there. Additionally, I created a second world (region2) to test and this world too has gray tiles if I use the Meph set no matter what I do.

Any assistance would be much appreciated. Thank you.

Spoiler (click to show/hide)




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