Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - lethosor

Pages: 1 ... 248 249 [250] 251 252 ... 268
3736
DF Gameplay Questions / Re: Traps?
« on: August 19, 2014, 05:34:02 pm »
There are also stone-fall traps (b-T-s), which drop a boulder on whatever triggers them (not the most effective) and spear traps (b-T-S), which are slightly more complicated to set up since they can't be triggered directly by a creature.

3737
The "Close GUI when launching DF" option is broken on OS X and Linux when using DFHack - after calling sys.exit() (line 129 of lnp.py), DFHack appears to lose access to the console and displays "Do 'help' or '?' for the list of available commands" repeatedly. A possible solution could be to make run_program() optionally use exec or one of its variants (i.e. when autoClose is enabled).

3738
DF Wiki Discussion / Re: Hornbills and Moose don't show templates
« on: August 18, 2014, 07:24:22 pm »
Have you noticed any other pages where this occurs?

3739
DF Announcements / Re: Dwarf Fortress 0.40.07 Released
« on: August 11, 2014, 11:25:43 am »
Also just got this announcement again in a vanilla 40.07 fort (has happened three times in the same fort):

An animal has grown to become a Troglodyte Child.

I believe this was supposed to be fixed in this or the previous version.. (40.06)
Quote
Stopped birth announcements for hidden creatures and separated wild/tame animal birth announcements

Specifically, my announcement appeared on a fort that had not discovered the caverns, and did not have a volcano.  This would appear to qualify as a hidden creature?

Quote
Stopped birth announcements for hidden creatures and separated wild/tame animal birth announcements
It appears that this fix did not include aging announcements.
Edit: report

3740
DF Announcements / Re: Dwarf Fortress 0.40.07 Released
« on: August 11, 2014, 10:49:31 am »
I'm using it on linux, and the latest download seems to have some odd keybindings. I tried to adjust them in the interface file, but it didn't work.  For example, the d key is "view announcements", but it's also "set building tasks/preferences". Two tasks, same key. Trying to fix it in options didn't work. Copying an interfaces file from 40.06 didn't change anything either.

I can run it in linux under wine with the windows version, but wonder what's going on.

P.S. I'm a newb--this game is amazing. Thanks for it!
I'm guessing you're using DF from a package manager, or using some other third-party libgraphics (e.g. "Dwarf Fortress Unfuck") - these will not work until they're updated, since new keys were added in 0.40.07. You can try the default libgraphics with the workaround from here (point LD_PRELOAD to a 32-bit zlib - the path may vary depending on your system).

3741
DF Announcements / Re: Dwarf Fortress 0.40.07 Released
« on: August 10, 2014, 10:31:13 pm »
I saw some animal overpopulation issues in worldgen fortresses recently, although I'm not sure if they're specific to adventure mode or not.
(Edit: One of those was reported by you, incidentally. :) )

3742
DF General Discussion / Re: Dwarf Fortress 40_06 Starter Pack r2
« on: August 10, 2014, 10:29:44 pm »
Is the DFHack labor list active in the LNP yet?  The u-l command list?  While I prefer DT, I've been forced to get used to that because DT doesn't deal with zombified dwarves well.  Anything's better than the default interface.
DFHack itself isn't in LNP yet - Quietust said he should have an official-ish build ready sometime this coming week, but there are instructions in the thread on how to get it running with .06 I think.
Expwnent handles the releases, actually - the current plan is to release as close to Tuesday as possible with whatever works (which is most plugins at this point, excluding advtools, fix-armory, treefarm, and rendermax, and rendermax may be fixed before then). A 0.40.08 before then (likely) wouldn't delay DFHack significantly - updating for minor releases is usually complete within 24 hours of a release.

3743
It's been working since 0.40.01:
Yesterday I did a quick test and confirmed that TwbT works fine with 0.40.01.

3744
DF Announcements / Re: Dwarf Fortress 0.40.07 Released
« on: August 10, 2014, 09:51:10 pm »
   (*) Eliminated an OSX key conflict for text deletion
If anyone still has problems with this in 0.40.07+, please leave a comment here.

3745
0.40.07 is released, and it adds new labors. Hope this doesn't delay Dwarf Therapist too much ;)
It shouldn't - according to Quietust, the ID's of new labors are added in order, and determining which ID corresponds to which labor is fairly easy with disassembly, since there's a switch statement that converts labor ID's to human-readable names.

3746
DF Adventure Mode Discussion / Re: Any way to tell what is causing lag?
« on: August 10, 2014, 12:58:08 pm »
I posted some findings on smjjames's report - it appears that the animal populations are renegerating after sleeping/waiting. (I was unable to determine if they spawned in the same location, since DF froze up completely shortly after running "exterminate".)

3747
DF Adventure Mode Discussion / Re: Any way to tell what is causing lag?
« on: August 10, 2014, 12:06:43 pm »
Yikes, it took me about a minute to advance a single frame. Here's what "exterminate" returns:
Code: [Select]
[DFHack]# exterminate
 BIRD_SWALLOW_CAVE_GIANT 1
 BLIND_CAVE_OGRE 1
 GIANT_EARTHWORM 1
 OLM_GIANT 1
 RAT_LARGE 1
 REACHER 1
 VORACIOUS_CAVE_CRAWLER 1
 JABBERER 2
 RAT_GIANT 2
 TOAD_GIANT 2
 TROLL 2
 CROCODILE_CAVE 3
 IMP_FIRE 3
 MOLEMARIAN 3
 CAVE_BLOB 4
 HUMAN 5
 MAGMA_CRAB 5
 POND_GRABBER 5
 TROGLODYTE 6
 FLESH_BALL 18
 CRUNDLE 19
 CREEPING_EYE 32
 DWARF 198
 ALPACA 954
 BIRD_PEAFOWL_BLUE 954
 DONKEY 954
 HORSE 954
 RABBIT 954
 SHEEP 954
 BIRD_TURKEY 1908
 CAT 1908
Obviously a case of overpopulation.

3748
I have not looked at how dfhack goes about this but it should be possible to just have these utilities be the parent of the df process (i.e. they start it) and do without the bad CAP_SYS_PTRACE.
On Linux and OS X, DFHack is loaded as a shared (?) library (e.g. libdfhack.so, libdfhack.dylib).

3749
[HFS] metal preferences were fixed in 40.06.
Note that, according to this report, this fix only applies to worlds generated in 0.40.06+ - dwarves from worlds generated before 0.40.06 can still have preferences for HFS materials.

3750
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: August 07, 2014, 10:11:30 pm »
In the readme I only found showmood and forcing moods on people... is there any way at all to stop a mood from happening, or cancel a mood?

And what exactly are the minimum requirements for moods to happen. Quietust once mentioned a population of 20, but I dont know if there are any others, and if its enough to breach 20 once... if I had 21 dwarves and after that (because of death) under 20, will moods still happen, because the 20 population was reached at some point in time?
No, unless I'm misunderstanding this:
In order for a dwarf to be struck with a strange mood, three conditions must be met:
* There is no currently active strange mood,
* The maximum number of artifacts is not met,
* There are at least 20 eligible dwarves (see below), including dwarves who have already created artifacts.
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.

Pages: 1 ... 248 249 [250] 251 252 ... 268