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Author Topic: PeridexisErrant's DF Starter Pack  (Read 4112353 times)

Timeless Bob

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Re: PeridexisErrant's DF Starter Pack
« Reply #5655 on: June 04, 2021, 03:36:11 pm »

Why is PerfectWorld no longer in the utilities?
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lethosor

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Re: PeridexisErrant's DF Starter Pack
« Reply #5656 on: June 04, 2021, 11:41:46 pm »

Why is PerfectWorld no longer in the utilities?
I don't use this pack, but PerfectWorld is still listed in the contents at the beginning of this thread (which was last updated yesterday). To help gather a bit more information: what pack version are you using? And do you remember what version you had before?

For reference: I just downloaded 0.47.05-r03 of this pack, and it has a "LNP/utilities/PerfectWorld" folder. I don't know whether it works, however. If that's missing, maybe some antivirus software could have done something to it.
« Last Edit: June 04, 2021, 11:43:56 pm by lethosor »
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.

LORDYLORD

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Re: PeridexisErrant's DF Starter Pack
« Reply #5657 on: June 29, 2021, 04:25:53 pm »

So the game loads (minus some resolution issues that I have semi sorted) but then crashes as soon as I strike the earth
either I get to the last part of embark with the flavour text and it crashes, or I start an adventurer and it crashes. What be I doing wrong?
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Schmaven

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Re: PeridexisErrant's DF Starter Pack
« Reply #5658 on: June 29, 2021, 04:29:35 pm »

So the game loads (minus some resolution issues that I have semi sorted) but then crashes as soon as I strike the earth
either I get to the last part of embark with the flavour text and it crashes, or I start an adventurer and it crashes. What be I doing wrong?

I've heard there is a Text Will Be Text (TWBT) bug that can cause crashes at embark.  If you're experiencing that bug, embarking with graphics turned off should let you start a game successfully.  Then as soon as you're in, save & exit, then re-enable graphics and it should load fine.
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PatrikLundell

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Re: PeridexisErrant's DF Starter Pack
« Reply #5659 on: June 30, 2021, 03:19:51 am »

The setting Schmaven refers to is under the Graphics tab and called Print Mode in the Advanced section at the bottom. Print Modes 2D and STANDARD are your alternatives.
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PeridexisErrant

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Re: PeridexisErrant's DF Starter Pack
« Reply #5660 on: July 12, 2021, 12:43:27 am »

The Starter Pack has updated to 0.47.05-r04!
As usual, you can get it here.

This release is all about the amazing DFHack update - I'm especially excited about new scripts to deal with webs, and the new set-timeskip-duration script, which allows you to resume worldgen between embarks!  There's too many cool things (and bugfixes) to list though, so check out those release notes to learn more.  Time to thank all the contributors and maintainers, and then... strike the earth!

0.47.05-r04
 - updated DFHack to 0.47.05-r2
 - updated TwbT to 0.47.05-r2 (unofficial build by thurin)

SHA256:  911fb049de1b115d308bb152f3518120f6e23d1b71d9cce8a62b66cfc198d2d1

If you want to say thanks, check out Toady's Patreon, or even mine!  ;D
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Erendir

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Re: PeridexisErrant's DF Starter Pack
« Reply #5661 on: July 20, 2021, 10:40:02 am »

The Starter Pack has updated to 0.47.05-r04!

I've noticed the Soundsense's script soundsense.lua isn't under the hack/scripts folder, which makes me sad, because it does important stuff (and prints some garbage, which is why I comment out line 246). Could you maybe copy it to hack/scripts or add the path in dfhack-config/script-paths.txt? (It also should be called from an onMapLoad*.init file)
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ldog

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Re: PeridexisErrant's DF Starter Pack
« Reply #5662 on: July 23, 2021, 10:22:53 pm »

The Starter Pack has updated to 0.47.05-r04!

I've noticed the Soundsense's script soundsense.lua isn't under the hack/scripts folder, which makes me sad, because it does important stuff (and prints some garbage, which is why I comment out line 246). Could you maybe copy it to hack/scripts or add the path in dfhack-config/script-paths.txt? (It also should be called from an onMapLoad*.init file)

Is it still needed? What does it actually do? Nevermind, I tried it and I see what it fixes. Good find. I was wondering why certain things were flaky/stopped working.
Although a bit spammy. I mean I really don't give a fuck if their skills went rusty.
 
« Last Edit: July 24, 2021, 10:51:30 am by ldog »
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ldog

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Re: PeridexisErrant's DF Starter Pack
« Reply #5663 on: August 19, 2021, 04:23:52 pm »

Performance tweaks generating garbage. Been this way for some time, I just finally got around to manually overriding it, but it deserves fixing.

Enable Performance tweaks.
onMapLoad_PyLNP.init gets:

multicmd tweak fast-heat 100; repeat -time 1 -timeUnits months -command [ multicmd cleanowned X ; clean all ]

Output is:

What you get when you run clean by itself with no parameters.
Spoiler (click to show/hide)

Replaced with:

tweak fast-heat 100
repeat -time 1 -timeUnits months -command [ cleanowned X ]
repeat -time 1 -timeUnits months -command [ clean all ]

Works properly. (Multicmd edit seemed to work manually input but on a fresh load did not work, but this did.)

Hrmpph...actually nothing seems to work properly on map load.
« Last Edit: August 19, 2021, 04:45:48 pm by ldog »
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Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

Mar Akrul

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Re: PeridexisErrant's DF Starter Pack
« Reply #5664 on: August 20, 2021, 03:17:41 am »

Hrmpph...actually nothing seems to work properly on map load.

works fine for me
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PeridexisErrant

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Re: PeridexisErrant's DF Starter Pack
« Reply #5665 on: September 05, 2021, 07:30:33 am »

The Starter Pack has updated to 0.47.05-r05!
As usual, you can get it here.

The new DFHack has some particularly nice new commands (dig-now, build-now, etc) for the impatient, and plenty of bugfixes even if you won't use the new features.  So with thanks to the whole developer community, let's strike the earth!

0.47.05-r05
 - updated DFHack to 0.47.05-r3
 - updated TwbT to 0.47.05-r3 (unofficial build by thurin)

SHA256:  5d866972c22cbf6794b8fff7d76b3a89c9f139288fbdd35ee308ee86d8d60190

If you want to say thanks, check out Toady's Patreon, or even mine!  ;D
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Zyche

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Re: PeridexisErrant's DF Starter Pack
« Reply #5666 on: September 17, 2021, 05:01:21 am »

Hey Community,

after a long break I have started again with Dwarf Fortress.
I just downloaded the pack and started DF, generated a world and chose the standard Embark scenario.

When unloading the cart, I noticed that there is still the bug with the crutch (looks like brown pants), the splint (looks like a brown mouse) and the quiver (looks like a brown chest). (LnP default setting Phoebus Tileset Pack)

A long time ago I found a thread with the solution to this problem, but unfortunately I can't find it anymore.

Why the bug is still there? When it will be fixed? How I can fix it myself.

UPDATE:
I have fixed the error by taking the data and instructions from this page.

https://github.com/DFgraphics/Spacefox

UPDATE 2:

hey PeridexisErrant, can it be that some tilesets or graphics sets are not up to date?
Could you possibly update them.
When updating manually, I get some errors (closing DF while loading).
« Last Edit: September 19, 2021, 09:27:10 am by Zyche »
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PhaseKiwi

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Re: PeridexisErrant's DF Starter Pack
« Reply #5667 on: September 27, 2021, 01:33:23 am »

with twbt and meph+vordac lite every time z to zoom to alert is in the wrong place for me. any way to fix this?
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clinodev

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Re: PeridexisErrant's DF Starter Pack
« Reply #5668 on: September 27, 2021, 06:03:07 am »

with twbt and meph+vordac lite every time z to zoom to alert is in the wrong place for me. any way to fix this?

Sadly this is just a result of using TWBT. The "zoom to" is hardcoded to the underlying vanilla grid. The original TWBT developer has apparently left the project, and it's just being maintained until hopefully Premium replaces it.
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recon1o6

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Re: PeridexisErrant's DF Starter Pack
« Reply #5669 on: October 05, 2021, 03:58:20 pm »

quick question, when installing mods do I need to put them in the mods folder in the pack or just install them manually?

I'm aiming to have a couple of different worlds with different mods
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