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Author Topic: PeridexisErrant's DF Starter Pack  (Read 4188399 times)

lethosor

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1320 on: September 21, 2014, 07:17:22 am »

You may need to activate it through the dfhack tab.

How would i go about doing this? I have no clue in DFhack, a step by step would be ideal. Thanks in advance.

Also it seems Dwarf Therapist is broken on my end, it crashes every time i attempt to launch it. Anyone else with this issue?

Yes Dwarf Therapist is broken on my end too, same problem. I have uploaded a save for splinterz to look at on the official Therapist thread. Fingers crossed.
If DT crashes on launch, it's probably not a save-specific problem.

Yah mine is set as standard as well, still no multi view.
Can you post the contents of your dfhack.init file?
« Last Edit: September 21, 2014, 10:32:07 am by lethosor »
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Shiv

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1321 on: September 21, 2014, 10:01:33 am »

Sure.  I tried changing multilevel 0 to multilevel 1 in case it was a binary switch, but that didn't work.  Also tried setting it to 5 and that didn't work either.  Not sure why it's set to 0 in the first place since it's enabled through the launcher, but changing it doesn't affect anything so it may not do what I thought it does. 

This is the first change over where I ran the copy data.bat file instead of changing everything over by hand.  Not sure how that'd be related but that's the changed variable on my end.

Quote
#######################
# Starter Pack Extras #
#######################

# multilevel view is enabled through the dfhack tab
multilevel 0

# run the ticked commands in the launcher on world load
:lua dfhack.onStateChange.onloadscript = function(state) if state == SC_WORLD_LOADED then print((dfhack.run_command('script LNP_dfhack_onLoad.init'))) end end
:lua dfhack.onStateChange.onloadscript = function(state) if state == SC_WORLD_LOADED then print((dfhack.run_command('script PyLNP_dfhack_onLoad.init'))) end end

# keybindings for Lethosor's scripts
keybinding add Alt-S@title settings-manager
keybinding add Alt-S@dwarfmode/Default settings-manager
keybinding add Alt-Q@jobmanagement manager-quantity

# enable Lethosor's scripts
embark-tools enable sand sticky nano
title-version enable
load-screen enable

##############################
# Generic dwarfmode bindings #
##############################

# show all current key bindings
keybinding add Ctrl-F1 hotkeys

# toggle the display of water level as 1-7 tiles
keybinding add Ctrl-W twaterlvl

# with cursor:

# designate the whole vein for digging
keybinding add Ctrl-V digv
keybinding add Ctrl-Shift-V "digv x"

# clean the selected tile of blood etc
keybinding add Ctrl-C spotclean

# destroy items designated for dump in the selected tile
keybinding add Ctrl-Shift-K autodump-destroy-here

# set the zone or cage under the cursor as the default
keybinding add Alt-Shift-I@dwarfmode/Zones "zone set"

# with an item selected:

# destroy the selected item
keybinding add Ctrl-K autodump-destroy-item

# scripts:

# quicksave, only in main dwarfmode screen and menu page
keybinding add Ctrl-Alt-S@dwarfmode/Default quicksave

# gui/rename script - rename units and buildings
keybinding add Ctrl-Shift-N gui/rename
keybinding add Ctrl-Shift-T "gui/rename unit-profession"

# a dfhack prompt in df. Sublime text like.
keybinding add Ctrl-Shift-P command-prompt

# show information collected by dwarfmonitor
keybinding add Alt-M@dwarfmode/Default "dwarfmonitor prefs"
keybinding add Ctrl-F@dwarfmode/Default "dwarfmonitor stats"

# export a Dwarf's preferences screen in BBCode to post ot a forum
keybinding add Ctrl-Shift-F@dwarfmode forum-dwarves

##############################
# Generic adv mode bindings  #
##############################

keybinding add Ctrl-B adv-bodyswap
keybinding add Ctrl-Shift-B "adv-bodyswap force"

##############################
# Generic legends bindings   #
##############################

# export all information, or just the detailed maps (doesn't handle site maps)
keybinding add Ctrl-A@legends "exportlegends all"
keybinding add Ctrl-D@legends "exportlegends maps"

#############################
# Context-specific bindings #
#############################

# Stocks plugin
keybinding add Ctrl-Shift-Z@dwarfmode/Default "stocks show"

# open an overview window summarising some stocks (dfstatus)
keybinding add Ctrl-Shift-I@dwarfmode/Default "gui/dfstatus"

# q->stockpile; p - copy & paste stockpiles
keybinding add Alt-P copystock

# q->workshop - duplicate the selected job
keybinding add Ctrl-D job-duplicate

# materials: q->workshop; b->select items
keybinding add Shift-A "job-material ALUNITE"
keybinding add Shift-M "job-material MICROCLINE"
keybinding add Shift-D "job-material DACITE"
keybinding add Shift-R "job-material RHYOLITE"
keybinding add Shift-I "job-material CINNABAR"
keybinding add Shift-B "job-material COBALTITE"
keybinding add Shift-O "job-material OBSIDIAN"
keybinding add Shift-T "job-material ORTHOCLASE"
keybinding add Shift-G "job-material GLASS_GREEN"

# sort units and items in the on-screen list
keybinding add Alt-Shift-N "sort-units name" "sort-items description"
keybinding add Alt-Shift-R "sort-units arrival"
keybinding add Alt-Shift-T "sort-units profession" "sort-items type material"
keybinding add Alt-Shift-Q "sort-units squad_position" "sort-items quality"

# browse linked mechanisms
keybinding add Ctrl-M@dwarfmode/QueryBuilding/Some gui/mechanisms

# browse rooms of same owner
keybinding add Alt-R@dwarfmode/QueryBuilding/Some gui/room-list

# interface for the liquids plugin - spawn water/magma/obsidian
keybinding add Alt-L@dwarfmode/LookAround gui/liquids

# machine power sensitive pressure plate construction
keybinding add Ctrl-Shift-M@dwarfmode/Build/Position/Trap gui/power-meter

# siege engine control
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/SiegeEngine gui/siege-engine

# military weapon auto-select
keybinding add Ctrl-W@layer_military/Equip/Customize/View gui/choose-weapons

# military copy uniform
keybinding add Ctrl-C@layer_military/Uniforms gui/clone-uniform

# minecart Guide path
keybinding add Alt-P@dwarfmode/Hauling/DefineStop/Cond/Guide gui/guide-path

# workshop job details
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workshop-job

# workflow front-end
keybinding add Alt-W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow
keybinding add Alt-W@overallstatus "gui/workflow status"

# autobutcher front-end
keybinding add Shift-B@pet/List/Unit "gui/autobutcher"

# assign weapon racks to squads so that they can be used
keybinding add P@dwarfmode/QueryBuilding/Some/Weaponrack gui/assign-rack

############################
# UI and game logic tweaks #
############################

# stabilize the cursor of dwarfmode when switching menus
tweak stable-cursor

# stop military from considering training as 'patrol duty'
tweak patrol-duty

# stop stacked liquid/bar/thread/cloth items from lasting forever
# if used in reactions that use only a fraction of the dimension.
# might be fixed by DF
# tweak fix-dimensions

# make reactions requiring containers usable in advmode - the issue is
# that the screen asks for those reagents to be selected directly
tweak advmode-contained

# support Shift-Enter in Trade and Move Goods to Depot screens for faster
# selection; it selects the current item or stack and scrolls down one line
tweak fast-trade

# stop the right list in military->positions from resetting to top all the time
tweak military-stable-assign
# in same list, color units already assigned to squads in brown & green
tweak military-color-assigned

# remove inverse dependency of squad training speed on unit list size and use more sparring
# tweak military-training

# make crafted cloth items wear out with time like in old versions (bug 6003)
tweak craft-age-wear

# stop adamantine clothing from wearing out (bug 6481)
#tweak adamantine-cloth-wear

###########################
# Globally acting plugins #
###########################

# Dwarf Manipulator (simple in-game Dwarf Therapist replacement)
enable manipulator

# Search tool in various screens (by falconne)
enable search

# Improved build material selection interface (by falconne)
enable automaterial

# Other interface improvement tools
enable dwarfmonitor mousequery automelt autotrade buildingplan resume zone

# allow the fortress bookkeeper to queue jobs through the manager
stockflow enable

###########
# Scripts #
###########

# write the correct season to gamelog on world load
soundsense-season

# write identifying information about the fort to gamelog on world load
log-region

#######################################################
# Apply binary patches at runtime                     #
#######################################################
« Last Edit: September 21, 2014, 10:03:41 am by Shiv »
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lethosor

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1322 on: September 21, 2014, 10:21:15 am »

PeridexisErrant: DFHack supports global onLoadWorld.init (and onUnloadWorld.init) scripts as of 0.40.12-r1, so the "dfhack.onStateChange.onloadscript" lines are no longer necessary. In addition, only "PyLNP_dfhack_onLoad.init" will ever be loaded, since the event handler created in the second line overwrites the first one.
Edit: In fact, if the multilevel settings are stored in LNP_dfhack_onLoad.init, this could be the problem.
For what it's worth, I recommend simply creating onLoadWorld.init with:
Code: [Select]
script LNP_dfhack_onLoad.init
script PyLNP_dfhack_onLoad.init
This will allow users to add their own content to onLoadWorld.init without the possibility of it being overwritten.

Sure.  I tried changing multilevel 0 to multilevel 1 in case it was a binary switch, but that didn't work.  Also tried setting it to 5 and that didn't work either.  Not sure why it's set to 0 in the first place since it's enabled through the launcher, but changing it doesn't affect anything so it may not do what I thought it does. 
Do the changes you made remain intact, or are they reset when you start DF (through the launcher)?
« Last Edit: September 21, 2014, 10:34:41 am by lethosor »
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Shiv

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1323 on: September 21, 2014, 11:18:48 am »

It remains constant.
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LeoCean

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1324 on: September 21, 2014, 12:12:57 pm »

Spoiler (click to show/hide)

Multi level works for me when I turned it on in the PyLNP section though I also turned it on in the normal LNP launcher but it made no difference when I went back and turned it off in that one to. Though I copied over my overrides and then my d_init and init files by hand so they weren't overwrote by the launchers.

The LNP launcher multi level (check) does not work, so it is as lethosor said only the PyLNP_dfhack_onload.init is loaded, though I didn't doubt what he said I just wanted to test this.

Lethsor does this mean we can't have a dfhack_onLoad.init holding our workflow and auto butcher stuff? Or would we have to add it to the onLoadWorld.init.

Quote from: PeridexisErrant
The launchers should both preserve any non-graphical settings when installing a graphics pack.  Is something else happening?
Quote from: LeoCean
It's also a bit annoying how the launchers default to the 120 pop cap, 100/50 fps cap, 100:1000 baby cap and change the loaded d_init/init to the values it wants.

The old launcher is having a opposite day party where the entombed pets setting is saying the opposite of what it is actually set to.

Easily tested by changing any of those settings in the LNP\graphics\graphics set name\data\init then loading that graphics set with either of the launchers and then checking init/d_init file in dwarf fortress\data\init or looking at the launcher because the launcher should say those settings anyways. As it does the correct ones when I just manually copied the d_init and init files over.
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lethosor

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1325 on: September 21, 2014, 12:26:58 pm »

Lethsor does this mean we can't have a dfhack_onLoad.init holding our workflow and auto butcher stuff? Or would we have to add it to the onLoadWorld.init.

For what it's worth, I recommend simply creating onLoadWorld.init with:
Code: [Select]
script LNP_dfhack_onLoad.init
script PyLNP_dfhack_onLoad.init
This will allow users to add their own content to onLoadWorld.init without the possibility of it being overwritten.
In other words, LNP_dfhack_onLoad.init can be used for LNP settings, and onLoadWorld.init can be used for personal settings (as well as loading LNP_dfhack_onLoad.init).
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Pidgeot

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1326 on: September 21, 2014, 12:30:24 pm »

For some reason there are .bak files when using the PyLNP launcher. d_init, init, inorganic_stone_layer.txt, mineral/soil. Interestingly enough the backups are the same as the regular txt files (they won't be loaded by dwarf fortress). The old launcher doesn't have this problem when tested on the 40.13 version. Also seems to do it when just loading up the PyLNP launcher.

Yeah, that's left over from when I was originally working on the code; I had it make a backup before every change to a file, but that's not really too useful in general. The next build won't do this any more.

arcturusthelesser

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1327 on: September 21, 2014, 04:52:47 pm »

Hey, so, I know this probably isn't the most helpful report, but I've had DF crash on launch for every starter pack from 0.40.11 r2 onward. Vanilla is running fine for me.
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LeoCean

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1328 on: September 21, 2014, 05:18:03 pm »

Open up the init in r2 onward and change print_mode:STANDARD to 2D and see if it crashes still.
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PeridexisErrant

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1329 on: September 21, 2014, 05:28:59 pm »

Lethsor does this mean we can't have a dfhack_onLoad.init holding our workflow and auto butcher stuff? Or would we have to add it to the onLoadWorld.init.

For what it's worth, I recommend simply creating onLoadWorld.init with:
Code: [Select]
script LNP_dfhack_onLoad.init
script PyLNP_dfhack_onLoad.init
This will allow users to add their own content to onLoadWorld.init without the possibility of it being overwritten.
In other words, LNP_dfhack_onLoad.init can be used for LNP settings, and onLoadWorld.init can be used for personal settings (as well as loading LNP_dfhack_onLoad.init).

Why didn't I think of that? Much more elegant, and it should fix the current problems with various onload scripts.
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LeoCean

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1330 on: September 21, 2014, 05:52:05 pm »

Is anyone elses screen going 1 layer down when they press v or k and <-- --> arrows. This could be a twbt problem since someone has posted about this happening a day or so ago but back in 40.12. I know it didn't happen in the next gen branch of 40.11 I was playing previously, since I skipped 40.12.

Nope it is a 3.41+ old gen bug. Just tested it on 40.11 to be sure and it happens. Though not 100% of the time which is even weirder. It may be caused by twbt conflicting with the partial mouse controls because turning mouse control off seems to fix it. Yeah I'm 100% sure it's a conflict between twbt and partial mouse control or partial mouse control dislikes standard printmode...
« Last Edit: September 21, 2014, 06:05:53 pm by LeoCean »
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jwhite.df

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1331 on: September 21, 2014, 06:44:57 pm »

Is anyone elses screen going 1 layer down when they press v or k and <-- --> arrows. This could be a twbt problem since someone has posted about this happening a day or so ago but back in 40.12. I know it didn't happen in the next gen branch of 40.11 I was playing previously, since I skipped 40.12.

Nope it is a 3.41+ old gen bug. Just tested it on 40.11 to be sure and it happens. Though not 100% of the time which is even weirder. It may be caused by twbt conflicting with the partial mouse controls because turning mouse control off seems to fix it. Yeah I'm 100% sure it's a conflict between twbt and partial mouse control or partial mouse control dislikes standard printmode...

Yes, I was just trying to figure out how to formulate a bug report on this.
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PeridexisErrant

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1332 on: September 21, 2014, 08:00:27 pm »

As has been noted, this bug is fixed in the nextgen TwbT branch.  The upcoming transition should fix it soon.

There's been a change in the format for repeat script usage (I found a post by Lethosor or Quietust (or maybe someone else, can't find it now lol)). New format needs [ ] around the command e.g.

Code: [Select]
repeat -time 1 -timeUnits months -command [ cleanowned X ]
Without the square brackets (and the space after/before) it throws a red text wobbler and does not work.

edit: ... and "enable stocks autochop" is missing from the "# Other interface improvement tools" set in dfhack.init

I'll add the plugins to dfhack.init - thanks.
These repeating multicmds are getting unreadable... but they work.  Thanks for that too. 
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smjjames

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1333 on: September 21, 2014, 08:02:30 pm »

Hey Peridexis, my WebRoot AV detected a file in the download called pylnp (I think it's the pyLNP.json file) and thought it was malware. I trust you that it's virus free and besides, I've downloaded this pack before and the AV hasn't triggered a warning over it, so it's certainly a false positive.

Just letting you know that the AV sent up a flag there for some reason, don't think it actually did anything.
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lethosor

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Re: Dwarf Fortress 40_13 Starter Pack r1
« Reply #1334 on: September 21, 2014, 08:14:46 pm »

JSON files are plain text, so I'm not sure why that file would trigger antivirus software. Could you post its contents?
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.
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