![]() ai validate - Verifies that df-ai-blueprints is set up correctly.ai abandon - Abandons the current fortress and returns to the title screen.ai disable camera - Undoes ai enable camera, returning the camera control to just the player.Note, the player may still move the camera at any time, but the AI will retake control. ai enable camera - Allows the AI to control of the camera, automatically focusing on different tasks and events.ai disable lockstep - Undoes ai enable lockstep, returning Dwarf Fortress back to configured frame rate.ai enable lockstep - Runs Dwarf Fortress as fast as possible, locking animations to the frame rate instead of real time. ![]() ai disable events - Stop writing events to df-ai-events.json.ai enable events - Write events in JSON format to df-ai-events.json.ai report - Writes a more detailed status report to df-ai-report.log.ai version - Shows information that uniquely identifies this build of df-ai.Check dfhack-config/df-ai.json for additional embark & fort settings. Note: DF-AI does not handle already established forts, but can resume from previous df-ai saves. For best results, enter this from the title screen or at the start of a fresh embark. To use any of the following console commands, simply enter them in the DFHack console window Console Commands Unfortunately I do not know what the dfhack package does exactly and have no time to go have fun with it.DF-AI has several console commands available. So in conclusion, I think the only thing that's causing you trouble is something to do with the libs. You can then both run the package or run dfhack from /home/user/.dwarffortress/dfhack. I thought I couldn't do the above whilst using the dwarffortress package as a base instead of df_40_24 directly from bay12games, but I just tried and it works just fine too! The only difference is that you extract everything but the 'raw' folder from the tileset into /home/user/.dwarffortress, and the tileset's 'raw' folder into /opt/dwarfortress. The dwarffortress package does some weird things creating a local dir in your home directory that links back to /opt/dwarffortress for libs and raw. Type in '?' or 'help' for general help, 'ls' to see all commands.Īnd using the AutoReiv tileset everything works with graphics.Īs a final note. To dfhack.init and edit it to suit your needs.įor now, dfhack.init-example will be used instead. Your DFHack installation, rename the dfhack.init-example file The dfhack.init configuration file is missing. Loading bindings from data/init/interface.txt Initializing OpenAL failed, no sound will be played If you wanted a different device, configure ~/.openalrc appropriately. If your desired device was missing, make sure you have the appropriate 32-bit libraries installed. Gtk-Message: Failed to load module "canberra-gtk-module" Extract DFHack, extract TWBT plugins into the hack/plugins/ folder.Copy the 'libgraphics.so' lib from the dwarffortress package (/opt/dwarffortress) or from dwarf_fortress_unfuck.Remove from the libs/ folder 'libstdc++.so.6', 'libgraphics.so', 'libgcc_s.so.1'. Get the dwarffortress package from multilib (I'm quite sure 'dwarf_fortress_unfuck' would suffice too, as you only need the package for its libgraphics.so).I tried to use the packages, downgrading the dwarffortess package to 40_24, but the dfhack package complains about libs not being in order so I'd rather not spent a lot of time fighting the build system if it works fine using the same files, and doing things manually. Still I can perhaps offer some help since I can get the setup you're looking for working on my machine, and the aur dfhack package uses the repo as source just like I do. You are using the aur packages, I was not. Firstly I'll have to apologize for not reading more carefully.
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