A Lazy Newb Pack for Linux
Shell
Latest commit b964efa Oct 21, 2016 @carterscottm carterscottm committed on GitHub Updated embark profiles
Swapped out profiles with working ones.  Training axes are no longer able to chop down trees, for instance.  This file is identical to LNP/embarks/default_profiles.txt and is already in use in the other packs.

README.md

Lazy-Newb-Pack-Linux V0.40.24

A small package to get people started with Dwarf Fortress on linux. Please take time to check out the Official thread. There are a few help documents in the Wiki if you should get stuck.

Linux Download

GitHub | lazynewbpack.com | DFFD

Older Linux Downloads

V0.40.24 r2 x64 Linux Lazy Newb Pack can be downloaded here. (04024r2-x64.zip)

V0.40.24 r2 i686 Linux Lazy Newb Pack can be downloaded here. (04024r2-i686.zip)

V0.40.24 r1 x64 Linux Lazy Newb Pack can be downloaded here. (04024r1-x64.zip)

V0.40.24 r1 i686 Linux Lazy Newb Pack can be downloaded here. (04024r1-i686.zip)

V0.40.23 Linux Lazy Newb Pack can be found here

V0.40.19 Linux Lazy Newb Pack can be found here

Other Versions

Similar packages also available in windows and Mac:

Windows Version: PeridexisErrant's Starter Pack

Mac Version: Fricy's MacNewbie Pack

Package Version Notes

Update: 29th, Mar 2015

R3 - updated Pidgeot's PyLNP to 0.9.4, updated Dwarf Therapist to v31, some bug fixes from @miffedmap and @lethosor Thank you so much bug slayers!

R3 - TWBT 5.43, Pidgeot's PyLNP to 0.9.5a

R2 - dfhack v0.40.24 r2, updated Pidgeot's PyLNP to 0.9.2a, updated graphics.

R1 - dfhack v0.40.24 r1, TWBT 5.42, updated graphics

R0 - Updated DF to v0.40.24, added dfhack v0.40.24 r0, updated graphics, DTv30.1

Included Mods

The Community Quickfort Blueprints are not longer included, but I encourage you to check them out and use them to make your mountain home.

Release notes for DF 0.40.24 (January 7, 2015):

Here is another release with fixes. Old saves are compatible, but there will be some error logs due to minor issues with the old raws. These logs can be ignored, but old saves will still experience problems like blank seed names.

Major bug fixes

* Fixed problem causing dwarves to sometimes fail to attack monsters/invaders
* Stopped active blocks/parries from rarely freezing adv mode
* Stopped certain situations where you could be stuck in the air above certain tiles
* Fixed a few problems with necromancers attacking (and generally being killed by) their zombies
* Stopped crash from moving/centering squad menu going out of bounds
* Fixed crash involving squads and minimap
* Fixed unretire crash that generally triggered when caravan arrived
* Stopped dwarf from stressing out over the same wound forever
* Stopped certain inaccessible jobs from blocking lower priority ones

Other bug fixes/tweaks

* Allowed embarks with x/y dim 1
* Made removal of trees check building/bridge/machine stability
* Stopped worker chaining to next construction job from choosing suspended one
* Tentatively fixed text mode error on OSX (lethosor)
* Tentatively fixed broken sound on some linuxes (Baughn)
* Fixed problem with water disappearing when it crosses the z=0 boundary
* Made certain old civilian weapon assignments clear over time
* Made t/q building selector respect stockpile shapes when looking for closest one
* Fixed error with underground pops in small forts not appearing
* Stopped mood jobs from going outside of burrows
* Capped various combat skill gains per action (Urist Da Vinci)
* Stopped "fighting" skill from increasing from trap/projectile attacks
* Stopped random creature proboscis from sometimes messing up poison attacks
* Fixed key display issue in bindings screen (lethosor)
* Fixed problem with display of kill order status
* Made geld indicator appear for pets on animal screen properly
* Fixed display problem with agreement conclusion dates
* Added error logs for missing materials set to defaults, fixed various raws
* Stopped announcement screen date from overrunning title depending on window size
* Differentiated two pain readouts on health screen
* Fixed a few empty announcement errors

Release notes for 0.40.23 (December 21, 2014):

I've sorted out the "camp forever" errorlog message many of you have probably seen. Once dwarf/adventure mode began, there was a misflagging that caused various armies to lose their way. It doesn't directly affect invaders camping between marches, but armies lost to the bug (on their way home, for instance, or attacking villages) wouldn't be available for invasions later. This doesn't affect refugee groups that have nowhere to go... they still hang out and sleep all day.

Major bug fixes

* Multi-item jobs like artifact moods, forging breastplates and smelting pig iron should work now

Other bug fixes/tweaks

* Made toggle marker behave like toggle engraving mouse-wise

Release notes for 0.40.22 (December 19, 2014):

This fixes some large and small problems with yesterday's release. Save corruption was quite possible, so upgrading is important! You can still bring your old saves from 0.40.03+ into this new version.

Major bug fixes

* Made hauling jobs that chain to other hauling jobs respect job postings, instead of causing crashes and other horror
* Fixed stair/ramp removal

Other bug fixes/tweaks

* Made digging look up/down for continuing jobs
* Fixed problem with harvest jobs stealing dwarves from each other

Release notes for 0.40.21 (December 19, 2014):

Here is the job priorities release. It should work fine with old saves, though existing hauling jobs may need to work themselves out for a bit. Further job prioritization work can be done when we get through the framework for start scenarios, since we'll better understand how dwarves fit into the fortress at that time.

New stuff

* New job selection process where dwarves choose important tasks with more regularity
* Very important jobs can remove dwarves from less important jobs
* Ability to prioritize a job so that it gets done immediately
* Mining, engraving and other designation jobs can now be prioritized numerically
* Designation jobs can be placed in a "marker only" mode, marker can be removed later to start work
* Mining jobs can be set to automatically follow veins and clusters
* Mining designation can be set to only select visible gems or useful stone

Major bug fixes

* Fixed crash related to armies failing to take over villages

Other bug fixes/tweaks

* Hauling jobs that used to need a held container now allow the dwarf to carry many items without a container
* Building jobs can swipe items from hauling jobs if the item is not held
* Wall/floor construction and road construction use new skill-free labor settings

Release notes for 0.40.20 (December 18, 2014):

I added some different mining designations -- gems only (in the selected area as usual, unhidden tiles), economically useful only (including gems), and an automated designation that spreads to the same material when a job finishes. This can't be placed on layer-wide walls (so you don't mine out all the chalk in the universe), but it can be placed on walls which are part of large oval clusters (which the dwarf will proceed to mine out entirely), vein walls and small cluster walls. Road and wall/etc. construction jobs use two skill-free labor settings now, since skill didn't matter for constructions anyway.

Let's see... jobs that are assigned in workshops can swipe items from haul jobs now, provided the hauler doesn't make it to the item before the item is needed. I've also replaced the grab-a-container-and-then-collect-pile-items haul jobs with the ability for dwarves to haul multiple items without a container (as in fruit picking). The piece that's still missing is the use of a wheelbarrow to avoid, for example, dwarves staggering around with tons of bars, but I'm going to put that off since it could be a quagmire. This hauling change only applies to the stockpile container jobs (bin/bag/barrel), since it was the one that caused the most trouble for people and other jobs are more difficult to adapt.


Dependencies

Install required packages

For Debian / Ubuntu

sudo apt-get install default-jre libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libglu1-mesa:i386 libgtk2.0-0:i386 libopenal1:i386 libjpeg62:i386 git mercurial wget coreutils tar unzip unrar make g++ gcc patch xterm sed python bzip2 qtchooser qtbase5-dev qtbase5-dev-tools qtscript5-dev qt5-qmake libqt5script5 libqt5scripttools5 libqxt-core0 libqxt-gui0

For Fedora (21)

yum install SDL.i686 SDL_image.i686 SDL_ttf.i686 mesa-libGLU.i686 gtk2.i686 zlib.i686 openal-soft.i686 xterm python qt qt-x11 bzip2 xorg-x11-fonts-Type1

System Requirements

  • A Java runtime environment for the LNP GUI.
  • SDL 1.2, 32-bit
  • LibGLU 1, 32-bit
  • LibGTK 2.0, 32-bit
  • OpenAL 1.2, 32-bit
  • LibJPEG 6.2, 32-bit
  • Git
  • Mercurial (hg)
  • Qt5 Development Libraries including qmake
  • Python 2.x (for Quickfort)
  • The following fairly standard Linux utilities:

    • wget
    • sha1sum
    • sed
    • tar
    • unzip
    • unrar
    • make
    • g++
    • gcc
    • xterm

    Usage

Usage: ./startlnp

Tested On

  • Ubuntu 14.04 "Trusty Tahr" - With deps listed above installed..
  • Fedora 21/64bit - With deps listed above installed.

Common Issues

See the WIKI.

Credits & Special Thanks

  • @andrewd18 Andrew Dorney made the awesome linux LNP installer script
  • @amfournda Created a great gentoo fix script included in the pack
  • @beaubouchard Maintains this package and lazynewbpack.com website
  • @Captain Duck Just all around great guy, watch his Dwarf Fortress Tutorial series and subscribe!
  • @Daveralph continued working on LNP after Dricus
  • @Dricus Dirk Groot is the creator of the cross platform LNP port
  • @Dwimenor Created a workaround for LNP, as well as providing linux support
  • @fricy Maintains the MacNewbie pack Reborn as well as supporting essential gaphic repo
  • @joelpt Joel Thornton Created Quickfort 2.x
  • @lethosor Works on DFhack, DFwiki, and maintainer of the LNP
  • @LucasUP Lucas Paquette made the original windows LNP
  • @miffedmap Actively perfecting cross distro compatibility
  • @mifki Text Will Be Text dfmultiscroll and webfort
  • @splintermind Josh, part time wizard works dilligently on Dwarf Therapist
  • @PeridexisErrant Maintains the Windows Package
  • @Pidgeot Michael is a Founding developer of PyLNP
  • @runrobotrun Created Chromafort
  • @Zweistein Created Soundsense, enriching the game with awesome sound packages!

If I forgot people, please let me know and I'll include them in the list.