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1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 19, 2024, 06:21:22 pm »
Hello again.

I want to modify some animal people's attacks. For example, [CREATURE:TOAD_MAN] has [APPLY_CREATURE_VARIATION:MOUTH_BITE_ATTACK], which is defined as follows:

Code: [Select]
[CREATURE_VARIATION:MOUTH_BITE_ATTACK]
[CV_NEW_TAG:ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[CV_NEW_TAG:ATTACK_SKILL:BITE]
[CV_NEW_TAG:ATTACK_VERB:bite:bites]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:100]
[CV_NEW_TAG:ATTACK_PREPARE_AND_RECOVER:3:3]
[CV_NEW_TAG:ATTACK_PRIORITY:MAIN]
[CV_NEW_TAG:ATTACK_FLAG_CANLATCH]

I want to make the MOUTH_BITE_ATTACK have ATTACK_PRIORITY:SECOND, because this is a toad man and he can hold weapons.

What I did in the old system was make an attack called MOUTH_BITE_SECONDARY_ATTACK, which was the same as MOUTH_BITE_ATTACK but with ATTACK_PRIORITY:SECOND, and then just replaced the line [APPLY_CREATURE_VARIATION:MOUTH_BITE_ATTACK] with [APPLY_CREATURE_VARIATION:MOUTH_BITE_SECONDARY_ATTACK]. Obviously I can still do that with CUT-and-replace, but I'm hoping there's a way I can modify this in place.

I thought about using [CV_CONVERT_TAG] with [CVCT_MASTER:ATTACK_PRIORITY] and [CVCT_TARGET:MAIN], but if I understand that correctly that would change all of the MAIN-priority attacks to SECOND-priority.

Is it possible to use [CV_CONVERT_TAG] with [CVCT_MASTER:APPLY_CREATURE_VARIATION]? It can't be that easy. EDIT: Can confirm, [CV_CONVERT_TAG] doesn't appear to work with [CVCT_MASTER:APPLY_CREATURE_VARIATION]

Is there any other way to modify this attack in place?

EDIT: I ended up solving that problem by creating a creature variation that removes all attacks from a creature, and then re-adding both the changed attacks and the attacks I didn't intend to change. Here's the creature variation for anyone who wants to do the same thing:

Code: [Select]
[CREATURE_VARIATION:REMOVE_ALL_ATTACKS]
[CV_REMOVE_TAG:ATTACK]
[CV_REMOVE_TAG:ATTACK_SKILL]
[CV_REMOVE_TAG:ATTACK_VERB]
[CV_REMOVE_TAG:ATTACK_CONTACT_PERC]
[CV_REMOVE_TAG:ATTACK_PENETRATION_PERC]
[CV_REMOVE_TAG:ATTACK_PRIORITY]
[CV_REMOVE_TAG:ATTACK_VELOCITY_MODIFIER]
[CV_REMOVE_TAG:ATTACK_FLAG_CANLATCH]
[CV_REMOVE_TAG:ATTACK_FLAG_WITH]
[CV_REMOVE_TAG:ATTACK_FLAG_EDGE]
[CV_REMOVE_TAG:ATTACK_PREPARE_AND_RECOVER]
[CV_REMOVE_TAG:ATTACK_FLAG_BAD_MULTIATTACK]
[CV_REMOVE_TAG:ATTACK_FLAG_INDEPENDENT_MULTIATTACK]
[CV_REMOVE_TAG:SPECIALATTACK_INJECT_EXTRACT]
[CV_REMOVE_TAG:SPECIALATTACK_INTERACTION]
[CV_REMOVE_TAG:SPECIALATTACK_SUCK_BLOOD]

2
DF Modding / Re: How to "refactor" a mod from old DF to new DF?
« on: February 18, 2024, 03:08:37 pm »
If you edited creature variations or material templates, you've got a fair bit more work cut out for you. Vanilla creature variations and material templates can't be edited or replaced using the new modding paradigm.

For creature variations, you'll need to create new creature variations containing your changes, and apply them individually to each creature you're modifying. So for example if you had changed the GIANT creature variation to make all giant creatures TRAINABLE_WAR and also remove the MEANDERER tag, you'll need to make your patch file something like this:

Code: [Select]
c_variation_valikdu

[OBJECT:CREATURE_VARIATION]

[CREATURE_VARIATION:VALIKDU_GIANT]
[CV_NEW_TAG:TRAINABLE_WAR]
[CV_REMOVE_TAG:MEANDERER]

[SELECT_CREATURE:GIANT_TOAD]
[APPLY_CREATURE_VARIATION:VALIKDU_GIANT]

[SELECT_CREATURE:GIANT_BLUEJAY]
[APPLY_CREATURE_VARIATION:VALIKDU_GIANT]

[SELECT_CREATURE:GIANT_CARDINAL]
[APPLY_CREATURE_VARIATION:VALIKDU_GIANT]

and so on for every giant creature in the game.

Material templates are a little harder because there's no system for applying changes to the things that use them. For example, I used to add [REACTION_CLASS:AM_FRUIT] to the fruit material template, and used that as a shorthand for various reactions involving fruit. If I wanted to do that now I'd need to make a copy of the fruit template, add that line in, and then cut-and-replace every plant that used the FRUIT template to now use FRUIT_COPY instead. (I decided it wasn't worth it and have put off porting those reactions.)

3
Mod Releases / Re: Modest Plants 1.00
« on: February 12, 2024, 09:15:42 pm »
reserved

4
tl;dr

Modest Plants is a minimalist bugfix and convenience patch for vanilla Dwarf Fortress plants. It's a partial port of the DF Classic "Modest Mod".

Modest Plants - Specific Reactions is a companion mod for Modest Plants that adds reactions that allow you to choose what kinds of plants to brew, mill, or process. It's partially ported from the Modest Mod, but also includes a number of new reactions not originally part of the Modest Mod.







THE MODEST MOD PHILOSOPHY

"The Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. French vanilla." - Igfig

CREDITS

The Modest Mod was originally a single, gigantic overhaul of the Dwarf Fortress raws by more than a dozen contributors over more than a decade. Under these circumstances, it's difficult to know who to thank in the credits for a port of JUST the plant files and their associated reactions.

So! We shall thank them all.

THANKS TO:
  •     Vintermann, for starting the thread that inspired the Modest Mod
  •     Igfig, for doing the majority of the work
  •     Meph, for identifying and addressing a lot of issues
  •     Quietust, Elvang, RavingManiac, Joben, and Ag, for major contributions to the 0.34.11 Modest Mod
  •     Urist Da Vinci, Vattic, Kaos, Taverius, Quarterblue, and others I may have forgotten, for good suggestions
  •     Demonic Spoon for QA
  •     Zarathustra30, for the Tooltips module
  •     brolol.404, for the No Aquifers module and some new features for Accelerated
  •     Everyone else who's contributed to the thread(s)
  •     MASSIVE THANKS to CryptoCactus, Button [that's me!], and LargeSnail, as mod maintainers over the years
  •     And Toady One, of course.

You can find previous Modest Mod threads at:


MODEST PLANTS

FEATURES

Most of the changes in this mod come from the Modest Mod. Because significant plant modding is restricted to cut-and-replace on a plant-by-plant level, I have excluded from this port all plants which had only cosmetic modifications in the Modest Mod. This leaves some cosmetic and naming corrections from the Modest Mod un-ported.

Modest Plants contains the following major changes:
1. It fixes bug #6940 (some plants unusable) on the bug tracker, by:
  • Adding a reaction to harvest seeds from seed pods, fixing a number of otherwise unusable aboveground plants (e.g. all beans),
  • Enabling the "process to bag" reaction for farmable plants which functionally don't produce seeds in the base game (e.g. most yams), and
  • Giving seeds to the one brewable growth that doesn't have them in the base game, to make them work like the other brewable growths (just artichokes).
2. It doubles the seed output of the "process to bag" reaction, to make up for processable-to-bag plants having a 50% chance of only their baggable growths being harvested when farmed. (The 50% reduction in seeds per planted Quarry Bush was added apparently inadvertently in the multi-tile tree update 0.40.01, and this corrects it.)
3. It adds reactions for milling plants to flour, sugar, or dye. The base game's milling reaction doesn't allow you to choose which kind of product you're trying to mill for; Modest Plants does.
  • NB. This mod does NOT include the milling and brewing menus where you can choose exactly what kind of plant you want to mill or brew. For that you'll need Modest Plants - Specific Reactions.
4. It makes unusable tree seeds dissolve into nothing immediately after they're created by a reaction, e.g. as a byproduct of brewing. (Unusable seeds created by a creature EATING fruit may linger until the next time the game is loaded due to bug #6432).

The mod also contains a few tree seed edibility changes to more closely align with reality, and fixes for minor bugs #8226 (oats can't be used to make beer) and #9330 (feather tree eggs are unusable). Cosmetic bug #10352 (some vegetation's ASCII color display doesn't match its color description) is partially fixed, but only in those plants which the mod was going to touch anyway.

For a full list of objects touched, added, or replaced by this mod, with a short explanation for each, please see the section labeled COMPATIBILITY (LONG VERSION) below.

COMPATIBILITY (SHORT VERSION)

Mods which make changes to vanilla plants will likely not be compatible with Modest Plants without a compatibility patch.

The reactions introduced in Modest Plants will probably not work on plants added by other mods without a compatibility patch.

Mods which involve playing as civilizations other than dwarves will require a compatibility patch to use any of the reactions introduced in Modest Plants.

For a full list of objects touched, added, or replaced by this mod, with a short explanation for each, please see the section labeled COMPATIBILITY (LONG VERSION) below.

COMPATIBILITY (LONG VERSION)

A complete list of new objects added by Modest Plants:
Spoiler (click to show/hide)

A complete list of Vanilla objects patched by Modest Plants:
Spoiler (click to show/hide)

A complete list of Vanilla objects cut and replaced by Modest Plants:
Spoiler (click to show/hide)



MODEST PLANTS - SPECIFIC REACTIONS

FEATURES

In unmodded Dwarf Fortress, you can choose to brew plants, or choose to brew fruits - but you can't choose which precise type of plant or fruit to brew. With Modest Plants, you can choose to mill for flour, or choose to mill for dye - but you can't choose which precise type of plant to mill.

This mod adds specific brewing, milling, processing to thread, processing to bag, harvesting from seedpod, and mashing-to-paper-slurry reactions for every applicable plant or plant growth in Dwarf Fortress and/or Modest Plants.

Modest Plants - Specific Reactions contains the following major features:

1. Every plant or growth that is brewable in vanilla or Modest Plants can be specifically targeted for brewing.
  • Mass-brewing reactions allow the brewing of 6 of a given plant or growth at a time, saving barrels.
  • A mass-brewing reaction is also included for mead.
2. Every plant that is millable in vanilla or Modest Plants can be specifically targeted for milling.
  • Mass-milling reactions allow the milling of 10 of a given plant at a time, saving bags.
3. Every plant that can be processed to bag in vanilla or Modest Plants can be specifically targeted for processing to bag.
  • Mass-processing reactions allow the processing of 6 of a given plant at a time, saving bags.
4. Every seed that can be milled to paste in vanilla can be specifically targeted for milling to paste.
5. Every plant that can be mashed to slurry can be specifically targeted for mashing to slurry.
6. Every plant that can be processed to thread in vanilla can be specifically targeted for processing to thread.
7. Every seedpod growth from Modest Plants can be specifically targeted for harvesting seeds.

FAQ

Q. Why do brewing, milling, and processing to bag have "mass" versions, and the other reactions don't?
A.
The reactions that are processed into containers have mass-processing reactions as a bag- and barrel-saving convenience.

Q. Why are you only including specific versions of these reactions, and not specific versions of [other reaction here]?
A.
The general versions of these reactions can destroy edible-raw plants, create plantable seeds, and/or destroy plantable seeds. Unlucky targeting of reagents for these reactions can therefore cause problems in farming workflows and/or reduce the fortress food supply. In contrast, the only real reason to prefer e.g. pressing linen slurry vs rope reed slurry is if a dwarf has a preference for linen paper or rope reed paper.

Q. Why did you include mead?
A.
The mead mass-brewing reaction was already in the Modest Mod, so it came along for the ride.

COMPATIBILITY (SHORT VERSION)

Most milling reactions, some brewing reactions, most process-to-bag reactions, and all harvest-from-seedpod reactions require Modest Plants.

Plants introduced by other mods will not benefit from any reactions in this mod.

Mods which involve playing as civilizations other than dwarves will require a compatibility patch to use any of the reactions introduced in Modest Plants - Specific Reactions.

For a full list of objects touched, added, or replaced by this mod, please see the section labeled COMPATIBILITY (LONG VERSION) below.

COMPATIBILITY (LONG VERSION)

A complete list of new objects added by Modest Plants - Specific Reactions:
Spoiler (click to show/hide)

A complete list of Vanilla objects patched by Modest Plants - Specific Reactions:
Spoiler (click to show/hide)

No Vanilla objects were cut and replaced by Modest Plants - Specific Reactions.

5
Mod Releases / Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« on: February 06, 2024, 12:00:37 am »
I'm currently working on a Steam port of the plant raws and associated reactions from the regular (not Accelerated) Modest Mod, which I'm planning to release under the title Modest Plants. Based on a cursory look at the raws on gitlab, this seems to be very similar to the plant raws from Revised, with the exception of Revised giving healing properties to good-aligned grass. So, if you can do without the magical healing grass, you can consider that checked off the list.

(I just cannot deal with vanilla Dwarf Fortress seedpods. Why do we even harvest seedpods, if we can't open them for the actually usable seeds within? Why can we plant imported beans in our farm plots, if all they give us is unusable seedpods? Why do we live? Just to suffer?)

6
DF Suggestions / Re: Save and load work details
« on: February 03, 2024, 01:29:18 pm »
It sucks having the perfect work detail setup, starting a new game, and having to manually create all those work details again. If we could save a set of work details and then load them in the next fort, that would be cool.

For extra points, you could allow us to add small images to serve as our custom work detail icons!

Yes!  Both are good ideas!

In the meantime, see here:  https://docs.dfhack.org/en/stable/docs/tools/orders.html#orders

Thanks for the suggestion! Unless I'm missing something though, I don't think this page contains anything related to Work Details, the labor settings? It seems to be entirely about Work Orders, the manager thing.

7
DF Suggestions / Save and load work details
« on: February 02, 2024, 10:37:26 pm »
It sucks having the perfect work detail setup, starting a new game, and having to manually create all those work details again. If we could save a set of work details and then load them in the next fort, that would be cool.

For extra points, you could allow us to add small images to serve as our custom work detail icons!

8
Egglayers definitely used to only claim within assigned zones, even if there were no doors between them and the nestbox. +1, and also I'd consider this worthy of a bug report when the bug tracker is fixed.

I’ll have to try it again just to make sure.  Anyways, the bug tracker has been fixed for at least the last few weeks.

It's been out of temp space for the past week or so. It looks fine from the overall view but if you try to view or report a bug it throws an "APPLICATION ERROR #401".

I just tried and I’m able to view bug reports just fine.  Haven’t tried creating one as I don’t have an account.

Interesting. I just tried in a browser I rarely use, and was able to view a report just fine - but as soon as I logged in it gave me the 401 error. Logging out restored the ability to view. I guess only logged-in views require temp space.

9
Egglayers definitely used to only claim within assigned zones, even if there were no doors between them and the nestbox. +1, and also I'd consider this worthy of a bug report when the bug tracker is fixed.

I’ll have to try it again just to make sure.  Anyways, the bug tracker has been fixed for at least the last few weeks.

It's been out of temp space for the past week or so. It looks fine from the overall view but if you try to view or report a bug it throws an "APPLICATION ERROR #401".

10
Egglayers definitely used to only claim within assigned zones, even if there were no doors between them and the nestbox. +1, and also I'd consider this worthy of a bug report when the bug tracker is fixed.

11
DF General Discussion / Re: Future of the Fortress
« on: February 02, 2024, 09:59:00 pm »
Ah shoot, just missed him.

Hey Toady! I assume by the time you read this the bug tracker will be fixed; but in future, who should we contact/how should we let somebody know when the bug tracker is broken?

It's out of temp space & preventing any new bug reports

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 27, 2024, 05:55:32 pm »
EDIT - I'm an idiot, this was asked earlier in the thread with almost the exact same example, and I didn't find it cause I was using too narrow of search terms.

The answer appears to be "no you can't patch vanilla creature variations, you'll have to make the new variation to apply."



I'm working on converting some of my preferred raw changes from classic DF modders' approach of "just replace the vanilla file" to the Steam version's patching paradigm.

My question today is: is there any way to patch the vanilla/default creature variations?

For example, one of the changes the Modest Mod made to [CREATURE_VARIATION:ANIMAL_PERSON] was to add the following as a workaround for the bug where civilized creatures won't incubate their eggs:

Code: [Select]
[CV_REMOVE_TAG:LAYS_EGGS] workaround for bug #10209
[CV_REMOVE_TAG:CLUTCH_SIZE]
[CV_REMOVE_TAG:EGG_MATERIAL]
[CV_REMOVE_TAG:EGG_SIZE]

(The bug tracker seems to be out of temp space, but I'm not sure who to report that to.)

Because this change needs to be made to all egg-laying creatures that get the template, and has no effect on non-egg-laying creatures that get the template, it would make sense to patch the template itself, rather than creating a separate CREATURE_VARIATION:ANIMAL_PERSON_BUGFIX template and applying it to every egg-laying animal person individually. But I've not been able to find any information on patching vanilla creature variations. Is it even possible?

13
DF General Discussion / Re: Future of the Fortress
« on: October 05, 2022, 10:03:54 am »
I'm going to be upgrading my PC soon. How is the new version's multithreading/multiple CPU core use looking?

In the past I've prioritized processor speed over core count because of Dwarf Fortress, and I'd like to know whether I should continue to do so, lol

14
DF General Discussion / Re: Future of the Fortress
« on: August 02, 2022, 02:45:49 pm »
How much warning do you plan to give before the release of the new version? Will there be an official release date scheduled, or will you just drop it on us like in previous releases?

I'd like to be able to schedule some time off :D

15
How does this handle combat sounds coming in too fast to complete? When I tried SoundCense (the version that was packed with the LNP at the time), combat sounds were almost unusable, because they'd all be queued up and each sound was a lot longer than the actual combat event in question. I'd end up having to pause the game a bunch to let the combat sound channel resolve.

SoundSense is better in that it seems to play the most recent combat sound, rather than queuing them up; which means that if you're hearing a combat sound, combat is currently ongoing.

What approach does SoundSense-RS take?

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