This will be a short tutorial how to use new dfhack mode/tool: advfort. Setup:Also note that if your adventurer tries to look for something to far away he/she will then stop what they where doing due to the entire world loaded in a new section of the map and broke the pathing code.Playing:
- get dfhack r3 (yes it needs r3, r2 will not work).
- set up keybinding, by adding to dfhack.init something like: 'keybinding add Ctrl-T "gui/advfort -i"'
- (optional) <will write later how to install this: here (https://gist.github.com/warmist/5081626) basically some helpful stuff>
- start playing (best with axeman because you get axe that is needed to cut the trees down)
Now you should be able to invoke the adv-fort overlay by pressing "Ctrl-T". It should look like this:You can change the job with "R" and "T". And get ingame help with "?" (there is more help there).Spoiler (click to show/hide)
<rest of tutorial is todo for now.>
Limitations: you need to have tools and materials for jobs (like in fort mode). Doing jobs sometimes get interupted by thirst, or drowsiness or hunger. In that case the fort mode logic kicks in and your adventurer seeks food/water or just drops to sleep. In the seeking case the working timer is (-1) and you need to press "skip turn" for adventurer to find what he wants (or just eat/drink/sleep and retry).
i found some bugs that happen when you use this and im not sure if their fixable but il post some of the bugs that i found any ways.just tested that by making a barrel, and grabbing plants from a town farm so far yeah you can make a drink from it.
- Making drink at the Still crashes game upon item completion
- lots of options to craft stuff not there (this could be due to a lack of skill the adventurer has but im pretty new to df so yeah...)
- Dismantling any stone wall such as a tomb spawns a very small amount of magma at your feet and it is pickup able... and then melts you (again not sure if this happens in normal fortmode)
Found a few more but i forgot them... damn
I have a request, since I think changing keybindings requires recompiling and I don't have an environment set up (I doubt I even have VStudio installed now). Could you change labor changing to v/b? I plan to bind advtool to Ctrl-X (quite logical, because X is custom butchering/crafting), and v/b are close and mean nothing in adventure mode.Nope it does not need recompiling.Check out the file gui/advfort. The start contains this:
I plan to rework crafting system in Genesis Reborn to go with this amazing plugin.
keybinds={
nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"}, --change it to whatever you want ;)
prevJob={key="CUSTOM_SHIFT_R",desc="Previous job in the list"},
continue={key="A_WAIT",desc="Continue job if available"},
down_alt1={key="CUSTOM_CTRL_D",desc="Use job down"},
down_alt2={key="CURSOR_DOWN_Z_AUX",desc="Use job down"},
up_alt1={key="CUSTOM_CTRL_E",desc="Use job up"},
up_alt2={key="CURSOR_UP_Z_AUX",desc="Use job up"},
use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"},
workshop={key="CHANGETAB",desc="Show building menu"},
}
i found some bugs that happen when you use this and im not sure if their fixable but il post some of the bugs that i found any ways.- first one not sure... I was making drinks okay. From what did you make the drink? also where (e.g. in site or some random wilderness?).
- Making drink at the Still crashes game upon item completion
- lots of options to craft stuff not there (this could be due to a lack of skill the adventurer has but im pretty new to df so yeah...)
- Dismantling any stone wall such as a tomb spawns a very small amount of magma at your feet and it is pickup able... and then melts you (again not sure if this happens in normal fortmode)
Found a few more but i forgot them... damn
I've found a funny bug. I've constructed a chest and when I "TAB"-bed to put stuff into it, there was someone's right lower arm. I tried to put it in, and it appeared to be a goblin's arm (it appeared in the chest). It was a fresh adventurer and I had no such item in inventory. What gives?Why this stuff happens to other people? Have no idea how this could even begin to happen...
I wield bronze great axe, and for some reason I cannot chop down trees ("you do not have required tool").you could try to work around and try if DF likes that. Because there are to limitations: mine (that does report this, by checking if you have axe equiped, we could relax this one somewhat...) and DF (this does (almost the) same checks, but we cannot do anything to this). And yes this is probably because of an unusable weapon hand.
One of my arms is damaged, but that's it. Any idea how to fix it?
I have a question, how to remove a very large farm plot you've occasionally made? My character cannot do it no matter which tile do I try to do it from. You may also want to limit the number of possible width/height to something like 8 or 10.It is quite random, but remove building with passing turns eventually starts removing the farm. Might need more research. Maybe you need to stand at the border or something...
forbid_all=false
allowed_shops={} --some list, maybe tokens or something...
forbidden_shops={} --same kind of list
This would work that either you forbid all and then allow some, or just forbid some. However i can't remove the adv-mode workshops from fort mode.- yes i could add e.g. optional configuration after the keybindings in the form:oh god i'm jizzingCode: [Select]forbid_all=false
allowed_shops={} --some list, maybe tokens or something...
forbidden_shops={} --same kind of list
bug report!!okay so what item did you try to brew(and did you use a bucket), I heard this issue before but no one gave a huge detail on what caused this.
farmer workshop doesn't give me any jobs and game crashes consistently when brewing anything at the still. tried 5 times, never managed to do it
i found some bugs that happen when you use this and im not sure if their fixable but il post some of the bugs that i found any ways.just tested that by making a barrel, and grabbing plants from a town farm so far yeah you can make a drink from it.
- Making drink at the Still crashes game upon item completion
- lots of options to craft stuff not there (this could be due to a lack of skill the adventurer has but im pretty new to df so yeah...)
- Dismantling any stone wall such as a tomb spawns a very small amount of magma at your feet and it is pickup able... and then melts you (again not sure if this happens in normal fortmode)
Found a few more but i forgot them... damn
more so made prinkle berry wine. so that's not the case, can you explain what tools you use and which type of plant?
it was probable because i did not have a barrel when i did it and i was just doing it outside a house in a hamlet with prickle berries.Thanks. This might help to hunt down the bugs.
when you place down a farmers workshop and you open up the crafting their is no choices except for the search bar.
it glitched for me with a barrelokay so by glitched you mean you can't do any actions and time was moving forward?
Currently there is a way to make your own site (so that constructions are not forgotten when you leave) and it should work better (i.e. making stuff without a site is a really big hack...). Unfortunately it's plagued by another DF bug- when you sleep or move in/out the same site DF loads creatures+adds some more from populations thus effectively exponentially growing the population. This makes ALL the sites lag as hell because after few sleeps or travels (to hoard stuff to your epic brewery) local unit count is 3000 and it sucks all the fps.
Amazing, a lot of this would be great for the museum adventure succession game (http://www.bay12forums.com/smf/index.php?topic=104399.0), if at least this does not affect the stability of the save game, or anything.it's more oh god the population is loading in to what it thinks a ongoing fort site and not some other site and thus if you don't kull the new population by murdering every single animal. though I haven't got this issue from DWARF_HOLE, but I end up with random hostile forces invading instead of local wildlife.Currently there is a way to make your own site (so that constructions are not forgotten when you leave) and it should work better (i.e. making stuff without a site is a really big hack...). Unfortunately it's plagued by another DF bug- when you sleep or move in/out the same site DF loads creatures+adds some more from populations thus effectively exponentially growing the population. This makes ALL the sites lag as hell because after few sleeps or travels (to hoard stuff to your epic brewery) local unit count is 3000 and it sucks all the fps.
So does usage of adventure fort building introduce this bug currently, or would it only do so if the sites were properly stored?
I think that (in vanilla) that bug only occurs in abandoned forts. In the museum game (which I linked above) the museum is situated in a regular keep of a large town, not a fortress site. It must have been loaded/slept in/travelled through more than 50 times, but it is not showing signs of this bug (it is slightly laggy due to the fact that 35000+ items are stored at the site though)Hmm this is interesting... I was bout to ask you this because yesterday i was digging through df trying to find how to fix this. Although what you say is strange (how did you made tables, building etc? if it's not a fortress site?)
So DFhack treats the site for adventure crafting temporarily as a fortress and will load new creatures into the site? if so I will have to use crafting with caution.
crash to desktopit glitched for me with a barrelokay so by glitched you mean you can't do any actions and time was moving forward?
... what you say is strange (how did you made tables, building etc? if it's not a fortress site?)
This is amazing! I've always wanted adventure mode to be like this, making my own things and building my own house. Too bad about the bugs, though.ah don't worry about the bugs half the fun is finding a quirk and using that to your advantage (unless it crash your game) yeah you also have that now new issue where doing jobs above and below you don't work? sucks I know so far it only seems to pop up with the patch. okay I might dive into traps so you can cage trap folks in game.
I'm only really having problems making prepared meals in the kitchen and doing things above or below myself. Whenever I try to make a prepared meal, my adventurer just walks to one corner of the kitchen and stands there regardless of whether or not I have food items left out to use. Anyone have any advice?
To do jobs above/below you, first "l"ook there, and then press Numpad Enter when you select appropriate action.of if your lucky enough it's Shift/ctrl-5
To do jobs above/below you, first "l"ook there, and then press Numpad Enter when you select appropriate action.I figured it out shortly after posting. Thanks, though.
So artifacts and books have this weird bug in vanilla when you take them away from the site where they were made, in that they'll disappear or be able to be "l"ooked at, but not held, or (in the case of books especially) will copy themselves so that there are now two, one at the original site and one with the adventurer. What seems to stop this bug from occurring is when the object or book is contained in a bin or something before it leaves the site - so I was wondering how difficult it would be to create a "weightless transparent bin" to place the artifact or book in before taking it away from the site? Sort of a kludge I know, but there you have it.
Another thing that would be really great in adventure mode is the ability to build a "display case" like so many mods have in fortress mode. I haven't downloaded r3 yet, so if this is already there, please feel free to ignore this suggestion, but if not, it would be really great to be able to set up a "trophy room" for my adventurer's home, displaying all the cool but useless crap collected over the course of his/her various journeys. (Also, I'm playing in Bralbaard's Museum game too and display cases would be such a cool addition)
Was thinking about this for awhile and I think I have a work-around for the "extra creatures" bug that happens with abandoned forts which are then slept in/revisited by adventurers: I believe Dfhack is able to "see" all the creatures (and how many of each category) that have been loaded in a site. The bug has an exponential increase in creature entities that is more or less straightforward, so perhaps the solution is to log all the types of creatures and their local population amounts in a temporary file, then change the population amounts to half that number of creatures for each type using the "region-pops" script. To keep the process "behind the scenes", have it activate each time an adventurer "sleeps" AND the fps is below a certain threshold.well seeing how sleeping isn't a factor any more due to fort mode jobs forcing you to take care of your needs first. you could sleep through the night. though the issue with the bug is migrating units can not Leave the boarders like in fort mode, which leads to them to enter but never leave the area. Toady go around this by having migrating units hit the edge of the play field and hope the adventurer loads them off. though I kinda found switching to fort mode on to the site to lock the boarders then go in to murder every single wild animal on the property is a better solution(will only work on 1x1 or 2x2 size sites any larger and adventure mode will reload a part of the map and break the boarders.)
If this is doable, recurring sites will get culled each time the adventurer sleeps there, maintaining the population numbers without creating situations where a half a group of <insert creature here> suddenly disappears when the adventurer paths into a new area.
I figure that since we know which situations will cause the bug to manifest, proactively setting up a counter-bug to solve that situation may negate it's affect to fps before it has a chance to kill it.
Pretty much, "go to sleep, things will look better in the morning"
Urist McGamer mentioned this, and I haven't heard anybody else address it. How does one make Prepared Meals? Deon's mini-tutorial mentioned dropping items into the workshop, but I can't figure out if that means something other than simply dropping the item onto the ground, or something secret that actually adds it "inside" the workshop.
EDIT: I just figured it out. There's no way to get into the stocks screen and enable items for cooking/brewing in the kitchen screen. DF doesn't find any valid reagents, so you fail to produce anything and the workshop cancels the job.
I wield bronze great axe, and for some reason I cannot chop down trees ("you do not have required tool").
One of my arms is damaged, but that's it. Any idea how to fix it?
or a training axe.I wield bronze great axe, and for some reason I cannot chop down trees ("you do not have required tool").
One of my arms is damaged, but that's it. Any idea how to fix it?
You can't use a great axe to cut trees, you need a battle axe.
Shakes head sadly - I can't even imagine the spaghetti code that must be under the hood, then. And here I thought programming was about logic! This is truly one hell of an organic system.Found the problem: Having too many food items around confuses the adventurer. Therefore, try building your kitchen away from towns or cities and then drop the food items you want to cook into the center of the shop. Items in containers such as bags of milled things work too. Now if only the farmer's workshop worked...
wait that's the issue? Since that's more an issue with Fort mode logic working with adventure mode area than the script. building/doing jobs in a town that has a shop or a general store might lead to your character rushing over to grab that item since it exist then walk to far and end up canceling the job due to the site loaded a new area.Shakes head sadly - I can't even imagine the spaghetti code that must be under the hood, then. And here I thought programming was about logic! This is truly one hell of an organic system.Found the problem: Having too many food items around confuses the adventurer. Therefore, try building your kitchen away from towns or cities and then drop the food items you want to cook into the center of the shop. Items in containers such as bags of milled things work too. Now if only the farmer's workshop worked...
Not sure why this is but maybe it helps someone else.
Recently someone came back into the dfhack irc channel with an odd problem. Just can't mine. Sure before he had a messed up hand and that probably got in the way of things checking out properly. This time fresh healthy adventurer with a pick in each hand. Still couldn't mine.
having had some very minor success with lua I decided to try looking at his problem... and the Predicate check in advfort specifically. But not being an adventurer person I checked a random actually mining miner in fortmode first.Spoiler (click to show/hide)
Ending up with that bit of commandline above. All was golden. So having puzzled out all the pieces to make the above line I took the plunge (maybe my third adventurer ever) gave myself some mining skill... and via the console a pick. Puzzled out making sure it was equipped, and tried the script. No "yay". Curious I tried mining a wall anyway. Nope hated my adventurers limbs -or something as that was the part that refused to "yay" when rebuilt from scratch.
so I go to line 195 and I change it to:and then escape out the the advfort gui before I hit save in UltraEdit. Restarting the gui I found chopping trees, and mining now worked.Spoiler (click to show/hide)
I mean it's still doing a skillcheck, and still requiring it equipped to FIND it to check the skill so... it should be helpful... *ramble ramble ramble* In any event... Surely the adventuremode body isn't that different? I hope this helps narrow down any issues or is helpful in any way.
one question how do you catch and tame a animal?or you just use dfusion's make companion to add it to your group. though you might need to set the Civ number to the animal to the number of your character. to keep it from being wild/hostile.
So, a few small questions.well just non Fort sites you can build on, hamlets and everything else doesn't. mostly I guess due to the game doesn't save terrain or constructions in the site. though only just terrain and constructions
From the looks of things, if I wanted to make a permanent building in adventure mode, I'd have to use dfusion to create say, a lair site where I want to make the building, then run the script that changes the game to fort mode, (tofort I believe), have the adventurer put together the construction part of the fort, then switch the game back to adventurer mode. Normal buildings like workshops can be built with advfort, but constructions and digging projects will reset themselves when the site is re/unloaded.
Am I getting this all right?
Is there a way to melt an object?
1)dropping seeds on a farm plot ('~' = farm ground, '.' = dropped seed)
@~~~
.@~
...@
2)using plant/harvest (hold down tab and move)
@...
=@.
===@
I obtain the '=' tiles after sowing. However after a while they all simply disappear. Is it a bug, or am I just not doing it right?
Hello,best counter measure to that is to keep every item in a chest, though I thought we fix that issue, which version of Advfort are you using?
I have been testing this plugin these days, and I have found an annoying bug. For work with this plugin I use the Dfusion option to create a site (you can sleep and your work won't dissapear), and then I define it as lair (your items won't be scattered), but when I deconstruct something all the items in the site are dropped in my feets. There are solution about this?
Sometimes continuing work on buildings just ceases to work for me. I'll careful-move into the building (carpenter's shop, for this example), there will be materials that can be used nearby (logs) but nothing happens. There's no working(-1), nothing. It just ceases to work of seemingly its own accord. This is the version that comes with the dfhack r3.fort mode jobs will cancel if the person needs are too high, so if your hungry or thirsty or sleepy you just end up not doing the job and go off to feed or sleep.
My dreams of caging and taming aurochs are but for naught, then?well yes and no,
I can't seem to figure out how to gather plants - apparently I'm missing a key command. There is no command for careful move same square, and trying to alt+move to any square with plants tells me I need to be in the same square. What am I doing wrong? Do I need to edit the init files more or something?
Im trying to build a workshop, so it started saying 1 instead of -1 and he just walked around with a log doing nothing at all.
I keep passing turns for what seems like forever and its still not done. Then I tried removing it "can only do on constructions" then i tried building a new, it did the same except it just said -1 instead of 1 again. Am I doing something wrong?
Okay I have a new problem, when using a workbench all that happens is that the guy grabs the wood and goes back to the thing, then it says -1 for a turn and then nothing at all. The pine log stays.
Okay I have a new problem, when using a workbench all that happens is that the guy grabs the wood and goes back to the thing, then it says -1 for a turn and then nothing at all. The pine log stays.
A bit strange. Is this a custom workshop or reaction?
Make sure that the only thing you do while the adventurer is doing the job is press the wait button. If you attempt to move your character it may get confused, leaving your character doing nothing.
I can't seem to chop down a tree. I stole an axe and am holding it in my left (and only) hand, but when alt-moving into trees I just get the announcement saying I don't have the right tool equipped. Is it because I am prone, because I cannot stand back up. I am trying to chop down the tree to make a crutch for myself...
Pretty sure I wasn't left handed, that is probably the issue. I'll settle my old adventurer somewhere, make a new one, craft a crutch, starve to death, and bring Sedast out of retirement to claim his prize.I can't seem to chop down a tree. I stole an axe and am holding it in my left (and only) hand, but when alt-moving into trees I just get the announcement saying I don't have the right tool equipped. Is it because I am prone, because I cannot stand back up. I am trying to chop down the tree to make a crutch for myself...
Do you know if you were left-handed before losing it? I think that it checks your main hand when looking for tools, but I'm not completely sure.
Has anyone else had this problem? Sometimes, when I try to perform an action, it will say "working (-1)" and move me one space away, in an apparently random direction. When this happens, hitting . to one-step will cause me to either move randomly, or backtrack. This is with dfhack r5 on Linux.
"gui/advfort Build" have empty list of available constructions on DFhack r5 ('no matching buildings').Could someone fix this? I would prefer to keep r5 on my game.
Moving save to r3 fixes the problem.
-- building filters
build_filter={
forbid_all=true, --this forbits all except the "allow"
allow={"MetalSmithsForge"}, --ignored if forbit_all=false
forbid={"Custom"} --ignored if forbit_all==true
}
should be:-- building filters
build_filter={
forbid_all=false,
allow={},
forbid={}
}
Will be fixed someday for 0.40, or is abandoned?Oh my goodness. This is the first time I've noticed this. I really really hope it will be updated. :)
A word of warning: do not cut wood in the dark...Spoiler (click to show/hide)
Lol, just turn off bogeymen.Pff, a great hero invites bogeyman to enjoy the campfire.
A word of warning: do notyou're better off making a 1 tile floor over a hill to ward off bogeymen but yeah don't expect that because you can build stuff you are able to build stuff quickly... unless warmist adds Quickdwarf mode for advfortcut wooddo jobs in the dark...Spoiler (click to show/hide)
After having plenty of fun, i really wonder why being able to do the Fortress actions hasn't been implemented in adventure mode from the beginning, advfort is showing that it works great and add a lot much more things to do.That is probably because of what Toady One intends to have in adventure mode. He was mentioning tool based crafting as opposed to workshops based. Also currently advfort does not enforce building/etc in non sites which is dangerous - at best it will not be saved (thus can be abused to get resources) at worst it will crash (e.g. engraving walls in random wilderness). Solution for it would be either prohibit it, or create new sites where are none (that is that additions do). And this could lead to great inflation of save sizes (and maybe huge lag?) if there are tons of such sites.
Just posting to inform of an update... Soon my dream of building my inn will be complete and then the world will be mine!Does your inn have a functioning jacuzzi?
Does your inn have a functioning jacuzzi?No it does not. But it might have a functioning corpse chute, straight to the ... ehem... chefs.
best way to get that jacuzzi built in is to get a bunch of pumps set up to cause the water to flow back into the pool, then create a nice heated mist that brings a good mood to npcs also doubles as a wash.Does your inn have a functioning jacuzzi?No it does not. But it might have a functioning corpse chute, straight to the ... ehem... chefs.
This is so cool. After I play around with it for a bit I think a community game of some sort is in order. :)not against this but man feel like one could just pull off a DF Cribs style look at this fort that normally can't be made in Fort mode thread, like a room hidden from the rest of the base that can only be access by launching off a minecart and Catching a small 1 tile wall, then the whole place is rig to fill with lava, and the bunker has a pick axe, minecart, and a pitcher of water so you can create a single 1/7 tile of water to cool the magma and seal yourself in from
This is so cool. After I play around with it for a bit I think a community game of some sort is in order. :)Yeah i am continuously turning some ideas in my head. I'm thinking of making some sort of scenario-community game. Where every X plays i would edit something in the world to move the scenario forward. I think stuff like this was never done before (mostly because there is not a lot of people that could do that).
Been working on new feature (who needs bug fixes anyways?):
few pictures (http://imgur.com/a/tqNWm)
edit:Oh btw that is not normal operation of that feature. That is "cheat mode" for more fun situations (e.g. crafting walls out of bones of your enemies)
ZOMG awsumLnp might not yet include new advfort (fixed for new df). And there is no need to add anything to init.lua. You need (well it's easier to use) if you keybind gui/advfort to something.
So I'm trying to add some of the extra scripts to init.lua
I'm just using the latest LNP, and can only find either the advfort.lua I updated or the no-dfhack-init.lua to place those in.
Is init.lua some extra file? Do I need to create it?
Sorry for possibly dumb question.
ah
this part (https://gist.github.com/warmist/5081626#file-additions-txt-L21-L54) and this part (https://gist.github.com/warmist/5081626#file-additions-txt-L60-L80) goes to init.lua. Other parts go to respective raws (raw/objects) file (e.g. to raw\objects\reaction_smelter.txt (https://gist.github.com/warmist/5081626#file-additions-txt-L3-L10))
I'm just using the latest LNP, and can only find either the advfort.lua I updated or the no-dfhack-init.lua to place those in.
Is init.lua some extra file? Do I need to create it?
oh and word of wise with building on site, make sure you don't cross the site boundaries or you might return to see a walk way in shammbles while the rest of the house looks normal.
pictures of my tree-fort (http://www.truimagz.com/host/fortcrush2/de/screenshot5.png)
ok, I'm feeling pretty dumb, but I can't figure out how to do jobs at a workshop. Seen people saying they have done jobs in a workshop, but not how :/When you are in advfort mode (the job selection in lefttop is showing) walk onto workshop and press "tab".
the place I pick isn't pretty good on super tall trees, their pretty much 3 z-levels tall. and compare that to normal Dwarf fort sizes it's uhh not what I expected in a base.oh and word of wise with building on site, make sure you don't cross the site boundaries or you might return to see a walk way in shammbles while the rest of the house looks normal.
pictures of my tree-fort (http://www.truimagz.com/host/fortcrush2/de/screenshot5.png)
Very nice !
I imagine on dense forest areas, you could nearly reproduce those ewok tree cities.
ok, I'm feeling pretty dumb, but I can't figure out how to do jobs at a workshop. Seen people saying they have done jobs in a workshop, but not how :/When you are in advfort mode (the job selection in lefttop is showing) walk onto workshop and press "tab".
Looks updated, the only thing different on the on the mod installer version you linked (aside from being set up differently) is that LUA_HOOK_MAKE_SITE3x3 has [NO_EDGE_ALLOWED] at the end of the REAGENT line, and the one you posted on the first page of this one does not. I don't know if that has anything to do with Toady recently fixing some bugs on the edge of sites or something.About [NO_EDGE_ALLOWED]: heh... that option is only for stones actually. They can be sharpened (hence have an edge...).
Anyway, everything is working, thanks for this! I do wonder, does claiming the site make the buildings stay when you leave and come back? Does it have any other effect, is it like claiming a fortress or will the game explode if you do this twice? I can't find much info on this so I think you're the only person that knows these anwers :D
Beware that running lair might cause new guests to arrive, so watch out for visitors.Looks updated, the only thing different on the on the mod installer version you linked (aside from being set up differently) is that LUA_HOOK_MAKE_SITE3x3 has [NO_EDGE_ALLOWED] at the end of the REAGENT line, and the one you posted on the first page of this one does not. I don't know if that has anything to do with Toady recently fixing some bugs on the edge of sites or something.About [NO_EDGE_ALLOWED]: heh... that option is only for stones actually. They can be sharpened (hence have an edge...).
Anyway, everything is working, thanks for this! I do wonder, does claiming the site make the buildings stay when you leave and come back? Does it have any other effect, is it like claiming a fortress or will the game explode if you do this twice? I can't find much info on this so I think you're the only person that knows these anwers :D
And yeah, because my coding style is: make something work as fast as possible and anyway possible, so claiming a fortress will be bad, claiming twice will be bad, claiming overlapping territory will be bad. And yes it does make the building stay even after you leave. Run "lair" command to make items not scatter too.
# keybinding for AdvFort
keybinding add Ctrl-T "gui/advfort"
Didn't realize this had been updated to 40.xx, cool.Looks like not. Though havent tested very much.
Does claiming your own site still cause critters to multiply like crazy?
Updated step-by-step guide (http://www.bay12forums.com/smf/index.php?topic=123944.msg5873164#msg5873164).
Smiley begone! :) 8) :P
(it's in attachments and other options)
So this is the current results of the tree house, I move from building bridges to building paved roads in the air for sense of saving lumber, then gone and use 7 logs to build a companion walkway after seeing them have pathing issues...Spoiler (click to show/hide)
Kinda fell off twice when I screw up and mistook a bridge tile as a floor tile, oh and the Great Wolf is a companion I pick up after seeing one wasn't attacking my companions but was caked in reptilemen blood so he must have earn trust in the group, The Wolf is also named Eleraomula which translates into "Fingersprinkled"
Figured if I dump all my stats in climbing I could have build a giant tower where the only entrance is through a series of jumps and platforming though then again wonder if it's
hmm uhh there a case where a demon might pop up in your bed room if you sleep in there so watch out.
dfhack dfusion I didn't mess with the tame option since well tame units don't act docile in adventure mode, because the hostile AI is triggered by Civ _ids in that mode.So this is the current results of the tree house, I move from building bridges to building paved roads in the air for sense of saving lumber, then gone and use 7 logs to build a companion walkway after seeing them have pathing issues...Spoiler (click to show/hide)
Kinda fell off twice when I screw up and mistook a bridge tile as a floor tile, oh and the Great Wolf is a companion I pick up after seeing one wasn't attacking my companions but was caked in reptilemen blood so he must have earn trust in the group, The Wolf is also named Eleraomula which translates into "Fingersprinkled"
Figured if I dump all my stats in climbing I could have build a giant tower where the only entrance is through a series of jumps and platforming though then again wonder if it's
hmm uhh there a case where a demon might pop up in your bed room if you sleep in there so watch out.
The wolf, is it now one of your companions and if so, how did you manage that? I tried taming a boar with the tame animal skill but no dice
update:
ok, did all the updating to include the item advfort_items.lua. Have done so on both the LNP and the regular Phoebus package. Whenever I build a workshop and try to save or exit an area it crashes the game now. Doesn't seem to matter what kind of workshop(have tried carpenter's and craftsdwarfs). Done this now on 3 different installs to make sure it wasn't something I was doing wrong. When saving it hangs up on the saving jobs part then crashes.
ok, did all the updating to include the item advfort_items.lua. Have done so on both the LNP and the regular Phoebus package. Whenever I build a workshop and try to save or exit an area it crashes the game nowThe advfort.lua file size was also different from previous I think (that or the file size was different because I pasted into a file). So make sure you update that as well. That said, I haven't given the workshop a try since the update.
ok, did all the updating to include the item advfort_items.lua. Have done so on both the LNP and the regular Phoebus package. Whenever I build a workshop and try to save or exit an area it crashes the game nowThe advfort.lua file size was also different from previous I think (that or the file size was different because I pasted into a file). So make sure you update that as well. That said, I haven't given the workshop a try since the update.
I'm having the SAME exact crash!
Did another fresh install, generated a new world (again), and I'm crashing whenever I sleep or leave the area after constructing something. The hangup freezes at 'Offloading area'.
Mod is unplayable for me unfortunately at the moment! Bummed! :(
I think that's just a constraint of adv mode right now! All that stuff reverts. I'm sure eventually Toady will make those changes to adv mode to allow this functionality so until then I don't think it's really a possibility to save terrain changes you do in adv mode. Yeah, I'm just gunna grab that older version for now!sorry I meant to say DF vanilla might be broken, not Dfhack vanilla or if so then what raws did Dark days ahead changed to avoid crashing?
Yep yep. Did you guys manage to dig up the older release of AdvFort? I can't seem to locate it in the GitHub. I'm dumb.here (https://github.com/warmist/dfhack/commits/advfort/scripts/gui/advfort.lua)
OK, newbie question here.No you don't need to gen new world.
* I've got my adventurer.
* He's standing in the center of a magma forge.
* I press <CTRL>+T
* I press <TAB> and select <ARMOR>+<STEEL>+<HELM>
Nothing much seems to happen?
So is the reason
a) You have to generate a new world after installing Adventurer fort for it to work.
or
b) Anything else. :P
No you don't need to gen new world.Hmm, I had three steel bars in my inventory, not on the ground and no fuel should be needed because - magma. I'll try again with the . and with some steel on the ground as well.
These reactions are a bit finicky... You must have steel+fuel (maybe on ground?) ofcourse.
OK, I think I either messed up the installation, or I'm doing something wrong. As a test I started with a dwarf adventurer in an AI-generated dwarf fortress. I'm standing next to a statue andYeah probably messed up installation. Open up "hack/gui/advfort.lua" with text editor. If it does not start with "version: 0.011" somewhere near the top, you are using old version.
* <ctrl>+T
* <shift>+R until I get "Remove Building" showing up.
* <alt>+<leftarrow> towards statue and it turns into "Remove Building (working -1)"
I pressed '.' for skip turn, but nothing changes. Any hints?
[EDIT] I can't fell trees either. I get the message "Can only do it on trees" when I <alt>walk into a tree trunk with an axe equipped and FellTree as the job.
Hmm, no, it already was 0.011 and redoing advfort.lua and advfort_items.lua didn't make any difference. I'll have another look at things in the morning.
best way to solve this is to get a new copy of advfort not Dwarf fortress, or Dfhack, make a lua file in scripts/gui folder and name it newadvfort.lua, then grab advfort_items (the new advfort really should have a failsafe if you don't have advfort_items) and stick that in scripts/gui folder as well. don't rig the thing to a Key bind and use the dfhack console, "gui/newadvfort" now when ever you want to build or do anything with items, it boots up a gui prompt asking for stuff, if you hit this point then congrats you got advfort 0.011 to work.Hmm, no, it already was 0.011 and redoing advfort.lua and advfort_items.lua didn't make any difference. I'll have another look at things in the morning.
I haven't made any progress. I'm pretty sure I've done the installation procedure correctly, but I can't get the last bit to work. If you use Windows, could you maybe put up a 'pre-installed' copy of DF 0.40.19 on DFFD? Otherwise I think I've hit a dead-end. I tried again with a fresh copy of DF 0.40.19 and got the same result when trying to remove a door.
god hope you're not installing a new version of dfhack to a new version of dwarf fortress every time you try this? because that level of steps is super unnessessary for a script update.No, I only did that because I have various different tilesets and mods installed in various different versions of dwarf fortress. I start by unzipping a clean copy of vanilla df when I want to eliminate spurious variables.
Oooooh, wait. I had messed up the installation. I completely missed reading the /gui/ in the middle of hack/scripts/gui/advfort.luayes, just only in player forts, because that site is the only place where the game remembers to save the changes. everywhere else it's going to be item preservation.Quotegod hope you're not installing a new version of dfhack to a new version of dwarf fortress every time you try this? because that level of steps is super unnessessary for a script update.No, I only did that because I have various different tilesets and mods installed in various different versions of dwarf fortress. I start by unzipping a clean copy of vanilla df when I want to eliminate spurious variables.
[EDIT] Is it possible to construct walls and floors?
Haha, I should have been more specific. I meant, it is possible to build walls/floors and if so how? Because I don't see options for them under the <ctrl>+T list of commands. :PUse build (and direction). It should open choice menu. In there construction->wall/floor
In there construction->wall/floor
Sorry to be getting stuck and asking questions all the time. But I have another. ^ ^;Ah sorry, that is probably my bug (currently it writes Fallback and then lots of red stuff in console).
I built a mechanics workshop, dragged some andesite there, and got up the workshop menu.
(http://imagr.eu/up/549461512c9bc_mechanic.png) (http://imagr.eu/up/549461512c9bc_mechanic.png)
When I select 'construct mechanisms' and press return, nothing seems to happen. The menu just disappears. Any suggestions?
ok quick question, did a search in the thread and all I could find is that I could do this but not how. How do I dig stairs in the z-level under or above me?with looking, infact you could do most advfort stuff mostly by looking up or down.
ok quick question, did a search in the thread and all I could find is that I could do this but not how. How do I dig stairs in the z-level under or above me?
you're missing the Building.lua file. oh god you might be missing huge chunks of the original advfort.
like Advfort isn't just the advfort lua file. it's Advfort, the Widget folder for Building, workshop, on top of loads of other stuff that runs behinds the scenes.
this is what I feared, you might have a gutted(super different) Dfhack. then again your computer seems to go from Currency as a folder divider to / so... I can't relate to that.
you're missing the Building.lua file. oh god you might be missing huge chunks of the original advfort.I see nothing in the traceback that implies that (in fact, some lines refer to lines in buildings.lua).
then again your computer seems to go from Currency as a folder divider to / so... I can't relate to that.It's probably a problem with the console not displaying backslashes correctly. Lua generally treats both forward slashes and backslashes as path separators on Windows.
The buildplan error message was:Your buildingplan.plug.dll file is corrupted. What's the size of that file (in hack/plugins)? Some antivirus software has been known to single out buildingplan, for some reason. Buildingplan doesn't appear to be involved with Lua at all, though, so it's unlikely that this problem is related to the advfort problem.
buildingplan.plug.dll has no name, version or self pointer
Your buildingplan.plug.dll file is corrupted. What's the size of that file (in hack/plugins)? Some antivirus software has been known to single out buildingplan, for some reason. Buildingplan doesn't appear to be involved with Lua at all, though, so it's unlikely that this problem is related to the advfort problem.You're right on all counts. It had been (silently) deleted by an anti-malware program and replacing it (and marking it as safe) did not make any difference to my advfort problems.
<...> lots o text <...>I think you just won an award! Not sure which one but you are awesome.
I hope once I got some time on my hands (more than "4 hours while being tired from work") I can make a list of which workshop or which workshop's job works ("properly") and which doesn't. I noticed for example that "encrusting finished goods with cut gems" doesn't produce anything, it just takes the stuff and makes it disappear - unless I did something wrong (yes, I used a "finished good"). I also had more red text thrown somewhere, sadly I noticed it later and have no idea where or when it happened. (Should've just checked the given lines/functions in the text, but bleh, I was tired.)<...> lots o text <...>I think you just won an award! Not sure which one but you are awesome.
I have been looking over that code a few times already and missed it every time. It's one of those stupid mistakes. I'll commit the patch ASAP.
Edit: actually there is already bld=building... Bah bad code everywhere. Well anyway one less bug. It should be updated already but it might be a while until github updates the "raw" server that link is using. Anyway check if the version is 0.012 or manually remove/move ",building=building" outside of braces.
Edit: gather plants is still broken (dunno how it works... seems like i'm doing same thing that df does in fort mode so dunno :s )
...did Syrus just say they managed to fire a ballista/catapult in adventure mode?Oh yeah both catapult and balista used to work... And catapult used to accept almost anything (like in fort mode when you are using siege-weapons dfhack thingy). Now it's probably subtly broken...
I'm feeling kinda woozy after reading that, not sure if I'm hallucinating or not, but I don't see others freaking out about it so I'm confused.
Almost killed yourself...
Please, in the name of Armok tell me you almost did this:
(http://s16.postimg.org/6kyq8okpd/Wee.gif)
I am sure you can't load someone you knocked out into one, lord knows I was disappointed to see you can't haul them around or throw them, but it still seems one can hurl corpses at stuff with a siege engine, that's good enough for me.Try loading someone you stuffed into a cage into a siege weapon. though you might want a script that shoves units into cages/items first but I guess that's one way to do it.
The pokeball idea is hillarious(ly game breaking). Could you make it only work on targets that are unconscious or overcome by pain? Maybe as an option?Yeah i know it is... Maybe i'll add something like that though it was just me messing around (couldn't find how to drag people around in half an hour so had to improvise)
I will have to try out adventurer mode traps.
One rather nasty bug I've found is that if you try to build a construction, but there is an item in the way, then the counter will stick on (1) and the game will stop accepting any input from you as time flies by.One way out of these stuck loops is typing "devel/pop-screen"
One way out of these stuck loops is typing "devel/pop-screen"Thanks! I'll have to remember that.
I can build workshops and all but i can't use them in any way, like, they are just there, useless, immobile.When you are standing in a workshop and call up the GUI does it say "Workshop Menu (Tab)" across the top of the screen? And what happens if you press [TAB]?
When you are standing in a workshop and call up the GUI does it say "Workshop Menu (Tab)" across the top of the screen? And what happens if you press [TAB]?Nope, nothing shows up there for me.
So, now it pops up a weird menu every time i try to build something, the menu says "01. Filled(0/1)" and prompts me to select an item in a smaller menu but it reads "<no item>"
That sounds like you don't have what you need to build it. It usually works best if you drop it on the ground, and if you have it in your left or right hand it won't recognize it at all.Thanks man, i figured it out!
more on this, yeah you can totally launch yourself from a siege weapon if you happen to have a minecart on hand, though riding a minecart on the same tile you need to load it into the weapon then firing it is kinda tricky, you need to push ride against another minecart to 'hop in' or have a siege against a wall, then just use Advfort to load the minecart in then fire, if it works you will get a black screen and need to walk around to gain vision back....did Syrus just say they managed to fire a ballista/catapult in adventure mode?Oh yeah both catapult and balista used to work... And catapult used to accept almost anything (like in fort mode when you are using siege-weapons dfhack thingy). Now it's probably subtly broken...
I'm feeling kinda woozy after reading that, not sure if I'm hallucinating or not, but I don't see others freaking out about it so I'm confused.
Almost killed yourself...
Please, in the name of Armok tell me you almost did this:
(http://s16.postimg.org/6kyq8okpd/Wee.gif)
...did Syrus just say they managed to fire a ballista/catapult in adventure mode?No, sadly, as described above, loading yourself (or another absolutly willing test subject) into a ballista is not that easy. I just stood at the wrong end when firing the thing and whacked the ballista arrow out of the air.
I'm feeling kinda woozy after reading that, not sure if I'm hallucinating or not, but I don't see others freaking out about it so I'm confused.
Almost killed yourself...
Please, in the name of Armok tell me you almost did this:
(http://s16.postimg.org/6kyq8okpd/Wee.gif)
Hey does anybody happen to know why all workshop jobs take a little longer the more workshop jobs you do? And if there's a way to stop that?Hmm i wonder: does traveling in and out help?
If I take the time to try to give my adventurer some real armour / weapon smithing skills it starts to really slow things down.
Hmm i wonder: does traveling in and out help?
Also it might be that advfort generates too many unused jobs... Though it shouldn't be a huge deal. And traveling in and out (or sleeping) shouldn't change anything then.
Well anyway, another thing to look into.
Oh wow... That is really strange. Maybe some sort of "your character is sleepy/tired/etc..." because that number is set by df.Hmm i wonder: does traveling in and out help?
Also it might be that advfort generates too many unused jobs... Though it shouldn't be a huge deal. And traveling in and out (or sleeping) shouldn't change anything then.
Well anyway, another thing to look into.
To clarify, it's the 'countdown' timer that starts from higher numbers. Like, turning a log into charcoal might start with (100) when you first do it, but after doing it many times it will start from (155) or something.
I don't think travelling / sleeping makes any difference, but I'll check next time I use Advfort.
Hmm i wonder: does traveling in and out help?
Also it might be that advfort generates too many unused jobs... Though it shouldn't be a huge deal. And traveling in and out (or sleeping) shouldn't change anything then.
Well anyway, another thing to look into.
To clarify, it's the 'countdown' timer that starts from higher numbers. Like, turning a log into charcoal might start with (100) when you first do it, but after doing it many times it will start from (155) or something.
I don't think travelling / sleeping makes any difference, but I'll check next time I use Advfort.
A completely random and possibly irrelevent guess on my part, but did you happen to leave your products in the workshop?
- added lever linkingFinally I can finish my waste disposal system! All those bodies were starting to smell. (For some reason it tends to spawn a ton of creatures whenever I leave the site and come back...probably because it is set as a lair?!)
Haven't found any new "quick fixes" yet.Been making any pig iron recently? ;)
Yeah, that works. It's just a bit "complicated".Haven't found any new "quick fixes" yet.Been making any pig iron recently? ;)
Yeah, that works. It's just a bit "complicated".The game crashed every time I tried to do that. :(
I'm pretty much always using a magma smelter because the standard one causes the game to crash when making coal, maybe the same bug is also around when making Pig Iron, I haven't tried that.Yeah, that works. It's just a bit "complicated".The game crashed every time I tried to do that. :(
I haven't tested it in version 0.02 yet, though.
oh yeah watch out for melting yourI'm pretty much always using a magma smelter because the standard one causes the game to crash when making coal, maybe the same bug is also around when making Pig Iron, I haven't tried that.Yeah, that works. It's just a bit "complicated".The game crashed every time I tried to do that. :(
I haven't tested it in version 0.02 yet, though.
With the amount of smelting I do (Legendary Furnace Operator 3720/4400 already) and literally living in a vulcano ("It is scorching!" doesn't seem to bother my dwarf?) I felt like it made good sense to utilize the liquid hotness that magma is. (Besides that, I don't have any coal around me from what I saw.)
But yeah, no idea. It works fine for me using the magma smelter.
Carving Tracks has "up" and "down" switched around.
Easily fixed at line #322 in advfort.lua:
function SetCarveDir(args)
local job=args.job
local pos=args.pos
local from_pos=args.from_pos
local dirs={down=18,up=19,right=20,left=21}
if pos.x>from_pos.x then
job.item_category[dirs.right]=true
elseif pos.x<from_pos.x then
job.item_category[dirs.left]=true
elseif pos.y>from_pos.y then
job.item_category[dirs.up]=true
elseif pos.y<from_pos.y then
job.item_category[dirs.down]=true
end
end
From what I could see that function is only used for carving tracks, so it doesn't affect anything else.
Besides that, is there a way to remove tracks?
Oh, and I was trying to figure out whether I could trap a creature via a cage trap, so far I got a dirty work-around for (building* and) arming (cage) traps without seeing them, but the Flesh Ball Recruit that walked into it didn't get caught.
* No workaround needed: you can BUILD them without seeing them easily; but to put a cage (ARMING) in them you need to stand on the square and "interact", which results in you seeing (and disarming?!) it.
Hadn't had any other creature try "invading" my vulcano, so...no idea if the trap works or not or what. Any idea?
a good workaround is to add a cursor function for buildings so you can look at a building and gain access to their reactions.Yeah, my workaround allows me to interact with the trap by "looking" at it. The way I did it is not a good solution though...
hmm then again I kinda bypass cage traps with the Pokeball/druid cagelauncher script does the same job but with less fuss.
also caged units don't usually stay in cages and there's a random chance of them getting out.
* No workaround needed: you can BUILD them without seeing them easily; but to put a cage (ARMING) in them you need to stand on the square and "interact", which results in you seeing (and disarming?!) it.
Hadn't had any other creature try "invading" my vulcano, so...no idea if the trap works or not or what. Any idea?
I assumed once I "detected" the trap, it is "disarmed"? All I know is that the flesh ball that ran into the trap didn't get caught sadly, even while the trap was not detected by my before... I don't know.* No workaround needed: you can BUILD them without seeing them easily; but to put a cage (ARMING) in them you need to stand on the square and "interact", which results in you seeing (and disarming?!) it.
Hadn't had any other creature try "invading" my vulcano, so...no idea if the trap works or not or what. Any idea?
Huh... i thought cage traps were disabled, all other types got insta-detected on building. Also you detecting it does not mean that enemies see it (though they might and you would not know about it). Each trap has "groups/civs that know about this trap" and i think you have a special list of know traps to you. I'm sure they trigger the traps okay (had boulder trap work on script-spawned dwarf though he evaded the trap) so there is no need for trickery, just sometimes you might trigger the trap yourself (and die).
Well, you won't haul items to a stockpile will you? You can just drop stuff where you want it.Meh. If I can chose to build it, I should be able to do so. D:
true a best place would be to shove everything into a chest, then build a chest for holding all the resources. then again, I haven't gotten past surviving the first night after being Attack by a demon so my belief in homes security is kinda shaken. then there's also necromancy and trying to figure out how to get companion order to Tell these boozos to mass wait in one spot so I can use the place as a dumping ground.So far I only used barrels because I was storing seeds, plants, food and alcohol. All wood, stone and ore I just got in seperate piles in the middle of my workshop room (aka "The Vulcano" which I sealed up by building a floor over the magma; the temperature is 10075° btw, didn't know that already counts as "scorching").
So far I only used barrels because I was storing seeds, plants, food and alcohol. All wood, stone and ore I just got in seperate piles in the middle of my workshop room (aka "The Vulcano" which I sealed up by building a floor over the magma; the temperature is 10075° btw, didn't know that already counts as "scorching").Apparently that's 107°F, only three degrees in either Urist or Fahrenheit away from fat melting goodness. (Interestingly, that's not nearly as hot as the air inside a sauna.)
Well, you won't haul items to a stockpile will you? You can just drop stuff where you want it.Meh. If I can chose to build it, I should be able to do so. D:true a best place would be to shove everything into a chest, then build a chest for holding all the resources. then again, I haven't gotten past surviving the first night after being Attack by a demon so my belief in homes security is kinda shaken. then there's also necromancy and trying to figure out how to get companion order to Tell these boozos to mass wait in one spot so I can use the place as a dumping ground.So far I only used barrels because I was storing seeds, plants, food and alcohol. All wood, stone and ore I just got in seperate piles in the middle of my workshop room (aka "The Vulcano" which I sealed up by building a floor over the magma; the temperature is 10075° btw, didn't know that already counts as "scorching").
Why'd you get attacked by a demon? My "lair" has not been attacked by anything bigger than a flesh ball recruit or an occasional troll wandering through it.
Would be interesting to see how my metal-wrapped (metal clothing + armor + tons of jewelry; did they remove the limit for that!?) would survive against that.
As for gather plants- it's not very important. You can still have working farm. Buy some plants from cities and plant their seeds. That is the main reason why i don't add some way to cheat-gather plants.Ah, well. I guess it's mostly me being annoyed about myself not being able to find or even think of a way to make it work due to lack of understanding of the whole thing. :/ Thanks for the explanation. Of course reusing already available functions is a good way, you don't need to redo the whole thing when the original way already works quite fine.
Ah beekeeping... It might be not fully done. I remember starting research & implementation but can't remember if i finished it. Usually it works like this: dwarf collects a queen from wild colony (i think this might be missing) and places it into a beehive. If beehive is set to split, then when it has new queen(s ?) he transfers them to other beehives. If it's set to collect products, then it destroys colony and recovers products (into clay jugs?). It's a bit complicated. Including figuring out when it's time for colony splitting.As for gather plants- it's not very important. You can still have working farm. Buy some plants from cities and plant their seeds. That is the main reason why i don't add some way to cheat-gather plants.Ah, well. I guess it's mostly me being annoyed about myself not being able to find or even think of a way to make it work due to lack of understanding of the whole thing. :/ Thanks for the explanation. Of course reusing already available functions is a good way, you don't need to redo the whole thing when the original way already works quite fine.
Been looking at beekeeping lately. Since I don't play Fortress mode this one I'm not entirely sure about what it needs: just a (Queen) bee or is there some kind of "colony"-item? Obviously there's no interaction menu giving the option to use the "CollectHiveProducts" yet, buuuut ... I noticed that only after I build the thing. If I got some time, I might try playing around with some "workarounds"...
Also I wasn't able to operate a screw pump manually, haven't had a thorough look into how that is supposed to work or what might be wrong though. From a quick look at it it looks like another one of those "easy looking ones that fail to work" again...then again, since my last screw pumps were supposed to work with power anyway - which works wonderfully both with windmills and waterwheels as well as gearassemblies and axles - it didn't really matter to me.
I build some hives and ... oh wonder, it actually somewhat works. Only the "getting the queen bee" is a problem. I just added three in for my three hives via "createitem VERMIN HONEY_BEE:QUEEN" and put them into the hive with the function you already provided.Ah beekeeping... It might be not fully done. I remember starting research & implementation but can't remember if i finished it. Usually it works like this: dwarf collects a queen from wild colony (i think this might be missing) and places it into a beehive. If beehive is set to split, then when it has new queen(s ?) he transfers them to other beehives. If it's set to collect products, then it destroys colony and recovers products (into clay jugs?). It's a bit complicated. Including figuring out when it's time for colony splitting.As for gather plants- it's not very important. You can still have working farm. Buy some plants from cities and plant their seeds. That is the main reason why i don't add some way to cheat-gather plants.Ah, well. I guess it's mostly me being annoyed about myself not being able to find or even think of a way to make it work due to lack of understanding of the whole thing. :/ Thanks for the explanation. Of course reusing already available functions is a good way, you don't need to redo the whole thing when the original way already works quite fine.
Been looking at beekeeping lately. Since I don't play Fortress mode this one I'm not entirely sure about what it needs: just a (Queen) bee or is there some kind of "colony"-item? Obviously there's no interaction menu giving the option to use the "CollectHiveProducts" yet, buuuut ... I noticed that only after I build the thing. If I got some time, I might try playing around with some "workarounds"...
Also I wasn't able to operate a screw pump manually, haven't had a thorough look into how that is supposed to work or what might be wrong though. From a quick look at it it looks like another one of those "easy looking ones that fail to work" again...then again, since my last screw pumps were supposed to work with power anyway - which works wonderfully both with windmills and waterwheels as well as gearassemblies and axles - it didn't really matter to me.
question can you do this with Rats?I build some hives and ... oh wonder, it actually somewhat works. Only the "getting the queen bee" is a problem. I just added three in for my three hives via "createitem VERMIN HONEY_BEE:QUEEN" and put them into the hive with the function you already provided.Ah beekeeping... It might be not fully done. I remember starting research & implementation but can't remember if i finished it. Usually it works like this: dwarf collects a queen from wild colony (i think this might be missing) and places it into a beehive. If beehive is set to split, then when it has new queen(s ?) he transfers them to other beehives. If it's set to collect products, then it destroys colony and recovers products (into clay jugs?). It's a bit complicated. Including figuring out when it's time for colony splitting.As for gather plants- it's not very important. You can still have working farm. Buy some plants from cities and plant their seeds. That is the main reason why i don't add some way to cheat-gather plants.Ah, well. I guess it's mostly me being annoyed about myself not being able to find or even think of a way to make it work due to lack of understanding of the whole thing. :/ Thanks for the explanation. Of course reusing already available functions is a good way, you don't need to redo the whole thing when the original way already works quite fine.
Been looking at beekeeping lately. Since I don't play Fortress mode this one I'm not entirely sure about what it needs: just a (Queen) bee or is there some kind of "colony"-item? Obviously there's no interaction menu giving the option to use the "CollectHiveProducts" yet, buuuut ... I noticed that only after I build the thing. If I got some time, I might try playing around with some "workarounds"...
Also I wasn't able to operate a screw pump manually, haven't had a thorough look into how that is supposed to work or what might be wrong though. From a quick look at it it looks like another one of those "easy looking ones that fail to work" again...then again, since my last screw pumps were supposed to work with power anyway - which works wonderfully both with windmills and waterwheels as well as gearassemblies and axles - it didn't really matter to me.
After some time (days) decorating floor tiles I now checked the hive and - look at that, I got royal jelly and a wax honeycomb in the hive, ready to just be picked up out of the hive without any need for more functions as it seems. Guess I didn't wait long enough previously.
Didn't even need a jug. Of course it is not as "neat" as in Fortress mode, but it works. Only the colony splitting (or rather: getting more Queen Bees) might be interesting. Then again, maybe if I wait even longer new Queens spawn? I doubt it. Hm...maybe it'd even work with a "normal bee".
question can you do this with Rats?It appears that putting a fluffy wambler into a hive (which is possible) does not yield "fluffy wambler royal jelly" or "fluffy wambler wax honeycombs" sadly... :p
or leperchans or anything you find in a HARD SEARCH function?
Airstrikes...why did I not yet use that to smash enemies?oh I just gut out that hard restriction and had fun engraving on trees, soil, floors, also the needing a pick to do that job also. a good way to avoid bogeymen murders is to one slap nofear on to a race thus completely free from bogeymen attacks unless you provoke them. or just build a house and dig down early so if it's getting late you can just twittle your thumbs indoors for a bit that or since you have dfhack just gui/gm-editor df.global.ui_advmode. something bogeyman= 0 poof no more bogeymen for the night.
Only thing I did was dig out the ground below certain big towers and making them collapse... !
By the way - engraving floors and wall:
I always found it a bit sad that I couldn't engrave constructed floors or walls, since it said "Can only do it on hard materials".
So I went and looked up why that message comes even though I was trying to work on a stone (block) floor, and it seems like it only sees it as a "CONSTRUCTION", not what material that construction is made of. So I added "df.tiletype_material.CONSTRUCTION" to the set against which the tile material is checked. (function IsHardMaterial, line #391)
Constructed floors and walls should now be engravable. It has downsides though, as you can engrave all constructed floors or walls, even those made of "non-hard" material, like wood, the floor/wall will not show as (for example) "*Detailed* granite floor" instead still showing as "Granite Block floor", and when masterfully engraving a constructed floor tile it says "Engraved on the wall[...]" ... so, heh, it's not really working I'd say, maybe even the construction of the wall/floor itself is not working correctly. Overall I just wanted to make all floor tiles look the same ... and get rid of all the damn moss that grew while I hadn't build the roof over my new vulcano workplace (bogeyman kept spawning, trying to kill me while I was working...).
Pfff...I just put a roof over the seal I put over the vulcano. And then I put magma above that.Airstrikes...why did I not yet use that to smash enemies?oh I just gut out that hard restriction and had fun engraving on trees, soil, floors, also the needing a pick to do that job also. a good way to avoid bogeymen murders is to one slap nofear on to a race thus completely free from bogeymen attacks unless you provoke them. or just build a house and dig down early so if it's getting late you can just twittle your thumbs indoors for a bit that or since you have dfhack just gui/gm-editor df.global.ui_advmode. something bogeyman= 0 poof no more bogeymen for the night.
Only thing I did was dig out the ground below certain big towers and making them collapse... !
By the way - engraving floors and wall:
I always found it a bit sad that I couldn't engrave constructed floors or walls, since it said "Can only do it on hard materials".
So I went and looked up why that message comes even though I was trying to work on a stone (block) floor, and it seems like it only sees it as a "CONSTRUCTION", not what material that construction is made of. So I added "df.tiletype_material.CONSTRUCTION" to the set against which the tile material is checked. (function IsHardMaterial, line #391)
Constructed floors and walls should now be engravable. It has downsides though, as you can engrave all constructed floors or walls, even those made of "non-hard" material, like wood, the floor/wall will not show as (for example) "*Detailed* granite floor" instead still showing as "Granite Block floor", and when masterfully engraving a constructed floor tile it says "Engraved on the wall[...]" ... so, heh, it's not really working I'd say, maybe even the construction of the wall/floor itself is not working correctly. Overall I just wanted to make all floor tiles look the same ... and get rid of all the damn moss that grew while I hadn't build the roof over my new vulcano workplace (bogeyman kept spawning, trying to kill me while I was working...).
Dear Armok tell me leperchaun is just a typo and you meant leprechaun, I really don't want leperchauns to be a thing.if only vermin can become zombies.
Also, I use the dig/ramp/channel/remove construction/building parts more than anything else by far, is there any way that the visibility or reveal state could be toggled/possible to toggle with advfort or is that absurd?If nothing else you can use stonesense with tiles unhidden, which won't revert to unrevealed each step you take.
I thought the res-ing was like vampirism or secrets of life and death?from what I know resurrecting was more likely adventurer's poking their heads in sacred sites and the mummy gets a legend text saying 'they were resurrected.
Have you ever seen the people in legends who try to extend their life at any cost and die shortly after.
Maybe they become mummies? Iv never reaserched this area though.
Seems legit. Its even in the raws with the other curses.
df.global.ui_advmode.conversation.choices[0].choice.type=163
df.global.ui_advmode.conversation.choices[1].choice.type=162
df.global.ui_advmode.conversation.choices[0].title[0].value=("Invoke obediance By using The True Name")
df.global.ui_advmode.conversation.choices[0].keywords[0].value=("Bond")
df.global.ui_advmode.conversation.choices[1].title[0].value=("Banish By using The True Name")
--df.global.ui_advmode.conversation.choices[1].keywords[0].value=("MEGAMURDER")
df.global.ui_advmode.conversation.choices[1].keywords[0].value=("Banish")
here's a revised version of said script which just now takes place the first 2 optionsYou say "giant impassable barrier", all I hear is "20 shields" for some reason.I kinda miss that ... and kinda not. I always wondered how that'd look, using 20 shields at once, you can play testudo all on your own!
Pretty sure you can just ride it down a dropshaft with no problem.oh yeah totally you can just straight up balista ride a minecart with no damage done to the player. if you make your kart out of softer stuff you could avoid fall damage aswell.
As I mentioned above I went from a mountain peak down to totally flat ground in two shots from a ballista with no harm at all.
In fact when I manually rode the cart off the cliff I only got injured when the cart slammed into me but was still able to keep going (though I was an avatar of armok with slade tissues) but I'm pretty sure a vertical drop onto a cart won't give horizontal motion so there is no way to get hit by the cart.
[...]spending foooorrrreeeeevvveeeerrrr extracting[...]Make alcohol first, it helps IMMENSELY when playing a dwarf, cutting time to produce things by 5.
Ah the outsider stuff is probably because you don't belong to any civ, so you don't get any civ's reactions. That could be changed...Yeah, when testing it ingame I noticed that changing the civilization (civ_id) via the gm-editor would enable me to produce whatever civ I had chosen's things. Going by that I could only make a blowgun and ammo for it when looking at weapons, I guess it was some -man faction.
At line 1313 there is a function that sets up the stuff. You can choose any civ_id, finding the right one can be tricky... Though maybe just guessing might work... It's too late today to write a more exact function (basically just iterate over all historical entities and check if it's a civ and try find dwarven (or other race) one).
companion fort supplement where you can assign jobs to units not of yourself.I'm not entirely understanding what you mean overall, but using companions is not really an option for a lone outsider on an island crowded with things which rather like to eat you than join you on your adventures.
Hmm... Currently outsider does not have an entity (i.e. it's set to -1 meaning invalid or non existant). But we could try creating and putting stuff into it. That could work with some ideas about how "secret recipies" or "tech-trees" would work.companion fort supplement where you can assign jobs to units not of yourself.I'm not entirely understanding what you mean overall, but using companions is not really an option for a lone outsider on an island crowded with things which rather like to eat you than join you on your adventures.
It'd just be nice to have the workshop menus be set up from the race (-> entity data via race?) rather than being related to the civ_id (the civilization the adventurer is [not] part of). I looked into it a bit ... but currently I don't have my thoughts clear enough to understand it tbh.
EDIT:
Or is there maybe a way to just give "the outsider entity" (?!) the ability to do this stuff?
Uh, worth noting that Rumrusher is a wizard who recently worked out how toI also learn how to turn a blank slab into a secret holding slab by changing the type to SECRETS and typing in a random topic number. though it's how I realize demon conversation was hooked to convos than the slab.turn a slabturn a CONVERSATION into a "control anyone like they were a demon"gizmooption, not that you two aren't wizards as well, what with your working out how to yanno... let adventurers make slabs and stuff themselves... I should go back to wizard school myself.
Oh dear bloodgod I didn't realize you just add the invoke.lua to your scrips and then start a convo and do it. I've got a hydra minion following me around now and while screwing around with gm-editor and a dfhacked slab I accidentally turned myself into a master vampire (dark ages mod) so, w00t?
Awesome, works marvelously, hacked up the items for an anvil, it just built it in Q mode properly, dropped some steel and coal bars, it just forged the items appropriately and when it ran out it told me it failed because of quick select items.
Hmmm, trying to reproduce it, first time I went further north from the tower nearby after making the stuff and went to fast travel and it crashed. I wasn't in the site when I made it (and it displayed that info properly!) so I loaded up and tried again near the site and it didn't crash. Gonna see if I can get it to crash by building it in the same spot as the crash did.
Weird, can't reproduce it.
Using dfhack without twbt, usually it's absurdly stable, built a forge, made an axe and pick and flask, it told me when it failed, went further north and tried to move east and it crashed. Did it again but it didn't crash this time so I don't think it's specifically an advfort thing. Oh and the forge persisted properly in the tower site!
Getting seg faults whenever I attempt to craft lavish meals made of groundhog meat and/or groundhog tallow.Will investigate!
Hmmm, I didn't try to build with quick and a missing item, just tried to forge something, other than that it's stable.Okay found the problem. Will fix soon(tm).
Ok, that did it.
I tried to forge something in a metalsmith's forge without charcoal and quick mode, it failed and crashed when I tried to travel.
line 43 5330 seg fault, don't see anything useful in the errorlog though.
Every time I try to begin a job (with the right tools and everything) it always says "You are not on site"Which version do you use? There probably is a newer one referenced by first post.
Hey guys, I just started using this awesome mod today, but I encountered a problem.Auch... The parameters in function call changed. Where did you get this? Is it "lazy noob pack" or did you install manually?
Every time I try to claim a site with a figurine, this shows up on my dfhack, and in game the figurine turns into a small rock.Spoiler (click to show/hide)
Anyone know how I can fix this? :(
I did install the mod and dfhack manually from what I understood of Isher's guide,
But I think I have enough proficiency to try to fix it, so if you could explain to me how then I'll give it a try
I cannot use workshops. I do not see a "Tab" option anywhere. No matter how many times I press R and T, it never comes across a "use workshops" option. I have tried with the objects (raw turtles) on the ground, in my inventory, and in my hands. It does not work.
Has anybody found a way to use Advfort to heal companion's injuries? I know it's superficial as simply waiting, sleeping, or travelling will restore all but death, dismemberment, and brain damage for them, but I figure if I can make a table for them to lie on I should be able to somehow diagnose them and treat them. Unfortunately, I haven't found a way to move myUnfortunately haven't worked out how to do that yet. The problem is thatvictims*cough* companions onto said table, so I cantortureum treat them. >_>
have you tried using the grab/mount scripts to keeping a person in place long enough to 'experiment' on them?Has anybody found a way to use Advfort to heal companion's injuries? I know it's superficial as simply waiting, sleeping, or travelling will restore all but death, dismemberment, and brain damage for them, but I figure if I can make a table for them to lie on I should be able to somehow diagnose them and treat them. Unfortunately, I haven't found a way to move myUnfortunately haven't worked out how to do that yet. The problem is thatvictims*cough* companions onto said table, so I cantortureum treat them. >_>victimeshelpers are hard to makehurtprepare to test out if it's working. And usually they don't stay put.
Also it might need the "hospital" designation and that is not yet in at all.
have you tried using the grab/mount scripts to keeping a person in place long enough to 'experiment' on them?
I don't think a candy wafer is actually a suitable item, magma safe it may be but it might need to be flagged specifically.
Dragon materials are all magma-safe as it gets but I can make forges out of them either.
I don't think a candy wafer is actually a suitable item, magma safe it may be but it might need to be flagged specifically.
Dragon materials are all magma-safe as it gets but I can make forges out of them either.
It should work...
@Bowen: try updating advfort (do 3rd and 4th steps in first post) maybe something got fixed on the way
So, um... what's this imbue thing supposed to do anyway? All it seems to do is change the name of the materials of my items into other materials while saying "you make nothing" or something like that.It's a flavor thing... It annoys me that you make a dagger out of dragon bone and it's just "Dragon bone dagger". Imbue changes that to "Miracleblast the scary bone dagger".
That's... That's not vanilla. I believe you're playing a mod. Advfort shouldn't create new reactions.I guess you are right. Should probably remove it... (but i wont because you don't need to use/install it and i'm very lazy/busy/crazy)
How exactly do I go about smelting down Coke items? Like Lignite and Bituminous, etc. It doesn't show up on the Smelter.Will check it out as soon as i'll have some time (hopefully in 8ish hours)
Wait, the current advfort doesn't have the imbue thing does it? I was looking for that a while back which is why I ended up adding in the skull templates so I could have dragon skull helms and hydra nail daggers and such.It itself does not have it. But the recommended install has two things: imbue thing and the thing that allows to use figurines to make sites.
local eventful=require("plugins.eventful")
function add_site(size,civ,site_type,name)
local x=(df.global.world.map.region_x+1)%16;
local y=(df.global.world.map.region_y+1)%16;
local minx,miny,maxx,maxy
if(x<size) then
minx=0
maxx=1*size
elseif(x+size>16) then
maxx=16
minx=16-1*size
else
minx=x-size
maxx=x+size
end
if(y<size) then
miny=0
maxy=0
elseif(y+size>16) then
maxy=16
miny=16
else
miny=y-size
maxy=y+size
end
require("plugins.dfusion.adv_tools").addSite(nil,nil,maxx,minx,maxy,miny,civ,name,site_type)
end
function reaction(reaction,reaction_product,unit,input_items,input_reagents,output_items,call_native)
require("gui.dialogs").showInputPrompt("Site name", "Select a name for a new site:", nil,nil, dfhack.curry(add_site,1,unit.civ_id,0))
call_native.value=false
end
eventful.registerReaction("LUA_HOOK_MAKE_SITE2x1",reaction)
local eventful=require("plugins.eventful")
function add_site(size,civ,site_type,name)
local x=(df.global.world.map.region_x+1)%16;
local y=(df.global.world.map.region_y+1)%16;
local minx,miny,maxx,maxy
if(x<size) then
minx=0
maxx=0
elseif(x+size>16) then
maxx=16
minx=16
else
minx=x-size
maxx=x+size
end
if(y<size) then
miny=0
maxy=1*size
elseif(y+size>16) then
maxy=16
miny=16-1*size
else
miny=y-size
maxy=y+size
end
require("plugins.dfusion.adv_tools").addSite(nil,nil,maxx,minx,maxy,miny,civ,name,site_type)
end
function reaction(reaction,reaction_product,unit,input_items,input_reagents,output_items,call_native)
require("gui.dialogs").showInputPrompt("Site name", "Select a name for a new site:", nil,nil, dfhack.curry(add_site,1,unit.civ_id,0))
call_native.value=false
end
eventful.registerReaction("LUA_HOOK_MAKE_SITE1x2",reaction)
Workshops' clutter doesn't reduce after clearing outputs. This is especially conspicuous with unskilled Strand Extraction.There is a command "lair" that marks the whole map as lair. That MIGHT help, not sure... It could be that lairs save only parts that belong to the orignal lair.
I've found that furniture planted in lairs will disappear if it's in a mined spaced. Furniture planted in the original floor layout will persist, and workshops built in mined space will be fine.
If the workshops persisted, it must already be marked lair (in case the dragon there didn't already make it obvious.) And lairs appear to save every modification with the exception that I just described. Furniture will vanish if it's built on tiles that were not originally floor, though any contents will be strewn around the map rather than lost. That includes grates, but I haven't tested with bars.Workshops' clutter doesn't reduce after clearing outputs. This is especially conspicuous with unskilled Strand Extraction.There is a command "lair" that marks the whole map as lair. That MIGHT help, not sure... It could be that lairs save only parts that belong to the orignal lair.
I've found that furniture planted in lairs will disappear if it's in a mined spaced. Furniture planted in the original floor layout will persist, and workshops built in mined space will be fine.
Most of the workshops don't work for me, frankly I'm only interested in getting gems and then refinining them, thankfully the jewellers shop does work, but then after sometime it didn't craft anything, it just yanked the gems that I tried to cut and put it in the area where normally itd have to be cut, and if I try more and more times the "timer" just increases number but doesn't count down. What's happening?lucky it destroyed the stuff I was trying to encrust gems in
Wait figurine? I'm also interested in getting this "active site" thing, I tried to use dfusion but nope, all my crap just scattered everywhere. Had to restart like a 40 minute playtime section to before that. I'd killed a very difficult creature too :/ (well pretty much all the night creatures are difficult to me. Got my face pushed in so hard by those web slinger and my badass companion whwho faught it barehanded cuz it couldnt use a crossbow died. So long logolus. Gah annoying bugger"
I'll start off by saying this is an amazing plugin, I've been hooked since I found out about it yesterday. Though I have a small issue.type "lair" in the command prompt
So I managed to claim a site in using the figurine thing. All constructions and workshops persist, very cool stuff.
The issue is though, is that it shows up and gets treated as an unclaimed ruin; all dropped items scatter around the site, I can't retire and I get random rotten bodies from time to time.
Is there any way to change it to an active site so I won't have all that?
type "lair" in the command prompt
with the recent addition of adventurer sites, they work just like the figurine trick right?Vanilla site creation works better :)
just what a though. now are stockpiles supposed to be buildable? because they dont really work but its not like you need em right? also whats that tool workshop? other than that it doesnt work, i cant find anything about it on wiki. Also it seems like satisfying needs seems to speed up work. Is that true?Ah that is probably um... fake building for tools? not sure.
now just wish they added ways to satisfy needs you cant yet satify. despite novice skills my character only stumbles into incredibly easily persuadable chars and i cant change my values to minimze impacts of unsatisfiable needs. also gonna be posting stuff at your github.hmm I dunno dfhacking stuff is alot complex than modding adventure mode to make an anvil especially adventure reactions, which is that or using itemcreate for anvils.
Also if possible, mayby add a option to build a anvil or post how to set up reaction for making stone anvil, so people dont have to bother looking for it (its not that simple to make new reactions, and you probally know it)
now just wish they added ways to satisfy needs you cant yet satify. despite novice skills my character only stumbles into incredibly easily persuadable chars and i cant change my values to minimze impacts of unsatisfiable needs. also gonna be posting stuff at your github.In advmode you can make stone anvils, just add this reaction to the raws. it's pretty simple adding adv reactions, what's your problem with it?
Also if possible, mayby add a option to build a anvil or post how to set up reaction for making stone anvil, so people dont have to bother looking for it (its not that simple to make new reactions, and you probally know it)
I dont have problems, but a new reaction requires you to make a new world, and some people dont read this, and dont realize they need a anvil untill they need one. Sure, dfhack spawning a anvil is simple and the command is easily googleable but it would be something i guess?Actually you can replace the innards of a useless reaction with the one you want in-save. you can also do this with creatures, and items, but it might cause crashing, depending on what you change.
I dont have problems, but a new reaction requires you to make a new world, and some people dont read this, and dont realize they need a anvil untill they need one. Sure, dfhack spawning a anvil is simple and the command is easily googleable but it would be something i guess?Actually you can replace the innards of a useless reaction with the one you want in-save. you can also do this with creatures, and items, but it might cause crashing, depending on what you change.
interactions fall into the same pull of not needing to world gen if you modify an older interaction. but technically meaning modifying the spit to something else.I dont have problems, but a new reaction requires you to make a new world, and some people dont read this, and dont realize they need a anvil untill they need one. Sure, dfhack spawning a anvil is simple and the command is easily googleable but it would be something i guess?Actually you can replace the innards of a useless reaction with the one you want in-save. you can also do this with creatures, and items, but it might cause crashing, depending on what you change.
Well adding a new reaction actually just needs you to retire and unretire which is easier and safer for DF but still you cant know how much mess your char will make. or will he survive.
So besides that, have you figured out any reactions/interactions to remove CAN_LEARN from enemies? The workshops of this mod dont suffer from the recent bug, thankfully, but im looking how to properly setup one for when im not doing adv fort
Sorry about stupid question - how to create minecart track with Dfhack in adventurer or arena mode?you need a pick and a hard floor.
Now a bunch of questionswell, although they do have bigger livers, they have [TRANCES] and [ALCOHOLD_DEPENDANT]. [STRANG_MOODS] also, so only dwarves can get moods. [SYNDROME_DILUTION_FACTOR:INEBRIATION:150]. I think no other creature in vanilla has any of this.
1-do dwarves have any things unique to them still? i havent really noticed, and my nondwarves werent from dwarvish civilisations
2-any ideas on whats wrong with decorating? lacking the preserve reagent tag or what?
3-any progress on fixing plant gathering? would be fun to do even though i set up a reaction to turn growths into seeds in meantime
4-any ideas on making coke crash?
and now errybodys gonna overlook my questions. also isnt there a track carving option?Yes you can carve tracks
Now a bunch of questionswell, although they do have bigger livers, they have [TRANCES] and [ALCOHOLD_DEPENDANT]. [STRANG_MOODS] also, so only dwarves can get moods. [SYNDROME_DILUTION_FACTOR:INEBRIATION:150]. I think no other creature in vanilla has any of this.
1-do dwarves have any things unique to them still? i havent really noticed, and my nondwarves werent from dwarvish civilisations
2-any ideas on whats wrong with decorating? lacking the preserve reagent tag or what?
3-any progress on fixing plant gathering? would be fun to do even though i set up a reaction to turn growths into seeds in meantime
4-any ideas on making coke crash?
uhh no strange moods are a fort mode mechanic tied to emotions of your character, if you say end up lucky and caught your adventurer in the middle of a mood they won't affect advfort.Now a bunch of questionswell, although they do have bigger livers, they have [TRANCES] and [ALCOHOLD_DEPENDANT]. [STRANG_MOODS] also, so only dwarves can get moods. [SYNDROME_DILUTION_FACTOR:INEBRIATION:150]. I think no other creature in vanilla has any of this.
1-do dwarves have any things unique to them still? i havent really noticed, and my nondwarves werent from dwarvish civilisations
2-any ideas on whats wrong with decorating? lacking the preserve reagent tag or what?
3-any progress on fixing plant gathering? would be fun to do even though i set up a reaction to turn growths into seeds in meantime
4-any ideas on making coke crash?
all the stuff i allready knew about. also is it even possible to enter strange mood in this thing? I got ideas how that could work if not but its weird
but thats for losers... seriously if you wanted godly armour, why not spawn itoh it more of a hey you can get hardcoded randomized raw stuff with out having to figure out the Raw name for it.
but thats for losers... seriously if you wanted godly armour, why not spawn itoh it more of a hey you can get hardcoded randomized raw stuff with out having to figure out the Raw name for it.
but yeah I probably won't use this, given I'm not really a combat player probably turn this stuff into beds or cups,
also kinda in a weird way using anything in the recipe other than just charcoal just leads to X armor where X is the object you used to make it.
I was using silt as a substitute for charcoal and kept ending up with silt armors or flowery helmets.
this being the only time the game just poop out shimmery angel metal from a modded "get rock" reaction and some charcoal in a dumb attempt to make a rock chopping axe.
oh uhh kinda I haven't tested if 2 charcoal and any object would net angel metal, but that stuff is randomly generated and hardcoded and possibly impossible to just make a mod to spawn the world's angel metal. that said all I did was go into the fort mode metal smithing option of Shining metal and used cheat mode to bypass the item restriction on crafting.but thats for losers... seriously if you wanted godly armour, why not spawn itoh it more of a hey you can get hardcoded randomized raw stuff with out having to figure out the Raw name for it.
but yeah I probably won't use this, given I'm not really a combat player probably turn this stuff into beds or cups,
also kinda in a weird way using anything in the recipe other than just charcoal just leads to X armor where X is the object you used to make it.
I was using silt as a substitute for charcoal and kept ending up with silt armors or flowery helmets.
this being the only time the game just poop out shimmery angel metal from a modded "get rock" reaction and some charcoal in a dumb attempt to make a rock chopping axe.
What is this modded reaction? I've been wanting to get angelic metal but I havent been able to find a vault
I've built myself a smelter, but it doesn't have the "Workshop (TAB)" option when I am standing on it in adventurer fort mode...any advice?Give up on life? From what I hear that isnt possible to do yet (smelting in adventure mode)
02. Filled (0/1):
01. Filled (150/150): gold bars
Which is frustrating as I have tried everything that I could think of such as maybe using blunt weapons or things like that, but no dice.
Something that has become unclear for me is how to enable modes such as cheat mode or NoDAssign, any idea or instructions on how I can enable them?it should be listed in the advfort lua file on what to add on to Advfort in the console to unlock the restrictions. usually I just mod advfort so that I can use any material with any crafting recipe so one could make a bone sword or make skin mechanisms.
Also, is there anyway to find out the ingredients for certain reactions, as sometimes there is things likeCode: [Select]02. Filled (0/1):
Which is frustrating as I have tried everything that I could think of such as maybe using blunt weapons or things like that, but no dice.
01. Filled (150/150): gold bars
it should be listed in the advfort lua file on what to add on to Advfort in the console to unlock the restrictions. usually I just mod advfort so that I can use any material with any crafting recipe so one could make a bone sword or make skin mechanisms.I have tried to imput that myself after reading up on the lua console, but it always tells me that it is not a recognized command.
but really it's should be "advfort -a -i -c" in the dfhack console
Ok thank you.when I mean modding advfort I mean going into the lua to find the restrictions to doing jobs and removing them usually it's in the actions section of the lua with a list of options that has functions tied to it. probably best to make a copy of advfort so you can avoid editing the main copy ...and if you horribly break it. now it's possible to just tell npcs to do fort mode jobs in adventure mode but the process of doing that will take some time on site.it should be listed in the advfort lua file on what to add on to Advfort in the console to unlock the restrictions. usually I just mod advfort so that I can use any material with any crafting recipe so one could make a bone sword or make skin mechanisms.I have tried to imput that myself after reading up on the lua console, but it always tells me that it is not a recognized command.
but really it's should be "advfort -a -i -c" in the dfhack console
Also you mentioned modding advfort, i've always thought that it was reactions for the requirements however everytime that I searched for it, they were never there or the results for me were inconclusive.
PTWWell arentcha late, heh
I mean it was only like 6 daysYeah but most of relevant things is old af
Does it still work?
works pretty well for me (with the usual caveats about smelting and other missing reactions). i like using it to make more interesting adventurer campshave you tried looking up then activating digging by hitting enter? though if you dug down twice you could have just dug an up down stair to the side and got out.
my hot adventuring tip is you can carry a lot more food without being weighed down if you use a kitchen to cook it into meals, instead of carrying the plain meat/prepared yadda/etc
you can also make a nice little garbage disposal by channeling out a row next to a wall, creating campfires at the bottom, and then [t]hrowing your junk in from above
i haven't played with digging much (took me literal months and several dead adventurers to find a pick without just spawning one with dfhack), but i have found that digging upwards doesn't seem to work (like, if you're a dumbass and accidentally channel down twice, and don't have the climbing skill to just climb out)... but i managed to fast-travel away and back again and was fine, so i stopped thinking about it
have you tried looking up then activating digging by hitting enter?
have you tried looking up then activating digging by hitting enter?
hmm, no, i didn't try that. i was able to dig an up-stair to one side, then standing on the up-stair, tried digging an up-down-stair above me, and it wasn't working. but it's very plausible that i did something dumb (accidentally digging a down-stair, then trying to dig an up-down stair above it, seems like exactly the sort of dumbass thing i might have done without realising...) i didn't try for long before i discovered i could just fast-travel out, and i haven't been digging again since, but when i do, i'll try using look to place the cursor instead of just digging-in-a-direction, thanks!
a thing that took me a long time to figure out was how, with workshops, the tile that you start building in will become the top-left tile of the workshop. but if that tile of that particular workshop is a move-blocking tile, you won't be able to finish building while you're standing on it (the job will keep suspending). so if you start such a workshop using '5' (build at current location), you'll have to move to another tile once it suspends and continue building from there. thinking about it now, i guess it can be trivially avoided if you just always build your workshops using '6', '3', or '2', so that you're definitely not standing on it...I'm continuing the time honored tradition of DF UI complexity :D
oh yeah the ability to look and do fort mode jobs with your mind sets up some fun interactions like the lumberjack Shotgun where if you stand far away from the trees and cut them down the logs will sling shot a great distance away from you.a thing that took me a long time to figure out was how, with workshops, the tile that you start building in will become the top-left tile of the workshop. but if that tile of that particular workshop is a move-blocking tile, you won't be able to finish building while you're standing on it (the job will keep suspending). so if you start such a workshop using '5' (build at current location), you'll have to move to another tile once it suspends and continue building from there. thinking about it now, i guess it can be trivially avoided if you just always build your workshops using '6', '3', or '2', so that you're definitely not standing on it...I'm continuing the time honored tradition of DF UI complexity :D
How are you even running DFHack right now? It crashes the game if you try to use it on 47.01.I was reminiscing over advfort during 44.12, Dfhack isn't even updated yet.
Trying to use this, under Masterwork, comes default. But the key that DFHack says is setup for it, CTRL+T doesn't seem to do anything at all. Anyone know why that is? How I can get it working? Thanks.well probably try inputting gui/advfort into the console command to see if your copy of masterwork even has advfort.... but like given it's Masterwork I don't know which version you're using the 31 patch or the 44.12 patch.
Trying to use this, under Masterwork, comes default. But the key that DFHack says is setup for it, CTRL+T doesn't seem to do anything at all. Anyone know why that is? How I can get it working? Thanks.well probably try inputting gui/advfort into the console command to see if your copy of masterwork even has advfort.... but like given it's Masterwork I don't know which version you're using the 31 patch or the 44.12 patch.
also advfort has a menu that shows up on the top left of the screen and if you play the game fullscreen you might miss it...
though I usually re-map advfort to alt-T so probably best to check if masterwork has that map correctly in the dfhack init file.
so given this is masterwork which heavily modifies dwarf fortress and dfhack, I guess the 'default' dfhack key bindings would be different.Trying to use this, under Masterwork, comes default. But the key that DFHack says is setup for it, CTRL+T doesn't seem to do anything at all. Anyone know why that is? How I can get it working? Thanks.well probably try inputting gui/advfort into the console command to see if your copy of masterwork even has advfort.... but like given it's Masterwork I don't know which version you're using the 31 patch or the 44.12 patch.
also advfort has a menu that shows up on the top left of the screen and if you play the game fullscreen you might miss it...
though I usually re-map advfort to alt-T so probably best to check if masterwork has that map correctly in the dfhack init file.
I'm not sure how to remap it, it does appear to exist in the install of DFHack that came with Masterwork. But when I load it up in notepad++ I see a bunch of key definitions for regular functions but none are the "default" and none have labels that appear to my understanding to indicate the activation key. I assume I must be looking in the wrong place and that there must be something else intrinsic to DFHack that sets hotkeys for script activation.
keybinding add Ctrl-T@dungeonmode gui/advfort
here's the line of code for vanilla dfhack's keybinding in the dfhack init file if what your saying is true and you couldn't find this line of code anywhere in the dfhack init file then masterwork probably modified the init file to take this out or it's an modified old init file that was used back when dfhack didn't have advfort and I wonder if the 44.12 port use the old masterwork dfhack init file on top of an 44.12 copy of dfhack.
so far on remapping the keybindingsCode: [Select]keybinding add Ctrl-T@dungeonmode gui/advfort
here's the line of code for vanilla dfhack's keybinding in the dfhack init file if what your saying is true and you couldn't find this line of code anywhere in the dfhack init file then masterwork probably modified the init file to take this out or it's an modified old init file that was used back when dfhack didn't have advfort and I wonder if the 44.12 port use the old masterwork dfhack init file on top of an 44.12 copy of dfhack.
Most of the workshops don't work for me, frankly I'm only interested in getting gems and then refinining them, thankfully the jewellers shop does work, but then after sometime it didn't craft anything, it just yanked the gems that I tried to cut and put it in the area where normally itd have to be cut, and if I try more and more times the "timer" just increases number but doesn't count down. What's happening?lucky it destroyed the stuff I was trying to encrust gems in
Most of the workshops don't work for me, frankly I'm only interested in getting gems and then refinining them, thankfully the jewellers shop does work, but then after sometime it didn't craft anything, it just yanked the gems that I tried to cut and put it in the area where normally itd have to be cut, and if I try more and more times the "timer" just increases number but doesn't count down. What's happening?lucky it destroyed the stuff I was trying to encrust gems in
Sorry for thread necromancy - not sure if this is still being maintained.
I’ve only recently started mucking around with advfort and I think I’m still getting this bug.
A human adventurer visited a dwarf fort and made a steel short sword at a magma forge. Using “stud with gold” on the item made it disappear. Is there a fox for this?
Also, I was not able to craft weapons belonging to my human civ, only the dwarf ones. I.e. no halberds or two handed swords. Is this linked to the civ who owns the forge rather than the operator?
Hey Advfort users, Anyone know if Kitchen or cooking is possible in any way? catching fish and I can't figure how to "Fish Clean" them, or cook them over the fire. Heating them doesn't work.
Hey Advfort users, Anyone know if Kitchen or cooking is possible in any way? catching fish and I can't figure how to "Fish Clean" them, or cook them over the fire. Heating them doesn't work.
ok so it's probably best to treat adv fort as a script that lets you do fort mode jobs in adv mode.
so if you haven't poke around fort mode and know what jobs and probably workshops do you probably be pretty confused.
to answer your question Dwarf fortress methods of prepping fish is tied to a fishery workshop and not in the kitchen which just grabs multiple ingredients and cram them into one roast.
also some food items don't need to be turn into a meal in a kitchen and just needs to be butchered/prepared manually by hand or at the butcher shop/or the fishery for fish
warming up food by the fire is mostly there to prevent the adventurer from avoid eating it due to being too cold.
Follow up to the last post in the thread I kinda completed updating the script (http://www.bay12forums.com/smf/index.php?topic=164123.msg8408516#msg8408516) that jumps between fort mode and adv mode on the fly. So adv fort is pretty much a off site screw around option and possibly using the quirks adv fort brings as means to do stuff you probably couldn't just do in fort mode or would require a bit more work.
well the script I linked to just swaps between fort mode and adv mode, which depending on a few factors will take the site's civilians and maybe make them fort playable.Hey Advfort users, Anyone know if Kitchen or cooking is possible in any way? catching fish and I can't figure how to "Fish Clean" them, or cook them over the fire. Heating them doesn't work.
ok so it's probably best to treat adv fort as a script that lets you do fort mode jobs in adv mode.
so if you haven't poke around fort mode and know what jobs and probably workshops do you probably be pretty confused.
to answer your question Dwarf fortress methods of prepping fish is tied to a fishery workshop and not in the kitchen which just grabs multiple ingredients and cram them into one roast.
also some food items don't need to be turn into a meal in a kitchen and just needs to be butchered/prepared manually by hand or at the butcher shop/or the fishery for fish
warming up food by the fire is mostly there to prevent the adventurer from avoid eating it due to being too cold.
Follow up to the last post in the thread I kinda completed updating the script (http://www.bay12forums.com/smf/index.php?topic=164123.msg8408516#msg8408516) that jumps between fort mode and adv mode on the fly. So adv fort is pretty much a off site screw around option and possibly using the quirks adv fort brings as means to do stuff you probably couldn't just do in fort mode or would require a bit more work.
Ah, I see! I play fort mode pretty often, but tend to ignore fishing mainly. It seems I need a Fishery Worker shop FIRST to make salmon meat for instance, and then I can use that to 'x' make a meal, I assume?
I appreciate the patience, I've been exploring DFHack a lot more since I've grown a little weary of doing the same vanilla presets over and over / not toying with more Roleplayey aspects of the game.
If I use the script in your subtext will I be able to change relationships between PCs as well as PCs and NPCs? Make lovers, besties, kindred spirits, acquaintances, ect.
Post from 2013, ye, xd, but...I have a question, how to remove a very large farm plot you've occasionally made? My character cannot do it no matter which tile do I try to do it from. You may also want to limit the number of possible width/height to something like 8 or 10.- just tried the gather webs job... works strange, you step on the web (without triggering it) but you need to manually pick it up then...
How did you manage to do that?To get onto the tile with the web, jump onto it, then just get it.
I cannot figure out how to collect webs for the life of me: using GatherWebs job onto a cave spider silk web gives a "working(-1)" for one tick and doesn't do anything, crawling or walking into the web destroys it, using "collect webs" option in the loom puts me into a crafting menu in which I can't do anything.
Hi. I like thread necromancy... Also i've "fixed" advfort to kind-of-work in new version. Will improve and etc later.
Link: here's a download link (https://raw.githubusercontent.com/warmist/scripts/advfort-quickfix/gui/advfort.lua)
Also there is discussion/plans here on github (https://github.com/DFHack/dfhack/issues/4502)