Bay 12 Games Forum

Dwarf Fortress => DF Adventure Mode Discussion => Topic started by: Warmist on March 15, 2013, 07:06:15 am

Title: Adventurer Fort: still useful i guess
Post by: Warmist on March 15, 2013, 07:06:15 am
Advfort is a tool in dfhack that allows for FULL* experience of fort mode jobs. That means you can:brew, mine, chop trees, dig, carve ramps, smooth and engrave, make crafts (including weapons, statues, decorating stuff, etc...), farm, gather plants and so on.
This will be a short tutorial how to use new dfhack mode/tool: advfort.
Setup:
Playing:
Now you should be able to invoke the adv-fort overlay by pressing "Ctrl-T". It should look like this:
Spoiler (click to show/hide)
You can change the job with "R" and "T". And get ingame help with "?" (there is more help there).
Spoiler: Trees (click to show/hide)
Spoiler: Fishing (click to show/hide)
Spoiler: Building (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).
*- almost full... need to finish some stuff (e.g. plant gathering STILL doesn't work :<)
More detailed guide by Isher (http://www.bay12forums.com/smf/index.php?topic=123944.msg5873164#msg5873164)
Please report issues here:  dfhack github repo  (https://github.com/DFHack/dfhack/issues)
Title: Re: Adventurer fort mode (aka dfhack r3 was released)
Post by: Rumrusher on March 15, 2013, 10:43:58 am
This will be a short tutorial how to use new dfhack mode/tool: advfort. Setup:
  • 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)
Playing:
Now you should be able to invoke the adv-fort overlay by pressing "Ctrl-T". It should look like this:
Spoiler (click to show/hide)
You can change the job with "R" and "T". And get ingame help with "?" (there is more help there).
<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).
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.

Another thing you can do with Adventure mode building.
You can do jobs above or below you, so you can craft stairs above you, and dig below you. which means you can hollow out a tunnel for later use, or channel out a river into a keep and pump in water by building a screw pump. be warned Traps are kinda screwed up in that once you designate the area of said trap your adventurer will immediately spot it and disarm it, cage traps don't work. To arm a trap you need to re-build using the weapon/cage you want to arm the trap with.

Now you can finally never fear Bogeymen at night if you have a pick/axe in your hand. (though with an axe you need to build a floor roof from a log you cut down).  Though getting an anvil is kinda tricky so best make an adventure's reaction to take a boulder and carve it into an fireproof anvil.

also any terrain changes might be reverted when you reload the area, also this only goes for Terrain changes any buildings you made before the reload(of the site not the game) will stay there.
which means you can dig 5 Z levels down and build a huge Shrine to a old god, then sleep only to find the whole thing resealed. best for setting up adventure successions where the next adventurer has to find a hidden Tomb by digging through a sealed hidden tunnel.
Title: Re: Adventurer fort mode (aka dfhack r3 was released)
Post by: Matoro on March 17, 2013, 02:13:20 am
This... this is awesome.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Askot Bokbondeler on March 17, 2013, 10:06:37 am
gotta follow this
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on March 17, 2013, 10:45:51 am
Also would like to see/hear about gui improvements. Although i have little time to tinker around but some day :)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 17, 2013, 04:20:02 pm
This is amazing, I would love to know more.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Dragoon_103 on March 19, 2013, 04:38:25 pm
i have everything working properly but i am confused on how to harvest any plants.
when i try to harvest the plant it says that i need to be standing on it then select it. i don't know how to select the ground at your feet in adventure mode so i am pretty sure harvesting plants is a no go.

btw awesome how this working i am having a lot of fun making wooden towers!

EDIT: Just Figured Out how so i am all good now!. if anyone else is having this problem press 5 on the numpad
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Freak2121 on March 19, 2013, 06:53:56 pm
This is amazing. I am in the process of building my own house in a small peaceful hamlet.
Edit: Aww..walls deconstruct as soon as you leave the location.
Edit 2: Decided to make it anyways, but without leaving the site. I'm tearing down some poor sob's house ATM.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Mephansteras on March 19, 2013, 06:58:31 pm
Wow, there's an achievement!

Do sites built by Adventurers show up on the world map in any way?

Also, do they stick around after you leave? If you go back to that spot with another adventurer or a fortress mode group, can you use what was there before? Or does the game not bother to save the map?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Freak2121 on March 19, 2013, 07:18:33 pm
The constructions dismantle but the materials stay there. Well, anyways, I was dismantling a second home to put the finishing touches on my home (a floor) when all of a sudden:
Spoiler (click to show/hide)

Edit: If you accidentally collapse something, RUN. (https://dl.dropbox.com/u/32146097/run.png)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 19, 2013, 10:49:27 pm
the proper way to dismantle houses is to break down the last block from outside, that way the roof doesn't cave in on top of your head.

also any building you build will stay on site, but constructions will not...ish

you can deconstruct a well and that well is gone forever but you can deconstruct walls and floor tiles to your heart consent.
 just make sure to not dismantle a building while your under it. it helps to have an understanding of Fort mode before diving into this.
fun news is that you can tackle necro forts by just building a huge trap system that will murder the undead when they walk over it.
just not that you might want to go into hiding before setting up traps or you might end up attacked when a zombie burst through the doors by accident.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Orange Wizard on March 20, 2013, 01:16:09 am
PTW beacuse HOLY CRAP AWESOME
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Freak2121 on March 20, 2013, 01:18:42 am
Well, with the things I learned, to anyone who wants their own house:
Find an abandoned one, make a workshop near it and just fill it with your own stuff. Things like cabinets, beds, tables, chairs. You can even put stuff in/on containers and tables.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 20, 2013, 05:05:41 pm
better idea you could just use Dfusion and spawn a 1x1 site out side/or inside the town then use that to store all your stuff. I think warmist was writing a script to do that with minimal use of Dfhack.
if you want you could use tofort (https://gist.github.com/warmist/4198190#file-tofort-lua-L38) to take over the site you just created and run fort mode. Though the benefit of doing that is to either get migrants or play a leader of a huge tower that's well fortified, though there are chances of being ambushed by hostiles if you leave or wait in your home so be well armed when that time has come.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Dragoon_103 on March 20, 2013, 09:05:32 pm
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.

- 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
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 20, 2013, 10:01:09 pm
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.

- 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
just tested that by making a barrel, and grabbing plants from a town farm so far yeah you can make a drink from it.
more so made prinkle berry wine. so that's not the case, can you explain what tools you use and which type of plant?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Freak2121 on March 21, 2013, 12:17:35 am
It happens to crash on random, but only when using this mod. I tried to make a slab twice and I crashed both times, but on my third try it worked fine.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 21, 2013, 03:39:23 am
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?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 21, 2013, 03:53:30 am
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.

I plan to rework crafting system in Genesis Reborn to go with this amazing plugin.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 21, 2013, 04:20:25 am
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?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on March 21, 2013, 04:48:10 am
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.

I plan to rework crafting system in Genesis Reborn to go with this amazing plugin.
Nope it does not need recompiling.Check out the file gui/advfort. The start contains this:
Code: [Select]
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.

- 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
- 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?).
- could you list what is missing?
- this is a df bug. And it should happen in fort mode too. It does not set correct value to the stone wall apparently.


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.

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").

One of my arms is damaged, but that's it. Any idea how to fix it?
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 21, 2013, 05:38:19 am
I must say that this is amazing!

Could you please please please make it so we are limited to custom workshops only? Like, make "workshops" and "furnaces" a toggle outside of game? Or even better, to list under "custom workshops" only those workshops which start with ADV_ ? I want to make adventure mode-specific workshops, because honestly building a shitton of vanilla buildings is so fun and takes so much time which everyone wants... /sarcasm

Then I could make adventure mode-only workshops which combine functions of vanilla buildings and miss some reactions I don't want adventurers to have... And they would take more than a single log or boulder to build, like an assortment of tools and things...

So if you could make a toggle to read only workshops starting with ADV_ or something, I would be eternally grateful to you.


P.S. Also would it be possible to gather web outside of loom job? It would be amazing if you could direction-gather it, like you chop trees...

P.P.S. It would be PERFECT if you could allow a toggle to list only workshops which are set up in config file, so you could limit which vanilla can be done and which cannot... And which custom too, without changing raws themselves. This would be a perfect variant, but anything of above would be amazing.

Thank you for your amazing work. It was a dream of mine for a loooong time to be able to chop down a tree and gather those berries when I starve to death.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 21, 2013, 05:52:13 am
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on March 21, 2013, 06:11:16 am
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...
As for other questions:
- 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...
- yes i could add e.g. optional configuration after the keybindings in the form:
Code: [Select]
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 21, 2013, 06:15:39 am
That would be AMAZING. I am already prepping another Genesis Reborn release with basic crafting overhaul and other stuff to go along with Advfort, and I've made a few adventure-only workshops (thatchery etc). If you could do it, then you would be my hero! :)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Askot Bokbondeler on March 21, 2013, 06:40:59 am
- yes i could add e.g. optional configuration after the keybindings in the form:
Code: [Select]
forbid_all=false
allowed_shops={} --some list, maybe tokens or something...
forbidden_shops={} --same kind of list
oh god i'm jizzing
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 21, 2013, 01:24:20 pm
Deon could just retweak his adventure mode reactions to suit the new Advfort script. Also I think the issue with certain buildings not being build is some buildings don't have a building item. the script expects causing the program to not go through with laying down designation, or worst drops a buggy building in it's place.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 21, 2013, 01:39:05 pm
I just want to make a set of special workshops for adventure only (and keep just a few essential base ones). There's a reason for that, I've already planned the whole production chain to make it less boring but still something you should be working for.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Askot Bokbondeler on March 21, 2013, 05:42:31 pm
bug report!!
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
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 21, 2013, 08:10:46 pm
bug report!!
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
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 22, 2013, 12:15:10 am
Brewing requires a barrel and I get no crashes at all when trying to do it, strange.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Dragoon_103 on March 22, 2013, 02:16:48 am
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.

- 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
just tested that by making a barrel, and grabbing plants from a town farm so far yeah you can make a drink from it.
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.

when you place down a farmers workshop and you open up the crafting their is no choices except for the search bar.

and that's about all that i have found so far will continue to post with any one bugs that i might find (but be warned i am still a noob when it comes to DF so half the "bugs" that i will be posting will most likely be an error on my part)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on March 22, 2013, 02:26:43 am
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.

when you place down a farmers workshop and you open up the crafting their is no choices except for the search bar.
Thanks. This might help to hunt down the bugs.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 22, 2013, 04:28:16 am
Wait so the glitch is doing the job with out having a barrel.
Wait no the game seems to not do anything and allows me to prep the job if I bring the a brew-able item(it just places the item into the workshop). so that can't be it.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Askot Bokbondeler on March 22, 2013, 04:54:11 am
it glitched for me with a barrel
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 22, 2013, 06:04:41 am
it glitched for me with a barrel
okay so by glitched you mean you can't do any actions and time was moving forward?
if that then you need to get another advfort then remove a script in it that check viewscreen/focus so you can run the script even if the previous one is still going.
that way when the first one bugs out over an error you can use another one to set another job ontop of the failed one so your adventurer could break free of the realtime hold.
warmist made a strip to 'fix' this but I kinda lost it over having another way to combat "BSOD Fort mode job syndrome". It sucks but advfort is pretty rough and just as dangerous as any other thing in Dfhack.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Bralbaard on March 22, 2013, 07:32:48 am
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.

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?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 22, 2013, 07:46:01 am
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.

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?
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.
this happens to forts and abandon human forts aswell, it's not a huge factor to adventure crafting more so it common in living at a player fort that wildlife try to take over the area.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Bralbaard on March 22, 2013, 07:54:48 am
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)

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.
 
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on March 22, 2013, 08:06:01 am
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)

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.
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?)
This might be also that some sites are prone to this, some are not. But bug is really in vanilla. Happened to me at least twice while trying to reclaim an old site (although I did not know what was happening at that time).
As for special loading/unloading: no we cannot do that even if we wanted. It uses everything that already exists, because creating stuff is hard and loading stuff is extra hard :)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Askot Bokbondeler on March 22, 2013, 08:59:28 am
it glitched for me with a barrel
okay so by glitched you mean you can't do any actions and time was moving forward?
crash to desktop
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Aseaheru on March 22, 2013, 09:12:16 am
ptw because I JUST WANT TO FARM! :'(
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Bralbaard on March 22, 2013, 09:13:48 am
... what you say is strange (how did you made tables, building etc? if it's not a fortress site?)

The tables were not build, just dragged from a nearby fortress site and dropped at convenient spots in the museum. For our purposes that has worked fine so far, except for the fact that stonesense renders the tables upside down  ::). Nothing else was changed at the keep except for all the stuff adventurers dragged in and a couple of murders..
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Dragoon_103 on March 22, 2013, 12:04:57 pm
Finally figured out what causes the crash when brewing with the still.
if you have the berries in your backpack when you initiate the brewing your person will start to do the brewing but after around "working" 26 or 9 the game freezes and basically crashes.
 even if there is other berries right next to the still it will attempt to use the berries in your inventory and then crash.

to conteract this all you need to do is drop all the berries next or on the still then do the brewing. i guess its just a minor inconvenience
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Urist_McGamer on March 22, 2013, 02:13:30 pm
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.
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?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 22, 2013, 03:44:10 pm
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.
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?
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.

what is his hunger and thirst levels?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 22, 2013, 11:23:00 pm
To do jobs above/below you, first "l"ook there, and then press Numpad Enter when you select appropriate action.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on March 23, 2013, 12:30:20 am
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
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Urist_McGamer on March 23, 2013, 01:19:42 am
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Timeless Bob on March 23, 2013, 02:49:11 am
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)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Urist_McGamer on March 23, 2013, 01:26:23 pm
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)

I think you'd need to re-gen a world with the display case building added, but that's about it. Building it without your adventurer grabbing the wrong things or putting their pants on display or something might be a hassle, but still doable.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Deon on March 23, 2013, 01:41:43 pm
Warmist has updated the advfort with ability to limit/allow specific buildings to specific races.

I use it in the latest Genesis version where Dwarves have extra buildings and all useless things are gone from the list. Check it and make suggestions :).

The next thing which is logical is to make special buildings for goblins/evil races only which are related to various evil things and dark magic.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: laularukyrumo on April 09, 2013, 01:23:45 pm
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Timeless Bob on April 09, 2013, 02:42:18 pm
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.

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"
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on April 09, 2013, 04:03:10 pm
Actually it's way worse. What is missing is the "creature groups" or some "local spawn points". Because basically this happened (i.e. my nightmare):
Also did some exploration in the unknown structures but nothing popped up. Basically demon and cave creature "spawn groups" or something get loaded AND then re-added from some sort of population pool. This would explain the item spawning too. If this is found and nuked (every so often) it should work ok. And maybe a bin-patch could be made. But for that somebody needs to disassemble that code and go on an adventure with it. AND THAN SLAY LIKE BOOSSSS.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on April 09, 2013, 04:08:50 pm
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.

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"
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.)

solution : DON'T Shift+Z Sleep ON YOUR FORT, 1x1 is good enough if you shrink the area, make sure to murder every thing that moves with your bare hands so that they end up in the history books and stay dead. or just figure out what makes human forts clean and use that as a base.


fun tip on getting a easy axe to chop wood if you start off with nothign, first find a hamlet deconstruct the wooden blocks and build yourself a carpenter workshop, use the remaining blocks to make a training wooden axe. presto now you have an axe sharp enough to cut down trees.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Urist_McGamer on April 10, 2013, 02:15:31 pm
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.

Funny thing, I had it work once in an old save I added DFhack to. I've never gotten it to work again. Now, the farmer's workshop on the other hand... I don't think it works at all.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Timeless Bob on April 12, 2013, 12:25:46 am
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.   
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: trekkie5249 on April 13, 2013, 10:03:29 pm
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on April 14, 2013, 09:18:06 am
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.
or a training axe.
you can make one easily by going to a hamlet and tearing down their walls for wood.
though by then you could just deconstruct hamlets for supplies then build a fort from that.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Urist_McGamer on April 14, 2013, 12:56:34 pm
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...
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on April 14, 2013, 08:12:52 pm
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.

oh yeah about the farmers market... I guess warmist never work on adding farmer's market jobs to the workshop. sorry blokes.

 
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Major Monocle on April 15, 2013, 01:07:19 pm
Awesome! I really like the idea of being able to have a fleshy god castle. :D This really should be vanilla though, so setting up camp would feel cooler with a "tent".  :D
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Eldrick Tobin on April 24, 2013, 09:20:47 pm
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:
Spoiler (click to show/hide)
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.

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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on April 25, 2013, 04:38:51 am
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:
Spoiler (click to show/hide)
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.

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.

Hmm that is strange. That check is for item to be equipped in your weapon hand (or body part). Because if you equip a shield in your weapon hand and pick in the other one than mining/cutting trees does not work and DF says nothing. Anyway at least that is what it's supposed to do...
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on April 25, 2013, 04:44:48 pm
so warmist have you heard of the farmers workshop not working?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Yag Alone on June 03, 2013, 01:38:31 pm
Some news on the brewing front... seems like the crash is linked to the amount of plants available for brewing dropped in the active tile of the still :
- One (stack of) plant + one free barrel -> no crash
- One (stack of) plant + two free barrel -> no crash
- Two (stack of) plants + one free barrel -> Crash (tried once)
- Multiple plants + multiple barrels -> almost certain crash (tried *several* time)

So, play it safe - only one plant at a time, drop the others next to the still.

EDIT : This is in addition of the "no plants in backpack, drop them in the still" constraint already discovered by Dragoon_103.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: catvanbrian on June 05, 2013, 08:28:53 pm
one question how do you catch and tame a animal?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Timeless Bob on July 21, 2013, 01:22:45 pm
I believe the animal needs to be a "historic person" (ie: mentioned in Legends mode), then you can use dfhack's "adv-bodyswap force" to posses it, both taming it and adding it to your group.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on July 21, 2013, 04:07:31 pm
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.
getting gm-editor helps with the second part.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Archereon on July 22, 2013, 08:00:06 pm
So, a few small questions.

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?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on July 23, 2013, 01:50:01 am
So, a few small questions.

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?
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
another thing is any changes is save to the site, and sites overlapping will switch between sites to load. so it's possible to run multiple forts on top of each other by getting dwarf hack to switching focus.
though you end up with bounding box issues and vanishing dwarves.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Timeless Bob on July 25, 2013, 09:05:13 pm
Can advfort be used to place a nesting box usable by an egg-laying pet in the adventuring party?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on July 26, 2013, 06:04:00 am
yes... you can speed up the hatching process too.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Kelenius on July 26, 2013, 02:50:33 pm
Is there a way to melt an object?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Drazinononda on July 26, 2013, 08:44:11 pm
Is there a way to melt an object?

I was wondering the same thing... I think the problem is probably that there's no way to set a Melt tag on an object as an adventurer. If that change can be arranged... then you should just be able to do a Melt Object job at the smelter, assuming all the buildings use Fort mode logic, since it would grab the nearest available melt-tagged object.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Kelenius on July 27, 2013, 08:05:26 am
Seems that to get a pick, I'll have to do it with fortress mode. owo

Edit: jackpot, I found a pick in a lair~
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: squishynoob on August 13, 2013, 06:02:30 am
I seem to have a problem with growing plants...

I do like this:
Code: [Select]
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?
Title: DF
Post by: nater on August 15, 2013, 02:25:40 am
Hey guys, I've been playing the adventure mode of DF for a month or so now, and have recently been trying the mods. However every time I try using the advfort workhsops, they place down and build, but I can never get the 'Tab' menu to open, I don't know if I am doing something wrong or what, looked all over for an answer, thanks for any help.

Edit: Finally got the workshop to be built, read that they need materials. Now just to figure out all the materials I need, any way to see?
Title: Advfort succession game
Post by: Timeless Bob on August 15, 2013, 09:02:51 pm
I figured I'd link (http://www.bay12forums.com/smf/index.php?topic=129942.msg4499076#msg4499076) to my new game concept here, since it'll be using your utility pretty often.  Helpful suggestions and (of course) involvement appreciated.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: McFeel on November 01, 2013, 04:13:23 am
Hello,

  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?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on November 01, 2013, 05:33:57 am
Hello,

  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?
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?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: McFeel on November 01, 2013, 07:43:44 am
I use the one that comes with DFHack r3.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: MeTekillot on November 16, 2013, 11:13:16 pm
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: MeTekillot on November 17, 2013, 01:15:54 am
Removing constructions also spawns every loose item on the site at your feet.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on November 18, 2013, 12:29:39 am
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: MeTekillot on November 18, 2013, 04:40:50 am
As it turns out, I needed to have the items in my inventory instead of laying nearby to start a build job, which I found odd. How is it you said the steps you needed to take to properly set up a cage trap with advfort?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on November 18, 2013, 03:40:03 pm
uhh one you need someone else to set up the trap for it to properly work due to adventurer's observe skill would disarm it right as you build it. traps don't really work on the living in adventurer mode but work great on the undead.
but to set up a cage trap you need to build a cage on the trap which is kinda impossible to do with a fresh copy of Advfort since Warmist add a fools lock on building so you don't accidentally build your crafts into the workshop.
you need to use Advfort -c or one of the additional bypass to arm a trap.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: MeTekillot on November 18, 2013, 03:51:54 pm
My dreams of caging and taming aurochs are but for naught, then?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on November 19, 2013, 08:53:09 pm
My dreams of caging and taming aurochs are but for naught, then?
well yes and no,
you could dive into Gm-editor and slap on a Civ for any wild animal and that would stop them from being hostile so you could tame them that way.
no as in you can't do that normally in Fort mode jobs since the Tame flag has no effect in adventure mode. so even if you tamed the wild beast normally they would still be hostile.
which being said it's easier to make a wild animal a companion.  though that would take a script or two to remove all hostilities from the beast.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Dekon on April 21, 2014, 06:47:40 pm
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?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: BlackFlyme on April 21, 2014, 06:55:43 pm
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?

You have to be directly on the plant. Then press 5 on your numpad.

There is no way to carefully step onto a plant, you can only hope you don't accidentally kill it when you walk on it. Though it's more likely that the plant will be fine.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Eclectic Wizard on May 22, 2014, 03:40:53 pm
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?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: BlackFlyme on May 22, 2014, 03:54:09 pm
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?

Check to make sure you aren't hungry or thirsty, as that may interrupt job behaviour, causing the adventurer to wander off or just do nothing. A similar thing will occur when you are tired, but instead of wandering around, your adventurer will sleep on the spot instead.

To remove a building, use the "remove building" job, not the "remove construction" job, which I'm guessing you tried due to the error.

Remove the building, place a new one, press '5' on the numpad while standing on the workshop's outline to trigger the build job, then keep pressing wait while your adventurer automatically grabs a nearby building material, moves over to the workshop, and builds it.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Eclectic Wizard on May 22, 2014, 05:47:01 pm
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: BlackFlyme on May 22, 2014, 05:59:50 pm
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Eclectic Wizard on May 22, 2014, 10:47:14 pm
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.

Yeah its a custom workbench, I checked its reaction and all it seems to need is wood.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rakonas on June 07, 2014, 11:01:11 am
I can't get anvil smelting to show up as a thing in the smelter menu. I managed to get smelting steel to show up but even adding in permitted_reaction anvil smelting doesn't help. Any suggestions? I want to make my own steel armor before going up against megabeasts.
I just tried putting the reaction underneath a different one, and I got it to show up in the workshop menu, but when I select it I'm instead taken to a menu like in fortress mode and the fortress mode music starts playing. Pretty stumped.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Sallen on June 11, 2014, 06:26:34 pm
I need to lurk more. I can't believe I haven't found about this earlier. Now I'm in love with you.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: MinethatCrackers on June 18, 2014, 02:34:04 pm
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...
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: BlackFlyme on June 18, 2014, 04:44:43 pm
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: MinethatCrackers on June 19, 2014, 09:27:22 am
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.
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.
EDIT: Is it required that you hold a crutch in your dominant hand too? Because if so this adventurer may be in for a long retirement. I can't seem to get him to stand up while holding the crutch.
EDIT: Nope, I figured it out. Heavy bruising on the lower spine, so both legs are paralyzed. That means the crutch is worthless. I wonder if I can retire him at a necro tower?
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Electrode on June 22, 2014, 06:58:15 pm
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: BlackFlyme on June 22, 2014, 07:10:50 pm
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.

Your adventurer may be hungry or thirsty, which can disrupt jobs. Try eating or drinking.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Electrode on June 22, 2014, 11:26:22 pm
Looking back through the thread, I see a lot of people running into that, but describing it in different ways.

Anyway, next question that I'm sure's been answered before: when I try to build something, the menu just says "No matching buildings" in every category. Typing in the name of a workshop or building doesn't do anything. Having a building material on hand or nearby has no impact.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Poldon on June 23, 2014, 10:16:46 pm
I played around for a while and encountered an odd issue where sometimes I would attempt to place a workshop and it wouldn't always work. There were no boulders, bushes or trees in the way and I was not hungry, sleepy or thirsty, it would simply... not do anything. It was seemingly at random too, I could walk around an area either above or below ground and most of the time it wouldn't place, then suddenly I get to a space where it works and my character vanishes for one turn and places the workshop. I couldn't find anything that made consistent sense, especially in the underground area I dug out. It was all rough stone floor and I had moved all the boulders aside. Not sure if there's something I missed or I'm just derping and there's obstacles and I wasn't paying enough attention or something.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: BlackFlyme on June 23, 2014, 10:25:12 pm

Unfortunately, I do not know what is causing the menu to say 'no matching buildings'.


What type of stone was available?

Economic type stones such as flux are not usable, though this likely does not account for all incidents.

It may also be due to obstacles. For obstacles it may help to remember that size 3x3 buildings are placed with the north-west corner being where your adventurer is. I haven't tried larger buildings, so I'm not sure how placement for them works.

Those are the only causes I can think of at the moment.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: falcn on July 01, 2014, 06:52:36 pm
"gui/advfort Build" have empty list of available constructions on DFhack r5 ('no matching buildings').
Moving save to r3 fixes the problem.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: King Kravoka on August 11, 2014, 06:32:20 pm
"gui/advfort Build" have empty list of available constructions on DFhack r5 ('no matching buildings').
Moving save to r3 fixes the problem.
Could someone fix this? I would prefer to keep r5 on my game.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on August 12, 2014, 12:58:43 am
the solution is to move an older verison of advfort to r5.
Because I notice there's a huge error with the one dfhack and my custom one which I haven't changed since r3.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on August 12, 2014, 02:35:42 am
Ah sorry... it's due to some filters i implemented for deon.
this:
Code: [Select]
-- 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:
Code: [Select]
-- building filters
build_filter={
forbid_all=false,
allow={},
forbid={}
}
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on August 20, 2014, 03:39:22 am
Probably should write something in forums about this tool...

So as some of you know this does not work in new version. The main thing is that new action system does not allow for an adventurer to loose control (i.e. game does not take over your control). If there is a way to work around that, we have not yet found it.

That being said, this tool is not dead. Companions (or any npc really) can perform jobs. This of course needs a better gui and i'm a bit short on time/busy/doing a lot of other stuff. A little example (buggy and not very easy to use) can be seen here:
 _-=***=-_  (https://gist.github.com/warmist/5226790)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: zlob on August 20, 2014, 07:17:21 am
How do I make anything on metalsmith forge?
The closest I was to actually forging anything was to get -1 seconds left, then after I pressed . key it cancelled the production.
It also happened for me a few times that my character kept moving northeast everytime I pressed .
I am using dfhack 34.11 r3 with 34.11 version of game.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on August 20, 2014, 07:57:05 am
were you hungry, or thirsty at the time you did this, because your adventurer will do fort mode needs as well as jobs.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: zlob on August 20, 2014, 10:00:26 am
I wasn't, unless the game was lying.
EDIT:Nevermind. I was dumb and didn't bring charcoal. :P
But thanks anyway ;)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: McFeel on September 11, 2014, 06:02:56 am
I think that fell tree isn't possible with the new trees. When you try it says "Can only do it in trees".
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Bainin on October 18, 2014, 06:57:25 pm
Ok im a complete noob at DF Hack i installed the Masterwork mod and want tu use this nice features but i rlly dont get what exactly i have to type in the DF hack cuz  add keybinding ctrl-T  from first message dosnt do anything..
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: BlackFlyme on October 18, 2014, 07:10:18 pm
Not quite sure if it is different for Masterwork, but from what I remember it should be something similar to 'gui/advfort'. Or was it 'gui/adv-fort'?

I haven't actually played in a while. I'll update this post after I figure it out for Masterwork.

Edit: The DFHack init file in Masterwork has 'keybinding add Ctrl-T gui/advfort -i', which means that pressing the control button and the 'T' key while in adventure mode should open the advfort interface, without having to go into the DFHack window.

You could also type 'gui/advfort' into the DFHack window.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Bainin on October 18, 2014, 08:07:58 pm
Pushing Ctrl t dosnt do anything and typing gui/advfort gives me gui/advfort is not a recognized command
but when i push x ingame it recommends me o use ctrl t which is kinda weird because it means the mod should be installed..
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: McFeel on November 22, 2014, 07:03:41 am
Hi,

  with the latest DFHack Advfort doesn't works. It stays forever in (-1), pressing constantly "," or ".". Is there a way to get it to work. Will be fixed someday for 0.40, or is abandoned?

  Thanks in advance.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: ptb_ptb on November 22, 2014, 07:49:55 am
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. :)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: McFeel on November 22, 2014, 09:01:09 am
:) I miss it so much...
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on November 30, 2014, 04:52:25 am
Just posting to indicate that this is not dead. I'm currently working on this.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: McFeel on November 30, 2014, 09:18:40 am
Thanks for saying, I was thinking it was a bit abandoned  :).
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Warmist on November 30, 2014, 02:36:28 pm
Okay so today had some progress with adventure fort. So to recap what was wrong in new (40.xx series) df:
Toady reworked how actions (including jobs) are performed, and because my lazy implementation depended on df filling out most of the stuff needed to perform jobs, it broke (or more exactly stopped helping as much as i would have liked). At first i saw no way to easily fix that, thus created a mock-version that assigns jobs to companions instead of you (somehow df fills out stuff for other creatures?).
Today i had quite some luck (by using dark magics) to figure out how actions (namely "Job" action) work. Thus revived some of the functionality. This is most of the simple "do stuff on that tile" jobs. Building is still broken (items don't get correctly placed in job) and plant gathering also does not work for some reason...

So for anyone who want to play with it i'll upload it soon and post a link to it. Though be warned: it might need dfhack version that is not yet released.

Link: the branch that will hold all changes  (https://github.com/warmist/dfhack/tree/advfort)
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Rumrusher on December 01, 2014, 04:13:14 pm
so far the script works in 40.16( and 40.15 release copies of dfhack) and if you need to bypass the whole lack of item crafting you could use  these two lua scripts select worker  (https://gist.github.com/Rumrusher/46da4287f02b67417dc4)and Comfort (https://gist.github.com/Rumrusher/5518662) though you have to wait manually for them to finish a job. but hey they work.
though I might have to try to improve comfort to allow you to order more than one guy.

recently learn that trees instantly 'regrow' back if you chop them down in advfort so... free lumber, also if you remove the hard lock on detailwall and detailfloor you can engrave on trees.
oh and you can climb and do jobs as well.
Title: Adventurer fort reborn!
Post by: Warmist on December 07, 2014, 03:11:55 pm
I have great news everyone: advfort is (somewhat) fixed (read: hacked) into working condition.

Title: Re: Adventurer fort reborn!
Post by: Robsoie on December 07, 2014, 03:42:16 pm
Great thanks !
I had decided to stop playing adventure mode for a while, waiting for some of the annoying bugs and various nonsense  breaking my immersion and roleplay attempts to get fixed , but if advfort is now working i will have no choice but to play again :D

Ah those forest retreats waiting only for a mad adventuring woodcuter to deal with those home trees :D
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 07, 2014, 03:43:20 pm
A word of warning: do not cut wood in the dark...
Spoiler (click to show/hide)
Title: Re: Adventurer fort reborn!
Post by: Robsoie on December 07, 2014, 03:44:54 pm
More friends to play with in the dark :D
Title: Re: Adventurer fort reborn!
Post by: smjjames on December 07, 2014, 05:07:55 pm
A word of warning: do not cut wood in the dark...
Spoiler (click to show/hide)

Lol, just turn off bogeymen.
Title: Re: Adventurer fort reborn!
Post by: Magistrum on December 07, 2014, 05:11:06 pm
Lol, just turn off bogeymen.
Pff, a great hero invites bogeyman to enjoy the campfire.
On a completely unrelated note, does anyone know what happened to silentwhispers?
Title: Re: Adventurer fort reborn!
Post by: Robsoie on December 07, 2014, 06:15:25 pm
note : i thought it was part of the latest version of DFHack , as the advfort.lua is in it, but it's in fact an old version, from when advfort wasn't working.
Make sure to download the actual working version of advfort.lua on the 1st post of this thread and replace the one that is in the latest version of dfhack by it.

I just spent a dozen of minutes not understanding why no advfort actions were doing anything before figuring out the advfort.lua coming with the 40.19 version of dfhack is not the working one :D

But once you get it working, elven sites are so much more fun
Spoiler (click to show/hide)
:D
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 07, 2014, 07:02:16 pm
A word of warning: do not cut wood do jobs in the dark...
Spoiler (click to show/hide)
you'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 advfort
Title: Re: Adventurer fort reborn!
Post by: Robsoie on December 07, 2014, 07:17:35 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 08, 2014, 03:10:23 am
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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 08, 2014, 08:05:16 am
never got the crash from carving a wall bit. Though kinda bum out that I couldn't build a Tree fort in towns since Trees in adventure mode acts like Town walls and come back if you reload the area.
though I guess this means I need to do this somewhere else.
that said building Tree forts are great, when your character stops falling out of the tree that is.
Wonder why dwarves tend to horribly collapse trees if they build stuff in them in fort mode?
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 08, 2014, 03:23:25 pm
Just posting to inform of an update... Soon my dream of building my inn will be complete and then the world will be mine!
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 08, 2014, 03:49:55 pm
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?
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 08, 2014, 04:10:58 pm
Does your inn have a functioning jacuzzi?
No it does not. But it might have a functioning corpse chute, straight to the ... ehem... chefs.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 08, 2014, 04:36:07 pm
This is so cool. After I play around with it for a bit I think a community game of some sort is in order. :)
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 08, 2014, 08:55:56 pm
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.
that or make an custom workshop in a pit that generates Large amounts of water. but the Chefs bit got me wondering, is it possible to use manager to order jobs for companions and have them wait in workshops ready for the next task?
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 invaders rest of the world because you need sleep.

Kinda wish I got that Cage-o-matic gun from the druids build working because arming dorks with cage guns and plopping them near the entrance of base seems like a great plan for building a zoo.

time to show off adv-Forts:
Spoiler (click to show/hide)
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 09, 2014, 03:35:45 am
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).
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 09, 2014, 04:04:44 pm
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)
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 09, 2014, 06:00:59 pm
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)


okay so normally you can't build constructions in trees just around them due to the game deleting the tree completely , now I learn that bridges work perfectly fine on tree leaves, so you can carpet Trees with bridge parts for ease of travel, and just use walls and roads on open space (note bridges don't support constructions so don't just make a huge bridge to nowhere and try to build a house suspended from that).

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)
 
Title: Re: Adventurer fort reborn!
Post by: Isher on December 10, 2014, 02:44:42 pm
ZOMG awsum

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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 10, 2014, 02:56:42 pm
ZOMG awsum

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.
Lnp 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.
Title: Re: Adventurer fort reborn!
Post by: Isher on December 10, 2014, 03:05:18 pm
Sorry either I wasn't clear enough or I am misunderstanding.

I'm trying to add these: https://gist.github.com/warmist/5081626

Where it says to add them to init.lua

I already updated the advfort.lua with what you have in the first post, and I've edited the reactions, just don't know where to put the add_site and reaction_imbue functions.
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 10, 2014, 05:09:08 pm
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))
Title: Re: Adventurer fort reborn!
Post by: Isher on December 10, 2014, 05:21:47 pm
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))

Yeah, I've got all that down, the part that's getting me is that I can't find init.lua anywhere:

Quote
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?

*EDIT* I searched through the dfhack thread, so I'm trying this: I created a file called init.lua and placed it in DwarfFortress/raw, then put that stuff in it. Hope it works!
Title: Re: Adventurer fort reborn!
Post by: Robsoie on December 10, 2014, 07:17:43 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 11, 2014, 01:16:35 am
@isher: yup it's correct location. I should really make it easier to install them... Though you could try using mod manager (in beta/alpha/alpaca)  here  (http://www.bay12forums.com/smf/index.php?topic=139576.msg5395079#msg5395079) and it might have the adventurer additions ( i don't recall if i updated the thing :) )
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 11, 2014, 03:42:54 pm
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 :/
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 11, 2014, 04:14:53 pm
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".
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 11, 2014, 04:28:23 pm
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.
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.
that said you could build a house on forest treetop and it will support the whole thing too.
oh here's a sketch of the treefort back when I didn't install the house to it.
(http://www.truimagz.com/host/fortcrush2/de/my-new-adventure-fort.png)
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 11, 2014, 06:36:07 pm
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".

Thank you,  you sir are a gentleman and a scholar
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 11, 2014, 11:22:52 pm
God spent a good minute after sleeping in my tree house, rounding up rats and attempting to cage them... they seem to keep gnawing out of my containers.
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 12, 2014, 12:38:42 pm
Started building my Dwarf Ranger's cabin in what seems to be a pretty decent spot. 

Spoiler (click to show/hide)

Biggest problem so far has been only thing I can fish up are mussels, which I can't seem to clean/prepare into a meal
Title: Re: Adventurer fort reborn!
Post by: Isher on December 12, 2014, 02:07:20 pm
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.

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
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 12, 2014, 02:59:03 pm
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.

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
About [NO_EDGE_ALLOWED]: heh... that option is only for stones actually. They can be sharpened (hence have an edge...).

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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 12, 2014, 05:45:34 pm
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.

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
About [NO_EDGE_ALLOWED]: heh... that option is only for stones actually. They can be sharpened (hence have an edge...).

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.
Beware that running lair might cause new guests to arrive, so watch out for visitors.
Title: Re: Adventurer fort reborn!
Post by: Isher on December 12, 2014, 07:45:37 pm
Guide for Getting Started with AdvFort:

1) Option A: Install DFHack (https://github.com/DFHack/dfhack) using these install instructions (https://github.com/DFHack/dfhack#installationremoval).
    Option B: Download and use the starter pack (http://www.bay12forums.com/smf/index.php?topic=126076) if you have Windows. There are others for Mac and Linux here (http://dwarffortresswiki.org/index.php/Utility:Lazy_Newb_Pack) but I can't guarantee they'll work with this and anyways this entire guide is Windows-specific, sorry.

2) Save this (https://raw.githubusercontent.com/warmist/dfhack/advfort/scripts/gui/advfort.lua) into hack/scripts/gui/advfort.lua (right click, save link as), overwriting any existing advfort.lua

3) Save this (https://raw.githubusercontent.com/warmist/dfhack/advfort/scripts/gui/advfort_items.lua) into hack/scripts/gui/advfort_items.lua (right click, save link as), overwriting any existing advfort_items.lua

4) In the main DF folder, find dfhack.init and add the following near the top (for convenience's sake) like above Lethosor's scripts:
Code: [Select]
# keybinding for AdvFort
keybinding add Ctrl-T "gui/advfort"

5) Create file called init.lua (e.g. create empty text file and rename to init.lua) in df/raw/ folder if it does not already exist (it probably won't). There's usually not many other files in this folder, just folders like the objects folder. Don't put it in the objects folder.

6) Follow these instructions (https://gist.github.com/warmist/5081626). This can't be much simpler, because if you were given raw files to download they could overwrite other existing mods and you would be sad.

7) Create a new world. These things didn't apply to my current worlds, only new worlds, but then maybe I messed something up. To be safe, just do it.

8) <-- (#@*%ing emoticons) If you want immediate dig ability without having to luck into finding some guy's pick: When in game, go to DFHack and type createitem WEAPON:ITEM_WEAPON_PICK INORGANIC:IRON 1     All capital letters is important! It will appear in same space as you.

9) If you did not start as axeman and you want immediate wood cutting ability and don't want to wander around for 10 minutes to find an axe: When in game, go to DFHack and type createitem WEAPON:ITEM_WEAPON_AXE_BATTLE INORGANIC:IRON 1     All capital letters is important! It will appear in same space as you.

10) When in game, press Ctrl-T to open the menu. To get out just hit esc. If you see all black you are probably using TWBT, either you installed it yourself or you're using the starter pack. TWBT makes other levels visible, it's totally worth it when you're not using AdvFort. Anyway, you need to go to the graphics tab in the Lazy Newb Pack window and choose print mode: 2D before starting the game.

11) The very first thing you should do is press ? while in ctrl-T menu - this will explain how to do stuff in up or down directions. Don't go pressing alt-5 on numpad and thinking you'll carve a ramp down - alt 8 or 2 will careful move and do jobs in that direction, but ctrl-5 is down and ctrl-e is up. If you alt-5 it'll be all like "you need a wall!" which does not mean something to either side, it means wall/floor/ceiling. Also, if you have another item equipped as a weapon even with a pick out it won't work. You gotta have only the pick. And for a down staircase you create a down staircase where you are (just hit 5) then an updown staircase below it (ctrl-5), etc.

12) To change jobs you do not hit R or T, you hit shift-R or shift-T. These are the defaults. You'll need the correct tools for the jobs. See ITEM_WEAPON_PICK up there in that thing I said to do? If you want the tools without mining/creating in workshop, go to the page for said tool on DF wiki, scroll down to raws, and find the correct raw.

13) Warmist has a good rundown on how to do a buncha stuff. First go to DFHack and type createitem FIGURINE INORGANIC:IRON 1   (caps are important), then grab the figurine (make sure it isn't in your backpack) hit x and claim a proper site, then do that stuff. Oh wait, having trouble with, say, workshop? You gotta have the mats (and you'll need the anvil reaction for a smithy), then you gotta make the workshop, that only makes plans so you gotta careful move into it again to actually build it, then press . (period) once to go through the x amount of moves to do the job. Then you gotta press tab to use the workshop to build stuffs.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 12, 2014, 09:30:50 pm
 The thing is with the axe it's not the only thing you need for lumber, since most of the sites don't remember changes that happen to them in adventure mode outside of player forts, you can scavenge as much resource you need.
So you can just freely take chunks out of stuff with remove construction but note this only works on constructions and not say buildings so all doors you rip out, wells you dissembled, workshops in mountain homes you break down will be gone for good. If you have an axe this just means every single tree that not on a player site will return next time you return to the area.
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 13, 2014, 05:21:10 am
Just updated install-guide, now it needs another file (the screen that selects items).
Title: Re: Adventurer fort reborn!
Post by: Repseki on December 13, 2014, 06:33:17 am
Didn't realize this had been updated to 40.xx, cool.

Does claiming your own site still cause critters to multiply like crazy?
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 13, 2014, 01:48:04 pm
Didn't realize this had been updated to 40.xx, cool.

Does claiming your own site still cause critters to multiply like crazy?
Looks like not. Though havent tested very much.
Title: Re: Adventurer fort reborn!
Post by: Isher on December 13, 2014, 02:23:12 pm
Updated step-by-step guide (http://www.bay12forums.com/smf/index.php?topic=123944.msg5873164#msg5873164).
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 13, 2014, 03:20:17 pm
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)
Title: Re: Adventurer fort reborn!
Post by: Isher on December 14, 2014, 12:12:22 am
Smiley begone! :) 8) :P

(it's in attachments and other options)

XD I'll leave it as a joke I guess.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 14, 2014, 03:04:08 am
Spoiler (click to show/hide)
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...
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.
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 14, 2014, 09:15:36 am
Spoiler (click to show/hide)
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...
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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 14, 2014, 07:03:55 pm
Spoiler (click to show/hide)
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...
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.
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.
the wolf kinda was docile already so it's just a matter of making it follow me around.
Title: Re: Adventurer fort reborn!
Post by: Isher on December 15, 2014, 08:53:01 am
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
The 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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 15, 2014, 09:22:58 am
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
The 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.

Hmm is that always the case? i mean the crashing. Btw i try to version it now (first few lines have a version and sort-of changelog).

Anyway my plan was to perform debugging now. Maybe add in new jobs slowly because next big feature would take a lot of time.
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 15, 2014, 10:28:06 am
Yeah on both.  I did the fresh installs following your directions Isher, and even tested trying to remove the advfort_items.lua while keeping the updated advfort.lua, which only netted error messages in DFHack.  And the crashing for me at least always seems to be the case.  I tested it in various areas as well.  Tried in both a Dwarven hill hamlet as well as a Human hamlet(since they're established sites), out in the wilderness without claiming a site, and after claiming my own site.  I also tested these all with both the Carpenter's and Craftsdwarf's workshops.  When saving it always crashed at the "Saving Jobs" phase.  When exiting a loaded area and entering a new zone, it also crashes.  I even flagged both the dwarf fortress.exe and dfhack-run.exe with large address aware, to no avail.
Title: Re: Adventurer fort reborn!
Post by: Polemicist on December 16, 2014, 12:39:47 pm
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! :(
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 16, 2014, 02:41:24 pm
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! :(

Not to sound callous but I'm kinda glad I'm not the only one.  Was beginning to think it was just me, but not stressing it too much since it's a work in progress

edit: sleeping hasn't been a problem for me though
Title: Re: Adventurer fort reborn!
Post by: Polemicist on December 16, 2014, 08:15:17 pm
Evidently there's a problem with sleep related crashes in 40.19 anyhow, only I don't seem to get them unless Advfort is installed.

And yeah man, it doesn't sound callous at all. Only human. You want to ensure this isn't just some obscure weird problem related to just your system. I was in the same boat.


What's the best way we can help? Do you boys want a crash log or some such?
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 16, 2014, 11:00:11 pm
doesn't advfort boot up a warning saying you need to be in looking/advmode to use? and bringing up the sleep menu prevents you from doing so?
Wait where are you guys building? are you building in sites or off sites?
Because I notice sleeping/traveling outside of player forts work fine, doing so in any place else will revert all constructions, minding,deconstructions you do to the land, but not buildings?
then again I'm using dfhack vanilla on a modded 40.19 so maybe vanilla might be borked, or what ever version of Dfhack you guys use has an additional tweak that breaks?

Wait no I remember I just grab advfort.lua(and dump it into gui folder) from warmist and not attempted with the other stuff, that should work. maybe grabbing warmist experimental workshop raws might be buggin Dwarf fortress out.
the only bugged stuff with advfort I notice is you can't do jobs like mechanisms or tanning let alone kennel stuff.
Title: Re: Adventurer fort reborn!
Post by: Polemicist on December 16, 2014, 11:18:54 pm
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!
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 17, 2014, 02:05:07 am
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?
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 17, 2014, 10:42:19 am
@Rumrusher

Like I stated before, sleeping hasn't really been a problem causing crashes for me but seems there is a non-dfhack related bug with it some people are experiencing.

Also, as to buildings causing crashes as I posted earlier, I tested it in a Dwarven hill hamlet and a Human Hamlet to test it on established sites.  I then tried it in the open world, once in a plains/grassland biome with no established site, once in a forest biome with no established site, then again in the same forest biome after using the scripts and raw changes listed to claim a site with an adventurer.  I tested these all with both a Carpenter's and Craftsdwarf's workshop.  It crashed every single time on saving, hanging up at the saving jobs part of the saving process.  The exiting areas where I had workshops built causing crashes was before testing, but I think it's when the area your leaving is being offloaded.  I also did testing with the LNP as well as the Phoebus package(whose only change to vanilla DF is the tileset) with a fresh download of DFHack by itself from the mods forums.

I didn't have these crashes initially, only started once things were updated with the advfort_items.lua.  The new advfort.lua also seems dependent on advfort_items.lua now as well. 
Title: Re: Adventurer fort reborn!
Post by: Polemicist on December 17, 2014, 02:16:04 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 17, 2014, 03:44:14 pm
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)
Sorry that i can't find time to fix it :/
REJOICE fellow adv-forters! i have ventured into the insanity and came back with great news! The bug is no more (also fixed another thingy). It was just a small thing after all and applying LOGICS (a strange and alien thing) i have removed the culprit. Download from the same linky (should have "version 0.11" in the top)
Title: Re: Adventurer fort reborn!
Post by: Polemicist on December 17, 2014, 04:25:56 pm
Dude, you're incredible. Thank you so much.

I owe you a beer.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 17, 2014, 10:04:58 pm
so yeah you can build traps on the side of constructions, just that don't expect to arm them until I figure out how to get the look pointer to access the building commands.
so that I can test my theory of out of site means it's armed, then again I could just rig the druid stuff into basic traps so that if someone gets hit with an item they instantly get sealed.
the stuff I do to keep my fort safe from invaders.
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 18, 2014, 03:16:38 am
woot!  Thank you guys, I just got home from a busy day and am about to head to bed, but will be setting up and getting things going tomorrow.  I really appreciate what you have done here because this pretty much makes DF Adventure mode the game I've been craving for the better part of a decade.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 18, 2014, 07:14:02 am
OK, newbie question here.

* 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
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 18, 2014, 08:43:13 am
OK, newbie question here.

* 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.
These reactions are a bit finicky... You must have steel+fuel (maybe on ground?) ofcourse. Then it should show "working(<X>)" near job selection. And it should start working, items will appear in the workshop. If it does not start try pressing "." (or other key you bound to adventurer wait action). Other then that it might just be a nasty bug :/
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 18, 2014, 08:48:25 am
No you don't need to gen new world.
These reactions are a bit finicky... You must have steel+fuel (maybe on ground?) ofcourse.
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.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 18, 2014, 02:53:39 pm
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 and

* <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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 18, 2014, 03:49:01 pm
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 and

* <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.
Yeah 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.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 18, 2014, 07:38:23 pm
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.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 19, 2014, 03:28:08 am
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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 19, 2014, 07:24:24 am
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.
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.
Since dfhack 40.19 should already come with advfort( And a whole lot of side scripts that needed for advfort to work in separate folders in dfhack and luckily warmist only messed with one file,), and 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.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 19, 2014, 07:34:40 am
Oooooh, wait. I had messed up the installation. I completely missed reading the /gui/ in the middle of hack/scripts/gui/advfort.lua

Quote
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.

[EDIT] Is it possible to construct walls and floors?
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 19, 2014, 08:48:13 am
Oooooh, wait. I had messed up the installation. I completely missed reading the /gui/ in the middle of hack/scripts/gui/advfort.lua

Quote
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.

[EDIT] Is it possible to construct walls and floors?
yes, 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.
you can make a player fort easily with dfusion through one of the adventure options so it's just means build crazy stuff you want to last at base, build traps and stuff everywhere else.
Oh and be careful about exceeding the site boundaries because the game won't save any construction progress outside of the cell.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 19, 2014, 09:01:20 am
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. :P

Title: Re: Adventurer fort reborn!
Post by: Warmist on December 19, 2014, 10:38:30 am
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. :P
Use build (and direction). It should open choice menu. In there construction->wall/floor
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 19, 2014, 11:04:38 am
In there construction->wall/floor

So it is. I looked right past it. Again. ^ ^;
Thanks for pointing me in the right direction.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 19, 2014, 12:34:42 pm
Sorry to be getting stuck and asking questions all the time. But I have another. ^ ^;

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?
Title: Re: Adventurer fort reborn!
Post by: Warmist on December 19, 2014, 01:09:44 pm
Sorry to be getting stuck and asking questions all the time. But I have another. ^ ^;

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?
Ah sorry, that is probably my bug (currently it writes Fallback and then lots of red stuff in console).
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 19, 2014, 03:51:36 pm
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?
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 19, 2014, 06:59:41 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Isher on December 19, 2014, 10:43:15 pm
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?

Guide (http://www.bay12forums.com/smf/index.php?topic=123944.msg5873164#msg5873164) last line of number 11
Title: Re: Adventurer fort reborn!
Post by: Arbinire on December 20, 2014, 10:39:36 am
Woot, thanks Isher, see what I was doing wrong now.  Was trying Alt+5 instead of Ctrl+5
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 20, 2014, 11:53:06 am
I get a bunch of 'red stuff' in the dfhack window when I try to build a wood furnace. The wood furnace displays 'half finished'
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 20, 2014, 05:37:53 pm
Just built a wood furnace with Jet(using 0.011), no error text telling me anything. can you post what the error text reads?
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 21, 2014, 04:50:25 am
(http://imagr.eu/up/549697b6de577_woodfurnace1.png) (http://imagr.eu/up/549697b6de577_woodfurnace1.png)

(http://imagr.eu/up/549697d68af05_woodfurnace2.png) (http://imagr.eu/up/549697d68af05_woodfurnace2.png)

As you can see it half-builds the furnace, then stops.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on December 21, 2014, 02:56:29 pm
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.

like windows dfhack should have advfort packaged normally and all you need to do next is to update the advfort.lua file only.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 21, 2014, 03:54:55 pm
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.

I was using 'dfhack-0.40.19-r1-Windows' which is the latest dfhack download from the main thread. dfhack DOES complain about something missing with 'buildplan', which sounds related. I just redownloaded and I can confirm that building.lua is not there.

Yeah and the \ = yen thing results from stupid decisions made in the dawn of time. It doesn't actually affect the working of my computer at all.

[EDIT] Wait, did you mean 'buildings.lua'? Because I'm not missing that file.

The buildplan error message was:

buildingplan.plug.dll has no name, version or self pointer
Title: Re: Adventurer fort reborn!
Post by: lethosor on December 21, 2014, 05:30:07 pm
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).

Quote from: Rumrusher
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:

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.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 22, 2014, 08:00:49 am
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.

I'm having a similar problem with magma forge as I do with wood furnaces.

(http://imagr.eu/up/549815dda0659_magmaforge.png) (http://imagr.eu/up/549815dda0659_magmaforge.png)

As close as I can track it down,
  buildings.constructBuilding(args) and args.building
are both returning nil, and the code cannot handle that case.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 23, 2014, 04:15:06 pm
Oh hey! I've got it working. I'm not sure this is how it's supposed to work but if you do a 'build' to make a wood furnace you get the half finished one. Then if you do 'build last' on the partially complete wood furnace it will continue, then complete, the job.

[EDIT] One more thing. If there is an item obstructing the place the building is going your adventurer freezes and you have to shut down dwarf fortress.

[EDITx2] Ouch. Dwarf Fortress crashed when I tried to make pig iron bars.
(http://imagr.eu/up/549abedbbed50_crash.png) (http://imagr.eu/up/549abedbbed50_crash.png)

Point of interest: Unlike other reactions I couldn't start making pig iron until I had picked up some of the items needed. It wouldn't start with all the items on the ground.

[EDITx3] I can't use looms to weave pig tail thread into cloth. I get a bunch of red text in the dfhack console.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on December 28, 2014, 11:18:15 am
Huh. Every time I extract adamantine strands it takes longer.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on January 10, 2015, 02:39:50 pm
So messing around with advfort and recently figure out a frozen waterskin works well as resource for slabs, and you can engrave Secrets to them(using Gm-editor) giving you access to necromancy(and other modded secrets) at the start(in case you want to avoid modding the game to give you necromancy).
(http://www.truimagz.com/host/fortcrush2/de/test-on-slabs.png)
Now to figure out how to teach Reading to an adventurer(and have it stick since slapping the skill on doesn't seem to work) so that they don't get lock out on slabs....

Title: Re: Adventurer fort reborn!
Post by: SyrusLD on January 11, 2015, 12:10:35 pm
I love this! I wish this was already available in the standard adventure mode, it gives so many possibilities, just a bit sad that everything turns back to how it was after you sleep/travel.

I noticed a few problems though, it's mostly minor stuff like having to figure out how to exactly use something, but two things were more severe.
First thing, when trying to create strands of adamantine the game crashes after finishing the job if you tried processing raw adamantine from your bag instead of dropping it on the ground in the workshop first.
And Jeweler's workshop's jobs don't work, they cause the following fallback to be written to the console:
(http://i.imgur.com/QVb2EK3.png)
Looks like a problem with locating the workshop? Can I fix it somehow?
I mean, it's a minor thing, I just wanted to encrust my stuff with shiny, sparkly things I sto-...completly legally acquired from places.
EDIT: The loom has the same problem.
Also, the "Fallback" pops up in the console as soon as you open the job menu.
I tried looking through the stuff, but ... I have no idea of .lua programming. (For me, as a Java/C/C++ guy it just looks like a bit of a mess...)



PS: How do I gather plants? I stand on them, hit 5, it says "working (-1)" ... nothing happens. How does it work? :/




Another Edit and POSSIBLE FIX for the "workshop jobs not working" issue:
I found the issue that prevented me from using certain workshops.
After reading into the code a bit, "tracing" the problem via print and via changing stuff carefully, I found that the "onWorkShopJobChosen">"dfhack.buildings.findAtTile(args.pos)" was NOT the actual bug, it was just getting wrong data, causing it to fail.
The ACTUAL problem came from the "usetool:openShopWindow(building)" function, which is called when the job-list can't be gotten uh...in that other way.
Specifically, there appears to be a bug in line 1126:

function usetool:openShopWindow(building)
    local adv=df.global.world.units.active[0]
   
    local filter_pile=workshopJobs.getJobs(building:getType(),building:getSubtype(),building:getCustomType())
    if filter_pile then
        local state={unit=adv,from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z,building=building}
        ,screen=self,bld=building,common=filter_pile.common}
        choices={}
        for k,v in pairs(filter_pile) do
            table.insert(choices,{job_id=0,text=v.name:lower(),filter=v})
        end
        dialog.showListPrompt("Workshop job choice", "Choose what to make*",COLOR_WHITE,choices,dfhack.curry(onWorkShopJobChosen,state)
            ,nil, nil,true)
    else
        qerror("No jobs for this workshop")
    end
end

This caused a table with "x, y, z, building" to be given to the "findAtTile(args.pos)"-function, which only seems to accept "x,y,z" as a table though and couldn't handle the "building" in there.
No idea if there are any other side-effects to removing the ",building=building" from inside the braces {}, but for me it made the loom work (again)!
Title: Re: Adventurer fort reborn!
Post by: Warmist on January 13, 2015, 03:24:35 am
<...> 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 )
Title: Re: Adventurer fort reborn!
Post by: zlob on January 14, 2015, 02:49:14 pm
Hello!

I've read some comments in here and one of them stated that in order to make my constructions persistent, I should use dfusion and create a player fort. However, the only types of sites Dfusion's tool lets me create are: ruins, lairs, hamlets, human fortresses, camps and tombs, no dwarven settlements available. How do I create a player fort?
Sorry if this was already answered somewhere here, but my search showed nothing of use.

Thanks in advance!
Title: Re: Adventurer fort reborn!
Post by: Warmist on January 14, 2015, 03:45:22 pm
Ruins and lairs are okay. Human fortresses might be buggy (crashy) camps and tombs might work too. Actually in code the "ruins" are dwarven settlements, but because i don't know enough about how to create them they get created as destroyed fortress (probably needs some population/civ entity or sth) but that does not change how it works.

That is if i remember correctly. Been away from that code for quite a while.
Title: Re: Adventurer fort reborn!
Post by: zlob on January 14, 2015, 04:45:13 pm
Thank you, it worked indeed!
Finally a house that doesn't collapse with me inside, smashing my guts "beyond recognition"! :P
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on January 15, 2015, 03:18:54 pm
<...> 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 )
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.)

Still need to figure out where stuff is ... like the "Gather Plant", currently I don't even know where the code for that is located.



EDIT:
Still don't know where to find the GatherPlants task or how to even approach looking at it to think about whether I can or cannot fix it. To put it shortly. 8|

Anyway, on the other hand, I did make the ballista (and catapult) fire (and almost kill my dwarf) though! Took a bit of changing some code.
Don't really get why I can fire whatever I want with it, but at least it works for the ballista('s arrows) as well as the catapult.

function siegeWeaponActionChosen(args,actionid)
    --local args
    if actionid==1 then
        args.building.facing=(args.building.facing+1)%4
        args=nil -- "dirty"ish workaround to not make a job
    elseif actionid==2 then
        local action=df.job_type.LoadBallista
        if args.building:getSubtype()==df.siegeengine_type.Catapult then
            action=df.job_type.LoadCatapult
        end
        --args={}
        args.job_type=action
        args.unit=df.global.world.units.active[0]
        local from_pos={x=args.unit.pos.x,y=args.unit.pos.y, z=args.unit.pos.z}
        args.from_pos=from_pos
        args.pos=from_pos
        args.pre_actions={dfhack.curry(setFiltersUp,{items={{quantity=1,item_type=df.SIEGEAMMO}}})} -- "item_type=df.SIEGEAMMO" ???
        args.post_actions={AssignBuildingRef,AssignJobItems}
    elseif actionid==3 then
        local action=df.job_type.FireBallista
        if args.building:getSubtype()==df.siegeengine_type.Catapult then
            action=df.job_type.FireCatapult
        end
        --args={}
        args.job_type=action
        args.unit=df.global.world.units.active[0]
        local from_pos={x=args.unit.pos.x,y=args.unit.pos.y, z=args.unit.pos.z}
        args.from_pos=from_pos
        args.pos=from_pos
        args.post_actions={AssignBuildingRef}
    end
    if args~=nil then
        --args.post_actions={AssignBuildingRef}
        makeJob(args)
    end
end

[...]

function usetool:openSiegeWindow(building)
   local args={building=building,screen=self}
    dialog.showListPrompt("Engine job choice", "Choose what to do:",COLOR_WHITE,{"Turn","Load","Fire"},
        dfhack.curry(siegeWeaponActionChosen,args))
end

Actually still not 100% sure about the last part with the "args.screen" ... but it threw red text before, so I made it like this. Changes red, comments lime green. Hopefully I didn't forget to mark any changes I made...
For some reason it (sometimes?) says "working (-1)" when loading the ballista, but just hitting "wait" twice still loads the ballista properly.



Oh, and also, my game crashed upon completion of the job when trying to "Make coke from bituminous coal"!
The job works fine with the magma smelter, luckily.
Title: Re: Adventurer fort reborn!
Post by: Warmist on January 21, 2015, 05:37:39 pm
yeah i need to start tracking bugs and just lack of features somewhere...
There was a big-ish change on how everything works and it is a bit better (it now uses scripts that is fancy coroutines- finally understood how it works!).

And i'm also bit fighting to find time for this (and other projects, last thing i did was nearly finished group-work-workshop example).

As for gather plants (or other simple jobs) it's a list of,name, job-type + other stuff(preconditions, post-effects,etc...) and gather plants is at line: 898. As you can see there is nothing really special about it. It tries to do it just like e.g. engrave or other same-tile job.

Title: Re: Adventurer fort reborn!
Post by: Max™ on January 21, 2015, 11:32:20 pm
...did Syrus just say they managed to fire a ballista/catapult in adventure mode?

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)
Title: Re: Adventurer fort reborn!
Post by: Warmist on January 22, 2015, 05:46:19 am
...did Syrus just say they managed to fire a ballista/catapult in adventure mode?

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)
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...
Title: Re: Adventurer fort reborn!
Post by: Max™ on January 22, 2015, 06:08:49 am
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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on January 22, 2015, 03:00:10 pm
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.
oh well rework my old advforts for npc usage so you can gain access to the other fort mode jobs.
Title: Re: Adventurer fort reborn!
Post by: Warmist on January 26, 2015, 03:41:35 pm
UPDATE TIME GUYZ!

Fixed siege engines. Firing from catapults is way more fun when you can select what to fire (e.g. bins with glass blades for fun, with siege-engine plugin!). Also some trap fixes...
Also if combined with:  this  (https://gist.github.com/warmist/5ad711fd1e2e75743bd4) you can capture and then shoot (with catapult) units at other units...

Anyway, fun evening hacking df as always

Oh and thanks to SyrusLD for making my job way easier!
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on January 27, 2015, 06:18:31 am
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?

I will have to try out adventurer mode traps.
Title: Re: Adventurer fort reborn!
Post by: Warmist on January 27, 2015, 06:23:30 am
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?

I will have to try out adventurer mode traps.
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)
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on January 29, 2015, 01:06:00 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on January 29, 2015, 01:24:48 pm
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"
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on January 29, 2015, 01:55:04 pm
One way out of these stuck loops is typing "devel/pop-screen"
Thanks! I'll have to remember that.
Title: Re: Adventurer fort reborn!
Post by: Blaze_1711 on January 29, 2015, 02:52:55 pm
Guys, i don't know if it is me or something but i've been trying to use AdvFort for months and i get nothing.

The GUI shows up and whenever i try to like "gather plants" it shows "working" and all, but no plants go to my inventory or anything.

I can build workshops and all but i can't use them in any way, like, they are just there, useless, immobile.

I would appreciate any help you could provide since i really want to enjoy AdvFort. Thanks in advance!
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on January 29, 2015, 02:58:20 pm
It still crashes the game when I try to make pig iron (when it gets to the (0) count). :(

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]?

(http://imagr.eu/up/54ca90bfaafe2_dialog.png) (http://imagr.eu/up/54ca90bfaafe2_dialog.png)
Title: Re: Adventurer fort reborn!
Post by: Blaze_1711 on January 29, 2015, 03:03:59 pm
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>" and if i press esc to exit the menu the workshop is there, built, but still no [TAB].

Also, when i tried to gather plants the GUI read "Working" but had a -1 value to the time taken by that action, which promptly blocked any attempts of using the GUI except if i closed it and re-opened it.

I know this sounds like a bad idea, but if any of you could send me a link to a Dwarf Fortress with AdvFort working i'd be very thankful!
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on January 29, 2015, 04:06:57 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Blaze_1711 on January 29, 2015, 04:43:52 pm
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!
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 01, 2015, 10:49:27 am
...did Syrus just say they managed to fire a ballista/catapult in adventure mode?

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)
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...
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.
(http://www.truimagz.com/host/fortcrush2/de/siege-cart-portation.gif)
still testing this out but cages will pretty much if in contact of a wall break open and free the guy you had in there.

so uhh adventurous way of transport.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 01, 2015, 07:00:03 pm
...did Syrus just say they managed to fire a ballista/catapult in adventure mode?

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)
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.


Anyway, I have been trying to make some glass to properly seal off the (active) vulcano I've been living in for the last few days, but sadly I can't seem to figure out how to create glass using sand; or rather: how do I make the job realize that I got a bag of sand with me / on the floor?


EDIT:
Noticed that building North-South facing axles was not possible.
It seems you need to give the thing not just a width (West-East) and height (North-South) to toggle between building an axle west-east or north-south, but you also need to give it a direction.
For example you'd say "width = 1" and "height = 5" and it'd just build a 1x1 west-east axle. Putting "width = 5" and any height would make a 5 long west-east axle.

When I added a direction to the thing I'd give it for example "width = 1", "height = 5" and "direction = 1" and it'd make a 5 long north-south axle - pretty much what I wanted!
Of course, if you put in: "width = 5", "height = 1" and "direction = 1" it'd still give you a 1x1 north-south axle.
So you need to give it the right direction and set the right lenght-direction (width/height).

The change I did was in line 461 in advfort.lua:
455: function chooseBuildingWidthHeightDir(args) --TODO nicer selection dialog
[...]
461: [btype.AxleHorizontal]=makeset{"w","h","d"}
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on February 03, 2015, 04:19:10 am
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?

If I take the time to try to give my adventurer some real armour / weapon smithing skills it starts to really slow things down.
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 03, 2015, 04:23:06 am
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?

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.
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on February 03, 2015, 06:27:55 am
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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 03, 2015, 06:34:14 am
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.
Oh wow... That is really strange. Maybe some sort of "your character is sleepy/tired/etc..." because that number is set by df.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 03, 2015, 07:01:48 am
Just notice you can now sleep in beds and eat on chairs.
going to test if sites can remember caged units, and if not and just megabeasts then do something that tricks the game into thinking the unit is a megabeast thus needs to be perma caged.

though I wonder if caged units who died in cages when reanimated could stay locked up in cages.

oh and one more thing if you caged someone while their in a middle of a chokehold that won't break the chokehold.
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 03, 2015, 07:07:22 am
I built cages with "script made" dwarves and they stayed in them. Ofcourse there is the question of is it a hist-figure, is the cage built and so on...
Title: Re: Adventurer fort reborn!
Post by: ShinQuickMan on February 03, 2015, 11:21:42 am
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?
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on February 03, 2015, 11:33:13 am
A completely random and possibly irrelevent guess on my part, but did you happen to leave your products in the workshop?

Not a bad guess, but I doubt it's clutter. When making charcoal I'd only process a dozen or so logs at most then move the charcoal to smelters / forges. I'm pretty sure it didn't get better when the workshop was emptied.
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 03, 2015, 05:06:33 pm
NEWS!

Version: 0.02
        - fixed axles not being able to be placed in other direction (thanks SyrusLD)
        - added lever linking
        - restructured advfort_items, don't forget to update that too!
        - Added clutter view if shop is cluttered.

Have fun.

NOTE!!!: lever linking WILL CRASH if you do it in non permanent location (e.g. wilderness or towns(crashed for me!)) so don't! dfusion or that little advtool thingy has ways to create sites. Also backup saves!
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 06, 2015, 05:44:19 pm
        - added lever linking
Finally 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?!)

And I can start thinking about new things to build around my lovely vulcano. Maybe add something to turn off my magma-fall.
Haven't found any new "quick fixes" yet. I noticed that some workshops (like the Mechanics Workshop) start with "working (-1)" when you aren't in the center square and try to make something. Hitting "wait for a few steps" twice still lets you start the job though...
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on February 07, 2015, 04:09:14 am
Haven't found any new "quick fixes" yet.
Been making any pig iron recently? ;)
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 07, 2015, 07:47:49 am
Haven't found any new "quick fixes" yet.
Been making any pig iron recently? ;)
Yeah, that works. It's just a bit "complicated".

You need to take the iron (and later pig iron) out of the smelter to be able to use it.
Besides that you have to drop everything you need for smelting pig iron/steel on the ground where you're standing to be able to start the job properly (-> fuel, flux and iron / pig iron - though the latter can also be in the inventory it seems). If you added materials to a job and it fails to make it (for example because you missed one item), the things end up IN the workshop and you have to get them out to use them again.

Also, when melting ores you can happen to melt anything (?) that's laying on the ground where you are standing. I for example made some marble bars when melting hematite or limonite... (Hm... I should test if I can make some "live fluffy wambler bars" by melting my pet... - for science, of course!)
Title: Re: Adventurer fort reborn!
Post by: ptb_ptb on February 07, 2015, 08:05:32 am
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.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 07, 2015, 10:47:07 am
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.
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.
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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 07, 2015, 01:07:31 pm
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.
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.
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.
oh yeah watch out for melting your faceentire head off from severe heated Tears.
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 07, 2015, 04:09:46 pm
Having never survived long enough to enjoy that^ before I was able to unintentionally see how fun it is with my fireimmune_super race after I tacked on the dragonfire interaction and accidentally the whole forest retreat a couple times.

Rain does it as well, lots of "you are caught in a burst of steam!" and "you are caught in a boiling cloud of whatever awful crap it is elves have inside their smelly bodies!" messages.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 08, 2015, 03:45:29 pm
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?
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 08, 2015, 05:19:39 pm
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?

oh a good workaround would be to use the capture/pokeball scripts then rewrite the trigger on those to be on attack or what ever. Then you just build a weapon trap that will activate and capture folks

a good workaround is to add a cursor function for buildings so you can look at a building and gain access to their reactions.
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.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 08, 2015, 06:28:20 pm
a good workaround is to add a cursor function for buildings so you can look at a building and gain access to their reactions.
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.
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...
Anyway, tried figuring out how your traps are made so that they are not disarmed immediatly you see them, but hm...no idea so far. I hope this can be done at some point.

Maybe I have to look into the "Pokeball" script, even though connecting Dwarf Fortress and Pokemon, even if it just a name makes me go "uggghhh...waaaah"...

Besides that, how is a fleshy ball of flesh able to break out of a cage? It can't even open doors!
Hm...thinking about that, that's probably the reason why my game slows down to a crawl every now and then, because something tries to pathfind to me but can't.
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 09, 2015, 01:59:10 am
* 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).
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 09, 2015, 02:37:54 pm
* 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).
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.

EDIT:
Hm...building stockpiles doesn't work, does it? Throws an error ("one of items, filters or abstract is required"). From what I could see the "building" is not "defined" at all.
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 09, 2015, 05:31:55 pm
Well, you won't haul items to a stockpile will you? You can just drop stuff where you want it.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 10, 2015, 09:07:56 am
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.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 10, 2015, 01:46:39 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Bumber on February 10, 2015, 09:56:01 pm
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.)
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 14, 2015, 02:13:56 pm
Hm...looked through the GatherPlants thing again ... still, absolutly no idea where to start. If only I knew what exactly that "GatherPlants" job actually does, or ... I don't know ... if I figured out how the whole thing actually works.

Sadly taming a (tameable) animal doesn't work either (yet). Wonder how that'd work anyway, but I feel like there would be lots of !!FUN!! having a tamed Dragon with you. Maybe it should set the tamed animal as a companion?...

Well, still wish I at least knew how to test around a little for making the plant gathering work, but it's like "nope", nothing, no idea where to look for how that function is even supposed to work. There isn't a way to just make a custom thing for gathering plants? Then again, I feel like it SHOULD normally work, I mean, FellTree also works, which as far as I see it should be pretty much the same thing...
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 14, 2015, 04:02:16 pm
Isn't felltree just a modified dig with the effect of flipping all the "supports/supported/is a tree instead of logs" switches connected to the tile you target?

Also, I have yet to find a functionality more critical to adventuring in dfhack than the simple ability to repair broken connections in worldgen forts. Gotta reveal first to see where you gotta link to of course, but having an option besides trying to pos myself around is so great, though it's a shame they don't stay that way when you leave. Seems fitting for a bloodsoaked dorf psycho to literally rip their way through a wall to reach a beastie before planting their pick right between the eyes of said beastie.

...wait, could you fudge up a gatherplants job that uses something like the intense search task?
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 14, 2015, 04:45:56 pm
Well there are few fudged up jobs already. I.e last "link" job was totally fudged up because i couldn't get it to work in native df way. And no "FellTree" is no modified dig, it's real job from df. The problem is that if df suddenly realises that you are an adventurer and should not be controlled by job logic it cancels (or just fails to do anything) the job you are doing.

How it works: i create a job, mimicking everything i know about that job so it would do it just like in fort mode. For some jobs it's very easy (dig needs pick + pos and you are done, though repeat 3 times to dig stone) and other quite tricky (e.g. linking needs two references (the lever and the target) and items (two mechanisms) and then it controls your character so it goes to one target and then the other, the last part is what failed to work) other look easy (looking at how df does it in fort mode) but somehow fails to work (e.g. gather plants does not seem to do anything strange, though lately i been theorizing that it's related to unknown fields in job struct). Similar with tame job. Though it might not be that hard. We just need to have caged animal, food and try adding tame job with correct references. If that is not enough, then we might need an area for that. If that does not work, then just changing targets tame level might.

Why this way is better than straight out fudging? Because we get so much from so little work: we don't need to know correct procedures, experience gain functions, map modifications, historical events and so on. Df does it for us. So fudging is my last resort.

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.
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 14, 2015, 08:26:07 pm
Hey, good to know what's going on anyways.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 15, 2015, 05:01:33 am
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.

oh I get attack by demons any place I decided to sleep in or rest in one site multiple times, I guess it's more of an site leaking a demon from hell due to murdering someone shenanigans than say lair unleashing hellspawn either way it's a good challange and keeps me on my toes so it not just boring sleeping in a hut away from anyone deadly peacefulness the game tend to be.
also it builds character and story.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 15, 2015, 08:22:14 am
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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 15, 2015, 08:30:31 am
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.
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.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 15, 2015, 08:53:05 am
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.
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.
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.

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".
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 15, 2015, 09:21:12 am
.... !!HOBOSCIENCE!!
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 15, 2015, 09:38:51 am
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.
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.
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.

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?
or leperchans or anything you find in a HARD SEARCH function?
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 15, 2015, 10:39:09 am
question can you do this with Rats?
or leperchans or anything you find in a HARD SEARCH function?
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
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 15, 2015, 12:27:29 pm
(http://www.truimagz.com/host/fortcrush2/de/gons-hammer.gif)
1st of Granite, 251 we have discovered the airstrikes.
this would later prove useful for dropping heavy warfare.
oh yeah I think we can do this with corpses...
OH GOD AIRDROPDEEPSTRIKE ZOMBIES
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 15, 2015, 03:26:33 pm
Airstrikes...why did I not yet use that to smash enemies?
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...).
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 15, 2015, 03:40:15 pm
Airstrikes...why did I not yet use that to smash enemies?
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...).
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.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 15, 2015, 04:28:40 pm
Airstrikes...why did I not yet use that to smash enemies?
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...).
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.
Pfff...I just put a roof over the seal I put over the vulcano. And then I put magma above that.
So it looks like...
MAGMA / FLOOR
Workshops / LivingArea / FLOOR
MAGMA (Vulcano)
...now.
That should keep me safe unless I open the floodgate that cuts off access to that floor...

For some reason the granite block floor I used doesn't seem to melt even though it is not magma-safe. Quite happy about that.


EDIT: By the way, I found a new honey bee queen flying freely around my hives. So it appears you can theoretically split them after finding the first queen by just waiting for new queens to appear. It seems to take quite a while though.
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 15, 2015, 08:40:50 pm
Dear Armok tell me leperchaun is just a typo and you meant leprechaun, I really don't want leperchauns to be a thing.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 16, 2015, 12:28:04 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 16, 2015, 07:50:46 pm
...I'm gonna sidestep that line of thought and say damn you for getting me hooked on bodyswap adventuring.

I've been making sets of artifact armor/weaponry, tracking down vampires, getting a flask of blood, and then bequeathing it all to a 2 or 3 year old dorflet girl to go rampage with.

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?

Don't get me wrong, the uh... once or twice which I've dug through to water or magma was utterly hilarious... but I mostly want it because my main use is either escaping an exitless fort or breaking into one to access a beast lurking in a bedroom somewhere.
Title: Re: Adventurer fort reborn!
Post by: Bumber on February 16, 2015, 08:28:26 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 16, 2015, 08:34:23 pm
True, but then I gotta load up stonesense at which point it's easier to just type reveal.
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 18, 2015, 07:37:37 am
Bumped to note that I didn't need to save in expectation of blowing apart or at least being maimed after my recent BASE-jumping experiments.

Was using an Avatar of Armok from the nigh-indestructible adventurer thread in the modding board. First I ran and jumped off a peak, blew up on impact.

Then I dropped my minecart with as long of a run-up as I could manage (wheel-up... roll-up?) and hurtled over the side... TO SURVIVE, sure I was injured, and I got a mortal wound indicator flashing at me when I finally made it to the bottom, but that was unexpected.

I figured surely more velocity would fix that survival problem though.

*dfhacks up some ballista parts and another minecart*
*updates advfort script first to make sure it works right*
*loads and fires myself off the side of a mountain*
*moves from the black screen... totally unharmed*

...well, hell... fine *aims off to the north after killing the window*

*lands just fine, dfhacks up another ballista and minecart, repeating the process, and landing unharmed from the peak of a mountain.. with two lonely ballistae the only sign I was there until they unload with the map change*

Oh, I savescummed a mummy encounter as I wasn't sure if it would be able to curse the avatar, it was, so I decided to get all industrious on his ass:
Spoiler (click to show/hide)

MUMMYHAMMER ftw!
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 18, 2015, 11:36:01 am
the one thing I kinda want to do is figure out what triggers resurrection in tombs so I could build a makeshift 'rez' spot for fallen companions, or just being able to dump an old dead adventurer's corpse into a tomb to trigger their resurrection.
oh I notice Camps save what ever construction or digging  you do to them so if you find one you could turn that into a mini base of sorts.
Title: Re: Adventurer fort reborn!
Post by: That Wolf on February 18, 2015, 11:44:14 am
I thought the res-ing was like vampirism or secrets of life and death?
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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 18, 2015, 01:19:16 pm
I thought the res-ing was like vampirism or secrets of life and death?
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.
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.
these are mostly people who are honored and more likely not have the whole wants immortality.
now I'm wondering if it's possible to alter a corpse to be one of any type of historical figure.
which then means one could rig one to be of a god?
Title: Re: Adventurer fort reborn!
Post by: TheFlame52 on February 18, 2015, 01:46:14 pm
Usually mummies are civ leaders like law-givers, generals, etc. who were entombed and then disturbed by an adventurer.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 18, 2015, 08:12:38 pm
in not adventure fort news, god invoke.lua works so well in stopping enemies in their tracks as companions or by turning them to dust. sadly you need some distance when doing this or you will be attack out of your dialog.
Code: [Select]
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 options

silly idea, get a mod that makes an giant impassible barrier. then jump into it. now you're safe from any melee attacks, and no one can dismantle the workshop
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 18, 2015, 10:16:42 pm
You say "giant impassable barrier", all I hear is "20 shields" for some reason.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 19, 2015, 04:05:24 pm
You 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!

Anyway, is there a way to stop / slow down minecarts? My 110 level spiral does make the minecart a liiiiiittle bit too fast. I mean, it's a smashing success overall, but I'd prefer not having to jump out before it reaches the end of the track to not experience that ... success on my dwarf's body.

So, like, setting speeds for rollers or track stop settings or such? I have little idea of how it works in Fortress mode. Only going by what I could figure out from the wiki.
Sending the minecart up is no problem, I got one roller on every second level, powered by a 6-piece dwarven reactor (waterwheels). I guess if I were able to increase the roller speed (is that possible?) I'd not have needed that many ... but my main problem is going down as the stop at the end of the track is a little bit too abrupt.
And all just to transport precious metals up to my vulcano-plug house...
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 19, 2015, 08:29:40 pm
Pretty sure you can just ride it down a dropshaft with no problem.

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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 19, 2015, 09:29:47 pm
Pretty sure you can just ride it down a dropshaft with no problem.

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.
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.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 21, 2015, 02:29:48 pm
Hm...any idea how to set a pressure plate to react on a minecart going over it?
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 22, 2015, 03:44:33 am
Updated things a bit... Mostly was experimenting with gather plants and did not succeed. Also added auto-fill to advfort-items. So now the item selection menu will autofill items.
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 26, 2015, 02:37:31 pm
It appears that if you start as an outsider you can't create pretty much anything. Is there any way around that?
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 26, 2015, 03:00:10 pm
Yeah, that was a bummer. I was hoping I could make some leather armor and stuff from my kills for rp purposes.

In more positive news, I had an absolute blast taking a dorf and starting from scratch by dismantling some of the steel anvil'D forges I found, hauling them downstairs to the magma smelters, dismantling one to make a forge, and melting up a bunch of steel bars to play with. First thing I made was an axe to replace my crap copper one I started with, first try masterwork! Settled for all exceptional + a few bits of masterwork stuff and went adventuring.

Later found an abandoned fort with broken links so I hit reveal to figure out where the beastie was, in the process I noticed the tell-tale blacked out chunk and dug in to find a tube with about 20 accessible bits of candy so I was able to upgrade my armor after dismantling another forge to make a craftsdwarf shop, spending foooorrrreeeeevvveeeerrrr extracting threads, and then working through the wafer > toys steps.

Very fun playing with all the stuff like this as a change from dfhack-forcing strangemoods in a reclaim fort to pre-twink an adventurer with shiny toys and random bits of history carved on them.

I'm sure the dorfs standing around in the forge areas thought I was a bit nuts... run in, check all the forges, dismantle three of them, toss the anvils in my backpack and run off to the next room, repeat this until I'm moving too slow, then head off downstairs where mysterious clanking and banging and random "ha ha, w00t" exclamations are heard.

Spoiler (click to show/hide)
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 26, 2015, 03:49:58 pm
[...]spending foooorrrreeeeevvveeeerrrr extracting[...]
Make alcohol first, it helps IMMENSELY when playing a dwarf, cutting time to produce things by 5.
Also, having a farm with plants and alcohol brewed from them also easily keeps you alive.

But yeah, my idea was to make a custom race and all. By now I figured out how to make it have sites where it lives, but I'd prefer to have it be rather rare and all without real sites. Also I wanted to play in a "monster island (http://www.bay12forums.com/smf/index.php?topic=101941)" world - where there are no civilizations, so only outsiders exist...would have been so amazing to be able to make at least some stuff of the killed enemies. (Not that that custom race isn't powerful enough already, being twice the size of a dwarf, having four arms, four legs, a paralyzing stinger and a necrotic bite...will be fun if I decide to keep them in the files when I next start an adventurer.)

Not that I want to brag about it buuuut...
Spoiler (click to show/hide)

He hasn't fought much (or like ... at all), I was arming him up, wrapping him in metal (armor + clothes) and all ... but then I felt the desire to make a four armed monster to take on the monster island world ... which sadly and disappointingly made me realize that I can't really do much (forge-wise) as an outsider.
So, currently thinking about whether to "restart" using that custom race or go on a rampage using dear Urist (that name was a random one btw, I just always use only the first name).
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 26, 2015, 05:08:05 pm
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...

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).
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 26, 2015, 07:04:34 pm
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...

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).
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.

Thing is, this can be a workaround, sure, but not for the extreme case of there not being any civilizations around. Hm...I guess one could make a very specific civilization that only lives in the sea (if possible) or such, which can only spawn once per world and has few people or something, and give them the option to make everything...and change your own civ_id ingame then. Quite a complicated workaround though, sadly. Just wondered if there was a better way. I thought one would be able to always do the jobs given via the entity files for your race..
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 27, 2015, 06:12:49 am
Hmmm, someone light the Rumrusher signal, he might have some insight on what is going on there, but I do know that outsiders seem to have a hidden civ type entity, hence the same "long hair, no beard, nude, copper spear+dagger" setup whether you start as a human, dorf, elf, or even a custom race, so long as it has hair it'll show up with the same basic layout.

If you could get an adventurer to mood you could force them to produce something not in the outsider OR entity stats by tweaking their preferences accordingly, but I assume that is only one-shot unless you can figure out how to unset all of the had-mood flags properly. I think I did it once but it ain't easy because there are a lot hidden in weird places.

It was actually easier to kill and just "turn off" being dead repeatedly to re-mood enable a dorf in fortress mode, resulting in Nish Shamelorbam wielding a crossbow made of her own bones, which she made after murdering her own ghosts and failing to butcher them, plus a cape made of her own skin, and training at a weapon rack made of her own bones.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 27, 2015, 08:56:40 am
oh I notice this in the new version of advfort kinda was wondering why I didn't get access to Wooden swords in carpentry like I could in Fortmode.

yeah it's totally an edition thing. the old advfort workshop brings up the missing civ reactions.
though I have it set up to Companions or well units. so I guess you just need to redownload the old version of advfort alter the unit check to grab someone else then use a modified adv select to set a unit to take in the Compfort commands?
though warmist could or well had made a companion fort supplement where you can assign jobs to units not of yourself.
but I really need to rewrite the copy I have so I can gain access to the workshop from just by looking at it.
saves me time to just parking a unit on the spot.
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 27, 2015, 09:39:38 am
It could be cool to create books that allow you to craft stuff from other civs. Could be cool to craft for other races but i think that is not possible (at least easily).
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on February 27, 2015, 03:36:28 pm
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?
Title: Re: Adventurer fort reborn!
Post by: Max™ on February 27, 2015, 10:54:05 pm
Uh, worth noting that Rumrusher is a wizard who recently worked out how to turn a slab turn a CONVERSATION into a "control anyone like they were a demon" gizmo option, 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?
Title: Re: Adventurer fort reborn!
Post by: Warmist on February 28, 2015, 06:29:23 am
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?
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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on February 28, 2015, 11:26:45 am
Uh, worth noting that Rumrusher is a wizard who recently worked out how to turn a slab turn a CONVERSATION into a "control anyone like they were a demon" gizmo option, 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?
I 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.
then there's the new discovery of turning any site into a retirable one but it's mostly due to the site not having an entity_link or entity link's Anon_5 isn't set to -1.
so now it's possible for any adventurer to reitire on new site they just created. so currently working on a script that does that.
Title: Re: Adventurer fort reborn!
Post by: TheFlame52 on February 28, 2015, 11:57:22 am
goddamn dfhack wizardry
Title: Re: Adventurer fort reborn!
Post by: SyrusLD on March 07, 2015, 11:24:31 pm
Hm...so improvements don't work yet?
I tried encrusting things with gems and while it takes the items it doesn't produce anything. Same with studding armor/weapons with metal.
And sewing leather images into cloths I couldn't test since it wouldn't allow me to use the leather cloths I made... :/
Title: Re: Adventurer fort reborn!
Post by: forrest1777 on April 15, 2015, 10:18:38 pm
Hi, something strange happened with me today. I'm trying to make a helm from a warthog skull and, when the job is finished, the item doesn't appear. The same happens when trying to decorate an item. Is this a known bug?
Title: Re: Adventurer fort reborn!
Post by: Max™ on April 15, 2015, 10:25:50 pm
The decoration is, and I've only had success getting the bones to work for making stuff unfortunately, as I had a similar idea about a dragon skull helm.
Title: Re: Adventurer fort reborn!
Post by: Warmist on September 15, 2015, 06:26:58 am
Some news in this front:
Title: Re: Adventurer fort reborn!
Post by: Max™ on September 15, 2015, 06:48:53 pm
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!
Title: Re: Adventurer fort reborn!
Post by: ShinQuickMan on September 15, 2015, 08:00:05 pm
Getting seg faults whenever I attempt  to craft lavish meals made of groundhog meat and/or groundhog tallow.
Title: Re: Adventurer fort reborn!
Post by: Warmist on September 16, 2015, 05:36:58 am
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!

I was getting crashes when trying to build buildings with missing items in quick mode. I thought i fixed that so not sure if it's the same thing.

Getting seg faults whenever I attempt  to craft lavish meals made of groundhog meat and/or groundhog tallow.
Will investigate!

Edit: could not reproduce lavish meal crash :/. But i think it incorrectly allows to cook meals with meals as ingredient (that might crash df). So fixed that.
Title: Re: Adventurer fort reborn!
Post by: Max™ on September 16, 2015, 10:58:58 am
Hmmm, I didn't try to build with quick and a missing item, just tried to forge something, other than that it's stable.

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.
Title: Re: Adventurer fort reborn!
Post by: ShinQuickMan on September 17, 2015, 12:08:41 pm
Gah, must be something I'm doing wrong then. I succeeded in cooking a meal, but after doing heck knows what, I'm getting crashes for any craft related work.
Title: Re: Adventurer fort reborn!
Post by: Warmist on September 17, 2015, 02:58:50 pm
Hmmm, I didn't try to build with quick and a missing item, just tried to forge something, other than that it's stable.

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.
Okay found the problem. Will fix soon(tm).
Title: Re: Adventurer fort reborn!
Post by: Max™ on September 17, 2015, 07:30:05 pm
Awesomesauce.
Title: Re: Adventurer fort reborn!
Post by: Warmist on September 18, 2015, 12:34:32 pm
There it should be more stable. Was deleting job (if you somehow fail it e.g. by missing items) but was not removing completely. There might be corner cases where it would still crash but it should be more easily trackable and fixable now.

Edit: more changes- fixed track carving and added safety checks. It should cancel "long-wait" when detecting unsafe conditions (e.g. player is in pain or drowning). Probably will save few of ya...
Title: Re: Adventurer fort reborn!
Post by: 99Hedgehog on September 20, 2015, 01:38:13 am
Every time I try to begin a job (with the right tools and everything) it always says "You are not on site"
Title: Re: Adventurer fort reborn!
Post by: Warmist on September 20, 2015, 05:22:23 am
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.
If it's the final are you calling advfort by "gui/advfort -s" for safe version? If so it's designed you to stop building stuff where it will dissapear on unloading.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on September 20, 2015, 08:45:01 am
OH okay I was wondering what task 99hedgehog was doing that would require a site... then I remember yeah you can't build walls or dig off site with out the game reverting the changes.
items and buildings are the only thing that would be saved when you unload so you could bury lost treasures for people to find. or hide evidence 

for advfort site mechanics if you dive into your site flags and flip flag 2 to true you can fast travel out of the area. combine this with the knowledge of sites near the edge of water or mountains allows you to travel on them.
it's possible to make SiteRoads, or a Site Dock for sea traveling.
the process of doing that is kinda on the site poking and changing the size of them, and while doable I have no idea on how to make sites via scripts or GUI pretty a script where you install a dock, or mountain road (with fast travel capabilities).

another idea is to make a mobile player site which acts as a small boat/car that moves based on the 8 corners while you fast travel to and allows you to part through the water, but I'm dreaming at that point.
Title: Re: Adventurer fort reborn!
Post by: foxtrot on September 20, 2015, 03:44:10 pm
Hey guys, I just started using this awesome mod today, but I encountered a problem.

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?  :(
Title: Re: Adventurer fort reborn!
Post by: Warmist on September 21, 2015, 01:17:10 am
Hey guys, I just started using this awesome mod today, but I encountered a problem.

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?  :(
Auch... The parameters in function call changed. Where did you get this? Is it "lazy noob pack" or did you install manually?
If you have enough proficiency i can explain what to do for it to work again.
Title: Re: Adventurer fort reborn!
Post by: foxtrot on September 21, 2015, 05:31:50 am
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
Title: Re: Adventurer fort reborn!
Post by: Warmist on September 21, 2015, 09:27:50 am
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

Title: Re: Adventurer fort reborn!
Post by: foxtrot on September 21, 2015, 02:53:45 pm
Thank you so much, that fixed it!
Title: Re: Adventurer fort reborn!
Post by: Dozebôm Lolumzalìs on October 24, 2015, 03:11:56 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Bowen on October 25, 2015, 12:44:14 am
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.

I get this problem sometimes myself.  From what I've seen something in the workshop is missing to keep it from being fully functional.  For example if trying to use a magmaforge which doesn't have access to magma the (tab) option won't list while advfort mode is on.  Perhaps the workshop you are trying to use is missing something vital?  If it's not you just need to be in the workshop while in advfort mode (the option to scroll through the additional advfort functions are listed in the top center) and under the the functions (not one of the scrollable functions but literally below them) you should be able to see (Tab)

Hope that helps.

Bowen
Title: Re: Adventurer fort reborn!
Post by: Bowen on October 25, 2015, 12:56:02 am
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 my victims *cough* companions onto said table, so I can torture um treat them. >_>
Title: Re: Adventurer fort reborn!
Post by: Warmist on October 25, 2015, 07:59:36 am
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 my victims *cough* companions onto said table, so I can torture um treat them. >_>
Unfortunately haven't worked out how to do that yet. The problem is that victimes helpers are hard to make hurt prepare 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.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on October 26, 2015, 02:09:48 am
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 my victims *cough* companions onto said table, so I can torture um treat them. >_>
Unfortunately haven't worked out how to do that yet. The problem is that victimes helpers are hard to make hurt prepare 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?
Title: Re: Adventurer fort reborn!
Post by: Bowen on October 29, 2015, 11:32:38 am
have you tried using the grab/mount scripts to keeping a person in place long enough to 'experiment' on them?

What scripts are these?  Do you mean wrestling?  Cause I think that would make my victims er um patients go lethal on me.  And I haven't found a way to interact with the table while wrestling... That sounds like WWE stuff anyway.
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on October 30, 2015, 02:19:44 pm
oh sorry it was a comment for warmist, the grab/mount scripts are side dfhack lua scripts that poke into unit ...
it's scripts that activate fort mode's drag and mount on units, you seen in bring animals to pen jobs or raiders or caravans or for mounts babies and mothers you can do that in adventure mode with dfhack.
it's completely nonlethal to the user if you have them friendly to begin with.
it has to do with the unit.relationship options in dwarf fortress.
I think those 2 options was suppose to be in dfhack but were kinda on the 'cheaty' side as you can use it on any unit and make chains of units attached to one another, also softlock your adventurer if you decide to slap them on top of a unit as the rider loses all control of movement while the mount just gains another person that attacks and takes hits.
I think it's possible to stack multiple riders onto a single mount  but no multiple mounts for a single rider.
Title: Re: Adventurer fort reborn!
Post by: Bowen on November 04, 2015, 12:27:44 pm
So, I happily forged all kinds of stuff, and then used my cheated skills and awesome eq to skip through a dark tower all the way down to hell decapitating any moving thing on my way.  While down there I decided to use the "Imbue with material" on my masterwork adamantine sword imbuing it with the chitin of a Ceratopsid Fiend.  It seemed like a good idea at the time, but sadly made my sword pathetic (my attempts to behead things were deflected by cave spider silk).  So I decided to make another magma forge and make me another candy sword, but I've come across what I think is a scripting error.
Spoiler (click to show/hide)

I'm not sure exactly what this means but it seems to me that the game is having trouble finding suitable materials requisite to making a magma forge.  Unfortunately having both a candy wafer and an anvil in my inventory and on the floor at my feet leads to the same result: no magma forge being produced.

I also tried turning it off and turning it back on but get the same result.  As I'm not a IT person that's about the limit of my abilities to fix the problem without appealing for help.  I don't know if this is a bug or if it's a game feature that you can't build things properly after going to hell (never been there before), but I think I have learned my lessons 1. Don't imbue things I actually use with anything else and 2. to never go to hell again.

Anybody wanting to weigh in on my discoveries are more than welcome.

Sincerely,

Bowen
Title: Re: Adventurer fort reborn!
Post by: Max™ on November 04, 2015, 12:49:01 pm
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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on November 04, 2015, 04:05:43 pm
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
Title: Re: Adventurer fort reborn!
Post by: Bowen on November 04, 2015, 08:44:42 pm
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.

A single wafer  and an anvil is all I've needed before and it's worked fine.


It should work...

@Bowen: try updating advfort (do 3rd and 4th steps in first post) maybe something got fixed on the way

I tried that, no luck.   The numbers after .lua are higher by about 95 but otherwise it's the same error.  I was thinking that it may be because I created some unknown thing when imbuing my sword and that's getting in the way of proper scripts... Aha!  I gave the sword to a lord (I don't want it destroyed after it killed so many goblins and trolls) and now I can build again.
Title: Re: Adventurer fort reborn!
Post by: Warmist on November 05, 2015, 01:17:09 am
Oh wow that is super strange...
Title: Re: Adventurer fort reborn!
Post by: Bowen on November 12, 2015, 08:32:25 am
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.
Title: Re: Adventurer fort reborn!
Post by: Dozebôm Lolumzalìs on November 12, 2015, 08:25:01 pm
That's...  That's not vanilla.  I believe you're playing a mod.  Advfort shouldn't create new reactions.
Title: Re: Adventurer fort reborn!
Post by: Kars on November 12, 2015, 11:42:53 pm
How exactly do I go about smelting down Coke items? Like Lignite and Bituminous, etc. It doesn't show up on the Smelter.
Title: Re: Adventurer fort reborn!
Post by: Warmist on November 13, 2015, 02:22:53 am
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)
Title: Re: Adventurer fort reborn!
Post by: Max™ on November 13, 2015, 04:15:13 am
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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on November 13, 2015, 09:34:30 am
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.
Title: Re: Adventurer fort reborn!
Post by: Max™ on November 13, 2015, 07:13:47 pm
Dammit, that's where it was!

I knew I wasn't insane, I just couldn't figure out where those went.


Hmmm, I was trying to make it so I could have two reactions, one to make a 2x1 and one to make a 1x2 but I think I did something wrong.

I added in the relevant reactions, I've got the init.lua saved into df/hack/scripts (should it go in gui or something?), made a new world with the reactions, used it, produced the small rock, nothing else.

No error or anything either.
Code: [Select]
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)

Oh wait, I see, the init.lua goes in df/raw!
Title: Re: Adventurer fort reborn!
Post by: JT on January 08, 2016, 11:47:03 pm
Seems like FellTree isn't working for me in the new version (using the alpha DFHack).  Most of the other stuff works great, though.

Verified functional:
* Clean
* Fish
* Build
* Workshop tasks
* DigChannel
* Dig


[edit]Actually, never mind, my own fault.  I was using a modded "simple" axe from DF Wanderer, which isn't valid.  Dang.  Works fine with a jan-u-wine iron battle axe.
Title: Re: Adventurer fort reborn!
Post by: Uzu Bash on January 15, 2016, 12:42:05 pm
Workshops' clutter doesn't reduce after clearing outputs. This is especially conspicuous with unskilled Strand Extraction.

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.
Title: Re: Adventurer fort reborn!
Post by: Warmist on January 15, 2016, 02:24:49 pm
Workshops' clutter doesn't reduce after clearing outputs. This is especially conspicuous with unskilled Strand Extraction.

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.
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.
Title: Re: Adventurer fort reborn!
Post by: Uzu Bash on January 15, 2016, 04:34:18 pm
Workshops' clutter doesn't reduce after clearing outputs. This is especially conspicuous with unskilled Strand Extraction.

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.
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.
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.

EDIT: I was mistaken about the clutter effect; the amount of time in ticks it takes to complete each and every task gradually increases. Even detailing floors in sequence takes a little longer and longer. Is it because I'm not drunk enough, or not dwarf enough for sustained work?

EDIT: Ah, it was the first. One swig of booze reduced time costs by 2/3. Another didn't make an immediate difference, but maybe the effect lasts longer.
Title: Re: Adventurer fort reborn!
Post by: Enforcer on January 24, 2016, 11:56:29 pm
Sooo.. How exactly do you claim a site?

I followed this "Warmist has a good rundown on how to do a buncha stuff. First go to DFHack and type createitem FIGURINE INORGANIC:IRON 1   (caps are important), then grab the figurine (make sure it isn't in your backpack) hit x and claim a proper site" But nothing happened when i hit x (i assume it just means the x key?) but yeah cant figure it out.
Title: Re: Adventurer fort reborn!
Post by: Max™ on January 25, 2016, 01:55:50 am
There's a lua hook for the reactions that has to be put in too.
Title: Re: Adventurer fort reborn!
Post by: pikachu17 on January 29, 2016, 03:58:52 pm
I like killing night trolls and taking over their lairs for advfort purpose
Title: Re: Adventurer fort reborn!
Post by: Uzu Bash on January 29, 2016, 04:59:36 pm
I haven't tried this yet, but it would be fun to build a big minecart track through those long rows of werebeast lairs. Just use the 'lair' command so it'll stay put.

Wind power might be available, and if there's a river or brook just offsite of one, you could dig a trench into the site proper and build a waterwheel.
Title: Re: Adventurer fort reborn!
Post by: Uzu Bash on February 07, 2016, 09:50:05 am
I thought I had freshly discovered a product in game when I made feather tree thread. Then I spun a divine metal spear into thread. That can't be legit.
Title: Re: Adventurer fort reborn!
Post by: Uzu Bash on March 07, 2016, 04:30:18 pm
Several bugs in 42.06:


When constructing I've been finding foreign objects in the material selection. For example when building floors underground, I found glumprong logs as the first selection. There aren't any glumprongs on the ground, in my inventory, or in the entire biome. I also accidentally built aboveground floors with pear wood blocks when I haven't made any, and there are no pear trees around to make them from. These non-existent logs and blocks are selectable from random tiles, usually a few of them in a row.

I left a stack of ginko logs on the northeast corner of a carpenter's shop, and when I returned to use them, I got the leatherworks menu selection instead. I can still perform carpenter's jobs on any other tile. I built a leatherworks 1 zlvl beneath it, but there's wood block flooring covering the floor of the carpenter's shop, and no Open Space gap between them. Possibly related; both shops are constructed from ginko block. The flooring is apricot.
Title: Re: Adventurer fort reborn!
Post by: Max™ on March 07, 2016, 06:51:34 pm
I love how the description of the workshop sounds like an in-game description.

This is an exceptional carpenter's shop. It menaces with spikes of frustration and sweat. The work area is constructed from ginko blocks. The flooring is apricot. On the item is an image of Uzu Bash and night trolls. The night trolls are cowering. Uzu Bash is striking a triumphant pose. The night trolls are melting.
Title: Re: Adventurer fort reborn!
Post by: Jerry The Hellbound on April 04, 2016, 10:14:25 pm
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?
Title: Re: Adventurer fort reborn!
Post by: pikachu17 on April 05, 2016, 11:17:19 am
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
Title: Re: Adventurer fort reborn!
Post by: Jerry The Hellbound on April 07, 2016, 11:53:39 am
Man must that suck. I bet it was something very valuable.
Title: Re: Adventurer fort reborn!
Post by: faloxx on April 08, 2016, 10:43:24 am
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.
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?
Title: Re: Adventurer fort reborn!
Post by: Jerry The Hellbound on April 08, 2016, 11:50:42 am
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"
Title: Re: Adventurer fort reborn!
Post by: faloxx on April 08, 2016, 04:40:33 pm
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"

Yes, you can follow Isher's guide (http://www.bay12forums.com/smf/index.php?topic=123944.msg5873164#msg5873164), spawn in a figurine and claim a site anywhere. Though it just spawns an abandoned player fortress. Again, constructions and workshops persist. Dropped items will just scatter.

Still haven't figured out how to change the site type though. Reclaiming it through fortress mode, leaving dwarves there and then challenging them for the site in adventure mode brought up nothing either. The site just turned into a ruin again after I killed them all, unless I'm doing something wrong.
Title: Re: Adventurer fort reborn!
Post by: Warmist on April 09, 2016, 03:41:36 am
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.
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
Title: Re: Adventurer fort reborn!
Post by: faloxx on April 09, 2016, 03:29:39 pm
type "lair" in the command prompt

That did the trick. Thanks a bunch!
Title: Re: Adventurer Fort: still useful i guess
Post by: Warmist on May 22, 2016, 10:19:16 am
So new df has adventurer forts... I was hoping i could let this die. Unfortunately it still does not have most of the stuff i'm interested in. So next dfhack (the one that will support 43.xx) will have updated advfort.

Mostly bug fixes. Also i ask you to place issues in my github place: https://github.com/warmist/dfhack/issues Cause i'm too forgetful/lazy i guess.

Also hopefully someone will research how the vanilla system works and we would be able to hijack it for our own needs (at least for some buildings etc...)
Title: Re: Adventurer Fort: still useful i guess
Post by: Max™ on May 22, 2016, 12:02:53 pm
Yeah, I'll be molesting it with gm-editor to figure out everything I can for sure.
Title: Re: Adventurer Fort: still useful i guess
Post by: Warmist on June 23, 2016, 05:36:01 am
bump to remind people that now you can mix advfort with adventurer fort making (e.g. you can make site with vanilla df and furnish it with advfort)
Title: Re: Adventurer Fort: still useful i guess
Post by: Max™ on June 23, 2016, 12:34:45 pm
Yeah, it's handy as heck being able to make bridges, levers, build statues, windows, and so forth.
Title: Re: Adventurer Fort: still useful i guess
Post by: Bowen on September 06, 2016, 06:58:49 pm
Thanks for keeping this mod alive, I really enjoy being able to build both my home and my character the way I want, and I can't do that without forging a few weapons and armors... which requires mining the metals and etc.
Title: Re: Adventurer Fort: still useful i guess
Post by: faloxx on September 24, 2016, 04:53:44 pm
So I updated to the new DF version to check out the new vanilla fort thing, which is great, but lacks some features. Hence I looked for this plugin again so I could complete my adventure mode experience.
Now, everything was working fine; I could fish, I could chop trees (with the vanilla option), set up camp (also with the vanilla option), but also mine, set up workshops and work in them. Until I tried to make some leather stuff..
Every time I try to make something out of leather I get a crash upon completion. Doesn't matter what the item is, it just crashes. The error logs don't give me anything either. So I tried updating the plugin, since I had it from the LNP, so I figured it might have been an older version. But it still crashes on making something. Afterwards I checked the error logs again and I found DFhack loading the plugin, but giving me an error message:

Invoking: gui/advfort
UNKNOWN CLASS 'interface_button_building_custom_category_selectorst': vtable = 0x1bdc738
Invoking: gui/advfort

I don't know if it has to do with leather working, I don't even know if it has anything to do with advfort, but it's the only error I could find.
Oh, and I'm running version 0.43.03, in case that might be the issue. Any idea what's up with this?
Title: Re: Adventurer Fort: still useful i guess
Post by: lethosor on September 24, 2016, 07:35:48 pm
gui/advfort is a script, not a plugin. (You'd have to recompile most of DFHack to upgrade a plugin.) The "UNKNOWN CLASS" message means that DFHack encountered an object of type "interface_button_building_custom_category_selectorst", which it doesn't recognize (which is expected, since nobody has mapped that structure yet, apparently).

Anyway, the second "Invoking:" line is from when you ran gui/advfort a second time, which effectively means the earlier one, with the error message, couldn't have crashed. Of course, the lack of detail after that also means I don't know what the crash is. I imagine something item-related or leather-related has changed that advfort (or DFHack) isn't taking into account, but besides that, Warmist would know more about this than I would.
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 10, 2016, 10:45:52 am
with the recent addition of adventurer sites, they work just like the figurine trick right?
Title: Re: Adventurer Fort: still useful i guess
Post by: Warmist on October 10, 2016, 10:53:07 am
with the recent addition of adventurer sites, they work just like the figurine trick right?
Vanilla site creation works better :)
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 10, 2016, 11:15:32 am
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?
Title: Re: Adventurer Fort: still useful i guess
Post by: Warmist on October 11, 2016, 10:11:18 am
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.

Also satisfying needs speed up almost everything.
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 11, 2016, 12:57:21 pm
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.
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)
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on October 12, 2016, 03:44:36 am
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.
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)
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: pikachu17 on October 12, 2016, 10:01:55 am
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.
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)
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?
[REACTION:STONEANVILADV]
   [ADVENTURE_MODE_ENABLED]
   [NAME:make a stone anvil]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE]
   [PRODUCT:100:1:ANVIL:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:KNAPPING]can be replaced with any skill you want
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 15, 2016, 09:28:33 am
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?
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 18, 2016, 02:38:00 pm
Also are there any workarounds to items you try to decorate just poofing? i tried putting it in slot one and two but it didnt work, though console had "fallback" on it and the remaining bones from stack warped to mid tile of workshop
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 20, 2016, 06:13:48 pm
making coke crashes the game upon completion. guess ill smack in some magma with dfhack instead
Title: Re: Adventurer Fort: still useful i guess
Post by: lethosor on October 20, 2016, 08:48:02 pm
What DF+DFHack version?
Title: Re: Adventurer Fort: still useful i guess
Post by: pikachu17 on October 21, 2016, 01:24:30 pm
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 22, 2016, 10:20:25 am
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
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on October 23, 2016, 03:04:37 am
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
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 23, 2016, 01:53:09 pm
Now a bunch of questions
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?
Title: Re: Adventurer Fort: still useful i guess
Post by: Heretic on October 25, 2016, 11:49:35 am
Sorry about stupid question - how to create minecart track with Dfhack in adventurer or arena mode?
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on October 25, 2016, 01:02:29 pm
Sorry about stupid question - how to create minecart track with Dfhack in adventurer or arena mode?
you need a pick and a hard floor.
also a workshop that just allows you to build minecart tracks.
probably under the construction tab in the build menu
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 25, 2016, 01:27:51 pm
and now errybodys gonna overlook my questions. also isnt there a track carving option?
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on October 25, 2016, 03:35:02 pm
well I haven't fiddle too deep with adv fort recently to get hit with any of your problems.
1 I don't play dwarves to help you there. gonna say they have strong livers... that and maybe advfort now gives you access to all custom workshops?
2 feels like a raw question a
3. you can set up farm plots and grow your own food other than that uhh shrug.
4. what the hell is coke crash?
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on October 25, 2016, 04:11:59 pm
i said making coke crash, game crashes upon completing make coke job (yes, both)
Title: Re: Adventurer Fort: still useful i guess
Post by: pikachu17 on November 01, 2016, 09:58:27 am
Now a bunch of questions
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?
well, 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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Warmist on November 02, 2016, 04:48:38 am
and now errybodys gonna overlook my questions. also isnt there a track carving option?
Yes you can carve tracks
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on November 02, 2016, 10:51:19 am
Now a bunch of questions
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?
well, 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.

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
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on November 02, 2016, 11:08:40 am
Now a bunch of questions
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?
well, 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.


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
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.
dwarves are not that special outside of what ever fort mode stuff that carries over to adventure mode.
like at worst is you drove your adventure into melancholy(in fort mode) and now there no natural prevention from falling off cliffs.

edit: okay so it seems like advfort -c will give you angelic metals if you use charcoal and... a small rock which I guess is made of nothing or everything good to know if one wants god armor at the start.
also advfort -c doesn't require you to need an anvil to make any forge.
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on November 02, 2016, 01:31:42 pm
but thats for losers... seriously if you wanted godly armour, why not spawn it
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on November 02, 2016, 07:05:47 pm
but thats for losers... seriously if you wanted godly armour, why not spawn it
oh 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.
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on November 03, 2016, 09:31:18 am
this is getting real confusing
Title: Re: Adventurer Fort: still useful i guess
Post by: Max™ on November 03, 2016, 11:50:09 am
Incidentally, I have successfully triggered and completed a strange mood with advfort and some dfhack fuckery, but I then found it easier later to just skip the mood and insert the artifact via a createitem type method with artifake.

I'll be updating it and such once the last few symbols get found, can't use advfort with linux 64 bit until ui_advmode symbol is found.
Title: Re: Adventurer Fort: still useful i guess
Post by: Jerry The Hellbound on November 04, 2016, 09:05:33 am
but thats for losers... seriously if you wanted godly armour, why not spawn it
oh 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
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on November 04, 2016, 02:04:11 pm
but thats for losers... seriously if you wanted godly armour, why not spawn it
oh 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
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.
and luck out into getting the metal usually cramming any 3 items 2 being 150 dimension wise usual net you a product made up of those items.
like leather, 2 silt for a Shimmering metal helmet = either a silt helmet or a leather helmet but 2 charcoal + rock for a shimmering metal helmet = a shimmering helmet.
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on November 04, 2016, 03:45:44 pm
mayby divine metal comes from smelting rocks?
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on November 05, 2016, 09:20:17 am
or dwarf fortress will make the production if you follow the recipe as close as possible.
okay further testing proven that charcoal acts as a fuel in this reaction which removes it from how the product would look like as shoving 3 charcoal to make platemail ended up losing all 3 pieces and 2 pieces just lead to making what ever material I had as the third.
using anything else just causes the game to take the largest supply of the resources used in making the product and make that the material the item is made of.

that said I'm concern over what makes a small rock work over any other material? probably it null state.
Title: Re: Adventurer Fort: still useful i guess
Post by: Tilogour on September 27, 2017, 06:50:58 am
How could I tame my dragon?
I have a cage.
Title: Re: Adventurer Fort: still useful i guess
Post by: Grimm Spector on October 29, 2017, 06:53:47 pm
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?
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on October 30, 2017, 11:34:38 am
taming a dragon probably won't have any benefits as the tame tag doesn't really do much in adventure mode, as tamed creatures in fort mode would revert to their civ alignment and go nuts.
you could try using a different script to say bind the dragon to your will.
Title: Re: Adventurer Fort: still useful i guess
Post by: saiyanwannabe on November 09, 2017, 02:36:53 am
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)
Title: Re: Adventurer Fort: still useful i guess
Post by: Fatace on November 16, 2017, 01:39:20 pm
Does Advfort still even work with the game now? I don't see anything in the DFhack commands, nor can I even open Dfhack.init
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on November 16, 2017, 02:30:30 pm
well advfort is a gui script and doesn't normally pop up in the dfhack commands due to it being in a folder label gui in the scripts folder,  it mostly typing 'gui/advfort' would get the script to run.
I don't know how to answer the second part.
Title: Re: Adventurer Fort: still useful i guess
Post by: Fatace on November 16, 2017, 07:53:33 pm
Oh yup, I see it.. time to figure it out...


[Edit] Might as well as toy with it too, to see the limits considered the character im on now isn't gunna be serious or the world till the update comes out... been waiting months ;-;
Title: Re: Adventurer Fort: still useful i guess
Post by: Fatace on November 17, 2017, 01:51:44 pm
Actually, For Mining, Fishing, Woodcutting, is it possible to highlight multiple areas instead of just 1 spot?
Title: Re: Adventurer Fort: still useful i guess
Post by: Jerry The Hellbound on June 04, 2018, 09:59:33 pm
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?

Also, is there anyway to find out the ingredients for certain reactions, as sometimes there is things like
Code: [Select]
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on June 05, 2018, 09:39:13 am
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?

Also, is there anyway to find out the ingredients for certain reactions, as sometimes there is things like
Code: [Select]
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.
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.

but really it's should be "advfort -a -i -c" in the dfhack console
Title: Re: Adventurer Fort: still useful i guess
Post by: Jerry The Hellbound on June 05, 2018, 10:46:35 am
Ok thank you.
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.

but really it's should be "advfort -a -i -c" in the dfhack console
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.
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on June 07, 2018, 11:44:29 am
Ok thank you.
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.

but really it's should be "advfort -a -i -c" in the dfhack console
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.
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.
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Nahere on June 17, 2018, 04:36:04 pm
Is there a way to get CUSTOM_FURNACEs working with this? I can build them, but they have blank reaction lists and seem to take the appearance of whatever building I constructed last.
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on June 25, 2018, 06:09:01 pm
Is there a way to stop prepared food from rotting, other than stockpiles and carrying it?
And also, is there a way to put books in bookcases?
Title: Re: Adventurer Fort: still useful i guess
Post by: pikachu17 on June 26, 2018, 10:09:39 am
'p'ut it there.
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on June 27, 2018, 02:03:50 pm
unfortuantelly, constructed bookcases (fort mode or adv build mode) do not show on put menu. Item bookcases do, but since the books are artifacts, and putting them in a dropped container counts as dropping them, which makes artifacts zonk to a random place in the zone when you leave the zone
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on June 27, 2018, 02:14:31 pm
on another note, if anyone cares to use advfort besides getting a fancy armor and stuff, i made a bunch of things to get over things advfort cant do/doesnt work

Spoiler (click to show/hide)

Title: Re: Adventurer Fort: still useful i guess
Post by: scourge728 on July 03, 2018, 11:20:15 pm
PTW
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on July 06, 2018, 06:47:20 pm
PTW
Well arentcha late, heh
Title: Re: Adventurer Fort: still useful i guess
Post by: scourge728 on July 06, 2018, 07:23:11 pm
I mean it was only like 6 days
Title: Re: Adventurer Fort: still useful i guess
Post by: adamkad1 on July 08, 2018, 02:03:16 pm
I mean it was only like 6 days
Yeah but most of relevant things is old af
Title: Re: Adventurer Fort: still useful i guess
Post by: Ekaton on January 26, 2020, 06:57:26 pm
Does it still work?
Title: Re: Adventurer Fort: still useful i guess
Post by: Warmist on January 27, 2020, 04:58:11 am
Does it still work?

Afaik there was an issue with one version of twbt but other than that it should be working okay. Is there anything you are trying to do and it not working?
Title: Re: Adventurer Fort: still useful i guess
Post by: HungThir on January 28, 2020, 03:10:41 am
works pretty well for me (with the usual caveats about smelting and other missing reactions).  i like using it to make more interesting adventurer camps

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
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on January 28, 2020, 04:21:08 am
works pretty well for me (with the usual caveats about smelting and other missing reactions).  i like using it to make more interesting adventurer camps

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? though if you dug down twice you could have just dug an up down stair to the side and got out.
Title: Re: Adventurer Fort: still useful i guess
Post by: HungThir on January 29, 2020, 03:25:41 am
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!
Title: Re: Adventurer Fort: still useful i guess
Post by: Warmist on January 29, 2020, 04:20:58 am
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!

Yeah i've done a bad job explaining how to do targeted digging. I'll try to revisit this tool soon.
Title: Re: Adventurer Fort: still useful i guess
Post by: HungThir on January 29, 2020, 06:09:52 am
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...
Title: Re: Adventurer Fort: still useful i guess
Post by: Warmist on January 29, 2020, 06:22:54 am
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
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on January 29, 2020, 05:06:02 pm
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: ChaosPotato on February 02, 2020, 06:56:32 pm
How are you even running DFHack right now? It crashes the game if you try to use it on 47.01.
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on February 02, 2020, 10:21:13 pm
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Grimm Spector on October 16, 2021, 01:09:12 am
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on October 16, 2021, 05:24:40 am
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Grimm Spector on October 16, 2021, 01:12:16 pm
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on October 17, 2021, 01:21:40 pm
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.
so given this is masterwork which heavily modifies dwarf fortress and dfhack, I guess the 'default' dfhack key bindings would be different.

so far on remapping the keybindings

Code: [Select]
keybinding add Ctrl-T@dungeonmode gui/advforthere'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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Grimm Spector on October 17, 2021, 06:29:43 pm


so far on remapping the keybindings

Code: [Select]
keybinding add Ctrl-T@dungeonmode gui/advforthere'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.

Ah that must be the meat of it, I'll have to check and see if anything else is using the keybind and if not try it and see if it works, thanks!
Title: Re: Adventurer fort reborn!
Post by: kesperan on June 08, 2022, 04:26:50 am
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?
Title: Re: Adventurer fort reborn!
Post by: Rumrusher on June 08, 2022, 06:12:23 am
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?

the fix/workaround for that would be using a custom adv reaction to engrave stuff...
in my time of messing around with this script I felt like using adv reactions helps get around some of the goof ups.
it doesn't help I'm currently screwing around with on the fly switching between fort mode and adventure mode so the being unable to harvest plants ends up being 'oh I just switch to fort mode for a bit and designate the surface and get the adventurer to do fort mode jobs there... in fort mode.'
Title: Re: Adventurer Fort: still useful i guess
Post by: Nidilap on November 07, 2022, 01:55:22 pm
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on November 08, 2022, 06:43:59 am
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Nidilap on November 08, 2022, 01:42:34 pm
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.
Title: Re: Adventurer Fort: still useful i guess
Post by: Rumrusher on November 08, 2022, 08:03:20 pm
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.
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.

also kinda shifts the game from PCs and Npcs to Fort mode playable characters and Adv mode playable characters as any unit that is part of the civ you're switching into for fort mode will have a chance of being playable in fortmode, so one could with lil luck and more testing build a community of folks to live in a site and order them around in fort mode and probably get them to join a military squad.

or use the adv lord stuff to build an 20 person squad of folks that you could order to kill stuff on site or station them around the place.

that said you can befriend anyone in adv mode through a series of either good comedy and or gifting the person a bunch of pets you pick up along the way... or tamed given tofort.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Felikes on February 06, 2023, 06:10:13 pm
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...
Post from 2013, ye, xd, but...
How did you manage to do that?
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.
Title: Re: Adventurer fort building (aka dfhack r3 was released)
Post by: Ziusudra on February 06, 2023, 06:57:55 pm
How did you manage to do that?
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.
To get onto the tile with the web, jump onto it, then just get it.
Title: Re: Adventurer Fort: still useful i guess
Post by: Warmist on April 24, 2024, 03:13:32 am
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)
Title: Re: Adventurer Fort: still useful i guess
Post by: Ten_Tacles on April 26, 2024, 07:58:24 am
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)

Oh that's amazing!

Even if adv-fort was always quite buggy, I love playing with it
Title: Re: Adventurer Fort: still useful i guess
Post by: Eric Blank on April 26, 2024, 04:04:39 pm
...that was fast. Adventure mode is still in beta.