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Messages - DarthRubik

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1
Utilities and 3rd Party Applications / Re: Guide to debugging dfhack?
« on: September 23, 2021, 08:17:42 pm »
For future reference this is what I discovered.

On linux "dfhack -g" will launch a gdb session, which is exactly what I needed

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Utilities and 3rd Party Applications / Guide to debugging dfhack?
« on: September 23, 2021, 07:14:22 pm »
Is there a guide to debugging dfhack/plugins......I am currently trying to get df-ai (0.47.05-r1) running on my linux machine and I am having it hang......I just want to see where it is hanging and that might give me a clue as to how to fix it......

So any thoughts?

3
Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?

No......[EXTRAVISION] does that
Isn't EXTRAVISION the one for seeing without eyes?  I think what you're looking for is SENSE_CREATURE_CLASS.

Oh....you are correct....sorry bout that

4
Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?

No......[EXTRAVISION] does that

5
PTW

6
Try changing the material line to CDI:MATERIAL:CREATURE_MAT:INORGANIC:DR_FIRE_IMMUNE_COATING:UNDIRECTED_VAPOR]

It should then form a cloud around them, but it will be inhaled/contact them immediately. With liquid glob it's probably not able to hit itself.

I did do that and just doing that causes the secret holder to sometimes inhale the vapor and get the syndrome.....But the solution to that is the following:

The syndrome that produces the vapor will also add an effect (it doesn't matter what it is) for 100 ticks (in my case I just removed the "CAN_SPEAK" tag).  That syndrome will have the same [SYN_IDENTIFIER:<whatever>] so that while the CAN_SPEAK is removed the inhalation doesn't go into affect.

It is a far from perfect system, but it is semi-functional......Thanks Eric Blank for pointing me in the correct direction.

As to ArrowheadArcher's question:

Not sure if this is a modding question, but I want to convert to 1 meter to cubic centimeters and vice versa for realism. I'm currently using this, but I don't know how accurate it is: http://www.endmemo.com/cconvert/cm3m.php

Another modding question would be how to get civs to use/make a material exclusively, like rock, bone, or bronze/copper for bronze age or prehistoric mods. 

I don't think it is meaningful to convert meters to cubic centimeters (unless I am misunderstanding something here?)  So I am not sure what the goal of that is.

As for the other question (this is my understanding, which may not be perfect):

Everyone has access to raw materials (except elves, which have some hardcoded logic): ie anything in the ground.

Then the [PERMITTED_REACTION] tags add reactions that an entity can use.  For instance dwarves have the following:

Spoiler (click to show/hide)

which lets them make steel.  But everyone can make iron stuff because they all have access to raw materials.

Like I said....I am fairly new to this, but I believe that is how that works

7
So.....I am trying to create a pseudo fire immunity, because secrets cannot add the tag [FIREIMMUNE].

My plan is to have the secret holder cover himself in magic goo.....This magic goo happens to boil at the boiling point of water, so when he gets really hot (ie is on fire) he will inhale the magic goo steam and becomes an !!ENRAGED!! fire man.....

My magic goo works, but I cannot get the secret holder to cover himself in it:

This is what I am trying:

Spoiler (click to show/hide)

And then the DR_SELF_MATERIAL interaction is as follows:

Spoiler (click to show/hide)


When I try to use it in arena mode it doesn't do anything (also the error log is empty).....

Has anyone done something like this before?

8
I was hoping to use the trick described in this thread:
http://www.bay12forums.com/smf/index.php?topic=151702.0

The idea was to create a wizard creature and make a million different castes, and each caste would have automatic knowledge of a certain spheres secret.....This would kind of kick start the whole secret propogation in worldgen.....But alas this doesn't appear to work in 0.47.04......

Does anybody know when this trick stopped working?
I can't comment on whether the trick works or not - I've never personally used / tried to use it - but if it's sphere-related, then you'd likely run into problems with your particular plan. Spheres are at a creature level, rather than a caste level, so every caste of the wizard creature would have all the spheres at once.


Well either way I hadn't gotten far enough to put a sphere on each caste....I was at this point just trying to create the innate secret knowledge....and I couldn't get it to work

9
What values and personality traits make creatures obsessed by their own mortality?

According to this thread:

http://97.107.128.126/smf/index.php?topic=175757.msg8097174#msg8097174

Nothing......According to the research done there it is completely random and not affected by personality traits

10
I was hoping to use the trick described in this thread:
http://www.bay12forums.com/smf/index.php?topic=151702.0

The idea was to create a wizard creature and make a million different castes, and each caste would have automatic knowledge of a certain spheres secret.....This would kind of kick start the whole secret propogation in worldgen.....But alas this doesn't appear to work in 0.47.04......

Does anybody know when this trick stopped working?

11
I was using the "Customized equipment" part of this mod in my latest fortress because I was always disappointed that weapons/armor could not be decorated with gems......

I really like the mod so far.....but I have a bug report:

Bug report for the "Customized Equipment" utility:

The reaction for the gem inlay for "armor" actually only accepts helms......I think this a bug because there is already a helm reaction in there.....

12
PTW......Looks pretty awesome.

I cannot wait for the female dwarves to come out, because my current fort has a hammer wielding queen.

13
I noticed that some people where complaining about the fact that there were some "0"s in some of the generated names (Eg "The Iron 0").

I have a modded version of this mod that basically just removes all the lines that were left as placeholders....It will have less names than the author originally intended, but it is better than nothing....I am not going to post it here, because I don't have permission from the author to publish anything (it technically is his IP).

But if you want to modify his files yourself just do the following:

Search for the character zero (0).  Remove all lines containing it.  It is that simple.

15
I just genned up a world to see all the names and it is beautiful.....I wish I could put this in my old world, but when I gen up a new one this is definitely being used.....

PTW

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