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Messages - rgon842

Pages: [1] 2 3
1
Cool mod bro, there was such threads time ago, and there was a hard discuss about the skills. (It was possible to learn all the skills and people was like "wtf, how can dorrf become an uber-fighter reading literature?")

Because the pen is mightier than the sword.  :P

Nice job, Shukaro! This workshop will be helpful to my little schizophrenics; learning to smelt steel through reading a pamphlet show clearly demonstrate the comprehension capacities of the bearded ones.

2
DF Modding / Re: How to make Kobolds and Goblins butcherable?
« on: July 06, 2010, 01:00:40 am »
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]

I'm thinking these have to be changed... If it works, it'll have the pleasant side effect that you can eat the elven caravan once in a while.

Actually, changing these to ACCEPTABLE will allow fortresses to butcher beings with the [INTELLIGENT] tag; this includes elves, goblins, kobolds, etc. The only things that will not be butcherable are your own dwarves.

I've played with sentient-eating dwarves, but it becomes a hauling nightmare after a while; imaging having just obliterated a 60+ siege, and then allowing the civilians to work. Not only will they haul the loot inside, but those with the Butcher labor active will haul these corpses to the nearest butchery. Then after butchering, tons of more hauling jobs will be created as a million body parts are created after the deed is done. Multiply this by 60 gobbos, and then you'll wish you had either 200 dwarves, or [SPEED:0].

3
DF Modding / Re: Runesmith - A DC like tool
« on: June 23, 2010, 12:05:26 pm »
Quote
Try the "Has Breaks" flag between "Had Mood" and "Has Moods", it might (should?) do what you want, not sure as I haven't tried it before...


I actually have tried the 'Has Breaks' tag; and like the goggles, it does nothing. It seems to me that the tag actually MIGHT prevent dorfs from having breaks in the future, but for those who are already lazing around, it doesn't really do anything. Even the old 40d trick of recruiting in military and releasing them does not work; as soon as they're off the squad, they go back to being 'on break'. ::)

It probably has something to do with a timer as well; maybe disabling this timer or modifying it to an absurdly higher number might stop the dwarf going on break.

4
DF Modding / Re: Fur, Hide and Feathers - a tanning mod [0.8b]
« on: June 23, 2010, 11:40:15 am »
I'm not sure why the FURRY_SKIN tissue would alter HAIR at all, since it's a straight replacement for skin.  In the latest upload, hair isn't touched at all in the FURRED variation, except when it's applied via BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR.

In regards to flavour, though, I haven't touched the colours, lengths or styles of hair tissues, because doing so would be a rather enormous job for little immediate benefit.  Theoretically it should be as simple as changing the descriptive nouns from 'hair' to 'fur'.

My current project for tonight is to go through the vanilla raws and update them all to work with the variations.  I figure there will be more interest in this mod if it comes in a useable package!

OK, I see. Looking once again at c_variation_tanmod, indeed the [CREATURE_VARIATION:FURRED] entry only removes normal SKIN_TEMPLATE and adds FURRY_SKIN_TEMPLATE, never touching the hair. For some odd reason, I thought that it also had the tag [CV_NEW_TAG:REMOVE_MATERIAL:HAIR].  :-[

Regarding flavour, this its just something of a personal project, so it's not meant to pressure you into adding features to your mod that might not be necessary. I kinda have an active imagination, so personally adding descriptors that enhance the image of dorfs and other creatures is a big plus for my enjoyment of the game :D.


EDIT: Forgot to mention, but I'm a little OCD when it comes to litter, refuse, and other garbage strewn about my fortress. For that reason, I modded certain things to be 'reusable' so that nothing is left rotting around. One example is that I made all types of sinew able to be converted to thread with a workshop reaction:

1. Add this to SINEW_TEMPLATE in material_default:

Code: [Select]
[SILK]
[ITEMS_SOFT]
[REACTION_CLASS:REFINE_SILK]
[REACTION_CLASS:REFINE_SINEW]
[MATERIAL_REACTION_PRODUCT:RECYCLE_MAT:LOCAL_CREATURE_MAT:SINEW]

2. I have a custom-made "Recycler's Workshop" building where I assign these reactions (this goes in building_custom.txt):

Code: [Select]
[BUILDING_WORKSHOP:RECYCLER_WORKSHOP]
[NAME:Recycler's Workshop]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:2:2]
[DIM:3:3]
[BUILD_LABOR:LEATHER]
[BUILD_KEY:CUSTOM_SHIFT_K]
[BLOCK:1:0:1:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:142:142:142]
[TILE:0:2:142:142:142]
[TILE:0:3:142:142:142]
[COLOR:0:1:2:0:0:2:0:0:2:0:0]
[COLOR:0:2:2:0:0:2:0:0:2:0:0]
[COLOR:0:3:2:0:0:2:0:0:2:0:0]
[TILE:1:1:142:232:142]
[TILE:1:2:232:142:232]
[TILE:1:3:142:142:142]
[COLOR:1:1:2:0:0:3:2:1:2:0:0]
[COLOR:1:2:3:2:1:2:0:0:3:2:1]
[COLOR:1:3:2:0:0:2:0:0:2:0:0]
[TILE:2:1:156:232:156]
[TILE:2:2:232:142:232]
[TILE:2:3:156:142:156]
[COLOR:2:1:3:2:1:3:2:1:3:2:1]
[COLOR:2:2:3:2:1:2:0:0:3:2:1]
[COLOR:2:3:3:2:1:2:0:0:3:2:1]
[TILE:3:1:232:8:232]
[TILE:3:2:18:126:18]
[TILE:3:3:141:141:141]
[COLOR:3:1:3:2:0:6:2:0:3:2:0]
[COLOR:3:2:3:2:0:1:0:1:3:2:0]
[COLOR:3:3:2:0:1:2:0:1:2:0:1]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

3. And of course, the reaction. This goes in reaction_other.txt:

Code: [Select]
[REACTION:RECYCLE_SINEW]
[NAME:weave sinew into thread]
[BUILDING:RECYCLER_WORKSHOP:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:REFINE_SINEW][HAS_MATERIAL_REACTION_PRODUCT:RECYCLE_MAT]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:RECYCLE_MAT][PRODUCT_DIMENSION:15000]
[SKILL:BUTCHER]

4. Add these under ENTITY:MOUNTAIN in entity_default.txt:

Code: [Select]
[PERMITTED_BUILDING:RECYCLER_WORKSHOP]
[PERMITTED_REACTION:RECYCLE_SINEW]


5. Generate a new world, then enjoy!


PS: For those already running a world, you may replace an existing reaction (I normally use the lay pewter reaction) and add the REAGENT and PRODUCT part to it. This should allow you to use the smelter for the custom reaction.

PPS: Also, if you're too lazy (or forgetful) to remember to activate the reaction everytime you have sinew around, you can put the [AUTOMATIC] tag into it, and everytime there's accessible material, a dwarf with the butcher labor enabled will grab that sinew and convert it into thread.


5
DF Modding / Re: Runesmith - A DC like tool
« on: June 23, 2010, 01:36:43 am »
I do believe the bottommost tag overwrites the topmost one. I recall toady mentioning that you can't have one caste with both tags, so I assume it is a conflict.  And usually in the raws in the case of conflicting tags the tag that appears later in the entry overwrites the earlier ones.

This post is mostly just here to get this thread into my updated topics list.   Nice work so far.

Thanks much for the response. I was actually hoping that they'd work together; it would allow me to mod "self-replicating" creatures such as oozes and other slimies.

Following up on this, I wonder if dfhack library has an offset that toggles pregnancy; this should allow for quick catsplosion :D.

6
DF Modding / Re: Runesmith - A DC like tool
« on: June 22, 2010, 11:07:34 pm »
V0.1.4 released & uploaded, done some testing and it seems ok, but I imagine you lot will find a bug or two. I hope not though, would do more but going to bed now as it's 4am.

V0.1.4 Changes:
  • Added position editing
  • Added mood skill editing
  • Added missing attributes
  • Fixed keyboard navigation in the dwarf and creature tables
  • Some minor internal optimisation


SUPER SWEET! Those gobbos will not know what hit 'em (Actually, they will. A piece of the floor as they're falling from 400 Z up in the sky.) :P

This utility has progressed so much, I can't even fathom why I was playing DF without it. Runesmith will eventually be the all-in-one for serious DF hacking.

Minor request, if possible: Does dfhack have the ability to find the flag that sets 'On Break' status for a dorf? If so, can you add this feature to the Flags tab in Runesmith? It kinda ticks me off that my broker is "on break" and there are three different caravans waiting in the depot ::).

sizeak's Runesmith: We do what we must, because, it's fun.

Oddly, that fits the tune if you sing it out loud.

Edit: Also, I thought I saw something about different castes per gender in [CREATURE:DWARF] in the raw/objects/creature_standard file, but I wasn't sure what it meant, because I are noob. So, you're probably right about that.

Derailing the thread a bit:

Yeah, all creatures in the raw from 0.31 on have now two castes: male and female. You should already know what these two thing are.  ;D  The [FEMALE] tag allows for that caste to become pregnant and bear children; the male tag does nothing special, but a caste with [FEMALE] tag needs another caste with the [MALE] tag to do the thing with the birds and the bees. You are able to add additional castes to a creature entry, and, of course, add the gender tabs as well; you could have 5 different castes of childbearers and three "male" castes. Each childbearing caste can get pregnant and give birth to different castes as well, according to a population ratio that you specify.


Actually, this begs the question: What happens when a caste has both the [MALE] and [FEMALE] tag?

7
DF Modding / Re: Increasing embark dwarves
« on: June 22, 2010, 04:49:56 pm »
You can also use the newest version of Darius' Friendship enhancer: http://www.bay12forums.com/smf/index.php?topic=55713.0.

The latest version allows for modifying not only the number of dwarves on embark, but also the actual race! Using an embark.txt file that comes with the program, you can do the following:

Code: [Select]
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
ELF
ELF
ELF
ELF
ELF
COLOSSUS_BRONZE

Activate the hack on the screen where you select an embark location, and you will be able to set off with 10 dwarves, 5 elves (slaves, obviously) and a bronze colossus (the door bouncer).

Only thing the program cannot do is embark with LESS than 7 dorfs, so no hermit challenges. Also, you might want to at least try to embark with DWARF race, or you will lose the game instantly on embark, as DF thinks that there are no dwarves, and thus they all died.

8
DF Modding / Re: Runesmith - A DC like tool
« on: June 22, 2010, 01:30:55 pm »
Is it just me, or does changing a gender only sort of work? I changed a male dorf into a woman, but that dorf still went on to bed down a woman. Also, Dwarf Therapist still sorts them by their original gender, even after restarting the program.

I feel like I'm doing a lot of complaining and nothing to help. I just want you to know, sizeak, that I really appreciate this tool, and it's an awesome thing you've brought to life. Between Runesmith and DF, it's inspired me to go into programming, so long as there's a "Programming for noobz" class.

Well, a man is still a man (or dwarf), even if he grows a pair of boobs after eating way too much McDonald's...  :P

On a serious note, its possible that gender definitions are much more than just a simple flag. Quite possibly there's various underlaying code (and memory offsets) that still define that dwarf to be its original gender, regardless of how many times he visits the Runesmith for a sex-change.

One quick thought just popped up: Will a dwarf so changed be able to get pregnant and bear children?

9
DF Modding / Re: Fur, Hide and Feathers - a tanning mod [0.7b]
« on: June 22, 2010, 01:07:48 pm »
New version is up!  It's an extensive rewrite, though, making use of the creature variation system.  It's also rather experimental.

Regarding c_variation_tanmod:




No, seriously. I use Deon's Genesis mod, and it took me the better part of 3 hours to mod fur into every single creature that should. Using creature variations will save a lot of time and general annoyance when setting up this mod. I'm liking this new system very much! :D Keep up the good work, Lofn!


EDIT: I'll go ahead and share something I had to do for flavor:

For certain humanoid races who had the [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] (or in other words, body-covering fur), changing these to have a furry skin will mess up with actual HAIR definitions (HAIR in this sense being head hair, beards, sideburns, etc.). What I did was not add the [REMOVE_MATERIAL:HAIR] to these creatures, but add the FUR templates as well. On the materials descriptions section (all the way at the end of the creature entry, I copypasted the tags under [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR] and changed HAIR to FUR.

This will result in creatures with different lengths of body fur (kinda like Chewbacca) and a different length and stylization of head hair, sideburns, mustache, etc. Both types of hair will also be colored differently (brown fur and charcoal double braids, for example).


10
DF Modding / Re: Runesmith - A DC like tool
« on: June 22, 2010, 12:52:43 pm »
Bad news. I implemented setting the mood skill and it still causes them to go berserk if you set a mood. I'm guessing you need them to have mood materials to, however these aren't present unless it's a real mood and currently its not something that can be set.

Edit: On a good note, it's now possible to edit their positions, though be careful where you transport them to, it's very possible to transport them into solid rock...


That's too bad about the moods, as it would be something that we could play around with. But look at it from the positive side: Ambush surprised your farmer? Instead of having him try to run away and eventually get killed, you can have him go in a berserk rage and take down some gobbos before eventually getting killed ;D.


Many thanks for the position editing though! This is a feature that will see MUCH use in my forts. You shouldn't worry about teleporting stuff into solid rock; after all, that noble who requests to be teleported to the booze pile will suddenly find himself in a porting "mishap"...

11
DF Modding / Re: Quick request
« on: June 21, 2010, 11:34:09 pm »
Care to share the working turtle vermin reaction that actually produces a real turtle which includes shell? Cause I've tried a lot of the product lines to try to produce a real turtle, but haven't made a real turtle yet.

Have you tried the following, Shaostoul?

Code: [Select]
[REACTION:SYNTH_RAW_FISH]
[NAME:synthesize raw turtle]
[BUILDING:SYNTHESIZER:CUSTOM_SHIFT_Q]
[PRODUCT:100:1:FISH_RAW:NO_SUBTYPE:TURTLE:NONE]
[SKILL:ALCHEMY]

I'm getting full metal alchemist flashbacks.

Be ye warned.

Tried this now. Doesn't work (yes, it gives raw turtle, but processing it at the fishery yields no shell).

This is the exact problem I've run into with ALL vermin testing. It may make a vermin named whatever you're trying to make, but say for example you make turtle... It doesn't move like a turtle and you never get a shell. By move I mean, it moves around very quick instead of a very slow pace, like a turtle...

So reactions produce pseudo-vermin, not real vermin.

Not to derail the thread, but are the pseudo-vermin edible? When processed, do they yield foodstuff that can be cooked at the kitchen? And when cooked, does the material value apply the the prepared meal? (i.e. a more expensive roast.)

Back on the shell topic, what results have been obtained by adding shell to a very common material template? (STONE_TEMPLATE for example). Do mined stones fulfill the prerequisites as shells and thus get used in moods?

12
DF Modding / Re: Runesmith - A DC like tool
« on: June 21, 2010, 11:22:55 pm »
I love this program, however there is one thing that i want to know... where is that ability for my dwarfs to understand relationships, as I maxed out all attributes and skills, yet I still got this problem where they have a poor ability to understand relationships or manage it...

Did you do any monkeying with the "Traits" tab? I'm not sure that that's there, but it's a place to start looking...

I did, but i don't think it's that. It should be at the attribute section because it's red instead of green, I think it's not added into it.

It looks like Runesmith is missing entries for the following attributes:

-Kinesthetic Sense
-Empathy
-Social Awareness

That's probably why your dorfs still has "relationship problems  :P"; you couldn't modify the Social Awareness attribute if you wanted to. I guess this is another feature request to sizeak for the next version?  ;)

Looking at it from the positive side, at least your dwarves can rip apart sieges with their bare hands.

13
DF Modding / Re: Quick request
« on: June 21, 2010, 09:33:03 pm »
Care to share the working turtle vermin reaction that actually produces a real turtle which includes shell? Cause I've tried a lot of the product lines to try to produce a real turtle, but haven't made a real turtle yet.

Have you tried the following, Shaostoul?

Code: [Select]
[REACTION:SYNTH_RAW_FISH]
[NAME:synthesize raw turtle]
[BUILDING:SYNTHESIZER:CUSTOM_SHIFT_Q]
[PRODUCT:100:1:FISH_RAW:NO_SUBTYPE:TURTLE:NONE]
[SKILL:ALCHEMY]

I'm getting full metal alchemist flashbacks.

Be ye warned.

Allow me to dump massive quantities of magma on the Law of Equivalent Exchange.

Quote
Tried this now. Doesn't work (yes, it gives raw turtle, but processing it at the fishery yields no shell).

I see. I always got that raw turtle, but I never got to process it because dwarves were busy on other things. Figures.

I guess the only way to reliably get shell is to add shells to an existing animal then butcher it, or (hopefully) wait until Toady expands the reaction system to allow for bone, shells, and bodyparts, like in 40d.

14
DF Modding / Re: Runesmith - A DC like tool
« on: June 21, 2010, 09:29:51 pm »
I have a small request, sizeak. Is it possible for you to code a feature that allows Runesmith to write a custom X/Y/Z position for a creature, to allow defacto teleportation? I know that it currently reads and displays this, but I would like to modify the creature's location as well. I had an idea about building a completely enclosed space, teleporting the HFS there, and then every time you get a goblin siege (or elf merchants), proceed to teleport the latter within the "arena". Joy of joys as you see the goblins/hippies utterly slaughtered by those nasties.  :D

15
DF Modding / Re: making dwarf children grow up faster
« on: June 21, 2010, 06:15:32 pm »
mm gettin kinda confused

so i should just remove the baby tag and set child tag to 1 right?

edit
Quote
Lord Urist is actually right in this regard: If you have both the [BABY] and [CHILD] tags, they should not have the same value, as indeed a baby dwarf will have no childhood. Best bet in this case is:

[BABY:1]
[CHILD:2]

So the whole process from birth to adulthood takes 2 years.

could i do baby-0 child 1?

For this, you should just get rid of the baby tag altoghether, and leave [CHILD:1]. Newborn dwarves emerge as children, and take one year to grow into adulthood.

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