Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Bihlbo

Pages: [1] 2 3 ... 12
1
Has the LITTERSIZE tag been re-added to the game? Or is it still removed?

The only way I can think to test would be to give a creature a huge littersize, then play for a year or so to see if they have 2 offspring or 200. Please save me a few hours.

Checked in the code, seems to be there
Much obliged

2
Has the LITTERSIZE tag been re-added to the game? Or is it still removed?

The only way I can think to test would be to give a creature a huge littersize, then play for a year or so to see if they have 2 offspring or 200. Please save me a few hours.

3
Any plans to update this for v50?

4
DF Modding / This game is terrible for modding
« on: January 02, 2023, 02:32:12 pm »
Every time I go to test something, I end up playing for 5 hours and don't want to stop.

Aside from, "Have some discipline, bro," how do you handle it? Just get it right the first time, so there's no testing necessary? I've taken to modding in cheats so I can avoid actually playing to get to the stuff I need to test.

Sorry for the trolly subject line  ;D

5
Yeah, sorry, I gave the entire scope of CUT and SELECT. What I listed was every single one that can be used, there is no more. I thought that was implied. Similarly, the "ENTRY" in [LOG_CURRENT_ENTRY] refers to individual objects--CREATURE objects, ENTITY objects, ITEM objects etc., all the ones you can use SELECT and CUT with.

How they are to be used I... thought I did explain? [CUT_CREATURE:x] removes the creature from the raws as if it were never defined. [SELECT_CREATURE:x] lets you continue adding stuff to an existing creature just as if you were defining it in the first place. There is little more to it than that.

What tripped me up is that I understood how modding worked in the previous two versions, having been at it a while, and that told me that select and cut aren't possible. Now they are! This is totally new, and does something never before done in DF. As such, I didn't guess that they'd be limited by previous modding knowledge and limitations. I imagined that it's possible these functions can alter tokens instead of being hard-coded tokens themselves, and that's what it looks like when (thanks to the [SELECT_ENTITY] token being structured the way it is) you go to select the dwarf by simply adding "SELECT_" between the open bracket and ENTITY:MOUNTAIN]. "Oh," I surmised, "cool, now you can select elements of an object and cut out the parts you want to remove, and select which part of it to edit, like [SELECT_CASTE:MALE] and [SELECT_MOLAR_MASS]. It'll be nice to use that as a GOTO tool." Seeing a list of CUT_ tokens in the context of this thread looked like no more than, "These are the attempts I've tried, and found to work," not "These are the tokens that exist, sorry that there aren't any more than this." So, just a simple misunderstanding fueled by my over-active imagination, and I'm exceedingly grateful that you corrected me. I was just... waaay off.

6
DF Modding / Re: Raw files no longer copied to save folder anymore
« on: December 31, 2022, 03:48:30 pm »
I think it's a change to which older player will have to adjust, but I don't think it makes anything more difficult or annoying.

For example, Tarn and Sal (just to use two fantasy-sounding names) decide on a host of mods they like for a succession game, and Tarn goes first.
Used to be, Tarn would make sure the save he sent Sal had the mods applied to the raws in the save folder. You know that drill.
Now they're playing v50, so Tarn takes the mods they're going to use, and makes a copy of those mods, editing the info files so the mods have an identifier, allowing both of them to know at a glance whether the right mods are loaded or not. AFAIK, load order doesn't matter, as long as the mods don't overlap the objects they affect.
Tarn sends the unique mod(s) along with the save file, so Sal can install the bloodline game's mod(s) when starting her leg of the game. They're both using the same exact mods without any risk of the mods updating and splitting their experience.

Or, Tarn can combine all of the mods they're going to share for this game into one new mod. No harder than combining mods in v47. In games like Conan Exiles this is commonplace, where a server will amalgamize and customize some mods for a server mod that probably holds no interest for anyone not on the server. In DFv50, you can reduce a dozen mods to one single mod for a similar purpose, and without any real increase in tedium.

The biggest drawback I can think of is that instead of saying, "put this in your saves folder and start playing," which is insanely easy, you have to tell all following players to, "put this in your saves folder, then install this game's mod I put on the workshop." I call that a small price to pay for reducing mod complexity, while increasing mod compatibility and wieldiness.

caveat: I haven't done this and tested this, so there might be a couple additional steps involved, especially when it comes to manipulating your loaded mods folder contents, like maybe you have to create a dummy world with the new mod installed, just to get it loaded before you load the shared save, IDK, but it's doable and not that much of a hassle.

7
I've wondered if maybe the cash money value changes were the reason v50's default settings for a world includes maxing out the resources. Since you'll be struggling more than before to trade for everything, it became too hard to get by without enough metals. I have tried a scarce mineral world. Barely any iron at all for embark, and yet I could still buy just as much iron stuff from traders as ever. It's interesting trying to play without access to any metals at all. I've never been so excited to make an obsidian sword :P

8
Quote
one can use [LOG_CURRENT_ENTRY], which logs the full contents of the object in question to logs\current_entry.txt. This can be useful to make sure that the patch is doing what you think it is.

Thanks for answering part of my question, I appreciate it.

9
You should not be making guesses like these. I mentioned earlier in the thread every single cut/select token and, yes, they're all hardcoded.

So much of modding DF is guessing, experimenting, testing, and learning from your mistakes that if I stopped "making guesses like these" I'd just have to stop trying. Yes, I've read that list. You left the nature of how they are to be used, how they are defined and used by the game, and what the scope of this new CUT_ thing is supposed to cover all up to guesswork. Much like [LOG_CURRENT_ENTRY]. I've tried adding that to the beginning of a file, to the middle of an entry, etc. Still have no idea what it does. "It works for all object types that SELECT and CUT work with" doesn't mean anything to me. Or rather, I can think of about half a dozen things that could mean, which requires me to guess, experiment, and test to discover the truth.

I wish I could think like a programmer, I'd probably understand things better. But I don't.

10
v50.04, no mods; got an expert gem cutter in the migration. 6th gem was a masterwork large gem. Not sure what'll happen after another 200 gems, we'll see.

Edit: 2 more large gems in not much time. Seems about as likely as it was in v47.

11
DF Modding / Re: Some modding questions for DF-on-Steam!
« on: December 29, 2022, 04:56:18 pm »
Have you read this modding page on the wiki yet? I found much of it to be very informative.

Generally, it seems to me that loading custom files instead of vanilla files is bad practice in v50. Now you have the option to make changes to what the game has loaded, after it already has loaded everything in the vanilla folders, by giving your mod files the new stuff to load. The game loads everything listed in the mods page of world creation, from top to bottom, meaning the bottom stuff can change the stuff above. So, you don't copy the files to make new ones any more, at least if you want to do it proper (it might actually function, IDK, but it seems like the hard way to do it).

Because of this new modding paradigm, you also can load multiple mods without having to do extra work to make sure they play nice. Well, sometimes you might want to mess with the load order, but it seems to be pretty easy compared with older versions. So, I suggest you search the Workshop for "aquifer" and use someone else's no-aquifer mod, then make your own gem-altering mod as a separate thing. I say that because "cant place crops for farming civilizations" doesn't sound like a gems problem, but it could be a moisture and drainage problem, which may or may not be affected by aquifers. It's also fully possible that you're doing something wrong, so I suggest reading up on the new way to mod the game before diving into your gems mod.

12
I forgot to mention the following token:

[LOG_CURRENT_ENTRY]

It works for all object types that SELECT and CUT work with, and prints the entire entry that contains it into a file. Just in case you want to know exactly what SELECT_CREATURE is doing.

Does this produce an error log? How is the token used? Does it go before or after the file's OBJECT token? Where is the file? I'm guessing it would be in the mod folder, but maybe it's in the installed mods folder version of the mod, or maybe in its own special corner somewhere. edit: found it!

13
Code: [Select]
[CUT_ITEM_HELM:ITEM_HELM_CAP]

It's just CUT_ITEM, you're duplicating raws by doing this, check your errorlog. If you were using SELECT_ITEM_HELM, that wouldn't work either, it's just SELECT_ITEM for all item types.

Really? I seem to have gathered that the way cut and select worked was by adding that to the beginning of the entry you want to affect. For example, the post above which doesn't work (shoulda been a hint, I suppose). To me, it looked like [ENTITY:MOUNTAIN] gets selected by adding SELECT_ between the bracket and ENTITY. Or, [INORGANIC:ILMENITE] gets cut by adding CUT_ the same way. I suppose this means the [CUT_USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] I've been using means nothing when read by the game. I thought it was a universal tool that could select and cut any particular thing, but I guess it's more like all the rest of the tokens: a list of tokens that are specifically defined, and limited to only what shows up on that list.

Thank you very much for making it clear that those examples brought me to the wrong conclusion. I'll make a clear glass statue in your honor.

What errorlog? How do I access this? I've heard of it, but assumed that it involved some 3rd-party software that I don't have installed.

14
The hierarchy is new in v50 and is exactly as you see in-game: mods are loaded in order, top to bottom. You can change the load order on save load. There are mod info tokens allowing you to force certain mods to be loaded before or after others. Raws within mods are loaded in alphabetical order. Nothing more to it than that.

When I was referring to the hierarchy, I had my macro lens on. Not file hierarchy, but hierarchy of tokens within one entry in the raw. For instance:
Code: [Select]
[PLANT:MUSHROOM_HELMET_PLUMP] --- Top level
[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet] --- 1st level subordinate to the top level
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] --- probably also 1st level sub
[MATERIAL_VALUE:2] --- 2nd level, subordinate to 1st level

At least, I'm guessing that's true. If I wanted to change the MATERIAL_VALUE here, I'd need to know that it's "within" that material template. I'm just inferring that it is, since I can't find anything that explains the hierarchy. The indentation helps, but there are a lot of raws without any indentation, or with spacing that may or may not be indicative of something.

Also, the problems with bone trousers you're getting are explained on the wiki page:

Quote
Craftsmen can make this item from bones. Randomly generated outfits don't include bone armor.

Sorry that I wasn't clear. I'm not at all having a problem with bone armor not showing up in randomly generated outfits. Yes, I mentioned that it wasn't showing up, but just as a detail to confirm that the random outfit aspect is working as expected. The problem I'm having with bone trousers is that the game turns them into jagged bone greaves (or some combination of adjective + not the object it should be) when a save is loaded.

The problems with reloading the world causing off-by-one errors or whatever is probably due to CUT_X being done in the wrong order and thus duplicated raws (what y'all are calling "list shifting", it's been a known thing for years lol) happening, which is odd. Perhaps you're putting your mod before the vanilla items in the load order, which would cause obvious problems.

Obvious enough that even I figured out I should always load my mod last.

Here's something I used for testing. Feel free to fire it up, save, and load to see what happens to the caps:
Code: [Select]
item_helm

[OBJECT:ITEM]

[CUT_ITEM_HELM:ITEM_HELM_CAP]

[ITEM_HELM:ITEM_HELM_CAP]
[NAME:cap:caps]
[METAL_ARMOR_LEVELS]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[BARRED] - this has been added
[SCALED] - this has been added
[HARD]
[METAL]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[SHAPED]

It actually works far better than what I expected, because it adds the option to make bone/shell caps to the appropriate menus in the appropriate workshop, without anything else required. I'm totally mystified as to why this causes such problems after the dwarves make the item and the game is loaded from a save.

What I've done to test this:
  • First, I tried doing a SELECT_ITEM and then adding the two tokens. Didn't work at all, so switched to this CUT-and-replace method instead.
  • New world. Activated this mod, no other mods. Last in load order.
  • Build a butcher, craftdwarf 'shop, leather 'shop. Butcher a yak.
  • Make a leather cap, and make a bone cap. Save and exit to main menu while the caps are easy for me to find again, in the workshops.
  • Load the game, check the workshops. Each cap, both the bone and the leather cap, has been changed to a [adjective] + bone/leather + non-cap item (e.g. "rounded yak leather helm").

It's consistent and repeatable. Either I've done something wrong (not sure how, the item_helm.txt file is the only file in the objects folder), or I've discovered an unexpected behavior that is worth documenting.

15
DF Dwarf Mode Discussion / Re: Do rooms share wall value now?
« on: December 28, 2022, 06:37:43 pm »
Also, what happens if you engrave a constructed wall and then deconstruct it?  What happens if you then use the same blocks to construct a new wall?

From what I read on Discord, the engraving is tied to the coordinates and will magically reappear if you build a different wall there. (The specific situation might have been engraving natural floor and then constructing, in comparison to Bihlbo's test. Not sure what happens if you build stairs, etc., instead.)

I DID build the second wall segment in a different location, so I wouldn't have seen the engravings repeat if they are tied to location.

Pages: [1] 2 3 ... 12