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Topics - Weizen1988

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So im trying to force nethercap to spawn in an area after the game has started, been poking around for two days and all ive found is this code from 2014

Code: [Select]
feat = df.global.world.cur_savegame.map_features[2]
num = #feat.feature.population
feat.feature.population:insert('#', { new = df.world_population, type = df.world_population_type.Tree, plant = dfhack.matinfo.find('PLANT:NETHER_CAP').index });
for i,j in pairs(df.global.world.populations) do if (j.population.cave_id == feat.layer and j.population.population_idx == num - 1) then df.global.world.populations:insert('#', { new = df.local_population, type = df.world_population_type.Tree, plant = dfhack.matinfo.find('PLANT:NETHER_CAP').index, population = {region_x = j.population.region_x, region_y = j.population.region_y, population_idx = num, cave_id = feat.layer, depth = feat.start_depth, unk_28 = -1 } } ) end end

Which claims to do exactly what Im trying to do, but i get this error

...\DWARFF~1\Dwarf Fortress 0.44.12/hack/scripts/nether.lua:1: Cannot read field world.T_cur_savegame.map_features: not found.
stack traceback:
        [C]: in metamethod '__index'
        ...\DWARFF~1\Dwarf Fortress 0.44.12/hack/scripts/nether.lua:1: in local 'script_code'
        ...ktop\DWARFF~1\Dwarf Fortress 0.44.12\hack\lua\dfhack.lua:680: in function 'dfhack.run_script_with_env'
        (...tail calls...)

I dont understand programming enough to understand what this is doing, or what the error is. Could someone help explain this to me? Or alternately direct me to a better tool to introduce biome/cavern appropriate trees/saplings/spores to an area? Its taken me nearly 4 days to generate a world i have any interest in playing in long term, and the only thing i lack is nethercap for a project. Thank you in advance, I hope this is the right forum.

Link to previous post on same topic I found. incase ive made a mistake or explained poorly.
http://www.bay12forums.com/smf/index.php?topic=135258.0

2
DF Dwarf Mode Discussion / Troubleshooting my friends fortress. -solved
« on: October 04, 2018, 08:13:56 pm »
Edit, she restarted and it was fixed.

3
DF Dwarf Mode Discussion / Iron = useless crossbow bolts?
« on: December 22, 2016, 06:26:30 pm »
Ive shot this troll with like 40 iron bolts, the most its done was bruise their left cheek. Does skill impact damage too, or is troll skin just tougher than iron?

4
So, im building a tavern, meeting areas are too small, they cannot fill the whole area, so I have to designate it from a table, which somehow allows a much larger room, ive had this tavern designated through the table for about 8 years, not a single visitor except diplomats, but dwarves use it just fine, ive read some conflicting posts saying that it has to be designated via meeting area, in which case, how can I make a larger meeting area to fill the whole tavern, with the limited size rooms I can either get most tables and no booze stockpile, or booze stockpile and few tables, if that is not the case and designated tavern via table works, and the only requirement is set to allow visitors (mine is) what have I done wrong? I have 40 rentable rooms, two poets and a tavern keeper, yet my 400ish dwarf meeting hall has never been visited once.

5
DF Dwarf Mode Discussion / Fire rips holes in the ground?
« on: December 19, 2016, 06:46:57 pm »
So, my surface forest caught on fire, and amid the spam of "something collapsed on the surface" suddenly like half of my fort was knocked out, i go to look, something smashed a hole straight down several floors, through solid basalt, and now my fort is full of smoke. Ive seen chopped down trees leave a single space hole in the ground, but im not chopping anything, and that doesnt explain why its a several floor deep hole. If my whole surface operating as a giant cave in piston trap thing?

Edit: its also completely destroyed several stockpiles, and a farm, this is stupid. I could see it messing up the top level, but not like 3-4 floors down through solid stone, its a tree, not a bomb.

6
DF Dwarf Mode Discussion / Space saving tombs.
« on: December 18, 2016, 11:14:00 pm »
I want to avoid having to rebuild tombs, can I just make all caskets out of wood, designate tombs above my magma tubes, and drop them in each time, clearing the tomb for the next ruler/duke/whatever? Or is it fine if tombs overlap? make a big "hall of kings" sort of tomb, pack it with coffins as nobles die?

7
DF Adventure Mode Discussion / Stealing a slab to bring to my fortress.
« on: December 18, 2016, 09:09:24 am »
Hey, I asked this over on dwarf mode forum, they suggested I come here. Im planning to temporarily retire a fortress im playing and make an adventurer from it, send them to raid a nearby necromancer tower and steal the slab, bring it back to my fortress to make more necromancers. It will be my first attempt at adventure mode. How hard is it to get in and steal a slab? Does taking the slab disrupt the towers operations? Is it always on a necromancer? Id be fine if my fort still got attacked by the undead, I just want my own necromancers for live training, and imprisoned ones go insane eventually, means ill run out someday.

8
DF Dwarf Mode Discussion / Captain of the guard question.
« on: December 18, 2016, 08:07:02 am »
I have to make him his own room, does that mean the barracks for the squad only needs 9 beds for the rest of the squad? or will he sleep in the barracks when on duty, and his room when off?

9
DF Dwarf Mode Discussion / Question about water/pressure plates.
« on: December 17, 2016, 02:05:13 pm »
My goal is building a pond that fills up to 3/7 (thats still pathable right?),to use as a bath house, little soap stockpile pretty much just because, a well, if possible setting up a mist generator in the entrance (could use the water that fills the tub?), and ideally, filling the room with steam (unless this will like, tank fps in which case I wont bother), and designating it a meeting hall or sculpture garden so dwarves will go in and get cleaned up every so often.

So, questions are I guess, how many squares of 3/7 water are made per square of 7/7?
Is that even how liquids work?
How big can the pool reasonably be?
Instead of the mist generator, can I just make the water fall from above into the pool?
How to do it with minimal pumps?

10
DF Dwarf Mode Discussion / Question about retiring.
« on: December 17, 2016, 12:21:21 pm »
Im not sure if this is an adventure mode or dwarf mode question, If I retire a fortress, make an adventurer, go take out a necro tower, or at least steal the slab, or really just screw around in adventure mode if i decide thats too hard, firstly, if i succeed at taking slab, can I take it back, drop it off at fortress, then retire the dwarf adventurer? How badly does the game manage the fort while im away? I assume it doesnt just go into stasis. Is what Im asking even possible?

11
DF Dwarf Mode Discussion / Ive captured a necromancer.
« on: December 15, 2016, 05:01:50 pm »
If I understand correctly, you stick them in a windowed room with a bridge to turn it on and off by blocking their view, fill the room the windows look towards with corpses and use it for live training? Is it safe to build up a second floor and surround that in fortifications? or can the undead climb out or anything like that? Would it be particularly effective to use the corpses of my own dwarves? Or are all corpses equally durable?

12
DF Dwarf Mode Discussion / Question about Defenses
« on: December 09, 2016, 01:16:20 pm »
For starters, can we upload screenshots directly to here, or is there a preferred location to upload them to? I dont have much experience with this. But i need some help with marksdwarves, and its easiest to show a picture.

Basic text description: My marksdwarves directly next to a fortification somehow cant shoot at humans 9 squares away from them on same z level, if I walk them out of cover and fight out in the open hall, they shoot just fine, but from the defensive area ive built, they cant seem to fire at all. Bridges are lowered, only things between marksdwarves and humans is a line of fortifications (which dwarves are next to) and a grate a few squares out to stop humans approaching.

13
DF Dwarf Mode Discussion / Visitors and war.
« on: December 09, 2016, 11:02:39 am »
So I see in the wiki it says that visitors might side with their civ if it attacks you, just reporting that this does indeed happen, just had a bunch of bards attack my tavern when the humans id been waiting for caravans from attacked with....6 guys. My 10 hammer lords beat them all to death, and stray dogs mauled the bards to death. I have to wonder why they even attacked when it was so hopeless. No idea if the game models "is this a good idea or not?" though in such decision making.

14
DF Dwarf Mode Discussion / Possible to un piss off merchants?
« on: December 08, 2016, 04:31:24 pm »
I was setting up a trade deal and my cat decided it was time to jump on the keyboard, hit a bunch of keys and somehow ended up pissing off the dwarf merchants with shitty deal offers until they were "unwilling to trade". I really really needed to buy stuff from them, last save was 7 months ago, do I seriously have to either lose that progress or wait a whole year to buy anything now?

Edit: Well, they left, I was about to offer them like 40k in clothes and stuff for some materials i needed way badly. I take it that means I have to wait the year, and that you cant make them not angry.

15
DF Gameplay Questions / Can animals breed while overcome by terror.
« on: December 08, 2016, 09:14:47 am »
Caught myself some armadillos, wiki tells me they produce shells, and im trying to breed them, while getting them into their own room, a cave croc I was training got lose and spooked one, its been "overcome by terror" for about 2 months now, they also havent bred at all, which could obviously take longer than 2 months, I just wanted to make sure I dont have to like, catch another one because this ones too upset to breed or something. Neither was injured, they were just present while a dwarf choked a crocodile to death far as I can tell.

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