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Topics - Tachytaenius

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1
DF Gameplay Questions / Complex water engineering question
« on: November 27, 2022, 06:58:54 pm »
I have this complex water setup planned that will allow me to drain any cistern in the system for cleaning of contaminants.

Will water ever be able to flow up through the magenta arrow?


Someone already said "maybe if the caverns are completely flooded" and that makes sense, but otherwise?

Also, I have a well feed cistern because I feel like using diagonals to nullify pressure is a cheat. Just for my own worlds, of course.
Green arrows are pumps and blue lines are grates. The reason there is a pump (going up through a grate) for the moat thing drain is in to be building destroyer immune.

2
So let's say you want to do a mass of engravings for the monarch's room, but you don't want random pictures of 3 guava trees, but you don't want to have to make every engraving yourself. If you could, per tile or figurine being made or whatever, let the game make an art image and you then decide whether you want to keep it or make a new one, that would be awesome. Same sort of thing as rerolling fort/government name in pre-embark. Would also allow rerolling the symbol in pre-embark though I think I mentioned that before.

3
DF Suggestions / Sacred/Not-For-Meat Animals
« on: November 15, 2022, 11:52:35 am »
It would be cool if entities could have animals they treat as sacred or at least don't use for meat.
For this there'd be entity tokens for randomly picking out a few animals from the civ's available animals, or non-randomly defining specific animals. Like with entity values, it can be random and predefined.
I was thinking of this because don't want dog/cat meat in my civ's caravans lol.
You could also benefit from this if you wanted to, say, make an entity type based on certain parts of India where cows are sacred. Or have foxes be sacred like in Japan. That sort of thing.
And randomly generated rules around animals would just add an extra bit of depth to the game.

Variation on this idea: Would they still be milkable or shearable? Still able to be bought in cages? Would units from the entity get bad thoughts whenever said prohibited things are done? Could it be defined by deities and violating the rules would lead to a curse?

Token ideas:
[DO_NOT_BUTCHER_ANIMAL:DOG]
[DO_NOT_BUTCHER_ANIMAL:COW]
[DO_NOT_MILK_ANIMAL:COW]
[DO_NOT_CAGE_ANIMAL:FOX] Maybe not? Would be a PITA to be fair
[GENERATE_ANIMAL_RULES] Maybe this could work over time with a quota of, say, 1-3 animals as the entity expands and discovers more animals

4
DF Modding / METAL_ARMOR_LEVELS/ARMORLEVEL question
« on: November 05, 2022, 05:03:02 am »
Is it possible to get the effective ARMORLEVEL of an armour item with METAL_ARMOR_LEVELS to be 1 (leather) when not metal, and 3 (plate) when metal? Instead of 1/2, leather and chain.
If not, does it matter? Does armour level even do anything besides determine whether to wear like civilian clothing?
Is effective armour level stored anywhere? I could hack it if so.

5
For example, does it maybe make tools more likely to be chosen in caravans?

6
DF Modding / How to make my guns more damaging?
« on: October 25, 2022, 04:11:03 pm »
Here is the raw code for one type of handgonne ball:
Code: [Select]
[ITEM_AMMO:ITEM_AMMO_HANDGONNE_BALL_LARGE]
    [NAME:large handgonne ball:large handgonne balls]
    [SIZE:80]
    [CLASS:NONE]
    [ATTACK:BLUNT:9:30000:poke:pokes:NO_SUB:3000]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [TACHY_GUNS_STUCK_IN_DAMAGE_MULTIPLIER:100]
Ignore the custom raw token, my mod deals with that.
CLASS:NONE is because the mod shoots a charge item which turns *into* a ball when fired.

The large handgonne has a SHOOT_FORCE and SHOOT_MAXVEL of 8000.

Surely this should be able to pulp? But it just chips bones and bruises! Are the values' effects capped...?
I tried editing the data of projectiles using gui/gm-editor but couldn't find anything that makes them deal more damage. Even tried setting the projectile to parabolic and giving it a massive speed, but no luck there either.
Don't minecart shotguns cause extreme destruction? Surely I would have made similar values to such a projectile in my experimentation...

7
It involved reactions producing boulders that immediately boiled into a cloud that gave the syndrome, didn't it? Does anyone have an example of that? I'm writing a modding guide and need a concrete example of things DFHack does better than raw modding.

8
Copy the script to one of your df(hack) installation's scripts folders (likely just hack/scripts/, but separating the standard library from scripts you install is recommended! Check dfhack-config/script-paths.txt).

Code: (knowledge-progress.lua) [Select]
local knowledge = df.historical_figure.find(dfhack.gui.getSelectedUnit().hist_figure_id).info.known_info.knowledge

local keys = {
"philosophy", "philosophy2",
"math", "math2",
"history",
"astronomy",
"naturalist",
"chemistry",
"geography",
"medicine", "medicine2", "medicine3",
"engineering", "engineering2"
}

local knownThings, thingsToKnow = 0, 0

for _, key in ipairs(keys) do
for knowledge, known in pairs(knowledge[key]) do
if not tonumber(knowledge) then -- skip unnamed bits
thingsToKnow = thingsToKnow + 1
if known then
knownThings = knownThings + 1
end
end
end
end

print("Knowledge: " .. knownThings .. "/" .. thingsToKnow)

Example output for my (no-aging syndrome) hermit: "Knowledge: 81/312"

9
DF Modding / What exactly defines whether an item has seeds
« on: June 17, 2022, 01:34:47 pm »
I am not a DF plants expert but I am working on a script called cooking-drops-seeds, and I am trying to figure out what items should and shouldn't drop seeds exactly.
Currently the behaviour is:

For every item used in a prepare meal job, drop one seed of the appropriate material per stack_size if:
* The item is of type plant or plant growth
* The item has a material
* The material of the item is a plant
* The (plant) material of the item has seeds (use the listed material for the dropped seeds if so)

But this is broken for leaves etc (plant growth items (I believe)). What should the checks be? Should cooking a whole plant always drop seeds if the plant has any? Are STRUCTURAL plant growths always seed containers? I just don't know! Thanks for any info :)

10
DF Gameplay Questions / How to cook onions?
« on: June 17, 2022, 07:51:42 am »
Lots of gathered onion plants from centuries ago in my fort. The plant whole isn't cookable but its bulb growths are. How can I extract the bulbs from them to be cooked?

11
I have a hermit with a no-aging syndrome who I've been allowing to do scholarly work for about 3 and a quarter centuries. When they discover every topic, what'll happen?

12
DF Suggestions / Rename symbol without designing its content
« on: May 31, 2022, 06:18:21 am »
In the embark menu you can see what your entity's symbol is going to be named if you don't make one yourself, and you can't give it a new name if you don't like it but also don't want to design it yourself. I think that you should be able to rename it and quit the editor with just that change.

13
DF Modding / Looking for a mod to expand on the dye selection
« on: May 29, 2022, 02:08:16 pm »
Can someone recommend a good mod that adds plants for (a sensible selection of) all the unused dye colours?

This mod I'm using has a red background for all the plants and various other problems I'm trying to fix and it just occurred to me that if there's another I might just use that instead.

Extra brewables also very welcome.

14
I need to find out how exhaustion from firing a crossbow is calculated for my mod. I know it uses physical attributes but I need to know the exact equation.

What should i do if nobody knows? Ask toady somewhere?

15
Because managing raws with lots of mods (especially big, complex mods) as versions of mods and vanilla changes can be very, very difficult, I propose that DF's raws have a new feature added called... well, mods.

The raw folder would be supposed to remain unchanged and a new mods folder would contain a folder for every mod, which would contain files that denote changes to the raws in some sensible format.

The main mechanism would be the addition and removal of tags from and creation/deletion of objects, but things like replacing objects with new definitions or making changes under specific tags like castes would need to have their own mechanisms too.

Maybe every "mechanism" would have its own folder, where the files have where you are going to be making changes in unindented sections and the changes in indented sections. Example:
raw-mods/aging-goblins/add-tag/add-goblin-maxage.txt:
Code: [Select]
[CREATURE:GOBLIN:NONE] where NONE would be a caste
    [MAXAGE:60:80]

This would make changes to the raws far more sustainable over new versions and easier to add/update/remove as it'd just be a folder.

What do you all think? And, probably quite importantly, does anyone else struggle with organising their raws?

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