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Topics - AVE

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1
Utilities and 3rd Party Applications / [Tool] DF Entity Checker v0.23
« on: April 28, 2012, 01:47:52 pm »
This tool checks entity (civilization) tags and shows buildings and reactions that exists in raw's files but are not added to the entity tags.

Usage: run (preferably in DF directory - where /raw/ is located). If the tool finds /raw/ directory, it automatically reads it's contents. If not, press button "Change dir" and select the directory, which contains /raw/. Afterwards, select entity to check, and press "Check" button. Afterwards, just copy required lines from respective windows into the corresponding entity.

Now doing cross-check also, as suggested by Jeoshua here. Cross-check test for:
  • Entity-defined buildings with not all entity-defined reactions (adds not defined reactions)
  • Entity-defined reactions with not all entity-defined buildings (adds not defined buildings)
  • Possible mistypes (entity-defined reactions and buildings that are not defined in raws)
Also testing for various errors, such as:
  • reactions w/o defined buildings.
  • buildings w/o defined reactions (possibly decorations? whatever, mostly it is an error).
Log window received a huge boost in usefulness, as nearly everything that isn't right goes there!

Updated: New buttons: "Clear log" and "Copy log to clipboard".

Screenshot (slightly outdated, but shows basic usefulness of the program):
Spoiler (click to show/hide)

Binaries (for Windows) are here, source is here.

Changelog:
Spoiler (click to show/hide)
Suggestions (on how to improve this), bugreports and comments are welcome!

2
Are there any !!SCIENCE!! topics regarding new syndrome tags? I want to add a syndrome that has two effects - one positive that is applied first time and another (absolutely deadly, to balance first effect) that is applied when creature meets with that syndrome a second time. Currently I cannot determine how to determine that it is second time.

May be split it into two syndromes ? But is it possible to enable two syndromes on one material (I use boiling stone reaction as a syndrome application)?

I do not want to make it one-time-use syndrome, because I want to add some (very slim) chances to survive the second time it is used.

3
DF Dwarf Mode Discussion / Spiral ramp - pathing problems?
« on: April 19, 2011, 06:56:21 am »
I'm relatively new to the spiral ramp construction, so that's why my design is not working, probably.

Here it is (in quickfort format):
Code: [Select]
#dig start(2;2; Position cursor in the center)
`,h,d,#
`,d,`,#
d,h,`,#
#>
`,`,d,#
h,d,h,#
d,`,`,#

First, on the ground level I build 2 channels, one tile to the left and to the right of the center tile of my 3x3 "spiral ramp". Then I designated via quickfort the above blueprint 2 times (that's it, 4 levels deep underground). Then, I ended up with 2 totally stuck dwarves on the last 2 levels (-3 and -4). If it helps, level -2 was not completely mined out - it was missing 2 diagonal mining designations. I suddenly realize that it may be the source of the problem actually! :)

So, if I'm right, how to prevent this? Dig them slowly, one z-level at a time, or even in 2 steps - first goes mining designations, then channeling? It is slow and boring - and I'm a big fan of automation (that's why I use quickfort, actually, it is a great tool).

May be there exists some more effective designs, not having a problem of 'half mining and stuck on the level below'?

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