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Topics - Walkaboutout

Pages: [1] 2 3 4
1
DF Modding / Produce divine metal via reaction, in fortress mode?
« on: January 23, 2022, 05:21:42 pm »
Is it possible to mod an existing reaction (or create a new one, in the case of generating a new world), to output the divine metals/materials?

I know how they're named, I've seen them in the uncompressed saves; usually INORGANIC and DIVINE_1, DIVINE_2, etc.

But, since they're not in the raws (instead defined in the world .dat area), is it even possible to force them to be the output of a reaction, without using something like DFHack? The error log just always returns an unknown token when I try this, and in game it just produces magma (standard broken reaction I think, right?).

So as an example, I was simply altering an existing reaction. In this case, I tried hijacking brass making. Note the product is METAL:DIVINE_1. I also tried using INORGANIC:DIVINE_1. I have also, of course, tried additional numbers on the DIVINE part. But, as mentioned, I end up with magma as the output, and an error in the error log about an unrecognized token. So, something like this is what I tried:

Code: [Select]
[REACTION:BRASS_MAKING]
[NAME:make brass bars (use ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:METAL_ORE:ZINC]
[REAGENT:B:1:METAL_ORE:COPPER]
[PRODUCT:100:8:BAR:NO_SUBTYPE:METAL:DIVINE_1][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Am I missing something I should be doing? Is there a way this works that I don't understand, or is it just not possible, because of the way the divine metals are generated? I understand that I could just create them in the raw files, and define them by hand as a work around, but I was hoping to just utilize what is generated for the world itself.

2
DF Modding / Make a pet creature-type available to elves, for trade.
« on: January 10, 2022, 02:58:34 pm »
So, TL:DR. How do I make a custom creature available for trade via elven caravans, preferably without them appearing in the wild? If they have to appear as wild creatures, how can they be made very rare? What creature/entity tokens would be necessary?

The long version. If there are other ways to achieve my goals here, please feel free to suggest.

I'm tired of not being able to tame megabeasts properly in forts anymore. It occurred to me that I might be able to get around that by splitting the relevant megabeasts into two variants in the raw files; a "wild" variant, which would be the original megabeast with a different name, and a non-wild variant that is available via domestic animal lists, or preferably exotic animals (via elven caravan trade).

Take Hydras as an example. The normal Hydra megabeast would remain; I would just append "wild" to its name in the world. I would create a new Hydra variant, without the "wild", and this creature...well that's the question here.

It goes without saying that, if I make this creature available as a tamed creature that either the dwarves or the elves have access to, that its price would be absolutely enormous, in order to make its acquisition difficult. Thats easy enough. Now, I know that once you bought a breeding pair, it would be easy to trade them for entire caravans-worth of stuff, but I'm more than happy to impose rules on my own behavior as a player. Alternatively I can simply make it impossible for them to breed or have young.

So, in the case of making this example non-megabeast-token-Hydra available to elves as something that they would trade in a caravan, what tokens am I going to need on the creature, and even on elves as an entity (entity_default changes)?

I guess the rub here is that I'd like to accomplish that, but never see these guys in the wild (I know they'd appear in towns, but oh well), but I know that may not even be possible to do in the first place.

So, thoughts? Suggestions? Ideas? If there is some other way to get an analogue to megabeasts available for taming, without the bugs associated with megabeasts, I'd love to hear your idea on how to accomplish it.

3
I know the latest patch notes said that at least some instances of hostile, tamed (in fort mode) megabeasts have been fixed, but I'm wondering what's still broken here.

For example, I embarked with an adventurer party of around 15 guys (long story, trying things, lol), and two were outsiders, each with a pet War hydra. I altered the hydra pet value to 1, from 10000, in order to experiment with them in this, thus allowing me to purchase them as an outsider. Unfortunately, what I found was that the 2 war hydras were immediately hostile to everyone around them, including each other, and their masters.

Starting that way with the adventurer party (in a player made fort), then taking no actions, retiring the party, then un-retiring the fort they were in, had the same results. The two hydras, despite being shown as fort pets, fully domesticated, and as livestock, etc, immediately start being hostile to, as best I can tell, everyone.

Does anyone here know something I don't? Are megabeasts broken in adventurer mode, when starting as an outsider (because, given their default value of 10000, they were never meant to be embarked with)? Is it just because I embarked with 2? Some other issue not perceived of by me?

And with that in mind, can anyone relate experience in 47.05, while in fortress mode, with megabeasts like hydras or dragons? Are they stable in your fort, or causing fights and loyalty cascades still?

Thanks in advance all!

4
Yaaaaaaaaaaaaaaaaaaaaay! Dwarves are forming relationships again (without special, painstaking measures). Or so it seems with my limited time in 47.03.

5
So, below is an example of my modded sunberries. I wanted them to have a small effect on them (in this case healing), and on their Sunshine alchohol. It never seemed to work right, because the statistic multipliers generated some very weird attribute numbers according to Dwarf Therapist (sometimes super high stat numbers, other times huge negative numbers).

With the new interaction effects that have been made possible in 47.xx, such as the healing blessing example and other such stuff, what do you think I could do with these sunberries now? I don't want to do something entirely over the top, but I'd like to perhaps generate a happy thought, or a minor increase to healing, or something similar to what I tried to do below. Anyone have ideas? I'm just not conversant enough with the raws/tokens to completely understand how flexible it was prior to 47.xx, and what new possibilities exist now.

I would love a small brainstorming session from those who are already familiar with the new possibilities. Any thoughts, ideas, or information are very much appreciated.

Code: [Select]
[PLANT:BERRY_SUN]
[NAME:sun berry][NAME_PLURAL:sun berries][ADJ:sun berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[SYNDROME]
[SYN_NAME:Sun Berry Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:125:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:125:0:START:10:END:8400]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:161][PICKED_COLOR:6:14:0]
[WET][GOOD]
[BIOME:NOT_FREEZING]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen Sunshine]
[STATE_NAME_ADJ:LIQUID:Sunshine]
[STATE_NAME_ADJ:GAS:boiling Sunshine]
[MATERIAL_VALUE:8]
[DISPLAY_COLOR:14:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:Sunshine Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:150:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:150:0:START:10:END:16800]
[CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:10:END:8400]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:inner light]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:sun berry seed:sun berry seeds:14:0:0:LOCAL_PLANT_MAT:SEED]
[SHRUB_TILE:6]
[DEAD_SHRUB_TILE:148]
[SHRUB_COLOR:15:14:0]
[DEAD_SHRUB_COLOR:7:7:0]

6
DF Modding / Can you make a quadruped's forelimbs double as hands?
« on: February 14, 2020, 02:49:06 pm »
So, I was experimenting with different body forms for adventurers, trying to come up with something to add into my game that was playable in adventure mode as an outsider.

When trying to generate a basic, playable dragon-type creature, who has needs like a sentient (for example, the eating habits a dwarf would have), but has the body form of a standard dragon (without the ability to breathe fire), I ran into the mentioned issue.

I realized I didn't know how to give him grasp-capable forelimbs, in which he could use, say, a sword or other bladed instrument (in this case to butcher for meat, when he got hungry).

Normally this would be silly, but like I said, I'm experimenting with different forms in order to come up with a final product that isn't as bizarre as a dragon who needs to butcher and eat like a dorf, using a bladed item (I have removed BONECARN from this being). I suppose I could give a minor edge to his claws, which would probably allow them to be used to butcher a corpse and retrieve edible food. Maybe leaving BONECARN would be better, but like I said, I wanted something that behaved like a dwarf, but had a very different body form, perhaps that of a dragon, in the case of the current experiment.

7
DF Modding / Tileset, Miners appear as Children? Any known issues there?
« on: February 10, 2020, 02:42:38 pm »
(EDIT: I figured out my problem, user-oversight. For those searching this sort of issue, or those who are simply curious, see my next post for the resolution.)

So, I was trying to acquaint myself with whats involved in updating a graphics tileset. In the process, I've finished almost everything, but for some bits I need to look more closely at.

I do have a problem though, which seems like it's perhaps outside of the tileset, but I just don't know. The tileset in question happens to be Ironhand, and I have it mostly working (but for some parts I mentioned above).

Miners, however, which should be working properly, appear as children. All other dwarf specialists look correct, so far as I can tell.

The graphics file is in place, the entries in the graphics file are right (in this case, pointing to icon 5:0 which is a miner, as opposed to 1:0, which is a child), but no matter what I change for miners, they always look like children. I can't correct them, nor even make them look different at all.

So really, my first question is just, is this a known issue in this version right now (47.02)? Or do I need to get deeper into this and find out what I myself am apparently doing wrong here?

8
DF Dwarf Mode Discussion / Temple Petition?
« on: January 31, 2020, 07:12:32 pm »
Has anyone managed to get a temple petition yet? I've had guildhall requests, and I have lots of different gods who have more than 10 believers in the fort, but I have yet to receive a request for a temple, so I can appoint a priest.

What has your experience been thus far?

9
DF Dwarf Mode Discussion / Love the aquifer changes
« on: January 30, 2020, 02:38:24 pm »
Really happy with the aquifer changes. We still have the old style, via the "heavy aquifer" sites, but the new ones are completely handle-able. Awesome.

10
Seriously, this is a royal pain. It's happened to me before for understandable reasons (like attacking a visitor who was a werecreature before he turned for example).

But this time, I had a goblin siege, and lots of elven and human visitors waiting to come in to the sealed fortress. I unsealed, and released the soldiers, and broke the siege. I watched the combat logs pretty carefully. There were no instances of hostility between visitors and fort soldiers until the siege broke. My troops retired back towards there barracks, and my civilians headed outside to clean up the mess, and next thing I know I'm being spammed by interrupted tasks, caused by "elven scholar" and "human bard" and such, and my soldiers will now attack them on sight.

This is an unrecoverable mess. In my past experience what will happen is that, for a period of time, eventually, they'll stop fighting with the visitors. But after some time passes, again for no reason I can determine, hostilities will suddenly resume. What happens then is a tavern full of my civilians, and of visitors, will break into lethal combat (this is no alchohol induced brawl, to be sure), which results in sometimes dozens of deaths, and traumatized citizens who all end up in red arrow territory, and basically tantrum spirals the fort. ARGH!!

Is there some way I can avoid these damn spontaneous hostilities, you know, other thannot ordering the attack of a known werecreature who is still in his human form and visiting (totally MY doing that), or by disallowing visitors and sealing the fortress up forever, which is just silly and no fun.

P.S. Keep in mind, I think it's related to the military activity itself, because if I wait for this siege to depart on its own, and then unseal the fortress, all of the visitors flood in and no one gets into any fights, nothing goes hostile, etc.

11
So it's been a bit, but I'm back to playing. Can someone who remembers off the bat remind me which animal people adventurers (granted residency as lucky visitors, or retired there as former player controlled adventurers) work without issue? Or better yet, which ones should be avoided, since that's probably eaiser to tabulate.

Here's what I remember:

Grazer animal people (say an Elephant Man) won't eat, except on grazed grass in Fort mode. Meaning you'd have to burrow the guys over grass, or they'll starve. So, animal people adventurers (in fort mode) whose base animal type needs to graze, are out (too much hassle).

Curious animal people (say a Polar Bear Man), will pickup and hold misc. items at random, for long periods, before eventually dropping said items. While not the end of the world, it's annoying, and can cause issues when in combat. So, animal people adventurers (in fort mode) whose base animal type has the "Curious" tag are out (less trouble than grazers but possibly still problematic).

There was another tag that was an issue I think and I can't remember what that tag is. I think it's a sneaking tag such as, I THINK, tigers have. I know that, whatever the tag, it caused your fort mode animal person to move very slowly. They basically are always in sneak mode, and therefore move every where at a greatly reduced speed.

Are there any other things I should know? Animal people types to avoid in fort mode because of bad behavior? Thanks in advance all!

12
DF Modding / Okay, what's wrong with this syndrome?
« on: February 02, 2019, 06:54:13 pm »
So, I was experimenting with adding an effect to both Sun Berries, and Sunshine. Either Dwarf Therapist is reading the stat numbers completely wrong, or something is not working with the tokens as is intended by the design, or I'm putting something in there in a way as to confuse the game.

I don't get, for example, a doubling or tripling of disease resistance when the berry or the alcohol is consumed, as I thought I would (per the code below). According to Dwarf Therapist, the number goes into the millions. So, instead of a dwarf going from 1100 to 2200, he goes to some ridiculous integer, like 92212016 (yes that's exactly what DT reports).

Oddly enough, some other stats get affected too (though not all). Toughness for example. Toughness is not showing here as being affected, and yet, it rises with the syndrome effect according to DT (albeit to a more sane amount, like from 2500 to 3600). Others, like Endurance are affected in the same ridiculous way as the other stats, going into the millions.

Code: [Select]
[PLANT:BERRY_SUN]
[NAME:sun berry][NAME_PLURAL:sun berries][ADJ:sun berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[SYNDROME]
[SYN_NAME:Sun Berry Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:200:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:200:0:START:10:END:8400]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:161][PICKED_COLOR:6:14:0]
[WET][GOOD]
[BIOME:NOT_FREEZING]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen Sunshine]
[STATE_NAME_ADJ:LIQUID:Sunshine]
[STATE_NAME_ADJ:GAS:boiling Sunshine]
[MATERIAL_VALUE:8]
[DISPLAY_COLOR:14:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:Sunshine Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:300:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:300:0:START:10:END:16800]
[CE_MENT_ATT_CHANGE:WILLPOWER:200:0:START:10:END:8400]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:inner light]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:sun berry seed:sun berry seeds:14:0:0:LOCAL_PLANT_MAT:SEED]
[SHRUB_TILE:6]
[DEAD_SHRUB_TILE:148]
[SHRUB_COLOR:15:14:0]
[DEAD_SHRUB_COLOR:7:7:0]

13
So, in the latest dev diary, there is much mention of wealth and currency as it relates to mercenary companies. Talk of upgrading gear with wealth, upkeep costs, etc.

How does this actually work? I've heard no talk (perhaps missed it, there is afterall, lots of info around) of the return of economy, so what exactly constitutes wealth at this point, in this context?

It didn't seem like Toady was referencing the barter that is generally the situation right now, so does anyone have more insight (perhaps from a FotF question I've missed) about how this will play out for the player in, say Fortress mode?

Perhaps I should just throw this into the FotF thread I guess, though if anyone has answers, it would still be welcome here of course.

14
DF General Discussion / Always tick-infested farm fowl?
« on: January 23, 2019, 10:30:09 pm »
Has anyone else noticed that, in Fortress mode at least, that birds like ducks or chickens are ALWAYS infested with fleas and ticks and other vermin following them around at all times? I can understand that happening occasionally, but the fact that every instance of a duck or chicken I come across is this way quickly leads to my butchering them or pasturing them (if they're a pet) in the path of an enemy. I hate the bugs!

Should I perhaps make a bug report regarding this? I thought I'd ask before throwing one up on Mantis.

15
DF Modding / Can anything be done about vomit? Tired of it.
« on: December 06, 2017, 09:44:52 am »
I'm tired of the vomit soaked surface that inevitably results. Is there any way to mod it out? I looked through the templates that included various liquids, but didn't see vomit specifically. It could be using one of the others, like slime or something I suppose. I would be happy if I could just change its freezing temp so that it freezes in the colder winters the way blood does. Anyways, anyone know, have thoughts, etc?

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