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Messages - Weizen1988

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1
Feature 2 was the correct feature in my case, id determined that much before posting. The modified version of the code did work, nethercap cups for all, assuming the baby trees will grow into adult ones after i chop some of the forest of bloodthorn down.

2
Thank you, ive sent them a message, I didnt want to presume anyone from a post that long ago was still around, and thought it might have been weird to message them like that. If it doesnt work out its no big deal I suppose, the embark gave me nearly everything else I wanted, lacking a wood i intend to use for purely vanity projects is pretty minor.

3
I don't know why the script needs to use map_features[2] and not iterate over the vector. That's very suspicious to me.
I dont know enough about how any of this works to really answer that. All ive got is some old instructions from 2014 and no real understanding of lua or dwarf fortress coding in general. Is there some better method you know of to accomplish this? Alternately, can you explain why thats suspicious, or how to have it iterate over the vector, which, forgive me for being dumb, but i assume means it would add them to any allowable cavern level?

4
So alter the lines referring to df.global.world.cur_savegame to look in df.global.world.features instead?

Ill give that a shot in a few minutes, see if that helps.

Edit: Okay, I got no errors this time. Hopefully by the time i breach that cavern (I was checking all this with prospect all) some of them will have grown. Its dumb but I like using nethercap for food prep/storage and things like that.

Thank you so much.

5
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

6
DF Dwarf Mode Discussion / Troubleshooting my friends fortress. -solved
« on: October 04, 2018, 08:13:56 pm »
Edit, she restarted and it was fixed.

7
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: October 04, 2018, 07:27:29 am »
Whole world except the goblin area is good tropical forest or good swamp, or a few volcanoes, so within the first like 10 years the elves exploded to everywhere they could reach. with total of 100 or so dead, a dwarf built a necro tower, which shows a population of like 20. If this doesnt work, ive got the world shape I want, so I can just change the history seed? that might get me what i was looking for. some war is fine, but having the humans wiped out in the first 40 years seems silly, humans could make metal armor and weapons, but somehow elves can just slaughter them. Elves shouldnt be much more of a threat than they are to a dwarf. Though with the whole world being high savagery tropical forests and swamp, maybe they have a bunch of dangerous animals or something?

8
I got a necro tower in year 40 on a pocket world, but i had to mod dwarves to have a god of death. I suspect vampires have popped up somewhere as well, but havent looked.

9
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: October 03, 2018, 08:15:56 am »
I set that up, but they kept spawning in the 30 savagery area literally next to the human town and wiping them out in the first 20 years, leaving the big evil area empty. Ive finally gotten that to work somehow, by making a single area with 0 savagery in the evil corner. Now the elves in the top right corner flip out and try to exterminate the humans in bottom right. 40 years into worldgen, there are 10 members of the human civ remaining, but someone builds a necromancer tower, so im going to see how this goes I guess.

Its a world one of you guys created called SLEEPERVOLC that ive tweaked minorly. i changed the drainage of a single square which prevented the elves from exterminating all life in the first 10 years (they spread through every swamp square in the entire world in the first 10 years, so the humans barely survived.) I wonder if its possible to salvage the human civ. I guess I could mod the game to make humans playable, reclaim one of their abandoned towns, get them going, then switch back to dwarves.

10
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: October 02, 2018, 12:46:49 pm »
Edit: I actually solved my initial post, now i just have to figure out how to make the goblins spawn in the evil area, not next to the humans.

11
DF Dwarf Mode Discussion / Re: Iron = useless crossbow bolts?
« on: December 24, 2016, 04:58:36 pm »
steel is somewhat rare and harder to make.

If you have plentiful flux (which you can select sites fo), plenty of iron, a supply of logs and coal, and a magma smelter, steel can be churned out on repeat. It takes a little effort to set up, but once you've got a handful of pig iron bars you can set pig iron and steel to repeat on the same magma smelter forever, and just use the stocks menu to monitor charcoal/coal levels.
Ive got like 3 floors of solid flux it seems (marble is flux right?), 8 magma smelters, 4 magma forges, and thousands of iron, in a jungle embark covered in trees, ill likely run out of flux before iron though, and since im mountain home, i cant ask for anything anymore, and they dont seem to ever bring flux without you asking for it. Is there some other source of it? Or do I pretty much just have whats on this embark?

Marble is flux. If you have plenty of that, plenty of iron, and plenty of wood, you're set. Start clearcutting that forest and turning it into charcoal, then quarry out the marble.
Alright, once this poisonous moose is dead or gone I can start collecting marble. Better than the firebreathing falcon I guess, least the moose cant fly.

12
DF Dwarf Mode Discussion / Re: Iron = useless crossbow bolts?
« on: December 24, 2016, 11:39:42 am »
Bigger bolts? not that I know of, you can make balistae however which can be remarkably effective.
Yeah, im working on those, ive heard mixed reviews, but i figure steel tipped blood thorn is best possible case, and ive got plenty of both. and ill be placing them after a drowning room fed from a bunch of pools, which dumps survivors into a cage trap room, which leads anything that gets through that into a magma room, which leads any survivors of that into the ballista hallway with 3 ballista next to each other, backed if possible by 3-6 catapults, probably cover the floor in spike traps, so im probably just going to eat goblins by the hundreds without them ever seeing a soldier, military will probably exist mainly to train adventurers after the hall is finished, or fight demons if i decide its time to harvest candy and dig too greedily.

13
DF Dwarf Mode Discussion / Re: Iron = useless crossbow bolts?
« on: December 24, 2016, 09:56:43 am »
Or single thing in it, you can set Ts on multiple squads when picking iirc. I tend to prefer not as I like to see my squads at glance, but if observer training stacks per witnessed sparring pair single large area for all squads could be slightly beneficial.

Going by wiki, fat is also used when the dwarf is starving to death for a longer time - first they burn through their fat, then die. There's also hitting the fat cap problem causing very slight fps loss, for which there's dfhack's fix to adjust their fat to nearby but not so bad value iirc.
I just wanted to build a decent sized civilian training room where each civilian squad goes like one or two months of the year or so for basic training, one squad at a time if possible, minimize interruption but give all civilians a little training, though if that observer thing works, i could just stick them each in with a proper squad to watch them spar.

I doubt I'll build a dwarven diet machine to burn off all their fat, I was more amused by the idea that it worked, id rather have them able to survive starvation for a short period, I could see that coming up again, if my plan to pave the whole surface area where i have any tunnels or stick walls over  them doesnt work.

I hadnt considered the impact size has on thickness. My tiny bolts just couldnt penetrate it. Can I get bigger bolts? or what is recommended for troll killing? magma? They come in quite large groups every goblin attack, my captain of the guard trying to kill this troll is the only actual combat my military has seen so far, so I doubt they are up to the task yet.

14
DF Dwarf Mode Discussion / Re: Iron = useless crossbow bolts?
« on: December 23, 2016, 06:51:53 pm »
The larger the creature the heavier the armor, although I don't know if weight is factored into resistance. Trolls are fairly large and ogres are larger still (the elven cararavans can haul away half a dozen or so sets of ogre clothing at most before reaching their weight limit).

Fat did protect the Roman gladiators (as well as aiding the amount of bleeding produced, which pleased the crowds), so gladiators were actually fairly fat.

The way to get fat dwarves is to get them to move as little as possible, so dorfs who spend their time in workshops tend to get fat. The current nutrition model (or lack thereof) probably doesn't distinguish between different kinds of food apart from the favored food item aspect.

You can drain dorfs of fat by fire. If they survive the bleeding they won't recover the fat, and I think that provides some protection from future fire damage. Regardless, you're better off training your dorfs to dodge, use shields, and give them good armor (that they're trained to wear), as well as hitting the enemies.
Does this lack of fat have any downsides? As for armor, I stuck every dwarf in a military unit, give all the real army proper iron armor until i finish all the steel, and the civilians get leather, a shield and wrestling training, i figure that will get basic combat skills and armor user to every dwarf, so I can have a pretty solid army if i switched them into metal after they gain some skill. Can I set multiple squads to the same barracks for training, currently ive dedicated a huge area of a floor to barracks for training civilians, though i suppose im 250ish dwarves against over nine thousand goblins, on a self imposed mission to save the world, so large military training area makes sense.

15
DF Dwarf Mode Discussion / Re: Iron = useless crossbow bolts?
« on: December 23, 2016, 03:13:38 pm »
I wonder if the troll robes act like ogre robes that it deflects a whole lot of metal weapon attacks. 

The troll could be super fat that it can take 40 bolt shots and only getting bruised.
Might be, or im just unlucky, and if were being honest, it was probably more mid 30's number of bolts, i just stopped actually counting after 30 went back to building my swimming pool, and had several more on the list of attacks that i didnt count, so rounded up to next 10. Does fat do that? So getting my dwarves mildly obese would actually protect them better? Are there some foods better at making them fat than others? Should I feed them only cheese and beer or something?

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