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Messages - Tachytaenius

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1
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 31, 2023, 05:13:53 pm »
Custom tokens - I see that custom tokens are now supported by DFHack, which is very nice. I had previously done this using curly brackets and parsing the raws when the game was started (see examples below). Looking through the custom-raw-tokens.lua code it seem that multi-line tokens aren't a thing though, is this correct? No problem if it is, I can just change my stuff to be a single line(s) as needed.

Hi, yea, custom-raw-tokens' dev (wolfboyft) here. I'm glad you like it! It's been a while since I made it, I don't really remember the reasonings behind everything, but yeah, it does indeed only support single line tokens, and only once in an instance of item subtype or whatever. It's just a search for the first instance of a token, returning the token's extra info. It's basically just for simple key:value(s) stuff, not working with/like the raw parsing state machine, like vanilla tokens often do. It's not super gorgeous in how it does it either, in that multiple instances of a tag don't raise errors (iirc), etc. Multi-line tokens would be pretty cool, though. I can't think off the top of my head how they would work, but I've forgotten a lot so...

Glad to see some interest! Good luck with your projects.

2
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.

3
DF Suggestions / Re: Sacred/Not-For-Meat Animals
« on: November 16, 2022, 03:18:28 pm »
WWUD if he saw another dwarf eating meat from a sacred animal?
Justice system report, or, if it's not that sacred, heavy bad thought.

4
DF Suggestions / Re: Sacred/Not-For-Meat Animals
« on: November 16, 2022, 11:41:55 am »
Well, if it is implemented, I just hope we will be able to have control over it for custom civs

5
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.

6
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

7
Thank you for the answer!

8
Bug report: When I embark with cats and chickens in a game-made region, there are no piles of vermin, but when I embark with cats and chickens in a region made by biomemanipulator, there are loads of vermin remains by the chickens all the time, presumably being killed by the cats. So I guess something regarding the vermin I add is set wrong. was just told this does in fact happen in vanilla

Also, how can I add pond turtles to a region's ponds?

9
DF Modding / Re: METAL_ARMOR_LEVELS/ARMORLEVEL question
« on: November 05, 2022, 07:36:29 am »
I suppose I could split items into different variants with set ARMORLEVELs if it turns out ARMORLEVEL has any importance.

10
DF Modding / Re: METAL_ARMOR_LEVELS/ARMORLEVEL question
« on: November 05, 2022, 06:11:09 am »
I can see there probably is no solution, so why is the game like this?

11
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.

12
Verified in gm-editor that duplicate tool tokens are in fact removed! Same with permitted buildings. Couldn't find permitted job but I assume same goes for that too

13
For example, does it maybe make tools more likely to be chosen in caravans?

14
DF Modding / Re: How to make my guns more damaging?
« on: October 26, 2022, 02:39:20 am »
I've settled on large area edged attacks for the projectiles, thanks to Putnam's help in the Kitfox discord

15
DF Modding / Re: How to make my guns more damaging?
« on: October 26, 2022, 02:11:03 am »
Thank you for your input.
So, with one configuration (area of about 200 for large handgonne balls, shoot force/maxvel of 800000) I was able to cause an upper leg to explode into gore but still only bruise the lower body. Strange

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