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Messages - Gorobay

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1
All the settlements blend into the background and are easy to miss.

2
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: June 11, 2017, 01:23:09 pm »
Well naturally I just started getting back into a scripty mood so I missed that one, and several of them depend on the creature raw so we won't be able to have like nose_length and ear_height due to the ones populated from the creature, but unk_7[0] is height, unk_7[1] is broadness, unk_11 is the creature_mat number for the following tissues, in this case hair (24) for my modded dwarves (440), unk_12 is the hair/hair/sideburn/sideburn/beard/moustache styles, unk_13 is the hair/hair/sideburn/sideburn/beard/moustache style types, unk_14 is tissue length but weirdly spaced so [4] and [6] were hair length, [5] was 0, same for the other tissues, unk_16 is hair/skin/eye colors.
unk_7[0] and unk_7[1] are not height and broadness: they are the first and second body modifiers. As it turns out, those are commonly height and broadness, but you have to look up the caste’s body_appearance_modifier to know for sure. Similarly, to determine nose length and ear height, consult unk_8 with reference to the caste’s bp_appearance.modifiers.

3
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: June 10, 2017, 08:23:02 am »
unk_324 is indeed the appearance modifiers. It was identified in pull request #190, but there are still some unknown fields.

4
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: May 19, 2017, 08:20:28 pm »
I am not looking for militia commanders, or any other position in particular: I had some numbers which I was pretty sure corresponded to site positions, and in fact they are indexes into the site’s group’s positions.assignments. A pull request is forthcoming. I am not sure how to find the assignment for a given position, but probably I would iterate through that vector, checking each position_id in positions.own until I found the one that matched the position I wanted.

5
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: May 19, 2017, 08:00:12 pm »
That was indeed helpful. Given a site site, its assignments are df.historical_entity.find(site.cur_owner_id).positions.assignments, which is exactly what I was looking for.

6
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: May 19, 2017, 07:37:13 pm »
How can I determine site-specific position assignments, like captain of the guard? I can get entity-wide position assignments using historical_entity.positions.assignments, but I can’t find the site equivalent.

7
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: March 24, 2016, 05:41:40 pm »
I assume 60001 corresponds to no melting/boiling point.
That is what it means, according to the wiki.

For now, I have decided to use a text-based heuristic which should work until Toady changes the generated material name format.

8
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: March 23, 2016, 10:11:56 pm »
It has fixed temperature, so.. um.. temperature/state is always the same.
Clearly. But which state is it always in?

I know that this example is an evil rain and will always be a liquid, but I want a script to determine this automatically for any material.

9
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: March 23, 2016, 09:22:19 pm »
How can I find the phase of a generated material at a given temperature? Here is what I have tried:
Code: [Select]
[lua]# m=df.inorganic_raw.find(300).material
[lua]# ~m.state_name
<string[]: 0x177ce2e8>
Solid                    = frozen fetid filth
Liquid                   = fetid filth
Gas                      = boiling fetid filth
Powder                   = frozen fetid filth
Paste                    = frozen fetid filth
Pressed                  = frozen fetid filth
[lua]# ~m.heat
<material_common.T_heat: 0x177ce2b4>
spec_heat                = 4181
heatdam_point            = 60001
colddam_point            = 60001
ignite_point             = 60001
melting_point            = 60001
boiling_point            = 60001
mat_fixed_temp           = 10000
It seems this material has no melting or boiling points, so how does DF know which state_name to use?

10
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: March 16, 2016, 10:00:55 pm »
How can a script get the path to itself? The following seems to work but I would rather not use the internal API if there’s another way.
Code: [Select]
local function get_path_hither()
  for path, script in pairs(dfhack.internal.scripts) do
    if script.env.dfhack_flags == dfhack_flags then
      return path
    end
  end
end

11
DF Suggestions / Re: Moving dialogs into the raw folder
« on: December 23, 2015, 06:38:39 pm »
This is a good suggestion for the kind of speech modding that is currently possible, but it won’t solve the “It was inevitable” problem. Most utterances are hard-coded and cannot be modified easily.

12
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: December 19, 2015, 11:53:54 pm »
I’ve done some research on conversation structures. What is the best way to get it into df-structures? (I don’t want to make a pull request because the structures are more complex than I know how to express in XML.)

13
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: December 13, 2015, 04:25:29 pm »
In adventurer mode, how can I detect when the set of units changes, e.g. when moving to a different world tile? I am currently monitoring #df.global.world.units.all, but that doesn’t work if the new tile has the same number of units as the old tile.

14
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: December 12, 2015, 08:19:01 pm »

15
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: December 04, 2015, 08:55:44 pm »
I’m having some trouble with persistent storage in 0.40.24-r5. Here is what I am doing:

  • Load a world in adventurer mode.
  • dfhack.persistent.save{key='frotz/ozmoo',ints={1,2,3}}
  • Create an adventurer.
  • Retire the adventurer.
  • Reload the world in adventurer mode.
  • dfhack.persistent.get_all('frotz', true)
  • It finds nothing, so save the same entry again.
  • Unretire the adventurer.
  • Now get_all finds both, and I have duplicate entries.

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