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Messages - Eldrick Tobin

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1
Is there a more up to date exportlegendswv.lua file around that I've not seen the posting about? Searching on "assumed_identities" in this thread produced nothing. Yay for github.

I've fixed it myself, but I thought maybe I just missed something. *later... I need to his POST faster* Woo. Completed operations. Yay for corrections.


Items changed:
*PE's changes implemented
*As I had a full 'exportlegends all' I changed the dfhack_run line from "exportlegends info" to "exportlegends" so it wouldn't rehash old ground.
*assumed_identities->identities

2
The [SOUND] tag thing is weird o.O

So... I started packing up the changes into my HoldingPen folder so I could keep them safe -from blowing up my installations. Decided to play with things a tad more. Curiousbeast_item is a little less evil than it's siblings... but that's like saying a Dwarf Pulping Minotaur is less evil because it's not a ForgottenBeast/Titan. Guzzler and Eater seemed to like performing CTDs on their OWN which is annotated on my github:

https://github.com/EldrickWT/My-Crazy-Dwarf-Fortress-Mods/blob/master/Holding%20pen/c_variation_pet_civ.txt#L31

All files mumbled about are either in Holding Pen or the raw-40.06 folder structure.

Weirdly Interesting/Morbidly Fascinating/CURIOUS (sorry couldn't help it. Sleep Dep. is catching up...)

3
That's amazing to know. Sometimes a mod crashes and there is no way to find out what does it. Having more info like that is very vital for DF modding. You could ask to stick this thread to the top of the forum.

As soon as I narrow down exactly why it's hard to reproduce... -.-; I feel like an idiot. At least I've blown up (CTD) a vanilla install so that's a more favorable situation, than a creature variant rich environment like my base raw directory.

EDIT: looks like it was proximity to the cv being applied, and having 2 of the three "CURIOUSBEAST_" entries as candidates for removal. That is was up to 7 candidates for crashing was:

1) Description being near the cv application with itself on the backlist. http://www.bay12games.com/dwarves/mantisbt/view.php?id=6267
2) The M's (as I've been calling them) all synergized with Melting_point when it found itself on the blacklist. It took all three probably due to materials being played with. But 6267 strikes again. I just wish I used the right search terms to find it. I was hunting for examples not just writing in "Creature Variation". Funny I worked for an internet search situation -.-;
3) The Curious Beast stuff is a bafflement. While finding the problem there were such tags, during testing they were absent. Dragons are curious, but the critters I based on them I tore that off before testing. I didn't want them running up to snag items when testing the ITEM Flows. So there was NOTHING to delete. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7871

At least I can be done shotgun blasting DF processes ^-^

!@#$%^&*(YAY)*&^%$#@!

4
Several Tokens if you try to REMOVE them will break DF even if they aren't on the creature in question. And by break I mean no errorlog.txt just crash to desktop.

The List (Individuals):
Code: [Select]
CV_REMOVE_TAG:CURIOUSBEAST_EATER
CV_REMOVE_TAG:CURIOUSBEAST_GUZZLER
CV_REMOVE_TAG:CURIOUSBEAST_ITEM
[s]CV_REMOVE_TAG:DESCRIPTION[/s]
The List (As a Group):
Code: [Select]
CV_REMOVE_TAG:MATERIAL
CV_REMOVE_TAG:MATERIAL_TEMPLATE
CV_REMOVE_TAG:MELTING_POINT

Individuals blow up DF just being enabled in a C_V, the group has to have all three... which is bizarre.

The Research!
Spoiler (click to show/hide)

If you think I'm nuts feel free to verify.

Anyone think this needs to be bug reported? I can reproduce it in a snap... and anyone should be able to.

What are your thoughts Forumites?

Edit: I've been told "crash -> bug report" so I'm reporting it.

Edit: http://www.bay12games.com/dwarves/mantisbt/view.php?id=7871

Edit: Description is off the hook.

5
Not sure why this is but maybe it helps someone else.

Recently someone came back into the dfhack irc channel with an odd problem. Just can't mine. Sure before he had a messed up hand and that probably got in the way of things checking out properly. This time fresh healthy adventurer with a pick in each hand. Still couldn't mine.

having had some very minor success with lua I decided to try looking at his problem... and the Predicate check in advfort specifically. But not being an adventurer person I checked a random actually mining miner in fortmode first.

Spoiler (click to show/hide)

Ending up with that bit of commandline above. All was golden. So having puzzled out all the pieces to make the above line I took the plunge (maybe my third adventurer ever) gave myself some mining skill... and via the console a pick. Puzzled out making sure it was equipped, and tried the script. No "yay". Curious I tried mining a wall anyway. Nope hated my adventurers limbs -or something as that was the part that refused to "yay" when rebuilt from scratch.

so I go to line 195 and I change it to:
Spoiler (click to show/hide)
and then escape out the the advfort gui before I hit save in UltraEdit. Restarting the gui I found chopping trees, and mining now worked.

I mean it's still doing a skillcheck, and still requiring it equipped to FIND it to check the skill so... it should be helpful... *ramble ramble ramble* In any event... Surely the adventuremode body isn't that different? I hope this helps narrow down any issues or is helpful in any way.

6
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: April 23, 2013, 11:03:51 pm »
Alternatives would be to add a new effects status screen to show all the details, or use the actual effects of the syndrome to programatically make up a name (e.g. if reduces strength calll it Weakening sickness) may be hard to do syndromes with multiple effects.

"This is a masterwork syndrome. It nauseates, makes you crazy, and husks."

Or alternatively go blizzard style "Vomitous Insanity Syndrome of Husking" but that would be messier. And silly.  :D

7
Mod Releases / Re: Putnam's Minor Mod Collection
« on: April 16, 2013, 05:44:57 pm »
Mysterious. I replaced all of those diaresis'd As with non-accented As, but apparently that didn't work quite as well as I'd have hoped.

Perhaps the tab right after it had something to do with the replace failing? I do everything in UltraEdit and every now and then it whaps me upside the head... or I truncheon it. `-`v

8
Mod Releases / Re: Putnam's Minor Mod Collection
« on: April 16, 2013, 03:38:04 am »
typo sighted

*** Error(s) finalizing the reaction BASTNASITE_REFINING
Unrecognized Inorganic Token: BASTNÄ   SITE

`-`v

9
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: March 18, 2013, 12:24:31 pm »
Yes, that's the bug I want to fix. Thing is, in a biome with dingoes, I still can't affect their population, which had led me to believe that there were some esoteric "population tokens."

Are they listed on "region-pops list" or "region-pops list-all"? If all they're wandering in from 'outside' and aren't thus 'local'. "region-pops incr-all DINGO (number)" would be what you need.

10
DF Modding / Re: Layer-Linked Question
« on: April 09, 2012, 09:54:02 am »
They will sadly pretty much do nothing. Layer linked populations seem to pop up in small camps. If you are fortunate you find them. You can then kill them off, and then never see them again as they do not respawn. They do not build civilizations in the traditional sense what so ever.

I think Rhenaya has had similar woes with their own Drow Mod (seen here: http://www.bay12forums.com/smf/index.php?topic=70258.0 )

11
DF Modding / Re: Headcrab Troubles
« on: March 13, 2012, 03:27:32 pm »
I hate to suggest something truly whack -and likely impossible- BUT... is there a way to make it invisible and immobile via the MATERIAL_EMISSION_WITH_HIDE_EFFECT bit that's on the squid? With no end on the hide effect? *has not studied it*

Because it seems that if you could have it infect something, and then make it so the headcrab can't interact with anything afterward would be one solution. Is it a good one? Not necessarily. Maybe switch with a second headcrab creature with no brain so it doesn't even try to do anything. Is that a good -or possible- solution either? Not explicitly no...

But there needs to be SOMETHING to take it out of the equation without killing it and making a mess of the deceased/missing column. It's not like they are vermin... which I think Sorceror was suggesting...


This has been, Me, reporting live from off the chaotic edge of left field.

12
Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)

Not yet, But I know where the problem is based on your error log.  I haven't had much time to work on it the past 2 days.  I have some free timing coming up, and my weekend will be nice and free.

Email sent. File backed up on my github account as a just in case. EldrickWT-MLA-raw-objects-dir.zip

Hopefully no hair pulling will be involved.  :D

13
DF Modding / Re: Runesmith - A DC like tool
« on: March 13, 2012, 12:45:51 am »
Whenever my military wastes 2 years in a row on biting drills....I think of this mod.
never seen this, but anyway how would you fix it with RS?

Work on them a tad, and then when they show as having the skill crank it up to 11 (or 15 or 20), and then go train something else, these dwarves are done.

14
Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)

15
DF Modding / Re: Megabeasts Causing Crashes
« on: March 09, 2012, 07:21:15 pm »
And the Culprit iiiisssss:

semimegabeast and biome:any_land in the same creature file. Arrived at independantly by sandbox of #dfhack, and Alluvian_Est-Endrati.

For Example the Following Critter will segfault DF:

Spoiler (click to show/hide)

The Bugtracker link is:  http://www.bay12games.com/dwarves/mantisbt/view.php?id=5578

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