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Messages - wedrifid

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1
Have a look at the other exe, the test one. You can look at the items that you have and figure out the part that refers to the item type.

2
Quote
I will put Therapist's list in the readme instead if it is more accurate.

On a related note - if you have a dwarf doing the job you want to automate the hover text in therapist gives the code for you. Can save a little guessing.

3
hello i am currently working on the xml and i have and question can i change the category of jobs without breaking the the thing ? because it is getting a bit messy in both the xml and the manager XD
Hi Onart. The 'category' thing is pure eye candy. You can make the categories 'bikinis' and 'boobies' if you really want.

4
There seems to be a minor bug in 0.7.3 wherein you cannot just make things that have sources in the way that you originally could. You first have to check 'make all except target' then uncheck it again. Then it seems to work fine.

5
Keep in mind that you can take 2 minutes and add your own jobs to the dfjobs.xml file.

6
That depends on how TOTAL of a conversion the mod is... Foreman expects certain materials(like iron) to exist, and won't work if they don't.
Does that apply even if you remove absolutely everything from the dfjobs file? That is, does your tool rely on iron, etc, as some kind of reference point that will break things even if you go out of your way to prevent any reference to it when running your tool?

7
Does this work with the Corrosion mod (a total conversion)?
You just need to configure dfjobs.xml. Have a look at the exe I posted to this thread about a page back. It should generate all the non standard stuff for you!

9
. My current codebase is printing this out hehe. RTTI + vectorscan = win.
Brilliant, just what I needed. The main thing I wanted was to figure out how to code in support for 'spike' and 'disc'. Because having 100 each of those on hand at all times is just what you need when spamming traps! I had figured out greaves and a few others just by fiddling but much more than that was making dwarf fortress crash. Messing with other program's internals is a little out of my area of expertise.

10
See, Dwarf Foreman was already a project, but Dwarf Forman wasn't.. that's the joke sort of, it didn't go over well. I fail.
Ahh, gotcha. I'm afraid I was introduced to Dwarf Fortress just a week ago so the cultural reference swooshed straight over my head. :P

Playing around with the code I can see why you haven't put in support for subtypes apart from bolts. It gets messy!

Predictably enough I've been investigating the potential for pragmatically generating dfjobs entries for the hard coded jobs as well. ;)

11
Hehe, the difference between > and >= made you >=O :)

Not going to push it out as an emergency or anything, but I have a release coming out today or tomorrow anyway.

Oh, you mean line 134 of foremanthread.cpp? Yup, fixed that and it works a treat! ;)

Wait, no. It's formanthread.cpp. You must have corrected the spelling in the dwarfforeman main part but not bothered with changing the background detail. An easy mistake to make given that we are here playing Dwarf Fortress and you are free to spell stuff however you damn well please if it's your code. :P

I'm loving this editor you use, Qt Creator. It has built in Vim mode! If this was around back when I used to use c++ I might just have been able to drag myself away from the bash shell. :P

Your code is impressive too. All that messing around with pointers and hex strings. Glad it is you and not me.



12
Arhg!

I just noticed that version 0.7.1 is broken! It can't handle stone any more. It seems there were side effects to that last fix.

In version 0.7 the following code worked as expected:
Code: [Select]
    <dfjob name="stone throne" category="mason" type="72" materialType="other" other="INORGANIC">
        <item type="chair" material="all" />
    </dfjob>

But now it produces the 'new job per tick' problem. But wood, metals and glass are all fine.

13
Work on getting the code where you want it.  Dollars to doughnuts someone out there will come forward to compile it by the time you've got 1.0 polished up ;)
Ok, 'ocra' works like a charm. Here is a compiled version http://dffd.wimbli.com/file.php?id=4257. Do let me know if it works.

Put it in the objects folder. Run. Copy and paste output into the bottom half of dfjobs.xml. Make sure you don't remove the entries at the top which all don't refer to 'reaction' in the tag. You'll probably want to keep those. (I should put a comment in there to make the distinction obvious.)

14
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 23, 2011, 02:16:03 am »
If I told you there was a race of people who lived exclusively in the desert, would you think they were elves? Or humans?
I'd think we had moved to Battle for Wesnoth. (The mod created post-apocalyptic desert elves actually went on to become part of Wesnoth cannon!)

15
Uh you might want to use a Code tag there.  Smilie faces aren't proper code ;)
Ewww. Yes. Regex syntax dies a painful smiley death. Fixed.

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