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Messages - HyphyHonkey

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1
DF Modding / Re: Implementing Poison?
« on: September 26, 2013, 07:05:49 am »
So for the whole masterwork mod, it says there's stuff to disable most of it. I'm really not looking to totally overhaul, I'm just looking to add a use to these otherwise useless items.

Is that within the scope or am I stuck with 10% hardmodded?

2
DF Modding / Implementing Poison?
« on: September 26, 2013, 06:32:44 am »
Was wondering if there were any mods which, simply put, incorporated extracted venoms and FB extracts in a way that could be applied practically (either via poisoning food or weapons, for instance.)

3
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: September 24, 2013, 05:09:57 am »
Hey, was wondering if anyone knew how to spawn a creature you can interact with via DFhack. There's a lot of strange behavior with the "pet" version that ends up creating un-trainable, un-claimed "tame" creatures.

Asked the same question not 2 days ago, try the spawnunit script. Details ~3 pages ago.

So I tried saving the script in a text editor, changing file type to lua, placing it in scripts.

I can spawn creatures, but apparently I end up with "tame" yet not tame animals. I was hoping for something the creates a proper wild hostile kinda' unit spawner. One that can actually be trained.

EDIT: Seemed reloading fixed some things.

4
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: September 23, 2013, 08:40:35 am »
Hey, was wondering if anyone knew how to spawn a creature you can interact with via DFhack. There's a lot of strange behavior with the "pet" version that ends up creating un-trainable, un-claimed "tame" creatures.

5
Utilities and 3rd Party Applications / Re: Help with DFHack
« on: September 23, 2013, 08:28:23 am »
Alright, I got it functioning. Outdated DFhack.

However, how does one generate a creature? I mean, I know the pet command works, but all that does is create a "tame" creature that can't be trained or anything.

6
You navigate through things via enter, find the values you're looking for, and edit them.

Mostly self-explanatory is correct. I can't find any way to create an "artificial" mood like you used to be able to in runesmith. I employed the has_mood flag, set the mood to an appropriate ID, but every time it's an instant "gone-mad." Do you need to mess with the "artifact" parameters prior?
Initiating a proper strange mood requires creating a Strange Mood job and properly initiating all of the fields within it (creating and assigning meaningful job item filters); simply setting the "has_mood" flag is not sufficient and will result in immediate insanity (since it detects that the Strange Mood job was cancelled).

Is this done straight from the job available from the base of all the dwarf's stuff? When I open jobs, I seen a lot of unknowns, and then a mood skill and timeout, and a lot of other not-quite-obvious parameters.

7
Utilities and 3rd Party Applications / Re: Help with DFHack
« on: September 19, 2013, 09:15:28 am »
Last I checked the "createitem" command wasn't working in current release...?

8
You navigate through things via enter, find the values you're looking for, and edit them.

Mostly self-explanatory is correct. I can't find any way to create an "artificial" mood like you used to be able to in runesmith. I employed the has_mood flag, set the mood to an appropriate ID, but every time it's an instant "gone-mad." Do you need to mess with the "artifact" parameters prior?

9
In this case, there is no teaching being done, only talking about abstract metaphors and expecting results. There's no explaining the syntax involved in the gm-editor functions, there's no pointing to relevant readmes or explaining anything.

Programming to a degree doesn't exactly take the fish metaphor well. In fact, privatization of code is usually more a blockade than anything, and think of this way: for all the time someone could've spent five minutes saying "here, use this for starters," another person spent hours trying to develop a specific system, except inefficient and unoptimized.

Now let me re-iterate: For example, how would you change a selected Dwarf's attributes using only gm-editor?

10
I see a number of values when using gui/gm-editor.

Problem is it's a big mess of values with very vague descriptors. What is "military" even suppose to mean? Are these pointers to more info?
flags1/2/3?

11
Dfhack does have a lot of control, but I'm suggesting something intuitive with a user-friendly UI.

Also, for instance, how would you, persay, change the selected dwarf using only Dfhack?

12
Alright. I've been on/off DF for years, but remember a while ago, someone wrote a program that basically allowed you to change most anything in-game in terms of stats, happiness, job, assignment, mood.

Then I can back and found no comparable program had been written.

To a degree, Runesmith enabled me to change the amount of time investment I put into the game to my tastes, it may have killed off a bit of of the RNG and made the game an easy-modo for others, but it essentially allowed me to play DF without having to sink four times the amount of hours I had. It saved me from spirals, it created hundreds of cool artifacts, in general, it was handy and appreciated without killing the fun.

I know Therapist is capable of finding these memory addresses for the value in question but was specifically not designed to modify them. Personally, I figure with Cheat Engine or something similar and twice the amount of work, I could search value-by-value to figure out these kind of things, but I have to wonder why someone hasn't made this kind of successor to Runesmith, or at least haven't published a guide on how to do similar things.

Someone up the challenge of succeeding RS?

13
DF Modding / Re: JDwarf
« on: September 16, 2013, 05:29:08 am »
Not sure now, but has this been discontinued? It proceeds to read the current DF fine but apparently it can't write because DFhack throws the same error someone posted earlier and nothing changes.

There isn't an updated Runesmith and I was hoping this would do, but apparently none-such-luck.

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