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Messages - Dirst

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241
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: August 19, 2016, 08:32:30 am »
Also, if you decide to print the result of that to the console (or any other CP437-encoded text from DF), use
Code: [Select]
print(dfhack.df2console(dfhack.TranslateName(...)))
If you don't pass it through df2console, special characters won't be displayed correctly on all platforms.
Thanks for that tip, echoing civ names to the console worked just fine under Windows.  Didn't realize that would not be the case everywhere.

242
I'm having a similar issue to DaSwayza in that my game functioned fine until I tried to reload it, it now says it has stopped responding every time at the 'loading artifacts' stage. I did try just leaving it and walking away for awhile to let it think which worked last night but it doesn't appear to be doing it now, also can't tab out of DF while it's not responding so I can't just ignore it for an hour or two. I am about to try disabling TESB since people say it may be the problem and making a new world without it on.
There were crash issues with TESB but those were fixed in MW 1.13.  The current crop of crashes appears related to Stal's Armory.

243
DF General Discussion / Re: Future of the Fortress
« on: August 18, 2016, 01:54:26 pm »
Will more mundane items be 'owned' by individuals and family entities? As a kind of juxtaposition to the granduer of stealing the holy artefact cake tin of Urist McRoyalBaker, and the ensuing ten year long World War of Doughs, it'd be interesting to see Jeff steal Roger's socks because his have all disintegrated or he's adamant that the colour blue compliments his toenails.
"Whose stuff was that anyway?"
"Let's see, the shield belonged to Steve Rogers, the helmet was Tony Stark's, and the pants were Bruce Banner's."
"Put the pants back.  Quietly."

244
lol people cut their hair.
My hair grows up, now down. So it's kind of a necessity unless I want this perpetual unbrushable mane.
All of your hair grows in one general direction?  That's just an issue of styling.

245
DF General Discussion / Re: Dwarf Fortress for the BLind: Advice sought
« on: August 18, 2016, 01:37:27 pm »
"Continue playing" appears if you have at least one world with an active game.
"Start playing" occurs if you have at least one world that is generated but has no active game.

If you have more than one world generated, both can appear.

246
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: August 17, 2016, 07:32:07 pm »
Is there a way to ensure an entity always has access to specific boulders, like with metal bars? I'm thinking no, but I'd rather ask.
You can DFHack it into the resources list (checking first, of course, that it's not already there).  The following does something similar for specific domesticated creatures and it references known rock types.  I don't know offhand where metals are stored, but it should be relatively close to where the rocks and animals are.

Code: (tesb-add-pets.lua) [Select]
-- Adds specific castes of pets to each civ of an Entity type
-- Intended for Pet Rocks, but would work on Awakened Stones as well
-- Caste is available if the civ has access to the associated layer stone

-- Made by Dirst for the Earth Strikes Back mod
-- Based on AddPetToCiv

local utils=require 'utils'

local args = utils.processArgs({...}, validArgs)

validArgs = validArgs or utils.invert({
 'help',
 'entity',
 'race',
 'sort'
})

if args.help then
print([[tesb-add-pets.lua
Adds specific castes to each civ based on discovered minerals
Based on AddPetToCiv.lua
arguments
    -help
        print this help message
    -entity <ENTITY_ID>
        The raw id of the target entity, e.g. MOUNTAIN
    -race <CREATURE_ID>
        The raw id of a creature, e.g. TESB_PET_ROCK
-sort
Sorts the castes alphabetically (by ID) before adding
]])
return
end


function insertPet(civ_id,creature,caste)
local exists=false
civ = df.global.world.entities.all[civ_id]
-- Original AddPetToCiv targets all civs belonging to the same ENTITY raw
-- This version allows each instanced civ to have its own list
for k,v in pairs(civ.resources.animals.pet_races) do
local checkrace = df.creature_raw.find(v)
local checkcaste = checkrace.caste[civ.resources.animals.pet_castes[k]]
if checkrace.creature_id == creature and checkcaste.caste_id == caste then exists=true end
end
if exists==true then
else
--the civ doesn't have the creature as a pet
--add the creature as a pet
local racenum=-1
local castenum=-1
for k,v in pairs(df.global.world.raws.creatures.all) do
if v.creature_id==creature then
racenum=k
for kk,vv in pairs(v.caste) do
if vv.caste_id==caste then castenum=kk end
end
break
end
end
if racenum > -1 and castenum > -1 then
civ.resources.animals.pet_races:insert('#',racenum)
civ.resources.animals.pet_castes:insert('#',castenum)
--print("Inserted "..creature..":"..caste.." in civ "..dfhack.TranslateName(df.global.world.entities.all[civ_id].name))
else
-- Invalid caste.  Print a message and do NOT increment the pet count.
print(creature..":"..caste.." not found in the raws")
exists = true
end
end
return not exists
end

--Find race's common name
for k,v in ipairs(df.global.world.raws.creatures.all) do
  if v.creature_id == args.race then
    raceSingle = df.creature_raw.find(k).name[0]
racePlural = df.creature_raw.find(k).name[1]
    break
  end
end


-- List of layer stones that coincide with Pet Rock castes
stone_list = { "ANDESITE", "BASALT", "CHALK", "CHERT", "CLAYSTONE",
"CONGLOMERATE", "DACITE", "DIORITE", "DOLOMITE", "GABBRO", "GNEISS",
"GRANITE", "LIMESTONE", "MARBLE", "MUDSTONE", "PHYLLITE", "QUARTZITE",
"RHYOLITE", "ROCK_SALT", "SANDSTONE", "SCHIST", "SHALE", "SILTSTONE",
"SLATE" }

caste_list = {}

-- Lists indexed by material ID numbers
for mat = 1, #stone_list do
local index = dfhack.matinfo.find(stone_list[mat]).index
caste_list[index] = stone_list[mat]
end

-- Identify appropriate castes for each instanced civ of the correct entity type
for k,civ in pairs(df.global.world.entities.all) do
local pet_list = {}
if civ.type==0 and civ.entity_raw.code==args.entity then
for kk,mat in pairs(civ.resources.stones) do
if caste_list[mat] then
pet_list[1 + #pet_list] = caste_list[mat]
end
end
if args.sort then table.sort(pet_list) end
local pet_count = 0
-- Pets aren't valid until successfully inserted, so maintaining a count of successes
for kk,pet_caste in ipairs(pet_list) do
if insertPet(civ.id,args.race,pet_caste) then pet_count = pet_count + 1 end
end
if pet_count > 1 then
print("Added "..pet_count.." kinds of "..racePlural.." to "..dfhack.TranslateName(df.global.world.entities.all[civ.id].name)..".")
elseif pet_count == 1 then
print("Added 1 kind of "..raceSingle.." to "..dfhack.TranslateName(df.global.world.entities.all[civ.id].name)..".")
end
end
end

247
DF General Discussion / Re: Dwarf Fortress for the BLind: Advice sought
« on: August 17, 2016, 04:31:34 pm »
So DF is once again maybe sort of playable.
"DF" and "playable" in the same sentence?  I think you misunderstand this game :)

Welcome back!

248
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 16, 2016, 02:31:08 pm »
If you use a duplicate entity ID it will work, in that "I managed to crash my plane into the face of a cliff" manner of working.  That is, the game won't warn you about that error... it will just do very very strange things.

249
Masterwork DF / Re: update of ye-olde masterwork to 43.05
« on: August 15, 2016, 08:06:43 pm »
Sure, takes about 2-3 hours. Why didn't you ask sooner? I'll be done in a jiffy.

....Can not tell if serious....*wants it to be serious*

But, really, any sort of masterwork mod on 43.05 would be GREAT because 64-bit is the fast!
I'm going to put my dorfbucks on not serious :)

Masterwork needs to have a 43.05 version of DFHack before it can work on DF43.05, which is likely to take a few more weeks.  It then may or may not require a lot of rework to Masterwork's DFHackery.

250
i keep trying to enable pet rocks from TESB but each time i reload the launcher it gets disabled
any way to fix it?
There is a bug in the GUI in which the Pet Rocks toggle doesn't do anything, and the checkbox reverts to off every time you open the GUI.

As it stands, Pet Rocks are active if the TESB mod is active and mostly off if TESB is off (Meph leaves Pet Granite available as a sort of sneak preview).

251
DF General Discussion / Re: Future of the Fortress
« on: August 14, 2016, 09:08:26 am »
I bet not. This release, so far, is about world gen, and adventure mode and fort mode recognizing and making goals that their artifacts. Not that their also other objects.
But it might happen naturally if Toady wants the game to recognise that an artifact crown's 'proper storage location' according to civ A is "on the head of the king". In which case he'd probably need to clean up crown and scepter usage a little.
There can be more than one artifact crown in a civ.  Reminds me of a book I just read to my son, Caps for Sale.

252
Maybe use the word Nation instead of doubling up on Civilization?

253
The way you asked that question is a bit confusing, but I think I know what you mean. Once a world is generated civilizations are separate from the entity file. They are all their own individual civilization that tames their own creatures, has its own entity positions (in vanilla they can actually vary between civilizations. Humans don't start out with law givers they make them at some point, and I think there can be some varying names) and any editing of the entity files does not affect them. Which is why I've been trying to always use entity to refer to the files and civilization for civilizations.

Now just in case my current interpretation is wrong and my initial one is actually correct, then having multiple MOUNTAIN entities is duplicating raws which is not a viable option for a mod that makes any sense.
I can confirm that civilizations have distinct identities beyond the entity definition, much the same way units have distinct identities beyond their creature definition.

254
Is there a way to disable The Earth Strikes Back plugin after I generated a world and started a fort in it? I just found the perfect embark, but I forgot to turn it off :(
You can type

tesb-job-monitor -living 0 -gem 0

into the console to disable the Living Stone stuff, which is the core of the mod.  It should then play basically how MW does with the mod turned off.  You'll need to do that on each load (or edit onLoad.init in the save folder).

255
The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.

Is this still fixed/is this fix in game? Because summoned HFS for me in the current (1.13) version are still hostile. :(
"Did you really think you could call up the Devil and ask him to behave?" -- Fox Mulder

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