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Messages - Dirst

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631

But I don't know whether it's a good idea to post it somewhere and request photoshopping, lest I become a meme.
Don't let go of that horizon, you don't know where it might float off to!

632
Version 2.04 is up.

1. This changes Pet Rocks into tiny-but-not-vermin creatures.  This shouldn't actually change anything except that now they have a creature graphic.

2. Hostile Awakened Stones and Wyrms now have OPPOSED_TO_LIFE applied for about three months, which should keep the AI from immediately pathing off the map.  Remember it only takes about one month for a Wyrm to reach full size.

3. I fixed a bug in one of the scripts that was spamming scary-looking-but-harmless errors in the DFHack console.

There are two issues still outstanding.

First, something is wrong with the links inside the Rubble addon documentation.  For now, just refer to the opening post because it has all of the same information anyway.

Second, some players using the Masterwork version have reported crashes while an Awakened Stone is on the map.  This doesn't seem to affect players using the basic mod or the Rubble version, so it is probably some odd interaction with Masterwork's other DFHackery.  I don't think this version's AI tweak will fix that, so I'm still working on it.  A well-timed save before a likely crash would be helpful.

633
So far, I have only had crashes while an awakened stone was active in my fort. Not predictable ones, but the moment I woke one up, crashes started, and now that its in a cage, ive gone 2 years ingame with no crashes at all.
Would you mind uploading that save to DFFD and sending me a PM to the link?

Having it caged makes the problem easier to troubleshoot.

634
A save wouldnt help much, because your spawning is random. Even if I'd save and 10 seconds later the game crashes because an awakened stone was spawned, you will not have the same spawned awakened stone at the same location.

I had 2 reports about crashes and had 1 crash myself while testing. A few ticks after an awakened stone is spawned.
The spawning is random, but this is happening a couple ticks after the spawn.  They don't randomly move around in the past :)

It would, however, require good timing.

635
Hi Milo, I'm kind of stuck on documentation.  Apparenty there is now a maximum length that the GUI will render, because my file just stopped in the middle.  So I split things up logically and tried to add documentation links.  This first version "works," but it renders the file as plain text with no CSS or back button:

[Reference](/addonfile/addon_reference.md?addon=The%20Earth%20Strikes%20Back%21)

This is my best guess at how a doc-link is supposed to work, but it can't find the file:

[Reference](/doc/addon_reference.md?addon=The%20Earth%20Strikes%20Back%21)

Spoiler: error log (click to show/hide)

I've tried prepending the filename with addons/ and addondata/ and addons/The%20Earth%20Strikes%20Back%21 and addondata/The%20Earth%20Strikes%20Back%21 to no avail.

I'm probably doing something very stupid.  The only thing I've established is that it can't parse "The Earth Strikes Back!" as an addon name without the HTML %codes for special characters.

636
I have a fix for the red text spamming the console, which is now labeled as an "alpha" at the Dropbox location.  Still cleaning up the new features before I push out the new version for real.

I don't see how the scripts could cause a crash a few ticks after spawning a creature.  Can you get a save?

637
Thanks Duane, that first batch is the harmless error.  (For the curious, it appears whenever a dwarf finishes constructing a building that does not have a building ID#.  This happens, for example, with floors.)

The second batch looks pretty typical, those are units that wanted to go somewhere and couldn't figure out a path to get there.  The errors don't repeat, so they just gave up and did something else.

Neither one seems to be the crash bug :(

638
Any logs I could upload to help find the errors causing my crashes? I get extremely frequent errors in dfHack's terminal, but never as a result of using commands - I only use fastdwarf on occasion, and deramp for rivers.
If you are getting a spurt of red text about tesb-tribute.lua indexing a nil value, that error is annoying but harmless.  I've found the root cause and will have a fix out well before Meph issues his next version.  For other issues, look for a file named errorlog.txt which would have any errors generated by Dwarf Fortress itself (such as invalid raws).  The file stderr.log will have a lot of logging information from DFHack's most recent session.

639
DF Suggestions / Re: Monotheistic Religion
« on: May 13, 2016, 10:09:04 pm »
I've actually seen a demon do this once in a game. I stumbled on him in adventure mode, then looked him up in legends. He actually convinced people that he was a deity.
This has been part of the game for a while... demons will sometimes impersonate real deities and take over a civ.  The ruse doesn't really work on PCs because the player knows that 100% of the worshipped beings physically present in the world are faking.

Megabeasts can also get worshippers.  This does not change their behavior one iota, and in particular the beast will not spare its worshipers during a rampage.  (Reminds me of Kroll from Doctor Who.)

640
DF Suggestions / Re: Mimic creature.
« on: May 13, 2016, 10:05:23 pm »
Well Mimics are specifically creatures that disguise themselves as manmade objects like doors, carpets, chests, coffins, or statues

Though people seem to forget that mimics don't have to be chests O-o
It's a good thing we don't have toilets in DF.

641
DF Suggestions / Re: Gestation
« on: May 13, 2016, 09:29:11 pm »
Sorry, just checked, it does take a parameter.  You're not locked to 72.

642
DF Suggestions / Re: Gestation
« on: May 13, 2016, 08:49:04 pm »
And to keep it consistent to adventure mode, perhaps he can code in an adjustment for gestation in adventure mode? Perhaps a multiplier for the TICKS variable?
That's what DWF_STRETCH is for, except it is a fixed x72.

643
DF General Discussion / Re: Dwarves like X for their ...
« on: May 13, 2016, 03:57:31 pm »
Urist likes badgers for their ... GET IT OFF OF ME! GET IT OFF OF ME! Aaaaaah!

644
No, they cant be trained. They would attack their handlers, aka the handlers would be terrified.

Wear off in time seems a good idea. That way they give you some trouble, but in case your fort cant handle them, they would leave after a while. Did you ever consider making them disappear? They spawn, fight, after X amount of time, they just turn back into stone (dying and leaving a BOULDER as itemcorpse).
Any kind of booby-trapped syndrome or short lifespan will apply to trained Awakened Stones, so having the OPPOSED_TO_LIFE wear off seems like the solution.  Trap the critter and wait out the syndrome, then train it.  As long as cages don't stop the clock on syndromes, all will be well.  If they do, you'll just need to pit them to wait out the syndrome (what could possibly go wrong?).

Six months sound about right to everyone?

645
Ok :)

Could I make one feature request in that case? I'm not sure how your script determines which awakened stones should be hostile and which ones tame, but could you add OPPOSED_TO_LIFE to the hostile ones? That would fix it, it makes sense since stones are inorganics and not organics (they oppose organic life), and there would be proper fights. :)

It would also fit really well into my necromancer civ, which would be ignored by them. "Stone awakens. Stone looks around, sees nothing living/organic to kill; only undead shuffle about, stone ignores them".

Oh, and where was that with the lower-case mod name?
Should be able to apply a syndrome to spawning Awakened Stones, but I want to allow the possibility of trapping and taming the thing.  The syndrome can either wear off in time, or I can try to figure out how to watch for animal training and remove the syndrome on the first successful training session.  Problem is that I don't think OPPOSED_TO_LIFE animals can be trained?

The title-case thing was on the Mods tab of the UI.

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