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Messages - ZM5

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271
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: February 01, 2020, 10:38:21 am »
Weird thing - I used a modded summon interaction to summon some sentient creatures in arena mode. When I used k to look at their descriptions in the default arena view (the one thats more like the fort mode view) it crashed the game.
However, when I took control of the summoner, used the interaction, and looked at the description again while still in control, it didnt crash.
Back in the fort mode view it crashed again. I'm not sure if this would translate to fort mode as well but it might be worth looking into if it does - it reminds me of a similar "looking at description" crash when a creature would be permanently transformed in worldgen into something that has descriptors i.e hair and eye colours and/or body part descriptions ("his ears have great, swinging lobes", etc.)

EDIT: Did some more fiddling, seems to happen only with creatures that are capable of speech. Not sure why.

272
DF General Discussion / Re: Future of the Fortress
« on: February 01, 2020, 07:54:43 am »
Hate to ask another question so soon after the last one, but is there a token for summoning a creature onto a specific tile rather than randomly? Been trying with CONTEXT_LOCATION and CONTEXT_CREATURE_OR_LOCATION but it always seems to pop the summon onto the caster's tile - not sure if I'm setting things up correctly or if thats a current limitation.

EDIT: Before I forget - whats the token that marks a creature as a necromancer experiment? I don't think I've seen it in extracted raws yet.

273
DF General Discussion / Re: Future of the Fortress
« on: February 01, 2020, 05:05:57 am »
Thanks for the answers. I feel extremely stupid for having tried a bunch of convoluted stuff with summoning when the answer was just the [CREATURE] token you posted.

274
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 31, 2020, 05:09:12 pm »
There appears to be a crash issue with outsiders in adventure mode - wasn't able to spawn in a town civ as one - some other users seem to be having a similar issue with other sites as well. Still on the 30 year old world I was able to generate.

Also while I guess this is unintended its also kind of awesome - outsiders get a pet list containing every pet or pet_exotic creature, including megabeasts (red dragon in this particular image). No way to increase the points for now but ofc the amount of points required to buy these could be reduced to have megabeasts. Sadly unable to see effects beyond that given the crash issue.

275
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 30, 2020, 12:18:29 pm »
I have a feeling this is not what the priest meant when he said "hand in marriage". lol It seems King Asėn married a hand in the end of his life, after having this hand as a lover for 2 years. I swear, Dwarf Fortress bugs are hilarious lol



Ah, I just saw that the hand of Udir has a name. It's "Goden Limbmined the hand of Udir, deceased spouse, b. 256 d. 379". This was on the Related Historical Figures part of Asėn's file. Could be that a hand of Udir is a revived corpse or something.
I think its just the game retroactively changing description of Goden from a dwarf to that experiment type. Same thing happens with fort mode dwarves that come back as ghosts or people who were changed into night troll spouses, i.e Urist the dwarf became a night troll's spouse in 100, but all descriptions of him prior to year 100 also refer to him as a night troll's spouse even though he wasnt one yet.

276
DF General Discussion / Re: Future of the Fortress
« on: January 30, 2020, 11:49:43 am »
Bogeymen dont attack anything with [NOFEAR].
Also they wouldnt attack you now unless you're in the correct evil biome - they've been relegated to them instead (only 10% of evil biomes I think have bogeys).

277
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 30, 2020, 04:52:41 am »
Relating to an issue Talvieno posted, I've been having consistent CTD desktops on a heavier modded large world - usually between the 30-50 history range (had a similar CTD around year 60 on a vanilla large world). I'd guess if others are having similar CTD issues then its probably not mod related (worlds gen fine on 44.12 with the same rawset, its with 47.01 that I've been getting consistent CTDs.
No error message, just closes - no real indication of whats causing it, though, I did gen a shorter history world and it appears that while there's one fortress of the new variety (one with a circular symbol, rather than the omega symbol used for statues), there do not appear to be shrines or anything of the sort present.

EDIT: Small correction - what I thought was a fortress was actually a monastery. However when going there it only appears to be an empty building, a statue garden, another building with chairs and tables and a sort of communal bedroom. No dice to be found or anything.

EDIT 2: Did another test with divination and the experiments, lieutenants, ghouls, etc. disabled. Still crashes in the same year range.

EDIT 3: I just realized there's no towers in the world that I did get to gen. Perhaps has something to do with it.

278
DF General Discussion / Re: Future of the Fortress
« on: January 29, 2020, 10:20:33 am »
In regards to the new summoning interaction, is there a token for summoning a specific creature (or creatures with a specific creature class) or is it only random and token-based for now? Similarly for the summoning area - Teneb noticed that with the random location parameter the summoned creatures tend to fall from the sky and occasionally take damage as a result.

They also seem to poof out of existence when they walk too far away from the summoner, is there a way to prevent that?

Also, what arguments does IE_ITEM_QUALITY in the shrine effects interaction take besides ARTIFACT? Same question in regards to IE_ADD_WEATHER besides THICK_FOG.

Thanks for the update! I'd be a tad disappointed if there isnt a way to summon specific creatures yet, but the new healing tokens, item summoning, edged ranged interaction attacks and the propel abilities definitely open up a lot of exciting possibilities!

279
Mod Releases / Re: [44.12] ZM5's Mod Depository - Waking City
« on: January 29, 2020, 10:17:44 am »
I'm still working on it and other mods. Update only came out today and given the stuff that needs updating its probably gonna take a while.

280
I know the first thing I gotta add after the update is out is a "summon succubus" spell for warlocks. He he he.

281
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: December 17, 2019, 08:39:55 am »
Im looking at my old 40.xx mod files, and Im wondering how compatible they are with the new version....

Are they any new or obsoleted tags, and have any major changes been made to the core lineup [i.e changes to dwarf weight or the hardness of steel or farming mechanics or civ defs or interactions]?
The actual creatures/metals havent changed much (I think the STRANGE_MOODS token was added to dwarves and can be assigned to other races) - OUTSIDER_CONTROLLABLE is now a creature-level token rather than a civ thing. Some animals also got typos in their descriptions fixed IIRC.
For civs, the instrument types are gone, replaced with procgenned ones, ADVENTURER_TIER stuff is gone, replaced with [ALL_MAIN_POPS_CONTROLLABLE] (CIV_CONTROLLABLE is also renamed to SITE_CONTROLLABLE), some new jobs were added (bookbinder, etc.) and some new tool types (pedestals, display cases). I'd recommend looking through the vanilla 44.12 civ files for how stuff looks like now.

282
DF Modding / Re: What's going on in your modding?
« on: December 14, 2019, 10:07:55 am »

I got bored again. Made a shitpost megabeast based on this image. It screams out senator Armstrong's lines and charges a fire jet attack before releasing it. Also bigger than a full-grown dragon.

283
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: December 13, 2019, 01:33:49 pm »
You'd just omit the peace with wildlife token from either their entity or creature file (I don't remember if it still does anything when put in the entity file).

284
Small update - I fixed an issue with the light worshippers who were missing a body size (somehow the errorlog doesn't bring it up) so now they should be the appropriate size - also changed the gas projectiles of the light worshippers (i.e flashbangs, disorienting powder, plague doctors vapors, etc.) so they no longer harm other light worshippers - should make the castes with them a bit more usable.

285
Mod Releases / Re: [44.12] Diablo Mod - Concept Art update
« on: December 06, 2019, 05:14:12 pm »
Small update - added some of the weapons and armor/clothing that I've recently added to the main pack to this (i.e pauldrons, bastard swords, chest wrappings, anklets) - entities also updated accordingly.

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