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Messages - Ygvir

Pages: [1] 2
1
DF Modding / Re: Mushroom names and types???
« on: March 13, 2017, 11:09:57 am »
This isn't what you were looking for but these are some amazing mushrooms!

http://www.boredpanda.com/mushroom-photography/

2
I just checked build.mifki.com and all I see are builds for 5.75. Am I doing something wrong?

3
DF Modding / Re: Changing Monarch triggers
« on: February 18, 2017, 11:31:00 pm »
@Quietust - That was exactly what I needed. I changed the values and they stick after saving and restarting the game. Thanks a lot for your help!

For anyone else trying to do this. Here is what I did in dfhack. First you have to enter the lua shell that is what I do in the first line of code below. Then you can change either of values as shown.

Code: [Select]
lua
df.global.ui.becoming_capital.desired_architecture = 10000000
df.global.ui.becoming_capital.desired_offerings = 1000000

Here I change the desired architecture to 10 million and the desired offerings to 1 million. These targets are very high so if you are trying to make changes you'll like what something a little lower.

4
DF Modding / Changing Monarch triggers
« on: February 12, 2017, 09:06:13 pm »
I apologize if this has been asked before but I've been unable to find any information either on the forums or in the wiki.

Is there any way to change the triggers for when the Monarch arrives?

Specifically, I'd like to increase the architectural wealth and offerings requirement by somewhere around 10-100 fold. I want to set up a scenario where my dwarves are required to make certain offerings and build certain structures, eventually culminating in the arrival of the king. However, I've found I can usually meet the requirements at the first caravan and that isn't what I have in mind.

I'm fine with even vague pointers in dfhack for how to change this. Any help would be appreciated but I'm not looking for RP workarounds. I want this to be something that I'm not monitoring so it can be a surprise.

5
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: January 19, 2017, 05:44:18 pm »
@Max™ - Thanks for giving me the log files.

@lethosor - as you expected there isn't anything interesting in any of the files... but now we know that is the case.

6
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: January 19, 2017, 04:01:56 pm »
I don't see anything when 'keybinding' crashes. Is there a log somewhere that I can check? Sorry, I don't know dfhack very well.

7
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: January 19, 2017, 03:53:54 pm »
@lethosor - yes, I'm pretty sure my crash is the same issue as @necrosis is experiencing.

Here are the results of my performing all of the testing I could find from your requests. Most of my experience mirrors @necrosis' results.

I am also on Win10 and I do have TWBT installed in my dfhack installation but I currently have it disabled (I think). Would you like me to test in a clean dfhack installation, e.g. without TWBT installed?

Here is the error message that I get as soon as I press 'e' from manipulator.
Spoiler (click to show/hide)

When I disable these two keybindings in dfhack.init (both from dfhack-example.init) 'p' and 'B' crash stops occuring
Spoiler (click to show/hide)

lua ~unit in manipulator with unit selected shows
Spoiler (click to show/hide)

Typing 'keybinding' in dfhack at the 'e' screen of manipulator causes a crash even if I have the problematic keybindings commented out. In manipulator before attempting to edit the unit I get.
Spoiler (click to show/hide)

Here is the output of lua ~scr in manipulator
Spoiler (click to show/hide)

In the 'e' menu of manipluator
Spoiler (click to show/hide)

and editing the profession
Spoiler (click to show/hide)

I'm sorry if this is overly verbose... I'm not sure I've added anything that @necrosis didn't already respond with. If there is any additional testing you'd like me to try I'd be happy to. It isn't a big deal for me to just disable those keybindings for now but I'd be happy to help with fixing this.

If I find any other keybindings that are crashing that screen I'll post them here. Thanks!

ps: while testing I also had this error show up but I don't know where it came from and it is likely unrelated.
Spoiler (click to show/hide)

8
Having written only one script so far and doing a tiny bit of troubleshooting with lethosor and a couple of other developers, I can tell you that there simply isn't the resources. Writing the documentation for my simple and still somewhat poorly documented lua script probably took about half the time it took me to write the script itself. Given that each release of DF requires a great deal of painstaking memory mapping and code testing, it is a lot to ask of the few dedicated developers that they dive into other peoples code and figure out how to write documentation.

What I can tell you is that everyone in the DFHack community is incredibly helpful and welcoming. If someone were willing to step forward and start submitting documentation, of ANY type, I'm certain it would be well received. If you want to see this type of documentation, my suggestion is to start writing. Ask questions when you don't understand something and I'm certain you will get help.

I know that isn't the answer that anyone wants to hear but I think most of us would rather have DFHack work well (not crash and kill DF) than for it to be better documented. By the way, almost every script does have a help text that can be accessed, usually with "help [command]" in DFHack. Good Luck!

9
Some of this is reiterating what others have said. I spend a lot of time searching for what I want and this tool could make my life way easier if it included this info:

1) Depth below surface the aquifer begins, whether there are stone layers above and how many z-levels are in the aquifer.
2) Where the magma pipes are in a region and what depth below the surface they start.
3) Depth below surface of the top of the cavern and how many z-levels it covers.
4) Depth below surface of the magma sea or just the depth of the embark altogether.
5) What metals are available with depth information.

I know this is a big ask but any of the features above would be something I would greatly appreciate. I get pretty frustrated embarking over and over trying to find the right area. Even a little bit of help in knowing where to look would be a huge gain for me. It might also be helpful to tell people what sort of things just aren't going to be possible, e.g. if it can't be known until embark. For the posted above even rough numbers (+/-10z) would be useful.

10
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: January 19, 2017, 01:14:17 pm »
I've got a weird crash related to manipulator. If I go into manipulator and then choose 'e' to edit profession if I press SHIFT-B (to get a capital B) it crashes completely out of Dwarf Fortress. I don't know where to check logs to see if it is telling me something about what is going on. I suspect something with hot-key bindings but that is just a guess. I suspect that this also crashes with other keys; I've had other crashes but been unable to reproduce them. I'm on Win64 43.05-alpha4. Let me know if there is anything I can test.

I am able to make the change I want using the 'y' customize in native DF even with DFHack so there is a simple (though slightly annoying) workaround.

11
@Quietust and @Warmist that is really useful. You are correct that it likely won't work for me as is but I think I could just iterate over that structure to build the LOOKUP and avoid doing all of the other nonsense I was using in order to build it. That is exactly what I was hoping for.

@jaked122 I'll try to get it into something that can be used easily for the dfhack maintainers... I'm a super git newby, I'd never even heard of a gist but I'll get something done.

Thanks for all of the help!

edit: typo

12
DF General Discussion / Undead and Burial
« on: January 11, 2017, 12:51:03 pm »
I could not find this info on the wiki so I guess I'll have to ask. In an animating environment, will undead stay put if you manage to get them into a coffin? Will they stay dead if a necromancer wanders into your mausoleum? I've never seen anyone trying to bury undead before they rise up so I've assumed that burial doesn't keep them down but I can't find anything that confirms or deny's this.

13
Utilities and 3rd Party Applications / new DFHack script - preferences.lua
« on: December 22, 2016, 12:32:06 am »
So, I initially started to edit the prefchange.lua script to add a bit more flexibility to do what I was trying to accomplish but it turned into a complete rewrite/rework with a backwards compatibility mode to prefchange.lua and pref-adjust.lua style preference changes. Please take a look at the embedded script (it is quite long so I'll try to put it in a spoiler/code section).

I'd especially like feedback from Max™, vjek and Putnam because their work was my starting point. I'd also love to hear from lethosor, Warmist, ab9rf, PeridexistErrant and Quietust. I'm certain I've missed some of the other DFHack wizards so my apologies; I'd be happy to hear from you as well.

If you have the time to look please note that I make a fairly extensive look-up table. If this functionality is better done a different way or already existing in DFHack please let me know. If not, I'd like to humbly request that we have one. It could be modeled after what I've done here or improved.

Spoiler (click to show/hide)

I know it would be better to set this up as a pull request through github but I'm just not set up for that yet, sorry.

14
DF Modding / Blood Sausage
« on: May 16, 2016, 05:36:41 pm »
I'd like to try to create a reaction to use blood in barrels, as you would get from the caravan. Blood sausage is a fairly common food in many cultures so I'd really like to do something like that. I'm not clear on where to start though. I'm a fair hand at reactions but do I need to make a new material to do this? How do I make the product of my reaction edible?

Here's a skeleton of what I had in mind...

Code: [Select]
[REACTION:MAKE_BLOOD_SAUSAGE]
[NAME:make blood sausage]
[BUILDING:KITCHEN:NONE]
[REAGENT:blood:150:LIQUID_MISC:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:RENDER_BLOOD]
[REAGENT:blood container:1:NONE:NONE:NONE:NONE]
[CONTAINS:blood]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:blood:RENDER_BLOOD]
[SKILL:COOK]
[AUTOMATIC]

This is basically a mashup of RENDER_FAT and this post http://www.bay12forums.com/smf/index.php?topic=157587.msg6936346#msg6936346.

I'd presume I'd need to put something into blood similar to the RENDER_MAT tag in the RENDER FAT reaction has in the FAT material e.g. an equivalent of [MATERIAL_REACTION_PRODUCT:RENDER_MAT:LOCAL_CREATURE_MAT:TALLOW] but for my blood sausage.

I'm just not sure what the last bits are to put this together. Thanks for any help you can give!

edit: changed the amount of liquid to a reasonable number instead of 1.

15
Thanks for doing this Dirst! My D&D campaigns have always had bearded female dwarves so I appreciate the mod but what I really like is your detailed explanation of literary and mythological references to whether dwarven women should have facial hair. It is really nice to have someone give it a solid and even-handed treatment.

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