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Topics - Ygvir

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1
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.

2
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.

3
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.

4
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.

5
DF Modding / [Reaction] Burn wooden object to ash
« on: July 10, 2015, 03:13:24 pm »
I'm trying to make a reaction that will allow me to take my low quality furniture and other things (like elven crafts, etc) and turn them into useful ash (or charcoal). Here is what I've tried.

[REACTION:MAKE_WAX_CRAFTS]
   [NAME:Burn wooden object to ash]
   [BUILDING:KILN:CUSTOM_P]
   [REAGENT:A:1:NONE:NONE:ANY_PLANT_MAT:WOOD]
   [PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
   [SKILL:WOOD_BURNER]

Unfortunately, my little workers will happily take my ANVIL (no, it isn't wood) and turn it into ash. While this is hilarious, it isn't quite what I had in mind. Can anyone give me a hand?

While I'm at it, I'd also like to do the same with cloth goods. I'd also like to be able to limit it by quality (I suspect this isn't possible but I thought I should ask) and perhaps require a minimum size - to preserve a little realism.

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