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Messages - Teirdalin

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31
DF Modding / Re: -Mod Updater-?
« on: August 05, 2016, 02:47:40 am »
That is true, but there will always be new updates, and new mods being made for the rest of time.  So such a program project would probably be worth it in the long-run.

32
DF Modding / +Mod Updater+
« on: August 04, 2016, 10:46:14 pm »
Dwarf Fortress Mod Updater
V0.01 Is Complete


It's not pretty, it's buggy, and it's probably more or less unusable for people who don't know how to mod DF, but it will get a lot of work done fast.  And if you understand python you can probably reasonably improve it.
(Speaking of which, if you make any improvements I'd love to implement them to the main program)

Anyways, some mods may work without any further changes after being tossed through the updater, but I do not believe that will be the case in most situations.  Feel free to mess around with it.
This is the result of less than a week(wow the days flew by) of dedicated effort, so don't expect anything mind-blowing in this current build.

Downloads for current release:
May Eventually Be Down

Requires Python 3.5+  https://www.python.org/


Anyways, test it; send me your errors, make me smash my head against the keyboard as I fix them all in next update.  Not fixing specific things such as dev forgetting to add a line or making a typo.


Due to lack of general interest; I think I'll actually just put this project on hold for a while, and come back to it later.

33
Haven't been on this forum in ages, but in a project I was working on here one of the races I completed were dark elves, they lived in underground fortresses and were actually a lot of fun to play as; gave them all art and whatnot as well.  Never finished the project but I might continue it,  DF updated quite a bit since then so probably just going to scrap the entire thing. x_x   I took aspects of D&D drow and warhammer dark elves and combined them into a yummy evil mixture.

34
They are bigger than rocs
"They are bigger than rocs"
"They are bigger than rocs"
Spoiler (click to show/hide)

35
Quote
How do you disable immigrants and caravans for certain civilization races?

Giving them no active seasons will remove caravans. Without trade nor outpost liaison, there should be no migrants after the first two waves.

Quote
How do you resurrect a unit from a building reaction?

That reaction should give the worker a syndrome with an interaction that allow him to resurrect a corpse. You can use creature classes within the interaction to decide which creatures are eligible.

Dfhack will allow you to apply syndromes on a creature but... as of today it seems that syndromes applied this way are broken and interactions are never used. This is a bug I am stuck with for my mod.

An alternative would be to make the reaction produce a large quantities of rocks that cause the syndrome when inhaled, not guaranteed to work.

Quote
How do you essentially make a machine, or workshop which can generate a type of liquid as a result of a reaction?

This should help, probably buggy since I slapped it together only to fill channels.

Quote
How do you make an armored plating around a creatures skin via a building reaction? i.e. Urist McSkeleton getting his bones plated with iron by Urist McArmorsmith (Or Urist McPool of Iron perhaps)

Old masterwork DF has reactions to provide armor to horses, I think it involves transformations into creatures with iron skins or something.

Quote
Do old scripts from 2014 like https://gist.github.com/IndigoFenix/8543661 function effectively on DF0.42.06 (The thought now occurs to me, if I examine that I may learn how to do the above)

A lot of them do, they have to be tested one by one but so far the porting job was minimal.

Quote
When using an ability, does the projectile always have to be spinning?  Powers, abilities, syndromes, are confusing the heck out of me actually. @_@

Anything thrown is spinning. What you did was the closest to a magic missile as possible until magic is implemented for real.

Quote
Is it possible to have a material evaporate after being cast?

Give it a low boiling temperature, it should go in smoke after hitting.

Quote
Does anyone have a Dwarf Fortress language library for Notepad++ that's not from 2013??

I use sublime text, there is a DFML plugin adding some highlighting.

As for redistribution, there should be licences with programs that allows it and a safe stance is to consider scripts and raws found here as CC by-nc.

Last but not the least :

Quote
Fortunately 32x32 works just fine.  Anyone know why most graphic packs are only 16x16?

For creature sprites you can use whatever size you want, those are resized to the tileset's size.

Afaik DF has a minimum width of 80 tiles, so a 16x16 tileset is the most accessible for both screen sizes and readability especially without dfhack and the TWBT plugin.

24x24 matches 1080p screens nicely, higher than that and you will have no choice but to play fullscreen, which makes dwarf therapist annoying to use.

Wow Boltgun you gave me a lot to work with.  Thanks. :D  I'll be sure to go over all of that when I wake up tonight.  The modding community sure is a helpful bunch here.

36
Oh yeah that's true.  I believe I actually saw something somewhere for disabling strange moods. 
As of version 0.42.00, only creatures with [STRANGE_MOODS] can get (surprise surprise) strange moods.

Yep that! :D

37
there is a script that lets you tinker with souls tho, i reckon it can also make them. http://www.bay12forums.com/smf/index.php?topic=147763.0

That's definitely going to be something at least two of the races will be using.  Thanks, and I'll look into it. :D

Glad that you got it working.

As for your earlier question, you can create domesticated or wild animals, but trying to make a citizen will result in a creature of the correct race but no personality.  This sounds like it might fit with some mod ideas, but my intuition is that it would eventually break the game (for example, when someone with no preferences gets a strange mood).

Oh yeah that's true.  I believe I actually saw something somewhere for disabling strange moods.  Zombie worker minions would be perfect for no personalities if it doessssnnn't break the game.

38
Away from my machine right now, but try

modtools/reaction-trigger -reactionName SUMMON_MANAWYRM -command "modtools/create-unit -race MANAWYRM -caste MALE -location [ \\LOCATION ] -age 0 -domesticate"

Note the spaces around the brackets.  That is how a list/array is specified on the command line.  It looks like \\LOCATION is giving you "10 20 30" instead of the "[ 10 20 30 ]" you need.

Hmm, giving the same bad argument #1 to 'ipairs' Table expected, got string error.    Infact I tested with just
Spoiler (click to show/hide)
to see if it's part of the actual command which is tossing the error; and it looks as if it's not even reaching the command before erroring.


Figured it out! :D  Thanks again Dirst!  Turned out the problem was that it needed brackets not quotation marks.  Which means I can now summon pets and creatures properly. ^_^  This will be incredibly useful for some of the races.

modtools/reaction-trigger -reactionName SUMMON_MANAWYRM -command [ modtools/create-unit -race MANAWYRM -caste MALE -location [ \\LOCATION ] -age 0 -domesticate ]

39
You should be using create-unit, which has a -domesticate option (my little contribution to that script).  I would also set the age to zero for completeness.

modtools/reaction-trigger -reactionName SUMMON_MANAWYRM -command "modtools/create-unit -race MANAWYRM -caste MALE -location \\LOCATION -age 0 -domesticate"

You may need to experiment with the location bit to make sure everything parses correctly.

Thank you Dirst!! :D  You're so helpful.

Hmmm, I wish I wasn't so clueless about this thing. x_x  Looking in the dfhack console it looks as if
Spoiler (click to show/hide)
The actual reaction-trigger script is tossing errors.  Looking at that line, the ooonnnnllllyyy issue I can think of is-   \\LOCATION is tossing a string instead of a table?
#62
Spoiler (click to show/hide)
#114
Spoiler (click to show/hide)
#155
Spoiler (click to show/hide)
Or perhaps it wanted a string but got a table?  I can't imagine \\LOCATION to give a string, I tried replacing \\LOCATION with 0 0 0 and I believe it gave the same error; I'm not sure it's even getting to that point.


Also when looking inside the scripts I noticed
Spoiler (click to show/hide)
  That seems pretty awesome; although you said it works badly for citizens;  any particular reason why?

Anyways I'm getting how the reaction-triggers work now, and the way it grabs other scripts- just can't actually-  get it to work.

I got a feeling I'm doing something wrong that's,  really freaking obvious and making myself look like an idiot.

40
You will want to use reaction-trigger for a lot of these, which can set off an arbitrary script when a reaction finishes.  The latest build of DFHack now includes create-unit, so there is a pseudo-standard method of spawning critters now (works great for tame/domesticated creatures, okay for wild animals, badly for citizens, doesn't even attempt announcement-worthy megabeasts).

Could you perhaps point me in the direction of an article or perhaps a tutorial which goes into depth about how I would go about this?
I don't know about a tutorial, but you can look inside mods, or the DFHack thread, for examples.  I use reaction-trigger in that mod in my signature, but to add syndromes rather than execute a script.  Running a script would look like this inside your onLoad.init:

modtools/reaction-trigger -reactionName TEIRDALIN_CUSTOM_REACTION -command "my-lua-command -haplessTarget \\WORKER_ID -wickednessParameter 25"

I also use create-unit, but it is called from inside another script and the surrounding logic is really convoluted.  Better to just experiment with it at the console prompt.

I'll be sure to check it out. Thanks for the help Dirst;  also one more thing,  should I have a pre-existing onLoad.init?  Figured out the onLoad.init, now for more testing of things; going to try to get the wisp reaction functioning today.

Edit:  I am still totally clueless about how I got to get this running. x_x  I did check the way you did yours though, not entirely sure where I went wrong here.  Just tried
Spoiler (click to show/hide)
and it did nothing,  speaking of which; is there a specific tag to add in with the spawning to make it tamed?

41
Check the error log for duplicated raws.  Can do stuff like this.

Ah, I had a duplicate of a separate raw, didn't expect it to turn my highelves into flies. xD
Thanks;  everything is working perfectly again.

42
DF Modding / -solved issue-
« on: March 28, 2016, 12:00:36 am »
It was working fine till just recently,  when it spontaneously has become flies.



How does this even happen? @_@  Anyone encounter any issues like this before?  The game crashes when I try playing as the flies. lol

43
You will want to use reaction-trigger for a lot of these, which can set off an arbitrary script when a reaction finishes.  The latest build of DFHack now includes create-unit, so there is a pseudo-standard method of spawning critters now (works great for tame/domesticated creatures, okay for wild animals, badly for citizens, doesn't even attempt announcement-worthy megabeasts).

Could you perhaps point me in the direction of an article or perhaps a tutorial which goes into depth about how I would go about this?

44
some of the things cant be done to my knowledge(new skills, civs in magma layer/hell, design new lair structures, ..) with existing tools.

otherwise, there exist a couple of dfhack scripts involved with ressurection, ghosts, buildings triggers, enslaving, summoning, liquid creation, cavaren and migrant manipulation, and custom traps. so you would basically want to sift through existing script and addons and see what information you can fnd.

I figure that the other things require scripting; but my issue is that I don't quite understand the process of how the LUA hooking even works.

I do have some theories on how to add skills via editing the exe; I've actually managed to replace the bogeyman creature using a suggestion from someone else like this; but each of my attempts at adding my magic skills have lead to a non functioning exe so far.  But I'm not giving up that easily.  Simply renamed Alchemy in the .exe, that functions well enough for the purpose of having a dedicated magic labor.  It's very finicky though on the naming, but I'll figure it out.

Spoiler (click to show/hide)
[/s]



Found a work-around to the letter limit, allowing me to have any length labor.

Aha!  Got my own magical labor. :D  Although RIP useless alchemy labor.  Maybe I can keep the code name for it as alchemy so that other programs that manage alchemy will detect it still; maybe, if that would work, hmmhmm  It still gets detected as the alchemy labor in dwarf therapist and whatnot, even though the name and tag is changed to mysticism.

45
DF Community Games & Stories / Re: Fantasy Generator
« on: March 25, 2016, 07:44:22 pm »
I'll keep this in mind when my skeleton fortress falls somehow.

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