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Messages - bloop_bleep

Pages: 1 ... 235 236 [237]
3541
DF Dwarf Mode Discussion / Re: Your favorite megaprojects?
« on: January 31, 2017, 02:07:53 pm »
How would you create a 3d-printer? Which mod would you use?

3542
You know what, I'll try just modifying the x, y coords, then come back with the results.

3543
The only data members of t_building I see are x1; x2; y1; y2; z; material; type; a union of df::civzone_t, df::furnace_t, etc.; custom_type; and origin. I'm obviously missing something here. I realize I didn't mention I'm writing a DFHack plugin in C++, not a script in Lua, so I want to make sure we're on the same page there. If you were talking about the C++ library, you're probably looking at a different part of it, so can you tell me the location of this in the Github source?

3544
How do you find which items are in a building? And then, how do you move them?

3545
What do you mean by "items"?

3546
DF Modding / How to instantaneously move building from one tile to other
« on: January 28, 2017, 07:53:53 pm »
Ok, so I'm new to the DFHack library and memory hacking in general, but I have extensive Python and C++ experience. I'm looking for a way to instantaneously move a building from one tile to an adjacent one. According to the comments in the DFHack code (library/include/modules/Building.h), I can't simply destroy the building with constructWithItems and recreate it somewhere else with destroyBuilding, because that would require dwarf labor, but I want to do it immediately.

Is it just as simple as modifying the x, y coordinates in the building struct? I doubt it.

Any help?

3547
If you look at the default raw file for a minecart on the DF wiki, there is this line:
Code: [Select]
[TOOL_USE:TRACK_CART]I can only suppose that there's a correspondent [TOOL] or something somewhere, but I'm too lazy to check. What is a tool?

EDIT: I'm interested in how minecart mechanics is implemented, which is why I'm looking at this. If someone else can explain how to mod an object that moves like a minecart (but isn't a creature), I'd be much obliged.

3548
DF Dwarf Mode Discussion / Re: What to use a tower for?
« on: January 26, 2017, 08:54:46 pm »
A tower would be a good vantage point for your archers during an attack, for example (look at http://dwarffortresswiki.org/index.php/DF2014:Archery_tower). Make sure to put fortifications and build floors on the side of it to prevent goblins from climbing the tower and harassing your marksdwarves!

3549
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 26, 2017, 08:50:17 pm »
Okay, so I'm a newbie, and one of my miners found a cavern. Having read about the creatures that might dwell down there, I decided to seal it up pronto with a wall. So maybe a month passes, and only then do I notice an announcement saying "Urist McWallBuilder cancels Eat: Could not path to item" or something like that. Turns out, the cavern entrance I sealed was also part of the up/down stairway used to get between the mining levels, so my builder was stuck down there for a month. So I got a miner and decided to dig a down stairway to the level the dwarf was stuck on. To do this, I think you know, I have to build a U/D stair on that level, which again opens a path to the caverns. The dwarf was rescued, but I still had to seal up that entrance. I did so with a wall. Three guesses to what happened then.

Okay, so I decided to risk it and destroy the wall sealing the entrance for now, and again the builder dwarf was rescued. A miner then dug an up stairway on that level, and a U/D stairway on the level above it, which I should have done in the first place, since it doesn't reveal a path to the cavern. The builder dwarf then built the wall sealing the entrance a second time, and then proceeded to exit through the aforementioned up stairway. So, happy ending, I guess.

3550
Ok, WOW. I'm only a newbie (with still a little bit of my sanity left :P) and haven't even battled a forgotten beast, but I know utter amazingness when I see it.
Also why is one of the heavily decorated adamantine battle axes with over a hundred kills called "The Fur of Love"? That is, why is "love" included in the symbol list for naming weapons?

Also, I just want to say I have a 5-year 80-dwarf fortress in a 6x6 embark with heavily wooded and mountainous terrain (on Windows even), and it runs just fine at ~70 FPS if I don't have any other resource-hungry applications running. EDIT: Perhaps it's because I don't have DFHack?

3551
DF General Discussion / Re: Dwarves have no booze. Halp!
« on: January 20, 2017, 06:50:01 pm »
Precisely! I position the suspect on a raising bridge surrounded by stone. I also place a bucket of magma on the stone right next to the bridge. Any legitimate dorf will immediately run off the bridge for the magma so he can stumble into it when fighting goblins, so when I retract the bridge, any impostors will be flung off the bridge! It's genius!

Also, I might have found the problem. I have a bunch of raw fish barrels that my fishers bring home. I don't have a fishery workshop yet, though, so can the fish barrels actually be reserved, leaving no room for the booze?

3552
DF General Discussion / Re: Dwarves have no booze. Halp!
« on: January 20, 2017, 04:54:58 pm »
No. None of my brewers are assigned to burrows, nor do any of the stockpiles intersect with a burrow.

3553
DF General Discussion / Dwarves have no booze. Halp!
« on: January 20, 2017, 03:52:25 pm »
Hello, I have a problem. I have a fortress with a still to make booze for my obese slackers dwarves. Somehow, though, I get cancellation spam saying "Urist McBrewer cancels Brew Drink from Plant: Needs empty food storage item." I have set the "Reserved Barrels" setting to 30 in the stockpile menu. (And yes, I did create a lot of barrels after I did that, so the problem can't be that all the barrels were already reserved for something else.) Help?

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