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Messages - joostheger

Pages: [1] 2 3 ... 20
1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 15, 2024, 03:31:36 am »
1. you'd better avoid pronounce like these, to prevent to much clutter. You can say 'it' or 'they'.
2. indentation (tabs and spaces) dont work. So everything following [SELECT_CASTE]-tag is considered part of that tag. But i dont think it matters in this case, because these are general creature tags.

to my knowledge, it looks fine otherway

2
DF General Discussion / Re: The value of a human(oid) life
« on: January 15, 2024, 03:27:28 am »
Hi, yes it is possible, by adding these creatures under the [ANIMAL]  token by the Entity-files

3
DF Modding / Re: Advanced Entity Position Mechanics
« on: December 04, 2023, 08:17:10 am »
Done!

4
DF Modding / Advanced Entity Position Mechanics
« on: December 04, 2023, 05:31:02 am »
Hi all! I've did some research and are publishing my findings on the wiki.

If you want to discuss, please do it here.

I'm not completely finished copying all my notes. I'll let you know.

here it is. https://dwarffortresswiki.org/index.php/Advanced_Entity_Position_Mechanics

5
DF Modding / Quickly receive monarch
« on: December 02, 2023, 03:52:58 pm »
For testing purposes, I'd like to quickly get te monarch arrive at my site.

So far, I used this:
- setting the settings for economic triggers and landholder triggers to the lowest possible
- with df-hack: set the timeskip-duration to about 5 months
- with dfhack and 'force caravan', let the output liaison show up early, to get the site-elevation to barony
- with dfhack and 'force diplomat' twice, get the site elevated to county and then duchy.
So Iam now a metropolis (says in the upper left corner under my fortress' name), and a duchy.

- with dfhack and 'remove-stress -all', I made all the citizens as happy as possible.

This only takes like 5 minutes., but no monarch so far.

Any tips?


6
DF Adventure Mode Discussion / April Update Hype!!!
« on: December 01, 2023, 07:04:39 am »
Share your thoughts!

Iam so excited for this! I hope it comes with some cool modding additions too.

7
DF General Discussion / Re: How do migrants arrive on an island?
« on: November 30, 2023, 04:33:41 am »
How did your dwarves end up on that island themselves?

(Insert answer here)

So did the migrants you see in the first two waves.

8
DF Modding / General's expeditions going to where?
« on: November 25, 2023, 04:21:04 am »
The dwarven general, as well as the demon overlord of goblins go off to the "Depths of the world" for their taming-creatures-job, as part of their MILITARY_STRATEGY-responsibility.
Elven princesses, go out to the wilds instead, to tame other kinds of animals, like Grizzly Bears of bobcats. (Crimson Forest)
Human generals also do this. In one instance I found a human general taming polar bears in the "Blizzards of Odor".

What is the distinguishing factor in this behavior? What makes them go to certain places?

9
to summarize:
* World generation is what happens in the world before you actually start playing
* Fortress Mode is when you play Fortress Mode
* World Activation is what happens in the world while you're playing Fortress Mode.

There are some differences.

I created a nobles position at site level, that inherrits from a noble on civ-level.
Code: [Select]
[POSITION:MINISTER]
   (..., no SITE )

[POSITION:LOCAL_NOBLE]
   [SITE]
   [SUCCESSION:BY_POSITION:MINISTER]
   (...)
This works in World Generation (yes indeed how cool is that ;-) ) , but does not work in Fortress Mode. I 'invited' the civ-noble at my fortress and pulled some strings, but succession wouldn't occur. I made sure that the conditions were perfect and that all other options were ruled out (as far as I know ;-) )

I would like to understand this. Can someone please explain this? Not so simple: 'those systems are separate', because that is clearly not the case, because they can interact in the world generation.

And follow-up question: does it work in World Activation, and why? How can I determine that with a certain level of certainty?



10
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 21, 2023, 08:01:10 am »
Did you specificly mod them to grow on the lowest z-levels? Or did they just happen to grow only there? If so: I'm curious how you did that

Maybe you could make some sort of dummy-schrub, that will let the game believe the biome has edable fruit, but wont show up in the game anyway.

11
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 20, 2023, 08:26:58 am »
Well I guess the best thing you can do, is revert to vanilla, and then apply your changes one by one, untill you encounter the problem.

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 17, 2023, 02:51:12 pm »
the only thing I see what could be making the difference, is
[START_BIOME:MOUNTAIN]
Vanilla uses:
[EXCLUSIVE_START_BIOME:MOUNTAIN]
It could mean, that your civ is trying to make multiple settlements in the mountains, but those settlements dont have the nescesary (outdoor)-crops that can grow there.

I dont know why, but I think its that.

What version are you working with?

13
Utilities and 3rd Party Applications / Re: DFHack 50.11-r3
« on: November 17, 2023, 02:35:12 pm »
Well, I let a unit die by setting old_age and old_time on 1, so I'm sure it works.
Maybe the units dieing in the future is because of old_time was negative or something like that. Do you know how those values were related?

14
Utilities and 3rd Party Applications / Re: DFHack 50.11-r3
« on: November 17, 2023, 07:02:54 am »
What do I do when I have found out information, that is currently not in df-structurers?
Or when I have a suggestion for a script-improvement?

Well, it is this: you can kill a unit "by old age". by setting old_age and old_time to any low number. old_age is the age in which the unit dies, and old_time is the time THAT YEAR in which it dies.
So the script 'exterminate' can be updated by a new way of killing people. How nice.

Whats better: this can probably be used to kill off-site units, if you know their unit-id.

15
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 17, 2023, 02:57:09 am »
Hi!

Did you remove all the indoor_ outdoor_ tokens? maybe its another, like _gardens
When testing and correcting, are you sure those corrections are even used in your testround?
Did you remove vanilla plants?
these should work by default, and only would cause rejections if you removed vanilla plants?
 [INDOOR_FARMING]
 [OUTDOOR_ORCHARDS]
Do you have multiple modded enitties and are you sure you didn't miss one?

If this ist helping, you could post one of each type of plant you've made.

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