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Messages - Fi

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1
DF General Discussion / Re: Future of the Fortress
« on: December 09, 2022, 08:55:23 pm »
Regarding a particular game mode, out of sheer curiosity since I personally don't know much about Dwarf Fortress's development, why is Adventure Mode always at the bottom of the barrel when it comes to updates in comparison to Fortress Mode, Legends Mode, and possibly Arena Mode?

Even before Dwarf Fortress's very successful release on both itch.io and Steam, congratulations by the way—got me a copy on Steam as soon as it became available, Adventure Mode was always last to receive the amount of attention Fortress Mode receives and now it's yet again last to receive updates and implementation into the premium version of Dwarf Fortress.

It's my favorite game mode, so I can't help but wonder, but thanks for all that you and your brother do. I'm very much looking forward to Dwarf Fortress's bright future now that its premium variant has been released.




E: Thought I clicked the right color, but I guess I misclicked something on my browser. I know someone gave me a response, but I prefer one from Toady—if possible—since he knows his own game and could explain what may or may not affect Adventure Mode (or something else by changing Adventure mode first) during development.

2
Mod Releases / Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« on: February 20, 2022, 05:09:25 am »
Do you have changelogs or patch notes hosted somewhere for Spellcrafts that all of us can read?

I've been looking forward to the 'planned' stuff that was mentioned a few years ago, and I wanted to see what changed and what's new.

3
DF Suggestions / [Adventure Mode] Character Creation Templates
« on: August 29, 2021, 12:21:19 pm »
Hi,

There have been many times I had to start over due to a mishap with my reactions, an error with transferring my saves over to a newer version of Dwarf Fortress—usually a few of my chosen graphics set's graphical tiles getting mixed up, or an unforeseen mistake with my world that I could only view after the creation of my characters—again, usually the reactions since it's impossible to create new ones in a concurrent world.

Due to having to start over so much, I have to go through the tedium that is character creation all over again which means making sure my Adventurer and her comrades both spawn in the same place after getting their names to be in the right language, making sure their appearances are to my liking, making sure their personalities and aspirations compliment each other—not too much but enough to have some smoothness with each other with a bit of friction every now and then, making sure they're properly geared with equipment that suits their combat capabilities I also have to fine-tune, and making sure they have capable pets.

It would save us all so much of the time spent doing the above if we could save our customizations—both of the Adventurer and the Adventurer's companions—to a template that we could simply load into the game then change or select the options that can't be saved into a template such as the location of which they spawn since that depends on the chosen world, equipment since that depends on the location chosen, and pets since they depends on the world they occupy—rather they're extinct or not. If the race saved within the template doesn't exist in the player's chosen world and does not have the [OUTSIDER_CONTROLLABLE] token, the template simply can't be used.

Hopefully, there are others that feel the same way I do and would like to see this added in as a feature.
Thanks to those of you who gave this a read. ♡

4
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: February 17, 2021, 07:51:12 pm »
Hi all, just got the latest Starter pack and have noticed an odd problem.

I have it set to check for updates every launch and when it launches, it says there is an update to 0.44.12 -r08 which obviously is an old version.
Has anyone else got this problem, or is it an issue my end?

Other than that i am having no issues at all.

I have the same issue, and I used the 'Direct Download' option to get v47.05-r01's contents in the form of a .zip file.

Thanks for the update by the way, PeridexisErrant! I've been eagerly awaiting it. ❦

5
DF goblins and elves are different, so they will be better if they look don't be copy of just imges in popular games.

Surely their appearances are in the eyes of the beholders since I personally haven't really seen any official documentations on how the basic races supposed to look in Dwarf Fortress—just the basics of their bodily structures, cultures, and personalities.

People just seem more drawn towards the primitive (their lifestyles) yet graceful and beautiful type of Elves which are more attuned to nature that... also eat people for some potentially unholy reason... and the more humanoid or imp-esque type of Goblins.

I think the way Goblins are portrayed now is new—probably due to World of Warcraft or Dungeons & Dragons' fan art as most people seem to enjoy more humanoid creatures in our own likeness than grotesque aberrations, but I think the way Elves are portrayed has always been the same (excluding all of their subraces that came about).



Here are some fine examples of how our depictions of them evolved over the years since a lot of games based their races on Tolkien's work and D&D which was also inspired by Tolkien:

https://forgottenrealms.fandom.com/wiki/Goblin
https://forgottenrealms.fandom.com/wiki/Orc
  • (Orcs actually used to be depicted as demonic pig-headed monstrosities in the past.)
https://forgottenrealms.fandom.com/wiki/Kobold
  • (Kobolds went through a few changes over the years as well, but they've mostly been depicted as reptilian—not quite like Lizardmen nor Dragonkin but almost.)

I didn't add the Elves since they seemed to have always looked the same over the years:
  • Otherworldly beauty or very angular features with a fervent fondness for all things natural as well as their height varying between taller or shorter than Humans—again, this excludes their subraces since they're an entirely different ballpark.

6
Currently it's working only for Fortress mode. I'm now done with the "Fabulation" slider feature, which allows a degree of control on how random/non-random your portraits are in regard to their textual description. Adventure mode is next on the list and it shouldn't be all that difficult to implement. I'll write further updates as I go.

Upcoming tasks are: Adventure mode, Linux/Mac integration, better communication protocol between Dfhack and Dwarf Vision.
Aqua added some extra hair/beard that was missing and is continuing on to work on the dwarf female sets.

Ooo, you got me all excited with anticipation for those new features. ღ

I tried to use it around the time I made my comment with LNP, but it gave me some sort of error about it being compiled for a different version of DFHack, so I don't know if LNP uses a different or unique version of DFHack that might cause version incompatibilities over time.

PS: I'm actually happy to hear the Goblin and the Elf were well received! Thank you for the kind words :)

No problem at all! ❦

I enjoy seeing Artists' depiction of the non-fiction races that are more... fanciful (in Dwarf Fortress's terms) than other races when it comes to their features.

Your style of the Elves and the Goblins reminds me of the way Lord of the Rings portrays their Elves and the way Goblins are portrayed in Dungeons & Dungeons as well as World of Warcraft, and I like that very much.

I'll absolutely be keeping my eyes peeled as far back as possible (I promise I'll blink here and there) for your Adventure Mode update!

7
DF Modding / Re: Common Question: When do I need to generate a new world?
« on: December 20, 2020, 10:26:31 am »
I'd rather ask here (since the question suits this thread perfectly) than create an entirely new post, but does the world regeneration rule apply to 'item_???.txt' files as well?

I forgot to add in an 'item_???.txt' file for my custom instruments which was the reason why my instrument-based crafting reactions kept failing (they kept crafting all manner of unrelated tools instead of instrumental parts), and I'm not too sure if adding it to my pre-existing world would work.

8
DF Adventure Mode Discussion / Re: How do i get a mount?
« on: December 18, 2020, 05:34:11 pm »
Just (h)old them, and you'll get an option to "Make this creature your pet". You can freely take domesticated animals, AFAIK.

Riding them is a bit trickier. Sometimes they knock you off. It's probably related to riding skill.

Is it possible to do this with creatures that have been captured and tamed from the wild (not domestic or doesn't start off as domestic) by a fortress such as lions, bobcats, and tigers?

9
Wow, this looks amazing and probably would completely replace Dwarf Portrait for me since I've sorta been using that for getting a general visual of nearby creatures. The visuals of the Elves and the Goblins are my favorite so far, and I'm definitely going to look forward to seeing how it visualizes animal people.

Is this tool compatible with Adventure Mode? I didn't see any mentionings of that game mode in the thread, and the installation instructions seem to specify Fortress Mode.

10
There's a lot of material template and creature edits that allow the reactions to function, so it'd be a fair bit more complicated than that. This has come up before and I recall some people have done work on it, but I'm not sure where that is in the thread.

Nothing came up with the keywords I used during my search in this topic hence the question, but I'll keep sifting around to see what I can find.

Thanks.

11
No sprites yet, I've been meaning to look into how best to add them, but not that experienced with tileset stuff for DF. @.@

No problem! It would probably be best to wait until the release of Dwarf Fortress on Steam for that type of stuff anyway since it'll have an official graphics sst Mod Authors can base their own art on (or upon any custom graphics sets that come after the Steam release) alongside Steam Workshop support.

I do have another question, though: is it possible to use your reactions without the rest of what makes up Adventurecraft? If so, which reactions will I need to erase that are unique to Adventurecraft? I know the javelin-based reactions and probably the alchemical reactions are among the few I would have to erase.

12
Hi, does Adventurecraft have its own graphics for the additional creatures it adds to the game? If so, is there a way to add them alongside another graphics pack?

I'd hate to see a Manticore show up as ASCII characters or as a default Dwarf/Human instead of their full horrific glory.  :-\

13
Mod Releases / Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« on: November 23, 2020, 05:59:32 pm »
With fixing that bug, I don't think so. I dont experience crashes myself except extremely rarely after implementing these changes, vanilla or with any mod installed. If I'm patient/my laptop is plugged in and doesn't run out of batteries I can generate medium worlds to 700 or so.

Those files should be fine, those look to all be materials applied after processing the products from killing and butchering a creature, so it won't affect the creatures while they're alive.

Ah, okay, if it's an extremely rare occurrence then I'll worry not about it.

Thanks a ton for sparing the time to diagnose the problem for me; I really appreciate it. ღ I have one more question—if you don't mind, and I promise it's a simple one for a Mod Author such as yourself that won't require delving into any files for a solution (I at least hope it won't, lol):

Do you know how to assign graphic tiles to modded creatures? I'm using Vettlingr's graphics set, and I don't want the creatures added from Adventurecraft and Spellcrafts to appear as symbols or as Vettlingr's default Dwarf/Human tile (I tested starting as a Dryad, but I appeared to be a default Dwarf/Human).

14
Mod Releases / Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« on: November 23, 2020, 02:58:23 pm »
Oh, chimeras and spider queens each use a different body detail plan than regular creatures (they have bits that are both skinned, scaled, and chitin-covered/lack bones, so it needed a funny detail plan to allow those to work.) Adventure craft didn't modify these body detail plans, so it must be trying to call on materials and tissues adventure craft adds. I would suggest opening up the body_detail_plan_default.txt and finding where these materials and tissues are being added by adventurecraft and copy-pasting them into the body detail plans spider_queen_materials and _tissues and chimera_all_materials and _tissues in body_detail_plan_spellcrafts.txt

That might solve the crashes but it might not. I don't know enough about adventure craft.


[edit]

I downloaded and looked into it and it looks like it did add a new entity definition, NATIVE_ANIMAL_PEOPLES, which hasnt had its LEISURE_TIME value set to a negative number. Try changing it to -5, along with every other civ that has a 0 or positive value, and see if that stops the crashes

I successfully generated a world!

It was kind of amusing because the errorlogs kept telling me one after another that the Chimera and the Spider Queen wanted this, and that, and this, and that, and now it's content, lol.

Even though I was able to successfully generate a large world of 125 (short) years, should the Chimera's and the Spider Queen's materials and tissues look like this? Actually, I'll skip the Spider Queen's since the errorlogs only wanted to me give her 'TANNEDCHITIN' alongside her regular 'CHITIN' as 'ADD_MATERIAL', but the errorlogs wanted me to add quite a bit for the Chimera (I added a '+' by the new entries):

Code: (b_detail_plan_spellcrafts.txt {Altered}) [Select]
[BODY_DETAIL_PLAN:CHIMERA_ALL_MATERIALS]
[ADD_MATERIAL:BLOOD:BLOOD_TEMPLATE]
[ADD_MATERIAL:ICHOR:ICHOR_TEMPLATE]
[ADD_MATERIAL:PUS:PUS_TEMPLATE]
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE]
[ADD_MATERIAL:SCALE:SCALE_TEMPLATE]
[ADD_MATERIAL:TANNEDSCALE:TANNED_SCALE_TEMPLATE] +
[ADD_MATERIAL:CHITIN:CHITIN_TEMPLATE]
[ADD_MATERIAL:TANNEDCHITIN:TANNED_CHITIN_TEMPLATE] +
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:BONE:BONE_TEMPLATE]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:SINEW:SINEW_TEMPLATE]
[ADD_MATERIAL:NAIL:NAIL_TEMPLATE]
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:HORN:HORN_TEMPLATE]
[ADD_MATERIAL:HOOF:HOOF_TEMPLATE]
[ADD_MATERIAL:SKULL:SKULL_TEMPLATE] +
[ADD_MATERIAL:CLEANEDSKULL:CLEANED_SKULL_TEMPLATE] +
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]
[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]
[ADD_MATERIAL:HEART:HEART_TEMPLATE]
[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]
[ADD_MATERIAL:GUT:GUT_TEMPLATE]
[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]
[ADD_MATERIAL:GIZZARD:GIZZARD_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
[ADD_MATERIAL:PARCHMENT:PARCHMENT_TEMPLATE]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]
[ADD_MATERIAL:EGGSHELL:EGGSHELL_TEMPLATE]
[ADD_MATERIAL:EGG_WHITE:EGG_WHITE_TEMPLATE]
[ADD_MATERIAL:EGG_YOLK:EGG_YOLK_TEMPLATE]

[BODY_DETAIL_PLAN:CHIMERA_ALL_TISSUES]
[ADD_TISSUE:SKIN:SKIN_TEMPLATE]
[ADD_TISSUE:SCALE:SCALE_TEMPLATE]
[ADD_TISSUE:CHITIN:CHITIN_TEMPLATE]
[ADD_TISSUE:FAT:FAT_TEMPLATE]
[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE]
[ADD_TISSUE:BONE:BONE_TEMPLATE]
[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_TISSUE:HAIR:HAIR_TEMPLATE]
[ADD_TISSUE:SINEW:SINEW_TEMPLATE]
[ADD_TISSUE:NAIL:NAIL_TEMPLATE]
[ADD_TISSUE:HORN:HORN_TEMPLATE]
[ADD_TISSUE:HOOF:HOOF_TEMPLATE]
[ADD_TISSUE:SKULL:SKULL_TEMPLATE] +
[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]
[ADD_TISSUE:EYE:EYE_TEMPLATE]
[ADD_TISSUE:NERVE:NERVE_TEMPLATE]
[ADD_TISSUE:BRAIN:BRAIN_TEMPLATE]
[ADD_TISSUE:LUNG:LUNG_TEMPLATE]
[ADD_TISSUE:HEART:HEART_TEMPLATE]
[ADD_TISSUE:LIVER:LIVER_TEMPLATE]
[ADD_TISSUE:GUT:GUT_TEMPLATE]
[ADD_TISSUE:STOMACH:STOMACH_TEMPLATE]
[ADD_TISSUE:GIZZARD:GIZZARD_TEMPLATE]
[ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE]
[ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE]
[ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]

I'm mainly hoping those new entries won't result in any unintended abnormalities that will stray away from how you intended their bodies to be.

Oh! Another interesting detail is that I didn't have to change any of the civilizations' 'LEISURE_TIME' and 'MERRIMENT' to '-5' to avoid a worldgen crash, but I may have just been lucky; I can test a few more large world generations to be certain.

If I do not crash without having to alter those value tokens, do you think my files (despite having Adventurecraft's files in the mix) could help with fixing that pesky bug?

15
Mod Releases / Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« on: November 23, 2020, 01:19:24 am »
Hi, I am trying to play Dwarf Fortress with Adventurecraft and Spellcrafts manually installed together (Adventurecraft first then Spellcrafts second with the usage of its guide in the main post), but I can't seem to successfully generate a world beyond 70-100 years without it crashing.

I figured it had something to do with Adventurecraft's strange body alterations involving the :HUMANOID_JOINTS: and the :NECK:, so I did as per your suggestion and removed them from each 'creature_spellcrafts_?.txt' file, but I am experiencing another issue I can't seem to fix:

Code: (errorlog.txt) [Select]
*** Error(s) finalizing the creature SPELL_SPIDER_QUEEN
undefined local creature material set to default: SPELL_SPIDER_QUEEN TANNEDCHITIN
*** Error(s) finalizing the creature SPELL_CHIMERA
undefined local creature material set to default: SPELL_CHIMERA TANNEDCHITIN
undefined local creature material set to default: SPELL_CHIMERA TANNEDSCALE
undefined local creature material set to default: SPELL_CHIMERA TANNEDSCALE
SPELL_CHIMERA:FEMALE_LION:lion's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:FEMALE_LION:goat's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:FEMALE_LION:snake's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_LION:lion's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_LION:goat's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_LION:snake's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:FEMALE_FROG:skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_FROG:skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:FEMALE_MARSUPIAL:skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_MARSUPIAL:skull, layer 1: Tissue SKULL was not found, using first tissue instead

Is there anything I can do to solve these errors? I don't know where to look for 'TANNEDCHITIN' and 'TANNEDSCALE', and 'SKULL' seems like it is referencing a body part, but it mentioned 'tissue', so I have no idea regarding where to look for that nor what to change about it.

Thanks in advance,

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