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Messages - Warmist

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301
Actually that is what I was trying to do (until i got sidetracked) 10 days ago.
Or a few more days than 10. :P

I did not have any success then... There were a few changes that might be relevant in the mean time. But can't say for sure when i'll have the time as this needs more time than small scripts and stuff.

302
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 03, 2016, 10:16:52 am »
Ah, shame.  I wonder how hard it would be to update tiletypes to just remove the orphaned constructions and blocks if it's turning a construction into not-a-construction.  I mean, would it be that easy?
Tile type manipulation is full of stuff like this. E.g. if it's part of vein you need to find the vein entry and remove the tile from it's mask. Also tree and shrubs have special logic and so on...

Making sure that each one work correctly would take someone ages (and it would probably break a lot) but anyone who wants to do that is welcome :)

Haha, fair enough.  Thanks for cleanconst, BTW, that actually does help a lot.

I actually might write a quick little script, just for myself, to clean up orphaned constructions from my tiletypes usage.  Shouldn't be too hard to iterate the list of constructions and remove the ones that are located at tiles that aren't constructions anymore.  I take it, from skimming the code on github, that the tiletypes enum isn't laid out in a sane way where I can just use a mask to figure out which ones are constructions and which ones aren't.  Unless I want to write a full plugin that can use df::enum_attrs, I'll have to just make a list of all the tile types that are constructions, right?
There is actually tile attrs for materials. And one of them is "CONSTRUCTION" so you could use that. Also scripts can use those attrs just finde you don't need plugin for that (unless you want to do it often on a whole map).

303
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 03, 2016, 09:55:58 am »
Ah, shame.  I wonder how hard it would be to update tiletypes to just remove the orphaned constructions and blocks if it's turning a construction into not-a-construction.  I mean, would it be that easy?
Tile type manipulation is full of stuff like this. E.g. if it's part of vein you need to find the vein entry and remove the tile from it's mask. Also tree and shrubs have special logic and so on...

Making sure that each one work correctly would take someone ages (and it would probably break a lot) but anyone who wants to do that is welcome :)

304
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 03, 2016, 08:56:20 am »
I'm curious: when you use tiletypes to change a construction to natural stone, what happens to the block or boulder that was used to build it?  Blocks used in constructions still appear in the stocks screen, and the count doesn't seem to decrease when you use tiletypes to replace them with natural stone, so is that object just getting orphaned and sitting in the items list forever?
If you are curious about constructions in general i had a stab at making moving walls so there is relevant code here and there was a tweak that compacted walls by deleting their items and setting them to non-item based walls here

Also by just changing tiletype you leave an orphaned construction which probably is also a Bad thing (tm)

305
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 02, 2016, 08:49:25 am »
Quick question: There seems to be a new dfhack plugin that shows information in material/item descriptions. How do I add, remove or alter those?

I noticed that when I looked at "dog leather", which gave me some random information about animal leathers in DF.

The issue for me is that I also looked at "dragon scales" and "antman chitinplate", which are actually good materials in the game, and I get the same description about "leathers are not terribly good in DF".

I assume its not related to material, but rather an item description for TANNED_SKIN ?
The info is in item-descriptions.lua and view-item-info.lua. And yes it does look into item type only.

306
Imo the campfires and other interactions are placed very wrongly as you need to go through (in a very small list) over very different things. Also i just now understood that you are building external gui.

307
Yeah, dfhack support for the adventure mode is minimal.
Actually I wanted to create a thread to ask dfhack guys - is that right, or I just also was looking in a wrong place? Any plans for a better support for the adv mode?
Yeah adv mode suffers from lack of attention.

@klassekatze: i think way easier way to do that is just look over adventurer items and make your own gui without basing anything on vanilla screens. Inventory management is easy enough to rewrite from ground up.

308
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: April 25, 2016, 11:32:59 pm »
So basically you're writing moveToGroundSeriouslyIMeanItThisTime()? :)

I considered writing "goddamnitDoWhatIWantRightNow()" but it seemed like too large a project scope.

(Actually, I'm still having problems, because detachItem() actually does fail out when an item is stored in a building.  Fails if there's a BUILDING_HOLDER general ref.  Still not sure why, or what the danger is of proceeding in that case.)
I have an issue in github about just that. It's not very hard to drastically improve the functionality of detach item and in turn to moveTo* functions.

309
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: April 25, 2016, 03:14:04 pm »
I think building in same 16x16 block might trigger to df do the collapse logic and this would fall down. However i'm not sure...

310
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: April 25, 2016, 02:21:41 pm »
I'm not sure how DF handles the map generation, I was poking around in df.global.world.world_data but wasn't really able to piece anything coherent together. Several of the tables have values that aren't present when looking at them, but can still be accessed (e.g. ~df.global.world.world_data.region_areas will only print value as an output but numbers work as well) unfortunately some of those that I tried to access caused crashes, so that slowed things down. Luckily you really don't need small details for an expedition system, you would mainly just want if there are any features (caves, fortresses, hfs, etc...) and the general animal population. More specific information, like if a cave has an artifact or megabeast in it, will be stored in the site/feature information and that is pretty easy to access.

I've currently had an irc chat with ragundo just about this last 6 month work in this theme. You can see it here: his pull request so he could be an expert in that regard.

311
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: April 25, 2016, 01:55:24 pm »
1. An Expedition system. <...>

Yes that would be fun. I think i'll make a widget that allows to see the world map in biggest scale (as i think df generates small scale details on the fly so it's quite hard to make small scale maps). From there on you need there is the small part of "causing changes to the world". This would probably require huge amount of code (e.g. adding historic events by hand, figuring out the details for various historical things, etc...)

312
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: April 25, 2016, 11:35:55 am »
<quite good analysis of lua sockets status>
One point missed though. We have almost working lua socket replacement that uses csockets(our socket lib) and is mostly compatible. However I lacked the necessary experience at that time to get it as bug free as possible.
Code is C side and lua part
Also there is already an issue: https://github.com/DFHack/dfhack/issues/420

Oh and generally: you can spam the #dfhack channel in freenode irc and/or open issues on everything. Currently we are not (yet) that big that the issue count would be (pardon the pun) an issue :) Just try searching before posting.



313
So I know this thread hasn't seen a lot of action lately, but I also know that you are still active, and figured I would post in here instead of cluttering up the rubble thread.

Question, can the list of available buildings be changed during gameplay? That is to say, assume I set up a way to acquire "blueprints" for buildings, would it be possible to have the dwarfs "learn" them so that they could then build the building?
I'm not sure but i think so. I mean this might need to be modified to in principle it disables buildings each time you open the menu.

314
DF Adventure Mode Discussion / Re: Adventurer fort reborn!
« on: April 09, 2016, 03:41:36 am »
I'll start off by saying this is an amazing plugin, I've been hooked since I found out about it yesterday. Though I have a small issue.
So I managed to claim a site in using the figurine thing. All constructions and workshops persist, very cool stuff.
The issue is though, is that it shows up and gets treated as an unclaimed ruin; all dropped items scatter around the site, I can't retire and I get random rotten bodies from time to time.
Is there any way to change it to an active site so I won't have all that?
type "lair" in the command prompt

315
alright, thx. i kind of have it figured out how ill do it, but how strictly does the game check if items are suitable for job items? and do job items have to match the reaction reagents? i will be using both the onJobInitiated & onReactionComplete events.

what i want to do is cooking reactions/jobs that take very specific stuff, some of which cant be defined as a reaction reagent in raws (like an either FISH or MEAT item). also i would like to find bagged reagents myself, so the game wont bring half-full ones.

so  i was wondering how much information i need to have in the reaction raw, if any. can i just add items to my job as i please?
If I remember correctly game does not check items at all. You need to perform your own "checking" (can be none). Be warned: some job types might crash df if items received are not what it expected.

For the meat/fish i think you could define them... But i'm no raw expert. And you can have as little information as you want. But having more information would help for df to do some of the job. E.g. if you change the job "onJobInitiated" state, you might force df do the tracking of the item itself, as you can fill out the "job-items" which are like requirements for the job item. You can fill it out as detailed as you wish (e.g. only dwarf-flesh meat allowed - although no-canibalism rule would not find any valid items for this job).

also this is some part of df-logic that sees if item is suitable for the job: advfort because in adventure mode it fails to fill out items automatically...

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