Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Warmist

Pages: 1 ... 57 58 [59] 60 61 ... 75
871
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 14, 2013, 01:48:33 am »
dfhack.getline()?

Now I get an error about an "attempt to call field 'getline' (a nil value)".

EDIT:
An online lua reference suggests io.read(). This initially appears to work, but the script causes df to become unresponsive and frozen until you provide input, so I can't move the cursor.

That is wrong way to do anyway. I was thinking about making a series of overlays for e.g. unit selection (including multiple, from list, by some filter), item selection, generic cursor, etc...
They would be like gui.dialogs. this https://github.com/warmist/OpusArcania/blob/master/buildings.lua actually uses an overlay to show mana in world and has movable cursor. movie how it looks

872
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 10, 2013, 07:37:45 am »
I have a question, or more of an idea:

A way to make only a specific mat digable by a specific item. Example:

ITEM_SHOVEL only digs inorganics with [REACTION_CLASS:SHOVEL]
ITEM_PICK only digs inorganic with [REACTION_CLASS:SHOVEL] and [REACTION_CLASS:PICK]
ITEM_DRILL only digs inorganics with [REACTION_CLASS:SHOVEL] and [REACTION_CLASS:PICK] and [REACTION_CLASS:DRILL]

This would make mining a lot more interesting, with cheap shovels (wood), expensive picks (metal), and custom made drills (ore/slade). Also nice for other races, Kobolds only get shovels, can only dig soil...

How feasable is this?
Hardish: you could cancel active dig jobs if worker does not have correct item (and issue a message). That would be annoying as mining under lava to some extent. Also because there is limited way to select who does what you will have problems with mining equipment. That said there is already a system that detects new jobs, although it is not accessible through lua so i can't help you there.

873
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 05, 2013, 04:48:31 am »
remind me to wake up tomorrow and make this more coherent:

i'm in a bit of a bind because I just remembered that Fortbent still uses separate creatures for all of the citizens (when they get a COMBATHARDNESS of 100) and I haven't tested that far yet but Sparking shows me that that probably means that they'll be "too injured" to work but they can still be ordered around militarily. The problem is that I first included DFHack in Fortbent for friendship for this situation but friendship is no longer in fortbent but fortbent relies on the latest version of DFHack for other things and I for the life of me can't figure out friendship so...
It's quite easy to use friendship, but only on windows and only from lua (due to me not getting around to make gui and allow reconfiguration - now it needs a full df restart to change what species are in the friendship list). This should work (use it in save specific script file - "raw/init.lua" - for best effect):
Code: [Select]
plug=require"plugins.dfusion.friendship"
plug.Friendship:install{"DWARF","ELF","GOBLIN"}
same for embark
Code: [Select]
plug=require"plugins.dfusion.embark"
plug.Embark:install{{"DWARF",0},{"ELF",0},{"GOBLIN",1},{"DWARF",1},{"DWARF",1},{"DWARF",1},{"GOBLIN",1}}

EDIT: just noticed that there is a bug that ignores the first entry in Friendship, so to workaround:
Code: [Select]
plug=require"plugins.dfusion.friendship"
plug.Friendship:install{"DWARF","ELF","GOBLIN","DWARF"}

874
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 02, 2013, 03:58:37 am »
Does the DFusion empregnate script make eggs fertile?
Nope.

875
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 25, 2013, 01:48:58 am »
@warmist: So dfhack would slap jobs on them, instead of just having them choose themselves, acording to their skills?
Yes. It would do that. Adding skill checks is possible, but this mimics more of the "vanilla" df behaviour. Meaning that any dwarf will do any job (if it's enabled). Feel free to improve though (like adding check for enabled jobs).

876
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 24, 2013, 07:50:44 am »
Warmist: I could download the script, make a lua, add a "start/enable scriptname" and then call it by running a reaction in a workshop, using /COMMAND and SCRIPTNAME in the syn classes, while having an animal person pastured on the workshop... but would it work? Anything else I would have to do?
Obviously you will need to modify the script a bit (now it has fixed race). There is no need for start/enable scriptname, you should be able to use /COMMAND SCRIPTNAME to do it. Also no need to pasture animal men, it searches through all (your) units and replaces dwarf jobs with another worker.

877
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 23, 2013, 02:59:34 pm »
Another random idea: make gui scriptlets for selecting units, items, buildings, etc... and then sort-of standartize scripts to accept parameters from them. Sort of like you have a script that makes a creature immortal then using gui would be as simple as gui.dialogs.unitSelect(immortal) (ofc it will have more parameters, like what is acceptable what is not...), also some chaining to allow selecting two units (e.g. makes one unit follow/ride the other), maybe a unit and a few items?

The script itself could accept some generic parameter pack (e.g. selected={units={unit1,unit2,...}, items={item1,item2,...}, syndromes={},...} and then the rest parameters.
This way it would be more modular, and gui friendly.

878
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 23, 2013, 09:55:57 am »
Reading all this about adding caravan guards to your fort, and changing the race of nobles got me thinking:

Animal men can learn.
Animal men can be bought in caravans.
Animal men can't do labor... could this be fixed?

It would be nice if races could buy other minor races (goblin buy trolls for example, or undeads buy skeletons) that can do labor in the fort. Any sort of automated script possible, to make them civ-members?
There are two ways to "fix" them not doing labors: 1) -not recommended- dfusion friendship. This hacks the code to fool df into thinking that your main race is multiple races and thus citizens can be anything. 2) start a script that assigns jobs (or replaces dwarf jos) to animal men. Example here: https://gist.github.com/warmist/5636653 Best used with onReactionComplete + custom reaction (e.g. immigration office?). Note: script is not perfect. It does not check burrows and general reachability, but the general idea is simple.

879
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 18, 2013, 06:29:45 am »
or use this: https://github.com/jjyg/dfhack/blob/master/scripts/startdwarf.rb
(paste it into startdwarf.rb in scripts dir)

Thanks, I'll try that.

Got it working fine, so thanks again. Is there ant particular reason this isn't already in the... Program, or whatever you call it? And would anyone mind if I added this information to the wiki page so more people can see it?
It's in the next release of it (i think).

880
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 13, 2013, 02:22:24 pm »
or use this: https://github.com/jjyg/dfhack/blob/master/scripts/startdwarf.rb
(paste it into startdwarf.rb in scripts dir)

881
I would like to see a way to edit the number of dwarves you can have on embark, please

The weird thing is, dfusion has a script that should do this... it just isn't exposed, as far as I can tell.
It got lost during the rewriting. There will be a ruby script that does this in the next release.

882
DF Modding / Re: DF lighting system alpha code
« on: April 26, 2013, 10:12:06 am »
You can replace the visualizer in df by using dfhack. It's been done a few time (for remote visualization) and is not that hard. Unfortunately visualizer only gets what char or pic to place where without any info about tile passibility or anything else. Of course you could just look into map yourself. So in the end it's not trivial to add something like this into df. But far from impossible.

883
Not sure why this is but maybe it helps someone else.

Recently someone came back into the dfhack irc channel with an odd problem. Just can't mine. Sure before he had a messed up hand and that probably got in the way of things checking out properly. This time fresh healthy adventurer with a pick in each hand. Still couldn't mine.

having had some very minor success with lua I decided to try looking at his problem... and the Predicate check in advfort specifically. But not being an adventurer person I checked a random actually mining miner in fortmode first.

Spoiler (click to show/hide)

Ending up with that bit of commandline above. All was golden. So having puzzled out all the pieces to make the above line I took the plunge (maybe my third adventurer ever) gave myself some mining skill... and via the console a pick. Puzzled out making sure it was equipped, and tried the script. No "yay". Curious I tried mining a wall anyway. Nope hated my adventurers limbs -or something as that was the part that refused to "yay" when rebuilt from scratch.

so I go to line 195 and I change it to:
Spoiler (click to show/hide)
and then escape out the the advfort gui before I hit save in UltraEdit. Restarting the gui I found chopping trees, and mining now worked.

I mean it's still doing a skillcheck, and still requiring it equipped to FIND it to check the skill so... it should be helpful... *ramble ramble ramble* In any event... Surely the adventuremode body isn't that different? I hope this helps narrow down any issues or is helpful in any way.

Hmm that is strange. That check is for item to be equipped in your weapon hand (or body part). Because if you equip a shield in your weapon hand and pick in the other one than mining/cutting trees does not work and DF says nothing. Anyway at least that is what it's supposed to do...

884
You can start if kromgar agrees to have his turn postphoned for now the old turn order is still effective. Everybody is free to bugtest ofcourse

Killing all adventurers would be a bit drastic and would lead to the same result as the bug: nobody can be unretired any more. As stated above the number of adventurers might not be the problem, since adding a lot of new adventurers to the old save does not cause the bug. It might be a specific bug introduced during stomic chickens turn. I wonder if killing atomic chicken's character would help (if it does, then the game REALLY doesn't want us to acquire vampirism)
There is also a possibility to unmark adventurer - that means he is no longer in the choice menu but still alive and kicking.

885
Other Games / Re: 'Papers, Please' (A Dystopian Document Thriller)
« on: April 15, 2013, 01:33:32 am »
ptw

Pages: 1 ... 57 58 [59] 60 61 ... 75