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Messages - Warmist

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886
Actually it's way worse. What is missing is the "creature groups" or some "local spawn points". Because basically this happened (i.e. my nightmare):
  • Noticed it lags after reloading due to high creature count. Easy kill/remove no more lag
  • Next sleep they are back and double. Kill/remove + remove local populations
  • Did not help. Back and twice the amount again. Kill/remove + remove global populations (this means that world does not have ANY creatures left).
  • Did not help. Back and twice AGAIN! Noticed that it also spawns ~10x items for each creature... Removed those too....
  • nothing helPED.. CrEaturEs appear at SmaALL groupsS of 140k with 1mil iteMS. TUrns Take 1 min EAach. My SANITY oh my SANITY>>>>
Also did some exploration in the unknown structures but nothing popped up. Basically demon and cave creature "spawn groups" or something get loaded AND then re-added from some sort of population pool. This would explain the item spawning too. If this is found and nuked (every so often) it should work ok. And maybe a bin-patch could be made. But for that somebody needs to disassemble that code and go on an adventure with it. AND THAN SLAY LIKE BOOSSSS.

887
what about syndrome type?
yup just checked. unit.syndromes[0].type is the id of df.global.world.raws.syndromes.all
Edit3: or better df.syndrome.find(syndrome_id).
edit4: unit.syndrome->unit.syndromes

888
Yeah, that's an issue. The problem is that I can't figure out how to prevent stacking. I was actually trying to figure that out a little while ago, but I found nothing.
Get existing syndrome and add to its time? Although afaik as I know you need to set all the effects or something.

889
Creative Projects / Re: Alchemy
« on: March 25, 2013, 08:46:32 am »
One advice: first figure out what is poisonous! Lots of alchemist lead a very short life after discovering mercury, lead or other dangerous element containing compound or just a poisonous compound. Doing everything outside or under a fumehood should mitigate some of the danger, but some nasty stuff might be very deadly even if touched.

890
Hmm plan b.
Checked projectile flags. Two thing might work: has_hit_ground and/or to_be_deleted.
Code: [Select]
projectile.flags.has_hit_ground=true --this might be enough...
projectile.flags.to_be_deleted=true --or this or a combination of the two.

891
This readme

Do you mean with raws? Sorry, not yet. Soon. However, you can do this:

item.flags.garbage_collect = true

This works for projectiles, too. Doing that will make the item disappear soon enough.
Better use "dfhack.items.remove(item)". This way it hides it instantly and then game removes it later (it also may or may not include all the logic not to crash the game with missing references...)
@Deon:
Code: [Select]
    if projectile then
<..> stuff here<...>
        dfhack.items.remove(projectile.item) --hopefully this does not crash ;)
    end
Also Putnam you can use "table.unpack" instead of your own.

892
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: March 25, 2013, 02:29:30 am »
<...>
Huh. Looks like trueTransform only works in Fortress mode ???. Does this sound accurate?
My guess trueTransform only does not work in arena mode.

893
If you find any workarounds please pm me. Been trying a lot of stuff already (wiping units and later items (had 450000 items) help for that time) but nothing helps. Seems to be related to group spawns (i.e. spawns them with their items etc...)

894
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: March 23, 2013, 02:23:07 am »
http://www.bay12forums.com/smf/index.php?topic=91166.msg4102163#msg4102163

So if I understand, this creates a three by three tile site meant to be used as a workshop. Once the workshop is created you can retire your adventurer in it? And he'll still be there when you play dwarf mode?
Yes it will be there forever. And yes you can retire there.

895
I think that (in vanilla) that bug only occurs in abandoned forts. In the museum game (which I linked above) the museum is situated in a regular keep of a large town, not a fortress site. It must have been loaded/slept in/travelled through more than 50 times, but it is not showing signs of this bug (it is slightly laggy due to the fact that 35000+ items are stored at the site though)

So DFhack treats the site for adventure crafting temporarily as a fortress and will load new creatures into the site? if so I will have to use crafting with caution.
Hmm this is interesting... I was bout to ask you this because yesterday i was digging through df trying to find how to fix this. Although what you say is strange (how did you made tables, building etc? if it's not a fortress site?)
This might be also that some sites are prone to this, some are not. But bug is really in vanilla. Happened to me at least twice while trying to reclaim an old site (although I did not know what was happening at that time).
As for special loading/unloading: no we cannot do that even if we wanted. It uses everything that already exists, because creating stuff is hard and loading stuff is extra hard :)

896
it was probable because i did not have a barrel when i did it and i was just doing it outside a house in a hamlet  with prickle berries.

when you place down a farmers workshop and you open up the crafting their is no choices except for the search bar.
Thanks. This might help to hunt down the bugs.

897
I have a question, how to remove a very large farm plot you've occasionally made? My character cannot do it no matter which tile do I try to do it from. You may also want to limit the number of possible width/height to something like 8 or 10.
It is quite random, but remove building with passing turns eventually starts removing the farm. Might need more research. Maybe you need to stand at the border or something...
As for other questions:
- just tried the gather webs job... works strange, you step on the web (without triggering it) but you need to manually pick it up then...
- yes i could add e.g. optional configuration after the keybindings in the form:
Code: [Select]
forbid_all=false
allowed_shops={} --some list, maybe tokens or something...
forbidden_shops={} --same kind of list
This would work that either you forbid all and then allow some, or just forbid some. However i can't remove the adv-mode workshops from fort mode.

898
I have a request, since I think changing keybindings requires recompiling and I don't have an environment set up (I doubt I even have VStudio installed now). Could you change labor changing to v/b? I plan to bind advtool to Ctrl-X (quite logical, because X is custom butchering/crafting), and v/b are close and mean nothing in adventure mode.

I plan to rework crafting system in Genesis Reborn to go with this amazing plugin.
Nope it does not need recompiling.Check out the file gui/advfort. The start contains this:
Code: [Select]
keybinds={
nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"}, --change it to whatever you want ;)
prevJob={key="CUSTOM_SHIFT_R",desc="Previous job in the list"},
continue={key="A_WAIT",desc="Continue job if available"},
down_alt1={key="CUSTOM_CTRL_D",desc="Use job down"},
down_alt2={key="CURSOR_DOWN_Z_AUX",desc="Use job down"},
up_alt1={key="CUSTOM_CTRL_E",desc="Use job up"},
up_alt2={key="CURSOR_UP_Z_AUX",desc="Use job up"},
use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"},
workshop={key="CHANGETAB",desc="Show building menu"},
}

i found some bugs that happen when you use this and im not sure if their fixable but il post some of the bugs that i found any ways.

- Making drink at the Still crashes game upon item completion
- lots of options to craft stuff not there (this could be due to a lack of skill the adventurer has but im pretty new to df so yeah...)
- Dismantling any stone wall such as a tomb spawns a very small amount of magma at your feet and it is pickup able... and then melts you (again not sure if this happens in normal fortmode)

Found a few more but i forgot them... damn
- first one not sure... I was making drinks okay. From what did you make the drink? also where (e.g. in site or some random wilderness?).
- could you list what is missing?
- this is a df bug. And it should happen in fort mode too. It does not set correct value to the stone wall apparently.


Currently there is a way to make your own site (so that constructions are not forgotten when you leave) and it should work better (i.e. making stuff without a site is a really big hack...). Unfortunately it's plagued by another DF bug- when you sleep or move in/out the same site DF loads creatures+adds some more from populations thus effectively exponentially growing the population. This makes ALL the sites lag as hell because after few sleeps or travels (to hoard stuff to your epic brewery) local unit count is 3000 and it sucks all the fps.

I've found a funny bug. I've constructed a chest and when I "TAB"-bed to put stuff into it, there was someone's right lower arm. I tried to put it in, and it appeared to be a goblin's arm (it appeared in the chest). It was a fresh adventurer and I had no such item in inventory. What gives?
Why this stuff happens to other people? Have no idea how this could even begin to happen...
I wield bronze great axe, and for some reason I cannot chop down trees ("you do not have required tool").

One of my arms is damaged, but that's it. Any idea how to fix it?
you could try to work around and try if DF likes that. Because there are to limitations: mine (that does report this, by checking if you have axe equiped, we could relax this one somewhat...) and DF (this does (almost the) same checks, but we cannot do anything to this). And yes this is probably because of an unusable weapon hand.

899
DF Modding / Re: Example for running dfhack scripts from workshops.
« on: March 18, 2013, 01:27:58 pm »
And there is another way to run dfhack lua scripts from df:
1. create init.lua in raws folder (not raws/objects, but just raws)
2. add some script to it:
Code: [Select]
local eventful=require("plugins.eventful")
function reaction_test(reaction,unit,input_items,input_reagents,output_items,call_native)
  if unit.sex==0 then
   call_native.value=false --only one sex makes this reaction.
  end
end
eventful.registerReaction("LUA_HOOK_TEST_REACTION",reaction_test) --must start with LUA_HOOK_
3. add a reaction to reactions_other.txt (or anywhere for that matter...)
Code: [Select]
[REACTION:LUA_HOOK_TEST_REACTION]
[NAME:test reaction, fails for half of population]
[ADVENTURE_MODE_ENABLED]
[REAGENT:material source:1:NONE:NONE:NONE:NONE] --does not matter
[REAGENT:item:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT] --does not matter
[PRODUCT:100:1:ROCK:NONE:GET_MATERIAL_FROM_REAGENT:material source:NONE] --must have at least one product! but can be anything.
4. regen, and enjoy.

900
Also would like to see/hear about gui improvements. Although i have little time to tinker around but some day :)

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