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Messages - zwei

Pages: [1] 2 3 ... 119
1
DF Modding / Question about modability of features (stockpiles, food)
« on: December 09, 2022, 09:20:08 am »
Hi,

I am trying to add new types of food ingredients for cooking. I have trouble with some things:

1) I would like seasoning only to be used at most once per cooked item. Salt-only foods do not sound all that pleasant to eat for example. Is there a way to do it in raws?

1.5) If there is a stack of items in a bag, is there a way to tell that only one stack is to be used when cooking?

2) How to implement the ability to store items in food stockpiles? These raws:

Code: [Select]
[OBJECT:INORGANIC]

[INORGANIC:COOKING_WITH_SALT_SALT]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:kitchen salt]
[DISPLAY_COLOR:7:7:1][TILE:127]
[SOLID_DENSITY:2787]
[IS_STONE]
[EDIBLE_COOKED]
[POWDER_MISC_PLANT]
[MATERIAL_VALUE:3]
[NO_STONE_STOCKPILE]
[STATE_COLOR:ALL_SOLID:IVORY]

Make cooking salt show up in the section for milled plants of stockpile settings, but dwarves do seem to carry it there. Neither it is being carried to another place where that material shows - in mineral stockpile settings. is the [IS_STONE] flag preventing that?

For completeness, this is how that salt bag is being created:

Code: [Select]
[OBJECT:REACTION]

[REACTION:COOKING_WITH_SALT_MILL_ROCK_SALT]
[NAME:Grind rock salt into bag of salt]
[BUILDING:QUERN:CUSTOM_SHIFT_S]
[BUILDING:MILLSTONE:CUSTOM_SHIFT_S]
[REAGENT:rocksalt:1:BOULDER:NO_SUBTYPE:ROCK:ROCK_SALT]
[REAGENT:bag:1:BAG:NONE:NONE:NONE]
[EMPTY]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:4:POWDER_MISC:NONE:INORGANIC:COOKING_WITH_SALT_SALT]
   [PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]

2
Some people answer to common complaints about DF with a very disregarding attitude (I'm not saying that this has happened in this thread; I have in mind another ones). I don't think there is unilateral hostility in pointing that this happens and that it's not something that should happen in a healthy community.

I think i will elaborate this:

As with any other game, discussions of its flaws comes and goes.

People can feel that they as fans of something under fire have to come to defence. And that people voicing their grievances are attacking the game for invalid (or even nefarious) reasons.

Reality is, people who take time to write something care - and want that game to be better for them. And flaws they see are real for them.

People who don't care or like the game simply move on and forget it. You never hear from them. Yet lots of people think that criticism come from those people exclusivelly.

Then I'll expound.

There are people who genuinely don't have a problem with the menu/lists aspects of the interface, because of muscle memory or not, so saying that anyone who might admit to that is only trying to fool people and drive prospective players away could cause offense.

You could have made your point with less unilateral hostility.

Was it untrue thou? Was is really hostile?

---

Anyway:

People who genuinely have no problem with bad ui should not have problem with improving it.

If they do, then they have hard time convicing others that it is not because of some sort of gatekeeping or elitism.

That is very counterproductive to what is goal of steam release.

3
I'd just point out that baiting does not help anyone, either.

Not even sure why that would be a baiting.

Community changed a lot in few years.

4
I'd just point out that baiting does not help anyone, either.

This is not troll attempt. Just stating simple fact that if you meet any criticism with statement that player has to endure it, game is not getting represented well.

5
I'd just point out that apologism does not help anyone.

You can't just tell people that bad interface is going to be remedied by learning it enough to gain muscle memory.

Because interface is definitelly a mess. If you say otherwise, you are not fooling anyone and are alienating a lot of people.

What should happen instead is helping people overcome their specific problems.

6
Oh, thanks.

That is shame thou. DF Talks were great.

7
Will DF Talk be restarted? Now with the steam hype souds like right time to do this.

8
DF Dwarf Mode Discussion / Re: A thought on anvils
« on: November 28, 2017, 09:08:24 am »
It's a simulation deficiency.

It's caused by DF not implementing metal access correctly, i.e. alloys derived from other metals do not have their access computed based on the source metal availability. Instead, the derived ones are assumed available (I think there are special rules regarding steel access).

It also makes sense when you consider theese two things

1) You need anvil to make anvil and you can not make stone anvil. You also want to have magma proof anvil.

So there always needs to be anvil available at embark / from trades and it needs to be made from steel.

2) You want to make sure civilization has access to weapon-grade materials (= Steel, Bronze, Iron).

Improved simulation would likely disarm many civilizations.

Simulation would have to improve to handle theese deficiencies:

 * Anvil craftable from stone materials.
 * Additional metal material for anvil (bronze)
 * Viable non-metal weapons (Stone axes, Stone tipped spears)
 * Ability to boostrap fortress for metalless civilization (stone pickaxes, stone axes)

 * Metal sources from trade taken into account
 * Settlements estabilished to obtain resources or wars over existing settlements because of resources.

9
All right, new DF is out.

If you have log files from playthroughts in new version, they would be extremelly usefull now - Once I have enough I will go ahead and update soundpack and take a quick look at application too.

10
Quote from: packs/battle/hitevents.xml
<sound logPattern="(.+), lightly tapping the target!" haltOnMatch="false" concurency="4" timeout="500" playbackThreshhold="4">
   <soundFile fileName="hit/strike/strike1.mp3" />
   <soundFile fileName="hit/strike/strike2.mp3" />
   <soundFile fileName="hit/strike/strike3.mp3" />
</sound>
Find these lines and remove the ones in the middle. Not sure if this is sufficient to stop all sparring sounds.

You can also disable then is seccond tab without having to edit xml files.

11
getting a different error. it goes as follows: "An error has occured while processing the shared archive file.
Unable to unmap shared space.
Error occurred during initialization of VM
unable to use shared archive
i was able to run it once, then next time this error popped up for a split second. i then deleted it and reinstalled the soundsense files. again, worked once then the exact same message occurred

Ill check it out.

12
DF Modding / Re: [Utility] Syntax Highlighting for DF raws
« on: November 24, 2017, 06:45:11 am »
Thank you for this tool! I was about to make my own highlighter for Sublime Text 3 - and your works perfectly.

13
Basically every fortress has this kind of busywork that is not really part of gameplay

 * Setting up stockpiles - for example, stockpile for milling requires lots of going throught plant list and turning them on and off. Similar to this, cage stockpile for prisoners of war (where are those goblins hidden in the species list?). It is tedious and should only be done once between all different forts.

* Setting up work orders to automate industries - for example soap production can be nicely set up to become automated, same for steel or all other things like brewing and cooking. Again, this kind of setup should one one-time because player will be recreating same thing again and again.

* Uniforms. People tend to have one uniform they like. Again, it is being redone again and again.

---

I think it would be great if there was option to export and import these settings. Either to file, but system clipboard would work just fine.

14
Hey, good great job at doing port and keeping compatibility with existing sound format!

If you want, you can call it "SoundSense 2", I would not mind!

15
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: October 11, 2016, 06:52:26 am »
I have issue with using third party LUA library. Basically, I want to be able to send data to serial port from withing DFhack scripts.

Console says this:

Code: [Select]
[DFHack]# ambidwarf
error loading module 'luars232' from file 'C:\dfhack\luars232.dll':
        Uvedenř modul nebyl nalezen.

stack traceback:
        [C]: in ?
        [C]: in function 'require'
        C:\dfhack/hack/scripts/ambidwarf.lua:1: in function 'f'
        C:\dfhack\hack\lua\dfhack.lua:562: in function <C:\dfhack\hack\lua\dfhack.lua:503>
        (...tail calls...)

Only setup I have made is copying luars232.dll file to C:\dfhack directory (it comes from project here: https://github.com/ynezz/librs232/downloads )

Script is so far just renamed example for library from here: https://github.com/ynezz/librs232/blob/master/doc/example.lua

I am sure I am doing something wrong, but i have too litle experience with lua to know what :-)
In cases like these it really helps if you translate the error message into english. However my guess is that it says "Could not load the module"

As for the problem itself - my guess is that dfhack does not export/include the required lua lib(s)? or they are of incorrect version. Rebuilding the lib with same lua might help.

It says "Given module was not found".

Anyway, I should basically learn to rebuild this library + dfhack using same version of lua? Hmm, Lets me see about ruby scripts and ruby rs232 library.

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