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Messages - Roses

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616
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 06, 2016, 01:01:54 pm »
okay got throwing to work so I figured why not recreate Golf strangely I kept throwing my musical instrument per stroke
http://www.truimagz.com/host/rumrusher/folder1/Golf-might-be-doable-now.gif
which then I threw a stone throne around and then notice something wonderful about tagging the same item with projectile prompts
and tested this with a corpse.
http://www.truimagz.com/host/rumrusher/folder1/telekinesis-Corpse-explosion.gif
so uhh telekinesis.lua is set up.

at least now I can scratch off itemshotgun off the Dfhack todo list.
Oh good lord.
Spoiler (click to show/hide)

I meant to comment on this before, but is there a reason you chose the falling/minecart projectile mechanics over the shooting mechanics? I currently split my projectile scripts allowing you to chose which one you want, but if falling/minecart is always better then I might just remove the choice to simplify the script.

617
So I really didn't feel this deserved another post anywhere, and I didn't want to clutter up anyone elses threads. Does anyone know of a utility that allows for easily taking sprites from multiple different sheets and creating a new sheet out of them? I have found tools that let combine entire sheets together, but I was hoping to be able to pick and choose individual sprites from a given sheet.

618
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 05, 2016, 12:05:41 pm »
@roses there is block-local item storage that MUST be up-to-date. It has item ids and you can get items quicker that way.

Thanks, that's good to know. Better than searching through tens of thousands of items. Does the local storage also handle items that are in constructions/buildings/inventories or only those on the ground?

EDIT: So looking at tasks that are hardcoded that can't be done with a custom reaction I have
Code: [Select]
Butcher a dead animal (maybe a script which enters arena mode and hits the butcher key?)
Extract from dead animal
Capture a live land animal
Milk Creature
Shear Creatue
Capture a live fish
Engrave memorial (not sure about this one)
Melt Item (can be done, but doesn't handle the fractional bars and such, script should be able to replicate)
Prepare meal (not sure about this one)
Collect Sand
Collect Webs
Collect Clay
Are there any other I am missing, or are there any I have that people think could be done with scripts? Obviously I think they could all be "done" with scripts, but I was thinking about replicating the exact features not just, sand bag is created, remove some sand from map.

619
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 04, 2016, 02:46:27 pm »
until I finish my thesis
When DF is your sanity break, you know you've made a wise career choice.

Fortunately for me, I didn't discover DF until well after I'd finished my thesis.

Not sure Physicist is a wise career choice, but I've been in graduate school for 7 years now so I am just ready to be done.

okay got throwing to work so I figured why not recreate Golf strangely I kept throwing my musical instrument per stroke
at least now I can scratch off itemshotgun off the Dfhack todo list.

Two Questions:
1. What happens if there are more than one item at a position?
2. Do you find it faster to check for an item going through the entire item list instead of checking the occupancy? (I may be remembering occupancy wrong, does that just tell you True or False and you would have to look through the list anyway?)

On a side note I did manage to think up a way to get multilevel buildings to work. After a building is built it is possible to change the tile type inside a building to be a pillar (or wall or what have you) that can then support the next floor above it. I am thinking I will try to write a script that will modify a building to change unpassable tiles or something like that to pillars or walls and then build on top of it. The only question that remains is will it cause crashes? Who knows. (Also if I turn a workshop tile into stairs could a dwarf use those stairs? Could we actually allow for different stories that dwarfs can access? I doubt it, but it would be cool)

620
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 03, 2016, 01:44:33 pm »
Thank you again, even if that is fairly horrible news. Testing invaders will have to be done the hard way, countless hours of play and player feedback.

I am working on a simulated siege script, but it is on the back burner until I finish my thesis (as is everything else in my life). For now I have the spawning component worked out, you specify the number or a range of numbers of units to spawn, it then uses the castes pop ratios to pick the correct mix of units, it then allocates a number of skill points (user defined) to each unit, and it uses the equipment and materials available to the civilization to create appropriate uniforms. You can also overwrite all the automatic selection stuff by saying you want X of caste 1, Y of caste 2, Z of caste 3, etc... and you want a specific uniform and skill distribution. But I haven't gotten it to register as an actually siege, so it doesn't do much and the units just hang out on the edge of the map.

And of course this all bypasses the whole "army" thing DF uses now. It's possible I will try to link it to armies in the future, but again, until June all I can do is read the forums and add to my to-do list.

621
I actually have a transform-unit like script that I have been working on. It calls the modtools/transform-unit for the actually heavy lifting but has extra features. It isn't release ready yet, but gender preserving transformations are one of the things it does. Pretty much everything that was possible with the old system I have written for the new system. Most I simply haven't released because there was no interest. If there is something in particular you are looking for just ask.

622
Actually it should be

Code: [Select]
modtools/transform-unit -unit \\WORKER_ID -race DWARF -caste CARPENTER_MALE -keepInventory

623
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 01, 2016, 04:50:09 pm »
Does creating items with a the create-item script function the same as a reaction? That is to say, can I mimic the "make rock crafts" reaction or other hard coded reactions?

624
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: April 29, 2016, 09:47:44 pm »
been thinking about how would one make a shotgun spread in dwarf fortress.
idea on doing so is using minecart physics to launch a collected amount of items out in a direction assign by a cursor.
either that or thinking up a way to rewrite the 'launch/jump' script into telekinesis script for launching objects from one point to another.

Code: [Select]
modtools/interaction-trigger -onAttackStr "shotgun" -suppressAttack -command [ wrapper -unitSource \\ATTACKER_ID -locTarget \\DEFENDER_ID -locCheck 2r_circle.txt -script [ item/projectile -unitSource \\SOURCE -locationTarget \\LOCATION -item AMMO:ITEM_AMMO_PELLET -mat INORGANIC:IRON ] ]
This shoots a pellet starting from the source unit and targeting a circle around the target unit, firing a total of 13 pellets.

625
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: April 25, 2016, 02:56:35 pm »

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.
Interesting, I will give that a look.


And as per the multistory buildings topic, I present you with a floating building


By changing the tile designation of the tile to that of a floor I built a building using dfhack.buildings.allocInstance and then placed it on said floor. Two seasons later and it is still floating there, so it is definitely possible to do multistory buildings. The only issue I could see would be deconstruction. If you take out the bottom level it's going to need to deconstruct the top levels and return it to open space, but that can all be done. So, as soon as I can get back into DF I will provide a utility for constructing multistory buildings.

EDIT: Hmmm, I may have spoken too soon. After a year the structure collapsed. More testing is needed. But I still think something should be possible.

626
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: April 25, 2016, 02:11:27 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...)

If you could get the world map I could work on the rest. The most basic system I think would just move items around and kill creatures, which are both pretty easy to do. But being able to trigger actual historic events would be awesome. I suppose I should just look at a bunch of previous historic events and see what is there. I wonder if you could even send out expeditions to learn about new animals and tame them.

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.

627
What Dirst and Warmist said :P

Yes you can change buildings during play, but I can't remember if this script will remember changes across save/load (I don't think it does), so you will need to store them somewhere so you can restore the correct state.

Excellent. I can definitely store it in persistent storage.

628
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: April 21, 2016, 02:03:39 pm »
A few questions:

1. If moods are turned to off, can I still trigger strange moods with the dfhack strangemood command?
2. Is it possible to assign burrows with dfhack? For example, if I wanted to create a civilization that automatically made burrows around certain buildings?
3. Has interaction-trigger been updated to include self targeting interactions like would be found with [USAGE_HINT:FLEEING]?
4. If I have a syndrome that transforms a unit (or transform a unit via the script) and they drop their items, will item-trigger trigger?
5. Can addReactionToShop be used to add reactions to custom buildings? And can default reactions (like butcher animal or melt item) be added to different buildings?
6. Does addReactionToShop need to be run each time you load a save?

PS: I think the description here for hfs_pit command has a type. When describing the examples they both say that they have stairs but no walls, I believe one should say walls but no stairs.

Re-quoting this just to see if anyone has any knowledge to share. But the real reason I am posting is because I had a dream about DF last night and came up with two new ideas for future projects and wanted to check on their feasibility. So here's the pitch;

1. An Expedition system. Right now I have a couple scripts that allow dwarfs to "leave" the fortress on predefined "missions", but what I am hoping to do is to actually influence the world instead of just arbitrary things. What I want is to recreate the embark location screen, except most of the world is covered in "fog of war" so that you only know where you are, where your home civilization's cities are, and where any allies/traders cities are. You can then send out explorers to reveal more of the map (other cities, monster lairs, caverns, features, etc...). Once discovered you could send scouts to see what kind of threat there is and then send adventurers to go and loot/raid/siege/trade/etc...

Now this sounds like a major endeavor, but most of the needed code I have already in some way/shape/form, the complication is how to get said screen. I have tried just copying the screen and then displaying it later, but that causes crashes. I could read the world information and recreate it from scratch, but I'm not entirely sure if that would work. Has anyone thought about accessing the world map from a fortress?

For reference this is the screen I am talking about.


2. Multistory buildings. It seems silly to continue to have single story only buildings. Now I already have a script that requires a certain amount of open space above a building (it works the same way outside-only does, if you try to build the building without n z-levels of open space above it, it will instantly deconstruct the building), and we have other scripts that will create buildings, so my thought is, what if you created multiple BUILDING raws, say CATHEDRAL_FLOOR_1, CATHEDRAL_FLOOR_2, CATHEDRAL_FLOOR_3, etc... Then when you build CATHEDRAL_BASE the game also construct the other building floors above that one. You could even tie their building into different phases of the CATHEDRAL_BASE building. Now of course you wouldn't be able to use the other floors for any reactions, but it would be something at least.

The only problem I foresee about this is, is it possible to construct a building (with DFHack) in the middle of the air?

Any thoughts on either idea?

629
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: April 19, 2016, 02:04:15 pm »
A few questions:

1. If moods are turned to off, can I still trigger strange moods with the dfhack strangemood command?
2. Is it possible to assign burrows with dfhack? For example, if I wanted to create a civilization that automatically made burrows around certain buildings?
3. Has interaction-trigger been updated to include self targeting interactions like would be found with [USAGE_HINT:FLEEING]?
4. If I have a syndrome that transforms a unit (or transform a unit via the script) and they drop their items, will item-trigger trigger?
5. Can addReactionToShop be used to add reactions to custom buildings? And can default reactions (like butcher animal or melt item) be added to different buildings?
6. Does addReactionToShop need to be run each time you load a save?

PS: I think the description here for hfs_pit command has a type. When describing the examples they both say that they have stairs but no walls, I believe one should say walls but no stairs.

630
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?

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