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Messages - Quietust

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256
DF Modding / Re: Updating My Glass Mod, Questions
« on: April 09, 2020, 08:22:58 am »
Though... I do still have that problem with Stibnite. Still kicks out error, still have no idea why.

It's complaining about the Wikipedia quote immediately beneath it - it doesn't like the "[5][6]".

257
Dumb question but: I'm trying to use the changelayer script, but dfhack doesn't recognize it. The error message suggests I try loading the script (though dfhack doesn't recognize load...) - but its irrelevent as I don't see any script file with that name in the appropriate directory. Anyone know where I could get a copy of the appropriate file, and what the alternative to LOAD is?

DFhack is not something I've messed with in a long, long time. Sorry for the dumb question.

Edit: This is going to sound even crazier, but though I made *100% sure* I wasn't typing changelayer wrong....its now recognizing the command, but claiming there's no such material. "changelayer marble" is all I'm trying to do.

First, changelayer is a plugin, not a script. This is an important difference, because plugins are C++ and have to be recompiled for every DFHack version, while scripts are written in Lua and can usually be copied between different versions.

Second, changelayer wants the material's ID as specified in the raws, so you need to specify it as "MARBLE".

258
DF Modding / Re: How change the cowardly animals to brave things?
« on: April 01, 2020, 03:26:32 pm »
It would also help to know what version of Dwarf Fortress you are playing - some versions are known to have significant bugs in how rider/mount pathfinding works.

259
DF Gameplay Questions / Re: 17 dorfs deceased suddenly
« on: April 01, 2020, 03:19:47 pm »
If you don't know what happened in your fortress and you want us to help figure it out, consider uploading a copy of it to the Dwarf Fortress File Depot and posting a link to it.

260
DF Dwarf Mode Discussion / Re: They Fly Now!?
« on: March 28, 2020, 06:38:03 pm »
Is it possible that they're riding on sneaking (i.e. invisible) mounts?

261
From what I recall from older versions, things like rivers and brooks (and cavern lakes) store animal populations within the map feature object, while all other tiles fetch from world.populations (and take the biome into account).

Edit: in the current version, it looks like feature populations also get added to world.populations, since the fishing code seems to read from that list exclusively.

262
So it seems there is no item flag that has the information whether the item is owned by the fort (as being indicated by the stockpile color red) and I must check other states that might block access.

In this case, you are correct - the criteria for "foreign" items in the stocks screen showing up Red is that they are stored in the inventory of a unit who is not a member of your fortress. Determining this involves looking at item.general_refs and following them until you get to the owner, then using a DFHack builtin function to tell you if that unit is a citizen.

263
The next time this happens, look closely at the bin's item name - there should be a "<#N>" at the end which indicates the stockpile to which it is currently assigned.

To further elaborate on the above comment, stockpiles always try to keep one empty bin assigned to them, and when that bin starts getting used, a new empty bin will be assigned from one of your various furniture stockpiles. If your dwarves aren't very busy, that bin will typically get hauled to its new stockpile before new items start getting stored in it, but if your stockpile just gained a lot of binnable items at once (e.g. you just traded with a caravan, or you've been mass smelting ores), it's likely that the "store item in bin" jobs will get done before the "store bin in stockpile" even gets started.

264
DF Gameplay Questions / Re: stock screen explained
« on: February 22, 2020, 10:59:07 am »
I start with a group of dwarves  with the wagon and nothing done :   there are brown figures  in right column in stock compacted view :
 drinks 60 ..brown color it stands for: ? ?
 

As stated clearly on the wiki page, brown means the item was created locally, as opposed to being purchased from a caravan (or brought with you during embark).

265
DF Modding / Re: Create trap component using non-standard materials?
« on: February 16, 2020, 08:39:19 am »
Nice! Thank you, I look forward to trying these out. I also have a few custom glass reactions, they work but the items produced do not show any material description, I am researching more info on how the [reaction] tags work, as I suspect that is my issue.

Code: (reaction_other.txt) [Select]
[REACTION:CUSTOM_CART_GLASS]
    [NAME:Construct glass minecart]
    [BUILDING:CRAFTSMAN:NONE]
    [REAGENT:A:1:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL]
    [PRODUCT:100:1:ITEM:ITEM_TOOL_MINECART:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
 [SKILL:GLASSMAKER]
Your reagent was correct, but your product was bad - you've got an extra "NONE" token in the middle (i.e. it should be "[PRODUCT:100:1:ITEM:ITEM_TOOL_MINECART:GET_MATERIAL_FROM_REAGENT:A:NONE]").

266
In the past, the "μ" symbol was used to denote ruins, where the color would denote the type of civilization that previously inhabited it (yellow for Elves, purple/darkgray for Goblins, and gray/white for Humans and Dwarves).

267
In terms of pure financial value, it would be better to set shop in the obsidian layers, as they’re worth double compared to quartzite
It's even better than that, actually - obsidian has triple the value of ordinary stone.

268
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: January 30, 2020, 07:03:29 am »
The issue is that MSVC and GCC C++ ABIs are incompatible (there is no standard C++ ABI). It is not about posix/win32 translation. You are stuck with whatever compiler Toady uses.
My understanding was that it was mainly a runtime library issue, specifically the memory layouts of std::string/std::vector and the fact that DF's heap is managed by the VC++ 2015 runtime library (which MingW does not use).

269
DF Dwarf Mode Discussion / Re: Obsidian Farming: A Cautionary Tale
« on: January 26, 2020, 08:44:05 am »
I'll have to try that, I assumed dirt roads would prevent obsidian casting just like paved roads do, but I never tested it.
Dirt roads effectively replace the shrubs, fungus, grass, plants, saplings and whatever else with furrowed soil. The furrowed soil will eventually be recolonised by organic stuff but you can otherwise cast obsidian, build anything or reestablish a dirt road over the designated area
In addition, dirt roads technically cease to exist once construction finishes - this is why you need to periodically rebuild them, and why paved roads tend to be superior.

I'm curious, though, what type of obsidian farm you're actually using - the common 3-layer bridge model (lava at bottom, air in middle, water at top held up by bridges) produces no waste water at all and thus doesn't create any mud on which trees can start to grow.

270
DF Modding / Re: Modding out useless seeds - am I doing it right?
« on: January 12, 2020, 08:47:47 am »
Stupid question, but I assume that you can't just add season tokens to make plantable trees, right?
I rather doubt it - farm plots work by replacing the planted SEEDS with PLANT stacks (sized based on the planter's skill level), so if you tried to plant a tree in one, you'd probably get an unusable item out of it. You could, however, add a custom reaction to transform it into WOOD logs afterwards, but that's outside the scope of this thread.

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