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Messages - Quietust

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271
Hooking multiple levers to the same machine is definitely possible, though you'll need to be aware of the fact that levers send "ON" and "OFF" signals, not "toggle state" signals (though Mechanisms treat both of these signals as "toggle state", and cages + chains + supports treat both as "deconstruct").

272
Thus, the DFHack script presumably doesn't check if there's anything to collect from the plants it designates.

I'm not surprised - "getplants" (which is actually a plugin, not a script) was written before plant growths existed, and it was never updated to take those into account. The last major update to that plugin was two and a half years ago when its Designation logic was updated, and the last major change before that was in late 2014 to improve the way it located plants to harvest (iterating across the global list instead of inspecting each chunk).

273
DF Modding / Re: Help. my creature is not bleeding
« on: December 31, 2019, 09:59:04 pm »
you also need to move it below
[USE_MATERIAL_TEMPLATE:KUKO_BLOOD:KUKO_BLOOD]
Are you sure about that?

When the game parses all of the raws, it stores the literal material definitions exactly as-is in memory (e.g. caste_raw.extracts.blood_str[N]), and once everything's been loaded it performs a second pass to resolve them into numeric references (e.g. caste_raw.extracts.blood_mat/blood_matidx), so there shouldn't be anything stopping you from referencing a material before you define it. After all, it's possible for creatures to reference inorganic materials, and those inorganic materials could also reference other creatures by means of Syndromes.

274
DF Modding / Re: Modding out useless seeds - am I doing it right?
« on: December 24, 2019, 05:52:53 pm »
Looks good to me.

Also, it will definitely require a new world to be generated, but not for the reason you're expecting - DF doesn't keep track of individual seed types like that, but instead checks each individual plant to see what it defines for a seed material. If you look at an "item_seedst" object in DFHack, you'll see it storing a plant ID (which is determined based on the order in which all plants are defined, and the names of the raw files) and a number that specifies which material within that plant to use (based on the order in which they're defined, starting at 419 and ending at 618), and removing a plant's SEED material definition will cause all of the materials after it to shift back by one position (e.g. if you removed Pig Tail seeds, then Pig Tail Thread would change from GRASS_TAIL_PIG material #3 to material #2), not to mention all existing references to that material (e.g. available trade items for each civilization) becoming invalid.

275
Utilities and 3rd Party Applications / Re: DFHack Artifact Creation
« on: December 19, 2019, 09:41:19 pm »
I don't know about directly creating artifacts from scratch, but there's a plugin for triggering a strange mood (and optionally specifying the type, the skill, and the Dwarf) which will eventually result in the creation of an artifact. Unfortunately, the exact type of item will still be random, unless you pick a dwarf/skill combination that can force a specific item type via personality preferences.

276
If there is a method, it may be best to use it. I checked the assembly it modifies room.x and room.y too, not only the fields listed above. And since it is virtual some building types may do other special stuff (wagon_buildingst doesn't).
Actually, I think that method is only used in Adventurer mode when approaching or leaving a site from the north and/or west (because the building's coordinates are relative to the northwest edge of the currently loaded area - as additional map blocks are loaded/unloaded, the relative locations of all loaded buildings need to get adjusted).

Whatever method you use to relocate the wagon, you'll probably also need to ensure that the map tile occupancy values are recalculated, otherwise your dwarves will act as if there's still a building present in the original location (and potentially allow strange things like building workshops directly on top of the new wagon).

277
DF Gameplay Questions / Re: How do you make large pump stacks?
« on: November 22, 2019, 07:24:07 pm »
Not only is it faster, it's also leak-resistant since 7/7 fluid is transported all the way from bottom to top in a single tick. That means you can do things like skip building containment walls and optimize your digging for a single pass (by adding access-stairs next to the stack).
Unless you're pumping into a reservoir and it fills up, in which case you're going to have an enormous leak to deal with...

278
DF Modding / Re: DFHack sheet creation
« on: November 06, 2019, 06:35:25 pm »
If you want a sheet to be made of animal-skin parchment, the material you want is "CREATURE_MAT:(creature):PARCHMENT" (e.g. "CREATURE_MAT:HUMAN:PARCHMENT").

For forgotten beasts, you'll need to determine the creature type of the specific forgotten beast you want.

279
DF Gameplay Questions / Re: Clothemaker Failure
« on: November 04, 2019, 06:13:39 pm »
It looks like the problem here is the "dimension" value of the pieces of wool cloth in your fort. For whatever reason, yours are all non-standard. A piece of cloth is required to have a dimension value of 10000 to be used, afaik. Yours have values like 6000 - 9000. Changing the item dimension to 10000 (using dfhack's 'gui/gm-editor' when the wool cloth item is selected) for any random piece of wool cloth enables it to be counted and used when manually creating an item in Cloth workshop (Add new task -> yarn -> make yarn robe -> details -> Specify cloth -> pick a wool ).
It's possible some of his cloth has been used for health care purposes - I know for a fact that Sutures will consume small portions of Thread, and I wouldn't be surprised if Wound Dressings (and Plaster Casts) similarly consumed small portions of Cloth.

280
DF Gameplay Questions / Re: Unplayable - Deady Body * 60 * all my dwarves
« on: November 02, 2019, 08:58:57 am »
If all you're interested in keeping is the Metal items, then you can just do 3 designations in sequence: one to Dump, one to Melt (which has the useful effect of clearing the Dump flag), then one to Reclaim (to start your haulers working). If you want their clothes, too, you can un-dump them from the Stocks screen without too much trouble (since you can stay in Summary view).

281
It's strange that you restrict it to creatures, trees, plants, and stones, since the vast majority of things removed from DF have been gameplay mechanics.

Just to name a few, from version 0.28.181.40d and earlier:
  • Underground rivers and finite magma pools
  • The Dwarven Economy - dwarves earning money for doing work, spending it on food+drink+housing, building Shops to sell clothes and trinkets, and minting thousands and thousands of coins
  • The Dungeon Master noble, required for taming exotic creatures (and originally also for making Electrum)
  • The Tax Collector noble, who would go around (with two Royal Guard escorts) and reclaim owned items from random dwarves
  • The Guild Representative trade noble from Human civilizations (though that can still be modded back in)
  • Guild mandates, issued by the Mayor when dwarves didn't have enough work to do

And some more from version 0.23.130.23a and earlier:
  • Seasonal floods from the cave river
  • Cave-ins happening randomly in 7x7 (or larger) rooms without supports
  • Separate guild leader nobles for Miners, Carpenters, Masons, Metalsmiths, Jewelers, and Craftsdwarves (in 0.28.181.40d, the Manager covered all of these), as well as Hunters and Farmers
  • Separate nobles for each "rank" which did not simply upgrade themselves (e.g. having a Baron, Count, and Duke all at once)
  • Labor slowdowns (i.e. Strikes) when too many Guild mandates got ignored
  • Weapon cult nobles, who demanded that their weapon be the most prominent in your fortress (or at least tied for first place)
  • Mining mandates issued by the King, forcing you to dig to the Adamantine and uncover the HFS
  • The "too deep" ending, where your fortress was irreversibly destroyed once you mined too much Adamantine

282
DF Gameplay Questions / Re: Named items = artifacts?
« on: July 23, 2019, 07:02:31 am »
Updated to DFHack 44.12 r-2, strangemood still yields the following:

"No dwarves are available to enter a mood!"
If you get that message, it means that every moodable unit (units which are Citizens, have at least one working Hand, are not currently Insane, are of an appropriate Profession, and are of an appropriate Race) has already had a strange mood.

Furthermore, it should be noted that the "strangemood" plugin is a replica of the game's internal logic for doing strange moods (i.e. I disassembled the game's StrangeMood function and rewrote it from scratch as a DFHack plugin) - it's not possible to just set some values in memory and force the game to trigger a specific mood on a specific dwarf.

283
DF Wiki Discussion / Re: Can't Save Edits
« on: May 30, 2019, 07:00:15 am »
Were you logged in while performing those edits? I got something similar when trying to perform an anonymous edit (along with a big warning box saying that CAPTCHAs were broken), but everything worked fine when logged in.

284
DF Dwarf Mode Discussion / Re: Do Volcanoes erupt now?
« on: May 27, 2019, 09:38:42 am »
You say bug, some say essential feature.   :D

If it was a feature, then it would happen immediately after embark and you wouldn't have to abandon+reclaim or retire+unretire first.

285
DF Dwarf Mode Discussion / Re: Do Volcanoes erupt now?
« on: May 26, 2019, 11:24:40 am »
Known bug since at least 0.40.10, possibly earlier.

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