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Messages - Hugo_The_Dwarf

Pages: [1] 2 3 ... 332
1
DF Modding / Re: reactions for specific alcohols (for stocks)
« on: February 10, 2021, 11:56:45 pm »
the job manager in game would let you set up those filters I'm pretty sure. If anything you could learn a bit of java/c# to just make a simple console application that could take a template, say, template like (take right from base DF but modifed):

Code: [Select]
[REACTION:BREW_DRINK_FROM_XYZ]
[NAME:brew drink from xyz]
[BUILDING:STILL:HOTKEY_STILL_BREW]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:XYZ:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:BREWING]

all XYZ/xyz should be replaced with the plant you want, you could even replace "drink" with what booze it is "Strawberry Wine" as an example. To be honest I really just use the new job manager stuff, it's actually quite advanced.

2
DF Modding / Re: Creature Is not being generated correctly
« on: July 10, 2020, 12:13:03 am »
pop ratios too high, also the DEFAULT caste isn't needed, also POP_RATIO:0 just goes to a default value anyways so use POP_RATIO:1 and for the other castes POP_RATIO:25000.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 03, 2020, 02:51:18 am »
If I add to tower cap trees string [DRINK:CREATURE_MAT:RAT_GIANT:FEMALE:WHEY_WINE] and add to civ [INDOOR_ORCHARDS], will this civ trade as alcohol giant rat whey wine? Will civs without INDOOR_ORCHARDS but with INDOOR_WOOD also have this whey wine?

inproper use of the material it should just be
[DRINK:CREATURE_MAT:RAT_GIANT:WHEY_WINE]
castes do not hold materials, the CREATURE does, so your old line is gonna error hard

I'm not sure if they'd have the whey wine as tower-caps are a TREE however TREE is a PLANT object and worldgen is a magically thing so they probably would have access to said wine.

Having some problems with this creature: it won't secrete a defined material, despite there being no errors in errorlog.txt. The syntax should be correct, and all the materials look to have been defined.


what's the body plan raws? the SEWER_STALKER_MAIN and SEWER_STALKER_EYES


actually, now that I look at it, your material name is SS_FILTH and the material you're trying to secrete is FILTH

no the material is named FILTH it's using template SS_FILTH

SECRETION goes in order of
Material to use
material state (SOLID, LIQUID, GAS, POWDER?)
Bodypart
Tissue
trigger


[SECRETION:LOCAL_CREATURE_MAT:FILTH:LIQUID:BY_CATEGORY:BODY_LOWER:BODY_FILTH:CONTINUOUS]

the Body is defined:
[BODY:SEWER_STALKER_MAIN:SEWER_STALKER_EYES]

the materials are defined I think
[BODY_DETAIL_PLAN:SS_MATERIALS] (custom BDP idk what materials it is adding)

material ID'd as FILTH is created
 [USE_MATERIAL_TEMPLATE:FILTH:SS_FILTH]

Tissue named BODY_FILTH is created
   [TISSUE:BODY_FILTH]

tissue layers are then applied
 [BODY_DETAIL_PLAN:SEWER_STALKER]

However i'm not sure if the SEWER_STALKER is the tissue layering, or if it's even adding BODY_FILTH

so the error is probably in the location of Tissue because the tissue layer BODY_FILTH might not even be on the creature at all, thus the secretion cannot be generated


4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 29, 2020, 09:26:40 pm »
Having a little trouble with creature spawns in my borderlands mod - they don't seem to be respecting pop_ratios. For example, larval varkids have a POP_RATIO of 15000, adults are 3000 and chubby are 25 but the groups spawn in mixed groups of adults and chubby, with no larval or badass. Adults and chubby are fliers, could that be why?

POP_RATIOs of the castes are well ratios, so Larvas are 15000 / (15000 + 3000 + 25) which should be roughly 82-83% of the population (now you probably have male and female so I didn't take those pop_ratios into account)

them being fliers shouldn't affect the spawning perhaps you got the numbers too high, however I remember I used to use 25000 vs 1 for some ratios for castes that could never show up naturally

EDIT: ninja'd

5
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 27, 2020, 10:51:30 pm »
Can one give a creature a negative [PETVALUE]? and if so, what are the effects thereof?

You can trade/embark with them "getting" points/money, however trying to sell them you lose money trying to get rid of them. I think you can use -1 for free animals

Just wanted to post a fix for the "Body Token Recognized But Could Not Connect" error that I couldn't find in the forums. The body part with the [UPPERBODY] tag needs to be at the top of the body plan list.

For instance:

--snip--

will NOT work, because the [UPPERBODY] tagged upper stalk part is not first in the list. Also likely is that the hands wouldn't work if posted before the arms, nor the feet before the legs etc. Probably common knowledge and a pretty dumb thing to beat your head against for hours, but the eureka moment is a nice reward.

[UPPERBODY] doesn't need to be the 1st part, at all. Order of event is very important. However the very 1st body part added is the core of the creature, where the soul is. Basically the 1st part can never be severed as it's the anchor of the creature.

Most if not all Body plans UPPERBODY is the 1st part yes, but that's because the idea is that it's the largest part of any living thing (and the most important) so having someone hit you in the upperbody and it goes flying off in an arc to DF would be weird (altho many movies, and games have had moments of this) but to DF it's the core and the soul.

other than the rant, if you want the neck to attach to the upperbody, well the upperbody needs to exist 1st (even if it's not the 1st part, but it has to be defined and added before the neck)

so why yours didn't work (snipped section) you have the cap saying attach to the head, when no head has been defined. there is no part defined for it to attach to so it goes "well fudge can't connect"

6
DF Modding / Re: Custom Reaction help
« on: June 20, 2020, 02:46:09 am »
did you permit the reaction in the entity you're playing as?

7
DF Modding / Re: i am confused about the format and [SELECT_CASTE]
« on: June 13, 2020, 11:18:53 pm »
At this point it seems like you are trolling. if you started right after the castes, it'd only go into the last defined caste, so as I've said already SELECT_CASTE:ALL will then apply all tags to all castes IE the whole CREATURE.

8
DF Modding / Re: i am confused about the format and [SELECT_CASTE]
« on: June 12, 2020, 11:49:46 pm »
Because they defined some castes, and need to use SELECT_CASTE:ALL so it adds those details to all of the castes.

9
DF Modding / Re: i am confused about the format and [SELECT_CASTE]
« on: June 06, 2020, 02:26:03 am »
When the CREATURE tag is defined and you're adding tags to construct a creature, it is effectively running on "SELECT_CASTE:ALL" basically in the background, But once you start to define a [CASTE] it breaks that and now you're adding tags to CREATURE:CASTE as a sub object of the CREATURE. Thus when you want to start adding things back to the creature again for it as a whole you use SELECT_CASTE:ALL stating "all these tags I will be adding if for the whole creature (aka apply to all castes)

when you use [SELECT_CASTE] it goes back to editing the before defined CASTE that was created before (IE MALE, or FEMALE) technically you could just go back up the caste definition and add the tags there, but the thing with [SELECT_CASTE] is there is a sister/brother token [SELECT_ADDITIONAL_CASTE] that lets you add another caste to the selection. Say you have a creature with 5 castes, and 3 of them share the same tokens, like say [BODY:2WING] instead of just adding that line 3 times in the definitions, you can just do SELECT_CASTE:A then SELECT_ADDITIONAL_CASTE:C, SELECT_ADDITIONAL__CASTE:D then add the above token of adding two wings and the flier tag and gaits.


10
DF Modding / Re: Help creature makes fire when it isnt supposed to
« on: June 05, 2020, 01:28:36 pm »
that's quite a bit of text use a code wrapped in a spoiler next time. But the issue is at the very bottom of your creature. You need to select the SWEAT, TEARS, and SPIT materials and set their melting points like BLOOD and PUS are. So basically if they cry, sweat, or spit on anything the spit is the temperature of the sun

11
DF Modding / Re: Industry Mod
« on: May 30, 2020, 06:08:25 pm »
I might have a look at them later, but ever thought about expanding the leather, cloth, and brewing industries?

I remember back in the day a user of my old mod had given me ideas for making brewing an industry

12
DF Modding / Re: Single-grasp and Multi-grasp check not work well
« on: May 29, 2020, 08:55:35 pm »
Oh, Pike skill category works well?
Yeah. My civs merchant bodyguard equips 2h axe and shield.  X(

If 2h axe used in pike skill and civ unit is big enough to use 2h axe with one hand, they come with 2h axe with shield?

No as PIKE is a generic uniform that doesn't use shields, However if you change your 2h axe to PIKE to avoid this, you'd have dwarven pikemen using the 2h axe, and they won't be used for cutting trees. It's a rough limit to what we can do as modders.

EDIT:
Unless you want to re-categorize the weapon skills into groups which I might do (PIKE being all two handed weapons, HAMMER being the new Axe class or "hacker" type weapons, hammers bein counted as MACE, etc)

13
DF Modding / Re: Single-grasp and Multi-grasp check not work well
« on: May 29, 2020, 04:52:25 pm »
this is a known bug, well kind of a bug. They can use the weapon one handed, but they get penalties for doing so, using it multi-grasp removes those penalties. 

And default AI uniforms will basically always use 1 weapon, and shields in extra grasps (a 4 armed creature will come with 1 weapon and 3 shields)

I think you can get around this by making it so the entity has no access to shields, but I feel they still somehow get their hands on shields.

if you want AI to use them twohanded correctly make the weapon use the PIKE skill

14
Confirmed using the build that white-rabbit posted I can now connect via my local ip (192.xxx) and also my external ip. Using Firefox (Chrome still has an issue, but that's no skin off my back)

As for the firewall, why would the 1st release that worked for 44.xx be perfectly fine, but 2nd release not be? Plus I already allowed it on the public and private networks.
perhaps the new websocket lib could have done something about using the firewall but I'd argue that being an issue (in my case at the very least, others may have the problem with firewall permissions I guess?)

I will try having someone connect from an external source later, and will edit this to post the results of that test.

15
Update,

Seems Localhost works perfectly fine in Firefox and Edge, however trying to reach the sever via the external ip results in "connecting...." and a connection failure and nothing popping up in the DFhack Window.

Apparently someone got this version to work on Windows so I'll see if they get back and try their steps

(I'm using Win10 x64)

External IP? As in not on the router network? In that case you'd probably need to set up port forwarding on the server's router.

sorry I guess I didn't give enough info, Ports are forwarded, and this stuff worked for version 0.1 with DF 44.xx I know cause I was playing this before with my brother. But I really wanted to play with the fixes and changes that 0.2 had. Guess that's not possible this time around

EDIT: and yes generally "External IP" means the IP that your device is given for the WAN, I use IP Chicken to see what mine is.

EDIT2: just found out that even with FF can't connect using my local network's IP (192.xxx.xxx.xxx) only Localhost works

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