Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Caldfir

Pages: [1] 2
1
DF General Discussion / most syndromes do nothing [BUG]
« on: January 24, 2024, 01:25:52 pm »
bug report: https://dwarffortressbugtracker.com/view.php?id=12668

Summary: many syndrome effects are less powerful than intended by a factor of exactly 10,000
edit: after more investigation, this is probably only affecting vermin-bites in vanilla

Information regarding the severity thresholds of syndromes on the wiki was incomplete, and I was hoping to fill-in the data. Initially I was using modded cats to infect dwarves via head-bumps, but switched to arena-testing when I couldn't make that work. Eventually I just tried arbitrarily large numbers in the arena via custom interactions of the following form:

Code: [Select]
[INTERACTION:DEBUG_INFECTION011]
  [I_TARGET:A:CREATURE]
    [IT_LOCATION:CONTEXT_CREATURE]
  [I_EFFECT:ADD_SYNDROME]
    [IE_TARGET:A]
    [IE_IMMEDIATE]
    [SYNDROME]
      [IE_ARENA_NAME:fever 10kA]
      [CE_FEVER:SEV:10000:PROB:100:START:1:END:5000:ABRUPT]

It soon became evident that the required CE_FEVER:SEV (severity) values needed to be over 10k to have any effect at all. This was not uniform over the effect-types, and I set-out the find the cutoffs. I tested using groups of 10 allied humans for each test-syndrome (edit: confirmed fevers in fortress mode match arena findings). The following is a summary of my research, capturing the lower/upper bounds for each threshold boundary:
Quote
CE_NUMBNESS:
  - 7500A< "completely numb" ~9900A
  - ~500K consistently "injured"
  - never fatal? (tested to 1GA)
 
CE_FEVER:
  - 7500A< "slight fever" ~9900A
  - 100kA< "moderate fever" ~500kA (+"injured" sometimes)
  - ~500kA< "serious fever" ~1MA (+"seriously injured" sometimes)
  - never fatal? (tested to 1GA)
 
CE_DIZZINESS:
  - 7500A< "dizzy" ~9900A
  - ~500K consistently "injured"
  - never fatal? (tested to 1GA)
  - no fainting as described by wiki
 
CE_PAIN:
  - "slight pain" <~2500A???
  - ~50K ("seriously injured" consistently)
  - 100kA< "pain" ~500kA
  - ~500kA< "extreme pain" ~1MA ("unconscious" consistently)
 
CE_NAUSEA:
  - 7500A< "nauseous" ~9900A
  - ~500K consistently "injured"
  - never fatal? (tested to 1GA)
 
CE_UNCONSCIOUSNESS:
  - 7500A< "unconscious" ~9900A
  - never fatal? (tested to 10MA)
  - ~10MA no longer unconscious! (overflow?)
 
CE_SWELLING: (lungs)
  - "slightly swollen"desc ~250A
  - 250A< "swollen"desc ~500A
  - 750A< "quite swollen"desc ~1000A
  - 1000A< "very swollen"desc ~2500A
  - 2500A< "heavily swollen"desc ~5000A
  - 7500A< "completely swollen"desc ~9900A (+"injured" status)
  - causes rot at 9900
    - THIS rot does not trigger functionality-checks (can be triggered by bruising)
 
CE_IMPAIR_FUNCTION:
  - haults lung operation at 9900
  - no partial impairment below threshhold
  - always abrupt

CE_*:...:RESISTABLE:
  - does nothing?

The important note here is that 10k and 1M show up quite frequently in the data. If we divide these values by 10k, we end up with values that fall between 1-100. The outlier is swelling, which seems to have a factor of 100. The effects I tested were of the "constant-effect" variety (as opposed to "cumulative-effect" like CE_NECROSIS that scales with duration).

The vanilla RAWs use SEV levels between 1 and 100 exclusively. This means that most of the default syndromes are totally ineffective, and leads me to believe that the behaviour outlined above is a bug.

The factors of 100 and 10,000 (100^2) being the specific factors here are significant. My guess would be that there is a percentage-conversion that got changed from a "/" to a "*" at some point.

2
DF Gameplay Questions / dogs not triggering pressure plates?
« on: November 13, 2012, 01:36:09 pm »
Alright, so I'm trying to do some sophisticated forgotten beast trap/release and I've run into a snag.  Everything about the design hinges on the use of dogs to trigger pressure plates, but my dogs, for some reason, don't seem to trigger them. 

I've set the plates to minimum weight and citizens are supposed to trigger them.  Dwarves trigger the plates just fine, but my dogs never do so.  My dogs aren't modded to be extra small or anything, and all have creature text indicating they are larger than average.  I've tried male and female dogs, puppies, and war dogs.  Nothing seems to work.  I watch the dogs step on and off the plates, and I watch the hatch not open or close.  Dwarves walking over the plates trigger them, but I know for certain ive set the weight of the plates to minimum (3 separate plates all behaving this way). 

I'm not really super experienced at using pressure plates, so I figured I should ask here if anyone knows what I'm doing wrong before filing a bug report. 

3
DF General Discussion / DF: Tony Hawk Edition
« on: November 03, 2012, 09:55:47 am »
Alright, well I just discovered something great, and thought I would share so that other people could try it out. 

  • make a fort in a [GOOD] biome, near a civ
  • produce many ☼feather wood minecart☼
  • produce suits of armor
  • abandon fort
  • come back on adventurer and obtain these things

What you now have is a skateboarding dwarf.  The especially neat thing about the feather wood is that its so light your adventurer can carry the thing all over the world with very little movement penalty, and that if you just keep pushing the cart whenever the dialog box comes up you can manage to get up to some crazy speeds just out in the flat (no tracks needed). 

Be advised a suit of armor (or at the very least a helmet) are needed since you WILL be hitting some obstacles and be sent flailing through the air, and armor helps reduce injuries. 

Now time for me to load this thing up with the contents of a mason's shop and push it through a market >:D

4
DOWNLOAD LINK
github page

Well, it has been a little more than 2 years since I last looked at this program, and almost 3 since the last official update, but here we are now at version 2.0!

This is the first release of the new&improved raw-file-checker (legacy version).  The 2.0 release is based on an all-new parsing engine that is faster, less prone to errors, and has a much smaller memory footprint (no more hanging on the LANGUAGE files :)).

The main feature is the formatter/checker which parses DF raw-files from the working/in directory, logs any problems in the .log file, and places cleanly-formatted output in the working/out directory.  This utility is useful for identifying poorly-formed raw-files (which DF frequently doesn't report), and generally cleaning mods for deployment. 

The only other utility available at the moment is the raw organizer, which redistributes raw entries based on templates in the working/target directory.  The "template" files are lists of values to be placed in the corresponding file in working/out.  Any entries from the working/in directory which are not found in the provided templates are collected in working/garbage.  This utility is useful for keeping mods in-sync with updates to vanilla DF, or cherry-picking features from a collection of mods (again, without relying on a specific version). 

-- happy modding

5
DF Modding / Caldfir Stonsesense Dwarves COLOUR
« on: August 09, 2011, 03:46:48 am »
Caldfir's
COLOURED
Stonesense Dwarves
download link

Features all economic professions, most medical professions, and all military professions, and shows off your dwarves' skin and hair in style.  Also includes sprite sheets for goblins and humans. 

To install, add contents to Stonesense/creatures directory in stonesense and add "cal_Dwarves_colour.xml" to Stonesense/creatures/init.txt, commenting out the existing dwarf graphics there. 

Screenshots:

dwarves:

humans:

goblins:


new in 2.2:
  • goblins now have hair
  • human sprites have been added
  • cleaned up dwarf spites

new in 2.1:
  • goblin sprites!
  • new professions: thief, master thief
  • new professions: clerk, administrator, merchant, trader
  • changed the "naked" dwarf sprite feet to fit under robes

new in 2.0:
  • medical dwarves: doctor, suturer, bone setter, diagnoser, surgeon
  • new professions: beekeeper, presser, shearer, spinner
  • new professions: potter, glazer, wax worker

6
DF Modding / raw xml converter
« on: July 02, 2011, 05:19:33 pm »
Hello everybody!  There has been some discussion over the past little while about the limitations imposed by editing the raw definition files as they currently stand.  To solve this problem (at least partially) I wrote a utility capable of parsing the files and rewriting them in xml. 

There is also an included utility that checks to make sure your files make sense (checks to ensure you aren't adding made-up tags), although token checking isn't ready yet. 

Dwarf Fortress raw-xml Converter  v1.01

Requirements:

This is a java program.  To run it, please install the latest version of the Java Runtime Environment (JRE) available at: http://www.oracle.com/technetwork/java/javase/downloads/index.html

Purpose:

The intended purpose of this program is to convert the Dwarf Fortress "raw" definition text files to the xml format, and back again, in order to assist in editing them. 

xml is an increasingly popular format for storage of semi-structured data.  The main advantages over the "raw" format are:
   1) Explicit opening and closing for each tag and subtag section. 
   2) Numerous available xml editors. 
   
Usage:

Simply put whatever files you want converted (either to or from xml) into the /in/ folder.  Appropriate output will be generated in the /out/ folder upon running the executable jar. 


7
DF General Discussion / I Love the Things that My Dwarves Make
« on: June 17, 2011, 12:35:25 pm »
Go here.  Don't feel like you need to rhyme to post, but it's kinda fun. 

I love plum helmet roasts, I love the walls of soap,
I love the whir of weapon traps, I love the bits of rope.
I love magma forges, I love fortresses "on break".
...
I love the things that my dwarves make.

8
DF General Discussion / ĪBest Historical FiguresĪ
« on: June 06, 2011, 02:01:54 pm »
Anybody have some cool historical figures to share?

Mine:
OK, masquerading as the deity of treachery, lies and trickery? mind = blown

Spoiler (click to show/hide)

9
DF General Discussion / Epic Random Names
« on: May 25, 2011, 11:32:34 am »
Hey, I thought it would be fun to share our most impressive random name generation successes.  The following screen is from an adventure-mode world I had been playing in for almost an in-game year before I realized the name of the civ I had been working for:
Spoiler (click to show/hide)

10
DF General Discussion / lol - Forgotten Beasts
« on: March 28, 2011, 06:18:51 pm »
I just chuckle when I see thing like this now: http://www.gunnerkrigg.com/archive_page.php?comicID=861

All I can think is "anything with a shell instantly dies if the shell gets cracked - how did it survive worldgen?". 

11
DF General Discussion / Megabeast Offspring!
« on: February 28, 2011, 09:02:25 pm »
After several hundred small world generations, I have finally gotten megabeasts with offspring. A pair of Rocs took up residence in the same cave, and after 311 years, there is a baby Roc, wreaking havoc in the countryside.

Spoiler (click to show/hide)

If you want to check it out yourself, I uploaded the save.

 How many of you have managed to get megabeast offspring?

12
DF General Discussion / Exiled to 40d
« on: February 14, 2011, 01:01:05 pm »
So, I'm at my parents' house for spring break (woo!) and confined to this crappy old mac.  No intel processor, so I am forced to play older versions of DF. 

Time for a DF nostalgia trip.  Just generated myself a world, and it is time to crank up the site finder (remember finding sites? those were the days!) and look for... a magma pipe I guess?  Dwarves like magma right?

It is dawning on me how different df2010 is from 40d. 

13
DF Modding / DF RawEditor Preview
« on: October 19, 2010, 08:39:15 pm »
THIS IS INTENDED AS A PREVIEW ONLY.  NOT YET READY FOR YOUR MODDING NEEDS.  PRESENTED HERE FOR COMMUNITY FEEDBACK.

Hi everybody.  I've been super bored over the past few weeks, so I finally started a project I've been meaning to get to for quite some time.  Introducing:

DF RawEditor
**Preview v0.00a**
Spoiler (click to show/hide)

This is a just a small sample program that parses some (slightly modified) RAW files, and presents them in a graphical interface.  Its current incarnation has little real functionality, but I thought I'd drop it by all the same so that people could see what I've been up to.  See if anyone cares.  It's likely I'll be slightly ripped into for having programmed it in Java (which means that you'll need the latest version of the JRE to run it), but it's mainly because I'm a terrible programmer, so yeah, rip away. 

Extract all the files into some directory (as they appear - don't remove anything from the 'ParamFile' folder), and run the executable, and you should get a screen to popup with a tree navigation-type thing on the left.  Clicking on an actual raw entry will bring up a tab containing the contents, which you can edit.  There is not yet any save functionality. 

Intended Future Functionality: (crossed out means ready for next release, but not in current)
  • save changes to files
  • be able to open unmodified DF raw files
  • open more types of DF raw files
  • display color information
  • display tiles
  • identify and compare duplicate raw file entries
  • link between related entries (like from a creature with bones, to the bone material definition)
  • support for sub-entries
  • some minimal raw-related debugging aids

Long-Term Goals:
  • UI for creation/display of body parts for creatures

Let me know what you think. 


14
DF Modding / Lion Manes and Goat Beards
« on: September 12, 2010, 05:26:51 pm »
I was browsing the raw files, and I noticed that while manes are specifically referenced by several text references to lions, they do not in fact HAVE manes, so I went ahead and added them (which turned out to be slightly nontrivial).  In addition, I went ahead and changed giant lions so that they, too, will have manes (using creature variations).  I also created a white lion caste (both male and female) and added some more color variations for the default lions. 

Lions:
Spoiler (click to show/hide)
Giant Lions:
Spoiler (click to show/hide)

I also noticed that goats had no beards, so I gave them chin whiskers. 

Mountain Goats:
Spoiler (click to show/hide)

Just replace the existing raw entries with these, and your next generated world will have lions and mountain goats with facial hair :)

Yes, I am aware that adding facial hair to animals is silly, but its dwarf fortress after all - facial hair matters.

15
DF General Discussion / Where did my animal men go?
« on: August 31, 2010, 08:44:46 am »
So I popped into my DF again today, made a world, and decided I was going to do some adventuring.  Went down into the caverns and wandered for about 4 hours.  I have yet to see a single animal-man camp. 

Are they out of the current version?  Or is there a setting or RAW somewhere I've messed up?

Pages: [1] 2