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Messages - Putnam

Pages: 1 ... 16 17 [18] 19 20 ... 1706
256
If you don't mind telling me how you learned that "The rock stuff you see in the vanilla workshop isn't reactions," I'd sure like to know. I'd rather be able to research things myself than having to ask loads of questions.

Every single reaction in vanilla is in vanilla/vanilla_reactions. Any workshop activity in the game that is not in those files is not a reaction

257
Yeah, even a read-only version of Dwarf Therapist would be nice, I miss seeing who's missing what clothes.

You can see that on the preview sprites now

258
How do you find out what the tags are for the vanilla workshops? For instance, the Craftsdwarf workshop (CRAFTSMAN) has a category called "rock" but when trying to make a new reaction use [CATEGORY:rock] it creates a second "rock" category that doesn't contain the vanilla reactions.

I figured this was a good place to ask, since you lot have done some absolute wizardry that I haven't the foggiest idea how to accomplish.

The rock stuff you see in the vanilla workshop isn't reactions and therefore does not actually use a reaction category

259
Can Tile sets, Graphics sets and Color scheme modded using the v50 mod system?


Graphics

There is a palette of colors that can be tinted (depending on what it's used on). You can find this palette in the top row of data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png. Those colors can be tinted, but no others will be.

You cannot save the image as a PNG with indexed color, otherwise any transparency will be rendered as black. Paint.net's default mode is Auto-detect, which will save valid images if you have any semi-transparent tiles, but will save images with indexed color if there are only fully-transparent tiles.

So the info in https://dwarffortresswiki.org/index.php/Graphics is incomplete ?

1. Yes, with far more freedom and general ability than before by a huge margin, even compared to TWBT
2. Oh, my, yes

260
DF Modding / Re: Perfect materials
« on: December 20, 2022, 03:06:33 am »
Density increases damage asymptotically, i.e. it will approach some value as it goes to infinity but never reach it, and it's already >90% of the way there at 7850, the density of iron, which is the lightest non-special weapon material. A density of 8000 will be perfectly fine, no tradeoff. This is the ideal material; you may not like it, but this is what peak performance looks like:

Code: [Select]
        [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
            [STATE_ADJ:ALL_SOLID:unbreakable]
            [STATE_NAME:ALL_SOLID:steel folded 50 times]
            [STATE_NAME_ADJ:LIQUID:molten steel folded 50 times]
            [STATE_NAME_ADJ:GAS:boiling steel folded 50 times]
            [DISPLAY_COLOR:0:7:1]
            [BUILD_COLOR:0:7:1]
            [MATERIAL_VALUE:1000]
            [SPEC_HEAT:500]
            [SOLID_DENSITY:7850]
            [LIQUID_DENSITY:6980]
            [MOLAR_MASS:55845]
            [IMPACT_YIELD:500000] higher than needed to get past slade armor, but should be low because lower impact yield = better armor
            [IMPACT_FRACTURE:99999999]
            [IMPACT_STRAIN_AT_YIELD:0]
            [COMPRESSIVE_YIELD:99999999]
            [COMPRESSIVE_FRACTURE:99999999]
            [COMPRESSIVE_STRAIN_AT_YIELD:0]
            [TENSILE_YIELD:99999999]
            [TENSILE_FRACTURE:99999999]
            [TENSILE_STRAIN_AT_YIELD:0]
            [TORSION_YIELD:99999999]
            [TORSION_FRACTURE:99999999]
            [TORSION_STRAIN_AT_YIELD:0]
            [SHEAR_YIELD:99999999]
            [SHEAR_FRACTURE:99999999]
            [SHEAR_STRAIN_AT_YIELD:0]
            [BENDING_YIELD:99999999]
            [BENDING_FRACTURE:99999999]
            [BENDING_STRAIN_AT_YIELD:0]
            [MAX_EDGE:2147483647]
            [STATE_COLOR:ALL_SOLID:GRAY]

261
DF Modding / Re: Looking for 0.50.x modding resources/guides
« on: December 19, 2022, 11:16:58 pm »
Are there any resources for troubleshooting? I'm having an issue of mods uninstalling themselves after world creation. Description: When I create the world and click on mods, the mods are listed on the left side as "Installed." I go through the proper steps to create the world, and the troubled mods (there are two of them, in my case) have no effect. I save and return to the main menu, click on Mods at the bottom, and the troubled mods are no longer listed as "Installed."

In both cases, these are non-Workshop mods. One is made from scratch. The other is a Workshop mod that used to work, but then I tweaked a couple of minor numbers, changed the folder name, and unsubscribed from the original so that it won't update (I don't want an update to replace the changes I made). So, this is entirely my fault, but I don't know what I did wrong.

Edit: A clue! In the data/installed_mods folder, all the mods that work have a parenthetical number appended to the end of the folder name. The two that don't work have no number. FREX: folder "soft_hills (15)" holds a mod that works, while folder "personal_mod" holds a mod that uninstalls itself.

If they are on the left, they're not actually in the save. You have to move them to the middle with the vanilla mods to install them properly.

However, that clue is also quite helpful. If they're missing the number, it means they have no NUMERIC_VERSION. Add one.

262
That's me asking for an explanation more than declaring someone else wrong. "Legitimately not sure about X" doesn't mean I don't think X exists, it just means I don't know about it.

263
DF Modding / Re: Looking for 0.50.x modding resources/guides
« on: December 18, 2022, 07:40:43 am »
"Piercing" isn't really a thing, as such, and there's "piercing" blunt attacks as well as "broad" blunt attacks. Broad attacks are simply worse against armor than small attacks, no way around it. If it's good at absorbing piercing attacks, slashing attacks cannot get through it

264
- would be nice if we could sort the citizen list by "migrant wave"... as often you can miss that migrants arrived (no pause/zoom at that event) and later you notice it in your popups on the left. but by then the migrants already swapped from "new arrival" to jobs and you have a hard time finding out who was new.
back with dwarf therapist it was way usefull that we could sort our dorf list by migrant wave.

I'm legitimately not sure what use this has, especially with the new system that shows you the units listed sorted by who is most skilled in the relevant labor for the work detail you're looking at.

265
CASTE_NAME is the issue here

266
Day and night are not a thing at all in dwarf mode and, in fact, the day/night cycle would be 12 seconds total at default settings

267
Yeah, I was a bit manic last night and neglected to mention that I'm mostly posting that because it has just enough info to get a barebones version working if you tear out a bunch of the non-labor-management stuff.

268
Not locked. Tightly-closed doors were removed in the steam version, I assume because they were the single largest cause of FPS death by a huge margin, so you won't find the option there. They let creatures who can open doors through but not creatures who cannot, which is most animals.

Also,

Sorry for my ignorance but when you say "tightly-closed door mishaps" what does that mean?

With a built door, you have the option to close it tightly so that animals cannot go through it but dwarves and other sapient creatures can. However, animals don't treat tightly-closed doors as walls like you might assume, but will instead use the same pathfinding as creatures that can go through them. This results in creatures clustering around tightly-closed doors, unable to get through and spamming the same attempted pathfinding every single frame. This might not be a problem with one or two doors that get the occasional pet stuck on them, but if you have, say, a room full of dozens upon dozens of turkeys all fighting to get through a door, or if every single one of your doors is tightly locked, that can cause problems.

Not every frame, more like every 10 frames. Pathfinding is very, very slow, it's just not done often.

269
DF Gameplay Questions / Re: Steam: Adding multiple orders to workshop
« on: December 16, 2022, 06:15:34 am »
in the bottom left you can see a clipboard with a check mark on it; this is the work orders menu. when you have a manager with an office (it just needs to be a char), you can assign arbitrary numbers.

270
Yeah, you're right, and I should probably just include it in the ini, haha.

Code: [Select]
[info]
checksum=0x639777b1
version_name=v0.50.03-steam SDL win64
complete=true

[addresses]
cur_year_tick=0x141d84818
current_year=0x141d84824
dwarf_civ_index=0x141da1670
dwarf_race_index=0x141da1670
fortress_entity=0x141da1670
historical_entities_vector=0x141deb270
creature_vector=0x141deb270
active_creature_vector=0x141deb270
weapons_vector=0x141deb270
shields_vector=0x141deb270
quivers_vector=0x141deb270
crutches_vector=0x141deb270
backpacks_vector=0x141deb270
ammo_vector=0x141deb270
flasks_vector=0x141deb270
pants_vector=0x141deb270
armor_vector=0x141deb270
shoes_vector=0x141deb270
helms_vector=0x141deb270
gloves_vector=0x141deb270
artifacts_vector=0x141deb270
squad_vector=0x141deb270
activities_vector=0x141deb270
fake_identities_vector=0x141deb270
poetic_forms_vector=0x141deb270
musical_forms_vector=0x141deb270
dance_forms_vector=0x141deb270
occupations_vector=0x141deb270
world_data=0x141deb270
material_templates_vector=0x141deb270
inorganics_vector=0x141deb270
plants_vector=0x141deb270
races_vector=0x141deb270
itemdef_weapons_vector=0x141deb270
itemdef_trap_vector=0x141deb270
itemdef_toy_vector=0x141deb270
itemdef_tool_vector=0x141deb270
itemdef_instrument_vector=0x141deb270
itemdef_armor_vector=0x141deb270
itemdef_ammo_vector=0x141deb270
itemdef_siegeammo_vector=0x141deb270
itemdef_glove_vector=0x141deb270
itemdef_shoe_vector=0x141deb270
itemdef_shield_vector=0x141deb270
itemdef_helm_vector=0x141deb270
itemdef_pant_vector=0x141deb270
itemdef_food_vector=0x141deb270
language_vector=0x141deb270
translation_vector=0x141deb270
colors_vector=0x141deb270
shapes_vector=0x141deb270
reactions_vector=0x141deb270
base_materials=0x141deb270
all_syndromes_vector=0x141deb270
events_vector=0x141deb270
historical_figures_vector=0x141deb270
world_site_type=0x0080
active_sites_vector=0x00048390
gview=0x1412ab910
work_details=0x141da1670
viewscreen_setupdwarfgame_vtable=0x1411b9e08

[offsets]
word_table=0x0050

[word_offsets]
base=0x0000
noun_singular=0x0020
noun_plural=0x0020
adjective=0x0020
verb=0x0020
present_simple_verb=0x0020
past_simple_verb=0x0020
past_participle_verb=0x0020
present_participle_verb=0x0020
first_name=0x0000
nickname=0x0020
words=0x0040
word_type=0x005c
language_id=0x006c

[general_ref_offsets]
ref_type=0x0010

[race_offsets]
name_singular=0x0020
name_plural=0x0020
adjective=0x0020
baby_name_singular=0x0080
baby_name_plural=0x0080
child_name_singular=0x00c0
child_name_plural=0x00c0
pref_string_vector=0x0148
castes_vector=0x0178
pop_ratio_vector=0x0190
materials_vector=0x01f0
flags=0x01a8
tissues_vector=0x0208

[caste_offsets]
caste_name=0x0020
caste_descr=0x0220
caste_trait_ranges=0x057c
caste_phys_att_ranges=0x11f0
baby_age=0x0474
child_age=0x0474
adult_size=0x0474
flags=0x06a8
body_info=0x06c0
skill_rates=0x08c0
caste_att_rates=0x11f0
caste_att_caps=0x11f0
shearable_tissues_vector=0x16c0
extracts=0x39a8

[hist_entity_offsets]
histfigs=0x00e0
beliefs=0x0128
squads=0x11b8
positions=0x10b0
assignments=0x10b0
assign_hist_id=0x0004
assign_position_id=0x000c
position_id=0x0020
position_name=0x0098
position_female_name=0x00d8
position_male_name=0x0118

[hist_figure_offsets]
hist_race=0x0002
hist_name=0x0038
id=0x00e0
hist_fig_info=0x0130
reputation=0x0058
current_ident=0x0030
fake_name=0x0008
fake_birth_year=0x0094
fake_birth_time=0x0098
kills=0x0030
killed_race_vector=0x0018
killed_undead_vector=0x0090
killed_counts_vector=0x00a8

[hist_event_offsets]

[item_offsets]
artifact_id=0x0000
artifact_name=0x0008

[item_subtype_offsets]

[item_filter_offsets]
item_subtype=0x0002
mat_class=0x0004
mat_type=0x0006
mat_index=0x0008

[weapon_subtype_offsets]

[armor_subtype_offsets]
layer=0x0010

[material_offsets]
solid_name=0x00b8
liquid_name=0x00b8
gas_name=0x00b8
powder_name=0x00b8
paste_name=0x00b8
pressed_name=0x00b8
flags=0x0290
reaction_class=0x04a8
prefix=0x0548
inorganic_materials_vector=0x01a8
inorganic_flags=0x0038

[plant_offsets]
name=0x0050
name_plural=0x0070
name_leaf_plural=0x0110
name_seed_plural=0x00d0
materials_vector=0x0298
flags=0x0040

[descriptor_offsets]
color_name=0x0050
shape_name_plural=0x0070

[health_offsets]
parent_id=0x0040
body_part_flags=0x0048
layers_vector=0x0058
number=0x0084
names_vector=0x0090
names_plural_vector=0x00a8
layer_tissue=0x0020
layer_global_id=0x0068
tissue_name=0x0030
tissue_flags=0x0020

[dwarf_offsets]
syn_sick_flag=0x004c
layer_status_vector=0x0048
affection_level=0x000c
inventory_item_mode=0x0008
inventory_item_bodypart=0x000a

[syndrome_offsets]
cie_effects=0x0020
syn_classes_vector=0x00c8

[unit_wound_offsets]
parts=0x0008
id=0x0004
layer=0x0006
general_flags=0x002c
flags1=0x0064
flags2=0x0068
effects_vector=0x0048
bleeding=0x006c
pain=0x0070
cur_pen=0x0098
max_pen=0x009a

[soul_details]
name=0x0008
orientation=0x0088
mental_attrs=0x00ac
skills=0x0218
preferences=0x0230
personality=0x0248
beliefs=0x0000
emotions=0x0030
goals=0x0048
goal_realized=0x0028
traits=0x0080
stress_level=0x0120
needs=0x0138
current_focus=0x0180
undistracted_focus=0x0184
combat_hardened=0x0130
likes_outdoors=0x012c

[need_offsets]
id=0x0000
deity_id=0x0004
focus_level=0x0008
need_level=0x000c

[emotion_offsets]
emotion_type=0x0000
strength=0x0008
thought_id=0x000c
sub_id=0x0010
level=0x0014
year=0x0020
year_tick=0x0024

[job_details]
id=0x0014
mat_type=0x0030
mat_index=0x0034
mat_category=0x0048
sub_job_id=0x0050
reaction=0x0020
reaction_skill=0x0080

[squad_offsets]
id=0x0000
name=0x0008
alias=0x0080
members=0x00a0
orders=0x00b8
schedules=0x00d0
sched_size=0x0058
sched_orders=0x0028
sched_assign=0x0040
alert=0x00e8
carry_food=0x01b8
carry_water=0x01ba
ammunition=0x0140
ammunition_qty=0x000c
quiver=0x0168
backpack=0x016c
flask=0x0170
armor_vector=0x0080
helm_vector=0x0080
pants_vector=0x0080
gloves_vector=0x0080
shoes_vector=0x0080
shield_vector=0x0080
weapon_vector=0x0080
uniform_item_filter=0x0004
uniform_indiv_choice=0x0030

[activity_offsets]
activity_type=0x0004
events=0x0008
perf_histfig=0x000c

[art_offsets]
name=0x0008

[viewscreen_offsets]
view=0x0008

[valid_flags_2]
size=0

[invalid_flags_1]
size=9
1\name="a skeleton"
1\value=0x00002000
2\name="a merchant"
2\value=0x00000040
3\name="outpost liaison, diplomat, or artifact requesting visitor"
3\value=0x00000800
4\name="an invader or hostile"
4\value=0x00020000
5\name="an invader or hostile"
5\value=0x00080000
6\name="resident, invader or ambusher"
6\value=0x00600000
7\name="part of a merchant caravan"
7\value=0x00000080
8\name="inactive, currently not in play"
8\value=0x00000002
9\name="marauder"
9\value=0x00000010

[invalid_flags_2]
size=5
1\name="killed, Jim."
1\value=0x00000080
2\name="from the Underworld. SPOOKY!"
2\value=0x00040000
3\name="resident"
3\value=0x00080000
4\name="uninvited visitor"
4\value=0x00400000
5\name="visitor"
5\value=0x00800000

[invalid_flags_3]
size=1
1\name="a ghost"
1\value=0x00001000

It currently doesn't attach for some reason or another, I'm really not quite sure (the logging isn't terribly thorough).

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