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Messages - Nirek

Pages: [1]
1
The 'see if empty' part takes extra coding, which does not exist for those, it only covers barrels, bins, and chests/containers, in the current release version.


ps <item> tag does not actually honor the subtype=, does not read it at all, which for 'tools' is really annoying as they don't appear to id to anything other than 'tool' which includes other things like bee hives, making it impossible to restrictively source them.

2
DF has to be open obviously, and also, if you're using a recent os, Foreman generally needs to be run as an administrator, or it will fail to attach.


Skulls aren't seen by foreman or the test.exe.

3
Been working on a foreman file for genesis for a while now, and I'm really struggling to find a 'good' way to categorize things as it gets larger, what I've come up with so far is to group things mostly by industry, and split it up by warfare/precious for items, still looking for ideas if anyone has any other thoughts of a better way of grouping.

Spoiler (click to show/hide)

4
I would actually sooner cooking it being removed, mostly because dwarves are dumb and will cook themselves out of drink :p and realistically, would a dwarf use alchohol in a meal? Would be such a waste of perfectly drinkables using it to cook and have all the alchohol burn off, hehe.

5
Going thru the plants now, oddity time :)

Glowberries (berries_glow, plant_botany_cave) appear to have duplicate edible tags

Dwarven grog (cave_bean_albino, plant_botany_cave) Ginseng tea (root_ginseng plant_botany_root) and nightshade liquor (nightshade,plant_genesis) can be cooked.

Quarry bush leaves have 2 edible_cooked tags (bush_quarry, plant_standard)
Spoiler (click to show/hide)

6
That's an issue with foreman itself, for some reason it sometimes wants to autocheck the 'all' checkbox, toggling it on and off will fix it, the best way to tell if it did that, is if you see on the status screen the target will be (5) instead of 10% etc


It was reported a page or two back but I don't think a new release was pushed since, nothing I can do about it, I'm not even sure why it doesn't seem to effect all jobs, only some.

Edit: I guess I can actually do something, after wrestling with qt creator a bit, I got it to dump a new binary from the current source. The only file I changed at all is the main window title to be .7.3.1 just to avoid confusion, included is the new binary(no dlls, the ones from .7.3 work just fine), and the source as per the licence, hopefully this doesn't step on any toes, will take it down if wanted.
(also hopefully it didn't decide to make a solely x64 binary, hehe)
http://dl.dropbox.com/u/33793962/Dwarf%20Foreman_0_7_3_1.zip


7
Has anyone gotten their dwarves to make a Human fortress game? 300 toys and counting and.. nothing, got at least a dozen of every other toy that they're allowed in the entity file, but no human fortress :(

Edit: Just after I wrote this, I had a dwarf caravan from the mountainhome.. come with a black bronze human fortress game..still none made by my dwarves though, I am making them out of rocks, wouldn't figure that would matter.

Edit2: I also just noticed wooden toys aren't visible on the craftdwarf menu, though it can be assigned via manager

8
Found some more oddities, and one typo thus far (about halfway thru the workshops, at least recording the reactions, not actual foreman part yet)

Typo in read stonecrafting tomes (reaction:library_study_stonecraft) 'read stoinecrafting tomes'
moon silver and sun gold are missing the 'ice axe' weapon
silver and sterling silver can be made into bow/crossbow bolts, but none of the other precious metals can, only warfare

probably intended, but coarse iron can be made into anvils.

Not a bug, but something that might want to be looked at: at the kiln is glaze clay/stone jug, and glaze clay/stone jug (ash) but the (ash) does not show up in the menu they look exactly alike in DF, glaze statue, large pot and crafts aren't really readable either, but they're atleast different.

make lay pewter bars (use bars) exists, but (use ore) does not

you can craft clear, green, crystal glass grates but only clear, green beds. (edit: You can also make glass grates at the glass furnace, as well as the furniture workshop)

9
Mithril, Moon_silver, and CuNi (white bronze) don't show up in the warfare metals list, or anywhere else in the stone list
Marble, and Black marble are 'usable' ie green in the flux stone list unlike all of the other flux stones
Feldspar is also green and usable in the special stone section.
Gypsum and Satinspar shows up in the other stone list, should probably be in special stone? (no idea about this one, just seemed odd to be the only other stone with a purpose)
Frozen toxis spores shows up in the other stones list
Pentlandite shows up in the other stones list, rather than ores.
Thanks for investigating, man!
Indeed Mithril, Moon Silver and White Bronze do not have ores. Mithril is magicked from aluminum.
pink and pure marbles are rare, so they should go to furniture use, not steelmaking reaction in my opinion (they appear inside marble layers). Black marble is NOT a flux stone in my opinion, too much bitumin-impurity.
Feldspars (orthoclase, microcline and ten others) (let's say Feldspar represents those ten) are low-quality for furniture and statues, ofcourse they should be usable. Right, Feldspar is a tin-glaze component.
Yeah I'll move pentlandite, black marble and f-t-spores around. Well the spores is stone, so I guess it automatically appears in stone list no matter what file it is in.
I was looking at it more from a gameplay standpoint that stood out as 'odd' ie these are not like the others etc.
(I'm actually learning alot in my quest to build a complete genesis dfjobs.xml for dwarf foreman, hehe)

Are the warfare metals still ranked the same as they are on the wiki? (also where would white bronze fit there)
One other question, what's the differences in the various helmets? Masked helmets I think were added to be the best/safest, yes?

and one final random question, don't suppose you know of there's any manager jobs outside of the ones on workshops and furnaces?

Edit: whoops forgot to link new djobs
http://dl.dropbox.com/u/33793962/Genesis_dfjobs_xml_v0_5.zip Carpenter and Mason fully implemented, some misc other useful ones (kitchen/still, few others)

10
Well, after significant tinkering since my last post, and much trial and error testing, I can explain, at least that last bit.

ITEM_TRAPCOMP_MENACINGSPIKE does not work, spike does, for menacing spikes, material organic for wood, inorganic for everything else (any more refined than that, and you have to source EVERY possible item material, ie material="IRON", material="GOLD")

One thing I have noticed, and becomes a problem with working with any sort of bone, Foreman does not know how to find skull/bones etc item type, Test.exe does not pick it up at all either, on slaughter an item dump only shows the globs of meat, nothing at all for the skull, and bones etc. So far it's the only item I've been completely unable to work around, with the exception of Rock pots needing additional code to see if they're full like the other barrel types have.

My current raws are here:
http://dl.dropbox.com/u/33793962/Genesis_dfjobs_xml_v0_5.zip
I have both the mason and carpenter shop fully implemented, as well as several other misc 'needed' jobs, like brewing and meals.

11
Was combing over the raws/comparing to the inscreen lists while building my foreman things and ran into a couple of oddites I'm not sure are intended, in the stone restriction list: (This all against Tomi's June25 warducks)

Mithril, Moon_silver, and CuNi (white bronze) don't show up in the warfare metals list, or anywhere else in the stone list
Marble, and Black marble are 'usable' ie green in the flux stone list unlike all of the other flux stones
Feldspar is also green and usable in the special stone section.
Gypsum and Satinspar shows up in the other stone list, should probably be in special stone? (no idea about this one, just seemed odd to be the only other stone with a purpose)
Frozen toxis spores shows up in the other stones list
Pentlandite shows up in the other stones list, rather than ores.

12
Finally got foreman's job.xml to a semi usable state, for those that have asked:

(based off Tomi's last build : Genesis_3.25dTT_Ironhand_WarDucks_Marbles_June25.zip )
It's still very alpha but should be usable for basic things like barrels, meals and brew, lots of other things are in there but very untested, any glaring holes of things you'd like to see feel free to drop me a pm.

Edit: url removed as depreciated

13
Not sure if anyone here uses Dwarf Foreman with genesis, but I started working on a dfjobs.xml for genesis and thought I'd share.

Still fairly small, I have alot of stuff written but untested, this is what's tested so far:

Code: [Select]
<!-- Bins -->
    <dfjob name="Wooden bin" category="Bins" type="76" materialType="wood">
        <item type="bin" material="all" />
<!-- <item type="bin" material="organic" /> -->
        <source type="wood" material="all" />
    </dfjob> 
<!-- Bins End -->
<!-- Buckets -->
    <dfjob name="Wooden bucket" category="Buckets" type="128" materialType="wood">
        <item type="bucket" material="all" />
<!-- <item type="bucket" material="organic" /> -->
        <source type="wood" material="all" />
    </dfjob> 
<!-- Buckets End -->
    <dfjob name="Wooden bed" category="Beds" type="71" materialType="wood">
        <!-- <item type="bed" material="all" /> -->
<item type="bed" material="organic" />
        <source type="wood" material="all" />
    </dfjob>
<!-- Barrels -->
    <dfjob name="Wooden barrel" category="Barrels" type="127" materialType="wood">
        <item type="barrel" material="all" />
<!-- <item type="barrel" material="organic" /> -->
<!-- <item type="tool" subtype="pot" material="inorganic"/> subtype not supported, nor are rockpots that are full-->
        <source type="wood" material="all" />
    </dfjob> 
<!-- Rock Pots aren't supported if full, and can't be item'd as subtype isn't supported in item
    <dfjob name="Rock pot" category="Barrels" type="221" subtype = "pot" materialType="other" other="INORGANIC">
        <item type="tool" subtype="pot" material="inorganic"/>
<item type="barrel" material="all"/>
        <source type="boulder" material="all" />
    </dfjob>
-->
<!-- Barrels End -->
<!-- Chairs -->
    <dfjob name="Wooden chair" category="Chairs" type="72" materialType="wood">
        <item type="chair" material="organic" />
        <source type="wood" material="all" />
    </dfjob>
    <dfjob name="Rock throne" category="Chairs" type="72" materialType="other" other="INORGANIC">
        <item type="chair" material="inorganic" /> <!-- Also catches metal chairs, unknown solution-->
        <source type="boulder" material="all" />
    </dfjob>
<!-- Chairs End -->

    <dfjob name="Rock crafts" category="craftdwarf" type="83" materialType="other" other="INORGANIC">
        <source type="boulder" material="all" />
    </dfjob>
    <dfjob name="Rock mechanisms" category="mechanic" type="141" materialType="other" other="INORGANIC">
        <item type="trapparts" material="all" /> <!-- Dunno if trapparts is used for anything other than mechanisms -->
        <source type="boulder" material="all" />
    </dfjob>

    <dfjob name="drink" category="still" type="150" stack="5">
    <item type="drink" material="all" />   
<source type="plant" material="THORN_SHARD" />   <!-- plant_botany_cave.txt --> <!-- Genesis_3.25dTT_Ironhand__WarDomestics_June14 -->
<source type="plant" material="STALK_PURPLE" />
<source type="plant" material="BOIL_BLOOD" />
<source type="plant" material="BERRIES_GLOW" />
<source type="plant" material="ROOT_STONE" />
<source type="plant" material="CANE_CRYSTAL" />
<source type="plant" material="CAVE_CACAO" />
<source type="plant" material="CAVE_CORN_ALBINO" />
<source type="plant" material="CAVE_POTATO" />
<source type="plant" material="CAVE_PUMPKIN" />
<source type="plant" material="CAVE_BEAN_ALBINO" />
<source type="plant" material="CAVE_CHILI" />
<source type="plant" material="ROCK_MELON" /> <!-- plant_botany_cave.txt end -->
<source type="plant" material="FRUIT_GRAPE" /> <!-- plant_botany_fruit.txt -->
<source type="plant" material="BERRY_MOON" />
<source type="plant" material="FRUIT_WATERMELON" />
<source type="plant" material="FRUIT_BLACKBERRY" />
<source type="plant" material="FRUIT_PINEAPPLE" />
<source type="plant" material="FRUIT_REDCURRANT" />
<source type="plant" material="FRUIT_BLACKCURRANT" />
<source type="plant" material="FRUIT_DRAGON" />
<source type="plant" material="CUCUMBER" /> <!-- plant_botany_fruit.txt end -->
<source type="plant" material="GRAIN_TUMBLEWEED" /> <!-- plant_botany_grain.txt -->
<source type="plant" material="GRAIN_BUCKWHEAT" />
<source type="plant" material="GRAIN_WHEAT" />
<source type="plant" material="GRAIN_BARLEY" />
<source type="plant" material="GRAIN_RICE" />
<source type="plant" material="CORN" />
<source type="plant" material="RYE" /> <!-- plant_botany_grain.txt end -->
<source type="plant" material="LEAF_BUSH_AGAVE" /> <!-- plant_botany_leaf.txt -->
<source type="plant" material="LEAF_DANDELION" />
<source type="plant" material="LEAF_HOPS" /> <!-- plant_botany_leaf.txt end -->
<source type="plant" material="ROOT_GINGER" /> <!-- plant_botany_root.txt -->
<source type="plant" material="ROOT_POTATO_SWEET" /> <!-- plant_botany_root.txt end -->
<source type="plant" material="STEM_SUGARCANE" /> <!-- plant_botany_stem.txt -->
<source type="plant" material="STEM_HEMP" /> <!-- plant_botany_stem.txt end -->
<source type="plant" material="ROOT_GINSENG" /> <!-- plant_genesis.txt -->
<source type="plant" material="NIGHTSHADE" />
<source type="plant" material="VEGETABLE_TOMATO" /> <!-- plant_genesis.txt end -->
<source type="plant" material="MUSHROOM_HELMET_PLUMP" /> <!-- plant_standard.txt -->
<source type="plant" material="GRASS_TAIL_PIG" />
<source type="plant" material="GRASS_WHEAT_CAVE" />
<source type="plant" material="POD_SWEET" />
<source type="plant" material="ROOT_MUCK" />
<source type="plant" material="TUBER_BLOATED" />
<source type="plant" material="BULB_KOBOLD" />
<source type="plant" material="BERRIES_PRICKLE" />
<source type="plant" material="BERRIES_STRAW_WILD" />
<source type="plant" material="GRASS_LONGLAND" />
<source type="plant" material="WEED_RAT" />
<source type="plant" material="BERRIES_FISHER" />
<source type="plant" material="REED_ROPE" />
<source type="plant" material="SLIVER_BARB" />
<source type="plant" material="BERRY_SUN" />
<source type="plant" material="VINE_WHIP" /> <!-- plant_standard.txt end -->
    </dfjob>
    <dfjob name="Lavish foods" category="still" type="115" subtype="4" stack="5" materialType="other" other = "GLASS_CLEAR">
<!-- No idea why it thinks it needs clear glass, but it does, anything else gives a 'empty' job in kitchen that produces easy meals -->
<item type="food" material="all" />   
    </dfjob>

14
I'm working on a more complete dfjobs.xml, for genesis, and I've hit a brick wall with getting it to read certain source/products. Is there no way to get it to see things made out of stone? ie rock pots, rock crafts?

Code: [Select]
<dfjob name="Rock Pot" category="Barrels" type="221" subtype="pot" materialType="other" other="INORGANIC">
<item type="tool" subtype="pot" material="inorganic""/>
<source type="boulder" material="all" />
</dfjob>
"Works" but I would assume would also catch things made out of metal, as well. For wooden barrels, is the only way to catch itemtype 'organic' ? I would think 'wood' would work, but apparently not.

Edit: Looking at the source, it doesn't appear to even look at subtype in the item= string meaning it's just showing all inorganic tools, hrm. 
Also getting what I figure is the bug mentioned a couple of pages back where some jobs appear to have phantom checkmarks on the All box until cycled, but then I don't think another build was pushed since then so I guess that's expected.

Edit2: Dunno if this is a specific oddity to running genesis, but this is what Lavish meals look like:
Code: [Select]
<dfjob name="lavish foods" category="kitchen" type="115" subtype="4" stack="5" materialType="other" other = "GLASS_CLEAR">
<!-- No idea why it thinks it needs clear glass, but it does, anything else gives a 'empty' job in kitchen that produces easy meals -->
<item type="food" material="all" />   
    </dfjob>


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