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Messages - vjek

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1471
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: May 29, 2012, 10:31:24 am »
I'm not exactly sure what your end goal is
I want to...make it interactive...
Because I find DwarfTherapist isn't (comprehensive).
And when use:[LUA]#printall(unit.status.souls[0].skills[0])
can get messages like
unk_14  =  2
rusty  =  13
unk_18 =  2

When I want to know more about one skills ,just need to type once.But there are so many skills to check.
Also  many other attribute .
So I'm trying to make them more clean like a form,easier to check and chang it.
Thanks for your help.I will try to learn array later.
Ok, well, I split up the three scripts intentionally.
Physical attributes, mental attributes, and personality traits are pretty straightforward, as far as how they sit in memory, and being able to modify the values.
It would be easy to change attributes and personality traits with multiple keywords.  It would just be a matter of taking something like "modify_attribute.lua strength 3000" and then adjusting strength based on that.  You could even expand it to something like "modify_attributes_personality.lua strength 3000 agility 3000 modesty 99" so based on the first attribute or personality trait in the key-value pair, it updated the correct one.

To the best of my knowledge, every physical attribute, mental attribute, and personality trait are adjusted with the scripts I posted earlier for 34.10.  I could be wrong, but that's my understanding.

Skills, on the other hand, are trickier, but not considerably so.  The missing piece is what text value the 'id' value corresponds to, such as 22 = Growing, and so on.  Once I have time to find that ( I know it's there, dwarfexport uses it ) then I'll be able to create something like "make_legendary.lua Growing" and bam, you've got a legendary grower.

None of the scripts I have released to date will help with skills.  However, there are some code snippets earlier in this thread from other helpful community authors that specifically address skills, so take a look at those.

1472
DF Modding / Re: Runesmith - A DC like tool
« on: May 29, 2012, 09:18:24 am »
Nope, can't find the kill command in dfhack. Do you have a fancy plugin installed for it? There's "die" but of course that's just used to stop the Dwarf Fortress process without saving.

This post may have what you need.

In particular....

unit=dfhack.gui.getSelectedUnit()
unit.flags1.dead=true

which, when I just tried it in 34.10, killed a dwarf instantly, and removed the corpse, too.  This may or may not work on undead, but it would appear to be a step in the right direction.

1473
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: May 29, 2012, 09:09:16 am »
... Is there a way to do it easier?
That's a pretty good way to make it interactive, but if you want it to accept an array of values, then you'll have to use an array! :)  Martin mentioned he had done this already, so it may be worth PM'ing him to see what he's written and if he's willing to share it with you.

I'm busy for the rest of the week, but I could investigate next week and write up a version that would accept a range of values.

However, if you want to use a particular set of values, you could always change it so you pass it a single keyword, or a single number:  IF that string is the input, THEN use this template of attributes or traits.  IF a different string, THEN use a different template, and so on. 

I'm not exactly sure what your end goal is, I'm just guessing, but those are some ideas.

1474
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 28, 2012, 04:06:35 pm »
Volcanos are a source of great !FUN! but I can live without them. Gonna go ahead and try a worldgen with 0 volcanism and see how it goes.

Edit: What in the bloody hell did you do to that worldgen to make it run history to 200 years in less than a second? I've never seen it take less than five minutes!
Hehehhe, yeah, I turned off quite a lot of superfluous things (imho) as this was meant to find specific features underground, I didn't want to wait around just to prospect different worlds & embarks.  If you look through the worldgen parameters in game, you'll see there's no megabeasts, no titans, no savagery, only 1 cavern layer, very little variation in elevation, considerably smaller variation in temperature, no variances on any surface features, no good/evil, no necromancers, no vampires, no lycanthropy, no evil rain, and so on.  But it still has erosion, and goblins, elves, and animals, and such. 
It would play fine, but if you're looking for particular features, you'll want to adjust things to get them.  The world seed should produce the same belowground, regardless.

EDIT:  It works fine with "Play Now!".  If you want to customize an embark profile, or use an embark profile you've used with a different world, you may be missing certain things.  But there's plenty of plants at the embark level, break out that Plant Gathering! :)

1475
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 28, 2012, 03:51:48 pm »
Use nonstandard worldgen parameters.  The ones I use fairly routinely put volcanoes within proximity of coal, although with a volcano, of course, these are only needed for steelmaking and not as fuel.
I was just given to believe that my nonstandard worldgen parameters were the problem, with too much volcanism... what parameters do you use?

It is possible to find adjacent biomes that will allow you to embark on both an igneous extrusive and sedimentary layer at the same time. It is easier to find if you don't do that. :)  Try removing the volcanism, and see if what I am proposing gives you want you want.  Then try adding volcanos and see how much more difficult it becomes.  (in my experience, considerably more difficult)

What you'll need to do is randomize the placement of biomes considerably in order to get two adjacent.  Again, from what I've seen, this leads to a lot more searching rather than just getting exactly what you want without a volcano.

Alternately, if you don't care about using dfhack, you can reveal the magma map feature, create a magma cistern, and have your magma for magma powered workshops without a volcano.  That is super easy, and I'd be happy to describe it step by step if you want to go that route.  This allows you to skip volcanism and volcanos entirely, in all future worlds and embarks, if that's your only use for them.

1476
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 28, 2012, 03:34:18 pm »
So, I haven't seen lignite or coal since v0.31. I've just learned to live with it and run for the Magma, but it's really starting to get irritating. It's too consistent for randomness, so it has to have something to do with how I gen my worlds or pick my sites. Any advice on how to find better sources of fuel?

No volcanos, no volcanism, lignite, bituminous coal, magnetite, flat embark, river, 100 rain, 100 drainage, 1000 erosion cycles.
In the 4x4 embark area, found: 2500+ surface trees,  44k native gold, 5k magnetite, 33k marble.  15k Dolomite, 8k coal & 4k lignite starting at layer 143, embark is layer 145...
Spoiler (click to show/hide)

And I should note, dfhack 'prospect hell' from the embark selection screen works MUCH better in 34.10.

Remove the seeds and you should get a wide variety of similar worlds to tweak if you want different features.  Basically, those things you want and volcanos don't mix.  Volcanoes are found in/make igneous extrusive layers.  Lignite, coal, and metal bearing ore are found in sedimentary layers, which are created from sediment, (which hypothetically comes as a result of rain, drainage & erosion).

1477
... I assume you have to leave diplomats active until you hit whatever your population cap is set to otherwise you'll keep getting immigrants.  Any ideas about this?

Nope.  I set my pop cap to 60, and I have exactly 60 population, no diplomats, no caravans.  I'm now 17 years post-embark, and still at 60 population.  ( [BABY_CHILD_CAP:0:0] )

Diplomats were NOT active when I got my last few waves and hit the cap.   However, the "your fortress attracted no migrants this season" messages appears 4 times per year, even now.  Presumably this means if you did drop below the cap, you'd get another wave.  I'm testing today to see if I get more migrants if I increase the cap to 90 from 60. (in year embark+18)

EDIT:
Ok, so I've gone through winter->spring, spring->summer and summer->autumn with the pop cap raised from 60 to 90 and no migrants.
It's possible the diplomat notes how many you need above what you have, (and he did visit once in the first year before I turned them off) so I may have to re-enable it, let him come through once, then turn him off.  Going to try that now.

Success!
I added
[ACTIVE_SEASON:WINTER]
in entity_defaults.txt of my saved raws for the dwarves.
and in mid-winter, an outpost liason was sent, along with a caravan, after none for ~18 years.
Now we'll see if I get migrants in the spring or summer.
...

Yep. Migrant wave mid-spring, in embark+year 20.  I removed
[ACTIVE_SEASON:WINTER]
from entity_defaults.txt
after the outpost liason had left, but before the caravan had left.  After the caravan departed, a few weeks later, migrant wave showed up.

So, I think it is safe to say the outpost liason is only required to visit ONCE.  After that, you can turn him and the caravans off, and you're set, provided you don't want to increase your population cap beyond what was set when he visited that one time.  However, you can always enable him again, so it's not a permanent change.

I'll update/reply when the migrant waves stop again. (hopefully at ~90 population)

Update:
At exactly 90 population, the migration waves ceased. "The fortress attracted no migrants this season".
Waves 7 through 10 were: 8, 6, 10, 6 (exactly 30) migrants, and then they ceased.

1478
I tried above ground in 31.25.  Then I found the fun that was ambushing goblins & trolls being able to get past walls with forbidden doors, and even appear randomly inside the walls of the fort without having to actually respect pathing.  4 different forts built and the trolls and goblins just teleported right in without a second though.  In one case, I remember them "appearing" inside the completely walled in livestock pens behind a Forbidden door, which was still closed, in place, and not destroyed.

To which I said "to hell with this" and immediately went 100% underground, and never looked back.  Now, pathing works as expected, and my forts are secure.

1479
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 27, 2012, 04:50:15 pm »
How do I guarantee sun berries on my map?  The wiki says they're "wet," so I built on good aligned marshlands, but the marsh is covered in feather trees, which the wiki lists as "dry."  I haven't done a lot of collecting yet, but I don't want to invest in a fortress if it's going to come up empty. ...

In this post, I had a 3x3 embark with 21 sun berries.  You'll note one of the biomes was a temperate broadleaf forest with "other vegetation" listed as thick, on joyous wilds. 

It might be worth generating that world and checking a few embarks to nail down what other conditions are ideal for Sun Berries.

1480
I have removed all [ACTIVE:SEASON] entries in an embark raws, after the first year, and merchant caravans and diplomats stopped.  I did NOT have to regen the world.  In 34.10, just a few days ago.

I then put the changes in the default raws, because it was so awesome not having to deal with those aspects of annoyance. heheh.  Trade Depot: Begone!

1481
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 27, 2012, 03:31:38 pm »
.. Traps blocking wagons is a new "feature" that was introduced along with minecarts and wheelbarrows.
I'm glad that feature was introduced.  Gave me a reason to disable caravans entirely.  :)  If I can't make it myself, I don't want it in my fort!

1482
DF Modding / Re: Runesmith - A DC like tool
« on: May 26, 2012, 10:53:37 pm »
Hi there guys, forum newb here asking for a little help. I've got a clump of dirty big demons banging on my lower door looking dead menacing and murderous and I'm quite eager for them to drop dead all of a sudden and not kill my precious dorfs to a smeary paste. Is there any way I can use an .lua to hover the cursor over them and make the pain go away? I've been using the above scripts by vjek to excellent effect so far.

I used to use Runesmith for such emergencies, but I understand the lovely author is in the final phases of Uni study (good luck by the way). Yes, I am a dirty big cheaty cheat.

*gets down on knees in hope*
If you're looking for a script to kill whatever is under the target, that should be relatively easy to do.  It may even just be one or two status flags, which are pretty simple to toggle. I'll look into it monday or tuesday, if someone else hasn't by then.  However, if you posted in the dfhack thread with a request for "I would like a script that kills whatever is under the cursor" (heck there may already be something contributed that does that) you may get a response faster.

1483
DF Modding / Re: Runesmith - A DC like tool
« on: May 26, 2012, 10:49:49 pm »
Yes, those .lua scripts currently work with 34.10.  They definitely don't work with 34.07.

1484
Did barrel capacity get tweaked too?  Before, barrels only held 10 items total, regardless of stacks.  Now I see dorfs packing a lot more than 10 items in the barrels, one example is large prepared meal stacks that would be kept on the floor previously are getting stuffed into barrels.  Of course, this has some of my old food stockpiles thrown out of whack a little bit, since they were designed for the older way.

It's definitely different.  My 45 tile food stockpile which used to hold ~400 berries with 45 barrels now holds well over 2k.  I had to restrict it down to 9 tiles/barrels and that still holds 600+ berries.  Liquids do not seem to be altered much, my booze production and storage density appears to be the same.

I mean, sure, 2k berries is great, but 60 dwarves only eat so much. :)

1485
I am starting to think the size of the goblin siege may be directly proportional to the number of dwarves in the fort.  More testing required!
It's wealth orientated, more shiny objects on display = more goblins trying to take said shiny items.

Hm. I've seen no difference between 200M wealth and 600M wealth.  Still can't break the 100 goblin mark.  I've also seen no difference with caravans or without (zero imports, zero exports, no difference than millions of each).

What's the current reasoning behind the number of goblins in the siege being wealth based?

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