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Messages - Lewa263

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1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 21, 2020, 08:38:07 am »
If an entity has more than one holder of a position with trade responsibility, will they all come to a fortress at the same time, will only one of them ever come, or will they alternate visits?

2
DF Suggestions / Remove direct player control of doors/hatches
« on: April 19, 2020, 08:49:57 am »
I dislike the way that players are currently able to lock and unlock doors/hatches instantly in Fortress Mode. It doesn't really fit with how everything else in Fortress Mode is done, where players need to order dwarves to take actions. So my proposal is that doors/hatches should work more like levers. A player would queue up a task of locking or unlocking the door, and then a dwarf with the appropriate labor enabled would need to go and access that door before its state changes. I know that there is already a way to operate doors with levers, but that doesn't allow an unlocked-but-closed state which unlinked doors have by default. Dwarves should still be able to freely open and close doors that have not been locked. However, dwarves would not be allowed to lock or unlock on their own initiative, the same way they don't pull levers on their own. Although maybe a tantruming dwarf could be allowed to lock and unlock for extra fun.

(I'd be surprised if something like this has never been suggested, since it relates to an obvious inconsistency in the general gameplay philosophy. However, the forum search didn't show me anything similar.)

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 16, 2020, 06:29:52 pm »
I don't know if this question belongs in here or in the syndrome thread, because it's about a venomous creature. If I set a creature to have venom and then have a giant variant of the creature, does the giant variant have the same venom? Is the venom more powerful when it comes from a bigger creature? If not, can I replace the venom with a new stronger venom for the giant variant?

4
DF Modding / Re: Full list of Werebeasts Werecreatures
« on: April 16, 2020, 03:26:31 pm »
So, out of that list, the ones I see that don't exist in any form as regular CREATUREs are anteater, bison, civet, lemur, loris, mammoth, mouse, and shrew. I'm not counting stuff like ape or antelope, because there are specific apes and antelopes in the game. It seems like a reasonable small mod would be to add all of those CREATUREs in, so that dwarves have a pre-existing concept of a lemur before insisting that this monster has the shape of one.

5
The reaction_modest_brew reactions for plump helmets don't work. It looks just like the problem pointed out on the first page of this thread, but it must be a different cause this time since that was fixed. Maybe it should be using the STRUCTURAL part instead of MUSHROOM? DFHack is showing me that the plump helmets that my farmers picked and have in a barrel are STRUCTURAL.

6
Does anybody know of a nightly build with a working exportlegends command, that gives functional XML files for Legends Viewer? I had it working fine a little over a week ago, but all the more recent builds seem to be unable to generate the files correctly. I don't know which build it was that I got it to work on, so I guess I'm just hoping that somebody else still has a build where it works and can give me the number for it.
If you have problems, please report them. Nobody's going to fix problems unless they're reported or accidentally detected by someone who actually goes about fixing the issues.

Having said that, I made a pull request 12 hour ago or so for an updated version that fixes the things I encountered. Due to the way DF is organized, it won't appear in a "nightly build" until it's been approved and then "imported" into the main DFHack repository. However, it should be possible for you to get that version off of Github to see if it works for your problems. The good thing with scripts is that they don't need to be compiled, so you don't need the rest of the infrastructure. The bad thing with scripts is that they're not compiled, so there is no compiler available to flag things that don't compile (any longer).

OK, I don't have much useful to give as a bug report because most of this stuff is beyond my understanding. But here's a screenshot of the error that I get with the current build 200322005: https://imgur.com/a/Z9cq8p4. Before I downloaded that one, the other nightly build that I had wouldn't give any errors in the DFHack window, but Legends Viewer would always say the file needed repair when it got down to the Events part. Allowing it to attempt a repair never accomplished anything, which was disappointing but not surprising. I have to assume the problem there was still on the DFHack side, because I didn't have that problem before I downloaded a newer build. I should probably stop doing that just because it's new and there are green checks on the nightly build site.

7
Does anybody know of a nightly build with a working exportlegends command, that gives functional XML files for Legends Viewer? I had it working fine a little over a week ago, but all the more recent builds seem to be unable to generate the files correctly. I don't know which build it was that I got it to work on, so I guess I'm just hoping that somebody else still has a build where it works and can give me the number for it.

8
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« on: September 02, 2014, 06:32:52 pm »
Does anybody have a world such that there exists a 3x3 embark with:
  • Ores for bronze
  • Woodland or greater tree cover
  • Partial aquifer (10 < {percent map with aquifer} < 60)
  • All 4 civilizations as neighbors (no tower)
  • Large flat areas (doesn't need to be completely flat)
  • Not freezing or scorching climate
  • Not evil surroundings
?

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 01, 2014, 09:17:16 am »
Goblins came on the 3rd of Moonstone. I had no military and hadn't set up traps, but at least I was able to get the drawbridge up while they were distracted by the useless animals I had pastured outside. All 18 dwarves are inside the fort, and apart from the wood supply dwindling, it's going alright for now. I'm putting together a trap passage for the goblins to come through and hopefully die or get caged. But the goblins keep running around above attacking wildlife, and seeing as half of the wildlife here seems to be venomous snakes, they may end up getting themselves killed eventually. One has already fallen to a king cobra.

10
Mod Releases / Re: Stal's Armoury Pack v1.4 [40.xx]
« on: August 30, 2014, 03:25:05 pm »
So I found something inconvenient when I tried to play Fortress Mode with your mod. Your pickaxes are much larger than vanilla picks, so they cost 324 embark points. I think I'll stick to Adventure Mode with this, because that's probably what you had in mind anyway.

11
Mod Releases / Re: Stal's Armoury Pack v1.2 [40.xx]
« on: August 28, 2014, 09:01:26 pm »
Is a partisan counted as a pike or spear? It's not in the list in your post, but I see it in-game.

12
This is especially annoying because the tile directly underneath a tree is marked as Light and Above Ground. So on a heavily forested map, there are few spots just below the surface for a decent-sized plot.

13
DF Dwarf Mode Discussion / Re: Clowns in the reclaim fort
« on: August 21, 2014, 06:56:48 pm »
The way worldgen forts just spiral down blithely disregarding their surroundings can lead to pretty odd stuff. I saw one where it passed through a couple z-levels of magma and had rooms built underneath. There were no walls separating the spiral ramp from the magma. On unpause, the magma flooded right down to those rooms, which could never have been honestly built.

14
Oh, I realize I never specified where I saw old age. It's in the death event for historical figures who died of old age. You may have been able to figure that out, but reading my earlier post, it was pretty vague.

15
Old age has caste listed, with that slight indent to show it is describing the old age itself. The caste appears to always be female.

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