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Messages - Atomic Chicken

Pages: 1 ... 3 4 [5] 6 7 ... 35
61
Looking good! I imagine that many modders would be interested in this if they were aware of its existence and understood how to use it; I sometimes wonder whether the sequestration of utilities into this subforum has decreased their general visibility as compared to when everything was mixed together in the 'Modding' section. It would probably help to have a couple of eyecatching usage examples in the first few posts to draw interest.

With regards to {ON_EQUIP} in the enhancedItems system, I haven't checked your code, but if it works like modtools/item-trigger you need to be aware that this script used to have a problem of triggering the 'onEquip' effect regardless of whether the target item was being hauled, worn, wielded, stabbed into a unit, etc (so a sword intended to transform wielders into giants would also have a transform units hauling it to the stockpile or opponents in the middle of a battle, for example). This may or may not be intended behaviour in your system, but I had added the option to specify the desired equipment mode(s) to give item-trigger users more control.

Does enhancedItems not include {ON_UNEQUIP} or is it assumed that unequipping an item removes the {ON_EQUIP} effect? If the latter is correct, allowing users to make {ON_EQUIP} effects permanent may be useful in some cases. A separate {ON_UNEQUIP} option would be useful for effects unique to unequipping (a cursed sock which kills the wearer when removed, for example).

62
I report about some bugs in beta1. When I play testing fort, I spawn two harpies. They was asexual, so I try to change their orientation to "marry females", but multiple using of script has no effect - in DT harpies still was asexual, also not work current orientation showing by command. I try catsplosion to harpies without marring, but this cause crash. What go wrong? For elven visitors and spawned trolls catsplosion work normal, babies from it has no fathers.

Providing the exact script commands used would be beneficial.

I suspect that the orientation problem is due to harpies being a female-only species. Units created using modtools/create-unit have their orientation set by the game, so if this isn't happening for female-only creatures it's likely a bug in the game itself, not DFHack.

I successfully set the "marry female" orientation of a spawned harpy via "set-orientation -female 2" with the target unit selected.

The catsplosion crash appears to be due to following on line 81:
Code: [Select]
female.pregnancy_caste = 1The script for some reason assumes that a caste ID of 1 is valid for all creatures instead of checking for it. Harpies only have one caste with an ID of 0. On testing, changing the value from 1 to 0 before running this on a harpy allowed it to give birth without crashing the game.

63
DF Modding / Re: Full list of Werebeasts Werecreatures
« on: April 18, 2020, 03:55:02 am »
Is it possible to get raws for vanilla werewolf from somewhere or do I need to make my own? I wanna define my own and remove all these stupid generated werebeasts in worldgen.

You can see the generated creature raws by opening the save's world.dat file (save must not be compressed). The wiki page on werebeasts also has example raws at the bottom of the page.

64
Forum Games and Roleplaying / Re: Rune Race: Loji Thread
« on: April 06, 2020, 01:07:31 pm »
Quote from: Votebox
Horizon's Edge: (3) TricMagic, Madman, AC
Ore Scales: ()
Chant Experiment: Shape(Earth), Control(Earth), Ward(Earth): (1) TricMagic
Bluescale Armor: (1) NG1999
Low Passes Mining Operations: (2) Madman, AC

65
Forum Games and Roleplaying / Re: Rune Race: Loji Thread
« on: April 02, 2020, 12:19:29 pm »
Quote from: Discovery
Hint Tokens
use none: (0)
use one: (1) NG1999
use two: (4) TricMagic, AC, Madman, Nemonole

Rune Skills
Water to Adept: (1) NG1999
Earth to Adept: (2) TricMagic, NG1999
Fate to Adept: (3) TricMagic, NG1999, AC
Fire to Master: (1) Madman
Unlock Control: (3) AC, Madman, Nemonole
Unlock Form: (0)

Chants
Shape(Fate), Ward(Fate), Attack(Fate): (4) TricMagic, AC, Madman, Nemonole
Shape(Water), Ward(Water), Attack(Water): (1) NG1999

Refining Rites
Attack(Earth), Ward(Earth), Shape(Earth): (3) AC, Madman, Nemonole
Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Shape(Water), Ward(Water), Attack(Water): (1) NG1999

Having given it some thought, I'm fine with switching my vote over from Fire to Fate to break the tie. We only have one major Fire-focused spell at present, which is already benefitting from Air Mastery, so I suppose the utility of mastering this element right now is debatable (although we can't be certain what effects it would have). I'm also curious about the higher tier stuff that Fate might unlock.

66
Forum Games and Roleplaying / Re: Rune Race: Loji Thread
« on: April 01, 2020, 04:06:41 am »
Quote from: Discovery
Hint Tokens
use none: (0)
use one: (0)
use two: (3) TricMagic, NG1999, AC

Rune Skills
Water to Adept: (1) NG1999
Earth to Adept: (2) TricMagic, NG1999
Fate to Adept: (2) TricMagic, NG1999
Fire to Master: (1) AC
Unlock Control: (1) AC
Unlock Form: (0)

Chants
Shape(Fate), Ward(Fate), Attack(Fate): (2) TricMagic, AC

Refining Rites
Attack(Earth), Ward(Earth), Shape(Earth): (1) AC
Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Shape(Water), Ward(Water), Attack(Water): (1) NG1999

(A quick reminder that Hint Tokens cannot be used for Rune Skill research.)

My reasoning here is as follows:

- Unlocking another Meaning will allow for increased spell variety, at least for Inscription, with which we only seem to be able to produce Phasing effects at present. I went with Control on a whim.

- I’m not entirely sure about mastering Fire, but the elemental mastery skill gained might prove useful considering how many things we’re incinerating. It may or may not also help us with refinement stuff like learning to produce Artifacts.

- A pure Fate chant is an interesting choice in and of itself, and it should also provide us with another set of characteristics for use with the Elemental Materials secret. The aspects of Fate are not as clearly defined as those of the Terrestrial elements.

- I’m not sure about the refinement formula; a pure Earth one might give us increased physical endurance (an aspect of Earth), like how Blue Jade Dust enhances swiftness (an aspect of Air). I've inverted the rune order here so that we might start to get an idea whether or not it's significant with Refinements. That said, I wouldn't mind any of the other choices. It might also be useful to see what mixing elements does in this system before trying out another pure one.

67
Quote from: Strategic Botevox
Heliel
Darrin (Combat):
Xa-Nam (Combat):
Ostentatious Capital (Influence) (4): Twinwolf, C2M, m1895, AC

Silver Markswoman
Darrin (Combat):
Xa-Nam (Combat) (4): Twinwolf, C2M,  m1895, AC

Factions
Stable Monarchy (3): Twinwolf, m1895, AC
Free Republic (2): C2M, Taricus

Deregulation (3): Twinwolf, C2M, AC
Intervention: (2): m1895, Taricus

68
Quote from: Votebox
Improved Officer Training
Wailing Wyverns (4):Twinwolf, Taricus,10ebbor10, AC
Heliel's Gift (5): Twinwolf, Taricus, C2M,10ebbor10, AC
Targetting Cherubs (1):C2M

69
Quote
Heliel’s Gift

What would a mortal be willing to give up in exchange for eternal youth? Our medics are poised to find out, as Heliel’s Love is augmented to reverse the effects of senescence, restoring an aged body to its prime. All cultists may request to have the spell performed on them free of charge, so that even the most decrepit of elders may serve Heliel at peak performance. Travelling medics, aided by Chosen Apostles making well-placed introductions in the right circles, will also offer this service to non-cultists from the higher echelons of society in exchange for coin, favours or information. This is to involve a lower potency form of the spell with effects that only last a week at most, ensuring the necessity of frequent appointments (or recruitment into the cult) for patrons wishing to maintain their regained youth.

70
Quote from: Songbox
Angel's Voices (4): Twinwolf,10ebbor10, C2M, AC
Centaur Cavalry
Golems of Good
Song of Spears
Sunbow Skirmishers (3): Twinwolf,10ebbor10, AC
The Slayer:
Spellsingers:
Songseers:
Song of Self:
Shock Bombs (1): C2M
Infiltration Technique: Positions of Power

71
Quote from: Votebox
Fortified Frontier Vote:
Hawks (6): Taricus, Twinwolf, Powder Miner, Failbird, m1895, AC
Doves (1): C2M

Heliel:
Influence: Scholarly Towers (3): Twinwolf, C2M, Failbird
Combat: Darrin (1): Powder Miner
Combat: Xa-Nam
Influence: Trade City (2): m1895, AC
Influence: Ostentatious Capital (1): Taricus

72
Quote from: Thatphasewasbigoof
Improved Officer Training:
Wyvern Handlers (1): Taricus
Wyvern Riders (5): Twinwolf, Failbird, Strider, AC, C2M
Shadowed Inquisitors (1): Strider
Wyvern Heart:
Infiltration Technique: Inquisition (4): Twinwolf, Failbird, Taricus, AC

73
Quote from: Thatphasewasbigoof
Improved Officer Training:
Wyvern Handlers (1): Taricus
Wyvern Riders (4): Twinwolf, Failbird, Strider, AC
Shadowed Inquisitors (5): Twinwolf, Failbird, Strider, Taricus, AC
Wyvern Heart:

74
I took a look at what it does edit to see if any of it links to syndromes indirectly, and it looks like wounds are created for syndromes. What might be happening is that some syndrome effects reference either just the wound or both the wound and the syndrome, and deleting the wound breaks those effects. However, I tried a couple of tests and full heal only deleted those wounds for a single tick - they were back again in the wounds vector the next tick, and stuff like nausea was applied properly despite being momentarily removed by full-heal. I wouldn't be surprised if the recreation of syndrome related wounds and the correct reapplication of the associated effects wasn't universal, though.

If that is what is creating your problem, then the fix for full-heal would require skipping the deletion of wounds that have associated syndromes. This may potentially lead to undefined behavior when it comes to things like werecreature bites, however, since as far as I know wounds created by those would have both a syndrome and "conventional" wound info (or it might be fine, who knows).

This is correct; most of the effects of a syndrome are mediated through a special wound created upon infection (via the wound_curse_info data), and deleting this wound hence removes the pertinent syndrome effects. However, the persistence of the syndrome within unit.syndromes causes the generation of a new wound as soon as the game realises that this is missing. (Similarly, the early version of syndrome-utils consistently failed at properly removing syndromes as it deleted the syndrome data whilst leaving the wound untouched). The issue is rather easy to solve; just add an "if not wound.curse" check and clear any actual injury data instead of deleting the wound outright in that case. In addition, thorough syndrome removal could be implemented and made optional via a separate arg, possibly with the option of whitelisting certain syndromes to prevent their deletion (specified by syndrome name or class). Thoughts?

Afaik it was always that way. In the source (not eventful as it wraps (among other stuff) eventmanager module) here it's called more explicit: SC_MAP_UNLOADED.

Why is SC_MAP_UNLOADED used as opposed to SC_WORLD_UNLOADED? It seems to me that the latter would surely make more sense in the context of adventure mode, with no difference in fort mode functionality (I think).

75
full-heal currently does not work with wagons. There is a check, that prevents this (for whatever reason).

I added that check whilst implementing the arg that allows full-heal to target all the units on the map, after accidentally resurrecting a herd of scuttled wagons during testing. I assumed that most players would consider wagon resurrection to be a buggy quirk of the script, especially since the resurrected wagons are weird single-tile units that don't act as one might expect.

I removed the check and tried the full-heal. I don't know if it really succeeded, but it did not fix the "stuck caravan" problem.

I don't know whether resurrecting wagons is going to solve your problem, but removing the scuttle check should have been sufficient. Did you remember to add -r in addition to selecting the target unit?

There is a dfhack script, that should fix merchant stuck when entering the map. I tried it and it reported "4 wagons being removed", but the caravan is still stuck.


What version are you running? As far as I can tell, "fix/stuck-merchants.lua" only works on merchants which are stuck outside the local map, and "fix/merchants.lua" supposedly allows humans to make trade agreements; neither is relevant in this case.

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