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Messages - Ogamaga

Pages: [1] 2
1
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: August 15, 2014, 10:50:06 am »
Do the clockwork and mechanical pets benefit from being made with better metals? And if so, what part(s) matter for this?

2
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 06, 2014, 07:40:15 am »
Window 7 x64. Guilds learning bonuses did not work for dwarves transformed in fortress in 4j, in 5.10, and I got 3i from archives yesterday and it did not work either. I'll go further back as time allows.

4j was somewhat modified, but two other versions were right from archive, dfhack and all that.

Also I tested install/save from Ogamaga too, and it did not work for me. From PM I got that it might not worked for him either, some more testing is needed.
Confirmed, I was going by the bonus xp percent in Therapist, had not checked actual xp gain yet. Only tested in 5.10 here though so far, next will be 4b.

3
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 05, 2014, 09:21:48 pm »
All right, Meph.

I did fresh embark, with two proficient miners (skills assigned in embark, I assume that they have exactly the same XP).

One has to dig exactly 200 tiles of stone to get to talented.

Meanwhile I build a guildhall and convert second miner to Mason. Everything goes as it should, announcement, seven days pause, another announcement, dwarf info says *MASON GUILD*. And after that it takes second dwarf exactly 200 tiles of stone to level up to talented.

I did not use Therapist. For purity I didn't even run it once on this game. I only used dfhack commands "reveal" and "createitem COIN GOLD 500".

This does not work this way for dwarves who are members of guild from the start (immigrants).

So. Uhm... Either it is broken or I have some rather severe misunderstanding here. Any ideas?  :'(
Sounds like solid science, I will have to test it myself at some point. I know for a fact that it worked as advertised, but your report indicates that it got broken at some point. Maybe some dfhack upgrade... you can try using naturalskills.lua, but I think it only fixes the skill levels, not the skill learn rate.

either way, thats not good news, but its good to have it. Thanks.
According to Therapist at least it works for me, only 1 change from "stock" masterwork. (involves pets available at embark)
Also, am I out of luck on the deep bronze as dwarves issue?

4
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 04, 2014, 11:04:32 pm »
Is there currently a way to obtain deep bronze as dwarves?

5
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: April 25, 2013, 05:56:27 pm »
Has anyone tried to use "simple embark" with r3 or know how to try it?

6
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 22, 2013, 02:34:56 pm »
is there any way to use a variable reagent quantity on multiple reagents like in cooking?

edit: I mean like 8 reagent A + 4 B makes 12 product and 7 A + 43 B makes 50 product

7
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 09, 2012, 04:21:19 pm »
Actually you might have been correct sorry:

http://dwarffortresswiki.org/index.php/v0.31:Modding_guide#Creature_materials_and_tissues

"[SELECT_MATERIAL:SKIN]"

Seems the reference container (the creature) is already calculated by the SELECT_MATERIAL command, since it can only be used inside the creature itself.

What I just did though, was to try upping all the base material values for egg materials in the templates ... that had no effect at all on prices.

Just to confirm ... I did a global replace of all the base material template values from 1 to 10 ... then eggs, and all other animal materials were in fact x 10 in price. So you were correct that some other material affects the value. But i gtg do stuff today, so you might have to narrow it down yourself. I might look at it later when I get home. Try something like skin, bone or muscle.

Don't forget to add that info to the modding wiki's if you get it.

Bone did the trick, will plan on updating the wiki later if nobody beats me to it.

8
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 09, 2012, 01:39:15 pm »
"EGGSHELL" by itself isn't a "thing". This is how the raws reference the materials:

Code: [Select]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]

"LOCAL_CREATURE_MAT:EGGSHELL" is the actual name of the material. Or, to access the material definition from outside the creature you use <CREATURE_NAME>:<MATERIAL_ID>

Try variations based on how the Raws reference the materials.

EDIT: Note, you could also do other things, like create your own custom body detail plan for the eggs which uses your custom material for that creature's "eggshell".

I actually tried that already

Is it possible to apply the [MULTIPLY_VALUE:] token only to a creature's eggs? If so, could I have an example or a link to useful info?

Yes, by selecting only the egg materials (which can be seen by looking at the code for the egg) with SELECT_MATERIAL and PLUS_MATERIAL.

I can't seem to make it work, here are my attempts
*snip*
this
Code: [Select]
[SELECT_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL]
[PLUS_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE]
[PLUS_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK]
[MULTIPLY_VALUE:15]
gives this
Code: [Select]
*** Error(s) found in the file "data/save/region11/raw/objects/creature_domestic.txt"
BIRD_GOOSE_GOLDEN:Unrecognized Creature Token: MULTIPLY_VALUE

this
Code: [Select]
[SELECT_MATERIAL:EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL]
[PLUS_MATERIAL:EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE]
[PLUS_MATERIAL:EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK]
[MULTIPLY_VALUE:15]
gives
Code: [Select]
*** Error(s) found in the file "data/save/region11/raw/objects/creature_domestic.txt"
BIRD_GOOSE_GOLDEN:Unrecognized Creature Token: MULTIPLY_VALUE



9
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 09, 2012, 07:56:55 am »
Alright, I'm back. Does anyone know why this doesn't result in really expensive eggs?
Code: [Select]
[SELECT_MATERIAL:EGGSHELL]
[MULTIPLY_VALUE:20]
I've also tried applying it to EGG_WHITE and EGG_YOLK at the same time.

edit:my guess is that egg value is determined by some other material value, or in a more complex manner

10
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 08, 2012, 10:34:39 pm »
No luck, I'm going to take a break and do other stuff for a while, I'm not giving up though.

11
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 08, 2012, 09:27:06 pm »
Right after the line would be right. See what happens if you have it in this order:

EGG_MATERIALS BDP
multiply eggshell value
define egg

Does it matter if other stuff is mixed in like this?

EGG_MATERIALS BDP
multiply eggshell value
misc stuff
define egg

or this?

EGG_MATERIALS BDP
misc stuff
multiply eggshell value
define egg

If so, should I move the EGG_MATERIALS BDP to the female caste? Or would that mess other stuff up? If not, I'll try right away.

12
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 08, 2012, 09:11:23 pm »
I tried putting this
Code: [Select]
[SELECT_MATERIAL:EGGSHELL]
[MULTIPLY_VALUE:15]
both right before and right after this line (right before was more a lack of other ideas at that point)
Code: [Select]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
no luck

13
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 08, 2012, 08:44:50 pm »
Try only changing eggshell, and put the material selection BEFORE the EGG_MATERIAL tokens.

If this is what you meant, then it didn't work,if not, could you give more detail?
Code: [Select]
[FEMALE]
[LAYS_EGGS]
[SELECT_MATERIAL:EGGSHELL]
[MULTIPLY_VALUE:15]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:152]
[CLUTCH_SIZE:3:8]
other tokens were included to show where I put the new stuff

14
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 08, 2012, 08:31:38 pm »
How exactly are you testing it?
I have a world that I'm modifying the raws for, and checking the embark cost. if I do [SELECT_MATERIAL:ALL] AND [MULTIPLY_VALUE:15] the eggs and meats cost 30 points each, if I do [SELECT_MATERIAL:MUSCLE] the meat is 30 and eggs cost 2 each. so far, nothing has resulted in more valuable eggs except [SELECT_MATERIAL:ALL]

15
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 08, 2012, 08:07:34 pm »
No, not like that. You still need to use SELECT_MATERIAL.

this also does nothing
Code: [Select]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID][SELECT_MATERIAL:EGGSHELL][MATERIAL_VALUE:15]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID][SELECT_MATERIAL:EGG_WHITE][MATERIAL_VALUE:15]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID][SELECT_MATERIAL:EGG_YOLK][MATERIAL_VALUE:15]
any chance of an example? I'm best when I work from an example.

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