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Messages - milo christiansen

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3481
That's because instead of making examples for the first post I go ahead and write a full-up addon and add it to the list :)

Take a look at some of the addons listed in the third post, then look at how they are implemented, that should give you a few ideas.
Keep in mind that everything in this thread comes with Rubble, and in general is greatly expanded upon, so take a look at the documents.

(The technical stuff is kinda needed to stop "I won't read the readme, how to install plz?" questions)

Anyway 4.4 is coming soon, and I hope to support patches to allow for quicker minor updates, in any case 4.4 will include several internal structural updates and improvements.

3482
4.3 is up!

The big change this version is the splitting of "User/Generic Animal Mats", this addon has been split into many parts, each of which only affects a few types of materials. This means that you can now have generic leather without having generic meat!

Of course I also fixed any bugs I found (including a few very stupid ones, I need to learn to test things more).

3483
Isn't liquid_type "true" for magma (not water)?

3484
DF Modding / Re: Snake Fortress: A learning project
« on: July 30, 2014, 02:02:02 pm »
This looks interesting :)

Feel free to lift anything you want/find useful from Rubble (see sig).

3485
DF Modding / Re: Is there a tag for BUILDING_NEEDS_POWER or such?
« on: July 30, 2014, 01:57:03 pm »
There is a powered workshop script that comes with DFHack r5, just saying.

3486
LUA_HOOK is IMHO MUCH better than needing a command for everything, using commands is far more work for no gain in cases where you need heavy duty Lua logic for only one reaction.

I suppose they compliment each other, at least the new way is better than autoSyndrome :)

3487
That's the module, no need to modify it as it is just a collection of functions that are used by the workshop scripts (that script would be installed in "hack/lua" rather than "hack/scripts")

More useful for you would be the scripts in the "User/DFHack" group (for example "User/DFHack/Cart Filler/user_dfhack_cart_filler.lua").

3488
Yup, works great too (I do the same thing with some magma shops, just because :p)

(I did mention that you need a downward passable tile above the liquids didn't I? well if not now I have.)

3489
Reading through it is hard to tell if the old eventful "LUA_HOOK" reactions will still work.
Please say yes, Rubble uses them for almost all DFHack related workshop addons and it would be cumbersome to try to move all the functionality to commands.

3490
Slightly OT, but potentially useful:

Take a look at the DFHack workshops in the latest Rubble, they almost all use water or magma in some way.

To summarize:
Most of these workshops use up liquids when they operate.
It is possible to run the reaction without liquids in most cases, but you don't get anything and it prints an error announcement.
The buildings that deal with water all take it through downward passable tiles around the workshop.

I have a simple library I use that has functions for:
Eating fluids from below an area
Eating fluids in a specified tile
Spawning fluids below an area
Spawning fluids in a specified tile
Finding a minecart (optionally magma safe) in a tile
Finding a minecart (optionally magma safe) in an area
Filling a minecart with a specified liquid

Pretty much all the things a modder would want to do with fluids.
The module and it's optional driver command are both in the DFHack script list thread (name "rubble_fluids"), but the latest version is always included in the "Libs/DFHack/Fluids" Rubble addon.

As for the script you are trying to use: it looks like it may be easier to use (you don't need to write any lua logic of your own) but a lot less flexable.

(BTW: feel free to steal any of the scripts included with Rubble, "User/DFHack/Cart Filler" and "User/DFHack/Cart Filler/Powered" may be particularly interesting)

I do have a barrel filler addon (that works fine), but it was made for Better Dorfs and never moved to Rubble, I'll post the script later (if I remember).

3491
OK 4.2 is up!

DF 40.5 is now supported, plus I added a few new addons:
"User/Generic Animal Mats" is a simple addon that makes all animal materials generic, it works fine as far as I could tell but I didn't test it extensively.
"User/Cat Damper" removes some of the most annoying tags from cats.
"User/Fix/Human Diplomats" adds trade reps and diplomats to the humans.
Also the DFHack stuff received some tweaking.

3492
It looks like some of the DFHack stuff may not work after all. I will not be able to tell for sure untill a 40.x DFHack is avalible, but some changes are to be expected. I plan to keep any changes restricted to the backend, but one can never tell what will be needed.

3493
I may rethink the generic animal mats addon, It worked ok for some things, but was too fragile. A quick rewrite would fix that :)
(so, coming soon? maybe next version.)

Anyway I am about to upload 4.1, which still uses 40.3 (but should be easy to use with 40.5, provided you make the reqired raw changes) The only addon that is at all version specific is the "Base" addon, the others are all fine. (A 40.5 base will come with Rubble 4.2)

Most of the changes this time are new addon (most of which come from the old Better Dorfs addon pack).

EDIT:
About a Linux GUI: I won't make one as I do not have a programing environment set up for any language that can make a GUI that will run on Linux, sorry.
If you are getting errors starting the GUI on windows either 1) you did not install Rubble as directed or 2) you messed up your gui.ini file. If you did not install Rubble to "<path to df>/rubble" then you will need to edit the gui.ini file with the proper paths (the key names should be fairly clear). There is a tutorial in the "other/How To Rubble.txt" file that covers some of this.

3494
Mod Releases / Re: Realistic 14th Century Metallurgy Mod
« on: July 18, 2014, 02:35:45 pm »
This looks really cool. If no one minds I think I'll port it to Rubble and extend it a little (I like lots of alloys, so a few unrealistic things are just fine by me :p)

3495
Take a look at the old addon packs if you want more examples, they all use Raptor instead of Rex for scripting, but the two languages are close enough that it should be east to figure out any differences.

If you find something in the documentation that is not clear then just ask, it may take a while for me to reply but I will do so sooner or later :)

EDIT: The old addon packs are all in threads marked [RUBBLE] in the mods subforum, the last one is 2-3 pages in last time I checked, but a search should find them all. (a forum search for "[RUBBLE]" got the addon packs as results 4-6)

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