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Messages - theit8514

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DF General Discussion / Re: Dwarf Fortress 40_08 Starter Pack r2
« on: August 15, 2014, 10:49:58 am »
The option to enable dfhack fixes has a bug. In the LNP_dfhack_onLoad.init file, it adds fix/blooddel as a command, the actual script is named fix/blood-del.

2
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: April 01, 2014, 03:36:26 pm »
Not sure what's going on but the game is crashing on me. I'm using v4j with most of the additional mods and balance changes turned off, with both Kobold and Dwarf checked for playable (currently playing a Dwarf civ). Whenever the Human Caravan arrives after the last quicksave I did the game crashes. There are messages in the error log text file but I'm not sure if they are related. At first I had no idea what was going on, but one time a siege appeared on the screen (the caravan must have detected it) so I thought it could be related to that so I disabled Invasions and that did not help. I have zipped my save here.

errorlog.txt:
Spoiler (click to show/hide)

3
Masterwork DF / Masterwork and autofarm.rb
« on: March 16, 2014, 01:43:30 pm »
I started out my embark with a ton of seeds from my local dwarf store, and when I got to the embark autofarm.rb was freaking out. I started investigating and found out that it was trying to assign plots with seeds which couldn't be planted because the biome was incorrect.

So, I'm pretty rusty at ruby and I'm sure my code is horrible, but I present the updated autofarm.rb with biome support. Yay.

https://github.com/theit8514/dfhack/commit/1e5bca087f4e68eb8f807b9569c986858e412cc2

This should detect any [BIOME] tag in plant raws, except for underground plants which seem to be hard coded to SUBTERRANEAN_WATER and not the actual biome the farm plot is in. Theoretically, the map_designation_at should return SUBTERRANEAN_WATER if the plot is underground, but it's not. Anyways, all the underground plants in vanilla are SUBTERRANEAN_WATER, and I checked several for Masterwork and couldn't find any different. If any bugs show up with that, let me know.

4
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: July 01, 2013, 12:16:57 am »
EDIT: DOH, I made a variable mistake :D Ignore this. I've updated the code to the complete 100% working (including preferred improvement types and counting # of improvements over 1), incase anyone else needs a value calculator :) Time to start working on the other item types. Yay.

I've been working on calculating out trader item values (to make improvements to how tradeassist works). So far, I've gotten pretty close (for weapons, that is :D ). Some items that are improved have the correct value (#3). Others are way off (#4). I am wondering if any dfhack veterans have any suggestions.

Spoiler (click to show/hide)

I have absolutely no idea why ITEM_WEAPON_WHIP_THROWING is so off. It's size is 100 in the raws (a 3 multi), and the material multi is the same as the raws. The calculation is correct for other items (or close enough that I can count the remainder as "trader variation").

Spoiler (click to show/hide)

The code, for anyone interested:
Spoiler (click to show/hide)

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