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Author Topic: ☼Gnomes☼ - Everything Gnome Mode  (Read 77417 times)

Remuthra

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #15 on: May 29, 2014, 02:49:17 pm »

Gnomes: Harnessing the power of Steam for unrivaled medieval software streaming.

Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #16 on: May 29, 2014, 06:10:56 pm »

I'd be very interested to see the actual ingame value of these two ammo types. I assume that a 25-stack is worth quite a bit:

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_RAILGUN_GNOME]
[NAME:magnetic slug:magnetic slugs]
[CLASS:RAILGUN_GNOME]
[SIZE:600]
[ATTACK:BLUNT:100:200:hit:hits:NO_SUB:2000]

[ITEM_AMMO:ITEM_AMMO_RAILBOW_GNOME]
[NAME:magnetic bolt:magnetic bolts]
[CLASS:RAILBOW_GNOME]
[SIZE:600]
[ATTACK:EDGE:10:200:hit:hits:NO_SUB:2000]
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IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #17 on: May 29, 2014, 06:48:06 pm »

I'd be very interested to see the actual ingame value of these two ammo types. I assume that a 25-stack is worth quite a bit:

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_RAILGUN_GNOME]
[NAME:magnetic slug:magnetic slugs]
[CLASS:RAILGUN_GNOME]
[SIZE:600]
[ATTACK:BLUNT:100:200:hit:hits:NO_SUB:2000]

[ITEM_AMMO:ITEM_AMMO_RAILBOW_GNOME]
[NAME:magnetic bolt:magnetic bolts]
[CLASS:RAILBOW_GNOME]
[SIZE:600]
[ATTACK:EDGE:10:200:hit:hits:NO_SUB:2000]

They are created only through reactions, and expensive ones at that.  So you won't get a 25-stack.  But a single direct hit to the torso can propel the victim several tiles and splatter them against obstacles.  Arena testing is fun :)

Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #18 on: May 29, 2014, 07:16:10 pm »

The value was the questions. ;) But if they are custom made and rare, thats no issue.

I just know that javelins and cannonballs with size 300-400 easily go into 10.000 value, and your ammo is size 600.

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IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #19 on: May 30, 2014, 06:50:26 am »

I updated the druidism script.  Fixed a few bugs regarding animals being removed from the list when you uncondition them, made demerits from pet deaths disappear after a year, and made advanced training work by manipulating pet ownership instead of the invisible 'following unit' variable, so it is much easier to keep track of which animals are following who.  This does mean that animals can be made the 'pets' of other animals, and you can also dismiss pets from their owners or reassign work animals to new targets.

This does not require a new reload, just replace the druidism.lua script in the /hack/scripts folder and type 'druidism' into the console (or restart Dwarf Fortress).

DOWNLOAD LINK

Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #20 on: May 30, 2014, 07:48:58 am »

Is updated. :)

I noticed that the gnomes have no permitted instruments in the entity file, yet all other civs do have three unique instruments of their own. So I did add some.

Code: [Select]
/// gnomish instruments

[ITEM_INSTRUMENT:ITEM_INSTRUMENT_ORGAN]
[NAME:organ:organs]
[HARD_MAT]

[ITEM_INSTRUMENT:ITEM_INSTRUMENT_BANJO]
[NAME:banjo:banjos]
[HARD_MAT]

[ITEM_INSTRUMENT:ITEM_INSTRUMENT_ACCORDION]
[NAME:accordion:accordions]
[HARD_MAT]

Hope it fits. I added them to my dev version, but will replace them with something more fitting, if you want. Otherwise I will keep it like this. The instruments are not used in any reaction, its just for caravans and flavor. If no permitted instruments exist, your gnomes will make random ones, which includes things that might be unsuited for their theme, like bonerattles or haunting flutes. Or warlock-torture instruments, like iron maidens and thumbscrews. ;)

Edit: Mh... maybe Ukuleles would have fitted as well ^^



Edit2: You do have actual toys. I did use the string dump replacer to replace all toys with illumination. Thats where the brazier, candelabras and fireplaces come from. Even the stockpile is renamed. The problem is this: Players queue up "illumination" in the craftsgnome, and get 1 illumination on every 6 toys they make. Its a hardcoded reaction to make a random ITEM_TOY entry from the entity file.

Its a shame, I really like the names. Or you build your gnomish illumination with them as buildmat. "Lamp + doohickey = Glowing Lamp". :) "Candelabra + watchecallit = Glowing Candelabra". :)

Code: [Select]
[ITEM_TOY:ITEM_TOY_GNOME_1]
[NAME:gizmo:gizmos]
[HARD_MAT]

[ITEM_TOY:ITEM_TOY_GNOME_2]
[NAME:gadget:gadgets]
[HARD_MAT]

[ITEM_TOY:ITEM_TOY_GNOME_3]
[NAME:widgit:widgits]
[HARD_MAT]

[ITEM_TOY:ITEM_TOY_GNOME_4]
[NAME:doohickey:doohickeys]
[HARD_MAT]

[ITEM_TOY:ITEM_TOY_GNOME_5]
[NAME:thingamajig:thingamajigs]
[HARD_MAT]

[ITEM_TOY:ITEM_TOY_GNOME_6]
[NAME:watchamacallit:watchamacallits]
[HARD_MAT]
« Last Edit: May 30, 2014, 09:19:51 am by Meph »
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jaxy15

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #21 on: May 31, 2014, 02:50:06 am »

So, 3 of my gnomes are "friendly" and every so often another gnome "joins the merchants", even though we have no merchants. How do I stop this?
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #22 on: May 31, 2014, 02:59:46 am »

Type into dfhack "emigration 0"

Apparently a value of 10 is too high.
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jaxy15

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #23 on: May 31, 2014, 12:06:23 pm »

Is there a way to disable emigration permanently? It is so annoying.
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Innocent Dave

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #24 on: May 31, 2014, 12:18:22 pm »

DFHack.Init (located in your Dwarf Fortress folder) has "summon-hook emigration 10" on the first line.  This is the only hit for "emigration" anywhere in the file, and Meph's mentioned that the default value is 10, so reducing it to 0 should work.  I'll need to test this to confirm, though.
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palu

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #25 on: May 31, 2014, 01:24:21 pm »

You can just put "emigration 0" in the dfhack.init, at the end.
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IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #26 on: May 31, 2014, 03:27:50 pm »

So, 3 of my gnomes are "friendly" and every so often another gnome "joins the merchants", even though we have no merchants. How do I stop this?

Out of curiosity, are there any dead merchants?

I think I found a small oversight in the code :)  Just want to make sure that it's the actual bug.

jaxy15

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #27 on: May 31, 2014, 03:29:17 pm »

So, 3 of my gnomes are "friendly" and every so often another gnome "joins the merchants", even though we have no merchants. How do I stop this?

Out of curiosity, are there any dead merchants?

I think I found a small oversight in the code :)  Just want to make sure that it's the actual bug.
Nope.
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #28 on: June 01, 2014, 04:56:30 pm »

Tiny bugfix:

Quote
[REACTION:DFHACK_MACHINA_FACTORY_SMELT_REMOVE_RUST_IRON]
[NAME:remove rust from iron]
[BUILDING:DFHACK_MACHINA_FACTORY_SMELTER_GNOME:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:RUSTY_IRON]
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:IRON]

[REACTION:DFHACK_MACHINA_FACTORY_SMELT_REMOVE_RUST_STEEL]
[NAME:remove rust from iron]
[BUILDING:DFHACK_MACHINA_FACTORY_SMELTER_GNOME:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:RUSTY_STEEL]
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:STEEL]
and
Quote
[REACTION:DFHACK_MACHINA_FACTORY_SMELT_CASSITERITE]
[NAME:Smelt cassierite ore into tin bars]

Both things spotted by deon. :) I Changed cassierite into cassiterite, and the name of the steel reaction to say steel instead of iron.
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palu

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #29 on: June 02, 2014, 12:32:56 pm »

The images in the gnome manual for the Nature Shrine, Millstone, Quern, and Cosmic Gear are the wrong size.
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