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Author Topic: [Prealpha] Dwarfvet - Working Animal Caretakers  (Read 16299 times)

TheFlame52

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #15 on: April 25, 2015, 07:08:22 am »

Amazing

Meph

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #16 on: April 25, 2015, 07:59:27 am »

Posting to watch and would like to ask permission to use it in MasterworkDF. :)
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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #17 on: April 25, 2015, 02:22:04 pm »

If anyone knows how to maim any animal reliably to the point they can't walk, let me know. Otherwise, I'm building a kittypault.

Can do this easily with a modded interaction/syndrome.

I'd recommend you modify the cat headbump interaction to add something like this:

Code: [Select]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME]
[SYN_NAME:Testing Hives]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:DWARF:ALL]
[CE_BLISTERS:SEV:100:PROB:100:BP:BY_TYPE:STANCE:ALL:START:0:END:20000]
[CE_BRUISING:SEV:100:PROB:100:BP:BY_TYPE:STANCE:ALL:START:0:END:20000]
[CE_NUMBNESS:SEV:100:PROB:100:BP:BY_TYPE:STANCE:ALL:START:0:END:20000]
[CE_SWELLING:SEV:100:PROB:100:BP:BY_TYPE:STANCE:ALL:START:0:END:20000]

Note that I haven't tested this so you may need to strengthen or weaken the severity of each symptom - that's the number after "SEV".
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NCommander

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #18 on: April 25, 2015, 02:56:29 pm »

If anyone knows how to maim any animal reliably to the point they can't walk, let me know. Otherwise, I'm building a kittypault.

Can do this easily with a modded interaction/syndrome.

I'd recommend you modify the cat headbump interaction to add something like this:

Code: [Select]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME]
[SYN_NAME:Testing Hives]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:DWARF:ALL]
[CE_BLISTERS:SEV:100:PROB:100:BP:BY_TYPE:STANCE:ALL:START:0:END:20000]
[CE_BRUISING:SEV:100:PROB:100:BP:BY_TYPE:STANCE:ALL:START:0:END:20000]
[CE_NUMBNESS:SEV:100:PROB:100:BP:BY_TYPE:STANCE:ALL:START:0:END:20000]
[CE_SWELLING:SEV:100:PROB:100:BP:BY_TYPE:STANCE:ALL:START:0:END:20000]

Note that I haven't tested this so you may need to strengthen or weaken the severity of each symptom - that's the number after "SEV".

Slightly overkill. What I meant to say was maime them so they temporary can't walk. like break all their legs.

Still, granted, that would let me test recovered wounded,

Thinking about it, I think to properly test this, I'm going to have to mod the raws to basically have a couple of every creature available, value set at 1, and then determine the best drop height to get badly injuried animals without actually downright killing them. Maybe drop them on a upright training spear (I do think the shaft of enlightment bug has been fixed).

For some reason, I feel like I need to call my baron Tom Riddle, Drop Lord, and his son, Harry Potter, Heir of Slipperin. (massive geek points to anyone who gets this specific reference)
« Last Edit: April 25, 2015, 03:26:15 pm by NCommander »
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
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Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #19 on: April 25, 2015, 04:25:18 pm »

I don't think it's overkill. It only targets the legs, and none of the effects are life-threatening. :)
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

NCommander

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #20 on: April 26, 2015, 01:44:48 pm »

More progress. I've confirmed the internal health flags are working correctly, and I have dwarfvet properly adding units to the tracking list, as well as autofixing units which revert to wild being trapavoid (though this has the side effect of breaking tweak makeown).

From the dwarfvet log:

Code: [Select]
Now tracking unit: 125 in dwarfvet
Which means dwarfvet automatically found the unit after it was injuried and added it to its tracker. I haven't figured out how to locate the hospital zone yet in DFHack, but once I have that done, I'll record a YouTube video of this in action.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

Kazimuth

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #21 on: April 26, 2015, 05:56:59 pm »

PTW!
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I'm not sure this was a good idea

NCommander

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #22 on: April 26, 2015, 09:58:24 pm »

Much more progress. The animal hospital zone manager was a major PITA to write, mostly because DF does things you don't predict when anything about an activity zone changes, and there's one major edge case I don't handle at all (if a zone is resized), but it otherwise works. When an animal is injuried somewhere on the field, dwarfvet asks all the animal hospitals who has room, and then accepts the patient into said hospital.

Code: [Select]
count_of_hospitals 1, hospital_cached: 1
Now tracking unit: 123 in dwarfvet
Accepted patient 123 at hospital 3

The last thing to write is the job dispatcher, and I'll have a functional alpha.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

NCommander

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #23 on: April 27, 2015, 01:05:14 am »

SUCCESS!

I was able to get an animal to go to the hospital, and treated with no manual intervention from me. I still have to fix some bugs with them being discharged, and record a video of this in progress. I'm still have quite a bit to do before a public release but yay.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

Dirst

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #24 on: April 27, 2015, 08:08:33 am »

It's amazing how much is going on behind the scenes when a cat is just lying motionless wanting to be picked up :)

Very impressive coding and !!SCIENCE!! going on here.
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TheFlame52

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #25 on: April 27, 2015, 09:49:23 am »

I salute you, sir.

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #26 on: April 27, 2015, 11:19:06 am »

Hooray!

Does this still only work with [CAN_LEARN] animals, or will the stupid ones be treated too?
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NCommander

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #27 on: April 27, 2015, 12:13:26 pm »

Hooray!

Does this still only work with [CAN_LEARN] animals, or will the stupid ones be treated too?

Works with everything, but uses the CAN_LEARN behavior I outlined on the previous page. I'm going to record a video of the current work today.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

NCommander

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Re: !!SCIENCE!! - Working Animal Caretakers! (Now Reproducable On Demand)
« Reply #28 on: April 27, 2015, 03:18:30 pm »

Demonstration YouTube video showing it in action: https://www.youtube.com/watch?v=hk7DkYiv9ws&feature=youtu.be

NOTE: I still have a ton of work before its even releasable in this state, and I'm pretty busy this week.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

Button

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Nice!

Your video raised a couple questions for me.

The hospital zone has no beds, and I know you said that if an animal lands in a bed that causes problems for the plugin. But in order to care for dwarves properly, there need to be beds. So, is there a good way to prevent animals from landing on bed squares? It looked like they were heading for the top left of the hospital zone - was that coincidence, or would the bed problem be solved just by leaving a space for animals in the top left of every hospital zone?

Secondly, do injured animals get food & water from dwarves with the feed/water patients labor?

Third, have you tried this with animals that are pets, and does that make a difference?
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I used to work on Modest Mod and Plant Fixes.

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