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Author Topic: Adventurer Fort: still useful i guess  (Read 175050 times)

CatManThree

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Re: Adventurer Fort: still useful i guess
« Reply #465 on: April 08, 2025, 04:26:33 am »

Damn this thread really went off topic.

(Edit) woops, still adjusting to the forum. Replied to a different thread than I intended. Im used to a totally different layout than this one.
« Last Edit: April 08, 2025, 04:29:55 am by CatManThree »
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Tempov

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Re: Adventurer Fort: still useful i guess
« Reply #466 on: November 28, 2025, 02:17:33 pm »

This tool adds cool features to the game. At least until the developers officially add them.

Can anyone answer the following questions:

1. Does advfort work properly now?

2. To use it, need just to add the advfort.lua file to the folder \hack\scripts\gui ?

3. I understand the most "working" version is currently on page 31 by Warmist? Why not officially add it to DFHack by contacting the DFHack developers?

4. I understand terrain changes are only saved in non-procedural sites: caves, camps, player forts. Are there any other types of sites besides these that save terrain changes?
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Warmist

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Re: Adventurer Fort: still useful i guess
« Reply #467 on: December 01, 2025, 06:33:47 pm »

This tool adds cool features to the game. At least until the developers officially add them.

Can anyone answer the following questions:

1. Does advfort work properly now?

2. To use it, need just to add the advfort.lua file to the folder \hack\scripts\gui ?

3. I understand the most "working" version is currently on page 31 by Warmist? Why not officially add it to DFHack by contacting the DFHack developers?

4. I understand terrain changes are only saved in non-procedural sites: caves, camps, player forts. Are there any other types of sites besides these that save terrain changes?
1. yes(?)
2. yes. Overwriting the original
3. should have updated the official one. Or got distracted by something trivial for years and forgot :<
4. that is as far as i know correct.

I think i know what distracted me: basically i could just drop in the advfort as is (or anyone else) but i had no motivation to test it if it works. Also there is a huge change how the UI works with new DF which inspired dfhack crew to add new UI stuff to dfhack and now advfort is very non user friendly (as if it ever been :D). So basically i was doing rewrite/rework etc...

Tempov

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Re: Adventurer Fort: still useful i guess
« Reply #468 on: December 02, 2025, 05:56:56 pm »

This tool adds cool features to the game. At least until the developers officially add them.

Can anyone answer the following questions:

1. Does advfort work properly now?

2. To use it, need just to add the advfort.lua file to the folder \hack\scripts\gui ?

3. I understand the most "working" version is currently on page 31 by Warmist? Why not officially add it to DFHack by contacting the DFHack developers?

4. I understand terrain changes are only saved in non-procedural sites: caves, camps, player forts. Are there any other types of sites besides these that save terrain changes?
1. yes(?)
2. yes. Overwriting the original
3. should have updated the official one. Or got distracted by something trivial for years and forgot :<
4. that is as far as i know correct.

I think i know what distracted me: basically i could just drop in the advfort as is (or anyone else) but i had no motivation to test it if it works. Also there is a huge change how the UI works with new DF which inspired dfhack crew to add new UI stuff to dfhack and now advfort is very non user friendly (as if it ever been :D). So basically i was doing rewrite/rework etc...

Thanks for the answers! The controls aren't the most user-friendly, it's true, but the functionality is worth it. When I tried it on version 51.10, the only thing that really irritated me was that the "workshop" function was assigned to the "TAB" key. In Adventure Mode, "TAB"" key switches between party members. I changed it with the "Y" key. I also found it odd that characters with 1-3 skill levels can craft very high-quality items (quite often). And pressing the ? key doesn't do anything...

Are you going to continue working on this tool? Will you change or improve it in any way?
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Rumrusher

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Re: Adventurer Fort: still useful i guess
« Reply #469 on: December 03, 2025, 12:07:05 pm »

This tool adds cool features to the game. At least until the developers officially add them.

Can anyone answer the following questions:

1. Does advfort work properly now?

2. To use it, need just to add the advfort.lua file to the folder \hack\scripts\gui ?

3. I understand the most "working" version is currently on page 31 by Warmist? Why not officially add it to DFHack by contacting the DFHack developers?

4. I understand terrain changes are only saved in non-procedural sites: caves, camps, player forts. Are there any other types of sites besides these that save terrain changes?
1. yes(?)
2. yes. Overwriting the original
3. should have updated the official one. Or got distracted by something trivial for years and forgot :<
4. that is as far as i know correct.

I think i know what distracted me: basically i could just drop in the advfort as is (or anyone else) but i had no motivation to test it if it works. Also there is a huge change how the UI works with new DF which inspired dfhack crew to add new UI stuff to dfhack and now advfort is very non user friendly (as if it ever been :D). So basically i was doing rewrite/rework etc...

Thanks for the answers! The controls aren't the most user-friendly, it's true, but the functionality is worth it. When I tried it on version 51.10, the only thing that really irritated me was that the "workshop" function was assigned to the "TAB" key. In Adventure Mode, "TAB"" key switches between party members. I changed it with the "Y" key. I also found it odd that characters with 1-3 skill levels can craft very high-quality items (quite often). And pressing the ? key doesn't do anything...

Are you going to continue working on this tool? Will you change or improve it in any way?
if I remember right when advfort existed during 47 there was a bunch of keys and commands that advfort took over and prevented use, df51 re-introduction of adv mode led to either new or different hotkey inputs which broke the input block advfort normally had so tab didn't just access the workshop
the crafting stuff is not tied to advfort and just how dwarf fortress handles crafting items, where the quality of the craft is on a percentage roll and someone could roll into making a masterpiece, and over time the skill makes the percentage of making better stuff more likely.
? probably got removed since df50+ went all mouse controls so the help key probably got toss a side, and one probably have to hotkey that to uhh actual ? or find a different alternative.
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DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Warmist

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Re: Adventurer Fort: still useful i guess
« Reply #470 on: December 03, 2025, 09:40:35 pm »

This tool adds cool features to the game. At least until the developers officially add them.

Can anyone answer the following questions:

1. Does advfort work properly now?

2. To use it, need just to add the advfort.lua file to the folder \hack\scripts\gui ?

3. I understand the most "working" version is currently on page 31 by Warmist? Why not officially add it to DFHack by contacting the DFHack developers?

4. I understand terrain changes are only saved in non-procedural sites: caves, camps, player forts. Are there any other types of sites besides these that save terrain changes?
1. yes(?)
2. yes. Overwriting the original
3. should have updated the official one. Or got distracted by something trivial for years and forgot :<
4. that is as far as i know correct.

I think i know what distracted me: basically i could just drop in the advfort as is (or anyone else) but i had no motivation to test it if it works. Also there is a huge change how the UI works with new DF which inspired dfhack crew to add new UI stuff to dfhack and now advfort is very non user friendly (as if it ever been :D). So basically i was doing rewrite/rework etc...

Thanks for the answers! The controls aren't the most user-friendly, it's true, but the functionality is worth it. When I tried it on version 51.10, the only thing that really irritated me was that the "workshop" function was assigned to the "TAB" key. In Adventure Mode, "TAB"" key switches between party members. I changed it with the "Y" key. I also found it odd that characters with 1-3 skill levels can craft very high-quality items (quite often). And pressing the ? key doesn't do anything...

Are you going to continue working on this tool? Will you change or improve it in any way?

Don't have concrete plans, but i started a new version (probably years ago though) that would use new UI and be more user friendly. Still not sure if it should be left as "you are adventurer and you are crafting" or concentrate more on "you have a party and the party could do various jobs around the camp".

Tempov

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Re: Adventurer Fort: still useful i guess
« Reply #471 on: December 04, 2025, 04:20:07 pm »

This tool adds cool features to the game. At least until the developers officially add them.

Can anyone answer the following questions:

1. Does advfort work properly now?

2. To use it, need just to add the advfort.lua file to the folder \hack\scripts\gui ?

3. I understand the most "working" version is currently on page 31 by Warmist? Why not officially add it to DFHack by contacting the DFHack developers?

4. I understand terrain changes are only saved in non-procedural sites: caves, camps, player forts. Are there any other types of sites besides these that save terrain changes?
1. yes(?)
2. yes. Overwriting the original
3. should have updated the official one. Or got distracted by something trivial for years and forgot :<
4. that is as far as i know correct.

I think i know what distracted me: basically i could just drop in the advfort as is (or anyone else) but i had no motivation to test it if it works. Also there is a huge change how the UI works with new DF which inspired dfhack crew to add new UI stuff to dfhack and now advfort is very non user friendly (as if it ever been :D). So basically i was doing rewrite/rework etc...

Thanks for the answers! The controls aren't the most user-friendly, it's true, but the functionality is worth it. When I tried it on version 51.10, the only thing that really irritated me was that the "workshop" function was assigned to the "TAB" key. In Adventure Mode, "TAB"" key switches between party members. I changed it with the "Y" key. I also found it odd that characters with 1-3 skill levels can craft very high-quality items (quite often). And pressing the ? key doesn't do anything...

Are you going to continue working on this tool? Will you change or improve it in any way?

Don't have concrete plans, but i started a new version (probably years ago though) that would use new UI and be more user friendly. Still not sure if it should be left as "you are adventurer and you are crafting" or concentrate more on "you have a party and the party could do various jobs around the camp".

I think some people will prefer the first option, while others will prefer the second... So it's better to choose the one that's more versatile. If you can't do both at once

In general, when I was determining the size of the camp's territory where I could build anything, I realized it wasn't very large. Can't really build many buildings or large ones... Well, can build up and down... I'm not sure how much space is available for caves and player forts (or anything else, perhaps?). I'd go with the first option.
« Last Edit: December 04, 2025, 04:24:42 pm by Tempov »
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Rumrusher

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Re: Adventurer Fort: still useful i guess
« Reply #472 on: December 06, 2025, 09:39:07 am »

This tool adds cool features to the game. At least until the developers officially add them.

Can anyone answer the following questions:

1. Does advfort work properly now?

2. To use it, need just to add the advfort.lua file to the folder \hack\scripts\gui ?

3. I understand the most "working" version is currently on page 31 by Warmist? Why not officially add it to DFHack by contacting the DFHack developers?

4. I understand terrain changes are only saved in non-procedural sites: caves, camps, player forts. Are there any other types of sites besides these that save terrain changes?
1. yes(?)
2. yes. Overwriting the original
3. should have updated the official one. Or got distracted by something trivial for years and forgot :<
4. that is as far as i know correct.

I think i know what distracted me: basically i could just drop in the advfort as is (or anyone else) but i had no motivation to test it if it works. Also there is a huge change how the UI works with new DF which inspired dfhack crew to add new UI stuff to dfhack and now advfort is very non user friendly (as if it ever been :D). So basically i was doing rewrite/rework etc...

Thanks for the answers! The controls aren't the most user-friendly, it's true, but the functionality is worth it. When I tried it on version 51.10, the only thing that really irritated me was that the "workshop" function was assigned to the "TAB" key. In Adventure Mode, "TAB"" key switches between party members. I changed it with the "Y" key. I also found it odd that characters with 1-3 skill levels can craft very high-quality items (quite often). And pressing the ? key doesn't do anything...

Are you going to continue working on this tool? Will you change or improve it in any way?

Don't have concrete plans, but i started a new version (probably years ago though) that would use new UI and be more user friendly. Still not sure if it should be left as "you are adventurer and you are crafting" or concentrate more on "you have a party and the party could do various jobs around the camp".

I think some people will prefer the first option, while others will prefer the second... So it's better to choose the one that's more versatile. If you can't do both at once
-snip-
so the second option is more inline with the tofort script. which is just switching back over to fort mode and back, and like that process would resize the game field to the site size eventually,
and tofort is more an unstable version of retiring an adventurer on a player fort and playing an unretired fort with your adventurer.

Ordering npcs to do jobs and labors while possible with advfort in the past was proven to be tedious amount of work and waiting that seem really really unfun to compared to just playing fort mode as one has to stay in that area and not just order folks to do stuff and leave.
oh and the site making aspect now vanilla wise is just chopping down a tree which makes a 1x1 embark size important location site which one could build on but can't really set up civ zones and claim it ...I think adv fort has the means to do it but it's a bit tricky and maybe require gm-editor to edit the civ zone to be one you can claim the site with... just to unlock the means to retire.
and I think if someone feel like one could force the game into the 'still-in-the-game' adv build menu to make a site with dfhack.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Tempov

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Re: Adventurer Fort: still useful i guess
« Reply #473 on: December 07, 2025, 08:57:42 am »

so the second option is more inline with the tofort script. which is just switching back over to fort mode and back, and like that process would resize the game field to the site size eventually,
and tofort is more an unstable version of retiring an adventurer on a player fort and playing an unretired fort with your adventurer.

This is an interesting script. Where can find it? How use it? Are there any issues (bugs) with it?

oh and the site making aspect now vanilla wise is just chopping down a tree which makes a 1x1 embark size important location site which one could build on but can't really set up civ zones and claim it ...I think adv fort has the means to do it but it's a bit tricky and maybe require gm-editor to edit the civ zone to be one you can claim the site with... just to unlock the means to retire.
and I think if someone feel like one could force the game into the 'still-in-the-game' adv build menu to make a site with dfhack.

So, am I understanding correctly that anywhere on the map where there's at least one tree, you can cut it down. Then modify the terrain (dig, level the terrain, etc.), build buildings there, and will all this be permanent? And you specified a 1x1 size, will it increase later?

and I think if someone feel like one could force the game into the 'still-in-the-game' adv build menu to make a site with dfhack.

I'm not quite understanding you—is this something that can already be done, or could this feature be added to the adv fort in the future?
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Ziusudra

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Re: Adventurer Fort: still useful i guess
« Reply #474 on: December 07, 2025, 09:20:15 pm »

This is an interesting script. Where can find it? How use it? Are there any issues (bugs) with it?
I don't know if it's the most up to date version, but https://www.bay12forums.com/smf/index.php?topic=164123.msg8572101#msg8572101
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Rumrusher

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Re: Adventurer Fort: still useful i guess
« Reply #475 on: December 09, 2025, 12:43:47 pm »

so the second option is more inline with the tofort script. which is just switching back over to fort mode and back, and like that process would resize the game field to the site size eventually,
and tofort is more an unstable version of retiring an adventurer on a player fort and playing an unretired fort with your adventurer.

This is an interesting script. Where can find it? How use it? Are there any issues (bugs) with it?

oh and the site making aspect now vanilla wise is just chopping down a tree which makes a 1x1 embark size important location site which one could build on but can't really set up civ zones and claim it ...I think adv fort has the means to do it but it's a bit tricky and maybe require gm-editor to edit the civ zone to be one you can claim the site with... just to unlock the means to retire.
and I think if someone feel like one could force the game into the 'still-in-the-game' adv build menu to make a site with dfhack.

So, am I understanding correctly that anywhere on the map where there's at least one tree, you can cut it down. Then modify the terrain (dig, level the terrain, etc.), build buildings there, and will all this be permanent? And you specified a 1x1 size, will it increase later?

and I think if someone feel like one could force the game into the 'still-in-the-game' adv build menu to make a site with dfhack.

I'm not quite understanding you—is this something that can already be done, or could this feature be added to the adv fort in the future?
tofort is a warmist script that I think got updated to include my on the fly switching the original required one to save into the other game mode which might be stable but far more uhh permanent in switching.
here's the link to the public build of tofort which was updated for 51 which might work in 53? oh wait ziusudra already posted it

important location is a site type that is invisible but mostly there to keep check for any terrain changes, it's the size of a nano fort and can't be expanded I think chopping down trees around the area would lead to more 1x1 site types which get really screwy when place that close together.

the adv camp building menu is still in the game it just hidden due to there no premium graphical design for the ui. I feel like booting into that now would lead to the new ui overlaid on top of the old ui... so one has to either hide the new ui and re-rig the whole thing to work again.

that all said there was a fork version of advfort called compfort which was assigning jobs to followers and companion order had some signs of ordering companions to do jobs.
it just ended up much more of a headache given fort mode jobs takes a whole lot of time to complete and adv mode makes it so the player can pass the time until the job is done by waiting, ordering a npc to do a job the main adventurer isn't doing just mean you're kinda stuck waiting for this job to be done and one can't just leave or multitask too far from the assign jobs.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Tempov

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Re: Adventurer Fort: still useful i guess
« Reply #476 on: December 10, 2025, 05:17:02 pm »

Ziusudra, Rumrusher. Thanks for the info!

important location is a site type that is invisible but mostly there to keep check for any terrain changes, it's the size of a nano fort and can't be expanded

I honestly don't know how big a nano fort is, or how many tiles it has... Is it bigger than a camp? Perhaps the important locations are those blue dots on the fast travel map?

I think chopping down trees around the area would lead to more 1x1 site types which get really screwy when place that close together.
Have you tried chopping down trees yourself? Does this cause any serious problems?

O. Rumrusher. Perhaps you know of any other types of sites (besides caves, camps, player forts) where terrain changes are saved?
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