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Author Topic: Pick and Axe : building and living in a home v.4  (Read 100938 times)

Rumrusher

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Pick and Axe : building and living in a home v.4
« on: April 07, 2011, 10:38:51 pm »

3/3/2025
re-dust off this thread
ok so it's been about 3+ years since adv mode existed then stop existing then re-existed now in 51 it's back but campsite building isn't on top of starting from your players fort so it's a whole lot of more work to set up living in a home

advfort got broke with the ui changes and tofort warmist script I was working on to switch on the fly has majority of the oddities tinkered out be it uhh it's still  stable so far.

The Guide v.4
so far this guide is to explain the major changes done to building and living in a home,
some stuff about hybrid play still works and some stuff focus around campsite building is on the backburner until added back, hybrid play with fort mode and retiring still works just as said above one can't start from the site so one has to navigate traveling to the fort and convincing the locals there to let you in, which the rest of v.3 guide on that subject works.

ok instead of plopping down a campsite I learn the game makes a site when you chop down a tree a 1x1 site in the embark space the tree was once in. this site type is called an 'important location' which doesn't show up on the map,
this is useful for this allows tofort to switch on to that site, and an important location saves any changes done to it so one could if advfort work that is build on that location and have the changes be saved.
now before switching over to fort mode with the script one should map out the location of the embark chunk the game considers the important location using the memory mapping mechanic to see if the game saves the memory of the area in a block the memory mapping in fog of war being cut off will show off the edge of the site and this will help prepare for the time the game will shrink the game field down.
now at this point I probably should point out the lua scripts to force the game field change but that's tied to a nomadic script

so once you got the safe to stand in part of the site down, you need tools, finding an axe and pick in the world would take some time and a quest in of itself starting with an axe, pick and anvil will hit you with not being able to use those items due to adventurer owning those items, thus one may either vanilla wise forbid the items and wait 2+ weeks in game for the items to clear off the ownership, or use a dfhack repo command to do so. once the tools got cleared to be used you should be able to start terraforming the land...

the changes to fort mode one has to deal with playing with an adventurer
unlike 47.05 df51 era fort mode is a bit more crueler and happy to flood your game field with animals and animal people in the caverns, digging and terraforming the land builds up the irritation meter in the fort mode session and once it high enough you get attacked by aggravated wildlife and assaulted by annoyed cavern animal people, now surface wildlife is connected to the game ui, where the annoyed cavern animal population is linked to the biome so the home you built in might just have an annoyed population, now there's a blessing in this as both types aren't historical figures and will be culled when you walk away from the site or well fast travel.
bad news the annoyed cavern animal population being tied to the biome means the assaults will pick back up when you return to fort mode on that site again.

healthcare 
 so depending on if you have access to medical nobles on your site, you may be lock out of medical care... and if you do have access to a chief medical dwarf you need someone else assign to the doctor role to operate on your wounded adventurer. if the scenario of no other citizens, and no access to hospital occupations then one may have to dip into mythic dungeons solutions/oozes and divine die to heal... oh and fast travel.

migrants and visitors and the caravans
on the off chance you get these folks showing up then one should not worry about them leaving or scattering ... as much if you assign the migrants to a bedroom
visitors depending on if your adventurer has leadership or in a site that has a leader citizen can petition to join the site else they probably stand around idle chatter tell rumors about the area and leave, you could swap over to adv mode and talk to them personally or do anything of the sort.
caravans are a bit tricky as if you get them and not built a trade depot they will wait for one, and if you don't have nobles access you also lose out on assigning a broker which uhh means you're at the whim of who ever tries to trade.
you could use this opportunity to trade away loot one gathered on your adventures for goods and pets.

fort mode retiring

so the big shake up here is drinks don't spill when you unretire a fort now, but you can't start from a retired player fort.
thus one have to go through the methods of either joining via musical group and asking to be a performer to the leader, exchange expedition leader titles around with the adv party, enlisting into the fort's military and in fort mode shuffling off explore a site to gain full access. though half way being part of the fort doesn't lock the adventurer from doing labors and one could wait out 2 in game years to fully petition to join the site.
there also the other route which is moving the adventurer into a fort's holding and recalling them with a messenger in fort mode but I haven't iron out the limitations on that one.

so far this is a brief guide with what I know with 51.06, there like one more advice and it's print screen the fast travel map of where you started building if you mess with the 'important location' method as they are invisible. one probably don't want to do all that hard work and then get lost trying to find their home again, I usually create an Imp. loc. near an easy to remember land mark like a corner of a river or a site I remember or probably one could just place one next to a lair or cave.
hopefully this is a decent update on Adv homes.
Spoiler: "v.3" (click to show/hide)
Spoiler: "v.2" (click to show/hide)
« Last Edit: March 03, 2025, 09:15:00 pm by Rumrusher »
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Kaelem Gaen

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Re: Pick and Axe : building and living in a home
« Reply #1 on: April 08, 2011, 06:57:29 am »

Sounds awesome...   What is the crash rate like when doing this if there is one yet?

Langdon

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Re: Pick and Axe : building and living in a home
« Reply #2 on: April 08, 2011, 07:15:04 am »

Sounds awesome...   What is the crash rate like when doing this if there is one yet?

I've used this (on .21, haven't used the new .25 dfmode yet) to set up an adventurer base. Basically, build a small house (with staff, doctor, smith and any other crafters if you like) and switch back and forth from fortress to adventure mode as needed.

It doesn't crash if you make sure that you switch away from your live adventurer to a dead  entity when switching from fortress->adventurer, and make sure it is an established fort that has been properly "retired" before switching from adventurer->fort.

Basically, make sure you return the world to the "Start Playing" state in the main menu before you start playing in the new mode.

The only crashes I've experienced were trying to switch from adventurer->fort mode in a hamlet or other non-player-fort site, and trying to switch from fort->adventurer and trying to play as a dwarf that was not previously an adventurer.

One gotcha I found was that player forts embarked on top of a pre-existing lair or cave will not work with this method - the game treats them as lairs/caves instead of proper dwarven settlements, and will not allow you to retire adventurers there properly. I assume this is also true for any preexisting features such as shrines (or if you are using Embark Anywhere, embarking on existing hamlets or towns).

Note that from the main menu, you can reclaim the site as normal, and any retired adventurers are still available for future play (even if the adventurer is currently a citizen of a fort, as long as you properly "retire" away from the fort first).
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Eric Blank

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Re: Pick and Axe : building and living in a home
« Reply #3 on: April 08, 2011, 07:34:29 am »

Alright, this needs a bit of a translation...

Spoiler (click to show/hide)

All a little unclear what is done where from what mode... Also, if your adventurer is a different race than that of the fort's creators will it affect your ability to control them in fort mode after changing their civ? Their ability to receive health care?

All in all this is a great thing you're doing, teaching us how to use these to provide adventurer hospital care/pure enjoyment from these utilities, I just don't understand any of it so far.


Some things I'm interested in that are related in some way, and explained here to some degree:
Spoiler (click to show/hide)

Damn you ninjas!
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Re: Pick and Axe : building and living in a home
« Reply #4 on: April 08, 2011, 10:05:33 am »

Posting to watch... I need some more instructions too. I R not smert. :'(
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Rumrusher

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Re: Pick and Axe : building and living in a home
« Reply #5 on: April 08, 2011, 05:29:57 pm »

oh there also the fact of using Nano fort with this will resize the area at first then shrink field down to the original size.
Alright, this needs a bit of a translation...

Spoiler (click to show/hide)

All a little unclear what is done where from what mode... Also, if your adventurer is a different race than that of the fort's creators will it affect your ability to control them in fort mode after changing their civ? Their ability to receive health care?

All in all this is a great thing you're doing, teaching us how to use these to provide adventurer hospital care/pure enjoyment from these utilities, I just don't understand any of it so far.


Some things I'm interested in that are related in some way, and explained here to some degree:
Spoiler (click to show/hide)

Damn you Human Bogeymen!
hope this helps.

few things preventing me from being all swap happy is the pets animal issue so far the only way to keep them alive is to bring them with you on the journey and to make sure their the same civ as you before swapping to adventure mode(due to I guess the animal still mark as a tame wild in adventure mode and the game doesn't make them hold back leading to companions killing them or wide spread chaos of having caught tame creatures being next to migrant/merchant bought animals fighting each other and murdering dwarfs)."Recruit and Civ realign your pets before going out."

welp welcome to SimDorf
« Last Edit: April 08, 2011, 10:54:38 pm by Rumrusher »
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Vorthon

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Re: Pick and Axe : building and living in a home
« Reply #6 on: April 08, 2011, 05:48:06 pm »

Posting to watch.
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Langdon

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Re: Pick and Axe : building and living in a home
« Reply #7 on: April 09, 2011, 02:34:07 am »

My original "retire a fort" method was posted in the DFusion thread in the modding forum here: http://www.bay12forums.com/smf/index.php?topic=69682.msg2103316#msg2103316

to repeat:
Spoiler (click to show/hide)

Rumrusher has been playing with swapping modes the other way (adventure->fort). Following his instructions, I move an adventurer to a previous embark site, then using dfmode switch to fort mode (the "0 1" part of his instructions). It has to be a previous embark site, because otherwise something doesn't get initialized properly, and the fort will "wither away" after a set amount of time.

For more information, see the DFusion and DFHack threads in the Modding forums (specifically Darius, Rumrusher and Askot).

Alright, this needs a bit of a translation...

1. Install both DFhack and Runesmith. Clear enough. Wish runesmith/therapist were updated for .25 though... You should list a download for DFusion, it's not included in either of those and necessary for step 4, according to your directions

See my link above. Also, Therapist will auto-update when it detects .25, works on my game. Runesmith is sorta usable with .25, if you copy over the new memory xml from the latest version of DFHack.

2!?!  Create fort/home and adventurer previously? Which one/what should be loaded to begin with? When do we transition, if we do?

I believe he means "create a small fort in Fortress mode" then use my retire method above to create an adventurer in the same world.

2? or 3? Use either DFusion or DFlair to remove scatting tiles. What are scatting tiles? Scattering? of items?
DFLair is packaged with DFHack, but you should probably explain where to find/how to use DFusion a little, as it's apparently in neither the DFHack or Runesmith threads, at least on the front page. I do have it separately, so I suppose I'll read the readme again now to understand how it works, but a simple explanation as you did with DFmode would be the polite thing to do.

He refers to the "Prevent Items from Scattering" function of DFusion, which is needed if you want to use the site as an adventurer base (so items you place will not disappear/scatter like on abandon or in a bandit camp)

3. So at this point there should be a fort embarked upon and we should be building to our desire, correct?

By "finish up" I think he means make and store any items you want your adventurer to have (steel armor/weapons, crutches, etc).

Making a hospital may be needed for future adventurer use.

4. Again, need to read up, and again a short, sweet expansion of directions here would be nice. I probably need to update it or something.

Here he is referring to my method posted above - swap to adventure mode, then use DFusion to swap into another body -  a dead body such as a goblin or previously butchered animal.

Save adventure mode, and once you load the game, adventure mode will display "you are deceased" properly, and you'll go back to the Main menu in a proper "Start Playing" state.

6. So the adventurer and fort both need to have existed previously?

The fort needs to exist previously, but you can spawn as many new adventurers as you want (as long as you retire/abandon or whatever to get back to the "Start Playing" state). You can haul multiple adventurers to the fort and then reclaim (what I usually do) or use dfmode to go back to fort mode (as Rumrusher says).

7. Standard action after death.


Again, I believe he's talking about my "swap to a dead entity" trick in order to go safely from fort to adventure mode.


8. Alright, so the adventurer isn't actually dead? You use dfmode to take him to the site, then retire, go back into fort mode, and use DFusion to remove the 'Is Resident' tag, and change civ number to be identical to that of your dwarves.

At this point, you are at the Start Playing menu, and you make a new adventurer. You spawn, walk to the site.

You will now have a fort with your adventurer and lots of "Friendly" units around (the former residents of the fort). Remove the "Is Resident" flag from the "Friendly" citizens, and change the civ number of your adventurer to be the same civ number as theirs (remember, it's their fort, your adventurer is the visitor).


9. esc on the game or on DFusion?

Use dfmode to switch to fort mode, then ESC, save (to make sure it's properly switched over).

This should give you a working fort with all your former dwarves, plus your new adventurer.
You might have to use the "Friendship" function of DFMode if your adventurer isn't a dwarf - for those who haven't used it, "Friendship" allows non-dwarven members of a fort to do tasks (i.e. your tame tigermen can now be useful) although I haven't found a way to get them to do some tasks like join the military or take an administrative position.

10. save game, reload game, check that adventurer is controllable. At this point are we in adventure mode or fort mode again? So we should be able to control them as with our dwarves? The adventurer should of course have their race's default character and not the adventurer's standard @. Puncuation may be necessary. "if they have a @ then go repeat 8."+"doing it correctly this time".
At this point you are in dwarf mode. "controllable" means your adventurer is a bonafide member of the fort who can do tasks.

Also, if your adventurer is a different race than that of the fort's creators will it affect your ability to control them in fort mode after changing their civ? Their ability to receive health care?

See my note on "Friendship" above. Without friendship, non-dwarven citizens just hang around and chat with each other.

Some things I'm interested in that are related in some way, and explained here to some degree:
-I want to ensure that a fort exists as a mountainhome as it would had Toady implemented abandonment without becoming a ruin.

See my "retiring a fort" instructions for this.

-Rearming my companions, especially those damnable archers (useful for a few minutes, but sadly not disposable/replaceable enough) and guys that lose a hand and their shield/weapon.
-Giving crutches where needed so the cripples can keep up (the cripples are always the badass ones that will last longer than you!)

Use DFusion to temporarily take control of companions, and have them pick up and equip gear (under tools->Change Adventurer if you can't find it).

-Training up the companions since they're now so near impossible to find, and even harder to replace. (it's actually best to recruit bandits from near one civ and travel across the world to where they aren't criminals.)

With proper armor, they actually survive battles now, and train up quickly in combat.

-Upgrading my adventurer's and my companions' armor. I suppose modding the human/whatever else civs to be playable in fort mode is necessary here to produce said armor.

Do the fort->adventurer switch to get better armor. Personally I just buy loads of "large" armor pieces off human merchants and store them for later.

-Stockpiling all my goods from my adventurer.
The "Prevent items from scattering" function does this.

-Using the adventurer to transport goods between (living or otherwise) fortresses. A free mini-caravan so to speak.

You can "retire" multiple fortresses, and reclaim or switch adventurer->fort as needed.

-Maybe advice on producing dwarves suitable as companions. I can find dwarves from abandoned forts that are willing to tag along, but it isn't a guarantee they will.

I find my legendary fortress guards almost impossible to recruit, as their stats will usually be far higher than any adventurer wishing to recruit them. Training peasants up is more productive.

Sorry for the Wall 'o Text. If I get any spare time I'll try to write this all up on the wiki.

Heh and I duplicated some things rumrusher mentioned above, sorry dude, didn't click the spoiler tag. :-D

few things preventing me from being all swap happy is the pets animal issue so far the only way to keep them alive is to bring them with you on the journey and to make sure their the same civ as you before swapping to adventure mode

Have you tried making the animals merchants before switching to adventure? I find any merchant caravans on the map will retain the animals in adventure mode. although they might try to leave the map.
« Last Edit: April 09, 2011, 05:21:48 am by Langdon »
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Rumrusher

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Re: Pick and Axe : building and living in a home
« Reply #8 on: April 09, 2011, 05:27:35 am »

adventure -> fort mode kinda like Reclaiming a fort using your adventurer. Though I may have to see if Dfusion friendship could be used because slapping the tame tag in the current state makes companions starve... something about lack of grass as a food source.

oh while lairs aren't great for retiring(?) There best for having a door/hatch cover free food and if lucky a night creature beast to tame if you succeed in trapping it. Though from experiences Do not leave a fort when hostiles are near by they will just rush in and kill some of the dwarves when you come back then go murder some more until you reach them. Did any one attempt to use burrows?
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Langdon

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Re: Pick and Axe : building and living in a home
« Reply #9 on: April 09, 2011, 06:20:17 am »

Though from experiences Do not leave a fort when hostiles are near by they will just rush in and kill some of the dwarves when you come back then go murder some more until you reach them. Did any one attempt to use burrows?

They don't seem to respect burrows, I find my dwarves all over the map (although mostly wandering around outside the fort, in the center).

I had fort once where I used Runesmith to make caravan guards stay on the map each year (left Friendly status on by not changing them to my civ, just removing the merchant/diplomat tag) until I had an army of Friendly units hanging around at the caravan entry points. I then armed most of my civilians with leather armor+crossbows, then I swapped to adventurer mode.

That was my safest high-security retirement home ever. Also a good place to recruit armed companions (the caravan guards).

Some other things I've found in my current game:

- when switching to fort mode for a while so your adventurer can access medical services, you can just remove isresident on a few dwarves, not your entire fort (i.e. medical dwarf, maybe a farmer/brewer/cook) since you won't be doing any building. It should be pretty safe for your other dwarves if you have invasions off. Switch to fort mode, let the doctors go to work, and switch back to adventure mode.

I haven't tested this on non-dwarven adventurers, though. I'd expect you'll need DFusion Friendship to get your humans/elves healed up.

- if you do have invasions on, "friendly" units will tend to hang out all over your map, and it will be impossible to protect them from attack. It should be fine if you have an excess of civilians, or if you have a mostly-militarized populace - if you have lots of legendary soldiers hanging out at your fort, incoming gobbies don't stand a chance.

- also, be careful which companions you bring to your fortress. I once had an elven adventurer bring a couple of elf peasants in, but forgot that the elf civ was at war with the dwarven civ that owned that fort. Pretty soon I had a massacre on my hands (the dwarves were friendly to me, but my elf companions attacked the dwarves, my human companions attacked the elves, and all hell broke loose).

- for long-lived forts, aging might be a factor for human adventurers. I expect they'll just drop dead of old age once some other adventurer enters the area.
« Last Edit: April 09, 2011, 07:22:53 pm by Langdon »
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Rumrusher

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Re: Pick and Axe : building and living in a home
« Reply #10 on: April 09, 2011, 11:09:07 pm »

Langdon I'm Naming My DF .21 first adventurer born after you for that beautiful post.

hmm from what you say different civ animals will stay on the fort but same civ ones will die.
oh I don't know if it's 21 or a repeated use of DFMODE but talking to someone for a quest caused the game to crash. Though I should just move out of the lair fort and use that as means of exploring hell.
wait I guess since any thing the adventurer has seen is revealed in fort mode I could just bring loads of stone and wood bunch of legendary archers and build a house in hell/caverns under another fort site that hasn't even crack it so we could build a hidden under ground base. Though I don't think they will stay in the underground base if you revisit it I guess from the fact we didn't figure out how to prevent creature scatter.
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Langdon

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Re: Pick and Axe : building and living in a home
« Reply #11 on: April 10, 2011, 03:23:02 am »

oh I don't know if it's 21 or a repeated use of DFMODE but talking to someone for a quest caused the game to crash.
I see the bug here was supposed to be fixed in .21, according to Mantis. If I can duplicate that reliably in a .25 save, I'll put it on the bug tracker.

Edit: on the other hand it might be this bug which still existed in .21, but was fixed in .22.

I'm actually going to start a .25 game tonight, as most of the tools I use have been updated properly. I just have to finish converting my personal mods.
« Last Edit: April 10, 2011, 03:25:38 am by Langdon »
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Rumrusher

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Re: Pick and Axe : building and living in a home
« Reply #12 on: April 10, 2011, 06:57:32 am »

so do you guys think the name weapon only happens when a certain kill number is reach in Fort mode and if so could someone take a head of a creature murder 40 people with it then smack a groundhog and get it named?
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Askot Bokbondeler

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Re: Pick and Axe : building and living in a home
« Reply #13 on: April 10, 2011, 03:44:25 pm »

so do you guys think the name weapon only happens when a certain kill number is reach in Fort mode and if so could someone take a head of a creature murder 40 people with it then smack a groundhog and get it named?

that sounds like a good !!SCIENCE!! project
also, following thread

Rumrusher

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Re: Pick and Axe : building and living in a home
« Reply #14 on: April 10, 2011, 08:39:44 pm »

so do you guys think the name weapon only happens when a certain kill number is reach in Fort mode and if so could someone take a head of a creature murder 40 people with it then smack a groundhog and get it named?

that sounds like a good !!SCIENCE!! project
also, following thread
shoot I'm more than welcome to have people list new discoveries in the world of Dfmode here. more info the merrier so that we can compile it for Peterix's readme.
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