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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065163 times)

Sergarr

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8070 on: July 03, 2014, 02:29:17 pm »

Several related questions:
1) Does anybody know if the annoying seed limit is being made customizable or being changed with the new plant types in the upcoming release?
2) Is there any reason to suspect much lag from, say, 5,000 farm tiles growing at once? I did a test game with 850 and it still ran quite quickly, but making a whole mature fortress for a better test is tedious so if anybody just knows already, that'd be nice.
3) If #1 is not happening, is there any other way to get around the seed cap?
06/28/2014 Toady One It was an army truck for the last while, and a food truck today. Just about everything that could go wrong with invasions in dwarf mode did, but I think it is sorted out now. Even the grizzly bears the elves ride come from actual populations now, so make every axe-chop and drowning count and you won't have to deal with that particular site's denizens for a good long while. I put in hopefully-good-enough init file caps for the burgeoning number of seeds, with some periodic handling, and I think I sorted out all of the mess that was happening with brewing jobs (which weren't working, or were producing non-specific seeds, or whatever else). I'm going to do some overdue optimizations tomorrow, and then we'll be titrating in some final bug fixes until the release suddenly appears.

>I put in hopefully-good-enough init file caps for the burgeoning number of seeds

Devlogs are fun and easy to read~

ALSO:
[SPEC_HEAT:666] <== archalcum is evil
« Last Edit: July 03, 2014, 02:32:35 pm by Sergarr »
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FallenAngel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8071 on: July 03, 2014, 02:34:20 pm »

Whenever I view the description of this creature, the game crashes.
I can't find anything wrong, but experience tells me someone here can.

Code: [Select]
[CREATURE:GLASSQUITO]
[DESCRIPTION:A tiny insect made of glass. The females have a taste for blood.]
[NAME:glassquito:glassquitos:glassquito]
[CASTE_NAME:glassquito:glassquitos:glassquito]
[CREATURE_TILE:250][COLOR:7:7:1]
[BIOME:NOT_FREEZING]
[BIOME:ANY_POOL]
[SPEED:750]
[PREFSTRING:high-pitched buzz]
[PREFSTRING:ability to feast on blood]
[FLIER]
[CREPUSCULAR]
[NO_SLEEP]
[HOMEOTHERM:10071]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[NOT_BUTCHERABLE]
[NOBONES]
[NO_CONNECTIONS_FOR_MOVEMENT]
[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:PROBOSCIS:2WINGS]
[TISSUE:CLEARGLASS]
[TISSUE_NAME:clear glass:NP]
[TISSUE_MATERIAL:MATERIAL:GLASS_CLEAR]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[HEALING_RATE:5]
[THICKENS_ON_STRENGTH]
[THICKENS_ON_ENERGY_STORAGE]
[RELATIVE_THICKNESS:1]
[SCARS]
[SPLINTABLE]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[BODY_SIZE:0:0:1]
[MAXAGE:4:9]
[CASTE:FEMALE]
[FEMALE]
[APPLY_CREATURE_VARIATION:PROBOSCIS_SUCK_ATTACK]
[APPLY_CURRENT_CREATURE_VARIATION]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

EDIT: Looking over it, I see a few problems. Let me see if fixing them helps any.

Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8072 on: July 03, 2014, 02:50:43 pm »

[SPEC_HEAT:666] <== archalcum is evil
You don't want to know what kind of syndromes I had in mind for this before that pipe dream fell through. Think metallic husks but worse.
I had a whole mod in mind based around this metal, but I couldn't get two key buildings to work.

I wanted a reactor-like building that produced liquid archalcum when powered. The liquid was then to be run through channels below specific buildings to power them, like magma forges. And if that reactor blows, ohoho, it's going to be a real fireworks display. You'd to wish every victim dies in the explosion too, because all that exposure would lead to really, REALLY Fun things.

There were three problems. First, I had no idea how to make a building produce liquid on its own at all, much less in the way I wanted. Second, I had no way to make a magma forge-like building that was powered by alternative liquids. lastly, I had no way to get the level of collateral damage I wanted out of a reactor explosion, I wanted deconstructed walls and natural features, actual craters. So, the plan fell through.

This is more of a DFhack question, but is there any way to make any of that work in DF2012?
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8073 on: July 03, 2014, 02:54:57 pm »

Tracker is certainly going to be. I don't put as much faith in Military Tactics or the more high-brow ones.

Yes, I saw the information about tracking. I wonder if Balance and Coordination made it into combat yet, what with the "Reaction moments and controllable counter-strikes/movement chances" from the development page.
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FallenAngel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8074 on: July 03, 2014, 03:14:41 pm »

After fixing all visible errors in the coding, it seems glassquitos can't damage anything, but normal things can damage them, except their eyes.
I'm assuming this is their size, but I'm not 100%.

GavJ

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8075 on: July 03, 2014, 05:26:05 pm »

Quote
Devlogs are fun and easy to read~
Touche.

Also, for anybody interested, I did go ahead and run a larger scale test, and 2,000 seeds planted at one time had no noticeable effects on lag whatsoever compared to a control case with equally many dwarves in the population, as well as compared to shortly after after destroying all the farms again.
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

samanato

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8076 on: July 03, 2014, 06:14:29 pm »

How do you stop caravans from bringing certain plants, in a way that lets you still grow them in a fort? Setting it to [FREQUENCY:0] still makes caravans bring it (in fact, that's how I work-around making real domesticated plants, though I doubt this will still work by the next release), but I wanted plants you can only cross-breed in tech-tree reactions and can't just buy in bulk from the human caravan around the third year.  I would use [SPECIAL], but it apparently only works for inorganics.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8077 on: July 03, 2014, 06:29:12 pm »

Give them no biomes and use dfhack to add them as available to the farm plots. Urist DaVinci wrote a script for that.
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FallenAngel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8078 on: July 03, 2014, 10:09:26 pm »

Rigorous testing proves that glass creatures don't function properly in the arena.
That makes testing difficult.
It'd be cooler if they're made of lead, though.
I'll do that.

BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8079 on: July 03, 2014, 10:17:51 pm »

What do you mean by 'don't function properly'?
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Aigre Excalibur

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8080 on: July 04, 2014, 12:47:56 am »

If I add the tag [BLOCKCHANCE:10] to weapons like swords, will it work?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8081 on: July 04, 2014, 12:50:26 am »

No, that's a shield token.

Aigre Excalibur

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8082 on: July 04, 2014, 12:53:22 am »

Is there a way to make certain weapons better at parrying or making them block like shields?
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8083 on: July 04, 2014, 01:07:34 am »

No.

GavJ

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8084 on: July 04, 2014, 02:21:56 am »

Quote
How do you stop caravans from bringing certain plants, in a way that lets you still grow them in a fort?
[SAVAGE] would be a good way. Most players like playing in savage anyway, and civs can't live in those regions, so they shouldn't be in the caravan.
Similarly, you can give plants biomes more restrictive than the typical DF vanilla [NOT_FREEZING] allowance, and then make sure that dwarf entities can't live in those very specific biomes. Yet players can start forts there, giving them those plants from herbalism, but not the caravan.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.
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