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Author Topic: My Little Fortress - 2016 (DF 0.43.04) yay!  (Read 188189 times)

Phenoix12

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Does your bug fixes fix the whole not being able to get meat or tanable regrents for makeing leather when playing as a race that should be able too?
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Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.

Asssasin Asha

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The butchering is weird right now, if you ask me.
My dogs got attacked by a badger. They dealt with it alright, I had the corpse dragged to the pile and then, for the lulz, ordered the butchery to be build. My dear Princess Luna got to it and then took the badger and the result is:
 six badger bones, skull, one-leftover-from-the-fight right paw, seven globes of fat and I could swear I got some hide from it, but I can't find it... it either rotted away or I am wrong and it wasn't there in the first place.
Not even talking about meat as there was none of it.

If you want to play this mod, I suggest you read the last few pages of the thread. There are some fixes that have been worked out since the last release.
Yeah, I got around raws and applied most of those fixes, added some fixes to general DF from the wiki, added dragon babies(breeding dragons, YAY!)and some other thing I found(can't remember what, though) but I never got to the civilizations. For some reason I didn't feel like meddling with something I have no idea about and it's been weeks, if not months, since I played this...
Though I might try tinkering around those civs to at least try and make them trade with me... does it need a regen? Sounds like it but I'm unsure...
Still, it's a nice fort I have, what with four alicorns and eleven other ponies at the end of the year... I hope I don't get that much more immigrants. I set the pop cap at ten and I wonder how will it go... though I apparently need to wait for liason... might even appoint him some escort... of alicorns... :P
Though I wonder what's the point of having alicorns if all skills can now get rusty. At least that's what I understood from the wiki.
Kinda misses the point to have unaging beings that can't have all the skills maxed. Unless I misunderstood something.
Meh, alicorns for teh win! :P

As a side thought, it is rather annoying that I seem to be forced to manually make sure that chicken eggs are not taken away the moment they are laid... though I am probably missing some obvious solution here. Boy, am I rusty at DF...

And I will look into this whole butchering thingy. Just don't hold your breath, it's gonna take a while.

Edit:
You know, it's so hilarious when your pony liason enters your town and asks for meat! And he is desperate enough to offer 196% in exchange!

Edit 2:
Just got around to butchering a coati and I did get skin and liver and stomach and the like. They are putting it in the refuse stockpile. Looks like last time they rotted away... I dunno what's going on, really...
« Last Edit: June 16, 2013, 04:28:54 pm by Asssasin Asha »
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Phenoix12

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When I butchered things, I got skin and other bits (No edible meat), but I couldn't tan the skin even when playing as a civ that should be able to.
I know it has something to do with the mod since I don't run into this problem in normal DF.
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Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.

taliakirana

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I didn't even know there was a problem with butchering because I strictly play ponies. I mean, yeah I do order some animals slaughtered for population control and to keep bones on hand for moods, but I never really paid attention to anything else. I focus on getting crops going and foraging the local area for additional plants. I'm now starting to want to get a new fort going...


Oh, and here's a quote on the issues with the plants and a note about a couple of reactions that need to be added to the pony entity file... I just dropped some parts that aren't relevant.
Potatoes are still missing the tag for milling, and turnip seeds are still labeled radish seeds. (And lettuce juice is still misspelled. I know it's petty but spelling errors irk me.) Also, golden silk reaction is missing from the pony entity as are the cloth backpack and cloth quiver reactions.

Okay, this quote is how to fix a small bug in one of the material templates.
For some reason, in inorganic_rainbow.txt, there is no [USE_MATERIAL_TEMPLATE:CLOUD_TEMPLATE] tag in the [INORGANIC:GREEN_SOLID]  and [INORGANIC:GREEN_GAS] parts. You should add that. Dunno what their lack might cause, though.

I think those quotes cover the known issues that aren't fixed in the current release. I think I saw a mention there might be an issue with the process cocoa beans interaction causing it to spit out the wrong seeds, (and that might just solve the mystery of where those bags of "seeds" came from in my last fort). I ended up spending the last hour or so trawling back through the thread looking for stuff that popped up after the last release, but feel free to chime in with anything I may have missed or no one's posted yet.
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Asssasin Asha

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Dear Luna, those ponies are sick!
I mean, I got myself a Dig Dog thief. So I decided to kill the thieving varmint!
I send Twilight and Celestia to deal with him... Twi was unarmed and Celly had an axe...
I don't think I should send anypony into unarmed combat anymore:

I mean, Twi got him first and after getting bruised by a dagger, some bucking and charging she slammed into him and he toppled over. So she grabbed his hand with TK only to immediately change her mind, let go of hand and grab his head. After that she'd bitten into his leg and torn it away, completely smashing anything there.
After that, she started tearing his face apart bit by bit, layer by layer, throwing in a bite to the thumb for good measure. During that time Celestia only grabbed his other foot with her wing and a moment later joint-locked it, and bent it till it shattered, and then let go.
The face-ripping went on till the dog gave to the pain after which Twi stabbed him with her horn, impaling his brain and killing him on the spot...

Next time, I'm having them all go armed, at least it will be more dignified and probably less painful death...
« Last Edit: June 17, 2013, 03:17:16 pm by Asssasin Asha »
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Telgin

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Regarding the bugs, unless someone else already fixed it, I believe there was a bug with the cloth quiver and backpack reactions.  They would take a bolt of cloth and produce a quiver, but it wouldn't have a proper material.  So you'd end up with a +quiver+ instead of a +flax fiber quiver+ for example.  I fixed that reaction's material token as well as the fact that if you fixed that it would produce 10,000 quivers because of the cloth material size.  Fixed reactions below:

Code: [Select]
[REACTION:MAKE_CLOTH_QUIVER]
[NAME:make cloth quiver]
[BUILDING:CRAFTSMAN:CUSTOM_Q]
[SKILL:CLOTHESMAKING]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[MIN_DIMENSION:10000]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:cloth:NONE]

[REACTION:MAKE_CLOTH_BACKPACK]
[NAME:make cloth saddlebag]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_Q]
[SKILL:CLOTHESMAKING]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[MIN_DIMENSION:10000]
[PRODUCT:100:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
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Through pain, I find wisdom.

Phenoix12

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When going though and comparing the RAWs from both My Little Fortress and Dwarf Fortress I noticed some alterations that might be causing bugs but I am unsure.

Changes in the Reaction_Other file
Normal Dwarf Fortress
Code: [Select]
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]

My Little Fortress
Code: [Select]
[REACTION:TAN_A_HIDE]
   [NAME:tan a hide]
   [BUILDING:TANNER:CUSTOM_T]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
      [REACTION_CLASS:TANNABLE]
   [PRODUCT:100:1:SKIN_TANNED:NONE:INORGANIC:LEATHER]
   [SKILL:TANNER]
   [AUTOMATIC]

I've also located some alterations to the tissue_template_default file
alterations on the VASCULAR values on many entries, giving pain receptor values to things that normally don’t have them, and changing healing rates (not bug causing but still curious as to why).
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Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.

Putnam

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That's fully intentional and is for FPS increase. The VASCULAR stuff is for balance changes.

Phenoix12

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For some reason my military won't put on horseshoes.
I had a nice set of adamantine horseshoes which I assigned to be worn by my captain of the guard and he wouldn't put them on.

Also, not sure if this is a bug, but crystal "horseshoes" when forged turn out to be greaves. At first I thought this was just a naming error but I looked at the raws and the values and tags for this item are diffrent then the standard horseshoes.  Is this intended?
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Dwarf Fortress.
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taliakirana

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I just checked the armor_pony file, and the name is wrong there, apparently Sorcerer called the boots "greaves" for some reason. It wouldn't be hard to change it. The reaction is fine, though.
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Phenoix12

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I know the reaction is fine cuz it works

But what about the diffrences between crystal and normal horseshoes tags and value wise?

Also I would still like to know why my militiary isn't putting on horseshoes I assign to them.
« Last Edit: June 21, 2013, 12:47:37 pm by Phenoix12 »
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Dwarf Fortress.
The only game where throwing babies into a pit with crazed dogs will be considered a beneficial concept.

Asssasin Asha

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Okay, here is the cocoa bean seeds quick fix:
Go to the reaction_chocolate.txt file and in the [REACTION:PONY_COCOA] section switch those two lines:
Code: [Select]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEEDS]
[PRODUCT:20:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEEDS]
into
Code: [Select]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:COCOA_BEAN:SEED]
[PRODUCT:20:1:SEEDS:NONE:PLANT_MAT:COCOA_BEAN:SEED]
And there you go!
I have no idea why the original lines were not working... processing wheat has almost exactly the same lines(they only differ because the reagents are called differently) and that one works properly...
So I used a direct approach and brutally forced the game to make specific seeds.
Now, about those unusable seeds you get from that wrong reaction. If you have them, then locate them and highlight them in the 'k' menu(or 't' menu, if they are in the building). Now switch to DFHack console and type in:
Code: [Select]
changeitem force material PLANT:COCOA_BEAN:SEEDThis will switch those 'seeds' into cocoa seeds.
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Sorcerer

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Sooooo, I guess I'm not dead... whoo?

Work has been busy as usual and I've not really felt like more scripting when I got home so I haven't really been modding or playing DF in a couple of months.. Ran into an issue with the changelings which I'm not really sure how to solve, they just.. don't spawn in worldgen... tried copying the pony entity and placing the changelings in place of ponies and no go, I think it has something to do with their current breeding setup (only queens lay eggs, and she lays a lot) So I guess I need to work on that for a bit.

Got some downtime this weekend, and I'm going to try to work out some of these kinks and stuff, maybe I'll even get that version I've been promising for half a year out XD

When the next version of DF comes out I might strip this mod down a bit and release it as a barebones pony mod, probably without stuff like research and the like.

I've seen there are some comments on certain design decisions I've made, stuff like butchering being disabled is intentional, this mod's scope does not extend beyond the pony civ.
As there's no way to get ponies to NOT eat meat, so I decided to just disable it together. In the show all hooved animals are sentient and can talk.. don't eat them :P

Updated my files with some reaction fixes by Asha and Telgin, going to look into that missing cutie mark for alicorns now.

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Asssasin Asha

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Yay for you being back!
They actually do butcher animals. It works just fine! They simply take all animal parts into refuse stockpile. About the only thing they don't throw out is fat.
Skins? Refuse! Liver? Refuse! Bones? Refuse(that's actually normal ;P) Everything else that is not a fat? OUT!
The butchering simply does not create any prepared body parts(they are normal livers, lings, hearts and all that) and meat is also thrown out(if it's even created at all... didn't play normal DF in a long time, don't know what to look for).
Skin, while intact is simply not tannable. Looks like they can't tan any skin. So it would make sense to take the tannery out of raws. Unless I'm missing something.
They slaughter and butcher just fine, though. It's the aftermath that matters.

Strange... it seems I have completely lost all wheat seeds... there are none in the entire town... could be vermin getting to a bag that somepony left carelessly in the open... will try get more and understand what happened... I have over 100 prepared wheat but no seeds... very strange...
« Last Edit: June 22, 2013, 03:53:47 pm by Asssasin Asha »
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Sorcerer

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As far as i remember most of the seeds are [vermin_edible] so your vermin theory might be correct.
been battling with the changeling spawning in worldgen for a few hours with no real results, going to try to just make them breed like normal instead and see if that lets them spawn.
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