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Author Topic: [SUGGESTIONS] for DFhack plugins  (Read 143304 times)

Meph

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[SUGGESTIONS] for DFhack plugins
« on: January 08, 2013, 02:08:00 am »

I would like to invite everyone who has a basic understanding of modding to come by and post his ideas about possible DFhack plugins. Lately there have been some changes that modders benefit from, the two plugins in question are the steam engine and spatter_add. Another one, autosyndrome, is in work, done by expwnent. Now, what could modders use most? What has always been your dream project, or what restrictions do you need to circumvent?

What I want to collect here are suggestions by modders, as well as feedback by dfhack programmers. What is possible, what is too much work... suggestions by programmers are also welcome. If you think you can write a certain plugin, but dont know how it should best be set up, post it here. Say: I could do this or that, dont know if anyone would need it. All ideas are welcome.

PLUGINS ALREADY DONE


Triggering of sieges, megabeasts, titans, fbs or ambushes
- Possible: YES
 - Helps boring forts that receive no outside threats.

Runnings dfhack commands by reading out the gamelog
- Possible: YES
 - For example a dwarf transforms into a new creature called "dwarf using elven magic to grow the crops" just for 1 tick.
 - The gamelog shows this, and the plugin "grow" will automatically be activated.
 - Allows for powerful magic
 - Allows to run convenient plugins, like siren, directly by dwarves.
Notes: Expwnent already wrote a test-version of this once.

Coat items with materials, which affect the wearer
- Possible: YES
 - Good for magical/cursed armors.
 - Allows more advances weapons, that add interactions to the wearer.
 - For example molotov-cocktails, or a dwarven flamethrower.
 - Allows advances crafting system, use special reagents for special items.
 - For example fire imp-items give fireball, dragon-items give firebreath, GCS-items give poison immunity.

Power-generating Workshop
- Possible: YES
 - Steam Engine, needs fuel and water
 - Produces power
 - Gears can be connected to the workshop

Poison Coatings
- Possible: YES
 - Coats weapons, ammo or traps
 - Can use any material
 - Enemies hit with coated material are affected with a syndrome

Autosyndrome
- Possible: YES
 - Affects creatures inside a workshop area with a syndrome
 - Replaces boiling rocks

PLUGINS THAT PROBABLY WONT WORK OR ARE A TON OF WORK


Creature creation
- Possible: PROBABLY NO
 - Make new creatures in workshops. (Or other sources?)
 - Should allow the creation of owned pets and/or new workers/civ-members.
 - Currently only possible with an extreme workaround that spawns friendly or hostile creatures, no pets or civ members.

Targeting only worn clothing with a reaction
- Possible: PROBABLY NO
 - Makes cleaning up worn clothing a lot easier
 - Could be used for a "burn worn clothing" or "recycle thread from worn clothing" reaction.

SUGGESTED PLUGINS

Removal of vanilla DF jobs from unmoddable buildings
- Possible: YES
 - Good for total conversions that need to get rid of dwarven/medieval/fantasy things.
 - Good for people that want to revamp complete industries, for example farming/food industry.

Addition of custom jobs to vanilla buildings
- Possible: YES
 - This allows giving useless or barely used buildings more jobs.
 - Fore example woodburner or ashery.

Portal buildings. Enter building #1, worker is teleported to building #2
- Possible: YES
 - Quickly travel across the map.
 - Reinforcements for deep layers, like the circus.
 - More tactics, ambush invasions yourself.
 - Enter otherwise walled-off areas, without opening doors for enemies.

Ouside only buildings, like the windmill.
- Possible: YES
 - For example special farms, or for total conversions using solar panels.

Cavern Embark
- Possible: YES
 - Teleport starting group into the caverns, then run revflood.
 - Wagon, pets and the 7 embark dwarves spawn in the first cavern instead of the surface.

Liquid generation by workshops
- Possible: YES
 - Spawn water/magma on a nearby tile.



Power-dependent workshops, need power to run
- Possible: ?
 - This allows more advances machines to be made.
 - Finally draws more people to build machines/gears/axles.



Slavery aka Change civ/race alignement
- Possible: ?
 - Turn captured invaders into civ-members or pets.
 - This would allow more uses of cage-trap captured invaders.

Adding wear to armor and weapons
- Possible: ?
 - Items get worn out by use.

Magma Aquifer
- Possible: ?
 - Assign a magma-source to an inorganic material.
 - Should work like an aquifer, but spawn magma instead.
« Last Edit: April 27, 2013, 02:39:33 pm by Meph »
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smakemupagus

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Re: Modders Suggestions and Requests for dfhack plugins
« Reply #1 on: January 08, 2013, 02:17:18 am »

* Autosyndromes! 
* Power dependent workshops!
* Reliable create other-race creature that joins your fort/military
* Reliable create other-race creature as pets

Meph

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #2 on: January 08, 2013, 02:21:52 am »

Added smakes suggestions.
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Askot Bokbondeler

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #3 on: January 08, 2013, 04:52:38 am »

i'd like to request a plugin or script that made armours and weapons wear down with use. i don't know how hard it would be or how reasonable it is to ask.

Maklak

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #4 on: January 08, 2013, 06:11:07 am »

Well, the Fallot Equestria mod has a building with a water talisman, that can produce a single tile of 7/7 water after running a reaction and being deconstructed. It would help if workshops could execute dfliqids commands, relative to where they are located.
« Last Edit: January 08, 2013, 06:45:46 am by Maklak »
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Meph

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #5 on: January 08, 2013, 06:31:51 am »

Genesis and Masterwork both have these buildings, for water and magma. But I know what you mean. :)
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Deon

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #6 on: January 08, 2013, 06:43:21 am »

We already have a steam engine which is cool, but ability to make any workshop to produce power while it's being operated would be nice (like pumps work now). Or a workshop which takes an item and produces power for some time after (like the steam workshop without the water/fuel part) to make generators for mods like Wasteland mod.
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expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #7 on: January 08, 2013, 10:48:36 am »

Removal of vanilla DF jobs from unmoddable buildings
- Possible: ?
 - Good for total conversions that need to get rid of dwarven/medieval/fantasy things.
 - Good for people that want to revamp complete industries, for example farming/food industry.

Addition of custom jobs to vanilla buildings
- Possible: ?
 - This allows giving useless or barely used buildings more jobs.
 - Fore example woodburner or ashery.

Should be possible. I think I heard warmist talking about it.

Quote
Triggering of sieges, megabeasts, titans, fbs or ambushes
- Possible: ?
 - Helps boring forts that receive no outside threats.

Already possible with scripting. See http://www.bay12forums.com/smf/index.php?topic=91166.msg3934299#msg3934299

Quote
Portal buildings. Enter building #1, worker is teleported to building #2
- Possible: ?
 - Quickly travel across the map.
 - Reinforcements for deep layers, like the circus.
 - More tactics, ambush invasions yourself.
 - Enter otherwise walled-off areas, without opening doors for enemies.

Shouldn't be too hard, actually.

Quote
Ouside Outside only buildings, like the windmill.
- Possible: ?
 - For example special farms, or for total conversions using solar panels.

Is it ok if it just deconstructs immediately if they try to build inside? If so, then it would be fairly straightforward.

Quote
Power-dependent workshops, need power to run
- Possible: ?
 - This allows more advances machines to be made.
 - Finally draws more people to build machines/gears/axles.

Not sure.

Quote
Coat items with materials, which affect the wearer
- Possible: ?
 - Good for magical/cursed armors.
 - Allows more advances weapons, that add interactions to the wearer.
 - For example molotov-cocktails, or a dwarven flamethrower.
 - Allows advances crafting system, use special reagents for special items.
 - For example fire imp-items give fireball, dragon-items give firebreath, GCS-items give poison immunity.

I guess it's possible. I'm just trying to think of a better way of doing it than just checking every frame if somebody equipped a special weapon.

Quote
Creature creation
- Possible: ?
 - Make new creatures in workshops. (Or other sources?)
 - Should allow the creation of owned pets and/or new workers/civ-members.
 - Currently only possible with an extreme workaround that spawns friendly or hostile creatures, no pets or civ members.

Difficult. Early experiments are being conducted.

Quote
Slavery aka Change civ/race alignement
- Possible: ?
 - Turn captured invaders into civ-members or pets.
 - This would allow more uses of cage-trap captured invaders.

Should be possible. There was a similar "friendship" plugin/script at some point.

Quote
Adding wear to armor and weapons
- Possible: ?
 - Items get worn out by use.

Should be possible.

Quote
Targeting only worn clothing with a reaction
- Possible: ?
 - Makes cleaning up worn clothing a lot easier
 - Could be used for a "burn worn clothing" or "recycle thread from worn clothing" reaction.

I hesitate to call something impossible, but I don't know how I'd approach this.

Quote
Cavern Embark
- Possible: ?
 - Wagon, pets and the 7 embark dwarves spawn in the first cavern instead of the surface.

It's certainly possible to teleport them down and then revflood. That would be cool. It'd be annoying to have find a place for the wagon but it should be doable.

Quote
Liquid generation by workshops
- Possible: ?
 - Spawn water/magma on a nearby tile.

Already covered by autoSyndrome and minimal scripting.

Quote
Magma Aquifer
- Possible: ?
 - Assign a magma-source to an inorganic material.
 - Should work like an aquifer, but spawn magma instead.

I've been trying to trick the game into thinking that a tile is part of a volcano, but I haven't gotten it working yet. May or may not be possible, but it really should be.

I mean, it's certainly possible if you do dumb things like checking every frame, but that'd be an inelegant solution and might impact framerate slightly.
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Warmist

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #8 on: January 08, 2013, 12:15:30 pm »

Triggering of sieges, megabeasts, titans, fbs or ambushes
- Possible: ?
 - Helps boring forts that receive no outside threats.

Already possible with scripting. See http://www.bay12forums.com/smf/index.php?topic=91166.msg3934299#msg3934299
This is what i was talking about. Possible with scripting is not same as possible for mod usage. This again needs some system to call a script (with or without params) on some event.
As for the rest of it i'll try to give some implementation examples later (both for modders and dfhackers)
« Last Edit: January 08, 2013, 12:21:05 pm by Warmist »
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peregarrett

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #9 on: January 08, 2013, 12:51:55 pm »

Plugin that makes any skill moodable. That is, the artifact cheese with the spikes of quarry bush leaves.
Or at least widen moods to potery, waxworking and such.
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Re: [SUGGESTIONS] for DFhack plugins
« Reply #10 on: January 08, 2013, 02:03:46 pm »

Plugin that makes any skill moodable.
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WillowLuman

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #11 on: January 08, 2013, 02:38:32 pm »

Custom siege engines / workshops that function as siege engines.
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falconne

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #12 on: January 08, 2013, 02:56:30 pm »

Quote
Portal buildings. Enter building #1, worker is teleported to building #2
- Possible: ?
 - Quickly travel across the map.
 - Reinforcements for deep layers, like the circus.
 - More tactics, ambush invasions yourself.
 - Enter otherwise walled-off areas, without opening doors for enemies.

Shouldn't be too hard, actually.

But the game's pathfinder wouldn't use it, so either you'd have to do a custom pathfinding routine for every dwarf (and since you can't disable the game's pathfinding this could have an fps issue), or only allow the portals to be used for custom jobs that aren't handled by the game's job assignment where dfhack can control the unit exclusively.

Quote
Ouside Outside only buildings, like the windmill.
- Possible: ?
 - For example special farms, or for total conversions using solar panels.

Is it ok if it just deconstructs immediately if they try to build inside? If so, then it would be fairly straightforward.

It should be possible to detect if a tile is inside during placement, from tile_designation, so you'd be able to stop the player from placing the building inside in the first place I think?
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #13 on: January 08, 2013, 03:17:18 pm »


But the game's pathfinder wouldn't use it, so either you'd have to do a custom pathfinding routine for every dwarf (and since you can't disable the game's pathfinding this could have an fps issue), or only allow the portals to be used for custom jobs that aren't handled by the game's job assignment where dfhack can control the unit exclusively.

I was thinking it would be a custom job thing.

Quote
It should be possible to detect if a tile is inside during placement, from tile_designation, so you'd be able to stop the player from placing the building inside in the first place I think?

Yeah, that should be doable. Of course, you'd also have to deal with the case that the outside stops being outside, but that should be doable also.
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Warmist

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #14 on: January 08, 2013, 03:54:12 pm »

Quote
It should be possible to detect if a tile is inside during placement, from tile_designation, so you'd be able to stop the player from placing the building inside in the first place I think?

Yeah, that should be doable. Of course, you'd also have to deal with the case that the outside stops being outside, but that should be doable also.
or interpose building.isUnpowered()
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