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Author Topic: [SUGGESTIONS] for DFhack plugins  (Read 143489 times)

WillowLuman

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #120 on: March 23, 2013, 10:58:59 pm »

I'm not sure, but I think transformed critters giving birth may crash the game.

However! trueTransformation may prevent this. If it does, coooool beans.

Can transformed creatures even give birth?
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Putnam

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #121 on: March 23, 2013, 11:00:23 pm »

I skipped that part because my hypotheticals always assume something-or-other can happen anyway.

expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #122 on: March 23, 2013, 11:25:17 pm »

digv, if the location can be slightly modified with +1 each direction.
changevein, if the location can be slightly modified with +1 each direction.
magmasource, to make magma aquifer generating workshops.
liquids, probably once for 7/7 water and 7/7 magma.
removebadthoughts.

removebadthoughts should probably take a unit id, not a location, in case there are multiple units in the same location.

The others make sense. I'm hesitant about the +1 in each direction thing. It seems like there should be a better way of doing it. I'll think about it.
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expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #123 on: March 23, 2013, 11:27:13 pm »

PS: I implemented outside only buildings. Was pretty easy.

https://github.com/expwnent/dfhack/blob/outsideOnly/plugins/outsideOnly.cpp
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D_E

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #124 on: March 24, 2013, 11:49:26 pm »

I'm not sure, but I think transformed critters giving birth may crash the game.

However! trueTransformation may prevent this. If it does, coooool beans.

Can transformed creatures even give birth?

Blargh. I'd love to test this but I can't get trueTransform to work. Do I have to do something special to enable it? There's a dll of the right name in the plugins folder, but the example syndrome doesn't work. Does it really have to be male ducks? I deleted ducks out of the game (it's Zelda). What if I used a male rabbit? Does it not work in the arena?

Quote
[SYNDROME]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:RABBIT:MALE]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:HUMAN]
[SYN_CLASS:MALE]
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

D_E

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #125 on: March 25, 2013, 12:55:16 am »

I'm not sure, but I think transformed critters giving birth may crash the game.

However! trueTransformation may prevent this. If it does, coooool beans.

Actually, it looks like it doesn't.

In the arena, the kittens were messed up in terms of names and group affiliation (ie, immediately attacked their mothers, who belonged to group 1).

However, in fortress mode they did not, and appear normal.

Also:
Blargh. I'd love to test this but I can't get trueTransform to work. Do I have to do something special to enable it? There's a dll of the right name in the plugins folder, but the example syndrome doesn't work. Does it really have to be male ducks? I deleted ducks out of the game (it's Zelda). What if I used a male rabbit? Does it not work in the arena?

It seems truetransform ONLY works in fortress mode  ???.
_____________________________________________________________________________
So, yeah.

Looks like reaction created creatures are a go!

...Once someone takes this proof-of-concept and fleshes it out into a real DFHack plugin...
« Last Edit: March 25, 2013, 01:10:49 am by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Symphorien

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #126 on: March 25, 2013, 06:46:41 am »

I was fiddling around with some temple type workshops and was annoyed that I counldn't increase the chances of a reaction working by the users skill level. I don't know if that is possible with a plugin, but either way it led me to another thought:

Could reactions be limited to a certain skill threshold. For exemple only legendary smiths could create certain weapons, or only skilled cooks could make a certain meal with high value.

But another interesting possiblity would be to restrcit construction of a workshop to a skill level also, permitting a sort of technological progression.

Any of these ideas possible?
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expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #127 on: March 25, 2013, 07:37:48 am »

trueTransformation doesn't work in the arena because arena mode doesn't have a "clock".
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Spish

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #128 on: March 27, 2013, 05:58:16 am »

How about a way to toggle the vampire identity label in fortress mode? Presently, it automatically labels someone who drinks vampire blood, and that just ruins a whole lot of potential community fortress murder mystery fun.

Also, is it feasibly possible, through hacks, to allow any item to be placed inside weapon traps? Like say, loading one  with furniture, statues, bits of corpses, old socks, doors, water and vomit, live vermin, so on and so forth. In other words, turning them into prank traps ;D
Perhaps by temporarily adding the weapon label to everything? On a more practical note, this would be neat for arming recruits, too.
« Last Edit: March 27, 2013, 04:59:07 pm by Spish »
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robertheinrich

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #129 on: March 29, 2013, 10:35:19 am »

Quote
Adding wear to armor and weapons
- Possible: ?
 - Items get worn out by use.
Not 100% sure but I think it should be possible to add wear to just about any item (including furniture etc). It might sound fun to have everything decay after a while but honestly I think it would be pretty annoying if you periodically need to replace your stuff. Especially because rock and metal are limited resources. And it would need to be tested how the game treats worn out non-cloth items - do they even get thrown away? Anyways, it could make sense for items made from certain materials, like for example iron weapons which rust away and become unusable after a couple of years. And with the code from autodump-destroy it should be possible to delete them from the map when that happens.

Quote
I noticed the "add wear to armor" idea, but what about removing wear from clothing?  The latter would be more fun, in my opinion.
I don't know the exact RAW tag off the top of my head, but it's possible to define regular clothes as armor, after which they won't wear out anymore.

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.
Definitely possible to a certain extent. Having a custom workshop "torture chamber" which has a 50:50 chance to either kill and invader or convert him to friendly would be fun. Some experiments with "tweak makeown" show that you can add most creatures to your civ with the limitation that you can't assign rooms to them (they seem to be treated as pets) but they will do certain jobs.
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Askot Bokbondeler

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #130 on: March 29, 2013, 10:43:14 am »

Quote
Adding wear to armor and weapons
- Possible: ?
 - Items get worn out by use.
Not 100% sure but I think it should be possible to add wear to just about any item (including furniture etc). It might sound fun to have everything decay after a while but honestly I think it would be pretty annoying if you periodically need to replace your stuff. Especially because rock and metal are limited resources. And it would need to be tested how the game treats worn out non-cloth items - do they even get thrown away? Anyways, it could make sense for items made from certain materials, like for example iron weapons which rust away and become unusable after a couple of years. And with the code from autodump-destroy it should be possible to delete them from the map when that happens.
i want that a lot. how would i go about doing it?

also, i'd like to re-add spoilage to food even when stockpiled

robertheinrich

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #131 on: March 29, 2013, 11:19:00 am »

i want that a lot. how would i go about doing it?

also, i'd like to re-add spoilage to food even when stockpiled

Well I'm assuming that "wear" is an attribute for all items (like material, weight, temperature etc). If that's the case it should be no big deal to write a plugin which adds wear to certain items every couple of ingame months. Destroying them however might be much more difficult. It would be necessary to clear all references to be on the safe side. Items can have owners, be used for jobs, be inside a container, be a container which holds things, ... I can try to look into it when I have some time.
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Askot Bokbondeler

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #132 on: March 29, 2013, 11:21:44 am »

i'd be very grateful if you did

Sutremaine

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #133 on: March 29, 2013, 05:01:27 pm »

Suggestion:

getbloodcount

For knowing just how much bleeding-related punishment a creature can take.
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Putnam

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #134 on: March 29, 2013, 05:11:13 pm »

Suggestion:

getbloodcount

For knowing just how much bleeding-related punishment a creature can take.

Easier n' pie.

Code: [Select]
-- Gets blood count of creature (7000 is max for most humans)
function getBloodCount(unit)
    if not unit then qerror("No unit selected or specified; aborting!")
    return unit.body.blood_count
end

arg = ...

if tonumber(arg) then bloodCountUnit = df.global.world.units.all[tonumber(arg)]

else bloodCountUnit = dfhack.gui.getSelectedUnit()

print(getBloodCount(bloodCountUnit))
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