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Author Topic: ☼Dwarves☼ - Everything Dwarf Mode  (Read 203047 times)

arbarbonif

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #180 on: June 11, 2014, 08:51:54 pm »

Righty-o.  Off to the magma with them then. :)
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omniclasm

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #181 on: June 11, 2014, 08:55:28 pm »

Regards the partial skeleton bug.

Wouldn't it be possible to have a script running that sets flags on all non-race corpses to not have a historical id?

Could even make it similar to the itemsyndrome script, where it checks whenever it is picked up by a dwarf/orc/warlock/whatever. Then if it has a historical id, set it to -1 (or whatever the exact flag is that causes it)
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Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #182 on: June 11, 2014, 09:05:43 pm »

I know nothing about scripts, so... yeah, possibly? (actually, I know how to use them, but I dont know what you can write ;) )
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omniclasm

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #183 on: June 11, 2014, 09:13:24 pm »

The hardest part would be finding the exact flags that cause it.

Would probably need to have a fort right after a small invasion with the bugged corpses, so I could reload, test, then kill the process and repeat. It seems there's several historical related flags, though, and not sure what some of them might break if cleared.
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omniclasm

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #184 on: June 11, 2014, 09:23:52 pm »

I guess I could just do the inverse...kill some local wildlife and modify flags until I find the culprit.
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omniclasm

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #185 on: June 11, 2014, 10:51:47 pm »

Think I found the flag, I'll throw together a quick script later that removes it for butcherable corpses.
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omniclasm

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #186 on: June 12, 2014, 12:15:58 am »

Here's a script I threw together, seems to work pretty well. Called it "fixbutchery" but doesn't really matter, just add it to onload or something and it should work.

Code: [Select]
-- Removes historic id from corpses being butchered
 
local args = {...}

mode = 'enable'

function processArgs(args)
    for k,v in ipairs(args) do
        v=v:lower()
        if v == "disable" then mode = 'disable' end
        if v == "enable" then mode = 'enable' end
    end
end
 
processArgs(args)
 
eventful=require('plugins.eventful')
 
eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,5)

if mode == 'enable' then
-- Enable it
eventful.onInventoryChange.fixbutchery = function(unit_id,item_id,old_equip,new_equip)
-- Make sure item exists
local item = df.item.find(item_id)
if not item then return false end

-- Check that it's being butchered
for _, ref in ipairs(item.specific_refs) do

-- Butcher animal is 105 I think
if ref.job.job_type == 105 then

if item.hist_figure_id > 0 then
-- Remove historic id
item.hist_figure_id = -1
print('Fixing butchery for unit #' .. item.unit_id)
break
else
-- Already fixed
break

end

end

end

end
print('Enabled fixbutchery')

else
-- Disable it
eventful.onInventoryChange.fixbutchery = nil
print('Disabled fixbutchery')

end

Or do you just want me to upload the file somewhere?
« Last Edit: June 12, 2014, 12:28:37 am by omniclasm »
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Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #188 on: June 12, 2014, 07:02:11 am »

Here's a script I threw together, seems to work pretty well. Called it "fixbutchery" but doesn't really matter, just add it to onload or something and it should work.

Code: [Select]
-- Removes historic id from corpses being butchered
 
local args = {...}

mode = 'enable'

function processArgs(args)
    for k,v in ipairs(args) do
        v=v:lower()
        if v == "disable" then mode = 'disable' end
        if v == "enable" then mode = 'enable' end
    end
end
 
processArgs(args)
 
eventful=require('plugins.eventful')
 
eventful.enableEvent(eventful.eventType.INVENTORY_CHANGE,5)

if mode == 'enable' then
-- Enable it
eventful.onInventoryChange.fixbutchery = function(unit_id,item_id,old_equip,new_equip)
-- Make sure item exists
local item = df.item.find(item_id)
if not item then return false end

-- Check that it's being butchered
for _, ref in ipairs(item.specific_refs) do

-- Butcher animal is 105 I think
if ref.job.job_type == 105 then

if item.hist_figure_id > 0 then
-- Remove historic id
item.hist_figure_id = -1
print('Fixing butchery for unit #' .. item.unit_id)
break
else
-- Already fixed
break

end

end

end

end
print('Enabled fixbutchery')

else
-- Disable it
eventful.onInventoryChange.fixbutchery = nil
print('Disabled fixbutchery')

end

Or do you just want me to upload the file somewhere?
I'll add it and we can see how it goes. :) Thanks for the help, the Orc/Warlock players will be very happy.

PS: Quadruple post? :P Edit button would have worked as well :P
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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migshark

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #189 on: June 12, 2014, 11:26:25 am »

[5.06] The magic altar upgrades request the relevant science discovery even when the researcher is disabled. Haven't checked the other modified workshops yet. I'm liking the bloat reductions  :).
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Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #190 on: June 12, 2014, 11:29:22 am »

Ups... but thats an easy fix. :) (I just fixed it in my dev version, just took 1 minute.) Thanks for the heads up.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

HmH

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #191 on: June 12, 2014, 02:16:13 pm »

(Version 5.06) Just now finished utterly destroying my first Masterwork fort with a tantrum spiral/loyalty cascade combination, have some questions I couldn't answer with independent research:
- I couldn't find the first step of prerequisite research for the School of Magic in the Researcher's Lab action list. It's absent from reaction_masterwork2.txt as well. Is some other building responsible for that bit of research?
- I had paper, ink(three jugs, black ink), glue and spring-steel quills, yet that wasn't enough to make my dwarves write books or copy reports in the Scriptorium. What was that "(library something) tool" if not quills or paper?
- What are the prerequisites for Machine Factory research? It didn't recognize an oil barrel(pressed out of quarry leaves) as an oil container, apparently, since I had all the other stuff ready, including finely-made steel mechanisms. Wait, I think I found the problem: 5 oil was likely not enough for the reaction.
- Are different intensities of Work Out obsolete now? There seems to be a Work Out(Medium) reaction left over if you look at a metal bar's list of reactions, but I can't find the (Heavy) or (Light) ones.
- Which stockpile section accepts slag bars? I want to fill a minecart shotgun with that stuff, see what kind of damage it would wreak.
« Last Edit: June 12, 2014, 02:51:49 pm by HmH »
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Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #192 on: June 12, 2014, 02:48:14 pm »

Hmh:

Omg, I didnt notice that with the Wizards School. I fixed it in my dev version. No idea when that went missing.  :-\
You need glue, and several units of paper. or vellum. or cloth pages. or papyrus.
Work Outs are not obsolite. Light takes any bar (even coke or soap), and Heavy only accepts lead bars.
Slag cannot be stockpiled.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

HmH

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #193 on: June 12, 2014, 03:03:31 pm »

Hmh:

Omg, I didnt notice that with the Wizards School. I fixed it in my dev version. No idea when that went missing.  :-\
You need glue, and several units of paper. or vellum. or cloth pages. or papyrus.
Work Outs are not obsolite. Light takes any bar (even coke or soap), and Heavy only accepts lead bars.
Slag cannot be stockpiled.
2) Alright, got it. I had glue, forgot to mention that. Probably didn't have enough.
4) Oh. That's... unfortunate. Oh well, I'll find another way to weaponize it.

Also, another question:
- The slade-making reaction at the crucible appears to have been removed since the last time the manual was updated. Are there any other ways to get slade for the siege ammo?

Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #194 on: June 12, 2014, 03:04:21 pm »

Yes. You can mine it.  8)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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