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Author Topic: [Prealpha] Dwarfvet - Working Animal Caretakers  (Read 17081 times)

gunpowdertea

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #60 on: October 21, 2015, 01:18:30 am »

Is this still alive?

I hope... but since NCommander has not been active since June   :-\  Maybe Toady will fix this in the next release ;)
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I don't care. I have discovered that if you spawn elves this way, cats will chase them down and eat them.

NCommander

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #61 on: June 05, 2016, 05:30:06 am »

Is this still alive?

I hope... but since NCommander has not been active since June   :-\  Maybe Toady will fix this in the next release ;)

*BUMP*

I'M ALIVE. So um, real life happened. Then some more **** happened, and well ...

Anyway, I'm back and I'm going to be updating this for the most recent version of DFHack and try and get it merged.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

Witty

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #62 on: June 06, 2016, 03:32:28 pm »

Glad to see you're back. Can't wait to see this come to full fruition.
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Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

NCommander

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #63 on: June 07, 2016, 04:53:57 pm »

Glad to see you're back. Can't wait to see this come to full fruition.

Thanks. I likely am going to dig in more and try to fix some more of the behavior but I never figured out how to get pen/pasture jobs to work properly :/
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

gunpowdertea

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #64 on: June 15, 2016, 06:13:34 am »


I'M ALIVE. So um, real life happened. Then some more **** happened, and well ...

Anyway, I'm back and I'm going to be updating this for the most recent version of DFHack and try and get it merged.

Good wishes and good thoughts from me (and I guess the rest of the crew here as well!) - life sometimes really has nasty things in store for us. It's really good to have you back!
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I don't care. I have discovered that if you spawn elves this way, cats will chase them down and eat them.

NCommander

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #65 on: June 18, 2016, 12:39:11 am »

So I've been looking into how recovering units works. It *looks* like its two parts. A recovered wounded job needs to be linked into the world, and an aid requester structure has to be linked in. Not sure if I need to manually generate the job for the above but I'm sciencing.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

Tarsis

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #66 on: June 18, 2016, 09:19:26 am »

PTW
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MoonyTheHuman

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Re: !!SCIENCE!! - Working Animal Caretakers!
« Reply #67 on: June 20, 2016, 12:26:44 am »

I've dug deeper into this. It actually looks like the underlying problem is Recover Wounded, *not* Rest which I thought. After a serious round of probing stuff with DFHack, animals generate the necessary health structure, and seem to use the same logic as dwarves for setting health->recovery_needed; once they're recovered, and in the hospital, everything more or less works as I described it.

The game seems hardcoded to ignore anything though with recovery_needed that isn't a dwarf. I'm pretty sure I can fix this, but I have yet to locate the code in the game which controls Recover Wounded jobs, nor have I managed to force the game to ignore the logic that cancels it out. (my guess is the game assumes if race != current_civ, the creature is a transformed werebeast).
I happen to have a professional dissassembler (Asm only tho, but i payed 50 bucks, so who cares?), pm me

FantasticDorf

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #68 on: June 20, 2016, 01:29:17 pm »

This is a very interesting set of work.

I understand this question is at a tangent, but in regards to the quite technical tutorial on how to reproduce this effect, you mention the temporary race change of the creature to a dwarf in order to trigger the behavior.

Could you, utilizing the same technique, via the use of a pasture and a tavern room, set animals up for accommodation within them (possibly setting them to visitor faction type or a intermediary compatible) and then force/trigger petition them into your citizenship after x amount of time? I understand a quick DFhack edit would probably do the job, but in the same vein it would also be a contribution to science around the limits of such a thing.

Eitherway, this is a valuable contribution to modding. Thumbs up to get toady's attention for this excellent animal hospital.
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Manzeenan

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #69 on: June 22, 2016, 07:43:39 pm »

PTW Keep it up, great work
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leafbarrett

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #70 on: June 23, 2016, 02:51:09 pm »

Although I don't really play Fortress mode, PTW in case I ever start to. I wish I could help, but I'm totally inept at this stuff.
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They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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Button

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Re: !!SCIENCE!! - Working Animal Caretakers!
« Reply #71 on: June 23, 2016, 02:53:26 pm »

I've dug deeper into this. It actually looks like the underlying problem is Recover Wounded, *not* Rest which I thought. After a serious round of probing stuff with DFHack, animals generate the necessary health structure, and seem to use the same logic as dwarves for setting health->recovery_needed; once they're recovered, and in the hospital, everything more or less works as I described it.

The game seems hardcoded to ignore anything though with recovery_needed that isn't a dwarf. I'm pretty sure I can fix this, but I have yet to locate the code in the game which controls Recover Wounded jobs, nor have I managed to force the game to ignore the logic that cancels it out. (my guess is the game assumes if race != current_civ, the creature is a transformed werebeast).
I happen to have a professional dissassembler (Asm only tho, but i payed 50 bucks, so who cares?), pm me

The bit you quoted is almost certainly not relevant anymore, as I've had injured non-dwarven citizens tended to in 42.x.
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I used to work on Modest Mod and Plant Fixes.

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