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Author Topic: DFHack 50.14-r1.1  (Read 892939 times)

Grimm Spector

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Re: DFHack 0.43.05-r2
« Reply #405 on: October 29, 2017, 08:23:04 pm »

Using the DFHack advfort stuff, and I was able to make a masons workshop, and a couple gabbro blocks out of a piece of gabbro stone...but after making one set of blocks, and having more stone, I can't see to make anymore blocks.

Additionally I'm trying to make a metalsmiths forge, but it doesn't seem to want to accept my fireproof block as a material...

I also can't make any stone items at the masons now that I've used it once, with any stone at the workshop...

I am very confused, some help would be super awesome!

Found picking up and dropping items repeatedly fixed some of this nonesense...

but now the built smelter and wood furnace don't have the "TAB" option as a workshop, only the masons shop seems to be a workshop...so I can't do anything anywhere but there...any ideas?
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Grimm Spector

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Re: DFHack 0.43.05-r2
« Reply #406 on: October 30, 2017, 09:06:44 am »

Using the DFHack advfort stuff, and I was able to make a masons workshop, and a couple gabbro blocks out of a piece of gabbro stone...but after making one set of blocks, and having more stone, I can't see to make anymore blocks.

Additionally I'm trying to make a metalsmiths forge, but it doesn't seem to want to accept my fireproof block as a material...

I also can't make any stone items at the masons now that I've used it once, with any stone at the workshop...

I am very confused, some help would be super awesome!

More information, I've found that what's happening is that the build process isn't finishing. I am not sure why..I can leave it forever ticking away as my adventurer gets hungry and thirsty and tired while it never builds, saying (1) for the ticks, or in a few cases (-1). When I watch these fail to build, they start decreasing as usual, but when they hit 0 they either jump back to 1, or drop down to -1, and then fail. If they stay on 0 for a couple of steps they finish and I can use them...

Workarounds would be super helpful!

Found picking up and dropping items repeatedly fixed some of this nonesense...

but now the built smelter and wood furnace don't have the "TAB" option as a workshop, only the masons shop seems to be a workshop...so I can't do anything anywhere but there...any ideas?
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FantasticDorf

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Re: DFHack 0.43.05-r2
« Reply #407 on: October 30, 2017, 09:28:10 am »

Would it be possible to move the structures of dwarven conversation topics from adventure mode interactions into fortress mode options forcefully via a script? Dwarves in fortress mode tend to repeat troubles constantly (when you snoop in on conversations) and it doesn't garner any effect unless you go to extreme lengths like Loci did in this experiment.

Right now adventure mode options are (-1) while regular conversations dont appear to have a value but that's just me probably being a complete novice reading community created DF-structure &/or misinterpreting any connection between the two.

Maybe i have poorly understood what is presented infront of me, but if there was any pre-emptive way to fudge dwarves into particular/correct field conversation behaviours so they can resume socialising normally like pre-tavern update that'd be great.
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milo christiansen

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Re: DFHack 0.43.05-r2
« Reply #408 on: October 31, 2017, 02:19:37 pm »

I just realized I never posted in this thread, so, PTW I guess...
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PatrikLundell

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Re: DFHack 0.43.05-r2
« Reply #409 on: November 02, 2017, 01:27:12 pm »

Is there a DFHack or script implementation of a naming UI? I'm considering a script that would involve (re)naming of at least regions and rivers, and would rather use something already available than slog through that mess myself.
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Fleeting Frames

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Re: DFHack 0.43.05-r2
« Reply #410 on: November 02, 2017, 01:54:37 pm »

There's obviously Ctrl-Shift-N, but I take you must mean using 'natural' DF multi-part names translatable to the various tongues?

Perhaps one could adopt one of the df native naming viewscreens?

PatrikLundell

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Re: DFHack 0.43.05-r2
« Reply #411 on: November 02, 2017, 05:01:44 pm »

I'm talking about changing the entities' names as displayed on the world map pre embark, which means changing the multi part language based names (and I suspect these entities do not have any simple string "name" field to modify anyway). The fallback would indeed be to re-implement some version of the native naming screens, but it's not my favorite wheel to reinvent.
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Amostubal

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Re: DFHack 0.43.05-r2
« Reply #412 on: November 02, 2017, 07:46:56 pm »

Is there a DFHack or script implementation of a naming UI? I'm considering a script that would involve (re)naming of at least regions and rivers, and would rather use something already available than slog through that mess myself.

I'm talking about changing the entities' names as displayed on the world map pre embark, which means changing the multi part language based names (and I suspect these entities do not have any simple string "name" field to modify anyway). The fallback would indeed be to re-implement some version of the native naming screens, but it's not my favorite wheel to reinvent.

So basically you want to rename map regions that say you have on embark selection map screen?   That would be interesting, not sure if its possible.  i'm sure there has to be some sort of DF structure that is holding the map regions data so you could iterate through it.  Then after that it would only simply be a question of where is the cursor at on the map and locating that DF structure to pass on the new data...  personally I wonder if it would have to be done square by square... or if the region data is some how maintained in a larger structure.  I also am wondering if that structure is even mapped currently in DFHack or if its a bit of the unknown variables that still persist to be to this day.
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Fleeting Frames

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Re: DFHack 0.43.05-r2
« Reply #413 on: November 02, 2017, 07:56:20 pm »

@PatrikLundall: Not re-implement, but reuse df.viewscreen_layer_choose_language_namest perhaps?

Rose

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Re: DFHack 0.43.05-r2
« Reply #414 on: November 02, 2017, 09:41:11 pm »

Amostubal, the region data is almost entirely mapped. There is a global list of regions with all of their data, including names, population, etc.

The biggest question is if it gets saved when you save the game, but that's easy to test, and quite likely, considering that even procedural creature raws can be modified and changes saved.
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PatrikLundell

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Re: DFHack 0.43.05-r2
« Reply #415 on: November 03, 2017, 03:04:15 am »

What I intend to try is to make it possible to edit the world map, and if that is done during world gen (the intended usage), the changes would be saved when the game is saved unless there is a parallel structure somewhere, which doesn't seem likely (even "features" added through DFHacking are saved when the game is saved, even though they have to be images of something stored elsewhere (possibly save game files), as the structure isn't populated until required). As Japa said, the structures are mapped, so that part isn't a problem.

Thanks Fleeting Frames, now I understand what you mean.
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Rumrusher

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Re: DFHack 0.43.05-r2
« Reply #416 on: November 04, 2017, 08:46:47 am »

Dive into dialog options once more to discover how the top and bottom page listing work and probably be able to make a separate page for custom added dialog.
Took me awhile to realize the game top page choices was asking for the first choice to be selected on the page, while the bottom one ask for the last one to be selected.

also that my open dialog script only inserts the new choice options at pages 0 or 1 so if there say page 6 in the menu scrolling down page 1 would take a while as the page now has all the dialog choice options.
so do go trying to banish someone in the rumor menu unless you like searching for the choice.
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PatrikLundell

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Re: DFHack 0.43.05-r2
« Reply #417 on: November 04, 2017, 10:20:47 am »

Further name related questions:
The raws contain word tables, and I suspect each table is used for the naming of a specific category of things (I didn't find a single region in my world with either a Front or Rear Compound, for instance, while rivers used a wider range of names). Has anyone figured out which table is used for what (The tables I had at indices 35 and 37 seem to match the one used to name a fortress or a group on embark (both seem to use the same set), for instance)?

It also seems the parts sub structure is a reordering of the items found in the fortress naming UI:
0: Front Compound
1: Rear Compound
2: The X
3: First Adjective AND Second Adjective (both seem to use the same table, which makes sense)
4: Hyphen Compound
5: Of Y

Edit: Ignore the question above as the assumption was incorrect. Annoyingly, the only two tables that contain composition of the names of all regions are the same as the ones matching rivers and fortress/group name generation, i.e. tables 35 and 37. Thus, the rules for how to create region and river names are somewhere else. This, of course, assumes my my matching attempt isn't flawed.

Edit 2: Maybe the initial assumption wasn't flawed, after all. I get more matches with the tables at index 1 (rather than 0).
Edit 3: No, the matching tables are far too large to be useful for restricting name generation to what DF produces, most of the seem to be the same as the fortress/group one.
« Last Edit: November 04, 2017, 12:14:48 pm by PatrikLundell »
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Quietust

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Re: DFHack 0.43.05-r2
« Reply #418 on: November 04, 2017, 03:32:56 pm »

I've identified the meanings of most of the language_word_table entries - see my df-structures fork for a full list.

The first 36 were conclusively identified in version 0.23 (based on where each type of name was generated), and their selection criteria (effectively a set of SELECT_SYMBOL, SUBSELECT_SYMBOL, and CULL_SYMBOL directives) were confirmed to match the current version; the rest were identified just by said criteria, which is why some of them are "unknown".
« Last Edit: November 04, 2017, 03:57:22 pm by Quietust »
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PatrikLundell

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Re: DFHack 0.43.05-r2
« Reply #419 on: November 04, 2017, 06:50:40 pm »

Thanks Quietust, I'll take a closer look at this.

Edit: It's not what I wanted to find, but it's definitely useful to know I'm barking up the wrong tree.
« Last Edit: November 05, 2017, 06:34:29 am by PatrikLundell »
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