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Author Topic: DFHack 50.14-r1.1  (Read 893502 times)

PatrikLundell

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #630 on: December 28, 2017, 04:54:00 am »

:
Has anyone identified how to make the game's Resident info screens show up for creatures who were initially created as Animals rather than as Persons?
The screens you get with 'u'-'v'? That's viewscreen_unitst, if I remember that correctly, which is fairly easy to create in Lua:
Code: [Select]
s=df.viewscreen_unitst:new() -- note that this crashes if a world isn't loaded, as I just found out
s.unit = some_unit
dfhack.screen.show(s)
I don't know what's up with animal-men-turned-citizens not having this option. A save might help, if you have one.
As far as I can see from the description the modded animal people behave the same as unmodded Gremlins do (I haven't had any since 0.43.05, but I doubt this has changed). Thus, it's a low priority vanilla DF issue which Toady probably won't touch until animal people are reworked (whenever that will be).
Another problem you'll have with "animal" animal people is that once they become citizens they still need to be retrained, but retraining is an incredibly low priority activity, so the trainer just sits there waiting unless you force the trainee to show up. I've worked around that with Gremlins by setting their training level to "Tame" using gui/gm-editor as they become citizens. (And you can order the butchering of "animal" citizens... I haven't tried, so I don't know if they'll eat those sapients as well). DT works well to work around the issue with setting and changing the work profile for Gremlins, but Dwarf Manipulator considers that to be outside of its scope.
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Urlance Woolsbane

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #631 on: December 28, 2017, 05:02:05 am »

As far as I can see from the description the modded animal people behave the same as unmodded Gremlins do (I haven't had any since 0.43.05, but I doubt this has changed). Thus, it's a low priority vanilla DF issue which Toady probably won't touch until animal people are reworked (whenever that will be).
That should be part of the Myth Arc. Toady has talked about incorporating them into creation myths, allowing for varied and sundry permutations.

EDIT:
I did a bit more testing on the starting dwarves issue, and it seems that it's possible to embark with only one, so long as you have at least six animals in your livestock. Basically, the game insists on having a minimum of 7 units in the embark party, but it doesn't care if they're citizens or livestock. Hopefully someone more knowledgeable than I am can explain what this signifies.
« Last Edit: December 28, 2017, 05:53:55 am by Urlance Woolsbane »
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FantasticDorf

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #632 on: December 28, 2017, 07:37:13 am »

Interesting but altering the starting amount of dwarves (and as Woolsbane points out, possibly inserting sentient pets as citizens?) is also a development that may happen by the time we reach starting scenarios which may have a degree of flexibility on the settings for now that are hardcoded.

Fixing the behaviour pertaining to gremlins is a bit higher on the agenda than other modding outcomes as its intentional vanilla, but actually obtaining gremlins (because of their knack to avoid traps, deep underground and mostly invisible) for most intermediate players doesn't happen frequently enough and also in the respect of noticing the changes in the game over time gremlins now have to put up with identities & tavern behaviours.
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PatrikLundell

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #633 on: December 28, 2017, 09:28:05 am »

The Gremlins I've had didn't seem to have any problems with (unstaffed) taverns or with libraries (I believe they read a fair bit). I'm not sure about whether they used the (omni) temple or not, and since DF doesn't provide access to their personal screen I haven't been able to see if they had any deities or preferences. And, regarding that: don't assign Gremlins or "animal" animal people as nobles, as you can't see their demands and/or mandates (I don't remember if it was one or both, as I make sure not to get any mandate spewers).

Explaining where animal people come from may not necessarily mean their behavior is changed at that time, but we'll eventually see what appears in the various Myth & Magic arcs. The Myth & Magic bag is bursting at the seams (each section of it on the dev page except one is larger than the complete contents of this arc).
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Button

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #634 on: December 28, 2017, 04:06:11 pm »

Yeah, I know it should be coming eventually but as a low priority fix - I was just hoping there might be some memhacking we could do in the meantime to make the game go "Oh, that's a person."

Making them stop needing training with DFHack is an easy fix, just a matter of flipping a boolean flag. It's the other bits that are a problem... like giving them names so I can actually tell them apart; or choosing who to try to marry to whom so I can see what the second generation is like.
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Urlance Woolsbane

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #635 on: December 28, 2017, 04:20:25 pm »

Interesting but altering the starting amount of dwarves (and as Woolsbane points out, possibly inserting sentient pets as citizens?) is also a development that may happen by the time we reach starting scenarios which may have a degree of flexibility on the settings for now that are hardcoded.
Quite probably, but embark scenarios are easily a few years down the road, and I'm trying to get a head start on them...

Explaining where animal people come from may not necessarily mean their behavior is changed at that time, but we'll eventually see what appears in the various Myth & Magic arcs. The Myth & Magic bag is bursting at the seams (each section of it on the dev page except one is larger than the complete contents of this arc).
It's ambitious, to be sure. Even if Toady spreads it out over several releases, I imagine we'll still be in for nearly two years between the last 00.44.xx release and the first Myth and Magic one. You're right that certain plans may go the way of gambling, recipes, and roadside inns...
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pikachu17

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #636 on: December 28, 2017, 04:23:17 pm »

PTW
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Urlance Woolsbane

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #637 on: December 28, 2017, 11:28:41 pm »

Per my previous query, is there anything that can be done to change it, or is the address in question likely not writable? Am I better off jury-rigging a solution?
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lethosor

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #638 on: December 29, 2017, 01:24:31 am »

My best guess is that DF assumes there are always at least 7 creatures and deals with the first 7 unconditionally. I'm a bit surprised that livestock affects it, but I guess it makes sense.

I highly doubt there's a single address that contains a single number that can affect this. I'm pretty sure start_dwarf_count is used in the loop that creates units in DF, but there are likely several places that assume there are at least 7. The fact that code isn't writable doesn't matter - start_dwarf_count is in the code section and isn't normally writeable as well, but we have a way to patch read-only memory.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

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Urlance Woolsbane

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #639 on: December 29, 2017, 02:07:07 am »

My best guess is that DF assumes there are always at least 7 creatures and deals with the first 7 unconditionally. I'm a bit surprised that livestock affects it, but I guess it makes sense.
If I had to guess, it's either vestigial or connected to creatures such as kobolds, that count as livestock but act like citizens. Regardless, it's odd.

I highly doubt there's a single address that contains a single number that can affect this. I'm pretty sure start_dwarf_count is used in the loop that creates units in DF, but there are likely several places that assume there are at least 7.
And therein lies my problem. Start_dwarf_count works fine until I press 'e', at which point the game does any number of things behind the scenes. It might be one subroutine that's to blame, it might be twenty.

The fact that code isn't writable doesn't matter - start_dwarf_count is in the code section and isn't normally writeable as well, but we have a way to patch read-only memory.

That's quite a relief. Contrived band-aid solutions drive me up the wall.
« Last Edit: December 29, 2017, 02:11:01 am by Urlance Woolsbane »
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Clément

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #640 on: December 29, 2017, 05:57:22 am »

I wrote a script for helping to create twbt override. When Meph tried it on a custom workshop, it found the buildings_other_id "WEAPON_UPRIGHT". The script is not very good at choosing the best ID but it should choose at least a valid one. Do you see an issue with my script? Or does this category really contains custom workshop and is not well named?
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Meph

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #641 on: December 29, 2017, 07:30:19 am »

I wrote a script for helping to create twbt override. When Meph tried it on a custom workshop, it found the buildings_other_id "WEAPON_UPRIGHT". The script is not very good at choosing the best ID but it should choose at least a valid one. Do you see an issue with my script? Or does this category really contains custom workshop and is not well named?
Weapopn_Upright is a valid building ID, it's the adamantine sword in the underground fortresses that connect to the underworld.
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Putnam

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #642 on: December 29, 2017, 07:57:48 am »

Ah, previously existing fortresses. They were removed in... either 0.34.01 or 0.40.01, I forgot.

FantasticDorf

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #643 on: December 29, 2017, 08:36:41 am »

40.01 including hyenaman huts, which i remember fondly of my breif encounters fending them off from attempting to kill my sheep and carry them off-screen.
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lethosor

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #644 on: December 29, 2017, 10:19:53 am »

I wrote a script for helping to create twbt override. When Meph tried it on a custom workshop, it found the buildings_other_id "WEAPON_UPRIGHT". The script is not very good at choosing the best ID but it should choose at least a valid one. Do you see an issue with my script? Or does this category really contains custom workshop and is not well named?
Just to confirm, you are not using DFHack 0.44.02-alpha1, correct? That version had an issue with buildings_other_id.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.
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