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Author Topic: Dwarf Companion - new version linked @first post  (Read 99752 times)

bartavelle

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Being unsure how to search this thread specifically, I'm not sure if this has been asked already, but is there any way to get a specific dwarf to mood, other than InstaMood+savescumming until the right one gets it? I've got a problem (probably due to using a mod, which might just make it impossible to do anything) that prevents me from choosing any of the Metal options, and I'm trying to get a metal artifact, so a mooded metal crafter would be greatly helpful. Just changing the dwarf to a fey mood from no mood doesn't seem to do anything; he won't go claim a workshop or anything.

If the only thing you need is a metal artifact, then you only have to change the mood required items. If you want to have a specific dwarf get moody, you'll have no luck with DC, as it doesn't do this. You might want to take a look at DF with a debugger in the function where the "instamood" reverses the condition. You'll see the dwarf selection code just a bit below, and you'll just have to break after it and manually enter your dwarf.
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Kaiser Reinhard

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It seems like you did everything right, except it cannot find the gtk runtime. This usually means that some environment variable wasn't setup properly. You might try adding the gtk library directory to the path variable.

So.. how would I go about doing this?

Also, I only installed gtk runtime in the DLL folder, I used default settings for the others. And the message is now
Spoiler (click to show/hide)
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bartavelle

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Also, I only installed gtk runtime in the DLL folder, I used default settings for the others. And the message is now
Spoiler (click to show/hide)

It means it doesn't find the proper DLL version. It either means the DLL you just installed is too old (or too recent ??) or that there is another DLL that depends on this one and is too old. You might want to use a tool like procmon (on microsoft website, sysinternals section) to check what file it is trying to open.
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Gertack

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dbg.playerrace = 170 (0xaa)
dbg.player = 170 (0xaa)
dwarfs' civ = 3217 (0xc91)

So no luck using those variables; I'd have to search for (a? many?) dwarf and check the civ.
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bartavelle

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dbg.playerrace = 170 (0xaa)
dbg.player = 170 (0xaa)
dwarfs' civ = 3217 (0xc91)

So no luck using those variables; I'd have to search for (a? many?) dwarf and check the civ.

I probably have the offsets wrong for the civ anyway :/
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Orkel

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Do reports work in 0.17d by the way?
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Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

bartavelle

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Do reports work in 0.17d by the way?

No idea, the last release was for people *really* needing the tool, I will do something clean only with the next major version.
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Adamantine Fist

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I'm fairly certain that flag 0x20 has something to do with drowning. I'm trying to save my miner from drowning, and I've found that deactivating the flag removes the "Drowning" message on him.
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and D) involve Clippy, the helpful paperclip, to tell you what to do.
It looks like you are trying to commit elven genocide! What would you like to do?

happydog23

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I just had a strange mood on one of my Masons.  I watched him draw some pictures, and then checked what I thought he needed in dc.  DC said he needed raw gems, when he needed raw glass.  Not a big deal, but i have a screenshot of the "creatrue details: mood" window if it would help future versions be more specific or anything

bartavelle

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I just had a strange mood on one of my Masons.  I watched him draw some pictures, and then checked what I thought he needed in dc.  DC said he needed raw gems, when he needed raw glass.  Not a big deal, but i have a screenshot of the "creatrue details: mood" window if it would help future versions be more specific or anything

This is a known bug, I'll have to eventually fix it ...
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happydog23

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I just had a strange mood on one of my Masons.  I watched him draw some pictures, and then checked what I thought he needed in dc.  DC said he needed raw gems, when he needed raw glass.  Not a big deal, but i have a screenshot of the "creatrue details: mood" window if it would help future versions be more specific or anything

This is a known bug, I'll have to eventually fix it ...

Alright, I just didn't want to take the time to upload the screenshot of the mood if it wasn't going to be useful/used for improvements :-)

Its really not that big a bug anyway :-P

hachnslay

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Re: Dwarf Companion - 0.17d out, 30/11/2009 [update for D16 WINDOWS, modded lang
« Reply #761 on: February 21, 2010, 12:09:24 pm »

thanks to this tool i made many interesting discoveries, the last one:
the number of items worked into an artifact is related to the level of the used skill.
how i found out:
I removed the hadmood tag from a dwarf, that dwarf (legendary engraver +4) got into a mood and required 10 items!
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Draco18s

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Consider adding it to the wiki.
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spokehedz

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I shall do some experimenting on my own to see if this is the case.
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Once a stair fell, and rather than knock him one or two z levels down, as usually was the case, he went rolling down the central staircase, hit the bottom and exploded.

deoxy

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Re: Dwarf Companion - 0.17d out, 30/11/2009 [update for D16 WINDOWS, modded lang
« Reply #764 on: February 23, 2010, 12:26:17 am »

thanks to this tool i made many interesting discoveries, the last one:
the number of items worked into an artifact is related to the level of the used skill.
how i found out:
I removed the hadmood tag from a dwarf, that dwarf (legendary engraver +4) got into a mood and required 10 items!

I've noticed some correlation there, just playing the game.  I do think there's some random factor, but a more experienced dwarf almost always seems to use more items than a less experienced dwarf.
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