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Rapporter et oversættelsesproblem
The [ANY_TEMPERATE] tag designating that hemp grows in temperate environment is assigned to hemp in the vanilla game, so this mod inherits it from there.
I think smoking is a "greeting" interaction which means you need to have someone nearby to do it to.
i can equip the item but when it is equipped the portrait doesnt change and also i cant figure out how to puff smoke
You mean you can't make them equip the item or you can't puff smoke? The item should give an interaction to smoke, but I suppose there might be instances in dfhack that makes it hard to apply the effect in adventure mode. I might need to look at it again.
It's hard to say why that is. The rates of dwarves appearing with the items are:
[HELM:ITEM_HALFLING_PIPE:UNCOMMON]
[HELM:ITEM_PIPE-WEED_CIGAR:UNCOMMON]
[HELM:ITEM_HEMP_CIGAR:UNCOMMON]
[HELM:ITEM_BLUNT:UNCOMMON]
[HELM:ITEM_CHILLUM:RARE]
UNCOMMON is a 10% chance and RARE is a 1% chance. I don't know if you just got really lucky or maybe DF makes it so all civilians at an embark start with the same set of items.
That indicates something broke. Are you using version 1.0.9? Can you send the contents of stderr when it starts to happen?
They should be in all temperate biomes. It's worth keeping in mind that the game only chooses a handful of plants to populate an area with, so you may not see them. It may take some looking to find them too.
Droseran, the maker of the Advanced Agriculture mod, told me a few issues with my mod. The new update fixes things but I need to warn you that if you download the new mod into your existing modded world, it will probably breaks things.
Aside from these fixes, I also lowered the price of certain smoking items.
Let me know if you have any issues.
Oh, that's not intended lol. I didn't put the value of pipe-weed leaves too high, though they are more valuable than normal plants. I'll check out values again.
I'm not getting the same issue. I assume you didn't modify that file yourself, so you may want to try to confirm if it's there or not. It may be the case that there was a package loss or something and it didn't download right. If it's not, you can either delete the mod directory and redownload it, or you can go to vanilla files and and find "vanilla_creature_graphics/images/portraits/dwarf_portrait_body_palette.png" and put it where it's missing.
Palette not found
Not found: data/installed_mods/topples_re_smoking(180)/graphics/images/portraits/dwarf_portrait_body_palette.png
That's fixed now. Hemp-cigars will release hemp smoke and joints produce marijuana smoke.
@Ben
Rolling joints should now be an available reaction.
Med Bench's "drink an extract" is finicky because DFhack lacks away to assign an extract to job. The function still works, but you'll need to be strategic for placing extracts if using that reaction. The "drink warbow tincture", "drink philosopher's lament", etc. reactions are all still there and they automatically specify the right extract. The "drink extract" reaction should only be used for other modded extracts.
I fixed plants and changed a few things around with them. The "Plant Growth (?)" when you expect your fortress's resources may still exist for now due to DF's limited functionality, but it's benign. Seeds should come from all smoke product related reactions for new plants.
i'm curious to see the hookah effect tough. that should reside for a while and fill the area with an nice wash of fruity smoke :)
Okay, I'll look into that again.
Yeah, I suppose I ought to do that. If the "drink extract" allows someone to select the extract being used for the reaction, then it could probably be the only reaction needed.
@Ben
I thought I fixed the smoking-trigger problem. It's a bit weird cause I'm looking for a "subtype" variable that not all items have. I changed it to only look for "armor" items that should diffidently have the "subtype" variable, but maybe I'm a wrong assumption. If that's failing, the hookah will probably fail too.
The smoking visual effect is the "fast smoke" effect because that's the default gas emission that comes raw interactions. Making the gas "creep" like hookah gas is possible, but not as easy as just using the reaction. Maybe I'll do it, I'd have to catch the "smoking" interaction in dfhack to spawn the gas. I am worried that creeping gas might slow down the game if there's too much smoking, but maybe that's not the concern as long as it's small.
Lolor Windytongs was found due to inhaling pipe-weed smoke.
the visual effect, the puff of smoke goes by really fast though (at least in fortress mode. didn't test adventure mode jet..)
i did some testing over the last couple of days..
I'm getting the same error when disabling re-smoking in df-hack
also no smoke effects from jobs at the hookah only 150 units of water are spawned there..
i do get puffs of smoke form cigars carried by dwarves (their portraits don't show that though)
can't seem to find an entry for the pipe-weed effect in their thoughts though (or where would that show up?)
Mod version v1.0.5
Game/DF-Hack version v51.11-r1.2 (BETA-Branch)
One or two 'vanilla' potions could be made to make up the shortfall of the smoking ingredients, like Fools Spittle for charisma via moghopper-juice, and Gnome Repellent from kobold bulbs.
Can you confirm you are using v1.0.5?
"> disable re-smoking
Smoking mod disabled
Currently cannot deactivate: HOOKAH_MAKE_MIST
Currently cannot deactivate: HOOKAH_SMOKE_PIPE-WEED
Currently cannot deactivate: HOOKAH_SMOKE_HEMP
Currently cannot deactivate: HOOKAH_SMOKE_MARIJUANA
Currently cannot deactivate: HOOKAH_SMOKE_HASHISH
Currently cannot deactivate: HOOKAH_SMOKE_SHISHA
Currently cannot deactivate: HOOKAH_SMOKE_GREEN_DRAGON
Currently cannot deactivate: HOOKAH_SMOKE_GOLDEN_SALVE
Currently cannot deactivate: HOOKAH_SMOKE_WARBOW_TINCTURE
Currently cannot deactivate: HOOKAH_SMOKE_PHILOSOPHERS_LAMENT
Currently cannot deactivate: HOOKAH_SMOKE_ESSENCE_OF_TUMULT
Currently cannot deactivate: HOOKAH_SMOKE_OPIUM
Currently cannot deactivate: HOOKAH_SMOKE_EXTRACT
...ipts_modactive\internal\re-smoking\med_bench_trigger.lua:31: attempt to call a nil value (global 'deactivate_trigger')
Cannot disable Lua script: re-smoking"
Thanks!
It seems to have fixxed a seperate issue with the portraits not showing, but the hookah failed to produce mist. The output from DFhack seemed fine, though.
"> enable re-smoking
Smokin mod enabled
smoking_trigger enabled
hookah_trigger enabled
med_bench_trigger enabled"
continued in next comment
Poppies spawn in any temperate biome. I think I made it so only the bulbs can be used to harvest latex, so you may need to wait to harvest them. Maybe I should change that?
What version are you running, is it the most recent 1.0.5? When are you getting the issue, is it when you create a new world or load an existing one? When you get the issue, can you press the "~" key and run "re-smoking enable" and tell me the output it has an errors in it.
@Teefl-ling
I guess I can. What's the mod? What's their entity name in the raws? What do you want them to be able to do?
If they are equipped with the item, yeah. You can either build for them, trade for them, or dwarfs uncommonly spawn with them.
Ok. I pushed a change that fixed it. Apparently the script was looking at items it didn't expect to see and that broke the smoking script.
i tried activating your scripts in df-hack but it returned an error message.
i'll send you a screenshot..
what i did:
- loaded the fort
- placed a hookah
- tried smoking hashish
- no effects/no smoke
- opened the df-hack launcher gui
- found re-smoking
- tipped: "enable re-smoking" as listed as valid commands under Usage
- got an line saying: "smokin mod enabled"
followed by an error message detailing a path to the file "smoking_trigger.lua:25:"
and "cannot read field item_barceletst.suptype: not found."
ending with the line "Cannot enable Lua script: re-smoking"
just tried again just to be sure.
same result
:/
hope that helps
i'd really like to see my dorfs get high ;)
PS:
couldn't access the df-hack consol via ~
is there a way to check my df-hack version?
One last thought is that you're playing on windows and have been playing the game, leaving to the home screen, and then trying to make a new world with the mod or trying to reload a game that has the mod. This normally shouldn't be an issue, but I caught a bug a few days back in DFHack that prevented the script from being automatically started when a world is loaded. I put in a pull request to fix it, but it got changed and that change didn't fix the issue so we had to do it over again. It should be fixed on the next version of DFHack, but in the meantime you'd either need to directly activate the mod or exit re-enter the game to correct it.
Is the issue happening on re-loads of your world?
In your DFHack terminal (access it by pressing the "~" key), try typing "re-smoking enable" and see if that does it. Tell me if the output screen gives anything else aside from something like "Smoking enabled".
In your Dwarf Fortress directory there should be a folder named "stderr". After you play the game and run into this issue, shut down the game and please send me that file.