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Author Topic: Putnam's DFHack scripts  (Read 119057 times)

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #345 on: September 06, 2013, 02:56:23 am »

Yeah, I would recommend:

itemsyndrome contaminantsOn enable

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #346 on: September 28, 2013, 01:19:22 am »

I've set it up so that itemsyndrome now works on only a certain number of units per tick. So far, this has resulted in a 1000 dwarf fort having no noticeable impact on FPS with itemsyndrome running, contaminants on. Same goes for a 7 dorf fort.

Fear me :P

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #347 on: September 28, 2013, 04:06:25 am »

Any changes in syntax, or for the ticks a syndrome should be active? I currently have all at END:500.
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #348 on: September 28, 2013, 01:41:32 pm »

Nope. I made sure of it.

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #349 on: September 29, 2013, 11:58:00 am »

Upon some review, the script as it was last upload didn't work and the debug didn't catch it due to the way I did the debug. Fixed that. Also made it even faster by having it only check alive units.

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #350 on: September 29, 2013, 01:09:21 pm »

so the trick with running the dead units script isnt necessary anymore. :)
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #351 on: September 29, 2013, 01:14:55 pm »

Nope, not at all. It actually wasn't with the last version, if the last version worked.

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #352 on: September 30, 2013, 01:38:01 am »

Fixed itemsyndrome again, this time in a way that actually fixes things  :-[

Also made it only check units with inventories.
« Last Edit: September 30, 2013, 01:44:44 am by Putnam »
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Meph

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Re: Putnam's DFHack modder's utilities
« Reply #353 on: September 30, 2013, 07:36:31 am »



Is this normal? There were only 7 dwarves and some pets on the map, and itemsyndrome checks thousands of units. It endlessly updated dfhack, starting from 1 again after a while.

Edit: Seems that I had a curious underground structure with quite a few undeads.
This one still remains:
Code: [Select]
[DFHack]...terworkDF 4\Dwarf Fortress\hack\scripts/itemsyndrome.lua:328: Cannot read fie
ld vector<unit*>.-1: index out of bounds.stack traceback:
        [C]: in function '__index'
        ...terworkDF 4\Dwarf Fortress\hack\scripts/itemsyndrome.lua:328: in function <...terworkDF 4\Dwarf Fortress\hack\scripts/itemsyndrome.lua:326>
Checking unit #1
Checking unit #2
Checking unit #3
Checking unit #4
Checking unit #5
Checking unit #6
Checking unit #7
Checking unit #8
Checking unit #9
Checking unit #10
Checking unit #11
Checking unit #12
Checking unit #13
Checking unit #14
Checking unit #15
[DFHack]#
« Last Edit: September 30, 2013, 08:18:24 am by Meph »
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tsk

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Re: Putnam's DFHack modder's utilities
« Reply #354 on: September 30, 2013, 10:04:24 am »

Started playing with this over the weekend and had errors with Item_Syndrome, which you just fixed - so thank you!
Now it seems to run with new gen world and 7 starting dwarfs without error.

However, I probably haven't placed the item specific code correctly as my dwarves are not "adjusting" the way I thought they would.

In items_pants.txt (in both DF raws and verified it appears in saves raw)
Added a syndrome underneath loincloth (and opposite direction under thong)

[ITEM_PANTS:ITEM_PANTS_LOINCLOTH]
[NAME:loincloth:loincloths]
[LAYER:UNDER]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[SYNDROME]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[CE_BODY_TRANSFORMATION:START:3]
      [CE:CREATURE:DWARF:MALE]

Then created leather, cloth workshops made 7 of each and equipped a squad of all 7 dwarfs.  All with a replace item uniform of just a Lioncloth.  Verified they are wearing their "gear". 

Unfortunately nothing ever happens even after a month of waiting and several cycles of item syndrome.  The DFHACK output shows it checking units, but never comments about finding anything.

My first ever forum post and its to sex change my dwarfs - that's very troubling I think..

Thanks for you hard work!
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #355 on: September 30, 2013, 01:39:52 pm »

'Dyou read the directions on how to create a syndrome item? That'll just give you an error. You need to make an inorganic that has all the syndrome item syndromes, like so:

Code: [Select]
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_TSK]
[SYNDROME]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[SYN_NAME:loincloth]
[CE_BODY_TRANSFORMATION:START:3]
      [CE:CREATURE:DWARF:MALE]

Also, that'd be permanent.

tsk

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Re: Putnam's DFHack modder's utilities
« Reply #356 on: September 30, 2013, 02:05:55 pm »

Thanks for the reply, I thought I might be missing a step.  Will give that a try tonight.

Permanence doesn't specifically matter.  I'll have a second item to switch the opposite direction if needed.

In this case I want a certain female set to be craft, noble, etc based on skills and potential.  For the rest once anyone else is determined to be military material they are switch permanently.
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #357 on: September 30, 2013, 02:06:33 pm »

You can't switch back a creature with a syndrome once they're switched with a syndrome.

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #358 on: September 30, 2013, 03:34:22 pm »

truetransform can do that, but you would need to use itemsyndrome to give them an interaction which triggers truetransform. its a bit more tricky, but works.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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tsk

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Re: Putnam's DFHack modder's utilities
« Reply #359 on: September 30, 2013, 06:02:13 pm »

Just to follow up, I now have 7 male starting dwarves.  So the transform part works, thank you again.

Off to think of a way to use this that can be manufactured and used but not affect random others at the same time.
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