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Author Topic: Putnam's DFHack scripts  (Read 120459 times)

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #330 on: August 29, 2013, 08:08:55 pm »

So it's not saying "Beginning cycle."?

narhiril

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Re: Putnam's DFHack modder's utilities
« Reply #331 on: August 29, 2013, 08:09:47 pm »

So it's not saying "Beginning cycle."?

Nope.

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #332 on: August 29, 2013, 08:10:23 pm »

Just as confirmation: you are putting "debug" as an argument in your activation line, yes?

narhiril

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Re: Putnam's DFHack modder's utilities
« Reply #333 on: August 29, 2013, 08:16:12 pm »

Yes, I did.  Here's the init and console printouts.

Code: (init) [Select]
##########LFR v0.20 init file##########

##binary patches to fix vanilla bugs##

binpatch apply deconstruct-heapfall #prevents buildings from killing or injuring dwarves when deconstructed#
binpatch apply deconstruct-teleport  #prevents items from teleporting around when a building is deconstructed#
binpatch apply hospital-overstocking #makes hospitals actually obey their stock limits#
binpatch apply custom-reagent-size #allows for partial use of reagents with dimensions in custom reactions - not used in LFR, but doesn't hurt#
binpatch apply training-ammo #allows marksdwarves to pick up and use training ammunition even if their quiver is full of combat ammo#
binpatch apply armorstand-capacity
#doubles the capacity of armorstands#
binpatch apply weaponrack-unassign #fixes weapon racks - works together with the "fix armory" plugin#

##tweaks##

tweak patrol-duty #dwarves will not get negative thoughts for training sessions#
tweak stable-cursor #cursor remembers its position between menus#
tweak fix-dimensions #something involved with the custom reagent size fix#
tweak military-stable-assign #military position assignment list will no longer jump back to the start every time a unit is assigned#
tweak military-color-assigned #units already in squads will appear as a different color in the military assignment list#

##plugins##

load autoSyndrome #required for ritual transformations and mechanical constructs#
load trueTransformation #required to make paragons work properly#


##scripts##

fix/growthbug enable #Fixes a bug with dwarves not growing to full adult size#
itemsyndrome enable 150 debug #Required for magical weapons#


Code: (DFHack console) [Select]
deconstruct-heapfall: applied the patch
deconstruct-teleport: applied the patch
hospital-overstocking: applied the patch
custom-reagent-size: applied the patch
training-ammo: applied the patch
armorstand-capacity: applied the patch
weaponrack-unassign: applied the patch
Enabled tweak patrol-duty
Enabled tweak stable-cursor
Enabled tweak fix-dimensions
Enabled tweak fix-dimensions
Enabled tweak fix-dimensions
Enabled tweak fix-dimensions
Enabled tweak fix-dimensions
Enabled tweak military-stable-assign
Enabled tweak military-color-assigned
FixGrowth: Running
Enabled itemsyndrome.
DFHack is ready. Have a nice day!
Type in '?' or 'help' for general help, 'ls' to see all commands.
Detected spatter add reactions - enabling plugin.
World loaded, itemsyndrome running...
[DFHack]# itemsyndrome force
[DFHack]#


Nothing happens after I give the weapons to the dwarves and let them go to town.  After a few kills, I ran itemsyndrome force, and the interaction started working, but nothing was printed to the console after that, either.  I let it run for a few minutes.
« Last Edit: August 29, 2013, 08:19:58 pm by narhiril »
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #334 on: August 29, 2013, 08:45:10 pm »

Hmm. That means that, for some reason, the main function isn't working when run through the onStateChange function. That's odd, since it hasn't happened before.

narhiril

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Re: Putnam's DFHack modder's utilities
« Reply #335 on: August 29, 2013, 08:48:05 pm »

Hmm. That means that, for some reason, the main function isn't working when run through the onStateChange function. That's odd, since it hasn't happened before.

I think I may have fixed it...  but I had to change the init command to "itemsyndome enable 150 debugon".  I basically bruteforced it, so it's probably not even remotely efficient, but it seems to have worked.

Code: [Select]
dfhack.onStateChange.itemsyndrome = function(code) --Many thanks to Warmist for pointing this out to me!
    if code==SC_WORLD_LOADED then
print("World loaded, itemsyndrome running...")
        itemsyndrome()
    end
    if enable==True then
itemsyndrome()
    end
end

With debug on, I get the "Beginning cycle..." message and then this floods the console with checks every 150 ticks while the game is running, as I would expect.
« Last Edit: August 29, 2013, 08:55:04 pm by narhiril »
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #336 on: August 29, 2013, 09:10:40 pm »

Right, debugon. Rely on me to forget my own arguments.

It's efficient enough, I'd say. If the first one doesn't work, the second one shouldn't cause any overhead.

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #337 on: September 03, 2013, 03:08:55 pm »

Made itemsyndrome more efficient. Should be a bit faster. Also added the ability to turn off searching for contaminants, which should make it way faster if it is turned off.

narhiril

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Re: Putnam's DFHack modder's utilities
« Reply #338 on: September 04, 2013, 12:41:35 pm »

Made itemsyndrome more efficient. Should be a bit faster. Also added the ability to turn off searching for contaminants, which should make it way faster if it is turned off.

Awesome.

Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #339 on: September 06, 2013, 01:52:20 am »

Made projectileExpansion way more efficient, mostly because last time I looked at it I cringed a lot.

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #340 on: September 06, 2013, 02:25:53 am »

Could you give some more infos about the "more efficient" part? How is the general state of all the scripts, everything bug-free now? Anything changed that modders should now, any tags different or new?

My corrupted bloodsteel doesnt seem to work btw, but I am using a version before narhiril and you had this long discussion/bufixing session. ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #341 on: September 06, 2013, 02:28:38 am »

As for itemsyndrome, it only checks for units that are currently active instead of just every unit in the list (!!) as it was before.

For projectileExpansion, it now runs through the projectile's material's reaction classes twice instead of 18 times.

What's your corrupted bloodsteel look like?

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #342 on: September 06, 2013, 02:38:05 am »

Thank you.

Code: [Select]
[REACTION_CLASS:STEEL_COATING]
[SYNDROME]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0:END:450]
[CE_ADD_TAG:PROB:1:CRAZED:OPPOSED_TO_LIFE:START:0:END:450] 50.000 ticks => 1 time madness for 5000 ticks.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Putnam

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Re: Putnam's DFHack modder's utilities
« Reply #343 on: September 06, 2013, 02:46:20 am »

Try making sure that you have contaminantsOn in your itemsyndrome line.

Meph

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Re: Putnam's DFHack modder's utilities
« Reply #344 on: September 06, 2013, 02:54:37 am »

Its not a contaminant, its the material the armor is made of. But I assume that contaminantsOn is needed for the rune armory, which coats armors with spatter_add.

Should it look like this in the dfhack.init?
itemsyndrome contaminantsOn

Because atm, it says this:
Code: [Select]
###########
# Scripts #
###########

#putnams awesome items
itemsyndrome
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