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Author Topic: DFHack 0.43.03-r1  (Read 1123709 times)

TheFlame52

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Re: DFHack 0.40.24-r3
« Reply #2970 on: August 14, 2015, 09:54:07 am »

Is there a way to delete thoughts via gm-editor? Bastiongate has a bunch of dwarves with bugged vengeful thoughts that might cause disaster.

lethosor

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Re: DFHack 0.40.24-r3
« Reply #2971 on: August 14, 2015, 09:56:29 am »

Alt+d should work. You can press ? for a (hopefully) full list of keybindings.
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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.

TheFlame52

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Re: DFHack 0.40.24-r3
« Reply #2972 on: August 14, 2015, 11:00:59 am »

Thanks. You're a lifesaver. My dwarves were starting to tantrum. It's one thing to lose a beloved fort, but it's another to lose said fort to a stupid bug.

Rose

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Re: DFHack 0.40.24-r3
« Reply #2973 on: August 14, 2015, 11:14:28 am »

Does anybody know what the biome numbers mean in world_region_details? Or at least how to get the biome info in general?
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Putnam

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Re: DFHack 0.40.24-r3
« Reply #2974 on: August 14, 2015, 02:53:07 pm »

Thanks. You're a lifesaver. My dwarves were starting to tantrum. It's one thing to lose a beloved fort, but it's another to lose said fort to a stupid bug.

thoughts AFAIK don't cause stress after they're initially created, so I don't think deleting the thought will help; what you want to do is edit stress directly.

expwnent

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Re: DFHack 0.40.24-r3
« Reply #2975 on: August 14, 2015, 05:10:21 pm »

For a completely unrelated feature, is there a way to wink an item out of existence?  My vision for the megabeast is to "animate" nearby boulders, which really means destroying the boulder and spawning a creature in the same tile.  The creature then has a corpse item of that kind of boulder to keep everything logical.

If you look at the autodump plugin you should be able to figure it out. There's a flag you have to set but I forget which one. Hopefully you won't mind waiting one frame for it to disappear.
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lethosor

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Re: DFHack 0.40.24-r3
« Reply #2976 on: August 14, 2015, 05:19:21 pm »

Code: [Select]
            itm->flags.bits.garbage_collect = true;
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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.

Scoops Novel

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Re: DFHack 0.40.24-r3
« Reply #2977 on: August 15, 2015, 06:52:45 am »

How can i make a program read the games output through DFhack?
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Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Rose

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Re: DFHack 0.40.24-r3
« Reply #2978 on: August 15, 2015, 07:00:00 am »

Which output?
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Scoops Novel

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Re: DFHack 0.40.24-r3
« Reply #2979 on: August 15, 2015, 07:12:04 am »

the descriptions.
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Reading a thinner book

Arcjolt (useful) Chilly The Endoplasm Jiggles

Hums with potential    a flying minotaur

Rose

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Re: DFHack 0.40.24-r3
« Reply #2980 on: August 15, 2015, 08:07:23 am »

There's a script called forum-dwarves that outputs the descriptions to a text file with bbcode for colors.
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lethosor

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Re: DFHack 0.40.24-r3
« Reply #2981 on: August 15, 2015, 08:20:40 am »

The "markdown" script would probably also work, and I'm working on another script that'll support more formats.
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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.

Dirst

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Re: DFHack 0.40.24-r3
« Reply #2982 on: August 15, 2015, 10:56:48 am »

For a completely unrelated feature, is there a way to wink an item out of existence?  My vision for the megabeast is to "animate" nearby boulders, which really means destroying the boulder and spawning a creature in the same tile.  The creature then has a corpse item of that kind of boulder to keep everything logical.

If you look at the autodump plugin you should be able to figure it out. There's a flag you have to set but I forget which one. Hopefully you won't mind waiting one frame for it to disappear.

Code: [Select]
            itm->flags.bits.garbage_collect = true;

Thanks!
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Dozebôm Lolumzalěs

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Re: DFHack 0.40.24-r3
« Reply #2983 on: August 15, 2015, 02:07:53 pm »

I wasn't sure where to post this, so I'll do it here as well as on Putnam's thing.  Yes, I am a complete newb.

Whenever I force a siege with modtools/force -CivAttack -EVIL, it says this:

...1.03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\utils.lua:595: error: invalid
arg: 1: CivAttack
stack traceback:
        [C]: in function 'error'
        ...1.03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\utils.lua:595: in func
tion 'processArgs'
        ...1\Dwarf Fortress 0.40.24/hack/scripts/modtools/force.lua:25: in funct
ion 'f'
        ....03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\dfhack.lua:461: in func
tion <....03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\dfhack.lua:425>
        (...tail calls...)
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Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
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The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

fricy

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Re: DFHack 0.40.24-r3
« Reply #2984 on: August 15, 2015, 02:27:11 pm »

Whenever I force a siege with modtools/force -CivAttack -EVIL, it says this:
...1.03_\DWARFF~1\Dwarf Fortress 0.40.24\hack\lua\utils.lua:595: error: invalid
Forcing a siege doesn't work in DF 40.01+, because army movements were changed by Toady, and nobody nows how to spawn an invading army (yet).
You can beta-test the create-unit script for the same(ish) feature.
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