Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 211 212 [213] 214 215 ... 360

Author Topic: DFHack 0.43.03-r1  (Read 1122972 times)

expwnent

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3180 on: October 02, 2015, 08:43:10 am »

I didn't know that either. Interesting.
Logged

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3181 on: October 02, 2015, 02:48:51 pm »

That is, man, I can think of a lot of effects that enables, cool shit!
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3182 on: October 05, 2015, 03:25:21 pm »

Are we still troubleshooting problems with spawn-unit, or has all the effort moved over to create-unit?

One of my players posted a save that has two spawned creatures go nuts shortly after the save is loaded.  Specifically they start to hunt a nearby friendly creature.

This happens the moment an unrelated script throws an error.  The next version of the mod fixes the script that throws the error, but in the spirit of root cause analysis, I'd like to figure out why red text in the console seems to spook spawned creatures.

For anyone who wants to take a look, watch the two "war awakened stones" until a floor-building job is completed.  The !!SCIENCE!! here is those creatures, like I said I already know how to fix the script error.
Logged
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

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3183 on: October 07, 2015, 03:48:39 am »

When we tracked down the issue, it was narrowed it into a bunch of anon flags inside unit.enemy, or the values inside the unit.animal.population.

The fix is there but create unit will work better anyway.
Logged

Tilogour

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3184 on: October 10, 2015, 06:45:41 am »

I just download DFHack (default settings), started a game, enter Legend mode, and tried to export all and I see this.
Spoiler (click to show/hide)
How could I fix this?
I'm totally newbie with this utility.
BTW: Save is here if you need this.
« Last Edit: October 10, 2015, 06:53:29 am by Tilogour »
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3185 on: October 10, 2015, 07:04:42 am »

What version of DFHack are you using?
Logged
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.

Tilogour

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3186 on: October 10, 2015, 07:05:27 am »

I have newest version -> DFHack 0.40.24-r3 (or maybe it's not newest... I don't know)
« Last Edit: October 10, 2015, 07:11:24 am by Tilogour »
Logged

expwnent

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3187 on: October 10, 2015, 03:08:59 pm »

Are we still troubleshooting problems with spawn-unit, or has all the effort moved over to create-unit?

create-unit works differently enough that it's unlikely to have the same bugs, and I never worked much on spawn-unit. The people who did are busy, I think.
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3188 on: October 10, 2015, 07:07:32 pm »

Are we still troubleshooting problems with spawn-unit, or has all the effort moved over to create-unit?

create-unit works differently enough that it's unlikely to have the same bugs, and I never worked much on spawn-unit. The people who did are busy, I think.
As long as the new script accepts age 0 (which is an adult) then I can just start using that one.  Thanks for all of your work on this.
Logged
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

Mason11987

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3189 on: October 11, 2015, 05:13:55 am »

I just download DFHack (default settings), started a game, enter Legend mode, and tried to export all and I see this.
Spoiler (click to show/hide)
How could I fix this?
I'm totally newbie with this utility.
BTW: Save is here if you need this.

The export_legends.lua code I wrote broke with a DFHack update.

You can fix it by finding that line (#400, or Ctrl-F for "assumed_identities") and replace with the following:

Code: [Select]
local thisIdentity = df.global.world.identities.all[v]

That should work.

Tilogour

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3190 on: October 11, 2015, 10:28:12 am »

I tried to do that but It doesn't work.
Maybe because I'm a newbie. Could you send fixed export_legends.lua to github?
(after you check it first)
I found line #400 with notepad++, but I see this http://imgur.com/5N15Cjm
« Last Edit: October 11, 2015, 10:52:25 am by Tilogour »
Logged

lethosor

  • Bay Watcher
    • View Profile
Logged
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.

Tilogour

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r3
« Reply #3194 on: October 12, 2015, 04:49:10 am »

It's working now!
Thank you very much!
Logged
Pages: 1 ... 211 212 [213] 214 215 ... 360