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Author Topic: DFHack 0.43.03-r1  (Read 1124466 times)

Nopenope

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Re: DFHack 0.34.11 r5
« Reply #150 on: July 03, 2014, 06:34:05 pm »

Taken from here

A workaround appears to be overwriting /opt/df_linux/libs/libstdc++.so.6 with the one from lib32-gcc-libs
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lethosor

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Re: DFHack 0.34.11 r5
« Reply #151 on: July 03, 2014, 08:38:16 pm »

EDIT: I think I worked around it for now, but I haven't properly tested yet. dfhack starts, but I haven't run any game yet. What I did was move the provided libs/libstdc++.so.6 out of the way and replace it with a symlink to /usr/lib/gcc/i586-linux-gnu/4.9/libstdc++.so
That should work - you might not even need the symlink, if the library is in the correct location.
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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.

ExpHP

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Re: DFHack 0.34.11 r5
« Reply #152 on: July 04, 2014, 10:14:38 am »

That should work - you might not even need the symlink, if the library is in the correct location.
Indeed.  In my case (Ubuntu 12.04 x86_64), simply deleting the offending library in the DF folder enabled it to locate the correct library on my system.  (although it would be useful to know if there are distributions on which it won't work without adding a symlink)
« Last Edit: July 04, 2014, 10:16:29 am by ExpHP »
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thistleknot

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Re: DFHack 0.34.11 r5
« Reply #153 on: July 04, 2014, 08:50:01 pm »

I used dfhack gui/gm-editor to remove a ghost [that wasn't engraveable]

first I set his dead flag to true
then I set his ghostly flag to false

solve my issue,

just sharing.
« Last Edit: July 04, 2014, 08:51:50 pm by thistleknot »
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lethosor

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Re: DFHack 0.34.11 r5
« Reply #154 on: July 04, 2014, 09:05:33 pm »

Why not "tweak clear-ghostly"? (Edit: It appears to do the same thing, but I consider it more convenient.)
« Last Edit: July 04, 2014, 09:09:11 pm by lethosor »
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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.

thistleknot

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Re: DFHack 0.34.11 r5
« Reply #155 on: July 04, 2014, 09:10:04 pm »

oh... I didn't know that existed.  I was looking through my text dump of the ls list of dfhack for anything with the word "ghost"

lethosor

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Re: DFHack 0.34.11 r5
« Reply #156 on: July 04, 2014, 09:12:22 pm »

That's because "tweak" accepts subcommands, which aren't visible with "ls". They are listed in the Readme (also available at hack/Readme.html, if you want to read it offline).
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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 0.34.11 r5
« Reply #157 on: July 05, 2014, 12:37:18 am »

Not sure this is exactly the right place to ask this question, but I can't get syndromeTrigger to work.  I have a set of minerals that are supposed to trigger a script when mined, but the script is never getting called (I put an unconditional print in there to make sure).  The script runs from the DFHack prompt, but repeated applications of the boil-away stone don't work.  Once I found out that syndromeTrigger can be enabled or disabled, I re-genned a world with syndromeTrigger enabled, but got the same (non)results.


The script is a stripped-down version of spawn-unit.lua with an added bit to make an announcement.

I'm probably making a rookie mistake with the syndromeTrigger, but I just can't find it.  Any and all help would be greatly appreciated!
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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

expwnent

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Re: DFHack 0.34.11 r5
« Reply #158 on: July 05, 2014, 02:42:32 am »

The most common mistake with syndromeTrigger is that you have to explicitly enable it in dfhack.init or manually with

Code: [Select]
enable syndromeTrigger
Just glancing at your inorganic, it looks fine to me but I haven't tested it personally. If you still have problems after the above I'll look into it in more detail.

PS: Just so you know, in the next release you'll need to switch over to the new system, which will require this line in onLoad.init:

Code: [Select]
syndrome-trigger -syndrome "wake gabbro" -command [ tesb-spawn GABBRO \\LOCATION \\UNIT_ID ]
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Merkator

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Re: DFHack 0.34.11 r5
« Reply #160 on: July 05, 2014, 07:07:51 am »

Posting to follow.

You know, you have option notify.
I'm saying just in case.
If mods will be removing upper post. Please remove this one two.
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fricy

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Re: DFHack 0.34.11 r5
« Reply #161 on: July 05, 2014, 07:12:30 am »

Posting to follow.
You know, you have option notify.
I'm saying just in case.
If mods will be removing upper post. Please remove this one two.
The two are not the same, if you select notify you get email spam, if you ptw you get unread notification.

Merkator

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Re: DFHack 0.34.11 r5
« Reply #162 on: July 05, 2014, 11:41:40 am »

But you know setting up folder for this kind of 'SPAM' is really easy.  :D
And I think it make thread more readable BTW.

Ok. I probably need some excuse for posting such useless OT.  :P

I am mostly on final line with my achievement plugin. Most things work, fully tested.
It should be easier to add more options. Only one, ugly bit is lack of nice display, but I don't have enough time today to add those few lines.
So here is a link => https://gist.github.com/Demagogue/216e89435d2550108f6f

If you want to play with it there are to samples.
First the sample.lua is just presentation of tool. Mostly basic stuff.
basic_planting.lua is the more RL examples. When I add display it should give nice big popups on screen.
I have plans to integrate it into nice in-game, interactive tutorial. 

Installation goes like that:
Spoiler (click to show/hide)

Criticism and opinions are welcomed.

« Last Edit: July 05, 2014, 11:46:00 am by Merkator »
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Bartholomew The Pious

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Re: DFHack 0.34.11 r5
« Reply #163 on: July 06, 2014, 08:46:00 pm »

y did I type nyan

« Last Edit: July 06, 2014, 08:48:58 pm by Bartholomew The Pious »
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I can't quote for squat, but this is very true. Credit to PTTG?? for this insightful comment.
~Haven & Hearth has always been a terrible game with great promise. That promise kind of faded away, and now it's mainly a way for a few dedicated scumbags to annoy the few new people who drift in.~

lethosor

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Re: DFHack 0.34.11 r5
« Reply #164 on: July 06, 2014, 09:46:25 pm »

That's the "kittens" plugin.
Possible Problems:
  • Developer plugins were accidentally included in the linux distribution in the Linux and Windows versions. These plugins are used by individual developers for testing purposes. Unless you are certain otherwise, you should assume they are all dangerous, and that there will not be any backwards compatibility guarantees. The safest thing is to delete them from hack/plugins manually after installing. The full list:
    • autolabor2
    • buildprobe
    • counters
    • dumpmats
    • eventExample
    • frozen
    • itemhacks
    • kittens
    • memview
    • nestboxes
    • notes
    • onceExample
    • printArgs
    • rawdump
    • ref-index
    • rprobe
    • stepBetween
    • stockcheck
    • stripcaged
    • tiles
    • tilesieve
    • vectors
    • vshook
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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.
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