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Author Topic: DFHack 0.43.03-r1  (Read 1124705 times)

PeridexisErrant

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Re: DFHack 0.34.11 r5
« Reply #210 on: July 16, 2014, 04:43:25 am »

It won't work, you need a plugin compiled for the version of dfhack you're using.  This isn't a 'it might be broken', it's a 'dfhack will refuse to even try loading the plugin. 
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Xnidus

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Re: DFHack 0.34.11 r5
« Reply #211 on: July 16, 2014, 06:32:10 am »

Damm  :(

I really like to see the diggin invaders, but I not sacrifice the size of the creatures due to this; and  I don't remember the growthfix plugging for dfhack r4...
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expwnent

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Re: DFHack 0.34.11 r5
« Reply #212 on: July 20, 2014, 09:40:30 pm »

The diggingInvaders plugin is packaged with r5. The link from the forum thread is for the r4 version. It's already there so you don't have to install it.
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Re: DFHack 0.34.11 r5
« Reply #213 on: July 21, 2014, 09:43:25 am »

71% for the rest of my live  :-[
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int_ua

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Re: DFHack 0.34.11 r5
« Reply #214 on: July 21, 2014, 09:48:47 am »

71% for the rest of my live  :-[
Are you that ill?   :'(
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cephalo

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Re: DFHack 0.34.11 r5
« Reply #215 on: July 21, 2014, 09:54:01 am »

71% for the rest of my live  :-[
Are you that ill?   :'(

We are all suffering from a vitamin H deficiency.
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Rose

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Re: DFHack 0.34.11 r5
« Reply #216 on: July 21, 2014, 10:11:14 am »

Note that the bar will likely never reach 100%.

Right now, there's enough for people to start updating plugins.

We just need somebody who knows enough about them to do that.
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Skyrunner

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Re: DFHack 0.34.11 r5
« Reply #217 on: July 21, 2014, 10:20:07 am »

Why won't it reach 100%? Are there structures that just aren't there anymore, or are the dfhack people not bothered to do it?
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Rose

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Re: DFHack 0.34.11 r5
« Reply #218 on: July 21, 2014, 10:23:56 am »

THey're structures that never get used by any DFHack tools
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Re: DFHack 0.34.11 r5
« Reply #219 on: July 21, 2014, 12:29:29 pm »

Note that the bar will likely never reach 100%.

Right now, there's enough for people to start updating plugins.

We just need somebody who knows enough about them to do that.
No, I don't want that.
Give me tiletypes.
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Rose

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Re: DFHack 0.34.11 r5
« Reply #220 on: July 21, 2014, 12:35:49 pm »

There's enough to get tiletypes updated to 40.01.
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breadman

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Re: DFHack 0.34.11 r5
« Reply #221 on: July 21, 2014, 02:13:51 pm »

Right now, there's enough for people to start updating plugins.

We just need somebody who knows enough about them to do that.

I've considered updating the stockflow plugin, but can no longer compile for Windows.  I've used Kiryl's Linux offsets to compile a version that lets DF launch, but it crashes whenever I embark or load a fortress, even with all plugins disabled and uninstalled.

So far, it looks like only two of the job types need to be removed from the list, though I would like to verify that the randomized metals get loaded properly.  The C++ hooks failed to load, though that might be due to unverified offsets.

On top of that, I should update it to handle subsequent fortresses within the world, let it gracefully handle changes to the reaction list, and maybe add a purge option.
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lethosor

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Re: DFHack 0.34.11 r5
« Reply #222 on: July 21, 2014, 04:03:29 pm »

Right now, there's enough for people to start updating plugins.

We just need somebody who knows enough about them to do that.

I've considered updating the stockflow plugin, but can no longer compile for Windows.  I've used Kiryl's Linux offsets to compile a version that lets DF launch, but it crashes whenever I embark or load a fortress, even with all plugins disabled and uninstalled.
That's a known issue (in EventManager, I believe).
Edit: It's been fixed by Quietust now.
« Last Edit: July 23, 2014, 06:43:23 am by lethosor »
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ag

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Re: DFHack 0.34.11 r5
« Reply #223 on: July 22, 2014, 02:58:33 am »

Why won't it reach 100%? Are there structures that just aren't there anymore, or are the dfhack people not bothered to do it?

Some of  the structures are part of the economy or similar rare or obsolete things, so finding an instance to verify is hard or requires hacking things to turn disabled stuff on. Also, most of the yellow section of the diagram can be recolored green by now; only the red is completely untouched.
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Skyrunner

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Re: DFHack 0.34.11 r5
« Reply #224 on: July 22, 2014, 03:12:42 am »

Why won't it reach 100%? Are there structures that just aren't there anymore, or are the dfhack people not bothered to do it?

Some of  the structures are part of the economy or similar rare or obsolete things, so finding an instance to verify is hard or requires hacking things to turn disabled stuff on. Also, most of the yellow section of the diagram can be recolored green by now; only the red is completely untouched.

Well, the managers of the file it draws from need to mark all ALIGNED as VERIFIED, then :P
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