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Author Topic: DFHack 0.43.03-r1  (Read 1120161 times)

Meph

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Re: DFHack 0.34.11 r5
« Reply #300 on: August 07, 2014, 08:25:52 pm »

in other news I'm working on ghosts and what you can do with them knowing that now they are hellishly bugged.
hopefully assigning them jobs or pointing them to migrants/invaders/who ever would be in the works.
who wants a ghost army?
Here, I do, please, Ghost Army coming up?

For Warlocks very useful. :)
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

expwnent

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Re: DFHack 0.34.11 r5
« Reply #301 on: August 07, 2014, 08:31:27 pm »

Me too for ghost army. Is it possible to trigger ghosts on command?
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Meph

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Re: DFHack 0.34.11 r5
« Reply #302 on: August 07, 2014, 09:47:27 pm »

In the readme I only found showmood and forcing moods on people... is there any way at all to stop a mood from happening, or cancel a mood?

And what exactly are the minimum requirements for moods to happen. Quietust once mentioned a population of 20, but I dont know if there are any others, and if its enough to breach 20 once... if I had 21 dwarves and after that (because of death) under 20, will moods still happen, because the 20 population was reached at some point in time?
« Last Edit: August 07, 2014, 09:49:03 pm by Meph »
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

lethosor

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Re: DFHack 0.34.11 r5
« Reply #303 on: August 07, 2014, 10:11:30 pm »

In the readme I only found showmood and forcing moods on people... is there any way at all to stop a mood from happening, or cancel a mood?

And what exactly are the minimum requirements for moods to happen. Quietust once mentioned a population of 20, but I dont know if there are any others, and if its enough to breach 20 once... if I had 21 dwarves and after that (because of death) under 20, will moods still happen, because the 20 population was reached at some point in time?
No, unless I'm misunderstanding this:
In order for a dwarf to be struck with a strange mood, three conditions must be met:
* There is no currently active strange mood,
* The maximum number of artifacts is not met,
* There are at least 20 eligible dwarves (see below), including dwarves who have already created artifacts.
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.
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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.

Stormrage

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Re: DFHack 0.34.11 r5
« Reply #304 on: August 07, 2014, 10:50:01 pm »

http://i.imgur.com/gpMn8fE.png

Any idea what happened? I am not good with computer.
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Putnam

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Re: DFHack 0.34.11 r5
« Reply #305 on: August 07, 2014, 10:54:01 pm »

You forgot to do the submodule stuff, I think.

Stormrage

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Re: DFHack 0.34.11 r5
« Reply #306 on: August 07, 2014, 10:58:34 pm »

You forgot to do the submodule stuff, I think.
You mean ruby and xml stuff? I'm pretty sure I did that.
I'm new to this whole github thing and the most I've ever compiled before was c programs I wrote with codeblocks.
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Putnam

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Re: DFHack 0.34.11 r5
« Reply #307 on: August 07, 2014, 11:30:20 pm »

In git.

Stormrage

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Re: DFHack 0.34.11 r5
« Reply #308 on: August 07, 2014, 11:35:13 pm »

In git.
Can you please explain what this means/how to do that?
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Putnam

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Re: DFHack 0.34.11 r5
« Reply #309 on: August 07, 2014, 11:40:35 pm »

https://github.com/DFHack/dfhack/blob/master/Compile.rst#id1

Quote
If you just want to compile DFHack or work on it by contributing patches, it's quite enough to clone from the read-only address:

git clone git://github.com/peterix/dfhack.git
cd dfhack
git submodule init
git submodule update

Stormrage

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Re: DFHack 0.34.11 r5
« Reply #311 on: August 07, 2014, 11:53:12 pm »

https://github.com/DFHack/dfhack/blob/master/Compile.rst#id1

Quote
If you just want to compile DFHack or work on it by contributing patches, it's quite enough to clone from the read-only address:

git clone git://github.com/peterix/dfhack.git
cd dfhack
git submodule init
git submodule update

Thanks. I actually did it in the beginning, but doing it again gave me 2 new commits and now it compiled for 2 minutes and 40 seconds instead of 40 seconds and gave me this:
http://puu.sh/aJtfb/ba7c8f167f.png
And yes it's the development branch.
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mifki

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Re: DFHack 0.34.11 r5
« Reply #312 on: August 07, 2014, 11:56:24 pm »

https://github.com/DFHack/dfhack/blob/master/Compile.rst#id1

Quote
If you just want to compile DFHack or work on it by contributing patches, it's quite enough to clone from the read-only address:

git clone git://github.com/peterix/dfhack.git
cd dfhack
git submodule init
git submodule update

Thanks. I actually did it in the beginning, but doing it again gave me 2 new commits and now it compiled for 2 minutes and 40 seconds instead of 40 seconds and gave me this:
http://puu.sh/aJtfb/ba7c8f167f.png
And yes it's the development branch.

That's fine - library compiled ok, and I wouldn't expect all plugins to compile in devel branch. I think.

Stormrage

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Re: DFHack 0.34.11 r5
« Reply #313 on: August 08, 2014, 12:01:25 am »

Yeah, that's what I thought.
Last question.
Am I supposed to gather and manually copy all the dll's and exe's myself, or am I missing something?
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mifki

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Re: DFHack 0.34.11 r5
« Reply #314 on: August 08, 2014, 12:07:11 am »

Well, there's install batch file and a script to set df path, but I don't know what they're doing.
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