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Author Topic: DFHack 0.43.03-r1  (Read 1123523 times)

Putnam

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Re: DFHack 0.40.10-r1
« Reply #705 on: September 02, 2014, 11:25:21 am »

The template god is the first god that is found through a linear search of the hist fig vector.

Basically, either your world's got no gods or the flag that determines whether a god is a god has been changed in 0.40.

Teneb

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Re: DFHack 0.40.10-r1
« Reply #706 on: September 02, 2014, 11:36:55 am »

The template god is the first god that is found through a linear search of the hist fig vector.

Basically, either your world's got no gods or the flag that determines whether a god is a god has been changed in 0.40.
The worlds genned to test wheter or not I had used the script correctly had gods, so I guess the latter.
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AMTiger

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Re: DFHack 0.40.10-r1
« Reply #707 on: September 02, 2014, 10:59:42 pm »

 Can you use DFHack to add a syndrome to the selected dwarf?
i.e. to turn a dwarf into a vampire
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expwnent

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Re: DFHack 0.40.10-r1
« Reply #708 on: September 03, 2014, 03:19:41 am »

Yes, but the syndrome has to have a name. See the modtools/add-syndrome script for details.
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AMTiger

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Re: DFHack 0.40.10-r1
« Reply #709 on: September 03, 2014, 03:25:11 am »

Yes, but the syndrome has to have a name. See the modtools/add-syndrome script for details.

 Thanks, I'm assuming the name given in the LegendsViewer would work.
 Also, it was called add-syndrome?!
 I ctrl-f'd all over the place, well sorry for having missed it with so obvious a name.
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expwnent

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Re: DFHack 0.40.10-r1
« Reply #710 on: September 03, 2014, 09:09:10 am »

It's fine. A lot of things are obvious once you know them.
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ancient_vampire

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Re: DFHack 0.40.10-r1
« Reply #711 on: September 03, 2014, 09:20:06 am »

does anybody know, how to turn off those "urist is now a rusty ..." announcements?
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fricy

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Re: DFHack 0.40.10-r1
« Reply #712 on: September 03, 2014, 09:46:56 am »

does anybody know, how to turn off those "urist is now a rusty ..." announcements?
I think those announcements are generated by the soundsense script. Open dfhack.init, and deactivate the line with #. Or change it to soundsense-season.
« Last Edit: September 03, 2014, 09:49:20 am by fricy »
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ancient_vampire

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Re: DFHack 0.40.10-r1
« Reply #713 on: September 03, 2014, 10:04:14 am »

does anybody know, how to turn off those "urist is now a rusty ..." announcements?
I think those announcements are generated by the soundsense script. Open dfhack.init, and deactivate the line with #. Or change it to soundsense-season.

thanks, found those messages in soundsense.lua
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Nimrod

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Re: DFHack 0.40.10-r1
« Reply #714 on: September 04, 2014, 01:31:36 am »

Hey guys!

Since I dont seem to get any more sieges i would like to trigger one (or more) via dfhack.
I found old scripts "force" and "callsiege" but they don't seem to work anymore.

Am I missing something? Any help will be appreciated.

Here is the error 'force' gives me
Spoiler (click to show/hide)

cheers
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Putnam

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Re: DFHack 0.40.10-r1
« Reply #715 on: September 04, 2014, 02:04:10 am »

Siege forcing doesn't work anymore.

Nimrod

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Re: DFHack 0.40.10-r1
« Reply #716 on: September 04, 2014, 02:18:53 am »

Siege forcing doesn't work anymore.

Meh. Thanks for the answer!

Since I havent gotten any more sieges after the first one (I am the capital and naughty rich by now) I guess I am bugged :(
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Timeless Bob

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Re: DFHack 0.40.10-r1
« Reply #717 on: September 04, 2014, 02:23:14 am »

'mapexport' doesn't seem to be recognized in 40.10 any more.  Ah well.  I guess the venerable 'Overseer 0.7' has to be shelved for good now.
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Quietust

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Re: DFHack 0.40.10-r1
« Reply #718 on: September 04, 2014, 08:56:28 am »

'mapexport' doesn't seem to be recognized in 40.10 any more.  Ah well.  I guess the venerable 'Overseer 0.7' has to be shelved for good now.
That's because it was disabled due to large trees changing the map format significantly - even if you were able to export it, those old programs wouldn't understand the new tiles anyways.
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Roses

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Re: DFHack 0.40.10-r1
« Reply #719 on: September 04, 2014, 10:07:53 am »

Is it possible to add an entity to an on-going game (not a completely new one, one that was in the raws but just didn't have a biome set or some such)? I know they can be accessed and changed through DFHack, but was wondering if new ones could be created.
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