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Author Topic: DFHack 0.43.03-r1  (Read 1112900 times)

Putnam

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Re: DFHack 0.40.13-r1
« Reply #1005 on: September 24, 2014, 02:41:17 pm »

Good thing VERBAL_SPEECH points to a text file and takes lines from it at random.

Try out, say, Fortbent, where there are a few creatures (ebubbles) that have hundreds of lines in their verbal_speech files for their interactions.

Not sure if this was aimed at me

It was for expwnent, heh. Should probably quote.

expwnent

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Re: DFHack 0.40.13-r1
« Reply #1006 on: September 24, 2014, 03:12:21 pm »

I'll try to get an example up in a day or two. I'm a little busy at the moment.
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lethosor

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Re: DFHack 0.40.13-r1
« Reply #1007 on: September 24, 2014, 04:09:55 pm »

If anyone has been experiencing problems with box-select on Windows with 0.40.13-r1, please try the patch here (thanks to Quietust).
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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.

ptb_ptb

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Re: DFHack 0.40.13-r1
« Reply #1008 on: September 26, 2014, 05:44:09 am »

The exterminate script appears to be broken. Or possibly I'm just doing something stupid.

I've tried
exterminate yak
exterminate yak bull
exterminate him (while 'v'iewing yak)

If you're wondering why the yak must die. It's mysteriously carrying plump helmets that my starving dwarves need.
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()==[:::::::::::::>

lethosor

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Re: DFHack 0.40.13-r1
« Reply #1009 on: September 26, 2014, 05:49:40 am »

Are you unpausing? 'exterminate' takes 1-2 in-game ticks to take effect.
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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.

ptb_ptb

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Re: DFHack 0.40.13-r1
« Reply #1010 on: September 26, 2014, 05:50:47 am »

Are you unpausing? 'exterminate' takes 1-2 in-game ticks to take effect.

Yep. That yak was wandering happily around much longer than that.

I attacked him with three dwarves. He killed all three.
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()==[:::::::::::::>

indyofcomo

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Re: DFHack 0.40.13-r1
« Reply #1011 on: September 26, 2014, 09:09:47 am »

If I use "reveal", will the stores count be updated? I'm hoping to use reveal to discover if a particular stone is present on the map, without searching for it visually since I have no idea what it looks like.
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scamtank

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Re: DFHack 0.40.13-r1
« Reply #1012 on: September 26, 2014, 09:18:00 am »

Only mined-out rocks count as items. Use "prospect" instead.
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khearn

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Re: DFHack 0.40.13-r1
« Reply #1013 on: September 26, 2014, 12:53:26 pm »

Are you unpausing? 'exterminate' takes 1-2 in-game ticks to take effect.

Yep. That yak was wandering happily around much longer than that.

I attacked him with three dwarves. He killed all three.

Well, at least those 3 didn't starve to death. :)
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Have them killed. Nothing solves a problem quite as effectively as simply having it killed.

LeoCean

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Re: DFHack 0.40.10-r1
« Reply #1014 on: September 26, 2014, 01:55:06 pm »

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

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.

I tried a bunch of things with this and could not figure out how to make it work. Can anyone tell me the command you'd use to make a vampire.

Also superdwarf doesn't work, if you press superdwarf list you get a ruby error script and the other command to make someone a superdwarf doesn't do anything special to them like fastdwarf 1 does to all of them (I did it with fastdwarf off, actually before I tried that command). Not that I care I was just seeing what dfhack commands there were. But I really want a vampire, I made the world gen start with 300 but there's no historical ones so I've no idea if any survived 125 years, plus it made it to the age of heroes..  :'(
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lethosor

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Re: DFHack 0.40.13-r1
« Reply #1015 on: September 26, 2014, 02:00:51 pm »

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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.

LeoCean

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Re: DFHack 0.40.13-r1
« Reply #1016 on: September 26, 2014, 02:30:14 pm »

Superdwarf report

I added this fix and the Superdwarf add one. But only the superdwarf add one worked the superdwarf list is still throwing an error.

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lethosor

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Re: DFHack 0.40.13-r1
« Reply #1017 on: September 26, 2014, 02:32:25 pm »

What's the error message? Does this commit work?
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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.

LeoCean

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Re: DFHack 0.40.13-r1
« Reply #1018 on: September 26, 2014, 02:42:33 pm »

What's the error message? Does this commit work?

Yeah that one works if added to \hack\ruby\ruby.rb. With your superdwarf add fix, it's similar to your one but yours includes more, I don't know which of them would be better. 

Here's the error with your one.

Spoiler: Error other version (click to show/hide)
« Last Edit: September 26, 2014, 02:53:05 pm by LeoCean »
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Mchl

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Re: DFHack 0.40.13-r1
« Reply #1019 on: September 27, 2014, 01:38:49 pm »

I took some time to fix forum-dwarves script (if you don't know what's this: here's a sample of what it does)

Spoiler (click to show/hide)

It works for item and creature descriptions as well as a couple other screens (like manual).
If people are interested I can also add support for announcements and combat reports. Let me know.

You can get the fixed script here: https://github.com/Mchl/dfhack/blob/master/scripts/forum-dwarves.lua
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