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Author Topic: DFHack 0.43.03-r1  (Read 1123686 times)

Quietust

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Re: DFHack 0.40.13-r1
« Reply #1110 on: October 14, 2014, 11:45:02 am »

there is no longer a script to force sieges.
However, it is still possible to force megabeasts to arrive. Just take the script "devel/migrants-now" and change "Migrants" to "Megabeast" and replace the entity line with "entity = nil".
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

LeoCean

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Re: DFHack 0.40.13-r1
« Reply #1111 on: October 14, 2014, 11:52:52 am »

there is no longer a script to force sieges.
Just to expand that a bit... siege armies now actually move across the map to your fort.  They no longer appear out of thin air.

You can use spawn-unit to create 10 hostile bronze colossi, but that's not quite the same thing as a megabeast attack.

Can you use that to create a vampire? Which you could then use to create new vampires from the lovely blood that it excretes while suffering in the torture chamber? Well I think I may have looked into it a little bit before but that command seems pretty complicated..
« Last Edit: October 14, 2014, 12:00:24 pm by LeoCean »
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StagnantSoul

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Re: DFHack 0.40.13-r1
« Reply #1112 on: October 14, 2014, 11:58:36 am »

So "devel/Megabeast-now entity=nil"? I'm a practical noob at DFhack, all I can do is reveal, clean, and make item.
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Putnam

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Re: DFHack 0.40.13-r1
« Reply #1113 on: October 14, 2014, 01:30:07 pm »

there is no longer a script to force sieges.
However, it is still possible to force megabeasts to arrive. Just take the script "devel/migrants-now" and change "Migrants" to "Megabeast" and replace the entity line with "entity = nil".

You described that a bit oddly...

You need to replace every instance if "Migrants" to "Megabeast" in the file and replace the entity line in the file with entity = nil.

StagnantSoul

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Re: DFHack 0.40.13-r1
« Reply #1114 on: October 14, 2014, 01:36:07 pm »

 :o Yeah, not messing with files.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

LeoCean

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Re: DFHack 0.40.13-r1
« Reply #1115 on: October 14, 2014, 03:45:19 pm »

Dude it's located here Dwarf Fortress 40_13 Starter Pack r3\Dwarf Fortress 0.40.13\hack\scripts\devel, and the script is 9 lines.

Spawn them with devel/migrants-now. If it's it a folder you use the /, and all the scripts are run through typing their name.

Spoiler: Original (click to show/hide)


I've no idea if this works because nothing is coming when I put Megabeasts. Maybe I would need to have met the requirements for them to come?


I wonder could you create a vampire with that? You'd need the regular entity though wouldn't you?
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expwnent

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Re: DFHack 0.40.13-r1
« Reply #1116 on: October 14, 2014, 04:12:11 pm »

If you look at modtools/force that should give you what you want.

General unit creation is still being researched, and there's currently no way to spawn sieges because they're more complicated now.
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Trouserman

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Re: DFHack 0.40.13-r1
« Reply #1117 on: October 14, 2014, 04:15:54 pm »

:o Yeah, not messing with files.

If you're concerned about modifying something that's there, you can make a copy of the file to work with. Messing with the files really isn't all that hard, or dangerous. Nevertheless, if you really don't want to mess with the files at all, you can type lua at the command prompt to start an interactive Lua session, and paste the command there. (It looks like that script is Lua.)

Though, LeoCean seems to be finding that it may not work that way for megabeasts. I'm just pointing out there are alternatives to messing with the files.
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LeoCean

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Re: DFHack 0.40.13-r1
« Reply #1118 on: October 14, 2014, 05:18:26 pm »

If you look at modtools/force that should give you what you want.

General unit creation is still being researched, and there's currently no way to spawn sieges because they're more complicated now.

modtools/force -eventType NightCreature -civ player <--- Doesn't seem to do anything, maybe you need to be at a point they spawn or something?

modtools/force -eventType Migrants -civ player <--- Automatic when entered

Really I should just give up on trying to "spawn them" and should just mod a vampire race to be my slaves as it would be much easier or create a vampiric animal but I did want it to work with my current save.

I guess I could turn cats into blood thirsty vampires, they are already sneaky as is and I think you can can add tags to an existing entity or at least edit existing tags within a save game without breaking it???? Cats may be to small for my plans though.
« Last Edit: October 14, 2014, 05:20:15 pm by LeoCean »
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Putnam

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Re: DFHack 0.40.13-r1
« Reply #1119 on: October 14, 2014, 08:12:30 pm »

-civ player refers to the civ where the event comes from, not where it's going to. NightCreature doesn't work, no.

Quietust

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Re: DFHack 0.40.13-r1
« Reply #1120 on: October 14, 2014, 08:31:54 pm »

I've no idea if this works because nothing is coming when I put Megabeasts. Maybe I would need to have met the requirements for them to come?
It does indeed respect the megabeast population/wealth/export requirements.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

LeoCean

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Re: DFHack 0.40.13-r1
« Reply #1121 on: October 14, 2014, 08:40:58 pm »

-civ player refers to the civ where the event comes from, not where it's going to. NightCreature doesn't work, no.

Yeah I did a lot more combinations with a few of the available codes included in that script and figured that out.
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TheDorf

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Re: DFHack 0.40.13-r1
« Reply #1122 on: October 15, 2014, 08:55:45 am »

Is there any way to execute a script when world gen starts?

Also, how would I go about freezing DF, doing some stuff, and then resuming the game? Does dfhack.with_suspend(f[,args...]) do anything like this? How would I go about using this? :)
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I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

StagnantSoul

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Re: DFHack 0.40.13-r1
« Reply #1123 on: October 15, 2014, 09:06:02 am »

Pausing has that effect...
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

TheDorf

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Re: DFHack 0.40.13-r1
« Reply #1124 on: October 15, 2014, 09:08:42 am »

Pausing has that effect...

I'd like to freeze the game as soon as world gen starts though, and "do stuff" with a script. :)
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I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".
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