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Author Topic: DFHack 0.43.03-r1  (Read 1122529 times)

StagnantSoul

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Re: DFHack 0.40.15-r1
« Reply #1440 on: November 16, 2014, 01:22:26 pm »

Siren appears to have a 50/50 chance of working. Same with full-heal and make-monarch.
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fricy

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Re: DFHack 0.40.15-r1
« Reply #1441 on: November 16, 2014, 02:41:14 pm »

Am I the only one having issues with siren? It apparently can't read field unit.T_status.recent_events.
Might be something to do with the emotion/thought rewrite, it seems df.unit_thought_type.Tired doesn't exist any more. No idea about recent_events, possibly that changed too.
« Last Edit: November 16, 2014, 02:43:37 pm by fricy »
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UnicodingUnicorn

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Re: DFHack 0.40.15-r1
« Reply #1442 on: November 16, 2014, 09:07:46 pm »

Not wanting to sound impatient, but is there any progress on the crash related to item-trigger I posted previously?

I fixed a lot of related things lately. What specifically was the problem?

Not too sure if this is the correct place to mention this, but when I use item-trigger in DFHack 0.40.13-r1 like this:
modtools/item-trigger -itemType ITEM_SHOES_PIPBUCK -onEquip -command [ modtools/add-syndrome -syndrome "PipBuck" -target \\UNIT_ID ]
DFHack will crash upon unpausing in Fortress Mode. Is this is a known thing? If you want, here is the crash dump
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expwnent

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Re: DFHack 0.40.15-r1
« Reply #1443 on: November 16, 2014, 09:47:58 pm »

There have been a lot of changes since 0.40.13-r1. I just tested it and item-trigger works just fine now, including onEquip and onUnequip events. add-syndrome has also had a few fixes.
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UnicodingUnicorn

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Re: DFHack 0.40.15-r1
« Reply #1444 on: November 16, 2014, 10:56:44 pm »

Thank you.
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Max™

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Re: DFHack 0.40.15-r1
« Reply #1445 on: November 17, 2014, 03:43:12 am »

Is there any way to get dwarves to like certain things? I want to get a dwarf to like cloaks, and another to like morningstars.
Only way I know of for sure is kinda fiddly, but you can go into gm-editor > status > current soul > preferences, usually the fourth or fifth entry will be a pre-existing likes item preference, which I've found are a bit safer to edit than trying to manually add one or edit a totally different preference.

For cloaks you'd change the type to uh, 25, for armor I think, and then cloaks are item subtype 5 or 6 I think?

Morningstar... uh, would be type 24 for weapon but I'm not sure which subtype a morning star is, probably higher than 10 though, as I think the first few are like, battle axe, war hammer, short sword, pick, spear, crossbow, mace I think?
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Putnam

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Re: DFHack 0.40.15-r1
« Reply #1446 on: November 17, 2014, 03:45:25 am »

Subtypes are entirely based on your raws, so you'll basically have to search for what you want there. If you're using Lua, it's far better to just use df.item_type.ARMOR instead of using the magic number 25 in your code, especially since it'll cross versions if that ever changes (unlikely, but better safe than sorry and, again, it's better-looking anyway)
« Last Edit: November 17, 2014, 03:48:30 am by Putnam »
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McFeel

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Re: DFHack 0.40.15-r1
« Reply #1447 on: November 18, 2014, 05:57:53 am »

Hello,

  AdvFort is working correctly in DFHack 0.40.15-r1? You can cut the new trees?

  Thanks in advance.
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Badger Storm

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Re: DFHack 0.40.15-r1
« Reply #1448 on: November 18, 2014, 06:46:03 am »

Will the current version more-or-less work with 40.16?
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Nopenope

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Re: DFHack 0.40.15-r1
« Reply #1449 on: November 18, 2014, 07:00:51 am »

Having built dfhack using df-structures from quietust's repo I confirm that it does work.
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expwnent

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Re: DFHack 0.40.15-r1
« Reply #1450 on: November 18, 2014, 10:49:25 am »

Just because it compiles doesn't mean it works yet.
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Roses

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Re: DFHack 0.40.15-r1
« Reply #1451 on: November 18, 2014, 11:51:13 am »

Roses: All I know is that I tried very hard to figure that out and I failed. I believe there is a type that hasn't yet been mapped out for innate interactions a caste can do.

Alright, that's pretty much what I thought.
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Nopenope

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Re: DFHack 0.40.15-r1
« Reply #1452 on: November 18, 2014, 12:02:39 pm »

Just because it compiles doesn't mean it works yet.
I didn't explicitly say it in the previous post but I obviously ran it, otherwise I wouldn't have posted at all. Even rendermax works.
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expwnent

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Re: DFHack 0.40.15-r1
« Reply #1453 on: November 18, 2014, 12:14:27 pm »

Roses: All I know is that I tried very hard to figure that out and I failed. I believe there is a type that hasn't yet been mapped out for innate interactions a caste can do.

Alright, that's pretty much what I thought.

Actually Quietust just found that struct yesterday so it might be doable soon.
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Roses

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Re: DFHack 0.40.15-r1
« Reply #1454 on: November 18, 2014, 12:29:17 pm »

Roses: All I know is that I tried very hard to figure that out and I failed. I believe there is a type that hasn't yet been mapped out for innate interactions a caste can do.

Alright, that's pretty much what I thought.

Actually Quietust just found that struct yesterday so it might be doable soon.

Wow, that would be awesome!
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