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Author Topic: DFHack 0.43.03-r1  (Read 1125205 times)

lethosor

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Re: DFHack 0.40.23-r1
« Reply #1860 on: January 10, 2015, 05:07:11 pm »

Try "gaydar".
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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.

Badger Storm

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Re: DFHack 0.40.23-r1
« Reply #1861 on: January 10, 2015, 05:25:09 pm »

Why are you reporting a crash here when you're not using DFHack? A white box (which should be a readable error message) is almost certainly a raw problem, if DF starts up normally, so that should be reported in the thread of the graphics pack you're using. Also, what bugs are you referring to? I haven't noticed an unusual number of new bugs in 0.40.23, unless you're referring to the DFHack libstdc++ problem.
Phoebus doesn't do OSX releases (he doesn't have the OS, I presume) so he wasn't able to do anything about it when I did report to him.  I've noticed the complete absence of shellfish and vermin despite there being nothing wrong with their raws, crashing upon generating coin information, and this issue, and those are just the ones I can remember right now.

Tell me more about the libstdc++ problem.  I have that file in my DF libs, and when I open it I get:


Last login: Sat Jan 10 17:26:05 on ttys000
/Applications/df_osx/libs/libstdc++.6.dylib ; exit;
computer:~ emans002$ /Applications/df_osx/libs/libstdc++.6.dylib ; exit;
-bash: /Applications/df_osx/libs/libstdc++.6.dylib: cannot execute binary file
logout

[Process completed]

EDIT: Turns out it was my raws.  Now I just need to figure out why on God's green earth I get stuff from my modded raws floating around in decidedly unmodded downloading instances.
« Last Edit: January 10, 2015, 05:46:38 pm by Badger Storm »
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lethosor

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Re: DFHack 0.40.23-r1
« Reply #1862 on: January 10, 2015, 06:17:04 pm »

Installing a graphics set does modify the raws, at least with Phoebus (assuming you install it correctly).

Tell me more about the libstdc++ problem.  I have that file in my DF libs, and when I open it I get:


Last login: Sat Jan 10 17:26:05 on ttys000
/Applications/df_osx/libs/libstdc++.6.dylib ; exit;
computer:~ emans002$ /Applications/df_osx/libs/libstdc++.6.dylib ; exit;
-bash: /Applications/df_osx/libs/libstdc++.6.dylib: cannot execute binary file
logout

[Process completed]
Er, libstdc++ is a library, meaning that it's used by other programs (DF in this case) but does effectively nothing on its own. In fact, it's not even a valid executable. The libstdc++ in the DF/hack folder takes priority, but apparently isn't compatible with 10.6, so deleting it causes DF to use the older one (with the same name) in DF/libs.
« Last Edit: January 10, 2015, 06:34:35 pm by lethosor »
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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.

Pyrite

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Re: DFHack 0.40.23-r1
« Reply #1863 on: January 10, 2015, 08:18:38 pm »

Any estimates of when dfhack will become available for 40.24?
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ptb_ptb

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Re: DFHack 0.40.23-r1
« Reply #1864 on: January 11, 2015, 06:30:35 am »

Try "gaydar".

Gaydar worked out wonderfully.  However I found an unexpected side effect of using the exile script by IndigoFenix. If you exile your expedition leader, the game won't appoint a new one. I think I killed the noble system entirely. :P 

I'll probably just continue 'as is' rather than start over.
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Putnam

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Re: DFHack 0.40.23-r1
« Reply #1865 on: January 11, 2015, 06:39:59 am »

You could always have just modified the orientation, you know.

ptb_ptb

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Re: DFHack 0.40.23-r1
« Reply #1866 on: January 11, 2015, 06:56:04 am »

You could always have just modified the orientation, you know.

No gay 'cure' for me! :D
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Oriolous

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Re: DFHack 0.40.23-r1
« Reply #1867 on: January 11, 2015, 06:00:39 pm »

I need to convert some stairs into open space, but I can't TARGET the stairs. They're Up/Down stairs. How do I actually target them with tiletypes?
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lethosor

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Re: DFHack 0.40.23-r1
« Reply #1868 on: January 11, 2015, 06:14:16 pm »

Don't use a filter at all (and use a one-tile brush):
Code: [Select]
[DFHack]# tiletypes
tiletypes> paint sh EMPTY
tiletypes> paint mat AIR
tiletypes>
Alternatively, "filter sh STAIR_UPDOWN" should apply to select up/down stairs, allowing you to use a larger brush.
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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.

DoX

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Re: DFHack 0.40.23-r1
« Reply #1869 on: January 11, 2015, 07:13:52 pm »

H'lo everyone. I just had some quick questions about the spawnunit hack, as I'm working in a region that, for some reason, can get caravans but not migrants.

1. Is it possible to give a unit spawned two names, like a normal civ member? I try to space them out, and get an error. Can someone give me an example of an input with two names?

2. What are the number values for certain castes? 0 seems to be no cast, peasant.

3. Can you spawn units with certain skills?
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Meph

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Re: DFHack 0.40.23-r1
« Reply #1870 on: January 11, 2015, 07:21:50 pm »

You are asking the wrong questions. First of all this is the new dfhack for 40x, but you are playing Masterwork on 34.11.

Secondly, the script that does the sieges, caravans and migrants is called Force Event, and is done by Putnam. Not spawnunit from Warmist.

You can give spawned units two names, I think it works with "". [SYN_CLASS:"name] [SYN_CLASS:secondname"], but I might be mistaken.

0 is the first caste in the raws. Peasant is a caste. You go through the creature_standard.txt (for dwarves) and count the amounts of CASTE: till you get the one you want. Masterwork has about 50 or so.

No. But you can add skills with other scripts, like make_legendary

Hope that helps.
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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 :::

DoX

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Re: DFHack 0.40.23-r1
« Reply #1871 on: January 11, 2015, 07:27:37 pm »

Sheesh Meph, helping me all over the place XD Yes, that helps a lot. Thanks.

Edit: Quotes work! Two names are a go.
« Last Edit: January 11, 2015, 07:30:27 pm by DoX »
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Meph

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Re: DFHack 0.40.23-r1
« Reply #1872 on: January 11, 2015, 07:37:18 pm »

Sheesh Meph, helping me all over the place XD Yes, that helps a lot. Thanks.

Edit: Quotes work! Two names are a go.
There you go. :) All solved?
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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 :::

caekdaemon

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Re: DFHack 0.40.23-r1
« Reply #1873 on: January 11, 2015, 07:38:14 pm »

So I've been trying to get two dwarves to marry via dfhack because they're taking too long, and I found a script to do so here, which does exactly what I want to do. But there's a slight snag.

It keeps asking for a unit ID, and I have absolutely no idea what that is, and extensive googling has led me nowhere. I had a feeling it might have been the unit name (nada), the unit nickname (nope), the unit's memory address via dwarf therapist (again, nope), but nothing I've tried has worked.

Anyone know what a unit ID is? :p It's probably something extremely obvious that I'm missing out on, but I don't even know where to start on finding that thing.

EDIT : Tried using the names inside quotes, that didn't work either :(
« Last Edit: January 11, 2015, 07:45:35 pm by caekdaemon »
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DoX

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Re: DFHack 0.40.23-r1
« Reply #1874 on: January 11, 2015, 07:50:42 pm »

Sheesh Meph, helping me all over the place XD Yes, that helps a lot. Thanks.

Edit: Quotes work! Two names are a go.
There you go. :) All solved?

All solved :D
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