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Author Topic: DFHack 0.43.03-r1  (Read 1124855 times)

Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2295 on: March 16, 2015, 10:37:34 am »

yeah that whole lua.txt thing messed me up, I am trying to run the spawn unit script
but when I run
Code: [Select]
spawn-unit DWARF 0 dwarfy I get this error
Spoiler (click to show/hide)
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expwnent

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Re: DFHack 0.40.24-r2
« Reply #2296 on: March 16, 2015, 10:40:49 am »

spawn unit doesn't work in this version.
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Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2297 on: March 16, 2015, 10:41:51 am »

Does it work in a previous version? EDIT is there an alternative to spawn-unit?
« Last Edit: March 16, 2015, 11:07:09 am by Urist McCoder »
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Dirst

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Re: DFHack 0.40.24-r2
« Reply #2298 on: March 16, 2015, 11:15:43 am »

yeah that whole lua.txt thing messed me up, I am trying to run the spawn unit script
but when I run
Code: [Select]
spawn-unit DWARF 0 dwarfy I get this error
Spoiler (click to show/hide)
As a quick-and-dirty fix, try replacing anon_4 with own_interaction and anon_5 with own_interaction_delay

Then it will probably run without errors, though I doubt it will be fully functional.  Those are the replacements I made in a customized version of a spawning script that I use in my mod, which I've since found out that animal training status doesn't survive a save and reload.

Where I found the not-quite-fix: http://www.bay12forums.com/smf/index.php?topic=138898.msg5371693#msg5371693
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Boltgun

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Re: DFHack 0.40.24-r2
« Reply #2299 on: March 16, 2015, 12:06:05 pm »

I gave porting spawnunit a try but spawned creatures go berserk on reload. I need to give it another look but there is too much stuff on the stove.

https://gist.github.com/Devduweb/9299841e7169445f8cce

Edit: Disregard the comment at the start of the file, it's wrong. Do spawnunit -help to see the arguments.
« Last Edit: March 16, 2015, 12:07:44 pm by Boltgun »
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Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2300 on: March 16, 2015, 12:13:39 pm »

I tried changing the anon_4 and anon_5 to own_interaction and own_interaction_delay respectively, but it still does not work.
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Warmist

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Re: DFHack 0.40.24-r2
« Reply #2301 on: March 16, 2015, 12:24:21 pm »

Can anyone confirm that eventful adding a reaction to a hardcoded building does not work (correctly)?
It only works with custom workshops. Intended use is that you add reactions based on something (e.g. only if you have important person X or you mined X of Y etc...). Adding reactions to hardcoded workshops is um... a lot of work (for anyone who wants to do it: interpose ALL the workshop types).

milo christiansen

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Re: DFHack 0.40.24-r2
« Reply #2302 on: March 16, 2015, 12:42:01 pm »

The thing is the documentation claims that it should work. Adding a reaction to, for example, the masons shop works enough to have it show up, but it stays red all the time.
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2303 on: March 16, 2015, 12:43:06 pm »

Is there any other way to spawn a unit other then using the spawn-unit script?
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milo christiansen

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Re: DFHack 0.40.24-r2
« Reply #2304 on: March 16, 2015, 12:45:27 pm »

No, but some mods used a creature transformation to get something similar.
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2305 on: March 16, 2015, 12:46:34 pm »

I know that was the plan until I found out about the spawn-unit script, do we have any idea when it will be fixed?
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Boltgun

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Re: DFHack 0.40.24-r2
« Reply #2306 on: March 16, 2015, 12:50:44 pm »

I know that was the plan until I found out about the spawn-unit script, do we have any idea when it will be fixed?

If I can find some info about what changed with hostility and site populations on 0.40.x I can fix the last remaining kinks. That's the hard part because I tried unfolding creature, soul and hist figure data and did not find the issue.
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Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2307 on: March 16, 2015, 12:57:42 pm »

I am not sure what you mean, this script keeps throwing up this error when ever I do spawn-unit human
Spoiler (click to show/hide)
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expwnent

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Re: DFHack 0.40.24-r2
« Reply #2308 on: March 16, 2015, 01:13:33 pm »

I know that was the plan until I found out about the spawn-unit script, do we have any idea when it will be fixed?

Warmist is supposed to be working on it I think.
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Putnam

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Re: DFHack 0.40.24-r2
« Reply #2309 on: March 16, 2015, 03:51:08 pm »

I am not sure what you mean, this script keeps throwing up this error when ever I do spawn-unit human
Spoiler (click to show/hide)

spawn-unit -race HUMAN -caste 0 -name Hyoomon

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