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Author Topic: DFHack 0.43.03-r1  (Read 1124557 times)

scamtank

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Re: DFHack 0.40.24-r3
« Reply #2790 on: June 14, 2015, 09:33:10 am »

Try items. It looks like ON_FIRE is more of a property that 's attached to body components. The burns that it makes are totally wounds.
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2791 on: June 14, 2015, 09:46:05 am »

Hmmm, see now I'm wondering because I know there is a fires entry I poked at and I'm not sure if it counts the fires on your person as the ones under there... still, flaming swords!
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telarin

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Re: DFHack 0.40.24-r3
« Reply #2792 on: June 15, 2015, 08:34:07 am »

It seems like with the 0.40 version of Dwarf Fortress, DFHack Workflow is having difficulty regulation production of quarry leaves:

1) Added a process plants to bag job to a farmers workshop
2) Used item-material to set the input to Quarry Bushes
3) When using the UI to add a new constraint, workflow sees rock nuts as a product, but not quarry leaves.
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lethosor

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Re: DFHack 0.40.24-r3
« Reply #2793 on: June 15, 2015, 08:43:11 am »

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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.

Roses

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Re: DFHack 0.40.24-r3
« Reply #2794 on: June 15, 2015, 09:48:01 am »

O.o

I just realized you could make a flaming weapon which can add burns and burning type wounds to targeted areas with some hackery, but I can't remember if the on_fire tag is under wounds or not...

To set a certain body part on fire unit.body.components.on_fire = true

There is also body part temperatures which is in unit.status2.body_part_temperature.whole = #

You can look at my script unit/body-change.lua. It was originally designed to have a lot of options, but right now all it can do is set a body part on fire or change it's temperature. For example
Code: [Select]
unit/body-change -unit id -flag GRASP -fireWill turn a units hands on fire.

EDIT: I could wrap it into wound-add, but you can also just use multi-cmd to trigger both.
« Last Edit: June 15, 2015, 10:00:53 am by Roses »
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Max™

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Re: DFHack 0.40.24-r3
« Reply #2795 on: June 15, 2015, 09:51:43 am »

Yeah, shame it couldn't be cleanly rolled into wounds-add, but still burns and exploded limbs and such are great!

Wow, that uh... sounds odd.
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Warmist

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Re: DFHack 0.40.24-r3
« Reply #2796 on: June 15, 2015, 02:14:19 pm »

I'll just leave this here (mostly for expwnent)

http://docs.travis-ci.com/user/deployment/releases/
http://www.appveyor.com/docs/deployment/github

Yes that means that you can configure free online service to build dfhack for you

Putnam

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Re: DFHack 0.40.24-r3
« Reply #2797 on: June 15, 2015, 02:41:13 pm »

I'm pretty sure it already has travis? At least, it tells me it's testing a build with that every time I make a pull request.

lethosor

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Re: DFHack 0.40.24-r3
« Reply #2798 on: June 15, 2015, 02:44:47 pm »

It only runs some tests; actually building DFHack would take much longer than 20-30 seconds.

The main concern when this was mentioned before is setting up the build environment - it would be hard to find a free solution that offers CMake, perl/LibXML/LibXSLT, gcc45/MSVC 2010, etc.
« Last Edit: June 15, 2015, 02:51:52 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.

Warmist

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Re: DFHack 0.40.24-r3
« Reply #2799 on: June 15, 2015, 11:28:17 pm »

It only runs some tests; actually building DFHack would take much longer than 20-30 seconds.

The main concern when this was mentioned before is setting up the build environment - it would be hard to find a free solution that offers CMake, perl/LibXML/LibXSLT, gcc45/MSVC 2010, etc.
appveyor supports msvc 2010 and perl
pretty sure travis supports gcc 4.5 (and many others)
ALL support CMake. The rest could be packed into zips and uploaded somwhere (for appveyor) or checked out from nuget or apt-get from repositories.

ElenaRoan

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Re: DFHack 0.40.24-r3
« Reply #2800 on: June 17, 2015, 07:44:11 am »

OK my search ability is failing me. Where can I find support for the burrow DFHack plugin? Auto-grow appears to have stopped working with it.
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

lethosor

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Re: DFHack 0.40.24-r3
« Reply #2801 on: June 17, 2015, 11:39:22 am »

This thread or the DFHack issue tracker are the best places to ask - separate threads for plugins included in DFHack aren't very common (Falconne's plugins and stockflow are the only ones I can remember that do have separate threads).

Anyway, that issue has already been reported: https://github.com/DFHack/dfhack/issues/601
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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.

Roses

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Re: DFHack 0.40.24-r3
« Reply #2802 on: June 17, 2015, 04:16:45 pm »

Is there a dfhack function or script to determine if a body part is protected by worn armor/clothing (and which armor/clothing)? I know I can check the inventory and see which body part is covered, but that doesn't include the upstep/ubstep/lbstep. I am sure I could write something that does this, but was just wondering if there is something already written.
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expwnent

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Re: DFHack 0.40.24-r3
« Reply #2803 on: June 17, 2015, 07:32:13 pm »

Not that I know of.
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Roses

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Re: DFHack 0.40.24-r3
« Reply #2804 on: June 17, 2015, 10:00:54 pm »

In that case, would anyone be willing to educate me on what exactly the ub/up/lbstep values do? I know that, for example, a chest piece with a ubstep of 0 will only protect the upper body, and a chest piece with a ubstep of 1 will protect the upper body and upper arms. Is it just simply, you take the body part that the piece of armor is attached to, and then, for each increase in ubstep you move out one connected body part? So for a creature with just one part arms, their whole arm would be protected by a ubstep of 1, but a dwarf would need a ubstep of 2?
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