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Author Topic: DFHack 0.43.03-r1  (Read 1124247 times)

scamtank

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Re: DFHack 0.42.06-r1
« Reply #4380 on: June 07, 2016, 12:58:52 pm »

Is the SDL.dll getting overwritten when you extract the package?
I'm not sure. How would I check that?

7zip or whatever other archive software should prompt you to confirm any overwrites whenever you're extracting stuff. If there was nothing, you've been throwing files in the wrong place.
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Dirst

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Re: DFHack 0.42.06-r1
« Reply #4381 on: June 07, 2016, 02:53:50 pm »

Is the SDL.dll getting overwritten when you extract the package?
I'm not sure. How would I check that?

7zip or whatever other archive software should prompt you to confirm any overwrites whenever you're extracting stuff. If there was nothing, you've been throwing files in the wrong place.
Or somehow got the Legacy version of DF that doesn't have SDL.DLL.
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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

cesarjunior233

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Re: DFHack 0.42.06-r1
« Reply #4382 on: June 08, 2016, 01:01:15 pm »

Update for 0.43.03
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lethosor

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Re: DFHack 0.42.06-r1
« Reply #4383 on: June 08, 2016, 01:06:27 pm »

Is that supposed to be a question? If you're demanding that people do work on 0.43.03, that's not a good way to go about it. There are some issues we still have to work through, and people have been busy recently.
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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.

Sanctume

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Re: DFHack 0.42.06-r1
« Reply #4384 on: June 08, 2016, 01:22:42 pm »

This code will take the selected unit, impregnate him or her, if male turn him into a female so that he may give birth, then turn him back into a male immediately.

Oh yes, I can't wait for a Hermit & Day Care Mode Challenge.

SomeKif2.0

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Re: DFHack 0.42.06-r1
« Reply #4385 on: June 08, 2016, 01:48:22 pm »

Is the SDL.dll getting overwritten when you extract the package?
I'm not sure. How would I check that?

7zip or whatever other archive software should prompt you to confirm any overwrites whenever you're extracting stuff. If there was nothing, you've been throwing files in the wrong place.
I'll try grabbing a fresh install of DF and then unzipping dfhack into the fresh install to see if that works.
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Dirst

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Re: DFHack 0.42.06-r1
« Reply #4386 on: June 12, 2016, 12:31:47 am »

Just an update in case anyone else wants to take a look at this, here is v0.53 of create-unit.lua

This version appears to be stable even though it is still hacking the population info for wild animals.  One issue that I can't track down is that sometimes it will spawn immortal critters as already dead.  Might be because the year-in-which-to-die-of-old-age attribute for an immortal is -1, and the current year is higher than -1, but then you'd expect immortals to spawn dead every time which they don't.

Code: (create-unit.lua) [Select]
-- Creates a unit.  Beta; use at own risk.
-- Originally created by warmist, edited by Putnam for the dragon ball mod to be used in reactions, modified by Dirst for use in The Earth Strikes Back mod, incorporating fixes discovered by Boltgun then Mifiki wrote the bit where it switches to arena mode briefly to do some of the messy work, then Expwnent combined that with the old script to make it function for histfigs
-- version 0.53
-- This is a beta version. Use at your own risk.

-- Modifications from 0.5: civ -1 creates are NOT historical figures, mitigated screen-movement bug in createUnit()

--[[
  TODO
    children and babies: set child/baby job
    confirm body size is computed appropriately for different ages / life stages
    incarnate pre-existing historical figures
    some sort of invasion helper script
      set invasion_id, etc
    announcement for fake natural birth if appropriate
]]
--[[=begin

modtools/create-unit
====================
Creates a unit.  Use ``modtools/create-unit -help`` for more info.

=end]]

--[[
if dfhack.gui.getCurViewscreen()._type ~= df.viewscreen_dwarfmodest or df.global.ui.main.mode ~= df.ui_sidebar_mode.LookAround then
  print 'activate loo[k] mode'
  return
end
--]]

local utils=require 'utils'

function createUnit(race_id, caste_id)
  local view_x = df.global.window_x
  local view_y = df.global.window_y
  local view_z = df.global.window_z

  local curViewscreen = dfhack.gui.getCurViewscreen()
  local dwarfmodeScreen = df.viewscreen_dwarfmodest:new()
  curViewscreen.child = dwarfmodeScreen
  dwarfmodeScreen.parent = curViewscreen
  local oldMode = df.global.ui.main.mode
  df.global.ui.main.mode = df.ui_sidebar_mode.LookAround

  local gui = require 'gui'

  df.global.world.arena_spawn.race:resize(0)
  df.global.world.arena_spawn.race:insert(0,race_id) --df.global.ui.race_id)

  df.global.world.arena_spawn.caste:resize(0)
  df.global.world.arena_spawn.caste:insert(0,caste_id)

  df.global.world.arena_spawn.creature_cnt:resize(0)
  df.global.world.arena_spawn.creature_cnt:insert(0,0)

  --df.global.world.arena_spawn.equipment.skills:insert(0,99)
  --df.global.world.arena_spawn.equipment.skill_levels:insert(0,0)

  local old_gametype = df.global.gametype
  df.global.gametype = df.game_type.DWARF_ARENA

  gui.simulateInput(dfhack.gui.getCurViewscreen(), 'D_LOOK_ARENA_CREATURE')
  gui.simulateInput(dfhack.gui.getCurViewscreen(), 'SELECT')

  df.global.gametype = old_gametype

  curViewscreen.child = nil
  dwarfmodeScreen:delete()
  df.global.ui.main.mode = oldMode

  local id = df.global.unit_next_id-1
 
  df.global.window_x = view_x
  df.global.window_y = view_y
  df.global.window_z = view_z
 
  return id
end

--local u = df.unit.find(df.global.unit_next_id-1)
--u.civ_id = df.global.ui.civ_id
--u.population_id = df.historical_entity.find(df.global.ui.civ_id).populations[0]
--local group = df.global.ui.group_id

-- Picking a caste or gender at random
function getRandomCasteId(race_id)
  local cr = df.creature_raw.find(race_id)
  local caste_id, casteMax

  casteMax = #cr.caste - 1

  if casteMax > 0 then
    return math.random(0, casteMax)
  end

  return 0
end

local function  allocateNewChunk(hist_entity)
  hist_entity.save_file_id=df.global.unit_chunk_next_id
  df.global.unit_chunk_next_id=df.global.unit_chunk_next_id+1
  hist_entity.next_member_idx=0
  print("allocating chunk:",hist_entity.save_file_id)
end

local function allocateIds(nemesis_record,hist_entity)
  if hist_entity.next_member_idx==100 then
    allocateNewChunk(hist_entity)
  end
  nemesis_record.save_file_id=hist_entity.save_file_id
  nemesis_record.member_idx=hist_entity.next_member_idx
  hist_entity.next_member_idx=hist_entity.next_member_idx+1
end

function createFigure(trgunit,he,he_group)
  local hf=df.historical_figure:new()
  hf.id=df.global.hist_figure_next_id
  hf.race=trgunit.race
  hf.caste=trgunit.caste
  hf.profession = trgunit.profession
  hf.sex = trgunit.sex
  df.global.hist_figure_next_id=df.global.hist_figure_next_id+1
  hf.appeared_year = df.global.cur_year

  hf.born_year = trgunit.relations.birth_year
  hf.born_seconds = trgunit.relations.birth_time
  hf.curse_year = trgunit.relations.curse_year
  hf.curse_seconds = trgunit.relations.curse_time
  hf.birth_year_bias = trgunit.relations.birth_year_bias
  hf.birth_time_bias = trgunit.relations.birth_time_bias
  hf.old_year = trgunit.relations.old_year
  hf.old_seconds = trgunit.relations.old_time
  hf.died_year = -1
  hf.died_seconds = -1
  hf.name:assign(trgunit.name)
  hf.civ_id = trgunit.civ_id
  hf.population_id = trgunit.population_id
  hf.breed_id = -1
  hf.unit_id = trgunit.id

  df.global.world.history.figures:insert("#",hf)

  hf.info = df.historical_figure_info:new()
  hf.info.unk_14 = df.historical_figure_info.T_unk_14:new() -- hf state?
  --unk_14.region_id = -1; unk_14.beast_id = -1; unk_14.unk_14 = 0
  hf.info.unk_14.unk_18 = -1; hf.info.unk_14.unk_1c = -1
  -- set values that seem related to state and do event
  --change_state(hf, dfg.ui.site_id, region_pos)


  --lets skip skills for now
  --local skills = df.historical_figure_info.T_skills:new() -- skills snap shot
  -- ...
  -- note that innate skills are automaticaly set by DF
  hf.info.skills = {new=true}


  he.histfig_ids:insert('#', hf.id)
  he.hist_figures:insert('#', hf)
  if he_group then
    he_group.histfig_ids:insert('#', hf.id)
    he_group.hist_figures:insert('#', hf)
    hf.entity_links:insert("#",{new=df.histfig_entity_link_memberst,entity_id=he_group.id,link_strength=100})
  end
  trgunit.flags1.important_historical_figure = true
  trgunit.flags2.important_historical_figure = true
  trgunit.hist_figure_id = hf.id
  trgunit.hist_figure_id2 = hf.id

  hf.entity_links:insert("#",{new=df.histfig_entity_link_memberst,entity_id=trgunit.civ_id,link_strength=100})

  --add entity event
  local hf_event_id=df.global.hist_event_next_id
  df.global.hist_event_next_id=df.global.hist_event_next_id+1
  df.global.world.history.events:insert("#",{new=df.history_event_add_hf_entity_linkst,year=trgunit.relations.birth_year,
  seconds=trgunit.relations.birth_time,id=hf_event_id,civ=hf.civ_id,histfig=hf.id,link_type=0})
  return hf
end

function createNemesis(trgunit,civ_id,group_id)
  local id=df.global.nemesis_next_id
  local nem=df.nemesis_record:new()

  nem.id=id
  nem.unit_id=trgunit.id
  nem.unit=trgunit
  nem.flags:resize(4)
  --not sure about these flags...
  -- [[
  nem.flags[4]=true
  nem.flags[5]=true
  nem.flags[6]=true
  nem.flags[7]=true
  nem.flags[8]=true
  nem.flags[9]=true
  --]]
  --[[for k=4,8 do
      nem.flags[k]=true
  end]]
  nem.unk10=-1
  nem.unk11=-1
  nem.unk12=-1
  df.global.world.nemesis.all:insert("#",nem)
  df.global.nemesis_next_id=id+1
  trgunit.general_refs:insert("#",{new=df.general_ref_is_nemesisst,nemesis_id=id})
  trgunit.flags1.important_historical_figure=true

  nem.save_file_id=-1

  local he=df.historical_entity.find(civ_id)
  he.nemesis_ids:insert("#",id)
  he.nemesis:insert("#",nem)
  local he_group
  if group_id and group_id~=-1 then
      he_group=df.historical_entity.find(group_id)
  end
  if he_group then
      he_group.nemesis_ids:insert("#",id)
      he_group.nemesis:insert("#",nem)
  end
  allocateIds(nem,he)
  nem.figure=createFigure(trgunit,he,he_group)
end

--createNemesis(u, u.civ_id,group)
function createUnitInCiv(race_id, caste_id, civ_id, group_id)
  local uid = createUnit(race_id, caste_id)
  local unit = df.unit.find(uid)
  if ( civ_id ) then
    createNemesis(unit, civ_id, group_id)
  end
  return uid
end

function createUnitInFortCiv(race_id, caste_id)
  return createUnitInCiv(race_id, caste_id, df.global.ui.civ_id)
end

function createUnitInFortCivAndGroup(race_id, caste_id)
  return createUnitInCiv(race_id, caste_id, df.global.ui.civ_id, df.global.ui.group_id)
end

function domesticate(uid, group_id)
  local u = df.unit.find(uid)
  group_id = group_id or df.global.ui.group_id
  -- If a friendly animal, make it domesticated.  From Boltgun & Dirst
  local caste=df.creature_raw.find(u.race).caste[u.caste]
  if not(caste.flags.CAN_SPEAK and caste.flags.CAN_LEARN) then
    -- Fix friendly animals (from Boltgun)
    u.flags2.resident = false;
    u.flags3.body_temp_in_range = true;
    u.population_id = -1
    u.status.current_soul.unit_id = u.id

    u.animal.population.region_x = -1
    u.animal.population.region_y = -1
    u.animal.population.unk_28 = -1
    u.animal.population.population_idx = -1
    u.animal.population.depth = -1

    u.counters.soldier_mood_countdown = -1
    u.counters.death_cause = -1

    u.enemy.anon_4 = -1
    u.enemy.anon_5 = -1
    u.enemy.anon_6 = -1

    -- And make them tame (from Dirst)
    u.flags1.tame = true
    u.training_level = 7
  end
end

function wild(uid)
  local u = df.unit.find(uid)
  local caste=df.creature_raw.find(u.race).caste[u.caste]
  if not(caste.flags.CAN_SPEAK and caste.flags.CAN_LEARN) then
    u.animal.population.region_x = df.global.world.world_data.active_site[0].pos.x
    u.animal.population.region_y = df.global.world.world_data.active_site[0].pos.y
    u.animal.population.unk_28 = -1
    u.animal.population.population_idx = -1  -- Eventually want to make a real population
    u.animal.population.depth = -1  -- Eventually this should be a parameter
u.animal.leave_countdown = 99999  -- Eventually this should be a parameter
u.flags2.roaming_wilderness_population_source = true
u.flags2.roaming_wilderness_population_source_not_a_map_feature = true
-- region = df.global.world.map.map_blocks[df.global.world.map.x_count_block*x+y]
  end
end


function nameUnit(id, entityRawName, civ_id)
  --pick a random appropriate name
  --choose three random words in the appropriate things
  local unit = df.unit.find(id)
  local entity_raw
  if entityRawName then
    for k,v in ipairs(df.global.world.raws.entities) do
      if v.code == entityRawName then
        entity_raw = v
        break
      end
    end
  else
    local entity = df.historical_entity.find(civ_id)
    entity_raw = entity.entity_raw
  end

  if not entity_raw then
    error('entity raw = nil: ', id, entityRawName, civ_id)
  end

  local translation = entity_raw.translation
  local translationIndex
  for k,v in ipairs(df.global.world.raws.language.translations) do
    if v.name == translation then
      translationIndex = k
      break
    end
  end
  --translation = df.language_translation.find(translation)
  local language_word_table = entity_raw.symbols.symbols1[0] --educated guess
  function randomWord()
    local index = math.random(0, #language_word_table.words[0] - 1)
    return index
  end
  local firstName = randomWord()
  local lastName1 = randomWord()
  local lastName2 = randomWord()
  local name = unit.status.current_soul.name
  name.words[0] = language_word_table.words[0][lastName1]
  name.parts_of_speech[0] = language_word_table.parts[0][lastName1]
  name.words[1] = language_word_table.words[0][lastName2]
  name.parts_of_speech[1] = language_word_table.parts[0][lastName2]
  name.first_name = df.language_word.find(language_word_table.words[0][firstName]).forms[language_word_table.parts[0][firstName]]
  name.has_name = true
  name.language = translationIndex
  name = unit.name
  name.words[0] = language_word_table.words[0][lastName1]
  name.parts_of_speech[0] = language_word_table.parts[0][lastName1]
  name.words[1] = language_word_table.words[0][lastName2]
  name.parts_of_speech[1] = language_word_table.parts[0][lastName2]
  name.first_name = df.language_word.find(language_word_table.words[0][firstName]).forms[language_word_table.parts[0][firstName]]
  name.has_name = true
  name.language = translationIndex
  if unit.hist_figure_id ~= -1 then
    local histfig = df.historical_figure.find(unit.hist_figure_id)
    name = histfig.name
    name.words[0] = language_word_table.words[0][lastName1]
    name.parts_of_speech[0] = language_word_table.parts[0][lastName1]
    name.words[1] = language_word_table.words[0][lastName2]
    name.parts_of_speech[1] = language_word_table.parts[0][lastName2]
    name.first_name = df.language_word.find(language_word_table.words[0][firstName]).forms[language_word_table.parts[0][firstName]]
    name.has_name = true
    name.language = translationIndex
  end
end

validArgs = --[[validArgs or]]utils.invert({
  'help',
  'race',
  'caste',
  'domesticate',
  'civId',
  'groupId',
  'flagSet',
  'flagClear',
  'name',
  'nick',
  'location',
  'age'
})

if moduleMode then
  return
end

local args = utils.processArgs({...}, validArgs)
if args.help then
  print(
[[scripts/modtools/create-unit.lua
arguments:
    -help
        print this help message
    -race raceName
        specify the race of the unit to be created
        examples:
            DWARF
            HUMAN
    -caste casteName
        specify the caste of the unit to be created
        examples:
            MALE
            FEMALE
    -domesticate
        if the unit can't learn or can't speak, then make it a friendly animal
    -civId id
        make the created unit a member of the specified civ (or none if id = -1)
        if id is \\LOCAL, then make it a member of the civ associated with the current fort
        otherwise id must be an integer
    -groupId id
        make the created unit a member of the specified group (or none if id = -1)
        if id is \\LOCAL, then make it a member of the group associated with the current fort
        otherwise id must be an integer
    -name entityRawName
        set the unit's name to be a random name appropriate for the given entity
        examples:
            MOUNTAIN
    -nick nickname
        set the unit's nickname directly
    -location [ x y z ]
        create the unit at the specified coordinates
    -age howOld
        set the birth date of the unit to the specified number of years ago
    -flagSet [ flag1 flag2 ... ]
        set the specified unit flags in the new unit to true
        flags may be selected from df.unit_flags1, df.unit_flags2, or df.unit_flags3
    -flagClear [ flag1 flag2 ... ]
        set the specified unit flags in the new unit to false
        flags may be selected from df.unit_flags1, df.unit_flags2, or df.unit_flags3
]])
  return
end

local race
local raceIndex
local casteIndex

if not args.race or not args.caste then
  error 'Specfiy a race and caste for the new unit.'
end

--find race
for i,v in ipairs(df.global.world.raws.creatures.all) do
  if v.creature_id == args.race then
    raceIndex = i
    race = v
    break
  end
end

if not race then
  error 'Invalid race.'
end

for i,v in ipairs(race.caste) do
  if v.caste_id == args.caste then
    casteIndex = i
    break
  end
end

if not casteIndex then
  error 'Invalid caste.'
end

local age
if args.age then
  age = tonumber(args.age)
  if not age and not age == 0 then
      error('Invalid age: ' .. args.age)
  end
end

local civ_id
if args.civId == '\\LOCAL' then
  civ_id = df.global.ui.civ_id
elseif args.civId and tonumber(args.civId) then
  civ_id = tonumber(args.civId)
end

local group_id
if args.groupId == '\\LOCAL' then
  group_id = df.global.ui.group_id
elseif args.groupId and tonumber(args.groupId) then
  group_id = tonumber(args.groupId)
end

local unitId
if civ_id == -1 then
    unitId = createUnit(raceIndex, casteIndex)
  else
    unitId = createUnitInCiv(raceIndex, casteIndex, civ_id, group_id)
end

if args.domesticate then
  domesticate(unitId, group_id)
 else
  wild(unitId)
end

--these flags are an educated guess of how to get the game to compute sizes correctly: use -flagSet and -flagClear arguments to override or supplement
local u = df.unit.find(unitId)
u.flags2.calculated_nerves = false
u.flags2.calculated_bodyparts = false
u.flags3.body_part_relsize_computed = false
u.flags3.size_modifier_computed = false
u.flags3.compute_health = true
u.flags3.weight_computed = false
--TODO: if the unit is a child or baby it will still behave like an adult

if age or age == 0 then
  if age == 0 then
    u.relations.birth_time = df.global.cur_year_tick
  end
  local oldYearDelta = u.relations.old_year - u.relations.birth_year
  u.relations.birth_year = df.global.cur_year - age
  if u.relations.old_year ~= -1 then
    u.relations.old_year = u.relations.birth_year + oldYearDelta
  end
  if u.flags1.important_historical_figure == true and u.flags2.important_historical_figure == true then
    local hf = df.global.history.figures.all[u.hist_figure_id]
    hf.born_year = u.relations.birth_year
    hf.born_seconds = u.relations.birth_time
    hf.old_year = u.relations.old_year
    hf.old_seconds = u.relations.old_time
  end
end

if args.flagSet or args.flagClear then
  local flagsToSet = {}
  local flagsToClear = {}
  for _,v in ipairs(args.flagSet or {}) do
    flagsToSet[v] = true
  end
  for _,v in ipairs(args.flagClear or {}) do
    flagsToClear[v] = true
  end
  for _,k in ipairs(df.unit_flags1) do
    if flagsToSet[k] then
      u.flags1[k] = true;
    elseif flagsToClear[k] then
      u.flags1[k] = false;
    end
  end
  for _,k in ipairs(df.unit_flags2) do
    if flagsToSet[k] then
      u.flags2[k] = true;
    elseif flagsToClear[k] then
      u.flags2[k] = false;
    end
  end
  for _,k in ipairs(df.unit_flags3) do
    if flagsToSet[k] then
      u.flags3[k] = true;
    elseif flagsToClear[k] then
      u.flags3[k] = false;
    end
  end
end

if args.name then
  nameUnit(unitId, args.name, civ_id)
else
  local unit = df.unit.find(unitId)
  unit.name.has_name = false
  if unit.status.current_soul then
    unit.status.current_soul.name.has_name = false
  end
  --[[if unit.hist_figure_id ~= -1 then
    local histfig = df.historical_figure.find(unit.hist_figure_id)
    histfig.name.has_name = false
  end--]]
end

if args.nick and type(args.nick) == 'string' then
  dfhack.units.setNickname(df.unit.find(unitId), args.nick)
end

if civ_id then
  local u = df.unit.find(unitId)
  u.civ_id = civ_id
end

if args.location then
  local u = df.unit.find(unitId)
  local pos = df.coord:new()
  pos.x = tonumber(args.location[1])
  pos.y = tonumber(args.location[2])
  pos.z = tonumber(args.location[3])
  local teleport = dfhack.script_environment('teleport')
  teleport.teleport(u, pos)
end

--[[if group_id then
  local u = df.unit.find(unitId)
  u.group_id = group_id
end--]]
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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

lethosor

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Re: DFHack 0.42.06-r1
« Reply #4387 on: June 14, 2016, 01:52:15 pm »

Here's an alpha release for 0.43.03:
https://github.com/DFHack/dfhack/releases/tag/0.43.03-alpha1

It's probably unstable, but it's less unstable than it was yesterday, at least.
« Last Edit: June 14, 2016, 01:53:55 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.

milo christiansen

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  • Something generic here
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Re: DFHack 0.42.06-r1
« Reply #4388 on: June 14, 2016, 02:21:26 pm »

(Does happy dance)
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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

DaSwayza

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Re: DFHack 0.42.06-r1
« Reply #4389 on: June 14, 2016, 04:08:56 pm »

Guys, I have to say how much good it does us all that you're working on this mod. So I just want to say thank you, and keep up the good work. Seriously I had to scrap one of my fortresses without it because the blood was keeping people away.
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Droggarth

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  • Ischrotaur Axe Lord [SUPERNATURAL][STRANGE_MOODS]
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Re: DFHack 0.42.06-r1
« Reply #4390 on: June 14, 2016, 05:30:11 pm »

YES!!! :D

I just need DFhack for spawning gauntlets, slabs, marring adventurers and most importantly: Instant skill/ability buff-up! Thank you!
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"I'll make my own way." - Max Rockatansky

lethosor

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Re: DFHack 0.42.06-r1
« Reply #4391 on: June 14, 2016, 05:52:53 pm »

Glad to hear that it's useful, but remember, the warning is there for a reason. We've ironed out most of the more obvious crashes, but there are probably issues we haven't caught, so don't rely on DFHack too heavily for normal gameplay at this point (although do feel free to test it out).
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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.

kane_t

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Re: DFHack 0.42.06-r1
« Reply #4392 on: June 14, 2016, 06:11:41 pm »

Darn, a bit late.  I fixed the bug in combine_plants that caused it to not recurse properly into sub-containers, it's up on Github if someone wants to merge it in.  (Or, I could do it; I'm not sure what the protocol is, here, since I wasn't the one who originally added it to DFHack.)

My plan is still to eventually rewrite both scripts as a single plugin that merges stacks of most item types, and does so in a way that conforms properly to the game mechanics (ie., correctly respecting the different capacities of barrels, bins, bags, and large pots), but it's hard to find the time.  The least I can do for now is make sure the original scripts are bug free!
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Droggarth

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  • Ischrotaur Axe Lord [SUPERNATURAL][STRANGE_MOODS]
    • View Profile
Re: DFHack 0.42.06-r1
« Reply #4393 on: June 14, 2016, 06:22:05 pm »

The "gui/create-item" doesn't spawn left/right gauntlets, instead I only get a default gauntlet/glove/mitten with no left/right tags. I'm pretty sure in the last version it spawned a left and a right gauntlet at my character.
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"I'll make my own way." - Max Rockatansky

Max™

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  • [CULL:SQUARE]
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Re: DFHack 0.42.06-r1
« Reply #4394 on: June 14, 2016, 07:14:46 pm »

I don't think create-item ever did, but createitem GLOVES:BLAH_BLAH did.
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