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Author Topic: Exponent's For Each Tile - A Flexible Map Alteration Tool (v0.6 beta release)  (Read 10684 times)

Exponent

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I might be dumb, but I don't understand where we're supposed to enter those values.

I tried the Exponent.DwarfFortress.Tools.ForEachTile.xml file, no success.

Edit: I also tried \Dwarf Fortress\mod tweak\versions\0.28.181.40d\core.general.xml still no luck.
core.general.xml should work.  Mine looks like the following:
Code: [Select]
<?xml version="1.0"?>
<memory>
<address name="menu_state" value="0x01393260" />
<address name="view_state" value="0x009FC368" />
<address name="mouse_x" value="0x009FC294" />
<address name="mouse_y" value="0x009FC298" />
<address name="mouse_z" value="0x009FC29C" />
<address name="viewport_x" value="0x00D457F4" />
<address name="viewport_y" value="0x00D73868" />
<address name="viewport_z" value="0x00D73844" />
<address name="window_grid_x" value="0x01706D4C" />
<address name="window_grid_y" value="0x01706D50" />
<address name="hotkeys" value="0x01392FA8" />
<offset name="hotkeys_offset_enabled" value="0x0000" />
<offset name="hotkeys_offset_x" value="0x0004" />
<offset name="hotkeys_offset_y" value="0x0008" />
<offset name="hotkeys_offset_z" value="0x000C" />
<offset name="hotkey_offset" value="0x002C" />
</memory>

Do other tweak modules work for version 0.28.181.40d?  If not perhaps you're missing the entry in \mod tweak\versions.xml.  Make sure that it contains at least this:

Code: [Select]
<?xml version="1.0"?>
<versions>
<version name="0.28.181.40d" hash="2c686c26307dcccd7c36cc79737ebe4f" />
</versions>

Finally, you're not using one of the new speed-up versions, are you?  I haven't updated the program to handle those, and even with new memory addresses, the slightly altered version number format might be throwing things off.

Otherwise, I dunno.
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Blacky

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Thanks for the reply.

This works. That's strange because when I add the memory values, it doesn't, when I replace them, it works for EachTile but AdjustStart doesn't work anymore (it's red).

I had this for core:
Code: [Select]
<?xml version="1.0"?>
<memory>
<address name="menu_state" value="0x01393260" />
<address name="starting_dwarf_count" value="0x00853A89" />
<address name="starting_point_count" value="0x00852C0A" />
<address name="mouse_x" value="0x009FC294" />
<address name="mouse_y" value="0x009FC298" />
<address name="mouse_z" value="0x009FC29C" />

<address name="word_vector" value="0x015C5DCC" />
<address name="language_vector" value="0x015C5EEC" />
<offset name="language_name_offset" value="0x0000" />
<offset name="language_word_vector_offset" value="0x003C" />
</memory>
When I added your values at the end (before the closing /memory of course), it didn't worked (EachTile does but in_viewport is grayed).

Now I replace it with the one you gave me above, and in_viewport works. Maybe two of the adresses/offset were incompatible? (I did remove the extra menu_state just it case, didn't change anything).

versions.xml had about a dozen entries (for each version up to 40D) which I removed as per yours, I don't know if it changed anything.

And yes, I'm using the vanilla 40d (only with MikeMayday graphics), not the new OpenGL one.

Anyway, for my current issue (stupid tower caps growing under water and blocking water flow... grmbl), in_viewport works :)
« Last Edit: January 11, 2009, 02:16:02 am by Blacky »
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Andir

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Sorry, I didn't read through the whole thread... but would it be difficult to "librarify" some of the functionality?  I've been curious if it were possible to make a designating tool.  Something that you could load the entire zone into an editor of some type and design your fort with dig designations while the game were running then commit them to memory.  (I read that you can designate specific tiles with this tool and I was looking to expand it to be able to paint your fortress using a mouse primarily... Like editing pixels in Paint.)

It would be cool to be able to load up this as a DLL and tell the DLL what tiles to set and commit via a filter or by raw x,y,z coordinates.  Even cooler if map extraction was done and you were able to request of the DLL specific area data.  If this DLL were open sourced and or maintained, it could be used by a lot of the tools (like LifeVis, 3dwarf, Foreman, etc.)
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"Having faith" that the bridge will not fall, implies that the bridge itself isn't that trustworthy. It's not that different from "I pray that the bridge will hold my weight."

Draco18s

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Just want to know if its possible to make trees.  I've fiddled with various settings (biome, matgloss) of some tiles in an attempt to get a place where trees will grow on my treeless map (yes, I embarked on a desert for a reason).
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cooz

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You can try:
set_raw_type(24);

It creates hm, "generic tree". It doesn't give wood log after cutting down, but maybe something more useful can grow out of it next year.
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Draco18s

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You can try:
set_raw_type(24);

It creates hm, "generic tree". It doesn't give wood log after cutting down, but maybe something more useful can grow out of it next year.

"Generic Tree" works, I'm looking for aesthetics, not wood.
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Deon

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Bump bump bumpity bump bump. This is awesome.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

spokehedz

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Bump bump bumpity bump bump. This is awesome.
Yes, but what good does it do when we are on the cusp of a release that most likely will break this all to The Deep and back?
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Quote from: LordBaxter
Once a stair fell, and rather than knock him one or two z levels down, as usually was the case, he went rolling down the central staircase, hit the bottom and exploded.

LegoLord

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I thought tweak didn't even work with the current version, much less the next.  Is this even usable nowadays?
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Draco18s

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I thought tweak didn't even work with the current version, much less the next.  Is this even usable nowadays?

It does work for the current version, yes.  I've used it.
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xtank5

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I thought tweak didn't even work with the current version, much less the next.  Is this even usable nowadays?

It does work for the current version, yes.  I've used it.
40d16? or 40d?
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IT'S ALWAYS BEEN WANKERSHIM
Can't get enough Bolo.

Stormrage

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It works only for 40d and less
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Draco18s

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It works only for 40d and less

Ah, that might be what I did.  Used 40d (not 40d##) to run it.
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Deon

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Is there a way to include "magma buildings hack", "cave river hack" and "adamantine hack" please? I mean, activating appropriate triggers to enable magma buildings (it has been done before), enable towercaps (looks like it hasn't been done before) and activating a king arrival (looks like it hasn't been done before too).
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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