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Author Topic: DFHack 0.5.15 (legacy)  (Read 405650 times)

Askot Bokbondeler

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Re: DFHack 0.5.1
« Reply #600 on: December 09, 2010, 05:45:06 am »

the game lied about there being an aquifier
have you checked every levels? throughly?

also, aquifer

twilightdusk

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Re: DFHack 0.5.1
« Reply #601 on: December 09, 2010, 05:30:50 pm »

the game lied about there being an aquifier
have you checked every levels? throughly?

also, aquifer

Tested every layer of sand on the map, no blue.
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A dwarf would see that and say, "Bring it on."

TolyK

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Re: DFHack 0.5.1
« Reply #602 on: December 12, 2010, 04:48:21 am »

btw it also occurs on soil ;)

other than that no ideas on what the problem could be. bug?
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foil

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Re: DFHack 0.5.1
« Reply #603 on: December 14, 2010, 04:24:05 pm »

Hello, How exactly do i get dfliquids.exe to work?..  Ive tried putting the (k)look cursor onto a tile and typing many different commands from the wiki and the help file but it still will not make magma...

Does the thing have to be run in open space or a revealed area? 

All im trying to do is get some magma upto almost the top without making a 150 level piston or pump stack.

Does it even work with v.18 yet?
« Last Edit: December 14, 2010, 04:26:02 pm by foil »
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NecroRebel

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Re: DFHack 0.5.1
« Reply #604 on: December 14, 2010, 04:39:01 pm »

It does work with v31.18.

Step by step instructions for making magma with dfliquids:

1. Start Dwarf Fortress
2. Load your fortress.
3. Minimize Dwarf Fortress or otherwise alt-tab out of it.
4. Open dfliquids
5. Go back into Dwarf Fortress
6. Go into the loo(k) or (d)esignations cursor
7. Scroll over the tile you want magma in
8. Alt-tab to dfliquids
9. Hit enter (the line in dfliquids should be blank; this is the "execute in Dwarf Fortress" line, since it doesn't have anything else to do)

Now there's 7/7 magma in that tile. If you're using the loo(k) cursor, it won't actually tell you that the magma has appeared until you move the cursor off the tile then back on, but the magma will be there. It doesn't have to be done on a revealed tile, either. The most likely difficulties you were having were probably either that you weren't executing a blank line, or you weren't moving the cursor in DF to check if it actually worked.
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foil

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Re: DFHack 0.5.1
« Reply #605 on: December 14, 2010, 05:07:09 pm »

ah sweet, I just 1/2 figured it out myself.  All the tuts say u need to type the commands in every time but all you do it hit enter lol.

I ended up just building a huge tank and filling it with several presses of enter, Great success.

Is there ever magma near the surface as ive never found it above -80 or so levels.

Are you expected to usually build a 100 pump tall stack etc etc to get magma to the surface?
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Caudyr

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Re: DFHack 0.5.1
« Reply #606 on: December 14, 2010, 05:12:46 pm »

Occasionally you'll find lava tubes that protrude up into the upper layers - but usually it seems like they're pretty far down there. The closest I've seen them in areas that weren't volcanoes was around 15ish levels down, so they're always a little ways down there I believe. I'm sure they can be closer to the surface with the right location and/or map generator settings, etc.
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Musashi

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Re: DFHack 0.5.1
« Reply #607 on: December 16, 2010, 04:43:30 pm »

No more insta-crash if I happen to look at the wrong tile. And FPS IS increasing.  I love dfcleanmap so much. ;_;
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ext0l

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Re: DFHack 0.5.1
« Reply #608 on: December 16, 2010, 10:47:12 pm »

I suck at linux.
How can I get this to work on Ubuntu 10.04?

I've tried using wine, but it keeps giving me an error
Spoiler (click to show/hide)
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zxcvmnb

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Re: DFHack 0.5.1
« Reply #609 on: December 17, 2010, 06:14:06 am »

I suck at linux.
How can I get this to work on Ubuntu 10.04?

I've tried using wine, but it keeps giving me an error
Spoiler (click to show/hide)
Hmm, it worked for me with Ubuntu 10.04 using Wine with both DFHack and the Windows version of DF. Got a missing dll error from DF, used winetricks, but then it worked fine. Are you compiling DFHack yourself or using the binary tools?
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Korgana

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Re: DFHack 0.5.1
« Reply #610 on: December 17, 2010, 12:07:05 pm »

Hi.
I've got a little problem with dfliquids

I was trying to make a waterfall, and unfortunately, the flow was "a bit" too high, my fortress quickly get flooded, on almost every floors (waterfall from +1 to -80), and dwarves start to drown.

So, i've used dfliquids, removing all the waters, and shut the waterfall with the floodgate.

But, all tiles that have been marked as unaccessible, due to high level water, are still unaccessible.

A large part of my fortress is unaccessible, and almost all dwarves are, more or less, stuck, sleeping on floor ; although they have royal bedroom, and so on.

Is there a way to make all this tiles back accessible ?

P.S : sorry for my english  :-[
« Last Edit: December 17, 2010, 12:08:37 pm by Korgana »
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Rose

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Re: DFHack 0.5.1
« Reply #611 on: December 17, 2010, 12:08:57 pm »

on each inaccessible tile, put 1 lava. when the lava is stolen by evil elves, it will become accessible.
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ext0l

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Re: DFHack 0.5.1
« Reply #612 on: December 17, 2010, 03:26:04 pm »

I suck at linux.
How can I get this to work on Ubuntu 10.04?

I've tried using wine, but it keeps giving me an error
Spoiler (click to show/hide)
Hmm, it worked for me with Ubuntu 10.04 using Wine with both DFHack and the Windows version of DF. Got a missing dll error from DF, used winetricks, but then it worked fine. Are you compiling DFHack yourself or using the binary tools?

Ok if I use wine for both the DF hack binaries and DF_win then it works fine.
But this kills my fps. How do i compile DF hack?
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Korgana

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Re: DFHack 0.5.1
« Reply #613 on: December 17, 2010, 05:59:24 pm »

on each inaccessible tile, put 1 lava. when the lava is stolen by evil elves, it will become accessible.
Hum, is it a joke ?  :o

It dont seems to be a good idea to put lava in a few thousands of tiles, even only with 1 level.
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Vattic

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Re: DFHack 0.5.1
« Reply #614 on: December 17, 2010, 06:04:29 pm »

No joke. If you hack fluids out of a map it doesn't reset some flag* which indicates if a tile is passable; If you place 1/7 depth magma and let it evaporate the flag will get reset.

*Not sure if it is a flag or some other variable.
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