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Author Topic: DFHack 0.5.15 (legacy)  (Read 400712 times)

Korgana

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Re: DFHack 0.5.1
« Reply #615 on: December 17, 2010, 06:56:33 pm »

Will that work with 1/7 of water ?

As i said, there is thousands of inacessible tiles, and i can't put magma on them individualy (it will take me months).
So, i have to put magma/water in something like 8000-10000 tiles, on 80+ z-levels. Does'nt sound well if it's magma.

Edit : ok, it's working. And i didn't had to flood so much (thanks to the seasonal save)
« Last Edit: December 17, 2010, 07:26:25 pm by Korgana »
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ext0l

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Re: DFHack 0.5.1
« Reply #616 on: December 17, 2010, 10:24:31 pm »

I compiled DFHack on linux but it's unable to find the process
This error keeps appearing
Code: [Select]
terminate called after throwing an instance of 'DFHack::Error::NoProcess'
  what():  couldn't find a suitable process
Aborted
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peterix

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Re: DFHack 0.5.1
« Reply #617 on: December 18, 2010, 02:43:22 am »

I compiled DFHack on linux but it's unable to find the process
This error keeps appearing
Code: [Select]
terminate called after throwing an instance of 'DFHack::Error::NoProcess'
  what():  couldn't find a suitable process
Aborted
Latest supported DF version on Linux is currently 31.16. It won't recognize anything newer.

Antonater

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Re: DFHack 0.5.1
« Reply #618 on: December 25, 2010, 08:21:16 am »

ive been looking everywhere but i cant find anything explaining how to use this, trying to use df clean, where are instructions???
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rephikul

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Re: DFHack 0.5.1
« Reply #619 on: December 25, 2010, 09:08:57 am »

Readme.html?
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

peterix

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Re: DFHack 0.5.1
« Reply #620 on: December 25, 2010, 09:44:02 am »

ive been looking everywhere but i cant find anything explaining how to use this, trying to use df clean, where are instructions???
Run df, load a fort, run the tool. That's all. Tools that need more input from you will ask nicely in a terminal window.

Uristocrat

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Re: DFHack 0.5.1
« Reply #621 on: December 27, 2010, 09:41:23 pm »

Wanted to report an issue on the tracker like the first message said to, but I have no GitHub account.

Anyhow, the issue itself is pretty simple:  dfprospector doesn't list MARBLE anywhere in its output and that's kind of hard to miss (it's a layer stone that should have covered about half the map).  Actually... wait... I can't find any layer stones on here?  Not gabbro or anything else.  Marble and obsidian are the only one I care much about, though.

While I'm at it, I might as well toss in a feature request.  It would be lovely if you could separate the output of dfprospector a little, so that there are categories.  In other words, make the output look something like:

*** GEMS ***
RUBY: 20
DIAMOND: 25

*** NON-ORE ECONOMIC STONES ***
CALCITE: 1234
MARBLE:  2456
OBSIDIAN:  2345
GYPSUM:  23456
BITUMINOUS_COAL:  1345

*** METAL ORES ***
NATIVE_SILVER:  1234
MALACHITE:  2345
RAW_ADAMANTINE: 7

*** ROCKS ***
ORPIMENT:  1234
SLADE:  12345
MICROLINE:  9999999999
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You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

peterix

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Re: DFHack 0.5.1
« Reply #622 on: December 28, 2010, 05:12:46 pm »

Wanted to report an issue on the tracker like the first message said to, but I have no GitHub account.
Added it there so I don't forget.

snooptodd

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Re: DFHack 0.5.1
« Reply #623 on: December 29, 2010, 12:06:20 am »

Code: [Select]
// produces a list of vein materials available on the map. can be run with '-a' modifier to show even unrevealed minerals deep underground
// with -b modifier, it will show base layer materials too

so to show marble or any other base layer you use dfprospector.exe -b
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Quietust

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Re: DFHack 0.5.1
« Reply #624 on: December 29, 2010, 11:41:18 am »

On the topic of dfprospector, there seems to be an oddity with how it's counting minerals - I just embarked on a test site which dfprospector claims contains 96 clusters of clear diamonds, yet a visual inspection (aided by changing clear diamond's tile and color to stand out from everything else) only managed to locate 55 tiles. The magma sea cut into a large section of gabbro - perhaps it's being confused by veins/clusters that happen to have been overwritten with semi-molten rock?
« Last Edit: December 29, 2010, 12:04:04 pm by Quietust »
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

zilpin

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Re: DFHack 0.5.1
« Reply #625 on: December 29, 2010, 12:30:30 pm »

The magma sea cut into a large section of gabbro - perhaps it's being confused by veins/clusters that happen to have been overwritten with semi-molten rock?

Not quite, the semi-molten is considered a "feature" vein in the data structure, so it can't be considered part of gem vein at the same time.

But it may be counting tiles which were veins, but got overwritten with empty space in the caves.
The empty space will still maintain its identity as once being part of a vein.
Also consider floors.
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Quietust

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Re: DFHack 0.5.1
« Reply #626 on: December 29, 2010, 12:49:03 pm »

But it may be counting tiles which were veins, but got overwritten with empty space in the caves.
The empty space will still maintain its identity as once being part of a vein.
Also consider floors.

I considered that possibility, but dfprospector does seem to properly recognize (and not count) mined tiles.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

peterix

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Re: DFHack 0.5.1
« Reply #627 on: December 29, 2010, 01:11:21 pm »

Well, it was never intended to give exact numbers, just a value that gives you the idea of what to expect. The original purpose was to scan only the visible tiles when you embark, because that's what I always did manually (and it was really bugging me on mountain embarks with lots of z-levels to look at).

Jar of Jam

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Re: DFHack 0.5.1
« Reply #628 on: December 31, 2010, 06:57:08 pm »

I'm assuming it's expected behavior if FPS drops noticeably even after unrevealing what I've revealed ?
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jaxad0127

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Re: DFHack 0.5.1
« Reply #629 on: December 31, 2010, 10:23:35 pm »

Did you unpause before unrevealing?
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