Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 58 59 [60] 61 62 ... 108

Author Topic: DFHack 0.5.15 (legacy)  (Read 404020 times)

peterix

  • Bay Watcher
    • View Profile
    • Dethware
Re: DFHack 0.5.5
« Reply #885 on: March 10, 2011, 10:18:46 pm »

Just pushed out a major revamp of dfliquids and some minor bugfix of dfvdig. Enjoy :)

See the new 'help' command output:
Code: [Select]
Modes:
m             - switch to magma
w             - switch to water
o             - make obsidian wall instead
of            - make obsidian floors
rs            - make a river source
f             - flow bits only
Set-Modes:
s+            - only add
s.            - set
s-            - only remove
Properties:
f+            - make the spawned liquid flow
f.            - don't change flow state (read state in flow mode)
f-            - make the spawned liquid static
0-7           - set liquid amount
Brush:
point         - single tile [p]
range         - block with cursor at bottom north-west [r]
block         - DF map block with cursor in it
column        - Column up through free space
Other:
q             - quit
help          - print this list of commands
empty line    - put liquid

Usage: point the DF cursor at a tile you want to modify
and use the commands available

I tested it, but that doesn't rule out minor bugs. It will be much easier to add new features to it now.

Urist McFumbler

  • Bay Watcher
    • View Profile
Re: DFHack 0.5.5
« Reply #886 on: March 10, 2011, 10:53:36 pm »

THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU!
Logged

BigD145

  • Bay Watcher
    • View Profile
Re: DFHack 0.5.5
« Reply #887 on: March 10, 2011, 11:54:18 pm »

River source?!   :'(
Logged

peterix

  • Bay Watcher
    • View Profile
    • Dethware
Re: DFHack 0.5.5
« Reply #888 on: March 11, 2011, 12:21:07 am »

River source?!   :'(
An infinite source of water. You could call it a spring, but those aren't artificial like this thing :)

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: DFHack 0.5.5
« Reply #889 on: March 11, 2011, 12:50:00 am »

River source?!   :'(
An infinite source of water. You could call it a spring, but those aren't artificial like this thing :)
Tweak had these back in 40d though I can only see slapping that on as means of building a hydro cannon for the front gate.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: DFHack 0.5.5
« Reply #890 on: March 11, 2011, 01:10:55 am »

You could also use it to turn those damnable cavern ponds into underground oceanic reservoirs
Logged
I like fortresses because they are still underground.

baaleze

  • Escaped Lunatic
    • View Profile
Re: DFHack 0.5.4
« Reply #891 on: March 11, 2011, 04:10:50 am »

Helloooo
Ah ah ah. I was writing my first post here about an error I got when trying to compile probe.cpp on linux. I was getting a link error. And I found the solution just before clicking the "Post" button. But I'm posting it anyway, so if anyone has the same error, at least he won't be looking for the solution for 1 hour, like I did (maybe I'm just stupid).
It was caused by the fact that I was compiling without the option : -ldfhack
There is no -ldfhack needed. All you have to do is build dfhack with cmake and make from the build folder, as described in the COMPILE document. I suspect you tried (and after an hour of applied masochism succeeded) to compile the indicidual tools. You don't have to do that - ever. Just copypaste a few commands from COMPILE and it does all the hard work for you.
Well, what I want in the end is to make my own tool using DFHack. So yes, I tried to compile a single tool, to see if I could. And I can now.
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: DFHack 0.5.5
« Reply #892 on: March 11, 2011, 04:18:14 am »

You could also use it to turn those damnable cavern ponds into underground oceanic reservoirs
or a whirlpool that sucks any into the bottom.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Truean

  • Bay Watcher
  • Ok.... [sigh] It froze over....
    • View Profile
Re: DFHack 0.5.5
« Reply #893 on: March 11, 2011, 04:26:43 am »

Just pushed out a major revamp of dfliquids and some minor bugfix of dfvdig. Enjoy :)

See the new 'help' command output:
Code: [Select]
Modes:
m             - switch to magma
w             - switch to water
o             - make obsidian wall instead
of            - make obsidian floors
rs            - make a river source
f             - flow bits only
Set-Modes:
s+            - only add
s.            - set
s-            - only remove
Properties:
f+            - make the spawned liquid flow
f.            - don't change flow state (read state in flow mode)
f-            - make the spawned liquid static
0-7           - set liquid amount
Brush:
point         - single tile [p]
range         - block with cursor at bottom north-west [r]
block         - DF map block with cursor in it
column        - Column up through free space
Other:
q             - quit
help          - print this list of commands
empty line    - put liquid

Usage: point the DF cursor at a tile you want to modify
and use the commands available

I tested it, but that doesn't rule out minor bugs. It will be much easier to add new features to it now.

Awesome, thank you.

Can you use range with df liquids to directly mod in areas of obsidian walls/floors larger than one square? :)
Logged
The kinda human wreckage that you love

Current Spare Time Fiction Project: (C) 2010 http://www.bay12forums.com/smf/index.php?topic=63660.0
Disclaimer: I never take cases online for ethical reasons. If you require an attorney; you need to find one licensed to practice in your jurisdiction. Never take anything online as legal advice, because each case is different and one size does not fit all. Wants nothing at all to do with law.

Please don't quote me.

peterix

  • Bay Watcher
    • View Profile
    • Dethware
Re: DFHack 0.5.4
« Reply #894 on: March 11, 2011, 04:40:18 am »

Well, what I want in the end is to make my own tool using DFHack. So yes, I tried to compile a single tool, to see if I could. And I can now.
Then it's still easier to work within the dfhack build system.
But yeah, I see your point. I should make the 'making your own' part easier, or at least describe how to do so :)

Can you use range with df liquids to directly mod in areas of obsidian walls/floors larger than one square? :)
Any size you want really. I recommend keeping away from combining the multi z-level column and range brushes with the floor option though.

The current code allows adding any kind of procedural brush separately from the effects of it. I might tweak that even more and add some kind of 'selection' mechanism, but it's already quite flexible as it is now.
« Last Edit: March 11, 2011, 04:47:57 am by peterix »
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: DFHack 0.5.5
« Reply #895 on: March 11, 2011, 12:34:21 pm »

I wonder if designations would still work if you swap to adventure mode.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

peterix

  • Bay Watcher
    • View Profile
    • Dethware
Re: DFHack 0.5.5
« Reply #896 on: March 11, 2011, 12:52:29 pm »

I wonder if designations would still work if you swap to adventure mode.
The flags have different meaning depending on game mode AFAIK.

Halnoth

  • Bay Watcher
  • Plan for the Worst. Hope for the Best. Have Fun!
    • View Profile
Re: DFHack 0.5.5
« Reply #897 on: March 11, 2011, 01:05:47 pm »

If you got a king and became a capital wouldnt you make it so you can be away from your fortress however long you want in adv mode without everything scattering?
Logged
One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: DFHack 0.5.5
« Reply #898 on: March 11, 2011, 01:17:12 pm »

If you got a king and became a capital wouldnt you make it so you can be away from your fortress however long you want in adv mode without everything scattering?
that got answered by using Dfusion and or using Tweak and coating  the tiles with 14-blood.
the problem is that being away might end up crashing the game if you attempt to go back.
« Last Edit: March 11, 2011, 05:34:08 pm by Rumrusher »
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

myrkul

  • Bay Watcher
    • View Profile
Re: DFHack 0.5.5
« Reply #899 on: March 11, 2011, 03:09:39 pm »

What would be awesome is if you could build up a fort to capitol stage, then, possess a dwarf, recruit 6 others, and head off into the wilderness, find a good site, and then switch back to fort mode and build a new fortress. The day you can do this, DF, in my mind, will be feature-complete.
Logged
Tips, donations or bribes:

1LRwdLUjnUrsnQzHmxRPCjMSxqPrPUU8p
Pages: 1 ... 58 59 [60] 61 62 ... 108