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Author Topic: DFHack 0.5.15 (legacy)  (Read 405642 times)

peterix

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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

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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!
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BigD145

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Re: DFHack 0.5.5
« Reply #887 on: March 10, 2011, 11:54:18 pm »

River source?!   :'(
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peterix

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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

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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.
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Jeoshua

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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
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baaleze

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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.
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Rumrusher

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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.
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Adventure in baby making!Adv Homes

Truean

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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? :)
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peterix

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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 »
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Rumrusher

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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.
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peterix

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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

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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?
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Rumrusher

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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 »
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DAMN YOU RUMRUSHER!!!!!!!!
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myrkul

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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.
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