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Author Topic: DFHack 0.5.15 (legacy)  (Read 405030 times)

Rumrusher

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Re: DFHack 0.5.15
« Reply #1440 on: June 02, 2011, 06:55:49 pm »

so would using the object claim removal utility would free up friendly butchered bodies so creatures can use them?
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Thundercraft

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Re: DFHack 0.5.15
« Reply #1441 on: June 02, 2011, 07:29:21 pm »

I have a question about dfcleanowned:
The readme says it:
Quote
Removes the ownership flag from items.
By default, owned food on the floor and rotten items are confistacted and dumped.
Also,
Quote
-d            a dry run. combine with other options to see what will happen without it actually happening.

I tried dfcleanowned with the -d options and it reported "Found total of 6275 items." Since I only used -d by itself, I assum the dry run was for the default setting of "owned food on the floor and rotten items". However, this is a fairly new fort and I doubt that there could possibly be over 6 thousand rotten items and owned food on the floor... Am I misunderstanding something?

Also, a question about dfgrow:
Quote
Makes all saplings present on the map grow into trees (almost) instantly.
I assume that this makes all saplings on the entire map (i.e., all z-levels - even in caverns) grow into trees (or treecaps), correct? If so, perhaps it could be given an option so that it will only affect all saplings on a given z-level (or, perhaps, just what's visible on the game screen)?
« Last Edit: June 02, 2011, 07:32:53 pm by Thundercraft »
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Greiger

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Re: DFHack 0.5.15
« Reply #1442 on: June 02, 2011, 08:53:52 pm »

Since folks are suggesting utilities how bout a cleanmap that only cleans tiles a variable distance from the cursor?  Like when Dwarves won't clean the buzzard blood scattered all over your surface fort but don't wanna get rid of that lovely 5 page long list of goblin and troll blood in front of your front gate.

Place the cursor near a bloodstatter you want cleaned, run Minicleanmap.exe -4 and all contaminants within 4 tiles of your cursor on that z level vanish!  Would be handy for controlled mud removal too, to clean up after that one little meeting hall waterfall mishap from 5 years ago without de-mudifying the caverns.
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Andux

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Re: DFHack 0.5.15
« Reply #1443 on: June 02, 2011, 08:55:36 pm »

Now, thanks to dfprobe, I've found that these impassable 3/7 files are in fact "flow forbid". It mus be a bug, because normally water level 3/7 should be passable.

I think the forbid flag is meant to be somewhat "sticky" to stop dwarves from trying to path through areas that are likely to pop back up to 4/7 while they're halfway through (not that it seems to help much); if it's been hanging around that long, I'd guess it's probably not unset unless the water drops to 2/7 or less.

You could try using Tile Edit to clear the flags manually (though it's called "has liquid" there). I'll see about adding a thingy to do that automatically in the next release of dfmarmot.

If so, perhaps it could be given an option so that it will only affect all saplings on a given z-level (or, perhaps, just what's visible on the game screen)?

You can already use dfmarmot to selectively change saplings into trees (though it doesn't set the plant's internal age counter like dfgrow does); just use the f operation set.
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Angel Of Death

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Re: DFHack 0.5.15
« Reply #1444 on: June 03, 2011, 09:39:23 am »

Where can I find Dfreveal?
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Saiko Kila

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Re: DFHack 0.5.15
« Reply #1445 on: June 03, 2011, 12:35:19 pm »

Now, thanks to dfprobe, I've found that these impassable 3/7 files are in fact "flow forbid". It mus be a bug, because normally water level 3/7 should be passable.

I think the forbid flag is meant to be somewhat "sticky" to stop dwarves from trying to path through areas that are likely to pop back up to 4/7 while they're halfway through (not that it seems to help much); if it's been hanging around that long, I'd guess it's probably not unset unless the water drops to 2/7 or less.

You could try using Tile Edit to clear the flags manually (though it's called "has liquid" there). I'll see about adding a thingy to do that automatically in the next release of dfmarmot.

Seems reasonable, though it probably isn't working reliably in all cases. Maybe "stagnant water" flag is also sticky, because I was unable to make non-stagnant wells, despite having them more than 3 z-levels deep. Stagnant tiles remain stagnant. I let it be for the moment  - I was unable to run Tile Edit with the current version of DF.
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Ghills

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Re: DFHack 0.5.15
« Reply #1446 on: June 03, 2011, 06:57:51 pm »

Where can I find Dfreveal?

Download the tools release linked in the first post in the thread. Extract it somewhere.  Make sure that DF is running and your game is up. I like to run the programs from the command line, but you can also run them by double-clicking on them.
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enjia2000

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Re: DFHack 0.5.15
« Reply #1447 on: June 04, 2011, 06:49:54 pm »

Where can I find Dfreveal?

You can download lazy newb pack and run it. In the utilities tab you can find all the dfhack tools.
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ag

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Re: DFHack 0.5.15
« Reply #1448 on: June 05, 2011, 08:28:33 am »

Seems reasonable, though it probably isn't working reliably in all cases. Maybe "stagnant water" flag is also sticky, because I was unable to make non-stagnant wells, despite having them more than 3 z-levels deep. Stagnant tiles remain stagnant. I let it be for the moment  - I was unable to run Tile Edit with the current version of DF.

Some findings from my code reverse-engineering results some time ago:
1) flow_forbid for water is only immediately changed if the level is <3 or >3. There may be some other code that clears it for 3 after a time-out, or maybe not.
2) Stagnancy always spreads to neighboring tiles, like saltiness.
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Greiger

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Re: DFHack 0.5.15
« Reply #1449 on: June 05, 2011, 08:43:51 am »

That explains why my river is all stagnant despite full flow.  It intersects through a murky pool.

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SecretAgentTripleZero

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Re: DFHack 0.5.15
« Reply #1450 on: June 06, 2011, 06:40:12 pm »

I'm wondering...would it be possible, in DFliquids, to replace the (o)bsidian option with another stone?
I think it would be, and I'd probably do it myself, except I'm not really sure what I would change it with, what I should change, or what I would change it to...
...IS this even possible? I don't see any reason why it wouldn't be, but then again I'm not exactly a fully-fledged programmer(as in, I just randomly absorbed some information about programming, and can somewhat read what some programs do, given the code, and I know that it is possible in some cases that replacing certain values with certain others (as in replace the value for obsidian wall w/ adamantine wall) can produce a desired effect).
...and for the record, what were the undocumented commands "starruby" and "darkhide" originally going to do, anyway?
(No, I didn't discover them myself, someone else posted them.)
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Truean

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Re: DFHack 0.5.15
« Reply #1451 on: June 06, 2011, 09:33:51 pm »

I'm wondering...would it be possible, in DFliquids, to replace the (o)bsidian option with another stone?
I think it would be, and I'd probably do it myself, except I'm not really sure what I would change it with, what I should change, or what I would change it to...
...IS this even possible? I don't see any reason why it wouldn't be, but then again I'm not exactly a fully-fledged programmer(as in, I just randomly absorbed some information about programming, and can somewhat read what some programs do, given the code, and I know that it is possible in some cases that replacing certain values with certain others (as in replace the value for obsidian wall w/ adamantine wall) can produce a desired effect).
...and for the record, what were the undocumented commands "starruby" and "darkhide" originally going to do, anyway?
(No, I didn't discover them myself, someone else posted them.)

I actually asked this before when I requested the range function. From what I understand it's possible but not a priority currently. It would take a fairly large amount of time to get all the offsets for the various types of stone as well as soils. Then you'd have to figure out a way to select which material you'd be putting in.... Otherwise you could totally make your own map and have it composed of just about anything.


[drools]
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jaxad0127

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Re: DFHack 0.5.15
« Reply #1452 on: June 06, 2011, 09:38:26 pm »

I'm wondering...would it be possible, in DFliquids, to replace the (o)bsidian option with another stone?
I think it would be, and I'd probably do it myself, except I'm not really sure what I would change it with, what I should change, or what I would change it to...
...IS this even possible? I don't see any reason why it wouldn't be, but then again I'm not exactly a fully-fledged programmer(as in, I just randomly absorbed some information about programming, and can somewhat read what some programs do, given the code, and I know that it is possible in some cases that replacing certain values with certain others (as in replace the value for obsidian wall w/ adamantine wall) can produce a desired effect).
...and for the record, what were the undocumented commands "starruby" and "darkhide" originally going to do, anyway?
(No, I didn't discover them myself, someone else posted them.)

I actually asked this before when I requested the range function. From what I understand it's possible but not a priority currently. It would take a fairly large amount of time to get all the offsets for the various types of stone as well as soils. Then you'd have to figure out a way to select which material you'd be putting in.... Otherwise you could totally make your own map and have it composed of just about anything.


[drools]
It's harder than that. Only obsidian can be explicitly spawned. Everything else has to be part of a vein or layer. You can turn stuff into stone, but not select the stone yet. dftiletypes allows it (brush material to stone, brush shape to wall).
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Rumrusher

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Re: DFHack 0.5.15
« Reply #1453 on: June 06, 2011, 10:19:42 pm »

andux you said you found the file to bring back saving any news on finding out adventure retiring?
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Andux

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Re: DFHack 0.5.15
« Reply #1454 on: June 08, 2011, 12:43:02 am »

andux you said you found the file to bring back saving any news on finding out adventure retiring?

I haven't found what controls retiring yet; there doesn't seem to be a global "can retire" flag, so I suspect it's something in the creature data (maybe a site membership field that needs to be cleared?).
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