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Author Topic: DFHack 0.34.11 r3  (Read 1458035 times)

Quietust

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Re: DFHack 0.34.07 r2
« Reply #1410 on: May 12, 2012, 09:19:33 pm »

The problem is that you forgot to create a plant object, fill in the proper fields, and add it to the appropriate vectors (global:world.plants.all, global:world.plants.other[n], and map_block.plants), since that's what determines the species of the plant, how much longer it'll take to grow up, and even its name (back in older versions of DF, trees and shrubs in Elven forest retreats all had names).
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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.
Re: DFHack 0.34.07 r2
« Reply #1411 on: May 14, 2012, 01:15:54 am »

I am curious; can you REMOVE squares with TileTypes?

I tried making walls of air, but that didn't work. Off that it accepts PAINT MATERIAL AIR as a valid type, but doesn't seem to do anything.

EDIT: Figured it out.

paint shape empty
paint material air
« Last Edit: May 14, 2012, 09:21:01 am by TheCoolSideofthePIllow »
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kingubu

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Re: DFHack 0.34.07 r2
« Reply #1412 on: May 14, 2012, 04:01:36 am »

I am curious; can you REMOVE squares with TileTypes?

I tried making walls of air, but that didn't work. Off that it accepts PAINT MATERIAL AIR as a valid type, but doesn't seem to do anything.

I hope you don't mind, but the sparkly white edges of your avatar were bugging me, so I edited them out.



Also I don't have an answer to your question. :)
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MagmaSolutionsInc

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Re: DFHack 0.34.07 r2
« Reply #1413 on: May 14, 2012, 08:34:44 am »

oh, for autosquishwithminecart now that 34.08 is out ...  ;D
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stopped zombie cats from adopting dwarves

... with magma.

the_game_hunt

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Re: DFHack 0.34.07 r2
« Reply #1414 on: May 14, 2012, 10:53:09 am »

What would be faster, a full speed minecart or a fastdwarf?
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The spinning (silk shoe) strikes the Baron in the left upper arm, bruising the skin!
The Baron has been shot and killed.

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Enki

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Re: DFHack 0.34.07 r2
« Reply #1415 on: May 14, 2012, 12:00:31 pm »

Anyone got an idea how long it will take for DFHack to support 0.34.08? Sorry if this might seem like I am demanding stuff though it is the first time for me to need an update on a mod for DF ;)
Oh, and thanks for the good work. I love to digcircles :)
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Girlinhat

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Re: DFHack 0.34.07 r2
« Reply #1416 on: May 14, 2012, 01:55:22 pm »

As usual, the DFHack monkeys know about the update, and will be working.  Just leave them to it.

Rose

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Re: DFHack 0.34.07 r2
« Reply #1417 on: May 14, 2012, 07:15:02 pm »

There's a lot of changes in the game this time around, all of which need to be found.

I'm as antsy as you are.

I need my autolabor.
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ab9rf

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Re: DFHack 0.34.07 r2
« Reply #1418 on: May 14, 2012, 10:18:01 pm »

As of now, DFHack compiles, and does not immediately cause DF to crash, but there are still many things that don't work.  Progress is being made, at least.  Japa will be especially pleased to know that autolabor works.
« Last Edit: May 14, 2012, 10:19:44 pm by ab9rf »
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Meph

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Re: DFHack 0.34.07 r2
« Reply #1419 on: May 14, 2012, 11:26:03 pm »

Just take your time guys. :) I will wait with the update of my mod till you are done as well. No pressure :P
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
Re: DFHack 0.34.07 r2
« Reply #1420 on: May 15, 2012, 12:23:54 am »

I can't go back to my fortress until I can fix the tiletypes mistake I made. :(
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orius

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Re: DFHack 0.34.07 r2
« Reply #1421 on: May 15, 2012, 02:26:27 am »

There's a lot of changes in the game this time around, all of which need to be found.

I'm as antsy as you are.

I need my autolabor.

How's Stonsense doing?  Has Caldfir's work on the high-res dwarves been finished?  I'm still using the old dwarf sprites because the forts look a bit off with an all-male population.
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Fortressdeath

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Re: DFHack 0.34.07 r2
« Reply #1422 on: May 15, 2012, 03:13:27 am »

How's Stonsense doing?  Has Caldfir's work on the high-res dwarves been finished?  I'm still using the old dwarf sprites because the forts look a bit off with an all-male population.
Caldfir's dwarves look rather complete and were merged to main version according to Github. So they should be in the next DFhack release.
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Rose

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Re: DFHack 0.34.07 r2
« Reply #1423 on: May 15, 2012, 03:44:14 am »

I've also done some experimentation with rendered tiles, and they look decent, but would need a bit of work to be complete.
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Siquo

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Re: DFHack 0.34.07 r2
« Reply #1424 on: May 15, 2012, 05:01:42 am »

PTW because anxiously waiting for .08...
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))
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