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Author Topic: DFHack 0.34.11 r3  (Read 1453108 times)

Quietust

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Re: DFHack 0.34.10 r1
« Reply #1695 on: June 04, 2012, 10:35:12 am »

Specifically, it only handles 16x16 blocks because it doesn't search for mineral events in adjacent map blocks (because doing so is more complicated and could potentially result in false positives, changing more stuff than was intended).
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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.

Hamek McEisenfaust

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Re: DFHack 0.34.10 r1
« Reply #1696 on: June 04, 2012, 01:04:56 pm »

Thank you for your information. Its greatly appreciated, rather then just saying Nope, cant be done.
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khearn

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Re: DFHack 0.34.10 r1
« Reply #1697 on: June 04, 2012, 07:10:46 pm »

Is there any way to find out how much a given dwarf weighs? I'm doing some testing of falling damage, and I'm noticing that some dwarfs accelerate downward much quicker than others, and I'd like to see if there is a correlation with weight. But I can't figure out a way to determine a given dwarf's weight. It seems like dfhack ought to be able to tell me this, but i can't see any existing function that seems to do so.

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atazs

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Re: DFHack 0.34.10 r1
« Reply #1698 on: June 04, 2012, 07:12:49 pm »

I found a bug. Im not sure if this has been posted before as i dont want to read trough 114 pages.
Basically if you reveal the whole map with the "reveal" command and then you dig underground such as to a magma or underground cave or anything, it wont say you discovered it even if your miner dies in the magma lake thus making magma forges and furnaces unavaible. Then once the dwarves mined them out and then you unreveal the map it basically spams up announcement with cant find path errors until you reveal the map again. The mined area doesnt show up either. Saving the map while the map is revealed then reloading it causes it to be permanently revealed on that save.
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Rose

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Re: DFHack 0.34.10 r1
« Reply #1699 on: June 04, 2012, 07:22:02 pm »

This is a known issue, and is why unreveal exists, so that you can hide it again and discover it properly.
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Quietust

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Re: DFHack 0.34.10 r1
« Reply #1700 on: June 04, 2012, 07:28:36 pm »

You can also use the "feature" command to manually discover the magma sea (to enable magma workshops/furnaces) and the various cavern layers (to activate plant growth in the rest of your fortress).
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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 0.34.10 r1
« Reply #1701 on: June 05, 2012, 12:29:52 am »

Reveal was never meant to be used like that - playing with the map revealed and then reverting the reveal will lead to this kind of problem. Just don't let the game go out of pause with the map revealed if you can help it.

This leads me to an idea... how about a kind of 'live' reveal? It would reveal the map when the game is paused and hide stuff again when it's not paused. Thoughts?

WillowLuman

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Re: DFHack 0.34.10 r1
« Reply #1702 on: June 05, 2012, 12:33:08 am »

Yes! And with an ingame toggle for when you don't want it. The map looks kind of ugly while revealed, truth be told. If you need to designate some things, though, having it reveal automatically while paused would be awesome!
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robertgoss

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Re: DFHack 0.34.10 r1
« Reply #1703 on: June 05, 2012, 02:32:13 am »

excuse me, but would anyone know how to hack your adventurers stats, I can get skills just not attributes.
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46852

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Re: DFHack 0.34.10 r1
« Reply #1704 on: June 05, 2012, 03:32:25 am »

How big job is it to convert 0.34.10r1 DFHack to work with 0.34.11? Just changing the checksum makes it run but it doesn't recognize the map. Just interested in "prospect"-command really.
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ag

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Re: DFHack 0.34.10 r1
« Reply #1705 on: June 05, 2012, 04:07:55 am »

If you're feeling risky, just download this file for completely untested v0.34.11 support ;)

https://raw.github.com/angavrilov/df-structures/master/symbols.xml

You might need to nuke all the experimental and unsupported osx stuff in it, though.
« Last Edit: June 05, 2012, 04:12:46 am by ag »
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ag

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Re: DFHack 0.34.10 r1
« Reply #1706 on: June 05, 2012, 04:11:54 am »

Reveal was never meant to be used like that - playing with the map revealed and then reverting the reveal will lead to this kind of problem. Just don't let the game go out of pause with the map revealed if you can help it.

Playing with revealed map can also cause other problems, e.g. see http://www.bay12games.com/dwarves/mantisbt/view.php?id=5967 - this lag bug is barely noticeable with normal map unless you use tools to detect it, but simply kills fps on a fully revealed one.
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46852

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Re: DFHack 0.34.10 r1
« Reply #1707 on: June 05, 2012, 04:49:06 am »

If you're feeling risky, just download this file for completely untested v0.34.11 support ;)

https://raw.github.com/angavrilov/df-structures/master/symbols.xml

You might need to nuke all the experimental and unsupported osx stuff in it, though.

What did you edit there on the symbols.xml? Seems like at least "prospect" is not working ("Map is not availabe!" or something like that).
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Tierre

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Re: DFHack 0.34.07 r2
« Reply #1708 on: June 05, 2012, 04:49:47 am »

I successfully managed to stop my dwarf from being On Break! :D
Achievement unlocked!

Code: [Select]
for k,v in pairs(df.global.world.units.all) do
  if (v.name.first_name ~= "") then
    for kk,vv in pairs(v.status.misc_traits) do
      if (vv.id == 17) then  --OnBreak counter id
        print(v.name.first_name .. " " .. v.name.nickname .. " " .. v.custom_profession)
        print("  " .. tostring(vv.id) .. " " .. tostring(vv.value))
        if (vv.value == 2202) then  --the OnBreak counter value my specific dwarf has on game load
          vv.value = 14990
          break
        end
      end 
    end 
  end
end

It seems the OnBreak counter goes up to something like 14k-17k but the exact value seems to be different for each dwarf. Setting all my "On Break" dwarves to the same value, didn't mean they all finish their break at the same time.

So this script is working and really helps:) But it has a flaw - you have to change    if (vv.value == 2202) value in the csript to run it again and then it makes your dwarf skip breaak (after a day or two). You have to dothis for each dwarf. I am not that good with lua to devise un upgrade to script to make itmore automatic.

Also wouldn't it be cool to add this as a commant to DFhack and make it toggeble - so that your dwarfes never go on break longer than few days and you don't have to monitor it.
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IamanElfCollaborator

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Re: DFHack 0.34.10 r1
« Reply #1709 on: June 05, 2012, 06:56:16 am »

Oh come on! I just got 0.34.10. ._.
Oh well, I'm going to see if THIS version of Dfhack has working Dfusion.
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