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Author Topic: DFHack 0.34.11 r3  (Read 1452782 times)

ab9rf

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Re: DFHack 0.34.10 r1
« Reply #1905 on: June 19, 2012, 08:13:37 am »

There's already a development plugin (stripcaged) that disarms prisoners.  I just added a "keeparmor" option that causes it not to remove armor and clothing.  I should clean it up and move it into the main tree, but even so it'll be up to peterix to include it in the official release.  If it doesn't make it into 34.11r1 I can at least put the Windows plugin .dll up on github.

Nice! While you are at it, maybe also an option for leaving their shields on, for experiments?
I'm fairly certain that shields are "armor".  The 'keeparmor' option ignores any object whose isClothing or isArmorNotClothing vmethods return true; that should include shields.
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thistleknot

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Re: DFHack 0.34.10 r1
« Reply #1906 on: June 19, 2012, 09:31:04 am »

I compiled DFhack (34.11) with the kitchen sink options for Windows

Yay!

http://www.mediafire.com/?aapoqg33p3fabqx
« Last Edit: June 19, 2012, 06:59:04 pm by thistleknot »
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MarcAFK

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Re: DFHack 0.34.10 r1
« Reply #1907 on: June 19, 2012, 09:42:29 am »

What are the kitchen sink options?
Edit: typo
« Last Edit: June 19, 2012, 10:15:00 am by MarcAFK »
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

thistleknot

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Re: DFHack 0.34.10 r1
« Reply #1908 on: June 19, 2012, 10:01:57 am »

What are the kitchen skin options?

Everything

San-A

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Re: DFHack 0.34.10 r1
« Reply #1909 on: June 19, 2012, 03:14:47 pm »

I compiled DFhack (34.11) with the kitchen sync options for Windows

Yay!

http://www.mediafire.com/?aapoqg33p3fabqx
What does it do actually?
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thistleknot

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Re: DFHack 0.34.10 r1
« Reply #1910 on: June 19, 2012, 03:50:25 pm »

I compiled DFhack (34.11) with the kitchen sync options for Windows

Yay!

http://www.mediafire.com/?aapoqg33p3fabqx
What does it do actually?

OMG, just read the "all" compile option here

https://github.com/peterix/dfhack/blob/master/COMPILE.rst#id12

btw, if anyone else sees a post that the github has been updated to latest version, but it hasn't bee released, just pm me.  I got my lappy setup to compile this stuff (cuz I was working on a plugin that I quit on).

Hamek McEisenfaust

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Re: DFHack 0.34.10 r1
« Reply #1911 on: June 19, 2012, 04:53:05 pm »

Pardon my slight newbness. In order to use this, with the current LNP, what steps are needed please. Thank you for your continued assistance.
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Greiger

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Re: DFHack 0.34.10 r1
« Reply #1912 on: June 19, 2012, 05:11:16 pm »

rejuvenate.lua
Interesting.  I wonder if that can be modified to act as a kill function.   Wouldn't work on goblins and elves naturally but usually the only time I've ever wanted to outright kill something with a hack tool, was when it was goblin mounts that were too scared to attack the fortress.

Actually I havent really checked, is there already a kill function?  I'm not at my home computer.

EDIT: @Hamek it should be a matter of extracting DFHack onto the DF directory(the one with Dwarf Fortress.exe) and then replacing the symbols.xml file with the one on the git.  I have never used the lazy newb pack though.  I imagine it leaves the directory structure as it normally is so it should work, but I'm not 100%.   Hopefully somebody more familiar with the LNP can give more detailed information.
« Last Edit: June 19, 2012, 07:10:10 pm by Greiger »
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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caddybear

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Re: DFHack 0.34.10 r1
« Reply #1913 on: June 19, 2012, 05:28:54 pm »

I compiled DFhack (34.11) with the kitchen sync options for Windows

Yay!

http://www.mediafire.com/?aapoqg33p3fabqx
What does it do actually?
OMG, just read the "all" compile option here

https://github.com/peterix/dfhack/blob/master/COMPILE.rst#id12

btw, if anyone else sees a post that the github has been updated to latest version, but it hasn't bee released, just pm me.  I got my lappy setup to compile this stuff (cuz I was working on a plugin that I quit on).

Kitchen skin doesn't equal to all ( and the kitchen sink )
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expwnent

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Re: DFHack 0.34.10 r1
« Reply #1914 on: June 19, 2012, 05:54:38 pm »

I compiled DFhack (34.11) with the kitchen sync options for Windows

Yay!

http://www.mediafire.com/?aapoqg33p3fabqx
What does it do actually?

OMG, just read the "all" compile option here

https://github.com/peterix/dfhack/blob/master/COMPILE.rst#id12

That says precisely nothing about what the kitchen sink is.
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thistleknot

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Re: DFHack 0.34.10 r1
« Reply #1915 on: June 19, 2012, 06:59:44 pm »

I compiled DFhack (34.11) with the kitchen sync options for Windows

Yay!

http://www.mediafire.com/?aapoqg33p3fabqx
What does it do actually?

OMG, just read the "all" compile option here

https://github.com/peterix/dfhack/blob/master/COMPILE.rst#id12

That says precisely nothing about what the kitchen sink is.

It's an expression, meaning everything.

http://www.joe-ks.com/phrases/phrasesE.htm
Meaning:    Practically everything there is; every possible object whether needed or not.
Example:    
Origin:    This expression was born in the early 20th century and became popular after World War II (the late 1940s). The kitchen sink is heavy, connected to pipes and usually bolted down, so it’s not easily movable. But if you took everything but the kitchen sink, you’d be taking virtually all there was.

Related sayings are "From soup to nuts" and "From A to Z".
« Last Edit: June 19, 2012, 07:39:28 pm by thistleknot »
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TerryDactyl

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Re: DFHack 0.34.10 r1
« Reply #1916 on: June 19, 2012, 09:11:55 pm »

That gave me a chuckle.

Makbeth

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Re: DFHack 0.34.10 r1
« Reply #1917 on: June 19, 2012, 09:21:12 pm »

rejuvenate.lua
Interesting.  I wonder if that can be modified to act as a kill function.   Wouldn't work on goblins and elves naturally but usually the only time I've ever wanted to outright kill something with a hack tool, was when it was goblin mounts that were too scared to attack the fortress.

OMG I hate those a-holes!  Is there a way to mod them so they don't do that?
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In the early spring of 143 Diso began wandering the wilds.

In the early spring of 143 Diso starved to death in the Horn of Striking.

thistleknot

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Re: DFHack 0.34.10 r1
« Reply #1918 on: June 19, 2012, 09:57:48 pm »

btw, this version has TWO VERY AWESOME THINGS

sort by name in units screen (works for nobles, I guess it works for else)

and QUICKSAVE, no more quitting and reloading

Greiger

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Re: DFHack 0.34.10 r1
« Reply #1919 on: June 19, 2012, 11:42:43 pm »

OMG I hate those a-holes!  Is there a way to mod them so they don't do that?

Possibly making all the cavern layer 1 creatures that have [MOUNT] also have whatever tag makes the ones like cave crocodiles aggressive should work.   I'm thinking it's something like [LARGE_PREDATOR], but I haven't preformed science to test it.  I generally like keeping the vanilla creatures vanilla, and adding such a tag to all the 1st cavern layer mountable creatures is more drastic than I'd like. 

That and it would be a pain to search all the raws for creatures that spawn in the first cavern layer (goblins and similar civilizations that use cave critters only ever take from cavern 1), that also have [MOUNT] that aren't already aggressive...and I'm lazy.
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I don't need friends!! I've got knives!!!
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