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Author Topic: DFHack 0.34.11 r3  (Read 1456539 times)

Ideocl4st

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Re: DFHack 0.34.11 r2
« Reply #2460 on: October 31, 2012, 07:43:15 am »

Attempting to turn on "tweak patrol-duty" results in the error message "Could not activate tweak patrol-duty". Turning it off does not give an error (but I suspect it's not doing anything anyway). I have tried running "tweak patrol-duty" on it's own, and with a variety of arguments such as 1, true, on, enabled, etc.

Attempting to turn on "tweak stable-temp" outputs "Could not activate tweak stable-temp" twice, for some strange reason.

Tweaks that don't take a param seem to work fine (I tried makeown, though it did take me forever to work out which menu I was supposed to "select" the unit with).

When DFHack is loading, the terminal logs
"Could not insert Dwarf Manipulator hooks!
Can't load plugin /Applications/MacNewbie/Dwarf Fortress/hack/plugins/stonesense.plug.so
"
but they don't stop things running.

Is something in my install broken? Or am I just in the wrong menu / view / location to run the commands?
I'm using a build that came with Dwarf Builder (Like I said above), and can activate tweaks with parameters without errors.
(although stable-temp does give me confirmation message *twice*)

I think everyone is having problem with stonesense (there are others like us when you go back a few pages) due to libraries that are in different places compared to the computer that built the OS X version, so that isn't just your problem for sure. :)
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Hyphe

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Re: DFHack 0.34.11 r2
« Reply #2461 on: October 31, 2012, 08:28:10 am »

Thankyou, Ideocl4st! I had not heard of Dwarf Builder, and it has fixed my problem!
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ag

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Re: DFHack 0.34.11 r2
« Reply #2462 on: October 31, 2012, 08:31:22 am »

The tweaks are a bit quick and dirty, so they do give either confirmation or error messages multiple times, once for each hook it installs or removes.
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danaris

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Re: DFHack 0.34.11 r2
« Reply #2463 on: October 31, 2012, 08:33:55 am »

Using OSX Mountain Lion (10.7.5) with the Mac Newbie pack (running DF through DFHack, using MacNewbie just for the initial setup & starting Therapist). I only want DFHack to fix bugs, since the binary patch isn't available for Mac.

Wait...are you on OS X Lion (10.7.5) or OS X Mountain Lion (10.8.2)?
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Hyphe

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Re: DFHack 0.34.11 r2
« Reply #2464 on: October 31, 2012, 09:12:53 am »

Wait...are you on OS X Lion (10.7.5) or OS X Mountain Lion (10.8.2)?
Lion, because my fingers get ahead of me sometimes. :)
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2465 on: October 31, 2012, 01:56:23 pm »

Is there any way to use dfhack to put dwarves into a sort of REVERSIBLE stasis where none of the stats change, they're immobile, stay happy, don't get needs, etc?

Basically, I'm looking to do a low population game for survival challenges against sieges, but dealing with migrants is the biggest problem.  I can either slaughter them all and resort to pregnancy, or lock them down until I need them.  The latter is by far the best choice because it means I will have migrant waves in the future should I need them.

I've got extremely little experience with dfhack, unfortunately, but I'd be willing to try pretty much anything.
resident flag is what you need to fiddle with, turning it off on a dwarf will make them not ask for needs and freeze their happiness in place. slap that on a military unit and you can still issue commands to them.
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CaptainArchmage

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Re: DFHack 0.34.11 r2
« Reply #2466 on: October 31, 2012, 09:28:37 pm »

How do you install this on a Mac? Do you just drag and drop all the files?

Loading up from dfhack after this doesn't produce anything and the process just hangs. I'm on OSX 10.6. Am I doing something wrong?
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Box

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Re: DFHack 0.34.11 r2
« Reply #2467 on: November 01, 2012, 12:41:00 am »

I... uh... accidentally(?) painted obsidian all over some candy tubes.

What would I have to do with tiletypes to paint natural candy walls?  I can't find a way to paint a specific type of material such as galena, quartzite, ruby, platinum, etc.


Honestly, the documentation on this entire tool is really bad.

« Last Edit: November 01, 2012, 01:10:12 am by Box »
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peterix

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Re: DFHack 0.34.11 r2
« Reply #2468 on: November 01, 2012, 03:08:59 am »

I... uh... accidentally(?) painted obsidian all over some candy tubes.

What would I have to do with tiletypes to paint natural candy walls?  I can't find a way to paint a specific type of material such as galena, quartzite, ruby, platinum, etc.


Honestly, the documentation on this entire tool is really bad.
Paint FEATURE WALL - and only where the adamantine actually was. You can't paint materials directly. It's simply impossible without a few extra layers of abstraction nobody wrote yet.

There's a good reason why it prints out ``THIS TOOL CAN BE DANGEROUS. YOU'VE BEEN WARNED.'' every time you run it. If that's not enough indication that you should backup your stuff and proceed only then, I don't know what else to put there short of removing the tool entirely.

Also, have you seen this? https://github.com/peterix/dfhack#tiletypes

danaris

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Re: DFHack 0.34.11 r2
« Reply #2469 on: November 01, 2012, 07:06:55 am »

How do you install this on a Mac? Do you just drag and drop all the files?

Loading up from dfhack after this doesn't produce anything and the process just hangs. I'm on OSX 10.6. Am I doing something wrong?

At present, 10.6 is unsupported.

However, you may be able to get it to work by opening up the dfhack script and changing this line

Code: [Select]
DYLD_FORCE_FLAT_NAMESPACE=1

to this:

Code: [Select]
#DYLD_FORCE_FLAT_NAMESPACE=1

Please try that and let us know.
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Box

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Re: DFHack 0.34.11 r2
« Reply #2470 on: November 01, 2012, 07:43:14 am »

removing the tool entirely.

HA HA NO

It's a useful tool.  However, that warning doesn't display for 'liquids', which is what I used to obsidian-ize a layer of the world.

Thanks for the info, though.  I found a little bit of a workaround involving changevein to get some other results I wanted, too.
« Last Edit: November 01, 2012, 07:48:20 am by Box »
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2471 on: November 01, 2012, 05:24:44 pm »

But shouldn't Dfhack just have a subtitle saying "THESE TOOLS CAN BE DANGEROUS. YOU'VE BEEN WARNED."
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
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Devast

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Re: DFHack 0.34.11 r2
« Reply #2472 on: November 01, 2012, 09:05:37 pm »

Is there a way to change oceans from water into lava?
« Last Edit: November 01, 2012, 09:41:30 pm by Devast »
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2473 on: November 01, 2012, 09:18:23 pm »

dfusion has that option.
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DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Urist Da Vinci

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Re: DFHack 0.34.11 r2
« Reply #2474 on: November 01, 2012, 09:48:10 pm »

oh I just rez units by finding where they died, or just make a rez by checking all active units if they have the dead flag on.
oh wait that's my post here's the new ressurect code.

Code: [Select]
function tools.heal2(unit)
if unit==nil then
unit=getCreatureAtPos(getxyz())
end
unit.body.wounds:resize(0) -- memory leak here :/
unit.body.blood_count=unit.body.blood_max
--set flags for standing and grasping...
unit.status2.able_stand=4
unit.status2.able_stand_impair=4
unit.status2.able_grasp=4
unit.status2.able_grasp_impair=4
--should also set temperatures, and flags for breath etc...
unit.flags1.dead=false
unit.flags2.calculated_bodyparts=false
unit.flags2.calculated_nerves=false
unit.flags2.circulatory_spray=false
unit.flags2.vision_good=true
unit.flags2.vision_damaged=false
unit.flags2.vision_missing=false
unit.flags2.breathing_good=true
unit.counters.winded=0
unit.counters.unconscious=0
for k,v in pairs(unit.body.components) do
for kk,vv in pairs(v) do
v[kk]=0
end
end
end
tools.menu:add("heal2",tools.heal2)

the issue was the kk,vv in the old code was broken.
though this is also good for healing units also just that to revive any one you need to know where they died last.

Instead of causing a memory leak with unit.body.wounds:resize(0), you could go into the wounds structure and zero some of the specific items (but leave the wounds in place), which would leave the wounds as harmless scars (or even have them vanish later due to deallocation and garbage collection). This might have to wait until the next dfhack version or update though, as the wounds structure was only recently documented.
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