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Author Topic: DFHack 0.34.11 r3  (Read 1456766 times)

Nokao

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Re: DFHack 0.34.11 r2
« Reply #2505 on: November 09, 2012, 10:23:21 am »

Just nitpicking, there're only one programmer, and he's not willing to open or let others works with him in the codes, because it's something he enjoys very much to work with :D

I'm sure of it, there was not intention of critics here, this is HIS game and it always will be.

But I'm also an experienced programmer (not of this kind of stuff, but other kind of) and I can tell for sure that making this an open-code software,
expecially because there is a lot of interest here on the forum and a really passionate community (most of wich are nerds and programmers like me),
the game would flourish becoming really good and famous in 1-2 years.

Staying closed, it will always be the same, never change, and need hundreds of fan patch/utilities/fixes to be playable.

Quietust

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Re: DFHack 0.34.11 r2
« Reply #2506 on: November 09, 2012, 10:40:04 am »

Actually, open-sourcing the game would fracture the community as dozens of forks would show up and each go in their own separate direction.

This has been discussed more times than I can remember, and it really doesn't need to be discussed again.
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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.

Deon

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Re: DFHack 0.34.11 r2
« Reply #2507 on: November 09, 2012, 11:25:15 am »

I have a problem with steam engine. The "stoke boiler" reaction does not appear in the workshop. It comes from the way it's painted somehow (if I change the tiles workshop uses, the reaction appears).
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Nokao

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Re: DFHack 0.34.11 r2
« Reply #2508 on: November 09, 2012, 11:43:36 am »

This has been discussed more times than I can remember, and it really doesn't need to be discussed again.

Yes I'll stop bothering, I'm the last arrived here and I don't want to flame.
However I still think that one programmer is not enough to make a good game out of this.

From the final result it's clear that he loves to code the "nerd-law-of-phisics-game-engine" part and not the graphics, GUI, gameplay, and so on.
I will still play it, tough, but my friends when I send the link of this game I love, just don't understand how can I play it.
I would like it to be more "for anyone" instead of "for nerds".

SO, I change argument.

Can someone help me understand why only 50% of my DFhack is working ?

For example, autobutcher and clean map works,
fast-trading, siren, magmasource don't.

Also, I still have to understand if I need and how to activate all this (not active):
gui/mechanisms
gui/workshop-job
gui/workflow
gui/assign-rack
fix/population-cap
fix/armory

ag

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Re: DFHack 0.34.11 r2
« Reply #2509 on: November 09, 2012, 12:36:19 pm »

For example, autobutcher and clean map works,

DFHack 0.34.11-r1 stuff.

tweak fast-trading, siren, magmasource
gui/mechanisms
fix/population-cap

DFHack 0.34.11-r2 stuff.

gui/workshop-job
gui/workflow
gui/assign-rack
fix-armory

Not released yet.

It would seem you have an old version installed.
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Deon

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Re: DFHack 0.34.11 r2
« Reply #2510 on: November 09, 2012, 12:44:05 pm »

Is there something not installed properly that causes that behaviour with Steam Engine? Who's the creator of it? I would like to talk to him, maybe in PM. I cannot figure out why does the reaction suddenly disappear as soon as I change the tiles to the ones coming with DFHack.
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Nokao

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Re: DFHack 0.34.11 r2
« Reply #2511 on: November 09, 2012, 01:28:22 pm »

It would seem you have an old version installed.

That was it, thanks.

Someone should re-do the lazy newb pack with DFhack R2.

ag

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Re: DFHack 0.34.11 r2
« Reply #2512 on: November 09, 2012, 01:42:46 pm »

Is there something not installed properly that causes that behaviour with Steam Engine? Who's the creator of it? I would like to talk to him, maybe in PM. I cannot figure out why does the reaction suddenly disappear as soon as I change the tiles to the ones coming with DFHack.

That's me - but it's time to sleep here :) Can you upload the file that works, and the one that doesn't so that I could have a look tomorrow?

The appearance of the engine is actually used for some things, like determining which tiles should change color based on power, and which ones can connect to machines; but I have no idea how can it affect reactions. What do you mean by saying that it "disappears" btw?
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Deon

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Re: DFHack 0.34.11 r2
« Reply #2513 on: November 09, 2012, 02:16:08 pm »

I just inserted the code you supply with dfhack into my entity, building and reaction files. If I select the engine, the reaction is not there. If I change the engine display tiles, the reaction appears.
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ag

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Re: DFHack 0.34.11 r2
« Reply #2514 on: November 10, 2012, 03:00:25 am »

I just inserted the code you supply with dfhack into my entity, building and reaction files. If I select the engine, the reaction is not there. If I change the engine display tiles, the reaction appears.

It seems to work perfectly in my test save that I used for development, so can you upload yours somewhere?
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Deon

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Re: DFHack 0.34.11 r2
« Reply #2515 on: November 10, 2012, 05:23:31 am »

This is the save with a built steam engine which lacks any reactions inside.

Note that it comes from the way the tiles are arranged, I don't know why, it probably has something to do with dfhack.

http://dffd.wimbli.com/file.php?id=7119
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ag

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Re: DFHack 0.34.11 r2
« Reply #2516 on: November 10, 2012, 06:24:46 am »

As the documentation says, the steam engine must be built over a down stair leading to liquid water, sort of like magma workshops do. Otherwise it has nothing to run on.

If you remove the gear tiles, the plugin won't detect the steam engine, so it won't check water, but it won't work otherwise either.

Edit: If you construct a down stair on top of that brook, and place an engine on it, it works perfectly. Maybe it should also support being placed directly on top of a brook too, but currently it needs a hole.
« Last Edit: November 10, 2012, 06:31:16 am by ag »
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Deon

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Re: DFHack 0.34.11 r2
« Reply #2517 on: November 10, 2012, 06:50:04 am »

Then it was me not noticing instructions. Thank you very much!
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Deon

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Re: DFHack 0.34.11 r2
« Reply #2518 on: November 10, 2012, 06:55:33 am »

That worked amazingly, thank you!

Now I wonder if there's a dfhack library which allows to make certain workshops to require power. The existing ones are just a few, and I would love to make my sawmills and soul infusers to require power.
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ag

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Re: DFHack 0.34.11 r2
« Reply #2519 on: November 10, 2012, 09:27:06 am »

No library; I suppose you could copy & paste a part of steam engine. However, it will have the same problems as steam engines (see docs), which can't be resolved without Toady. I think it shouldn't be too hard for him to add some custom workshop tags to define which tiles can be connected to machines, and how much power it draws.
« Last Edit: November 10, 2012, 10:02:32 am by ag »
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