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Author Topic: DFHack 0.34.11 r3  (Read 1457455 times)

Wiro

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Re: DFHack 0.31.25 r8 (current)
« Reply #390 on: January 12, 2012, 01:13:46 pm »

How would I paint an open space (like the ones above rivers...I'm trying to make one) with tiletypes? Empty and air don't seem to re-create that tile type.
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Cardinal

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Re: DFHack 0.31.25 r8 (current)
« Reply #391 on: January 12, 2012, 03:12:10 pm »

Is there a way to change a unit on the map from Friendly to a member of your Fortress?
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jerank

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Re: DFHack 0.31.25 r8 (current)
« Reply #392 on: January 13, 2012, 02:51:38 pm »

Hi, I posted in general but was told this would be a better place to ask. I'm wondering if there was anyone who could direct me how to modify DFhack to work with Deon's Genesis, as I'd quite like to use the dfusion options for multi-racial embarks.
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Theropod Watcher

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Re: DFHack 0.31.25 r8 (current)
« Reply #393 on: January 13, 2012, 06:42:48 pm »

I seem to be having an issue here, on startup and in stderr.log it prints:
Loading hack\Memory.xml ... failed!
Error while reading Memory.xml:
error 2: Failed to open file, at row 0 col 0
DFHack will now deactivate.

What exactly can I do to fix whatever is going wrong?
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Rose

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Re: DFHack 0.31.25 r8 (current)
« Reply #394 on: January 13, 2012, 09:12:53 pm »

Hi, I posted in general but was told this would be a better place to ask. I'm wondering if there was anyone who could direct me how to modify DFhack to work with Deon's Genesis, as I'd quite like to use the dfusion options for multi-racial embarks.

Unless Deon changed the DF binary in some way (he didn't) there's no way for it not to work.
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Quietust

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Re: DFHack 0.31.25 r8 (current)
« Reply #395 on: January 13, 2012, 11:44:42 pm »

I seem to be having an issue here, on startup and in stderr.log it prints:
Loading hack\Memory.xml ... failed!
Error while reading Memory.xml:
error 2: Failed to open file, at row 0 col 0
DFHack will now deactivate.

What exactly can I do to fix whatever is going wrong?
Is memory.xml actually in the "hack" subfolder? If not, you didn't install DFHack correctly.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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jerank

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Re: DFHack 0.31.25 r8 (current)
« Reply #396 on: January 14, 2012, 03:06:17 pm »

Hi, I posted in general but was told this would be a better place to ask. I'm wondering if there was anyone who could direct me how to modify DFhack to work with Deon's Genesis, as I'd quite like to use the dfusion options for multi-racial embarks.

Unless Deon changed the DF binary in some way (he didn't) there's no way for it not to work.

Okay, the issue I get is this. When running 'migrant', the following message occurs.

Loaded module @:3ca2498
Failure, DWARF not found!
Found @:1476331

I suppose my question is; how does this work. I ran these scripts from the embark screen, before choosing a site to embark on. Should I do this first? Also, the Embark Anywhere feature immediately crashes the game. When does 'migrant' and 'friendship' take effect? Do you get multirace immigrants or do you start out with them? As when I use 'friendship', I start out with regular dwarven castes.
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Aerval

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Re: DFHack 0.31.25 r8 (current)
« Reply #397 on: January 14, 2012, 06:02:22 pm »

How would I paint an open space (like the ones above rivers...I'm trying to make one) with tiletypes? Empty and air don't seem to re-create that tile type.
I had problems with that one too.
What you can do is creating tiles of shape: ramp_top, material: air and then fix it with dfderamp (you might have to change skyview and so on as well.
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albatross

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Re: DFHack 0.31.25 r8 (current)
« Reply #398 on: January 17, 2012, 01:54:41 pm »

Any chance of ever getting a cheat for unassigning war/hunting dogs?
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Telekinesis

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Re: DFHack 0.31.25 r8 (current)
« Reply #399 on: January 21, 2012, 10:02:06 pm »

I'm running Genesis mod and trying to spawn a tile of magma, or anything for that matter it just will not recognize the cursor (loo(k), finally found out which cursor it's not even told which one of the myriad of cursors available to use) it says it cannot find cursor coordinates, so I'm thinking perhaps it's not compatible with Genesis?  But the thing is it auto opens whith Deon's launching tool so someone must think it works with it.  or I could just be getting something wrong, I have it (k) on an open tile.
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Rose

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Re: DFHack 0.31.25 r8 (current)
« Reply #400 on: January 21, 2012, 10:04:10 pm »

Actually all cursors are the same cursor.

Anything that has a blinking yellow X is supposed to work. There's really no difference between them.
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Telekinesis

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Re: DFHack 0.31.25 r8 (current)
« Reply #401 on: January 21, 2012, 10:08:14 pm »

"Anything that has a blinking yellow X is supposed to work."

k is solid, same with designate, which one blinks, I don;t remember seeing a blinking cursor.
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Rose

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Re: DFHack 0.31.25 r8 (current)
« Reply #402 on: January 21, 2012, 10:11:59 pm »

I'm a zombie, my brain is rotten, and I haven't fired up DF in yearsmonths.

It's the solid yellow X
« Last Edit: January 21, 2012, 10:13:52 pm by Japa »
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Telekinesis

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Re: DFHack 0.31.25 r8 (current)
« Reply #403 on: January 21, 2012, 10:18:29 pm »

"Anything that has a blinking yellow X is supposed to work."

k is solid, same with designate, which one blinks, I don;t remember seeing a blinking cursor.

-_-'  There was 2 Dwarf fortresses open somehow. Ive been transferring the folder of what soundsense uses and transferring over from LNP to Deon's launcher, somehow 2 got opened, I closed one and it seems to work now with the k command.  Even though the version of DF that was opened with Deon's launcher and DFhack was opened together DFhack still tried to use the one that was already opened I guess.  Thank you for the help though.
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Yoink

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Re: DFHack 0.31.25 r8 (current)
« Reply #404 on: January 26, 2012, 06:20:22 pm »

Right... I know I've probably asked this before, but how do I change modes? :-\
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