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Author Topic: DFHack 0.34.11 r3  (Read 1452836 times)

Mazonas

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Re: DFHack 0.34.02 r1
« Reply #615 on: February 26, 2012, 01:49:20 pm »

Ooh autodump!  I'll give that a try, thank you, you may have just saved my miners!
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Yaotzin

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Re: DFHack 0.34.02 r1
« Reply #616 on: February 27, 2012, 06:24:26 am »

Is it just me or does clean all sometimes remove mud as well? I've had my irrigated farms get messed up by it. And no, I never do clean all mud, or clean mud or whatever.
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Quietust

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Re: DFHack 0.34.02 r1
« Reply #617 on: February 27, 2012, 09:03:06 am »

The "clean all" command shouldn't remove mud from floors unless you actually tell it to. Or if it's somehow non-solid mud (killing mud beasts will give you a "pool of " which is made of liquid mud). It's possible that DF is now creating mud in the "powder", "paste", or "pressed" states - if it is, that'd explain why cleanmap was removing it.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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robertheinrich

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Re: DFHack 0.34.02 r1
« Reply #618 on: February 27, 2012, 09:39:32 am »

Umm, I have a slight problem. I peeked onto the first dozen layers of my fresh embark with "reveal". Then I guess I had it still active when I saved the game because when I load it now (even after completely restarting DF) the map stays revealed, "unreveal" doesn´t work anymore. Is there any way around this?
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Di

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Re: DFHack 0.34.02 r1
« Reply #619 on: February 27, 2012, 09:44:08 am »

try 'revflood' command
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robertheinrich

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Re: DFHack 0.34.02 r1
« Reply #620 on: February 27, 2012, 10:10:39 am »

try 'revflood' command

That worked - thanks a lot!
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Laggy

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Re: DFHack 0.34.02 r1
« Reply #621 on: February 27, 2012, 01:07:58 pm »

Quick question on the workflow plugin:

How can I add like rock doors to my workflow?  An example, or an explanation of where to look would be all I need, hopefully.


I noticed that one of the Readme examples was AMMO:ITEM_AMMO_BOLT/METAL, so I checked the item_ammo raw, and saw where the entry came from.  I then searched for door in all of the other raws, and came up empty (well, I got language results, but thats not really helpful :P).  Anyways, I tried DOOR, and DOOR/STONE...but neither worked.
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SammyLiimex

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Re: DFHack 0.34.02 r1
« Reply #622 on: February 27, 2012, 01:20:11 pm »

How do I dig out veins with this new command prompt version? The old one I just clicked the exe
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Rose

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Re: DFHack 0.34.02 r1
« Reply #623 on: February 27, 2012, 01:26:17 pm »

type the name

ls gives you a full list.
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ag

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Re: DFHack 0.34.02 r1
« Reply #624 on: February 27, 2012, 01:31:25 pm »

I noticed that one of the Readme examples was AMMO:ITEM_AMMO_BOLT/METAL, so I checked the item_ammo raw, and saw where the entry came from.  I then searched for door in all of the other raws, and came up empty (well, I got language results, but thats not really helpful :P).  Anyways, I tried DOOR, and DOOR/STONE...but neither worked.

Item names come from this list:

http://dwarffortresswiki.org/index.php/Item_token

The stone bit should work too, but since I first made the job-material command that allows changing the jobs to use specific stone, I never actually tested workflow with the default generic rock. :) It might be that if you modify the job to use any specific rock, it would match that DOOR/STONE pattern.
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Laggy

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Re: DFHack 0.34.02 r1
« Reply #625 on: February 27, 2012, 01:44:36 pm »


Item names come from this list:

http://dwarffortresswiki.org/index.php/Item_token

The stone bit should work too, but since I first made the job-material command that allows changing the jobs to use specific stone, I never actually tested workflow with the default generic rock. :) It might be that if you modify the job to use any specific rock, it would match that DOOR/STONE pattern.

Ah, I think that worked.  Just to be sure I did what you mean, I manually set a Door job in my Masonry Workshop, then did 'job-material DIORITE'.  Then I used 'workflow count DOOR/STONE 20'

It didn't throw any errors, so I think thats what you meant. 


For information: previously, when I did 'workflow count DOOR/STONE 20', it counted the number of doors I had correctly, but then threw a "Cannot create stone door" error in DF.
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Greiger

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Re: DFHack 0.34.02 r1
« Reply #626 on: February 27, 2012, 03:40:14 pm »

How do I dig out veins with this new command prompt version? The old one I just clicked the exe

Click the command prompt window (the mostly black screen that opens with DF) and then type vdig with the ingame cursor over a vein.

to get a full list of all the commands you can enter type "ls" without the quotes.  It will list off all the commands DFHack currently understands.  To use a program you generally just type it's name from that list.
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Sartorius

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Re: DFHack 0.34.02 r1
« Reply #627 on: February 27, 2012, 04:47:06 pm »

Are there any tools for editing the statistics and abilities of adventurers within DFHack, or is this more of a Runesmith thing?
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Tabithda

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Re: DFHack 0.34.02 r1
« Reply #628 on: February 27, 2012, 08:33:37 pm »

Would it be possible to make a plugin that would cause a creature to become pregnant? If so, how difficult would it be to make such a plugin?
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Quietust

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Re: DFHack 0.34.02 r1
« Reply #629 on: February 27, 2012, 09:00:46 pm »

Ah, I think that worked.  Just to be sure I did what you mean, I manually set a Door job in my Masonry Workshop, then did 'job-material DIORITE'.  Then I used 'workflow count DOOR/STONE 20'

It didn't throw any errors, so I think thats what you meant. 


For information: previously, when I did 'workflow count DOOR/STONE 20', it counted the number of doors I had correctly, but then threw a "Cannot create stone door" error in DF.
Try specifying INORGANIC or INORGANIC:NONE for the material - that's how the game itself keeps track of generic "rock" items.
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P.S. If you don't get this note, let me know and I'll write you another.
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.
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