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Author Topic: DFHack 0.34.11 r3  (Read 1440515 times)

Rumrusher

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Re: DFHack 0.34.05 r1
« Reply #930 on: March 22, 2012, 11:13:56 am »

Weird, could've sworn I read that somewhere on the wiki. Someone might want to correct that then. Though I couldn't tell you where I saw it. :S
dflair will be back in the DFHack next release.
Any chance of body swaparoo making it in, too? It'd be nice to be able to deck out our companions again (or fall back on them upon death).

Already in. adv-bodyswap
you can even force others as companions by adding "force permanent" to that line. only works on folks you talk to, had yell out their name, got a kill quest from, murder tons of things to get a name.
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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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DustanH

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Re: DFHack 0.34.05 r1
« Reply #931 on: March 23, 2012, 02:04:48 am »

what is the proper syntax in tiletypes for making a river_source?  I know to get in to tiletypes you type tiletypes.  After that I'm lost.  Thanks!
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robertheinrich

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Re: DFHack 0.34.05 r1
« Reply #932 on: March 23, 2012, 02:41:16 am »

what is the proper syntax in tiletypes for making a river_source?  I know to get in to tiletypes you type tiletypes.  After that I'm lost.  Thanks!

Tiletypes? I donīt think you can do that there.

But you can use the liquids tool:
- Place your in-game cursor where you want to have the river source.
- Type "liquids" in the dfhack console.
- Type "rs" to enter the riversource mode.
- Hit enter.

This will give you a 1-tile river source at the cursor position. You can also use range if you want it to be bigger. Type "?" inside the liquids tool for a list of possible commands/modes.
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DustanH

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Re: DFHack 0.34.05 r1
« Reply #933 on: March 23, 2012, 03:26:50 am »

thanks, just what I needed.
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zilpin

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Re: DFHack 0.34.05 r1
« Reply #934 on: March 23, 2012, 09:23:39 am »

Main reason I don't breed livestock is the trouble of assigning them to pastures.  I'll breed all one-gender of animal, usually something like female goats that will milk and wool, but don't bother breeding anything that grazes.  If I had a tool that allows for auto-pasturing, then perhaps I would.

These problems with pastures is why I mostly mod out grazers.
Grazing is a cool feature, but far too buggy to play right now.
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Nibble

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Re: DFHack 0.34.05 r1
« Reply #935 on: March 23, 2012, 09:54:42 am »

I noticed that when I place water and magma (under default settings), it just stays stationary, neither spreading horizontally or falling vertically. I'm pretty sure it wasn't like that before...
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Quietust

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Re: DFHack 0.34.05 r1
« Reply #936 on: March 23, 2012, 10:24:36 am »

what is the proper syntax in tiletypes for making a river_source?  I know to get in to tiletypes you type tiletypes.  After that I'm lost.  Thanks!

Tiletypes? I donīt think you can do that there.
You most definitely can. Here's how:
* paint shape FLOOR
* paint material RIVER
* paint special RIVER_SOURCE
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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.

Terratoch

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Re: DFHack 0.34.05 r1
« Reply #937 on: March 23, 2012, 10:42:57 am »

Workflow for plant fiber thread?
I've tried THREAD, but it gives me a value that is way overblown (like 3,000, i think it's counting spiderwebs I haven't found yet).
I tried THREAD/PLANT but it says that, with the process plants job set on repeat, it can't produce the thread, so what workflow constraint do I need to define to create to automate the production of plant fiber thread?
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The only thing better than dining on a fine goblin is using said goblins tallow for soap to fix up my soldiers.

Buoyancy

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Re: DFHack 0.34.05 r1
« Reply #938 on: March 23, 2012, 11:31:28 am »

You get pig tail fiber thread through:
Code: [Select]
#Pig Tail
# PlantProcess
workflow amount THREAD//GRASS_TAIL_PIG:THREAD 100 10
# job item-material 1 GRASS_TAIL_PIG

Rope reed thread would be similar.
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uggi

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Re: DFHack 0.34.05 r1
« Reply #939 on: March 23, 2012, 12:32:53 pm »

Would it be possible to move the fps counter to the bottom of the screen, just like the tidlers plugin does with the idlers counter?
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Quietust

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Re: DFHack 0.34.05 r1
« Reply #940 on: March 23, 2012, 12:36:33 pm »

Would it be possible to move the fps counter to the bottom of the screen, just like the tidlers plugin does with the idlers counter?
No.

The only reason "tidlers" can move around the Idlers count is because it's effectively just changing the [IDLERS:TOP|BOTTOM|OFF] option in d_init.txt - since there is no equivalent option for FPS, it is not possible to reposition it.
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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.

Terratoch

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Re: DFHack 0.34.05 r1
« Reply #941 on: March 23, 2012, 02:17:43 pm »

You get pig tail fiber thread through:
Code: [Select]
#Pig Tail
# PlantProcess
workflow amount THREAD//GRASS_TAIL_PIG:THREAD 100 10
# job item-material 1 GRASS_TAIL_PIG

Rope reed thread would be similar.

Thank you!
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The only thing better than dining on a fine goblin is using said goblins tallow for soap to fix up my soldiers.

tahujdt

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Re: DFHack 0.34.05 r1
« Reply #942 on: March 23, 2012, 04:24:01 pm »

You need to change for 34.06. Darn It! On the plus side, you don't need to update the clothing confiscation plugin.
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Rose

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Re: DFHack 0.34.05 r1
« Reply #943 on: March 23, 2012, 04:36:47 pm »

it's being worked on. release should be soonish.
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sasasmylee

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Re: DFHack 0.34.05 r1
« Reply #944 on: March 24, 2012, 11:39:39 am »

any release soon?  :D
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