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Author Topic: DFHack 0.34.11 r3  (Read 1458241 times)

Rose

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Re: DFHack 0.34.07 r2
« Reply #1335 on: April 23, 2012, 08:59:24 pm »

The blocks in the sky don't actually exist yet till you build something there yourself first. you need to first make a stairway going up where you want the obsidian tower to be, then the space will be created for the tower.
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Alexander86

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Re: DFHack 0.34.07 r2
« Reply #1336 on: April 23, 2012, 09:08:10 pm »

So just build a XX  straight up 20 z levels and then that'll work? Going to try it out now, thanks a lot.
                    XX
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Rose

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Re: DFHack 0.34.07 r2
« Reply #1337 on: April 23, 2012, 09:16:33 pm »

yeah, just remember that the map is devided into 16x16 sections (3x3 per embark square) and each one needs to be initialized like this.
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Alexander86

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Re: DFHack 0.34.07 r2
« Reply #1338 on: April 23, 2012, 09:34:58 pm »

sweet, that worked like a charm. I just put an up down stair every 10 spaces in every direction and put them up 10 levels, worked perfectly. Thanks again this (i thought bug) had been bothering me for a long time.
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Rumrusher

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Re: DFHack 0.34.07 r2
« Reply #1339 on: April 24, 2012, 12:51:13 am »

okay for adventurers who had issues with bogeymen here's a command that makes them less hostile.
Code: [Select]
function advancenames(unit)--for naming units
if unit==nil then
unit=getCreatureAtPos(getxyz())
end
entry=getline()
unit.name.first_name=entry
end
tools.menu:add("NameGenerator",advancenames)
function tools.Civedit(unit) --use this on bogey and they will calm down.
--local myoff=offsets.getEx("AdvCreatureVec")
--local vector=engine.peek(myoff,ptr_vector)
print("Self or at position? (s or anything else):");
local r=getline()
local unit
if r=="s" or r=="S" then
unit=df.global.world.units.other[0][0]
else
if unit==nil then
unit=getCreatureAtPos(getxyz())
end
unit.civ_id=1
end
end
tools.menu:add("ChangeCiv",tools.Civedit)

Though you need to have the yellow x pointer on top of the creature to make it work.
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WillowLuman

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Re: DFHack 0.34.07 r2
« Reply #1340 on: April 24, 2012, 12:53:15 am »

Is there a utility for measuring the populations of creatures on a map?
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kingubu

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Re: DFHack 0.34.07 r2
« Reply #1341 on: April 24, 2012, 04:10:11 am »

Is there a utility for measuring the populations of creatures on a map?

reveal the map and hit (u), at least in dwarf mode
« Last Edit: April 24, 2012, 04:11:49 am by kingubu »
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WillowLuman

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Re: DFHack 0.34.07 r2
« Reply #1342 on: April 24, 2012, 07:52:46 pm »

Was trying to check to see if anyone died while I was out of town in adventure mode.
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Talvieno

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Re: DFHack 0.34.07 r2
« Reply #1343 on: April 24, 2012, 08:03:16 pm »

A bit curious - what was the reason df2minecraft got taken out? Did it not work yet with the newer versions, or is it being dropped permanently?
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Rose

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Re: DFHack 0.34.07 r2
« Reply #1344 on: April 24, 2012, 10:17:36 pm »

It got to the point that it would be easier to write it from scratch than to update it to the latest version
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slink

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Re: DFHack 0.34.07 r2
« Reply #1345 on: April 26, 2012, 10:23:55 am »

What could be causing the errors below when I invoke stonesense?  I am using dfhack-0.34.07-r2-Windows, and have tried deleting and re-extracting the stonesense directory.  It has happened with every fortress in 34.07.  If I invoke and quit stonesense several times, it crashes DF.

stonesense\buildings\Shop.xml: <building> Is generic - game_subtype missing.: building (Line 5)
stonesense\buildings\Blueprint.xml: <building> Is generic - game_subtype missing.: building (Line 5)

sometimes followed by

backbuffer w, h: 1916, 1001

and occasionally by

Cannot load image: stonesense\creatures\large_256\dwarff.png
Cannot load image: stonesense\creatures\large_256\dwarff.png
Cannot load image: stonesense\creatures\large_256\dwarff.png
Cannot load image: stonesense\creatures\large_256\dwarff.png
Cannot load image: stonesense\creatures\large_256\dwarff.png
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Rose

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Re: DFHack 0.34.07 r2
« Reply #1346 on: April 26, 2012, 10:54:12 am »

open stonesense/creatures/index.txt, and remove the first line, that says large_256/index.txt. This is the line that tells stonesense to load the really big creature sprites that take a lot of video memory. If you have an older videocard, you won't be able to load them.
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slink

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Re: DFHack 0.34.07 r2
« Reply #1347 on: April 26, 2012, 12:42:03 pm »

That will surely get rid of the occasional large_256 error, but it has not changed the xml errors.  These do not occur in 34.05 DF andf DFHack, but stonesense in 34.05 thinks two vanilla shops are custom (soapmaker and screwpress).  Could these be the buildings that 34.07 is giving errors for?
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Rose

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Re: DFHack 0.34.07 r2
« Reply #1348 on: April 26, 2012, 12:46:26 pm »

Soapmaker and screwpress /are/ custom, though, in the sense that they are loaded from the raws.

why, is it giving you lip about them?
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slink

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Re: DFHack 0.34.07 r2
« Reply #1349 on: April 26, 2012, 02:33:41 pm »

In 34.05 was it saying they were custom, but not in red text.  Just letting me know for some reason, I guess.  I was thinking the two red-text xml errors in 34.07 might be due to them, somehow.  I have no better reason to think so than that two equals two, which is not much of a reason.
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There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.
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