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Author Topic: DFHack 0.34.11 r3  (Read 1456872 times)

Warmist

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Re: DFHack 0.34.11 r1
« Reply #2190 on: July 19, 2012, 01:11:48 am »

Is DFusion not updated for .34.11 yet? When I try to use it, I get errors. One moment and I'll post the exact errors.

Okay, typed in 'dfusion' sans apostraphes, and it gives me this:

Spoiler (click to show/hide)
The fix is still not included in this version. To fix it manualy:
Find this line in dfusion/common.lua, and replace ".text" with "Dwarf Fortress.exe":

Code: [Select]
local pos=string.find(v.name,".text") or string.find(v.name,"libs/Dwarf_Fortress")

Hanslanda

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Re: DFHack 0.34.11 r1
« Reply #2191 on: July 19, 2012, 09:32:18 pm »

Thank you. :)
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Dr_Scallion

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Re: DFHack 0.34.11 r1
« Reply #2192 on: July 22, 2012, 06:07:54 am »

The "friendship" in DFusion doesn't seems to work, too :/

I have some errors messages when I try to enable it...

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ptb_ptb

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Re: DFHack 0.34.11 r1
« Reply #2193 on: July 22, 2012, 09:46:56 am »

Slayrace doesn't seem to be recognized in the DFHack I'm using (that bundled with the LazyNewbPack).  Just in case I'm downloading and installing from the link in the first post.

[EDIT] It's a DFusion thingy? Eh, I'm not sure how to get that to work.
« Last Edit: July 22, 2012, 10:00:55 am by ptb_ptb »
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Quietust

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Re: DFHack 0.34.11 r1
« Reply #2194 on: July 22, 2012, 12:15:07 pm »

Slayrace is not part of DFusion - it's a Ruby script, which means it requires the (not yet released) Ruby plugin.
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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.

ptb_ptb

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Re: DFHack 0.34.11 r1
« Reply #2195 on: July 22, 2012, 01:29:19 pm »

Slayrace is not part of DFusion - it's a Ruby script, which means it requires the (not yet released) Ruby plugin.

Ah. That would explain why it didn't work then. Thanks.
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Altaree

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Re: DFHack 0.34.11 r1
« Reply #2196 on: July 23, 2012, 08:46:46 am »

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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

telarin

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Re: DFHack 0.34.11 r1
« Reply #2197 on: July 23, 2012, 10:05:57 am »

Is there any way to get workflow to manage gem cutting? I have tried "workflow amount GEM//GLASS_GREEN 50" to get it to keep 50 cut green glass in stock, and it happily adds the job to workflow, but it cannot see cutting jobs at my jeweler's workshops. Is this another one of those instances like CRAFT where a special case would need to be added to workflow, or is there a different item designation I should be using?
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Altaree

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Re: DFHack 0.34.11 r1
« Reply #2198 on: July 23, 2012, 10:52:25 am »

Just bashed up a quick script to replace dfstatus:

Code: [Select]
function exitem()
local item = dfhack.gui.getSelectedItem()
if(item) then
if(item.flags.owned) then
print ("OWNED")
end
printall(item)
printall(item.itemrefs)
local itemClass = item:getType()
print("---------")
print(itemClass,df.item_type[itemClass])
print("---------")
print(item:getSubtype())
print("---------")
print(item:getMaterial())
print(item:getMaterialIndex())
print("-- df.global")
printall(df.global.world.raws.inorganics[168])
--print("-----")
--printall(dfhack.matinfo)
print("----- decode")
printall(dfhack.matinfo.decode(item).material)
print("----- find")
printall(dfhack.matinfo.find("COAL"))
print("-----")
print(dfhack.items.getDescription(item,-1,false))
print("-----gettoken")
printall(dfhack.matinfo.getToken(item))
end
local drinks=0
local drink=0
local roasts=0
local roastMeals=0
local meat=0
local meatMeals=0
local ironB=0;
local pigIronB=0;
local steelB = 0;
local mithB=0
local wmithB=0
local goldB=0
local silverB=0
local copperB=0
local bronzeB=0
local cokeB=0

local iron=dfhack.matinfo.find("IRON").index
local pigIron=dfhack.matinfo.find("PIG_IRON").index
local steel=dfhack.matinfo.find("STEEL").index
local mith=dfhack.matinfo.find("MITHRIL").index
local wmith=dfhack.matinfo.find("PATTERN_MITHRIL").index
local gold=dfhack.matinfo.find("GOLD").index
local silver=dfhack.matinfo.find("SILVER").index
local copper=dfhack.matinfo.find("COPPER").index
local bronze=dfhack.matinfo.find("BRONZE").index
local coke=dfhack.matinfo.find("COAL").type

for k,v in ipairs(df.global.world.items.all) do
if(v:getType()==df.item_type.DRINK) then
drinks = drinks + v.stack_size
drink= drink+1
elseif(v:getType() == df.item_type.FOOD) then
roastMeals = roastMeals + v.stack_size
roasts= roasts+1
elseif(v:getType() == df.item_type.MEAT) then
meatMeals = meatMeals + v.stack_size
meat= meat+1
elseif(v:getType() == df.item_type.BAR) then
if(v:getMaterialIndex()==iron) then
ironB=ironB+1
elseif(v:getMaterialIndex()==pigIron) then
pigIronB=pigIronB+1
elseif(v:getMaterialIndex()==steel) then
steelB=steelB+1
elseif(v:getMaterialIndex()==mith) then
mithB=mithB+1
elseif(v:getMaterialIndex()==wmith) then
wmithB=wmithB+1
elseif(v:getMaterialIndex()==gold) then
goldB=goldB+1
elseif(v:getMaterialIndex()==silver) then
silverB=silverB+1
elseif(v:getMaterialIndex()==copper) then
copperB=copperB+1
elseif(v:getMaterialIndex()==bronze) then
bronzeB=bronzeB+1
elseif(v:getMaterial()==coke) then
cokeB=cokeB+1
end
end
end

print("Drinks",drink,drinks)
print("Food",roasts,roastMeals)
print("Meat",meat,meatMeals)

print("Iron Bars",ironB)
print("Pig Iron Bars",pigIronB)
print("Steel Bars",steelB)
print("Mithril Bars",mithB)
print("W Mithril Bars",wmithB)
print("Gold Bars",goldB)
print("Silver Bars",silverB)
print("Copper Bars",copperB)
print("Bronze Bars",bronzeB)
print("Coke Bars",cokeB)
end
exitem()

caveats:
1) Yes, I am running Masterwork.
2) the stuff in the first if is how I examined the items to get the right flags - It is not the prettiest part of the code but it worked.
3) save this to exitem.lua in your df/hack/scripts directory and then type exitem at the dfhack prompt.
« Last Edit: July 23, 2012, 10:55:02 am by Altaree »
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

Altaree

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Re: DFHack 0.34.11 r1
« Reply #2199 on: July 26, 2012, 08:22:58 am »

Testing, Testing, is this thing on?

Are there any other items that it would be useful to count in a status list?


Even better question: what makes a dwarf not want to put on their uniform.  Two of the king's guards won't wear anything other than 2 gauntlets and a set of greaves (!).  The other folks in their squads are doing just fine.  I am hoping this is just a stat I can set.
« Last Edit: July 26, 2012, 08:55:28 am by Altaree »
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

Quietust

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Re: DFHack 0.34.11 r1
« Reply #2200 on: July 26, 2012, 09:27:16 am »

what makes a dwarf not want to put on their uniform.  Two of the king's guards won't wear anything other than 2 gauntlets and a set of greaves (!).  The other folks in their squads are doing just fine.
Are they wearing other clothes (which might get in the way of putting on additional armor)?
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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.

Altaree

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Re: DFHack 0.34.11 r1
« Reply #2201 on: July 26, 2012, 10:41:19 am »

the little buggers are taking off their clothes and storing them in their cabinents, then getting 2 gauntlets and some leggings to wear... very strange.
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

Raufgar

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Re: DFHack 0.34.11 r1
« Reply #2202 on: July 26, 2012, 11:26:41 am »

the little buggers are taking off their clothes and storing them in their cabinents, then getting 2 gauntlets and some leggings to wear... very strange.

Well, if one of them buggers starts grabbing lotsa cloaks, hoods and mittens, you've got a new Dungeon Master on your hands :D
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Mr S

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Re: DFHack 0.34.11 r1
« Reply #2203 on: July 26, 2012, 12:07:57 pm »

Or, they may just be Spartan, in which case the buggering IS part of the sparring.

I'll just leave that there.
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parlor_tricks

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Re: DFHack 0.34.11 r1
« Reply #2204 on: July 27, 2012, 12:42:41 am »

Hey: I'd like to take over a human fort which I have found in adventure mode, adventuring as a dwarf.

So far I've tried the mode set system mentioned on the SA forums, and read through the earlier posts here as well, yet the game crashes once I switch to fortress mode and unpause.

This is possibly because after the mode shift, citizens at the site are 0 - all the humans and the adventurer count as others.  Some of whom are hostile. (Changing the resident tag should fix this)

I've been trying to figure out site_id s and civ_id s and see if the issue is there, (hence discovering lua :P).

Despite everyone having the same civ_id, and then forcing the resident flag to false, they still stay as "others".


Also, can anyone explain why the resident flag should be set to false? I would assume that it should be set to true - "does unit reside at site? true"

Any suggestions on what I can do to fix this?


Also: Thanks for the great body of work done on Df Hack by the creator and contributors!
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