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Author Topic: DFHack 0.34.11 r3  (Read 1457125 times)

ag

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Re: DFHack 0.34.11 r1
« Reply #2310 on: September 18, 2012, 08:50:19 am »

It does NOT know resources for each tile. But it knows how many rock layers of what rock there will be, and what kind of veins with what probability will they contain. Include some multiplying and adding up, and in most cases you arrive at numbers with the right order of magnitude.
« Last Edit: September 18, 2012, 08:53:22 am by ag »
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DNK

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Re: DFHack 0.34.11 r1
« Reply #2311 on: September 19, 2012, 05:41:06 am »

It does NOT know resources for each tile. But it knows how many rock layers of what rock there will be, and what kind of veins with what probability will they contain. Include some multiplying and adding up, and in most cases you arrive at numbers with the right order of magnitude.
Basically, same question:
How does it know the rock layers?
Is there a table that tells likelihood of minerals per rock layer for a certain mineral_scarcity?

Additionally, does it account for varying mineral_scarcity?



Is there a way to create some macro or something that takes a 1x1 embark tile and uses prospect all for every tile in the game and outputs it to XML or something?
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ag

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Re: DFHack 0.34.11 r1
« Reply #2312 on: September 19, 2012, 07:21:14 am »

There is a permanently resident table of that data for every 16x16 embark tile region. Also, when you select a region in the embark screen, it zooms it in to the embark tile level. Everything more detailed is guesswork disguised as statistics.
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Quietust

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Re: DFHack 0.34.11 r1
« Reply #2313 on: September 19, 2012, 10:36:00 pm »

How does it know the rock layers?
It looks in world->world_data->region_map(x)(y) to get the "geo_index" value for a particular biome, then it fetches the corresponding entry from world->world_data.geo_biomes[], and that record contains all of the stone and soil layers for that region...

Is there a table that tells likelihood of minerals per rock layer for a certain mineral_scarcity?

Additionally, does it account for varying mineral_scarcity?
...including a complete list of all minerals that the game deposited there during worldgen (according to the mineral scarcity settings you specified) and which it will attempt to place in the map when you embark.

Is there a way to create some macro or something that takes a 1x1 embark tile and uses prospect all for every tile in the game and outputs it to XML or something?
You could write a Lua script to do it, but it would produce WAY too much data.
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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.

DNK

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Re: DFHack 0.34.11 r1
« Reply #2314 on: September 20, 2012, 09:52:21 am »

Quote from: Q
Quote from: DNK
Is there a way to create some macro or something that takes a 1x1 embark tile and uses prospect all for every tile in the game and outputs it to XML or something?
You could write a Lua script to do it, but it would produce WAY too much data.
Well, let's say we control it so we just look for one specific thing, like iron? That's basically one value per tile. Or output it as a grayscale map image.
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telarin

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Re: DFHack 0.34.11 r1
« Reply #2315 on: September 20, 2012, 10:07:14 am »

Is there a way to get workflow to manage yarn production? I have tried:

workflow amount THREAD/YARN 50

but it is unable to see the spinnning jobs at a farmers workshop. I am wondering if this is because the material type of yarn thread is something other than yarn perhaps. Any thoughts, or is this something that would require a special case be added into DFHack similar to crafts?
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Rumrusher

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Re: DFHack 0.34.11 r1
« Reply #2316 on: September 22, 2012, 06:21:35 am »

Code: [Select]
function CompN1()
  adv=df.global.world.units.active[1]
  --for k,v in pairs(df.global.world.units.active) do
  --if adv.relations.group_leader_id==adv.id then
local sx,sy,sz
sx=adv.pos.x
sy=adv.pos.y
sz=adv.pos.z
print("Current coords:"..sx.." "..sy.." "..sz)
tx,ty,tz=sx,sy-3,sz
print("Warp to coords:"..tx.." "..ty.." "..tz)
adv.path.dest.x=tx
adv.path.dest.y=(ty)
adv.path.dest.z=tz
adv.old_pos.x=tx
adv.old_pos.y=ty
adv.old_pos.z=tz
--end
--end
end

function CompS1()
  adv=df.global.world.units.active[1]
  --for k,v in pairs(df.global.world.units.active) do
  --if v.relations.group_leader_id==adv.id then
local sx,sy,sz
sx=adv.pos.x
sy=adv.pos.y
sz=adv.pos.z
print("Current coords:"..sx.." "..sy.." "..sz)
tx,ty,tz=sx,sy+3,sz
print("Warp to coords:"..tx.." "..ty.." "..tz)
adv.path.dest.x=tx
adv.path.dest.y=(ty)
adv.path.dest.z=tz
adv.old_pos.x=tx
adv.old_pos.y=ty
adv.old_pos.z=tz
--end
--end
end

function CompE1()
  adv=df.global.world.units.active[1]
  --for k,v in pairs(df.global.world.units.active) do
  --if v.relations.group_leader_id==adv.id then
local sx,sy,sz
sx=adv.pos.x
sy=adv.pos.y
sz=adv.pos.z
print("Current coords:"..sx.." "..sy.." "..sz)
tx,ty,tz=sx+3,sy,sz
print("Warp to coords:"..tx.." "..ty.." "..tz)
adv.path.dest.x=tx
adv.path.dest.y=(ty)
adv.path.dest.z=tz
adv.old_pos.x=tx
adv.old_pos.y=ty
adv.old_pos.z=tz
--end
--end
end

function CompW1()
  adv=df.global.world.units.active[1]
  --for k,v in pairs(df.global.world.units.active) do
  --if v.relations.group_leader_id==adv.id then
local sx,sy,sz
sx=adv.pos.x
sy=adv.pos.y
sz=adv.pos.z
print("Current coords:"..sx.." "..sy.." "..sz)
tx,ty,tz=sx-3,sy,sz
print("Warp to coords:"..tx.." "..ty.." "..tz)
adv.path.dest.x=tx
adv.path.dest.y=(ty)
adv.path.dest.z=tz
adv.old_pos.x=tx
adv.old_pos.y=ty
adv.old_pos.z=tz
--end
--end
end
Here's a rough draft of my 2 player controls
You kinda need to Hotkey them on to make them work but you can totally have you and a bud walk around in adventure mode with this... or walk around in fort mode.
Code: [Select]
keybinding set Shift-I "dfuse CompN1"
keybinding set Shift-J "dfuse CompW1"
keybinding set Shift-L "dfuse CompE1"
keybinding set Shift-K "dfuse CompS1"
Though each movement takes up of 3 tiles and hitting walls will cause them to path around it.
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Putnam

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Re: DFHack 0.34.11 r1
« Reply #2317 on: September 23, 2012, 04:26:12 pm »

Yo, can I use this for Fortbent? I need it for some stuff I'm thinking of.

EDIT: In related news, does the init accept any DFHack command?
« Last Edit: September 23, 2012, 04:32:53 pm by Putnam »
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ag

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Re: DFHack 0.34.11 r1
« Reply #2318 on: September 26, 2012, 11:35:20 am »

It does, but since it is executed before there is even any chance for a save to load, most commands are useless. So in the end you are left with keybindings (and in the latest source code version, also enabling some stateless bugfix hooks into DF code).
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DarthMetool

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Re: DFHack 0.34.11 r1
« Reply #2319 on: September 27, 2012, 11:24:03 pm »

Downloaded DFhack to match the version of DF I have (0.34.11), extracted DFhack, clicked to activate while correct DF version is open.  Window briefly flashes into existence and disappears.  No DFhack.  Wut?
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Putnam

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Re: DFHack 0.34.11 r1
« Reply #2320 on: September 27, 2012, 11:31:21 pm »

It should open when DF opens.

DarthMetool

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Re: DFHack 0.34.11 r1
« Reply #2321 on: September 27, 2012, 11:45:13 pm »

It should open when DF opens.

Figured out the problem.  Thanks.   :)
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Sorcerer

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Re: DFHack 0.34.11 r1
« Reply #2322 on: September 28, 2012, 06:11:41 am »

So, a question for the DFHack gods then. My mod is plagued with nakedness issues, is it possible to make a script that  tricks a creature into believing it's wearing something to remove the bad thoughts from nakedness? I found the remove fixnaked script earlier in this thread but that only removes bad thoughts for a few seconds before they start reoccuring.
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Gaybarowner

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Re: DFHack 0.34.11 r1
« Reply #2323 on: September 28, 2012, 07:45:48 am »

Wondering if there is a copypaste type digging like a already set dig that was a already copied [D]ig command anyway to do this on DFHACK?
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expwnent

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Re: DFHack 0.34.11 r1
« Reply #2324 on: September 28, 2012, 09:22:06 am »

I'm not sure exactly what you mean, but maybe you want something like QuickFort?
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