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Author Topic: DFHack 0.34.11 r3  (Read 1456392 times)

danaris

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Re: DFHack 0.34.11 r2
« Reply #2430 on: October 21, 2012, 03:09:40 pm »

lol, I was literally typing /path/to/df

but, even typing out the actual path, or dragging in the folder gives me "no such file or directory"

I might have extracted dfhack wrong, but it's more likely I have a weird install of dwarf fortress.  I always just download a folder and leave it on my desktop and never installed anything.  I trash it and re-download it a lot.

I'll keep playing around with it.  At least it makes sense to me, now.  Thanks.

Oh! *facepalm* I think I know the problem.

In step 3-5, you need to surround the path to the DF directory in quotes (put one quote before you drag it in, and one before you hit Enter). My guess would be it has at least one space in it ;D
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Hamsmagoo

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Re: DFHack 0.34.11 r2
« Reply #2431 on: October 21, 2012, 04:09:17 pm »

lol, I was literally typing /path/to/df

but, even typing out the actual path, or dragging in the folder gives me "no such file or directory"

I might have extracted dfhack wrong, but it's more likely I have a weird install of dwarf fortress.  I always just download a folder and leave it on my desktop and never installed anything.  I trash it and re-download it a lot.

I'll keep playing around with it.  At least it makes sense to me, now.  Thanks.



Oh! *facepalm* I think I know the problem.

In step 3-5, you need to surround the path to the DF directory in quotes (put one quote before you drag it in, and one before you hit Enter). My guess would be it has at least one space in it ;D
It worked!  The problem was actually that I forgot to put a space in between cd and the path.  But now it's saying "could not load inserted library: ./hack/libdfhack.dylib" probably because I have to re-download and extract again.  I tossed those files everywhere in a fit of hectic, clueless troubleshooting.

At least I'm getting somewhere.  I am so code illiterate.

EDIT: update-- after some troubleshooting, I now know that I extracted dfhack wrong.  Turns out that double-clicking the dfhack icon does the same thing as manually typng what you told me to type

each time, i get that "could not load" error followed by:
/path/to/df hack : line 15: 502 Trace/BPT trap (if I click the icon)
and
./dfhack: line 15: 480Trace/BPT trap (when I type everything manually)
« Last Edit: October 21, 2012, 04:21:20 pm by Hamsmagoo »
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Urist Da Vinci

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Re: DFHack 0.34.11 r2
« Reply #2432 on: October 23, 2012, 01:29:05 am »

I was doing some testing and noticed that flows are stored in memory even after they disappear.

Code: [Select]
count=0
for k,v in pairs(df.global.world.map.map_blocks) do
for kk,vv in pairs(df.global.world.map.map_blocks[k].flows) do
count = count + 1
end
end
print(count)

A dragon on a burnination rampage can quickly rack up thousands of stored flows in memory, even though the flames disappear moments after being created.

I started a test fort, and verified that there were 0 flows on the map in the first few seconds. I then set the top of a small hill on fire with dfhack. After the smoke and flames were all gone, there were 1580 flows in memory. After saving the game, quitting DF, and then loading the game, there were still 1580 flows in memory.

This might mean that flows contribute to the FPS death of the game by accumulating to large numbers that each have to be checked for activity.

Warmist

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Re: DFHack 0.34.11 r2
« Reply #2433 on: October 23, 2012, 01:35:32 am »

I was doing some testing and noticed that flows are stored in memory even after they disappear.
<...>
Actually it's an optimization. It's more expensive to create/delete them, instead they are reused. How much performance is gained idk. But e.g. in waterfalls and mist generators it's quite logical that this approach is better than creating/deleting each flow.

Rose

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Re: DFHack 0.34.11 r2
« Reply #2434 on: October 23, 2012, 01:44:05 am »

Yeah, those flows are most likely just being re-used
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ag

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Re: DFHack 0.34.11 r2
« Reply #2435 on: October 23, 2012, 01:44:34 am »

Might be a good idea to check if that reuse logic actually works though; it could be buggy.
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HARD

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Re: DFHack 0.34.11 r2
« Reply #2436 on: October 23, 2012, 04:03:35 pm »

Hey i need a script to remove strange mood from the dwarf
« Last Edit: October 24, 2012, 05:14:02 am by HARD »
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Quietust

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Re: DFHack 0.34.11 r2
« Reply #2437 on: October 23, 2012, 04:55:23 pm »

Hey a need a script to remove strange mood from the dwarf
Why exactly do you need to cancel a Strange Mood job? If it's due to lack of materials, it would be far simpler to just use changeitem to give the dwarf what he needs.
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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.

HARD

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Re: DFHack 0.34.11 r2
« Reply #2438 on: October 24, 2012, 07:48:42 am »

Hey a need a script to remove strange mood from the dwarf
Why exactly do you need to cancel a Strange Mood job? If it's due to lack of materials, it would be far simpler to just use changeitem to give the dwarf what he needs.

Yep thats it, he needs a 'rough color' it says, well not sure what he needs exacly
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crazysheep

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Re: DFHack 0.34.11 r2
« Reply #2439 on: October 24, 2012, 07:55:49 am »

He needs rough gems.
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Quietust

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Re: DFHack 0.34.11 r2
« Reply #2440 on: October 24, 2012, 08:39:01 am »

There's actually a "showmood" command in DFHack which will tell you exactly what your moody dwarf wants.
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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.

Akjosch

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Re: DFHack 0.34.11 r2
« Reply #2441 on: October 24, 2012, 09:19:43 am »

There's actually a "showmood" command in DFHack which will tell you exactly what your moody dwarf wants.

"Urist McGoth wants a hug."
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2442 on: October 24, 2012, 10:29:10 am »

There's actually a "showmood" command in DFHack which will tell you exactly what your moody dwarf wants.

"Urist McGoth wants a hug."
Pop into adventure mode, use this dfusion script
Code: [Select]
function spar(unit)
if unit==nil then
unit=getCreatureAtPos(getxyz())
entry=getline()
targ=getCreatureAtPos(getxyz())
end
unit.flags2.sparring=true
targ.flags2.sparring=true
unit.job.hunt_target=targ
targ.job.hunt_target=unit
end
adv_tools.menu:add("spar another",spar)
To set spar flag on urist Mcgoth and current unit you're playing, walk up and wrestle both arms over Mcgoth.
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DAMN YOU RUMRUSHER!!!!!!!!
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Alexander86

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Re: DFHack 0.34.11 r2
« Reply #2443 on: October 27, 2012, 06:42:09 pm »

I've tried serching to no avail, how do i turn on the option for fastdwarf for the dwarves to teleport to their destination?
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thistleknot

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Re: DFHack 0.34.11 r2
« Reply #2444 on: October 27, 2012, 08:06:54 pm »

is it possible to sort job priorities using dfhack (I know it's not a plugin right now, I'm just asking what would need to be done).
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