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Author Topic: DFHack 0.34.11 r3  (Read 1439765 times)

WillowLuman

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Re: DFHack 0.34.11 r2
« Reply #2625 on: December 10, 2012, 11:38:21 pm »

But which tool marks as resident, and will it stop companions from disappearing upon retiring? The idea is, the companions, and maybe the adventurer will just be standing around, listed as "Friendly" upon embark.
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Slackratchet

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Re: DFHack 0.34.11 r2
« Reply #2626 on: December 13, 2012, 01:54:20 am »

I've been searching without much success so I figure I'll just ask. Is there a source for C++ coding for DFHack somewhere?
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Rose

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Re: DFHack 0.34.11 r2
« Reply #2627 on: December 13, 2012, 01:59:12 am »

I've been searching without much success so I figure I'll just ask. Is there a source for C++ coding for DFHack somewhere?
The source code is available from github, please read the Compile document before building.
Next time look harder.
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WillowLuman

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Re: DFHack 0.34.11 r2
« Reply #2628 on: December 13, 2012, 02:10:57 am »

So, through hacking, I have created an adventurer with 100+ children. Now, how to age them so they can actually do something?
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2629 on: December 13, 2012, 03:09:19 am »

So, through hacking, I have created an adventurer with 100+ children. Now, how to age them so they can actually do something?
by removing the baby profession.
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I thought I would I had never hear my daughter's escapades from some boy...
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expwnent

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Re: DFHack 0.34.11 r2
« Reply #2630 on: December 13, 2012, 10:02:45 am »

You could also change their birthdate to just under 12 years ago, or whenever kids grow up in your version.
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2631 on: December 13, 2012, 02:50:22 pm »

You could also change their birthdate to just under 12 years ago, or whenever kids grow up in your version.
though they don't change profession unless their in fort mode by doing that, also having giving birth through dfhack you could also just remove the child tag and avoid the extra step.
you end up giving birth to normal peasants doing this... though depending on what raws you left in/out they would run away from danger and leave you to die. So you might as well set their profession to an army type
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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!"
Adventure in baby making!Adv Homes

Slackratchet

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Re: DFHack 0.34.11 r2
« Reply #2632 on: December 13, 2012, 04:00:29 pm »

I've been searching without much success so I figure I'll just ask. Is there a source for C++ coding for DFHack somewhere?
The source code is available from github, please read the Compile document before building.
Next time look harder.

Yes. I found that but the source code is not what I need. I am looking for a guide to using the API, assuming one exists. I know I could take apart the source code and figure it out but that does seem like doing it that hard way if someone else has already document it. I don't really appreciate your snarky response either.
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Rose

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Re: DFHack 0.34.11 r2
« Reply #2633 on: December 13, 2012, 04:25:42 pm »

What's there is what there is. Any documentation we have is there, in that repo, really. The best thing you can do is to look through the existing plugins to see how they work, or to ask in the #DFhack channel on freenode.
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Slackratchet

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Re: DFHack 0.34.11 r2
« Reply #2634 on: December 13, 2012, 04:47:46 pm »

That was certainly more helpful. Thank you.
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asibin

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Re: DFHack 0.34.11 r2
« Reply #2635 on: December 16, 2012, 10:35:02 pm »

Have been looking for information regarding item-occupancy fix.  Without using DFHACK on vanilla and on Masterwork, I sometimes get this bug where items just vanish especially later in bigger games.

I've looked over the script and it looks good but when I try to run it:  script fix/item-occupancy or placing it in the main script location script item-occupancy.. the lua doesn't run.

I may be missing a utility it needs (lua says something that it requires 'util' - unsure what that is).

I'm trying to run it using dfhack 34.11r2 on vanilla DF and masterwork.

Any help would be greatly appreciated.

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vjek

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Re: DFHack 0.34.11 r2
« Reply #2636 on: December 16, 2012, 11:33:20 pm »

Trying adding:

utils = require 'utils'

to your script, before you call a function that's included as part of 'utils'.

That should stop that error, at least.  There may be more to it, but.. that may help.

asibin

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Re: DFHack 0.34.11 r2
« Reply #2637 on: December 17, 2012, 12:54:01 am »

I found the UTILS in LUA folder, going to try to mess with it, can't get it to run some reason

EDIT: figured it out the LUA ran fine now, was user error :)

I broke down UTILS.LUA anyway just to see who it works etc, but it ended up being something I did to mess it up ha!
« Last Edit: December 17, 2012, 01:01:02 am by asibin »
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Askot Bokbondeler

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Re: DFHack 0.34.11 r2
« Reply #2638 on: December 17, 2012, 05:29:08 pm »

i'd like to request a plugin or script that made armours and weapons wear down with use. i don't know how hard it would be or how reasonable it is to ask.
would anyone be interested?

asibin

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Re: DFHack 0.34.11 r2
« Reply #2639 on: December 17, 2012, 08:07:32 pm »

i'd like to request a plugin or script that made armours and weapons wear down with use. i don't know how hard it would be or how reasonable it is to ask.
would anyone be interested?

It is possible but by use do you mean just time or actually when in a fight?

the latter is harder
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