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Author Topic: DFHack 0.34.11 r3  (Read 1451863 times)

Rose

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Re: DFHack 0.34.11 r2
« Reply #2790 on: January 09, 2013, 10:59:23 am »

mod the soap reaction to produce iron bars from nothing.
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TheKaspa

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Re: DFHack 0.34.11 r2
« Reply #2791 on: January 09, 2013, 11:30:42 am »

So it is not possible with dfhack?
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Tai'shar DwarfFortress

I've heard Minecart Airlines Express offers nice trips to nobility. Alternative trips include a voyage over the volcano. Call 1-800-I-THE-GUINEAPIG-VOLUNTEER and book now!
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Quietust

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Re: DFHack 0.34.11 r2
« Reply #2792 on: January 09, 2013, 12:25:17 pm »

None of the official DFHack plugins do that, though if you know what you're doing you can certainly use the Lua interface to manually modify the appropriate structures:

Code: [Select]
unit = dfhack.gui.getSelectedUnit()
job = unit.job.current_job
item = job.job_items[n] (where "n" is the index of the item being requested, i.e. 0 if it's the very first item)
~item (should include "item_type = 0, item_subtype = -1, mat_type = 0, mat_index = 0, quantity = 150")
mat = dfhack.matinfo.find("INORGANIC:STEEL")  (or whatever material you want him to use)
item.mat_type = mat.type
item.mat_index = mat.index
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ag

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Re: DFHack 0.34.11 r2
« Reply #2793 on: January 10, 2013, 01:20:33 am »

Actually, job item-type and job item-material should work probably; the new gui/workshop-job script definitely does (obviously only once a workshop is claimed). Note however that changing item type is not that simple because the item vector id field may need changing too.
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TheKaspa

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Re: DFHack 0.34.11 r2
« Reply #2794 on: January 10, 2013, 09:22:29 am »

It solved by himself.
As soon as I managed to smelt a couple of hematite ores (I found them while digging for the moat), the former expeditionary leader got struck by melancholy. At least he got assigned two hunting bitches, that should instakill him when he will go mad.

And Caravan keep not providing male dogs. I wanted a small hunting pack...
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Tai'shar DwarfFortress

I've heard Minecart Airlines Express offers nice trips to nobility. Alternative trips include a voyage over the volcano. Call 1-800-I-THE-GUINEAPIG-VOLUNTEER and book now!
My fucking armok, you broke the game.

Quietust

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Re: DFHack 0.34.11 r2
« Reply #2795 on: January 10, 2013, 09:27:26 am »

As soon as I managed to smelt a couple of hematite ores (I found them while digging for the moat), the former expeditionary leader got struck by melancholy. At least he got assigned two hunting bitches, that should instakill him when he will go mad.
If you're expecting him to go berserk, then you're expecting the impossible to happen - he's already insane, so he's never going to succumb to another type of insanity...
« Last Edit: January 10, 2013, 09:40:20 am by Quietust »
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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.

TheKaspa

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Re: DFHack 0.34.11 r2
« Reply #2796 on: January 10, 2013, 09:41:27 am »

I assigned the dogs at the beginning, because I wanted the exp leader to be safe. Didn't expect him to get caught by mood, and I thought that there was a way to unassign the animals (I discovered later that it is not possible).
I wonder if assigning him another pet would help to recover. Or if I should burrow him into the pond (wondering if it is possible - let me do some !!SCIENCE!!).
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Tai'shar DwarfFortress

I've heard Minecart Airlines Express offers nice trips to nobility. Alternative trips include a voyage over the volcano. Call 1-800-I-THE-GUINEAPIG-VOLUNTEER and book now!
My fucking armok, you broke the game.

Putnam

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Re: DFHack 0.34.11 r2
« Reply #2797 on: January 10, 2013, 10:09:21 am »

Melancholy is insanity. He will be stricken by melancholy until he dies.

Fyzxs

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Re: DFHack 0.34.11 r2
« Reply #2798 on: January 10, 2013, 01:27:41 pm »

I hope this is the correct place to ask about coding things with DFHack. :)

I'm trying to create a windows console app (VS2012) that uses DFHack to get information. Crazy idea, right? :P
I'm pretty much hitting a wall at square one. I tried the approach in the non-plugin version of stonesense (DFHack::ContextManager), but the memory locations in that Memory.xml are; I assume, no longer valid.
Outside of that single example; I have no idea how to use DFHack in my little console app. I've dinked around some more, and looked through some source code... but am lacking new things to try. ... Pretty much totally lost right now. :(

Can anyone point me to working non-plugin DFHack utilizing code/projects; I suspect that should get me going, at least show me some options. I've been reviewing some projects but apparently they either are obsolete (stonesense), not using DFHack (Dwarf Therapist), or plugins (stonesense).
I don't really know what I should ask right now; I think the function I was going to call was 'getNumberOfCreatures'... So I'm trying to create a console app that displays the number of creatures... or something. Any value; just something outta DFHack. :)

Any suggestions/pointers/projects will be very appreciated. Thanks.

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Rose

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Re: DFHack 0.34.11 r2
« Reply #2799 on: January 10, 2013, 01:30:59 pm »

There is no non-plugin DFhack anymore.

Everything in Dfhack is plugins. the best you can hope for is a plugin that communicates with an external app. I think the only example of that right now is DFhack-run.
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Fyzxs

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Re: DFHack 0.34.11 r2
« Reply #2800 on: January 10, 2013, 01:50:48 pm »

There is no non-plugin DFhack anymore.
Well.... That explains it pretty well.
Then plugin-ing it is! Well... is attempted anyway. :)

Thanks.

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Quietust

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Re: DFHack 0.34.11 r2
« Reply #2801 on: January 10, 2013, 04:08:51 pm »

Note that if you're going to write a plugin, you must compile it with VS2010 - VS2012 will not work because it'll use the wrong C runtime (msvcr110 instead of msvcr100) and thus use the wrong heap (for malloc/free and operator new/delete).

It might appear to work for simple tasks such as "reveal", but if the plugin tried to allocate memory and DF then tried to free it (e.g. with the "trigger siege" sample I just posted earlier), it would cause the game to crash.
« Last Edit: January 10, 2013, 04:10:33 pm by Quietust »
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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.

Intrinsic

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Re: DFHack 0.34.11 r2
« Reply #2802 on: January 11, 2013, 05:07:15 pm »

Hi just a quick query as the documentation doesn't exactly specify, and been away a while so appologies if this has been asked already but search didn't reveal anything.

From the new-ish tweaks it says:
"Subcommands that persist until disabled or DF quit:"

Does that mean each time i load up DF i'll need to re-enter these commands?
ie stable-temp

Many thanks.
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Warmist

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Re: DFHack 0.34.11 r2
« Reply #2803 on: January 11, 2013, 05:09:58 pm »

Hi just a quick query as the documentation doesn't exactly specify, and been away a while so appologies if this has been asked already but search didn't reveal anything.

From the new-ish tweaks it says:
"Subcommands that persist until disabled or DF quit:"

Does that mean each time i load up DF i'll need to re-enter these commands?
ie stable-temp

Many thanks.
yes. Could be automated by adding the same thing that you want to type into dfhack.init as documented here: relevant help entry
Also note that most tweak entries are already in dfhack.init-example.

Intrinsic

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Re: DFHack 0.34.11 r2
« Reply #2804 on: January 11, 2013, 05:53:15 pm »

...
yes. Could be automated by adding the same thing that you want to type into dfhack.init as documented here: relevant help entry
Also note that most tweak entries are already in dfhack.init-example.

Ty i'll look into that.
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