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Author Topic: DFHack 0.34.11 r3  (Read 1456838 times)

Urist McUristson

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Re: DFHack 0.34.11 r2
« Reply #2820 on: January 16, 2013, 02:39:02 pm »

It would be in the "liquids" command.   Can type "ls" to get a list of all commands.
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Frenchchef

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Re: DFHack 0.34.11 r2
« Reply #2821 on: January 16, 2013, 06:47:44 pm »

So I need help. When I enter into arena mode while in dwarf fortress, I want to spawn some animals/monsters y'know? But when I go to try, it has a blank list and before I have hit enter only to ahve a nameless, invisible creature kill all my orcs. Anyone know how to get the animal spawner on it working?
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thepodger

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Re: DFHack 0.34.11 r2
« Reply #2822 on: January 16, 2013, 06:54:22 pm »

Ah, of course spawning a stone block would be under liquids!
*facepalm*
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Putnam

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Re: DFHack 0.34.11 r2
« Reply #2823 on: January 16, 2013, 07:55:39 pm »

So I need help. When I enter into arena mode while in dwarf fortress, I want to spawn some animals/monsters y'know? But when I go to try, it has a blank list and before I have hit enter only to ahve a nameless, invisible creature kill all my orcs. Anyone know how to get the animal spawner on it working?

Well, I think that this is caused due to the game not loading the raws for arena mode (as you have it do when you start arena mode) and I have no idea how that would be fixed.

Qwo

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Re: DFHack 0.34.11 r2
« Reply #2824 on: January 16, 2013, 09:30:56 pm »

Is there a tiletypes command that turns a wall back into rock? I smoothed some stone and would like it unsmoothed, but getting my head around tiletypes is a bit of a wrangle.
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ArKFallen

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Re: DFHack 0.34.11 r2
« Reply #2825 on: January 17, 2013, 09:14:00 am »

Is there a tiletypes command that turns a wall back into rock? I smoothed some stone and would like it unsmoothed, but getting my head around tiletypes is a bit of a wrangle.
'P'aint using the 'SPECIAL' 'NORMAL' command and 'F'iltering out any 'SHAPE' 'WALL' with the 'SPECIAL' 'SMOOTH'.
Code: (one line at a time) [Select]
f sh wall
f special smooth
p special normal
You can also use the 'R'ange or 'B'lock commands to increase the selection beyond the cursor (custom peramiters starting at the current z-level and going up however many is directed or a whole block of the current z-level).
So I could do
Code: [Select]
r 50 50 100
To select a 50x50 square starting at the cursor and going up a 100 z-levels. If I put in the first commands too and hit the Enter key it would un-smooth any wall within that range. For more command information go into tiletypes and type 'help' and then/or 'help [insert command]' (ie 'help shape' 'help mat' etc).
« Last Edit: January 17, 2013, 09:15:41 am by ArKFallen »
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Squeegy

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Re: DFHack 0.34.11 r2
« Reply #2826 on: January 17, 2013, 11:53:02 pm »

The resurrection script isn't working for me-- it tells me body_part_status is a complex object?
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Wolfwood

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Re: DFHack 0.34.11 r2
« Reply #2827 on: January 18, 2013, 07:40:17 am »

I need some help, I can not see the target of a quest (i think that is a bug, i ve looked everywhere), can i find him using DFhack? appears in historical figures.

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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2828 on: January 18, 2013, 07:56:33 am »

I need some help, I can not see the target of a quest (i think that is a bug, i ve looked everywhere), can i find him using DFhack? appears in historical figures.
chances are they are stuck in a site that doesn't spawn them.
so you need to change the site to one that kinda does.
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vjek

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Re: DFHack 0.34.11 r2
« Reply #2829 on: January 18, 2013, 03:45:00 pm »

Some context,

From the output of

print(unit.status.current_soul.skills)
printall(unit.status.current_soul.skills)
printall(unit.status.current_soul.skills)

is something like:

<vector<unit_skill*>: 0x0d94162c>

0                        = <unit_skill: 0x05263668>
1                        = <unit_skill: 0x05263690>
2                        = <unit_skill: 0x052636b8>
3                        = <unit_skill: 0x052636e0>
4                        = <unit_skill: 0x05263708>
5                        = <unit_skill: 0x05263730>
6                        = <unit_skill: 0x05263758>
7                        = <unit_skill: 0x05263780>
8                        = <unit_skill: 0x052637a8>
9                        = <unit_skill: 0x052637d0>
10                       = <unit_skill: 0x052637f8>
11                       = <unit_skill: 0x05263820>
12                       = <unit_skill: 0x05263848>
13                       = <unit_skill: 0x05263870>
14                       = <unit_skill: 0x05263320>
15                       = <unit_skill: 0x052632f8>

id                       = 1
rating                   = 1
experience               = 0
unk_c                    = 0
rusty                    = 0
unk_14                   = 7
unk_18                   = 0
unk_1c                   = 0


I'm trying to figure out the lua code necessary to recursively remove all entries, including every id, rating, experience, etc field.

The goal is to remove all skills, all experience gained in all skills, without leaving behind any trace of the removal.  I have written the code necessary to remove the skills from view, but they show up as "UNKNOWN" in Therapist, and new skills are added (as #16 in the above example) after the end, rather than at the beginning (zero).  So they're not being removed, they're just being hidden, and badly.  ;D

Something that would work wiith

local i
utils = require 'utils'
   for i=0, #unit.status.current_soul.skills-1 do
      ...
   end


Is what I'm looking for.
Any ideas would be very welcome.  I've tried a variety of table.remove and vector:remove but nothing seems to want to touch this, or if it does, it crashes DF entirely.  thanks in advance!

Meph

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Re: DFHack 0.34.11 r2
« Reply #2830 on: January 18, 2013, 03:48:36 pm »

Hey,
Is there any info on a possible release date for r3? All these comments by expwnent and warmist make me giddy to get my modders hands on it. ;) It doesnt matter if it comes out in 1 week or 4, but it would be nice to get a rough idea about how long it will be.
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Wolfwood

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Re: DFHack 0.34.11 r2
« Reply #2831 on: January 18, 2013, 05:36:26 pm »

I need some help, I can not see the target of a quest (i think that is a bug, i ve looked everywhere), can i find him using DFhack? appears in historical figures.
chances are they are stuck in a site that doesn't spawn them.
so you need to change the site to one that kinda does.
How can I do that? I dont find the commands. Sorry, im a newbie with DFHack :-[
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Warmist

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Re: DFHack 0.34.11 r2
« Reply #2832 on: January 18, 2013, 06:37:21 pm »

Is what I'm looking for.
Any ideas would be very welcome.  I've tried a variety of table.remove and vector:remove but nothing seems to want to touch this, or if it does, it crashes DF entirely.  thanks in advance!
Code: [Select]
local skills=unit.status.current_soul.skills
for index,skill in ipairs(skills) do
   skill:delete() --not to leak memory
end
--trying to access any skill here would crash (they are deleted but not removed)
skills:resize(0) --this removes all entries
this is untested, but should work in theory. The delete part is optional, but recommended (if it will not work- e.g. if those are not pointers, just omit use the resize(0) part)

vjek

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Re: DFHack 0.34.11 r2
« Reply #2833 on: January 18, 2013, 06:53:23 pm »

Exactly what I needed, Warmist, thank you very much.

Mohreb el Yasim

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Re: DFHack 0.34.11 r2
« Reply #2834 on: January 18, 2013, 07:46:47 pm »

hy
first of all, thanks for this utility it seems amasing, i see much possibilities in it to run a fortress smoothly. but i would like to ask some questions:
wich commands will stand after restart of a DF? (some are listed as persistant as autobutcher, autoseed, but others ar workflow / job and so on have nothing writen explicitly)?
how can you make work those commands?
for example i tried to turn this job:
[DFHack]# job query
Job 1974: MakeBarrel
    material: any (wood)
  Input Item 1: wood

to accept only ash wood, then i would like to make a workflow from it so it keeps at least 5 ash barrels.
(only for the sake of testing how does it works, what is the sintax)
could someone put it in an example stating wich part means what in the command and where it is come from (raws, built in values etc.)?
so long i tried a few syntaxes but they did not changed it :S
i tried as well job-material and job item-material commands, but i run out of the imaginable combinasions for me ...
I know, there are usage examples on read-me but i get no idee (tried to figur out, really) which one states for input, output, where are can tokens to be found, and which is the use of ':' and '/' in querys ...

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