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Author Topic: DFHack 0.34.11 r3  (Read 1457924 times)

Tabithda

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Re: DFHack 0.34.11 r2
« Reply #3090 on: March 01, 2013, 11:33:16 pm »

I don't know, that's a tough one and possibly a bug.  I'd suggest maybe it's related to having to look up the father or something, but since the creature isn't married (and I know that works), that seems unlikely.  Also seems unlikely that it's a result of the baby being born and the game deciding it should be male and not finding a suitable caste.  I don't think that's how it selects castes.

Have you tested this on more than one creature that has no male castes?
you can recreate the crash by slapping a female gender on a genderless creature then impregnate it(did this with bogeymen one day). so it's might have to do with looking for another Male or unit with the opposite sex but not finding one in the raws and crashing.
Well, after messing around with the lua code for the empregnate tool I found that changing this line:
Code: [Select]
unit.relations.pregnancy_mystery=1to this:
Code: [Select]
unit.relations.pregnancy_mystery=0seems to fix the problem.  I am not quite sure why, but it works now.
« Last Edit: March 01, 2013, 11:37:43 pm by Tabithda »
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Telgin

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Re: DFHack 0.34.11 r2
« Reply #3091 on: March 01, 2013, 11:41:08 pm »

That's very interesting... and may shed some light on what the mystery field is for.  I can't quite figure it out just from those two data points though.
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Splint

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Re: DFHack 0.34.11 r2
« Reply #3092 on: March 02, 2013, 12:38:32 am »

This seems like a good place to ask. Is there anything I can use to remove the drowsy flag from a dwarf? Something other than siren that will let the dwarf sleep normally but clear the status (At present two important soldiers are in a coma simply because despite sleeping, they're still flagged as drowsy and was hoping someone had something to alleviate that.)

Would the above knockout script be applicable to wake them?

Putnam

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Re: DFHack 0.34.11 r2
« Reply #3093 on: March 02, 2013, 12:42:38 am »

unit.counters2.sleepiness_timer=0 ? Or is the number counting down and not up?

Splint

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Re: DFHack 0.34.11 r2
« Reply #3094 on: March 02, 2013, 12:44:10 am »

I have no idea. But they've been out for well over a season and still listed as drowsy. The other dwarves are keeping them alive though thankfully but I'd like my champion back on her feet.

Putnam

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Re: DFHack 0.34.11 r2
« Reply #3095 on: March 02, 2013, 12:49:48 am »

I have no idea. But they've been out for well over a season and still listed as drowsy. The other dwarves are keeping them alive though thankfully but I'd like my champion back on her feet.

No, try that. Go into the lua interface and type "dfhack.gui.getSelectedUnit().counters2.sleepiness_timer = 0" as a single line while having your soldier highlighted and see what that does.

Splint

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Re: DFHack 0.34.11 r2
« Reply #3096 on: March 02, 2013, 12:56:23 am »

Oh. Sorry, not exactly my realm of understanding. I'll give it a shot and see if it works. If it does, then thank you very much.

Putnam

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Re: DFHack 0.34.11 r2
« Reply #3097 on: March 02, 2013, 01:05:20 am »

Oh. Sorry, not exactly my realm of understanding.

Oh, it's simple enough, kinda like Bethesda's console. In fact, the interactive lua console basically acts as a console for this game anyway; the issue is that there is a DAMN lot that can be edited with it, to the level that it's almost overwhelming and overwhelmingly likely to crash your game if you do something really wrong.

ag

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Re: DFHack 0.34.11 r2
« Reply #3098 on: March 02, 2013, 01:17:22 am »

Spoiler (click to show/hide)

Can anybody help me out here? I've done extensive googling and readme reading but nothing helps. You guys are my last resort. Shoot!

This sounds exactly like the kind of effects you would get if the plugin isn't actually loaded and running properly.

Edit: Steam engine MUST be a workshop, not a furnace. There is no freedom of choice in this point.
« Last Edit: March 02, 2013, 01:41:03 am by ag »
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #3099 on: March 02, 2013, 01:52:42 am »

Oh. Sorry, not exactly my realm of understanding.

Oh, it's simple enough, kinda like Bethesda's console. In fact, the interactive lua console basically acts as a console for this game anyway; the issue is that there is a DAMN lot that can be edited with it, to the level that it's almost overwhelming and overwhelmingly likely to crash your game if you do something really wrong.
which is why you should always save before doing these changes.
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Putnam

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Re: DFHack 0.34.11 r2
« Reply #3100 on: March 02, 2013, 01:53:30 am »

And also why DFHack includes a quicksave feature :P

Splint

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Re: DFHack 0.34.11 r2
« Reply #3101 on: March 02, 2013, 03:41:56 am »

Ok so i finally got around to fiddling around with that line you gave me and it simply said it wasn't a valid command.

Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #3102 on: March 02, 2013, 04:22:47 am »

And also why DFHack includes a quicksave feature :P
for fort mode, adventure mode doesn't have that luxury.
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Angel Of Death

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Re: DFHack 0.34.11 r2
« Reply #3103 on: March 02, 2013, 07:22:56 am »

Is there a way I can select people on the map to become a part of my fort? I'm in the middle of a bit of a nasty invasion, and I want to cause a bit of chaos before I pull the doomsday lever.

Well, that was mighty stupid of me. I forgot to read the readme. Oops.
« Last Edit: March 02, 2013, 07:41:13 am by Angel Of Death »
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Intrinsic

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Re: DFHack 0.34.11 r2
« Reply #3104 on: March 02, 2013, 08:06:47 am »

Quick little script to return the speed of the currently selected unit. Lower is better.
Ended up making this as i kept crashing my game by forgetting to select a unit ;p

Code: [Select]
-- Returns the speed of the currently selected unit, lower is better.

function get_speed()
unit=dfhack.gui.getSelectedUnit()

if unit==nil then
print ("No unit under the cursor, please select one using v etc.")
return
end

print(dfhack.units.computeMovementSpeed(dfhack.gui.getSelectedUnit()))
end

get_speed()
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