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Author Topic: DFHack 0.34.11 r3  (Read 1457969 times)

Fungus

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Re: DFHack 0.34.11 r2
« Reply #3105 on: March 02, 2013, 09:48:09 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.
Ok well they are under the furnace category. How do I run the plugin? How do I make sure it's working? And why am I having this problem in the first place?
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ag

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Re: DFHack 0.34.11 r2
« Reply #3106 on: March 02, 2013, 10:53:57 am »

Ok well they are under the furnace category. How do I run the plugin? How do I make sure it's working? And why am I having this problem in the first place?

The raws are wrong, so it won't work in that world.
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Splint

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Re: DFHack 0.34.11 r2
« Reply #3107 on: March 02, 2013, 11:40:51 am »

Alright after rereading what was said (and making myself feel stupid for missing the letters l, u, and a,) I have gotten my soldiers out of their otherwise seemingly irreversible comas. Thanks Putnam.

Meph

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Re: DFHack 0.34.11 r2
« Reply #3108 on: March 02, 2013, 01:06:15 pm »

Quote
Edit: Steam engine MUST be a workshop, not a furnace. There is no freedom of choice in this point.

Well... crap. Its under Furnaces in the MasterworkDF mod. I could put it back into workshops (didnt knew that would affect anything) but I would really prefer that it would be added as a furnace. Simply for realisms sake. A steam boiler is per definition a furnace.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

ag

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Re: DFHack 0.34.11 r2
« Reply #3109 on: March 02, 2013, 01:12:27 pm »

Furnaces simply don't have a certain data structure necessary for connecting to machines.
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Meph

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Re: DFHack 0.34.11 r2
« Reply #3110 on: March 02, 2013, 01:16:31 pm »

Understood. I will convert it back to a workshop for the next version. Thanks, at least I now know why it had problems.

Is there a workshop that needs power in work for dfhack r3? Like the millstone... that would be a nice addition for mods. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: DFHack 0.34.11 r2
« Reply #3111 on: March 03, 2013, 02:08:25 am »

Any way to get if a unit is within another unit's line of sight?

EDIT: Eh, I'll probably just go with 25 x 25...
« Last Edit: March 03, 2013, 02:22:41 am by Putnam »
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Deon

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Re: DFHack 0.34.11 r2
« Reply #3112 on: March 03, 2013, 03:20:26 am »

So any info on how the autosyndome is coming along? I've been waiting for the new release for a while :).
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Putnam

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Re: DFHack 0.34.11 r2
« Reply #3113 on: March 03, 2013, 03:21:56 am »

Looks like it's doing pretty well, since it's on the github now.

Meph

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Re: DFHack 0.34.11 r2
« Reply #3114 on: March 03, 2013, 03:48:53 am »

The version I send you was finished as far as I know. Its just that it relies on parts of the next update, r3, and cant be released on its own. At least thats how I understood it. I'm waiting as well ;)

Edit: Well, maybe I should just copy the code from githhub and see if it works with r2. ^^
« Last Edit: March 03, 2013, 03:50:28 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Splint

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Re: DFHack 0.34.11 r2
« Reply #3115 on: March 03, 2013, 09:21:34 am »

Ok, so i seem to be having some issues with my soldiers again. Or one anyway. He gets drowsey but sleeping just puts him ina coma. Anything df hack can do to alleviate this? I'd rather not have to run the lua thing every time one or both soldiers finishes an action.

Putnam

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Re: DFHack 0.34.11 r2
« Reply #3116 on: March 03, 2013, 01:27:28 pm »

Edit: Well, maybe I should just copy the code from githhub and see if it works with r2. ^^

I think you'll have to compile the entire thing...

Meph

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Re: DFHack 0.34.11 r2
« Reply #3117 on: March 03, 2013, 01:31:15 pm »

Nonsense. I simply copy the code into a .txt, rename it to .dll and I'm done. It will totally work, trust me. - he said, oblivious to all facts.

I have no idea how this works
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Fungus

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Re: DFHack 0.34.11 r2
« Reply #3119 on: March 03, 2013, 05:30:25 pm »

Ok well they are under the furnace category. How do I run the plugin? How do I make sure it's working? And why am I having this problem in the first place?

The raws are wrong, so it won't work in that world.
Thanks for the help, hopefully when they're registered as a workshop in Masterwork this'll be the end of the problems. Tried to do it myself but... Well, the process swelled my already bloated respect for modders.
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