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Author Topic: DFHack 0.34.11 r3  (Read 1457731 times)

WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #3270 on: March 16, 2013, 03:23:08 pm »

TrueTransformation and InfiniteSky don't seem to work, just tells me there's no such command.

Is there a way to boost the region populations of all the cave creatures at once so they actually appear in adventure mode?

EDIT: Actually, are there ANY valid values for region-pops?
« Last Edit: March 16, 2013, 03:51:51 pm by HugoLuman »
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Meph

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Re: DFHack 0.34.11 r3
« Reply #3271 on: March 16, 2013, 04:14:05 pm »

I cant get it to work. I tried all these:

 [SYN_CLASS:/COMMAND] autosyndrome command begins here
   [SYN_CLASS:/WORKER_ONLY]
   [SYN_CLASS:/LOCATION]
   [SYN_CLASS:/WORKER_ID]
   [SYN_CLASS:/REACTION_INDEX]
[SYN_CLASS:weather]
[SYN_CLASS:rain]
[SYN_CLASS:REVEAL]
[SYN_CLASS:/REVEAL]
[SYN_CLASS:\REVEAL]

It does affect the worker with the syndrome correctly, but nothing happens with weather rain, or reveal...
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #3272 on: March 16, 2013, 04:19:34 pm »

There any guide to the new features? Does Spawnunit.lua even work? How to use advfort?
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Warmist

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Re: DFHack 0.34.11 r3
« Reply #3273 on: March 16, 2013, 04:29:16 pm »

There any guide to the new features? Does Spawnunit.lua even work? How to use advfort?
Spawn unit is a bit out of date (too drunk to update...) and adv fort tutorial is wip (but you can already use it) here: ^^v (nobody loves advfort :< )

Edit: updated spawnunit... here ^3^
« Last Edit: March 16, 2013, 04:31:17 pm by Warmist »
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expwnent

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Re: DFHack 0.34.11 r3
« Reply #3274 on: March 16, 2013, 04:30:34 pm »

TrueTransformation and InfiniteSky don't seem to work, just tells me there's no such command.

It's case-sensitive.

I cant get it to work. I tried all these:

 [SYN_CLASS:/COMMAND] autosyndrome command begins here
   [SYN_CLASS:/WORKER_ONLY]
   [SYN_CLASS:/LOCATION]
   [SYN_CLASS:/WORKER_ID]
   [SYN_CLASS:/REACTION_INDEX]
[SYN_CLASS:weather]
[SYN_CLASS:rain]
[SYN_CLASS:REVEAL]
[SYN_CLASS:/REVEAL]
[SYN_CLASS:\REVEAL]

It does affect the worker with the syndrome correctly, but nothing happens with weather rain, or reveal...

It should be backslashes everywhere, not forward slashes.

Also, you can only execute one command per syndrome. You can, of course, have multiple syndromes per stone, or multiple stones per reaction.
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Meph

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Re: DFHack 0.34.11 r3
« Reply #3275 on: March 16, 2013, 04:36:15 pm »

Slashes work as well. :) At least all the transformations ingame work with slash and/or backslash.

Isnt worker_only a command, and location a command, and worker_id a commend, and reaction_index another one? So only SYN_CLASS:\COMMAND followed by SYN_CLASS:any-dfhack-script-name-here ?

It is really hard to do everything on trail&error basis, since there are no raws for this to read. ^^

Your example with
[SYN_CLASS:\COMMAND]
[SYN_CLASS:weather]
[SYN_CLASS:rain]
didnt work, thats why I started experimenting.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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smakemupagus

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Re: DFHack 0.34.11 r3
« Reply #3276 on: March 16, 2013, 04:45:45 pm »

(nobody loves advfort :< )

i bet more fort-mode players will get into adv mode after some of Toady's upcoming updates, and this will become a big hit :D

expwnent

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Re: DFHack 0.34.11 r3
« Reply #3277 on: March 16, 2013, 04:51:36 pm »

https://github.com/peterix/dfhack/blob/master/plugins/autoSyndrome.cpp#L331

"\COMMAND" Every SYN_CLASS after this will be a dfhack command. Except for a few special arguments, each SYN_CLASS will be one argument.


Special \COMMAND arguments
"\LOCATION": The next three arguments passed to whatever command are the x, y, and z coordinate of the work tile of the building which triggered the reaction.

"\WORKER_ID": The next argument passed to whatever command is the id of the worker who did the reaction.

"\REACTION_INDEX": The next argument is the index of the custom reaction, as used internally by DF.


Special arguments that must be given BEFORE \COMMAND, (or without any \COMMAND at all)

"\WORKER_ONLY": When present, add the syndrome to (at most) the worker. Still check if the worker can be affected based on SYN_AFFECTED and SYN_IMMUNE stuff. When absent, try to add the syndrome to all units in the workshop.

"\PRESERVE_ROCK": When present, do NOT delete the rock that was created by the reaction. When absent, do delete it (prevents it from being inhaled conventionally).

"\ALLOW_MULTIPLE_TARGETS": When absent, any number of targets may be affected by any syndrome (as long as they are influenced according to the SYN_AFFECTED, SYN_IMMUNE, and WORKER_ONLY rules). When present, at most one unit can be affected by the syndrome.

Allow multiple targets bug: if you don't have WORKER_ONLY, it could plausibly affect both the worker and somebody else in the workshop.

Allow multiple targets design flaw / bug sort of: Leaving out allow multiple targets basically means that only one syndrome per the entire reaction can affect anybody. This is probably not what people would want in the case that they want to affect exactly two units , or make one thing happen to every unit, and one to just the worker, etc.

edit: It's only a problem if you have two or more syndromes that leave out allow multiple targets.
« Last Edit: March 16, 2013, 04:53:17 pm by expwnent »
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Warmist

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Re: DFHack 0.34.11 r3
« Reply #3278 on: March 16, 2013, 05:00:01 pm »

btw people don't forget about "lua api.rst/html" e.g. that save/raws specific lua scripts i was talking about? here: https://github.com/warmist/dfhack/blob/master/Lua%20API.rst#save-init-script
I think we need to necro that thread where stuff was suggested...

Putnam

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Re: DFHack 0.34.11 r3
« Reply #3279 on: March 16, 2013, 05:11:50 pm »

Yeah, that init thing is really cool. Very useful for those who want to make scripts for their mod specifically.

expwnent

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Re: DFHack 0.34.11 r3
« Reply #3280 on: March 16, 2013, 05:30:33 pm »

I forget: can it also do separate dfhack.init files per save?
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #3281 on: March 16, 2013, 05:35:03 pm »

I forget: can it also do separate dfhack.init files per save?

Looks like it should, yeah.

WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #3282 on: March 16, 2013, 05:39:28 pm »

The updated spawnunit is giving me the same error. Does it work in fort mode only?
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Warmist

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Re: DFHack 0.34.11 r3
« Reply #3283 on: March 16, 2013, 06:02:51 pm »

I forget: can it also do separate dfhack.init files per save?

Looks like it should, yeah.
Hmm not that i know of. Only init.lua in raws.

Putnam

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Re: DFHack 0.34.11 r3
« Reply #3284 on: March 16, 2013, 06:04:52 pm »

Since each save has its own raw folder...
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