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Author Topic: DFHack 0.34.11 r3  (Read 1457566 times)

Deon

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Re: DFHack 0.34.11 r3
« Reply #3420 on: March 25, 2013, 01:56:18 pm »

Ahem, this:
Code: [Select]
[INORGANIC:CYBERDOG_TRANSFORMATION]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME:ALL:sparks]
[STATE_ADJ:ALL:sparks]
[SOLID_DENSITY:55520]
[MATERIAL_VALUE:1]
[NO_STONE_STOCKPILE]
[SYNDROME]
[SYN_NAME:cyberdog transformation]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[SYN_AFFECTED_CREATURE:dog]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:cryo pod:DEFAULT]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:cyberdog]
[SYN_CLASS:DEFAULT]
does not work. It quickly turns dogs into cryopods and back.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #3421 on: March 25, 2013, 02:37:34 pm »

How can I check which syndromes already exist on creature?

I insist upon END times of at most 200 because of the stacking issue. Transformations have been fixed to reequip all items correctly, by the way.

Deon

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Re: DFHack 0.34.11 r3
« Reply #3422 on: March 25, 2013, 04:53:17 pm »

Sometimes they still stack! I think it relates to leaving SC_WORLD_LOADED out to keep refreshing status when you travel in adv mode.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #3423 on: March 25, 2013, 05:08:47 pm »

I doubt that, since syndromes ignore start and end times when you travel (automatically ending if they have an end and starting if they have a start but no end)

Deon

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Re: DFHack 0.34.11 r3
« Reply #3424 on: March 25, 2013, 05:16:04 pm »

Dude, my power armor has END:150 and I keep getting over 9999 str and 9000 speed over time.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #3425 on: March 25, 2013, 05:20:29 pm »

Eep.

Rumrusher

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Re: DFHack 0.34.11 r3
« Reply #3426 on: March 25, 2013, 06:36:57 pm »

so I just recently made a fork to warmist spellbook that holds most of but not all my scripts I used pre-R3 r3 dfhack. I'm also going to start dumping scripts there for easier use for others.

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Torrasque666

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Re: DFHack 0.34.11 r3
« Reply #3427 on: March 25, 2013, 10:53:26 pm »

Is there any way to add custom reactions to the workflow script?
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You seem to be under the impression that we're playing some game other than dwarf fortress. It doesn't matter how powerful you make a creature, we will find a way to destroy it. God is dead, and Urist killed him.

Telgin

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Re: DFHack 0.34.11 r3
« Reply #3428 on: March 26, 2013, 07:36:21 am »

So, I've got an interesting problem that I'm hoping DFHack can fix.  During a swarm of mod critters attacking my fort, I ended up with the last one stuck in a projectile state in the air above my fort, but was motionless.  Absolutely no idea how that happened, but I couldn't get my military to kill it in that state.  So, I did something that was probably a terrible idea and removed the projectile flag from the creature.  That let it fall to the ground where the military could kill it.

Trouble is, I'm getting massive spam in the combat logs about it slamming into an obstacle at the spot where it was originally stuck, even though it is long dead (I don't recall if it was doing that before I removed the projectile flag, but it was stuck there).  Any ideas on how to fix that?  Is there a feature of the map tile I need to configure?   Will setting a flag on the unit help?  Will just atomsmashing its body fix the problem?
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expwnent

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Re: DFHack 0.34.11 r3
« Reply #3429 on: March 26, 2013, 07:52:58 am »

Ahem, this:
Code: [Select]
[INORGANIC:CYBERDOG_TRANSFORMATION]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME:ALL:sparks]
[STATE_ADJ:ALL:sparks]
[SOLID_DENSITY:55520]
[MATERIAL_VALUE:1]
[NO_STONE_STOCKPILE]
[SYNDROME]
[SYN_NAME:cyberdog transformation]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[SYN_AFFECTED_CREATURE:dog]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:cryo pod:DEFAULT]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:cyberdog]
[SYN_CLASS:DEFAULT]
does not work. It quickly turns dogs into cryopods and back.

[CREATURE:DOG]

If this is how the creature is created in the raws, you should use DOG not dog. Otherwise it doesn't know which name to check.
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Deon

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Re: DFHack 0.34.11 r3
« Reply #3430 on: March 26, 2013, 08:47:40 am »

My creature is "dog". Also since it affects it and turns in cryo and back, it's an irrelevant comment.

The problem is that they turn back into dogs.
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D_E

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Re: DFHack 0.34.11 r3
« Reply #3431 on: March 26, 2013, 02:06:33 pm »

My creature is "dog". Also since it affects it and turns in cryo and back, it's an irrelevant comment.

The problem is that they turn back into dogs.

Are you testing it in Fortress Mode? Based on my recent experiences, trueTransform only works in Fort mode, not in the arena or in adventure mode.
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Deon

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Re: DFHack 0.34.11 r3
« Reply #3432 on: March 26, 2013, 02:08:46 pm »

Of course I do. It's Robotics Bay from my Fallout mod.
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smakemupagus

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Re: DFHack 0.34.11 r3
« Reply #3433 on: March 26, 2013, 02:31:04 pm »

My creature is "dog". Also since it affects it and turns in cryo and back, it's an irrelevant comment.

The problem is that they turn back into dogs.

A very uninformed guess here, but is it possible that they inhale the stone too and the "vanilla" version of the syndrome somehow precedes the autosyndrome?

Deon

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Re: DFHack 0.34.11 r3
« Reply #3434 on: March 26, 2013, 05:15:50 pm »

They inhale it... It could be it... Thanks for the idea, I will test it!
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