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Author Topic: DFHack 0.34.11 r3  (Read 1457227 times)

Rumrusher

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Re: DFHack 0.34.11 r3
« Reply #3555 on: April 09, 2013, 04:17:14 pm »

Regarding Ghosts.

Setting the unit flags for dead and killed removes them from view, and after a period of time, they disappear entirely from the active units list.

What I'd like to know... what is causing this "cleanup" after time has passed, and is it possible to trigger this immediately after flagging them as dead and killed?
uhh you could also revive ghosts to become normal citizens by flipping off their ghostly flag(and healing all their wounds).
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tahujdt

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Re: DFHack 0.34.11 r3
« Reply #3556 on: April 11, 2013, 01:41:12 pm »

Is there a command to run a dfusion script directly without the gui?
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Timeless Bob

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Re: DFHack 0.34.11 r3 "water here" - river source
« Reply #3557 on: April 12, 2013, 12:36:22 am »



Imagine a custom workshop triggering a 1x1 rectangle for the "river source" for a tick or two then deleting it.  Have it be required to be built over a hole in the floor...

I think I may have the process for dwarven sewage... especially if that spot of water "muddies" the floor beneath it...
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There Is No Vic

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Re: DFHack 0.34.11 r3
« Reply #3558 on: April 12, 2013, 09:54:23 am »

I fatfingered some command. Now I have an item placement tool in the build menu.

http://dffd.wimbli.com/file.php?id=7563

How can I make this magic happen again?
How can I make it stop? It's messing with my Quickfort templates.
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Rose

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Re: DFHack 0.34.11 r3 "water here" - river source
« Reply #3559 on: April 12, 2013, 10:17:58 am »



Imagine a custom workshop triggering a 1x1 rectangle for the "river source" for a tick or two then deleting it.  Have it be required to be built over a hole in the floor...

I think I may have the process for dwarven sewage... especially if that spot of water "muddies" the floor beneath it...
no need to even make a river source. Just make a single chunk of water over the hole.
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robertheinrich

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Re: DFHack 0.34.11 r3 "water here" - river source
« Reply #3560 on: April 12, 2013, 10:46:42 am »

Imagine a custom workshop triggering a 1x1 rectangle for the "river source" for a tick or two then deleting it.  Have it be required to be built over a hole in the floor...

I think I may have the process for dwarven sewage... especially if that spot of water "muddies" the floor beneath it...
no need to even make a river source. Just make a single chunk of water over the hole.
The real task will be making dwarves use those custom workshops and under what circumstances. What's the input material? Can it be 'nothing'? Maybe some sort of toilet paper (either regular cloth or a custom product crafted at another workshop)? And another problem is that workshops are tied to labors, isn't it?
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Greiger

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Re: DFHack 0.34.11 r3
« Reply #3561 on: April 12, 2013, 11:49:42 am »

I am both amused and horrified at what DFhack is being used to simulate here.

Though the question is, how would one go about making sure every dwarf performs the task at least once per period of time?
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falconne

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Re: DFHack 0.34.11 r3
« Reply #3562 on: April 12, 2013, 02:59:21 pm »

I fatfingered some command. Now I have an item placement tool in the build menu.

http://dffd.wimbli.com/file.php?id=7563

How can I make this magic happen again?
How can I make it stop? It's messing with my Quickfort templates.

You have this. As it says on screen, press "p" to enable/disable.
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

There Is No Vic

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Re: DFHack 0.34.11 r3
« Reply #3563 on: April 12, 2013, 05:27:26 pm »

I fatfingered some command. Now I have an item placement tool in the build menu.

http://dffd.wimbli.com/file.php?id=7563

How can I make this magic happen again?
How can I make it stop? It's messing with my Quickfort templates.

You have this. As it says on screen, press "p" to enable/disable.

Thank you.

I could have sworn I looked at other build items and didn't see anything. So much of my playing is just muscle memory.
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Timeless Bob

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Re: DFHack 0.34.11 r3
« Reply #3564 on: April 12, 2013, 06:39:11 pm »

So maybe the chunk of water produced also creates a "happy thought" ie: "Urist McRelieved has enjoyed a good bowel movement".  The labor could be tied to "eat/drink/sleep" labours, where that labour is immediately generated by the completion of eating, drinking or sleeping.  Come to think of it, it might just work like a "fill pond" designation, just without a bucket.

Since fortress mode exists within a level of abstraction, which dwarf completes the labour shouldn't really be a factor - just that for N number of dwarves, N number of "natural dwarven excretions" are created per season.

Just saying, my day gets much better after I've used the jakes - I certainly get a happy thought from it.  Why keep dwarves from similar joys?
« Last Edit: April 12, 2013, 06:52:30 pm by Timeless Bob »
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #3565 on: April 12, 2013, 06:41:51 pm »

No new thought types, just new thoughts.

Timeless Bob

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Re: DFHack 0.34.11 r3
« Reply #3566 on: April 12, 2013, 06:54:29 pm »

Urist McRelieved has admired a masterful toilet stall....
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Rose

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Re: DFHack 0.34.11 r3
« Reply #3567 on: April 13, 2013, 12:06:33 am »

Urist Mc Relieved has admired a fine waterfall lately.
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robertheinrich

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Re: DFHack 0.34.11 r3
« Reply #3568 on: April 13, 2013, 12:42:48 am »

Urist Mc Relieved has admired a fine waterfall lately.
Going by that logic people should build those toilets above their dining hall so that everybody gets happy thoughts from the mist they create.
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Rose

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Re: DFHack 0.34.11 r3
« Reply #3569 on: April 13, 2013, 12:45:26 am »

Urist Mc Relieved has admired a fine waterfall lately.
Going by that logic people should build those toilets above their dining hall so that everybody gets happy thoughts from the mist they create.
Exactly.
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