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Author Topic: DFHack 0.34.11 r3  (Read 1459151 times)

Warmist

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Re: DFHack 0.34.11 r3
« Reply #3810 on: May 23, 2013, 02:59:34 pm »

Another random idea: make gui scriptlets for selecting units, items, buildings, etc... and then sort-of standartize scripts to accept parameters from them. Sort of like you have a script that makes a creature immortal then using gui would be as simple as gui.dialogs.unitSelect(immortal) (ofc it will have more parameters, like what is acceptable what is not...), also some chaining to allow selecting two units (e.g. makes one unit follow/ride the other), maybe a unit and a few items?

The script itself could accept some generic parameter pack (e.g. selected={units={unit1,unit2,...}, items={item1,item2,...}, syndromes={},...} and then the rest parameters.
This way it would be more modular, and gui friendly.

WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #3811 on: May 23, 2013, 05:57:50 pm »

What's the hack to stop migrants bringing their entire extended families with them? I just lost a fort to starvation due to getting flooded with useless kids on the first wave.
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ash88

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Re: DFHack 0.34.11 r3
« Reply #3812 on: May 23, 2013, 10:28:49 pm »

there is an lua script that can designate monarchs:

hack\scripts\make-monarch.lua

I think to work it just hit k select a dorf and run the script

Yes!  Worked like a charm.  Thanks ORCAACommander!

The citizens of Gloombitch overthrow their evil Drow leaders and reestablish a true Dwarven blood monarchy.  They have survived! .... for now.  (MWHAhaahahahhahhahhahaahah)
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ORCACommander

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Re: DFHack 0.34.11 r3
« Reply #3813 on: May 24, 2013, 12:14:07 am »

kinda want to see the legend entry for that :P

so no one has any idea why revflood is crashing me df?
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Meph

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Re: DFHack 0.34.11 r3
« Reply #3814 on: May 24, 2013, 06:15:11 am »

Warmist: I could download the script, make a lua, add a "start/enable scriptname" and then call it by running a reaction in a workshop, using /COMMAND and SCRIPTNAME in the syn classes, while having an animal person pastured on the workshop... but would it work? Anything else I would have to do?

Unrelated, here another question: Would this work? I renamed the steam engine, dont know if the script can still find it or not.

Code: [Select]
[REACTION:STOKE_BOILER_KOBOLD]
[NAME:Produce steam power]
[BUILDING:STEAM_ENGINE_KOBOLD:CUSTOM_S]
[SKILL:OPERATE_PUMP]
Dimension is the number of days it can produce 100 power * 100.
I.e. with 2000 it means energy of 1 job = 1 water wheel for 20 days.
[PRODUCT:100:1:LIQUID_MISC:NONE:WATER][PRODUCT_DIMENSION:2000]
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Warmist

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Re: DFHack 0.34.11 r3
« Reply #3815 on: May 24, 2013, 07:50:44 am »

Warmist: I could download the script, make a lua, add a "start/enable scriptname" and then call it by running a reaction in a workshop, using /COMMAND and SCRIPTNAME in the syn classes, while having an animal person pastured on the workshop... but would it work? Anything else I would have to do?
Obviously you will need to modify the script a bit (now it has fixed race). There is no need for start/enable scriptname, you should be able to use /COMMAND SCRIPTNAME to do it. Also no need to pasture animal men, it searches through all (your) units and replaces dwarf jobs with another worker.

Telgin

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Re: DFHack 0.34.11 r3
« Reply #3816 on: May 24, 2013, 08:06:46 am »

What's the hack to stop migrants bringing their entire extended families with them? I just lost a fort to starvation due to getting flooded with useless kids on the first wave.

The only command for this sort of thing that I know about is fix/population-cap.  That just immediately applies your ini file's pop cap though.  Is there really a command that prevents dwarves bringing family members?
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Mr S

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Re: DFHack 0.34.11 r3
« Reply #3817 on: May 24, 2013, 10:19:40 am »

I haven't seen such a family oriented hack if it exists.  Sounds like a job for the DAS!!!!!
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expwnent

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Re: DFHack 0.34.11 r3
« Reply #3818 on: May 24, 2013, 10:57:50 am »

DAS?
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ORCACommander

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Re: DFHack 0.34.11 r3
« Reply #3819 on: May 24, 2013, 11:02:54 am »

well confirmed my problem was because df ran out of ram. use a large address aware exe to fix
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expwnent

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Re: DFHack 0.34.11 r3
« Reply #3820 on: May 24, 2013, 11:07:24 am »

Smaller world sizes can help a lot with RAM usage and save/load time.
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snakesoul

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Re: DFHack 0.34.11 r3
« Reply #3821 on: May 24, 2013, 11:11:25 am »

In adventure mode, anyway of getting a pick with dfhack?
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expwnent

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Re: DFHack 0.34.11 r3
« Reply #3822 on: May 24, 2013, 11:18:23 am »

In adventure mode, anyway of getting a pick with dfhack?

Might be helpful:

https://github.com/peterix/dfhack#createitem
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Mr S

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Re: DFHack 0.34.11 r3
« Reply #3823 on: May 24, 2013, 01:15:48 pm »

D.A.S. = Dwarven Atom Smasher

Dwarves were harnessing sub-atomic physics before harnessing sub-atomic physics was sexy.
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #3824 on: May 24, 2013, 02:00:34 pm »

Is there a way I can teleport all my livestock to their pasture? They were there for the longest time, but suddenly they'd decided to come to the dining hall to starve to death.
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Keep Me Safe - A Girl and Her Computer (Illustrated Game)
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