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Author Topic: DFHack 0.34.11 r3  (Read 1456858 times)

Mr S

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Re: DFHack 0.34.11 r3
« Reply #3825 on: May 24, 2013, 02:48:16 pm »

Sounds like your pasture zone(s) got messed with.

You could FastDwarf and then your little beardies would teleport them to their newly assigned home once they got the job assignment.  I think it still works to instantaneously move even with the Pasture Large Animal job active.  Also, I'm not sure how high priority Pasture Large Animal is.  Mind you, I haven't tried this, as I don't use FastDwarf.  Do haulers move boulders, heavy furnitue, caged GSW's etc. instantly under FastDwarf?
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expwnent

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Re: DFHack 0.34.11 r3
« Reply #3826 on: May 24, 2013, 03:04:32 pm »

When fastdwarf is in teleportation mode, dwarves will teleport unless they're doing something special like escorting a prisoner/animal or following someone. Unless there's a subtle bug we don't know about.

They do have to be able to path to the target location, of course, and normal pathfinding still happens so it won't help your fps directly.
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Aaarrgh!

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Re: DFHack 0.34.11 r3
« Reply #3827 on: May 24, 2013, 03:09:15 pm »

(dfhack-0.34.11-r3-Linux)
Speaking of fastdwarf... I had this problem a few months ago, but I was burning out on DF at the time anyway so I didn't chase it. When I enable fast dwarf (with fastdwarf 1 1), the game crashes citing a segmentation fault. I've overwritten the folder with a local copy of DF, and a fresh download of DFHack, and it still occurs.  This doesn't happen on the Windows version, any ideas?

EDIT: Specifically...
Code: [Select]
[DFHack]# fastdwarf 1 1
Current state: fast = 1, teleport = 1.
[DFHack]# Segmentation fault (core dumped)
                                          -e
« Last Edit: May 24, 2013, 07:21:34 pm by Aaarrgh! »
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #3828 on: May 24, 2013, 04:53:03 pm »

They have a wide open path, they're just stupid.
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #3829 on: May 24, 2013, 06:25:32 pm »

How would I paint an empty space in tiletypes? "Paint shape EMPTY" just clears all the stuff off of the tile, without changing it's shape. I'm trying to clear ramps from a magma area but all this does is clear the magma.

EDIT:Sorry for double post
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scamtank

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Re: DFHack 0.34.11 r3
« Reply #3830 on: May 24, 2013, 07:28:04 pm »

Just designate the ramps for removal normally and purge them instantly with deramp.
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #3831 on: May 24, 2013, 07:43:11 pm »

That would leave a floor behind, though, supporting the section I'm trying to drop. But anyway, I figured out how:

It's "paint mat air", then "paint shape empty"

The game doesn't update the gravity, though, so to get it to fall I had to make some lava above it with liquids, and some water above that lava to make a block which would fall.
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Meph

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Re: DFHack 0.34.11 r3
« Reply #3832 on: May 24, 2013, 09:35:39 pm »

@warmist: So dfhack would slap jobs on them, instead of just having them choose themselves, acording to their skills?

Curiously enough, fishing works as it is. An animal person with intelligent and natural skill in fishing will go and fish. If they lack hands they will spam "too injured to fish", but otherwise it works fine. Hunting doesnt seem to work though, sadly. That would have been awesome.
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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 :::
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Rumrusher

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Re: DFHack 0.34.11 r3
« Reply #3833 on: May 25, 2013, 12:39:56 am »

@warmist: So dfhack would slap jobs on them, instead of just having them choose themselves, acording to their skills?

Curiously enough, fishing works as it is. An animal person with intelligent and natural skill in fishing will go and fish. If they lack hands they will spam "too injured to fish", but otherwise it works fine. Hunting doesnt seem to work though, sadly. That would have been awesome.
hunting is just setting them to attack random animals then carting their corpses to the stock pile.
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Meph

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Re: DFHack 0.34.11 r3
« Reply #3834 on: May 25, 2013, 12:47:59 am »

What do you mean by this? I'd be happy if they would actually roam the countryside and do that, but intelligent pets with natural hunting skill just sit around, doing nothing...
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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 :::
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ORCACommander

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Re: DFHack 0.34.11 r3
« Reply #3835 on: May 25, 2013, 01:03:05 am »

you have to assign them to a dwarf. iirc its under the labors section
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Meph

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Re: DFHack 0.34.11 r3
« Reply #3836 on: May 25, 2013, 01:30:29 am »

I am not speaking of animals trained for hunting as "TRAINABLE_HUNTER", I was speaking about INTELLIGENT pets with skill in hunting. They should go hunting by themselves, not with a hunter. Thats the point. ;)

The fisher gremlins I did work. :) But Troll-Haulers or Gnome Engineers would be nice ;)
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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 :::

Warmist

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Re: DFHack 0.34.11 r3
« Reply #3837 on: May 25, 2013, 01:48:58 am »

@warmist: So dfhack would slap jobs on them, instead of just having them choose themselves, acording to their skills?
Yes. It would do that. Adding skill checks is possible, but this mimics more of the "vanilla" df behaviour. Meaning that any dwarf will do any job (if it's enabled). Feel free to improve though (like adding check for enabled jobs).

Meph

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Re: DFHack 0.34.11 r3
« Reply #3838 on: May 25, 2013, 02:27:13 am »

Improve... haha. As if I'd understand the code you posted ;) Maybe I ask Putnam one fine day, otherwise I'll let this rest for now.
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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 :::

kingubu

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Re: DFHack 0.34.11 r3
« Reply #3839 on: May 25, 2013, 05:16:16 am »

Anyone know the syntax for unassigning from cages with the zone plugin?

Currently I've tried
Code: [Select]
zone unassign all own egglayer minage 1
zone unassign all own egglayer
zone unassign all own
zone unassign all
zone unassign
zone unassign count 5 own egglayer minage 1
With the cage 'zone set', with the cage built, with the cage not built.  It just kicks me to the prompt and ignores me.

I am confused. Assigning to cages and zones is working fine.  But now I've got 400 peafowl I need to get back out.

Best I can do is assign them to a zone then delete the zone, but I'm wondering how unassign is supposed to work.
« Last Edit: May 25, 2013, 05:21:52 am by kingubu »
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