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Author Topic: DFHack 0.34.11 r3  (Read 1456197 times)

Urist McFumbler

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Re: DFHack 0.34.11 r3
« Reply #4005 on: June 12, 2013, 01:39:18 am »

Greetings.

I am trying to figure out how to automate the "superdwarf add" command instead of using press a bound key 144 times.

Would really appreciate if anyone of the scripting gurus could give me a sample on how to go about it.

Secondly, I am trying to figure out how to construct a steam engine. What do I need to do? Insert a new workshop with the token or just modify any existing workshop?

Thanks.

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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4006 on: June 12, 2013, 01:40:35 am »

fastdwarf

steam workshop: just copy the given one is what I would do

Urist McFumbler

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Re: DFHack 0.34.11 r3
« Reply #4007 on: June 12, 2013, 01:45:41 am »

fastdwarf

steam workshop: just copy the given one is what I would do

Dear Putnam,

I am already using fastdwarf but I want to shorten the "on break" times which only the superdwarf command can adjust.

:facepalm: Next time I will look through every dang folder before asking a stupid question.

Thanks with a redface.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4008 on: June 12, 2013, 01:47:35 am »

oh then siren

Urist McFumbler

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Re: DFHack 0.34.11 r3
« Reply #4009 on: June 12, 2013, 01:51:53 am »

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Goran

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Re: DFHack 0.34.11 r3
« Reply #4010 on: June 12, 2013, 03:11:34 am »

Would it be possible to do a script which would turn constructions into rock? Games with a lot of constructed buildings get sluggish, and I expect they would work better if they had a few thousand stone blocks that were used to build the dwarven city be turned into natural rock formation and the items deleted. Just a thought, I have no idea how this would work out or if it would affect pathing, temperature, indoor, outdoor and stuff. But it would be a neat way to clean up the fort.
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FengYun

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Re: DFHack 0.34.11 r3
« Reply #4011 on: June 12, 2013, 04:04:03 am »

I'm sorry, but do I just add 'fix/growthbug enable' to dfhack.init? I didn't quite get what days/months are for.

EDIT: After placing the script to the fix folder, of course.
« Last Edit: June 12, 2013, 04:07:44 am by FengYun »
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crossmr

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Re: DFHack 0.34.11 r3
« Reply #4012 on: June 12, 2013, 06:58:35 am »

I seem to recall there was a script to add a foreign unit to your fort, like say a caravan guard (dwarven)... I've tried googling, but can't seem to find where I found that script. I've got a stray dwarven caravan guard hanging out, caravan is long gone, so I figured i"d just add him to the fort maybe it'd fix him.
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FengYun

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Re: DFHack 0.34.11 r3
« Reply #4013 on: June 12, 2013, 07:03:29 am »

It's 'makeown'. You can read about this in .../Dwarf Fortress/hack/Readme.html
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crossmr

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Re: DFHack 0.34.11 r3
« Reply #4014 on: June 12, 2013, 07:10:22 am »

It's 'makeown'. You can read about this in .../Dwarf Fortress/hack/Readme.html
are there restrictions on these units?
I grabbed a dwarf..I can see him.. and see him in dwarf therapist.. definitely mine. But when I tried to add him to my speardwarf squad, I can't find the name with searching. And when I tried to add him via dwarf therapist, it sort of showed him in the squad, but in the military screen he wasn't there.

When I hover over her in game and go to preferences there is no squad list like the other dwarves in my fort have.
« Last Edit: June 12, 2013, 07:44:50 am by crossmr »
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FengYun

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Re: DFHack 0.34.11 r3
« Reply #4015 on: June 12, 2013, 09:20:59 am »

Yes, there are restrictions.
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Brilliand

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Re: DFHack 0.34.11 r3
« Reply #4016 on: June 12, 2013, 10:20:39 am »

Would it be possible to do a script which would turn constructions into rock? Games with a lot of constructed buildings get sluggish, and I expect they would work better if they had a few thousand stone blocks that were used to build the dwarven city be turned into natural rock formation and the items deleted. Just a thought, I have no idea how this would work out or if it would affect pathing, temperature, indoor, outdoor and stuff. But it would be a neat way to clean up the fort.

If this works on smooth constructed walls, it would allow multiplying rare stone.  Not sure whether that matters.  Also, it probably could only work on constructions made of rock materials.
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

CaptainArchmage

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Re: DFHack 0.34.11 r3
« Reply #4017 on: June 12, 2013, 07:54:22 pm »

I'm back. I haven't had any trouble back in moltenchannels, and I'm still using that code. Is there something I can use to get the actual sizes of dwarves?
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Hommit

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Re: DFHack 0.34.11 r3
« Reply #4018 on: June 13, 2013, 01:21:20 am »

Is there any way to fix loyalty cascade?
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kingubu

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Re: DFHack 0.34.11 r3
« Reply #4019 on: June 13, 2013, 01:48:42 am »

Is there any way to fix loyalty cascade?
Well there's a script called fix/loyaltycascade.  I've never used it, but it's name is suggestive.
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