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Author Topic: DFHack 0.34.11 r3  (Read 1456488 times)

Putnam

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Re: DFHack 0.34.11 r3
« Reply #4305 on: July 26, 2013, 01:45:48 am »

Oh, and btw, there's a bit of a bug in some stuff: there's both a general improvement anon_1 and an itemimprovement_pagesst.anon_1, which causes issues in lua.

EDIT: Grr. Also, how are secrets associated with particular books and slabs?
« Last Edit: July 26, 2013, 01:55:10 am by Putnam »
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Kurik Amudnil

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Re: DFHack 0.34.11 r3
« Reply #4306 on: July 26, 2013, 02:41:11 am »

Does anyone know how exactly deities are linked to specific entities (Urist Stylesuitor is a deity of The Glad Helms....)?

from civ_ent.unknown1b.worship ? as a reverse list of histfig ids to dieties?

where civ_ent is a civilization entry in df.global.world.enities.all or = df.historical_entity.find(df.global.ui.civ_id)

It looks to me to pick the first entity that includes the deity's historical figure id in that list.  I added the id to the group entity with no change, then removed the id from the civ entity and the "is a deity of" message changed to the group.

Putnam

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Re: DFHack 0.34.11 r3
« Reply #4307 on: July 26, 2013, 02:44:02 am »

unknown1b? That sure explains why I couldn't find it.

EDIT: Friggin' vectors. fig.info.sphere is of type vector<int16_t>, which I can't seem to make a new of in lua.
« Last Edit: July 26, 2013, 03:39:10 am by Putnam »
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Askot Bokbondeler

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Re: DFHack 0.34.11 r3
« Reply #4308 on: July 26, 2013, 07:47:34 am »

Try 'revflood'

"point the cursor at some empty space you want unhidden"

everything is already unhidden so it wont hid it D:
point somewhere you want unhidden, it will hide everything that can't be pathed from there, so if you point to a cavern it will hide the surface and any cavern that isn't connected, etc.

Warmist

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Re: DFHack 0.34.11 r3
« Reply #4309 on: July 26, 2013, 10:47:02 am »

unknown1b? That sure explains why I couldn't find it.

EDIT: Friggin' vectors. fig.info.sphere is of type vector<int16_t>, which I can't seem to make a new of in lua.
usually thing={new=true} works

milo christiansen

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Re: DFHack 0.34.11 r3
« Reply #4310 on: July 26, 2013, 12:17:43 pm »

Is there a way to remove vanilla buildings? I did a forum search but could not find anything conclusive.
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scamtank

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Re: DFHack 0.34.11 r3
« Reply #4311 on: July 26, 2013, 01:27:13 pm »

Is there a way to remove vanilla buildings? I did a forum search but could not find anything conclusive.

Nope. The most I've heard that it'd potentially possibly might be viable, but I might be mixing that with something else.
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milo christiansen

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Re: DFHack 0.34.11 r3
« Reply #4312 on: July 26, 2013, 01:56:51 pm »

Drat. I guess there will just be a bunch of useless buildings in the list then.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4313 on: July 26, 2013, 03:19:38 pm »

unknown1b? That sure explains why I couldn't find it.

EDIT: Friggin' vectors. fig.info.sphere is of type vector<int16_t>, which I can't seem to make a new of in lua.
usually thing={new=true} works

Yep.

silentdeth

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Re: DFHack 0.34.11 r3
« Reply #4314 on: July 26, 2013, 11:14:15 pm »

Ran into a CTD bug with the tweak plugin.

Save: http://dffd.wimbli.com/file.php?id=7859

With the tweak plugin load the game will crash within a couple of seconds of loading and unpausing. Unload the tweak plugin and it wont crash. 
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Rumrusher

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Re: DFHack 0.34.11 r3
« Reply #4315 on: July 27, 2013, 08:00:44 am »

So that marry script how do you get it to work?
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Telgin

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Re: DFHack 0.34.11 r3
« Reply #4316 on: July 27, 2013, 01:50:08 pm »

I still haven't had a chance to check it in the newest version of DFHack.  The way it worked is that you're supposed to run the command and give it two arguments: the unit id of the two targets.  That worked in the previous version at least, though it was a bit clunky because you had to find the unit ids yourself which could be a pain.  Supposedly in the current version it claims that it can't find the dwarves even if you put in the right ids.

I would like to improve it so you could use DF's interface to pick the targets, but just don't have the time to figure it out right now.
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Urist Da Vinci

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Re: DFHack 0.34.11 r3
« Reply #4317 on: July 27, 2013, 03:10:32 pm »

...
I would like to improve it so you could use DF's interface to pick the targets, but just don't have the time to figure it out right now.

Try this lua script:
Code: [Select]
print("Target first unit and press enter")
test=dfhack.lineedit("")

unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor!  Aborting with extreme prejudice.")
return
end

print("Target second unit and press enter")
test=dfhack.lineedit("")

unit2=dfhack.gui.getSelectedUnit()
if unit2==nil then
print ("No unit under cursor!  Aborting with extreme prejudice.")
return
end

print(unit.id, unit2.id)

--your code goes here

Warmist

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Re: DFHack 0.34.11 r3
« Reply #4318 on: July 27, 2013, 03:32:45 pm »

<...>
I would like to improve it so you could use DF's interface to pick the targets, but just don't have the time to figure it out right now.
I would like to do that too. Imho it needs a selector module that would allow easy way to select various things (both with list for quick select and manual pointer select) ranging from select a tile (with some limitations what tiles are acceptable) to items (incl items in inventories), units, rooms, entities, etc...

Warmist

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Re: DFHack 0.34.11 r3
« Reply #4319 on: July 27, 2013, 05:53:03 pm »

some research: unit.idle_area_unk_a0 is somehow related to type of idle area: 25 for starting wagon, 28 for no valid area (roam map?) and 26 for meeting area.
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