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Author Topic: DFHack 0.34.11 r3  (Read 1455982 times)

Treah

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Re: DFHack 0.34.11 r3
« Reply #4680 on: September 30, 2013, 01:29:18 am »

fixdiplomats and fixmerchants works with existing worlds. You only need to run them once per world however.


:)
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #4681 on: September 30, 2013, 10:52:12 am »

You know what we need? A script to separate bone and wool stacks, so we can actually get a decent number of crafts out of that dragon bone(323) instead of just 4, or more than 1 yarn out of an entire sheep.
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Meph

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Re: DFHack 0.34.11 r3
« Reply #4682 on: September 30, 2013, 03:32:56 pm »

Vanilla bone crafts actually work fine and respect stacks... for custom reactions I have a silly workaround, I made a helm, its enabled in the entity, can only be made of bone, and is called "(separate)". So people open the craftsdwarf, go to the bone menu, and can make "bone (separate)" which can then be used one by one in custom reactions. Its an extra workstep, but you can use every single bone of the stack this way.
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #4683 on: September 30, 2013, 06:36:22 pm »

However, people still use an entire stack of wool to make a single yarn thread.
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Meph

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Re: DFHack 0.34.11 r3
« Reply #4684 on: September 30, 2013, 06:40:24 pm »

I am not saying that using dfhack to fix the stack bug is a bad idea (I suggested that as well at some point, but Quietust explained why it wouldnt work), but you can do this:

Code: [Select]
[REACTION:CLEAN_WOOL]
[NAME:comb a fleece]
[BUILDING:TANNER:CUSTOM_E]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:WOOL_MAT]
[PRODUCT:100:3:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:TANNER]
[AUTOMATIC]
Make your own wool-spinning reaction that gives more then 1 thread. Its the same with skin and leather, that can be fixed in a similar fashion, taking the creatures bodysize into account.
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Drakeero

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Re: DFHack 0.34.11 r3
« Reply #4685 on: October 02, 2013, 11:46:57 am »

I don't wish to disturb the current conversation too much but I am suddenly very interested in use of the "tweak makeown" command.  A particular embark had a great number of various creature people wandering around the surface and I picked a number of them up after seeing someone mention that they were able to assign them labors and actually have them perform the duties.

It's not going quite as smoothly for me, then again I'm probably not as skilled in screwing around with things like other people.  Is this actually possible?  Can a tweaked make-own perform various labors or is there a catch like the labors must correspond with any applicable tokens in the creature-man's RAWs?

Any pitfalls that might not be common knowledge?  (For some reason a pair of swallow people froze in the air and stopped moving - their friends are moving just fine after being recruited.)
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #4686 on: October 02, 2013, 12:07:07 pm »

To assign labors, you must switch your CURRENT_RACE to the species in question using DFusion, then switch back once done.
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Drakeero

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Re: DFHack 0.34.11 r3
« Reply #4687 on: October 02, 2013, 12:21:12 pm »

To assign labors, you must switch your CURRENT_RACE to the species in question using DFusion, then switch back once done.

Are you sure this is required?

By using the original labor interface (not the DFHack one) I was able to enable fishing labors for some of the otter people - and they seem to be ferociously good at it.  I have them working a stream which hopefully shouldn't suffer that extinction problem because there's a small food pile that's already full of pond turtles and raw mussels.  However, with the exception of hauling their catch, no specific hauling labors for otter or swallow people in general seem to be happening.
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BlackFlyme

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Re: DFHack 0.34.11 r3
« Reply #4688 on: October 02, 2013, 10:23:01 pm »

Fishing can be done by intelligent pets and even ghosts in rare circumstances. This is because it is an "idle job", a job which is performed by otherwise idling dwarves, that requires no tools or ability to grasp.

Hunting, another idle job, can be initiated by intelligent pets, but then immediately cancelled because they don't have a crossbow or any ammo, because they can't pick anything up.

Every other job will require you to temporarily change your current race or look around to see if there is a way to get the friendship plug-in to work again. Though friendship can be buggy at times, so I wouldn't recommend it.

The reason that the swallow-men are stuck is because of how flight path-finding works. Since there is no land path for them to take, they won't move. I'm not sure how to fix this without hurting them, unfortunately.
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Drakeero

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Re: DFHack 0.34.11 r3
« Reply #4689 on: October 03, 2013, 01:49:47 am »

Ah, alright.  So you still can't quite recruit (or enslave) others yet.  At least not effectively.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4690 on: October 03, 2013, 02:08:54 am »

I do it by changing their civ alignments and transforming them into a generic caste of the civ creature.

Rumrusher

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Re: DFHack 0.34.11 r3
« Reply #4691 on: October 03, 2013, 07:11:18 am »

or just switch around the fort's civ race.
« Last Edit: October 04, 2013, 03:07:49 am by Rumrusher »
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ElenaRoan

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Re: DFHack 0.34.11 r3
« Reply #4692 on: October 04, 2013, 12:37:07 am »

My apologies if this is in the wrong place, searching didn't show me a specific thread for it.

My question is in regards to the burrow command, I'd like to be able to remove tiles of an evil alignment from a burrow; is there a way to do this other than manually?
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #4693 on: October 04, 2013, 06:49:40 pm »

Is there a working version of that Marriage script anywhere?

EDIT: I've fixed the script. Why was it "anon_1" anyway? Changed that to "target_hf"


Code: [Select]

-- Marries two specified creatures.  Take care when using this on creatures that are already married!

function marry (victim1, victim2)

local historic_victim1
local historic_victim2

if df.isnull(victim1) then
print('The first unit was not found.')
return
end
if df.isnull(victim2) then
print('The second unit was not found.')
return
end

if victim1.relations.spouse_id ~= -1 then
print('Warning: the first unit is already married.  Their marriage will be replaced.')
end
if victim2.relations.spouse_id ~= -1 then
print('Warning: the second unit is already married.  Their marriage will be replaced.')
end

print("Marrying " .. victim1.name.nickname .. " and " .. victim2.name.nickname)

for key, value in pairs(df.global.world.history.figures) do
if value.id == victim1.hist_figure_id then
historic_victim1 = value
end
if value.id == victim2.hist_figure_id then
historic_victim2 = value
end
end

if df.isnull(historic_victim1) then
print('The historical figure for the first unit was not found.')
return
end
if df.isnull(historic_victim2) then
print('The historical figure for the second unit was not found.')
return
end

local new_link1 = df.histfig_hf_link_spousest:new()
local new_link2 = df.histfig_hf_link_spousest:new()

-- Not documented, but this is the historical figure id
new_link1.target_hf = victim2.hist_figure_id
new_link1.link_strength = 100

new_link2.target_hf = victim1.hist_figure_id
new_link2.link_strength = 100

local link_count1 = #historic_victim1.histfig_links
local link_count2 = #historic_victim2.histfig_links

historic_victim1.histfig_links:resize(link_count1 + 1)
historic_victim1.histfig_links[link_count1] = new_link1
historic_victim2.histfig_links:resize(link_count2 + 1)
historic_victim2.histfig_links[link_count2] = new_link2

victim1.relations.spouse_id = victim2.id
victim2.relations.spouse_id = victim1.id
end

unit_1 = dfhack.gui.getSelectedUnit()
if unit_1 == nil then
print ("You must place the cursor over the first target.")
return
end

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

unit_2 = dfhack.gui.getSelectedUnit()
if unit_2 == nil then
print ("You must place the cursor over the second target.")
return
end

dfhack.with_suspend(marry, unit_1, unit_2)
« Last Edit: October 04, 2013, 07:19:18 pm by HugoLuman »
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4694 on: October 04, 2013, 07:20:57 pm »

It was anon_1 because it was written in DFHack 0.34.11r2.

I'd already posted a fixed version here, I thought?
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