Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 317 318 [319] 320 321 ... 373

Author Topic: DFHack 0.34.11 r3  (Read 1457790 times)

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: DFHack 0.34.11 r3
« Reply #4770 on: October 24, 2013, 03:34:17 pm »

DF's binpatch utility requires one byte per line, so you'd need the following:

Code: [Select]
006C8BE2: 89 d7
006C8BE3: b5 c5
006C8BE4: f8 6d
006C8BE5: 14 34
006C8BEE: 0D 0B
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Mr S

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4771 on: October 24, 2013, 05:57:40 pm »

Excellent. (Insert photo of Mr. Burns rubbing hands together)

I thought it might be something along those lines, but wasn't sure if it was a one to one split like so.

Thank you QT, you save the day again!
Logged

mc876898

  • Escaped Lunatic
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4772 on: October 24, 2013, 11:43:48 pm »

Anybody know how to remove a mummy's curse with dfhack?
Logged

RickRollYou2

  • Bay Watcher
  • [START_BIOME:EARTH]
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4773 on: October 26, 2013, 07:02:42 am »

Does anyone have a script for revealing ambushes? It would be nice to be able to test that ambushes are appearing when I force them with a script instead of calling slayrace every so often  :P

EDIT: Suddenly, a DFHack r4 on DFFD! What??
« Last Edit: October 26, 2013, 07:35:39 am by RickRollYou2 »
Logged

fricy

  • Bay Watcher
  • [DFHACK:ZEALOT]
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4774 on: October 26, 2013, 08:19:31 am »

Does anyone have a script for revealing ambushes? It would be nice to be able to test that ambushes are appearing when I force them with a script instead of calling slayrace every so often  :P

EDIT: Suddenly, a DFHack r4 on DFFD! What??

Wow, that was unexpected. Osx version? Please? :)

BoogieMan

  • Bay Watcher
  • Hi
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4775 on: October 26, 2013, 04:53:56 pm »

I messed around a little with the liquids command and spawned a river source, which worked very nicely but it spewed out a LOT of critters and fish with it. I'm glad it makes it an "alive" river, but the amounts seemed like they were too high. However, I did spawn it on the side of a cliff and not in a realistic channeled region like a river would normally be in so I don't know if that somehow played a role in the creature spawning. What governs that? I'd like to use it at a embark location to add some spice to it, but the numbers of creatures (especially vermin types) was so high that it was getting heavily cluttered within just a few minutes of game time. If it kept up like that throughout the life of a real fort it would just get crazy. I also wondered if it was spawning multiple sources due to more than one tile being spawned, all classified as river sources.

I would also like some advice on what bug-fix type of commands I should run to help with FPS and other game problems. I'm aware of stable-temp and growth-bug and to run dead-units from time to time. I knew there were more, but I couldn't remember which ones and I never discovered if they should be ran every time you load your game.. So some clarification on this would be appreciated. Thanks!
« Last Edit: October 26, 2013, 05:00:52 pm by BoogieMan »
Logged
(╯°□°)╯︵ ┻━┻ BoogieMan, Forumscrub cancels tantrum: Seeking Dr. Pepper

expwnent

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4776 on: October 27, 2013, 06:17:22 pm »

Windows r4 link: http://dffd.wimbli.com/file.php?id=8068
Linux r4 link: http://dffd.wimbli.com/file.php?id=8067

New stuff: https://github.com/expwnent/dfhack/blob/0.34.11-r4/NEWS

Also forgot to put in that document: the eventful script now exposes EventManager events to lua scripts. See the lua documentation for details.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: DFHack 0.34.11 r3
« Reply #4777 on: October 27, 2013, 06:49:58 pm »

Could you please tell me how/if that affects scripts that have been written for dfhack r3? Like falconnes plugins, or hire-guard, or the growthbug fix, and autofixhandedness, all these custom scripts flying around.
Logged
::: ☼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 :::

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4778 on: October 27, 2013, 07:34:09 pm »

The scripts aren't too affected, though spawnunit has to be updated (you can find it on Warmist's gist). Plugins are the main things that need to be updated, but for some I believe it shouldn't be difficult.

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4779 on: October 27, 2013, 10:42:24 pm »

just wanted to say thanks for all the patch work in latest dfhack.  My military is finally training properly and i'm kicking ass in mwmod.  I've survived 4 sieges and I already have 5 legendary dwarfs.

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4780 on: October 29, 2013, 12:39:05 pm »

Windows r4 link: http://dffd.wimbli.com/file.php?id=8068
Linux r4 link: http://dffd.wimbli.com/file.php?id=8067

New stuff: https://github.com/expwnent/dfhack/blob/0.34.11-r4/NEWS

Also forgot to put in that document: the eventful script now exposes EventManager events to lua scripts. See the lua documentation for details.

Hello, i downloaded the window version and noticed that unlike in r3, there's no "stonesense' folder in the download.
Is stonesense removed intentionally, not supported anymore or is that just the packager that forgot to include it ?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4781 on: October 29, 2013, 02:38:58 pm »

It was removed intentionally for reasons other than the one described and will likely be in the official release.

Ranold

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4782 on: October 29, 2013, 04:10:25 pm »

It's been sometime since I went through the list of functions and wow. Thanks to everyone helping with this :)

EDIT:
1. What FPS hit should I expect when using Fortress activity management?
2. In my last DF game, one of my dwarfs made a mistake of taking a brake in the wrong place at the wrong time and I just wanted to smite him with righteous fury or better yet pick him and drop him in my torturer chamber(i have been riding the nostalgia train with 'war for the underworld' a DK remake). Is there any way to teleport a dwarfs?
« Last Edit: October 29, 2013, 04:33:38 pm by Ranold »
Logged

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4783 on: October 30, 2013, 09:24:18 pm »

You can always use the Lua interface to set their position manually.  Select the unit and run the command dfhack.gui.getSelectedUnit().pos.x = whatever, or pos.y or pos.z as desired.  This works in general, but beware that it leaves some map flags in inconsistent states that will make units do funny things like crawl on tiles instead of walk through them because they believe they're still occupied.

A correct implementation should be possible, but I'm not aware of one, and I haven't gotten around to trying to write it myself.
Logged
Through pain, I find wisdom.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4784 on: October 30, 2013, 09:53:22 pm »

Code: [Select]
local function teleport(unit,pos)
    local unitoccupancy = dfhack.maps.getTileBlock(unit.pos).occupancy[unit.pos.x%16][unit.pos.y%16]
    unit.pos.x = pos.x
    unit.pos.y = pos.y
    unit.pos.z = pos.z
    if not unit.flags1.on_ground then unitoccupancy.unit = false else unitoccupancy.unit_grounded = false end
end

local function getArgsTogether(args)
    local settings={
    pos={}}
    for k,v in ipairs(args) do
        v=string.lower(v)
        if v=="unit" then settings.unitID=tonumber(args[k+1]) end
        if v=="x" then settings.pos['x']==tonumber(args[k+1]) end
        if v=="y" then settings.pos['y']==tonumber(args[k+1]) end
        if v=="z" then settings.pos['z']==tonumber(args[k+1]) end
        if v=="showunitid" then print(dfhack.gui.getSelectedUnit(true).id) end
        if v=="showpos" then printall(df.global.cursor) end
    end
    if not settings.pos.x or not settings.pos.y or not settings.pos.z then settings.pos=nil end
    if not settings.unitID and not settings.pos.x then qerror("Needs a position, a unit ID or both, but not neither!") end
    return settings
end

local args = {...}

local teleportSettings=getArgsTogether(args)

local unit = teleportSettings.unitID and df.unit.find(teleportSettings.unitID) or dfhack.gui.getSelectedUnit(true)

local pos = teleportSettings.pos and teleportSettings.pos or df.global.cursor

teleport(unit,pos)

syntax:

Code: [Select]
teleport x 50 y 35 z 20
will send unit under cursor to position 50 35 20

Code: [Select]
teleport unit 3503
will send unit #3503 to the position under cursor

Code: [Select]
teleport showUnitID
caps insensitive; will show the ID of the unit under the cursor.

Code: [Select]
teleport showPos
same as above, will show number values of position under cursor
« Last Edit: October 30, 2013, 09:55:41 pm by Putnam »
Logged
Pages: 1 ... 317 318 [319] 320 321 ... 373