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Author Topic: DFHack 0.43.03-r1  (Read 1122564 times)

lethosor

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Re: DFHack 0.40.24-r1
« Reply #2040 on: January 25, 2015, 05:36:28 pm »

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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

expwnent

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Re: DFHack 0.40.24-r1
« Reply #2041 on: January 25, 2015, 06:20:43 pm »

Linux build now in github.
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Mokkun

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Re: DFHack 0.40.24-r0
« Reply #2042 on: January 25, 2015, 06:36:32 pm »

If you're selecting the units with [k], that is to be expected. The reason that this release is named r0 is because several offsets are missing on Windows, causing many things (such as that) to fail to work properly. Quietust has located the remaining offsets, so that should work in r1.
Yupp, fixed whit the new version.
Thanks Quietust..
(Hmm, feels strange to thank someone from the Q-Contium) ;)
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Vndetta

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Re: DFHack 0.40.24-r1
« Reply #2043 on: January 25, 2015, 07:22:14 pm »

Is there a way to remove the Starving/Dehydrated status from a dwarf in fortress mode? Alternately, is there a way (aside from "siren") to wake a sleeping dwarf? I've saved the fort just moments before a sleeping dwarf dehydrates to death in my dining hall and I really would like to save him. Siren doesn't seem to wake him (or at least, not in time) and gm-editor is a bit confusing. I am using DFHack with v.0.23.
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Putnam

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Re: DFHack 0.40.24-r1
« Reply #2044 on: January 25, 2015, 07:24:39 pm »

All of those things are regulated by well-named numbers in unit->counters2; that's what you should go into with gm-editor.

Max™

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Re: DFHack 0.40.24-r1
« Reply #2045 on: January 25, 2015, 08:49:48 pm »

Yup, exhaustion, sleep timer, thirst timer, hunger timer, stomach contents, stomach food, all can be rather handy for that... haven't played with vomit timer, they do that enough on their own.
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notfood

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Re: DFHack 0.40.24-r1
« Reply #2046 on: January 25, 2015, 09:29:20 pm »

hfs-pit.lua wasn't working, this fixes it.

Code: [Select]
diff --git a/scripts/hfs-pit.lua b/scripts/hfs-pit.lua
index 9592d0a..b9e4760 100644
--- a/scripts/hfs-pit.lua
+++ b/scripts/hfs-pit.lua
@@ -20,7 +20,7 @@ wallOff = tonumber(args[2])
 stairs = tonumber(args[3])
 
 --Get the layer of the underworld
-for index,value in ipairs(df.global.world.cur_savegame.map_features) do
+for index,value in ipairs(df.global.world.features.map_features) do
     local featureType=value:getType()
     if featureType==9 then --Underworld
         underworldLayer = value.layer
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Devast

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Re: DFHack 0.40.24-r1
« Reply #2047 on: January 26, 2015, 01:07:44 am »

is/will there be a way to trigger invasions?
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Putnam

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Re: DFHack 0.40.24-r1
« Reply #2048 on: January 26, 2015, 01:18:35 am »

The short answer: It don't work no more and I have no idea how I could make it work. Armies are weird.
The long answer: ARMIES ARE WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEIRD

Rose

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Re: DFHack 0.40.24-r1
« Reply #2049 on: January 26, 2015, 01:29:20 am »

On the same note...

How do we track an adventurer's position in the world?

Also is it possible to teleport the adventurer to arbitary locations?
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Putnam

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Re: DFHack 0.40.24-r1
« Reply #2050 on: January 26, 2015, 01:32:04 am »

On the same note...

How do we track an adventurer's position in the world?

Also is it possible to teleport the adventurer to arbitary locations?

Yes, yes it is. army.unk_pos1 actually seems to represent a proper world position.

EDIT: But the adventurer apparently ceases to be a proper army the instant they leave city limits. Still, my poor adventurer ended up in a jungle halfway to the western border of a large world.
« Last Edit: January 26, 2015, 01:47:50 am by Putnam »
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expwnent

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Re: DFHack 0.40.24-r1
« Reply #2051 on: January 26, 2015, 11:30:17 am »

hfs-pit.lua wasn't working, this fixes it.

Code: [Select]
diff --git a/scripts/hfs-pit.lua b/scripts/hfs-pit.lua
index 9592d0a..b9e4760 100644
--- a/scripts/hfs-pit.lua
+++ b/scripts/hfs-pit.lua
@@ -20,7 +20,7 @@ wallOff = tonumber(args[2])
 stairs = tonumber(args[3])
 
 --Get the layer of the underworld
-for index,value in ipairs(df.global.world.cur_savegame.map_features) do
+for index,value in ipairs(df.global.world.features.map_features) do
     local featureType=value:getType()
     if featureType==9 then --Underworld
         underworldLayer = value.layer

Thanks!

The short answer: It don't work no more and I have no idea how I could make it work. Armies are weird.
The long answer: ARMIES ARE WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEIRD


We don't know either. The army structs haven't been mapped out yet. Once they are we can probably do much more advanced stuff than in the old days, like choosing who comes along to fight and what equipment they have and how many of them there are, etc, etc.

On the same note...

How do we track an adventurer's position in the world?

Also is it possible to teleport the adventurer to arbitary locations?

Yes, yes it is. army.unk_pos1 actually seems to represent a proper world position.

EDIT: But the adventurer apparently ceases to be a proper army the instant they leave city limits. Still, my poor adventurer ended up in a jungle halfway to the western border of a large world.

Thanks!
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Jairl

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Re: DFHack 0.40.24-r1
« Reply #2052 on: January 26, 2015, 12:13:40 pm »

I seem to be plagued with dwarves standing on the build site :(

Is there a gui/gm-editor that targets buildings or otherwise a simplistic way to change the construction flag. (Assuming it is only a flag)
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expwnent

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Re: DFHack 0.40.24-r1
« Reply #2053 on: January 26, 2015, 12:36:20 pm »

You could change the traffic designation of the build tile.
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Jairl

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Re: DFHack 0.40.24-r1
« Reply #2054 on: January 26, 2015, 01:49:29 pm »

I never really understood how that is suppose to work. Traffic designations don't forbid dwarves from standing in a location, they just make it unfavorable to path to it. Though, the dwarf is standing on the light green part of the screwpump so it shouldn't really matter that much. (I've also tried forcibly moving the job location but the game seems to insist something is there).

More so, hollowing out the area shows that there are two tiles that are having this issue, every other tile works fine.
« Last Edit: January 26, 2015, 02:11:55 pm by Jairl »
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