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Author Topic: DFHack 0.34.11 r3  (Read 1404331 times)

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
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Re: DFHack 0.34.10 r1
« Reply #1665 on: June 01, 2012, 10:41:12 am »

...
How could I modify this to make a dwarf legendary in ALL skills in one go?

Here you go, version 1.1, with a make_legendary all option:

Spoiler: make_legendary.lua (click to show/hide)

In a future version, I'll be adding the keywords normal, military, social, etc.

cainiao

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Re: DFHack 0.34.10 r1
« Reply #1666 on: June 01, 2012, 01:20:45 pm »

Game crashed everytime when I accidently tear down a workshop with job protected by "workflow".
Is there anyone same with me?
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khearn

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Re: DFHack 0.34.10 r1
« Reply #1667 on: June 01, 2012, 01:25:35 pm »

Game crashed everytime when I accidently tear down a workshop with job protected by "workflow".
Is there anyone same with me?

I tore down a craftsdwarf workshop with 3 repeating jobs last night with no problem. All of the jobs were suspended at the time, if that matters.
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Have them killed. Nothing solves a problem quite as effectively as simply having it killed.

Rumrusher

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Re: DFHack 0.34.10 r1
« Reply #1668 on: June 02, 2012, 02:12:43 am »

Code: [Select]
function tools.tame(unit)
if unit==nil then
unit=getCreatureAtPos(getxyz())
end
if unit.flags1.tame==false then
unit.flags1.tame=true
end
end

function tools.detame(unit)
if unit==nil then
unit=getCreatureAtPos(getxyz())
end
if unit.flags1.tame==true then
unit.flags1.tame=false
end
end
tools.menu:add("fastTame2",tools.detame)
tools.menu:add("fastTame",tools.tame)
for easy taming of wild creatures.

oh here's a convert site function to change elven cities and dark towers into sites you can access.

Code: [Select]
function sitetest(site)
--if site==nil then
--site=getsiteAtPos(x,y,z)
--dfhack.TranslateName(site.name,true)
--end
--print(site.id)
--A=getline()
--printall(df.global.world.world_data.sites[0+A].name)
--printall(df.global.world.world_data.sites[0+A])
--civ=df.global.world.world_data.sites[0+A]
--df.global.world.world_data.sites.type=0+A
for k,v in pairs(df.global.world.world_data.sites) do
print(k)
if v.type==4 then
v.type=7
end
if v.type==1 then
v.type=8
end
end

--Adv=Getadv()
--Advid=Adv.unit.id
--civ.owner1=Advid
end
tools.menu:add("sitetest",sitetest)
« Last Edit: June 02, 2012, 02:33:26 am by Rumrusher »
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"body swapping and YOU!"
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Morticeq

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Re: DFHack 0.34.10 r1
« Reply #1669 on: June 02, 2012, 06:16:52 pm »

Code: [Select]
function tools.tame(unit)
if unit==nil then
unit=getCreatureAtPos(getxyz())
end
if unit.flags1.tame==false then
unit.flags1.tame=true
end
end

function tools.detame(unit)
if unit==nil then
unit=getCreatureAtPos(getxyz())
end
if unit.flags1.tame==true then
unit.flags1.tame=false
end
end
tools.menu:add("fastTame2",tools.detame)
tools.menu:add("fastTame",tools.tame)
for easy taming of wild creatures.
Sorry, but dfhack keeps giving me some error message about tail calls... I put it in folder scripts as *lua file, as always, but...
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Makbeth

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Re: DFHack 0.34.10 r1
« Reply #1670 on: June 02, 2012, 09:22:58 pm »

One of the things I most wanted to do when I first became a necromancer was clear the tower out and claim it as my own, storing my loot there, getting furniture, perhaps a tasteful set of drapes...

Anyway, that didn't happen.  First off, sleeping is impossible in a tower, unlike most normal lairs.  Second, although I've not tested this myself, it seems that undead will respawn at towers whether a necromancer is there or not.  They're not dangerous to necromancers, but they are a bit of an eyesore and make it hard to move around or find stuff.

Would it be feasible to write a script or plugin to make towers suitable as a home for an adventurer?

Failing that, I could retire for a bit and ask a group of dwarves to build me a tower I suppose.  But once they leave it or mysteriously vanish, can dfhack be used to keep monsters from spawning there like in other abandoned forts?

Thanks!

EDIT:
Derp.  Looks like lair and mode set are all that is needed.  Won't be able to make structural changes, but should be good enough.
« Last Edit: June 02, 2012, 11:06:11 pm by Makbeth »
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In the early spring of 143 Diso began wandering the wilds.

In the early spring of 143 Diso starved to death in the Horn of Striking.

Martin

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Re: DFHack 0.34.10 r1
« Reply #1671 on: June 02, 2012, 09:42:34 pm »

for easy taming of wild creatures.


Sweet. The untame will come in handy with the hunting effort in my fortress.

slaytanic

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Re: DFHack 0.34.10 r1
« Reply #1672 on: June 02, 2012, 11:32:18 pm »

Is DF hack open source ?
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0x517A5D

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Re: DFHack 0.34.10 r1
« Reply #1673 on: June 02, 2012, 11:40:24 pm »

Is DF hack open source ?

LICENSE
Code: [Select]
License of dfhack
[...]
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
[...]
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
[...]
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slaytanic

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Re: DFHack 0.34.10 r1
« Reply #1674 on: June 02, 2012, 11:47:01 pm »

thanx. I'll google it. Sometimes I just hate googling shit. I'll open up my homepage and see an ad for "beans that don't make you fart!"  about 10 minutes after googling it.
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So let me get this straight....We are talking monkeys living on a dirt ball that circles a fireball ? WTF ?

Rose

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Re: DFHack 0.34.10 r1
« Reply #1675 on: June 03, 2012, 01:48:55 am »

Why would you google it when there's a link to the source in the first post?
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LuRockz

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Re: DFHack 0.34.10 r1
« Reply #1676 on: June 03, 2012, 02:22:28 am »

I dont know if its bad to ask this but I'm really curious  ???
Will DFHack ever be mac compatible?
I really want to swap bodies  :P
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slaytanic

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    • my DFFD pack
Re: DFHack 0.34.10 r1
« Reply #1677 on: June 03, 2012, 02:30:00 am »

Why would you google it when there's a link to the source in the first post?
didn't look at the first post. probably should have.
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So let me get this straight....We are talking monkeys living on a dirt ball that circles a fireball ? WTF ?

danaris

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Re: DFHack 0.34.10 r1
« Reply #1678 on: June 03, 2012, 08:47:22 am »

I dont know if its bad to ask this but I'm really curious  ???
Will DFHack ever be mac compatible?
I really want to swap bodies  :P

I'm working on Mac compatibility. It's almost working perfectly: the two things missing are finding all the offsets for the Mac version of DF (so that DFHack knows how to do its job), and making sure it actually runs on a machine other than the one I build it on :-\
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Felgard

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Re: DFHack 0.34.10 r1
« Reply #1679 on: June 03, 2012, 10:55:32 am »

Could anyone here help me or give me an answer to how i should set up a workflow for clay bricks?

i tried many variations but cant figure out how.

some of the commands i tried are
Code: [Select]
workflow count BLOCKS/CLAY 1
workflow count BLOCKS//CLAY 1
workflow count BLOCKS//BRICKS 1
workflow count BLOCKS//CERAMIC_EARTHENWARE 1
workflow count BLOCKS//CERAMIC 1

some of them work but do not detect the job in the kiln
i believe there should be a way since "workflow count BLOCKS 1" detects the job

wierd the command "workflow count BLOCKS//CERAMIC_EARTHENWARE 1" finds the bricks but not the job
« Last Edit: June 03, 2012, 11:18:04 am by Felgard »
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