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Author Topic: DFHack 0.34.11 r3  (Read 1403456 times)

Rafal99

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Re: DFHack 0.34.10 r1
« Reply #1755 on: June 06, 2012, 01:18:11 pm »

Does anyone know variable name or offset to change number of starting dwarves on embark?

Unfortunately DFusion plugin "simple_embark" crashes, and it was crashing in 0.34.10 too.
While the "start_dwarf_count" variable it apparently tries to use doesn't appear anywhere in the structures files...

So, any help with this?
I looked at the sources of old Tweak and Dtil utilities for 40d, which could change number or starting dwarves, and found that the responsible DF variable is unsigned short.
But I am trying to find it with Cheat Engine and obviously there are hundreds of variables with value 7, and most of them don't change in any way, so I have no idea how to find the right one. I am keep learning new stuff from Cheat Engine tutorials, but still no success.
Any hints?

Edit: Nvm, I got the offset thanks to Quietust!
Also simple_embark will work in next DFHack.
« Last Edit: June 07, 2012, 08:30:36 pm by Rafal99 »
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EmeraldWind

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Re: DFHack 0.34.10 r1
« Reply #1756 on: June 06, 2012, 09:29:02 pm »

But in stonesense, which goes in pack with DFHack no /plants/ folder. When i put # before grasses/index.txt it starts to lagg\freeze\crash. Any suggestion? Maybe i do something wrong?

They must have changed it since that post. I'm not sure otherwise.

Um, I just tried it out. Just simply putting the # in front of the grasses/index.txt should work. It won't get rid of trees or shrubs, but to get rid of those just put the # in front of their respective lines in the index.txt.

Did you try to run Stonesense more than once in a single DF session, because that might be why you got the lag? There's a memory leak there that reeks havoc on that.

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TheKaspa

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Re: DFHack 0.34.10 r1
« Reply #1757 on: June 07, 2012, 08:41:43 am »

When is an update for 0.34.11 expected?
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Tai'shar DwarfFortress

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LordBaal

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Re: DFHack 0.34.10 r1
« Reply #1758 on: June 07, 2012, 09:05:55 am »

We must be patient, for what I understand they need to work out a lot of memory addresses, and that seems like a lot of work to be done.
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TheKaspa

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Re: DFHack 0.34.10 r1
« Reply #1759 on: June 07, 2012, 11:27:44 am »

We must be patient, for what I understand they need to work out a lot of memory addresses, and that seems like a lot of work to be done.

Yeah, thake all the time you need. I was just curious.
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Tai'shar DwarfFortress

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LordBaal

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Re: DFHack 0.34.10 r1
« Reply #1760 on: June 07, 2012, 12:52:51 pm »

I'm actually checking this and the lazy thread several times a day.
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WillowLuman

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Re: DFHack 0.34.10 r1
« Reply #1761 on: June 07, 2012, 01:40:50 pm »

Looks like bugfixes might be over for now, so there might be enough time between versions to get a stable build out! :D
And enough time to play with it before it becomes outdated, too!
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caddybear

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Re: DFHack 0.34.10 r1
« Reply #1762 on: June 07, 2012, 02:03:29 pm »

Looks like bugfixes might be over for now, so there might be enough time between versions to get a stable build out! :D
And enough time to play with it before it becomes outdated, too!

I certainly hope so. Fixmigrant and clearghost commands are required to play the game, in my view.
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Hamek McEisenfaust

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Re: DFHack 0.34.10 r1
« Reply #1763 on: June 08, 2012, 07:22:42 am »

Forgive my question please. I would like to know, does changelayer when applied, change the already mined stone from that layer if used accidentally on a flux layer? i am unable to actually find my flux stone i already mined out, wasn't a huge amount, but is fairly important in the short term. my stone listing no longer lists the marble i had mined. should i just run it again, and use marble?
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Quietust

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Re: DFHack 0.34.10 r1
« Reply #1764 on: June 08, 2012, 07:45:48 am »

Changelayer only affects unmined stone - any mined-out boulders should not be changed.
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Grax

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Re: DFHack 0.34.10 r1
« Reply #1765 on: June 08, 2012, 09:24:30 am »

Changelayer only affects unmined stone - any mined-out boulders should not be changed.

Seems that changelayer don't work with my slightly modded 34.11 ;-(
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Tierre

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Re: DFHack 0.34.10 r1
« Reply #1766 on: June 08, 2012, 09:27:35 am »

There are some problems with changelayer. Try reloading and changing and saving..... might help.
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Iceflame

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Re: DFHack 0.34.10 r1
« Reply #1767 on: June 08, 2012, 09:35:28 am »

Looks like bugfixes might be over for now, so there might be enough time between versions to get a stable build out! :D
And enough time to play with it before it becomes outdated, too!

I certainly hope so. Fixmigrant and clearghost commands are required to play the game, in my view.

I didn't have to use the fixmigrant command once.
But for the clerghost - i agree.
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caddybear

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Re: DFHack 0.34.10 r1
« Reply #1768 on: June 08, 2012, 09:41:09 am »

I didn't have to use the fixmigrant command once.
But for the clerghost - i agree.

I always play low pop civs. When there's only a handful historical figures remain, the game will send traders that won't be able to join the fort without tweaking, consistently.
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Bonepart

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Re: DFHack 0.34.10 r1
« Reply #1769 on: June 08, 2012, 11:59:33 am »

I didn't have to use the fixmigrant command once.
But for the clerghost - i agree.

I always play low pop civs. When there's only a handful historical figures remain, the game will send traders that won't be able to join the fort without tweaking, consistently.

Holy crap! Is that what happened?

I started a game on Year 5 in 34.11 and I noticed a couple of traders wandering around doing nothing. Sadly they didn't last long once the Goblin Siege hit.

I didn't even realize that was a thing. Of course I don't think I've ever started on Year 5 before either.
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