Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 121 122 [123] 124 125 ... 373

Author Topic: DFHack 0.34.11 r3  (Read 1404422 times)

mithosaurion

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1830 on: June 13, 2012, 11:46:18 pm »

Hello, I would like to know if there is a command to give a targeted unit necromancy or vampirism.  It could be useful for my experiments.
Logged

luppolo

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1831 on: June 14, 2012, 04:46:29 am »

is there a way to make dorf under cursor to go berserk?
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1832 on: June 14, 2012, 04:48:28 am »

You can reveal a map and encase all those creatures in obsidian walls. And then pour some magma there:)
Logged

Hessuu

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1833 on: June 14, 2012, 07:47:47 am »

You can reveal a map and encase all those creatures in obsidian walls. And then pour some magma there:)
Problem is the 0 FPS I'm having because of the creatures. Unless your idea can be done purely with dfhack, it won't work :( I'm assuming that the painting tool might be able to do it?

I already tried to mod them to burn, but I guess things that are already on the map won't be affected by changes to raws :( Gonna try reclaiming once more to generate a new breed of exploding creatures. Maybe they take most of the old ones with them...
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1834 on: June 14, 2012, 08:46:13 am »

You can do it on the pause. With dfliquids. Of course it will take some time to burn them in the magma. But i think that if you drown them in magma and then unpause and wait for 30 minutes - it will help. Well i hope so. Just encasing in the obsidian won't help..... Well you can make a reservoir with magma AND lizards and put some water ABOVE it. This can kill all of them in only few frames. Which will be managamle if wait for some minutes i think.
Logged

MarcAFK

  • Bay Watcher
  • [INSANITY INTENSIFIES]
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1835 on: June 14, 2012, 09:49:24 am »

Undesignate those webs, every designation job causes serious lag.
Logged
They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Tierre

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1836 on: June 14, 2012, 09:54:25 am »

Yeah cancel all jobs. Undesignate everything. Unreeval map and make those idiots swim in magma with wate over thei heads. I will diffinately help:) At least it would be fun.
Logged

Hessuu

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1837 on: June 14, 2012, 01:13:04 pm »

I modded the 20k+ animal people to have a high body temperature and they all burned. Then restored the raws to their original state. Now I just have 20k+ corpses around, and my ram usage goes over 3gb, which is more than I can handle until I get my new RAM.
I think I can work from here, thanks for the help everyone, :D especially ag who also provided good info to the bugtracker for toady to view when he gets to it. x)
Logged

ag

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1838 on: June 14, 2012, 02:12:39 pm »

To get rid of the corpses, try placing a dump designation over the whole cavern layer they are in, and using autodump destroy. Note that you have to run the game for 100 frames for it to take full effect.
Logged

Hessuu

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1839 on: June 14, 2012, 03:17:16 pm »

They exist in my base and the outside mixed in with my goodies, since I had to reclaim every time I edited the raws.

EDIT: I suppose I could do it during the embark in which they burn to death... Gonna try.
« Last Edit: June 14, 2012, 04:14:54 pm by Hessuu »
Logged

AustralianWinter

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1840 on: June 14, 2012, 03:34:30 pm »

My game crashes, even with the symbols.xml file. Is this a common issue?
Logged
And the Lord said unto John, "Come forth and receive eternal life." But John came fifth and won a toaster.

Hessuu

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1841 on: June 14, 2012, 03:40:40 pm »

Works for me. Did you edit out the parts for other OSes and df versions?
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1842 on: June 14, 2012, 03:41:45 pm »

with wrong symbols.xml dfhack won't load at all. So i guess you either change something bad or it is a game issue. What d oyou do when game crashes? Genning a world for 1050 years with big mods might be the issue if you do it, but you gave no info at all. So can't help until you do.

btw - how can i change a part of my soil layer? I have an embark with 4 biomes on it. But only 1 soil layer with clay. Then i try to change it with CHANGELAYER it changes all of it. And i so wanted to get clay and sand in 1 embark.
« Last Edit: June 14, 2012, 03:43:51 pm by Tierre »
Logged

AustralianWinter

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1843 on: June 14, 2012, 03:43:37 pm »

with wrong symbols.xml dfhack won't load at all. So i guess you either change something bad or it is a game issue. What d oyou do when game crashes? Genning a world for 1050 years with big mods might be the issue if you do it, but you gave no info at all. So can't help until you do.

The game won't run, but the usual "Wrong Version of Dwarf Fortress"-error does not come up.
Logged
And the Lord said unto John, "Come forth and receive eternal life." But John came fifth and won a toaster.

Hessuu

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1844 on: June 14, 2012, 06:20:26 pm »

To get rid of the corpses, try placing a dump designation over the whole cavern layer they are in, and using autodump destroy. Note that you have to run the game for 100 frames for it to take full effect.
I placed a dump designation, used "autodump destroy", and it said "Done. 25725 items marked for destruction", but nothing has happened to the items. I have waited for a while now, and the FPS raised to 4, thanks to the fires stopping, but the items remain for some reason.  ??? Either I'm doing something wrong or we need a "proper" version for 0.34.11

EDIT: It seems the items also need to be claimed. Worked after that. FPS hasn't recovered tho, gonna need to figure out what's going on with that.  ::)
« Last Edit: June 14, 2012, 06:32:47 pm by Hessuu »
Logged
Pages: 1 ... 121 122 [123] 124 125 ... 373