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Author Topic: DFHack 0.34.11 r3  (Read 1404346 times)

Warmist

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Re: DFHack 0.34.11 r2
« Reply #2535 on: November 12, 2012, 04:35:50 pm »

DFhack became a very important software for my DF games,
expecially because it resolves with patch(s) many bugs.

Is there a link that I can go or a RSS I can subscribe to be updated about updates ?
Not a forum link, because as you already did it the link can change.
this could help: atom link to peterix's github

Nokao

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Re: DFHack 0.34.11 r2
« Reply #2536 on: November 12, 2012, 05:16:56 pm »

DFhack became a very important software for my DF games,
expecially because it resolves with patch(s) many bugs.

Is there a link that I can go or a RSS I can subscribe to be updated about updates ?
Not a forum link, because as you already did it the link can change.
this could help: atom link to peterix's github

Thanks. And next question will be:

considering this is very beta stuff,
but also works on making the "present" in the game better and don't edit the "past" (saving new items or stuff like that in the savegames),
is it safe to keep it updated ?
even if it's very very new ?

Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2537 on: November 12, 2012, 05:53:20 pm »

well you update when ever you see a new addon that you want or if toady updates his game and we have to come out with a patch.
other than that no mandatory update system needed.
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Mr S

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Re: DFHack 0.34.11 r2
« Reply #2538 on: November 12, 2012, 08:44:41 pm »

And, as with any "experimental" pre-Alpha feature, or add-on, Back-up, Back-up, Back-up!!
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Nokao

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Re: DFHack 0.34.11 r2
« Reply #2539 on: November 12, 2012, 09:07:50 pm »

ok, thanks

I played with lazy newb pack, until now I discovered this masterwork megapack.

Is dfhack also inside masterwork, right ?

Dibber6

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Re: DFHack 0.34.11 r2
« Reply #2540 on: November 12, 2012, 09:14:26 pm »

Whoops wrong forum. Ignore this.
« Last Edit: November 12, 2012, 09:29:57 pm by Dibber6 »
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Deon

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Re: DFHack 0.34.11 r2
« Reply #2541 on: November 12, 2012, 11:16:22 pm »

ok, thanks

I played with lazy newb pack, until now I discovered this masterwork megapack.

Is dfhack also inside masterwork, right ?
DFHack is there, I think not all plugins are enabled, but you can do it yourself.

How do I set up the Siege Engine plugin? I noticed it uses the GUI, what GUI?

I want to bring some military spice into my fort that isn't just the boring ol' swordmaster squad.
Rename "dfhack.init-example" to "dfhack.init", now it tells DFHack which plugins to load. Open it with notepad, you can remove lines of fixes/plugins you don't want.
For siege engine scroll down, you will see:
Quote
# siege engine control
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/SiegeEngine gui/siege-engine
It shows that the siege engine front end is now bound to Alt-A, you can change it if you want.
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Master Catfish

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Re: DFHack 0.34.11 r2
« Reply #2542 on: November 13, 2012, 02:01:38 pm »

Is it possible to force a dwarf to go berserk or to change loyalty in fortress mode? If so, how? Also, can it be done to an existing game which does not yet have DF hack installed?
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Mr S

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Re: DFHack 0.34.11 r2
« Reply #2543 on: November 13, 2012, 05:16:10 pm »

Quote
[DFHack]# lua
[lua]# dfhack.gui.getSelectedUnit().mood = df.mood_type.Berserk
[lua]# quit

This discussing just a few days ago describes setting the Berserk flag.  Search a bit further back regarding setting membership flags, which would affect loyalties.  However, once they're Berserk, all loyalties go out the window.

Also, you can install DFHack over an existing DF game without having to regen worlds.  As always, make backups as YMMV.
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Master Catfish

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Re: DFHack 0.34.11 r2
« Reply #2544 on: November 13, 2012, 05:30:57 pm »

Great. That was exactly what I was hoping for. Thanks very much!
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Feyd

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Re: DFHack 0.34.11 r2
« Reply #2545 on: November 14, 2012, 03:56:51 am »

Quote
[DFHack]# lua
[lua]# dfhack.gui.getSelectedUnit().mood = df.mood_type.Berserk
[lua]# quit

This discussing just a few days ago describes setting the Berserk flag.  Search a bit further back regarding setting membership flags, which would affect loyalties.  However, once they're Berserk, all loyalties go out the window.

Also, you can install DFHack over an existing DF game without having to regen worlds.  As always, make backups as YMMV.

Yes, I read this, but how to get normal?
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2546 on: November 14, 2012, 04:31:01 am »

Code: [Select]
[DFHack]# lua
[lua]# dfhack.gui.getSelectedUnit().mood = df.mood_type.None
[lua]# quit

or Nil

oh here's the highly experimental Gm-editor Warmist made for slow testing around dwarf fortress
« Last Edit: November 15, 2012, 06:28:58 am by Rumrusher »
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DAMN YOU RUMRUSHER!!!!!!!!
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Quietust

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Re: DFHack 0.34.11 r2
« Reply #2547 on: November 14, 2012, 11:01:25 pm »

Code: [Select]
[DFHack]# lua
[lua]# dfhack.gui.getSelectedUnit().mood = df.mood_type.NONE
[lua]# quit

or Nil
Actually, neither NONE nor Nil will work:
1. Nil isn't a number - if it was, it'd be 0, and 0 means "Fey".
2. "NONE" isn't a valid enum value for df.mood_type - it's case-sensitive, so you have to use "None".
« Last Edit: November 14, 2012, 11:05:56 pm by Quietust »
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Mr S

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Re: DFHack 0.34.11 r2
« Reply #2548 on: November 14, 2012, 11:40:22 pm »

Wow, that DF Engine is one picky bitch  :P

In a related note, if I, say, set a dwarf to Macabre Fey, will they, in turn claim a workshop and "materials" and make something artifact-y?

Dwarven child care may be taking a whole new angle, muahahahaha!!!!
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Quietust

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Re: DFHack 0.34.11 r2
« Reply #2549 on: November 15, 2012, 07:23:01 am »

In a related note, if I, say, set a dwarf to Macabre Fey, will they, in turn claim a workshop and "materials" and make something artifact-y?
Certainly not - it won't do anything unless you actually create and assign a Strange Mood job (which includes specifying all of the required items).
« Last Edit: November 15, 2012, 10:44:44 am by Quietust »
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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.
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