kikrost is a really happy farmer...
PS: It's a good software...It will help me manage that little beardy men...
(http://si.lorcode.com/images/Runesmith.png)
I guess I should implement editing the pregnancy timer if possible :DDoesn't work as expected I'm afraid. It requires some other things to exist (I assume the simulated genetics play a role). Best thing you can do is accelerate a pregnancy and this only works late in the process, otherwise you'll get abortions. Just setting the timer on a bunch of cats no longer works.
I guess I should implement editing the pregnancy timer if possible :DDoesn't work as expected I'm afraid. It requires some other things to exist (I assume the simulated genetics play a role). Best thing you can do is accelerate a pregnancy and this only works late in the process, otherwise you'll get abortions. Just setting the timer on a bunch of cats no longer works.
So, no catsplosion tool like the one for 40d is possible (yet). I won't be getting my 4000 cat fortress for testing. Neutering on the other hand ... should be quite possible by setting the timers to zero whenever the game starts them.
Out of curiosity, whats so difficult about coding in an edit function? Once you have the correct memory placement for the stats and skills (which apparently has been found) are there obstructions to changing the values?
Both, but what I wanted was to see the actual XP progress towards the next level of strength or any other attribute.
Update 14/06/2010: Can now edit Happiness values :DNice. Though I doubt the functionality of editing happiness. :P
Skill editing would be nice as an added feature, you can already see the skills and can use the same way as you edited happiness.
will it be able to edit items?
so does this mean I can enslave friendly goblins by slapping a tame flag and saving the game?They won't do any jobs though. You need the "Friendship" enchancer (http://www.bay12forums.com/smf/index.php?topic=55713) for that, which I doubt works for 31.06.
Another update, just implemented skill level and xp editing.I never used Dwarf Companion, so what does skill level editing mean? does it mean I could turn someone into a High Master engraver instantly?
@Darius: I'm not sure about a hex editor tbh, but displaying the offset of certain things is possible.
Edit: Just added attribute writing to :D
Will we be able to use your awesome tool to edit Dwarven likes/dislikes/preferences? And appearance values? Relationships? Pets?
Edit: Also, will I be able to modify the number of dorfs in my fortress at any given point? Say I want to start with 20 or so...will I be able to just add them into the save?
Which platforms will this work for?
I never used Dwarf Companion, so what does skill level editing mean? does it mean I could turn someone into a High Master engraver instantly?
The number of starting dwarves can be changed during embark by a number of tools, though currently not this one. As for adding dwarves while playing, I'm not sure that's feasible tbh.Unfortunately none of them work with 0.31 (AFAIK) :( I've tried searching for the offset to try changing by hand (it should be somewhere near the starting embark point count, right?) but I haven't had any luck finding it. If you know the location please let me know.
I'd say it's a constant... and as that, it will be part of some instruction in the code section.The number of starting dwarves can be changed during embark by a number of tools, though currently not this one. As for adding dwarves while playing, I'm not sure that's feasible tbh.Unfortunately none of them work with 0.31 (AFAIK) :( I've tried searching for the offset to try changing by hand (it should be somewhere near the starting embark point count, right?) but I haven't had any luck finding it. If you know the location please let me know.
Traits + gender switching are planned, don't think DFHack currently supports relationships. Maybe in the future :)
IIRC relationships are in an array (probably in the soul) and in this other structure that is used in legends. Could be horrible to edit and buggy when offloaded.
Only three way?IIRC relationships are in an array (probably in the soul) and in this other structure that is used in legends. Could be horrible to edit and buggy when offloaded.
There go my hopes of three way marriages
In .38c the point count was at 0x007baf5a and the starting dwarves count was at 0x007bbdb5, so I was working off the assumption that they'd be a similar distance from each other in the new version as well.I'd say it's a constant... and as that, it will be part of some instruction in the code section.The number of starting dwarves can be changed during embark by a number of tools, though currently not this one. As for adding dwarves while playing, I'm not sure that's feasible tbh.Unfortunately none of them work with 0.31 (AFAIK) :( I've tried searching for the offset to try changing by hand (it should be somewhere near the starting embark point count, right?) but I haven't had any luck finding it. If you know the location please let me know.
Where/how do you find/modify that, Ogantai?From Rick's (sadly unupdated) DF Tweak. The memory locations are in the core.general.xml files in each version folder.
I have a feeling that changing that number's going to be above my head.Hopefully RuneSmith will be able to do that for us then :D
I hope so. I can't wait for this thing to come out. I have such plans!Me too!
find the number for points.:o is this for 0.31.06 only?
Change the hex into numbers
Add 3711 to the number
Change it into hex
Search
Be happy.
Memory is my thing :)
(Finds number of starting dwarfs)
In .06, the byte at 0090D664 controls the number of starting dwarves. Use a debugger / cheat program / memory editor to set it to something between 7 and 255, before entering the "Prepare for the journey carefully" phase of Embark.No wonder I couldn't find it, I was assuming it was a 4-byte integer like in previous versions.
Here's a disassembly of the relevant area for those that care:Spoiler (click to show/hide)
find the number for points.:o is this for 0.31.06 only?
Change the hex into numbers
Add 3711 to the number
Change it into hex
Search
Be happy.
Memory is my thing :)
(Finds number of starting dwarfs)In .06, the byte at 0090D664 controls the number of starting dwarves. Use a debugger / cheat program / memory editor to set it to something between 7 and 255, before entering the "Prepare for the journey carefully" phase of Embark.No wonder I couldn't find it, I was assuming it was a 4-byte integer like in previous versions.
Here's a disassembly of the relevant area for those that care:Spoiler (click to show/hide)
Big thanks to both of you by the way.
Roger that (I only have a windows build done atm, setting up linux build environment atm.)try mediafire if DFFD isn't working.
Edit: trying to upload to DFFD, taking ages :/ It seems to be down or something
that reminds me... need to update my mod :/ (will do when 0.7 comes out...)
But yeah if it will work... omg the possibilities...
that reminds me... need to update my mod :/ (will do when 0.7 comes out...)FINALLY YOU REMEMBERED.
But yeah if it will work... omg the possibilities...
Note to self: Starting new moods leads to insanity. :P
Both.Note to self: Starting new moods leads to insanity. :P
Did you just set the flag or use the mood tab?
Is it just me, or is it only possible to edit skills that the dorfs already have? In my list, that's all I'm seeing. Maybe I'm missing something?
Edit: Also, is there any way to put the nickname in the name box, or can I edit the name straight up to see whom I am editing amongst my friends? (I know, I'm an odd cookie. I like to put my friends in everything. You should see some of my Madden saves! I have whole teams built around those losers. :P)
Hey just had a quick question. is there any way to make other creatures part of your fortress like in DC? like say changing goblin invaders to actual fortress residents instead.Should be, use the flags. I'm not sure which ones would do, probably either tame or is resident
Quick Double Question: can you steal the merchant guards if you want extra dwarves? how?
View->show dead
Well i got a new crash just then. testing out how i can steal other creatures for my fort so i set one of my dwarves to Diplomat and sure enough he popped up as friendly. tried switching him back, crashed Runesmith and DF. so apparently thats not how you steal other people XD
Seems tobreakcrash DF and itself if you try to open it up before loading a save-game.
Id suggest. for a future update possibly. a heal button of some sort.
I have a xp and it seems I can't move to other parts of the utility.
it's just stuck at the check dwarfs section.
also I'm on deon's genesis mod since it's the only .06 version of dwarf fortress.
wait I can edit the happiness of dwarfs but that is all, everything else is pretty much irresponsible.
Button to reload raws, good help with modding.
Looks fantastic, nice work with the quick updates to fix bugs.
Going to test it now.
System: Vista 64
Things I noticed: (Yeah, I get that its an alpha)
The newest download still has the "failed to write" when it writes anyway... Not much, just annouying
Editing traits adds a drop down box with nothing in it
First letter of first names are undercase, minor. I take it this is due to the old hungarian thing where you name veriables lower case first?
Refreshing asks if you want to write changes even if you havent made any.
Might want to add a ruitine that checks if you have made any changes, ie, you make a change and it sets a value to 1/true, then when you refresh its reset.
Mood tab is empty (Only when you have moods maybe? Sorry if I misunderstood this)
Attributes are bugged anyway. I THINK it reads the wrong persons attributes. Infact im certain on this. Change an attribute, set it, it will show you a different value, then you click back on the person u changed and its fine.
This happens with alot of things. You click the person, change the value, set it, it highlights the same person but anouther one is selected and anouther person's stuff is edited.
Overall: Usable, putting up with the bugs becuase this utility is just that awsome.
Ohh yeah. And apparently trolls never get angry. (Traits)
And all demons are female.
And I can see tamming unkillable titans a good defence
wait, how did you manage to get DF to start responding again after it stopped?
I found a temp solution to my problem. I need to swap between two windows to navigate through the utility. task manager has a always on top so one could swap between(DF also to).
oh so does this only work on 31.06 or does it work for any of the 31.# if the later then maybe I could go back to using 03.
I'm back to windows so I will try your tool, it looks good.
wait, how did you manage to get DF to start responding again after it stopped?
I can't seem to figure out how things work, and when I try to write the changes, it gives me an error and says nothing was written.
NOTICE: Does not work with 64 bit or vista systems (Im not sure which, I have both)
To make this work:
right click on the .exe, properties, compatability, change the mode to compatable for xp service pack 2
run as admin
Works now. Sorry for bothering you xD
I can now select traits, now I have the "Says it cant write but does" bug still.
NOTICE: Does not work with 64 bit or vista systems (Im not sure which, I have both)Works completely fine without compatibility on. Vista 64Bit.
To make this work:
right click on the .exe, properties, compatability, change the mode to compatable for xp service pack 2
run as admin
Works now. Sorry for bothering you xD
I can now select traits, now I have the "Says it cant write but does" bug still.
NOTICE: Does not work with 64 bit or vista systems (Im not sure which, I have both)It works perfectly fine for me on Windows 7/64-bit. no messing around compatibility or anything. I started a fortress, messed around with my dwarves, saved, reloaded, messed around a bit more, no weirdness or not-writing messages.
What I've found is that moods don't work, at least not for me. I got a secretive mood in my first season with my big caravan, and when I went to change it, I couldn't change the type of mood. The moodable skill tried to change the type of mood, and didn't wind up changing anything.
Seems I can't get it to work for the new version: .07.
.06 runs just fine and is nearly perfect.
I didn't even know .07 was out :S
The problem is that the xml file with it hasn't been updated with the .07 offsets, I'll find out if they've been added to DFHack yet
Well, when Runesmith upgrades to .07, so will I. I am never DFing without this tool again.
Very small side note: Random Swimming Tags on my miners. No, they are NOT swimingWell, when Runesmith upgrades to .07, so will I. I am never DFing without this tool again.
Agree'd
And I cant set the skill for moods, so they end in a failed mood and dead dwarf.
We're such fanboys. lol
Thats because the interface is user friendly and the coder is damn good at fixing bugs. Quickly.
On a side note, setting mood to none resets all flags, so theres no flags that are on normal dwarfs. Had to fix this manualy.
QuoteI didn't even know .07 was out :S
The problem is that the xml file with it hasn't been updated with the .07 offsets, I'll find out if they've been added to DFHack yet
Wonderful, thank you very much.
If it's possible, could I request adding to the ability to edit dwarfs noble positions.
Is it possible you could make it so ALL social skills are seen or have a tab of there own? I cant ADD social skills in through DT. I need apraisal for my broker, but we have no trade. Think my parent civ is dead.
Not sure about nobles, would have to add some more stuff to DFHack. Atm I'm debugging the flags writing function I added.Is it possible you could make it so ALL social skills are seen or have a tab of there own? I cant ADD social skills in through DT. I need apraisal for my broker, but we have no trade. Think my parent civ is dead.
Don't think it's possible (though I could be wrong) since they're handled differently to how labours are set and it would involve nasty stuff to do with vectors in DF's memory.
Also, think I've found why the flags are getting wiped out. Looks like a typo I made it the writing function I added to DFHack.
Ok seem to have fixed the flags being wiped out bug. The flags are stored in to 32 bit ints and only one of them was getting written back to DF, so effectively half the flags weren't working. So try any flags things that didn't work last time you tried again, since they may not have been written back :D
I really wish I'd done better testing before release now. Now uploading to the same link, v0.1.3 fixed flags (and forgot to modify the about box so it still reads 0.1.2)
If it's possible, could I request adding to the ability to edit dwarfs noble positions.
Dont think so, did a quick search on the memory.xml and has nothing todo with noble. Would have to work with DF hack for that.
To make this work for newer versions, dl the newest dfhack when its out and replace dfhack.dll and memory.xml
Looking forward to using this so that my military are actually quick enough to catch those fucking Job-cancellation Dark Gnomes.
Excellent! I've been looking forward to trying this out since I found out about it. :D
EDIT: this will probably have been mentioned in the thread already and you're almost certainly aware of it, but trying to edit skill level or progress sets them to zero.
EDIT2: is this the 'flag wipe' mentioned earlier?
In .06, the byte at 0090D664 controls the number of starting dwarves. Use a debugger / cheat program / memory editor to set it to something between 7 and 255, before entering the "Prepare for the journey carefully" phase of Embark.
This is no longer true in .08. All I'm getting is Value = ??
Is there a new address for this?
One feature I really miss; The ability to change civ flag. Is that going to come back anytime soon? I loved grabbing a goblin or two for my fort with DC.
Everything ok now?
hopefully you add in the ability to change the race of creatures.
OMG! ULTIMATE PESKY NOBLE SOLUTION! No need to expend the effort on trap rooms!Everything ok now?
So far so good! I'm greatly enjoying the util, and I'm passing the time figuring out what the different flags do when toggled. Fun Fact: Checking the 'Dead' flag on a living creature does not just kill them, it literally eliminates them from existance! No body left, no inventory items, and completely missing on the 'U' screen.hopefully you add in the ability to change the race of creatures.
OMG! ULTIMATE PESKY NOBLE SOLUTION! No need to expend the effort on trap rooms!Everything ok now?
So far so good! I'm greatly enjoying the util, and I'm passing the time figuring out what the different flags do when toggled. Fun Fact: Checking the 'Dead' flag on a living creature does not just kill them, it literally eliminates them from existance! No body left, no inventory items, and completely missing on the 'U' screen.hopefully you add in the ability to change the race of creatures.
In .06, the byte at 0090D664 controls the number of starting dwarves. Use a debugger / cheat program / memory editor to set it to something between 7 and 255, before entering the "Prepare for the journey carefully" phase of Embark.
This is no longer true in .08. All I'm getting is Value = ??
Is there a new address for this?
But then your dwarves don't get credit for killing the unkillable. it just vanishes.OMG! ULTIMATE PESKY NOBLE SOLUTION! No need to expend the effort on trap rooms!Everything ok now?
So far so good! I'm greatly enjoying the util, and I'm passing the time figuring out what the different flags do when toggled. Fun Fact: Checking the 'Dead' flag on a living creature does not just kill them, it literally eliminates them from existance! No body left, no inventory items, and completely missing on the 'U' screen.hopefully you add in the ability to change the race of creatures.
Yeah, but this kinda kills the fun of noble hunting. HOWEVER! This is the ULTIMATE PESKY UNKILLABLE FORGOTTEN BEAST SOLUTION! No need to create Orbital Strikes to kill that smelly blob of vomit!
I have a small request, sizeak. Is it possible for you to code a feature that allows Runesmith to write a custom X/Y/Z position for a creature, to allow defacto teleportation? I know that it currently reads and displays this, but I would like to modify the creature's location as well. I had an idea about building a completely enclosed space, teleporting the HFS there, and then every time you get a goblin siege (or elf merchants), proceed to teleport the latter within the "arena". Joy of joys as you see the goblins/hippies utterly slaughtered by those nasties. :Dor you could use it to test how many goblins it takes to kill HFS. cage every goblin and/or elf you can, then save, backup the save incase it wasn't enough, then dump them all out into a pit and teleport them into the HFS in a huge zerg rush or non-dwarves.
Or you could use it to watch a gobbo fall 400 z levels to his untimely doom. ...what?you can already do that, thus its not as on-topic as what we could do with teleportation.
Or you could use it to watch a gobbo fall 400 z levels to his untimely doom. ...what?you can already do that, thus its not as on-topic as what we could do with teleportation.
like, we could have a gobbo fall 5 stories repeatedly to save time building.
I love this program, however there is one thing that i want to know... where is that ability for my dwarfs to understand relationships, as I maxed out all attributes and skills, yet I still got this problem where they have a poor ability to understand relationships or manage it...
point taken.Or you could use it to watch a gobbo fall 400 z levels to his untimely doom. ...what?you can already do that, thus its not as on-topic as what we could do with teleportation.
like, we could have a gobbo fall 5 stories repeatedly to save time building.
Well, how about this, then? You could make an entire battalion of Gobbos fall to their doom from 400 z levels up without making a ridiculous deathtrap that takes at least a few months real time to build?
I love this program, however there is one thing that i want to know... where is that ability for my dwarfs to understand relationships, as I maxed out all attributes and skills, yet I still got this problem where they have a poor ability to understand relationships or manage it...
Did you do any monkeying with the "Traits" tab? I'm not sure that that's there, but it's a place to start looking...
I love this program, however there is one thing that i want to know... where is that ability for my dwarfs to understand relationships, as I maxed out all attributes and skills, yet I still got this problem where they have a poor ability to understand relationships or manage it...
Did you do any monkeying with the "Traits" tab? I'm not sure that that's there, but it's a place to start looking...
I did, but i don't think it's that. It should be at the attribute section because it's red instead of green, I think it's not added into it.
0x517A5D: yeah i made a setting in my program to edit embark party. Unfortunately it crashes if less then 7. Didn't look into it, but my guess that somewhere later (alot?) in the code there is an assumption that party is of 7.
Use cheatengine, artmoney, or any other memory editor.0x517A5D: yeah i made a setting in my program to edit embark party. Unfortunately it crashes if less then 7. Didn't look into it, but my guess that somewhere later (alot?) in the code there is an assumption that party is of 7.
Excuse my complete ignorance on this process but how would you actually go about setting a higher number than 7?
Use cheatengine, artmoney, or any other memory editor.0x517A5D: yeah i made a setting in my program to edit embark party. Unfortunately it crashes if less then 7. Didn't look into it, but my guess that somewhere later (alot?) in the code there is an assumption that party is of 7.
Excuse my complete ignorance on this process but how would you actually go about setting a higher number than 7?
I have a small request, sizeak. Is it possible for you to code a feature that allows Runesmith to write a custom X/Y/Z position for a creature, to allow defacto teleportation? I know that it currently reads and displays this, but I would like to modify the creature's location as well. I had an idea about building a completely enclosed space, teleporting the HFS there, and then every time you get a goblin siege (or elf merchants), proceed to teleport the latter within the "arena". Joy of joys as you see the goblins/hippies utterly slaughtered by those nasties. :D
I love this program, however there is one thing that i want to know... where is that ability for my dwarfs to understand relationships, as I maxed out all attributes and skills, yet I still got this problem where they have a poor ability to understand relationships or manage it...
Did you do any monkeying with the "Traits" tab? I'm not sure that that's there, but it's a place to start looking...
I did, but i don't think it's that. It should be at the attribute section because it's red instead of green, I think it's not added into it.
It looks like Runesmith is missing entries for the following attributes:
-Kinesthetic Sense
-Empathy
-Social Awareness
That's probably why your dorfs still has "relationship problems :P"; you couldn't modify the Social Awareness attribute if you wanted to. I guess this is another feature request to sizeak for the next version? ;)
Looking at it from the positive side, at least your dwarves can rip apart sieges with their bare hands.
Bad news. I implemented setting the mood skill and it still causes them to go berserk if you set a mood. I'm guessing you need them to have mood materials to, however these aren't present unless it's a real mood and currently its not something that can be set.
Edit: On a good note, it's now possible to edit their positions, though be careful where you transport them to, it's very possible to transport them into solid rock...
Is it just me, or does changing a gender only sort of work? I changed a male dorf into a woman, but that dorf still went on to bed down a woman. Also, Dwarf Therapist still sorts them by their original gender, even after restarting the program.
I feel like I'm doing a lot of complaining and nothing to help. I just want you to know, sizeak, that I really appreciate this tool, and it's an awesome thing you've brought to life. Between Runesmith and DF, it's inspired me to go into programming, so long as there's a "Programming for noobz" class.
Is it just me, or does changing a gender only sort of work? I changed a male dorf into a woman, but that dorf still went on to bed down a woman. Also, Dwarf Therapist still sorts them by their original gender, even after restarting the program.
I feel like I'm doing a lot of complaining and nothing to help. I just want you to know, sizeak, that I really appreciate this tool, and it's an awesome thing you've brought to life. Between Runesmith and DF, it's inspired me to go into programming, so long as there's a "Programming for noobz" class.
well I had a female to male adventure swap back to female once I retired her in a town.Is it just me, or does changing a gender only sort of work? I changed a male dorf into a woman, but that dorf still went on to bed down a woman. Also, Dwarf Therapist still sorts them by their original gender, even after restarting the program.
I feel like I'm doing a lot of complaining and nothing to help. I just want you to know, sizeak, that I really appreciate this tool, and it's an awesome thing you've brought to life. Between Runesmith and DF, it's inspired me to go into programming, so long as there's a "Programming for noobz" class.
Well, a man is still a man (or dwarf), even if he grows a pair of boobs after eating way too much McDonald's... :P
On a serious note, its possible that gender definitions are much more than just a simple flag. Quite possibly there's various underlaying code (and memory offsets) that still define that dwarf to be its original gender, regardless of how many times he visits the Runesmith for a sex-change.
One quick thought just popped up: Will a dwarf so changed be able to get pregnant and bear children?
One quick thought just popped up: Will a dwarf so changed be able to get pregnant and bear children?
V0.1.4 released & uploaded, done some testing and it seems ok, but I imagine you lot will find a bug or two. I hope not though, would do more but going to bed now as it's 4am.
V0.1.4 Changes:
- Added position editing
- Added mood skill editing
- Added missing attributes
- Fixed keyboard navigation in the dwarf and creature tables
- Some minor internal optimisation
sizeak's Runesmith: We do what we must, because, it's fun.
Oddly, that fits the tune if you sing it out loud.
Edit: Also, I thought I saw something about different castes per gender in [CREATURE:DWARF] in the raw/objects/creature_standard file, but I wasn't sure what it meant, because I are noob. So, you're probably right about that.
I do believe the bottommost tag overwrites the topmost one. I recall toady mentioning that you can't have one caste with both tags, so I assume it is a conflict. And usually in the raws in the case of conflicting tags the tag that appears later in the entry overwrites the earlier ones.
This post is mostly just here to get this thread into my updated topics list. Nice work so far.
Bad news. I implemented setting the mood skill and it still causes them to go berserk if you set a mood. I'm guessing you need them to have mood materials to, however these aren't present unless it's a real mood and currently its not something that can be set.That's a shame, It's a thing I was really looking forward to doing. But will it be possible to change the materials required for a dwarf already in a mood? Becuase not having berzerk/stark raving/melancholy dwarves due to lack of shells would be awesome.
Yeah there is already some code towards that goal in the app, it's just commented out for release builds until it's done. It's a slightly bigger task than the additions to this update.Bad news. I implemented setting the mood skill and it still causes them to go berserk if you set a mood. I'm guessing you need them to have mood materials to, however these aren't present unless it's a real mood and currently its not something that can be set.That's a shame, It's a thing I was really looking forward to doing. But will it be possible to change the materials required for a dwarf already in a mood? Becuase not having berzerk/stark raving/melancholy dwarves due to lack of shells would be awesome.
Nice work implementing position changing btw.
V0.1.4 released & uploaded, done some testing and it seems ok, but I imagine you lot will find a bug or two. I hope not though, would do more but going to bed now as it's 4am.SUPER SWEET! Those gobbos will not know what hit 'em (Actually, they will. A piece of the floor as they're falling from 400 Z up in the sky.) :P
V0.1.4 Changes:
- Added position editing
- Added mood skill editing
- Added missing attributes
- Fixed keyboard navigation in the dwarf and creature tables
- Some minor internal optimisation
This utility has progressed so much, I can't even fathom why I was playing DF without it. Runesmith will eventually be the all-in-one for serious DF hacking.
Minor request, if possible: Does dfhack have the ability to find the flag that sets 'On Break' status for a dorf? If so, can you add this feature to the Flags tab in Runesmith? It kinda ticks me off that my broker is "on break" and there are three different caravans waiting in the depot ::).
So sizeak...
I used your program for the first time today...
I am...
Very pleased ;)
The interface is very easy to use. I like how easy it is to mod stats.
Keep up the good work, now all you need to implement is the tile editor and I'd cuddle up next to you ;P lol... jk... or am I?
I do believe the bottommost tag overwrites the topmost one. I recall toady mentioning that you can't have one caste with both tags, so I assume it is a conflict. And usually in the raws in the case of conflicting tags the tag that appears later in the entry overwrites the earlier ones.
This post is mostly just here to get this thread into my updated topics list. Nice work so far.
Thanks much for the response. I was actually hoping that they'd work together; it would allow me to mod "self-replicating" creatures such as oozes and other slimies.
Following up on this, I wonder if dfhack library has an offset that toggles pregnancy; this should allow for quick catsplosion :D.
Try the "Has Breaks" flag between "Had Mood" and "Has Moods", it might (should?) do what you want, not sure as I haven't tried it before...
Might add a kill button and the functionality to select multiple creatures...
QuoteMight add a kill button and the functionality to select multiple creatures...
Please just be sure to make forgotten beasts killable. I've had combat last 3/4 of a year and still loose dwarves while every single part of the beast's body was red.... *sigh*
not just dead, completly wiped from existance. anything in its inventory and all of its still attached parts will be no more.QuoteMight add a kill button and the functionality to select multiple creatures...
Please just be sure to make forgotten beasts killable. I've had combat last 3/4 of a year and still loose dwarves while every single part of the beast's body was red.... *sigh*
Use the "Dead" flag in Runesmith. It will instantly be dead as soon as the changes are written to DF
there is a vanish flag in Runesmith if you have that much of a grudge with them.^This. If it's possible, the ability to resurrect dead dwarves would be brilliant, Sizeak.
still why do that when you could tame and use them for your own needs.
nothing like having a mini army of titans ready to attack on your command (might need slavery enhancer to swap between the race in military to fill them in.).
what runesmith needs is a Heal section so one could revive some dead person and end up with a ghost of them(no body parts when rez).
it has been done, however there has been no reliable utility to do so since the last few versions.there is a vanish flag in Runesmith if you have that much of a grudge with them.^This. If it's possible, the ability to resurrect dead dwarves would be brilliant, Sizeak.
still why do that when you could tame and use them for your own needs.
nothing like having a mini army of titans ready to attack on your command (might need slavery enhancer to swap between the race in military to fill them in.).
what runesmith needs is a Heal section so one could revive some dead person and end up with a ghost of them(no body parts when rez).
well you can resurrect (tick off dead and killed from the creature) it's just they would keep their old wounds and die again and since DF keeps track of their deaths and will shutdown.there is a vanish flag in Runesmith if you have that much of a grudge with them.^This. If it's possible, the ability to resurrect dead dwarves would be brilliant, Sizeak.
still why do that when you could tame and use them for your own needs.
nothing like having a mini army of titans ready to attack on your command (might need slavery enhancer to swap between the race in military to fill them in.).
what runesmith needs is a Heal section so one could revive some dead person and end up with a ghost of them(no body parts when rez).
At this point, I'm just wanting a tile editor.Same here.
Nice to see a successor to DC!
Me, I WAS going to press the dead flag on a group of goblin ambushers, turn my axedwarves into superlegendary freaks, and make a fisherdwarf actually capable of fishing...
...but then I noticed something very odd.
(WARNING, HFS AHEAD)Spoiler (click to show/hide)
i think theres a funny thing with the "player civilization True/false" thing. not entirely sure its working as intended if its working at all as i have a cave full of ant people who have that ticked but arent part of my dwarf civ.I think it only works well in adventure mode seeing no one would attack any one in their own civ unless provoked or insane. still it make weeding out ambushes in fort mode funnier when a goblin rats out their position and gets killed for it.
how come im getting rsexception with the new version? im using windows 7 64 bit, and uh yea the program just gives me that error whether dwarf fort is running or not then crashes with a runtime error when i close it
With the new version I'm trying to edit the Skill of a Fey dwarf from stonecrafting to say armoring but the only selections I have are the conversation skills such as comedy and consoling.
From looking at the dwarf I think that I can only choose skills the the dwarf has, however he doesn't have any workable skills, being a useless noble ;)
Use DT to set new labours
i think it would be cool if we could use runesmith to heal wounded dwarves cause right now if i remove the killed and dead tags my dwarves just instantly bleed to death.
well that and if you zombie them they would crawl around like blobs of nothing. necromancy has not been perfected yet.i think it would be cool if we could use runesmith to heal wounded dwarves cause right now if i remove the killed and dead tags my dwarves just instantly bleed to death.
This just makes me think of this. (http://www.nuklearpower.com/2005/11/10/episode-622-now-shut-up/)
I think I'm going to add a button to set all dwarves attributes to a value as well as skills. I'm pondering having a feature to specify a race(s) to auto-kill the non-tame creatures of that race automatically on refreshing(updating)
I think I'm going to add a button to set all dwarves attributes to a value as well as skills. I'm pondering having a feature to specify a race(s) to auto-kill the non-tame creatures of that race automatically on refreshing(updating)oh I found out that in deons mod that if you get a demon king to hit a dusk elf he loses his nobility.
I don't suppose we could find a way to erase nerve damage? As far as I know, damage to motor and sensory nerves is completely irreversible ingame, and not even removing [HAS_NERVES] from the raws will fix a dwarf who has suffered motor/sensory nerve damage. This has led to several permanent invalids. I have no way of getting them back in action, neither through legit, hack, or RAW editing means.It's [THOUGHT] that you need to remove from the relevant organs/tissues. That's the way it was in 40d anyway, ref: Morul.
This is especially devistating to me, because through my RAW editing I have wound up with a race that has a global population of exactly 14 -- and one of them is now dead, with no more immigrants EVER arriving. So the only way I can populate fortress is by having my only married woman popping out babies (she has five sons and a daughter so far!) This lack of population combined with my average FPS of 5 means my fortress runs at a snail's pace, even with hacked speed. If I could just have those three back in action, I would be extremely happy.
I've even tried first removing [HAS_NERVES] and then unchecking "Nerves Calculated" in Runesmith, and not even that helped them -- it seems that [HAS_NERVES] only controls whether the unit's nerves can be damaged in battle.
I know this is a dumb question, but can we utilize this in Adventure mode?YES!
awesome.
~15000 forum members and only ~400 downloads :(
Glad you like it, I'm currently working on a update including the ability to set all the dwarves(or whatever main race you have set) skills and attributes in one go also working on mood material editing.
1) It is probably possible, at least to extent, but without investigating it more I can;t promise anything
2) I don't think pregnancy stuff for the 2010 versions has been figured out yet, but when it has been, sure.
3) I'm not sure quite what you mean by this, do you mean spawning a new animal unit?
4) Not sure about this one
5) By this do you mean so they don't have to be built on magma? It should be possible
6) Not sure on this one without looking into it
GITS is awesome. Fact.
I can't wait for mood material editing!
We can replace any inorganic material with any other inorganic material and same for organics. Changing between the two looks slightly more dodgy but without trying I couldn't tell you how successful it would be. Though I haven't been on IRC for a while so things may have changed. Main reason it isn't in Runesmith yet is because It involves the fun task of building a nice list of pre-defined materials you can choose from and I haven't had the energy to finish tackling it.
I cant get this thing to work. It keeps telling me there's not a suitable process. What's the secret to running it?
Can Runesmith be used to keep merchants from leaving?Yes, when I tried it the macedwarf I kept behind just moped around at the edge of the map doing nothing for years, not even eating sleeping or drinking.
I wonder what's type of flag that keeps nobles from joining you I think it's a job title though.I don't think it's a flag. I tried changing jobs , because i wanted a priest in my settlement but never happened. I think it's something to do with legends stuff in global. And maybe with positions in your settlement.
because this pretty much cancels any chance of getting into royalty by 'dating'
We could use an update, here!
We could use an update, here!
We could use an update, here!
Also in the release you can expect 2 new buttons, one to set all the dwarves(or whatever main race is set to) skills to a user input value and one to do the same for attributes.
Has anyone seen mood materials that aren't either any, any inorganic, any organic, or any of the materials that would fall under those categories? Like has anyone seen an extract or anything?
I might be asking for to much but could you give us a class editor so that one could change a baby into a chef or a swordman into a noble?
I noticed a little bug with the set attributes and skills buttons. If you decide to cancel setting all attributes/skills to a certain level, it maxes them out. It's not a huge problem, you just reload your dwarves without saving the changes. However you loose any other changes you didn't save. :-\I noticed this to, fortress of super-Dwarves :P
It would be pretty easy to add if you really want it
It would be pretty easy to add if you really want it
Yes, please! The more customization, the better! The only other things that I would want after that would be likes/dislikes and physical looks. I know a lot of people don't care about that stuff, but oh, the time I would spend on it.
That's precisely what I want, but I start with anywhere between 35-40 dorfs. It'll probably be more once I can Runesmith in some kiddies.whoa there I like the idea of age and size but runesmith babies? that kinda removes the test of getting adventurers kids when you could just make one plop out in adventure mode at any time...
That's precisely what I want, but I start with anywhere between 35-40 dorfs. It'll probably be more once I can Runesmith in some kiddies.whoa there I like the idea of age and size but runesmith babies? that kinda removes the test of getting adventurers kids when you could just make one plop out in adventure mode at any time...
that doesn't sound that bad either but it kinda removes point of the mega project I was working on.
oh well.
I would like to be able to sort stuff by column if I click on the column header. Was quite useful in old DC and seems intuitive.
Turning moods on isn't advised right now, you'd need to set materials which Runesmith doesn't do at the moment, even then I'm not sure how successful it would be
Fine I give in, I'll do it for the next release unless Toady does a release I need to update for
Probably eventually, it depends on the DFHack support for it and me having enough free time, I've been quite busy the last few weeks so haven't gotten to do much on Runesmith
Probably eventually, it depends on the DFHack support for it and me having enough free time, I've been quite busy the last few weeks so haven't gotten to do much on Runesmith
I'm patient, and hopeful. <3
It's something I should of done ages ago really, I'm just lazy (and want to spend all my time playing DF :D). I have a tame bronze colossus, although he just destroyed a door :/
Did I just make this siege permanent?
Did I just make this siege permanent?
Hehe, at least you won't get another one ;)
you upgraded the siege to a war.Did I just make this siege permanent?
Hehe, at least you won't get another one ;)
Wrong. :P
Just got an even bigger one, and their human "Master" is leading it. This almost feels like too great of a historical moment to cheat... well, maybe I'll just cheat a little. ;D
Quickly implemented sorting by name just now ;)
Just now, I attempted to stop a siege by giving every invader the "Dead" tag. The top of the screen still says "Siege". Did I just make this siege permanent? :o
Hey, Sizeak.
I have a question:
How far are you planning on expanding Runesmith?
Will the finished version be like tweak/dtil/dwarf companion combined?
Also, I really like this program.
To be honest I'm not sure. My original aim was just to write an app like DC that was compatible with the new versions. While it still has a few of DC's abilities missing (mainly mood related things), I think I'm doing fairly well on that front so far.Actually, DC didn't even have a fully functional mood system. As in, you couldn't induce them and have them work. You had to wait, or press the instamood button and hope you got what you wanted. Also, when i mentioned Dtil and Tweak, they both have very useful map editing tools(creating magma/river sources, clearing/creating mud, etc.) which have yet to be remade for 31.10.
So in short (TL;DR) I'll keep adding various things when I get time and I'll try and keep it updated. Sorting is the current/next thing I'm doing, then after that I'll probably go back to mood editing which is pretty much done, It just needs testing. I think it would be good if some people with a bit of free time and experience were willing to put together a short guide on what the various flags can be used for (which could also lead to better names for them in RS) as you lot seem to have more experience actually using it than me :D
Actually, DC didn't even have a fully functional mood system. As in, you couldn't induce them and have them work. You had to wait, or press the instamood button and hope you got what you wanted.
Excellent, I'll get to work on it as soon as I've finished work. (unless the DFHack guys have already updated them *hopes* :D)
I believe one point needs some emphasis: Dtil and Tweak were fantastic mods that i have yet to see for the new versions. Those two made doing some fun things in odd embarks possible, let alone worth doing. Besides, with those utilities built into runesmith, it will make it the one stop shop for gameplay modding.To be honest I'm not sure. My original aim was just to write an app like DC that was compatible with the new versions. While it still has a few of DC's abilities missing (mainly mood related things), I think I'm doing fairly well on that front so far.Actually, DC didn't even have a fully functional mood system. As in, you couldn't induce them and have them work. You had to wait, or press the instamood button and hope you got what you wanted. Also, when i mentioned Dtil and Tweak, they both have very useful map editing tools(creating magma/river sources, clearing/creating mud, etc.) which have yet to be remade for 31.10.
Personally, the top three things I'd like to see in runesmith are:
1) an easy interface to change starting dwarves and starting points (see tweak)
2) an easy way to allow magma buildings without magma discovery (especially for weird embark locations)
3) and finally, a tile editor
DC was fantastic, and i absolutely loved using it, but i always had to use it in combination with tweak and sometimes dtil. to have a single application to go through for everything, well, that would be magical.
Make Runesmith's interface able to replicate the functions of Dwarf Therapist please, DX.
Yeah DT is for managing what jobs/labours dwarfs have etc. This is for doing things like changing a dwarf's strength to max or making him a zombie. I won't be implementing any functionality that is available in DT, since DT is very good at what it does and a) I don't want to tread on people's toes and b) it's not the functionality I'm trying to replace :) I also use DT regularly
He has :S
Edit: shat, he has :| In that case I may think about it depending on how much time I get. I'm currently re-writing part of RS which is why I haven't released an update yet
Displaying the raw civ ID wouldn't be difficult. Though without testing it, I could hazard a guess that the civ offset might not be correct
Yeah, chmod decided that it was time to let DT go. Sad day for all of us, as DT is really necessary to play larger forts.
On embark points, not sure if you are aware but if you are generating a new world these can be modified in game.
Design New World With Parameters
Pick a World Type
Enter Advanced Parameters
Embark Points (0 to 5000)
Will we be able to edit a creature's race/species. Also, will we be able to spawn creatures at will? Both of these would be very useful functions.
Also, I heard that one of the flags control motor nerve damage, what flag is this?
Just a request on my part, would it be possible to implement an export function to CSV or something? Runesmith's mighty handy for checking out traits and such but manually copy/pasting gets a bit tedious :P
Otherwise, great app, although I don't feel the need to use the editing functions - I get enough Fun without playing Holistic. :)
the only real danger is getting a man who looks like a man but say they are a snow brute, save come back to them and found out he really a snow brute. race changing really can take reality and give it aWill we be able to edit a creature's race/species. Also, will we be able to spawn creatures at will? Both of these would be very useful functions.
Also, I heard that one of the flags control motor nerve damage, what flag is this?
Race editing might be possible, not sure how safe it would be though. Spawning creatures is probably not going to happen for technical reasons.Just a request on my part, would it be possible to implement an export function to CSV or something? Runesmith's mighty handy for checking out traits and such but manually copy/pasting gets a bit tedious :P
Otherwise, great app, although I don't feel the need to use the editing functions - I get enough Fun without playing Holistic. :)
Wouldn't really be difficult to do, though XML might be a better option, maybe even both
Theoretically, if somebody wanted to spawn a creature they could sorta do it by editing a critter from HFS. Naturally it would require species changes, but since there usually are one or two milling around down there that yer not likely to ever interact with you probably won't notice the moved critter.Well, the creatures are now more complicated than before. I'm afraid that just changing a few flags and one number will only lead to crashes.
1 Move critter to surface.
2 Remove the tags that make it a funzy.
3 Change it into the desired creature.
4 Save/reload.
Unfortunately back in Companion changing the species of a creature would only partially work, even after a save/reload (which fixes the majority of the things that remained from the old creature) the creature's size would not change from the original creature unless it made a child>adult transition sometime after the change. I have no idea if that would still happen in DF2010 with how the size system changed. But that could be one possible hurdle to creature species change operations.
Today I was using your utility to kill cavern creatures who's high population were slowing the game down. And I thought "You know what would be great? A mass delete and a mass kill function!" It would allow us to delete entire species with a click of a button.
Any news on the linux version?
Today I was using your utility to kill cavern creatures who's high population were slowing the game down. And I thought "You know what would be great? A mass delete and a mass kill function!" It would allow us to delete entire species with a click of a button.
Yay for the systematic extermination of species!
Does the genocide button delete creatures, or just makes them dead?
Nice. Got an update of what you're working on now?
Is it still gone if you go "View->Show Dead"Yes, I tried this, it's gone. I used both Vanish (cleanup) and Delete (cleanup) flags. I probably shouldn't have :)
Anyone figure out how to cancel a mood or change the type? Just had a dwarf decide he wanted to go in a bone crafting mood, I would rather he a weapon or armor mood :(
Anyone figure out how to cancel a mood or change the type? Just had a dwarf decide he wanted to go in a bone crafting mood, I would rather he a weapon or armor mood :(
Uncheck the "Has Mood" and "Had Mood" checkboxes under the "Flags" tab, and under the "Mood" tab, set it to "None".
Happy birthday from the states, sizeak! Now, *cracks the whip* get back to work! I kid, I kid. I hope you have an enjoyable, relaxing day.
You can't with any of the available tools because it involves increasing the size of a vector.
Just let him counsel someone once, and he will gain the skill and then you can max it out with runesmith.
Not a HUGE deal, but there is/was a memory leak when you would attach/detach from DF.
(http://lh5.ggpht.com/_daUHwma1YLg/TF3FbXuiCdI/AAAAAAAAAGs/RXY1lW1CzpQ/s800/runesmith.png)
Thank god my laptop has 8 gigs of ram..
You can't with any of the available tools because it involves increasing the size of a vector.I see. But how do I force a dwarf into counseling someone?
Just let him counsel someone once, and he will gain the skill and then you can max it out with runesmith.
Hope your right Master Jod... MaximumZero. But my mayor managed to increase his skill in seven years by zero points. He's only making stupid demands.
As far as I know, mayor are elected by the number of friends they have, that means for example by their conversation skill. So maybe I could increase the conversation skill of some other dwarf prefering, prefering rocks and wood over some_minerals_I_don't_have, and have a happier mayor. That leads to the question how to raise the conversation skill of dwarf with only modest demands...
Well, consider this.:D *Laugh* great!
If his skill isn't increasing it is because he doesn't use it.
If he doesn't use it, what would increasing the skill level do? :D
winetricks vcrun2008
Agree to the license agreement and click through the setup.wget http://www.kegel.com/wine/winetricks && chmod +x winetricks && ./winetricks vcrun2008
This will do everything you need to get Runesmith running for you.wine Runesmith.exe
Should run without winetricks
It's not really a secret, I just added the ability to add labours...
Unless I added more secret features... ?
Unless I added more secret features... ?
I still hope it's the ability to edit values for likes/dislikes/preferred consumables and looks. Relationships would be great, too.
Was this the Tool that you can program a special shape to be designated so it can be mined, without you needing to actually Shape out the thing 50 time/z
I have a Spiral Ramp I need to go down a few Half Century Zs and its all in 5x5 blocks that make the shape...
Patience is a virtue, so they say. I've never minded waiting a bit if I know why.
I meant what info for a creature should I export, I mean I'm guessing people don't want all 60+ flags exporting, but then I could be wrongIt probably should be selectable, with 4 modes of export:
Patience is a virtue, so they say. I've never minded waiting a bit if I know why.
Also, what stats need exporting?
Patience is a virtue, so they say. I've never minded waiting a bit if I know why.
Also, what stats need exporting?
Well making it selectable would probably be best, but also a tad harder to implement. It's main use (for me at least) would be for community/succession games, since I seem to have developed issues with imagehosts lately. For specifically what I want it would probably be traits, appearance and likes/dislikes (although the latter two would need to be implemented into Runesmith themselves first >,< ) so I can put dwarves up . Manually typing and/or individually copy/pasting the traits of each dwarf for a 20+ dwarf immigration wave is... time consuming. And I've always hated any form of data capturing XD
That said, Dree12's suggestion seems pretty workable, but I've never actually fiddled with DFhack myself so... yeah.
That looks really good. Perhaps you should make a user option to set certain checkboxes (whatever they choose) as default?
This is what I'm thinking atm. The ticked one's are ticked by default, not sure what else to have on by default, suggestions/opinions?If you're going to export the name, might as well export the english name as well.
Indeed, I was joking with the BAH! not with the adding though, no, not that... never that...
Edit: sample updated with column headers, currently you can only export all dwarves, will add support for selected dwarf before release
Since the caste changing doesn't work, I think a better description would be possibly gay hermaphrodite dwarves. I say possibly gay because I think it might be a grey area when it comes to hermaphrodites :Sso if we get a female dwarf swap to male save then would it transfer or will we get lesbians shooting spores into other lesbians and having Gay marriages?
Hey.. i tried to use this tool to revive dead dwarfs... they redied immediately... i have tried several times to coppy healthy dwarfs flags and such exactly.. but they bleed to death instantly on resume of the game... am i doing something wrong or is this tool not for reviving my dwarfs?Are you unchecking all the flags besides the healthy dwarf ones?
Hey.. i tried to use this tool to revive dead dwarfs... they redied immediately... i have tried several times to coppy healthy dwarfs flags and such exactly.. but they bleed to death instantly on resume of the game... am i doing something wrong or is this tool not for reviving my dwarfs?Are you unchecking all the flags besides the healthy dwarf ones?
Since the caste changing doesn't work, I think a better description would be possibly gay hermaphrodite dwarves. I say possibly gay because I think it might be a grey area when it comes to hermaphrodites :Sso if we get a female dwarf swap to male save then would it transfer or will we get lesbians shooting spores into other lesbians and having Gay marriages?
It would be easier to have a "lock" feature for happiness, no?
Guess what kids? The new release just went off for some pre-release testing :Dwhat does that mean today?
Right now it may be impossible. But there is hope somebody made a recent discovery that gets around that whole "his/her upper body is missing" deal.Source? Might we know where this is mentioned?
That's really bizarre. I guess I need to test more thoroughly, then. :/
will this ever be open source? I Want to see the beautiful(or spaghetti) lines of code. of course I'll accept your answer.
That's really bizarre. I guess I need to test more thoroughly, then. :/
Don;t worry about it, it's been in every version
A heal button maybe?
How do I place liquids?
would teleporting everything into lava cause the perpetual siege mode as well? cause i dont want to screw up another fortress, by killing stuff using runesmith if possible.
# Linux: to followHuh? Didn't understand this. Is there any linux version of runesmith available?
would teleporting everything into lava cause the perpetual siege mode as well? cause i dont want to screw up another fortress, by killing stuff using runesmith if possible.
If you don't want to deal with invasions, why don't you just turn them off in the init? You can turn them back on later if you want them back...
(Don't get me wrong, that particular ability of Runesmith amuses me greatly, just curious)
If you only want to kill individuals, and want to do it in a Dwarfy way, why not spawn pools of Magma under the feet if the offenders with DFhack?
because doing this tend to create pathing issues... the last time i spawned magma i got permanent inaccessible spots that the dwarves cant build on or path through. actually spawning water with dwarf hack does this as well, so i dont do it anymore
well from what I read if there no way a siege can run away perpetual siege mode is on. though I never play that far in dwarf fort to reach that to full around in so Idunno.would teleporting everything into lava cause the perpetual siege mode as well? cause i dont want to screw up another fortress, by killing stuff using runesmith if possible.
If you don't want to deal with invasions, why don't you just turn them off in the init? You can turn them back on later if you want them back...
(Don't get me wrong, that particular ability of Runesmith amuses me greatly, just curious)
its not that i dont want invasions its just that i want to be able to kill the goblins the way i want to , and killing the building destroyer ones outright with runesmith or teleporting them into lava is usually a lot easier than trying to design a complicated trap that only works when there are no building destroyer tagged monsters around.
so yea, before i try the teleport into lava way, does anyone know if tinkering with anything on an invader will cause the perpetual siege mode?
It isn't like therapist has outstanding bugs or features that need to be added.
As long as memory.xml stays updated and it gets included in LNP, what difference does it really make?
From what I understand, it didn't die out, it was forced out because he didn't like it
That's actually one of the biggest problems in DT in my opinion. It doesn't use DFHack, it has it's own memory definition files. So every time that the DF version updates, you have to find the offsets for both DFHack and for DT separately. Back towards the end of the 40d series there was a branch of DT that used DFHack, but when chmod came back with 0.31, the DFHack branch died out.
That's actually one of the biggest problems in DT in my opinion. It doesn't use DFHack, it has it's own memory definition files. So every time that the DF version updates, you have to find the offsets for both DFHack and for DT separately. Back towards the end of the 40d series there was a branch of DT that used DFHack, but when chmod came back with 0.31, the DFHack branch died out.
Well, it doesn't even have to use df hack to use memory.xml.
When df hack finishes its new memory file layout, I'll hack DT to use offsets from that file if no one else takes over by then.
I was thinking earlier and I'd quite like to write an app that reached more of the community. The DF community is a niche and the functionality offered by Runesmith (*cough* cheating *cough*) is a niche within that niche and a niche within a niche is fairly small. I think it would be good to do an app that more people can use & enjoy, either that or make Runesmith more attractive for other purposes. Thoughts?
:S that's a new one. Well it will be a while until I can do anything, still assembling furniture.
once I figure out save dumping I could give you the Cage trapped body swap save to help in cutting the middleman and get straight to the adventurer mind control abilities that would surely cause Horrors if one thinks to much about it.
Have you tried a fresh Memory.xml? You can get that from the Stonesense and dfHack threads.
I NEED this for 0.31.13, as i can hardly play without it (i get flooded with stone unless i set all of the mining skills to 5 ;) )
just dump all the stone on one tile until you get bored and then use it to build huge towers :)
just dump all the stone on one tile until you get bored and then use it to build huge towers :)
how? I've only been playing this for 4-5 days ;)
basically designate a single tile as a garbage dump using 'i' and ... whatever key specifies it as a garbage dump, then whenever you have huge amounts of stone mark them for dumping with 'd', 'b', 'd' and your dwarfs will dump them on that one pile. every now and then reclaim the stone on the pile with 'd', 'b', 'c' and your dwarves will use them for construction or whatever - no messy stone, plenty of material for building and you keep your high level, fast digging miners! :)
This is because DFHack has had changes made it since the last release, that and not all the offsets are present. I don't provide support for people updating themselves since usually it's more then just an offset update that is needed.
I bet if this was open source, you would have people to help you make it, so updates would be faster :o
I bet if this was open source, you would have people to help you make it, so updates would be faster :o
That's always an option lol, though I think I probably over reactedI bet if this was open source, you would have people to help you make it, so updates would be faster :o
Or maybe instead you could bug the developer enough that he would walk away from the project entirely.
That's always an option lol, though I think I probably over reactedI bet if this was open source, you would have people to help you make it, so updates would be faster :o
Or maybe instead you could bug the developer enough that he would walk away from the project entirely.
I bet if this was open source, you would have people to help you make it, so updates would be faster :o
QuoteI bet if this was open source, you would have people to help you make it, so updates would be faster :o
You lose that bet, badly. Too many cooks throwing random, conflicting ingredients into a pot means the meal tastes like shit. Period.
...
This is a problem only the DF Hack people can fix.
QuoteI bet if this was open source, you would have people to help you make it, so updates would be faster :o
You lose that bet, badly. Too many cooks throwing random, conflicting ingredients into a pot means the meal tastes like shit. Period.
...
This is a problem only the DF Hack people can fix.
DFHack is open source. And most of the applications that you can use with DF are based on DFHack (with DT being a notable exception). So most of the programs you probably/possibly used are based off of open source software.
And then there are things like Firefox...
Open source works great for some things, especially volunteer projects. You just need someone that takes primary control of the project and filters through what is included precisely so you can avoid the 'too many cooks' issue.
The actual point though is that this is sizeak's project. If he wants it to be open source, it will be; otherwise, it won't. Sort of like Toady and DF itself...
DFHack is open source. And most of the applications that you can use with DF are based on DFHack (with DT being a notable exception). So most of the programs you probably/possibly used are based off of open source software.
And then there are things like Firefox...
Open source works great for some things, especially volunteer projects. You just need someone that takes primary control of the project and filters through what is included precisely so you can avoid the 'too many cooks' issue.
The actual point though is that this is sizeak's project. If he wants it to be open source, it will be; otherwise, it won't. Sort of like Toady and DF itself...
Open source would work fine for Runesmith, I just don't want people seeing my bad code :D
Open source would work fine for Runesmith, I just don't want people seeing my bad code :D
bad code?! you made it so we could wipe an entire goblin siege of the map by pausing, selecting a goblin, and hitting genocide!!! THAT IS GOOD CODE!
(sorry for the yellin'!)
Open source would work fine for Runesmith, I just don't want people seeing my bad code :D
minor Minecraft addiction
Hey guys I'm new to all this and just tried out runesmith but i keep getting an error saying couldn't find a suitable process. I have dwarf fortress running in fortress mode but still nothing. Can anybody help?
Again, DFHack offsets
shouldn't dwarf therapist have those? or does the programmer of therapist not share those offsets
Hmm... any way to help you find those offsets?
Hmm... any way to help you find those offsets?
I'm not actively finding them, DFHack thread is the best place to ask about offsets
I'd also be happy to at least try and help find some of the offsets, although I have no idea where to start.Actually it's more like where to finish now. I should have the offsets in the next dfhack version, but that could take a week or so -- depends on how much time I have for this.
Because Runesmith is based on DFHack, like most of the other DF helper apps are right now. DFHack made it so that you could update one set of offsets rather than one for each program, and meant that people could write such apps without worrying at all about memory hacking...
But at the same time nothing works until DFHack does. It would be helpful if we had a few more people working on the DFHack project that were good at tracking down these addresses.
So far as letting others help, nothing's stopping you. If you can find the offsets, add them to the memory.xml file and post it. I'm sure there are plenty of people that'll thank you! :)
Because Runesmith is based on DFHack, like most of the other DF helper apps are right now. DFHack made it so that you could update one set of offsets rather than one for each program, and meant that people could write such apps without worrying at all about memory hacking...
But at the same time nothing works until DFHack does. It would be helpful if we had a few more people working on the DFHack project that were good at tracking down these addresses.
So far as letting others help, nothing's stopping you. If you can find the offsets, add them to the memory.xml file and post it. I'm sure there are plenty of people that'll thank you! :)
Exactly! Why does he not try to advance DFhack so his own program benefits as well?
What a bunch of ungrateful douches.
I hope all this demanding and bitching doesn't deflect you from wanting to work on Runesmith at all. I appreciate all the work you have put into it :)
Endless Siege. 31.12
Basically, I have tried to reduce the number of invading creatures by using "Delete Creature" flag in the Runesmith. Now I am stuck with the endless Siege, so no caravans and no migrants. Is there a way to get rid of it?
(Other people had posted about this in this thread but I believe in the end there were no concrete answers).
Yay!! Thank you sizeak. I wanted to wait to post until after all the bitching by the ingrates was done, so my comment wouldn't get lost in it.
I'm trying to get this tool working for the first time. However i'm running into some problems. I kept getting an error that i'm missing a dll (msvcp100 i think), so i tracked that down and installed it, then i got another error for another dll. I decided to not try and track down dlls one by one so i started reading this thread, however i'm finding the information is kind of dispersed throughout and i thought i would just ask.
what software is required in order to use runesmith, i read somewhere in the thread that it's based on Qt, i didn't know what that was, so i looked it up, the page for Qt is pretty developer-centric so i wasn't able to see what if anything i needed to install as an end user. Also, i read somewhere that dfhack.dll and memory.xml need to be replaced. I'm assuming that's in the dfhack folder. But does memory.xml get replaced by memory-ng.xml,(form the Runesmith folder) or do i need to rename that. Do all the files that come in the zip need to be put in the dfhack directory? If all this is answered somewhere in this thread, i haven't found it yet, and i feel like this is stuff that should maybe be included in the first post. </ask nicely>
I have run across the same error that silentstar was posting about. the program was missing msvcr100.dll and msvcp100.dll, I downloaded them and installed them. I tried to run the program again and I am getting this error. "The procedure entry point _invalid_parameter_noinfo_noreturn could not be located in the dynamic link library MSVCR100.dll."
I am thinking that it is a version conflict with the versions of these 2 files and what you had used when it was complied. Any advise would be appreciated.
Just wanted to say Thank You Sizeak. Didn't realize how much I needed this tool until I didn't have it.
ARG sorry about this, I switched to VS 2010 and I guess it's linked in some dll's I didn't realise. Will add them to download archive.
Edit: Added them.
Was there some way to only edit a specific Dorf? I tried clicking, double clicking, right-clicking dorfs and it seems all I could do is just make changes apply to EVERY Dorf. I don't want that. It's a bit too much.
Anyway to kill a creature without it disappearing?Not really, no. We could do it in 40d by making the creature bleed... not so simple with 31.xx I'm afraid.
Maybe damage it in someway and it dies real soon?
Hot damn I downloaded this because I wanted to change a possessed mood of my weaponsmith into a fey mood and he was not happy about it./fun/ for everyone involved I'm sure :P
I'm testing this in the arena ATM.Sadly he didn't update this version with any thing new. Just ported it for those on the new version of dwarf fortress. But you can buff the person recuperation/toughness and wait it out.
Is it possible to heal injuries with this?
I've been working on the current fight's for a few hours now and my dudes are real busted up with red breaks, I really don't want to have to abort and restart at this point.
Red injuries heal in Arena mode?higher,
Seriously?
Also, is Recuperation better higher or lower?
Anyway to kill a creature without it disappearing?Not really, no. We could do it in 40d by making the creature bleed... not so simple with 31.xx I'm afraid.
Maybe damage it in someway and it dies real soon?Hot damn I downloaded this because I wanted to change a possessed mood of my weaponsmith into a fey mood and he was not happy about it./fun/ for everyone involved I'm sure :P
sizeak: would having the job offsets help here?
Now 0.31.16 Compatible!
A cat just wandered into my fortress with a migrant.
Given my massive use of quantum stockpiles I don't want dead vermin carcasses piling up everywhere.
What flag should I inflict to kill it without somehow crashing or ruining my megaproject? "Circulatory spray"? Or just "dead"?
How do I use Runesmith to remove a creature from the game? I have some bears and wolves and stuff at location 0,0,0 that I assume are glitched or something and would like to get rid of them.
A lot of this thread has complaining, so I'm gonna just go ahead and say this:same here I wouldn't have gotten the first adventurer child born without Runesmith.
Thank you. Thanks for spending your free time making a very useful utility for DF! I appreciate it tremendously!
A lot of this thread has complaining, so I'm gonna just go ahead and say this:same here I wouldn't have gotten the first adventurer child born without Runesmith.
Thank you. Thanks for spending your free time making a very useful utility for DF! I appreciate it tremendously!
sadly with .17 out I sense tons of members wanting this to be updated,
and by jovi this might take a couple of pages.
Patience is indeed a virtue my evil little body swapping, baby snatching Necromancer....Thank you. Thanks for spending your free time making a very useful utility for DF! I appreciate it tremendously!same here I wouldn't have gotten the first adventurer child born without Runesmith.
sadly with .17 out I sense tons of members wanting this to be updated,
and by jovi this might take a couple of pages.
baby snatching? I never got the chance to snatch babies from families due to the baby/noble/child profession keeps them from joining.Patience is indeed a virtue my evil little body swapping, baby snatching Necromancer....Thank you. Thanks for spending your free time making a very useful utility for DF! I appreciate it tremendously!same here I wouldn't have gotten the first adventurer child born without Runesmith.
sadly with .17 out I sense tons of members wanting this to be updated,
and by jovi this might take a couple of pages.
Thank you for this little program and do take your time.
How can you make or snatch babies anyway? I WANT TO KNOW THE SECRET WAYS OF RUNESMITH GODDAMNIT!baby snatching? I never got the chance to snatch babies from families due to the baby/noble/child profession keeps them from joining.Patience is indeed a virtue my evil little body swapping, baby snatching Necromancer....Thank you. Thanks for spending your free time making a very useful utility for DF! I appreciate it tremendously!same here I wouldn't have gotten the first adventurer child born without Runesmith.
sadly with .17 out I sense tons of members wanting this to be updated,
and by jovi this might take a couple of pages.
Thank you for this little program and do take your time.
though sensing the lack of patience coming with the recent ADV. update and the huge uproar version '.16' had.... didn't see why though.
to be honest I'm shock .10 regions work in .17 I'm appalled that the need to walk out of mountain homes/FORTS/LAIRS (above ground) before you can fast Travel SUCKS DWARVEN BEARDS.
ps. Sizeak oh take your time please don't take what I say as a means of rushing.
Pss. body snatching, baby making, got a whole lot harder now with the lack of fast travel into Civ cities hovels yes cities no.
making is in my sig "adventure in baby making"(which is from now a stupidly hard task now with the annoying 6 minute hike out of the town first), snatching can be only done if sizeak or Darius or any one with a good DFhack skill add the ability to over ride characters saying no to you in adventure mode. I found out back in 40d with darius friendship enhancer that s'T'eal has a side affect of removing a profession on the stolen creature from being force to become a Miner. This allows me back then to use that to bypass the child/baby restrictions and recruit them (only way to not wait seven to 8 years for the bugger to grow up). so yea being a child is a profession. Carrying them on the other hand might be on the caged dwarf = carry dwarf and manipulating that a dozy. I started with attempts of snatching companions and folks before accidentally finding out on Body Swapping.How can you make or snatch babies anyway? I WANT TO KNOW THE SECRET WAYS OF RUNESMITH GODDAMNIT!baby snatching? I never got the chance to snatch babies from families due to the baby/noble/child profession keeps them from joining.Patience is indeed a virtue my evil little body swapping, baby snatching Necromancer....Thank you. Thanks for spending your free time making a very useful utility for DF! I appreciate it tremendously!same here I wouldn't have gotten the first adventurer child born without Runesmith.
sadly with .17 out I sense tons of members wanting this to be updated,
and by jovi this might take a couple of pages.
Thank you for this little program and do take your time.
though sensing the lack of patience coming with the recent ADV. update and the huge uproar version '.16' had.... didn't see why though.
to be honest I'm shock .10 regions work in .17 I'm appalled that the need to walk out of mountain homes/FORTS/LAIRS (above ground) before you can fast Travel SUCKS DWARVEN BEARDS.
ps. Sizeak oh take your time please don't take what I say as a means of rushing.
Pss. body snatching, baby making, got a whole lot harder now with the lack of fast travel into Civ cities hovels yes cities no.
making is in my sig "adventure in baby making"(which is from now a stupidly hard task now with the annoying 6 minute hike out of the town first), snatching can be only done if sizeak or Darius or any one with a good DFhack skill add the ability to over ride characters saying no to you in adventure mode. I found out back in 40d with darius friendship enhancer that s'T'eal has a side affect of removing a profession on the stolen creature from being force to become a Miner. This allows me back then to use that to bypass the child/baby restrictions and recruit them (only way to not wait seven to 8 years for the bugger to grow up). so yea being a child is a profession. Carrying them on the other hand might be on the caged dwarf = carry dwarf and manipulating that a dozy. I started with attempts of snatching companions and folks before accidentally finding out on Body Swapping.How can you make or snatch babies anyway? I WANT TO KNOW THE SECRET WAYS OF RUNESMITH GODDAMNIT!baby snatching? I never got the chance to snatch babies from families due to the baby/noble/child profession keeps them from joining.Patience is indeed a virtue my evil little body swapping, baby snatching Necromancer....Thank you. Thanks for spending your free time making a very useful utility for DF! I appreciate it tremendously!same here I wouldn't have gotten the first adventurer child born without Runesmith.
sadly with .17 out I sense tons of members wanting this to be updated,
and by jovi this might take a couple of pages.
Thank you for this little program and do take your time.
though sensing the lack of patience coming with the recent ADV. update and the huge uproar version '.16' had.... didn't see why though.
to be honest I'm shock .10 regions work in .17 I'm appalled that the need to walk out of mountain homes/FORTS/LAIRS (above ground) before you can fast Travel SUCKS DWARVEN BEARDS.
ps. Sizeak oh take your time please don't take what I say as a means of rushing.
Pss. body snatching, baby making, got a whole lot harder now with the lack of fast travel into Civ cities hovels yes cities no.
though now I wonder Sizeak any luck with the Body swap save file I gave you?
To be honest I totally forgot. If child is just a profession I could try making it changeable, not sure if it would crash DF or notPerhaps try modifying Size and Age at the same time, so you can change someone's age, and if they go below their creature's child raw, then it swapps their proffession too?
well that works for children over the age of 2 but when dealing with babies you can't remove the age requirements and expect them to class as a working peasant, having a Profession changer also removes the horror of having to deal with Nobles which can only be removed if they end up pissing off their civ. Which in a form of hard knocks means I can't recruit same civ nobles with out having him going Resident evil 4 with the whole town.To be honest I totally forgot. If child is just a profession I could try making it changeable, not sure if it would crash DF or notPerhaps try modifying Size and Age at the same time, so you can change someone's age, and if they go below their creature's child raw, then it swapps their proffession too?
waiting for the update.
I know that, as you rely on that to update the software. I'm just waiting for the update so that I can try out the new version (I can't play Dwarf Fortress without this).if it helps try the new version of Dffusion he has a adventurer swapper which makes giving items to companions not a dream. Oh that and hopefully I could see if this works on wild animals.
waiting for the update.
As far as I know there aren't any DFHack offsets yet
unless said new version of DF bypass the auto-update leading to a update for that auto-update.waiting for the update.
As far as I know there aren't any DFHack offsets yet
DFusion seems to be able to auto-update its offsets... maybe try to implement that into your program? :D Then ya'd never have to worry about DFgack having to update.
unless said new version of DF bypass the auto-update leading to a update for that auto-update.waiting for the update.
As far as I know there aren't any DFHack offsets yet
DFusion seems to be able to auto-update its offsets... maybe try to implement that into your program? :D Then ya'd never have to worry about DFgack having to update.
<Version name="v0.31.17 SDL" os="windows" base="v0.31.16 SDL" rebase="0x472D0">
<PETimeStamp value="0x4CDC27A0" />
<MD5 value="2265cdcb215a0f12c5530cfd95d4d6fa" />
<Offsets>
<Group name="Creatures">
<Address name="vector" value="0x0169f2c4"/>
<Address name="current_race" value="0x014cbaf0" />
<Address name="current_civ" value="0x014cbae4" />
<Group name="creature">
<Offset name="name" value="0x0" />
<Offset name="custom_profession" value="0x006C" />
<Offset name="profession" value="0x0088" />
<Offset name="race" value="0x008C" />
<Offset name="position" value="0x90" />
<Offset name="flags1" value="0x00E0" />
<Offset name="flags2" value="0x00E4" />
<Offset name="caste" value="0x00F8"/>
<Offset name="sex" value="0x00FA" /> <!-- ASSUMED -->
<Offset name="id" value="0x00FC" />
<Offset name="civ" value="0x108" />
<Group name="advanced">
<Offset name="pickup_equipment_bit" value="0x01BC" />
<Offset name="mood" value="0x210" />
<Offset name="pregnancy" value="0x214" />
<Offset name="pregnancy_ptr" value="0x218" />
<Offset name="birth_year" value="0x224" />
<Offset name="birth_time" value="0x228" />
<Offset name="inventory_vector" value="0x288" />
<Offset name="current_job" value="0x02F4" />
<Offset name="current_job_skill" value="0x02F8" />
<Offset name="physical" value="0x3CC" />
<Offset name="appearance_vector" value="0x52C" />
<Offset name="artifact_name" value="0x5AC" />
<Offset name="soul_vector" value="0x648" />
<Offset name="current_soul" value="0x658" />
<Offset name="labors" value="0x066C" />
<Offset name="happiness" value="0x070C" />
</Group>
</Group>
</Group>
<Group name="Translations">
<Address name="language_vector" value="0x016e3520"/>
<Address name="translation_vector" value="0x016e3540"/>
<Offset name="word_table" value="0x3c"/>
</Group>
<Group name="Position">
<Address name="cursor_xyz" value="0xb107f0" />
</Group>
<Group name="Materials">
<Address name="inorganics" value="0x16e327c" />
<Address name="organics_all" value="0x16e329c" />
<Address name="organics_trees" value="0x16e32cc" />
<Address name="organics_plants" value="0x16e32ac" />
<Address name="creature_type_vector" value="0x16E3370" />
</Group>
<Group name="GUI">
<Address name="pause_state" value="0x14C7BE1" />
</Group>
</Offsets>
</Version>
I'm close, but Runesmith is still giving "SHM ACCESS DENIED" messages and exiting:Code: [Select]<Version name="v0.31.17 SDL" os="windows" base="v0.31.16 SDL" rebase="0x472D0">
<PETimeStamp value="0x4CDC27A0" />
<MD5 value="2265cdcb215a0f12c5530cfd95d4d6fa" />
<Offsets>
<Group name="Creatures">
<Address name="vector" value="0x0169f2c4"/>
<Address name="current_race" value="0x014cbaf0" />
<Address name="current_civ" value="0x014cbae4" />
<Group name="creature">
<Offset name="name" value="0x0" />
<Offset name="custom_profession" value="0x006C" />
<Offset name="profession" value="0x0088" />
<Offset name="race" value="0x008C" />
<Offset name="position" value="0x90" />
<Offset name="flags1" value="0x00E0" />
<Offset name="flags2" value="0x00E4" />
<Offset name="caste" value="0x00F8"/>
<Offset name="sex" value="0x00FA" /> <!-- ASSUMED -->
<Offset name="id" value="0x00FC" />
<Offset name="civ" value="0x108" />
<Group name="advanced">
<Offset name="pickup_equipment_bit" value="0x01BC" />
<Offset name="mood" value="0x210" />
<Offset name="pregnancy" value="0x214" />
<Offset name="pregnancy_ptr" value="0x218" />
<Offset name="birth_year" value="0x224" />
<Offset name="birth_time" value="0x228" />
<Offset name="inventory_vector" value="0x288" />
<Offset name="current_job" value="0x02F4" />
<Offset name="current_job_skill" value="0x02F8" />
<Offset name="physical" value="0x3CC" />
<Offset name="appearance_vector" value="0x52C" />
<Offset name="artifact_name" value="0x5AC" />
<Offset name="soul_vector" value="0x648" />
<Offset name="current_soul" value="0x658" />
<Offset name="labors" value="0x066C" />
<Offset name="happiness" value="0x070C" />
</Group>
</Group>
</Group>
<Group name="Translations">
<Address name="language_vector" value="0x016e3520"/>
<Address name="translation_vector" value="0x016e3540"/>
<Offset name="word_table" value="0x3c"/>
</Group>
<Group name="Position">
<Address name="cursor_xyz" value="0xb107f0" />
</Group>
<Group name="Materials">
<Address name="inorganics" value="0x16e327c" />
<Address name="organics_all" value="0x16e329c" />
<Address name="organics_trees" value="0x16e32cc" />
<Address name="organics_plants" value="0x16e32ac" />
<Address name="creature_type_vector" value="0x16E3370" />
</Group>
<Group name="GUI">
<Address name="pause_state" value="0x14C7BE1" />
</Group>
</Offsets>
</Version>
The main problem is that I don't know exactly which offsets Runesmith requires, so I don't know how much more I need to find before it'll start working.
How close are we to an update?Could take a bit of time.
Why is everyone so pushy. Calm down. Even stuff like: "waiting for update". If you are just going to sit there idle and then remind people you are doing so to rush them along, please just don't post and learn to program and just make your own if you really are just going to sit there waiting for it. I don't know how we got this sense of entitlement to free utilities and infinite support for them but it is my least favorite thing about this community.
Why is everyone so pushy. Calm down. Even stuff like: "waiting for update". If you are just going to sit there idle and then remind people you are doing so to rush them along, please just don't post and learn to program and just make your own if you really are just going to sit there waiting for it. I don't know how we got this sense of entitlement to free utilities and infinite support for them but it is my least favorite thing about this community.I would so jump on making my own utilities if it wasn't for the fact that staring at Dfhack codes is as about as much sense as staring into C++ or Java with out a book on how to write in it.
Why is everyone so pushy. Calm down. Even stuff like: "waiting for update". If you are just going to sit there idle and then remind people you are doing so to rush them along, please just don't post and learn to program and just make your own if you really are just going to sit there waiting for it. I don't know how we got this sense of entitlement to free utilities and infinite support for them but it is my least favorite thing about this community.
How is the air up there on your high horse?
Why is everyone so pushy. Calm down. Even stuff like: "waiting for update". If you are just going to sit there idle and then remind people you are doing so to rush them along, please just don't post and learn to program and just make your own if you really are just going to sit there waiting for it. I don't know how we got this sense of entitlement to free utilities and infinite support for them but it is my least favorite thing about this community.
How is the air up there on your high horse?
See I would say that the person that bluntly demanded an update was on his high horse. Maybe horses work differently where you live.
How close are we to an update?Could take a bit of time.
I'll do a dfhack release with some of the base utils today, with 31.18 support (not 31.17, it's not worth supporting). Probably no weather data, no creature data and no items. The new ghost stuff will shake things up a bit too, so the creature part isn't just offset finding, but also understanding the changes. Offsets the DT guys already found will help a bit (as usual), but it's just a fraction of what dfhack/stonesense/runesmith/etc. need.
Hmmm, I tried copying the memory.xml (and changing it to memory-ng.xml) and dfhack.dll over from the new DFHack release to Runesmith folder to try and use it with the new version, but it doesn't work. Anyone had better luck?
Thanks for the reply Sizeak. The "why" is helping me wait patiently for the "when"!Hmmm, I tried copying the memory.xml (and changing it to memory-ng.xml) and dfhack.dll over from the new DFHack release to Runesmith folder to try and use it with the new version, but it doesn't work. Anyone had better luck?
Maybe because it's not that simple and maybe because there aren't offsets for creatures yet which would explain why there isn't a Runesmith update... Also I don't condone or support users updating it themselves and as such don't offer support for self update problems.
I downloaded the DFHack Source for the .16 version -- And I noticed that memory.xml and memory-ng.xml aren't the same file.To get the right file in the proper place, you have to build DFhack. (eventually, DFHack may be partially generated from the xml file). memory.xml is the file in old format, which didn't support groups. memory-ng.xml has groups AND in DFHack 0.5.1 also entry invalidation. All the tools need to be rebuilt against 0.5.1 to support that. Older tools will ignore the invalidation scheme and use offsets inherited from 31.16 that weren't found yet (marked as invalid), leading to hard crashes instead of errors that can be handled properly.
You'll probably find that the memory.xml doesn't have the same offsets as memory-ng.xml.
I think that in order to update the memory-ng.xml, you may have to read through it individually and check the values.
I've also noticed when upgrading from .12 to .16 with stonesence's old version, you only need to update the memory file (whichever one it is), but you do not need to update the dfhack.dll.
I've recently started using Runesmith as the only way that can "fix" FPS loss from walling off "things" - just kill them all, and you can revive them later when you tear the barricade down. So thanks for this utility. Looking forward for the next version.
I've recently started using Runesmith as the only way that can "fix" FPS loss from walling off "things" - just kill them all, and you can revive them later when you tear the barricade down. So thanks for this utility. Looking forward for the next version.ohh yeah about that... they will come back wrong, when creatures die they tend to separate from their bodies in this version. so removing the dead killed flags will leave a 'ghost' of the person so until a heal function pops in dead people just stay dead.
ohh yeah about that... they will come back wrong, when creatures die they tend to separate from their bodies in this version. so removing the dead killed flags will leave a 'ghost' of the person so until a heal function pops in dead people just stay dead.
He means if you revive a "dead" thing, you won't get it back properly (because it no longer has a body.) Therefore, don't revive your demons by removing the "dead" flag. Reopening the walls will still work.
I take it the genocide button slaps on the remove flag on a race which just turns them invisible. so they aren't really dead in the first place.He means if you revive a "dead" thing, you won't get it back properly (because it no longer has a body.) Therefore, don't revive your demons by removing the "dead" flag. Reopening the walls will still work.
What I did was to kill all demons using the genocide option. I checked and they indeed disappeared from the map.
Then I tried to revive them by removing the "dead" tag. I checked and they were on the map again.
There isn't any problem with this, right? If I understand correctly, you're saying I can't revive thing that have been killed in game, but reviving things that have been cheated away is ok.
Isn't it already on DF's request list?I've recently started using Runesmith as the only way that can "fix" FPS loss from walling off "things" - just kill them all, and you can revive them later when you tear the barricade down. So thanks for this utility. Looking forward for the next version.
Glad you like it, an update will be released as soon as all the required offsets have been found. If only toady would implement some kind of mod interface so it wasn't necessary :/
I wonder if he's waiting until 0.31.20 to update this :'(
I wonder if he's waiting until 0.31.20 to update this :'(
My god, how many times do you have to be told? He doesn't find the offsets himself, he uses the ones from DF Hack, and as far as I know they haven't been found yet. Even if they have been found, just because they're available doesn't mean sizeak will update it ASAP - he has a life outside Runesmith.
how many times do you need to be told?
Same thing for you, WHAT IF IT TAKES 'TILL 0.31.20 TO GET TEH OFFSETS! :'(
Same thing for you, WHAT IF IT TAKES 'TILL 0.31.20 TO GET TEH OFFSETS! :'(
Same thing for you, WHAT IF IT TAKES 'TILL 0.31.20 TO GET TEH OFFSETS! :'(
What do you mean "same thing for you"? There's no point in whining about how long it's going to take or when the offsets are going to be found.
Anyway, I don't want to start a huge fight, but seriously magistrate, there's no reason to post those kinds of posts.
Some people are impatient, some people need this mod just like they need DF Therapist to play Dwarf Fortress mode. I too am getting a bit impatient as it taking very long then it should. Although I'm not complaining and trying to be as patient as I can, I got other games to play to help me pre-occupy my game and won't start up DF without an updated version from the new version of Dwarf Fortress.
You forgot to italicize a bit. ::)Some people are impatient, some people need this mod just like they need DF Therapist to play Dwarf Fortress mode. I too am getting a bit impatient as it taking very long then it should. Although I'm not complaining and trying to be as patient as I can, I got other games to play to help me pre-occupy my game and won't start up DF without an updated version from the new version of Dwarf Fortress.
Dear lord, this is pretty much EXACTLY how I feel! (Except for the italicized part of course)
Is there a way to get this to cure a dwarf of his wounds? Or is that going to be a feature in the future? Thanks.
When will this be available for 0.31.18?When it's available.
To all those moaning, here (https://github.com/peterix/dfhack/commits/master) is the link to the DFHack commits page. It's a list of all changes made to the DFHack source and associated files (including memory-ng.xml) as they're pushed (uploaded) to the repository; this is the earliest they are available to developers i.e. me.
As you can see, no changes have been made since the 18th, thus no new offsets have been added so pipe down
It's not sizeak's responsibility to program Runesmith. He doesn't even have to work on it at all. Be happy that Runesmith actually exists and there's a person willing to update it on his spare time. If you guys would actually read his post.....To all those moaning, here (https://github.com/peterix/dfhack/commits/master) is the link to the DFHack commits page. It's a list of all changes made to the DFHack source and associated files (including memory-ng.xml) as they're pushed (uploaded) to the repository; this is the earliest they are available to developers i.e. me.
As you can see, no changes have been made since the 18th, thus no new offsets have been added so pipe down
problem is that Im not smart enough to do any of that,
Not that far up the page....
So basically 4 possible solutions exist:
1. Peterix devotes himself to dfhack and always releases immediately after a DF update
2. Other people who grok dfhack join the project and help maintain and build it.
3. Someone forks dfhack and continues development.
4. People start using something other than dfhack.
The above is pretty much the same crap every open source project goes through when it gets popular.
So peterix wrote something awesome, but he's doing it for free, and probably has a "REAL LIFE" somewhere doing something that puts a roof over his head. Like all of us, he's human, and sometimes this so-called "REAL LIFE" takes precedence over the open source project he maintains that other people just so happen to depend on.
So basically everyone can either a) be patient or b) learn how to do what peterix does and submit your own revisions to dfhack.
UPDATE: Talked to peterix on IRC, and it's like I thought, he is buried in piles of RL work and hasn't had time for df.
I'd rather go play on my NES tbh
Just chipping in a big thanks.
I just used the 'smith to stop my legendary+3 miner from hovering in the air for aeternity.
I was ready to give up on him.
If peterix or anyone else could just say how they look for offsets with and what programs they use, I'm sure many of us would be glad to do the dirty work for you, but since we, or at least I, don't even know in what direction to look at, there is really nothing to be done here.
It requires knowledge of x86 assembly and how DF stores the stuff.More of the latter than the former. I know assembly. It didn't help.
It is really pretty damn complicated.Aye, it is...
I've tried it.Trust him. I tried too. No success.
Been almost a month since the last update to the gameIts getting there.
Does this tool have an update in the works?
Uhh, quick question!
I'm trying to steal cave-people to do dirty work for me, and hopefully defend the caves.
I've set their civilization to 9, which is the same as all of my dwarves. Now they're tame. I can flag labours in game, but their task is always set to tame.. I've checked, their tame flag is off.
Will this soon be updated? I would really like a version that can work with Genesis.Well, let me tell you when:
Thank you
Will this soon be updated? I would really like a version that can work with Genesis.Well, let me tell you when:
Thank you
First I have to finish this video processing acceleration project. Then another pile of annoying math proofs. (those things have priority)
Then, maybe, I'll have a few days for DFHack, and I'll possibly manage to automate the offset search crap so I don't have to babysit it so much. Then I'll do a release and all the tool devs will have to update/recompile their stuff. Then you'll get an update.
Lots of big IFs you see. If things don't work out, I'll have some time in February. If they do work out, it will still depend on other people when/if there are updates to tools not included in the main DFHack builds.
Will this soon be updated? I would really like a version that can work with Genesis.Well, let me tell you when:
Thank you
First I have to finish this video processing acceleration project. Then another pile of annoying math proofs. (those things have priority)
Then, maybe, I'll have a few days for DFHack, and I'll possibly manage to automate the offset search crap so I don't have to babysit it so much. Then I'll do a release and all the tool devs will have to update/recompile their stuff. Then you'll get an update.
Lots of big IFs you see. If things don't work out, I'll have some time in February. If they do work out, it will still depend on other people when/if there are updates to tools not included in the main DFHack builds.
:D
I thank you for responding, and wish you good luck.Will this soon be updated? I would really like a version that can work with Genesis.Well, let me tell you when:
Thank you
First I have to finish this video processing acceleration project. Then another pile of annoying math proofs. (those things have priority)
Then, maybe, I'll have a few days for DFHack, and I'll possibly manage to automate the offset search crap so I don't have to babysit it so much. Then I'll do a release and all the tool devs will have to update/recompile their stuff. Then you'll get an update.
Lots of big IFs you see. If things don't work out, I'll have some time in February. If they do work out, it will still depend on other people when/if there are updates to tools not included in the main DFHack builds.
Damnit. Well, thanks anyway!
I guess it's time to start looking for a way to make my save game work with .16, then...
That's okay. By the looks of it you've made plenty people happy with previous versions.if you are needing for a hit, then grab Dfusion go into the ADV_tools plugin LUA(using Notepad) find the toggle Ghostliness code and change the number from 76 to either 26(tame) for if the beast didn't kill any one in your civ, or 1(dead) if you want it dead. then use your pointer and hover over the creature and activate the code. if you did it correctly the Dfusion won't disappear and the creature would be either Tamed, or dead,(no bodies.)
However, that does leave me with a forgotten beast that I wanted to genocide. Losing is not fun, you know.
It'd help me so much if you would know another method =)
Man, that sounds like a much better idea than what I did. I'll remember that for next time.That's okay. By the looks of it you've made plenty people happy with previous versions.if you are needing for a hit, then grab Dfusion go into the ADV_tools plugin LUA(using Notepad) find the toggle Ghostliness code and change the number from 76 to either 26(tame) for if the beast didn't kill any one in your civ, or 1(dead) if you want it dead. then use your pointer and hover over the creature and activate the code. if you did it correctly the Dfusion won't disappear and the creature would be either Tamed, or dead,(no bodies.)
However, that does leave me with a forgotten beast that I wanted to genocide. Losing is not fun, you know.
It'd help me so much if you would know another method =)
now if you are like me, then you would try to Tame it then Change it's race to DWARF using the change race function best to save after this or the game will crash if the thing gets hurt. Which will make it possible for the beast to put good use to your civ.
Man, that sounds like a much better idea than what I did. I'll remember that for next time.That's okay. By the looks of it you've made plenty people happy with previous versions.if you are needing for a hit, then grab Dfusion go into the ADV_tools plugin LUA(using Notepad) find the toggle Ghostliness code and change the number from 76 to either 26(tame) for if the beast didn't kill any one in your civ, or 1(dead) if you want it dead. then use your pointer and hover over the creature and activate the code. if you did it correctly the Dfusion won't disappear and the creature would be either Tamed, or dead,(no bodies.)
However, that does leave me with a forgotten beast that I wanted to genocide. Losing is not fun, you know.
It'd help me so much if you would know another method =)
now if you are like me, then you would try to Tame it then Change it's race to DWARF using the change race function best to save after this or the game will crash if the thing gets hurt. Which will make it possible for the beast to put good use to your civ.
I ended up using DFHack's dfliquids to form an Obsidian wall around it and then filled it with magma. It ain't pretty, I know.
0.31.18 support is on the way, I hope. I could use it, about now, with my injured dwarves who never recover from their yellow wounds.first make sure the wounds aren't fatal... or oozing blood. is so then pause then use the turn ghost function before attempting this.
0.31.18 support is on the way, I hope. I could use it, about now, with my injured dwarves who never recover from their yellow wounds.first make sure the wounds aren't fatal... or oozing blood. is so then pause then use the turn ghost function before attempting this.
next change the race to a COLOSSUS_BRONZE, or DEMON_1
save and reload
change the Dwarf back
save and reload
The Dwarf should be fine... unless it dying from melting then his body is still over heated and should be cooled down before his fat RE-melts again.(also you should remove the ghost flag so urist won't be scaring Mittens with his astro-projection.)
This process can also be use to revive dead members, prolong torture, keep companions longer(travel can be use as a substitute for saving).
whoops I forgot to re-mention Dfusion in that sorry to have confuse you and leaving you with dead dwarfs.0.31.18 support is on the way, I hope. I could use it, about now, with my injured dwarves who never recover from their yellow wounds.first make sure the wounds aren't fatal... or oozing blood. is so then pause then use the turn ghost function before attempting this.
next change the race to a COLOSSUS_BRONZE, or DEMON_1
save and reload
change the Dwarf back
save and reload
The Dwarf should be fine... unless it dying from melting then his body is still over heated and should be cooled down before his fat RE-melts again.(also you should remove the ghost flag so urist won't be scaring Mittens with his astro-projection.)
This process can also be use to revive dead members, prolong torture, keep companions longer(travel can be use as a substitute for saving).
Huh. Don't think any of that is possible. Especially not with the Raws alone, anyways. Runesmith doesn't work with the current version, to my knowledge, hence why I mentioned hoping for an update.
0.31.18 support is on the way, I hope. I could use it, about now, with my injured dwarves who never recover from their yellow wounds.first make sure the wounds aren't fatal... or oozing blood. is so then pause then use the turn ghost function before attempting this.
next change the race to a COLOSSUS_BRONZE, or DEMON_1
save and reload
change the Dwarf back
save and reload
The Dwarf should be fine... unless it dying from melting then his body is still over heated and should be cooled down before his fat RE-melts again.(also you should remove the ghost flag so urist won't be scaring Mittens with his astro-projection.)
This process can also be use to revive dead members, prolong torture, keep companions longer(travel can be use as a substitute for saving).
Are you planning on making a newer version?
Yeah, we're not compatible with anything above .16 atm since DFHack is still missing offsets
Well, let me tell you when:
First I have to finish this video processing acceleration project. Then another pile of annoying math proofs. (those things have priority)
Then, maybe, I'll have a few days for DFHack, and I'll possibly manage to automate the offset search crap so I don't have to babysit it so much. Then I'll do a release and all the tool devs will have to update/recompile their stuff. Then you'll get an update.
Lots of big IFs you see. If things don't work out, I'll have some time in February. If they do work out, it will still depend on other people when/if there are updates to tools not included in the main DFHack builds.
So, I made a .16 fort. Turns out that I can't seem to find anyway to heal my dwarves, even with Runesmith. The only obvious controls are for dead and killed, and that just makes them die upon living. No offense, but I tried DFusion, and your suggestion, Rumrusher, is too terribly vague and confusing to use with it.well there might be a way but you might want to beg Darius to make his Dfusion more backwards compatible. as of now healing is done by cheat engine and a .18 dfusion task of Ghost -> race changer -> save/travel/sleep -> race change back -> save/travel/sleep -> remove Ghost
Doesn't work , i keep getting 'Couldn't find a suitable process"
Using 31.16
Doesn't work , i keep getting 'Couldn't find a suitable process"
Using 31.16
SDL? Won't work with legacy
Will this soon be updated? I would really like a version that can work with Genesis.Well, let me tell you when:
Thank you
First I have to finish this video processing acceleration project. Then another pile of annoying math proofs. (those things have priority)
Then, maybe, I'll have a few days for DFHack, and I'll possibly manage to automate the offset search crap so I don't have to babysit it so much. Then I'll do a release and all the tool devs will have to update/recompile their stuff. Then you'll get an update.
Lots of big IFs you see. If things don't work out, I'll have some time in February. If they do work out, it will still depend on other people when/if there are updates to tools not included in the main DFHack builds.
Sizeak i just wanted to say i appreciate you releasing and working on this program, its very useful and fun and i dont think ppl give you enough credit, must be a pain in the ass to keep working on something and all ppl do is basically tell you to work harder to get out newer versions lol.
Just wanted to say THANK YA
Does not seem to work that way :( says shm access error. Must be doing something wrong...
assuming all the offsets are found.
as I figured due to the slow finding of the offset's, a new version have been released and I figured the Runesmith won't really released a new version anytime soon unless they quickly find all the offset of the new version, otherwise this mod has passed away.
... dang what a harsh way to bump a thread magistrate101.
though true until we get that auto offset finder which will make finding offsets much easier.
...
MAKE IT AUTOUPDATE!
MAKE IT AUTOUPDATE!
as I figured due to the slow finding of the offset's, a new version have been released and I figured the Runesmith won't really released a new version anytime soon unless they quickly find all the offset of the new version, otherwise this mod has passed away.
The new version has been out three or four days and you've already called time of death on Runesmith. Just chill. Petrix is sick right now.
as I figured due to the slow finding of the offset's, a new version have been released and I figured the Runesmith won't really released a new version anytime soon unless they quickly find all the offset of the new version, otherwise this mod has passed away.
The new version has been out three or four days and you've already called time of death on Runesmith. Just chill. Petrix is sick right now.
I changed my mind if he releases a new version that works on the latest version, if he misses at least 3 new versions, I'll called it dead.
sizeak-
I haven't been actively developing Runesmith either but if/when DFHack updates I'll be happy to update too assuming all the offsets are found.
It's right at the top of this page.
Better yet, now there's a new version out of DFhack with the needed offsets to update runesmith, I hope.I tried it and it crashed Runesmith. Someone else might have better luck, or an idea of what they're doing XD
Happily, sizeak (I think that's the DFHack guy...) made DFoffsets.exe... Which, to the best of my knowledge of such things, either prints outthe contents of memory.xml or finds working offsets, I am more sure of the former... :\The utility prints all the offsets effective for the running DF instance.
MAKE IT AUTOUPDATE!
And *NO*, I won't make it autoupdate.Fine by me, but, a program to update them would be nice, I have a way in mind, but it would be probly nigh-impossible to code, or eat RAM and CPU power so much your comp freezes, either way, my idea is just an idea, and will probly never happen :P
auto updating code already exist in Dfusion although not that much, the entire code is pretty much can be edited and add on to using Notepad...And *NO*, I won't make it autoupdate.Fine by me, but, a program to update them would be nice, I have a way in mind, but it would be probly nigh-impossible to code, or eat RAM and CPU power so much your comp freezes, either way, my idea is just an idea, and will probly never happen :P
I've seen a lot of hardcoded values, especially when it comes to offsets from the start of structures ~_~ Again, not something users should be subjected to. You can't rely on automation in this. I haven't dug deep into Dfusion though...auto updating code already exist in Dfusion although not that much, the entire code is pretty much can be edited and add on to using Notepad...And *NO*, I won't make it autoupdate.Fine by me, but, a program to update them would be nice, I have a way in mind, but it would be probly nigh-impossible to code, or eat RAM and CPU power so much your comp freezes, either way, my idea is just an idea, and will probly never happen :P
I completely agree on can not relying only on Automation of offsets. There should be some kind of maintenanceI've seen a lot of hardcoded values, especially when it comes to offsets from the start of structures ~_~ Again, not something users should be subjected to. You can't rely on automation in this. I haven't dug deep into Dfusion though...auto updating code already exist in Dfusion although not that much, the entire code is pretty much can be edited and add on to using Notepad...And *NO*, I won't make it autoupdate.Fine by me, but, a program to update them would be nice, I have a way in mind, but it would be probly nigh-impossible to code, or eat RAM and CPU power so much your comp freezes, either way, my idea is just an idea, and will probly never happen :P
I will look at updating after I finish work tonight.
Edit: So I pulled all the changes from the DFHack repo, built it, built RS against it and tried the new offsets and I got SHM access denied which means that the required creature offsets are either wrong or incomplete.
Toady doesn't *know* or *make* the offsets per se. Offsets are actually really just numbers that specify how far from the beginning of a program an address is, so to find something's location in memory you take the offset for what you want to look at and then add that to the base address of the programs stack frame (little box? of memory). So while he couldn't just tell us, what he could do is dump the pointers to things like the creature vector which would mean we wouldn't have to sit and sift through DF's memory.
So as an example, say we knew where toady lived and we wanted to get from there to the nearest shop. Consider toady's to be the beginning of the program and the location of the shop to be an offset, it would be much faster if he told us where the shop was in relation to his house than if we had to search every street manually.
I hope I simplified it enough :)
Maybe, I was thinking something like a petition or a pledge list or something where people could say "right, if you make this easier for use, we'll each donate $5, it's not much but there are 500 of us". No one would have to donate if he didn't do it, but if he did, he'd get a lot of reward donations for it.
Actually - *IF* Toady wanted to do anything even remotely like support this - he would build in callable functions to the program. It would represent a change in design strategy - and could even lead to splitting the UI from the 'core' program which would in turn open the door for 3rd party graphical UIs. In other words - he wouldn't bother to support memory hacks, he'd go ahead and support data manipulation tools. Or he'd directly code in cheatie bits and side step the need for all this.Problem with this (same idea comes up every so often, prolly's been mentioned before in this thread) is that if you have 3rd parties maintaining the interfaces / 3rd party tools, what happens when DF significantly updates? The 3rd party tools have to update as well. If any of the maintainers looses interest, they we're immediately back to just the core game. Except people are going to want to blame Toady that their favorite 3rd party tool doesn't work...
won't this mean third party tools need to drop their source code as well? so that when they drop off the face of the earth someone can pick up their past work. kinda like how Dwarf companion creator Bart. helps out Sizeak on his version of his work, and the Dwarf therapist/Dfhack members work hard on getting those offsets updated for the next release.Actually - *IF* Toady wanted to do anything even remotely like support this - he would build in callable functions to the program. It would represent a change in design strategy - and could even lead to splitting the UI from the 'core' program which would in turn open the door for 3rd party graphical UIs. In other words - he wouldn't bother to support memory hacks, he'd go ahead and support data manipulation tools. Or he'd directly code in cheatie bits and side step the need for all this.Problem with this (same idea comes up every so often, prolly's been mentioned before in this thread) is that if you have 3rd parties maintaining the interfaces / 3rd party tools, what happens when DF significantly updates? The 3rd party tools have to update as well. If any of the maintainers looses interest, they we're immediately back to just the core game. Except people are going to want to blame Toady that their favorite 3rd party tool doesn't work...
Personally, I think it's worth the risk, but so far as I've heard, Toady doesn't. And in the end, it's really only his decision that matters. :)
Actually - *IF* Toady wanted to do anything even remotely like support this - he would build in callable functions to the program. It would represent a change in design strategy - and could even lead to splitting the UI from the 'core' program which would in turn open the door for 3rd party graphical UIs. In other words - he wouldn't bother to support memory hacks, he'd go ahead and support data manipulation tools. Or he'd directly code in cheatie bits and side step the need for all this.Problem with this (same idea comes up every so often, prolly's been mentioned before in this thread) is that if you have 3rd parties maintaining the interfaces / 3rd party tools, what happens when DF significantly updates? The 3rd party tools have to update as well.
Do not get me wrong - I loved Runesmith. It was an absolutely brilliant, and amazingly useful tool - especially for setting up a succession fort with dwarves for the players - or my favorite - turning a possession into a fey mood. But it is gone now - it wasn't Toady's masterpiece, and there is no reason to expect Toady to devote any of his time to Runesmith.Why are you saying this in the past tense?
Also: Runesmith isn't dead at all, it's just missing offsets for the newer versions. I just play .16 instead personally since it works fine with it :D
Do not get me wrong - I loved Runesmith. It was an absolutely brilliant, and amazingly useful tool - especially for setting up a succession fort with dwarves for the players - or my favorite - turning a possession into a fey mood. But it is gone now - it wasn't Toady's masterpiece, and there is no reason to expect Toady to devote any of his time to Runesmith.Why are you saying this in the past tense?
It's not dead, just can't be updated until we have working offsets.Quote from: sizeak, previous pageAlso: Runesmith isn't dead at all, it's just missing offsets for the newer versions. I just play .16 instead personally since it works fine with it :D
Awesome.Let me know if there's anything wrong :)
Thank you to those who update these programs; we enjoy them greatly. :)
SHM access denied :(
Happened with 31.18 version, and same thing with 31.19 when I imported.
EDIT: Alright, it works with a new world gen for 31.19, so thank you for updating! Just one question: how do you remove traits? I can add them, but removing... no.
Thank you very much, sizeak!I work on zombies with Dfusion even made them follow you in adventure mode and slap on a repeater so the game search for new corpses. Though Runesmith might help out on the Civ issue I have with them.
Now, arise, my zombie army.
The only reason I can think of for a 3rd party tool stopping a new release is if vitally important functionality was left to 3rd party developers. As long as Toady continued to do his own thing and not rely on 3rd party tools for fancy GUI interfaces or other things to make the game work, this should be a non-issue.Actually - *IF* Toady wanted to do anything even remotely like support this - he would build in callable functions to the program. It would represent a change in design strategy - and could even lead to splitting the UI from the 'core' program which would in turn open the door for 3rd party graphical UIs. In other words - he wouldn't bother to support memory hacks, he'd go ahead and support data manipulation tools. Or he'd directly code in cheatie bits and side step the need for all this.Problem with this... is that if you have 3rd parties maintaining the interfaces / 3rd party tools, what happens when DF significantly updates? The 3rd party tools have to update as well. If any of the maintainers looses interest, they we're immediately back to just the core game. Except people are going to want to blame Toady that their favorite 3rd party tool doesn't work...
31.20 compatible version, f***ing when?
Can't you keep up with Today's releases? I'm tired of waiting!!!Spoiler (click to show/hide)
31.20 compatible version, f***ing when?
Can't you keep up with Today's releases? I'm tired of waiting!!!Spoiler (click to show/hide)
:D I'm saving .20 compatibility for release a day before .21 comes out
don't worry Gearbox will pick this up and remake it.31.20 compatible version, f***ing when?
Can't you keep up with Today's releases? I'm tired of waiting!!!Spoiler (click to show/hide)
:D I'm saving .20 compatibility for release a day before .21 comes out
You are forcing us to use old versions!! D:
31.20 compatible version, f***ing when?
Can't you keep up with Today's releases? I'm tired of waiting!!!Spoiler (click to show/hide)
:D I'm saving .20 compatibility for release a day before .21 comes out
31.20 compatible version, f***ing when?
Can't you keep up with Today's releases? I'm tired of waiting!!!Spoiler (click to show/hide)
:D I'm saving .20 compatibility for release a day before .21 comes out
FWIW, copying dfhack.dll and Memory.xml (and renaming it Memory-ng.xml) from the latest dfhack binaries seems to work for .21 compatibility. Do this at your own risk, however.
31.20 compatible version, f***ing when?
Can't you keep up with Today's releases? I'm tired of waiting!!!Spoiler (click to show/hide)
Version 0.1.19 released for compatibility with DF 0.31.21
Does it not work on 31.21?
The old XML file? Haven't tried it. The off-sets usually change with each version, though. v31.21 isn't listed in the current XML as a supported version, so dfprospector refuses to start.
Offsets seem to be the same this time around. Try adding this:Code: [Select]<Version name="v0.31.21 SDL" os="windows" base="v0.31.20 SDL" >
<PETimeStamp value="0x4D743DA7" />
<MD5 value="3aadcbd781f7d70d5ee552b92c03bc6b" />
</Version>
It sounds like the pointers in .21 and .20 were identical. The main reason why using the memory.xml for .20 did not work was because it did not recognize .21 as a valid Dwarf Fortress version number.Does it not work on 31.21?
The old XML file? Haven't tried it. The off-sets usually change with each version, though. v31.21 isn't listed in the current XML as a supported version, so dfprospector refuses to start.Offsets seem to be the same this time around. Try adding this:Code: [Select]<Version name="v0.31.21 SDL" os="windows" base="v0.31.20 SDL" >
<PETimeStamp value="0x4D743DA7" />
<MD5 value="3aadcbd781f7d70d5ee552b92c03bc6b" />
</Version>
I hate to do this, bu my Norton Security Alert utility named Sonar reports "mysterious behavior" from Runesmith and promptly uninstalls it, and ask me to restart the computer to remove all security risks. I downloaded it from the main download page. Anyone else have similar problems?
Edit: It may be that Norton just has a thing for small, unproven programs. The main issue seems to be that very few Norton users have the program.
Probably, it would be flagged as a virus because it's editing the runtime data and memory of DF. It's easy to mistake that for messing with a program's execution in a malicious way. If anyone plays starcraft mods, it's the same thing.:D
In any case, relax. Runesmith has a community behind it, and people are always the best defense. A thread doesn't get to 68 pages when it's about a virus-infested utility, unless all 68 pages are of enraged DF players. (which they definitely are not because runesmith is awesome)
Norton Antivirus constantly tears my utilities to shreds. They're all flagged as "High Risk" since they edit memory. And I know at least 4 of you people out there have run Overseer and had the same thing happen. Norton tells me so.Well, it treats you like an idiot if it won't let you whitelist things.
Norton Antivirus constantly tears my utilities to shreds. They're all flagged as "High Risk" since they edit memory. And I know at least 4 of you people out there have run Overseer and had the same thing happen. Norton tells me so.
Yes. Thank you for all these nifty Dwarfy Tools. I shall put them togoodethically questionable use.
Would it be too much to ask for Runesmith to actually allow me to SET my dorf's skills?Nope, it would not, because it can already do that.
So they must already be dabbling to have the skill set ::)
Seems like an oversight in the tool to me.
As for DC I don't remember it being capable of it either. But it's been what, a year since DC last worked? 2 years? I might be remembering it wrong.It could.
Yep, I've seen it too.That was Companion, again.
You could actually, you just need a skill to change first.Go actually try it and get back to me on that.
Adding new skills is not supported because I didn't want to encroach on DT's territory.Err, what? DT does labors, not skills. Runesmith already does that too anyway?
I just want to say thanks. This utility just saved my behind. I'm still playing on the embark where I accidentally started without taking anything with me or picking any skills for my starting seven. As of this point, 6 of the 7 are still alive. The 7th was killed while taking a nap by a kobold thief with a *<*dagger*>* who accidentally tripped over him ( >:( ).
At some point my legendary miner (one of the orig 7) decides he's going to have a mood.... a mood for wool. Suffice to say I have no wool. So open up runesmith and set his mood from "Fey" to "None".
Urist McMiner has canceled mood: Needs wool thread.
TADAH!!! And my miner doesn't have to go crazy.
I also genocided Carp... nothing more annoying than a carnivorous fish that shouldn't eat anything larger than... well... a fish. Good feature, and I'm almost positive I'm using it 100% as intended.
A) It's Runesmith...
B) I bet you are using legacy. If so, DFHack only supports SDL versions
didn't toady add more to the creature flags? Will RS get an update to that function?
I don't suppose you take feature requests do you?doesn't therapist have that function?
Would it be possible to sort the list based on skill levels? I often use Runesmith to find a dwarf with a particular skill when I know I have one, but don't remember who it was. Runesmith makes this much faster than looking through the unit list one at a time, but it would be even faster if there was some sort button I could push, enter a skill, and then magically have all the dwarves with that skill at the top of the list.
...and if I'm an idiot and it's already possible could somebody tell me how?
It's due to the way DF itself works actually
Sometimes it sticks for a while, but not always. I'm not really sure why, I think it's because if the source of their unhappiness is still affecting them it will make them unhappy again very quickly
And maybe if anyone understood the wounds system in DF2010 then we'd do thatuhh well we over at Dfusion made a cheap DC version of the hurt/heal system but from others up limbs and might lead to a case of suffocation (or not work at all?) but I fixed that recently.From what I understood it's the same as DC but chances are the wounds leave scars so fixing a cut will only fix the limb but the description of the cut will be added to the creature and through time will become a scar. so my best luck is until I attempt to get a dead dwarf and rez which on it self was a flipping chore back in 40d.
My guess looking at DFusion's heal system and how it interacts with the wounded would be that individual wounds are stored in an array somewhere, divided up similarly to how they look in the health screen.Descriptions screen as well, some times you can heal a head wound but still get the gushing cut memo or make their heads disappear causing their hats hoods and caps to fall off and they seem to be to not notice at all. So my hurt code more likely "a strip clothes from their bodies and get more loot from merchants that come in" code. So who wants a function that causes goblins/elves to dash towards you not noticing that their clothes and weapons are gone?
OMG 31.22 >:(
And the most annoying thing is that this update is also highly desirable, as the Healthcare bugs have been (mostly) fixed.
OMG 31.22 >:(
And the most annoying thing is that this update is also highly desirable, as the Healthcare bugs have been (mostly) fixed.
*baps laser on the nose*
Stop that. 31.22 just came out. Be a bit more patient.
"FINALLY we have offsets from DFHack to make Runesmith compatible w/ 31.21!"Uh, what?
"FINALLY we have offsets from DFHack to make Runesmith compatible w/ 31.21!"Uh, what?
We've had them since the day .21 came out.
... and the .20 update came out what... a few days later? Maybe a week? Seriuosly, chill out.... it's not like you're paying this guy to do it.
And if you were paying me and demanding that much out of me a few hours after it was even POSSIBLE to do it?
I'd quit on you.
"FINALLY we have offsets from DFHack to make Runesmith compatible w/ 31.21!"
Then Toady says no :'(
"FINALLY we have offsets from DFHack to make Runesmith compatible w/ 31.21!"
Then Toady says no :'(
What the hell, laser? A new version coming out doesn't affect prior versions, or their utilities, at all. You can keep right on playing 31.21 to your heart's content. You haven't lost anything, and Toady certainly hasn't said "no".
Seriously, what the hell?
Just wait a while. The long dry spell after 31.16 had a lot to do with the fact that Peterix and Sizeak had other things to do at the time. That's not going to happen every time, and I'm actually a bit surprised that the lack of gratitude or understanding from some people hasn't driven them away from further development in disgust.
If I were using my spare time to do this, I'd probably have begun PMing the more patient users with links to the utilities rather than posting them publicly by now. But Peterix and Sizeak are better, more hardworking, and less bitter people than me.
It all fits together nicely.
0.31.22 is buggy enough it'll get a quick bugfix. DFHack needs a full update in the meantime, then fixed offsets when .23 comes out. In the meantime, all the mod and utility makers can work on the updates to their respective files. No new features will be added in .23, and if they are they'll be very minor.
So my suggestion to everyone is to just go back to .21 for a week and .23 will come out with pretty much everything it needs right behind it.
"FINALLY we have offsets from DFHack to make Runesmith compatible w/ 31.21!"
Then Toady says no :'(
What the hell, laser? A new version coming out doesn't affect prior versions, or their utilities, at all. You can keep right on playing 31.21 to your heart's content. You haven't lost anything, and Toady certainly hasn't said "no".
Seriously, what the hell?
Just wait a while. The long dry spell after 31.16 had a lot to do with the fact that Peterix and Sizeak had other things to do at the time. That's not going to happen every time, and I'm actually a bit surprised that the lack of gratitude or understanding from some people hasn't driven them away from further development in disgust.
If I were using my spare time to do this, I'd probably have begun PMing the more patient users with links to the utilities rather than posting them publicly by now. But Peterix and Sizeak are better, more hardworking, and less bitter people than me.
I suppose sarcasm doesn't carry across the internet very well.
Not unless you're REALLY, REALLY thick with it. Jeez, what do you want from text. Ugh, god. So useless I might poop.
See that's sarcasm that carries ;)
Not unless you're REALLY, REALLY thick with it. Jeez, what do you want from text. Ugh, god. So useless I might poop.
See that's sarcasm that carries ;)
I redownloaded about 10 times, I have both winrar and alzip.
EDIT: Nevermind. I accidentally deleted my savegame, so i'm starting over anyway.
I got it working, but when I try to connect, it says "SHM ACCESS DENIED"
anybody know what that means?
I use it to give my military a couple levels in fighting skills, since training is so cripplingly slow and they get whittled down faster than they get trained up, even with armor. That, and they throw hissy fits if they are on duty too long.
If you make the danger room double as the barracks, so they spend all their time there, you can get dwarves that are legendary in (weapon), dodging, fighting, armor and shield in a year or two.I use it to give my military a couple levels in fighting skills, since training is so cripplingly slow and they get whittled down faster than they get trained up, even with armor. That, and they throw hissy fits if they are on duty too long.
A danger room trains dwarves sickeningly fast.
If you make the danger room double as the barracks, so they spend all their time there, you can get dwarves that are legendary in (weapon), dodging, fighting, armor and shield in a year or two.I use it to give my military a couple levels in fighting skills, since training is so cripplingly slow and they get whittled down faster than they get trained up, even with armor. That, and they throw hissy fits if they are on duty too long.
A danger room trains dwarves sickeningly fast.
At that point they're pretty much invulnerable to most normal weaponry.
If you make the danger room double as the barracks, so they spend all their time there, you can get dwarves that are legendary in (weapon), dodging, fighting, armor and shield in a year or two.I use it to give my military a couple levels in fighting skills, since training is so cripplingly slow and they get whittled down faster than they get trained up, even with armor. That, and they throw hissy fits if they are on duty too long.
A danger room trains dwarves sickeningly fast.
At that point they're pretty much invulnerable to most normal weaponry.
Or you could just cheat to do it instantly, seeing as how you're exploiting the game either way.
If an exploit is being used, is it really an exploit?
If an exploit is being used, is it really an exploit?
Mmmmmmm... yes? :P
Still, I don't think that military skills go up that slow, and technically if you're going to have your dwarves sit in a room doing nothing until they become legendary it doesn't seem much different from using Runesmith (barring the time it takes, of course).
If an exploit is being used, is it really an exploit?
Mmmmmmm... yes? :P
Still, I don't think that military skills go up that slow, and technically if you're going to have your dwarves sit in a room doing nothing until they become legendary it doesn't seem much different from using Runesmith (barring the time it takes, of course).
If something I said is quoted, but my words are edited so they mean something else, am I still being quoted?
well the front page says that mood material editing is supported in runesmith but i cannot figure out how to use it.
Mood Editing is having a Mood(crashes). Got a Fey Mood needing thread... with !Mining! as the Labor... tried to switch to metalcrafting... and boom(crash). As for material editing... that's likely not remotely in... I tried everything ... in Runesmith and in game. Rabid Weaver still happened. Had to snuff him in Runesmith.
Does it look like it has?
Soon, I'm sure.
this is where notepad, DFMODE and knowledge of raws helps.
Mood Editing is having a Mood(crashes). Got a Fey Mood needing thread... with !Mining! as the Labor... tried to switch to metalcrafting... and boom(crash). As for material editing... that's likely not remotely in... I tried everything ... in Runesmith and in game. Rabid Weaver still happened. Had to snuff him in Runesmith.
I say starve the little runt. That's what he gets for staking his sanity on impossible conditions, like a mayor that wants slade puzzleboxes. Bullshit like that is not tolerated in my forts.
Works Perfect! To clarify, look for the exact .xml file someone posted a link to, don't go grabbing a copy of DF hack and looking for the file. Remember to do the rename mentioned above.Well, I wish I could test Runesmith directly. But, try this file instead: https://github.com/peterix/dfhack/raw/bbf64a1614ca8ffddca889cd60da4c3d0d25fa77/Memory.xml
EDIT: meh... okay doesn't work perfectly, but it will get the job done. MIght need to restart it once in a while.
Yes just start a few posts back....
Runesmith is not yet updated, but it uses a file from dfhack anyway that IS updated. :)
So you can use the Runesmith version found on the first page of this thread if you grab the updated xml file that was posted on a few posts up. It will work with DF version 0.31.25 which is the latest version.
Works Perfect! To clarify, look for the exact .xml file someone posted a link to, don't go grabbing a copy of DF hack and looking for the file. Remember to do the rename mentioned above.Well, I wish I could test Runesmith directly. But, try this file instead: https://github.com/peterix/dfhack/raw/bbf64a1614ca8ffddca889cd60da4c3d0d25fa77/Memory.xml
EDIT: meh... okay doesn't work perfectly, but it will get the job done. MIght need to restart it once in a while.
I fixed the offset for the 'other' material array.
Works Perfect! To clarify, look for the exact .xml file someone posted a link to, don't go grabbing a copy of DF hack and looking for the file. Remember to do the rename mentioned above.Well, I wish I could test Runesmith directly. But, try this file instead: https://github.com/peterix/dfhack/raw/bbf64a1614ca8ffddca889cd60da4c3d0d25fa77/Memory.xml
EDIT: meh... okay doesn't work perfectly, but it will get the job done. MIght need to restart it once in a while.
I fixed the offset for the 'other' material array.
Alright, I'm running DF 31.21 and I just downloaded the latest version of Runesmith (compatible with 31.21). However, I cannot seem to get Runesmith to connect to DF. The utility will load without any errors, but it does not read the dwarfs or creatures in the game so I can't make any alterations. Any suggestions?
Feature Request: (Sensible Section)
Sometime In The Future... an update to the Shiny Nuke Button that removes the siege flags as well.
Having the same problem, running Windows 7, neither set of files are zipped, and are in different folders on my desktop. I am using Norton, but it isn't alerting me to any "threats" so I am assuming it is not interfering.Alright, I'm running DF 31.21 and I just downloaded the latest version of Runesmith (compatible with 31.21). However, I cannot seem to get Runesmith to connect to DF. The utility will load without any errors, but it does not read the dwarfs or creatures in the game so I can't make any alterations. Any suggestions?
Operating system? Running either DF or Runesmith inside zip file? AntiVirus? You're not giving much info here....
Feature Request: (Sensible Section)
Sometime In The Future... an update to the Shiny Nuke Button that removes the siege flags as well.
This would be quite handy. Is there a way to do it manually currently?
Whenever I try to use this I get an error telling me it "Couldn't find a suitable process." Any ideas how to fix this?
Giving them breathing problems usually works to kill them properly.Didn't do anything when I tried it.
Boom, update
Does this mean the seige tag is properly addressed?This is the thing about the real world: magic doesn't happen. However, let me describe how I ended a perpetual siege.
Hello,Well, I sure can... it's a bit slower than I'd like, but it runs.
Can I run this under Linux with wine?
Why do changes to happiness get reset directly after unpausing the game? It's a bit annoying right now - hope you can help :(
Quick question. Is there any way to make mood setting work in this version? TBH it's pretty much the only thing I'd like to use runesmith for (sure having 10000 attributes on your miners is kinda funny but it gets boring quick xP)
the only downside is sometimes it doesn't work.
the only downside is sometimes it doesn't work.
EVER. It never works for me. it works for NEARLY EVERYONE ELSE! WHY ME!? WHY DOES ARMOK PUNISH ME SO?!
What should be a simple question...
I can see how to modify skill levels, but how do I just plain add a skill to one of my peons?
What should be a simple question...
I can see how to modify skill levels, but how do I just plain add a skill to one of my peons?
I don't think adding skills is possible sadly. I'm not the guy who made this but I seem to recall that the issue is that it can only modify existing memory locations. It's a major technical problem inherent to memory editing itself, and how Dwarf Fortress stores skill data.
Adding a new skill would require the program to set aside a new area of memory, which even if it did work, Dwarf Fortress would not recognize it because it didn't set aside the memory itself. If it didn't set it aside itself, it doesn't know to look for it.
Best way to add a skill is have your guy do some job or something they never did before, once. That allows them to gain one point of skill in it, and makes DF set aside the memory for the added skill, and then you turn that skill into what you want. Since DF itself set aside the space it knows there is something relevant to your creature's skills there. And once that data exists, it can be changed by runesmith.
Maple, what OS are you using?
I'd like to use Runesmith to kill a dwarf AND produce a body. Is this possible and how? I feel like I've tried all the health-related tags, and making the target hostile just leads to its killer becoming an enemy of the civilisation and group it itself is a part of.Well you could teleport the dwarf to a high area and have it fall to it's doom.
Close enough. Thanks! I'm amazed that the tags like Drowning, Gutted, Trouble Breathing don't cause death quickly...well those just place them on a timer, gutted doesn't kill.
Sizeak I'm having a bit of an issue getting Runesmith to work
I'm using 31.18 SDL on windows XP if it helps....and I downloaded the newest version of Runesmith
the error it continues to throw up with "RSexception"
any help you or anyone else on the forum can give would be very helpful
1) Will Runesmith work with DF v0.31.24, and two other mods (Civilization Forge and Wanderer's Friend)?
2) Is it a .zip file?
3) How the HELL do I use it? It looks confuzzling.
I've used Runesmith with Genesis and MixMod. You just have to use the creatures tab and try to find your own folks as they won't be dwarfs unless you play dwarf.
I've used Runesmith with Genesis and MixMod. You just have to use the creatures tab and try to find your own folks as they won't be dwarfs unless you play dwarf.
Click Options -> Set Main Race and enter the race name of whatever creature you're playing as.
Just a couple minor bugfix suggestions.I made a command for Dfusion that cleans up those Occupancy tags spots.
It seems the teleport tool can have a couple bad consequences.
One is teleporting an invader, it will sometimes prevent the invader tag from being handled properly when said creature is caged after a teleport (and alas, removing the offending creature from the creature list with the delete/vanish options does not alleviate this)
Another is when teleporting any creature for any reason, it seems to have a chance of failing to toggle the creature occupied flag for a tile to the off position when the creature is teleported from the tile.
Using the mood tab to turn off a mood for me appears to work initially, the mood flags disappear and the dwarf goes back to work as normal, however, when the normal "I couldn't make my aritifact, so I'm going to go insane on y'all" timer expires, the unmooded dwarf goes loony as if he/she had failed the mood normally.
Still a great tool, even with these bugs. Although the endless siege from the invader tag bug can be a pain, as can trying to build around the spots where the occupancy tag is messed up (still searching for tile tools to fix that problem manually)
So wait, I can change my starting race?I've used Runesmith with Genesis and MixMod. You just have to use the creatures tab and try to find your own folks as they won't be dwarfs unless you play dwarf.
Click Options -> Set Main Race and enter the race name of whatever creature you're playing as.
No, that just organizes the whatever creatures in the "Dwarves" tab.So wait, I can change my starting race?I've used Runesmith with Genesis and MixMod. You just have to use the creatures tab and try to find your own folks as they won't be dwarfs unless you play dwarf.
Click Options -> Set Main Race and enter the race name of whatever creature you're playing as.
Oh.No, that just organizes the whatever creatures in the "Dwarves" tab.So wait, I can change my starting race?I've used Runesmith with Genesis and MixMod. You just have to use the creatures tab and try to find your own folks as they won't be dwarfs unless you play dwarf.
Click Options -> Set Main Race and enter the race name of whatever creature you're playing as.
I think the flags options don't work. I wanted to make some random gator 'tame' and I clicked the 'tame' flag, I go back to my game, and the gator doesn't have the word 'tame' in blue after the gator's creature name. What gives?Click "Save"?
is there a option to select both?
Because I like having a universal runesmith but also want those who want the dfhack console connection to not feel alienated.
Is there a particular reason turning on moods is not recommended? I don't really feel like scanning through all 82 pages to figure it out. That feature is the one I'm interested in above all. I need some artifacts. :)
So is there a single reliable way, utility or otherwise, to force moods?Is there a particular reason turning on moods is not recommended? I don't really feel like scanning through all 82 pages to figure it out. That feature is the one I'm interested in above all. I need some artifacts. :)
Dwarfs can get stuck in various ways that lead to !fun!. You'll beunlucky if they only starve to death.
So is there a single reliable way, utility or otherwise, to force moods?No. It needs a lot of research.
Is there any way with this to turn invading/merchant elves and humans into members of the fortress, so that they can do labours, marry and reproduce with other elves/humans, so I could create a multiracial fort?remove the "is resident" flag and change their civ numbers to your own.
Is there any way with this to turn invading/merchant elves and humans into members of the fortress, so that they can do labours, marry and reproduce with other elves/humans, so I could create a multiracial fort?remove the "is resident" flag and change their civ numbers to your own.
then boot up Dfusion(old version until Warmist gets peterix to update DFhack with the latest Dfusion corrections) and run friendship if the case maybe that they don't do tasks.
getting them to noble classes is off the table unless you run friendship first before embarking.
oh and they can't cross breed on their own with out help of third party utilities and usually the result ends up to ugly to look at there a solution to the cross breeding but that digressing from the point.
Is there any way with this to turn invading/merchant elves and humans into members of the fortress, so that they can do labours, marry and reproduce with other elves/humans, so I could create a multiracial fort?remove the "is resident" flag and change their civ numbers to your own.
then boot up Dfusion(old version until Warmist gets peterix to update DFhack with the latest Dfusion corrections) and run friendship if the case maybe that they don't do tasks.
getting them to noble classes is off the table unless you run friendship first before embarking.
oh and they can't cross breed on their own with out help of third party utilities and usually the result ends up to ugly to look at there a solution to the cross breeding but that digressing from the point.
It's possible to create halfbreeds(using raws that combines both ) just that dwarf fortress will not do it for you, and you have to change the race of another to be compatible to breed.Is there any way with this to turn invading/merchant elves and humans into members of the fortress, so that they can do labours, marry and reproduce with other elves/humans, so I could create a multiracial fort?remove the "is resident" flag and change their civ numbers to your own.
then boot up Dfusion(old version until Warmist gets peterix to update DFhack with the latest Dfusion corrections) and run friendship if the case maybe that they don't do tasks.
getting them to noble classes is off the table unless you run friendship first before embarking.
oh and they can't cross breed on their own with out help of third party utilities and usually the result ends up to ugly to look at there a solution to the cross breeding but that digressing from the point.
Thanks for the reply i'll give it a crack when I have a chance. Just to clarify it isn't possible to create halfbreeds (for example human mother dwarf father) but will humans still reproduce with other humans?
Accidently set an endless siege, how can I fix it ive gone through all the tags i think could cause it :(... help please??you auto killed entire goblin squad and now they are sending everything they got to kill you because you have the one thing that can wipe them out.
Erm, sorry if it has been answered, but it is 83 pages^^:The object that stores skill values doesn't exist until the creature has at least some skill. It is possible to reuse skill objects for different skills. Unfortunately, the version of dfhack runesmith uses is unable to actually create objects.
When I open Runesmith and look at the skills, I can only see those the dwarf in question has points in.
Like, after embark, I can only change the grower/brewer skill at my grower/brewer.
Is it a bug or am I blind?
greetz
Do you have the latest memory.xml . Try using the one from dfhack.
Has anyone recently had this working under Linux with Wine? I am running Dwarf Fortress 31.25 for Linux, the current version of Kubuntu , and the newest Runesmith. []You can only use it with DF running in wine.
Alternatively, is there another program that runs under Linux that can export XML files suitable for Dwarven Guidance Counselor?Probably not. What do the files look like? (link to some documentation would be ideal)
I'm experiencing the weirdest error.It either can't find memory.xml or it's corrupted. Make sure you download it as a file (https://raw.github.com/peterix/dfhack/legacy/Memory.xml) (right click, save as) - copypasting out of internet explorer or other such weird apps will break it.
When I try to open Runesmith (whether it be during an open game or just the menu), it comes up with this:
error 2: Failed to open file, at row 0 col 0.
Any idea why? I've updated everything necessary.
Has anyone recently had this working under Linux with Wine? I am running Dwarf Fortress 31.25 for Linux, the current version of Kubuntu , and the newest Runesmith. []You can only use it with DF running in wine.
Alternatively, is there another program that runs under Linux that can export XML files suitable for Dwarven Guidance Counselor?Probably not. What do the files look like? (link to some documentation would be ideal)
There is an example .xml file in the download here:Awesome. It should be fairly easy to export dwarf info like this. The format is simple :)
http://dffd.wimbli.com/file.php?id=4238
memory object not declared: type=labor key=94
memory object not declared: type=labor key=95
<Profession name="THIEF" id="94" military="false" can_assign_labors="true" />
<Profession name="STANDARD" id="95" military="false" can_assign_labors="true" />
That confuses me even more. Dwarf I'm looking at is dwarven queen arrived recently.Hi,you can't with this but you can with dfusion but I'm force to warn folks that doing so might lead to the game crashing unless you save after race changing the character, and even then you can't look at the creature's detail with out breaking the game. there a fix but that's more mod related and based around making identical creatures where the only difference is their name and non detail effecting raw tags.
Ok, I have a question: is it possible to change a creature's race (e.g. change a horse into a type of camel)? If yes, how do I do it? If no, could that capability get added at some point?
Thanks!
-Dame de la Licorne
For multiracial forts, are there any issues regarding default armor sizes and non-dwarven troops? Also, when you change a unit's race, say from dwarf to human, what happens to their clothing? Does it change, too, or are dwarves and humans close enough in size to share clothes?The size of the clothing is determined by the size of its creator. Thus, dwarven smiths (and tailors) produce items appropriate for 60kg creatures, while a human would produce 70kg-baseline items. Clothing/armour cannot be shared between creatures of different sizes, although weapons can be (subject to 2-handed considerations, of course).
Oh, well, wrong thread, but anyway: how do I change creature's race with DFusion?if your using new dfusion then you can't until you add it in, it's originally in old dfusion in the adventure tools menu.
if your using new dfusion then you can't until you add it in, it's originally in old dfusion in the adventure tools menu.And for what option should I look in adv_tools?
the one that says "change race".if your using new dfusion then you can't until you add it in, it's originally in old dfusion in the adventure tools menu.And for what option should I look in adv_tools?
the one that says "change race".Oh, well, I've found it already and forgot to edit post. By the way, I can't create squad out of non-dwarves?
the one that says "change race".Oh, well, I've found it already and forgot to edit post. By the way, I can't create squad out of non-dwarves?
I'm having an annoying problem. Whenever I set the happiness of my dwarves to something, it automatically switches itself back after a few seconds. It is really annoying. Saving apparently does not make the setting permanent. This is for .25 btw. I am losing dwarves due to dumb pets dying and I cant stop it...
I miss this too. Most as it allows me to use the guidance counselor tool. When you update it can you fix the export thing to actually listen to what you select? :p
GL with your dissertation.
No I mean it exports every stat no matter what you select.
-puts on some flame guards-
Even though I enjoy DFhack on occasion can you please please please still release a stand alone version, I rarely use DFhack and now everything starting to become part of DFhack which itself doesn't have a stand alone version anymore. I get that it's a great tool but please release in some other forms not everyone wants to have multiple console windows open to run a program.
DFhack still lacks a "hide the console" I tried one of the more recent versions.
So even though I voted for "Both" as I know other people like DFhack integration I'd much rather see the QT Gui version first for 34.02.
I do not see how this could be merged with dfhack.Black magic.
Dfhack has no gui.
Runesmith is not a console program.
Directly, No.
In more depth, this is because I'm not looking for the offsets required myself and am not currently fixing bugs. This is because I have a dissertation to finish, on top of a lot of other work. When/If all the offsets are found, people should be able to drop the updated xml file from DFHack in (old format, I think it was changed) and go, or it wouldn't take me long to update then (like minutes). Bug fixes will be a minimum of 5 weeks I imagine due to reasons stated above. New features aren't being developed because I don't really play DF anymore. This may change once I've graduated and have my life back, but for now consider it feature frozen and only just maintained :D
Whenever my military wastes 2 years in a row on biting drills....I think of this mod.never seen this, but anyway how would you fix it with RS?
Whenever my military wastes 2 years in a row on biting drills....I think of this mod.never seen this, but anyway how would you fix it with RS?
Whenever my military wastes 2 years in a row on biting drills....I think of this mod.Hey, it should make for some interesting combat reports.
As far as I'm aware, the structure of character and unit data has changed with 0.34.x releases. The memory.xml format is no longer appropriate to describe them in detail. In other words, the current version of Runesmith has no way to interpret the offsets that currently apply to DF; a new iteration of offset xmls is needed altogether.
In other words, we have the offsets for the current version, but runesmith can't use them in its current state
DFHack now supports a simple RPC system using ProtoBuf over TCP/IP (to localhost) - at the moment, it allows invoking all of the "non-interactive" plugin commands from an external application ("dfhack-run prospect all", "dfhack-run clean map snow", etc.) and probably a few other things of which I am not aware.
It should be possible to write a special plugin whose sole purpose is to fetch/manipulate specific data structures ("get number of units", "get details for unit X", "set attribute X for unit Y", "set skill X for unit Y", "set/clear flag X for unit Y", etc.) and then have Runesmith talk to that plugin instead of using the old DFHack - as long as the plugin's interface stays the same (which is easy enough to ensure), it would just be a matter of including that DLL with all DFHack releases (which is just a matter of adding it to DFHack's github repository, either directly or as a submodule).
I just don't have time
Well, maybe someone who does will come along and have a go at it.
Guess we'll have to wait and see.
Well, maybe someone who does will come along and have a go at it.
Guess we'll have to wait and see.
RS isn't open source
If you're not able to do it yourself or allow somebody else to do it for you, then I guess it's just not going to happen. We might be able to write some code to automatically generate a memory.xml file for legacy tools, but there's no guarantee that DF's internals won't change enough to make it no longer possible (which is arguably already the case for stuff like zombies and skeletons).
If you're not able to do it yourself or allow somebody else to do it for you, then I guess it's just not going to happen. We might be able to write some code to automatically generate a memory.xml file for legacy tools, but there's no guarantee that DF's internals won't change enough to make it no longer possible (which is arguably already the case for stuff like zombies and skeletons).
If you read back, the reason I don't have time is because I have to hand in my final year dissertation in just over two weeks. I keep meaning to open source RS but it isn't as simple as throwing the code out there and telling people to fix it. It would take me just as long to get the source ready for release, as it would to update it myself. It will be updated, it will just be a while. Sorry
DFHack now supports a simple RPC system using ProtoBuf over TCP/IP (to localhost) - at the moment,...
So the dwarven equvilent of"like" would be "+1 sock"?I bet somebody could photshop the like symbol into a sock.
Patiently waiting for a release. :)same here I like to start all my migrants from scratch I even got rid of a legendary armor smith :(.
I've gotten into the habit of setting the XP of all jobs to zero for all immigrants.
A poor habit perhaps... but one I enjoy.
Thats why.If you're not able to do it yourself or allow somebody else to do it for you, then I guess it's just not going to happen. We might be able to write some code to automatically generate a memory.xml file for legacy tools, but there's no guarantee that DF's internals won't change enough to make it no longer possible (which is arguably already the case for stuff like zombies and skeletons).
If you read back, the reason I don't have time is because I have to hand in my final year dissertation in just over two weeks. I keep meaning to open source RS but it isn't as simple as throwing the code out there and telling people to fix it. It would take me just as long to get the source ready for release, as it would to update it myself. It will be updated, it will just be a while. Sorry
Because I haven't bothered to update to 0.34.07, this should still work for me, but it keeps telling me that it can't find a suitable process even though DF is open and doing fine.
Because I haven't bothered to update to 0.34.07, this should still work for me, but it keeps telling me that it can't find a suitable process even though DF is open and doing fine.
Still haven't gotten this answered.
And bump.
(http://i1078.photobucket.com/albums/w488/mithosaurion/1314929905892.jpg)LOL
We sure are patient!
The reason I am waiting for this utility Eric Bland, is to explore the new magic system with its help. If I remember correctly 31.25 did not have magic yet.
so you want a "raw read up on syndromes" utility?The reason I am waiting for this utility Eric Bland, is to explore the new magic system with its help. If I remember correctly 31.25 did not have magic yet.
I doubt Runesmith will cover the new syndromes, but it would be an interesting addition. Just a quick summary of the name and the effects would probably suffice.
so you want a "raw read up on syndromes" utility?The reason I am waiting for this utility Eric Bland, is to explore the new magic system with its help. If I remember correctly 31.25 did not have magic yet.
I doubt Runesmith will cover the new syndromes, but it would be an interesting addition. Just a quick summary of the name and the effects would probably suffice.
can anyone tell me how to make this mod compatible with the latest version of df?
<.< >.> I don't condone theQuotecan anyone tell me how to make this mod compatible with the latest version of df?
with sufficient experience in lua, you can probably write dfusion plugins that replace the majority of runesmith's functionality in the meantime. i lack the experience though and I'm prioritizing other langs right now (MATLAB/haskell). it's doable, at least
function tools.buffreading(unit)
if unit==nil then
unit=getAdv()
end
print("which skill 0-?")
B=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=93
unit.status.souls[0].skills[0+B].rating=r
end
For what its worth, I am now kinda concerned with the well being of the utilities creator. He has not been on here in a while... maybe something happened to him?
Probably just college finals? Hopefully...Mmm, sounds bad to me, he is offline since april, nothing since then.
Would there be any way to get this to work with the Legends of Forlorn Realms Mod? I tried it and it said "Couldn't find a suitable process"
Until they respond, I am going to have to assume Runesmith's creator has suffered some sort of terrible fate. :'(Let's hope it isn't that terrible
Maybe he just doesn't care about runesmith anymore?
Why can't he just release a source code or something?
Via development (working on Dwarf Therapist), i've figured out how to modify the memory values using cheat engine.well I just posted a code for dfusion for editing skills of the adventurer. just type in which skill you want to buff and how much and boom legendary cook.
Fire up cheat engine, search for a value (you'll ge ta ton), open up the memory layout .ini files in the dwarf therapist folder, look for attributes which will fall within the start memory address + attributes memory address found in dwarf therapist .ini. voila, you know where to start and end your search for attribute values (you can get it down to specify dwarves).
I hope this helps get you guys started on identifying values to modify.
<.< >.> I don't condone theQuotecan anyone tell me how to make this mod compatible with the latest version of df?
with sufficient experience in lua, you can probably write dfusion plugins that replace the majority of runesmith's functionality in the meantime. i lack the experience though and I'm prioritizing other langs right now (MATLAB/haskell). it's doable, at leastCode: [Select]function tools.buffreading(unit)
if unit==nil then
unit=getAdv()
end
print("which skill 0-?")
B=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=93
unit.status.souls[0].skills[0+B].rating=r
end
as i recall, last he posted sizeak was working on his dissertation, so he's probably been quite busy. education is serious business after all
also, this discussion may help you with adding plugins to dfusion: http://www.bay12forums.com/smf/index.php?topic=91166.msg3211738#msg3211738
Same to meas i recall, last he posted sizeak was working on his dissertation, so he's probably been quite busy. education is serious business after all
also, this discussion may help you with adding plugins to dfusion: http://www.bay12forums.com/smf/index.php?topic=91166.msg3211738#msg3211738
I tried following the advice on that page, but the tool does not show up in the list... :(
Oops I forgot the<.< >.> I don't condone theQuotecan anyone tell me how to make this mod compatible with the latest version of df?
with sufficient experience in lua, you can probably write dfusion plugins that replace the majority of runesmith's functionality in the meantime. i lack the experience though and I'm prioritizing other langs right now (MATLAB/haskell). it's doable, at leastCode: [Select]function tools.buffreading(unit)
if unit==nil then
unit=getAdv()
end
print("which skill 0-?")
B=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=93
unit.status.souls[0].skills[0+B].rating=r
end
well okay, but how do I use this code? What do I do with it to get it to function in Dfusion? Just entering the code into the .lua file seems to be unlikely to work, so what are the specifics?
tools.menu:add("Buffreading",tools.buffreading)
line which which allows you to use the function.
Oops I forgot the<.< >.> I don't condone theQuotecan anyone tell me how to make this mod compatible with the latest version of df?
with sufficient experience in lua, you can probably write dfusion plugins that replace the majority of runesmith's functionality in the meantime. i lack the experience though and I'm prioritizing other langs right now (MATLAB/haskell). it's doable, at leastCode: [Select]function tools.buffreading(unit)
if unit==nil then
unit=getAdv()
end
print("which skill 0-?")
B=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=93
unit.status.souls[0].skills[0+B].rating=r
end
well okay, but how do I use this code? What do I do with it to get it to function in Dfusion? Just entering the code into the .lua file seems to be unlikely to work, so what are the specifics?Code: [Select]tools.menu:add("Buffreading",tools.buffreading)
line which which allows you to use the function.
I believe this tool has an on-map genocide button.
oh snap I realize it had getadv still in the code.Oops I forgot the<.< >.> I don't condone theQuotecan anyone tell me how to make this mod compatible with the latest version of df?
with sufficient experience in lua, you can probably write dfusion plugins that replace the majority of runesmith's functionality in the meantime. i lack the experience though and I'm prioritizing other langs right now (MATLAB/haskell). it's doable, at leastCode: [Select]function tools.buffreading(unit)
if unit==nil then
unit=getAdv()
end
print("which skill 0-?")
B=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=93
unit.status.souls[0].skills[0+B].rating=r
end
well okay, but how do I use this code? What do I do with it to get it to function in Dfusion? Just entering the code into the .lua file seems to be unlikely to work, so what are the specifics?Code: [Select]tools.menu:add("Buffreading",tools.buffreading)
line which which allows you to use the function.
All i get is this in response to attempting to use it in fortress and adventure mode is this
dfusion/common.lua:262: attempt to call field '?' (a nil value) stack traceback:
dfusion/init.lua:7: in function '?'
dfusion/common.lua:262: in function 'display'
dfusion/tools.plugin.lua:7: in main chunk
[C]: in function 'xpcall'
dfusion/init.lua:12: in function 'dofile'
dfusion/init.lua:45: in function 'mainmenu'
dfusion/init.lua:99: in main chunk
though on the upside, it is appearing in the tools list as option 7.
function tools.buffreading(unit)
if unit==nil then
unit=unit=getCreatureAtPointer() --place the x pointer on top of the creature you want to change. best use is the look pointer and not 'v'
end
print("which skill 0-?")
B=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=93
unit.status.souls[0].skills[0+B].rating=r
end
here
oh snap I realize it had getadv still in the code.Oops I forgot the<.< >.> I don't condone theQuotecan anyone tell me how to make this mod compatible with the latest version of df?
with sufficient experience in lua, you can probably write dfusion plugins that replace the majority of runesmith's functionality in the meantime. i lack the experience though and I'm prioritizing other langs right now (MATLAB/haskell). it's doable, at leastCode: [Select]function tools.buffreading(unit)
if unit==nil then
unit=getAdv()
end
print("which skill 0-?")
B=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=93
unit.status.souls[0].skills[0+B].rating=r
end
well okay, but how do I use this code? What do I do with it to get it to function in Dfusion? Just entering the code into the .lua file seems to be unlikely to work, so what are the specifics?Code: [Select]tools.menu:add("Buffreading",tools.buffreading)
line which which allows you to use the function.
All i get is this in response to attempting to use it in fortress and adventure mode is this
dfusion/common.lua:262: attempt to call field '?' (a nil value) stack traceback:
dfusion/init.lua:7: in function '?'
dfusion/common.lua:262: in function 'display'
dfusion/tools.plugin.lua:7: in main chunk
[C]: in function 'xpcall'
dfusion/init.lua:12: in function 'dofile'
dfusion/init.lua:45: in function 'mainmenu'
dfusion/init.lua:99: in main chunk
though on the upside, it is appearing in the tools list as option 7.Code: [Select]function tools.buffreading(unit)
here
if unit==nil then
unit=unit=getCreatureAtPointer() --place the x pointer on top of the creature you want to change. best use is the look pointer and not 'v'
end
print("which skill 0-?")
B=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=93
unit.status.souls[0].skills[0+B].rating=r
end
function tools.buffanything(unit)
if unit==nil then
unit=getCreatureAtPointer()
end
print("which skill slot 0-?")
B=getline()
print("which skill 0-?")
C=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=C
unit.status.souls[0].skills[0+B].rating=r
end
tools.menu:add("Buffanything",tools.buffanything)
Code: [Select]function tools.buffanything(unit)
if unit==nil then
unit=getCreatureAtPointer()
end
print("which skill slot 0-?")
B=getline()
print("which skill 0-?")
C=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=C
unit.status.souls[0].skills[0+B].rating=r
end
tools.menu:add("Buffanything",tools.buffanything)
this should do it. sorry. if it helps I'll get warmist to insert it in the next update for Dfhack.
okay that shouldn't happen. Could you show me where you place the script to see what went wrong.
It because that error only happens if print line(where ? would be located) was botched and made dfusion think ? leads to something.
Just wanted to mention, in light of the lack of Runesmith updates, I went ahead and made three dfhack lua scripts that replicate three functions I used in Runesmith.Will these only function with the newest release of DF? i have not jumped feet first into .10 YET, as i still have a fortress im currently building in .07 and would like to see it complete prior to making the jump to the latest version..... also, im kinda twitchy as there isnt a LNP for .10 yet which i use religiously. Thanks
First, elevate_physical.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3311169#msg3311169) to adjust physical attributes.
Second, elevate_mental.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3312922#msg3312922) to adjust mental attributes.
Third, brainwash.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3312922#msg3312922) to "fix" personality issues.
Ah, the things I do to get a perfect mayor, eh? :)
Anyway, I hope those are useful to those pining for Runesmith. Any and all of those three scripts can be trivially modified to make adjustments more to your liking, if you wish. If you don't understand how to use them, PM me or post here and I'll explain further.
Hi there guys, forum newb here asking for a little help. I've got a clump of dirty big demons banging on my lower door looking dead menacing and murderous and I'm quite eager for them to drop dead all of a sudden and not kill my precious dorfs to a smeary paste. Is there any way I can use an .lua to hover the cursor over them and make the pain go away? I've been using the above scripts by vjek to excellent effect so far.If you're looking for a script to kill whatever is under the target, that should be relatively easy to do. It may even just be one or two status flags, which are pretty simple to toggle. I'll look into it monday or tuesday, if someone else hasn't by then. However, if you posted in the dfhack thread with a request for "I would like a script that kills whatever is under the cursor" (heck there may already be something contributed that does that) you may get a response faster.
I used to use Runesmith for such emergencies, but I understand the lovely author is in the final phases of Uni study (good luck by the way). Yes, I am a dirty big cheaty cheat.
*gets down on knees in hope*
DFHack has a kill under cursor command as i believe anyway:) bt wfor those cheaty bastarts like me using scripts from vjek (thanks a lot for them btw) - maximum stats are a little bit over 34500 - if you put more it will go to negative value (btw Runesmith managed to give me 60000 for some reason in 31.25 times).why have a kill command when you can convert them.
DFHack has a kill under cursor command as i believe anyway:) bt wfor those cheaty bastarts like me using scripts from vjek (thanks a lot for them btw) - maximum stats are a little bit over 34500 - if you put more it will go to negative value (btw Runesmith managed to give me 60000 for some reason in 31.25 times).why have a kill command when you can convert them.
Have a huge wild creature in the area just use some script to tame and enlist them to the military.
Nope, can't find the kill command in dfhack. Do you have a fancy plugin installed for it? There's "die" but of course that's just used to stop the Dwarf Fortress process without saving.
Code: [Select]function tools.buffanything(unit)
if unit==nil then
unit=getCreatureAtPointer()
end
print("which skill slot 0-?")
B=getline()
print("which skill 0-?")
C=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].id=C
unit.status.souls[0].skills[0+B].rating=r
end
tools.menu:add("Buffanything",tools.buffanything)
this should do it. sorry. if it helps I'll get warmist to insert it in the next update for Dfhack.
This is *dangerous* to use. It can end up causing the siege status to get stuck if you use it on invaders. Generally, it's better to encase creatures in obsidian (which can be done with the liquids command). This is also why DFHack doesn't have a kill command - it's just too easy to get that stuff wrong.Nope, can't find the kill command in dfhack. Do you have a fancy plugin installed for it? There's "die" but of course that's just used to stop the Dwarf Fortress process without saving.
This post (http://www.bay12forums.com/smf/index.php?topic=91166.msg3327091#msg3327091) may have what you need.
In particular....
unit=dfhack.gui.getSelectedUnit()
unit.flags1.dead=true
which, when I just tried it in 34.10, killed a dwarf instantly, and removed the corpse, too. This may or may not work on undead, but it would appear to be a step in the right direction.
Well then just surround enemies with obsidian walls and then pop some magma from above:)or just use tame, and slaughter and you get dwarves dragging goblins to butcher shops.
Butchering gobbos is dwarfy.... though magma is more dwarfy - but your dwarfes never did it themselves... so butchering is more dwarfy:):):)Well then just surround enemies with obsidian walls and then pop some magma from above:)or just use tame, and slaughter and you get dwarves dragging goblins to butcher shops.
This is *dangerous* to use. It can end up causing the siege status to get stuck if you use it on invaders. Generally, it's better to encase creatures in obsidian (which can be done with the liquids command). This is also why DFHack doesn't have a kill command - it's just too easy to get that stuff wrong.Nope, can't find the kill command in dfhack. Do you have a fancy plugin installed for it? There's "die" but of course that's just used to stop the Dwarf Fortress process without saving.
This post (http://www.bay12forums.com/smf/index.php?topic=91166.msg3327091#msg3327091) may have what you need.
In particular....
unit=dfhack.gui.getSelectedUnit()
unit.flags1.dead=true
which, when I just tried it in 34.10, killed a dwarf instantly, and removed the corpse, too. This may or may not work on undead, but it would appear to be a step in the right direction.
I am beginning to believe that my theory about the grizzly fate of sizeak is correct. How long has it been since he posted?
Last Active: April 06, 2012, 11:10:00 amDoes that answer your question?
how to get it work on 34.11?
Do have any other tools that allow us to edit stats on the fly?
Just wanted to mention, in light of the lack of Runesmith updates, I went ahead and made three dfhack lua scripts that replicate three functions I used in Runesmith.
First, elevate_physical.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3311169#msg3311169) to adjust physical attributes.
Second, elevate_mental.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3312922#msg3312922) to adjust mental attributes.
Third, brainwash.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3312922#msg3312922) to "fix" personality issues.
Ah, the things I do to get a perfect mayor, eh? :)
Anyway, I hope those are useful to those pining for Runesmith. Any and all of those three scripts can be trivially modified to make adjustments more to your liking, if you wish. If you don't understand how to use them, PM me or post here and I'll explain further.
Do have any other tools that allow us to edit stats on the fly?
From two pages back, in this thread...Just wanted to mention, in light of the lack of Runesmith updates, I went ahead and made three dfhack lua scripts that replicate three functions I used in Runesmith.
First, elevate_physical.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3311169#msg3311169) to adjust physical attributes.
Second, elevate_mental.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3312922#msg3312922) to adjust mental attributes.
Third, brainwash.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3312922#msg3312922) to "fix" personality issues.
Ah, the things I do to get a perfect mayor, eh? :)
Anyway, I hope those are useful to those pining for Runesmith. Any and all of those three scripts can be trivially modified to make adjustments more to your liking, if you wish. If you don't understand how to use them, PM me or post here and I'll explain further.
and the latest make_legendary.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3336195;topicseen#msg3336195) along with the original (http://www.bay12forums.com/smf/index.php?topic=91166.msg3329064#msg3329064).
If that's what you meant by 'edit stats'...
These scripts are easy to modify, so if they don't do exactly what you want, you should be able to cut & paste your way to glory.
@ VJEK I included those scripts in that last LazyNewbPack update thing I posted right before LucasUp updated it but I couldn't remember where I got them to add a Credit to:Do have any other tools that allow us to edit stats on the fly?
From two pages back, in this thread...Just wanted to mention, in light of the lack of Runesmith updates, I went ahead and made three dfhack lua scripts that replicate three functions I used in Runesmith.
First, elevate_physical.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3311169#msg3311169) to adjust physical attributes.
Second, elevate_mental.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3312922#msg3312922) to adjust mental attributes.
Third, brainwash.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3312922#msg3312922) to "fix" personality issues.
Ah, the things I do to get a perfect mayor, eh? :)
Anyway, I hope those are useful to those pining for Runesmith. Any and all of those three scripts can be trivially modified to make adjustments more to your liking, if you wish. If you don't understand how to use them, PM me or post here and I'll explain further.
and the latest make_legendary.lua (http://www.bay12forums.com/smf/index.php?topic=91166.msg3336195;topicseen#msg3336195) along with the original (http://www.bay12forums.com/smf/index.php?topic=91166.msg3329064#msg3329064).
If that's what you meant by 'edit stats'...
These scripts are easy to modify, so if they don't do exactly what you want, you should be able to cut & paste your way to glory.
There needs to be some kind of central repository for all these scripts floating, as it stands they are spread throughout many different threads and all but a few get to see them. Like fixfat for example to fix the fat person bug which slows the game down.
And as for the original request, JDwarf (http://www.bay12forums.com/smf/index.php?topic=110671.0) is a cross platform replacement for RS.
PPS. You can thank tahujdt for triggering this spurt of activity as he(/she?) actually took the time to email me, rather than just raging
PPS. You can thank tahujdt for triggering this spurt of activity as he(/she?) actually took the time to email me, rather than just raging
Awww, you noticed! I didn't see a reply, but maybe I missed it.
You really know how to make an entrance. Wait long enough the rage of losing RS turns into missing RS and then come back and make everyone happy. :P
Welcome back.
... There needs to be some kind of central repository for all these scripts floating, as it stands they are spread throughout many different threads and all but a few get to see them. ...Done! Mine are here (http://dwarffortresswiki.org/index.php/User:Vjek) now.
... @ VJEK I included those scripts in that last LazyNewbPack update thing I posted right before LucasUp updated it but I couldn't remember where I got them to add a Credit to:Glad to hear people are using them. I will do my best to keep them up to date.
sorry about that. but I use them all the time. ...
You really know how to make an entrance. Wait long enough the rage of losing RS turns into missing RS and then come back and make everyone happy. :P
Welcome back.
You should see my cape >_>
You really know how to make an entrance. Wait long enough the rage of losing RS turns into missing RS and then come back and make everyone happy. :P
Welcome back.
You should see my cape >_>
I don't understand... I'm sorry if I offended you (didn't mean to in any remote way).
Why not make a slab Hugo?:)haha slabs take space, sometimes space is something I lack :P like when all miners are dead and their picks out in hostile lands. Ghosts tend to get the survivors, Plus random migrants shouldn't need slabs. Only my important dwarves require slabs for their deeds.
But ofc it could be a erally good function. Though repairing functionality of making slabs is better. But Toady has his own schedule:)
Please consider grabbing a PayPal account. I'd gladly contribute what I can as a thank you for your hard work.
Please consider grabbing a PayPal account. I'd gladly contribute what I can as a thank you for your hard work.
I couldnt agree more, I would send money if I wasnt a poor as fuck student who needs his money to scrape by.
Please consider grabbing a PayPal account. I'd gladly contribute what I can as a thank you for your hard work.
I couldnt agree more, I would send money if I wasnt a poor as fuck student who needs his money to scrape by.
I know that feeling! Well I have PayPal, the reason I don't currently accept donations is because then I would have an obligation to support RS properly, with regular updates and documentation and maybe even testing lol. It's a mixture of not being able to guarantee that I could meet the increased obligation and not wanting the extra responsibility. I'll consider it if I make good progress etc. on the updates.
Please consider grabbing a PayPal account. I'd gladly contribute what I can as a thank you for your hard work.
I couldnt agree more, I would send money if I wasnt a poor as fuck student who needs his money to scrape by.
I know that feeling! Well I have PayPal, the reason I don't currently accept donations is because then I would have an obligation to support RS properly, with regular updates and documentation and maybe even testing lol. It's a mixture of not being able to guarantee that I could meet the increased obligation and not wanting the extra responsibility. I'll consider it if I make good progress etc. on the updates.
How about this then: Anyone that wants to donate to you should donate to Toady in your name and you dictate art or story?
Well it says on the first page that you can update runsmith yourself by switching out the memory.xml that df hack has with the one runesmith has. But I don't think that df hack has one. I looked around and could not find it.
There were no such thing in RS back then. And i think it is very difficult to make it now... How will you even locate it?https://github.com/peterix/df-structures/blob/master/df.units.xml#L671
I haven't really been putting time into this tbh, it might be time I looked for someone to take over the project.I'll be more than happy to do so, as long as I can open-source it. The goal would be to have a good (and useful) example of how to actually use the new DFHack remote API.
Integration of multiple external tools promotes Dwarf Fortress compatibility through updating the whole tool set as a unit as DF itself is updated - having many smaller utilities that sometimes get updated to the latest version of DF and sometimes don't results in a multitude of programs that may or may not be compatible with DF v-0.whatever.This is a very good point. I'm assuming that if RS were a part of DFHack then it would be updated at the same time everything else was. That would be pretty awesome.
By having these utilities packaged as a unit, authors are given a stronger sense of motivation to update each utility, else the whole thing become defunct.
But the gui made it so incredibly easy to use, click on one of the creatures and manipulate it's flags, alliegences. I just can't see it being that easy if it was just another dfhack plugin. Would it be possible to run the gui version from dfhack? Also if it was headed by peterix I don't think we would have an issue with updates, they would naturally take a little bit longer then they used to seeing as it is more work to do. But I wouldn't mind as long as there are updates :PI think at this point it's probably Peterix or nothing, seemingly nobody else has posted.
But the gui made it so incredibly easy to use, click on one of the creatures and manipulate it's flags, alliegences. I just can't see it being that easy if it was just another dfhack plugin. Would it be possible to run the gui version from dfhack? Also if it was headed by peterix I don't think we would have an issue with updates, they would naturally take a little bit longer then they used to seeing as it is more work to do. But I wouldn't mind as long as there are updates :PI think at this point it's probably Peterix or nothing, seemingly nobody else has posted.
Guys, keeping the GUI as it is now and improving it *would be the point* of maintaining RS. Thing is, DFHack changed a lot since the last RS version and the way RS connects to DFHack simply has to change, because the old way just isn't there anymore. It's not an easy thing to do, especially for someone without a lot of spare time. There are no examples of how to connect to DFHack apart from some extremely simple stuff. There is no documentation.
RS could become a good example of how to connect external GUI tools to DF :) As a bonus, it would probably become much more resilient when it comes to DF changes.
Guys, keeping the GUI as it is now and improving it *would be the point* of maintaining RS. Thing is, DFHack changed a lot since the last RS version and the way RS connects to DFHack simply has to change, because the old way just isn't there anymore. It's not an easy thing to do, especially for someone without a lot of spare time. There are no examples of how to connect to DFHack apart from some extremely simple stuff. There is no documentation.
RS could become a good example of how to connect external GUI tools to DF :) As a bonus, it would probably become much more resilient when it comes to DF changes.
You sir, are my hero.
Any news on if he is handing you the reigns?
We're in communication
Glad to hear the "possible" forthcomming changes.
^_^
Indeed!
Really looking forward to when Runesmith gets updated :)
Could someone explain how to use this? Finally I find something that I would actually use and I don't know how to use it.
Any news on how progress is going?I'm busy with a different project right now. Will pick this up once I get it done.
Any news on how progress is going?I'm busy with a different project right now. Will pick this up once I get it done.
Any news on how progress is going?I'm busy with a different project right now. Will pick this up once I get it done.
It all started so I could get my Dwarves mining out ~50 Z-Levels faster :D
Keeps saying "Couldn't find a suitable process" Help :/?
Maybe you should read the posts of others? The answer is 4 posts above yours :)
I read on the download site how to manually update it with memory.xml from DFHack. But I can find no such file? Any advice?
I read on the download site how to manually update it with memory.xml from DFHack. But I can find no such file? Any advice?
DFHack changed since that update method was relevant, the file won't be there.
You can use the Lua scripting aspect of DFHack to edit dwarf stats and skills reliably and easily - no Runesmith needed. These scripts are a wonderful place to start:
http://dwarffortresswiki.org/index.php/User:Vjek
I never got to find out if it is possible with Runesmith, as I never tried to get it until this most recent version (when I learned it is out of date, lol) but there is one thing only I'm truly interested in.
Name. Editing.
Specifically, last names. I want to be able to more easily track dwarven families and lines of heredity.
Mostly for fun and because I'm a dork (which ought to go without saying) but because I often make my leaderdwarf position hereditary, if not others.
Runesmith is currently undergoing a major update to work with the new DFHack system. This will probably take a while, please be patient
As far as I know sizeak is working on updating it to the new version, how far the work is done I have no idea.
Emmm... Guys, did you know that sizeak has been offline since september 29?peterix was supposed to take over
He is probably doing something else...
True. And then things took a different turn ~_~Emmm... Guys, did you know that sizeak has been offline since september 29?peterix was supposed to take over
He is probably doing something else...
... I'm writing a java decompiler for my master's thesis.You have my deepest sympathy. 8)
True. And then things took a different turn ~_~Oh dear sweet Christ I'll pray for you.
I'll probably get back to this and dfhack sometime in late January. I'm sorry for the delays, but it just can't be done until I'm finished with other stuff... I got involved in some other projects AND I'm writing a java decompiler for my master's thesis.
... I'm writing a java decompiler for my master's thesis.You have my deepest sympathy. 8)
vjek :
User Interface.
Ease of use
Easy way to see difference between each dwarf (critter) in skills and attributes.
To just name a few.
vjek :Fair enough, interface style is a personal preference.
User Interface.
Ease of use
Easy way to see difference between each dwarf (critter) in skills and attributes.
To just name a few.
vjek :
User Interface.
Ease of use
Easy way to see difference between each dwarf (critter) in skills and attributes.
To just name a few.
vjek :
User Interface.
Ease of use
Easy way to see difference between each dwarf (critter) in skills and attributes.
To just name a few.
Can't you get most, if not all of this info from Splinterz' Dwarf Therapist?
runesmith lets you edit values of skills, modify dwarf stats, mood status, mood material, stop tantrum spirals by editing happiness, reset mood on berserk, melancholy, and babbling dwarves, teleport dwarves around, kill things, kind of allowed us to heal dwarves but not very well, and it also lets us rez a dead creature or dwarf as undead.From what I've read in the dfhack thread, each of those features is available via dfhack, today. If not directly, via dfusion and other contributed scripts. It would also be a reasonably straightforward exercise to write such features yourself, meowmix, even if you were learning ruby or lua while doing so.
Therapist and whatever lets you look at things, runesmith lets you modify things directly.
From what I've read in the dfhack thread, each of those features is available via dfhack, today. If not directly, via dfusion and other contributed scripts. It would also be a reasonably straightforward exercise to write such features yourself, meowmix, even if you were learning ruby or lua while doing so.
But I get it, some people prefer a GUI. 8) Personally, I'm just happy to have the features, regardless of the interface.
unit=dfhack.gui.getSelectedUnit()
unit.body.physical_attrs.STRENGTH.value=2000
But you can not edit any values :( , I just asked. =(Is there no way to edit dwarf values outside of Runesmith? I know that was the main reason I used it. That being said, not for cheating so much as for creating interesting characters in my fortress.
What is the status on this Project?The status is: on the back burner.
I do use Dfhack from time to time, but I feel that I had much more control with runesmith to see what was happening to my dorfs.
Kind of a weird request but could someone host the most recent version on mediafire or a similar file sharing site? My work has that link blocked and I can't download it. Any help would be appreciated, thanks!
I once remembered I didn't need to spend hours to find out how to edit my dwarfs. Those be good times. Any chance this getting updated?I am thoroughly disappointed, thanks for that one man. :'(
I once remembered I didn't need to spend hours to find out how to edit my dwarfs. Those be good times. Any chance this getting updated?I am thoroughly disappointed, thanks for that one man. :'(
Scroll up and look at Foamybeard's reply. When people reply to this topic after a long time of no replies, it will notify everyone that's following it of a new reply, hopefully (not likely) an update of some kind.I once remembered I didn't need to spend hours to find out how to edit my dwarfs. Those be good times. Any chance this getting updated?I am thoroughly disappointed, thanks for that one man. :'(
Not sure what you mean. I would just like a easy way to edit dwarfs.