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Author Topic: DFHack 50.13-r2.1  (Read 821024 times)

Putnam

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Re: DFHack 0.43.05-r3.1 | 0.44.02-beta1 (dev)
« Reply #615 on: December 26, 2017, 11:38:29 pm »

Yeah, but if someone decides to use another character in a reaction name (or any raw identifier), it'll break again. Unless there are restrictions on the characters that can be in an identifier, it might be better to treat anything besides "reaction" or a building/item type as an identifier. (Or we could just assume other characters won't be used; that might be easier.)

If it's anything like reaction classes, you can probably use anything in the charset that isn't []:

lethosor

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #616 on: December 27, 2017, 10:26:08 am »

So far, there have been 146 downloads of the 64-bit Windows build and 13 of the 32-bit one. I haven't heard any reports from anyone using them - can I assume they're working, or can someone confirm? (A check for the Linux builds would be nice too.)
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

dragdeler

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #617 on: December 27, 2017, 10:43:23 am »

Works for me unless this is related.

64bit windows
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Button

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #618 on: December 27, 2017, 03:47:59 pm »

I posted this on Reddit but I really should have come here instead. Obviously updating for 44.03 is higher priority but I have a Question.

Has anyone identified how to make the game's Resident info screens show up for creatures who were initially created as Animals rather than as Persons?

I mod animal people to be PET_EXOTIC.

Animal people that I catch and train eventually petition for citizenship and are assigned default peasant labors; they can also be assigned labors through Dwarf Therapist. However, they maintain the Animal in-game labor assignment screen and the stranger/animal-style description screen, e.g. "This is a person with the head of a peach-faced lovebird. His feathers are green. His skin is ecru."

Any pointers you could provide would be appreciated.

I've checked all the unit flags, including the unknown ones, and none of them seem to be what I'm looking for.

Alternatively, a script that forces a unit to petition for residency might also work? Trained animal people never petition for residency - they become de facto residents when you first train them, and skip straight to petitioning for citizenship. If you could force an animal person to petition for residency it might perform the description screen conversion as a matter of course.
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Kanil

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #619 on: December 27, 2017, 04:12:50 pm »

Thank you for the update. I've had no problems using any of the commands I'm familiar with the use of.

That said, I've been unable to rename any units. I'm not sure if "names" is working correctly, or if I'm just using it wrong, or if I should be using some other command entirely.

Meanwhile "gm-editor" can update the unit's name in the unit list, but doesn't seem update the unit's translated name (IE: I can rename a unit Urist Olonreg, but it doesn't appear as "Urist Geargloves", rather it still uses it's original name.)

Edit: Forgot to mention, using 44.02beta-1 Win64.
« Last Edit: December 27, 2017, 04:25:43 pm by Kanil »
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

lethosor

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #620 on: December 27, 2017, 04:28:59 pm »

Thank you for the update. I've had no problems using any of the commands I'm familiar with the use of.

That said, I've been unable to rename any units. I'm not sure if "names" is working correctly, or if I'm just using it wrong, or if I should be using some other command entirely.

Meanwhile "gm-editor" can update the unit's name in the unit list, but doesn't seem update the unit's translated name (IE: I can rename a unit Urist Olonreg, but it doesn't appear as "Urist Geargloves", rather it still uses it's original name.)
Are you just looking to change the nickname, or the entire name? The error I'm seeing in "names" indicates that it's been broken for a long time (maybe since 0.42). "gui/rename" can change nicknames. The reason gui/gm-editor doesn't work for what you're trying is because units can have up to 3-4 names (unit, histfig, soul? alternate identity?), and the one that's displayed can vary. You can use dfhack.units.setNickname() from Lua, but that only changes the nickname (as you can probably tell).

I'll look into fixing "names". Let me know if that helps.

Has anyone identified how to make the game's Resident info screens show up for creatures who were initially created as Animals rather than as Persons?
The screens you get with 'u'-'v'? That's viewscreen_unitst, if I remember that correctly, which is fairly easy to create in Lua:
Code: [Select]
s=df.viewscreen_unitst:new() -- note that this crashes if a world isn't loaded, as I just found out
s.unit = some_unit
dfhack.screen.show(s)
I don't know what's up with animal-men-turned-citizens not having this option. A save might help, if you have one.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Kanil

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #621 on: December 27, 2017, 04:42:12 pm »

I'm trying to change the unit's actual name. I probably should have specified that "rename" wasn't useful, as it only does nicknames. My apologies.

gm-editor does seem mostly beyond my limited abilities/understanding, but I figured I'd try anything I could think of before making pointless forum posts.

Basically I'm trying to conjure up a couple of units for my fort without having to go through the hassle of creating adventurers and retiring them (and the fort.) modtools/create-unit seems to have worked just fine, but I don't think it has a way to set the unit name beyond which language to use. So I'm just trying to give Mr. Islandlobster a slightly better name.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

lethosor

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #622 on: December 27, 2017, 04:50:32 pm »

On mobile, but if you can read C++, https://github.com/DFHack/dfhack/blob/master/library/modules/Units.cpp#L183 mentions all of the possible names a unit could have. The first two or three might be all you need to change.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Kanil

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #623 on: December 27, 2017, 05:39:29 pm »

I can't say I really know what I'm doing, but I was able to change the unit's name in it's historical figure, which update the in-fort "translated" name. I'm not sure if the other names get used anywhere in day-to-day forting, but if they don't, then it seems to have worked fine.

Thank you.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

feelotraveller

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #624 on: December 27, 2017, 06:26:12 pm »

So far, there have been 146 downloads of the 64-bit Windows build and 13 of the 32-bit one. I haven't heard any reports from anyone using them - can I assume they're working, or can someone confirm? (A check for the Linux builds would be nice too.)

Linux-64 build [dfhack-0.44.03-alpha1-Linux-64-gcc-5.4.0 to be precise] is working for me but I have only used a couple of basic functions so far.
« Last Edit: December 27, 2017, 06:28:15 pm by feelotraveller »
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lethosor

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #625 on: December 27, 2017, 11:43:08 pm »

Kanil: I'm having trouble figuring out the "names" script - have you used it before? Do you know what it's supposed to do in various situations? It looks like it's supposed to open the custom name screen, but I'm not seeing how that could end up changing a unit's name. Did you just find it in the documentation? I'm inclined to remove or rewrite it.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Button

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #626 on: December 27, 2017, 11:54:41 pm »

Has anyone identified how to make the game's Resident info screens show up for creatures who were initially created as Animals rather than as Persons?
The screens you get with 'u'-'v'? That's viewscreen_unitst, if I remember that correctly, which is fairly easy to create in Lua:
Code: [Select]
s=df.viewscreen_unitst:new() -- note that this crashes if a world isn't loaded, as I just found out
s.unit = some_unit
dfhack.screen.show(s)
I don't know what's up with animal-men-turned-citizens not having this option. A save might help, if you have one.

It turns out I haven't had animal man citizens since 43.05; now that the flood of elves is no longer an issue I may be able to play a longer-term fort in 44 and check to see if anything has changed. I hope this being a 43.05 save isn't a problem. Save is here.
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KittyTac

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Re: DFHack 0.43.05-r3.1 | 0.44.02-beta1 (dev)
« Reply #627 on: December 28, 2017, 01:30:53 am »

[NOT_LIVING]

They have that tag already, and still infight. I want a script or something.
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Kanil

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #628 on: December 28, 2017, 03:32:31 am »

Kanil: I'm having trouble figuring out the "names" script - have you used it before? Do you know what it's supposed to do in various situations? It looks like it's supposed to open the custom name screen, but I'm not seeing how that could end up changing a unit's name. Did you just find it in the documentation? I'm inclined to remove or rewrite it.
I've never used it before, so I'm not sure what it's supposed to do -- this is the first time I've wanted something renamed. I found it both in the documentation and in "ls" under scripts.

I'm mostly happy with what I've been able to do, so you needn't rewrite it on my behalf.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Urlance Woolsbane

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Re: DFHack 0.43.05-r3.1 | 0.44.03-alpha1 (dev)
« Reply #629 on: December 28, 2017, 04:13:01 am »

Does anyone know exactly what it is that prevents one from consistently embarking with fewer than 7 dwarves? Selecting "Start Now" automatically crashes, but using a custom embark occasionally works. In one instance I was able to embark with a mere three dwarves, but I haven't the foggiest what made it work.
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