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Messages - Euius

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1
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 23, 2014, 09:16:32 pm »
Using M)ark all in the trade window will double count any item in bins because it marks both the bin and the item itself for trading.  So long as no manual unmarking of an item in a bin is done, this will trade at that double value.  Normal operation would only mark the bin, not it's contents

This bug is present in the current 0.40.13-r1 release.  I know it's in falconne's autotrade plugin, but seeing as that plugin is in the dfhack release package, posting it here.

2
Utilities and 3rd Party Applications / Re: DFHack 0.40.11-r1
« on: September 10, 2014, 05:15:32 pm »
Is there any way to resolve this alt key mis-registered as pressed problem?  I know why it happens, when alt-tabbing out of the game it's never receiving the keyup

The problem is that alt-tabbing out of the game is pretty much constant for me, which means everytime I enter text in a search list or similar, it becomes quite annoying.  Effectively, this means that two entire modifier keysets can't be used (Alt-x can't be used and Cntrl-Alt-x has to duplicate Cntrl-x)

For instance, I'd like to bind gui/unit-info-viewer to Alt-I, but that setup is absolutely unplayable due to this issue.

3
Utilities and 3rd Party Applications / Re: DFHack 0.40.11-r1
« on: September 08, 2014, 06:46:56 pm »
So in every 40.xx version including 40.11, utils.lua crashes out in the function parse_bitfield_int because the value of v in the ipairs loop can be nil, yet it attempts to set res[v]

I know I've reported this before, and I can't imagine I'm the only one seeing this.


4
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: September 05, 2014, 01:08:36 pm »
When I pared down a spawn-unit script to make just animals, I just removed the entire nemesis portion because I didn't think an unintelligent creature could consciously decide that someone is an enemy (Jaws and Moby Dick notwithstanding).
If you're going to remove the Nemesis portion, then you must also remove the Historical Figure information with it, since the game will likely get very confused if it finds a historical figure with no nemesis record, potentially by crashing outright. Once your animal kills a historical figure, the game will automatically make it into one (and create a Nemesis record for it as well).


FWIW, the animal I was referring too is not a historical figure. In fact, it was a wild boar piglet, which was born on the map and is guaranteed to not have killed anything, much less anything historical.  However, the wild boar does in fact have a hist_figure_id set

I thought I had tracked down the training info in unit.status.misc_traits, where there is 3 undefined traits that are on the animal (ids 31, 54, and 61) but then I found that they are set on purely domestic animals as well - but not all of them, not even all of the same breed/caste

5
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: September 04, 2014, 11:46:29 pm »
Does anybody know where the dwarf assigned a a trainer to an animal is stored (and/or when it's "Any")

It doesn't appear to be anywhere on the unit itself. 

unit.relations.following isn't it. (that's just which ever dwarf last drug them to the pasture)
unit.specific_refs is empty
unit.general_refs just has a reference for the pasture (and oddly, nemesis, which is not a dwarf)

Nor is it in df.global.ui (which is where kitchen and stone lists are)

I even checked the job list, but there is no job created except during the actual training.

6
DF Dwarf Mode Discussion / Re: Aquifer piercing
« on: September 01, 2014, 08:11:44 pm »
Could someone perhaps make a simplified step by instruction list with a rough accompanying diagram?

I used a 3x5 here because it fits my ramp room design (instead of 3x3 stairs)   One dimension must be at least 4 in order to have enough rooms for the pump stack. If you're only digging 3x4, you can only use 2 pumps (or you lose access)



Two aquifer levels, both soil. 

  • From the top, dry, level, dig out the 3x4 stairs and off the 3 block side after a 3 gap space (another modification I made) space, channel the 3 wide blocks.
  • Build a gear in the middle of the channeled stream to hold the water wheel, then build the water wheel and then three pumps toward the water wheel.
  • Channel out the source side of the pumps.  If the wheel didn't start powering on its own, manually power a pump long enough to start the infinite power.
  • Designate 3 wide stairs in the second level at both ends of the pumps.  Use single step or the cancelling mining order as they mine to determine if the next level is another aquifer.  If the next level is another aquifer, just use dig the full 3x4 or 3x5 area of stairs you are using.
  • Wall off the shaft on the aquifer level.  If there is a full 3x4 or 3x5 area of stairs beneath, it should be trivial and suspend free.  If its just slits, it is still fairly easy but will suspend some.
  • Then build that levels pump stack.  Since the pumps are hanging off the gear above, they do not need to have floors beneath them and can sit directly on the pre-existing stairs - but there does need to be a channeled area in one of the blocks to transfer power between levels.

After hitting bottom, I used a modified dual-slit combined with the pump stack to carry off all the water and ended up with a dry shaft.  That probably will not work if there are more than 2 or 3 aquifer levels.

7
I'm getting this a lot with 0.40 military.  Even a brief microsecond of "unable to reach target" locks them up from which they never recover.

They only way to save them *that I've found* is to reset their job.  This requires dfhack, and the simplest way to do it is to knock them unconscious

Select the unit in game (v mode or unit list) and enter lua:

[lua]# dfhack.gui.getSelectedUnit().counters.unconscious=10

8
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: August 31, 2014, 12:50:15 am »
Can workflow watch for filled sand bags? And what would the command look like if it can, my guesses led to nothing so far.

workflow amount POWDER_MISC/SAND 105 10

In the future, you can use the gui to add a limit and then "workflow list-commands" to get the command you'd use in a world-start script





9
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: August 29, 2014, 09:57:50 pm »
Curious why this doesn't work

Spoiler (click to show/hide)

And whats the proper to way to force a building to give up its contents, without actually disassembling the building.

10
DF Dwarf Mode Discussion / Re: How often do you save-scum?
« on: August 28, 2014, 05:12:44 am »
Normally, I'd never save scum, but two .40 bugs are absolutely *infuriating* me, and I restore a save every time they happen.  The first, when wood cutters get hurt by the tree they are cutting down.  I've had dwarves die outright, and many more be permanently crippled, so now I just save before designating trees and at any serious injury I restore.

The second is when a military member sleeps to starvation and death.  This is worse because if I don't notice then I may not have a restore point at all to return too.  It can take a long time for the dwarf to starve, but then even more time before anybody finds the body and I get notified.  Plus, the only fix I've found to actually break the military member out of the death-sleep requires dfhack, so keeping me at .40.08

11
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 25, 2014, 11:37:27 pm »
Is there a way to trigger a script to only run once on initial world load instead of on every load?

In lua

Spoiler (click to show/hide)

'value' could be any true value, it's not actually even saving the boolean 'true', but rather an empty string.  Which is a true value.

12
Quote
While I wanted to be able to run this script on the embark screen and save/load all 7 dwarfs I couldn't figure out how to access them.

Pre-embark, the 7 dwarves are available in df.global.world.units.active

They're in the same table post-embark as well, but pre-embark it should be just those seven.

13
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 21, 2014, 01:50:37 am »
So I've identified  those annoying (to me, anyways) leaf/fruit circles under trees as spatter structures in block_events, but deleting the structures (with erase()) does nothing, they're still quite visible.

Where else might these be defined?

14
Kinda jumping in late here, but you may want to look at a mod called Underground Biomes for minecraft.  It adds (cosmetic) blocks for many types of stone, and might have actually been based on DF stone.

http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287082-1-6-x-1-5-x-1-4-7-underground-biomes-forge-smp

15
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 18, 2014, 06:17:23 pm »
Anyway to access the feature list in a region before embarking?

I can cobble some information from df.global.world.world_data.region_details[0].features[ x ][y] that's valid for the region I have up on the pre-embark site selector, but that just provides an index into a table that's not populated pre-embark, not a description, and the values change worldgen to worldgen.

And after embark, df.global.world.features.map_features is an easier way to access it anyways.

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