Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - myk

Pages: 1 [2] 3 4 ... 30
16
Utilities and 3rd Party Applications / Re: DFHack 50.11-r4
« on: January 02, 2024, 03:30:50 pm »
we're working on an "items" tool that can filter by properties and make specific changes (like mark for dumping). this sounds like it might be useful to specify filters for in that tool

17
Utilities and 3rd Party Applications / Re: DFHack 50.11-r4
« on: January 01, 2024, 02:24:19 pm »
Note that with the newer gui/autodump, you don't actually have to mark anything for dumping first. If you area select with the mouse, it will act on the selected items instead of those marked for dumping.

18
Utilities and 3rd Party Applications / Re: DFHack 50.11-r4
« on: November 29, 2023, 09:52:59 pm »
EventManager received some restructuring in 0.47.05-r5, which may have broken something. 0.47.05-r4 would likely work for you.

19
Utilities and 3rd Party Applications / Re: DFHack 50.11-r4
« on: November 28, 2023, 04:08:12 pm »
Edit: I hid the feature, but I see I'm still getting visitors who want to slay monsters.  Is there another flag I have to toggle to stop that?

The cavern is still visible too, which is fine, but I guess that's also controlled by other map data.
If the cavern is blocked off with natural walls, you could use revflood to hide them, but that won't work with constructed walls (by design). If you use tiletypes to add in natural walls, though, you could use revflood to hide the caverns again. That *might* help with the monster slayers, but I'm not sure.

I tried first by running gui/autochop, but there apparently weren't any options to exclude trees based on their products.

There is no global setting for protecting those types of trees. You have to define a burrow and set the protections on the burrow. This is true for the commandline as well. The error message you're seeing should obviously be better phrased, but the issue is that the command you ran has a syntax error. The syntax is:

autochop (protect|unprotect) <type>[,<type>...] <burrow>[,<burrow>...]

and you're missing the burrow specification at the end.

It even happens if I just type in modtools/item-trigger and no further arguments

modtools/item-trigger enables some EventManager events when it is run. My guess is that there is a crash bug in EventManager for one of those event types. What are you trying to build? This may be worth releasing a new 47.05 version of DFHack for.

20
DFHack 50.11-r4 released!

Important bugfixes and QoL improvements.

Get it from:

Full installation instructions: https://docs.dfhack.org/en/stable/docs/Installing.html

21
DFHack 50.11-r3 released!

Highlights: Selection dimension indicator, Choose mechanisms for linking, Burrows!

Get it from:

Full installation instructions: https://docs.dfhack.org/en/stable/docs/Installing.html

22
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: November 09, 2023, 04:03:17 pm »
The warning is appreciated -- as you can probably tell, I don't have much experience with recent (that is, < 20 years old) Windows AV.

For the record, DFHack no longer hooks into DF by replacing the SDL library and intercepting the calls. DF detects the DFHack library and *intentionally* loads it into its process space. There's a proper API nowadays. Of course, the scanner might still disapprove of other things DFHack is doing.

I'll add your advice to our docs!

By the way, I've heard that there is a "this file was downloaded from the internet" checkbox that you can untick before extracting DFHack from its distribution archive. Do you happen to remember if you unticked that box?

23
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: November 08, 2023, 10:45:48 pm »
Binary signing is a complicated area -- anything involving crypto and trust is, really. According to https://github.com/sigstore/fulcio/issues/250 **maybe** we could get free signing services. It wouldn't be perfect since the root CA wouldn't be trusted by Windows, but it may (and that's just a "may" since I don't really understand the entire signing system and how what we would get would interact with it) result in fewer warnings for players overall. Those like you who know more about what they're doing could potentially install the signpath root CA and avoid the warnings/slowdowns altogether, but again, I'm not sure about that. The GitHub issue I was reading refers to "Smart Screen" which may or may not be the same (or react the same) as Windows Defender Cloud Protection.

It would at least involve building a relationship with signpath and changing our build and release process to involve the remote servers, and I don't really have a sense for how much work that would be.

Edit: After some discussion on the Discord server, the consensus is that what you describe is *not* normal behavior for Windows Defender Cloud Protection. This assessment is somewhat bolstered by the fact that we have never heard of issues like this before, despite being used by tens of thousands of people. It may be that your system is having some other basic trouble or misconfiguration, or even potentially a malware infection that is doing its best to hide from AV, and thus making it malfunction. I hope that's not the case here, but I'm not sure where to point you next.

24
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: November 01, 2023, 02:25:52 pm »
Extending the custom-raw-tokens functionality to support your use case is likely possible too. If you need it, others might as well.

25
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 31, 2023, 04:41:57 pm »
Ha, boy did I interpret that incorrectly : P

We've looked into it, and while it is very feasible to *replace* a baron or other noble, elevating a site from scratch is much trickier and may not be safe to do with our current understanding. If you're a member of the DFHack discord (https://dfhack.org/discord), here's a link to the discussion: https://discord.com/channels/793331351645323264/1017471248567124049/1158850122671739010

26
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 31, 2023, 03:53:43 pm »
Is there a script to elevate a fortress, or to trigger elevation in some way?

do you mean change the displayed elevation relative to sea level? or do you mean physically transporting it to a different z-level?

27
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 31, 2023, 03:43:42 pm »
I will defer to Tachytaenius for questions on custom-raw-tokens, but I can answer the others:

> are there any limitations in the new system that weren't in the previous?

Not that I know of. To my knowledge (which isn't complete) the syntax and capabilities of the raws have not changed

> Are subfolders still allowed, or does everything have to be flat in scripts_modactive and scripts_modactive/internal?

The folder structure under the scripts directories is up to you. DFHack essentially adds scripts_modinstalled and scripts_modactive to its script search path, and script modules can be organized however you like. Scripts in the internal subdirectory won't clutter up the autocomplete list in ls or gui/launcher and cannot be run by the player, but they can still be reqscript'd from your top-level scripts.

> saved a lua table to a json file ... or used persist-table... Is this still the best way to handle persistant data storage and function callbacks?

Persisting data to json manually (for state not tied to a savegame) or with persist-table (for savegame state) are still the best options. The biggest related change is how you reload on start. Before, the player had to manually invoke a script or you had to specifically start your script from an init file. Now, all (non-internal) scripts that declare themselves to be module loadable are parsed at game start (and again before the game is loaded). You can reload your state (including whether your script was enabled, if it can be enabled/disabled) in a callback hook attached to dfhack.onStateChange. A good, simple example is emigration.lua, which stores state with the savegame via persist-table and restores its enabled state on game load: https://github.com/DFHack/scripts/blob/master/emigration.lua

> Syndromes

Syndromes haven't changed since 0.47. I don't have a lot of experience with using them for actual modding, but to my knowledge, they're still the best way to apply unit based modifications.

> I am wondering if there has been any work on the DFHack side of things to track things like custom DF structures.

Even if DFHack adds to the structures or extends the enum values, it's DF that will be interpreting them. Adding new enum values, for example, might cause DF to take unexpected paths through switch statements. I don't think this can be supported. I think a safer architecture would be to keep your own mapping of units to extended attributes and reference that map when you need to make a decision based on the value for a unit.

> Custom Files - Where should custom files that aren't technically raw objects or scripts go?

You can distribute whatever files you want in a mod, even when it is distributed via the Steam Workshop. You can look up your mod source path in df.global.world.object_loader.object_load_order_src_dir. You shouldn't write there, though. Dynamic data/configuration can be saved to dfhack-config/mods/yourmodid/somefile

28
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 26, 2023, 11:20:25 pm »
Currently, we compile with latest MSVC on Windows and GCC 10 on Linux. We also run additional tests with GCC 12.

29
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 26, 2023, 10:31:47 am »
I've been collecting thoughts on how embark-assistant can be updated here: https://github.com/DFHack/dfhack/issues/3327

tl;dr we might be able to hook into the new vanilla site search interface and algorithm to extend it rather than replace it.

30
Utilities and 3rd Party Applications / Re: DFHack 50.11-r2
« on: October 25, 2023, 11:09:21 pm »
It's a c++ plugin, though it's possible it could be rewritten in Lua. Source code is here: https://github.com/DFHack/dfhack/tree/develop/plugins/embark-assistant

Note that it's an entire directory of files, not just one.

Pages: 1 [2] 3 4 ... 30