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Messages - Warmist

Pages: 1 ... 65 66 [67] 68 69 ... 75
991
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: December 10, 2012, 12:22:11 am »
what happened with dfusion embark modifier?  So I can change the # of dwarfs I start off with

it was called simple_embark
https://github.com/warmist/dfhack/blob/master/Readme.rst#id115
Code: [Select]
:lua require('plugins.dfusion.embark').Embark:install{{"RACE",CASTE_NUM},{"RACE2",CASTE_NUM2},....,{}}
this is done because there should not be any races.txt files that you need to manipulate in dfhack file tree. Some day i'll make a gui for it.

Edit: misread, simple_embark got misplaced, will readd. In the mean time you can use Embark instead.

992
DF General Discussion / Re: Name that predicament!
« on: December 09, 2012, 01:05:14 pm »
I'd guess a water source contaminated with something nasty, myself.
Happened to me once, FB came in through the well. 75% of fort died.

993
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: December 08, 2012, 06:15:03 pm »
NVM, did some mode swapping to select the unit, then more to get back to adv mode.

Can dfhack add syndromes? Turning off the dead flag brings them back with all BP's missing.
yes it can https://gist.github.com/4061959 (not sure which version of dfhack though...)

994
DF Modding / Re: Warmist's random scripts
« on: December 03, 2012, 04:48:14 pm »
Misc stuff will go here

995
DF Modding / Warmist's random scripts
« on: December 03, 2012, 04:40:20 pm »
This is a thread where i will post my dfhack scripts and/or scriptlets (and their associated news). Also questions and suggestions welcome

Also I don't remember on which dfhack which features appear so some of these scripts might only work with dfhack from github.

996
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: December 03, 2012, 04:32:49 pm »
some research on advmode to fortmode switching:
this script does just that:
https://gist.github.com/4198190
todo: add units to positions so you could appoint squads etc...

997
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: December 02, 2012, 07:16:48 am »
Hi,

i got a little problem here

i'm using de lazynewbpack for version 0.34.11, i downloaded the DFhack for 34.11 r2 and unzip it so it can have the new revision, besides that, i also used the Legends of Forlorn Realms mod in it too,  here's the problem:

i use DFusion embark multirace embark, it always have only 1 dwarf to start, so i use the simple embark to have 7, my race starts alway as kobolds (don't know why) so i change them to dwarf, after this i save run current world's init.lua (i asume it save my new changes, but apparently it does not) and i embark, i always have 2 dwarves, the rest ant man/women, how do i stop the antmen/women to appear? my embark are all dwarves, elves and humans, not antman?
see dfusion/embark/races.txt thats where you set which races units to embark with.

998
Another random idea: clicking on the number of idle dwarfs display should zoom/select idle dwarf (like in warcraft), it would be nice if multiple clicks would select next dwarf.

999
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: November 12, 2012, 04:35:50 pm »
DFhack became a very important software for my DF games,
expecially because it resolves with patch(s) many bugs.

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

1000
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: November 11, 2012, 03:16:47 pm »
I would like to be able to order my companions to drop only what they have in hands. If I want them to swap weapons, I don't want to strip them.

Also it looks like they don't like to wear quivers, they carry them in hands instead.

Try this: New version
Although all functionality will not be available till next release (those parts that use dfusion, namely heal/powerup) but those are cheats anyway.

1001
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: November 11, 2012, 09:57:48 am »
How did I not use dfhack for so long? I became immediately addicted.

Can someone direct me to more amazing plugins which are not linked in the first post? I.e. Rumrusher gave me Companion order plugin, and it is a must-have for me now.

Are there more plugins which allow extended modding like the steam engine?
Next version probably will have a reactions that trigger lua scripts (e.g. you make a sword and it displays a message)
Also if you are using companion order, please post or pm all the suggestions bug reports etc...

1002
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: November 09, 2012, 07:39:06 am »
I remember reading about a command for adding the specific castes to the Embark group, say, with antmen, two warriors, one queen, and four workers. How do I do that?
afair it was dfusion->embark and then dfusion->tools. but first you need to edit dfusion/embark/races.txt and dfusion/friendship/races.txt
The one for embark has syntax for each line RACE:CASTE_ID and for friendship(so that those races could work) RACE

It should be noted that those plugins work only on windows and can crash. Embark should be used in the site selection menu.

1003
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: November 09, 2012, 07:25:49 am »
<...>
Why this fixes are not being inserted in the original game by Toady/programmers instead of using external patches made by fans ?
i can answer this: because these fixes have been discovered quite recently and Toady is currently developing next version (and thus is not releasing bug-fix versions). Also they might be a bit different to what Toady (the only programmer working with DF) intends (i.e. he might have different plans for that specific thing).

1004
Cool... Initially I had been planning to send the user to my material selection to choose from there, but wasn't keen on making the effort since I just wanted to make the dashboard and the workshop UI was just a pre-requisite. I'll just leave that as is (it works enough for testing purposes) and continue working on the dashboard.

And yeah I think screenshots in the documentation might help. Getting to the point that DFHack has so many features it needs its own wiki.
AFAIK dfhack readme is sort-of a wiki. It uses different markup but can include pictures and whatnot. It may need to be split somewhat to be more manageable (imho) but it needs to be insync with code for every commit and not be duplicated anywhere (thus not have too old or too new info which sometimes could happen when releases are far between), thats why i think that it should sit in the repository (where it is) and reflect current code as best as it can.

1005
DF Modding / Re: Magic / Engineering / Tutorials
« on: November 05, 2012, 08:57:34 am »
Also do check out dfhack. As a fellow programmer it should be quite easy to understand. Some things that are impossible (or very complicated) in raw-modding can be done with help of dfusion. E.g. in last version of dfhack ag added working steam engine (with explosions if you use crappy materials for magma steam engine) and a lot more interesting siege engines.

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