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 - expwnent

Pages: 1 ... 40 41 [42] 43 44 ... 113
616
Utilities and 3rd Party Applications / Re: Putnam's DFHack scripts
« on: September 02, 2014, 04:22:25 am »
startdwarf needs the start_dwarf_count offset to work on Windows and Linux - replace DF/hack/symbols.xml with this.

I'm surprised that works. I expected it to be necessary to recompile with that.

617
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: September 02, 2014, 04:20:40 am »
It would run twice if you do it that way.

618
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: September 01, 2014, 02:38:10 pm »
Basically the only documentation right now is modtools/blah -help and the readme. Do you have any specific questions about how to use them? I'm not sure what you want.

619
Utilities and 3rd Party Applications / Re: Putnam's DFHack scripts
« on: September 01, 2014, 12:57:50 pm »
There's no way around the unit requirement. The way items are created by that method is by simulating a custom reaction. There must be a worker so that item creator race / creator id / etc are set correctly. In this case we're calling DF's code directly so there's nothing we can do about that requirement.

620
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: August 31, 2014, 06:13:46 am »
By the way, the solution in that pull request is wrong. It will work only for single-word repeating commands. The problem is that the documentation is wrong. You're supposed to put [ brackets ] around the command that's being repeated.

622
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: August 29, 2014, 06:06:53 am »
Looks fine to me at least at first glance.

623
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: August 29, 2014, 05:15:20 am »
New release!

624
Utilities and 3rd Party Applications / Re: DFHack Script Collection
« on: August 29, 2014, 04:06:04 am »
Meph: Yes, all of the others should still work.

625
Utilities and 3rd Party Applications / Re: DFHack Script Collection
« on: August 29, 2014, 12:58:47 am »
It won't be possible to trigger invaders with that script anymore, because invaders are done differently internally in DF. Warmist is still working on updating spawnunit.

626
While you're fixing stuff if you could make a collection of all the story post hyperlinks it would be helpful. 95 pages is a lot to flip through.

627
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 25, 2014, 11:36:52 pm »
You could store a persistent thing in the save and only trigger if it doesn't exist yet.

628
DFHack documentation ranges from terrible to nonexistent, so thanks for writing this. We're aware of the problem, but we don't really have a solution yet.

629
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 24, 2014, 08:34:48 am »
Couple questions:

1. This one may be a silly one, but does addReactionToShop(reaction_name,shop_name) work the way I think it does? Meaning can you add a reaction to a workshop mid-game? And will those reactions stay post-save-quit-reload?
2. Is there a script to allow only one of a particular building to be built? If not I can write one, but I figured I would ask first.
3. Is there an eventful command for triggering every season?

There is no such script for one of a kind buildings.

There is no eventful command, but there is the repeat-util.lua module.

630
DF Modding / Re: Github Patch tracking between mods
« on: August 21, 2014, 12:39:48 am »
Yes, git is awesome! I was wondering why more people haven't used it for things like this. A lot of DF players are somewhat familiar with programming so you'd think there'd be more people who know git.

Pages: 1 ... 40 41 [42] 43 44 ... 113