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Messages - lethosor

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316
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 22, 2020, 07:30:22 pm »
Those are the tiles that are specified in the raws for those gems. If those aren't the tiles you see in-game, are you using TWBT? We likely wouldn't be able to support tilesets that require TWBT in this particular screen, unfortunately.

317
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 22, 2020, 05:59:57 pm »
what does the second column in the auto cut gems menu represent? documentation doesn't say anything about it
Could you clarify which screen you're talking about or provide a screenshot?

318
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 21, 2020, 08:38:15 pm »
There isn't much we can do about that, unfortunately. dfhack-run itself hasn't changed very much in recent years, so this is almost certainly an issue with antivirus definitions.

I would be curious to know if 0.47.04-r3 also triggers the same detection, though. If it does, and 0.47.03-beta1 does not, then it could be related to the color change from March. Otherwise, my reasoning above would still apply.

319
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: November 19, 2020, 04:27:23 pm »
No quickfort plugin in dfhack? Is that a policy?
Can you clarify what you mean? Do you not have a "quickfort" command available in DFHack?

DFHack 0.47.04-r3 includes a quickfort script (slightly different from a plugin), and I think at least 0.47.04-r09 of this pack includes that (maybe -r10).

320
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 19, 2020, 01:08:31 pm »
-rate 0.25 resets to default fps instead, making game to run at 1x speed.
Okay, I see the relevant code now, although it's right after the snippet you posted - if you comment out the "rate = 1" line (add "--" to the beginning of it), does that do what you want?
Quote
I'm using some older version, but it works very well
If my suggestion doesn't work, it would be very helpful to know where you got this older version from (or to have a copy of it).

Quote
Anyway, I'm having crashes in DF by totally different reasons now:
Class not in symbols.xml: 'viewscreen_unitlaborsst': vtable = 0x7fedc200ff0
The message you pasted is a harmless diagnostic message that is not related to the crash. It's in stderr.log because it's occasionally useful for development. Is there any way we could make it clearer that it is not an error? Would having something like "INFO:" prepended make it clearer?

Quote
This happens when I try to manage labour and enable herbalist job for my dwarves.
I'm having trouble reproducing this. I was able to enable herbalism on around 100 dwarves across two forts with no crash.
Does it happen exactly when you press "Enter" with herbalism selected for a dwarf, or at some later time? Are you able to reproduce it consistently? Does it only occur for specific dwarves? Are you using any mods?

321
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 18, 2020, 12:06:06 am »
May I ask how do I set flour as dwarf's food preference using DFHack "assign-preferences" script?
The following line returns an error:
assign-preferences -likefood PLANT:VINE_WHIP:MILL
(same for other flours)
(btw, PLANT:VINE_WHIP:DRINK works perfectly for whip wine)

I use DF 44.12

UPDATE:
I was able to set preference for flour using modtools/pref-edit (token was the same). I guess there is some problem with assign-preferences script.

This is fixed in https://github.com/DFHack/scripts/pull/225, which will be in the next DFHack release (0.47.04-r4, or you can apply the change manually to the script on your end).

(I didn't see an existing reply to this post, but I might have missed one.)

322
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 16, 2020, 09:22:00 pm »
find() takes the ID, which would be passed to my-script.lua by the modtools/item-trigger command when a matching event occurs. You wouldn't need to check for "onEquip" in the script itself - armorType couldn't be equal to "ITEM_ARMOR_HELM" and "onEquip" at the same time, and modtools/item-trigger would already only run your custom script for equip events of the "Worn" mode.

I guess I was thinking something along these lines for my-script.lua (which can be renamed, of course):
Code: [Select]
local args = ...
local item = df.item.find(args[1])
local unit = df.unit.find(args[2])
-- do stuff with unit, item

I'm not sure if there are any existing examples for what you want to do - have you written a Lua script before? If not, https://www.lua.org/start.html has some resources that might be useful for Lua in general.

323
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 16, 2020, 07:17:33 pm »
Oh, so you're probably more interested in detecting when a unit puts on a piece of armor, then. From what I can gather from the docs, something like this might help:

Code: [Select]
modtools/item-trigger -onEquip Worn -itemType ARMOR -command [ my-script \\ITEM_ID \\UNIT_ID ]

This would rely on a separate my-script.lua that you write, which would receive an item ID and unit ID as arguments, and could use df.item.find() and df.unit.find() to obtain references to the items/units themselves. (From that point, I don't know exactly how you'd check or adjust the traits you're interested in off the top of my head.)

324
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 16, 2020, 06:55:38 pm »
Thank you for replying! Can you tell me how I can adjust armor attributes beforehand?
Well, it depends on what you want to do. I was thinking just modifying the raws would work for some changes to armor, if you want them to always be in effect. I'm also not very familiar with how the combat system works in general, so other people might have better ideas.

Edit: thanks, Uthimienure!
My understanding is that modifying some traits in the save-specific raws would affect all matching items in-game, but some (e.g. the initial state of certain values) would only apply to new items. Adding new items wouldn't work in an existing world, though - this thread in the modding forum goes into some detail about it.

325
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 16, 2020, 05:35:15 pm »
ok so I thought timestream was something that mess with the calendar for loading in fort mode or adventure mode but yeah good to see someone legit uses it... but it is in my copy of r3.

Yes, it's part of 0.47.04-r3, but so far, DFHack has only included it in that version, hence my confusion. To my knowledge, the version we've included is an updated and fixed version of an older script that didn't work in 0.47, so in order to address Evans' feedback (i.e. "why did you remove X, can you please re-add it"), I would need to know where the version of the script that Evans was previously using came from.

Hi guys, I want to know if it's possible to give an armor attributes boost using the item-tigger mod tool?
modtools/item-trigger, right? I've never used it, but it does appear to make the ID of the defending unit available (as \\DEFENDER_ID), so you could probably adjust the defending unit's armor on the fly. Perhaps it would be easier to adjust armor attributes beforehand, though.

326
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 15, 2020, 12:41:27 am »
We've only included timestream.lua since 0.47.04-r3, which is currently the latest version. It is a heavily modified version of a script originally by IndigoFenix, though - were you using that? I didn't think it worked in 0.47.04 as-is. If not, where did you get timestream.lua from previously?

We could try adding that feature, but since I'm not aware of it being intentionally removed, I'm not really sure where to look. Are you asking for something like "-rate 0.25" to work? From looking through the code briefly, I think that should work as-is (at least, I don't see anything actively preventing it from working).

327
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: November 12, 2020, 10:58:22 am »
So it seems to be something related to the TWBT with 32x tilesets (maybe computer limitations? I play in a laptop). Almost the same happened to me when trying the Meph tileset.
This seems like a likely issue to me - depending on the tileset (and its size), TWBT can sometimes try to load a lot more textures than vanilla DF, without much error handling, so this can crash if your video card isn't up to the task. Disabling TWBT is probably the easiest workaround if you're happy with that.

328
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 11, 2020, 01:03:59 pm »
ok just now notice my copy of advfort isn't working with buildings and just realize it's because someone changed the module stuff to be a dfhack_flag. check in advfort_items.
odd time to realize there been a revamp to the code structure but I hope I don't have to like edit some important dfhack file to connect a different script to advfort_items, or dummy out that line of code in advfort_item?
edit: it seems the 'require' code got changed to reqscripts .... so I dread if I have to rewrite a whole bunch of my scripts or just the scripts that touch dfhack stuff.

Could you clarify exactly what is broken? Is advfort.lua in the DFHack repository not working, or is this your own copy? If it's your own, is there any particular reason you're maintaining your own copy? Are there changes that you would like included in DFHack's version?

I did change how advfort_items needs to be imported in https://github.com/DFHack/scripts/commit/ad67c79f8074a491c144144b2825cd05c80a2236 - it was previously the only script in the scripts repo to use mkmodule() and work with require(), so I changed it for consistency. This did also require changing the require() calls in two places in advfort.lua (see the diff for exactly what changed) - those should be all that you need to change on your end, unless you've added more. advfort_items should still be able to be used in exactly the same way, but let me know if there are other issues.

Edit: oh, I think you might have figured it out already. The recommended way to share functions/etc. between scripts is to use reqscript() or script_environment() along with a module check - see the diff above for examples. There is no hard requirement to do it this way for scripts outside of the DFHack/scripts repo, and advfort is the only one I know of that changed recently.

329
Assuming you are referring to https://docs.dfhack.org/en/latest/docs/guides/quickfort-user-guide.html, it is the latest - it has "latest" in the URL. This thread and that guide are about the new quickfort script, which is implemented as a DFHack script. It has always been a script, never a plugin (see also the first post of this thread). The guide does reuse some material (but not all) from an older implementation of quickfort, which was an external utility (independent of DFHack) written in Python.

You may be confusing this with blueprint, which is a plugin that has existed for a while and can be used in combination with quickfort, but it has a different use-case.

Quote
it doesn't mention anything about you or your accomplishments
I'm not really sure what you're looking for, but these don't seem like things that belong in the documentation to me (other than possibly mentioning breaking changes, but the guide currently says that any Python quickfort blueprints should work with this script). There are lots of contributors to DFHack, listed on the authors page, and changes are listed in the changelog (including some quickfort changes).

330
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 09, 2020, 10:11:42 pm »
A heads-up: I'm planning to do another release soon (maybe in a week? real life things have caught up to me and delayed this a bit)

It would be great to have people test it out beforehand - there are lots of buildingplan and quickfort changes, thanks to Myk. I'm reasonably confident that they work, but more eyes on it would always be appreciated. As usual:
- Nightly builds can be found at https://dfhack.org/builds
- Issues can be reported here or at https://github.com/dfhack/dfhack/issues - if you're using a nightly build, please include the exact version number (as reported by the console, e.g. "0.47.04-r3-92-g3aa902bd") or build number

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