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Author Topic: [SUGGESTIONS] for DFhack plugins  (Read 135179 times)

Button

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #750 on: January 11, 2016, 01:19:12 am »

You know what I'd like to see? An unroll/un-retract function that can be used on critters with RETRACT_INTO_BP critters. Bug #8627 can be seriously irritating.
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SatelliteOfLove

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #751 on: January 25, 2016, 11:22:13 am »

I've run into the df-structures problem, myself.  So there are only two members of the dfhack team who even know how to update the structures?  I tinkered with the df-structures git repository, but I'm pretty sure you need a linux box (vm or otherwise) to compile it.  Not sure where it would go anyway...

Has anyone tinkered with it?
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Warmist

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #752 on: January 25, 2016, 02:29:57 pm »

I've run into the df-structures problem, myself.  So there are only two members of the dfhack team who even know how to update the structures?  I tinkered with the df-structures git repository, but I'm pretty sure you need a linux box (vm or otherwise) to compile it.  Not sure where it would go anyway...

Has anyone tinkered with it?
No you don't need linux box. There are some tools that only work on linux but those are for finding new offsets (and similar stuff). Else the dfhack compiles okay on windows (and Mac os(es?) ). The df-structures are not compiled - they are just a list of structures and some global addresses.

SatelliteOfLove

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #753 on: January 25, 2016, 04:10:33 pm »

I've run into the df-structures problem, myself.  So there are only two members of the dfhack team who even know how to update the structures?  I tinkered with the df-structures git repository, but I'm pretty sure you need a linux box (vm or otherwise) to compile it.  Not sure where it would go anyway...

Has anyone tinkered with it?
No you don't need linux box. There are some tools that only work on linux but those are for finding new offsets (and similar stuff). Else the dfhack compiles okay on windows (and Mac os(es?) ). The df-structures are not compiled - they are just a list of structures and some global addresses.

I sincerely appreciate the reply, Warmist.  Yes, dfhack compiles just fine on Windows, but whenever I run df with dfhack enabled, I get tons of warnings that the plugins can't run because of missing globals.
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expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #754 on: January 26, 2016, 01:46:50 am »

So there are only two members of the dfhack team who even know how to update the structures?

That is approximately true. Technically peterix can too but he's not working on the project anymore. A couple other members have tinkered with it a bit. The problem is that the required skill/freetime to contribute significantly is quite high.
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fricy

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #755 on: January 26, 2016, 02:30:17 am »

/snip... whenever I run df with dfhack enabled, I get tons of warnings that the plugins can't run because of missing globals.
Assuming you compiled the latest dfhack source for 42.05: Try replacing df/hack/symbols.xml with this one.

lethosor

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #756 on: January 26, 2016, 12:35:03 pm »

If you want DFHack to work with 0.42.05, you have to check out the develop branch and run "git submodule update" (this is in the latest compilation instructions).
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

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Dirst

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #757 on: January 26, 2016, 01:00:07 pm »

If you want DFHack to work with 0.42.05, you have to check out the develop branch and run "git submodule update" (this is in the latest compilation instructions).
Don't forget to face East while maintaining the Chant.  And sacrifice a live chicken.
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SatelliteOfLove

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #758 on: January 26, 2016, 01:12:36 pm »

/snip... whenever I run df with dfhack enabled, I get tons of warnings that the plugins can't run because of missing globals.
Assuming you compiled the latest dfhack source for 42.05: Try replacing df/hack/symbols.xml with this one.

I did compile the 42.05 development branch and thank you for that information - I'll give it a try when I get home.  Thanks for all the input/suggestions, everyone.

Edit: It works!  As you suspected, the symbols.xml file that was automatically installed didn't work, but the updated copy from the df-structures repo did.  Thank you so much for your help.
« Last Edit: January 26, 2016, 10:05:25 pm by SatelliteOfLove »
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lethosor

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #759 on: January 29, 2016, 12:00:59 pm »

It works!  As you suspected, the symbols.xml file that was automatically installed didn't work, but the updated copy from the df-structures repo did.  Thank you so much for your help.
That's probably because you forgot to run "git submodule update". In some cases, forgetting to do that and just copying over the newer symbols.xml will crash, but I don't think there were any structure changes that would cause that to happen between 0.42.04 and 0.42.05.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

khearn

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #760 on: January 29, 2016, 03:32:50 pm »

Suggestion: A plugin to automatically handle petitions for long term residence. I'm getting one every few minutes, mostly from wannabe entertainers in my overpacked tavern. I'd like to be able to set it up to either:
a) auto-deny
b) auto-accept
c) take no action so the player can decide

It should be able to be told what action to take, based on the type of petitioner (entertainer, scholar, soldier).

What I'd like to be able to do right now is auto-deny entertainers (hit the road, freeloaders), auto-accept scholars (we can always use another scholar), and let me decide on soldiers (Thanks, but we don't really need any pikemen, since we can't make pikes, but more axemen are welcome).

That's what would be ideal. I don't know how easy the above would be to implement, so I'll take what I can get. :)
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Darthania

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #761 on: February 02, 2016, 05:09:28 am »

Suggestion:

Do you think you could put together an updated version of the Dwarvern Heritage Project? (http://www.bay12forums.com/smf/index.php?topic=112381.0)
It's something that *always* bugs me when I see all my dwarves with different names, hard to keep track!

Thanks :)
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expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #762 on: February 03, 2016, 03:39:30 am »

It's still on my todo list. I'll move it up a bit.
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Darthania

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #763 on: February 03, 2016, 06:03:32 am »

Wonderful :)
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Isngrim

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #764 on: February 03, 2016, 03:00:31 pm »

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