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Author Topic: DFHack Script Collection  (Read 67247 times)

Bo-Rufus CMVII

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Re: DFHack Script Collection
« Reply #45 on: March 18, 2014, 03:38:37 am »

FYI, I just posted another very substantial update to the show-speeds script, with more tools to help you analyze encumbrance.

Screenshots and code at the link. (The screenshot above is stale.)
« Last Edit: March 18, 2014, 03:40:38 am by Bo-Rufus CMVII »
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Nopenope

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Re: DFHack Script Collection
« Reply #46 on: March 19, 2014, 02:29:10 pm »

I think there are many, many scripts not in this list that people have posted in the DFHack thread, and a couple more that are on people's gists.
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IndigoFenix

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Re: DFHack Script Collection
« Reply #47 on: March 28, 2014, 08:05:56 am »

Updated construct-creature to allow organic materials, so you can now make wooden robots or Frankenstein Monsters from patched-together corpses.
Also, constructed creatures are now added to the pet list properly, so you can train or adopt them.

Urist Da Vinci

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Re: DFHack Script Collection
« Reply #48 on: April 01, 2014, 10:18:40 pm »

Could someone add this to the list for me?

http://www.bay12forums.com/smf/index.php?topic=137332.0

butcher.lua - displays most butchering results from a living creature
butcheritem.lua - displays most butchering results from a corpse or body part

Thanks!

Bo-Rufus CMVII

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Re: DFHack Script Collection
« Reply #49 on: April 01, 2014, 10:30:45 pm »

You are able to add it yourself.  There's a link in the first post that takes you to a wiki page, and you just edit it to add your stuff to the list.  ("Be bold", it says.)  Then the list in the first post is updated with what you've added to the list.
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jomen

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Re: DFHack Script Collection
« Reply #50 on: April 26, 2014, 05:26:49 am »

Hi ,

I'm wondering how to mod the raw files to add a Slave Caste for using the Take-slave script. Someone know how to do ?
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Meph

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Re: DFHack Script Collection
« Reply #51 on: April 26, 2014, 10:30:14 am »

Hi ,

I'm wondering how to mod the raw files to add a Slave Caste for using the Take-slave script. Someone know how to do ?
This is not the place to ask. Try the dfhack thread, or ask Boltgun, he made a custom script for such things.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

IndigoFenix

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Re: DFHack Script Collection
« Reply #52 on: May 26, 2014, 10:13:51 am »

Added add-exp, a stand-alone version of a script I've been using for a while and seems to be in reasonable demand.  It adds a set amount of experience in a particular skill to a particular unit, leveling them up if and only if they pass the natural level-up threshold.  Good for reactions that are supposed to train skills gradually.

IndigoFenix

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Re: DFHack Script Collection
« Reply #53 on: June 28, 2014, 01:18:09 pm »

Huh.  Just noticed that add-exp hasn't appeared on the front post for some reason, even though it is in the github page.

lethosor

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Re: DFHack Script Collection
« Reply #54 on: June 28, 2014, 01:45:55 pm »

Huh.  Just noticed that add-exp hasn't appeared on the front post for some reason, even though it is in the github page.
Quote from: Front post
Last Edit: April 27, 2014, 10:51:57 pm by Urist McTeellox
It's possible that the auto-updating script hasn't been running since then.
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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.

IndigoFenix

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Re: DFHack Script Collection
« Reply #55 on: August 01, 2014, 04:06:40 am »

Added timestream, a script that multiplies the rate of calendar time by the specified value.

TheOnlySolitaire

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Re: DFHack Script Collection
« Reply #56 on: August 21, 2014, 03:20:47 pm »

Are these scripts up to date for dfhack 40.08 r1 + r2?

Is spawnunit at the least up to date?

I used the search bar but couldn't find any relevant thread for it that relates to 40.x...

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Dirst

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Re: DFHack Script Collection
« Reply #57 on: August 21, 2014, 03:30:14 pm »

Are these scripts up to date for dfhack 40.08 r1 + r2?

Is spawnunit at the least up to date?

I used the search bar but couldn't find any relevant thread for it that relates to 40.x...
I adapted a spawn-unit script from 0.34r4 and it worked, but it needed to update a couple of the unk properties to real names (for 0.34r5 or 0.40r2).  I couldn't get the soul traits to work, but that might be because I was spawning animals (and I'm not sure if DF animals have souls).
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

nuker22110

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Re: DFHack Script Collection
« Reply #58 on: August 28, 2014, 07:05:19 pm »

hello, unfortunately i believe the dwarves and points scripts are not working. what i did was copy and paste and existing lua/rb file in 0.40.8 and paste in the code. i tried it during embark and it didnt work. would anyone be kind enough to help me? i lack the necessary skills to fix it myself
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Meph

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Re: DFHack Script Collection
« Reply #59 on: August 28, 2014, 07:15:34 pm »

During embark? You have to use it on the embark selector, the map. Before you press 'e' to pick your group and items.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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