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Author Topic: DFHack 0.43.03-r1  (Read 764997 times)

Warmist

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Re: DFHack 0.34.11 r5
« Reply #135 on: July 01, 2014, 07:30:32 am »

I think it would be as easy as adding few lines here: https://github.com/expwnent/dfhack/blob/spawnUnit/library/LuaApi.cpp#L1402
Might be wrong though...

expwnent

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Re: DFHack 0.34.11 r5
« Reply #136 on: July 01, 2014, 07:33:10 am »

I tried that. It threw an exception about complex objects.
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Warmist

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Re: DFHack 0.34.11 r5
« Reply #137 on: July 01, 2014, 07:38:48 am »

Okay, i'll look into this, hopefully tonight.

breadman

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Re: DFHack 0.34.11 r5
« Reply #138 on: July 01, 2014, 02:42:36 pm »

Is anyone still working on autolabor?  I was trying to teach my wife dwarf fortress and she hated micromanaging workers, but I just discovered autolabor can halt your fortress, due to it assigning 7 woodcutters (even though I only have one axe) and then being unable to assign them to the mining duty due to the equipment bug.

I've considered fixing that, but haven't yet gotten around to more than a cursory scan of the source.  It has specific provisions for the three equipment labors (woodcutting, hunting, and mining), but they don't seem to work quite right.

So far, I've been able to work around the issue by limiting those three labors to small numbers (for example, autolabor CUTWOOD 1 2).  As long as the sum is less than the number of civilians in your fort, you should be all right.

I have also noticed that it tends to send quite a few people fishing even when limited to allow only one fisher, because it prefers to assign labors to an idle dwarf than to the ones actively performing the task.
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Quarterblue

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Re: DFHack 0.34.11 r5
« Reply #139 on: July 01, 2014, 06:32:23 pm »

Is Emigration in the repo? I think it should be in, it's a useful, easily customizable feature that can't hurt.
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Riemann

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Re: DFHack 0.34.11 r5
« Reply #140 on: July 01, 2014, 06:37:43 pm »

So mucking about in Ruby for a DFHack plugin was way easier than Lua but still I am feeling too constrained here. Should have just stuck to what I know and gone with C++ from the start.

would any of you fine chaps have a link to how to set up a build environment for a C++ DFHack plugin? If it matters I'll be using Visual Studio.
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lethosor

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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.

Riemann

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Re: DFHack 0.34.11 r5
« Reply #142 on: July 01, 2014, 06:46:34 pm »

thanks! will check that out when I get home
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lethosor

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Re: DFHack 0.34.11 r5
« Reply #143 on: July 01, 2014, 08:10:51 pm »

Danaris has put up an experimental version of Stonesense here. It's not that stable or official yet, but it should work well enough for screenshots and experiments (be sure to save before using it).
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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.

fricy

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Re: DFHack 0.34.11 r5
« Reply #144 on: July 02, 2014, 03:33:36 am »

Danaris has put up an experimental version of Stonesense here. It's not that stable or official yet, but it should work well enough for screenshots and experiments (be sure to save before using it).
Won't load, freetype 6 dylib is missing.
Nevermind, works with freetype6 from XQuartz.

Spoiler (click to show/hide)
« Last Edit: July 02, 2014, 04:16:06 am by fricy »
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danaris

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Re: DFHack 0.34.11 r5
« Reply #145 on: July 02, 2014, 09:13:59 am »

Yep, this is why I hadn't posted about that build myself—I'm still trying to work all the library bugs out of it :P
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Merkator

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Re: DFHack 0.34.11 r5
« Reply #146 on: July 02, 2014, 11:59:49 am »

Hi everyone.
I spent few minutes on writing something that seems to me useful.
DF normally doesn't give you any small 'reward' when you play it.
By reward I mean things like 'Badges' or 'Achievements'.
From psychological point of view they give us great tool for attracting attention of players and even teaching
about game itself.

Here is the source code -> https://gist.github.com/Demagogue/216e89435d2550108f6f


This is already only basic template and lack almost any documentation and code for updating variables.

 

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Putnam

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Re: DFHack 0.34.11 r5
« Reply #147 on: July 02, 2014, 12:11:52 pm »

Hehe, sounds fun. I could definitely find a use for that.

Meph

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Re: DFHack 0.34.11 r5
« Reply #148 on: July 02, 2014, 12:18:02 pm »

Hi everyone.
I spent few minutes on writing something that seems to me useful.
DF normally doesn't give you any small 'reward' when you play it.
By reward I mean things like 'Badges' or 'Achievements'.
From psychological point of view they give us great tool for attracting attention of players and even teaching
about game itself.

Here is the source code -> https://gist.github.com/Demagogue/216e89435d2550108f6f


This is already only basic template and lack almost any documentation and code for updating variables.
I love it. :)
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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 :::

Merkator

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Re: DFHack 0.34.11 r5
« Reply #149 on: July 03, 2014, 06:13:14 am »

@Putnam @Meph Great to see you both like it.

I made some updates.
Little more docs now + now it is possible to set how often those archievement achievements (I don't know why but I always have the weird feeling that somewhere inside word 'achievement' need to be 'r'. ) need to be checked.
For now I don't have time to test it properly, but if you feel generous download it and play with this.
I appreciate every comment about my style and/or mistakes.
 
Link stay the same -> https://gist.github.com/Demagogue/216e89435d2550108f6f

If I clutter this topic just say I move somewhere else.  ::)
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