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Author Topic: DFHack 0.43.03-r1  (Read 1079323 times)

Putnam

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Re: DFHack 0.40.24-r2
« Reply #2280 on: March 13, 2015, 11:08:20 pm »

They're gray. It's odd.

what about spawning creatures

forcing migrant waves?

creating sieges


1. Being worked on.

2. modtools/force should still work for that.

3. I have no idea when that will be done.

Rumrusher

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Re: DFHack 0.40.24-r2
« Reply #2281 on: March 14, 2015, 01:53:12 am »

Well, Putnam linked me to the lua API: https://github.com/DFHack/dfhack/blob/master/Lua%20API.rst but I'm not sure how useful that is for C++ as I am not a wizard myself.

As for necromancers Rumrusher found a trick for necros if you have control of them: createitem a slab, gm-editor the slab, subtype 6 should be secrets, change the secrets type and if you have no modded secrets added then one of the first five or six should be life and death.

Note that adding reading to a unit under your control won't work, but if you add the skill to an npc and then assume control it works fine.
you could end up with vamperism or werewolfism doing this so bewarned you could end up a vampire with no way to drinking blood.
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milo christiansen

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Re: DFHack 0.40.24-r2
« Reply #2282 on: March 14, 2015, 08:45:20 pm »

1) item-trigger constantly spams the console with errors (something about a nil value), at least it doesn't crash anymore.

What exactly does it say and what inputs did you give it?

I am away from a computer that has DF right now, so I'll just try to give all I can remember.

The input I gave it didn't seem to make any difference in testing, if you want the exact information download Rubble and look at "addons/User/Speluncaphobia/DFHack".

The error is something about attempting to index a nil value, I checked and it was the "equip handler" function, forgot its exact name.
The value it was trying to index was named "table" if I remember correctly.

The error came up continuously while DF was unpaused.
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HooliganintheFort

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Re: DFHack 0.40.24-r2
« Reply #2283 on: March 14, 2015, 11:47:10 pm »

Is there a way to instantly dig out designations?
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Max™

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Re: DFHack 0.40.24-r2
« Reply #2284 on: March 15, 2015, 07:43:12 am »

Hmmm, does tiletypes have a designation flag?

I'd suggest fastdwarf 1 1 unless you REALLY need it dug out now because you can get weird behaviors from tiletypes if you aren't really careful about making sure all the right stuff is in place.
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HARD

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Re: DFHack 0.40.24-r2
« Reply #2285 on: March 15, 2015, 12:28:05 pm »

is there any script to change population cap?
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lethosor

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Re: DFHack 0.40.24-r2
« Reply #2286 on: March 15, 2015, 12:35:24 pm »

There's this, or you could just edit d_init.txt. (If you mean changing it in-game, that should be possible with the former, although I'm not sure if I've implemented it yet.)
Edit: Should be implemented now.
« Last Edit: March 15, 2015, 12:39:43 pm by 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.

HooliganintheFort

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Re: DFHack 0.40.24-r2
« Reply #2287 on: March 15, 2015, 12:47:22 pm »

Hmmm, does tiletypes have a designation flag?

I'd suggest fastdwarf 1 1 unless you REALLY need it dug out now because you can get weird behaviors from tiletypes if you aren't really careful about making sure all the right stuff is in place.

Alright, thanks for the help.
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Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2288 on: March 15, 2015, 06:07:54 pm »

Hey, is it possible to call a dfhack script from a reaction?
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Putnam

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Re: DFHack 0.40.24-r2
« Reply #2289 on: March 15, 2015, 07:27:52 pm »

Yes, with modtools/reaction-trigger. You can get the documentation for that by using the command modtools/reaction-trigger -help

Max™

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Re: DFHack 0.40.24-r2
« Reply #2290 on: March 15, 2015, 11:13:49 pm »

There's this, or you could just edit d_init.txt. (If you mean changing it in-game, that should be possible with the former, although I'm not sure if I've implemented it yet.)
Edit: Should be implemented now.
Oh my god where has this been and why did I not even consider that you could do this?

I assume the way twbt switches the display method means it couldn't be hotswapped, but could it be toggled to enable/disable on reboot through the manager?
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expwnent

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Re: DFHack 0.40.24-r2
« Reply #2291 on: March 16, 2015, 08:37:55 am »

1) item-trigger constantly spams the console with errors (something about a nil value), at least it doesn't crash anymore.

What exactly does it say and what inputs did you give it?

I am away from a computer that has DF right now, so I'll just try to give all I can remember.

The input I gave it didn't seem to make any difference in testing, if you want the exact information download Rubble and look at "addons/User/Speluncaphobia/DFHack".

The error is something about attempting to index a nil value, I checked and it was the "equip handler" function, forgot its exact name.
The value it was trying to index was named "table" if I remember correctly.

The error came up continuously while DF was unpaused.

The most likely explanation is that the plugin uses persistent data incorrectly in the following way.

Code: [Select]
local persist = require('persist-table')
persist.GlobalTable.foo.bar = 'asdf' %error: foo does not exist yet

--instead do this
persist.GlobalTable.foo = persist.GlobalTable.foo or {}
persist.GlobalTable.foo.bar = 'asdf' %foo definitely exists here

This would throw an exception every time the script tries to access that persistent subtable.
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Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2292 on: March 16, 2015, 08:53:54 am »

this is going to be a stupid question, but how do you run a dfhack script?
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milo christiansen

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Re: DFHack 0.40.24-r2
« Reply #2293 on: March 16, 2015, 08:58:06 am »

Can anyone confirm that eventful adding a reaction to a hardcoded building does not work (correctly)?
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lethosor

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Re: DFHack 0.40.24-r2
« Reply #2294 on: March 16, 2015, 10:13:36 am »

this is going to be a stupid question, but how do you run a dfhack script?
Type its name in the console and press Enter.
If you're asking how to run a script that doesn't come with DFHack, you need to save it in (or copy it into) the hack/scripts folder in your DF folder, making sure to keep the correct extension (i.e. scriptname.lua, not scriptname.lua.txt).
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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.
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