Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 155 156 [157] 158 159 ... 360

Author Topic: DFHack 0.43.03-r1  (Read 1079291 times)

Urist McCoder

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2340 on: March 19, 2015, 02:48:15 pm »

alright I put the hole devlog thing in onLoad.INIT created the workshop tried to make an automaton, and nothing dfhack says nothing.
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2341 on: March 19, 2015, 02:48:48 pm »

alright I put the hole devlog thing in onLoad.INIT created the workshop tried to make an automaton, and nothing dfhack says nothing.
It should be onLoad.init (if your filesystem is case-sensitive).
Logged
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.

Urist McCoder

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2342 on: March 20, 2015, 04:06:29 pm »

after many tries I put modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ devel/print-args -race AUTOMATON -position [ \\LOCATION ] ] in onLoad.init and it printed this
Code: [Select]
-race
AUTOMATON
-position
[
103
100
84
]
Logged

expwnent

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2343 on: March 20, 2015, 07:51:57 pm »

after many tries I put modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ devel/print-args -race AUTOMATON -position [ \\LOCATION ] ] in onLoad.init and it printed this
Code: [Select]
-race
AUTOMATON
-position
[
103
100
84
]

Ok, that means arguments are being passed as they are supposed to be passed so the issue is with whatever version of spawn unit you have.
Logged

Uzu Bash

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2344 on: March 21, 2015, 04:03:35 am »

The modtools don't run as simply as the documentation states. Is there something else a user must do to make it operate as described? And if so, could that not be included in the documentation?
Logged

Arx

  • Bay Watcher
  • Iron within, iron without.
    • View Profile
    • Art!
Re: DFHack 0.40.24-r2
« Reply #2345 on: March 21, 2015, 11:05:44 am »

There appears to be a bug with ShowUnitSyndromes:

Quote from: Error
E: NoMethodError: undefined method `unk_6c' for #<DFHack::CreatureInteractionEffectBodyTransformationst:0xa9d14454>
 ./hack/scripts/ShowUnitSyndromes.rb:761
 ./hack/scripts/ShowUnitSyndromes.rb:863
 ./hack/scripts/ShowUnitSyndromes.rb:1013:in `collect'
 ./hack/ruby/ruby-autogen-defs.rb:391:in `each'
 ./hack/ruby/ruby-autogen-defs.rb:391:in `each'
 ./hack/scripts/ShowUnitSyndromes.rb:863:in `collect'
 ./hack/scripts/ShowUnitSyndromes.rb:863
 ./hack/scripts/ShowUnitSyndromes.rb:924:in `[]'

There is currently a human caravan on the map. It displays "Dwarves: " and the name of one dwarf before the error.
Logged

I am on Discord as Arx#2415.
Hail to the mind of man! / Fire in the sky
I've been waiting for you / On this day we die.

lethosor

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2346 on: March 21, 2015, 04:54:50 pm »

Try the development version - note that it was renamed to "show-unit-syndromes" after DFHack 0.40.24-r2.
Logged
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.

Uzu Bash

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2347 on: March 22, 2015, 02:12:25 pm »

How do these modtools run again? The tools by name aren't recognized as commands.
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2348 on: March 22, 2015, 02:15:51 pm »

What do you mean? What are you attempting to do?
Logged
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.

Uzu Bash

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2349 on: March 22, 2015, 03:05:21 pm »

"add-syndrome" and "syndrome-trigger" in adv mode.
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2350 on: March 22, 2015, 03:24:54 pm »

The scripts are in the "modtools" subdirectory, so you need to use "modtools/add-syndrome", etc.
Logged
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.

Uzu Bash

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2351 on: March 22, 2015, 06:52:39 pm »

I think gm-editor is the easier way to go about this, but it's still kind of cryptic. The "?" key doesn't do anything, so either that's unimplemented or I've unbound the correct key. Also, I can't seem to simply clear a flag or vector entry, or edit it in any way. Is there a way to dump the data here to file?
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2352 on: March 22, 2015, 08:08:13 pm »

The "?" key should work unless you've removed your HELP binding (which would also prevent access to the in-game help feature).
Logged
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.

Uzu Bash

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2353 on: March 22, 2015, 08:42:57 pm »

I wouldn't say I missed the in-game help; it's better than it used to be, but it's still obviated by the wiki.

I cannot seem to get rid of a syndrome. I don't think the character is the source of it, but I don't know what to edit to remove it. add-syndrome command breaks with an error, as does ShowAllSyndromes, and the syntax to run sydromes-util is still non-obvious to anyone who doesn't already know.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2354 on: March 22, 2015, 10:15:42 pm »

"an error" is very non-specific.
Pages: 1 ... 155 156 [157] 158 159 ... 360