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Author Topic: DFHack 0.43.03-r1  (Read 1086340 times)

Nimrod

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Re: DFHack 0.40.24-r5
« Reply #3945 on: March 08, 2016, 09:10:38 am »

If you're an idiot who doesn't know how to work the lua interpreter like me, just throw those magic words into a text file, save it as filename.lua in \hack\scripts and then use the command "filename" in the console.

I am way more of an idiot than you, so I name you my king! Thanks for the advice! :D

Edit: Works like a charm! Awesome. Thank you from the bottom of my dwarves!
« Last Edit: March 08, 2016, 09:16:36 am by Nimrod »
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devek

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Re: DFHack 0.40.24-r5
« Reply #3946 on: March 08, 2016, 10:15:04 am »

...implement persistent data without using historical figures...
Could a sqlite database file in the DF game save directory do the thing?

As long as people were mindful that it might not be synced to the actual save. :)

(Those sqlite uses quite a bit of memory in a game that already pushes the memory limits for a lot of users, 99% of what people use sql for would be better served by flat files. http://fallabs.com/tokyocabinet/ is what I use for everything, but there might be something better that came out since I last looked hehe. At one point it was the fastest/smallest database there was.)
« Last Edit: March 08, 2016, 10:19:11 am by devek »
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Dirst

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Re: DFHack 0.40.24-r5
« Reply #3947 on: March 08, 2016, 10:21:48 am »

I would prefer a flat file that was at least nominally human-readable, most likely including some base64 bricks to hold the bulk of the data in a serialized format.  That can then be slurped up into a lightweight database during runtime.
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(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

devek

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Re: DFHack 0.40.24-r5
« Reply #3948 on: March 08, 2016, 11:48:32 am »

That would just be xml, which is fine too and still uses way less ram than sqlite :P
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Rose

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Re: DFHack 0.40.24-r5
« Reply #3949 on: March 08, 2016, 12:12:05 pm »

Apparently json is good too.
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expwnent

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Re: DFHack 0.40.24-r5
« Reply #3950 on: March 08, 2016, 12:19:47 pm »

That fix looks good to me. Combine it with repeat.lua for extra safety if you know how.

I don't know the list of things that use histfigs. Workflow does, persist-table does so many of Roses' scripts do.

I was thinking of using JSON. It's platform independent without being too bulky. During runtime it will have a more concise representation the way I'm thinking of implementing it. It will actually use less RAM and disk space than histfigs. Histfigs have a bigger overhead than you'd think.

Japa ninjaposted me to it.
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khearn

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Re: DFHack 0.40.24-r5
« Reply #3951 on: March 08, 2016, 01:28:27 pm »

I'd hazard a guess that autochop and autolabor use histfigs. :)
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Dirst

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Re: DFHack 0.40.24-r5
« Reply #3952 on: March 08, 2016, 01:34:26 pm »

I'd hazard a guess that autochop and autolabor use histfigs. :)
Autochop/config Abbeybrew is real!  And so is the Tooth Fairy, and the Great Pumpkin, and a Rational Economic Plan, and ...

Now look, you made Autochop/config cry!
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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

expwnent

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Re: DFHack 0.40.24-r5
« Reply #3953 on: March 08, 2016, 02:28:12 pm »

Weird. I checked the persistent data stuff and the constructor for df.historical_figure and df.language_name and it really looks like that field is being initialized to 0, not -1.

Can someone who's having this problem and hasn't run the fix script post the output of this script?

Code: [Select]
--test_figs.lua
local figs = df.global.world.history.figures

for i=0,#figs-1,1 do
   local v = figs[i]
   if v.id<0 and v.name.language < 0 then
      print(v.id..' '..v.name.first_name..' '..v.name.language)
   end
end

edit: Never mind, I fixed it. The problem should go away in the next release.
« Last Edit: March 08, 2016, 02:59:14 pm by expwnent »
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Dozebôm Lolumzalės

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Re: DFHack 0.40.24-r5
« Reply #3954 on: March 08, 2016, 02:51:55 pm »

Thank Armok, DFHack is usable.
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Raven

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Re: DFHack 0.40.24-r5
« Reply #3955 on: March 09, 2016, 05:39:27 am »

nevermind.. my mistake
« Last Edit: March 09, 2016, 05:42:04 am by Raven »
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SatelliteOfLove

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Re: DFHack 0.40.24-r5
« Reply #3956 on: March 09, 2016, 11:31:25 pm »

A huge THANK YOU to the devs for their steady and dedicated work.  Yay for dfhack 42.06-alpha-1!  Hopefully my dorfs won't know what hit them  ;)
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expwnent

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Re: DFHack 0.40.24-r5
« Reply #3957 on: March 10, 2016, 09:21:24 am »

New alpha release. This release fixes a few bugs with the old release.

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Hesperid

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Re: DFHack 0.40.24-r5
« Reply #3958 on: March 10, 2016, 10:55:34 am »

Goddamn you scared me, I thought it was a new DF release! I mean, that's how 0.42.06 snuck up on us.
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Teneb

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Re: DFHack 0.40.24-r5
« Reply #3959 on: March 10, 2016, 12:45:44 pm »

Got a few more questions (my apologies if this is annoying to anyone here) about if there are scrips that enable me to do certain things. I suspect the answer to all might be no, but...

1) Is it possible to make, say, a flamethrower that consumes ammunition? (I know that item-trigger allows me to simulate the flamethrower, but no idea on the ammo)

2) Is it possible to make a custom siege weapon (without making it a workshop that gives material-emission interactions)?

3) Is there a way to assign gods created through moddable-gods to specific entities? (and do those gods even do any actions in worldgen?)
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