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Author Topic: DFHack 0.43.03-r1  (Read 1086574 times)

Dragoon209

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Re: DFHack 0.40.15-r1
« Reply #1425 on: November 15, 2014, 08:58:23 am »

Is there some reason dfhack gui plugins and keybindings wouldn't play well with vanilla macros?
Just curious, but is this in response to something you've experienced?

Yea, whenever I record a basic macro (digging designations, placing furniture, hauling route assignment) then play it, crazy things happen. In particular I noticed a small dfhack prompt appearing in the upper left (where the FPS counter goes) and keys being entered there which is quite strange.

You might want to increase the key delay in your init.txt.  It sounds like the macro is firing off too fast, and it is missing some keypresses, thus derailing the entire macro.

By default, it is set to 15ms, but I think the LNP sets it to 0ms to help with using quickfort.
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lethosor

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Re: DFHack 0.40.15-r1
« Reply #1426 on: November 15, 2014, 09:18:45 am »

Is there some reason dfhack gui plugins and keybindings wouldn't play well with vanilla macros?
Just curious, but is this in response to something you've experienced?

Yea, whenever I record a basic macro (digging designations, placing furniture, hauling route assignment) then play it, crazy things happen. In particular I noticed a small dfhack prompt appearing in the upper left (where the FPS counter goes) and keys being entered there which is quite strange.
Can you verify that you're using Ctrl-P and not Ctrl-Shift-P?
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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.

ptb_ptb

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Re: DFHack 0.40.15-r1
« Reply #1427 on: November 15, 2014, 10:45:19 am »

Huh, you can edit stress directly and it'll stick now.

I could really do with that ... but I'm in 0.40.16 so I'd have to wait anyway.
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Badger Storm

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Re: DFHack 0.40.15-r1
« Reply #1428 on: November 15, 2014, 07:42:49 pm »

When can we expect DFHack for 40.16?  The dwarf pus is gone, but somehow I got my aquifer full of otter blood!  Yuck.
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jwhite.df

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Re: DFHack 0.40.15-r1
« Reply #1429 on: November 15, 2014, 08:43:27 pm »

When can we expect DFHack for 40.16?  The dwarf pus is gone, but somehow I got my aquifer full of otter blood!  Yuck.

I want a pony. ;-)
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expwnent

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Re: DFHack 0.40.15-r1
« Reply #1430 on: November 15, 2014, 08:45:38 pm »

When can we expect DFHack for 40.16?  The dwarf pus is gone, but somehow I got my aquifer full of otter blood!  Yuck.

I haven't heard anything.
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Albany

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Re: DFHack 0.40.15-r1
« Reply #1431 on: November 16, 2014, 12:51:39 am »

Is there a command within tiletypes to turn a particular tile into a sand tile? I've monkeyed around with it a bit and peered through help files but haven't found anything definitive, neither in my experimentation nor in the documentation.

Thanks!
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myk

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Re: DFHack 0.40.15-r1
« Reply #1432 on: November 16, 2014, 12:53:18 am »

I believe that if the layer+biome is sandy, m SOIL will result in a sand tile
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Albany

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Re: DFHack 0.40.15-r1
« Reply #1433 on: November 16, 2014, 12:57:53 am »

I believe that if the layer+biome is sandy, m SOIL will result in a sand tile

Hmm. I may be doing something wrong, or my biome isn't sandy. (Incidentally, if it isn't, is there any way to force a sandy tile? As you all know, I only need one. :P )



Here's what I'm trying. Activating it outside and inside my fortress didn't change anything.
« Last Edit: November 16, 2014, 01:00:31 am by Albany »
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arbarbonif

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Re: DFHack 0.40.15-r1
« Reply #1434 on: November 16, 2014, 03:15:44 am »

I believe that if the layer+biome is sandy, m SOIL will result in a sand tile

Hmm. I may be doing something wrong, or my biome isn't sandy. (Incidentally, if it isn't, is there any way to force a sandy tile? As you all know, I only need one. :P )



Here's what I'm trying. Activating it outside and inside my fortress didn't change anything.

Try TAN_SAND (or SAND_TAN).  I usually just do changelayer.
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Max™

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Re: DFHack 0.40.15-r1
« Reply #1435 on: November 16, 2014, 03:46:33 am »

Try to change some stone, you might find a layer that turns into sand, I had some granite I think which I accidentally turned into white sand while trying to paint in some soil channels for a waterfall.
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UnicodingUnicorn

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Re: DFHack 0.40.15-r1
« Reply #1436 on: November 16, 2014, 09:52:48 am »

Not wanting to sound impatient, but is there any progress on the crash related to item-trigger I posted previously?
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expwnent

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Re: DFHack 0.40.15-r1
« Reply #1437 on: November 16, 2014, 10:53:38 am »

Not wanting to sound impatient, but is there any progress on the crash related to item-trigger I posted previously?

I fixed a lot of related things lately. What specifically was the problem?
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StagnantSoul

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Re: DFHack 0.40.15-r1
« Reply #1438 on: November 16, 2014, 12:39:25 pm »

Is there any way to get dwarves to like certain things? I want to get a dwarf to like cloaks, and another to like morningstars.
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Just Some Guy

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Re: DFHack 0.40.15-r1
« Reply #1439 on: November 16, 2014, 01:09:18 pm »

Am I the only one having issues with siren? It apparently can't read field unit.T_status.recent_events.
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