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Author Topic: DFHack 0.43.03-r1  (Read 1087423 times)

than402

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Re: DFHack 0.40.16-r1
« Reply #1530 on: November 28, 2014, 05:42:57 pm »

oh, and i can make it auto triggered through the INIT file, right? thanks.
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samanato

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Re: DFHack 0.40.16-r1
« Reply #1531 on: November 28, 2014, 06:03:03 pm »

You can use onLoad.init in the raws folder too.
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than402

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Re: DFHack 0.40.16-r1
« Reply #1532 on: November 28, 2014, 06:07:41 pm »

got it. thanks a lot.
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smeeprocket

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Re: DFHack 0.40.16-r1
« Reply #1533 on: November 28, 2014, 06:15:17 pm »

I know DF has been getting updated a huge amount lately, but is there any chance on a dfhack for the new version soon? Gleding was a must have, as well as not having perpetually depressed dwarves.

There are puddles of elf blood from the rain all over the place on my embark.
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

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expwnent

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Re: DFHack 0.40.16-r1
« Reply #1534 on: November 28, 2014, 11:27:53 pm »

I'm sorry, but DFHack still seems to crash when item-trigger is used like this: modtools/item-trigger -itemType ITEM_SHOES_PIPBUCK -onEquip -command [ modtools/add-syndrome -syndrome "PipBuck" -target \\UNIT_ID ]

If you wish, here is a crash dump.
When does it crash? Immediately after calling it or when they equip it or unequip it? Arena or fort mode?
Immediately  after unpausing in Fortress Mode.

I can't reproduce the crash but I fixed a different bug. Try this version. Send me a save on dffd if the crash keeps happening.
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UnicodingUnicorn

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Re: DFHack 0.40.16-r1
« Reply #1535 on: November 28, 2014, 11:49:52 pm »

I presume that the version is for .40.16?
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expwnent

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Re: DFHack 0.40.16-r1
« Reply #1536 on: November 28, 2014, 11:58:37 pm »

Yes.
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Sergarr

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Re: DFHack 0.40.16-r1
« Reply #1537 on: November 29, 2014, 04:46:30 am »

Is there a command to show all parameters of the selected creature?
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._.

Putnam

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Re: DFHack 0.40.16-r1
« Reply #1538 on: November 29, 2014, 05:14:24 am »

Parameters?

Sergarr

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Re: DFHack 0.40.16-r1
« Reply #1539 on: November 29, 2014, 05:23:09 am »

Parameters?
a) 100% bruised/burned/frostbite/melt/necrosis/blister/boil/freeze/condense (i.e. 10000+ in layer_effect_fraction)
b) 250% dented (i.e. 25000+ in layer_dent_fraction)
c) 100% cut (i.e. 10000+ in layer_cut_fraction) (cut in this case is synonymous with fracture)
The bolded ones, specifically.
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Mister Always

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Re: DFHack 0.40.16-r1
« Reply #1540 on: November 29, 2014, 08:02:21 am »

So uh... Downloaded the .rar for .16, unpacked it, and copied the folder that it spawned into my DF folder. But DFHack is not activating when I play. What am I doin' wrong, here?
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Rumrusher

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Re: DFHack 0.40.16-r1
« Reply #1541 on: November 29, 2014, 08:08:06 am »

wait you didn't just copied the contents of the folder then move it into the DF folder? there was a SDL bit that you need to replace before dfhack would be active.
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Mister Always

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Re: DFHack 0.40.16-r1
« Reply #1542 on: November 29, 2014, 08:35:51 am »

I copied the whole folder with all its contents.
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"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

lethosor

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Re: DFHack 0.40.16-r1
« Reply #1543 on: November 29, 2014, 09:00:21 am »

You should copy the folder's contents, not the folder itself. What files are in your DF folder?
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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.

scamtank

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Re: DFHack 0.40.16-r1
« Reply #1544 on: November 29, 2014, 09:02:45 am »

If you didn't overwrite a .dll file, you missed the mark.
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