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Author Topic: [DFHack] modtools/create-unit (version 0.4) (beta)  (Read 30773 times)

expwnent

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Re: [DFHack] modtools/create-unit (version 0.2) (beta)
« Reply #30 on: July 23, 2015, 02:56:28 am »

I don't think there's a character limit.

Try the -name argument.
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taldarus

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Re: [DFHack] modtools/create-unit (version 0.2) (beta)
« Reply #31 on: July 23, 2015, 03:00:00 am »

40,000 - the forum doesn't like the entity file. WAY too big IMO

Will try on my own, but it would be faster if you give me an example.
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expwnent

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Re: [DFHack] modtools/create-unit (version 0.2) (beta)
« Reply #32 on: July 23, 2015, 03:02:40 am »

Oh, I thought you meant that the command string was too long for DFHack.

An example of what?
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taldarus

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Re: [DFHack] modtools/create-unit (version 0.2) (beta)
« Reply #33 on: July 23, 2015, 03:04:00 am »

how to use -name argument. This is my first time using DFhack :)
Spent my morning just trying to run your code (almost gave up to, I was overcomplicating it)
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expwnent

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Re: [DFHack] modtools/create-unit (version 0.2) (beta)
« Reply #34 on: July 23, 2015, 03:04:57 am »

modtools/create-unit -race DWARF -caste MALE -civ_id \\LOCAL -group_id \\LOCAL -name

I appreciate the beta testing!
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taldarus

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Re: [DFHack] modtools/create-unit (version 0.2) (beta)
« Reply #35 on: July 23, 2015, 03:06:53 am »

 :'(

Doh!

Got a name on that, one 'Act Ongogushil'
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taldarus

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Re: [DFHack] modtools/create-unit (version 0.2) (beta)
« Reply #36 on: July 23, 2015, 03:08:19 am »

Having fun, I don't mind this at all. I do have some errands I need to run, but not in a hurry.

Still no luck on the groupId part. Friendly but not member.

EDIT: LOL, retested the Hydra. It is 'functioning' as a civ pet. Shows up in my unit list and everything. Unfortunately, he seems to dislike my other pets. Lost my fort, but saved/loaded a good 10-20 times.

EDIT2: Hydra now has a name, don't think he did before he ate my civilization. It's name is a series of numbers.

EDIT3: Want to make sure store doesn't close, before I get shopping done. AFK for an hour or so. I would ENJOY helping you some more.
« Last Edit: July 23, 2015, 03:22:01 am by taldarus »
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expwnent

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Re: [DFHack] modtools/create-unit (version 0.2) (beta)
« Reply #37 on: July 23, 2015, 03:26:18 am »

You may find the hydra doesn't like your dwarves either.

I'm getting the friendly but not member problem too. Working on it. It used to work.
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expwnent

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Re: [DFHack] modtools/create-unit (version 0.3) (beta)
« Reply #38 on: July 23, 2015, 03:50:45 am »

Creating fort dwarves ought to work now.
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taldarus

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Re: [DFHack] modtools/create-unit (version 0.3) (beta)
« Reply #39 on: July 23, 2015, 04:01:38 am »

My custom isn't working. Is it dwarf only?
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expwnent

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Re: [DFHack] modtools/create-unit (version 0.3.1) (beta)
« Reply #40 on: July 23, 2015, 04:02:28 am »

It shouldn't be. Try now.
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taldarus

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Re: [DFHack] modtools/create-unit (version 0.3.1) (beta)
« Reply #41 on: July 23, 2015, 04:05:51 am »

Ok, it is working. Expwnent, you did a lot of amazing work on this. Thank you so much!

Castes where not working until I added in the description tag for each class. (checked castes in therapist and in game). I have no reason to believe something else fixed the problem, but can remove the descriptions for a verification if you want.

Ran a series of test involving the names of the spawned dwarves. Each world followed the exact same pattern of names, each time. (tested accross three worlds). The first three sets of names matched. So the random seed, yes?

Edit: Cleaned up a really sloppy post
« Last Edit: July 23, 2015, 06:19:04 am by taldarus »
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expwnent

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Re: [DFHack] modtools/create-unit (version 0.3.1) (beta)
« Reply #42 on: July 23, 2015, 06:50:19 am »

Yes, if you could retest that it would be helpful just to be certain. It ought to not matter.

I didn't do anything special to the random seed. I will do that in the full version.
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taldarus

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Re: [DFHack] modtools/create-unit (version 0.3.1) (beta)
« Reply #43 on: July 23, 2015, 07:02:22 am »

 :-\

My mistake... nvm the caste thing... :'(
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Meph

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Re: [DFHack] modtools/create-unit (version 0.3.1) (beta)
« Reply #44 on: July 24, 2015, 02:09:04 am »

Can random names be a thing? That was the only gripe I had with the old spawnunit... you make 10 units, they are all the same. Could it get a random name from a list of arguments in the script (so that modders can just copy+paste a list of names in there) or, if you want to get extra fancy, get it from the word/language file?

Because in my mod I have many things like "Create a skeleton" = Skeleton, the skeleton. Or "Hire a wizard" = Bob, the wizard.

And thank you for the work and testing you guys are doing. :)
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