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Author Topic: DFHack 0.47.04-r1  (Read 315001 times)

scourge728

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1230 on: June 29, 2018, 06:39:27 pm »

Is there any way to disable the thing when you're selecting materials to build things and it automatically pulls up the one you used last?

Bumber

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1231 on: June 29, 2018, 08:44:56 pm »

Is there any way to disable the thing when you're selecting materials to build things and it automatically pulls up the one you used last?
Remove the line "enable automaterial" from dfhack.init.
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scourge728

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1232 on: June 29, 2018, 11:26:20 pm »

Is there any way to disable the thing when you're selecting materials to build things and it automatically pulls up the one you used last?
Remove the line "enable automaterial" from dfhack.init.
So, can I just copy the contents of the example into a file named dfhack.init in order to create one or...?

Also, remove-wear isn't working for me, I don't get any errors, but nothing is happening, adding -all to it does nothing as well... is it borked in the 44.11 alpha?

Putnam

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1233 on: June 29, 2018, 11:32:49 pm »

Or rename init-example, as I'm pretty sure it suggests.

lethosor

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1234 on: June 29, 2018, 11:49:15 pm »

Is there any way to disable the thing when you're selecting materials to build things and it automatically pulls up the one you used last?
Remove the line "enable automaterial" from dfhack.init.
So, can I just copy the contents of the example into a file named dfhack.init in order to create one or...?
Or remove the line "enable automaterial" from whatever file it's in...
Quote
Also, remove-wear isn't working for me, I don't get any errors, but nothing is happening, adding -all to it does nothing as well... is it borked in the 44.11 alpha?
From checking the docs, it takes "all", not "-all".
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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.

scourge728

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1235 on: June 29, 2018, 11:50:45 pm »

Well look at that, it DOES work when you use "all", it's confusing, since some commands accept "all" some accept "-all"  :-[

lethosor

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1236 on: June 30, 2018, 12:10:35 am »

Upon closer investigation, that script is utter trash. I fixed it so that (a) it's actually readable, (b) it follows sane coding conventions, (c) it's significantly faster with large numbers of items, (d) it produces error messages when you give it bad arguments, instead of silently failing, and (e) it accepts "-all" as well. You can find the fixed version at https://github.com/DFHack/scripts/blob/master/remove-wear.lua

Just want to double-check - was that the only issue you were having with remove-wear? (Or were there issues with passing it individual item IDs?) In any case, issues with it probably aren't 0.44.11-specific, but do feel free to report other weirdness with scripts that you encounter.
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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.

scourge728

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1237 on: June 30, 2018, 09:54:20 am »

That was in fact the only issue I was having

Jazz Cat

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1238 on: June 30, 2018, 01:41:36 pm »

Just letting you know, the link on the first post of this thread that says "Alpha 44.11 alpha-1" leads to the the 44.10 alpha-1 release.
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lethosor

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1239 on: June 30, 2018, 03:50:07 pm »

Thanks, fixed (I remembered most of them, just not the link...)
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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.

Rumrusher

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1240 on: July 04, 2018, 06:44:41 am »

hmm I probably should look into finding out how to give labors to units who end up with the "No labors available" screen

edit: oh it seems there's no unit_flags1.dead flag in this alpha
edit: or got a name changed to inactive?
« Last Edit: July 04, 2018, 07:41:42 am by Rumrusher »
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Clément

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1241 on: July 04, 2018, 07:34:18 am »

"dead" has been renamed "inactive" since 0.44.10-r2.
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PatrikLundell

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1242 on: July 04, 2018, 07:38:35 am »

hmm I probably should look into finding out how to give labors to units who end up with the "No labors available" screen

edit: oh it seems there's no unit_flags1.dead flag in this alpha
"dead" has been renamed "inactive" since 0.44.10-r2.
And the reason for that is that flags2.killed is the one that tells if a unit is dead. All killed units are inactive, but all inactive units are not killed (e.g. inbound/outbound). Also consider whether you actually need to access the flags directly, or can use the Units.isKilled/.isActive/.isMerchant etc. functions instead.
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Rumrusher

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1243 on: July 04, 2018, 07:43:58 am »

oh hmm I probably should have refresh the page before editing the post. oh well this means modifying my heal scripts to fit the new changes then.
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Saiko Kila

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Re: DFHack 0.44.10-r2 | 0.44.11-alpha1 (dev)
« Reply #1244 on: July 05, 2018, 02:27:14 am »

I have a problem with function dfhack.units.getVisibleName() in lua script.

When I want the script to show real name, I use simply
Code: [Select]
string.gsub(unit.first_name,"^%l",string.upper)
When I wanted to show fake name, I tried this:
Code: [Select]
string.gsub(dfhack.units.getVisibleName(unit).first_name,"^%l",string.upper)
However, the last code still shows the same real first name as the first one (and thus reveals an identity of a vampire). According to description the function  should show the fake name, right? So why would it show the real one?

And the reason for that is that flags2.killed is the one that tells if a unit is dead. All killed units are inactive, but all inactive units are not killed (e.g. inbound/outbound). Also consider whether you actually need to access the flags directly, or can use the Units.isKilled/.isActive/.isMerchant etc. functions instead.

After the rename I just changed the names of flags in my scripts from "flags1.dead " to "flags1[1]", so they will work with both names under different dfhacks. Problems with functions is that you need to test them first, because they are not always working as expected. Using a flag is quicker and less stressful, if you know what it's supposed to do.
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