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Author Topic: DFHack 50.13-r1  (Read 809394 times)

Stench Guzman

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Re: DFHack 0.47.05-r3
« Reply #3075 on: October 11, 2021, 10:57:23 pm »

Is there a script somewhere that can force a state of peace or war between two civilizations?
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Rumrusher

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Re: DFHack 0.47.05-r3
« Reply #3076 on: October 14, 2021, 10:08:14 pm »

Code: ("RaidMove.lua") [Select]
function MobileFort()
local MapCurx=df.global.gview.view.child.child.map_x
local MapCury=df.global.gview.view.child.child.map_y
local Fortsite=df.global.ui.site_id
df.global.world.world_data.sites[Fortsite-1].pos.x=MapCurx
df.global.world.world_data.sites[Fortsite-1].pos.y=MapCury
end

if df.global.gview.view.child.child==nil then
print("this script requires you to be in the raid menu to work")
else
MobileFort()
end

ok so here's a script for bypassing the 'inaccessible mission location' for raiding folks on different islands and continents across oceans and mountains, just be in the raid menu world tab and move the x near the place you want to raid then run the script, after doing refreshing the raid menu by exiting out and entering you should now have access to make a mission on any sites on that land mass.

oh and word for the wise probably best to re-run the script but move your fort back to the original location after you're done making missions.
edit: here's gifs showing off this script in action

« Last Edit: October 24, 2021, 04:48:24 am by Rumrusher »
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Uthimienure

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Re: DFHack 0.47.05-r3
« Reply #3077 on: October 20, 2021, 07:09:32 pm »

I haven't been able to find it searching here or on the DFHack page, is there a script that sorts the artifact lists in-game.

Would be cool to:
- Sort the "L" list
- Sort the "q" list for display furniture
- Sort artifacts in the stock screen
« Last Edit: October 20, 2021, 07:11:21 pm by Uthimienure »
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FPS in Gravearmor (850+ dwarves) is 3-6 (v0.47.05 lives on).
"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

Schmaven

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Re: DFHack 0.47.05-r3
« Reply #3078 on: October 24, 2021, 12:28:08 pm »

There's probably another way to do it, but I had a human caravan arrive, and all but 1 wagon enter the depot.  The last wagon just sat in the 9 adjacent tiles and no merchants were available to trade.  The command "caravan happy" immediately caused the last wagon to arrive and trading commensed.  The "dir" list is helpful for sure.

Though perhaps there is another issue, the following Dwarven caravan had its last wagon park on a brand new depot, but never arrived.  Just perpetually unloading goods until they left.  "caravan happy" did not fix it for those Dwarven traders. 
« Last Edit: October 24, 2021, 02:03:38 pm by Schmaven »
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Bumber

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Re: DFHack 0.47.05-r3
« Reply #3079 on: October 25, 2021, 03:19:50 am »

« Last Edit: October 28, 2021, 07:05:17 pm by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Rumrusher

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Re: DFHack 0.47.05-r3
« Reply #3080 on: November 04, 2021, 12:09:36 am »

well whip up a script after noticing the mounts are controlled by unit path so now there's a less lethal riding script  that doesn't cause the mount to hop around or skid on the floor.
Code: ('riding-reform.lua') [Select]
function Riding2(unitSource,unitTarget)
local curpos
if df.global.ui_advmode.menu==1 then
curpos=df.global.cursor
else
print ("No cursor located!  You would have slammed into the ground and exploded.")
return
end
unitSource.path.dest.x=curpos.x
unitSource.path.dest.y=curpos.y
unitSource.path.dest.z=curpos.z
unitSource.path.goal=209

end
 
unitTarget = curpos
if df.global.world.units.active[0].relationship_ids.RiderMount==nil then
unitSource = df.global.world.units.active[0]
else
for k,v in pairs(df.global.world.units.active) do
if v.id==df.global.world.units.active[0].relationship_ids.RiderMount then
unitSource=v
end
end
end

Riding2(unitSource,unitTarget)
this script works with looking in the direction you want the mount to go and just mashing the wait key as the mount goes in that direction... or get confused and double backs to the starting position...

which I guess makes the previous riding scripts more a mount jump and control the mount like a missile.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

ArmokGoB

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Re: DFHack 0.47.05-r3
« Reply #3081 on: November 04, 2021, 10:27:39 am »

Is there any way to make it so that revealing damp stone doesn't remove designations with DFHack, without using reveal?
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Vattic

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Re: DFHack 0.47.05-r3
« Reply #3082 on: November 11, 2021, 12:13:42 am »

Is there a plugin similar to prospect, but will give me a list of creatures, split into castes, with their population counts for the given tiles?
« Last Edit: November 11, 2021, 08:19:23 am by Vattic »
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Bumber

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Re: DFHack 0.47.05-r3
« Reply #3083 on: November 11, 2021, 03:18:47 am »

Is there any way to make it so that revealing damp stone doesn't remove designations with DFHack, without using reveal?

I don't think it's been done yet:
https://github.com/DFHack/dfhack/issues/1812
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Bumber

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Re: DFHack 0.47.05-r3
« Reply #3084 on: November 11, 2021, 04:31:47 am »

I've finished reverse engineering DF's announcement function into C++ code. I might be able to use this to improve existing DFHack code. (And create yet another announcement function, this one taking a report_init struct as an argument.)

In the function Gui::revealInDwarfmodeMap, while loops are used:
Code: [Select]
while (*window_x + w < pos.x+5) *window_x += 10;
while (*window_y + h < pos.y+5) *window_y += 10;
while (*window_x + 5 > pos.x) *window_x -= 10;
while (*window_y + 5 > pos.y) *window_y -= 10;

DF uses something like:
Code: [Select]
if (*window_x < (pos.x + 5 - w))
*window_x += ((pos.x + 5 - w) - *window_x - 1)/10*10 + 10;
if (*window_y < (pos.y + 5 - h))
*window_y += ((pos.y + 5 - h) - *window_y - 1)/10*10 + 10;
if (*window_x > (pos.x - 5))
*window_x -= (*window_x - (pos.x - 5) - 1)/10*10 + 10;
if (*window_y > (pos.y - 5))
*window_y -= (*window_y - (pos.y - 5) - 1)/10*10 + 10;

Is there a way to clean that up some more? Not sure if the -1 is part of a flooring operation, or what.

Also, the bool "center" of the function might correspond to a check for "report_zoom_type::Unit" in the DF code, if I'm not mistaken.
« Last Edit: November 14, 2021, 09:15:42 am by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Uthimienure

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Re: DFHack 0.47.05-r3
« Reply #3085 on: November 16, 2021, 02:03:14 pm »

I hate asking stupid questions, but in 0.47.05-r1 I'm not able to get these to work.
They're not listed when I do "ls".  Do I need to load them first somehow?

[DFHack]# fix/drop-webs -all
fix/drop-webs is not a recognized command.
[DFHack]# fix/drop-webs
fix/drop-webs is not a recognized command.

[DFHack]# fix-webs -all
fix-webs is not a recognized command.
[DFHack]# drop-webs
drop-webs is not a recognized command.


(edit: Or is this because I'm using r1 ? )
« Last Edit: November 16, 2021, 02:05:37 pm by Uthimienure »
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FPS in Gravearmor (850+ dwarves) is 3-6 (v0.47.05 lives on).
"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

thurin

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Re: DFHack 0.47.05-r3
« Reply #3086 on: November 16, 2021, 07:19:04 pm »

I hate asking stupid questions, but in 0.47.05-r1 I'm not able to get these to work.
They're not listed when I do "ls".  Do I need to load them first somehow?

[DFHack]# fix/drop-webs -all
fix/drop-webs is not a recognized command.
[DFHack]# fix/drop-webs
fix/drop-webs is not a recognized command.

[DFHack]# fix-webs -all
fix-webs is not a recognized command.
[DFHack]# drop-webs
drop-webs is not a recognized command.


(edit: Or is this because I'm using r1 ? )

fix/drop-webs was added in 0.47.05-r2.  See https://docs.dfhack.org/en/stable/docs/NEWS.html#dfhack-0-47-05-r2 for the release notes.  You'd probably want to head straight to R3 though.
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Uthimienure

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Re: DFHack 0.47.05-r3
« Reply #3087 on: November 17, 2021, 02:12:10 pm »

fix/drop-webs was added in 0.47.05-r2.  See https://docs.dfhack.org/en/stable/docs/NEWS.html#dfhack-0-47-05-r2 for the release notes.  You'd probably want to head straight to R3 though.
Ah, now I see that the stupidity on my part was not looking for release notes in the newer version, and they're right there in the docs!!!
Thanks for answering and getting me on hack-track  :)
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FPS in Gravearmor (850+ dwarves) is 3-6 (v0.47.05 lives on).
"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

Rekov

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Re: DFHack 0.47.05-r3
« Reply #3088 on: December 06, 2021, 05:19:57 pm »

I did my best to search the docs, but didn't find anything, so I thought I'd just ask:

Is there any script/plugin which can add and remove mud from tiles? Adding mud to facilitate farming, removing mud as a matter of cleaning?

I know you can indirectly add mud with liquids, by spawning water, but this can be problematic in frozen environments.
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feelotraveller

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Re: DFHack 0.47.05-r3
« Reply #3089 on: December 07, 2021, 07:22:30 am »

For cleaning spotclean will remove mud and other contaminants from individual tiles.



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