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Author Topic: DFHack 50.12-r3  (Read 806985 times)

Rumrusher

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Re: DFHack 0.47.05-r8 | 50.07-alpha2 (pre-release)
« Reply #3375 on: March 16, 2023, 04:22:12 am »


Code: ("7start.lua") [Select]
local MapCure=df.global.gview.view.child.child

local options = {}

local argparse = require('argparse')
local commands = argparse.processArgsGetopt({...}, {
    {'d', 'dead', handler=function() options.dead = true end}
})


--this script uses my old campboat set up to make a gui list for the starting 7
--and a list for the creatures you would be converting them into.

local dlg=require("gui.dialogs")

function teleportboatnames2()
local Ark={}
for k,v in pairs(MapCure.s_unit) do
BoaName=dfhack.TranslateName(v.name)
table.insert (Ark,{dfhack.TranslateName(v.name).." "..v.name.nickname,nil,v,search_key = BoaName:lower()})
end
local f=function(Name,C)
unretire_all(C[3])
end
dlg.showListPrompt("list of units","Select starting unit to settle here",COLOR_WHITE,Ark,f,nil,nil,true)
end

function unretire_all(unit2)
Ark2={}
for num,se in pairs(df.global.world.raws.creatures.all) do
CreatureName=se.creature_id
table.insert (Ark2,{se.creature_id.." "..se.name[0],nil,num,search_key = CreatureName:lower()})
end
local f=function(Name,C2)
unit2.name.nickname=df.global.world.raws.creatures.all[C2[3]].name[0]
unit2.enemy.normal_race=C2[3]
for cas,cast in pairs(df.global.world.raws.creatures.all[C2[3]].caste) do
if unit2.enemy.normal_caste > cas then
unit2.enemy.normal_caste=cas
end
end
end
dlg.showListPrompt("list of creatures","Select creature to change here",COLOR_WHITE,Ark2,f,nil,nil,true)
end

if df.global.gview.view.child==nil then
print("this script requires you to be in the raid menu to work")
else
teleportboatnames2()
end

this has to be done on the prepare carefully embark screen, and this wouldn't save the profile to these creature ids.


edit: ok having now test this script on embark it might need some time testing. highly likely to crash currently working on the caste issue.


edit 2: ok so got the embark crash issue fixed now it should transform the dwarves(or citizens if you play modded) into the forms you set them... and for player experience made it so you can tell which citizen is going to turn into.
also the caste issue is also set.
« Last Edit: March 16, 2023, 05:42:56 am by Rumrusher »
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Morning_Oak

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Re: DFHack 0.47.05-r8 | 50.07-alpha2 (pre-release)
« Reply #3376 on: March 16, 2023, 02:11:27 pm »

This is awesome, thank you.

Using the 7start function, any way to not make them all female?
« Last Edit: March 18, 2023, 12:19:56 am by Morning_Oak »
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Schmaven

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Re: DFHack 0.47.05-r8 | 50.07-alpha2 (pre-release)
« Reply #3377 on: March 16, 2023, 07:09:09 pm »

Now to try an octopus fort!
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Roses

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Re: DFHack 0.47.05-r8 | 50.07-alpha2 (pre-release)
« Reply #3378 on: March 16, 2023, 07:42:24 pm »

Wonderful work! Very excited to try all the new features
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myk

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Re: DFHack 0.47.05-r8 | 50.07-alpha2 (pre-release)
« Reply #3379 on: March 17, 2023, 02:42:35 pm »

DFHack 50.07-beta1 released!

Prevent missed corners with the new suspendmanager (active in video on the right side):


Turn suspendmanager on in gui/control-panel:


Get it here: https://github.com/DFHack/dfhack/releases/tag/50.07-beta1
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Not a Cylon

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3380 on: March 18, 2023, 04:55:59 pm »

Nice! Manually suspending stuff has been driving me nuts. It seems it misses cases that aren't corners, though. My setup:

FfffffFfWWfFfffffF
R                R

Here W is a bit of wall that's already there, R is where the ramps up to this level are, and f or F is a floor. The spaces are empty space. I'm trying to place walls on all the floors. The capital Fs are the ones where the wall job is suspended. But of course it's wrong - everything but the floors closest to the middle walls should be suspended. Was really hoping to use suspendmanager to help with this sort of thing (building high walls) since it's a massive pain to have to unsuspend them one by one (or build a floor which then needs to be removed carefully).
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myk

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3381 on: March 18, 2023, 10:52:54 pm »

That is a good idea to handle that case. Could you file a feature request at https://github.com/DFHack/dfhack/issues ? I'll ping the suspendmanager author to see if they would be interested in figuring out how to implement this.
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Not a Cylon

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3382 on: March 19, 2023, 02:11:23 pm »

Sure, done: https://github.com/DFHack/dfhack/issues/3049

Something else I'd love to see: I desperately need to see announcements for ghosts of non-citizens. (Is that a known bug? Seems very consistent for me that non-citiizen ghosts don't produce announcements.) I have lost four dwarves in this fort because I have a lot of non-citizens around, they never get buried, and I only learn that there's a ghost when they scare someone to death. At this point I'm motivated enough to write a script if it's not too hard (looking at the API, I can see how to find whether a unit is a ghost and how to make an announcement, but it's not obvious how to know whether the announcement has been made before).
« Last Edit: March 19, 2023, 02:26:22 pm by Not a Cylon »
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myk

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3383 on: March 19, 2023, 04:57:06 pm »

Instead of an announcement, we *could* instead have an on-screen alert widget that shows important status messages (with options to hide, jump to target, etc.). It could appear near the lower left corner when there is trouble to report.

It could replace warn-starving and warn-stealers, for example, and be a central place to scan for other issues that are important to bring to the player's attention.

also, are non-citizens not handled by autoslab? if not, should they be?
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Dwarf Kitty

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3384 on: March 19, 2023, 08:03:18 pm »

Just updated DFHack to the beta1 release, first one I have with buildingplan.


Been building up a stone fort, all one variety of stone.  I have boulders and blocks of said stone.  Buildingplan grouped both boulders and blocks together.  I'd rather have them separate, since I might still need boulders for furniture, and blocks are more valuable anyway.


Even with the need to manually select from the item list, though, it's still faster and a bit easier than vanilla DF.
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myk

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3385 on: March 19, 2023, 08:06:14 pm »

This will be more discoverable in the future, but there is a global setting for whether boulders will be chosen for building constructions. You can set it via the commandline

buildingplan set boulders false

Or in any filter dialog in the "global settings" tab
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Not a Cylon

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3386 on: March 20, 2023, 04:25:15 pm »

Instead of an announcement, we *could* instead have an on-screen alert widget that shows important status messages (with options to hide, jump to target, etc.). It could appear near the lower left corner when there is trouble to report.

That would be great, yeah!

Quote
also, are non-citizens not handled by autoslab? if not, should they be?

Dunno, I don't have it on. I don't so much mind having to engrave so long as I'm aware of the problem.
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Dwarf Kitty

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3387 on: March 20, 2023, 07:24:19 pm »

This will be more discoverable in the future, but there is a global setting for whether boulders will be chosen for building constructions. You can set it via the commandline

buildingplan set boulders false

Or in any filter dialog in the "global settings" tab


Yep, those settings are in the buildingplan help documentation, which I forgot to read.  Went straight to the gui instead.
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myk

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3388 on: March 31, 2023, 03:01:58 pm »

DFHack 50.07-beta2 released!

keep your civilians safe during sieges with gui/civ-alert:


enable the general strike bug fix in gui/control-panel:


Get it here: https://github.com/DFHack/dfhack/releases/tag/50.07-beta2
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0x517A5D

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Re: DFHack 0.47.05-r8 | 50.07-beta1 (pre-release)
« Reply #3389 on: March 31, 2023, 11:14:04 pm »

Quote from: Release Notes
Support for scripts in DF mods

Whaaaat?? Yes, it's true. Scripts with mods now work automatically as soon as you activate them for a world. No more manual copying of scripts after "installation". This allows everything from single scripts to total conversion mods that add new scripted gameplay elements to work seamlessly, straight from the DF Steam Workshop. See the DFHack modding guide for details. You can also subscribe to the example Workshop mod to see a real example of how to distribute scripts via Steam Workshop (though the format is applicable to mods distributed by non-Steam means as well).

This is very interesting and looks well-thought-out.  Thank you.
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