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Author Topic: DFHack 50.13-r2.1  (Read 824500 times)

lethosor

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Re: DFHack 50.09-r2 | 50.09-r3rc1 pre-release (with Linux support)
« Reply #3495 on: August 18, 2023, 11:41:48 pm »

50.09-r3rc1 is up on the Steam "beta" branch, with support for a new Linux build on DF's Steam "beta" branch.

Release notes: https://www.reddit.com/r/dwarffortress/comments/15v194s/dfhack_5009r3rc1_released_on_the_steam_beta_branch/
Source code: https://github.com/dfhack/dfhack/tree/50.09-r3rc1
(We don't yet have a workflow figured out for direct downloads of pre-releases like this.)
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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.

myk

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Re: DFHack 50.09-r2 | 50.09-r3rc1 pre-release (with Linux support)
« Reply #3496 on: August 19, 2023, 05:02:06 am »

The 50.09-r3rc1 with Linux support is now available at https://github.com/DFHack/dfhack/releases/tag/50.09-r3rc1
« Last Edit: August 23, 2023, 05:05:27 pm by myk »
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ldog

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Re: DFHack 50.08-r1
« Reply #3497 on: August 23, 2023, 11:36:00 am »

oops
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Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

myk

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Re: DFHack 50.09-r2 | 50.09-r3rc1 pre-release (with Linux support)
« Reply #3498 on: September 01, 2023, 05:05:44 pm »

50.09-r3rc3 with Linux support is now available at https://github.com/DFHack/dfhack/releases/tag/50.09-r3rc3 with some new goodies ; ) Stable release likely out next week.
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A_Curious_Cat

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Re: DFHack 50.09-r2 | 50.09-r3rc1 pre-release (with Linux support)
« Reply #3499 on: September 01, 2023, 09:12:48 pm »

Out of curiosity, any ETA on the steam-engine plug-in becoming available again?
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myk

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3500 on: September 01, 2023, 10:17:33 pm »

It hasn't been on our radar. Is anyone interested in updating it? It looks like a good candidate to be converted to Lua and distributed as an external mod as an example of how to do mod integration.
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A_Curious_Cat

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3501 on: September 01, 2023, 11:04:47 pm »

It hasn't been on our radar. Is anyone interested in updating it? It looks like a good candidate to be converted to Lua and distributed as an external mod as an example of how to do mod integration.

Am I reading this correctly that the building-hacks plugin could be used for this purpose?
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myk

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3502 on: September 01, 2023, 11:19:30 pm »

Both `steam-engine` and `building-hacks` are plugins that affect buildings, but they are not the same. Much of the low level logic will probably still work for both plugins, but the UI components will need a makeover.
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A_Curious_Cat

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3503 on: September 01, 2023, 11:48:09 pm »

Both `steam-engine` and `building-hacks` are plugins that affect buildings, but they are not the same. Much of the low level logic will probably still work for both plugins, but the UI components will need a makeover.

Ok.  I was mainly asking if building-hacks could be used to reimplement steam-engine.

Edit:

After looking at it, I think the problem is in getting a non-magma-based “steam-engine” to start producing power whenever a custom reaction starts and stop producing power a certain number of ticks after the reaction ends (with the possibility of continuous power output if a new reaction is started quickly enough).  My suggestion is to rename mod-tools/reaction-trigger to mod-tools/reaction-trigger-end and add an option to have it optionally trigger a certain number of ticks after the reaction completes, as well as to add a new tool called mod-tools/reaction-trigger-start that would run commands when a reaction was started.

Edit2:

Just realized that mod-tools/reaction-trigger is UNAVAILABLE.  still might be a good idea though.  On third thought, I think what’s needed is to extend eventful to include an onReactionStarting() event.  Now if only there was a way to get DFHack to run Lua code when a mod was loaded…
« Last Edit: September 02, 2023, 12:44:09 am by A_Curious_Cat »
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myk

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3504 on: September 02, 2023, 03:09:28 am »

DFHack provides an API for triggering a callback after a certain number of ticks: dfhack.timeout(), so I don't think it would be that hard to schedule something to happen some time in the future (though timeout callbacks are *not* persisted with the save, so the mod would have to take care of that and reload callbacks as necessary on load).

It's also not hard for a mod to run code on load -- that's how all the enableable lua scripts work. They add a callback to the state change handler and enable themselves if they were enabled the last time the game was saved. The DFHack modding guide gives some examples for this. https://docs.dfhack.org/en/latest/docs/guides/modding-guide.html#putting-it-all-together
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Clément

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3505 on: September 03, 2023, 06:56:14 am »

How do you get the linux version? I have switched both DF and DFHack to "beta" branch in Steam, but it is still running in wine (and crashing). Steam Play is not forced.

Edit: Forcing Steam Linux Runtime, solved it.
« Last Edit: September 03, 2023, 07:42:41 am by Clément »
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myk

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3506 on: September 03, 2023, 07:44:39 am »

I've found that sometimes you need to switch the compatibility layer settings on and off a few times before Steam will "stick" to giving you the Linux version. Force it back to proton, then disable it again, and see if that triggers a "downloading update" progress bar.
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Ineth Grumblepot

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3507 on: September 04, 2023, 08:13:33 am »

I'm using the 50.09-r2 Steam version of DFHack with the Steam version of the game.

When I try to use "createitem item" with a bag selected, I get this message: "The selected item cannot be used for item storage!"

Does the Steam version of createitem not work with bags, or have I managed to corrupt bags somehow? I can't see this posted anywhere else so I'm thinking I must be doing something wrong.

(Many thanks for any replies and sorry if I've posted this in the wrong place)
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myk

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3508 on: September 04, 2023, 12:33:18 pm »

Bags got their own item type in DF v50. It wouldn't surprise me if createitem needs a small update to recognize them again. Could you file an issue on GitHub? https://github.com/DFHack/dfhack/issues
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Ineth Grumblepot

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Re: DFHack 50.09-r2 | 50.09-r3rc3 pre-release (with Linux support)
« Reply #3509 on: September 04, 2023, 01:09:47 pm »

@myk I followed your link and had a go at submitting one. As someone used to TeamCity, I was a bit surprised by the way it didn't immediately fall over and catch fire.

Thank you for the help, by the way.
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