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Author Topic: DFHack 0.34.11 r3  (Read 606712 times)

vjek

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grow saplings/trees with help from tiletypes?
« Reply #1410 on: May 12, 2012, 12:48:11 pm »

Question regarding saplings/trees and tiletypes.

I've done my best to recreate the conditions to grow saplings/trees...

normal "Ash Sapling":

[DFHack]# probe
block addr: 0x114fa330

tiletype: 231 = sapling
Class     :   14 SAPLING
Material  :    1 SOIL
Special   :    0 NORMAL
Variant   :   -1 NONE
Direction : --------

temperature1: 10045 U
temperature2: 10045 U
biome: 7
geolayer: 3
Layer material: 258 / PEAT /
hidden          =
light           = Y
outside         = Y
subterranean    =
water_table     =
rained          =
monster_lair    =
feature_local   =
feature_global  =
local feature idx: -1
global feature idx: -1
mystery: -1


My tiletype painted "red S" sapling:

[DFHack]# probe
block addr: 0x11b262d8

tiletype: 231 = sapling
Class     :   14 SAPLING
Material  :    1 SOIL
Special   :    0 NORMAL
Variant   :   -1 NONE
Direction : --------

temperature1: 10045 U
temperature2: 10045 U
biome: 4
geolayer: 3
Layer material: 258 / PEAT /
hidden          =
light           = Y
outside         = Y
subterranean    =
water_table     =
rained          =
monster_lair    =
feature_local   =
feature_global  =
local feature idx: -1
global feature idx: -1
mystery: -1

---
So what am I missing?  Across the map, depending on the type of sapling, the biome will be different, but I can't see anything else different.  It seems I'm missing something fundamental, so if anyone can shed some light on this, please do!

I've used tiletypes to create an area that grows grass as you would expect.  Grass pops up, can be burned, will re-pop up, everything is normal, for outdoor grass.  But I don't see any saplings and thusly no trees!  So, how to either manually place saplings (which I can do, but they show up as a red capital S) or paint the tiles so they will grow naturally?
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Quietust

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Re: DFHack 0.34.07 r2
« Reply #1411 on: May 12, 2012, 09:19:33 pm »

The problem is that you forgot to create a plant object, fill in the proper fields, and add it to the appropriate vectors (global:world.plants.all, global:world.plants.other[n], and map_block.plants), since that's what determines the species of the plant, how much longer it'll take to grow up, and even its name (back in older versions of DF, trees and shrubs in Elven forest retreats all had names).
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It's amazing how they can make an entire floodgate out of the bones of 2 cats.
Re: DFHack 0.34.07 r2
« Reply #1412 on: May 14, 2012, 01:15:54 am »

I am curious; can you REMOVE squares with TileTypes?

I tried making walls of air, but that didn't work. Off that it accepts PAINT MATERIAL AIR as a valid type, but doesn't seem to do anything.

EDIT: Figured it out.

paint shape empty
paint material air
« Last Edit: May 14, 2012, 09:21:01 am by TheCoolSideofthePIllow »
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kingubu

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Re: DFHack 0.34.07 r2
« Reply #1413 on: May 14, 2012, 04:01:36 am »

I am curious; can you REMOVE squares with TileTypes?

I tried making walls of air, but that didn't work. Off that it accepts PAINT MATERIAL AIR as a valid type, but doesn't seem to do anything.

I hope you don't mind, but the sparkly white edges of your avatar were bugging me, so I edited them out.



Also I don't have an answer to your question. :)
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MagmaSolutionsInc

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Re: DFHack 0.34.07 r2
« Reply #1414 on: May 14, 2012, 08:34:44 am »

oh, for autosquishwithminecart now that 34.08 is out ...  ;D
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the_game_hunt

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Re: DFHack 0.34.07 r2
« Reply #1415 on: May 14, 2012, 10:53:09 am »

What would be faster, a full speed minecart or a fastdwarf?
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Enki

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Re: DFHack 0.34.07 r2
« Reply #1416 on: May 14, 2012, 12:00:31 pm »

Anyone got an idea how long it will take for DFHack to support 0.34.08? Sorry if this might seem like I am demanding stuff though it is the first time for me to need an update on a mod for DF ;)
Oh, and thanks for the good work. I love to digcircles :)
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Girlinhat

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Re: DFHack 0.34.07 r2
« Reply #1417 on: May 14, 2012, 01:55:22 pm »

As usual, the DFHack monkeys know about the update, and will be working.  Just leave them to it.

Japa

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Re: DFHack 0.34.07 r2
« Reply #1418 on: May 14, 2012, 07:15:02 pm »

There's a lot of changes in the game this time around, all of which need to be found.

I'm as antsy as you are.

I need my autolabor.
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DFHack v0.40 progress:

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ab9rf

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Re: DFHack 0.34.07 r2
« Reply #1419 on: May 14, 2012, 10:18:01 pm »

As of now, DFHack compiles, and does not immediately cause DF to crash, but there are still many things that don't work.  Progress is being made, at least.  Japa will be especially pleased to know that autolabor works.
« Last Edit: May 14, 2012, 10:19:44 pm by ab9rf »
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Meph

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Re: DFHack 0.34.07 r2
« Reply #1420 on: May 14, 2012, 11:26:03 pm »

Just take your time guys. :) I will wait with the update of my mod till you are done as well. No pressure :P
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Re: DFHack 0.34.07 r2
« Reply #1421 on: May 15, 2012, 12:23:54 am »

I can't go back to my fortress until I can fix the tiletypes mistake I made. :(
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orius

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Re: DFHack 0.34.07 r2
« Reply #1422 on: May 15, 2012, 02:26:27 am »

There's a lot of changes in the game this time around, all of which need to be found.

I'm as antsy as you are.

I need my autolabor.

How's Stonsense doing?  Has Caldfir's work on the high-res dwarves been finished?  I'm still using the old dwarf sprites because the forts look a bit off with an all-male population.
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Fortressdeath

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Re: DFHack 0.34.07 r2
« Reply #1423 on: May 15, 2012, 03:13:27 am »

How's Stonsense doing?  Has Caldfir's work on the high-res dwarves been finished?  I'm still using the old dwarf sprites because the forts look a bit off with an all-male population.
Caldfir's dwarves look rather complete and were merged to main version according to Github. So they should be in the next DFhack release.
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Japa

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Re: DFHack 0.34.07 r2
« Reply #1424 on: May 15, 2012, 03:44:14 am »

I've also done some experimentation with rendered tiles, and they look decent, but would need a bit of work to be complete.
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DFHack v0.40 progress:

(Courtesy Skyrunner)
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