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Author Topic: DFHack 0.34.11 r3  (Read 1388622 times)

Tierre

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Re: DFHack 0.34.11 r1
« Reply #1995 on: June 24, 2012, 12:27:09 pm »

How can i heal a creature (pet) using a script dfhack? Or does DFhack has some tool for that already?
My stupid 7 dwarves are drinking while all my dogs are massacred by swan skeletons:( I want to make those pets live long enough until those idiots complete drinking:(
« Last Edit: June 24, 2012, 12:35:31 pm by Tierre »
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thistleknot

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Re: DFHack 0.34.11 r1
« Reply #1996 on: June 24, 2012, 12:58:32 pm »

Is there a way to spawn a creature at cursor using lua?
Theoretically, it can be done, but properly creating a new creature from scratch is a rather complicated process whose steps are not all properly known - if you miss a step, you might end up crashing the game.

Second question, where are the lua scripts supposed to be placed when I run from the lua command?  apparently the df\hack\scripts folder isn't right?
The hack/scripts folder is the correct place to put them - if they're not showing up, perhaps you forgot to give them the ".lua" extension?

apparently I don't need to type lua before the script name, just the name of the script (got the hint from quicksave)

vjek

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Re: DFHack 0.34.11 r1
« Reply #1997 on: June 24, 2012, 03:11:28 pm »

vjek will it accept a digit as an argument on how much to change all stats? Like armol_blessin 5000 will change everyone to 5000 in all stats?

Not this version, no.  But if that's what you want, just change the 'demigod' variable assignment to whatever value you desire (change 2600 to 5000).  Easy!  PM me if you want more specifics.

Boes

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Re: DFHack 0.34.11 r1
« Reply #1998 on: June 24, 2012, 04:02:19 pm »

Has anybody else gotten this error when trying to start dfusion.    DF 34.11,  dfhack 0.34.11 r1,  lazy newbie pack,  windows 7 x64
Code: [Select]
[color=red]dfusion/common.lua:45:  .Text region not found!
stack traceback:
   [C]: in function 'error'
   dfusion/common.lua:45: in function 'GetTextRegion'
   dfusion/common.lua:89: in function 'unlockDF'
   dfusion/init.lua:66: in main chunk[/color]

i get the above error message when i attempt to use dfusion in the dfhack console window while still on the screen to select the embark location, as i need to be to use simple embark.   It did work previously with the kitchen sink release a few pages back and i just unzipped the new version right on top of the old one, telling it to overwrite any files needed.

from reading the changelog, if i had to guess it would have something to do with the os detection thinking it was in linux instead windows,   but I'm not a programer nor do i play on on tv.
« Last Edit: June 24, 2012, 04:15:05 pm by Boes »
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thistleknot

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Re: DFHack 0.34.11 r1
« Reply #1999 on: June 24, 2012, 05:26:55 pm »

is there a way to hotkey, or autohotkey certain dfhack commands, I'd love to have the sort-units name as a hotkey

Boes

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Re: DFHack 0.34.11 r1
« Reply #2000 on: June 24, 2012, 05:50:39 pm »

is there a way to hotkey, or autohotkey certain dfhack commands, I'd love to have the sort-units name as a hotkey

look into the keybindings command. it will allow you to bind commands for instance like sort-units to a key
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uggi

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Re: DFHack 0.34.11 r1
« Reply #2001 on: June 24, 2012, 06:30:05 pm »

i get the above error message when i attempt to use dfusion in the dfhack console window while still on the screen to select the embark location, as i need to be to use simple embark.

Same error here, trying to run DFusion. It runs fine in the previous version of DFHack (0.34.10-r1) with updated symbols file. Win 7.

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ag

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Re: DFHack 0.34.11 r1
« Reply #2002 on: June 25, 2012, 02:13:47 am »

Find this line in dfusion/common.lua, and replace ".text" with "Dwarf Fortress.exe":

Code: [Select]
local pos=string.find(v.name,".text") or string.find(v.name,"libs/Dwarf_Fortress")
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Brandon816

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Re: DFHack 0.34.11 r1
« Reply #2003 on: June 25, 2012, 04:46:07 am »

Same issue here with the new official version. The kitchen sink version a few pages back works just fine, and has the same offsets, so just use that one if you are having this issue too. The fix posted before my post doesn't seem to work too.
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Tierre

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Re: DFHack 0.34.11 r1
« Reply #2004 on: June 25, 2012, 08:55:04 am »

vjek sorry for late reply and thanks for help. I have already changed all the skills and attributes and soul traits to what i prefer;) I just asked a question if it works like previous versions before digging into the script myself:)
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telarin

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Re: DFHack 0.34.11 r1
« Reply #2005 on: June 25, 2012, 12:21:50 pm »

Does anyone have a LUA script to fix traps (make them passable to wagons again)? Preferrably a script that can fix all traps, but one that can just fix the selected trap would be acceptable as well if an all-trap fix is not practical.
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Makbeth

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Re: DFHack 0.34.11 r1
« Reply #2006 on: June 25, 2012, 01:58:39 pm »

Here's a script to significantly raise the attribute cap on any selected unit, if you want to be HolisticDetective or something.

Probably very poor coding by most people's standards, and I apologize for that, but this is my first time working with lua. 

Code: [Select]
unit=dfhack.gui.getSelectedUnit()
unit.status.souls[0].mental_attrs[0].max_value=8000
unit.status.souls[0].mental_attrs[1].max_value=8000
unit.status.souls[0].mental_attrs[2].max_value=8000
unit.status.souls[0].mental_attrs[3].max_value=8000
unit.status.souls[0].mental_attrs[4].max_value=8000
unit.status.souls[0].mental_attrs[5].max_value=8000
unit.status.souls[0].mental_attrs[6].max_value=8000
unit.status.souls[0].mental_attrs[7].max_value=8000
unit.status.souls[0].mental_attrs[8].max_value=8000
unit.status.souls[0].mental_attrs[9].max_value=8000
unit.status.souls[0].mental_attrs[10].max_value=8000
unit.status.souls[0].mental_attrs[11].max_value=8000
unit.status.souls[0].mental_attrs[12].max_value=8000
unit.body.physical_attrs[0].max_value=8000
unit.body.physical_attrs[1].max_value=8000
unit.body.physical_attrs[2].max_value=8000
unit.body.physical_attrs[3].max_value=8000
unit.body.physical_attrs[4].max_value=8000
unit.body.physical_attrs[5].max_value=8000
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vjek

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Re: DFHack 0.34.11 r1
« Reply #2007 on: June 25, 2012, 03:34:55 pm »

Ah ha!  So that's what the .unk1 was changed to, .value .max_value. :)  That'll make a 34.11 version easy when I get around to it.
« Last Edit: June 25, 2012, 03:45:44 pm by vjek »
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Hesuchia

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Re: DFHack 0.34.11 r1
« Reply #2008 on: June 25, 2012, 03:40:16 pm »

Using the kitchen sink build from a few pages back, the scripts to edit stats wouldn't work until I changed "unk1" at the end of each stat's line to "value". Just in case people start having troubles. Running vanilla 34.11 (plus dfhack of course). 

Example:  unit.body.physical_attrs.STRENGTH.value=demigod

Got the "value" from looking at the dfhack includes header files.  I believe there was a script somewhere that used "unk3", which also became "value" in this new version. 


Also, unrelated question, is there a way to get workflow to process automatic "cut gems"?  It's annoying to have my dudes pick up a bin with rough gems, cut one, and suspend the task because he hasn't put the bin back down yet so he thinks the rest are unavailable. Plus having to specify gem-by-gem is annoying.  The manager would need a specific number that's subject to change as my miners dig.  Do I just set "workflow count" for cut gems ridiculously high? And will I need a workshop for each distinct gem type?


Edit: max_value is for the caps, i think for manual training. value works despite the caps to just set the dwarf's skill to demigod.
« Last Edit: June 25, 2012, 03:41:58 pm by Hesuchia »
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vjek

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Re: DFHack 0.34.11 r1
« Reply #2009 on: June 25, 2012, 03:43:34 pm »

Understood, thanks for the clarification.
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