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Author Topic: DFHack 0.34.11 r3  (Read 361816 times)

Helgoland

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Re: DFHack 0.34.11 r1
« Reply #2220 on: August 05, 2012, 11:40:39 am »

Hi,
Is there a way to find out what weather your current evil biome has? The 'feature' thing, perhaps?
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Quietust

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Re: DFHack 0.34.11 r1
« Reply #2221 on: August 05, 2012, 11:48:39 am »

Does anyone know how to change the counter for the next mood?  The wiki talks about an internal counter that starts at 1000 and goes down by 1 every 100 ticks, but I can't this anywhere (including snooping with Cheat Engine)
Try df.global.ui.mood_cooldown.

Hi,
Is there a way to find out what weather your current evil biome has? The 'feature' thing, perhaps?
We don't know how the game keeps track of region-specific weather, but we do know that it has nothing to do with map features.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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DrStalker

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Re: DFHack 0.34.11 r1
« Reply #2222 on: August 06, 2012, 03:05:19 pm »

Thanks Quietust.

How do I add entries into an array?  For example, I have two items:

Code: [Select]
[lua]# printall(df.global.world.artifacts.all[0].item.itemrefs)
0                        = <general_ref_is_artifactst: 0x15f1d720>
1                        = <general_ref_contained_in_itemst: 0x15f1d740>
[lua]# printall(df.global.world.artifacts.all[6].item.itemrefs)
0                        = <general_ref_contained_in_itemst: 0x1c349be0>

How do I add an extra entry to df.global.world.artifacts.all[6].item.itemrefs?  Trying to just create without doing anything special doesn't work:

Code: [Select]
[lua]# df.global.world.artifacts.all[6].item.itemrefs[1]=general_ref_is_artifactst
(interactive):1: Cannot write field vector<general_ref*>.1: index out of bounds.

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Quietust

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Re: DFHack 0.34.11 r1
« Reply #2223 on: August 06, 2012, 03:25:05 pm »

First of all, that's a vector, not an array, so you need to use :insert(index,value) to add new stuff.

Second, you need to create a new object when inserting it - df.general_ref_is_artifactst:new(). Once you create it, you'll then have to actually populate its artifact ID.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

xavious

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Re: DFHack 0.34.11 r1
« Reply #2224 on: August 07, 2012, 07:13:27 pm »

Is it possible to edit an adventurers skills and if so, how? I lost all my skill in reading and I've been trying to find a way to restore it.

Sorry for the noob questions. I'm new to modding and not quite sure where to begin on my own.
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Quietust

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Re: DFHack 0.34.11 r1
« Reply #2225 on: August 07, 2012, 07:32:12 pm »

Yes, it is possible. Exactly how, I don't recall - search through this thread and you should find something (there's a "brainwash"-type script which alters skills).
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

assasin

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Re: DFHack 0.34.11 r1
« Reply #2226 on: August 08, 2012, 07:55:06 am »

everytime i use the dfusion easy_embark is crashes and shuts down. Yet I've read somewhere its one of the few things that works. Can anyone help?

edit-typo
« Last Edit: August 08, 2012, 07:58:29 am by assasin »
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assasin

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Re: DFHack 0.34.11 r1
« Reply #2227 on: August 09, 2012, 01:32:24 am »

just to confirm, this is to get different numbers of dwarves on embark in dfusion. and theres no bugs in th coding if it is.

Spoiler (click to show/hide)
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Warmist

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Re: DFHack 0.34.11 r1
« Reply #2228 on: August 09, 2012, 04:36:18 am »

just to confirm, this is to get different numbers of dwarves on embark in dfusion. and theres no bugs in th coding if it is.

Spoiler (click to show/hide)

Did you try this?:
The fix is still not included in this version. To fix it manualy:
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")

Also small change:
Spoiler (click to show/hide)
It does not work with less than 7 dwarves, small hack is not sufficient to account for whatever DF does with those dwarves...
« Last Edit: August 09, 2012, 04:38:15 am by Warmist »
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assasin

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Re: DFHack 0.34.11 r1
« Reply #2229 on: August 09, 2012, 10:26:43 pm »


Quote from: assasin on Today at 01:32:24 am

just to confirm, this is to get different numbers of dwarves on embark in dfusion. and theres no bugs in th coding if it is.



Spoiler (click to show/hide)



















Did you try this?:


Quote from: Warmist on July 19, 2012, 01:11:48 am

The fix is still not included in this version. To fix it manualy:


Quote from: ag 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")




Also small change:


Spoiler (click to show/hide)
















thanks
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DrStalker

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Re: DFHack 0.34.11 r1
« Reply #2230 on: August 10, 2012, 12:13:10 am »

I'm starting to build a little library of minor scripts (make everyone happy, control who gets the next mood, convert all iron to steel, that sort of thing)

Where is the best place to upload them so others can use them as a reference?  So far the only script collection I've found has been vjek's userpage on the wiki.


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Rumrusher

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Re: DFHack 0.34.11 r1
« Reply #2231 on: August 10, 2012, 01:09:28 am »

I usually dump my collection in either Dfusion's thread or make a pastebin dump.
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Altaree

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Re: DFHack 0.34.11 r1
« Reply #2232 on: August 10, 2012, 08:43:54 am »

I'm starting to build a little library of minor scripts (make everyone happy, control who gets the next mood, convert all iron to steel, that sort of thing)

Where is the best place to upload them so others can use them as a reference?  So far the only script collection I've found has been vjek's userpage on the wiki.
You could fork the github repository, add your files and submit a pull request to the project.
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ASnogarD

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Re: DFHack 0.34.11 r1
« Reply #2233 on: August 11, 2012, 02:56:13 pm »

Probably been mentioned but just in case...

I use DFHACK with the Lazy Newb Pack, when I run DF from the pack it starts dfhack properly, then I run Stonesense with no issue.
The issue is with the DF's Hotkeys, for some reason the Hotkeys names are typed as commands in dfhack... I am sure this is not intended.

software running :

Win7 64 bit
DF 34.11
DFHack 34.11.r1
Lazy Newb Pack v 13

from the pack I use Therepist and Soundsense.
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Quietust

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Re: DFHack 0.34.11 r1
« Reply #2234 on: August 11, 2012, 03:44:33 pm »

Known issue - can't remember whether or not it's been fixed.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.
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