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Author Topic: DFHack 0.34.11 r3  (Read 1399307 times)

vjek

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Re: DFHack 0.34.11 r2
« Reply #3150 on: March 06, 2013, 03:06:44 pm »

This script will remove all skills, but also the ability to assign tasks to the dwarf in question.
Ok, did a bit more testing, this script now removes all skills, sets the profession to Peasant ("STANDARD") and allows you to assign new labors/skills to all the dwarves.
Let me know if you run into any trouble.

Intrinsic: for your single dwarf version, you should just have to add
unit.profession = df.profession["STANDARD"]
after the skill:resize line

As always, not-tested-a-long-time, might blow up your computer, end the world, etc, etc.

Intrinsic

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Re: DFHack 0.34.11 r2
« Reply #3151 on: March 06, 2013, 05:25:03 pm »

This script will remove all skills, but also the ability to assign tasks to the dwarf in question.
Ok, did a bit more testing, this script now removes all skills, sets the profession to Peasant ("STANDARD") and allows you to assign new labors/skills to all the dwarves.
Let me know if you run into any trouble.

Intrinsic: for your single dwarf version, you should just have to add
unit.profession = df.profession["STANDARD"]
after the skill:resize line

As always, not-tested-a-long-time, might blow up your computer, end the world, etc, etc.

Oki cool have updated it.
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Girlinhat

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Re: DFHack 0.34.11 r2
« Reply #3152 on: March 07, 2013, 06:55:59 pm »

Hallo.

Wasn't there before, a tool to set jobs up as 'continual upkeep' like "always keep 500 booze in stock" and similar?  Where did that one go, or have I just forgotten the name?

Dragoon209

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Re: DFHack 0.34.11 r2
« Reply #3153 on: March 07, 2013, 07:03:41 pm »

Hallo.

Wasn't there before, a tool to set jobs up as 'continual upkeep' like "always keep 500 booze in stock" and similar?  Where did that one go, or have I just forgotten the name?

I think 'workflow' is the one you are looking for.
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Girlinhat

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Re: DFHack 0.34.11 r2
« Reply #3154 on: March 07, 2013, 07:05:23 pm »

So it is.  I was trying to make it Autolabor.  Thanky kindly.

Beardmourned

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Re: DFHack 0.34.11 r2
« Reply #3155 on: March 07, 2013, 09:02:18 pm »

Long time reader, first time poster here.

I was wondering if there existed (or if there were any plans for) some feature for adventure mode necromancers that would allow them to designate corpses to be revived over an arbitrary rectangle, instead of just a single tile at a time.

Designating 100+ corpses to be revived in the current way is kind of a pain when they're strewn everywhere, and doing it every few turns during a large battle is pretty time consuming.

Thanks for your time!
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Intrinsic

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Re: DFHack 0.34.11 r2
« Reply #3156 on: March 08, 2013, 03:43:03 am »

So it is.  I was trying to make it Autolabor.  Thanky kindly.

Checkout this amazing plugin: http://www.bay12forums.com/smf/index.php?topic=118872.0

It's basically an ingame UI for Workflow, and it's god-like.
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Dustman

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Re: DFHack 0.34.11 r2
« Reply #3157 on: March 08, 2013, 08:42:33 am »

Downloaded OSX version and installed it on my OSX 10.7.5
DFHack itself works properly but I caught error with stonesense loading.

stderr.log says:
Code: [Select]
dlopen(/Users/user/Applications/DwarfFortress.app/Contents/Resources/hack/plugins/stonesense.plug.so, 2): Library not loaded: @executable_path/stonesense/deplibs/liballegro.5.0.dylib
  Referenced from: /Users/user/Applications/DwarfFortress.app/Contents/Resources/hack/plugins/stonesense.plug.so
  Reason: image not found
Can't load plugin /Users/user/Applications/DwarfFortress.app/Contents/Resources/hack/plugins/stonesense.plug.so
and liballegro.5.0.dylib exists on mentioned path in stonesense directory.

What should I try to do to make it work?
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Quietust

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Re: DFHack 0.34.11 r2
« Reply #3158 on: March 08, 2013, 08:49:16 am »

Stonesense doesn't work in the current OSX build, but I've been told that it should work in the next release.
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danaris

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Re: DFHack 0.34.11 r2
« Reply #3159 on: March 08, 2013, 09:09:58 am »

Stonesense doesn't work in the current OSX build, but I've been told that it should work in the next release.

Yes; I can get it to work on my build machine, so the problem is with distribution.

I should have some time to work on getting it to run properly in the next week or two (the students are all going away, so I should have some breathing space...).
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Dustman

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Re: DFHack 0.34.11 r2
« Reply #3160 on: March 08, 2013, 01:25:16 pm »

Yes; I can get it to work on my build machine, so the problem is with distribution.

I should have some time to work on getting it to run properly in the next week or two (the students are all going away, so I should have some breathing space...).

That's great. I'm really looking forward to it.
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Rinin_Rus

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Re: DFHack 0.34.11 r2
« Reply #3161 on: March 09, 2013, 02:27:59 pm »

How biome temperature could be changed in fortress mode using lua?
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Putnam

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Re: DFHack 0.34.11 r2
« Reply #3162 on: March 10, 2013, 03:01:21 am »

Oy. Could I get some commented code on how to run a function every X frames/ticks/whatever?

Rose

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Re: DFHack 0.34.11 r2
« Reply #3163 on: March 10, 2013, 03:28:53 am »

There's an onupdate function for code that needs to run every frame.
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Putnam

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Re: DFHack 0.34.11 r2
« Reply #3164 on: March 10, 2013, 04:18:23 am »

one other thing: how about running a lua script from a C++ plugin?
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