Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 327 328 [329] 330 331 ... 373

Author Topic: DFHack 0.34.11 r3  (Read 1003637 times)

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4920 on: November 30, 2013, 10:08:05 pm »

The pack has used r3 all the way through, and I don't remember ever updating the script - it would be in the changelog if I had. The only change I can think of is that I set up dfterm3, which iirc has some extra stuff for the binary?
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4921 on: November 30, 2013, 10:45:15 pm »

Red herring - typing "stripcaged" calls the stripcaged.plug.dll plugin located in "\hack\plugins" and NOT the stripcaged.rb script.

If I move the offending plugin to a backup folder, THEN the .rb script is called and works properly.  8)

What is the purpose of that plugin?

smjjames

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4922 on: November 30, 2013, 11:35:49 pm »

Red herring - typing "stripcaged" calls the stripcaged.plug.dll plugin located in "\hack\plugins" and NOT the stripcaged.rb script.

If I move the offending plugin to a backup folder, THEN the .rb script is called and works properly.  8)

What is the purpose of that plugin?

Is it something found only in the LNP or is it in the main DFhack download?
Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4923 on: November 30, 2013, 11:45:31 pm »

Red herring - typing "stripcaged" calls the stripcaged.plug.dll plugin located in "\hack\plugins" and NOT the stripcaged.rb script.

If I move the offending plugin to a backup folder, THEN the .rb script is called and works properly.  8)

What is the purpose of that plugin?

Is it something found only in the LNP or is it in the main DFhack download?

I just DL'd DFHack, and it looks like stripcaged.plug.dll is not present. The only things that start with st are steam-engine, stockpiles, and stonesense.

Stripcaged.rb is present in the scripts folder.

E: For clarification, I downloaded version R3 from the first page of this thread.
« Last Edit: December 01, 2013, 01:11:07 am by BlackFlyme »
Logged
I take great solace in your flammability.

smjjames

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4924 on: November 30, 2013, 11:52:20 pm »

Maybe something that got left by accident while compiling the LNP r41?
Logged

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4925 on: December 01, 2013, 01:04:57 am »

It is present in the dfhack-0.34.11-r4-Windows.7z "zip" file that I downloaded on 5 November 2013.

IIRC at the time, R4 was "unofficial", but people started to upgrade to it anyways, and then an "official" R4 was released.

smjjames

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4926 on: December 01, 2013, 01:34:35 am »

It is present in the dfhack-0.34.11-r4-Windows.7z "zip" file that I downloaded on 5 November 2013.

IIRC at the time, R4 was "unofficial", but people started to upgrade to it anyways, and then an "official" R4 was released.

Yeah, I looked at the r38 folder and there is no stripcaged.plug.dll while the file is in r41, so I guess Peridexis downloaded r4 without realizing it?.

As for what the plugin does, doing stripcaged now outputs what specific items were dumped, which it didn't before. Well, it did, but it didn't say whether they were shoes, large daggers, etc. Since the ruby code is unchanged, maybe that is what the plugin is for?

Can I go and remove it into a backup folder for now or wait on that?

Edit: Went and moved it to a backup folder. Without the plugin, it just says x number of items removed from y number of cages. Knowing just what specifically was dumped is a nice little feature, but I'd rather have it be functional.
« Last Edit: December 01, 2013, 12:03:33 pm by smjjames »
Logged

Thundercraft

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4927 on: December 02, 2013, 02:48:38 am »

I recently read a discussion on the DF 2012v0.34 question and answer thread that relates somewhat to the functionality of DFHack commands autodump and changeitem:

How do I get my dwarves to store an artifact large gem and an artifact gem flask? I'd like to get them out of the farming area.

Unfortunately you can't. Stockpiles can only store small cut gems. All other things made of gemstone are not stockpile-able, they simply aren't options in the stockpile materials lists.

Hm, is there a way I can move them via DFhack?

There might be a script that would work, but I don't know of one. The only thing I can think of would be autodump, but since you can't mark an artifact for dumping, autodump won't be usable.

You might be able to use changeitem to change the artifact material to something that can be stockpiled, then change it back once it is put away, but I have never used changeitem on an artifact, so I have no idea of any potential problems with that.

This relates to 0004430: Large gems not moved to stockpile. It's not just artifacts.

It seems a shame to have such things just clutter up a workshop simply because there is no way to move them. Artifacts can not be traded. But ordinary large gems can be moved to a Trade Depot. However, even then, they will be stuck there forever:

DF2012:Trade depot > Bugs
Quote
Large gems, once selected to be traded, will remain at the Depot forever. This bug occurs because no stockpile accepts large gems, and is not specific to the Depot.

Question 1: Will using changeitem to change the material of artifact mess it up?

Question 2: How difficult would it be to add functionality to autodump to allow moving items that can not be selected for dumping?

I was thinking of an autodump function similar to autodump-destroy-here that works on items under the cursor. Perhaps it works on items under cursor, then prompts you to move the cursor to another location where you want them moved to? Or maybe have items under cursor instantly moved to the nearest square in the nearest garbage dump zone?
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: DFHack 0.34.11 r3
« Reply #4928 on: December 02, 2013, 11:53:54 am »

Will using changeitem to change the material of artifact mess it up?
Not that I can see - beyond the item itself, the artifact doesn't appear to keep track of what it's made of.

The only possible problem I can think of would be of art images depicting the creation of the artifact (i.e. they might continue to depict the original material), though I don't have time to verify whether or not that would even happen.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
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.

xcorps

  • Bay Watcher
    • View Profile
Showmood
« Reply #4929 on: December 03, 2013, 08:45:58 pm »

Sorry if this is the wrong thread, not really sure where to post it.

I just did a showmood and got :
Item 1: any plant fibre cloth, quantity 30000

Surely that can't be right?

Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: Showmood
« Reply #4930 on: December 03, 2013, 08:59:46 pm »

Sorry if this is the wrong thread, not really sure where to post it.

I just did a showmood and got :
Item 1: any plant fibre cloth, quantity 30000

Surely that can't be right?

No, that's fine. Cloth, thread, and bars have different quantities than other items. One bar is 150, one cloth is 10,000, and one piece of thread is 15,000.

Your mooder wants three pieces of plant cloth.
Logged
I take great solace in your flammability.

xcorps

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4931 on: December 03, 2013, 09:14:03 pm »

Thanks for the quick response, I had the fort on hold until I knew if I needed to wall him in.
Logged

greycat

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4932 on: December 03, 2013, 10:09:19 pm »

The new LFR release says it uses DFHack r4.  Apparently DFHack r4 is not actually a thing.  Unless it is.  Maybe.  It's very confusing.

So anyway, it looks like what I'm supposed to do is build DFHack from git source code.  I have a Debian 7.2 amd64 system.  Many of the i386 libraries were already installed, as I have been playing DF on this system (including the previous LFR release with DFHack r3).

I installed the following packages:
  • gcc-multilib
  • libxml-libxml-perl
  • libxml-libxslt-perl
  • cmake

I did a git clone https://github.com/peterix/dfhack, and then followed the instructions from Compile.html:
Code: [Select]
cd build
cmake .. -DCMAKE_BUILD_TYPE:string=Release -DCMAKE_INSTALL_PREFIX=/usr/local/src/df_linux

This aborted with an error about hash map and making sure I had 32-bit GCC >= 4.4.  I couldn't find a definitive response to this, so I installed one additional package:

  • g++-multilib
Then I tried the cmake command again... but instead of going through the "looking for..." steps, it only printed 3 lines.  I figured that was bad.  But there was no "cmake clean" command (I tried with and without the ..), so then I improvised and adapted the Mac OS X instructions:

Code: [Select]
cd ..
mkdir build-2
cd build-2
cmake .. -DCMAKE_BUILD_TYPE:string=Release -DCMAKE_INSTALL_PREFIX=/usr/local/src/df_linux
make install

This proceeded along with a bunch of warnings about variables that are too small to hold enums, until it aborted with this error:

Code: [Select]
Scanning dependencies of target eventful
[ 71%] Building CXX object plugins/CMakeFiles/eventful.dir/eventful.cpp.o
In file included from /usr/local/src/dfhack/library/include/df/unit.h:56:0,
                 from /usr/local/src/dfhack/plugins/eventful.cpp:11:
/usr/local/src/dfhack/library/include/df/tile_designation.h:19:38: warning: ‘df::tile_designation::<anonymous struct>::dig’ is too small to hold all values of ‘enum df::enums::tile_dig_designation::tile_dig_designation’ [enabled by default]
/usr/local/src/dfhack/library/include/df/tile_designation.h:27:37: warning: ‘df::tile_designation::<anonymous struct>::liquid_type’ is too small to hold all values of ‘enum df::enums::tile_liquid::tile_liquid’ [enabled by default]
/usr/local/src/dfhack/library/include/df/tile_designation.h:30:34: warning: ‘df::tile_designation::<anonymous struct>::traffic’ is too small to hold all values of ‘enum df::enums::tile_traffic::tile_traffic’ [enabled by default]
/usr/local/src/dfhack/plugins/eventful.cpp: In function ‘void enableEvent(int, int)’:
/usr/local/src/dfhack/plugins/eventful.cpp:232:15: error: ‘runtime_error’ is not a member of ‘std’
make[2]: *** [plugins/CMakeFiles/eventful.dir/eventful.cpp.o] Error 1
make[1]: *** [plugins/CMakeFiles/eventful.dir/all] Error 2
make: *** [all] Error 2

Now what?
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

falconne

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4933 on: December 03, 2013, 10:51:45 pm »

That DFHack r4 tag doesn't build on Linux (or OSX, due to another error).

Regarding the specific error you got, I fixed it for myself with this commit: https://github.com/Falconne/dfhack/commit/25b06a48c113a33fc7f64fc37838cdc4552fd3db

It's probably been fixed differently by others.
« Last Edit: December 03, 2013, 10:59:14 pm by falconne »
Logged
Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #4934 on: December 04, 2013, 05:30:53 am »

Quick request -

I'd love a script that could export all the information that it's possible to export from legends mode - and if at all possible add a GUI hint for it.  This should be fairly easy to do the basics for, since "exportmaps.lua" already handles all the detailed maps.  All that needs to be added is the XML, sites/pops/map, and site maps.  I tried, but I don't actually use Lua and I kept running into errors - xml worked alone but not combined, and the others stuff I never got. 

I've already got a batch script that processes a complete set of exports, and I'm in the process of porting it to Python 3 (as a learning exercise, and for cross-platform availability).  If a dfhack script could export everything, I could then append a call to the processor for the LNP and everything would be super-easy for newbies; exploring the worldgen is a massively underrated activity that could be made way more accessible. 
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.
Pages: 1 ... 327 328 [329] 330 331 ... 373