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Author Topic: DFHack 0.34.11 r3  (Read 1089133 times)

PeridexisErrant

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Re: DFHack 0.34.11 r3
« Reply #5475 on: May 04, 2014, 03:15:45 am »

So I've been working on cleaning out the needs_porting folder - it turns out that a lot of the two-year-old plugins have already been replaced.  Having eliminated many of them, there's now seven which I'm not sure about.  Could someone with more knowledge of C++ or dfhack help out? 

Quote from:  Plugins I need checked before I delete
attachtest.py
- checks if dfhack is working with DF (i think)
- definitely replaced on windows, pretty sure also on other platforms

dfbauxtite.cpp
- as far as I can tell, this plugin changes the material of all mechanisms (printed string 'mechanisms', class 'item_trapparts') to Bauxtite; presumably from when this was the only magma-safe stone. 
- I don't know of a newer alternative, but it's not really neccessary anymore

digpattern.cpp
- I think all this one does is allow multi-z designations - no longer required.

drawtile.cpp
- draws changes to tiles
- I think this is replaced by tiletypes, but not sure

fix-3708.cpp
- fixes an issue with ghosts you can't engrave a slab for; some bad side-effects
- replaced by "tweak clear-missing" or "tweak clear-ghostly"? (I'm pretty sure it is, but not certain)

treedump.py
- looks like it outputs a list of trees in a given volume
- overlaps with 'prospect' and 'autochop'; probably does not need porting

veinlook.cpp
- I'm not sure what this does that "digv" and "reveal" don't but there must be something since it was around at the same time
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Meph

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Re: DFHack 0.34.11 r3
« Reply #5476 on: May 04, 2014, 05:13:59 am »

In general, "official" releases come from peterix, quietust, or angavrilov. Peterix started the project, but is mostly inactive these days and I got the impression he wants to be less involved for the forseeable future. It's open source so anyone could compile it and do a release of it. I got approval to make a semi-official r4 release, but since peterix didn't update the first post of the thread it led to some confusion.

https://github.com/DFHack/dfhack/graphs/contributors
When other people continue mods or projects, for example Splinterz with DwarfEngineers Therapist, they usually make a new thread. So... its maybe a bit lat for dfhack r4, but maybe r5 should get its own thread in future.
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IndigoFenix

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Re: DFHack 0.34.11 r3
« Reply #5477 on: May 07, 2014, 01:27:40 pm »

How do I get the name of a sphere based on its id number?

Roses

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Re: DFHack 0.34.11 r3
« Reply #5478 on: May 08, 2014, 01:58:18 pm »

Does using dfhack.items.remove(item[, no_uncat]) make an item completely disappear?
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5479 on: May 08, 2014, 02:01:46 pm »

Does using dfhack.items.remove(item[, no_uncat]) make an item completely disappear?

What do you mean by "completely disappear"?

Roses

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Re: DFHack 0.34.11 r3
« Reply #5480 on: May 08, 2014, 02:10:17 pm »

Does using dfhack.items.remove(item[, no_uncat]) make an item completely disappear?

What do you mean by "completely disappear"?

I mean remove it from the map, so no one can use it.
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Quietust

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Re: DFHack 0.34.11 r3
« Reply #5481 on: May 08, 2014, 07:54:23 pm »

Using "dfhack.items.remove(item, false)" will remove the item from existence, just as if you had atom-smashed it (though without a "masterwork destruction" event).
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Re: DFHack 0.34.11 r3
« Reply #5482 on: May 08, 2014, 08:45:39 pm »

How do I get the name of a sphere based on its id number?

Code: (test.lua) [Select]
print(df.sphere_type[40]) --will print FORTRESSES

Roses

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Re: DFHack 0.34.11 r3
« Reply #5483 on: May 08, 2014, 10:17:51 pm »

Using "dfhack.items.remove(item, false)" will remove the item from existence, just as if you had atom-smashed it (though without a "masterwork destruction" event).

Perfect, exactly what I wanted.
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Lumify

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Re: DFHack 0.34.11 r3
« Reply #5484 on: May 12, 2014, 03:44:03 pm »

The documentation for tiletypes is sparse, leaving me a few questions:

1. Is there a list of materials and shapes I can use for tiletypes?
2. Which raw file contains stone types?
3. Does the "light" flag automatically trigger the "above ground" flag, and does the "dark" flag automatically trigger the "subterranean" flag?
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5485 on: May 12, 2014, 03:59:16 pm »

1. All of the materials, i'm pretty sure.
2. inorganic_x
3. I'd assume no, since you can have "dark, above ground" in practice

Lumify

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Re: DFHack 0.34.11 r3
« Reply #5486 on: May 13, 2014, 01:25:04 pm »

1. Where can I find a list of all materials and shapes in the game?
3. "Dark, above ground" is impossible without modding then, right? Which attribute enables miasma, "dark" or "subterranean"?
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5487 on: May 13, 2014, 01:46:19 pm »

1. Where can I find a list of all materials and shapes in the game?
3. "Dark, above ground" is impossible without modding then, right? Which attribute enables miasma, "dark" or "subterranean"?

1. The raw files
3. No, modding can't change things like that, just cover up a dug out hole with a bridge or whatever and now you have dark/above ground. Above ground seems to get stuck as a flag whenever it's there. Miasma is a flow.

Roses

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Re: DFHack 0.34.11 r3
« Reply #5488 on: May 13, 2014, 03:05:52 pm »

Yeah, no amount of floors or constructions can take away the "above ground" flag. Once it is set it is set for like. But light and dark are variable and will change depending on if you have something built above you that block the sun (which comes down directly above all the time).
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Andux

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Re: DFHack 0.34.11 r3
« Reply #5489 on: May 13, 2014, 03:36:29 pm »

Light/underground is the only combination which doesn't happen in the stock game.

Decaying items will only generate miasma if they are on a tile with the inside flag (which is separate from light and underground), though miasma can spread to outdoor tiles. IIRC, creatures with necrosis-type syndromes can generate miasma anywhere.

The "materials" used by tiletypes are not the same as the inorganic materials defined in the raws; internally, DF only gets the general class of material from the tile type itself, and determines the specific material based on biome, veins, etc.

Spoiler: tiletypes infodump (click to show/hide)
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