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Author Topic: DFHack 0.34.11 r3  (Read 1108404 times)

IndigoFenix

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Re: DFHack 0.34.11 r3
« Reply #5475 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 #5476 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 #5477 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 #5478 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 #5479 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 #5480 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 #5481 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 #5482 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 #5483 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 #5484 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 #5485 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 #5486 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 #5487 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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Quietust

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Re: DFHack 0.34.11 r3
« Reply #5488 on: May 14, 2014, 08:00:21 am »

There are 8 different combinations, and only some of them occur naturally:
* Outside Light Above Ground - Outdoors
* Outside Light Subterranean - Impossible
* Outside Dark Above Ground - Impossible
* Outside Dark Subterranean - Impossible
* Inside Light Above Ground - Constructed buildings on the surface
* Inside Light Subterranean - In version 0.23.130.23a and earlier, excavated tiles between the cave river and the cliff face (though the game didn't actually display tile attributes back then)
* Inside Dark Above Ground - In version 0.31.12 and earlier, obsidian towers built by the Goblins
* Inside Dark Subterranean - Underground tunnels, including most of your fortress

Being in the Dark causes cave adaptation to increase, and being Outside causes it to decrease (along with stunning/nausea if the sun is out).
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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.

Lumify

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Re: DFHack 0.34.11 r3
« Reply #5489 on: May 14, 2014, 01:57:11 pm »

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.

1. Which raw files?
3. Memory modding can change that; it can change anything really. I've read about the stuck "above ground" flag, and I've also read that the "light" flag is inseparable from the "above ground" flag in recent versions. This means that "light" is also a sticky flag then, right?
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