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Author Topic: DFHack 0.34.11 r3  (Read 1004141 times)

Roses

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Re: DFHack 0.34.11 r3
« Reply #5490 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 #5491 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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I use Masterwork. I might not know if a feature is mod specific because I'm a noob.

Putnam

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Re: DFHack 0.34.11 r3
« Reply #5492 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 #5493 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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I use Masterwork. I might not know if a feature is mod specific because I'm a noob.

Putnam

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Re: DFHack 0.34.11 r3
« Reply #5494 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 #5495 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 #5496 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 #5497 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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Lumify

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Re: DFHack 0.34.11 r3
« Reply #5498 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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lethosor

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Re: DFHack 0.34.11 r3
« Reply #5499 on: May 14, 2014, 02:24:01 pm »

Putnam was referring to raw modding, not memory editing.

Shapes are in descriptor_shape_standard.txt. This wiki page might help with materials. If you mean metals or stones, they're in the inorganic_* raw files (also on the wiki, although you're better off grepping the raw files if you want a single/unformatted list).
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

scamtank

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Re: DFHack 0.34.11 r3
« Reply #5500 on: May 14, 2014, 04:08:43 pm »

Does DFHack have any power over the online help viewer? A simple Falconne-type search function would be nice.
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Quietust

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Re: DFHack 0.34.11 r3
« Reply #5501 on: May 14, 2014, 10:19:21 pm »

just cover up a dug out hole with a bridge or whatever and now you have dark/above ground.
No, cover it up with a bridge and you will get Inside Light Above Ground.

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?
Both "above ground" and "light" are permanent states - it is not possible through normal means to make a tile become "subterranean" or "dark". The only one you can change is "outside" versus "inside", and that's based on whether you've constructed a roof over it.
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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.

Helgoland

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Re: DFHack 0.34.11 r3
« Reply #5502 on: May 15, 2014, 06:07:33 am »

What about casting obsidian outside, then excavating?
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Quietust

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Re: DFHack 0.34.11 r3
« Reply #5503 on: May 15, 2014, 07:03:20 pm »

What about casting obsidian outside, then excavating?
It will still be Light Above Ground.
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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.

Meph

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Re: DFHack 0.34.11 r3
« Reply #5504 on: May 16, 2014, 05:46:39 am »

Can I somehow plant colonies or hives at a specific location with a specific hiveable creature? Like: Place "ANT_HONEY" colony at x:y:z?

I would like to make a little workshop that spawns colonies of it around it.

Second question: Any way to make hives work underground? I know it makes sense to only have bee-hives aboveground, but a hive of ants could be underground... any chance for that?
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