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Author Topic: DFHack 0.34.11 r3  (Read 1019224 times)

Quietust

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

lethosor

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Re: DFHack 0.34.11 r3
« Reply #5492 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 #5493 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 #5494 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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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.

Helgoland

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Re: DFHack 0.34.11 r3
« Reply #5495 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 #5496 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 #5497 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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Erkki

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Re: DFHack 0.34.11 r3
« Reply #5498 on: May 16, 2014, 03:21:22 pm »

FixGrowth and cleanowned basically fix and make 300-Dwarf multi-generation forts playable --> a happy long time user here. Thanks for this great tool!
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Urist Da Vinci

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Re: DFHack 0.34.11 r3
« Reply #5499 on: May 16, 2014, 10:59:16 pm »

FYI: http://www.bay12forums.com/smf/index.php?topic=138609.msg5286137#msg5286137

I have a lua script there that somewhat debugs a unit which should be receiving water/food, but isn't.

misc_trait_type 0 should be called GiveWaterCooldown
misc_trait_type 1 should be called GiveFoodCooldown

FAKEEDIT: https://github.com/angavrilov/df-structures/blob/master/df.units.xml#L1182
Wow, I didn't realize some people already knew about this.
I updated the bug report here: http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

Tabithda

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Re: DFHack 0.34.11 r3
« Reply #5500 on: May 19, 2014, 03:02:02 pm »

Is there a currently script that marks ghosts as slabbed, or otherwise prevents ghosts from appearing?  If not, is it currently possible for such a script to be made?
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Roses

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Re: DFHack 0.34.11 r3
« Reply #5501 on: May 22, 2014, 03:35:45 pm »

I am having an interesting issue with my current upgradebuilding script. I am adding the items used in the reaction to the contained items of the new building, and everything is almost working correctly. They items are appearing in the building and they are unable to be used in other buildings/reactions, but when the building is de-constructed they do not appear on the map. Here is where it gets interesting though, you can't see the item, and it won't show in any locations, but if you try and build a new building or run a reaction that would use the item, the dwarf will go to where the building was de-constructed and grab it and use it normally.

Any ideas what might be going on there? I am thinking that since I am actually just creating the reagents over (via, df[]:new()) that there may be a flag I am missing. I am wondering now though, would it be easier to simply grab the items in the reaction itself, and if they have preserve_reagent on them, add them to the building? Is it possible to get the actual reagent from a completed reaction (e.g. <item_boulderst>)? This would save a lot of trouble.
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Katie

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Re: DFHack 0.34.11 r3
« Reply #5502 on: May 23, 2014, 03:37:06 am »

Would it be possible to make a script that automatically changes the ownership of the mayors bedroom/office/dining room to the next mayor on election day?
It would be great if someone could make that. Many mayors have gone without rooms because I simply forgot to check.
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thistleknot

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Re: DFHack 0.34.11 r3
« Reply #5503 on: May 25, 2014, 08:17:49 am »

is there a way to reduce embark size after embarking?  Like a dfhack tool that would truncate my land for me.

User2

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Re: DFHack 0.34.11 r3
« Reply #5504 on: May 27, 2014, 01:06:03 am »

Everyone who is mad of 30-item manager limit, has a good news. By patching the following offsets in memory:
0x6E61E5    75->EB
0x6E6301    02->03
Your job limit will be set to 999. I think it can be done using dfhack lua scripts. I am not good at lua-scripting, sorry.
PS. These offsets are for non-rebased image of the game (Base 0x400000).
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