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Author Topic: DFHack 0.34.11 r3  (Read 1407968 times)

Rumrusher

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Re: DFHack 0.31.25 r9b
« Reply #495 on: February 17, 2012, 06:26:36 am »

here is a rough guide to explain how to change from adventure mode to fort mode and vice versa
Spoiler (click to show/hide)
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Weaselcake

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Re: DFHack 0.31.25 r9b
« Reply #496 on: February 17, 2012, 06:22:08 pm »

Wishing this would work.

I need my prospect. :(
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Meph

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Re: DFHack 0.31.25 r9b
« Reply #497 on: February 17, 2012, 06:29:46 pm »

ABSOLUTELY UNRELATED TO THE NEW DF VERSION:

Big question: Can the program linked to read out the gamelog, similar to soundsense ? What I thought of is this: Make the hacks a part of a mod. For example: Make a research lab that can, for a high amount of resources, run a prospect for example. This way it is not cheating, but dwarven science. Through incredible science (like the bookkkeeper who knows every stock, even for the future) you can predict what resources you have on the map.

Of course that would require a custom edition of dfhack, where the "normal" option to start a script is disabled.

In detail:
Make a custom building
Make a custom reaction that has a low chance to produce an item call: prospect papers. This needs a lot of reagents.
The gamelog will now write: Dwarf X has created a "prospect paper"
The gamelog is read by dfhack (similar to how soundsense works for the right sound effects)
Dfhack automatically runs: prospect
Done.

All this could be explained by science or religion. "View of Armok" = unreveal for 30 seconds. "Blessing of Speed" = fastdwarf for 30 seconds. "Dirty elven magic" = grow... and so on.

Would this be possible ? And if it is way too much work for you guys, could you please point me in the right direction for modding dfhack myself ? I have no programming experience, but I managed to re-write the LazyNewbPack to suit my needs, and is now my Settings-program for my mod. Deon (from Genesis) uses this idea now as well, for his Modloader.
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NecroRebel

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Re: DFHack 0.31.25 r9b
« Reply #498 on: February 17, 2012, 07:04:51 pm »

Wishing this would work.

I need my prospect. :(
You don't have to play without it, you know. I'm so particular about what my embarks are like that I practically need Reveal to figure out whether an embark is suitable or not, but I haven't had to play a single second of the new version of DF without having it available. I get around the lack of DFHack compatibility with the latest version by not playing the latest version. I've waited nearly a year to play a new version, another week isn't going to kill me.

Whining about it won't help.
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SalmonGod

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Re: DFHack 0.31.25 r9b
« Reply #499 on: February 17, 2012, 07:07:37 pm »

Wishing this would work.

I need my prospect. :(
You don't have to play without it, you know. I'm so particular about what my embarks are like that I practically need Reveal to figure out whether an embark is suitable or not, but I haven't had to play a single second of the new version of DF without having it available. I get around the lack of DFHack compatibility with the latest version by not playing the latest version. I've waited nearly a year to play a new version, another week isn't going to kill me.

Whining about it won't help.

BUT IT'S SO SHINY
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

NecroRebel

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Re: DFHack 0.31.25 r9b
« Reply #500 on: February 17, 2012, 07:14:35 pm »

BUT IT'S SO SHINY
True, and just looking at thread titles in the gameplay questions and dwarf mode threads gets me more excited about DF than I've been in months, but yet I continue to restrain myself. It's entirely possible to accomplish ::)
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SalmonGod

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Re: DFHack 0.31.25 r9b
« Reply #501 on: February 17, 2012, 07:20:21 pm »

I know.  Just having some fun :)
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Rumrusher

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Re: DFHack 0.31.25 r9b
« Reply #502 on: February 17, 2012, 07:44:22 pm »

I wonder if the zombie and skeleton flags are still in the game but use only for new creatures?
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Quietust

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Re: DFHack 0.31.25 r9b
« Reply #503 on: February 17, 2012, 09:01:51 pm »

Big question: Can the program linked to read out the gamelog, similar to soundsense ?
DFHack has direct access to the Announcements and Reports lists - not only can it read entries from them, but it can even write to them and display messages at the bottom of the screen (or even popup messages like when you discover caverns).
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Cardinal

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Re: DFHack 0.31.25 r9b
« Reply #504 on: February 17, 2012, 09:34:43 pm »

There will be an update when the 'Untouched' list is empty (or at least when the more useful stuff from it is updated/looks fine): https://github.com/peterix/df-structures/blob/master/ToUpdate-v0.34.01.txt

But it's so long...
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Old Bones

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Re: DFHack 0.31.25 r9b
« Reply #505 on: February 17, 2012, 09:59:24 pm »

I miss vdig so much.
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Cardinal

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Re: DFHack 0.31.25 r9b
« Reply #506 on: February 17, 2012, 10:27:38 pm »

here is a rough guide to explain how to change from adventure mode to fort mode and vice versa
Spoiler (click to show/hide)

What do you mean when you say "undesignate the whole map" and how do you remove the resident tag?
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EngineerFromHell

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Re: DFHack 0.31.25 r9b
« Reply #507 on: February 18, 2012, 06:47:14 am »

Is there a tool to remove aquifiers? Maybe through tiletypes somehow?
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Rumrusher

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Re: DFHack 0.31.25 r9b
« Reply #508 on: February 18, 2012, 07:48:23 am »

here is a rough guide to explain how to change from adventure mode to fort mode and vice versa
Spoiler (click to show/hide)

What do you mean when you say "undesignate the whole map" and how do you remove the resident tag?
When you switch from adventure mode to fort mode, the adventure's field of view will change into Designations in fort mode(or is designations from fort mode that toady recoded to do something different), if left uncheck you might end up with telling your dwarves to smooth mud( which leads to engraving the mud), dig up walls, make ramps in the ground, pretty much chaos. to remove the resident flag you need to know which number it resides in, for starters having runesmith would help. I have a function that does this for me that I could repost
Code: [Select]
function rum_tools.returnfort()
local trgs=selectciv()
for k,v in pairs(trgs) do
print("members:"..k)
local flags=engine.peek(v,ptr_Creature.flags)
flags:set(51,false) -- alive!
--flags:set(13,true)
--flags:set(12,false) no zombie
engine.poke(v,ptr_Creature.flags,flags)
end
local trgs=selectciv1()
for w,q in pairs(trgs) do
print("pets:"..w)
local flags=engine.peek(q,ptr_Creature.flags)
flags:set(26,true) -- alive!
--flags:set(13,true)
--flags:set(12,false) no zombie
engine.poke(q,ptr_Creature.flags,flags)
end
end
function selectciv()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("AdvCreatureVec")
  vector=engine.peek(myoff,ptr_vector) --standart start
  for i=0,vector:size()-1 do --check all creatures
     local off
     off=vector:getval(i)
     local crciv=engine.peek(off,ptr_Creature.civ)
     local curciv=engine.peek(vector:getval(0),ptr_Creature.civ)
     if curciv==crciv then
     --[[local flags=engine.peek(off,ptr_Creature.flags)
     if flags:get(1)==false then]]--  --if dead ...
        table.insert(retvec,off)--... add it to return vector
     end
  end
  return retvec --return the "return vector" :)
end
function selectciv1()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("AdvCreatureVec")
  vector=engine.peek(myoff,ptr_vector) --standart start
  for i=0,vector:size()-1 do --check all creatures
     local off
     off=vector:getval(i)
     local crciv=engine.peek(off,ptr_Creature.civ)
     --local curciv=engine.peek(vector:getval(0),ptr_Creature.civ)
     if crciv==1  then
     --[[local flags=engine.peek(off,ptr_Creature.flags)
     if flags:get(1)==false then]]--  --if dead ...
        table.insert(retvec,off)--... add it to return vector
     end
  end
  return retvec --return the "return vector" :)
end

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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

ciadude2

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Re: DFHack 0.31.25 r9b
« Reply #509 on: February 18, 2012, 07:50:47 am »

The Lazy Noob Pack program has an option to do that(basically a script that removes the aquifer tags from the raws).

My attempts to co-opt the program into the new version have ended unsuccessfully however, but it might work if you're just using it to change the aquifers. Best bet is to just go in and remove the tags yourself. I'm quite novice at DF modding(I can install mods and make minor changes to raws to suit my preferences but that's about all) and I had no trouble once I found out exactly which files had the tags I needed to remove in them.

Hope that helps a bit.
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