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Author Topic: DFHack 0.34.11 r3  (Read 1450891 times)

Intrinsic

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Re: DFHack 0.34.07 r2
« Reply #1365 on: April 30, 2012, 08:22:27 am »

Hey i've noticed something interesting on an empty magma forge that has had a lot of stuff constructed at it if you hit the changeitem here it registers stuff thats no longer there is this a thing of dwarf fortress not clearing memory on that tile or could it be something else? cause if you deconstruct the magma forge or any building thats shoing items in changeitem here info the center tile will still register it.

If this is the case maybe it's one of the reasons why DF starts to get slower and slower over time in a fort?
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Jeoshua

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Re: DFHack 0.34.07 r2
« Reply #1366 on: April 30, 2012, 08:39:37 am »

It gets slower and slower over time because there are more... More Dwarves, More Items, More Corpses, More Ghosts, More History, More Stones, More ways to Path, More dug out tiles, More relationships, more more more more more.

And just about everything gets processed every "tick"
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I like fortresses because they are still underground.

TDSS02

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Re: DFHack 0.34.07 r2
« Reply #1367 on: April 30, 2012, 09:56:48 am »

Hello everyone, sorry for posting in this thread but i just had a quick question. I'm so used to DfHack being integrated into the Lazy Newb Pack and for some reason it doesn't show up in the "advanced version" of the lazy newb pack. So i was wondering if someone can help me get this working without Lazy Newb Pack or help me integrate it into LNP because i just cant get the darn thing to work.  ???

Thanks in advance
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

Rose

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Re: DFHack 0.34.07 r2
« Reply #1368 on: April 30, 2012, 10:04:38 am »

Download it, extract it over your DF folder, run df.
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TDSS02

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Re: DFHack 0.34.07 r2
« Reply #1369 on: April 30, 2012, 10:22:30 am »

It will automatically launch dfhack when i start DF?
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

Jeoshua

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Re: DFHack 0.34.07 r2
« Reply #1370 on: April 30, 2012, 10:24:31 am »

It replaces SDL.dll, which runs then DFHack automatically.

So, yes.
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I like fortresses because they are still underground.

TDSS02

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Re: DFHack 0.34.07 r2
« Reply #1371 on: April 30, 2012, 10:25:45 am »

Awesome, thank you both, sorry for the newb question but now i know  8)
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

Eric Blank

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Re: DFHack 0.34.07 r2
« Reply #1372 on: May 01, 2012, 08:26:57 pm »

Is there a way to back out of a utility, like liquids, so I can use other functions again?
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Rumrusher

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Re: DFHack 0.34.07 r2
« Reply #1373 on: May 01, 2012, 08:43:46 pm »

Is there a way to back out of a utility, like liquids, so I can use other functions again?
Q or quit

edit: new function called "Buff reading" aka bare bone alter skills function.
Code: [Select]
function tools.buffreading(unit)
if unit==nil then
unit=getAdv()
end
print("which skill 0-?")
B=getline()
print("How much?")
r=getline()
unit.status.souls[0].skills[0+B].rating=r
end
tools.menu:add("Buff Reading",tools.buffreading)
« Last Edit: May 02, 2012, 04:48:39 am by Rumrusher »
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Greiger

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Re: DFHack 0.34.07 r2
« Reply #1374 on: May 02, 2012, 12:32:55 pm »

So fir the first time since the merge into the sdl file DFhack (this time stonesense) froze everything up.  And I see there is no longer a DFUnstuck or anything obvious that acts like it.  Is it just an oversight or is it impractical do have something like that now?
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Rose

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Re: DFHack 0.34.07 r2
« Reply #1375 on: May 02, 2012, 12:48:22 pm »

DFunstuck can no longer work at all, because of the way things are handled now.

This means if something crashes, it brings down DF, sadly.
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kenpoaj

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Re: DFHack 0.34.07 r2
« Reply #1376 on: May 02, 2012, 10:33:55 pm »

Changed a layer to fire clay, the clay is successfully gathered via a kiln, but can't be used to build. Is this a known bug, and is there a workaround?

couldn't find anything after 30 mins of searching, I assume it's related to the old obsidian casting without obsidian on the map bug though.
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This forum is a bunch of nutters, and you couldn't point to anything to contradict it.

caddybear

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Re: DFHack 0.34.07 r2
« Reply #1377 on: May 03, 2012, 07:17:32 am »

Hi, for some reason I have a migrant that will not show up on units screen, or indeed get inside the fort at all. He is not a merchant or trader, strangely enough so I wonder if there's a way to fix him. His wife is safely inside and working, and it would be a shame if he gets killed like that fisherman migrant that came last wave but didn't get in either.
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Quietust

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Re: DFHack 0.34.07 r2
« Reply #1378 on: May 03, 2012, 07:51:22 am »

Changed a layer to fire clay, the clay is successfully gathered via a kiln, but can't be used to build. Is this a known bug, and is there a workaround?
Fire clay can be used in reactions (making stoneware), so it's flagged as an economic stone by default - the only reason you'd be able to build stuff out of it normally is because layer stones are automatically marked as non-economic under the assumption that there's more than enough to spare for mundane uses (in previous versions, this was only the case for flux and obsidian layers).
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kenpoaj

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Re: DFHack 0.34.07 r2
« Reply #1379 on: May 03, 2012, 08:09:27 am »

Thanks Quietust! I'll just find a place with it naturally occurring then I guess.
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