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Author Topic: DFHack 0.34.11 r3  (Read 1009035 times)

guitarxe

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Re: DFHack 0.34.11 r1
« Reply #2025 on: June 26, 2012, 10:04:55 pm »

Ah. Well, there doesn't seem to be much interest in it, it seems, but I've recently got interested in minecraft again (what with all the new changes) and I'd love to be able to explore my DF forts in minecraft. Heck, maybe even convert some of my friends that see the awesome fort that I made  ;D
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expwnent

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Re: DFHack 0.34.11 r1
« Reply #2026 on: June 27, 2012, 01:17:36 am »

Is the dfusion command working? When I type dfusion into the console I get

Code: [Select]
dfusion/common.lua:45: .Text region not found!
I tried reinstalling DFHack and it didn't change anything.
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darius

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Re: DFHack 0.34.11 r1
« Reply #2027 on: June 27, 2012, 01:41:54 am »

Is the dfusion command working? When I type dfusion into the console I get

Code: [Select]
dfusion/common.lua:45: .Text region not found!
I tried reinstalling DFHack and it didn't change anything.

Find this line in dfusion/common.lua, and replace ".text" with "Dwarf Fortress.exe":

Code: [Select]
local pos=string.find(v.name,".text") or string.find(v.name,"libs/Dwarf_Fortress")
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expwnent

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Re: DFHack 0.34.11 r1
« Reply #2028 on: June 27, 2012, 02:25:08 am »

Thanks, that worked.
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Sutremaine

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Re: DFHack 0.34.11 r1
« Reply #2029 on: June 27, 2012, 03:31:46 pm »

Probe doesn't work properly in the arena. It seems to be returning the proper statistics for a given tile, but once it does that it causes DF to crash with the standard Windows 'program has stopped working, Windows is checking for a solution to the problem' error.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Quietust

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Re: DFHack 0.34.11 r1
« Reply #2030 on: June 27, 2012, 03:53:47 pm »

It looks like it was trying to fetch biome/region information from a nonexistent world map tile. It should be fixed in the next release.
« Last Edit: June 27, 2012, 04:34:10 pm by Quietust »
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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expwnent

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Re: DFHack 0.34.11 r1
« Reply #2031 on: June 27, 2012, 09:48:06 pm »

Is there a way to get the material of a tile in lua? I've been trying to figure it out without any luck. dig.cpp just uses MapExtras::MapCache, but I can't seem to find an lua equivalent to that.
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bat_trapper

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Re: DFHack 0.34.11 r1
« Reply #2032 on: June 28, 2012, 02:55:04 am »

Find this line in dfusion/common.lua, and replace ".text" with "Dwarf Fortress.exe":

Code: [Select]
local pos=string.find(v.name,".text") or string.find(v.name,"libs/Dwarf_Fortress")

Does this require you to excess the lua file? Because I dont know how to do that.
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ag

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Re: DFHack 0.34.11 r1
« Reply #2033 on: June 28, 2012, 03:08:17 am »

Is there a way to get the material of a tile in lua? I've been trying to figure it out without any luck. dig.cpp just uses MapExtras::MapCache, but I can't seem to find an lua equivalent to that.

There isn't any: lua is generally too slow to be doing much with tiles due to the sheer amount of them, so I didn't bother. Plus, C++ MapCache itself needs some API redesigning.
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Tierre

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Re: DFHack 0.34.11 r1
« Reply #2034 on: June 28, 2012, 03:39:10 am »

Is it possible to change temperature of a tile at all? Then using liquids command i usually destroy pools with 1unit of magma above water. This leads to temperature traps which lower fps in long term. They never dissipate:(.
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Eric Blank

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Re: DFHack 0.34.11 r1
« Reply #2035 on: June 28, 2012, 05:04:30 am »

[ignore.]
« Last Edit: June 28, 2012, 05:21:05 am by Eric Blank »
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Japa

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Re: DFHack 0.34.11 r1
« Reply #2036 on: June 28, 2012, 06:02:12 am »

That would be the workflow plugin, which isn't really meant to do things on it's own. but you can just get rid of that particular plugin by looking for something similar to workflow.dll (I don't know the exact name) and get rid of just that.
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khearn

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Re: DFHack 0.34.11 r1
« Reply #2037 on: June 28, 2012, 10:52:03 am »

Does anyone know how to specify wool in workflow? I've got sheep that I want to be sheared under workflow's control, but I can't figure out how to specify it. I've figured out that yarn is THREAD/YARN, if anyone needs that.
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Makbeth

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Re: DFHack 0.34.11 r1
« Reply #2038 on: June 28, 2012, 11:13:04 am »

Is it possible to change temperature of a tile at all? Then using liquids command i usually destroy pools with 1unit of magma above water. This leads to temperature traps which lower fps in long term. They never dissipate:(.

I'm sure there is, but not sure exactly what code to write for it.  Why not use liquids to set the water level to 0?
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Re: DFHack 0.34.11 r1
« Reply #2039 on: June 28, 2012, 03:11:40 pm »

Maybe he wants to turn murky pools into normal dirt tiles, as well as getting rid of the water.
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