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Author Topic: DFHack 0.34.11 r3  (Read 1388764 times)

darius

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Re: DFHack 0.34.11 r1
« Reply #2025 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 #2026 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 #2027 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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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
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 #2028 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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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.

expwnent

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Re: DFHack 0.34.11 r1
« Reply #2029 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 #2030 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 #2031 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 #2032 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 #2033 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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I make Spellcrafts!
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Rose

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Re: DFHack 0.34.11 r1
« Reply #2034 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 #2035 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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Have them killed. Nothing solves a problem quite as effectively as simply having it killed.

Makbeth

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Re: DFHack 0.34.11 r1
« Reply #2036 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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In the early spring of 143 Diso began wandering the wilds.

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expwnent

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Re: DFHack 0.34.11 r1
« Reply #2037 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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expwnent

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Re: DFHack 0.34.11 r1
« Reply #2038 on: June 28, 2012, 07:26:41 pm »

Can someone explain to me how to use make_sort_order defined in utils.lua? I don't understand the documentation. What is key supposed to do? Are you supposed to pass it an array of sorting data tables as the second argument?
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Tierre

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Re: DFHack 0.34.11 r1
« Reply #2039 on: June 29, 2012, 03:08:16 am »

I don't like how obsidian walls and floors work in liquids and so i try to do it naturals way - by combining water and magma. But unfortunately this leaves tiles with hot stone. Which is strange as we have only obsidian slab surrounded by clay or sand. But they are hot and they never turn normal. I can swap them with obsidian of course and this actually changes temperature to normal. But there is a fact of DF game that it sometimes has temperature traps - then a stone or two inside earth are hot and never cool down.
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