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Author Topic: DFHack 0.34.11 r3  (Read 1407961 times)

Sutremaine

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Re: DFHack 0.34.11 r1
« Reply #2385 on: October 12, 2012, 07:46:57 am »

Does anybody still use that legacy F1-F8 system? It can be removed altogether if not.
I use it. It make navigating my vertically-oriented fortresses quicker.

You can stop the text spam by removing the hotkey names, though if you do this you either need to remember where each hotkey leads or set them in a regular pattern. Every 5 or 10 levels is what I use in general.
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danaris

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Re: DFHack 0.34.11 r1
« Reply #2386 on: October 12, 2012, 07:56:39 am »

Does anybody still use that legacy F1-F8 system? It can be removed altogether if not.
I use it. It make navigating my vertically-oriented fortresses quicker.

You can stop the text spam by removing the hotkey names, though if you do this you either need to remember where each hotkey leads or set them in a regular pattern. Every 5 or 10 levels is what I use in general.

I thought he meant the legacy F1-F8 system for activating DFHack scripts.
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ag

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Re: DFHack 0.34.11 r1
« Reply #2387 on: October 12, 2012, 01:35:43 pm »

I thought he meant the legacy F1-F8 system for activating DFHack scripts.

Yes, that. Most new commands can't even be used with it due to the 9 char limit.
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Mr S

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Re: DFHack 0.34.11 r2
« Reply #2388 on: October 12, 2012, 10:01:19 pm »

Quick question:

Can fix/population-cap be applied retroactively?

For instance, if I decided I wanted more dwarven immigrants after the dwarven liason has left, can I exit, change the pop cap in the init, load and apply fix/population-cap to lure more suckers honored citizens to my gulag delightful little slice of Dwarven Heaven?
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ag

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Re: DFHack 0.34.11 r2
« Reply #2389 on: October 13, 2012, 08:30:11 am »

The population cap number is always used exactly as specified in init; it's the current population count that is tied to caravans and therefore lags behind.

The fix/population-cap script updates that lagging current population count variable to the actual count in your fort, so you need to run it when your actual population increases.
« Last Edit: October 13, 2012, 08:37:21 am by ag »
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Naros

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Re: DFHack 0.34.11 r2
« Reply #2390 on: October 13, 2012, 08:49:20 pm »

Good evening!

Sorry if this has been asked before, but I'm a bit of a perfectionist, and I want ten layers of my fort to just be obsidian.
changelayer does this for the layer stone, and while I don't care if there's metal veins, the cluster stones (icky! blinding blue!) are an issue for me.
So I was wondering if it was possible to change those all in one go, rather than having to spam changevein about a hundred times per layer. Even with the command hotkeyed, this gets very tedious very fast. :P

If there isn't, is it possible to write a LUA script for DFusion that does it? I know DFusion is way slower, but if it'll get the job done, I'll be happy. :)
« Last Edit: October 13, 2012, 08:52:25 pm by Naros »
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Urist Da Vinci

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Re: DFHack 0.34.11 r2
« Reply #2391 on: October 13, 2012, 09:13:16 pm »

I think I can identify some of the unknowns in the unit_wound structure (i.e. one appears to be the pain associated with the wound), but I'm having trouble accessing the content of the vectors unk_14, unk_24, unk_34. Is there a way in dfhack to obtain this data?

See https://github.com/angavrilov/df-structures/blob/master/df.units.xml for reference

Here's my first attempt at lua:
----EDIT----
Figured out the problem on my own. The vectors do contain data under certain circumstances.

I've figured out about 33% of the unknowns in the wound structure so far.
« Last Edit: October 14, 2012, 09:55:11 pm by Urist Da Vinci »
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Zanedale

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Re: DFHack 0.34.11 r2
« Reply #2392 on: October 15, 2012, 01:04:23 am »

Ok this is going to sound a bit stupid. I've downloaded the most recent lazy newb pack, and have decided to use 'migrant' and 'friendship' to make a multi racial fortress. I've made the necessary changes to the 'migrant' and 'friendship' races text files to get the distribution I want, but I don't know what to enter into DFHack to run 'migrant' and 'friendship'.

Except for the changes to the 'migrant' and 'friendship' races text files my DFHack is basically vanilla, could someone tell me what to punch in?
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2393 on: October 15, 2012, 01:07:26 am »

migrant and friendship are dfusion commands you need to go into dfusion to run those.
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Zanedale

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Re: DFHack 0.34.11 r2
« Reply #2394 on: October 15, 2012, 01:35:42 pm »

migrant and friendship are dfusion commands you need to go into dfusion to run those.

I understand that part but I don't even know how to get into dfusion let alone run stuff in it.  :(
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Rumrusher

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Re: DFHack 0.34.11 r2
« Reply #2395 on: October 15, 2012, 03:39:16 pm »

migrant and friendship are dfusion commands you need to go into dfusion to run those.

I understand that part but I don't even know how to get into dfusion let alone run stuff in it.  :(
you get into dfusion through typing dfusion, then typing the number next to the menu to navigate through the program.
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Zanedale

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Re: DFHack 0.34.11 r2
« Reply #2396 on: October 15, 2012, 04:06:26 pm »

you get into dfusion through typing dfusion, then typing the number next to the menu to navigate through the program.

Ok I tried that but I get some kind of error that says (in red text):

dfusion/common.lua.45: .Text region not found!
stack traceback:
           [C]: in function 'error'
           dfusion/common.lua:45: in function 'GetTextRegion'
           dfusion/common.lua:89: in function 'unlockDF'
           dfusion/int.lua:66: in main chunk


Did I get a bad deployment or something?
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Rose

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Re: DFHack 0.34.11 r2
« Reply #2397 on: October 15, 2012, 04:15:32 pm »

Yeah, did you update DFhack?
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Zanedale

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Re: DFHack 0.34.11 r2
« Reply #2398 on: October 15, 2012, 04:25:11 pm »

Yeah, did you update DFhack?

I just Downloaded  the Lazy New pack and used the DFhack that came with it.
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Rose

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Re: DFHack 0.34.11 r2
« Reply #2399 on: October 15, 2012, 04:35:17 pm »

In that case, update DFhack.
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