Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 160 161 [162] 163 164 ... 373

Author Topic: DFHack 0.34.11 r3  (Read 1407900 times)

Urist McFumbler

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2415 on: October 18, 2012, 09:09:26 am »

Sorry if this has been answered before but my mediocre search skills didn't turn up anything. There are a few points in my fortress where I've accidentally dug into a soil layer. I've replaced the walls with constructions and would like to hide the soil tiles behind them, thus creating the appearance that it was all rock to begin with.

Here's a picture of what I'm talking about:
Spoiler (click to show/hide)

From reading the readme it seems that I would want to use the tiletypes command, but I couldn't figure out exactly what sequence of commands would do the job (as opposed to hiding all soil tiles everywhere, for example). Can anyone help?

Type k, point it to any one of those rooms and type in revflood in dfhack. That should solve your problem

It won't, as revflood ignores constructions, for various reasons relating to how the game works.

in that case you can do it the hard way by using tiletypes

remove all the constructed wall
type k and point at the floor
type in dfhack "tiletypes"
type in your range for example the long part of the vertical wall on the first image would be
1) range press enter
2) 1 press enter
3) 6 press enter
4) 1 press enter
5 ) filter shape floor press enter
6) filter material stone press enter
7) paint shape wall press enter
make sure the cursor in df is pointing at the offending floor right beside the soil wall
press enter in dfhack
do the same for all the corners using "point" instead of "range"
use revflood again

:D
« Last Edit: October 18, 2012, 09:12:12 am by Urist McFumbler »
Logged

Funkymatic

  • Escaped Lunatic
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2416 on: October 18, 2012, 09:26:13 pm »

Where does the dwarfexport command save the exported xml file(s)?
Logged

Hamsmagoo

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2417 on: October 18, 2012, 11:44:12 pm »

Added the OSX version :)

Test it, see if it works on your system.
I downloaded the osx version.

copied everything into the df folder

not quite sure how to get it to work
Logged

espenhw

  • Escaped Lunatic
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2418 on: October 19, 2012, 03:11:51 am »

Where does the dwarfexport command save the exported xml file(s)?

Where you tell it to; it takes a filename as its only argument.
Logged

danaris

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2419 on: October 19, 2012, 05:55:11 am »

Added the OSX version :)

Test it, see if it works on your system.
I downloaded the osx version.

copied everything into the df folder

not quite sure how to get it to work

Open Terminal. Perform the following:
Code: [Select]
$ cd /path/to/DF
$ ./dfhack
Logged

Hamsmagoo

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2420 on: October 19, 2012, 04:22:37 pm »

Added the OSX version :)

Test it, see if it works on your system.
I downloaded the osx version.

copied everything into the df folder

not quite sure how to get it to work

Open Terminal. Perform the following:
Code: [Select]
$ cd /path/to/DF
$ ./dfhack
clearly something is going over my head.
when I type those commands into the terminal I get "no such file or directory"
when I type those commands and DF is open, nothing happens at all
Logged

werty892

  • Bay Watcher
  • Neat.
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2421 on: October 20, 2012, 07:37:46 am »

 Erm, I kinda have a problem I was hoping you could help me solve. I use reveal whenever I come across veins, to make mining them out easy and not a fit of micromanagement. But yesterday I was playing DF and used reveal. Then, I had to go, saved, while the map is still revealed, and came back today to find the map still revealed and I cant find a way to unreveal it. Can someone help? I have tired unreveal, but that wont work.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: DFHack 0.34.11 r2
« Reply #2422 on: October 20, 2012, 07:39:23 am »

I dont know about the reveal thing, but why not use digv to dig veins ? thats what it is for.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2423 on: October 20, 2012, 07:48:54 am »

Use revflood to unreveal things you shouldn't be able to see.
Logged

Gaybarowner

  • Bay Watcher
  • [SLOW_LEARNER] [VERMIN_HATEABLE]
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2424 on: October 20, 2012, 11:05:21 am »

Random question but does macroing liquids work? Been looking around for it but couldnt find anything since going back and forth grows annoying
Logged

ag

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2425 on: October 20, 2012, 01:05:35 pm »

Use gui/liquids - you can use DF macros within the screen (although you can't enter it through a macro).
Logged

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2426 on: October 20, 2012, 03:18:13 pm »

For DFHack developers:

Currently in https://github.com/angavrilov/df-structures/blob/master/df.units.xml the unit_wound structure looks like this:

Code: [Select]
<struct-type type-name='unit_wound' key-field='id'>
        <int32_t name="id"/>
        <stl-vector name="parts">
            <pointer>
                <int32_t name="unk_0"/>
                <int16_t name="body_part_id"/>
                <int16_t name="layer_idx"/>
                <int32_t name="unk_8"/>
                <int16_t name="unk_c"/>
                <int32_t name="unk_10"/>
                <stl-vector name="unk_14" type-name='int16_t'/>
                <stl-vector name="unk_24" type-name='int16_t'/>
                <stl-vector name="unk_34" type-name='int16_t'/>
                <int16_t name="unk_44"/>
                <int32_t name="unk_48"/>
                <int32_t name="unk_4c"/>
                <int32_t name="unk_50"/>
                <int32_t name="unk_54"/>
                <int32_t name="unk_58"/>
                <int32_t name="unk_5c"/>
                <int32_t name="unk_60"/>
                <int32_t name="unk_64"/>
                <int32_t name="unk_68"/>
                <int32_t name="unk_6c"/>
                <int16_t name="unk_70"/>
                <int16_t name="unk_72"/>
                <int32_t name="unk_74"/>
            </pointer>
        </stl-vector>
        <int32_t name="unk_14"/>
        <int32_t name="unk_18"/>
        <int32_t name="unk_1c"/>
        <int32_t name="unk_20"/>
        <int32_t name="unk_24"/>
        <int32_t name="unk_28"/>
        <int32_t name="unk_2c"/>
        <int32_t name="unk_30"/>
        <int32_t name="unk_34"/>
        <int32_t name="unk_38"/>
        <int32_t name="unk_3c"/>
        <pointer name="unk_40"/>
    </struct-type>

Through experimentation I have discovered the following about the unknown values:

Code: [Select]
unk_0
An index based on all layers on all body parts in a creature (i.e. 0-600)

body_part_id
An index based on all body parts in a creature (i.e. 0-200)

layer_idx
An index based on layers in a specific body part (i.e. 0-3)

unk_8
Contact area of the wound. Is initially the lesser of the weapon or body part contact areas.
It grows with cumulative hits. Body parts and non-weapon items have contact=(size/10)^(2/3).

unk_c
This is a 0-100 percentage of the surface area on the body part covered by the wound.

unk_10
This is strain. For skin/muscle/fat it is usually around 50000, and for bone 100-113.
This number heals over time towards 0. A wound that only has strain is called "dented".

unk_14
A vector of 0-100 percentages related to bruises and other effects on body parts.

unk_24
A vector of 0-100 percentages related to bruises and other effects on body parts.

unk_34
A vector of integers that choose the "flavor" of the unk_14 and unk_24 vectors.
Known values are: 0 bruise, 1 burn (heatdam), 2 frostbite (colddam), 4 melting, 6 freezing,
8 necrosis, 9 blister.

unk_44
A random percentage from 0-100, only for edged damage cases. Otherwise 0.

unk_48
Flags related to tissue damage:
1 [2^0] cut apart/open, 2 [2^1] needs setting, 64 [2^6] tendon torn, 512 [2^9] ligament torn,
1024 [2^10] motor nerve severed, 2048 [2^11] sensory nerve severed, 4096 [2^12] edged damage,
8192 [2^13] smashed apart, 16384 [2^14] major artery, 32768 [2^15] spilled guts,
268435456 [2^28] compound fracture (jamming), 1073741824 [2^30] artery,
2147483648 [2^31] overlapping fracture (joint/shoulder/elbow/wrist/hip/knee/ankle)

unk_4c
Unknown, but observed values are 0, 2, and 3. The value 3 seems to appear when a bone is damaged.

unk_50
This number is proportional to how vascular a tissue is, if an artery is damaged, and it reduces over time.

unk_54
This number is proportional to the pain sensitivity of tissue, and reduces over time.

unk_58
?

unk_5c
?

unk_60
?

unk_64
This number is related to numbness

unk_68
This 0-100 percentage is related to swelling

unk_6c
This number is related to impaired function

unk_70
This 0-100 percentage is related to cumulative damage. In cases where multiple axe hacks are necessary
for severing a limb, it must reach 100 before severing occurs. In cases where a weapon can't completely
penetrate a tissue, it is related to the weapon's penetration number. This percentage heals towards 0 over time.

unk_72
The same as unk_70, except that this number never heals over time. It appears to show the all-time maximum.

unk_74
?

unk_14
The age of the wound, given in some kind of time unit.

unk_18
The index of the creature who caused the wound.

unk_1c
The index of the historical figure who caused the wound. This includes creatures possessed in the arena.

unk_20
Flags:
1 severed body part, 2 mortal wound, 4 weapon stuck in wound.
So 6 might mean that a dagger is stuck in the heart.

unk_24
The index of the syndrome that caused the wound.

unk_28
?

unk_2c
?

unk_30
?

unk_34
?

unk_38
related to numbness, nervous damage, or paralysis

unk_3c
?

unk_40
?

Questions?

danaris

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2427 on: October 20, 2012, 08:11:00 pm »

Added the OSX version :)

Test it, see if it works on your system.
I downloaded the osx version.

copied everything into the df folder

not quite sure how to get it to work

Open Terminal. Perform the following:
Code: [Select]
$ cd /path/to/DF
$ ./dfhack
clearly something is going over my head.
when I type those commands into the terminal I get "no such file or directory"
when I type those commands and DF is open, nothing happens at all

You can't just type "cd /path/to/DF". That's a placeholder. I don't know what directory you have Dwarf Fortress installed in. If you don't know how to use the terminal to find out, then do this:

1) In the Finder, locate the folder with DF in it.
2) Open the Terminal.
3) Type "cd " (that's with a space at the end). Do not hit Enter.
4) Drag the folder with DF in it from the Finder into the Terminal window. This will place the full path to the DF directory in the Terminal window.
5) Hit Enter.
6) Type "./dfhack" and hit Enter.

If this doesn't work, then either you're doing it wrong ;D , or you have an odd installation of DF, or DFHack isn't installed correctly.
Logged

ag

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2428 on: October 21, 2012, 10:27:27 am »

Through experimentation I have discovered the following about the unknown values:

Here, added your data to the definitions, with some further guesses from myself :)

https://github.com/angavrilov/df-structures/compare/2330b98...453452e87b
Logged

Hamsmagoo

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #2429 on: October 21, 2012, 03:04:53 pm »

Added the OSX version :)

Test it, see if it works on your system.
I downloaded the osx version.

copied everything into the df folder

not quite sure how to get it to work

Open Terminal. Perform the following:
Code: [Select]
$ cd /path/to/DF
$ ./dfhack
clearly something is going over my head.
when I type those commands into the terminal I get "no such file or directory"
when I type those commands and DF is open, nothing happens at all

You can't just type "cd /path/to/DF". That's a placeholder. I don't know what directory you have Dwarf Fortress installed in. If you don't know how to use the terminal to find out, then do this:

1) In the Finder, locate the folder with DF in it.
2) Open the Terminal.
3) Type "cd " (that's with a space at the end). Do not hit Enter.
4) Drag the folder with DF in it from the Finder into the Terminal window. This will place the full path to the DF directory in the Terminal window.
5) Hit Enter.
6) Type "./dfhack" and hit Enter.

If this doesn't work, then either you're doing it wrong ;D , or you have an odd installation of DF, or DFHack isn't installed correctly.
lol, I was literally typing /path/to/df

but, even typing out the actual path, or dragging in the folder gives me "no such file or directory"

I might have extracted dfhack wrong, but it's more likely I have a weird install of dwarf fortress.  I always just download a folder and leave it on my desktop and never installed anything.  I trash it and re-download it a lot.

I'll keep playing around with it.  At least it makes sense to me, now.  Thanks.
Logged
Pages: 1 ... 160 161 [162] 163 164 ... 373