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Author Topic: DFHack 0.34.11 r3  (Read 1396182 times)

falconne

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Re: DFHack 0.34.11 r3
« Reply #3480 on: April 01, 2013, 11:57:02 pm »

The culprit seems to be the search plugin. I can reproduce the crash with the following steps (but only in a couple of my savegames):
enter military screen (m), select a squad, go to the candidates column on the right, press e

This will reliably crash my game while the search plugin is loaded. I'm now trying to reproduce it in a fresh game, maybe it depends on something like the size of the unit list as I was unable to crash it like that with creating a squad on a fresh embark so far.

Well for the time being make sure that you don't press e while you are in the candidates column then you should be on the safe side until the bug is fixed.

Do you still have a save game where the crash can be reproduced?
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robertheinrich

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Re: DFHack 0.34.11 r3
« Reply #3481 on: April 02, 2013, 12:19:28 am »

Do you still have a save game where the crash can be reproduced?
Yeah, I'll upload one after I had some coffee. I created a fresh pocket world and a 1x1 embark and tried to reproduce it with minimal conditions (and to keep the save game size as small as possible). It seems to be related to the number of dwarves as everything works fine with the embarking seven. After I got the first wave of migrants I can reliably crash it.
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Meph

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Re: DFHack 0.34.11 r3
« Reply #3482 on: April 02, 2013, 12:26:32 am »

I did it with the starting seven twice. Its not related to the number of dwarves. Maybe names?
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robertheinrich

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Re: DFHack 0.34.11 r3
« Reply #3483 on: April 02, 2013, 12:37:25 am »

Ok, here's the savegame: http://dffd.wimbli.com/file.php?id=7525

Reproducing the crash:
enter (m)ilitary screen,
(c)reate squad,
select one of the armor templates (leather, metal, archer - note that crash will not occur if template "no uniform" is used!),
move cursor to the candidate column, press e

I was assuming that it might be related to the number of units as I was not able to crash the game with the founding seven. But it seems also to be related to the uniforms, as selecting "no uniform" for the squad seems to work.
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Rumrusher

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Re: DFHack 0.34.11 r3
« Reply #3484 on: April 02, 2013, 01:18:08 am »

I've been trying to reattach my left leg for a few hours and I can't seem to get it right .
I finally found the missing part flag in unit.body.components.body_part_status (I was looking in unit.body.body_plan.body_parts ...duh ) but it only reattaches the limb and not its layers (skin,bone,muscle) .
I tried changing any variable I could find with "layer" in its name but so far nothing ...
Does anyone know where I can find those flags, if they even exist ?
dfusion has a heal unit script that will repair your legs, you need to select your adventurer to get it to work.
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falconne

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Re: DFHack 0.34.11 r3
« Reply #3485 on: April 02, 2013, 03:35:28 am »

Ok, here's the savegame: http://dffd.wimbli.com/file.php?id=7525

Thanks, looking into it. Proving tricky to track down.
Edit: Think I know what's going on...
« Last Edit: April 02, 2013, 03:57:10 am by falconne »
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robertheinrich

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Re: DFHack 0.34.11 r3
« Reply #3486 on: April 02, 2013, 03:59:50 am »

Thanks, looking into it. Proving tricky to track down.
Edit: Think I know what's going on...
Check ag's fork. I think he already fixed it.
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falconne

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Re: DFHack 0.34.11 r3
« Reply #3487 on: April 02, 2013, 05:15:53 am »

I'm including the fixed search plugin in my download archive now until the next release of dfhack.
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Deon

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Re: DFHack 0.34.11 r3
« Reply #3488 on: April 02, 2013, 11:43:30 am »

Truetransformation still doesn't work.

Code: [Select]
[INORGANIC:CASTE_ANVIL]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME:ALL:smoke]
[STATE_ADJ:ALL:smoke]
[STATE_COLOR:ALL:GRAY]
[MATERIAL_VALUE:1]
[NO_STONE_STOCKPILE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:ALBATROSS:MALE]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:DWARF]
[SYN_CLASS:MALE_ANVIL]

Dwarf transforms to albatross and back without caste change.
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tahujdt

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Re: DFHack 0.34.11 r3
« Reply #3489 on: April 02, 2013, 12:50:01 pm »

Would it be possible to make a script that allows pathing fliers in fort mode, so we can have an army of flying creatures? If you are too busy to do that yourself, can you tell me what the address is for the pathing thing? I imagine that it would just take suppressing the the thing that stops creatures from pathing into space, but I don't know. Also, would such a script apply to swimming creatures?
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Rose

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Re: DFHack 0.34.11 r3
« Reply #3490 on: April 02, 2013, 01:27:31 pm »

Not doable. fort mode only uses a single pathing grid, which is what all units use to check if they can go from point a to point b, and breaking that breaks everything.
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Dragoon209

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Re: DFHack 0.34.11 r3
« Reply #3491 on: April 02, 2013, 03:24:44 pm »

Is there a command that can be run to return what screen Dwarf Fortress is currently on?  If so, does it work in both Fortress and Adventure mode?

I'm attempting a mouse-driven interface that is context-sensitive to what you are doing.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #3492 on: April 02, 2013, 04:13:16 pm »

Just typing "keybinding" gives you your current context.

Dragoon209

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Re: DFHack 0.34.11 r3
« Reply #3493 on: April 02, 2013, 04:34:21 pm »

Just typing "keybinding" gives you your current context.

That's a great start, thanks!
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Guthbug

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Re: DFHack 0.34.11 r3
« Reply #3494 on: April 02, 2013, 04:43:55 pm »

Ok, I've got a strange one ...

Can I change biomes from within a game? I want to change the biome the fortress is in to an evil one, or at least to simulate doing so with some of the affects you find in an evil biome.
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