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Author Topic: DFHack 0.34.11 r3  (Read 1388640 times)

Sutremaine

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Re: DFHack 0.34.11 r3
« Reply #3705 on: May 11, 2013, 04:35:04 pm »

Sutremaine: DwarfMonitor.dll, see falconnes utilitiy plugins. http://www.bay12forums.com/smf/index.php?topic=119575.0
Ooh, that's a nice set of plugins. Thanks.
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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.

TDarksword

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Re: DFHack 0.34.11 r3
« Reply #3706 on: May 11, 2013, 06:44:57 pm »

Is it possible to use DFhack to change which civilisation of a race is your trading partner?
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drayath

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Re: DFHack 0.34.11 r3
« Reply #3707 on: May 12, 2013, 09:33:00 am »

Bug Report:

Registering for the JOB_COMPLETED event seem to behaviour incorrectly for repeated jobs, in that while the job is on repeat the callback method is not called.

Testing with autosyndrome (with some logging added)

Registers with
    EventManager::EventHandler handle(processJob, 5);
    EventManager::registerListener(EventManager::EventType::JOB_COMPLETED, handle, plugin_self);

Print statement as the first line of processJob(...) is only appears to be called when a none-repeating job completes.
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Drayath's Gem Splitting Workshop - Split large gems and gem trinkets into numbers of small gems.
Drayath's Seed Brewery - Convert bags of spare seeds into useful booze.

expwnent

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Re: DFHack 0.34.11 r3
« Reply #3708 on: May 12, 2013, 09:53:57 am »

Thanks! I'll fix that for the next version.
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drayath

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Re: DFHack 0.34.11 r3
« Reply #3709 on: May 12, 2013, 11:16:49 am »

While i remeber here are some unk_XXX's that i have identified in the syndrome classes.

Spoiler (click to show/hide)
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Drayath's Gem Splitting Workshop - Split large gems and gem trinkets into numbers of small gems.
Drayath's Seed Brewery - Convert bags of spare seeds into useful booze.

Urist Da Vinci

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Re: DFHack 0.34.11 r3
« Reply #3710 on: May 12, 2013, 12:06:03 pm »

This lua script dumps a list of the extracts that the player's civ can bring in trade
Code: (lua script) [Select]
local my_entity=df.historical_entity.find(df.global.ui.civ_id)

printall(my_entity.resources.misc_mat.extracts.mat_type)
print(" ")
printall(my_entity.resources.misc_mat.extracts.mat_index)

Example output:
Spoiler: hidden for length (click to show/hide)

I can't figure out how to:
a) Identify the materials, given the type and index
b) Delete items from the list, to prevent civs from bringing blood, ichor, etc. but allow "nice" extracts such as milk

Ideally, a script would purge all entities in the world from being able to bring blood, ichor, etc.

drayath

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Re: DFHack 0.34.11 r3
« Reply #3711 on: May 12, 2013, 12:29:09 pm »

Try having a look at the \hack\ruby\material.rb file

Converts a material type and material id to a token (unless you find a better solution might need to either convert it to lua or write your script in ruby)

E.g. material = df.decode_mat(id, type )
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Drayath's Gem Splitting Workshop - Split large gems and gem trinkets into numbers of small gems.
Drayath's Seed Brewery - Convert bags of spare seeds into useful booze.

Urist Da Vinci

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Re: DFHack 0.34.11 r3
« Reply #3712 on: May 12, 2013, 01:02:54 pm »

Try having a look at the \hack\ruby\material.rb file

Converts a material type and material id to a token (unless you find a better solution might need to either convert it to lua or write your script in ruby)

E.g. material = df.decode_mat(id, type )

OK so now I have my original lua script:
Code: (lua script) [Select]
local my_entity=df.historical_entity.find(df.global.ui.civ_id)

printall(my_entity.resources.misc_mat.extracts.mat_type)
print(" ")
printall(my_entity.resources.misc_mat.extracts.mat_index)

and a ruby script which I manually edit to get the material ID:
Code: [Select]
puts df.decode_mat(422,43)If I use 422,43 I get PLANT_MAT:POD_SWEET:EXTRACT
If I use (43,558) or some of the other (type,index) values from my first list, I get things like CREATURE_MAT:BOBCAT:BLOOD

I don't know ruby (yet), so I don't get how to find and delete all of the BLOOD items.

expwnent

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Re: DFHack 0.34.11 r3
« Reply #3713 on: May 12, 2013, 01:17:04 pm »

https://github.com/expwnent/dfhack/blob/f92e859f499105abfbb40d008189bc36e88323f5/Readme.rst#mod-interaction

I have (finally) written the documentation for the NEXT version of autoSyndrome/syndromeTrigger. The rules are slightly different from the way they are now, but they make more sense this way and should only require minimal changes. The main changes: boiling temperature is now ignored, you need to have a \AUTO_SYNDROME tag, and instead of \WORKER_ONLY, there's \ALLOW_NONWORKER_TARGETS, which does the opposite of what \WORKER_ONLY did (it makes more sense for worker only to be the default).

The short version: autoSyndrome allows you to instantly attach syndromes to units with custom building reactions. syndromeTrigger lets you trigger commands or do true transformations whenever a unit becomes afflicted with a syndrome, regardless of the cause of the syndrome. It should work whether it's from "natural causes", an interaction, autoSyndrome, and hopefully even for itemsyndrome.

edit: also, both autoSyndrome and syndromeTrigger are disabled by default to help FPS for those who don't need it. It is recommended that if you want to use them you add the following to your dfhack.init file:

Code: [Select]
autoSyndrome enable
syndromeTrigger enable
« Last Edit: May 12, 2013, 01:22:30 pm by expwnent »
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scriver

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Re: DFHack 0.34.11 r3
« Reply #3714 on: May 12, 2013, 02:26:45 pm »

So, since I can't find any clear answer anywhere. Is there currently any way to change the number of embarking dwarf with this?
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Love, scriver~

drayath

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Re: DFHack 0.34.11 r3
« Reply #3715 on: May 12, 2013, 03:03:30 pm »

https://github.com/expwnent/dfhack/blob/f92e859f499105abfbb40d008189bc36e88323f5/Readme.rst#mod-interaction

I have (finally) written the documentation for the NEXT version of autoSyndrome/syndromeTrigger. The rules are slightly different from the way they are now, but they make more sense this way and should only require minimal changes. The main changes: boiling temperature is now ignored, you need to have a \AUTO_SYNDROME tag, and instead of \WORKER_ONLY, there's \ALLOW_NONWORKER_TARGETS, which does the opposite of what \WORKER_ONLY did (it makes more sense for worker only to be the default).

Could i make a request for a tag to:
A) Tell it to not apply the syndrome if it is already present.
B) Tell it to reset the duration on the syndrome if it already exists, rrather than applying a second copy, or using the above option to block it entirly

I am just testing something with the existing code
Spoiler (click to show/hide)
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Drayath's Gem Splitting Workshop - Split large gems and gem trinkets into numbers of small gems.
Drayath's Seed Brewery - Convert bags of spare seeds into useful booze.

expwnent

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Re: DFHack 0.34.11 r3
« Reply #3716 on: May 12, 2013, 03:54:13 pm »

Sounds simple enough. I can add that.
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Urist Da Vinci

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Re: DFHack 0.34.11 r3
« Reply #3717 on: May 12, 2013, 08:46:49 pm »

SUCCESS! I managed to make the dwarf caravan come without bringing any blood barrels - actually it only brought alcohol and dwarven syrup since I resized the vector of the extract trade data to 1 and the syrup was the first entry. The data change persists across saving, quitting, and loading the game.

The concept works, but I need a way to only remove the entries that are for BLOOD, ICHOR, and GOO. Maybe there is a way to remove entries and make the list shorter? I know if you set the values in the list to -1, you will get "liquid" barrels.

If this was implemented as a DFHack tweak, it would be irreversible once done, not something you could toggle on and off.

ag

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Re: DFHack 0.34.11 r3
« Reply #3718 on: May 13, 2013, 02:51:52 am »

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gchristopher

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Re: DFHack 0.34.11 r2
« Reply #3719 on: May 13, 2013, 02:55:14 am »

Question about makeown:

I used it on a dwarven caravan guard, but he's not listed as a citizen or member of anything (no blue text in his description). I can force him into a squad using DT and he'll follow station orders, but he won't go and train or put on a uniform, or in fact any clothes at all. He was wearing them at one point, but then dropped everything when I forced him into a squad. Removing him from the squad via DT doesn't make him wear anything either.

Is there any way of making him a full member of the fortress, or does makeown only work for making civilians?
I noticed that after tweak makeown, a caravan guard doesn't appear in Dwarf Therapist or in the military squads screen. The guards I was looking at didn't have historical figure entries, but it seems that if I create a minimal entry that associates the guard with the fortress, then they show up in Therapist and the squads screen.

Maybe this will fill in the gaps in behavior for converting caravan guards?

Here's the code to create the historical figure record. I looked at founders and babies for examples. It looks like the majority of the data is optional.
Code: [Select]
function create_hist_fig(unit)
  if unit.flags1.important_historical_figure == true then
    print("Already a historical figure.")
    return
  end
 
  new_fig_id = df.global.hist_figure_next_id

  new_hist_fig = df.historical_figure:new()
  new_hist_fig.profession = unit.profession
  new_hist_fig.race = unit.race
  new_hist_fig.caste = unit.caste
  new_hist_fig.sex = unit.sex
  new_hist_fig.appeared_year = unit.relations.birth_year
  new_hist_fig.born_year = unit.relations.birth_year
  new_hist_fig.born_seconds = unit.relations.birth_time
  new_hist_fig.curse_year = unit.relations.curse_year
  new_hist_fig.curse_seconds = unit.relations.curse_time
  new_hist_fig.anon_1 = unit.relations.anon_2
  new_hist_fig.anon_2 = unit.relations.anon_3
  new_hist_fig.old_year = unit.relations.old_year
  new_hist_fig.old_seconds = unit.relations.old_time
  new_hist_fig.died_year = -1
  new_hist_fig.died_seconds = 1
  new_hist_fig.name:assign(unit.name)
  new_hist_fig.civ_id = unit.civ_id
  new_hist_fig.population_id  = unit.population_id
  new_hist_fig.breed_id = -1
  new_hist_fig.unit_id = unit.id
  new_hist_fig.id = new_fig_id
 
  civ_link = df.histfig_entity_link_memberst:new()
  civ_link.entity_id = df.global.ui.civ_id
  civ_link.link_strength =  100
 
  fort_link = df.histfig_entity_link_memberst:new()
  fort_link.entity_id = df.global.ui.group_id
  fort_link.link_strength =  100
 
  new_hist_fig.entity_links:insert('#', civ_link)
  new_hist_fig.entity_links:insert('#', fort_link)
 
  df.global.world.history.figures:insert('#', new_hist_fig)
  df.global.hist_figure_next_id = df.global.hist_figure_next_id + 1
 
  unit.flags1.important_historical_figure = true
  unit.flags2.important_historical_figure = true
  unit.hist_figure_id = new_fig_id
  unit.hist_figure_id2 = new_fig_id
end

unit = dfhack.gui.getSelectedUnit()
create_hist_fig(unit)

I'm currently testing this for bugs and side-effects. Creating new data is probably pretty dangerous.
« Last Edit: May 13, 2013, 03:43:00 am by gchristopher »
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