Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 247 248 [249] 250 251 ... 373

Author Topic: DFHack 0.34.11 r3  (Read 1008710 times)

drayath

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3720 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 )
Logged
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

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3721 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

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3722 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 »
Logged

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3723 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?
Logged
Love, scriver~

drayath

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3724 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)
Logged
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

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3725 on: May 12, 2013, 03:54:13 pm »

Sounds simple enough. I can add that.
Logged

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3726 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

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3727 on: May 13, 2013, 02:51:52 am »

Logged

gchristopher

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #3728 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 »
Logged

ag

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #3729 on: May 13, 2013, 03:09:17 am »

I'm currently testing this for bugs and side-effects. Creating new data is probably pretty dangerous.

For one, there is a df.global.hist_figure_next_id variable, and you must use that value and properly increment it afterwards. Also, to copy names, you can just do foo.name:assign(bar.name).
Logged

gchristopher

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r2
« Reply #3730 on: May 13, 2013, 03:22:34 am »

I'm currently testing this for bugs and side-effects. Creating new data is probably pretty dangerous.

For one, there is a df.global.hist_figure_next_id variable, and you must use that value and properly increment it afterwards. Also, to copy names, you can just do foo.name:assign(bar.name).
Thanks! Making both changes to the original post.

Looks like they also needed to be added to the fortress entity and civilization entity histfig_ids and his_figures lists. Once that is done:

More preliminary testing: they seem to respect labor orders and squads, will put on uniforms and train, and will attack when ordered.

Still failing: they are listed in the nobles screen, but assignments to noble positions don't work yet.
« Last Edit: May 14, 2013, 02:09:24 am by gchristopher »
Logged

0x517A5D

  • Bay Watcher
  • Hex Editor‬‬
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3731 on: May 13, 2013, 12:23:49 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?

I don't think so.  There is a script (at hack/lua/plugins/dfusion/embark.lua) that looks like it has the capability, but it is not exposed to the user.

If you're comfortable hacking Lua code, you could probably pull the necessary code out of the CustomEmbark:SetEmbarkParty routine in that file.
Logged

Warmist

  • Bay Watcher
  • Master of unfinished jobs
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3732 on: May 13, 2013, 02:22:24 pm »

or use this: https://github.com/jjyg/dfhack/blob/master/scripts/startdwarf.rb
(paste it into startdwarf.rb in scripts dir)

TigerHunter

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3733 on: May 13, 2013, 05:25:55 pm »

Hi all. DF freezes my computer every so often (even when I limit the FPS to basically nothing), so I've taken to saving frequently. However, lately it's taken to freezing while I'm in the process of saving, corrupting the save and causing me to lose the game altogether.

To cope with this, I would like to edit DFHack's autosave script to automatically create a backup after the save is complete. Here's the code:
Code: [Select]
-- Makes the game immediately save the state.

if not dfhack.isMapLoaded() then
    qerror("World and map aren't loaded.")
end

local ui_main = df.global.ui.main
local flags4 = df.global.d_init.flags4

local function restore_autobackup()
    if ui_main.autosave_request and dfhack.isMapLoaded() then
        dfhack.timeout(10, 'frames', restore_autobackup)
    else
        flags4.AUTOBACKUP = true
    end
end

-- Request auto-save
ui_main.autosave_request = true

-- And since it will overwrite the backup, disable it temporarily
if flags4.AUTOBACKUP then
    flags4.AUTOBACKUP = false
    restore_autobackup()
end

print 'The game should save the state now.'

I know how to write the backup script in python, so the simplest way to accomplish this would be add in a line of code telling it to run the python interpreter on the .py file after turning autobackup back on. Is this possible? If not, would someone mind explaining the basic steps I would need to go through to make the lua script copy the save folder to a new directory?
Logged

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: DFHack 0.34.11 r3
« Reply #3734 on: May 13, 2013, 10:41:37 pm »

I suggest you read this document: https://github.com/peterix/dfhack/blob/master/Lua%20API.rst#material-info-lookup

Thanks!

Final product:
Code: (blooddel.lua) [Select]
local my_entity=df.historical_entity.find(df.global.ui.civ_id)
local sText=" "
local k=0
local v=1

for x,y in pairs(df.global.world.entities.all) do
my_entity=y
k=0
while k < #my_entity.resources.misc_mat.extracts.mat_index do
v=my_entity.resources.misc_mat.extracts.mat_type[k]
sText=dfhack.matinfo.decode(v,my_entity.resources.misc_mat.extracts.mat_index[k])
if (sText==nil) then
--LIQUID barrels
my_entity.resources.misc_mat.extracts.mat_type:erase(k)
my_entity.resources.misc_mat.extracts.mat_index:erase(k)
k=k-1
else
if(sText.material.id=="BLOOD") then
my_entity.resources.misc_mat.extracts.mat_type:erase(k)
my_entity.resources.misc_mat.extracts.mat_index:erase(k)
k=k-1
end
if(sText.material.id=="ICHOR") then
my_entity.resources.misc_mat.extracts.mat_type:erase(k)
my_entity.resources.misc_mat.extracts.mat_index:erase(k)
k=k-1
end
if(sText.material.id=="GOO") then
my_entity.resources.misc_mat.extracts.mat_type:erase(k)
my_entity.resources.misc_mat.extracts.mat_index:erase(k)
k=k-1
end
--VENOM
--POISON
--FLUID
--MILK
--EXTRACT

end
k=k+1
end
end

EDIT: for people who haven't been following my recent posts in this thread, the above script prevents all civilizations in the world from bringing blood, ichor, and "liquid" barrels in caravans. If used before embark (at the screen where you choose your site location), it prevents you from being able to embark with barrels of blood, considerably shortening the extracts list. It also shortens the list that you use to request extracts from the liaison.
« Last Edit: May 13, 2013, 10:47:18 pm by Urist Da Vinci »
Logged
Pages: 1 ... 247 248 [249] 250 251 ... 373