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Author Topic: DFHack 0.34.11 r3  (Read 830745 times)

catvanbrian

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DFHack 0.34.11 r3
« Reply #4005 on: June 11, 2013, 07:32:16 pm »

how do I create a specific poison using dfhack createitem command
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4006 on: June 11, 2013, 07:37:00 pm »

Use the code you've called 'init.lua' as a file called "fixgrowthbug.lua" in hack/scripts, with a dfhack.init entry "fixgrowthbug enable" (is that unecessary now?)

Save the code called "init.lua" into a file called "init.lua" in the raw folder and all of the individual save folders' raw folder.

PeridexisErrant

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Re: DFHack 0.34.11 r3
« Reply #4007 on: June 11, 2013, 07:41:04 pm »

Well, that seems anticlimatic!  Thanks, done, will upload new LNP release now. 
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I maintain the DF Starter Pack - 900,000 downloads and counting.  Donations here.

CaptainArchmage

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Re: DFHack 0.34.11 r3
« Reply #4008 on: June 11, 2013, 08:38:57 pm »

I loaded up the save with the init.lua file in the raws. I don't get any readout on load in the DFHack terminal. Is this OK?
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4009 on: June 11, 2013, 08:40:02 pm »

Is it in raw, NOT raw/objects?

CaptainArchmage

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Re: DFHack 0.34.11 r3
« Reply #4010 on: June 11, 2013, 08:44:26 pm »

Is it in raw, NOT raw/objects?

It is in raw. It is one of the four files or folders in the folder of the save, and the only one that is a file and not a folder. I was thinking DFhack would say some file was loaded or function was executed.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4011 on: June 11, 2013, 09:12:52 pm »

Ah, then it's working. Hehe. I keep forgetting to include notifications...

CaptainArchmage

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Re: DFHack 0.34.11 r3
« Reply #4012 on: June 11, 2013, 09:24:31 pm »

Ah, then it's working. Hehe. I keep forgetting to include notifications...

How do you do notifications?
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Kurik Amudnil

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Re: DFHack 0.34.11 r3
« Reply #4013 on: June 12, 2013, 01:29:23 am »

...
Add a special case.

if (unit.relations.birth_time < 0) then result = -1
else result = (unit.relations.birth_time % 10)

or

result = (unit.relations.birth_time < 0) ? -1 : (unit.relations.birth_time % 10)

I have an update for my ruby version using a change to the if statement as suggested by 0x517A5D to make the code easier to understand by removing the ambiguity over the debatable interpretations over how modulus should function with negative numbers.

I gave it a usage help string and configurable repeat time (default of once a month).  It notifies when it makes a fix.  I wrote the help string with the intention of saving the file in hack/scripts/fix/growthbug.rb


If we have a better name for it, I am open to that.  I thought it would be best to put the script in the fix directory.  I would consider using the suggested name fixgrowthbug except I don't want to conflict with the lua version.

Urist McFumbler

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Re: DFHack 0.34.11 r3
« Reply #4014 on: June 12, 2013, 01:39:18 am »

Greetings.

I am trying to figure out how to automate the "superdwarf add" command instead of using press a bound key 144 times.

Would really appreciate if anyone of the scripting gurus could give me a sample on how to go about it.

Secondly, I am trying to figure out how to construct a steam engine. What do I need to do? Insert a new workshop with the token or just modify any existing workshop?

Thanks.

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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4015 on: June 12, 2013, 01:40:35 am »

fastdwarf

steam workshop: just copy the given one is what I would do

Urist McFumbler

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Re: DFHack 0.34.11 r3
« Reply #4016 on: June 12, 2013, 01:45:41 am »

fastdwarf

steam workshop: just copy the given one is what I would do

Dear Putnam,

I am already using fastdwarf but I want to shorten the "on break" times which only the superdwarf command can adjust.

:facepalm: Next time I will look through every dang folder before asking a stupid question.

Thanks with a redface.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4017 on: June 12, 2013, 01:47:35 am »

oh then siren

Urist McFumbler

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Re: DFHack 0.34.11 r3
« Reply #4018 on: June 12, 2013, 01:51:53 am »

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Goran

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Re: DFHack 0.34.11 r3
« Reply #4019 on: June 12, 2013, 03:11:34 am »

Would it be possible to do a script which would turn constructions into rock? Games with a lot of constructed buildings get sluggish, and I expect they would work better if they had a few thousand stone blocks that were used to build the dwarven city be turned into natural rock formation and the items deleted. Just a thought, I have no idea how this would work out or if it would affect pathing, temperature, indoor, outdoor and stuff. But it would be a neat way to clean up the fort.
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