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Author Topic: DFHack 0.34.11 r3  (Read 1036326 times)

PeridexisErrant

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Re: DFHack 0.34.11 r3
« Reply #4755 on: October 19, 2013, 01:02:09 am »

Unfortunately...



I got essentially the same error whatever I did... after three attempts to get rid of the typos in
         repeat enable 1 days multicmd cleanowned scattered x ; clean all ; autodump destroy
It could have been beautiful, even a keybinding! [/s]
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #4756 on: October 19, 2013, 01:16:46 am »

... change "local t" to "local t = {}" >_>

PeridexisErrant

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Re: DFHack 0.34.11 r3
« Reply #4757 on: October 19, 2013, 04:46:23 am »

Getting a similar problem with the same input.  "bad argument #3 to 'timeout' (function expected, got nil)".  If I'm reading it right, it's something to do with "repeatscript()"?

Spoiler: Current code (click to show/hide)

Also:  how do you have a different profile pic every time I refresh?  It's been teasing me ever since I noticed...
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ag

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Re: DFHack 0.34.11 r3
« Reply #4758 on: October 19, 2013, 09:19:59 am »

Getting a similar problem with the same input.  "bad argument #3 to 'timeout' (function expected, got nil)".  If I'm reading it right, it's something to do with "repeatscript()"?

Change "args = {...}" to "local args = {...}", "function repeatScript()" to "local function repeatScript()", "repeatscript" to "repeatScript", and "timeout[args[2]]" to "repeatingScripts[args[2]]".
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Meph

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Re: DFHack 0.34.11 r3
« Reply #4759 on: October 19, 2013, 10:32:16 am »

well I haven't dabble in eventful or item syndromes but I think it's possible to make a creature that infects someone and latch on it's infected host. So you could add more fun in special ways.

In the next version, syndromeTrigger will allow at least part of this. It triggers dfhack commands whenever someone becomes infected with a syndrome for any reason. Hook that up just right and you can probably do some cool stuff.

Quote
probably do some cool stuff

This is the biggest understatement I have ever seen.

Any Fun ideas?
Yes, Sir ;)
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PeridexisErrant

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Re: DFHack 0.34.11 r3
« Reply #4760 on: October 19, 2013, 05:28:06 pm »

Now works perfectly, at least for 'force'.  I got a siege with 340 invaders, which dropped fps 80%...
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mc876898

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Re: DFHack 0.34.11 r3
« Reply #4761 on: October 20, 2013, 01:25:18 am »

Is there a way to sort your inventory items in adventure mode?

The sort-items function isn't working.
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Mohreb el Yasim

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Re: DFHack 0.34.11 r3
« Reply #4762 on: October 22, 2013, 05:19:41 pm »

Could it be editable how random creatures are generated during worldgen? (or to modifie them after worldgen?)
(if there are easiely accesible data on those parts for DFHack)
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Mohreb el Yasim


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Box

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Re: DFHack 0.34.11 r3
« Reply #4763 on: October 22, 2013, 05:26:03 pm »

Is it possible to paint with tiletypes above ground level?  I can convert the ground level outdoors to anything I want, but when I go up a z-level stuff like the walls below have no floor above them and I can't paint any floors or walls, even with the filter set to any or air.

Is there some way at all to fix this?  I'm trying to fix up the area above ground for a megaproject and I'd rather not set dwarf speed to 0 just so they can make a bunch of non-rough walls by digging up a world layer underground since I can't find a proper location to embark at normally.
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Telgin

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Re: DFHack 0.34.11 r3
« Reply #4764 on: October 23, 2013, 01:25:15 am »

I believe map sections above ground aren't actually allocated entirely until a construction is built nearby.  I ran into odd behavior trying to move units up in the air, and that was the explanation given to me.  I believe the map is chunked into 16x16 tile sections for this purpose?

I'm doubtful that there's an easier way to fix that than to build nearby.
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Mr S

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Re: DFHack 0.34.11 r3
« Reply #4765 on: October 23, 2013, 09:58:00 am »

I've been able to successfully paint a set of walls, then a floor on top of them with tyletypes above ground.  It worked fine at least in the first 2 z levels above ground level.  However, if your embark wagon z level is already the highest solid z level in the map, that may make for issues.  I cannot confirm.  I typically embark on at least moderately hilly areas for FUN.
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Mala

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Re: DFHack 0.34.11 r3
« Reply #4766 on: October 23, 2013, 11:04:03 am »

Sky areas are not allocated until you build in them normally. Have your dorves construct a staircase in the general area you want to do stuff, then you can use tile types there.
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Aerval

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Re: DFHack 0.34.11 r3
« Reply #4767 on: October 23, 2013, 04:28:28 pm »

Is it possible to paint with tiletypes above ground level?  I can convert the ground level outdoors to anything I want, but when I go up a z-level stuff like the walls below have no floor above them and I can't paint any floors or walls, even with the filter set to any or air.

Is there some way at all to fix this?  I'm trying to fix up the area above ground for a megaproject and I'd rather not set dwarf speed to 0 just so they can make a bunch of non-rough walls by digging up a world layer underground since I can't find a proper location to embark at normally.

The infiniteSky plug-in should do what you want (or at least did when I used it back when it came out)
« Last Edit: October 23, 2013, 04:31:23 pm by Aerval »
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expwnent

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Re: DFHack 0.34.11 r3
« Reply #4768 on: October 23, 2013, 04:34:52 pm »

That actually does something slightly different. It doesn't actually allocate sky blocks. It creates a place for unallocated sky blocks to go for higher z levels than exist before it was run.
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WillowLuman

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Re: DFHack 0.34.11 r3
« Reply #4769 on: October 23, 2013, 05:24:25 pm »

Speaking of which, I'd love a script to actually allocate more sky blocks. I hate it when my flying adventurers get mauled by crocodiles because there's no Z-level to flee up to. Only towns and mountains reliably offer vertical refuge...
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