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Author Topic: DFHack 0.34.11 r3  (Read 1398282 times)

Putnam

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Re: DFHack 0.34.11 r3
« Reply #5160 on: January 25, 2014, 01:10:04 pm »

It's called fixglovehandedness.rb or something along those lines, it's a ruby script. Don't know exactly where to find it.

Also, yeah, gloves made with reactions cannot have chirality.

peterix

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Re: DFHack 0.34.11 r3
« Reply #5161 on: January 25, 2014, 02:47:19 pm »

Hello. I think it's time for a status update!

I'm not dead... yet :D

The past year, I've been busy with finishing university, getting a job, MultiMC5, having a job and MultiMC5 some more. DFHack and any other related activities just went out of the window.

Anyway, today I've started making some changes.
  • DFHack and related projects are now under a github organization, with me, angavrilov and Quietust: https://github.com/DFHack - this should allow more people than just me to make releases.
  • Releases will be moved from my site back to github. I've already begun doing that.
  • Release 4 for 0.34.11 will be entirely skipped. I'm pretty sure I've done no builds of it, so they are all 'unofficial'. It's chaotic. I will salvage whatever changelog information I can from it and move on.
  • I will begin merging in changes and work towards Release 5. This might take a week or two, because I still have a job and a MultiMC5 to worry about ;)
  • I'm getting a Mac! So we might even have proper OSX support. If not in r5, then surely in r6.

I'll try to answer any PMs sent up to this point now.

Unless you think there's something in the many thread pages I'm skipping right now that I should *really* know about, I'll skip them. There's just too many to read :)

Putnam

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Re: DFHack 0.34.11 r3
« Reply #5162 on: January 25, 2014, 02:55:31 pm »

That explains all the e-mails I just got about it :P

IndigoFenix

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Re: DFHack 0.34.11 r3
« Reply #5163 on: January 25, 2014, 05:24:01 pm »

Hey, anyone know how to spawn a workshop at a given location with a .lua script?  It seems like it should be simple enough (df.building_workshopst:new() seems to make one in the game's memory, then just fill in all the blank variables) but it doesn't appear.

Grombardrim

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Re: DFHack 0.34.11 r3
« Reply #5164 on: January 25, 2014, 06:11:16 pm »

Putnam, I think I've found it:

Spoiler (click to show/hide)

Does that seem like it'll work?  If yes, how do I run it (like I said, I'm a complete newb at DFHack...)
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5165 on: January 25, 2014, 06:12:40 pm »

Put the file (as an .rb) into your scripts folder and run it.

Grombardrim

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Re: DFHack 0.34.11 r3
« Reply #5166 on: January 25, 2014, 06:21:43 pm »

Um.  It's not a file, it's a wall of text...  What parts do I need to excise in order to make it run smoothly?  And, to run it, I assume I just type the name of the file into DFHack and hit enter, correct?
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5167 on: January 25, 2014, 06:35:26 pm »

The parts between "code" and "end code":

Code: [Select]
gloves=df.world.items.other[:GLOVES]   # the collection of GLOVES
hand=0 # which hand  0=right, 1=left
count=0
gloves.each do |glove|
# if glove is unhanded (right and left = false, fix it)
unless glove.handedness[0] or glove.handedness[1]
glove.handedness[hand] = true   # enable hand
hand ^= 1   # switch hand for next glove
# XOR assignment: 0 ^ 1 = 1 ; 1 ^ 1 = 0
count += 1
end
end

You put that into a file by the name of "fixhandedness.rb".

Grombardrim

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Re: DFHack 0.34.11 r3
« Reply #5168 on: January 25, 2014, 06:37:29 pm »

Alright, that's what I thought too, but DFHack's is different enough from C++ that I wanted an outside opinion before messing everything up :P  Thanks!
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5169 on: January 25, 2014, 06:50:33 pm »

That's ruby code, thus the .rb

Grombardrim

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Re: DFHack 0.34.11 r3
« Reply #5170 on: January 25, 2014, 06:57:21 pm »

Okay, if it's ruby code that'd explain the differences (I was pretty damned sure it wasn't vanilla C++, but I really have no experience with other languages)

Also, this should be my last question for a while: I'm trying to heal a nerve injury caused by my earlier lack of gloves, and have found this code:

Spoiler (click to show/hide)

It seems fine, but when I try to run it, I get:

Spoiler (click to show/hide)

I've tried removing the hash symbol, changing the hash symbol to a colon, changing the bracket to a colon, and placing a colon in front of the bracket, nothing worked.  What exactly do I need to do here?
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5171 on: January 25, 2014, 07:04:30 pm »

Because that's Lua code, not ruby. You want .lua, not .rb.

Grombardrim

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Re: DFHack 0.34.11 r3
« Reply #5172 on: January 25, 2014, 07:07:46 pm »

*facepalm*  Thanks.  Would've been nice if he could've put that somewhere.  And to think, it took me a long time to learn ONE programming language, let alone however many DFHack uses XP
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #5173 on: January 25, 2014, 07:13:25 pm »

Just the 3.

C++ is always compiled and you won't find it in a script form; it looks, of course.

It's usually easy to tell which is which. Ruby has #comments and often has $ everywhere, lua has --comments and for k,v in ipairs(tbl) everywhere and C++ is usually in a .dll but if it isn't it declares types everywhere and has //comments or /*comments*/

Also you probably want to use this healing script.

Grombardrim

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Re: DFHack 0.34.11 r3
« Reply #5174 on: January 25, 2014, 07:20:42 pm »

Hmm.  What's the difference between the two? 

Also, both of them seem to want me to select a unit, which you can only do in Fortress mode... Nevermind, 'c' lets you select units in Adventure mode too.  A tutorial for Dwarf Fortress would really make it boring, wouldn't it? :P
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