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Author Topic: DFHack 0.34.11 r3  (Read 1003185 times)

Meph

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Re: DFHack 0.34.11 r3
« Reply #5190 on: January 26, 2014, 06:26:14 pm »

Maybe use a creature instead of a workshop? I would assume that making it a creature that is teleported and uses interactions for mining would be easier than a workshop.
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Roses

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Re: DFHack 0.34.11 r3
« Reply #5191 on: January 26, 2014, 06:43:38 pm »

I've never tried to construct a building with DFHack, but supposidly this can be used to create buildings.
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IndigoFenix

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Re: DFHack 0.34.11 r3
« Reply #5192 on: January 26, 2014, 07:19:40 pm »

I've never tried to construct a building with DFHack, but supposidly this can be used to create buildings.

Well, it's a start...but it can't actually construct the buildings by itself, only designate them to be constructed.  It also doesn't seem to construct my custom drill section "workshop", even when I put in the correct type.  I can turn an existing building into one, though.

Boltgun

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Re: DFHack 0.34.11 r3
« Reply #5193 on: January 27, 2014, 02:17:51 am »

Has the syntax for truetransform changed? Interactions that used to properly set the creature's race/caste in r3 does not seem to trigger in r4 at all. This seems to happen in Meph's walrock mod too.

First I have reaction triggering autosyndrome. It temp transform the worker into an immobile creature and give it an interaction.

The interaction has several syndromes acting as cases depending of the target. They change into 'summoned souls' as they should but afterward it revert to their original form.

I tried removing autosyndrome tags from the reaction's boiling rock, to be sure that there is not issues but the result is the same (well, with more randomness due to no autosyndrome).

Trying with \COMMAND,

Any clue ?

Here's the interaction :
Spoiler (click to show/hide)
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Meph

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Re: DFHack 0.34.11 r3
« Reply #5194 on: January 27, 2014, 03:30:20 am »

TrueTransform is exactly the same and still works without a problem. I just got a report that said that these newly converted civ members are treated like enemies, even if they are a new creature. I havent tested it myself yet.

Here is an example of a working truetransform interaction. But I am sure that your syntax is correct, its literally the same.

Code: [Select]
[INTERACTION:TRANSFORM_OVERLORD] 
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:WARLOCK_CIV:WARLOCK_M]
[IT_AFFECTED_CREATURE:WARLOCK_CIV:WARLOCK_V_M]
[IT_MANUAL_INPUT:self]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BLOCK_OVERLORD]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_AFFECTED_CREATURE:WARLOCK_CIV:WARLOCK_M]
[SYN_AFFECTED_CREATURE:WARLOCK_CIV:WARLOCK_V_M]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:10]
[CE:CREATURE:WARLOCK_MIST:MALE]
[SYN_CLASS:\PERMANENT][SYN_CLASS:WARLOCK_CIV][SYN_CLASS:WARLOCK_OVERLORD]   
« Last Edit: January 27, 2014, 03:32:14 am by Meph »
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Boltgun

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Re: DFHack 0.34.11 r3
« Reply #5195 on: January 27, 2014, 04:31:31 am »

For converted prisoners being beaten up it seems that using makeown from master fixes that. At least on my tests it worked :
https://github.com/DFHack/dfhack/blob/master/library/lua/makeown.lua
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Quietust

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Re: DFHack 0.34.11 r3
« Reply #5196 on: January 27, 2014, 09:17:46 am »

Is there a compiled version of cleanconst anywhere?
Sure, right here.
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Boltgun

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Re: DFHack 0.34.11 r3
« Reply #5197 on: January 27, 2014, 01:09:26 pm »

For converted prisoners being beaten up it seems that using makeown from master fixes that. At least on my tests it worked :
https://github.com/DFHack/dfhack/blob/master/library/lua/makeown.lua

Herp derp, I needed to add 'syndromeTrigger enable' to dfhack.init. Now trueTransform is working.
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Roses

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Re: DFHack 0.34.11 r3
« Reply #5198 on: January 27, 2014, 05:56:18 pm »

Is it possible to trigger an event every time a particular map square is crossed by a creature (without checking the occupancy of the square every tick)? Something like an eventful plugin?
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Sutremaine

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Re: DFHack 0.34.11 r3
« Reply #5199 on: January 27, 2014, 06:25:43 pm »

Is there a compiled version of cleanconst anywhere?
Sure, right here.
It works, though I needed to get the game save into a copy of 34.11 running alongside DFHack r2. Bit of fiddling about for one command, though the result was worth it. I didn't realise a mere ~3200 constructed blocks were eating 10-20fps.
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Urist Da Vinci

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Re: DFHack 0.34.11 r3
« Reply #5200 on: January 28, 2014, 02:20:05 am »

In caste_body_info there is a vector attacks which is padding. I was interested in using this creature body part attack data for a script, so I looked at the memory to determine the structure:

The structure, which could probably be called caste_attack, has a size of 0x148 (328) bytes. There is one structure in the vector for each body part attack option that you can choose from when aiming an attack (i.e. punch left, punch right, kick left, kick right, scratch left, scratch right, bite for most humanoids).

-Offset 0x0, size 0x1c is a string for the word X in "[ATTACK:X:BODYPART:BY_TYPE:Y]"
-Offset 0x1c, size 0x1c is a string for the 3rd person verb i.e. "punches"
-Offset 0x38, size 0x1c is a string for the 2nd person verb i.e. "punch"
-Offset 0x54, size 0x4 is flags. In ascending order (1,2,4,8) known flags are "with", "latch", "main", "edge". Secondary attacks don't get a flag, but just the absence of the "main" flag.
-Unknown stuff follows, which may be related to poison injection attacks (needs more research)
-Offset 0xe8, size 0x4 is the contact% of the body part attack, defaulting to 0x64 (100)
-Offset 0xec, size 0x4 is the penetration% of the body part attack, defaulting to 0x64 (100)
-Offset 0xf0, size 0x10 appears to be a [EDIT] vector of body part id numbers.
-[EDIT2] Offset 0x100, size 0x10 appears to be another vector of unknowns.
-Offset 0x110, size 0x4 is the skill number of the skill used for the attack (typically 0x66, 0x67, or 0x68)
-Offset 0x114, size 0x4 is the speed of the attack, defaulting to 0x3e8 (1000)
-Unknown stuff follows to the end of the structure.

[EDIT3]
It seems highly likely based on further probing and looking at how code uses the data, that the remaining unknown space is used for several size 0x10 vectors. The offsets are: 0x58, 0x68, 0x78, 0x88, 0x98, 0xa8, 0xb8, 0xc8, 0xd8, and also 0x118, 0x128, 0x138.
« Last Edit: January 28, 2014, 03:18:18 am by Urist Da Vinci »
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Quietust

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Re: DFHack 0.34.11 r3
« Reply #5201 on: January 28, 2014, 01:42:24 pm »

A few corrections:

-Offset 0x54, size 0x4 is flags. In ascending order (1,2,4,8) known flags are "with", "latch", "main", "edge". Secondary attacks don't get a flag, but just the absence of the "main" flag.
Actual size is only 0x2.

-Offset 0xf0, size 0x10 appears to be a [EDIT] vector of body part id numbers.
-[EDIT2] Offset 0x100, size 0x10 appears to be another vector of unknowns.
It is important to know that both of these are int16 vectors; the first one is indeed body part IDs, while the second is tissue layer IDs.

-Offset 0x110, size 0x4 is the skill number of the skill used for the attack (typically 0x66, 0x67, or 0x68)
Again, actual size is only 0x2.

I also went through the raw parsing code and figured out what all of the other fields are:
Code: [Select]
    <struct-type type-name='caste_attack'>
        <stl-string name='name'/>
        <stl-string name='verb_3rd'/>
        <stl-string name='verb_2nd'/>
        <bitfield name='flags' base-type='uint16_t'>
            <flag-bit name='with'/>
            <flag-bit name='latch'/>
            <flag-bit name='main'/>
            <flag-bit name='edge'/>
        </bitfield>
        <stl-vector type-name='int32_t' name='specialattack_type' comment='0 = inject extract, 1 = suck blood, 2 = perform interaction'/>
        <stl-vector type-name='int16_t' name='specialattack_mat_type' comment='extract injected'/>
        <stl-vector type-name='int32_t' name='specialattack_mat_index'/>
        <stl-vector type-name='matter_state' name='specialattack_mat_state'/>
        <static-array count='4' name='specialattack_temp_mat' comment='parsed during second pass'><stl-vector pointer-type='stl-string'/></static-array>
        <stl-vector type-name='int32_t' name='specialattack_min' comment='amount of extract injected or blood sucked'/>
        <stl-vector type-name='int32_t' name='specialattack_max'/>
        <int32_t name='contact_perc'/>
        <int32_t name='penetration_perc'/>
        <stl-vector type-name='int16_t' name='body_part_idx'/>
        <stl-vector type-name='int16_t' name='tissue_layer_idx'/>
        <enum base-type="int16_t" type-name="job_skill" name="skill"/>
        <stl-vector pointer-type='stl-string' name='specialattack_interaction_tmp_name' comment='parsed during second pass'/>
        <stl-vector type-name='int32_t' name='specialattack_interaction_id'/>
    </struct-type>

Should be in df-structures shortly.
« Last Edit: January 28, 2014, 08:29:48 pm by Quietust »
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Starweaver396

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Re: DFHack 0.34.11 r3
« Reply #5202 on: January 28, 2014, 10:49:22 pm »

Nevermind. Sorry.
« Last Edit: January 28, 2014, 11:20:46 pm by Starweaver396 »
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Bo-Rufus CMVII

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Re: DFHack 0.34.11 r3
« Reply #5203 on: February 01, 2014, 05:38:38 am »

For using workflow to manage boots and gloves, do you specify how many items, or how many pairs?

Does 'count' vs. 'amount' make a difference here?
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DrKillPatient

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Re: DFHack 0.34.11 r3
« Reply #5204 on: February 02, 2014, 01:40:10 am »

Hello! I've got DFHack running mostly properly on OSX Mavericks, but Stonesense has some issues. Upon open it via DFHack in the terminal, DF and SS run together for just a moment I can see my map load and then both crash. Strangely, it only occurs when I set a different PRINT_MODE in my init.txt. Unfortunately, as I have a Retina display, I can't use PRINT_MODE:2D (I use STANDARD). What can I do here?

There are still serious issues with Stonesense on OS X that I haven't yet had time to iron out in Mountain Lion, let alone Mavericks.

For the time being, if you can get Stonesense to work at all on OS X, you're in the lucky minority.

I hope to have more time to look into its issues in a few weeks. Unfortunately, right now, I'm swamped.

I now have access to a Windows computer... I'm going to try Stonesense on it with an unusual PRINT_MODE and see if it still crashes. Perhaps it's not Mac-specific?
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