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Messages - Goncyn

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16
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 18, 2012, 05:52:55 am »
peterix, I saw your post over in the Dwarf Therapist thread about the API. I'm definitely interested in experimenting with that, just to try out some ideas I have about designing a better Therapist-like UI. (I can't promise I will ever finish such a project, only that I want to try it. ;D) The API will make it much, much easier for me to do that.

I don't think the protocols required for such a thing to work are a huge mystery, but laying out the actual protocol data structures is an interesting challenge. For a dwarf, I would want this data at least:

  • personal info: name, nickname, sex, caste, baby/child/adult, happiness
  • profession, custom profession name
  • attributes, skills, assigned labors
  • some way of determining (or guessing) which migrant wave he arrived with
  • military squad he belongs to, if any
  • assigned position from the 'n'obles screen

For "edit" APIs, I would want to be able to:

  • assign labors
  • change custom profession name
  • change nickname
  • assign a dwarf to a military squad? possible/safe?

Getting live updates on each dwarf's current job when it changes would be interesting, too, but I don't know if it is practical performance-wise. I would be curious about some kind of "efficiency" metric for each dwarf.

17
I do a starter world, and can't find iron ores?  Am I missing something?  This is second world (I'm using prospect all).

tetrahedrite is an ore of iron in Masterwork.

18
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 15, 2012, 10:31:45 pm »
Thank you (preemptively) for the workflow enhancements I just noticed were committed to github. Being able to keep a certain stock of crafts will be awesome, and the command tweaks are also welcome.

I love workflow!  :D

19
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 15, 2012, 06:52:06 pm »
In the version of Therapist packaged with Masterwork 1.5.1+, I can't load all migrants into Therapist as soon as the game pauses with the "Some migrants have arrived" message. They only appear in Therapist after they have moved onto the game screen. I've never had this problem before. It's very useful to be able to see all your migrants as soon as the game pauses so you can easily modify their labors immediately instead of watching the screen until no more have come for a while.

I believe Meph is using splinterz's patched version as of 1.5.1, so maybe it's a consequence of his changes? Anyone else notice this?

20
What do the new "cold hammer <metal>" reactions at the crucible do? They seem to refine ore without fuel? Is there a drawback?

Edit: oh, I think I see, they require 3 ore?

21
If it there where only a way to tell the wood burner only to use this type of wood...

You can do exactly this kind of thing using a combination of the "workflow" and "job" commands in dfhack.

Thank you very much. Is this modified job saved when I save/load the game?

Yes, it is saved with your game, as are any workflow settings. I keep a bunch of workflow commands in a text file that I copy and paste into the dfhack console when I start a new fortress. It takes a little bit of effort to get used to it, but once you do, it simplifies a ton of the busywork of keeping your stockpiles full of what you need. Here's my current collection. Note that the "job item-material ..." commands are to be used for specific workshop jobs, just like the scrapwood setup I described, but all the "workflow ..." commands can just be pasted into the console wholesale. Workflow constraints don't do anything unless you have a workshop job set to repeat that produces the constrained item.

Spoiler (click to show/hide)

(this is at least vaguely on-topic because it has some masterwork-specific stuff I figured out in it, hehe)

22
Question: What is scrap wood good for? (Value: 0)

edit: ah, good for coal. If it there where only a way to tell the wood burner only to use this type of wood...

You can do exactly this kind of thing using a combination of the "workflow" and "job" commands in dfhack.

On the dfhack console, first, enable workflow using the command "workflow enable". This activates workflow's feature of preventing any job set to repeat from being deleted/canceled. You can do a lot more fancy stuff with workflow, but this one feature is handy just to prevent us from having to do the second step more than once. Then, go to your wood furnace, queue up a "make charcoal" job, and set it to repeat. Keep the workshop 'q' menu open with the "make charcoal" job highlighted. Back in the dfhack console, type "job item-material 1 SCRAPWOOD:WOOD". That makes it so the job only uses scrapwood as its input.

You have to remember that you customized that job (and don't delete it later by mistake), but it does what you want!

23
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 11, 2012, 07:54:59 pm »
Are there plans to allow for assigning to squads directly in DT?

That would be beyond brilliant because it would remove the most common source of trying to pick a dwarf from the little tiny list in-game.

24
That's a work of art! Thanks for sharing it. I love the color palette. The font is a little hard to read, though.

25
The caste guide image is really handy. The metal lists would be better if you provided a little note about what each sort order is good for. I'm not familiar enough with the material and combat systems to know what the columns mean exactly. Is one list for the best armor? One for the best swords?

26
However, when I genned Urgoh(Evil Swamp thing), I couldn't find a location that had flux. Do all locations have Flux, and its not showing up, or is that map supposed to be so hard you can't do steel production without trading for it?

If I recall correctcly, if you have a layer stone that is also a flux stone, it won't show it on the embark screen as "Flux Stone". The embark screen only displays "Flux Stone" if you have veins/clusters of flux stone. I've found that marble layers are very common in the worlds I generate with this mod, but that might be a fluke.

27
DF Dwarf Mode Discussion / Re: On Building a Military Efficiently
« on: March 08, 2012, 04:39:17 pm »
What do you guys do to avoid the happiness bugs/design-problems/features with your military? Most advice I've seen, including the wiki, says to reduce the minimum number of dwarves on your training orders so they don't all get unhappy from "long patrol duty" or starve themselves, but that just triggers drafting/un-drafting unhappy thoughts.

Do you just leave all your dwarves on-duty all the time? What negative consequences does that have, if any?
Do you use the small 3-dwarf squads as suggested by the wiki to increase sparring?
Can anyone share examples of their schedules and orders?

 ???

28
I forgot to mention that I like the workshop info charts quite a bit, too. It's not always obvious how to use something in-game, so those help get the idea across for custom workshops.

Speaking of which, when a job is red in a workshop because you don't have one of the materials, when you hit enter, it shows you the reaction inputs and outputs. Is there any way to see that information when the job is NOT red? (I.e. hitting enter queues the job?)

29
New version keeps crashing during world gen when I choose the "plains (good biomes)" preset. Generating on the second option, the "varied" one, worked.

Doesn't happen with a freshly unpacked version, so it must be a setting I changed. Here are some screenshots of the settings that cause the crash. Always crashes on year 16 using "plains (good biomes)".

Spoiler (click to show/hide)

30
New version keeps crashing during world gen when I choose the "plains (good biomes)" preset. Generating on the second option, the "varied" one, worked.

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