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Messages - ab9rf

Pages: 1 ... 15 16 [17]
241
that make the "Set nickname" option unavailable to linux users. I don't know why it is this way and don't have a linux machine available right now to check it.
There is anyone who knows why this option is disabled in linux or willing to try to compile the DT code without the ifndef lines?
Because gcc stores strings as a pointer, while MSVC stores them as a length plus a union of 16 bytes of storage and a pointer.  This means that on Linux, to store a string requires doing memory allocation (which DT cannot do; it cannot call malloc as it is not in-process), but on Windows short strings (up to 15 bytes) can be forced into the union.  (Note that if there is already a value and it is longer than 15 bytes, forcibly changing it to a short string will cause memory to leak.  But as DF already leaks memory like a sieve anyway, it's unlikely anyone will notice.)

242
the dfhack workflow plugin doesn't support anything very well. Can't set amounts of brew or chests... Miss this utility very much. not even sure how to modify it to work.
You can definitely control chests.  They're BOX/WOOD generally, or BOX//<specific-wood>; for the latter you will have to use "job item-material 1 <specific-wood>" on the "make wooden chest" job to force the carpenter's shop to use a specific input material. 

DRINK should also take subtypes; DRINK//BERRY_SUN:DRINK ought to match sunshine.  (DRINK/PLANT would match all plant beverages, which is fairly uninteresting.)  Again, the use of the "job" plugin to force a specific input material on the brew job would be required to cause workflow to match the job.

Workflow is very powerful and can automate most of the operation of a fortress, but it requires some thought to get it to work.

243
Utilities and 3rd Party Applications / Re: DFHack 0.34.07 r2
« on: May 04, 2012, 07:20:01 am »
Hi, for some reason I have a migrant that will not show up on units screen, or indeed get inside the fort at all. He is not a merchant or trader, strangely enough so I wonder if there's a way to fix him. His wife is safely inside and working, and it would be a shame if he gets killed like that fisherman migrant that came last wave but didn't get in either.
We think this is caused when a former trader decides to migrate to your fort; for some reason the "merchant" flag is not cleared from the unit.  In any case, "tweak fixmigrant" will fix this.

244
DF Gameplay Questions / Re: Bug or just my system sucking?
« on: April 25, 2012, 07:27:46 pm »
Running processes at REALTIME does fairly little unless you've got a load of other crap on your computer.  Don't bother, it's not going to make that much of a difference.  Except on a single-core, where it will make your game preempt I/O operations, and your network interface and possibly your mouse, keyboard, or even video may stop working.  DF won't do this on a dual-core or better because DF is strictly uni-threaded, except for a couple spots in a third-party library that rarely amount to much, and so the other core will generally be available to handle a priority interrupt.

A lot of the so-called "technical" information in this thread is, unfortunately, nonsense.  The only takeaway you need from this thread is (a) if DF crashes, it's probably a bug and (b) don't run games (or anything else) on REALTIME priority, unless advised to do so by the software developer.

245
Utilities and 3rd Party Applications / Re: DFHack 0.34.07 r2
« on: April 20, 2012, 12:11:57 am »
So I tried the new autolabor plugin.  I like it.

But it won't chop trees.  I have 2 axes and 2 picks and 4 worker dwarfs.  And it turns mining on for all 4, so 2 go dig and the other 2 have a tea party.

It would be nice if there was a way to exclude dwarfs from the autolabor.  Till then, not useful.  Unless you dont need to chop trees.

Edit: Now that I think about it more.  Not including the "uniform" labors, mining, woodcutting, hunting, in autolabor would be nice.  Since those all will mess up civilian armor as well.
You can exclude specific labors or set the maximum number of dwarfs to assign to any particular labor.

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