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Messages - falconne

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196
No, workflow works completely differently to dwarf foreman. Workflow is a set of constraints, such as "Keep the number of short swords between 10 and 15". It's up to you to set up as many or as few workshop jobs on repeat to produce short swords. Workflow will then identify those jobs with the constraint. If the number of short swords is below 10, it resumes all those jobs.

See Arumba's video for a full tutorial.

A pre-existing feature of workflow was to protect jobs that are on repeat. That's why you saw then re-appearing when you cancel them. To remove them, clear the repeat flag first.

197
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: April 02, 2013, 07:51:03 pm »
Is there a command that can be run to return what screen Dwarf Fortress is currently on?  If so, does it work in both Fortress and Adventure mode?

I'm attempting a mouse-driven interface that is context-sensitive to what you are doing.

You can take a look at my mouse plugin https://github.com/Falconne/dfhack/blob/master/plugins/mousequery.cpp too see how it figures out the current context. There's also a couple of big switch statements in Gui.cpp that are for printing out the current context... the code used there is what you want.

198
No that's not how workflow works. See the tutorial video posted by Arumba linked in the first post. Workflow is not like the manager, it doesn't add jobs. It suspends and resumes existing jobs that are on repeat, to keep the stocks of items between a minimum and maximum. You shouldn't have more than one entry in the inventory screen for any one type of item with a given material constraint.

199
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: April 02, 2013, 05:15:53 am »
I'm including the fixed search plugin in my download archive now until the next release of dfhack.

200
I've just included an update to my search plugin included with DFHack r3. This fixes a crash that can happen in the military screen. If you're on DFHack r3, please get the archive and install the fixed search plugin.

201
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: April 02, 2013, 03:35:28 am »
Ok, here's the savegame: http://dffd.wimbli.com/file.php?id=7525

Thanks, looking into it. Proving tricky to track down.
Edit: Think I know what's going on...

202
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: April 01, 2013, 11:57:02 pm »
The culprit seems to be the search plugin. I can reproduce the crash with the following steps (but only in a couple of my savegames):
enter military screen (m), select a squad, go to the candidates column on the right, press e

This will reliably crash my game while the search plugin is loaded. I'm now trying to reproduce it in a fresh game, maybe it depends on something like the size of the unit list as I was unable to crash it like that with creating a squad on a fresh embark so far.

Well for the time being make sure that you don't press e while you are in the candidates column then you should be on the safe side until the bug is fixed.

Do you still have a save game where the crash can be reproduced?

203
I forgot to mention that the plugin does respect export mandates. This also means that if a mandated item is inside a container in a tagged stockpile, the entire container will be ignored.

204
Just made a small update that aligns the happiness display on the right hand side, because it was interfering with some announcement displays.

205
I've made a minor update: planned doors were being placed as non-pet-passable. They now get built as pet-passable.

Oh, are you using DF's building placement mechanism? I was assuming (didn't look at your sourcecode) that you already manually create building objects and add them to the list. If your figure out how to do that it should not be necessary to care about map display and such things because the DF map is surprisingly robust when it comes to situations which are impossible without hacking. You can, for example, undig the tiles of a room (using tiletypes) and the furniture will still be displayed, it's possible to flag it for removal, assign owners etc.

No I am allocating the building directly, so I expect I can force allocate it on an undug tile if I ignore constraints. But I'd need to do a lot of testing to make sure that doesn't cause any problems. The display still needs to be considered since I expect DF won't display the dig designation when there's a building on the tile... plus added complications of what to do if the dig designation gets cancelled, etc. For now I'd put that in the "too hard" bucket but maybe someone else might have a go at it sometime :)

206
Download Link
Link contains download archive with all my plugins.
Only works on the latest DFHack r3 (see the dfhack thread). Follow the instructions in the readme for installation.

This post describes three plugins, autotrade, automelt and an extended autodump. Together they add 3 options to the query menu of any stockpile that, when set, will periodically mark any item in that stockpile to be flagged for dumping, melting (if appropriate) or moving to the trade depot (if caravans are on the map). The checking happens about every half a day and the options are recorded in the save game so will be persisted.



The trade plugin does respect export mandates. This also means that if a mandated item is inside a container in a tagged stockpile, the entire container will be ignored.

The trade plugin also adds options to the trading screen itself that makes it easier to mark all items for trade in either column.

207
Cool, that sounds familiar. I seem to recall wondering if there's a reason why cages in stockpiles weren't included and thinking I would need to dig deeper to find out before trying to include them.

208
DF Modding / Re: Community Mods and utilities list.
« on: March 28, 2013, 01:51:53 am »
I've created a number of utility plugins for DFHack that I feel improve the game's user interface and eliminates some of the common annoyances (no gameplay changes, just user experience improvements). I have a thread here that summarises each plugin with links to more detailed documentation.

I thought it might be good to have them listed in the miscellaneous utilities section. Most of them are unlikely to get included with DFHack by default (because they change the game's UI too much), so having them listed in a post like this would help avoid them dropping into obscurity :)

209
Would it be possible to extend this so that you can place buildings on undug tiles (maybe only on undug tiles which are designated for digging to have a bit more safety)? That way you could designate rooms for digging and plan their furniture in one go.

That's possible and will probably make QuickFort even easier to use, but it will take a bit of work so I'll put it on the list to look at when I have time. The reason being that since I can't actually get DF to place the building on an undug tile, I have to have new logic to allow the plugin to track these future buildings, logic to overlay them on the map display, ability to find/modify them, monitoring for the tile to become free, etc.

210
falconne has said that the right-click is because of the mousequery, and that he has no idea why a crash happens when pressing 'e' in the military selection.

Yeah I can't think of anything in dfhack that could cause this. If someone were able to reliably reproduce this crash and send me a save I could debug it and see if it happens in dfhack, but so far no one has been able to.

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