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Author Topic: [SUGGESTIONS] for DFhack plugins  (Read 137050 times)

expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #556 on: July 01, 2014, 12:00:42 am »

A GUI for selecting specific job items for queued jobs in workshops.
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falconne

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #557 on: July 01, 2014, 03:42:30 am »

Well, I was asking if there's any existing plugin:)

If you're just looking for example code then my DwarfMonitor plugin does that for building its reports. Also I expect autolabor does too.
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

indyofcomo

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #558 on: July 01, 2014, 08:27:30 am »

I had another thought, but it's escaping me right now...

Oh, right!
I'd like to be able to put my cursor on the corpse of one of my tame animals and get it swapped out for skull, teeth/horns, hair/wool, and bones. I don't know why we can't butcher a cow killed by a goblin. I can understand not considering the meat safe to eat.
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Warmist

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #559 on: July 01, 2014, 08:47:14 am »

I had another thought, but it's escaping me right now...

Oh, right!
I'd like to be able to put my cursor on the corpse of one of my tame animals and get it swapped out for skull, teeth/horns, hair/wool, and bones. I don't know why we can't butcher a cow killed by a goblin. I can understand not considering the meat safe to eat.
You can butcher it: make a refuse pile and eventually dwarves will drag it to butcher shop and butcher it. A way to enqueue a job to specific corpse would be nice though.

palu

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #560 on: July 01, 2014, 04:43:39 pm »

Is there a plugin (or maybe I just missed some simple way to do that) to see what dwarves with particular labours are currently doing?
Are you making creature graphics based on job?
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Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

scamtank

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #561 on: July 02, 2014, 02:33:16 am »

Let me throw out something outrageous: do you think there'd be a way to hijack engraving jobs so you could control the subject matter to some extent? Like being able to decide between ancient history, fort events and idle doodling of animals.
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MeMyselfAndI

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #562 on: July 02, 2014, 10:10:22 am »

Not something I'd use, but that reminded me of something.

A plugin that allows manager-style controls for engraving / skilled architecture. So I can get my non-skilled dwarves to build the things that aren't affected by low quality while preventing them from building my well or engraving my dining room.

You can do this with burrows, but micromanagement galore.
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Meph

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #563 on: July 03, 2014, 12:42:47 pm »

Quick request: A script that plants a colony (which we already have), of a specific vermin type, around/nearby a workshops.

Run reaction "create colony" => somewhere in a radius around the workshop a few colonies of this vermin spawn.
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thistleknot

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #564 on: July 04, 2014, 07:32:08 pm »

Is their a way to rotate buildings using dfhack?

palu

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #565 on: July 04, 2014, 07:46:33 pm »

Upgradebuilding.lua. Create 4 buildings, all with the same reactions, and reactions to convert them to any of the rotated buildings. Add one to your civ.
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Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #566 on: July 06, 2014, 05:21:39 am »

I have the opposite of a suggestion: what sorts of things are hard/awkward to make happen or not happen during worldgen? For example, it would probably be possible to run a script during worldgen and suppress all wars, or make sure that a certain civ doesn't go extinct by fiddling with historical events as they happen and censoring ones that you don't want to have happen.
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scamtank

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #567 on: July 06, 2014, 05:25:15 am »

Dislodging demon rulers once they take the throne, I guess.
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thistleknot

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #568 on: July 09, 2014, 06:03:39 pm »

« Last Edit: July 09, 2014, 06:13:22 pm by thistleknot »
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arbarbonif

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #569 on: July 09, 2014, 07:26:06 pm »

I have no idea if it is possible, but I would love an improved find sites on the pre-embark map.  Something where you could put in criteria pulled from prospect, like "sand & lignite & native silver"  or even ">10K native gold"
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