Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 158 159 [160] 161 162 ... 222

Author Topic: Dwarf Therapist (Maintained Branch) v.37.0 | DF 42.06  (Read 967824 times)

Rain At Dawn

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2385 on: January 10, 2016, 04:33:53 pm »

I may be being hopeful, but is there a linux build for 42.04 available? Is there likely to be one anytime soon?

If not, will I have trouble compiling it from the source here for Ubuntu?
Logged

funkydwarf

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2386 on: January 11, 2016, 08:57:26 am »

Linux version would be great! I have been trying for a couple hours to get my environment set up properly and build this thing. I thought I had it after adding the latex base package that wasnt listed anywhere as a dependancy,  it started to compile and cpu usage went 100% so I thought I was sailing, then it stopped and couldnt find some .so files and it was different everytine i git enter and so i gave up. I figured since no binary was posted it would be easy but its not.

if anyone has unofficial builds for linux I would be thrilled. Thanks.
« Last Edit: January 11, 2016, 10:18:34 pm by funkydwarf »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2387 on: January 11, 2016, 01:24:43 pm »

Hey Splinterz, here's the save with the slug men. http://dffd.bay12games.com/file.php?id=11638 They were wild, then trained, then petitioned for citizenship. Neither Therapist nor the default labors will let me set labors on them, but they've been hauling using wheelbarrows, so presumably they are using dwarf-alike labors.
Well this is due to a couple things. First, it's a modded DF, and the PET_EXOTIC tag marks creatures as non-civilians (ie. no labors). DT was recently updated to check the PET, PET_EXOTIC tag to determine if a creature is livestock...

I may be able to get around this by checking a different tag to determine if a creature is livestock.. maybe CAN_SPEAK or CAN_LEARN instead.

I did say it was an edge case ;).
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

indyofcomo

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2388 on: January 13, 2016, 10:02:51 am »

does the newest version of DT (for 42.04) identify the non-job jobs--Socialize, Pray, Meditate, etc?
Logged

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2389 on: January 13, 2016, 10:29:00 am »

does the newest version of DT (for 42.04) identify the non-job jobs--Socialize, Pray, Meditate, etc?

It appears to, yes.  At least, the Dwarf who is meditating right now in my fortress shows up as doing that in DT.
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

splinterz

  • Bay Watcher
    • View Profile
    • Dwarf Therapist Branch
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2390 on: January 13, 2016, 11:23:16 am »

does the newest version of DT (for 42.04) identify the non-job jobs--Socialize, Pray, Meditate, etc?
v35 should show the performance and other activities as well as squad training and orders.

If anyone notices conflicts between DF and DT activities/jobs/squads please let me know so I can investigate.

nomad_delta

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2391 on: January 13, 2016, 12:17:23 pm »

It does, and seems like it works pretty well -- here's an example from my fort showing dwarves meditating, socializing, and praying (the temple symbol):



Looks like "Combat Training" is showing up in my military squads as well, although most of my military seems to be socializing instead of training, oh well. :P

The tooltips even tell you what they're meditating about or what deity they're praying to.  Pretty cool.  Great work Splinterz! :)

--nomad_delta
Logged

BlackSmokeDMax

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2392 on: January 13, 2016, 03:49:30 pm »

apologies... posted in wrong thread. Had too many tabs open i guess!  :-[
Logged

khearn

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2393 on: January 14, 2016, 01:30:54 pm »

I love seeing all the dwarves in a new wave of migrants as soon as I do a read after they're announced and before they straggle onto the map. It's nice to not have to watch and wait for them all to arrive when I've got other stuff I need to pay attention to, and it's nice to be able to just start sorting them without waiting.

However, the animals that come with the wave don't show up in DT until they arrive on the map. I suspect this is just an oversight and will probably be pretty easy to fix, so I'm just letting you know. If it turns out to be a lot of effort, it's not a real high priority as far as I'm concerned.

Thanks again for all the work you've done on this, Splinterz.
Logged
Have them killed. Nothing solves a problem quite as effectively as simply having it killed.

splinterz

  • Bay Watcher
    • View Profile
    • Dwarf Therapist Branch
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2394 on: January 14, 2016, 01:58:59 pm »

I love seeing all the dwarves in a new wave of migrants as soon as I do a read after they're announced and before they straggle onto the map. It's nice to not have to watch and wait for them all to arrive when I've got other stuff I need to pay attention to, and it's nice to be able to just start sorting them without waiting.

However, the animals that come with the wave don't show up in DT until they arrive on the map. I suspect this is just an oversight and will probably be pretty easy to fix, so I'm just letting you know. If it turns out to be a lot of effort, it's not a real high priority as far as I'm concerned.

Thanks again for all the work you've done on this, Splinterz.
Yeah looks like the check for incoming migrants isn't being done for livestock, thanks for the info.

yxe

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2395 on: January 14, 2016, 07:55:25 pm »

Hi, I got a problem wiith some dwarfs with veeery long descriptions, that almost doesn't fit in my screen (1920x1080)

Spoiler (click to show/hide)

I was wondering if we could have also some new pop-up screen with this data (with something like ctrl+enter or in the right click menu), that let me copy&paste some of that info from the new window (?).

anyways, I really apreciate all your work and effort
thank you! =)

Logged

splinterz

  • Bay Watcher
    • View Profile
    • Dwarf Therapist Branch
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2396 on: January 15, 2016, 01:54:31 am »

Hi, I got a problem wiith some dwarfs with veeery long descriptions, that almost doesn't fit in my screen (1920x1080)

Spoiler (click to show/hide)

I was wondering if we could have also some new pop-up screen with this data (with something like ctrl+enter or in the right click menu), that let me copy&paste some of that info from the new window (?).

anyways, I really apreciate all your work and effort
thank you! =)
Some of the tooltip options can help reduce the amount of text, and the 'Information' dock duplicates the tooltip text in a separate window.

yxe

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2397 on: January 15, 2016, 05:36:15 pm »

oh! didn't knew!, its all already there! lol

thanks!
Logged

khearn

  • Bay Watcher
    • View Profile
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2398 on: January 15, 2016, 07:36:55 pm »

I've got a little confusion over skill names. I created a grid view with various scholarly skills, including one that shows up on the grid view as "Writing". I was just looking at the Dwarf Details pane for one of my dwarves, and he has a skill that is shown in that pane as "Writer", at level 5. But when I look at the Scholar grid, his Writing is only 1. Looking at the skills listed as being level 1 in the Dwarf Details, I see that Wordsmith is at 1, plus 2%. Hovering over the 1 for Writing in the grid, and it shows it to be 2.8% of the way to 2.

So I looked in the grid view for a skill at level 5 for the dwarf, and I see Prose is at 5.

So I think what is called Wordsmith in Dwarf Details, is called Writing in the grid view, and what is called Writer in Dwarf Details is called Prose in the grid view. It's kinda confusing. Is it possible to get the same names in both places?
Logged
Have them killed. Nothing solves a problem quite as effectively as simply having it killed.

splinterz

  • Bay Watcher
    • View Profile
    • Dwarf Therapist Branch
Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2399 on: January 15, 2016, 08:03:22 pm »

I've got a little confusion over skill names. I created a grid view with various scholarly skills, including one that shows up on the grid view as "Writing". I was just looking at the Dwarf Details pane for one of my dwarves, and he has a skill that is shown in that pane as "Writer", at level 5. But when I look at the Scholar grid, his Writing is only 1. Looking at the skills listed as being level 1 in the Dwarf Details, I see that Wordsmith is at 1, plus 2%. Hovering over the 1 for Writing in the grid, and it shows it to be 2.8% of the way to 2.

So I looked in the grid view for a skill at level 5 for the dwarf, and I see Prose is at 5.

So I think what is called Wordsmith in Dwarf Details, is called Writing in the grid view, and what is called Writer in Dwarf Details is called Prose in the grid view. It's kinda confusing. Is it possible to get the same names in both places?
Yeah those are two similar, but different skills which are weirdly named in DF: a Wordsmith uses the Writing skill, and a Writer uses the Prose skill.

I think I left the dwarf details dock with the noun to keep it the same as in DF, but left the titles of the actual skill columns to the skill names so it was easier to identify a skill column from a role or labour column.

Edit: You can also rename the columns to whatever you'd like by editing the gridview.
« Last Edit: January 16, 2016, 05:56:18 pm by splinterz »
Logged
Pages: 1 ... 158 159 [160] 161 162 ... 222