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Author Topic: Dwarf Therapist (Maintained Branch) v.37.0 | DF 42.06  (Read 573407 times)

Astrid

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2370 on: January 04, 2016, 03:12:44 pm »

//edit nevermid fixed
« Last Edit: January 04, 2016, 03:16:42 pm by Astrid »
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splinterz

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2371 on: January 04, 2016, 03:53:59 pm »

Should 35.0.0 work with 0.42.03, or is it 42.04-only?

Thank you for all your hard work, Splinterz!
It should work with 42.03.

nomad_delta

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2372 on: January 04, 2016, 04:29:10 pm »

awesome, thanks Splinterz! I was maybe going to report a possible bug in the previous version where it was showing a diamond for "Legendary" skill for a few specific dwarves on the "Hauling" SuperLabor I'd set up , which was odd since none of the sub-skills that I could see had any skills related.  I'll check to see if it's still happening in this new version though 'cause it sounds like you fixed all kindsa stuff.

--nomad_delta

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Button

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2373 on: January 04, 2016, 09:50:11 pm »

Am I correct that animal people members of your fortress aren't supported yet? Cause if they're supposed to be supported, I have a special case that's not working.
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larkvi

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2374 on: January 05, 2016, 02:48:01 am »

Are there instructions around for how to get this working on a mac, so we do not have to wait for an official mac release?
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splinterz

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2375 on: January 05, 2016, 06:17:50 am »

Am I correct that animal people members of your fortress aren't supported yet? Cause if they're supposed to be supported, I have a special case that's not working.
I've only tested with humans, dwarves and elves. Please send the save my way so I can take a look.

salajander

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2376 on: January 05, 2016, 11:41:48 am »

Are there instructions around for how to get this working on a mac, so we do not have to wait for an official mac release?

I built this from HEAD just after the 35.0 release: (unofficial) DF 35.0 for OSX

(To answer your actual question, download Qt Creator and open the dwarftherapist.pro file, and then build.)
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larkvi

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2377 on: January 05, 2016, 02:57:09 pm »

I built this from HEAD just after the 35.0 release: (unofficial) DF 35.0 for OSX

(To answer your actual question, download Qt Creator and open the dwarftherapist.pro file, and then build.)

Thanks on both counts.
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larkvi

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2378 on: January 05, 2016, 08:26:48 pm »

A feature request: would it be possible, in optimization, to assign roles, rather than jobs? I would like to assign combinations of jobs in one go (e.g. Spinner/Gelder/Miller/Thresher); though I can sort by the role and have it assign one skill as a stand-in, I then need to go and manually assign the role.
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splinterz

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2379 on: January 06, 2016, 10:43:31 am »

A feature request: would it be possible, in optimization, to assign roles, rather than jobs? I would like to assign combinations of jobs in one go (e.g. Spinner/Gelder/Miller/Thresher); though I can sort by the role and have it assign one skill as a stand-in, I then need to go and manually assign the role.
So you mean to assign labors the same way as when you click a role cell? That might be possible.. but I think it would be quite a bit of work to re-work the optimizer to handle it as it currently isn't setup for 'groups' of labors. I'd considered trying to modify it to allow adding superlabors but I haven't attempted it yet.

Have you tried assigning your custom role to each of those labors in the optimizer?

Button

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2380 on: January 09, 2016, 11:35:07 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.
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splinterz

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2381 on: January 10, 2016, 09:14:27 am »

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.
« Last Edit: January 10, 2016, 09:22:29 am by splinterz »
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PatrikLundell

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2382 on: January 10, 2016, 12:21:44 pm »

CAN_SPEAK and CAN_LEARN would both include Gremlins, and unless their behavior has changed from 0.40.24 (I don't know) they're not supposed to become citizens or work (but could become Count/Duke/Baron). Just something to consider of, so solving a mod case doesn't break an exceptional vanilla one.
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forsaken1111

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2383 on: January 10, 2016, 12:43:08 pm »

If you try to take into account every possible modded scenario you'll probably start pulling your hair out.
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splinterz

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Re: Dwarf Therapist (Maintained Branch) v.35.0 | DF 42.04
« Reply #2384 on: January 10, 2016, 02:21:01 pm »

CAN_SPEAK and CAN_LEARN would both include Gremlins, and unless their behavior has changed from 0.40.24 (I don't know) they're not supposed to become citizens or work (but could become Count/Duke/Baron). Just something to consider of, so solving a mod case doesn't break an exceptional vanilla one.
I think this would still be ok because they'd show up in DT, but you wouldn't be able to set labors on them until they became a fortress member via a citizenship petition.

If you try to take into account every possible modded scenario you'll probably start pulling your hair out.
Yeah I know, but if changing the checked tag is sufficient then I'd prefer that over removing previously existing features.
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