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Author Topic: add "Civ Pop Count" display on WoldGen GUI  (Read 440 times)

EpicMadness

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add "Civ Pop Count" display on WoldGen GUI
« on: July 12, 2018, 07:52:25 am »

is there a way to modify the WorldGen GUI to display Civ populations as well?

currently WorldGen only displays:
Code: [Select]
The Age of _
Year _
Hist Figs: _
Dead: _
Events: _

i want it to display something like this:
Code: [Select]
The Age of _
Year _
Hist Figs: _
Dead: _
Events: _

Dwarves: _
Humans: _
Elves: _
Goblins: _
Kobolds: _
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KittyTac

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Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #1 on: July 12, 2018, 09:54:31 pm »

No. Modding can't do everything.
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Shonai_Dweller

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Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #2 on: July 12, 2018, 10:17:25 pm »

I've often wondered if it's possible to output the data somehow though. It'd be nice to see what the population of certain towns was, back when the event you're reading about in history happened.
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EpicMadness

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Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #3 on: July 12, 2018, 10:46:50 pm »

No. Modding can't do everything.

aw too bad, i was thinking that considering the game is already tracking them realtime while doing worldgen simulation it should've been possible to put them in.
exporting worldgen info everytime is a pain, not to mention i can't keep track of which civ goes extinct until worldgen finishes.
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KittyTac

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Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #4 on: July 13, 2018, 02:58:38 am »

No. Modding can't do everything.

aw too bad, i was thinking that considering the game is already tracking them realtime while doing worldgen simulation it should've been possible to put them in.
exporting worldgen info everytime is a pain, not to mention i can't keep track of which civ goes extinct until worldgen finishes.
Yeah, many things are hardcoded and can't even be DFHacked.
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kiwiphoenix

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Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #5 on: July 14, 2018, 06:19:06 am »

As a rule of thumb, direct changes to the UI appear to be mostly impossible.

The DFHack Labour Manager uses its own custom interface, for instance.
While it's very impressive, I doubt they'd have gone through the trouble if there was an easier way.

Reckon a script could print out the populations in the DFHack window, but that just shaves maybe two keystrokes off the normal export method.
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EpicMadness

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Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #6 on: July 14, 2018, 07:28:32 am »

civ population in realtime would've saved time in waiting for the sim to finish though, i could just abort early when some civ goes extinct interim for example.
this is fairly crucial when worldgen could take a couple of minutes or even a few hours if its set to simulate a thousand years.
« Last Edit: July 14, 2018, 07:30:03 am by EpicMadness »
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Fleeting Frames

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Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #7 on: July 23, 2018, 07:43:38 pm »

@kiwiphoenix: You can display small bits on top of lower viewscreens without overwriting everything, i.e. with the happiness indicators with dfhack in the main screen, or in 'z'tocks with 'x', or with my own relations-indicator, etc. No need for a large screen-replacing view. Dfhack labor manager uses its own custom interface, but nothing would remain behind of the old one anyway.

Overall, it's reasonably doable (well, the topmost viewscreen would change if you didn't use a plugin) with dfhack, but nobody has done it yet. Very few things manipulate worldgen as of yet anyway, biomemanipulator being biggest example (though that also uses its own gui).
« Last Edit: July 23, 2018, 07:48:46 pm by Fleeting Frames »
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lethosor

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Re: add "Civ Pop Count" display on WoldGen GUI
« Reply #8 on: July 24, 2018, 09:57:54 am »

is there a way to modify the WorldGen GUI to display Civ populations as well?
Generally this subforum is about raw mods - it's not something that can be done in the raws at all, but it can be done with utilities.

As a rule of thumb, direct changes to the UI appear to be mostly impossible.
Like Fleeting Frames said, they're mostly possible, actually.
What might be harder in this case is actually obtaining the information (race populations) - I'm not sure how to do that.

Quote
The DFHack Labour Manager uses its own custom interface, for instance.
While it's very impressive, I doubt they'd have gone through the trouble if there was an easier way.
It's not a lot of trouble, and I can't think of an easier way that doesn't involve creating a new screen - fitting the whole grid in an existing screen seems like a lot more trouble to me.
Quote
Reckon a script could print out the populations in the DFHack window, but that just shaves maybe two keystrokes off the normal export method.
If a script can do it, it wouldn't be hard to write a plugin/tweak that can add this directly to the worldgen screen. It would have to be written in C++ instead, though, and finding a place to fit the information could be harder.
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