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Author Topic: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)  (Read 843740 times)

Intrinsic

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1485 on: March 21, 2012, 03:32:47 am »

I feel horrible, I had a bit of a cavein accident, one miner died, other one knocked unconscious. Worst thing, one had a baby on the job. 6 days old. Baby survived, but had both legs broken and lower spine broken. The mother was the one knocked unconscious I think, (similar names, is that how it works?), but she just left the baby. Baby crawled all the way back to the dining hall, draging it's broken body along.

Now the problem is DT does not see the baby, It's name is nowhere to be found, my bookkeeper reports 53 dwarfs, DF only 52. Has DF already given up on this broken baby? Surely this baby is not a vampire?
i wouldn't mind getting my hands on that save to take a look if it's not too much trouble.

I found something you may be interested in, vampires have THREE different names? O.o (see screenshot)

Spoiler: Screenshot in here (click to show/hide)

Order of events:
I knew i had a vamp somewhere, then someone got accused.

I couldn't see the accused's name in DT which confused me, so i checked in Legends Viewer and again couldn't see them.

I turned on the cheat option in DT to show them. And up comes the purple dude, but i can't find his name in game and doesn't match the accused.

I entered the 1st name of the guy into LV and at the top was the guy with the same kill as the accused Vampire ingame.

Save: http://www.zenadsl5706.zen.co.uk/DF/3NameVamp.rar
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Kogut

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1486 on: March 21, 2012, 05:16:50 am »

Breachboard is a translation of his name.
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splinterz

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1487 on: March 21, 2012, 02:11:06 pm »

after much blood and tears from Thistleknot and myself i've got another update to the unofficial branch which improves the roles feature among other things.

it's very important that if you've created custom roles in the game_data.ini you save them and move them to the dwarf therapist.ini after updating

Changes:
  • removed the labels for strength, agility, etc. on the dwarf details pane, and added a new table for attributes similar to traits and skills.
  • modified the role rating system, it should be much more accurate now (credit to Thistleknot for all his hard work)
  • added attribute, trait and skills global weights to the options (set to 1.0)
  • after saving options, you are now prompted to read the dwarves again, as most options require a read.
  • added many more default roles
  • changed the syntax of custom roles. see the game_data.ini for plenty of examples
  • updated all craft related roles to weigh creativity the most
  • custom roles have been moved to the dwarf therapist.ini. they should be added under the [custom_roles] heading
  • custom roles can now override a default role column if it is given the same name
  • d.skill_mean(id), d.skill_stdev(id), d.trait_mean(id), d.trait_stdev(id) have been added for scripting purposes
  • scripted role columns will now draw correctly as long as the value is between 0 and 100
  • all menus when adding columns to custom views can be 'torn off' to aid in adding many columns at once (click the --- line at the top to tear off)
  • fixed changed/missing current jobs
  • migrants will show in in DT properly again before they're on the map

Spoiler: Role Guide (click to show/hide)

download

source
« Last Edit: March 22, 2012, 10:56:55 am by splinterz »
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khearn

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1488 on: March 21, 2012, 05:52:16 pm »

In the version of Therapist packaged with Masterwork 1.5.1+, I can't load all migrants into Therapist as soon as the game pauses with the "Some migrants have arrived" message. They only appear in Therapist after they have moved onto the game screen. I've never had this problem before. It's very useful to be able to see all your migrants as soon as the game pauses so you can easily modify their labors immediately instead of watching the screen until no more have come for a while.

I believe Meph is using splinterz's patched version as of 1.5.1, so maybe it's a consequence of his changes? Anyone else notice this?

I'm using splinterz's version from a week or so ago (before the new roles stuff), and I'm also seeing the same thing.

In the "official" version, when a new migration wave arrived, I could read dwarves and sort by migration wave, and there would be a new wave with all the new dwarves, even ones that weren't yet on the map.

In this version, when I get the message for a new wave, if I read and sort by migration wave, it doesn't show a new wave, but there will be one new dwarf in the latest old wave. If I unpause until the second dwarf from the wave appears on the map, then re-read the dwarves in DT, there are now two new dwarves in the latest wave (but still not a new wave). At some point a new wave will appear in DT, but I think it's not until all the dwarves from the the new wave are on the map.

I do miss having all of the new dwarves appear at once in a separate wave so I can sort through them right away. Even if they only show up in DT as they enter the map, they should at least appear in a separate wave from the last bunch. It's a pain having to try and find the new guy when the last wave had 30 dwarves. Especially if the name shown in DF doesn't match the name in DT (and you know what that means!)

Edit: As long as I'm posting, I'll add 3 things.

First and foremost: Many, many thanks to those who have contributed to this project. I can't imagine playing DF without DT.

Second: Would it be possible to make it so I can sort by two columns? For instance, if I goto the military tab and sort by strength, the Endurance column is random. If I then sort by endurance, the strength column is random. I'd like to be able to have it show the strongest first, and when strength is equal, sort by endurance. And where both are equal, sort buy toughness, and so on.

Third: Would it be possible to also not reset the sorting when I re-read the dwarves and/or switch tabs? I tend to go to the military tab and sort by fighting and look down the list for potential soldiers. But once I pick a likely draftee, I want to check his labors to make sure he's not the only woodcutter i have (for example). Then when I switch back to the military tab, I have to re-sort again. Or another example is when I want to see why no one is smelting the ore in the queue at the smelter and I sort by furnace operating to see who has it enabled. Then a little while later I re-read the dwarves to see who is doing what, and they get re-sorted by name so I have to select furnace operator again. It seems like it ought to be able to remember what I had things sorted by on each tab.
« Last Edit: March 21, 2012, 06:02:20 pm by khearn »
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splinterz

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1489 on: March 21, 2012, 06:45:17 pm »

i haven't had a chance to test the migration issue yet, but i have an idea what's probably causing it.

originally when i was figuring out how to implement roles my first thought was just to create scripts and sort on multiple columns. unfortunately with the current code library sorting on multiple columns doesn't seem to be supported and it'll be a bit of work to implement it, but anything is possible with enough time. for what you're describing though, i'd highly recommend checking out the roles. a simple way of thinking of them is performing a multiple sort, but in a single column.

i briefly looked into the tab switching/sorting while i was doing the role stuff and again there should be a way to do it, it'll just take time to poke around and find the necessary bits and pieces to put it together. which is damned slow for me since i've never used qt up until a month ago so i have to look up documentation for everything   :P

ratchet freak

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1490 on: March 21, 2012, 07:29:53 pm »

if you specify a stable sort and keep the dwarfs sorted that way in the backing array/vector that should do it
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Kaer Fyzarc

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1491 on: March 21, 2012, 11:23:00 pm »

I feel horrible, I had a bit of a cavein accident, one miner died, other one knocked unconscious. Worst thing, one had a baby on the job. 6 days old. Baby survived, but had both legs broken and lower spine broken. The mother was the one knocked unconscious I think, (similar names, is that how it works?), but she just left the baby. Baby crawled all the way back to the dining hall, draging it's broken body along.

Now the problem is DT does not see the baby, It's name is nowhere to be found, my bookkeeper reports 53 dwarfs, DF only 52. Has DF already given up on this broken baby? Surely this baby is not a vampire?

Here is the save game:
http://dl.dropbox.com/u/1940986/region1.zip

after rebooting and playing on, the baby is still crawling around with broken back and legs (maybe a zombie ;) I don't think a newborn will survive 2 broken legs and a back for very long.) and DT doesn't think it exhists.

edit: oh and it was the mother of the baby killed in the cave in. The father is around, but hey he doesn't care.
« Last Edit: March 21, 2012, 11:33:15 pm by Kaer Fyzarc »
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thistleknot

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1492 on: March 21, 2012, 11:39:20 pm »

I just would like to say:

"Hell yeah!"

If it weren't a forum, I'd drop the f bomb.

Thank you Splinterz.  I wish I had your skills, like bow hunting or computer hacking http://www.youtube.com/watch?v=TejWxbJ02xw#t=0m12s

vityav

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1493 on: March 22, 2012, 01:02:22 am »

Is there any particular reason that there isn't a write_short() function? I've tried adding one by mirroring the write_int() function and changing the necessary ints to shorts, but after compiling just fine it segfaults every time.

In order to use it in dwarf.cpp, I have to declare it in inc/dwarfinstance.h as:
Code: [Select]
virtual int write_short(const VIRTADDR &addr, const short &val) = 0;
If I declare it in all the dwarfinstancelinux files, not use it in dwarf.cpp, and not declare it in dwarfinstance.h, it will compile fine and run fine. The moment I add that line though, it starts to segfault.

From gdb:
Code: [Select]
Program received signal SIGSEGV, Segmentation fault.
DFInstanceLinux::read_raw (this=0xfee3b0, addr=@0x1, bytes=8, buffer=...) at src/dfinstancelinux.cpp:220
220     for(VIRTADDR ptr = addr; ptr < addr+ bytes; ptr += step_size) {

And the last few lines of the trace log:
Spoiler (click to show/hide)

I assume it has something to do with this comment in write_raw():
Code: [Select]
* On x86-64 systems, the size that POKEDATA writes is 8 bytes instead of
* 4, so we need to use the sizeof( long ) as our step size.
but is there any way to get around that? (Because naively making stepsize be sizeof(short) didn't help either :P )

Thanks

Edit: I have tried reading in the short 0x04 before in memory, concatenating the two unsigned into an int, then writing them both back with write_int(), but that doesn't seem to work at all (does mess things up nicely, though)
« Last Edit: March 22, 2012, 01:43:58 am by vityav »
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AdeleneDawner

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1494 on: March 22, 2012, 03:49:17 am »

I'm having trouble with custom roles - they aren't showing up at all.

Am I supposed to start numbering them at 1, or at 47 to follow the default roles? (I'm starting at 1.)

If I have a typo somewhere, would that cause them not to load?

Any other gotchas I might be running into?

Here's what I added to game_data.ini:
Code: [Select]
[custom_roles]
size=22
1/name="% Bonecarver"
1/attributes/size=5
1/attributes/1/id=agility
1/attributes/1/weight=0.5
1/attributes/2/id=endurance
1/attributes/2/weight=0.5
1/attributes/3/id=creativity
1/attributes/3/weight=1.0
1/attributes/4/id=spatial sense
1/attributes/4/weight=0.5
1/attributes/5/id=kinesthetic sense
1/attributes/5/weight=0.5
1/skills/size=1
1/skills/1/id=37
2/name="% Leatherworker"
2/attributes/size=6
2/attributes/1/id=strength
2/attributes/2/id=agility
2/attributes/3/id=endurance
2/attributes/4/id=creatvity
2/attributes/5/id=spatial sense
2/attributes/6/id=kinesthetic sense
2/skills/size=1
2/skills/1/id=36
3/name="* Hauler"
3/attributes/size=18
3/attributes/1/id=-strength
3/attributes/2/id=-agility
3/attributes/3/id=-toughness
3/attributes/4/id=-endurance
3/attributes/5/id=-disease resistance
3/attributes/6/id=-recuperation
3/attributes/7/id=-analytical ability
3/attributes/8/id=-creatvity
3/attributes/9/id=-empathy
3/attributes/10/id=-focus
3/attributes/11/id=-intuition
3/attributes/12/id=-kinesthetic sense
3/attributes/13/id=-linguistic ability
3/attributes/14/id=-memory
3/attributes/15/id=-patience
3/attributes/16/id=-social awareness
3/attributes/17/id=-spatial sense
3/attributes/18/id=-willpower
4/name="+ Medic"
4/attributes/size=3
4/attributes/1/id=analytical ability
4/attributes/2/id=memory
4/attributes/3/id=intuition
4/skills/size=1
4/skills/1/id=60
4/traits/size = 2
4/traits/1/id=20
4/traits/2/id=23
5/name="+ Nurse"
5/attributes/size=4
5/attributes/1/id=memory
5/attributes/2/id=agility
5/attributes/3/id=analytical ability
5/attributes/4/id=empathy
5/traits/size=2
5/traits/1/id=20
5/traits/1/weight=0.8
5/traits/2/id=23
5/traits/2/weight=0.2
6/name="- Woodworker"
6/attributes/size=6
6/attributes/1/id=strength
6/attributes/1/weight=0.5
6/attributes/2/id=endurance
6/attributes/2/weight=0.5
6/attributes/3/id=creativity
6/attributes/3/weight=1.0
6/attributes/4/id=spatial sense
6/attributes/4/weight=0.5
6/attributes/5/id=kinesthetic sense
6/attributes/5/weight=0.5
6/attributes/6/id=agility
6/attributes/6/weight=0.5
6/skills/size=1
6/skills/1/id=2
7/name=". Engraver"
7/attributes/size=4
7/attributes/1/id=agility
7/attributes/1/weight=0.5
7/attributes/2/id=creativity
7/attributes/2/weight=1.0
7/attributes/3/id=spatial sense
7/attributes/3/weight=0.5
7/attributes/4/id=kinesthetic sense
7/attributes/4/weight=0.5
7/skills/size=1
7/skills/1/id=3
8/name=". Miner"
8/attributes/size=6
8/attributes/1/id=willpower
8/attributes/2/id=strength
8/attributes/3/id=endurance
8/attributes/4/id=toughness
8/attributes/5/id=spatial sense
8/attributes/6/id=kinesthetic sense
8/skills/size=1
8/skills/1/id=0
9/name=": Metalworker"
9/attributes/size=6
9/attributes/1/id=strength
9/attributes/1/weight=0.5
9/attributes/2/id=endurance
9/attributes/2/weight=0.5
9/attributes/3/id=creativity
9/attributes/3/weight=1.0
9/attributes/4/id=spatial sense
9/attributes/4/weight=0.5
9/attributes/5/id=kinesthetic sense
9/attributes/5/weight=0.5
9/attributes/6/id=agility
9/attributes/6/weight=0.5
9/skills/size=2
9/skills/1/id=27
9/skills/2/id=28
10/name=": Metalcrafter"
10/attributes/size=6
10/attributes/1/id=strength
10/attributes/1/weight=0.5
10/attributes/2/id=endurance
10/attributes/2/weight=0.5
10/attributes/3/id=creativity
10/attributes/3/weight=1.0
10/attributes/4/id=spatial sense
10/attributes/4/weight=0.5
10/attributes/5/id=kinesthetic sense
10/attributes/5/weight=0.5
10/attributes/6/id=agility
10/attributes/6/weight=0.5
10/skills/size=2
10/skills/1/id=29
10/skills/2/id=34
11/name="; Brewer"
11/attributes/size=3
11/attributes/1/id=strength
11/attributes/2/id=agility
11/attributes/3/id=kinesthetic sense
11/skills/size=1
11/skills/1/id=14
12/name="; Cook"
12/attributes/size=4
12/attributes/1/id=analytical ability
12/attributes/1/weight=0.5
12/attributes/2/id=agility
12/attributes/2/weight=0.5
12/attributes/3/id=creativity
12/attributes/3/weight=1.0
12/attributes/4/id=kinesthetic sense
12/attributes/4/weight=0.5
12/skills/size=1
12/skills/1/id=21
13/name="; Farmer"
13/attributes/size=4
13/attributes/1/id=strength
13/attributes/2/id=agility
13/attributes/3/id=endurance
13/attributes/4/id=kinesthetic sense
13/skills/size=1
13/skills/1/id=22
14/name="^ Admin"
14/attributes/size=8
14/attributes/1/id=linguistic ability
14/attributes/2/id=empathy
14/attributes/3/id=social awareness
14/attributes/4/id=analytical ability
14/attributes/5/id=creativity
14/attributes/6/id=memory
14/attributes/7/id=intuition
14/attributes/8/id=focus
14/traits/size=2
14/traits/1/id=19
14/traits/2/id=20
14/skills/size=3
14/skills/1/id=74
14/skills/2/id=75
14/skills/1/id=77
15/name="^ Lawdwarf"
15/attributes_weight=0.8
15/traits_weight=0.2
15/attributes/size=3
15/attributes/1/id=-strength
15/attributes/2/id=-agility
15/attributes/3/id=-endurance
15/traits/size=1
15/traits/1/id=-1
16/name="` Jewler"
16/attributes/size=5
16/attributes/1/id=agility
16/attributes/1/weight=0.5
16/attributes/2/id=creativity
16/attributes/2/weight=1.0
16/attributes/3/id=analytical ability
16/attributes/3/weight=0.5
16/attributes/4/id=spatial sense
16/attributes/4/weight=0.75
16/attributes/5/id=kinesthetic sense
16/attributes/5/weight=0.75
16/skills/size=2
16/skills/1/id=30
16/skills/2/id=31
17/name="` Strand Extractor"
17/attributes/size=5
17/attributes/1/id=strength
17/attributes/2/id=agility
17/attributes/3/id=endurance
17/attributes/4/id=analytical ability
17/attributes/5/id=kinesthetic sense
17/skills/size=1
17/skills/1/id=26
18/name="o Mason"
18/attributes/size=6
18/attributes/1/id=agility
18/attributes/1/weight=0.5
18/attributes/2/id=strength
18/attributes/2/weight=0.5
18/attributes/3/id=endurance
18/attributes/3/weight=0.5
18/attributes/4/id=creativity
18/attributes/4/weight=1.0
18/attributes/5/id=spatial sense
18/attributes/5/weight=0.5
18/attributes/6/id=kinesthetic sense
18/attributes/6/weight=0.5
18/skills/size=1
18/skills/1/id=4
19/name="o Mechanic"
19/attributes/size=6
19/attributes/1/id=strength
19/attributes/1/weight=0.5
19/attributes/2/id=agility
19/attributes/2/weight=0.5
19/attributes/3/id=endurance
19/attributes/3/weight=0.5
19/attributes/4/id=analytical ability
19/attributes/4/weight=0.5
19/attributes/5/id=creativity
19/attributes/5/weight=1.0
19/attributes/6/id=spatial sense
19/attributes/6/weight=0.5
19/skills/size=1
19/skills/1/id=55
20/name="o Potter"
20/attributes/size=5
20/attributes/1/id=agility
20/attributes/1/weight=0.5
20/attributes/2/id=endurance
20/attributes/2/weight=0.5
20/attributes/3/id=creativity
20/attributes/3/weight=1.0
20/attributes/4/id=spatial sense
20/attributes/4/weight=0.5
20/attributes/5/id=kinesthetic sense
20/attributes/5/weight=0.5
20/skills/size=1
20/skills/1/id=33
21/name="~ Marksdwarf"
21/attributes/size=4
21/attributes/1/id=agility
21/attributes/2/id=focus
21/attributes/3/id=spatial sense
21/attributes/4/id=kinesthetic sense
21/traits/size=1
21/traits/1/id=1
21/skills/size=7
21/skills/1/id=89
21/skills/2/id=44
21/skills/3/id=42
21/skills/4/id=57
21/skills/5/id=100
21/skills/6/id=53
21/skills/7/id=52
22/name="~ Military"
22/attributes/size=6
22/attributes/1/id=strength
22/attributes/2/id=agility
22/attributes/3/id=toughness
22/attributes/4/id=willpower
22/attributes/5/id=spatial sense
22/attributes/6/id=kinesthetic sense
22/traits/size=1
22/traits/1/id=1
22/skills/size=20
22/skills/1/id=46
22/skills/2/id=38
22/skills/3/id=102
22/skills/4/id=105
22/skills/5/id=99
22/skills/6/id=42
22/skills/7/id=104
22/skills/8/id=40
22/skills/9/id=51
22/skills/10/id=41
22/skills/11/id=89
22/skills/12/id=50
22/skills/13/id=45
22/skills/14/id=43
22/skills/15/id=103
22/skills/16/id=39
22/skills/17/id=86
22/skills/18/id=98
22/skills/19/id=54
22/skills/20/id=101
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Dying (ceasing to be alive) is also not a Moodable skill. Even totally unskilled Dwarves seem to do it correctly.

splinterz

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1495 on: March 22, 2012, 05:25:03 am »

I'm having trouble with custom roles - they aren't showing up at all.

Am I supposed to start numbering them at 1, or at 47 to follow the default roles? (I'm starting at 1.)

If I have a typo somewhere, would that cause them not to load?

Any other gotchas I might be running into?

Here's what I added to game_data.ini:

snip


looks fine, just move that whole section to your Dwarf Therapist.ini instead of game_data.ini.

splinterz

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1496 on: March 22, 2012, 06:20:46 am »

I feel horrible, I had a bit of a cavein accident, one miner died, other one knocked unconscious. Worst thing, one had a baby on the job. 6 days old. Baby survived, but had both legs broken and lower spine broken. The mother was the one knocked unconscious I think, (similar names, is that how it works?), but she just left the baby. Baby crawled all the way back to the dining hall, draging it's broken body along.

Now the problem is DT does not see the baby, It's name is nowhere to be found, my bookkeeper reports 53 dwarfs, DF only 52. Has DF already given up on this broken baby? Surely this baby is not a vampire?

Here is the save game:
http://dl.dropbox.com/u/1940986/region1.zip

after rebooting and playing on, the baby is still crawling around with broken back and legs (maybe a zombie ;) I don't think a newborn will survive 2 broken legs and a back for very long.) and DT doesn't think it exhists.

edit: oh and it was the mother of the baby killed in the cave in. The father is around, but hey he doesn't care.

i can see that baby just fine in DT, are you sure you have the option on to show babies and children?

AdeleneDawner

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1497 on: March 22, 2012, 07:34:07 am »

That would probably help, ya. Thanks, splinterz.
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Dying (ceasing to be alive) is also not a Moodable skill. Even totally unskilled Dwarves seem to do it correctly.

splinterz

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1498 on: March 22, 2012, 08:36:53 am »

i've updated the download link in my previous post with a fix so migrants will again show up in DT before they're on the map.
« Last Edit: March 22, 2012, 10:57:13 am by splinterz »
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thisisntbob

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Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« Reply #1499 on: March 22, 2012, 01:12:12 pm »

I'm having another issue with migrants: it isn't sorting the waves properly. The first three waves (including initial 7) are fine, but the fourth wave is added to the third wave.

The problem exists in version 7 as well, but 0.6.12 works fine. The new update hasn't fixed this unfortunately.
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