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Author Topic: DFHack 0.34.11 r3  (Read 1388524 times)

lukesleftleg

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Re: DFHack 0.34.06 r3
« Reply #1095 on: March 30, 2012, 11:41:30 am »

how about mark all crafts for selling? and clothing (the worn ones get left over and dumped on the elves. I tend to sell quivers too even if I don't want to because they go in the same bins. and more of that fun stuff.

That would be very cool too.
Anything to reduce the potential for RSI. :)
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WillowLuman

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Re: DFHack 0.34.06 r3
« Reply #1096 on: March 30, 2012, 11:46:01 am »

Damn, release just after DFhack update! Oh well, I can wait.
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ZCM

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Re: DFHack 0.34.06 r3
« Reply #1097 on: March 30, 2012, 11:59:18 am »

Ok, the new autolabor utility is kind of neat, but I have a few suggestions:

It keep disabling my legendary miners and enabling mining on dwarves with no skill, causing slower mining and loss of material. I suggest that there be a level threshold (either hard coded, or configurable) where it does not disable a labor. For instance, never disable labors if the skill is level is 10 or higher.

Since miners and woodcutters both require particular equipment, it might also be nice to be able to exclude those labors from autolabor entirely, but still have it manage all other labors.

Author of autolabor here. If it's disabling mining on legendary miners, it's probably because they're asleep or eating or similar. It would make sense to keep it enabled so they immediately return to mining when they're done.

Letting you configure how it handles individual labors is on my todo list.
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telarin

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Re: DFHack 0.34.06 r3
« Reply #1098 on: March 30, 2012, 12:34:44 pm »

Ok, the new autolabor utility is kind of neat, but I have a few suggestions:

It keep disabling my legendary miners and enabling mining on dwarves with no skill, causing slower mining and loss of material. I suggest that there be a level threshold (either hard coded, or configurable) where it does not disable a labor. For instance, never disable labors if the skill is level is 10 or higher.

Since miners and woodcutters both require particular equipment, it might also be nice to be able to exclude those labors from autolabor entirely, but still have it manage all other labors.

Author of autolabor here. If it's disabling mining on legendary miners, it's probably because they're asleep or eating or similar. It would make sense to keep it enabled so they immediately return to mining when they're done.

Letting you configure how it handles individual labors is on my todo list.

Awesome, thanks. Other than those couple of little issues, I really like the tool. Means I spend more time playing DF and planning projects and less time micro-managing labors in Dwarf Therapist.
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miauw62

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Re: DFHack 0.34.06 r3
« Reply #1099 on: March 30, 2012, 01:25:38 pm »

Cant wait to test out autolabor, but goddamn, damn yu df updates!
Anyway, lets gen a new world while waiting for dfhack to update!
I adbandond because my carpenter was convinced that at the bottom of the waterfall was a awesome place to be.
NOTE: I accidently embarked on that waterfall, lol, i guess im lucky. or unlucky.
Great job again, i cant do without autodump, else my food stockpile will only be ready for use after 10 years.
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Rose

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Re: DFHack 0.34.06 r3
« Reply #1100 on: March 30, 2012, 01:27:51 pm »

* Japa is using autolabor in the new version and is enjoying it.
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dreiche2

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Re: DFHack 0.34.06 r3
« Reply #1101 on: March 30, 2012, 02:35:49 pm »

Okay so for someone who can't actually play right now (me), what is autolabor actually doing? I don't think I've seen much info pop up anywhere.
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toasteur

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Re: DFHack 0.34.06 r3
« Reply #1102 on: March 30, 2012, 02:45:26 pm »

Okay so for someone who can't actually play right now (me), what is autolabor actually doing? I don't think I've seen much info pop up anywhere.

direct copy from the source code:
When enabled, autolabor periodically checks your dwarves and enables or
 disables labors. It tries to keep as many dwarves as possible busy but
 also tries to have dwarves specialize in specific skills.
 Warning: autolabor will override any manual changes you make to labors
 while it is enabled.
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Captain Crazy

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Re: DFHack 0.34.06 r3
« Reply #1103 on: March 30, 2012, 02:55:15 pm »

DFusion is back? I happy. I so very-est happy.
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ZCM

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Re: DFHack 0.34.06 r3
« Reply #1104 on: March 30, 2012, 02:55:57 pm »

Okay so for someone who can't actually play right now (me), what is autolabor actually doing? I don't think I've seen much info pop up anywhere.
It checks all your dwarfs every second or so and enables/disables labors based on their skills and what they're doing. The actual logic is complicated, but it essentially tries to keep every dwarf busy while still specializing your dwarfs in what they're skilled at.
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dreiche2

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Re: DFHack 0.34.06 r3
« Reply #1105 on: March 30, 2012, 03:28:51 pm »

Mhm okay thanks, I think I get the idea. I guess the next question then would be, is it 'cheating' in any way or is just making things very efficient within the rules of the game?
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ZCM

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Re: DFHack 0.34.06 r3
« Reply #1106 on: March 30, 2012, 03:31:17 pm »

Mhm okay thanks, I think I get the idea. I guess the next question then would be, is it 'cheating' in any way or is just making things very efficient within the rules of the game?

It doesn't cheat at all, it just sets labors.
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EmperorJon

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Re: DFHack 0.34.06 r3
« Reply #1107 on: March 30, 2012, 03:31:44 pm »

It's just the equivalent of you reassigning all your dwarves' jobs the moment they finish one to make them do whatever job needs doing that they're still good at, AFAIK. So it's not "cheating" in terms of something impossible to do manually, but it is in terms of you never would do it manually... ;P
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dreiche2

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Re: DFHack 0.34.06 r3
« Reply #1108 on: March 30, 2012, 03:41:54 pm »

Yeah okay thanks, I was just wondering. Sounds cool!
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Garath

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Re: DFHack 0.34.06 r3
« Reply #1109 on: March 30, 2012, 03:45:58 pm »

so, when you have a lot of masonry work to be done it looks for the most likely targets (eg, idlers)?
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