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Author Topic: DFAUTODUMP questions  (Read 2528 times)

fluffhead

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DFAUTODUMP questions
« on: October 20, 2011, 07:55:37 pm »

So I was playing around with DFAUTODUMP and I go into my stocks menu and designate a lot of clothing for dumping.  I then place my cursor in my fort, and run the program (through the lazy newb pack interface).  I successfully dumped a lot of items on to my dwarven atom smasher spot.  I then operated my bridge and smasherzed all that junk.  My question comes from the fact that after doing so, I went back into the stocks menu, and saw that there were still items which were marked for dumping, that didn't get dumped.  Any ideas why this didn't happen?  are these all items that are equipped still?  whether on goblins/trolls/dwarfs?  If so is there a way to dump these items too without assigning everyone to a military unit and assigning no uniform to them?  (and manually de-equipping my enemies?)
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nomad_delta

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Re: DFAUTODUMP questions
« Reply #1 on: October 21, 2011, 01:21:26 am »

Most likely the items are claimed/owned by a dwarf -- you can't dump owned items.  I believe there's a tool in the dfhack library you can use to remove ownership, though, which is great for clearing out all the clothing clutter the dwarves leave lying around.  Children are the worst for this 'cause they don't have rooms to keep their stuff in so they leave things all over the place.

--nomad_delta
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TurkeyXIII

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Re: DFAUTODUMP questions
« Reply #2 on: October 21, 2011, 02:02:26 am »

Also note that dumping counts as refuse hauling, and so stuff that's outside will only be dumped if gather refuse from outside is on in the orders menu.
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Itnetlolor

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Re: DFAUTODUMP questions
« Reply #3 on: October 21, 2011, 03:49:21 am »

Let's not forget (I noticed this by accident), workshops that have whatever material used to build (base material, let's say) it are also marked for dumping (the material used to make them, not the shop itself). It'll still show up on the list as assigned to dump.

I wonder if a DFHack tool can be made to un-designate such flags on workshop base materials, but not affect the rest of the dump designations assigned. Minimize confusion.

Also another interesting program regarding this: I wonder if it's possible to make a DFBookkeeper program (that uses DFHack) so you have more direct control over (or from) the bookkeeping job (or as a separate interface outside of DF; good for copy-pasting info, descriptions, value, weight, etc.), so to say (Appraising the fort value and such could also be implemented, in case you lack an appraiser, but are curious of those values. Where it really shines could be seeing the item values themselves in table format (with optional details as easy to look at by rolling over them or a separate window that hold that info it it; similar interface as DFBookkeeper). Kinda like an interface to do similar to the stocks screen, but you get more details, like what Z-level whatever materials are on if expanded, if they're material used in a workshop or construction, and the obvious mass-dump/forbid option.

Chances are this info is hard to reach/hard-coded and can't be done. Still, it could be interesting to try out/explore. Heck, you could possibly change the items themselves through these programs. I dunno.

I wonder if it's also possible to also make a DFHack-based program that can also be more specific with stockpil(es/ing), or be a quicker interface than the in-game interface. I mean, if you're really particular about it. Just choose the stockpile name in a list (provided you recognize it), and adjust it's values, even change the name of the stockpile as well (I guess). Then again, I'm just coming up with ways to make lazier ways through playing the game now. :|

Essentially, my ideas sound more like adaptations of DwarfTherapist or Dwarf Foreman if anything.
« Last Edit: October 21, 2011, 06:14:02 pm by Itnetlolor »
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peterix

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Re: DFAUTODUMP questions
« Reply #4 on: October 21, 2011, 11:34:02 am »

So, some facts here:
It will only dump things that are safe to dump, because it basically teleports them. If the items are somewhere on the floor and not inside an another inventory (dwarf, containers, parts of buildings), then the items will be 'teleported' to your cursor. Otherwise they will be ignored, because teleporting them isn't really a safe option. It might be possible to remove them from inventories, but that requires more research and more code... When the items are a structural part of a building, it's even more complex - I'd have to destroy the building properly.

So, I'm guessing the clothing is in a bunch of random chests or still worn by dwarves - you can confiscate those items (there's a tool for that), mark them for dumping and the dwarves will do it. Autodump was intended for the cases where you have 200000 stone boulders you want to get rid of quickly... or those last few items dwarves love to ignore and have to be re-designated a few times. Basically anything that can be dump-designated from the normal designation menu.

The items are one of the more complex parts of DF.

Itnetlolor:
I've added your post to the dfhack issue tracker: https://github.com/peterix/dfhack/issues/119
I might get to do something with it eventually :)

Itnetlolor

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Re: DFAUTODUMP questions
« Reply #5 on: October 21, 2011, 06:18:29 pm »

I forgot to mention that the base-item highlighted (when you look at the materials stocked in a workshop) for dumping/forbidding also happens in-game normally as well when mass-dumping/forbidding through the stocks screen. That was where I originally noticed it; and sometimes it tends to shut off the workshops (nobody claims them for any assigned work or moods), but not leave notifications of such jobs being "cancelled" (because how can something be cancelled if it isn't listed as available to claim in the first place?), and I have to manually hunt each workshop down and un-mark them for forbid/dump. Usually after every material has been dumped, and we still have a few "stray" material blocks laying around, and you can't find them (only for them to be the workshops/trade depots themselves), or be able to process more materials because the buildings have been 'denied access' in the process.

I can imagine it can get really inconvenient if you have an old fort which is also industry-focused (30+ dedicated workshops, let's say; and you're sorting out (or quantum stockpiling) tons of materials (or of a material) between stockpiles/dump sites), and a couple shops just stop being claimed 'inexplicably'.

One solution I have in mind is that it's generally the first item (and first 3 if a trade depot or larger workshop/building) in the list that is the base-material the workshop is made of. Should be as easy as clearing the first slot in all workshops or something like that when mass-dump-optimizing. Another solution is to auto-unforbid/undump all workshops (but might include their inventory unforbidden/dumped). Kinda like when using the mass-dump/forbid cursor, and you highlight over a workshop, and it glows green or purple, depending on the command (must be at least 1/2 the size of the workshop/depot in order to highlight it completely with the mass-highlight-command).

That's more about what I noticed.

EDIT:
Regarding the other idea(s). It would be interesting to dump things of specific item type, quality, material (obviously) and value range. So you can have specified dump zones (auto-forbidden, and left forbidden until trade time comes, and being a quantum stockpile, it's really easy now to mass-un/forbid them between trades) or stockpiles dedicated to a value range, than just quality range. Great for the picky or OCD bookkeeper/trader. However, it can be really practical to use when sorting things out for trade or construction/workshop projects. Two piles parallel to each other, one is total crap to sell off instead of incinerate or atom-smashing (and ease pressure off the other stockpiles by acting as filler; or vice-versa, and do those instead of trading), and the other is the finest non-artifact stuff (even if not super-fine quality) for a quick buck.

And naturally, we can have it like DwarfTherapist, and have pre-settings/templates we can inject into other stockpiles (like profiles in DT). Naturally, there would be the popular pre-sortings like "Artifact Pile" (nothing but artifact quality goods), "Useful Refuse" (Like bones and such that can be crafted still, or used for other purposes), "Useless Refuse" (You know the kinds, absolutely broken goods, rotten goods, unusable leftover flesh, etc.; leave them out to rot or disintegrate, or make miasma pits). "Bottom-tier Trade" along with "mid-teir" and "top-teir", depending on mood or who to trade with. "Wood-based trade goods" and "non-wood-based trade goods" in case you deal with elves often; and of course "Non-trade items/furniture" (what most people aren't willing to trade in any case). The list goes on.

And if possible at all, have an option not previously available in the stocks/stockpile screen and allow wood to be sorted in different stockpiles, since stone can, but not woods (unless I didn't notice that get remedied already). That was something that bugged me when working on my airship. I couldn't be specific on what wood to use per-section more easily (all wood was in the same stockpile, and I had to remember the name; and I couldn't just mass-forbid either, because then all the 'general' wood gets highlighted, instead of a specific species). Had I been working with fungiwood (colorful plants as well), this could've become a bit of a problem, and I would end up with a technicolor ship.

Consider that as another option to have available; provided the right flags/raws can be found/used in the highlighting or choosing for dump and/or stockpile. Sorting by color (based on what we already know or what's readily available about the materials at hand (generally raws and such)). I know those with aesthetics (or a total OCD nutcase) in mind will find that really useful. Further sorting based on RAW (file's) information of the items/creatures and so forth. From color, to weight, base value, and so on.

If an idea like this is worth doing (or thinking through), it's worth overdoing it. Provided plausible boundaries, of course.

Done gatling-editing now.
« Last Edit: October 21, 2011, 07:02:33 pm by Itnetlolor »
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