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Author Topic: No Therapist Help  (Read 1186 times)

Deboche

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No Therapist Help
« on: July 15, 2014, 12:29:18 pm »

We'll probably have to wait a long time before a new version of Dwarf Therapist comes along.

Long ago, I used to think the DF interface made it unplayable, then discovered Dwarf Therapist, then some shortcuts(Page up and Page down, shit+arrow keys, shift+enter), then macros.

I'd like to know if there are any tips or little things that come in extremely handy that allow you to play without the therapist, especially something like:

- some other piece of software that can help
- how to check which dwarf is the best at something
- how to check how many dwarves are assigned to a task
- how to make a military(check which dwarves are too valuable, which ones are male, which ones are otherwise useless)

I've been making do with changing some dwarves' job descriptions but creating a military was hard enough even with the therapist and it's a bit daunting right now.
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locustgate

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Re: No Therapist Help
« Reply #1 on: July 15, 2014, 12:38:08 pm »

v.........that is all....and for which is the best k enter, v-g, and DF wiki.
« Last Edit: July 15, 2014, 12:40:20 pm by locustgate »
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greycat

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Re: No Therapist Help
« Reply #2 on: July 15, 2014, 12:42:59 pm »

The typical way one manages this without Dwarf Therapist is to scrutinize each migrant as it enters the map.  If you miss one, you are screwed (though you can always figure it out later, often because you find one that's Fishing and you're like "what the fuck, NO FISHING EVER, did I miss a migrant?  oh hell... damn it, how many did I miss..."

Anyway, it appears that a preliminary version of Dwarf Therapist (at least for Windows?) exists now, but doesn't know about all the new 0.40 stuff yet.  Check wherever it is that you normally check for these tools
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PanH

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Re: No Therapist Help
« Reply #3 on: July 15, 2014, 12:44:31 pm »

There is a version of therapist that works.

Edit : http://www.mediafire.com/download/1le3tt4uwkmft1h/DwarfTherapist-0.6.12.zip
It's also in the new http://www.bay12forums.com/smf/index.php?topic=126076
It's an old version (lacks a few stuff afaik) but it works fine.
« Last Edit: July 15, 2014, 12:46:57 pm by PanH »
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locustgate

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Re: No Therapist Help
« Reply #4 on: July 15, 2014, 12:45:58 pm »

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Clatch

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Re: No Therapist Help
« Reply #5 on: July 15, 2014, 12:53:13 pm »

After I discovered Dwarf Manipulator in dfhack that does about the same thing as Therapist, I migrated over for the sake enjoying df in fullscreen.  I kind of wish that Toady would aquire that plugin. :D

locustgate

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Re: No Therapist Help
« Reply #6 on: July 15, 2014, 01:12:03 pm »

After I discovered Dwarf Manipulator in dfhack that does about the same thing as Therapist, I migrated over for the sake enjoying df in fullscreen.  I kind of wish that Toady would aquire that plugin. :D

Why he's working on DF. Do you really want the dev time to double?
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Deboche

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Re: No Therapist Help
« Reply #7 on: July 15, 2014, 01:46:47 pm »

Thank you so much PanH!

Yeah, the interface would have to be updated with each new feature and it's always better to let Toady work away on more important things.
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Extreme Boyheat

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Re: No Therapist Help
« Reply #8 on: July 15, 2014, 09:00:33 pm »

Use [SET_LABOR_LISTS:BY_UNIT_TYPE] in d_init.txt, new migrants will only have their highest skill activated.
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DeKaFu

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Re: No Therapist Help
« Reply #9 on: July 15, 2014, 10:57:03 pm »

The typical way one manages this without Dwarf Therapist is to scrutinize each migrant as it enters the map.  If you miss one, you are screwed (though you can always figure it out later, often because you find one that's Fishing and you're like "what the fuck, NO FISHING EVER, did I miss a migrant?  oh hell... damn it, how many did I miss..."
For me, the step immediately after scrutinizing them is to give them either a custom job title (Hauler, Miner #3, Head Weaponsmith, etc.) or a nickname. If I don't feel like thinking of creative nicknames, I'll just name them with their own name, which still shows up differently from unnamed dwarves.

Makes it extremely easy to tell which migrants you've processed and which you still need to look at.
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Bki

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Re: No Therapist Help
« Reply #10 on: July 16, 2014, 05:42:18 pm »

The typical way one manages this without Dwarf Therapist is to scrutinize each migrant as it enters the map.  If you miss one, you are screwed (though you can always figure it out later, often because you find one that's Fishing and you're like "what the fuck, NO FISHING EVER, did I miss a migrant?  oh hell... damn it, how many did I miss..."
For me, the step immediately after scrutinizing them is to give them either a custom job title (Hauler, Miner #3, Head Weaponsmith, etc.) or a nickname. If I don't feel like thinking of creative nicknames, I'll just name them with their own name, which still shows up differently from unnamed dwarves.

Makes it extremely easy to tell which migrants you've processed and which you still need to look at.

That. When they arrive, I take those I need and assign them a job name followed by a number (say, miner 03, mason 02, etc...). All the others have all labors except hauling disabled, and are given the custom job "worthless". Maybe with some other qualifier if they have a skill I might need in the future. When I need some particular job (for example when I have set up bag production for collecting sand for my glass industry) I take one of the worthless dwarf and assign it to that job.

That way you quickly see which job you assigned to which dwarf (and not which is the job where their skill is the highest. Because when you get a Master Fisherdwarf in a map with no water, you will take some time before he appear as an "engraver" or "mason" or something else).

My military dwarf are also given a custom job name according to their weapon and their squad, so I can find them quickly even when they are not on duty.
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i2amroy

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Re: No Therapist Help
« Reply #11 on: July 16, 2014, 08:20:47 pm »

I do pretty much the same thing, though I also assign some other skill-independent labors to my "worthless" dwarves (such as brewing, tanning, and butchery).
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