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Author Topic: UI Improvement Plugins  (Read 122681 times)

Askot Bokbondeler

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Re: Utility Plugins [Updated for DFHack r3]
« Reply #30 on: March 21, 2013, 03:10:38 pm »

Falconne I think there may be a bug with right clicking and the plugin, it seems to be causing my game to crash.
I tried right clicking in vanilla with mousequery but didn't have a problem. I'll try it on Masterwork since you're using that, but it seems strange that would happen just in a mod. Worst case scenario we can run the Visual Studio Remote Debugger on your machine and I can remotely connect to your DF game over the internet and debug it :)
also happens with me, on a heavily modded game. not masterwork though

billybones

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Re: Utility Plugins [Updated for DFHack r3]
« Reply #31 on: March 21, 2013, 11:42:06 pm »

The zone plugin doesn't seem to work for me.  I have it in the plugin folder and yet the pasture screen looks the same, with no search option.  Is there some debugging in the dfhack console I can do.  In the stderr log, there was nothing about an error with the zone plugin.
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Putnam

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Re: Utility Plugins [Updated for DFHack r3]
« Reply #32 on: March 22, 2013, 12:36:35 am »

ptw

falconne

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Re: Utility Plugins [Updated for DFHack r3]
« Reply #33 on: March 22, 2013, 05:15:45 am »

Falconne I think there may be a bug with right clicking and the plugin, it seems to be causing my game to crash.
I've found the cause of the right mouse button crash and just uploaded a fixed mousequery plugin. Try it and let me know if it still happens.

The zone plugin doesn't seem to work for me.  I have it in the plugin folder and yet the pasture screen looks the same, with no search option.  Is there some debugging in the dfhack console I can do.  In the stderr log, there was nothing about an error with the zone plugin.

Are you sure you copied over my zone dll from the archive? DFHack already comes with a zone plugin and that won't have the search functionality; you need to replace it with mine.
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

billybones

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Re: Utility Plugins [Updated for DFHack r3]
« Reply #34 on: March 22, 2013, 11:10:53 am »

Are you sure you copied over my zone dll from the archive? DFHack already comes with a zone plugin and that won't have the search functionality; you need to replace it with mine.

Dammit lol, that was the problem.  I assumed that any plugins with the same name were just DFHack realizing how good you're plugins are and including them in the package.

You sir are a beautiful man.  This zone plugin alone will save me so many headaches.

Thanks.
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falconne

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Re: Utility Plugins [Now includes Linux and OS X versions]
« Reply #35 on: March 23, 2013, 07:21:59 pm »

I've finally got around to creating Linux and OS X VMs for compiling dfhack in, so now I'm including upto date Linux and Mac versions of the plugins in the archive too.

If you use them and have any problems, please let me know.
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

mordrax

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Re: Utility Plugins [Now includes Linux and OS X versions]
« Reply #36 on: March 24, 2013, 08:00:39 am »

just dled and am trying out the building planner. ubuntu 12.10. truly, these developments makes the long time between DF releases bearable. building planner and macros made assigning 100 rooms a piece of cake. and now i can do it all in one go instead of every 20 set of furniture at a time.
now i can reduce the amount of furniture in my workflow limit thus reducing the size of my storage facilities. this is how DF is meant to be played, pure brilliance!

also loving the single click on workshow feature, sorry i'm not doing these features much justice, totally brand new to me. i'm like a kid in a porn candy shop :)
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robertheinrich

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Re: Utility Plugins [Updated for DFHack r3]
« Reply #37 on: March 29, 2013, 12:39:16 pm »

As for the cage filter, when I started writing this UI I also intended to have the filtering you're talking about for pits, but I hit some complications that made me decide to put it off. I think they were to do with cages and I think that was probably the same reason that stopped you adding that filter too. I can't remember what the problem was either... I'll look into it again. I recall thinking "Well this is annoying... but at least people can search for the trolls and goblins even if I can't make a filter for the cages".

I was able to add a filter for caged creatures to the UI. Maybe what kept you from adding it yourself is that you got misled by the function isInBuiltCage()? That one only checks if a creature is in a cage which is actually built somewhere in your fortress because I didn't want zone to mess with zoos and cages which might be part of some elaborate trap design so I needed some way to detect this scenario. Dunno if there was a reason that zone has no command line filter for specifically assigning creatures who are in cages on animal stockpiles to a pit, possibly it had to do with manually changing references or whatever; I remember that assigning from built cage A to built cage B was a bit of a pain at first. But just filtering for cages and using the ingame GUI for the assignment seems to work fine.

I'll test it a bit more then push it to my dfhack fork later today or so.
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falconne

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Re: Utility Plugins [Now includes Linux and OS X versions]
« Reply #38 on: March 29, 2013, 05:03:07 pm »

Cool, that sounds familiar. I seem to recall wondering if there's a reason why cages in stockpiles weren't included and thinking I would need to dig deeper to find out before trying to include them.
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

falconne

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Re: Utility Plugins [Includes fixed search plugin for r3]
« Reply #39 on: April 02, 2013, 05:12:45 am »

I've just included an update to my search plugin included with DFHack r3. This fixes a crash that can happen in the military screen. If you're on DFHack r3, please get the archive and install the fixed search plugin.
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

RabblerouserGT

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Re: Utility Plugins [with fixed search plugin for dfhack r3]
« Reply #40 on: April 16, 2013, 02:27:26 pm »

Now if only one could use these tricks to make adventure mode UI more usable.
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..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

Schenn

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Re: Utility Plugins [with fixed search plugin for dfhack r3]
« Reply #41 on: April 20, 2013, 06:58:00 pm »

I just downloaded the utility plugins v0.17 pack and it doesn't have the zone.plugin?

Only - automaterial, autotrade, buildingplan, dwarfmonitor, mousequery, resume, search and stocks.

Is there a separate link to download the zone.plugin?
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falconne

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Re: Utility Plugins [with fixed search plugin for dfhack r3]
« Reply #42 on: April 21, 2013, 12:17:03 am »

I just downloaded the utility plugins v0.17 pack and it doesn't have the zone.plugin?

Only - automaterial, autotrade, buildingplan, dwarfmonitor, mousequery, resume, search and stocks.

Is there a separate link to download the zone.plugin?

I've excluded my zone plugin for now till I pull in Robert's version, which adds more filters and a GUI for autobutcher. You can get that here: This version has been superseded by Robert's plugin that adds extra filters and an autobutcher UI[/color]: http://www.bay12forums.com/smf/index.php?topic=124708.0
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

Schenn

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Re: Utility Plugins [with fixed search plugin for dfhack r3]
« Reply #43 on: April 21, 2013, 12:05:15 pm »

Thank you!!
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Raziel_Blaze

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Re: Utility Plugins [with fixed search plugin for dfhack r3]
« Reply #44 on: April 21, 2013, 04:40:30 pm »

I am having trouble with the cheese production. Specifically the Masterwrok booze belly goat cheese to rum production.

1. I could not get the milking of booze belly goats working. I attempted to use "workshop-job". It only showed the options greyed out to set the constraints (the i: Input item and m: Material).

2. I attempted to set this up in "workflow". I did the manual version (as the defaults where only for plain milk). The type I set to "liquid" and the Material to "creature->boozebelly goat->boozebelly goat milk".
Now this actually seemed to work even though the Limit (viewed in "workflow status") displayed as red and it would spam errors and stop production sometimes.

3. I attempted to set up cheese next. After putting milk on repeat and attempting to add a constraint it always seems to claim if cannot find the input. Input I used liquid and material as boozebelly goat milk. It hen would cancel claiming that "cancels Make Cheese: Needs unrotted  milk boozebelly goat milk.

How can I fix this?
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