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Author Topic: [SUGGESTIONS] for DFhack plugins  (Read 143480 times)

Isngrim

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #705 on: August 11, 2015, 01:42:01 am »

Ill just have to base it of the skill of the wielder for now then....using Roses scripts i might add
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Isngrim

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #706 on: August 16, 2015, 12:26:51 pm »

Is it possible (or is there a script that can) to change an individual creatures CREATURE_CLASS through DFhack?

I'm looking for a way to have nobles that are supposed to be the strongest in the fort,but i want to avoid a transformation.
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08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #707 on: August 21, 2015, 11:16:43 pm »

It is likely impossible.
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Putnam

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #708 on: August 21, 2015, 11:20:56 pm »

It is totally impossible. CREATURE_CLASS is a raw-only thing.

Manzeenan

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #709 on: September 01, 2015, 09:22:26 pm »

has anyone mentioned an improved quest gui that tracks quests for different civiliations? Like pre df-2014
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Atomic Chicken

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #710 on: September 04, 2015, 08:12:24 am »

Not a plugin request, but this seems to be the general thread for dfhack suggestions. How about an official alteration of syndrome-trigger to add support for detecting syndromes by syn_class instead of syn_name if required? It would be quite a useful feature in my opinion.
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expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #711 on: September 04, 2015, 08:20:09 am »

It's in syndrome-util but not in modtools/add-syndrome.

Code: [Select]
local syndromeUtil = require('syndrome-util')
local numberErased = syndromeUtil.eraseSyndromeClass(unit, 'name of syndrome class to be removed') --unit should be a df.unit, not a unit id
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ramshield

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #712 on: November 20, 2015, 06:33:58 am »

A script that automatically forbids eggs that are fertile?
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lethosor

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #713 on: November 20, 2015, 06:41:32 am »

I was working on a plugin to do that at one point, but the main issue is canceling hauling jobs that have already begun. I can probably figure something out, though.
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Dirst

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #714 on: November 23, 2015, 08:14:07 am »

I was working on a plugin to do that at one point, but the main issue is canceling hauling jobs that have already begun. I can probably figure something out, though.
Spawn magma on the hauler?

Just kidding... a script to toggle gathering fertile eggs would be awesome.
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milo christiansen

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #715 on: December 04, 2015, 05:54:32 pm »

but the main issue is canceling hauling jobs that have already begun.

I did that for my conveyor belt workshop...

Take a look at "User/DFHack/Powered/Belts" in the Rubble 6.16 package (that addon isn't included with Rubble 7 yet).
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jobywalker

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #716 on: December 12, 2015, 03:53:22 am »

I'd love to have the ability to prevent certain jobs from being assigned to a specific Workshop.  The Farmer's Workshop is the prime example -- I'd like to have each workshop specializing in one job and some of those jobs are best assigned via the manager rather than via a repeating workflow job (milking/cheesemaking for example).
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Pikkaro

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #717 on: December 22, 2015, 09:11:29 am »

More suggestions:

- A way to highlight the cursor position, like a togglable cross centered on it. Would also help with aligning structures or designations that aren't immediately next to each other.

- Please make it possible to supply a keyword to the ls command. There are a lot of plugins, and looking for a keyword by reading all the descriptions is rather tedious.

- More verbose output when loo(k)ing at stones / ores / gems, like the material value, possible products, weight, melting point etc. Would help newbies a lot I assume, and would go well with the digv command.
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arbarbonif

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #718 on: December 22, 2015, 03:19:09 pm »

I'd love to have the ability to prevent certain jobs from being assigned to a specific Workshop.  The Farmer's Workshop is the prime example -- I'd like to have each workshop specializing in one job and some of those jobs are best assigned via the manager rather than via a repeating workflow job (milking/cheesemaking for example).
Actually a workflow-esque cron-ish setup for jobs would be nice.  Every 3 months, enable any repeat shearing jobs in workshops.  Once a year (in autumn) restart the brew fruit repeating job.  No idea how you would setup a workable UI for that tho.
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PeridexisErrant

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #719 on: December 22, 2015, 04:59:28 pm »

More verbose output when loo(k)ing at stones / ores / gems, like the material value, possible products, weight, melting point etc. Would help newbies a lot I assume, and would go well with the digv command.

This already exists; it's the view-item-info script. Unless you mean before mining it out, which is harder to deal with well.
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