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Author Topic: [SUGGESTIONS] for DFhack plugins  (Read 143496 times)

forsaken1111

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #720 on: December 22, 2015, 06:14:01 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.
You can already do that, sort of, using workflow

Example, queue up a shearing job on your farmer's workshop and set a range for it for Wool of any type, 999-1000. The downside is that it will spam your announcements screen with cancellations but it WILL keep retrying every time workflow refreshes the jobs. I have this set up in my current fort and every animal is milked or sheared as soon as they are ready for it.
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lethosor

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #721 on: December 22, 2015, 07:44:28 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.
I interpreted that to mean something in the sidebar, which would be somewhat difficult to fit in.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Dirst

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #722 on: December 23, 2015, 10:16:12 am »

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.
I interpreted that to mean something in the sidebar, which would be somewhat difficult to fit in.
It might be possible to upgrade view-item-info with some sort of dummy object so that unmined tiles can have an info screen, but as PE said it is nontrivially harder to deal with.
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Button

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #723 on: December 23, 2015, 11:58:37 am »

'Scuse me - I know in 0.40.x there was a plugin to force a unit to give birth, but was there a plugin to query whether or not a unit is pregnant?

I have some Science I want to conduct in 0.42.x, and it would be much easier if I could query a unit for pregnancy rather than simply waiting for it to give birth.
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lethosor

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #724 on: December 23, 2015, 03:04:00 pm »

No, but you can use ":lua !dfhack.gui.getSelectedUnit().relations.pregnancy_timer" to print the number of ticks until the selected unit gives birth. (If it's <= 0, either the unit is giving birth or isn't pregnant.)
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Pikkaro

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #725 on: December 29, 2015, 03:48:42 pm »

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

Yeah, I was talking about the sidebar - it's virtually unused when looking at veins etc. right now. Sorry, should have been clearer there.
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jobywalker

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #726 on: December 29, 2015, 07:52:36 pm »

The combine_plants and combine_drinks utils are quite nice but it would be great if instead of a onetime action on a single stockpile they would setup a repeat action on a specific or all stockpiles.
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expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #727 on: December 30, 2015, 03:14:16 am »

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Bumber

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #728 on: January 06, 2016, 12:42:15 pm »

A plugin that changes the background color of floor tiles relative to the ground type. Something would have to be done to retain the ability to discern floors from walls. Slightly darker, perhaps? Any object with a black background would need to inherit this background color. Not sure if the background of grassy tiles should take on a color similar to the grass itself or the hidden soil layer it covers.
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King Kitteh

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #729 on: January 06, 2016, 05:43:28 pm »

Not sure if this is the right place to ask. But I would really like a plugin that properly disables labors in fortress mode, that haven't been permitted in entity_default.

I've got a custom civ of animal people who I want to gather plants (herbalist) but not grow them (planter). But during gameplay I can select "farming (fields)" even though it's not permitted in entity_default.

If this has already been created, or is not actually a plugin but something else, could someone please direct me. I'm a DFhack nub  :-\
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lethosor

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #730 on: January 06, 2016, 06:37:51 pm »

A plugin that changes the background color of floor tiles relative to the ground type. Something would have to be done to retain the ability to discern floors from walls. Slightly darker, perhaps? Any object with a black background would need to inherit this background color. Not sure if the background of grassy tiles should take on a color similar to the grass itself or the hidden soil layer it covers.
I'm not entirely sure what you mean. There are only 16 colors in the game, and it would only be possible to have dark but non-black backgrounds for floors that are 8 of those colors. It does seem to be possible to interfere with construction drawing easily, though.

Not sure if this is the right place to ask. But I would really like a plugin that properly disables labors in fortress mode, that haven't been permitted in entity_default.

I've got a custom civ of animal people who I want to gather plants (herbalist) but not grow them (planter). But during gameplay I can select "farming (fields)" even though it's not permitted in entity_default.

If this has already been created, or is not actually a plugin but something else, could someone please direct me. I'm a DFhack nub  :-\
I'm not aware of anything that does that, although manipulator does respect labors in entity_default. Anything that interferes with the game UI has to be written in C++, although I could probably implement something like that (assuming it's small) in the tweak plugin.
(It's possible to implement in-game screens in Lua, actually, but not to interfere with existing screens.)
« Last Edit: January 06, 2016, 06:41:21 pm by lethosor »
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

King Kitteh

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #731 on: January 06, 2016, 09:23:42 pm »

Quote
I'm not aware of anything that does that, although manipulator does respect labors in entity_default. Anything that interferes with the game UI has to be written in C++, although I could probably implement something like that (assuming it's small) in the tweak plugin.
(It's possible to implement in-game screens in Lua, actually, but not to interfere with existing screens.)

Thanks. If you could do that it'd be very helpful  :)

Currently I'm tiding myself over by just setting [SKILL_LEARN_RATE] to zero for unpermitted labors.
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lethosor

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #732 on: January 06, 2016, 09:32:24 pm »

I got it to mostly work (and even color invalid labors red). The main issue is with Shift+Enter to toggle groups at this point - it would take some effort to figure out which labors are in each category, and preventing them from being toggled as part of a group would cause DF to always try to enable groups when pressing Shift+Enter (since they would contain disabled labors).
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

King Kitteh

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #733 on: January 06, 2016, 11:04:10 pm »

I didn't even know you could Shift+Enter to toggle whole groups in the first place  :P

I'm fine with that though, a small price to pay for what will help me alot. Thanks.  :D
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Dirst

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #734 on: January 07, 2016, 06:14:48 am »

I didn't even know you could Shift+Enter to toggle whole groups in the first place  :P
But... There's a manual...

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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map
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