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Author Topic: Dwarf Therapist (Maintained Branch) v.37.0 | DF 42.06  (Read 1001591 times)

splinterz

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #495 on: January 10, 2014, 09:31:04 am »

Hey guys, I'm having problems assigning dwarfs to squads via DT.

I'm currently trying to equip all of my dwarves to stop the clothing wear problems, and I was mass-assigning via DT. I was able to do it with no problems for 2 squads with DT, but on the 3rd squad after assigning the seventh member, the option "assign to squad" that appears when you right click is greyed out. For all the 150 dorfs. I tried making a new squad, but it's still greyed out.

What can I do? I'm using 20.6.
if you group by squad, do you see a notification on the squads that the count doesn't match? did you possibly have children in the selection when you assigned multiple dwarves to squads?

Cocoprimate

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #496 on: January 10, 2014, 05:12:48 pm »

No, also I had all the children out of the selection as per the options.

In any case, it fixed itself after the third or fourth time I restarted DF, and managed to assign all of the dwarfs.
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The story of Aban Diamondtowns the Charms of Society, dwarf legend, and his descent into the depths. (SPOILER)
http://www.bay12forums.com/smf/index.php?topic=79229.0

thistleknot

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #497 on: January 11, 2014, 12:21:00 am »

I think the next logical step for labor optimizer would be the ability to specify individual max # of jobs per dwarf.

Use case:

early embark.

I have a dwarf that is really good at mining, yet I don't want to just set him to mining, nor do I want him to have my default 12 labors assigned.

Normally, I would unassign hauling labors from him to ensure more mining, but my defaults is "12 labors per dwarf", so he would still have 11 other labors vying for his attention.  But... if I could say "this dwarf I want to have only 1 or say 2, 3, or even 4 jobs total". Then the optimizer would set that for his upper limit in the check for if the # of labors has been hit.

However... the labor optimizer would have to know this during the optimization plan.  I believe it calculates "total jobs" as (# of jobs per dwarf)*(# of dwarfs).  And then determines the # of dwarfs to assign per labor based on this.  So... if this were to be implemented properly, total jobs would have to take into account any dwarf that has his # set below (or above) the default "labors per dwarf" (in my example 12).

The only issue I could see, is the # of jobs to assign per dwarf would have to be able to be cleared out when needed.  Only a few dwarfs would a player really care to set these settings on individually.  So he would flag them in the labor grid view, and when an optimization fires up, it reads these values from wherever they were inputted from (but accessed via the grid view).  I would suggest right clicking on the dwarf would pull up an option to alter the number of labors to assign to that dwarf.

On a sidenote

Is there a way to show role %'s in the optimizer plan for a specifically highlighted dwarf (maybe even highlight the labors that are currently active)?  I'm trying to verify he was assigned properly and it would be nice to see what raw role % he had for each role in the labor optimizer plan...  ex.  I have a 98% fit for a woodcutter/lumberer (verified the right labor...) but he was picked to be a hunter...... (both same priority) could be raw role %'s... but I can't really see without creating custom roles to fit those roles and see the % in the role editor for the highlighted dwarf.   It kind of bothers me cuz he's level 2 lumberer and level 0 hunter...  (my weight for skill is .5 vs .2 and .3 and .05 respectively).

(update... actually I just did the custom role method for seeing raw %s and I see his hunting is about .04% higher...)
« Last Edit: January 11, 2014, 01:44:16 am by thistleknot »
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Meph

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #498 on: January 14, 2014, 11:43:55 am »

Minor bug report: Genderless creatures are read out as female in the DT. (They have 'it' in the unit description, but I think even the game itself counts them as female. They do marry male castes. In this case a male warlock being married to a genderless ghoul, marked as 'spouse'.)
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Bo-Rufus CMVII

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #499 on: January 20, 2014, 05:05:42 pm »

For the record...

### DT 20.7, Ubuntu 10.4, everything up to date.  Shell is bash.

hg clone https://dwarftherapist.googlecode.com/hg/ DTlinux
pushd DTlinux
qmake

### Got the error, so I had to install Qt 5 (got 5.2, since that's the latest).
### Put it in ~/Qt, picked it up with environment variables:
QTDIR=~/Qt
PATH=$(~/Qt/5.2.0/gcc_64/bin/qtpaths --binaries-dir):$PATH
LD_LIBRARY_PATH=$(~/Qt/5.2.0/gcc_64/bin/qtpaths --plugin-dir):$LD_LIBRARY_PATH

qmake ### works now
make

### Lots of UTF8 errors, so:
pushd bin/release
for f in *.h ; do sed -i -e s/QApplication::UnicodeUTF8/0/ "$f"; done
popd
make

### Lots of QtGui errors, so:
pushd bin/release/
for f in *.h ; do sed -i -e s/QtGui/QtWidgets/ "$f"; done
popd
make ### works now

### Running gives the "could not find or load" error for xcb, so:
sudo apt-get install libX11-xcb-dev

Now it works.  Italicizes some grid fonts even when I specify Regular.  The fonts I've tried so far won't render the characters with accents.

Nice features since the fork; thanks.
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Meph

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #500 on: January 20, 2014, 08:41:17 pm »

I got a bug-report that might interest you:

Quote
Dwarf Therapist still lists opposed-to-life skeletons as being fortress-members for some reason, and trying to alter their labors when they're not on the in-game unit list crashes the game.

I assume the same would be true for opposed to life dwarves. (I guess it was never an issue because the dwarves have to die first to become opposed to life, but it might affect husks/thralls)
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Rallor

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #501 on: January 23, 2014, 01:14:51 pm »

Seeing as dwarf therapist works with the skills of dwarves I'm wondering if it'd be possible to read the physical attributes of a dwarf and display a "paper doll" of it. Maybe even display the equipment being worn.
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Meph

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #502 on: January 23, 2014, 02:22:15 pm »

Speaking of attributes: I noticed some strange behavior when these are raised by syndromes. The Therapist doesnt seem to register that. I got old bug reports about the Speakers Podium not raising mental skills, and I never knew why. The raws are fine.

I just made a attribute raising system based on soul-devouring for the Warlocks. The raws, again, are ok, they are very simple:
Spoiler (click to show/hide)

It just adds 250 points, or 10% speed. But the values in the therapist stay the same.

I thought that the raws dont work, so I tested it by adding a lot of speed and agility. The creature is visibly faster. I tested again, with [CE_PHYS_ATT_CHANGE:STRENGTH:0:0:START:0], setting it to 0, but the value in the therapist stays the same as before.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Putnam

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #503 on: January 23, 2014, 02:52:18 pm »

That's because the attributes aren't changed at all; instead, there's a separate value kept with the rest of the curse values that keeps track of what has been changed.

Tonami

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #504 on: January 25, 2014, 09:11:46 am »

For some reason when i try to right click to do anything, the menu instandly moves to the middle of the screen and im only able to see and click on the top "line". im not able to make optimizers without the right click menu :(

Edit: tested with a bunch of other versions of dwarf therapist, even an older version of splinterz's. works fine
« Last Edit: January 25, 2014, 02:45:47 pm by Tonami »
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turabeasel

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #505 on: January 27, 2014, 08:22:07 pm »

Mac Users: is there a way to get around the need to enter a password every time I open Therapist?
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superglucose

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #506 on: January 30, 2014, 02:14:02 am »

Hey I'm having a problem:  I'm trying to use this version of DT and when I try to connect the therapist to DF (the most recent version released June of 2012) DT freezes and after a while complains that C++ Runtime had to force quit it.  Any ideas?
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superglucose

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #507 on: January 30, 2014, 02:16:06 am »

Sorry for double post just want to have notifications and can't find a button to follow this thread.
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Putnam

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #508 on: February 01, 2014, 02:43:11 am »

Just the one post does that...

Poonyen

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Re: Dwarf Therapist (Maintained Branch) v.20.7
« Reply #509 on: February 05, 2014, 04:18:23 am »

Just a random question out of nowhere. Can anyone point me to where I can read more about printing out the information of individual creatures (realtime or not). An XML dump doesn't seem to give that info, so I gather that it'll require reading the memory and since DwarTherapist seems to be specialised in that...

Not RAW stuff, but specifically individual historical figure info like preferences (a la DT), description, family members etc.

Thanks!
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