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Author Topic: [Prealpha] Dwarfvet - Working Animal Caretakers  (Read 17084 times)

NCommander

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #45 on: April 29, 2015, 11:12:39 pm »

Binaries uploaded; Windows and Linux only. Sorry mac guys, don't have a mac. If someone wants to give me SSH access to one, I can compile it remotely.

I'm still expecting bugs, crashes and other stuff. If something odd happens, post a save with it.

EDIT: And I just caused the windows version of the plugin to crash and burn. I'll put the fires out on Friday and release a new version then.
« Last Edit: April 29, 2015, 11:17:42 pm by NCommander »
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Meph

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #46 on: May 01, 2015, 12:53:33 am »

Downloaded, will have a look the coming days.
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NCommander

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #47 on: May 02, 2015, 02:24:31 am »

This is irriating the frick out of me. I managed to get a single stack trace of it crashing on Windows where it dies on plugin cleanup, but I can't for the life of me figure out why. It runs just fine in Linux ...

*rage*
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

Meph

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #48 on: May 03, 2015, 12:38:03 am »

Ask Quietust :D
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NCommander

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #49 on: May 10, 2015, 07:13:15 pm »

Just as a note, this isn't dead. I fixed all the crashes I could reproduce, and added code to generate the Recover Wounded tasks. I haven't figured out how to look for the CAN_LEARN tag dynamically yet, and I still have to smash out all the edge cases related to pastures and such but I hope to have something mergable by the end of May.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

NCommander

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #50 on: May 26, 2015, 12:14:29 am »

So, just a minor note on this, I did do some work on this beyond what I've posted (though I haven't updated the github repo). The most recent stumbing block I've yet to clear is getting dwarfs to "take jobs naturally". Putting a created wounded job in the jobs list causes it to show up in the "j" menu, but no dwarf ever takes it, even after setting the patientst and requiring aid structs. I can fudge around this by looking for idle dwarves every few ticks, but that isn't exactly a clean solution to the problem.

If anyone has any ideas on this I'm all ears.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

Meph

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #51 on: May 26, 2015, 01:32:11 am »

Vetenary workshop with a reaction that triggers the script. You see a wounded animal, you can add a job to the workshop "Look for wounded animals". Any currently free animal caretaker does the job, triggers the script, gets the rescue job assigned.

This way you even have some control over letting people run out and save your pets, or sacrifice your wounded animal because you dont want your dwarves running into a battle.
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NCommander

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #52 on: May 26, 2015, 03:56:31 pm »

Vetenary workshop with a reaction that triggers the script. You see a wounded animal, you can add a job to the workshop "Look for wounded animals". Any currently free animal caretaker does the job, triggers the script, gets the rescue job assigned.

This way you even have some control over letting people run out and save your pets, or sacrifice your wounded animal because you dont want your dwarves running into a battle.

Can you post an example? I won't be able to work on this until later this week. I don't think its possible to add this to the kennels which is unfortunate but a one tile workshop that you can build in the hospital might do the trick.
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Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

Meph

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #53 on: May 27, 2015, 01:06:50 am »

Example of what? the workshop, the reaction or the product that triggers a script?
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scamtank

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #54 on: May 27, 2015, 08:04:54 am »

I don't think its possible to add this to the kennels which is unfortunate but a one tile workshop that you can build in the hospital might do the trick.

Not with raws, but I'm pretty sure that'd be trivial in lua. Eventful's addReactionToShop("reaction_name","KENNELS") sounds tailormade.
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milo christiansen

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #55 on: May 29, 2015, 10:48:35 am »

I hate to tell you this, but eventful's addReactionToShop is broke. I tried to use it a while ago and the reactions always show red, even when all the items needed are right there (and even for reactions that need no items at all).

I complained about it in the DFHack thread and was told that "adding reactions to hardcoded buildings is impossible", despite the fact that that is what eventful does (or rather did), so I just rolled my own solution. I never did add reactions to hardcoded shops, I just removed the hardcoded shops and added custom replacements, so I am not sure what is wrong with eventful's code.

Just FYI, the implementation of that particular eventful function is all Lua, so it should be easy to play with and figure out what is wrong, it just needs to be done (I have been busy with more interesting things, else I would have worked on it some already).
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Nopenope

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #56 on: June 10, 2015, 12:52:44 pm »

Vetenary workshop with a reaction that triggers the script. You see a wounded animal, you can add a job to the workshop "Look for wounded animals". Any currently free animal caretaker does the job, triggers the script, gets the rescue job assigned.

This way you even have some control over letting people run out and save your pets, or sacrifice your wounded animal because you dont want your dwarves running into a battle.
Adding a workshop looks pretty unwieldy, why not use the kennels?
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Spiderking50

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #57 on: June 15, 2015, 11:46:48 am »

ptw
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Meph

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #58 on: July 27, 2015, 10:26:14 am »

Is this still alive?
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Severedicks

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Re: [Prealpha] Dwarfvet - Working Animal Caretakers
« Reply #59 on: August 14, 2015, 08:58:30 am »

Is there a source for this?
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