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Author Topic: Dwarf Therapist compatibility - DF 0.43.05 +  (Read 11061 times)

Bishop

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Re: Dwarf Therapist compatibility - DF 0.43.05 +
« Reply #45 on: January 06, 2017, 04:31:38 pm »

Basically Toady has made an a-priori stance of making sure that the game has a bad UI and the community has been destroyed because only a small minority are even capable of playing the new version.

What would I say to you? Either give up like most people or learn to use the nightmare button press hell to manage your dwarfs manually. Your call.

Or downgrade into another version.

If the interface is a bit too much to handle you could consider playing Rimworld as an alternative. It's actually a pretty fun game and incorporates a lot of the mechanics from Dwarf Fortress. It even has its own version of Dwarf Therapist!

http://store.steampowered.com/app/294100/
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PatrikLundell

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Re: Dwarf Therapist compatibility - DF 0.43.05 +
« Reply #46 on: January 06, 2017, 06:14:58 pm »

@Werdna: It was a while since I tried (probably 0.40.24), but I made a carpenter shop that took from a nether-cap stockpile to protect the nether-cap from getting misused, but it was still used in the regular carpenter's shop and/or craftdwarf's shop. However, testing it in the current version is of course better than speculating.
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anewaname

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Re: Dwarf Therapist compatibility - DF 0.43.05 +
« Reply #47 on: January 06, 2017, 08:24:29 pm »

My main problem with DT right now is that the "hover" menu on the dwarves has gotten so long after 10 years of play that many of the dwarves have their top information scroll right off the screen.
You can reduce the amount shown. In the Options, Tooltips tab, useless info (Social skills info and "Top Roles") can be removed and font size can be reduced. Then select Read Dwarves and see the results of the changes.
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Werdna

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Re: Dwarf Therapist compatibility - DF 0.43.05 +
« Reply #48 on: January 06, 2017, 09:31:08 pm »

@Werdna: It was a while since I tried (probably 0.40.24), but I made a carpenter shop that took from a nether-cap stockpile to protect the nether-cap from getting misused, but it was still used in the regular carpenter's shop and/or craftdwarf's shop. However, testing it in the current version is of course better than speculating.

I'm sorry, you're right.  I forbid all the marble in the fort, q'd a make steel job, and it failed.  I reclaimed a single marble in the mason pile, tried again, and the furnace worker went right for it.  I'm surprised I've never run into a conflict with this.

@anewaname:  Thanks!  That works great.
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Fleeting Frames

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Re: Dwarf Therapist compatibility - DF 0.43.05 +
« Reply #49 on: January 06, 2017, 09:37:14 pm »

@getone script:
That's actually even more useful that the spareone, I think, as I imagine the spareone would make the orchard trees concentrated mostly in the upper left of biomes.

Didn't know that about said getplants problem.

@colored trees: Interesting modding idea for light woods or fruit/nonfruit trees, though you will ultimately still want to k if having multiple in same color.

With time, you'll be able to tell what tree something is by their growths, just like with stone tiles - there are some overlaps, but for starters majority of fruit trees blossom with some color of ♣ and %. Willow in particular is the only tree with , and is only found near water.

@multi-space view/Thorfinn:
TWBT - Text will be Text - DFHack plugin has that functionality in it's multilevel view (displaying multiple z-levels at once). It's a treat on sloped terrain, though when using it I'd check your download uses October 20 builds or later - previous versions had stability issues due rendering a changed tile occassionally.

Not vanilla, though.

@manager/workflow/stockflow/auto-melt/etc. over just workshops:

The main advantage is that once you've set it up you don't need to give the order twice, and if you used it with macro/saved your workflow settings you can then apply them more easily to all future fortresses.

To take the kitting up the new military squad example, you would once save/setup the "keep 2-4 masterwork sets" on hand, and then have dwarves automatically* produce new suits as you add members to your military while melting down inferior produce.

Granted, for furniture ones to really work, you need to also combine it with buildingplan (another dfhack plugin) - allowing you to designate planned furniture (incl. by quality and material). Though on the bright side, that means you don't really need to haul furniture out of workshops anymore.

...Okay, yeah, for some things I frequently go into workshop and just order what I want right then if needed ^^;; Traction Benches and Soap, for instance, are things you may want to only produce one batch per fortress.

Depending on how much you've planned things out, in the same vein, if your number of masterwork beds matches the population cap you're not going to be hanker for more of them - though you may want to use a stockpile for them in that case, and your carpenter is locked down while they produce them.

* Some assembly required - workflow, stockflow and manager can all do this, but in in first case you're going to need to ensure the production of metal and set up the repeating orders in workshops in new fortresses or get the occasional cancellation and pause, in the second case you need to set up the stockpile in new fortresses and get cancel spam without materials and in the third case you're going to need to set up two stockpiles and a way to dispose of the inferior products, such as auto-melt, in new fortresses.
« Last Edit: January 06, 2017, 09:45:41 pm by Fleeting Frames »
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Thorfinn

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Re: Dwarf Therapist compatibility - DF 0.43.05 +
« Reply #50 on: January 06, 2017, 10:15:52 pm »

@colored trees: Interesting modding idea for light woods or fruit/nonfruit trees, though you will ultimately still want to k if having multiple in same color.
Maybe. I set trees that have no purpose other than wood to 7, which is bright white, and trees that are light (feather, candlenut, willow and alder) to 1 (kind of sky blue) and left everything else at default.

I'm hoping that I can get by with the white trees, but that's largely dependent on whether I can build magma forges, which, in turn, is largely dependent on whether there's an aquifer where I embark, which, of course, there is.

With time, you'll be able to tell what tree something is by their growths, just like with stone tiles - there are some overlaps, but for starters majority of fruit trees blossom with some color of ♣ and %. Willow in particular is the only tree with , and is only found near water.
Noticed that. I've tried "flooring" off the area around the willow, but most logs still end up sinking into the 7 deep water. Is there a way to keep this from happening?

@multi-space view/Thorfinn:
TWBT - Text will be Text - DFHack plugin has that functionality in it's multilevel view (displaying multiple z-levels at once). It's a treat on sloped terrain, though when using it I'd check your download uses October 20 builds or later - previous versions had stability issues due rendering a changed tile occassionally.

Not vanilla, though.
I'd consider it. I thought this release didn't support the new version, though? Has that changed?

I just downloaded and fired up the older version of LNP, and labor manager fixes most of the issues that irritated me. Workflow is just icing on the cake. If the same thing works for DFx64, yeah, it would be worth it. Definitely.
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Fleeting Frames

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Re: Dwarf Therapist compatibility - DF 0.43.05 +
« Reply #51 on: January 07, 2017, 12:58:30 am »

Haven't brothered with saving logs from willows; if I need more I just cut more trees, or drain the pond :P
Though to be fair, the only time I focus on a light wood is when making shields, really. Containers are fine as well, but either way the absolute value you save from few hundred points of density isn't very big.

If you're out of logs, caravans can bring one for each citizen. Makes desert and glacier embarks more viable :)

For 43.05, beyond the DT, as it is, there is dfhack alpha4 and twbt build for 64bit Windows and OSX. While I didn't have lot of stability problems with the partial features of alpha1 in 43.05, I believe there isn't a LNP pack out yet I could link for a newbie - in other words, some assembly required.

I wouldn't dare to call labor-manager complete yet or recommend it - I don't know enough to say the opposite either, tbh, though it sounds cool. I've had no issues that I've noticed with older and smaller fork of autolabor in autohauler, but that's just hauling. Though as I personally like micromanaging moods DT supports my playstyle more.
« Last Edit: January 07, 2017, 01:03:51 am by Fleeting Frames »
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PatrikLundell

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Re: Dwarf Therapist compatibility - DF 0.43.05 +
« Reply #52 on: January 07, 2017, 04:21:42 am »

@Werdna: Thanks for checking. It sure beats the old monk routine of philosophizing of how may teeth a horse has...

@Fleeting Frames: The spareone script actually spares the tree closest to the center of the embark, replacing the previous one if a closer one is found, to keep the dorfs as far away from the dangerous edges as possible. If it wouldn't do that, I think the trees spared would be the oldest ones, as I think plants are put in the list in the order of creation, but I don't know if also reuses positions of removed plants. "Oldest" may not work for the plants present at embark: I don't know in which order DF plunks them down.
I found the getplants problem when making the scripts (which I based off of getplants' code: imitation is the highest form of flattery). It's reported on getplants on github (I can't fix and test it, as I don't have a small soft compiler). Another issue common to both getplants and my getone script is that mature highwood trees are designated for cutting incorrectly: the center tile is designated, and no cutter can reach that tile as it's surrounded by wood... I haven't bothered fixing it as it's a one time problem (you won't run a fortress long enough for highwood trees to fully mature) that's easy to fix manually for both of the trees at the embark, and because a proper solution is too tricky (designating a "random" edge tile is easy, but if you also want to ensure it can be reached more work is needed to cater for water, cliffs, etc.).
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Fleeting Frames

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Re: Dwarf Therapist compatibility - DF 0.43.05 +
« Reply #53 on: January 07, 2017, 09:14:57 am »

Hm, I suppose that makes spareone fairly more useful - most-centralized orchard is certainly one useful thing to have quickly available for fort planning that I could have used on last one.
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