(I was away for a few days - sorry for delays)
dfhack-0.44.12-r1-Linux-64-gcc-7
tweak hotkey-clear is misbehaving (for me)
Firstly no matter what hotkey is selected 'c' clears the F1 hotkey.
Secondly when 'c' is used in a name it clears the F1 hotkey (and does not appear in the name).
Yeah, some stuff was added to "ui" in 0.44.12, and it's entirely in the wrong place - it appears to be related to the issue that broke squads in df-ai in 0.44.12. More details here:
https://github.com/DFHack/dfhack/issues/1393 - obviously this is something we want to fix for r2.
I don't think there is a thread just for labormanager... but just have one small request.... that it be able to be disabled on a per-dwarf basis (by something simple like ignoring dwarfs that have the unused "Alchemist" labor set.)
I feel like this may have been suggested before.
https://github.com/DFHack/dfhack/issues/185 is a similar suggestion for autolabor - out of curiosity, does labormanager also skip dwarves in burrows? I haven't checked.
One thing to note - "tweak block-labors" will prevent toggling alchemy.
I'm sorry if this is a stupid question, i've tried searching for the answer but I haven't been able to find one. I have ran one or two of the 'deteriorate' scripts but i'm unsure whether these are permenantly stored once ran or if they need to be activated each time a game is loaded.
I work strange hours so I have the habit of playing the game, saving it onto a memory stick by coping the region data in the save file, and then using that to continue the game when i'm on another computer; should I be running the scripts each time?
Is there a simple way to see which scripts are and are not running?
They are not "permanently stored" (I mean, the script files themselves are permanently stored on disk in hack/scripts, but their enabled status is not stored in any way, like most tools'). You'll need to run them every time you load a save where you want them to be run. However, you can do this automatically by either putting the commands in onLoad.init in your DF folder (if you want them to apply to every save), or data/save/regionX/raw/onLoad.init if you want them run in individual save(s). Create those files as needed; more details at
https://dfhack.readthedocs.io/en/latest/docs/Core.html#init-files. (Particularly if you go with a global .init file for this, you
might need to use onMapLoad.init to avoid errors with those scripts in worldgen.)
There is no centralized place where scripts' enabled statuses are tracked, mainly because scripts currently have no way of reporting this. You can view the status of plugins that can be enabled by
running "enable" with no arguments, though. A few Lua scripts can also be enabled with the enable command ("enable scriptname" instead of, or as well as, "scriptname enable"), although they have no way of reporting their status back, so they're not listed either.