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Author Topic: 40D## macros  (Read 3305 times)

snooptodd

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40D## macros
« on: August 21, 2009, 11:16:16 am »

This is for testing the new macro function. If anybody else has some macros please post them.

Download link

Copy the text in the file into the bottom of interface.txt
Position the cursor where you want the top left corner of the top left set of stairs. press <ctl>+<-> to start the macro, and go to bed this will take a Very long time with the default macro repeat rate in the init.txt.

Spoiler (click to show/hide)
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dnabios

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Re: 40D## macros
« Reply #1 on: August 21, 2009, 06:34:03 pm »

Wow that worked like a charm!  Much better than I thought it would.

I got pretty good results from this by setting [MACRO_MS:0] in init.txt, took maybe 30 seconds.  Still fighting with making my own though.
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snooptodd

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Re: 40D## macros
« Reply #2 on: August 22, 2009, 07:03:30 am »

It does look nasty when you go to the macro screen. I would like to be able to hide all of the sub-macros or better create an include file type thing.

Why is macro_ms set so high by default? I set it to 10 while testing just so I could see what was going on. It does work fine at 0 for me also.

I do need to credit the source for that design.
I briefly experimented with some 3d layouts for bedrooms(4 tile 'L' shape rooms like spokes around a stairway hub) but found the implementation tedious with the results being cumbersome and inefficient.  I will have to try it again, probably on my next fort through.

My more efficient results are also my most boring, single tile wide 4 tile deep rooms with simple hall access on a symmetric and square layout.

On a 2x2 map this offers more than enough space to satisfy the housing/dining/office needs of a 200+ dwarf fort including king and duke with entourage. (Warning 960x960!)
Spoiler (click to show/hide)
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Baughn

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Re: 40D## macros
« Reply #3 on: August 23, 2009, 02:59:41 pm »

It's probably a leftover for debugging. Seeing the macro in action would be useful when you're trying to make sure it does the right thing, but I can see how it might not be ideal for actual use.
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snooptodd

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Re: 40D## macros
« Reply #4 on: August 24, 2009, 06:32:44 am »

no biggie, it's easy to change the init.txt

to get to the macros in game
<esc>
select "Key Bindings"
<shift>+<tab> or <tab> until you see the macro screen

hmm that sig worked before.

edit: forgot a step
« Last Edit: August 24, 2009, 04:04:50 pm by snooptodd »
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MoatMan

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Re: 40D## macros
« Reply #5 on: August 24, 2009, 12:58:09 pm »

no biggie, it's easy to change the init.txt

to get to the macros in game
<esc>
<shift>+<tab> or <tab> until you see the macro screen

hmm that sig worked before.
Not only is it easy but it makes df TWICE AS FUN. Remember all those menial tasks you used to do? Exploratory mining, selecting all of a bins contents in the trader menu without trading the bin, making a staircase that goes ten z levels down. All things of the past done in 1 second after a key command.

The first macros you should make?
Move selector down:10
and
Move selecotor up :10

It'll make making macros easier.
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snooptodd

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Re: 40D## macros
« Reply #6 on: August 25, 2009, 09:32:27 am »

Now for my next installment, a 10 z-level 19x19 central stairwell.

it is called by pressing <ctl>+<multiply>

Spoiler (click to show/hide)
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snooptodd

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Re: 40D## macros
« Reply #7 on: August 25, 2009, 12:37:30 pm »

This macro designates a perimeter and horizontal and vertical lines every 20 spaces in a 6x6 (smaller works too) embark. it is basically a grid.
Add your own stairs.


Spoiler (click to show/hide)
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Baughn

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Re: 40D## macros
« Reply #8 on: August 25, 2009, 01:11:51 pm »

At this point, may I suggest you make a wiki page for macros?

The forum is not really the right place to store resources like these. :P
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Arvidsem

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Re: 40D## macros
« Reply #9 on: August 25, 2009, 04:29:43 pm »

Ok, I've attempted searching. Is there a reference page/list for the macro functions anywhere?
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Baughn

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Re: 40D## macros
« Reply #10 on: August 25, 2009, 04:54:46 pm »

Not yet. ;)
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CobaltKobold

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Re: 40D## macros
« Reply #11 on: August 26, 2009, 03:11:12 am »

Spoiler (click to show/hide)
I see Fun in your future.
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OCEANCLIFF seeding, high z-var(40d)
Tilesets

snooptodd

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Re: 40D## macros
« Reply #12 on: August 27, 2009, 08:00:31 am »

At this point, may I suggest you make a wiki page for macros?

The forum is not really the right place to store resources like these. :P

when the next version is released i will untill then i think it may be ... oh, i could put them up on my page.

CobaltKobold: just for testing, no dwarfs were harmed.
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Phoenyx

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Re: 40D## macros
« Reply #13 on: August 27, 2009, 05:54:37 pm »

Someone has already added a section to the section on Macros and Keymaps (http://dwarf.lendemaindeveille.com/index.php/Macros_and_Keymaps#Built-in_Macros). I added a link back to this post routing the discussion here.

I started playing to snoop's macros, thinking I would later create ones that matched my own building style. The problem with that is it is horribly inefficient and I only do it because it's easier to shift-left to designate square blocks. This looks like a nice way to force me to change my play-style to something more dwarf-efficient. :)

BTW: The way the bedroom complex generates reminds me of watching an old printer or fax. It's fun to watch it run back and forth like that.
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waiteb5

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Re: 40D## macros
« Reply #14 on: September 16, 2009, 05:22:05 am »

I made one for designating one level of the distributed workshop design
not my design.
Spoiler (click to show/hide)
starting square in the designations window in the center of the stairwell.
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