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Author Topic: Dwarf Foreman 0.7.2 - Tool to automatically dispatch jobs to your workers  (Read 114788 times)

ShadowLop

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Latest version of vanilla DF.
Latest version of Foreman.
Loaded DF, loaded Foreman.
Still getting Failure Finding all Vectors error.

Dump of vectors from test program:
Spoiler (click to show/hide)
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Shishimaru

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Latest version of vanilla DF.
Latest version of Foreman.
Loaded DF, loaded Foreman.
Still getting Failure Finding all Vectors error.


The test.exe program is broken. That's why I did not put it in the latest version.
If you downloaded the latest original version of dwarf foreman it works only with DF 0.31.x
You can download my clone that works with DF 0.34.x from here http://dffd.wimbli.com/file.php?id=6462
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ShadowLop

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Latest version of vanilla DF.
Latest version of Foreman.
Loaded DF, loaded Foreman.
Still getting Failure Finding all Vectors error.


The test.exe program is broken. That's why I did not put it in the latest version.
If you downloaded the latest original version of dwarf foreman it works only with DF 0.31.x
You can download my clone that works with DF 0.34.x from here http://dffd.wimbli.com/file.php?id=6462

Hah! Finally a version that works!
Thank you heaps! :D
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wad67

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I assume dwarf foreman does not work with modded versions?
I am running masterwork dwarf fortress and I get the vector error.
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ShadowLop

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I assume dwarf foreman does not work with modded versions?
I am running masterwork dwarf fortress and I get the vector error.

Running with Masterwork loads fine using the link above. The OP link is too old that doesn't work with current vanilla...
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wad67

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I assume dwarf foreman does not work with modded versions?
I am running masterwork dwarf fortress and I get the vector error.

Running with Masterwork loads fine using the link above. The OP link is too old that doesn't work with current vanilla...
I did not notice the difference in version numbers  :-[
Downloading now.
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daveralph1234

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Ok, I've decided I might as well upload my dfjobs.xml file.
http://dffd.wimbli.com/file.php?id=6637
I've made some improvements to the file in terms of usability, got rid of any duplicates and removed some mostly useless stuff (things you probably wouldn't bother automating).
Obviously this won't be to everyones tastes (I'm sure there are probably some people who like to maintain a production of extra doors or minecarts at all times), but at least for me (and I would presume a good amount of others), this version is a lot more usable.

To be more clear, by 'removed some mostly useless stuff' I mean things that seem pointless to automate in this manor, ie. minecart production.

I've also added some of the jobs/reactions mentioned in this thread.
Credit to whoever came up with each respectivly.

psudo

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Re: Dwarf Foreman 0.7.2 - Tool to automatically dispatch jobs to your workers
« Reply #457 on: August 01, 2012, 03:21:21 pm »

First off, thanks for bringing this wonderful tool up to date, Shishimaru.

That said, I've encountered an error that is probably a fringe case, and I think I know what is causing it, but I haven't been able to test it yet. Anyway, here's what I've encountered:

I've been running foreman with pretty much no issue for awhile, until suddenly in the last day or two it starts crashing. On XP it has the grace to tell me that it's unable to write to memory location 0, but can't. This stumped me until I started to write this and realized that I had started to use dfhack's seedwatch utility around the time that foreman stopped working.

So, my guess is that dfhack is somehow locking out foreman and causing foreman to crash. I'll report back once I get the chance to verify if this is the case.
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thistleknot

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Re: Dwarf Foreman 0.7.2 - Tool to automatically dispatch jobs to your workers
« Reply #458 on: September 08, 2012, 09:43:56 am »

I'm using shishamaru's clone of .0.7.7 on dffd

is there a way I can get jobs in Masterwork to work, such as Sharpen Spikes?

thistleknot

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Re: Dwarf Foreman 0.7.2 - Tool to automatically dispatch jobs to your workers
« Reply #459 on: September 09, 2012, 07:17:55 pm »

I emailed Shishi, he said this is how I would do menacing spikes

The type numbers are only for built-in jobs.
For custom reaction the format of a job is:

<dfjob name="the name you want to display in dwarf foreman" category="category under which put the job in dwarf foreman" reaction="REACTION_TAG">

you can get the reaction tag from the raws

I can't download the last version of masterworks right now (slow internet), if the sharpen spikes reaction is still this:
[REACTION:MENACINGSPIKE_UPGRADE_ONE]
[NAME:sharpen spikes]
[BUILDING:ENGINEER:CUSTOM_S]
[REAGENT:A:1:TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE:NONE:NONE]
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE_UPGRADE_ONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MECHANICS]


you can add it to dwarf foreman like this:

    <dfjob name="sharpen spikes" category="Engineer" reaction=" MENACINGSPIKE_UPGRADE_ONE ">
        <item type="spike" material="all" />
    </dfjob>

there is a problem with this job: the item type (in this case the name of the product: "spike") is the same as the source type, so I think dwarf foreman will give the wrong number of items.
I have just added this to my to do list for the next release.   

Anyway, let me know how it works for you.

Glavius

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Re: Dwarf Foreman 0.7.2 - Tool to automatically dispatch jobs to your workers
« Reply #460 on: October 03, 2012, 10:16:01 pm »



Thank you for making a clone for the latest version.
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kvzp

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dfjobs file
« Reply #461 on: November 21, 2012, 09:10:52 am »

Hey folks,

dfjobs file needs some love.

I'm in the process of updating the dfjobs to include all of the jobs that are possible to do, for each and every items that can be made. I also want to order it perfectly well for it to make sense, and to structurally look as much as possible as in the game itself (for instance, i'm doing it all *exactly* in the same ordering and with the very same sub-menus as in the game itself)

Has anyone got some interest intot this ? i could use a hand on the QA part as i couldnt test each and every combinations yet by myself (just lacking the right savegames with some ressources of each kind..)

for now, i'm done with the metal industry, the forge now contains all items for all different metals, smelter was already pre-populated correctly so nothing was to be done there.
Yes, i know!. This may look useless to automate the creation of adamantine clothing, but for the sake of completeness i'm doing really possible combinations.

Next, i plan to rework the whole food and clothing industry (because i have a direct need for it for my own gameplay)

So, anyone would like to do QA with me ?
And... in order to get this whole thing wrapped up quickly, anyone else got some data of other industries, that are complete already and that  i could pack all together with my stuff ?
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Re: Dwarf Foreman 0.7.2 - Tool to automatically dispatch jobs to your workers
« Reply #462 on: November 21, 2012, 05:57:33 pm »

This is just the kind of tool I was looking for :D
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Re: Dwarf Foreman 0.7.2 - Tool to automatically dispatch jobs to your workers
« Reply #463 on: November 22, 2012, 09:41:14 pm »

Okay, so I was using this tool (the one made for 0.34.x) and, it works... But I noticed a dramatic decrease in FPS by the end of the first year.

Usually I sustain ~300 fps until I either have the 200 population, or an enormous amount of items in storage; I only had 14 dwarves and very little in storage (it was just the first year, after all).

Would there be a better way of implementing this without having to modify executing code? Like make something that simply performs the necessary commands in-game with key press emulation?
« Last Edit: November 22, 2012, 09:42:46 pm by TheCoolSideofthePIllow »
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dnatabar

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Re: Dwarf Foreman 0.7.2 - Tool to automatically dispatch jobs to your workers
« Reply #464 on: November 23, 2012, 08:01:38 am »

Another way to maintain a stock of specific items is to use DFHacks Workflow plugin.

In fact, it is probably a fair bit better than Dwarf Foreman at it, its main problem for now, is that the latest stable release of DFHack does not include the new(er) version of Workflow, which is the ingame interface for managing it.

The sources are available, if you can be bothered to compile it yourself.

Currently, my workflow looks abit like this:

Code: [Select]
workflow amount FOOD 750 50
workflow amount DRINK 500 100
workflow amount BAR//COAL 500 100
workflow amount BAR//IRON 350 50
workflow amount BAR//STEEL 250 50
workflow amount DOOR 20 5
workflow amount COFFIN 10 5
workflow amount STATUE 5 2
workflow amount BED 15 5
workflow amount CHAIR 20 5
workflow amount TABLE 20 5
workflow amount WEAPONRACK 15 5
workflow amount ARMORSTAND 15 5
workflow amount CABINET 20 5
workflow amount BOX/STONE 20 5
workflow amount CHAIN 25 5
workflow amount BIN 25 5
workflow amount BARREL 50 10
workflow amount BOX/CLOTH,SILK,YARN,LEATHER 30 15


Though,  Workflow does not use the Job Manager, nor do it automatically add any jobs, but it suspends and unsuspends current jobs that, when needed.
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