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Author Topic: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)  (Read 864488 times)

0x517A5D

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Re: Dwarf Therapist (LATEST 0.6.8 2/16/11 see first post)
« Reply #375 on: February 17, 2011, 09:02:08 pm »

218 = 'Pen/Pasture Large Animal'
219 = 'Pen/Pasture Small Animal'
220 = currently unused
221 = 'Forge Tool'


From code analysis, I think that the squad_vector is 0x01718758 for .19 graphics.

Memory_layouts/windows/v0.31.19_graphics.ini has 0x01718768.

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Malicus

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Re: Dwarf Therapist (LATEST 0.6.8 2/16/11 see first post)
« Reply #376 on: February 17, 2011, 10:48:11 pm »

From code analysis, I think that the squad_vector is 0x01718758 for .19 graphics.

Memory_layouts/windows/v0.31.19_graphics.ini has 0x01718768.

By way of grouping by squads using both vectors, what you said seems to be true.
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DwarfEngineer

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Re: Dwarf Therapist (LATEST 0.6.8 2/16/11 see first post)
« Reply #377 on: February 18, 2011, 12:09:50 am »

218 = 'Pen/Pasture Large Animal'
219 = 'Pen/Pasture Small Animal'
220 = currently unused
221 = 'Forge Tool'


From code analysis, I think that the squad_vector is 0x01718758 for .19 graphics.

Memory_layouts/windows/v0.31.19_graphics.ini has 0x01718768.

Thanks!

Windows version of 0.6.9 posted.  The linux version is already uploaded.
Changelog:
Code: [Select]
MAJOR CHANGES:
 * Support for most new job types (with icons!)
 * Support for automatic downloading of layout files.
(Can be disabled by disabling the version check in preferences)
 * This is the first version of Dwarf Therapist that reads RAW files, so please
post any issues found

 BUG FIXES:
 * Fixed issue 313 - Stuck loading squads on older versions of Dwarf Fortress
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Current Dwarf Therapist Maintainer - Tips

noob

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #378 on: February 18, 2011, 02:00:56 am »

i got a guy with unknown profession 104 = beekeeping. his stats are frozen so i cant change them

and theres a new skill military tactics that registers as unknown in the civilian skills.
« Last Edit: February 18, 2011, 02:04:47 am by noob »
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LOSING IS FUN!

ral

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #379 on: February 18, 2011, 11:52:07 am »

Woohoo! Thanks for the work on this! I'm totally dependent on this utility.

squeakyReaper

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #380 on: February 18, 2011, 12:12:51 pm »

Construct (wooden?) Toy and Construct Wooden Barrel's job IDs are mixed around.  I think it was something like Code 121 or somesuch?
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fluffhead

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #381 on: February 22, 2011, 01:14:34 pm »

so I've looked, but can't find it yet, does anybody have a link to common skill builds?  Such as what dwarfs have what skills equipped.

such as I have a farmer/brewer w/ food hauling active.
i have a block(mason/engraver) w/ stone hauling on
I have zombies and some others, 

basically I'm wondering what are common builds, and what skills (with who hauls what) are typical?  I'm sure it's documented somewhere, just not sure where
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squeakyReaper

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #382 on: February 22, 2011, 01:17:37 pm »

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fluffhead

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #383 on: February 22, 2011, 02:02:25 pm »

I appreciate the link, but I'm still not seeing what I'm looking for, I'm probaby not wording my searches correctly.  I'm looking for a typical breakdown on how many dwarfs to assign to each profession, not when starting a fort necessarially, but at say 50, or 100 dwarfs.  How many are assigned as miners , how many as farmers, how many as haulers, how many as craftsdwarfs.  (I'm using the complete and utterly newb tutorial for dwarf fortress and they started on this a bit, but, I'm a bit confused as who needs hauling enabled and who doesn't, how many to assign to military and how many to assign as haulers etc).  I"ve already got about 63 dwarfs in my fortress so I'm just looking for a potentially better management structure.  It's already improved 100% with the implementation of this system, with specific generic professions.  (farmers/planters and beer brewing with only plant hauling enabled)  (Masons/stone detailing, with no hauling enabled) about 1/10th of my population as haulers only and about 1/8th of my fortress are military only doing drills constantly.  I'll post my exact numbers/breakdowns shortly for better feedback.

Right now I have

Such as in a 100 dwarf fort, typically there are xxx number of dwarfs with mining
4 miners (
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Quietust

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #384 on: February 22, 2011, 02:04:36 pm »

Construct (wooden?) Toy and Construct Wooden Barrel's job IDs are mixed around.  I think it was something like Code 121 or somesuch?
I've already reported this myself several times. Here it is again:
The job name errors were reported on DT's bug tracker over 5 months ago - presumably, fixing bugs from the old codebase is low priority.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

squeakyReaper

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #385 on: February 22, 2011, 02:11:14 pm »

Sorry, I'll attempt to keep my mouth shut more often.
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fluffhead

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #386 on: February 22, 2011, 02:28:53 pm »

no worries, I'm sure it's not the perfect place to ask, but I figured it wasn't a bad place to ask since it is sortof related to Dwarf Therapist. 

total of 61 dwarfs -

6 brickies (masonry, stone detailing,stone hauling)
2 - children
5 - chippers (carpentry/crossbow/wood cutting, (2 with wood hauling on).
6 - crafters (leatherworking, wood crafting, stonecrafting, bone carving, glassmaking, weaving, clothesmaking, strand extraction, pottery, glazing, wax working)
3 - diggers (mining)
3 - farmers (food hauling, farming(fields))
2 - foodies ((brewing, cooking)
9 - misc (butchery, tanning, dying, soap maker, wood burning, potash making, lye making, milling, plant gathering, plant processing, cheese making, milking, shearing, spinning, pressing, bee keeping)
12 - zombies (hauling only)
1 - animal dwarf (animal tanning, animal care, hunting, trapping, small animal dissector, fishing, fish dissector, fish cleaning)
5 - military (only military, doing training)
« Last Edit: February 22, 2011, 02:35:32 pm by fluffhead »
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Quietust

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #387 on: February 23, 2011, 07:19:02 pm »

Sorry, I'll attempt to keep my mouth shut more often.
I wasn't whining at you - I was whining at whoever hasn't gotten around to fixing that bug yet in DT.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Baron Of Hell

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #388 on: February 26, 2011, 02:11:12 pm »

Thanks, thinking about getting back into DF and I need this to keep track of things. I can never start a new game unless this is also updated to work with it.
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blueocean43

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Re: Dwarf Therapist (LATEST 0.6.9 2/17/11 see first post)
« Reply #389 on: March 04, 2011, 08:22:36 pm »

Hi everyone,

Sorry to ask stupid questions, but I am a total linux newb trying to install the latest linux (maverick) version of DT.
So, uh... can anyone help me out as to how? I haven't got the foggiest idea where to start.
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