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Author Topic: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)  (Read 871353 times)

ActnMoviHeroBoy

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1020 on: February 16, 2012, 11:02:18 am »

My PayPal is a little wonky, so I'm trying to get that fixed. It really means a lot to the mac users that the supporter of one of the staple utilities would be willing to help out if we provided the hardware. Thanks DE for all your efforts.
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The landscape routinely being soaked in flammable fluids somehow seems less than benevolent.
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The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

scaliper

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1021 on: February 16, 2012, 11:21:20 am »

Is there no variable for how long a dwarf has lived in a location (ie your fort)?
As I am not code-literate, I may be wrong, but I'd be incredibly surprized if there was not. I know for a fact that the game tracks the season and year of the dwarf arriving at your fort in legends mode. If you could find where that value is stored, you could probably sort immigration waves based on that. Depending on the precise coding, it may also be possible that any children born in the same season would show up as migrants, but I don't know about that one, and that's not much of a trade-off in my opinion.

Of course, that would likely require finding the value for the fort itself as well, as the game simply says "in <season> of <year>, <name> arrived in <fortress>" or something like that. If the game simply tracks intersection of values, you'd need a way of finding the fortress value. I have no idea whether that's possible, although to be fair I honestly have no idea on the validity of anything I've said above...
« Last Edit: February 16, 2012, 11:24:05 am by scaliper »
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Unless you load the quadruplegics into catapults and fire them on the enemy.
First person to record farming in HFS, and in a community fort no less!

schismatise

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1022 on: February 16, 2012, 11:34:17 am »

Is there no variable for how long a dwarf has lived in a location (ie your fort)?
As I am not code-literate, I may be wrong, but I'd be incredibly surprized if there was not. I know for a fact that the game tracks the season and year of the dwarf arriving at your fort in legends mode. If you could find where that value is stored, you could probably sort immigration waves based on that.

He is a citizen of The Violent Sacks.  He is a member of The Confident Bust.  (yup, thats us) He is a former member of The Razors of Distance. (... interesting) He is a former prisoner of The Copper Hate.  (wut?) He arrived at Ralokang on teh 24th of Hematite in the year 126.  (ooh, I like this addition)

^ Stole that quote from another thread. Seems like the information required is right there on the dwarf's info screen.

(DT can read a dwarf's info screen, right?)
« Last Edit: February 16, 2012, 11:35:53 am by schismatise »
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Rumrusher

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1023 on: February 16, 2012, 11:36:18 am »

So now we can sort out the vamps from the normals and make those who want a fortress of vampire nobles all a lot closer.
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I thought I would I had never hear my daughter's escapades from some boy...
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Kipi

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1024 on: February 16, 2012, 11:39:39 am »

Is there no variable for how long a dwarf has lived in a location (ie your fort)?
As I am not code-literate, I may be wrong, but I'd be incredibly surprized if there was not. I know for a fact that the game tracks the season and year of the dwarf arriving at your fort in legends mode. If you could find where that value is stored, you could probably sort immigration waves based on that. Depending on the precise coding, it may also be possible that any children born in the same season would show up as migrants, but I don't know about that one, and that's not much of a trade-off in my opinion.

Of course, that would likely require finding the value for the fort itself as well, as the game simply says "in <season> of <year>, <name> arrived in <fortress>" or something like that. If the game simply tracks intersection of values, you'd need a way of finding the fortress value. I have no idea whether that's possible, although to be fair I honestly have no idea on the validity of anything I've said above...

That is actually good idea!

Lets say that the game keep track of the movement of migrants and thus knows when migrant arrived to fortress. Now, as far as I know, there can be only one migrant wave per season, right? So even if the game tracks the movement by season it should still be accurate enough.

Now, the children. Not 100% sure but I think the game tracks the birth separately to the movement. If it does then DT could just compare the birth place to current place and if it is same then the dwarf in question is listed separately as it has born in the fortress. If it doesn't then it will put the dwarf in same migrant wave with all the rest of the dwarves appearing in the fortress that season.

Expanding the idea, perhaps DT could group children born in the fortress by the seasons? The above method could support it, just put the newborn to a list of other newborns of that season. This would reduce the number of waves currently shown because more or lest each child is listed in own wave, unless there are doubles or triplets.
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Room Values - !!SCIENCE!!

Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Marble_Nuts

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1025 on: February 16, 2012, 11:43:52 am »

OMG you guy have no idea how happy I am to know that therapist is going on mac!! I... I mean... There are no other way to say it :D

Is there a bit of funding related to this sudden change on plan? On making therapist available for mac?
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schismatise

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1026 on: February 16, 2012, 11:48:56 am »

OMG you guy have no idea how happy I am to know that therapist is going on mac!! I... I mean... There are no other way to say it :D

Is there a bit of funding related to this sudden change on plan? On making therapist available for mac?

As mentioned, I've created a Tip Jar with the intent of getting a mac mini to start merging / supporting OSX. I'll look into adding linux support once again this weekend.
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Nice Save

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1027 on: February 16, 2012, 11:55:17 am »

The migration waves were always a bit wonky with historical figures. When your monarch arrived DT showed him/her as the only member of wave 1, bumping everyone else up a number. It's just more noticeable now that many historical figures are arriving.

If you're having trouble telling who's new, activate alchemy or fish dissection or something that you don't have happening in your fortress on every dwarf, and the migrants are the ones without that activated.

Talvieno

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1028 on: February 16, 2012, 11:57:26 am »

Actually, there is a variable now that shows when the migrants arrive. It's in the stats screen - v + z + enter.

"He is a citizen of The Infinite Silvers. He is a member of The Towers of Ice. He is a former member of The Confusing Pillar. He is a former member of The Work of Bowing. He arrived at Edimetur on the 3rd of Felsite in the year 102."

Note the last sentence. Perhaps this could be utilized?
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DwarfEngineer

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1029 on: February 16, 2012, 11:58:41 am »

Actually, there is a variable now that shows when the migrants arrive. It's in the stats screen - v + z + enter.

"He is a citizen of The Infinite Silvers. He is a member of The Towers of Ice. He is a former member of The Confusing Pillar. He is a former member of The Work of Bowing. He arrived at Edimetur on the 3rd of Felsite in the year 102."

Note the last sentence. Perhaps this could be utilized?
Yeah, I'll be looking into that tonight. Could be extremely useful, and might result in migration waves working better than ever :)
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Darmarius

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1030 on: February 16, 2012, 12:09:02 pm »

Found the squad offset on linux (well, DT found it for me :P): 0x095c47b4

So, merging that with what kionmaru found, we have the following ini for now:

[info]
checksum=0xa42a074a
version_name=v0.34.01
complete=false

[addresses]
translation_vector=0x095c7bf8
language_vector=0x095c7be0
creature_vector=0x095868ac
dwarf_race_index=0x0956e240
squad_vector=0x095c47b4

[offsets]
word_table=0x001c


It still doesn't read profession and experience properly, so the souls offset are probably wrong. I'll try looking into it.

Edit: the rest of the ini file I'm working with right now is based on the previous version.
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Starhero

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1031 on: February 16, 2012, 12:15:35 pm »

This thread continues to amaze me in the collaboration that is is occurring.

You are all my friends now, save the few douches. This community rocks!
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Dwarf Fortress, a great game with an even better community!

Bifidus

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1032 on: February 16, 2012, 01:43:07 pm »

Oh my... that thing work under Linux ? Natively ?!

/dwarfgasm
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floundericiousWA

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1033 on: February 16, 2012, 02:02:14 pm »

The tagline for this mod is right: "this makes DF playable"

Therapist is indispensible!  All-star win-ness!
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dyn

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Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« Reply #1034 on: February 16, 2012, 02:13:01 pm »

I got the okay from Dwarf Engineer to post this quick fix before it is verified by him for official release. This should fix the  IDs to correctly display professions, in the process fixing the dwarf child labor issue and the military Recruits without a weapon specialty not showing up at all. Just open up the file game_data.ini in the etc folder and replace the entire [professions] heading with the code below.

Code: [Select]
[professions]
# all professions assume can_assign_labors is true, and is_military is false
size=106
1/name = Miner
1/id = 0

2/name = Woodworker
2/id = 1

3/name = Carpenter
3/id = 2

4/name = Bowyer
4/id = 3

5/name = Woodcutter
5/id = 4

6/name = Stoneworker
6/id = 5

7/name = Engraver
7/id = 6

8/name = Mason
8/id = 7

9/name = Ranger
9/id = 8

10/name = Animal Caretaker
10/id = 9

11/name = Animal Trainer
11/id = 10

12/name = Hunter
12/id = 11

13/name = Trapper
13/id = 12

14/name = Animal Dissector
14/id = 13

15/name = Metalsmith
15/id = 14

16/name = Furnace Operator
16/id = 15

17/name = Weaponsmith
17/id = 16

18/name = Armorer
18/id = 17

19/name = Blacksmith
19/id = 18

20/name = Metalcrafter
20/id = 19

21/name = Jeweler
21/id = 20

22/name = Gem Cutter
22/id = 21

23/name = Gem Setter
23/id = 22

24/name = Craftsman
24/id = 23

25/name = Woodcrafter
25/id = 24

26/name = Stonecrafter
26/id = 25

27/name = Leatherworker
27/id = 26

28/name = Bone Carver
28/id = 27

29/name = Weaver
29/id = 28

30/name = Clothier
30/id = 29

31/name = Glassmaker
31/id = 30

32/name = Potter
32/id = 31

33/name = Glazer
33/id = 32

34/name = Wax Worker
34/id = 33

35/name = Strand Extractor
35/id = 34

36/name = Fishery Worker
36/id = 35

37/name = Fisherman
37/id = 36

38/name = Fish Dissector
38/id = 37

39/name = Fish Cleaner
39/id = 38

40/name = Farmer
40/id = 39

41/name = Cheesemaker
41/id = 40

42/name = Milker
42/id = 41

43/name = Cooking
43/id = 42

44/name = Thresher
44/id = 43

45/name = Miller
45/id = 44

46/name = Butcher
46/id = 45

47/name = Tanner
47/id = 46

48/name = Dyer
48/id = 47

49/name = Planter
49/id = 48

50/name = Herbalist
50/id = 49

51/name = Brewer
51/id = 50

52/name = Soap Maker
52/id = 51

53/name = Potash Maker
53/id = 52

54/name = Lye Maker
54/id = 53

55/name = Wood Burner
55/id = 54

56/name = Shearer
56/id = 55

57/name = Spinner
57/id = 56

58/name = Presser
58/id = 57

59/name = Beekeeper
59/id = 58

60/name = Engineer
60/id = 59

61/name = Mechanic
61/id = 60

62/name = Siege Engineer
62/id = 61

63/name = Siege Operator
63/id = 62

64/name = Pump Operator
64/id = 63

65/name = Clerk
65/id = 64

66/name = Administrator
66/id = 65

67/name = Trader
67/id = 66

68/name = Architect
68/id = 67

69/name = Alchemist
69/id = 68

70/name = Doctor
70/id = 69

71/name = Diagnoser
71/id = 70

72/name = Bone Setter
72/id = 71

73/name = Suturer
73/id = 72

74/name = Surgeon
74/id = 73

75/name = Merchant
75/id = 74

76/name = Hammerman
76/id = 75
76/is_military = true
76/can_assign_labors = true

77/name = Master Hammerman
77/id = 76
77/is_military = true
77/can_assign_labors = false

78/name = Spearman
78/id = 77
78/is_military = true
78/can_assign_labors = true

79/name = Master Spearman
79/id = 78
79/is_military = true
79/can_assign_labors = false

80/name = Crossbowman
80/id = 79
80/is_military = true
80/can_assign_labors = true

81/name = Master Crossbowman
81/id = 80
81/is_military = true
81/can_assign_labors = false

82/name = Wrestler
82/id = 81
82/is_military = true
82/can_assign_labors = true

83/name = Master Wrestler
83/id = 82
83/is_military = true
83/can_assign_labors = false

84/name = Axeman
84/id = 83
84/is_military = true
84/can_assign_labors = true

85/name = Master Axeman
85/id = 84
85/is_military = true
85/can_assign_labors = false

86/name = Swordsman
86/id = 85
86/is_military = true
86/can_assign_labors = true

87/name = Master Swordsman
87/id = 86
87/is_military = true
87/can_assign_labors = false

88/name = Maceman
88/id = 87
88/is_military = true
88/can_assign_labors = true

89/name = Master Maceman
89/id = 88
89/is_military = true
89/can_assign_labors = false

90/name = Pikeman
90/id = 89
90/is_military = true
90/can_assign_labors = true

91/name = Master Pikeman
91/id = 90
91/is_military = true
91/can_assign_labors = false

92/name = Bowman
92/id = 91
92/is_military = true
92/can_assign_labors = true

93/name = Master Bowman
93/id = 92
93/is_military = true
93/can_assign_labors = false

94/name = Blowgunman
94/id = 93
94/is_military = true
94/can_assign_labors = true

95/name = Master Blowgunman
95/id = 94
95/is_military = true
95/can_assign_labors = false

96/name = Lasher
96/id = 95
96/is_military = true
96/can_assign_labors = true

97/name = Master Lasher
97/id = 96
97/is_military = true
97/can_assign_labors = false

98/name = Recruit
98/id = 97
98/is_military = true
98/can_assign_labors = true

99/name = Trained Hunter
99/id = 98
99/is_military = false
99/can_assign_labors = true

100/name = Trained War
100/id = 99
100/is_military = false
100/can_assign_labors = true

101/name = Master Thief
101/id = 100
101/is_military = false
101/can_assign_labors = true

102/name = Thief
102/id = 101

103/name = Peasant
103/id = 102

104/name = Child
104/id = 103
104/is_military = false
104/can_assign_labors = false

105/name = Baby
105/id = 104
105/is_military = false
105/can_assign_labors = false

106/name = Drunk
106/id = 105
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