DFHack / dfhack

Memory hacking library for Dwarf Fortress and a set of tools that use it
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Turn down upstreamed/obsolete tools #2474

Open myk002 opened 1 year ago

myk002 commented 1 year ago

Any others? Are there parts of the tools named above that we should keep?

ab9rf commented 1 year ago

i think it's premature to declare anything obsolete until we get a much closer look at 50.01, including the classic release (which does not yet even exist) and at what the community wants

i'd prefer not to declare things "obsolete" unless they are completely redundant in both the premium and the classic release (which is not even out yet) or they cannot be implemented at all

myk002 commented 1 year ago

The list certainly needs verification. It's intended as a gathering of prime suspects to investigate first.

StevenLaczko commented 1 year ago

I'm new here, but assuming "search" is what I think it is, we drill need it. Many parts of the GUI still need a search functionality in v50.

myk002 commented 1 year ago

Good point. I'm also seeing a need to automatically set keyboard focus to the search bars where they do exist in vanilla DF. I'll remove search from the candidates list

lethosor commented 1 year ago

regarding tidlers: if DF removed the feature that the script toggles, we would probably want to replace it with an overlay or similar with a different name.

lethosor commented 1 year ago

follow could potentially be replaced with a one-liner that sets the actively-followed unit, if there is a desire for a way to follow via command. (Not sure it's really more convenient, but it would allow you to go through the DFHack hotkey system if for some reason you wanted to rebind unit following separately from DF.)

ab9rf commented 1 year ago

i can totally see a streamer wanting there to be a scriptable way to select a specific unit for following

Moth-Tolias commented 1 year ago

fix/population-cap might be on the shortlist; migrant behaviour has definitely changed uniform-unstick seemingly has a button dedicated to it now? though we're not sure it quite works maybe break-dance - has anyone encountered that bug recently? digv has been obsolete for some time in our opinion what with the native automining designation, but the other dig commands are still relevant, so it probably wouldn't be worth the effort to remove. is there any point in keeping binpatch around? modtools/extra-gamelog: depending on how things go we might need to reimplement the gamelog almost from scratch.

lethosor commented 1 year ago

digv is still useful in cases where you want to see where the vein is before it's dug.

binpatch: potentially useful - not used a lot these days, but the capability is useful, and it's one of the most stable tools we have because it doesn't depend on DF.

myk002 commented 1 year ago

fix-blood-del didn't have any effect on my 50.05 savegame. has this issue been fixed?

Moth-Tolias commented 1 year ago

fix/dead-units is due to be upstreamed.

myk002 commented 1 year ago

the cave adaptation mechanic appears to have been removed. this means we might be able to turn down adaptation

Moth-Tolias commented 1 year ago

from what i understood that was a bug rather than an intentional removal

cppcooper commented 1 year ago

follow could potentially be replaced with a one-liner that sets the actively-followed unit

I think it's safe to say that such a command would be based on names/nicknames/role (role as in profession, current job, or active labors)

lethosor commented 1 year ago

Why is autogems on this list? Did gem cutting change meaningfully in v50? There doesn't seem to be anything under the vanilla work orders menu for automating gem cutting. Yeah, you can make work orders manually for specific gems, but autogems handles that for you.

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myk002 commented 1 year ago

It was my understanding that you could now specify "cut gems" in the manager orders. Autogems might still have a place in giving more control, but it is no longer otherwise required to add orders for every gem type