Dwarf Fortress

Dwarf Fortress

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Alert Manager
   
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qol, ui
标签: dfhack, alerts
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294.823 KB
4 月 29 日 上午 6:54
8 月 5 日 上午 2:51
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Alert Manager

描述
--- ATTENTION ---
This mod needs DFHack to be installed. You can simply get it here (https://psteamproxy.yuanyoumao.com/app/2346660/DFHack__Dwarf_Fortress_Modding_Engine/)

Overview
This tool will help you manage alerts in the DF.
There are not a lot of options to manage alerts in the game, so this tool is designed to mitigate this problem.

For now, you have these options:

    1. Remove alerts from cycle/repetitive orders. For example, you have a standard order to create new barrels when no empty barrels are left. If you don’t want to get “spam” about such notifications, enable this option in the UI. The script will simply scan alerts, and if the number of orders isn’t changed, then the script will remove the alert. The report related to the removed alert will still be available in the gamelog.txt
    2. Remove alerts about slaughtered animals. For example, your chicken hatched and you need to end around 10-15 poor things. The script will remove alerts after every slaughtering, so you won’t be annoyed with 10-15 notifications in a row. Perfectly works with Autobuther. Still, reports will be available in the gamelog.txt
    3. Remove alerts about sparring. The combat log of the sparring itself will still be available in the gamelog.txt
    4. Remove alerts about hunting. It won't remove alerts about the combat itself (cos it's more complicated to separate exactly hunting from the rest), but at least you won't be spammed with "Urist is hunting".

Use gui/alertmanager to manage the script’s options.

Q&A

Q: Can I enable this mod in the existing save?
A: Sure thing, just copy the mod to the Steam\steamapps\common\Dwarf Fortress\data\installed_mods

Q: I see alerts, but they just quickly disappear.
NA: It shouldn't be a case now but let me know if it is.
A: That’s the thing. Unfortunately, there’s no such function as onAnnouncement in the DFHack, so the script should check the alerts in real-time. That’s why sometimes you can notice this “blink” of the alert.

Q: I’m pretty sure it removed the one-time job notification. Is it possible?
A: In some really rare cases, yes. For example, if you added a new order and the one-time order was completed at the same time. I’ve noticed it only once while testing, but let me know if it happens too often, and I’ll try to figure out the solution/fix.
热门讨论 查看全部(1)
0
5 月 3 日 下午 3:35
Bug reports
RebOOter
24 条留言
Kosh 10 月 5 日 上午 10:26 
Потестил ещё немного - с животными проблем не возникало, а вот из-за ордеров ещё несколько раз повторялось.Видимо, действительно проблема в них.
В целом, даже с "отключёнными ордерами" мод крайне полезен, спасибо большое!
Кстати, заметил забавный баг, если стоит мод "аудио алерт", то уведомление на забитых животных не приходят, но озвучка всё равно срабатывает)
RebOOter  [作者] 10 月 3 日 上午 11:18 
Хм, про животных не встречал, но просадки оч возможны, видимо оптимизация не до конца помогла, попробую ещё, спасибо за отзыв!
Kosh 9 月 29 日 上午 7:17 
К сожалению, иногда вызывает катострофические просадки fps. Скорее всего из-за алертов на ордера или животных(но это не точно, ещё понаблюдаю).
Так же алерты животных отображаются не смотря на их отключение
abid.naqvi83 9 月 24 日 下午 5:48 
Since this is the first mod I have ever installed I had to figure out exactly how to copy the files to the correct location. Google Gemini helped.

First I found out the mod folder location: `/c/Program Files (x86)/Steam/steamapps/workshop/content/975370/3472724128` (where 975370 is the Dwarf Fortress App ID and 3472724128 is this mod's id).

I then copied the entire 3472724128 folder to `/c/Program Files (x86)/Steam/steamapps/common/Dwarf Fortress/data/installed_mods` and renamed the numbered folder to `Alert Manager` (which is the name listed in the `info.txt` file).

Once copied I was able to launch an existing world and run the `gui/alertmanager` command via `gui/launcher` in DFHack.
RebOOter  [作者] 8 月 5 日 上午 2:53 
New update 1.5.0 is here!

1. Fixed performance issues.
2. Added the counter to the main UI.
3. Fixed type with "repeatable" alerts in the main UI.
4. Fixed main condition for `#alerts` so the script will check only for a non-empty array of alerts.
RebOOter  [作者] 8 月 3 日 上午 1:56 
Hm, I'll take a look at this, but if it only reads logs, then it shouldn't have any effect on this mod
Hawara 8 月 3 日 上午 1:47 
Maybe it has something to do with "sound sense" which i also use i'm not sure. Sound sense is an old program for playing sounds for DwarfFortress. It reads the gamelog alerts for playing appropriate sound effects. But i'm not sure how this works though.
RebOOter  [作者] 8 月 3 日 上午 1:40 
@Hawara It could be this mod =(
Currently, I'm working on optimization, because my first solution was pretty badly implemented, so I hope it will help
Hawara 8 月 2 日 下午 11:24 
The mod causes a fps drop for me after some time. They go from 150 to 40 in a second. When i disable and enable it in dfhack, it is fixed again but it always comes back after some time.
Not sure if it's this mod or because of other mods in combination with this one.
RebOOter  [作者] 6 月 16 日 下午 12:05 
Here is 1.4.1 update:

Fixed the bug when the settings didn't load properly when loading a saved game. Thanks @NukeAJS for noticing!
That was unexpected Lua behaviour :D