It should not try to do that if e.g. showing buildingitems. Maybe later we will have more valid focus strings (e.g. custom item view for some buildings) but for now just use vanilla (or callback function not a class)
The manager can now specify each type of craft individually, as well as in general.
There may be a better justification for not allowing pearl and shell scepters, though.
Mostly, instruments and their pieces are made through generated custom reactions, instead of as tools.
Depends on df-structures commit e551233 for full potency.
This should make resolving future issues easier, although implementing
new confirmations in lua isn't possible yet (each one requires a line
in confirm.cpp).
This also resolves an issue with note-delete and route-delete, with
dfhack/df-structures@1bc4f61
It's been four years since meaningful updates, and in that time
alternatives have emerged to almost everything. Any remaining
functionality to replace is on the issue tracker.
Simpler is better, for users and developers, and removing a legacy
system makes it easier to understand how DFHack works.
Previously, it was possible to save outside of the stocksettings
directory or fail to save in a nonexistent subdirectory (e.g. when
a stockpile name had slashes in it).
Resolves#621
Widget positions and a few other options (e.g. date formats) can be
specified in dfhack-config/dwarfmonitor.json on a per-instance basis.
Related changes:
* Fixed an issue loading JSON files from Lua
* JSON files in dfhack-config (only dwarfmonitor.json currently) are
no longer copied into the DF directory when building DFHack. This
keeps developers' personal settings intact, but will require
copying over changes made to DFHack's copies manually.
* Fixed incorrect config path in dwarfmonitor help
Makes workflow understand "seeds of any plant", "thread of any plant",
"drink of any plant", "powder of any plant", and "liquid of any plant"
when counting items.
Changes workflow's handling of the built-in plant reactions to
understand that they always produce plant products, and that they also
produce seeds.
This means that you can set a target for, for example, "powder of any
plant", and workflow will use a milling job to produce that.
Fixed buildings not consuming correct value of power. Added way to ignore unpowered state. Added setPower/getPower to change how much power building uses on the fly.