Dwarf Fortress

Dwarf Fortress

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qol, ui
Tags: dfhack, alerts
File Size
Posted
Updated
294.823 KB
29 Apr @ 6:54am
5 Aug @ 2:51am
7 Change Notes ( view )

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Alert Manager

Description
--- ATTENTION ---
This mod needs DFHack to be installed. You can simply get it here (https://store.steampowered.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.
Popular Discussions View All (1)
0
3 May @ 3:35pm
Bug reports
RebOOter
20 Comments
RebOOter  [author] 5 Aug @ 2:53am 
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  [author] 3 Aug @ 1:56am 
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 3 Aug @ 1:47am 
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  [author] 3 Aug @ 1:40am 
@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 2 Aug @ 11:24pm 
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  [author] 16 Jun @ 12:05pm 
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
RebOOter  [author] 13 Jun @ 6:38am 
Lol, it's not only about bee-sting notifications, but for all settings :D
I'll make a fix in a few days
Thank you <3
NukeAJS 12 Jun @ 12:27pm 
Great mod, I really like it. One thing I've noticed is that the bee-sting notification doesn't save it's state from session to session.
RebOOter  [author] 9 Jun @ 6:13am 
Yet another small update:

1. Removed overlay for Mandate Manager.
2. Fixed loading mod's state between saves.
RebOOter  [author] 20 May @ 1:05pm 
A little new update:

1. Added integration with Mandate Manager
2. Added the possibility to remove alerts about bee bites