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Implemented new 'unload' command in caravan script. #404
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Code looks good! "rejoin_pack_animals" is kind of a long name, but it is specific and understandable. Calling it just "fix" is an option, and is "forward compatible" in case there are more things we can check for and fix in the future. @lethosor, what do you think?
Could you add a changelog entry in changelog.txt
that describes this change? It should go in the "Misc Improvements" section of the "Future" release.
Also, please consider adding your name to the https://github.com/DFHack/dfhack/blob/develop/docs/Authors.rst file in the DFHack/dfhack repo. |
Yeah name is kinda long, thats why I called it "rejoin" and not "reconnect".
Sure! I will add it there. Edit: Done. |
Sure! I will add myself there later. Edit: Done. Made a PR, |
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I agree with @myk002 that the name is kind of long. I think it's also more specific than it needs to be. From what I understand, it took you some time to figure out that your caravan was stuck because the pack animals were disconnected. I don't think we can expect users to figure that out. From their perspective, the caravan is just stuck, and they don't know why, so I think unstick
or something similar would be better (and shorter).
Now, if we want to maintain the ability to apply specific, targeted fixes in the future if unstick
does more than one thing, I would be in favor of making unstick()
call out to rejoin_pack_animals()
and whatever else is necessary to get a caravan unstuck.
Helps in cases of endless unloading at the depot.
Co-authored-by: Myk <myk002@yahoo.com>
I will call it I will make Edit: Done. |
As suggested in: DFHack/scripts#404 (comment)
As suggested in: DFHack/scripts#404 (comment)
btw, your master branch will be out of sync after this is merged. you'll want to
to get back in sync. Creating branches for PRs will avoid this issue in the future. |
Helps in cases of endless unloading at the depot.