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Allows the fortress bookkeeper to queue jobs through the manager. I have a feeling my dwarf was thrown out of Armor College for his radical doubt in Adamantine's usefulness as a defense material. Allows adding magma, water and obsidian to the game. Your sons step back. Req113, RACE SPECIFIC PROFESSION NAMES, Completed.
The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children. Req333, RESPECT CONTAINER CAPACITY ON PICKUP, (Future): Container capacity needs to be respected on pickup as it is with the put command. Core27, ARMIES OF DWARVES, (Future): You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. Dwarf fortress shining bars of metal names. Without this plugin, it is possible to add a syndrome to a unit by making the unit perform a custom reaction. Bloat14, HUNTER AI, (Future): Be smarter about returning kills when interrupted. Bards sing of this moment through the empire. Req485, GROUNDED/SWIMMING, (Future): Need to square the commonly-used notion of being on the ground with swimming.
Weavers and clothiers who have a preference for any type of silk, plant fiber cloth, or yarn will demand that generic type (e. a dwarf that likes cave spider silk will require any type of silk), and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list. A skilled farmer should make any fertilizer requirements very straightforward and easy to deal with. Currently, the only way of trading for shells is to hope that the elven caravan brings some tamed shell-producing large creature. Examples: createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2. PowerGoal114, IS THAT A POWER GOAL?, (Future): The hermit is cursed to extinguish all flames but is mortally terrified of darkness, so he lives in a cave with light generating fungus so he can be surrounded by light at all times. Should be able to butcher the small creatures too. Nano: An implementation of nano embark - allows resizing below 2x2 when enabled. Clear-tiles burrow burrow... - Remove all tiles from the burrows. Req477, CONNECTED SITE COMPONENTS, (Future): Sites in areas with large elevation changes need to connect up their components. Their exact position is extracted from the workshop raws. Dwarf fortress shining bars of metal 2. Changeitem m INORGANIC:GRANITE here. Bloat256, VEGETATION MELTING/BOILING, (Future): Vegetation made out of exotic materials that would melt rather than burn aren't currently supported. I don't know who the hell came up with a name like 'Lanterntool', but it's spot on. What I did hear, however, with crystal clarity, was word of an artifact gold boot they'd crafted.
Gui/workshop-job, as described in. Req396, OBSTACLE HANDLING FOR BUILDERS AND MINERS, (Future): When a dwarves are mining or placing a building which will become an obstacle, they should do the jobs from the first good square they touch so that they don't lock themselves in. Antivenom used to be in but was removed for a bit. Req196, DRINK APPRECIATION PROBLEM, (Future): Liking drinks is flawed, since they like the drink more if the entire drink stack is larger. Whatever happens in adventure mode should be tied back in to dwarf mode. He runs away down an alley. Req41, BUILDING CONSTRUCTION ITEM SELECTION, Completed: There are some requests for the items you select for buildings to be listed by distance from the build site. Whenever the bookkeeper updates stockpile records, new work orders will be placed on the manager's queue for each such selection, reduced by the number of identical orders already in the queue. Bloat301, BUILDING SQUARE BLOCKAGES, (Future): Handle the various issues and annoyance that come from having workshops always block squares in a given pattern. Requires Core93 and Core94. If you want to copy your watchlist to another savegame you can use the command list_export: Load savegame where you made the settings. Dwarf fortress shining bars of metal wow. Bloat315, DESIGNATION SHAPES, (Future): Option to designate with circles and custom templates. Any non-dead non-caged unit of the specified race gets its.
SYN_CLASS tag will be used to create a console command. You will have to help them, however, else they may go insane. Req288, FLOODGATE PLACEMENT ISSUES, (Future): It's very common for people to get blocked off by floodgates while placing them. I've already copied down a ton of NPK tables. What to do when your Dwarf Falls into a secretive mood in Dwarf Fortress. Unassign: Unassign selected creature from it's zone. Type help petcapRemover for exact usage. PowerGoal6, FIGHT AND DIE IN ELONGATED WARS, (Future): You join up with an army and follow it around. Some notable scripts: Scripts in this subdirectory fix various bugs and issues, some of them obscure. The odds are still against the armorer, but much better than for any other single dwarf.
Tocages: Assign unit(s) to cages inside a pasture. Watch R: Start watching a race. Req433, FLOATING, (Future): Objects with proper densities should float in liquids. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. You pretend to mourn the body, holding its head in your hand as you hide the diamond in the corpse's mouth. Core35, DWARF RAIDS, (Future): If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. Clear: clear the sky. Req499, BETTER PRESSURE, Completed: Water should avoid upward paths when there is a good downward route, though this taxes the CPU slightly.
Current raw objects such as creatures, entities, plants, metals or even stone should also be randomizable. Quote: This is a crude image of a dwarf and mask in graphite. A different unit might inhale the gas. If no filters are set zones under the cursor are listed. A macabre dwarf may require bones, skulls Verify, or vermin remains; if you do not happen to have any, you will have to make some, e. g. by butchering an animal and/or allowing a cat to go hunting, or let the moody dwarf go insane. Req27, IMPROVED WORKSHOP INTERFACES, (Future): Many workshops should give you the option to choose which material, plant etc. Req561, LOCAL WILDERNESS POPULATION REPLENISHMENT, (Future): Local wilderness populations don't replenish like they used to over the course of a dwarf mode game.
PowerGoal146, WALKING INTO THE WRONG BAR, (Future): Wearing a pendant of Imi the Owl of Hell, you enter a mead hall frequented by worshippers of Vutu the Playful Ooze of Midnight. If the selected tile has no designation, they will be dig designated. Req472, MIXING LIQUID CONTAMINANTS, (Future): Liquid contaminants should mix so that you can't just act on one of them, assuming they overlap on the object in question. GHOSTS ARC: When you take an adventurer back to a fortress, it could afford to be a lot more interesting.
A permanent alias for 'digl x'. Finding yourself in a sea of bones, you grope around in the darkness, unable to find a foothold to climb out of the expansive pitch-black death pit. PowerGoal49, SCREAM BALL, (Future): Trolls take the captives and see if they can throw them all the way over the chasm to each other. They cook it over a candle until they get addictive zombie juice, which eventually turns them into undead fiends. You see, it's my little buddy, Dash Magnum. Bloat267, EXTENDED BARTERING, (Future): Almost every object in the possession of a creature should be available for sale if you set the price high enough, even if the creature in question is not given to bartering. Zinfo: Print info about zone(s).
Req29, SOLDIER PROFILES, (Future): Entity definitions should track what kinds of soldiers the civilization uses (they currently track weapon types, which is part of the picture). Clear-ghostly:||Remove the ghostly status from the selected unit and mark it as dead.