Duplicate Object: creature NOTHING
Be warned that the "Vermin can only escape from artifact animal traps" patch has a
side effect - most notably, it results in
bug 6343 happening whenever Elven caravans arrive at your fortress.
Also, I did
NOT write any of the patches regarding weapon racks - all of those were written by angavrilov, one of the other DFHack developers (and, in fact, the source files you linked are from his own repository).
Be warned that the "Vermin can only escape from artifact animal traps" patch has a
side effect - most notably, it results in
bug 6343 happening whenever Elven caravans arrive at your fortress.
UristMcHuman wrote:
Does this use all of the features planned in the next physical release of the game? (i.e. city layouts, tombs/sewers, etc)
Of course not - this is just version 0.31.25 with a handful of bugfixes.
This file probably should've been zipped up beforehand - would've cut the download time in half.
Behavior changed - instead of forbidding items on drop, they are now forbidden the instant they enter the map, using (mostly) the same criteria the Stocks screen uses for displaying items in red.
Known issue: ammunition does not get forbidden.
Now permits toggling Forbid directly from the stocks screen.
Now features filters to exclude nobles and children, as well as to include animals and members of other civilizations.
Known issue - if an invader is a historical figure (usually true of squad leaders), some (or all) of its equipment will be flagged as being locally made and will fail to be forbidden.
Now allows toggling the Melt designation, not an easy feat since it required injecting custom code into the game.
Now loads language data directly from memory (so you don't need to run it from Dwarf Fortress's directory) and properly determines the "DWARF" creature ID (as specified in entity_default.txt, [ENTITY:MOUNTAIN] -> [CREATURE:xxx]) so it won't crash if you've modded in additional creatures.
comment last edited by Quietust on Jul 22, 2010, 02:18:24 pm
Now allows altering weapon assignments, including ones not listed in the Military screen (daggers, bows, blowguns, pikes*, and whips), as well as altering armor/shield levels and number of weapons to use.
(* provided you have modified your raws to permit dwarves to equip them in the first place)