2016-03-16 06:38:01 -06:00
:orphan:
.. _HISTORY:
########################
HISTORY - old changelogs
########################
This file is where old changelogs live, so the current `changelog`
in `` NEWS.rst `` doesn't get too long.
.. contents ::
:depth: 2
DFHack 0.40.23-r1
=================
Internals
- plugins will not be loaded if globals they specify as required are not located (should prevent some crashes)
Fixes
-----
- Fixed numerous (mostly Lua-related) crashes on OS X by including a more up-to-date libstdc++
- :kbd: `Alt` should no longer get stuck on Windows (and perhaps other platforms as well)
- `gui/advfort` works again
- `autobutcher` : takes sexualities into account
- devel/export-dt-ini: Updated for 0.40.20+
- `digfort` : now checks file type and existence
- `exportlegends` : Fixed map export
- `full-heal` : Fixed a problem with selecting units in the GUI
- `gui/hack-wish` : Fixed restrictive material filters
- `mousequery` : Changed box-select key to Alt+M
- `dwarfmonitor` : correct date display (month index, separator)
- `putontable` : added to the readme
- `siren` should work again
- stderr.log: removed excessive debug output on OS X
- `trackstop` : No longer prevents cancelling the removal of a track stop or roller.
- Fixed a display issue with `` PRINT_MODE:TEXT ``
- Fixed a symbol error (MapExtras::BiomeInfo::MAX_LAYERS) when compiling DFHack in Debug mode
New Plugins
-----------
- `fortplan` : designate construction of (limited) buildings from .csv file, quickfort-style
New Scripts
-----------
- `gui/stockpiles` : an in-game interface for saving and loading stockpile settings files.
- `position` : Reports the current date, time, month, and season, plus some location info. Port/update of position.py
- `hfs-pit` : Digs a hole to hell under the cursor. Replaces needs_porting/hellhole.cpp
Removed
-------
- embark.lua: Obsolete, use `embark-tools`
New tweaks
----------
- `eggs-fertile <tweak>` : Displays an egg fertility indicator on nestboxes
- `max-wheelbarrow <tweak>` : Allows assigning more than 3 wheelbarrows to a stockpile
Misc Improvements
-----------------
- `embark-tools` : Added basic mouse support on the local map
- Made some adventure mode keybindings in :file: `dfhack.init-example` only work in adventure mode
- `gui/companion-order` : added a default keybinding
- further work on needs_porting
DFHack 0.40.19-r1
=================
Fixes
-----
- `modtools/reaction-trigger` : fixed typo
- `modtools/item-trigger` : should now work with item types
New plugins
-----------
- `savestock, loadstock <stocksettings>` : save and load stockpile settings across worlds and saves
New scripts
-----------
- `remove-stress` : set selected or all units unit to -1,000,000 stress (this script replaces removebadthoughts)
Misc improvements
-----------------
- `command-prompt` : can now access selected items, units, and buildings
- `autolabor` : add an optional talent pool parameter
DFHack 0.40.16-r1
=================
Internals
---------
- `EventManager` should handle INTERACTION triggers a little better. It still can get confused about who did what but only rarely.
- `EventManager` should no longer trigger REPORT events for old reports after loading a save.
- lua/persist-table: a convenient way of using persistent tables of arbitrary structure and dimension in Lua
Fixes
-----
- `mousequery` : Disabled when linking levers
- `stocks` : Melting should work now
- `full-heal` : Updated with proper argument handling
- `modtools/reaction-trigger-transition` : should produce the correct syntax now
- `superdwarf` : should work better now
- `forum-dwarves` : update for new df-structures changes
New Scripts
-----------
- `adaptation` : view or set the cavern adaptation level of your citizens
- `add-thought` : allows the user to add thoughts to creatures.
- `gaydar` : detect the sexual orientation of units on the map
- `markdown` : Save a copy of a text screen in markdown (for reddit among others).
- devel/all-bob: renames everyone Bob to help test interaction-trigger
Misc Improvements
-----------------
- `autodump` : Can now mark a stockpile for auto-dumping (similar to `automelt` and `autotrade` )
- `buildingplan` : Can now auto-allocate rooms to dwarves with specific positions (e.g. expedition leader, mayor)
- `dwarfmonitor` : now displays a weather indicator and date
- lua/syndrome-util, `modtools/add-syndrome` : now you can remove syndromes by SYN_CLASS
- No longer write empty :file: `.history` files
DFHack 0.40.15-r1
=================
Fixes
-----
- mousequery: Fixed behavior when selecting a tile on the lowest z-level
Misc Improvements
-----------------
- `EventManager` : deals with frame_counter getting reset properly now.
- `modtools/item-trigger` : fixed equip/unequip bug and corrected minor documentation error
- `teleport` : Updated with proper argument handling and proper unit-at-destination handling.
- `autotrade` : Removed the newly obsolete :guilabel: `Mark all` functionality.
- `search-plugin` : Adapts to the new trade screen column width
- `tweak fast-trade <tweak>` : Switching the fast-trade keybinding to Shift-Up/Shift-Down, due to Select All conflict
DFHack 0.40.14-r1
=================
Internals
---------
- The DFHack console can now be disabled by setting the DFHACK_DISABLE_CONSOLE environment variable: `` DFHACK_DISABLE_CONSOLE=1 ./dfhack ``
Fixes
-----
- Stopped duplicate load/unload events when unloading a world
- Stopped `` -e `` from being echoed when DFHack quits on Linux
- `automelt` : now uses a faster method to locate items
- `autotrade` : "Mark all" no longer double-marks bin contents
- `drain-aquifer` : new script replaces the buggy plugin
- `embark-tools` : no longer conflicts with keys on the notes screen
- `fastdwarf` : Fixed problems with combat/attacks
- `forum-dwarves` : should work now
- `manipulator` : now uses a stable sort, allowing sorting by multiple categories
- `rendermax` : updated to work with 0.40
New Plugins
-----------
- `trackstop` : Shows track stop friction and dump direction in its :kbd: `q` menu
New Tweaks
----------
- farm-plot-select: Adds "Select all" and "Deselect all" options to farm plot menus
- import-priority-category: Allows changing the priority of all goods in a category when discussing an import agreement with the liaison
- manager-quantity: Removes the limit of 30 jobs per manager order
- civ-view-agreement: Fixes overlapping text on the "view agreement" screen
- nestbox-color: Fixes the color of built nestboxes
Misc Improvements
-----------------
- `exportlegends` : can now handle site maps
DFHack 0.40.13-r1
=================
Internals
---------
- unified spatter structs
- added ruby df.print_color(color, string) method for dfhack console
Fixes
-----
- no more `` -e `` after terminating
- fixed `superdwarf`
DFHack 0.40.12-r1
=================
Internals
---------
- support for global `onLoad.init` and `onUnload.init` files, called when loading and unloading a world
- Close file after loading a `binary patch <binpatches>` .
New Plugins
-----------
- `hotkeys` : Shows ingame viewscreen with all dfhack keybindings active in current mode.
- `automelt` : allows marking stockpiles so any items placed in them will be designated for melting
Fixes
-----
- possible crash fixed for `gui/hack-wish`
- `search-plugin` : updated to not conflict with BUILDJOB_SUSPEND
- `workflow` : job_material_category -> dfhack_material_category
Misc Improvements
-----------------
- now you can use `` @ `` to print things in interactive Lua with subtley different semantics
- optimizations for stockpiles for `autotrade` and `stockflow`
- updated `exportlegends` to work with new maps, dfhack 40.11 r1+
DFHack 0.40.11-r1
=================
Internals
2016-10-24 08:06:55 -06:00
---------
- Plugins on OS X now use `` .plug.dylib `` as an extension instead of `` .plug.so ``
2016-03-16 06:38:01 -06:00
Fixes
-----
- `3dveins` : should no longer hang/crash on specific maps
- `autotrade` , `search-plugin` : fixed some layout issues
- `deathcause` : updated
- `gui/hack-wish` : should work now
- `reveal` : no longer allocates data for nonexistent map blocks
- Various documentation fixes and updates
DFHack v0.40.10-r1
==================
A few bugfixes.
DFHack v0.40.08-r2
==================
Internals
---------
- supported per save script folders
- Items module: added createItem function
- Sorted CMakeList for plugins and plugins/devel
- `diggingInvaders` no longer builds if plugin building is disabled
- `EventManager` : EQUIPMENT_CHANGE now triggers for new units. New events::
ON_REPORT
UNIT_ATTACK
UNLOAD
INTERACTION
New Scripts
-----------
- lua/repeat-util: makes it easier to make things repeat indefinitely
- lua/syndrome-util: makes it easier to deal with unit syndromes
- `forum-dwarves` : helps copy df viewscreens to a file
- `full-heal` : fully heal a unit
- `remove-wear` : removes wear from all items in the fort
- `repeat` : repeatedly calls a script or a plugin
- ShowUnitSyndromes: shows syndromes affecting units and other relevant info
- `teleport` : teleports units
- `devel/print-args`
- `fix/blood-del` : makes it so civs don't bring barrels full of blood ichor or goo
- `fix/feeding-timers` : reset the feeding timers of all units
- `gui/hack-wish` : creates items out of any material
- `gui/unit-info-viewer` : displays information about units
- `modtools/add-syndrome` : add a syndrome to a unit or remove one
- `modtools/anonymous-script` : execute an lua script defined by a string. Useful for the `` *-trigger `` scripts.
- `modtools/force` : forces events: caravan, migrants, diplomat, megabeast, curiousbeast, mischievousbeast, flier, siege, nightcreature
- `modtools/item-trigger` : triggers commands based on equipping, unequipping, and wounding units with items
- `modtools/interaction-trigger` : triggers commands when interactions happen
- `modtools/invader-item-destroyer` : destroys invaders' items when they die
- `modtools/moddable-gods` : standardized version of Putnam's moddable gods script
- `modtools/projectile-trigger` : standardized version of projectileExpansion
- `modtools/reaction-trigger` : trigger commands when custom reactions complete; replaces autoSyndrome
- `modtools/reaction-trigger-transition` : a tool for converting mods from autoSyndrome to reaction-trigger
- `modtools/random-trigger` : triggers random scripts that you register
- `modtools/skill-change` : for incrementing and setting skills
- `modtools/spawn-flow` : creates flows, like mist or dragonfire
- `modtools/syndrome-trigger` : trigger commands when syndromes happen
- `modtools/transform-unit` : shapeshifts a unit, possibly permanently
Misc improvements
-----------------
- new function in utils.lua for standardized argument processing
Removed
-------
- digmat.rb: digFlood does the same functionality with less FPS impact
- invasionNow: `modtools/force` does it better
- autoSyndrome replaced with `modtools/reaction-trigger`
- syndromeTrigger replaced with `modtools/syndrome-trigger`
- devel/printArgs plugin converted to `devel/print-args`
- outsideOnly plugin replaced by `modtools/outside-only`
DFHack v0.40.08-r1
==================
Was a mistake. Don't use it.
DFHack v0.34.11-r5
==================
Internals
---------
- support for calling a lua function via a protobuf request (demonstrated by dfhack-run --lua).
- support for basic filesystem operations (e.g. chdir, mkdir, rmdir, stat) in C++ and Lua
- Lua API for listing files in directory. Needed for `gui/mod-manager`
- Lua API for creating unit combat reports and writing to gamelog.
- Lua API for running arbitrary DFHack commands
- support for multiple `` raw/init.d/*.lua `` init scripts in one save.
- eventful now has a more friendly way of making custom sidebars
- on Linux and OS X the console now supports moving the cursor back and forward by a whole word.
New scripts
-----------
- `gui/mod-manager` : allows installing/uninstalling mods into df from `` df/mods `` directory.
- `gui/clone-uniform` : duplicates the currently selected uniform in the military screen.
- `fix/build-location` : partial work-around for :bug: `5991` (trying to build wall while standing on it)
- `undump-buildings` : removes dump designation from materials used in buildings.
- `exportlegends` : exports data from legends mode, allowing a set-and-forget export of large worlds.
- log-region: each time a fort is loaded identifying information will be written to the gamelog.
- `dfstatus <gui/dfstatus>` : show an overview of critical stock quantities, including food, drinks, wood, and bars.
- `command-prompt` : a dfhack command prompt in df.
New plugins
-----------
- `rendermax` : replace the renderer with something else, eg `` rendermax light `` - a lighting engine
- `automelt` : allows marking stockpiles for automelt (i.e. any items placed in stocpile will be designated for melting)
- `embark-tools` : implementations of Embark Anywhere, Nano Embark, and a few other embark-related utilities
- `building-hacks` : Allows to add custom functionality and/or animations to buildings.
- `petcapRemover` : triggers pregnancies in creatures so that you can effectively raise the default pet population cap
- `plant create <plant>` : spawn a new shrub under the cursor
New tweaks
----------
- craft-age-wear: make crafted items wear out with time like in old versions (:bug: `6003` )
- adamantine-cloth-wear: stop adamantine clothing from wearing out (:bug: `6481` )
- confirm-embark: adds a prompt before embarking (on the "prepare carefully" screen)
Misc improvements
-----------------
- `plant` : move the 'grow', 'extirpate' and 'immolate' commands as 'plant' subcommands
- `digfort` : improved csv parsing, add start() comment handling
- `exterminate` : allow specifying a caste (exterminate gob:male)
- `createitem` : in adventure mode it now defaults to the controlled unit as maker.
- `autotrade` : adds "(Un)mark All" options to both panes of trade screen.
- `mousequery` : several usability improvements; show live overlay (in menu area) of what's on the tile under the mouse cursor.
- `search` : workshop profile search added.
- `dwarfmonitor` : add screen to summarise preferences of fortress dwarfs.
- `getplants` : add autochop function to automate woodcutting.
- `stocks` : added more filtering and display options.
- `siege-engine` :
- engine quality and distance to target now affect accuracy
- firing the siege engine at a target produces a combat report
- improved movement speed computation for meandering units
- operators in Prepare To Fire mode are released from duty once hungry/thirsty if there is a free replacement
DFHack v0.34.11-r4
==================
New commands
------------
- `diggingInvaders` - allows invaders to dig and/or deconstruct walls and buildings in order to get at your dwarves.
- `digFlood` - automatically dig out specified veins as they are revealed
- `enable, disable <enable>` - Built-in commands that can be used to enable/disable many plugins.
- `restrictice` - Restrict traffic on squares above visible ice.
- `restrictliquids` - Restrict traffic on every visible square with liquid.
- treefarm - automatically chop trees and dig obsidian
New Scripts
-----------
- `autobutcher` : A GUI front-end for the autobutcher plugin.
- invasionNow: trigger an invasion, or many
- `locate-ore` : scan the map for unmined ore veins
- `masspit` : designate caged creatures in a zone for pitting
- `multicmd` : run a sequence of dfhack commands, separated by ';'
- `startdwarf` : change the number of dwarves for a new embark
- digmat: dig veins/layers tile by tile, as discovered
Misc improvements
-----------------
- autoSyndrome:
- disable by default
- reorganized special tags
- minimized error spam
- reset policies: if the target already has an instance of the syndrome you can skip,
add another instance, reset the timer, or add the full duration to the time remaining
- core: fix SC_WORLD_(UN)LOADED event for arena mode
- `exterminate` : renamed from slayrace, add help message, add butcher mode
- `fastdwarf` : fixed bug involving fastdwarf and teledwarf being on at the same time
- magmasource: rename to `source` , allow water/magma sources/drains
- Add df.dfhack_run "somecommand" to Ruby
- syndromeTrigger: replaces and extends trueTransformation. Can trigger things when syndromes are added for any reason.
- `tiletypes` : support changing tile material to arbitrary stone.
- `workNow` : can optionally look for jobs when jobs are completed
New tweaks
----------
- hive-crash: Prevent crash if bees die in a hive with ungathered products (:bug: `6368` ).
New plugins
-----------
- `3dveins` : Reshapes all veins on the map in a way that flows between Z levels. May be unstable. Backup before using.
- `autotrade` : Automatically send items in marked stockpiles to trade depot, when trading is possible.
- `buildingplan` : Place furniture before it's built
- `dwarfmonitor` : Records dwarf activity to measure fort efficiency
- `mousequery` : Look and poke at the map elements with the mouse.
- outsideOnly: make raw-specified buildings impossible to build inside
- `resume` : A plugin to help display and resume suspended constructions conveniently
- `stocks` : An improved stocks display screen.
Internals
---------
- Core: there is now a per-save dfhack.init file for when the save is loaded, and another for when it is unloaded
- EventManager: fixed job completion detection, fixed removal of TICK events, added EQUIPMENT_CHANGE event
- Lua API for a better `random number generator <lua_api_random>` and perlin noise functions.
- Once: easy way to make sure something happens once per run of DF, such as an error message
DFHack v0.34.11-r3
==================
Internals
---------
- support for displaying active keybindings properly.
- support for reusable widgets in lua screen library.
- Maps::canStepBetween: returns whether you can walk between two tiles in one step.
- EventManager: monitors various in game events centrally so that individual plugins
don't have to monitor the same things redundantly.
- Now works with OS X 10.6.8
Notable bugfixes
----------------
- `autobutcher` can be re-enabled again after being stopped.
- stopped `Dwarf Manipulator <manipulator>` from unmasking vampires.
- `stonesense` is now fixed on OS X
Misc improvements
-----------------
- `fastdwarf` : new mode using debug flags, and some internal consistency fixes.
- added a small stand-alone utility for applying and removing `binary patches <binpatches>` .
- removebadthoughts: add --dry-run option
- `superdwarf` : work in adventure mode too
- `tweak` stable-cursor: carries cursor location from/to Build menu.
- `deathcause` : allow selection from the unitlist screen
- slayrace: allow targetting undeads
- `workflow` plugin:
- properly considers minecarts assigned to routes busy.
- code for deducing job outputs rewritten in lua for flexibility.
- logic fix: collecting webs produces silk, and ungathered webs are not thread.
- items assigned to squads are considered busy, even if not in inventory.
- shearing and milking jobs are supported, but only with generic MILK or YARN outputs.
- workflow announces when the stock level gets very low once a season.
- Auto syndrome plugin: A way of automatically applying boiling rock syndromes and calling dfhack commands controlled by raws.
- `infiniteSky` plugin: Create new z-levels automatically or on request.
- True transformation plugin: A better way of doing permanent transformations that allows later transformations.
- `workNow` plugin: Makes the game assign jobs every time you pause.
New tweaks
----------
- tweak military-training: speed up melee squad training up to 10x (normally 3-5x).
New scripts
-----------
- `binpatch` : the same as the stand-alone binpatch.exe, but works at runtime.
- region-pops: displays animal populations of the region and allows tweaking them.
- `lua` : lua interpreter front-end converted to a script from a native command.
- dfusion: misc scripts with a text based menu.
- embark: lets you embark anywhere.
- `lever` : list and pull fort levers from the dfhack console.
- `stripcaged` : mark items inside cages for dumping, eg caged goblin weapons.
- soundsense-season: writes the correct season to gamelog.txt on world load.
- create-items: spawn items
- fix/cloth-stockpile: fixes :bug: `5739` ; needs to be run after savegame load every time.
New GUI scripts
---------------
- `gui/guide-path` : displays the cached path for minecart Guide orders.
- `gui/workshop-job` : displays inputs of a workshop job and allows tweaking them.
- `gui/workflow` : a front-end for the workflow plugin (part inspired by falconne).
- `gui/assign-rack` : works together with a binary patch to fix weapon racks.
- `gui/gm-editor` : an universal editor for lots of dfhack things.
- `gui/companion-order` : a adventure mode command interface for your companions.
- `gui/advfort` : a way to do jobs with your adventurer (e.g. build fort).
New binary patches
------------------
(for use with `binpatch` )
- armorstand-capacity: doubles the capacity of armor stands.
- custom-reagent-size: lets custom reactions use small amounts of inputs.
- deconstruct-heapfall: stops some items still falling on head when deconstructing.
- deconstruct-teleport: stops items from 16x16 block teleporting when deconstructing.
- hospital-overstocking: stops hospital overstocking with supplies.
- training-ammo: lets dwarves with quiver full of combat-only ammo train.
- weaponrack-unassign: fixes bug that negates work done by gui/assign-rack.
New Plugins
-----------
- `fix-armory` : Together with a couple of binary patches and the `gui/assign-rack` script, this plugin makes weapon racks, armor stands, chests and cabinets in properly designated barracks be used again for storage of squad equipment.
- `search` : Adds an incremental search function to the Stocks, Trading, Stockpile and Unit List screens.
- `automaterial` : Makes building constructions (walls, floors, fortifications, etc) a little bit easier by saving you from having to trawl through long lists of materials each time you place one.
- Dfusion: Reworked to make use of lua modules, now all the scripts can be used from other scripts.
- Eventful: A collection of lua events, that will allow new ways to interact with df world.
DFHack v0.34.11-r2
==================
Internals
---------
- full support for Mac OS X.
- a plugin that adds scripting in `ruby <rb>` .
- support for interposing virtual methods in DF from C++ plugins.
- support for creating new interface screens from C++ and lua.
- added various other API functions.
Notable bugfixes
----------------
- better terminal reset after exit on linux.
- `seedwatch` now works on reclaim.
- the sort plugin won't crash on cages anymore.
Misc improvements
-----------------
- `autodump` : can move items to any walkable tile, not just floors.
- `stripcaged` : by default keep armor, new dumparmor option.
- `zone` : allow non-domesticated birds in nestboxes.
- `workflow` : quality range in constraints.
- cleanplants: new command to remove rain water from plants.
- `liquids` : can paint permaflow, i.e. what makes rivers power water wheels.
- `prospect` : pre-embark prospector accounts for caves & magma sea in its estimate.
- `rename` : supports renaming stockpiles, workshops, traps, siege engines.
- `fastdwarf` : now has an additional option to make dwarves teleport to their destination.
- `autolabor` :
- can set nonidle hauler percentage.
- broker excluded from all labors when needed at depot.
- likewise, anybody with a scheduled diplomat meeting.
New commands
------------
- misery: multiplies every negative thought gained (2x by default).
- `digtype` : designates every tile of the same type of vein on the map for 'digging' (any dig designation).
New tweaks
----------
- tweak stable-cursor: keeps exact cursor position between d/k/t/q/v etc menus.
- tweak patrol-duty: makes Train orders reduce patrol timer, like the binary patch does.
- tweak readable-build-plate: fix unreadable truncation in unit pressure plate build ui.
- tweak stable-temp: fixes bug 6012; may improve FPS by 50-100% on a slow item-heavy fort.
- tweak fast-heat: speeds up item heating & cooling, thus making stable-temp act faster.
- tweak fix-dimensions: fixes subtracting small amounts from stacked liquids etc.
- tweak advmode-contained: fixes UI bug in custom reactions with container inputs in advmode.
- tweak fast-trade: Shift-Enter for selecting items quckly in Trade and Move to Depot screens.
- tweak military-stable-assign: Stop rightmost list of military->Positions from jumping to top.
- tweak military-color-assigned: In same list, color already assigned units in brown & green.
New scripts
-----------
- `fixnaked` : removes thoughts about nakedness.
- `setfps` : set FPS cap at runtime, in case you want slow motion or speed-up.
- `siren` : wakes up units, stops breaks and parties - but causes bad thoughts.
- `fix/population-cap` : run after every migrant wave to prevent exceeding the cap.
- `fix/stable-temp` : counts items with temperature updates; does instant one-shot stable-temp.
- `fix/loyaltycascade` : fix units allegiance, eg after ordering a dwarf merchant kill.
- `deathcause` : shows the circumstances of death for a given body.
- `digfort` : designate areas to dig from a csv file.
- `drain-aquifer` : remove aquifers from the map.
- `growcrops` : cheat to make farm crops instantly grow.
- magmasource: continuously spawn magma from any map tile.
- removebadthoughts: delete all negative thoughts from your dwarves.
- slayrace: instakill all units of a given race, optionally with magma.
- `superdwarf` : per-creature `fastdwarf` .
- `gui/mechanisms` : browse mechanism links of the current building.
- `gui/room-list` : browse other rooms owned by the unit when assigning one.
- `gui/liquids` : a GUI front-end for the liquids plugin.
- `gui/rename` : renaming stockpiles, workshops and units via an in-game dialog.
- `gui/power-meter` : front-end for the Power Meter plugin.
- `gui/siege-engine` : front-end for the Siege Engine plugin.
- `gui/choose-weapons` : auto-choose matching weapons in the military equip screen.
New Plugins
-----------
- `manipulator` : a Dwarf Therapist like UI in the game (:kbd: `u` :kbd: `l` )
- `steam-engine` : an alternative to Water Reactors which make more sense.
See `` hack/raw/*_steam_engine.txt `` for the necessary raw definitions.
- `power-meter` : a pressure plate modification to detect powered gear
boxes on adjacent tiles. `gui/power-meter` implements
the build configuration UI.
- `siege-engine` : massive overhaul for siege engines, configured via `gui/siege-engine`
- `add-spatter` : allows poison coatings via raw reactions, among other things.