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@ -2,6 +2,8 @@ DFHack future
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Internals:
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Internals:
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Items module: added createItem function
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Items module: added createItem function
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Sorted CMakeList for plugins and plugins/devel
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diggingInvaders no longer builds if plugin building is disabled
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EventManager:
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EventManager:
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EQUIPMENT_CHANGE now triggers for new units
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EQUIPMENT_CHANGE now triggers for new units
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new events:
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new events:
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@ -10,75 +12,91 @@ DFHack future
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UNLOAD
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UNLOAD
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INTERACTION
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INTERACTION
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sorted CMakeLists for plugins and devel plugins
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sorted CMakeLists for plugins and devel plugins
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New scripts:
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New scripts:
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scripts/modtools/add-syndrome.lua
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lua/ //lua module folder
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add a syndrome to a unit or remove one
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repeatUtil.lua
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scripts/modtools/attack-trigger.lua
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makes it easier to make things repeat indefinitely
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run commands when a unit attacks another with weapons of a given type or weapons of a given material
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syndrome-util.lua
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scripts/fix/blooddel.lua
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makes it easier to deal with unit syndromes
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makes it so civs don't bring barrels full of blood ichor or goo
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scripts/
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scripts/fix/feeding-timers.lua
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forumdwarves.lua
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reset the feeding timers of all units
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scripts/modtools/force.lua
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forces events: caravan, migrants, diplomat, megabeast, curiousbeast, mischievousbeast, flier, siege, nightcreature
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scripts/forumdwarves.lua
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helps copies df viewscreens to a file
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helps copies df viewscreens to a file
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scripts/fullheal.lua
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fullheal.lua
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fully heals a unit
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fully heals a unit
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scripts/fix/growthbug.lua
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removewear.lua
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removes wear from all items in the fort
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repeat.lua
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repeatedly calls a script or a plugin
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ShowUnitSyndromes.rb
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shows syndromes affecting units and other relevant info
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skillChange.lua
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changes the skill of a unit
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scripts/Spawnunit.lua
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creates units!
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scripts/teleport.lua
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teleports units
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scripts/devel/
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printArgs.lua
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scripts/fix/
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blooddel.lua
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makes it so civs don't bring barrels full of blood ichor or goo
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feeding-timers.lua
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reset the feeding timers of all units
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growthbug.lua
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fixes the growth bug
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fixes the growth bug
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scripts/gui/hackWish.lua
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scripts/gui/
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hackWish.lua
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creates items out of any material
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creates items out of any material
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scripts/modtools/itemsyndrome.lua
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unit-info-viewer.lua
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adds and removes syndromes to units when they equip and unequip items
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displays information about units
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scripts/modtools/item-trigger.lua
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scripts/modtools/
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add-syndrome.lua
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add a syndrome to a unit or remove one
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force.lua
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forces events: caravan, migrants, diplomat, megabeast, curiousbeast, mischievousbeast, flier, siege, nightcreature
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item-trigger.lua
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triggers commands based on equipping, unequipping, and wounding units with items
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triggers commands based on equipping, unequipping, and wounding units with items
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scripts/modtools/invader-item-destroyer.lua
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itemsyndrome.lua
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adds and removes syndromes to units when they equip and unequip items
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interaction-trigger.lua
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triggers commands when interactions happen
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invader-item-destroyer.lua
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destroys invaders' items when they die
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destroys invaders' items when they die
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scripts/modtools/moddableGods.lua
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moddableGods.lua
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makes raw moddable gods possible
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makes raw moddable gods possible
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scripts/devel/printArgs.lua
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projectileExpansion.lua
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scripts/modtools/projectileExpansion.lua
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adds extra functionality to projectiles
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adds extra functionality to projectiles
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scripts/modtools/reaction-trigger.lua
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reaction-trigger.lua
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trigger commands when custom reactions complete
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trigger commands when custom reactions complete
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replaces autoSyndrome
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replaces autoSyndrome
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scripts/repeat.lua
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reaction-trigger-transition.lua
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repeatedly calls a script or a plugin
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a tool for converting mods from autoSyndrome to reaction-trigger
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lua/repeatUtil.lua
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makes it easier to make things repeat indefinitely
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scripts/removewear.lua
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removes wear from all items in the fort
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scripts/modtools/transform-unit.lua
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shapeshifts a unit, possibly permanently
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scripts/ShowUnitSyndromes.rb
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shows syndromes affecting units and other relevant info
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scripts/skillChange.lua
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changes the skill of a unit
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scripts/skillroll.lua
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scripts/skillroll.lua
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invokes dfhack commands based on random chances
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invokes dfhack commands based on random chances
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scripts/Spawnunit.lua
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syndrome-trigger.lua
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creates units!
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lua/syndrome-util.lua
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makes it easier to deal with unit syndromes
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scripts/modtools/syndrome-trigger.lua
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trigger commands when syndromes happen
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trigger commands when syndromes happen
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scripts/teleport.lua
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transform-unit.lua
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teleports units
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shapeshifts a unit, possibly permanently
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scripts/gui/unit-info-viewer.lua
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displays information about units
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New commands:
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New commands:
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New tweaks:
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New tweaks:
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New plugins:
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New plugins:
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Misc improvements:
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Misc improvements:
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- new script in utils.lua for standardized argument processing
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new script in utils.lua for standardized argument processing
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- outside-only
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outside-only
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now buildings have to be registered as inside or outside only, and it checks periodically to see when buildings change outsideness
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now buildings have to be registered as inside or outside only, and it checks periodically to see when buildings change outsideness
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converted from plugin to script
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converted from plugin to script
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- digmat.rb: removed: digFlood does the same functionality with less FPS impact
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- autoSyndrome removed and replaced with reaction-trigger.lua
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Removed
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- syndromeTrigger removed and replaced with syndrome-trigger.lua
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digmat.rb: digFlood does the same functionality with less FPS impact
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- converted devel/printArgs plugin to script: scripts/devel/printArgs.lua
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scripts/invasionNow: scripts/modtools/force.lua does it better
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autoSyndrome replaced with scripts/modtools/reaction-trigger.lua
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syndromeTrigger replaced with scripts/modtools/syndrome-trigger.lua
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devel/printArgs plugin converted to scripts/devel/printArgs.lua
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DFHack v0.34.11-r5
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DFHack v0.34.11-r5
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