:rendermax disable:Disable any filter that is enabled.
:rendermax disable:Disable any filter that is enabled.
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
materials that color the light etc...
materials that color the light etc...
@ -381,11 +381,11 @@ A package of different adventure mode tools (currently just one)
Usage:
Usage:
:list-equipped [all]:List armor and weapons equipped by your companions.
:list-equipped [all]:List armor and weapons equipped by your companions.
If all is specified, also lists non-metal clothing.
If all is specified, also lists non-metal clothing.
:metal-detector [all-types] [non-trader]:Reveal metal armor and weapons in
:metal-detector [all-types] [non-trader]:Reveal metal armor and weapons in
shops. The options disable the checks
shops. The options disable the checks
on item type and being in shop.
on item type and being in shop.
Map modification
Map modification
@ -425,26 +425,26 @@ you use it in lower z levels. Use with care.
Options:
Options:
:all_biomes:Change selected layer for all biomes on your map.
:all_biomes:Change selected layer for all biomes on your map.
Result may be undesirable since the same layer can AND WILL
Result may be undesirable since the same layer can AND WILL
be on different z-levels for different biomes. Use the tool
be on different z-levels for different biomes. Use the tool
'probe' to get an idea how layers and biomes are distributed
'probe' to get an idea how layers and biomes are distributed
on your map.
on your map.
:all_layers:Change all layers on your map (only for the selected biome
:all_layers:Change all layers on your map (only for the selected biome
unless 'all_biomes' is added).
unless 'all_biomes' is added).
Candy mountain, anyone? Will make your map quite boring,
Candy mountain, anyone? Will make your map quite boring,
but tidy.
but tidy.
:force:Allow changing stone to soil and vice versa. !!THIS CAN HAVE
:force:Allow changing stone to soil and vice versa. !!THIS CAN HAVE
WEIRD EFFECTS, USE WITH CARE!!
WEIRD EFFECTS, USE WITH CARE!!
Note that soil will not be magically replaced with stone.
Note that soil will not be magically replaced with stone.
You will, however, get a stone floor after digging so it
You will, however, get a stone floor after digging so it
will allow the floor to be engraved.
will allow the floor to be engraved.
Note that stone will not be magically replaced with soil.
Note that stone will not be magically replaced with soil.
You will, however, get a soil floor after digging so it
You will, however, get a soil floor after digging so it
could be helpful for creating farm plots on maps with no
could be helpful for creating farm plots on maps with no
soil.
soil.
:verbose:Give some details about what is being changed.
:verbose:Give some details about what is being changed.
:trouble:Give some advice about known problems.
:trouble:Give some advice about known problems.
Examples:
Examples:
@ -495,11 +495,11 @@ crafters/haulers.
Options:
Options:
:info:Don't change anything, print some info instead.
:info:Don't change anything, print some info instead.
:here:Change all items at the cursor position. Requires in-game cursor.
:here:Change all items at the cursor position. Requires in-game cursor.
:material, m:Change material. Must be followed by valid material RAW id.
:material, m:Change material. Must be followed by valid material RAW id.
:quality, q:Change base quality. Must be followed by number (0-5).
:quality, q:Change base quality. Must be followed by number (0-5).
:force:Ignore subtypes, force change to new material.
:force:Ignore subtypes, force change to new material.
Examples:
Examples:
@ -514,7 +514,7 @@ Allows listing all the vermin colonies on the map and optionally turning them in
Options:
Options:
:bees:turn colonies into honey bee colonies
:bees:turn colonies into honey bee colonies
createitem
createitem
----------
----------
@ -539,9 +539,10 @@ Examples:
To change where new items are placed, first run the command with a destination type while an appropriate destination is selected.
To change where new items are placed, first run the command with a destination type while an appropriate destination is selected.
Options:
Options:
:floor:Subsequent items will be placed on the floor beneath the selected unit's feet.
:item:Subsequent items will be stored inside the currently selected item.
:floor:Subsequent items will be placed on the floor beneath the selected unit's feet.
:building:Subsequent items will become part of the currently selected building. Best used for loading traps; do not use with workshops, or you will need to deconstruct the building to use the item.
:item:Subsequent items will be stored inside the currently selected item.
:building:Subsequent items will become part of the currently selected building. Best used for loading traps; do not use with workshops, or you will need to deconstruct the building to use the item.
deramp (by zilpin)
deramp (by zilpin)
@ -560,9 +561,9 @@ Enables management of map features.
Options:
Options:
:list:Lists all map features in your current embark by index.
:list:Lists all map features in your current embark by index.
:show X:Marks the selected map feature as discovered.
:show X:Marks the selected map feature as discovered.
:hide X:Marks the selected map feature as undiscovered.
:hide X:Marks the selected map feature as undiscovered.
infiniteSky
infiniteSky
-----------
-----------
@ -707,7 +708,8 @@ Fills all the adamantine veins again. Veins that were hollow will be left
alone.
alone.
Options:
Options:
:hollow:fill in naturally hollow veins too
:hollow:fill in naturally hollow veins too
Beware that filling in hollow veins will trigger a demon invasion on top of
Beware that filling in hollow veins will trigger a demon invasion on top of
your miner when you dig into the region that used to be hollow.
your miner when you dig into the region that used to be hollow.
@ -717,10 +719,11 @@ plant
A tool for creating shrubs, growing, or getting rid of them.
A tool for creating shrubs, growing, or getting rid of them.
Subcommands:
Subcommands:
:create:Create a new shrub/sapling.
:grow:Make saplings grow into trees.
:create:Create a new shrub/sapling.
:extirpate:Kills trees and shrubs, turning them into ashes instantly.
:grow:Make saplings grow into trees.
:immolate:Similar to extirpate, but sets the plants on fire instead. The fires can and *will* spread ;)
:extirpate:Kills trees and shrubs, turning them into ashes instantly.
:immolate:Similar to extirpate, but sets the plants on fire instead. The fires can and *will* spread ;)
``create`` creates a new sapling under the cursor. Takes a raw ID as
``create`` creates a new sapling under the cursor. Takes a raw ID as
argument (e.g. TOWER_CAP). The cursor must be located on a dirt or grass
argument (e.g. TOWER_CAP). The cursor must be located on a dirt or grass
@ -732,9 +735,10 @@ Works on all shrubs of the map if the cursor is hidden.
``extirpate`` and ``immolate`` work only on the plant under the cursor.
``extirpate`` and ``immolate`` work only on the plant under the cursor.
For mass effects, use one of the additional options:
For mass effects, use one of the additional options:
:shrubs:affect all shrubs on the map
:trees:affect all trees on the map
:shrubs:affect all shrubs on the map
:all:affect every plant!
:trees:affect all trees on the map
:all:affect every plant!
regrass
regrass
-------
-------
@ -748,9 +752,9 @@ Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.
Options:
Options:
:snow:make it snow everywhere.
:snow:make it snow everywhere.
:rain:make it rain.
:rain:make it rain.
:clear:clear the sky.
:clear:clear the sky.
Map inspection
Map inspection
@ -773,13 +777,13 @@ as "unnamed creature".
Options:
Options:
:detail:Print full name, date of birth, date of curse and some status
:detail:Print full name, date of birth, date of curse and some status
info (some vampires might use fake identities in-game, though).
info (some vampires might use fake identities in-game, though).
:nick:Set the type of curse as nickname (does not always show up
:nick:Set the type of curse as nickname (does not always show up
in-game, some vamps don't like nicknames).
in-game, some vamps don't like nicknames).
:all:Include dead and passive cursed creatures (can result in a quite
:all:Include dead and passive cursed creatures (can result in a quite
long list after having FUN with necromancers).
long list after having FUN with necromancers).
:verbose:Print all curse tags (if you really want to know it all).
:verbose:Print all curse tags (if you really want to know it all).
Examples:
Examples:
@ -816,9 +820,9 @@ the visible part of the map is scanned.
Options:
Options:
:all:Scan the whole map, as if it was revealed.
:all:Scan the whole map, as if it was revealed.
:value:Show material value in the output. Most useful for gems.
:value:Show material value in the output. Most useful for gems.
:hell:Show the Z range of HFS tubes. Implies 'all'.
:hell:Show the Z range of HFS tubes. Implies 'all'.
Pre-embark estimate
Pre-embark estimate
...................
...................
@ -836,7 +840,7 @@ layer stone availability.
Options:
Options:
:all:Also estimate vein mineral amounts.
:all:Also estimate vein mineral amounts.
reveal
reveal
------
------
@ -909,10 +913,10 @@ Options:
Features:
Features:
:auto-grow:When a wall inside a burrow with a name ending in '+' is dug
:auto-grow:When a wall inside a burrow with a name ending in '+' is dug
out, the burrow is extended to newly-revealed adjacent walls.
out, the burrow is extended to newly-revealed adjacent walls.
This final '+' may be omitted in burrow name args of commands above.
This final '+' may be omitted in burrow name args of commands above.
Digging 1-wide corridors with the miner inside the burrow is SLOW.
Digging 1-wide corridors with the miner inside the burrow is SLOW.
digv
digv
----
----
@ -946,18 +950,18 @@ There are two variables that can be set: pattern and filter.
Patterns:
Patterns:
:diag5:diagonals separated by 5 tiles
:diag5:diagonals separated by 5 tiles
:diag5r:diag5 rotated 90 degrees
:diag5r:diag5 rotated 90 degrees
:ladder:A 'ladder' pattern
:ladder:A 'ladder' pattern
:ladderr:ladder rotated 90 degrees
:ladderr:ladder rotated 90 degrees
:clear:Just remove all dig designations
:clear:Just remove all dig designations
:cross:A cross, exactly in the middle of the map.
:cross:A cross, exactly in the middle of the map.
Filters:
Filters:
:all:designate whole z-level
:all:designate whole z-level
:hidden:designate only hidden tiles of z-level (default)
:hidden:designate only hidden tiles of z-level (default)
:designated:Take current designation and apply pattern to it.
:designated:Take current designation and apply pattern to it.
After you have a pattern set, you can use 'expdig' to apply it again.
After you have a pattern set, you can use 'expdig' to apply it again.
@ -977,24 +981,24 @@ It has several types of options.
Shape:
Shape:
:hollow:Set the circle to hollow (default)
:hollow:Set the circle to hollow (default)
:filled:Set the circle to filled
:filled:Set the circle to filled
:#:Diameter in tiles (default = 0, does nothing)
:#:Diameter in tiles (default = 0, does nothing)
Action:
Action:
:set:Set designation (default)
:set:Set designation (default)
:unset:Unset current designation
:unset:Unset current designation
:invert:Invert designations already present
:invert:Invert designations already present
Designation types:
Designation types:
:dig:Normal digging designation (default)
:dig:Normal digging designation (default)
:ramp:Ramp digging
:ramp:Ramp digging
:ustair:Staircase up
:ustair:Staircase up
:dstair:Staircase down
:dstair:Staircase down
:xstair:Staircase up/down
:xstair:Staircase up/down
:chan:Dig channel
:chan:Dig channel
After you have set the options, the command called with no options
After you have set the options, the command called with no options
repeats with the last selected parameters.
repeats with the last selected parameters.
@ -1012,13 +1016,13 @@ If an argument is given, the designation of the selected tile is ignored, and al
Options:
Options:
:dig:
:dig:
:channel:
:channel:
:ramp:
:ramp:
:updown:up/down stairs
:updown:up/down stairs
:up:up stairs
:up:up stairs
:down:down stairs
:down:down stairs
:clear:clear designation
:clear:clear designation
digFlood
digFlood
--------
--------
@ -1044,16 +1048,16 @@ Set traffic designations using flood-fill starting at the cursor.
Traffic Type Codes:
Traffic Type Codes:
:H:High Traffic
:H:High Traffic
:N:Normal Traffic
:N:Normal Traffic
:L:Low Traffic
:L:Low Traffic
:R:Restricted Traffic
:R:Restricted Traffic
Other Options:
Other Options:
:X:Fill accross z-levels.
:X:Fill accross z-levels.
:B:Include buildings and stockpiles.
:B:Include buildings and stockpiles.
:P:Include empty space.
:P:Include empty space.
Example:
Example:
@ -1065,10 +1069,10 @@ Set traffic designations for every single tile of the map (useful for resetting
Traffic Type Codes:
Traffic Type Codes:
:H:High Traffic
:H:High Traffic
:N:Normal Traffic
:N:Normal Traffic
:L:Low Traffic
:L:Low Traffic
:R:Restricted Traffic
:R:Restricted Traffic
Example:
Example:
@ -1090,11 +1094,11 @@ by spaces.
Options:
Options:
:-t:Select trees only (exclude shrubs)
:-t:Select trees only (exclude shrubs)
:-s:Select shrubs only (exclude trees)
:-s:Select shrubs only (exclude trees)
:-c:Clear designations instead of setting them
:-c:Clear designations instead of setting them
:-x:Apply selected action to all plants except those specified (invert
:-x:Apply selected action to all plants except those specified (invert
selection)
selection)
Specifying both -t and -s will have no effect. If no plant IDs are specified,
Specifying both -t and -s will have no effect. If no plant IDs are specified,
all valid plant IDs will be listed.
all valid plant IDs will be listed.
@ -1111,14 +1115,14 @@ also spoil your !!FUN!!, so think before you use it.
Options:
Options:
:map:Clean the map tiles. By default, it leaves mud and snow alone.
:map:Clean the map tiles. By default, it leaves mud and snow alone.
:units:Clean the creatures. Will also clean hostiles.
:units:Clean the creatures. Will also clean hostiles.
:items:Clean all the items. Even a poisoned blade.
:items:Clean all the items. Even a poisoned blade.
Extra options for 'map':
Extra options for 'map':
:mud:Remove mud in addition to the normal stuff.
:mud:Remove mud in addition to the normal stuff.
:snow:Also remove snow coverings.
:snow:Also remove snow coverings.
spotclean
spotclean
---------
---------
@ -1136,11 +1140,11 @@ Cursor must be placed on a floor tile so the items can be dumped there.
Options:
Options:
:destroy:Destroy instead of dumping. Doesn't require a cursor.
:destroy:Destroy instead of dumping. Doesn't require a cursor.
:destroy-here:Destroy items only under the cursor.
:destroy-here:Destroy items only under the cursor.
:visible:Only process items that are not hidden.
:visible:Only process items that are not hidden.
:hidden:Only process hidden items.
:hidden:Only process hidden items.
:forbidden:Only process forbidden items (default: only unforbidden).
:forbidden:Only process forbidden items (default: only unforbidden).
autodump-destroy-here
autodump-destroy-here
---------------------
---------------------
@ -1159,11 +1163,11 @@ and rotten items are confistacted and dumped.
Options:
Options:
:all:confiscate all owned items
:all:confiscate all owned items
:scattered:confiscated and dump all items scattered on the floor
:scattered:confiscated and dump all items scattered on the floor
:x:confiscate/dump items with wear level 'x' and more
:x:confiscate/dump items with wear level 'x' and more
:X:confiscate/dump items with wear level 'X' and more
:X:confiscate/dump items with wear level 'X' and more
:dryrun:a dry run. combine with other options to see what will happen
:dryrun:a dry run. combine with other options to see what will happen
without it actually happening.
without it actually happening.
Example:
Example:
@ -1345,8 +1349,8 @@ won't be able to restore state of real monster lairs using 'lair reset'.
Options:
Options:
:lair:Mark the map as monster lair
:lair:Mark the map as monster lair
:lair reset:Mark the map as ordinary (not lair)
:lair reset:Mark the map as ordinary (not lair)
mode
mode
----
----
@ -1405,8 +1409,8 @@ Exports data from legends mode; allowing a set-and-forget export of large worlds
Options:
Options:
:maps:Exports all fifteen detailed maps
:maps:Exports all fifteen detailed maps
:all:first exports the world/gen info, then the XML, then all detailed maps
:all:first exports the world/gen info, then the XML, then all detailed maps
Job management
Job management
@ -1618,55 +1622,55 @@ Helps a bit with managing activity zones (pens, pastures and pits) and cages.
Options:
Options:
:set:Set zone or cage under cursor as default for future assigns.
:set:Set zone or cage under cursor as default for future assigns.
:assign:Assign unit(s) to the pen or pit marked with the 'set' command.
:assign:Assign unit(s) to the pen or pit marked with the 'set' command.
If no filters are set a unit must be selected in the in-game ui.
If no filters are set a unit must be selected in the in-game ui.
Can also be followed by a valid zone id which will be set
Can also be followed by a valid zone id which will be set
instead.
instead.
:unassign:Unassign selected creature from it's zone.
:unassign:Unassign selected creature from it's zone.
:nick:Mass-assign nicknames, must be followed by the name you want
:nick:Mass-assign nicknames, must be followed by the name you want
to set.
to set.
:remnick:Mass-remove nicknames.
:remnick:Mass-remove nicknames.
:tocages:Assign unit(s) to cages inside a pasture.
:tocages:Assign unit(s) to cages inside a pasture.
:uinfo:Print info about unit(s). If no filters are set a unit must
:uinfo:Print info about unit(s). If no filters are set a unit must
be selected in the in-game ui.
be selected in the in-game ui.
:zinfo:Print info about zone(s). If no filters are set zones under
:zinfo:Print info about zone(s). If no filters are set zones under
the cursor are listed.
the cursor are listed.
:verbose:Print some more info.
:verbose:Print some more info.
:filters:Print list of valid filter options.
:filters:Print list of valid filter options.
:examples:Print some usage examples.
:examples:Print some usage examples.
:not:Negates the next filter keyword.
:not:Negates the next filter keyword.
Filters:
Filters:
:all:Process all units (to be used with additional filters).
:all:Process all units (to be used with additional filters).
:count:Must be followed by a number. Process only n units (to be used
:count:Must be followed by a number. Process only n units (to be used
with additional filters).
with additional filters).
:unassigned:Not assigned to zone, chain or built cage.
:unassigned:Not assigned to zone, chain or built cage.
:minage:Minimum age. Must be followed by number.
:minage:Minimum age. Must be followed by number.
:maxage:Maximum age. Must be followed by number.
:maxage:Maximum age. Must be followed by number.
:race:Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,
:race:Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,
etc). Negatable.
etc). Negatable.
:caged:In a built cage. Negatable.
:caged:In a built cage. Negatable.
:own:From own civilization. Negatable.
:own:From own civilization. Negatable.
:merchant:Is a merchant / belongs to a merchant. Should only be used for
:merchant:Is a merchant / belongs to a merchant. Should only be used for
pitting, not for stealing animals (slaughter should work).
pitting, not for stealing animals (slaughter should work).
:war:Trained war creature. Negatable.
:war:Trained war creature. Negatable.
:hunting:Trained hunting creature. Negatable.
:hunting:Trained hunting creature. Negatable.
:tamed:Creature is tame. Negatable.
:tamed:Creature is tame. Negatable.
:trained:Creature is trained. Finds war/hunting creatures as well as
:trained:Creature is trained. Finds war/hunting creatures as well as
creatures who have a training level greater than 'domesticated'.
creatures who have a training level greater than 'domesticated'.
If you want to specifically search for war/hunting creatures use
If you want to specifically search for war/hunting creatures use
'war' or 'hunting' Negatable.
'war' or 'hunting' Negatable.
:trainablewar:Creature can be trained for war (and is not already trained for
:trainablewar:Creature can be trained for war (and is not already trained for
war/hunt). Negatable.
war/hunt). Negatable.
:trainablehunt:Creature can be trained for hunting (and is not already trained
:trainablehunt:Creature can be trained for hunting (and is not already trained
for war/hunt). Negatable.
for war/hunt). Negatable.
:male:Creature is male. Negatable.
:male:Creature is male. Negatable.
:female:Creature is female. Negatable.
:female:Creature is female. Negatable.
:egglayer:Race lays eggs. Negatable.
:egglayer:Race lays eggs. Negatable.
:grazer:Race is a grazer. Negatable.
:grazer:Race is a grazer. Negatable.
:milkable:Race is milkable. Negatable.
:milkable:Race is milkable. Negatable.
Usage with single units
Usage with single units
.......................
.......................
@ -1758,11 +1762,11 @@ will instantly run once.
Options:
Options:
:start:Start running every X frames (df simulation ticks).
:start:Start running every X frames (df simulation ticks).
Default: X=6000, which would be every 60 seconds at 100fps.
Default: X=6000, which would be every 60 seconds at 100fps.
:stop:Stop running automatically.
:stop:Stop running automatically.
:sleep:Must be followed by number X. Changes the timer to sleep X
:sleep:Must be followed by number X. Changes the timer to sleep X
frames between runs.
frames between runs.
autobutcher
autobutcher
-----------
-----------
@ -1785,37 +1789,37 @@ If you don't set any target count the following default will be used:
Options:
Options:
:start:Start running every X frames (df simulation ticks).
:start:Start running every X frames (df simulation ticks).
Default: X=6000, which would be every 60 seconds at 100fps.
Default: X=6000, which would be every 60 seconds at 100fps.
:stop:Stop running automatically.
:stop:Stop running automatically.
:sleep:Must be followed by number X. Changes the timer to sleep
:sleep:Must be followed by number X. Changes the timer to sleep
X frames between runs.
X frames between runs.
:watch R:Start watching a race. R can be a valid race RAW id (ALPACA,
:watch R:Start watching a race. R can be a valid race RAW id (ALPACA,
BIRD_TURKEY, etc) or a list of ids seperated by spaces or
BIRD_TURKEY, etc) or a list of ids seperated by spaces or
the keyword 'all' which affects all races on your current
the keyword 'all' which affects all races on your current
watchlist.
watchlist.
:unwatch R:Stop watching race(s). The current target settings will be
:unwatch R:Stop watching race(s). The current target settings will be
remembered. R can be a list of ids or the keyword 'all'.
remembered. R can be a list of ids or the keyword 'all'.
:forget R:Stop watching race(s) and forget it's/their target settings.
:forget R:Stop watching race(s) and forget it's/their target settings.
R can be a list of ids or the keyword 'all'.
R can be a list of ids or the keyword 'all'.
:autowatch:Automatically adds all new races (animals you buy from merchants,
:autowatch:Automatically adds all new races (animals you buy from merchants,
tame yourself or get from migrants) to the watch list using
tame yourself or get from migrants) to the watch list using
default target count.
default target count.
:noautowatch:Stop auto-adding new races to the watchlist.
:noautowatch:Stop auto-adding new races to the watchlist.
:list:Print the current status and watchlist.
:list:Print the current status and watchlist.
:list_export:Print status and watchlist in a format which can be used
:list_export:Print status and watchlist in a format which can be used
to import them to another savegame (see notes).
to import them to another savegame (see notes).
:target fk mk fa ma R:Set target count for specified race(s).
:target fk mk fa ma R:Set target count for specified race(s).
fk = number of female kids,
fk = number of female kids,
mk = number of male kids,
mk = number of male kids,
fa = number of female adults,
fa = number of female adults,
ma = number of female adults.
ma = number of female adults.
R can be a list of ids or the keyword 'all' or 'new'.
R can be a list of ids or the keyword 'all' or 'new'.
R = 'all': change target count for all races on watchlist
R = 'all': change target count for all races on watchlist
and set the new default for the future. R = 'new': don't touch
and set the new default for the future. R = 'new': don't touch
current settings on the watchlist, only set the new default
current settings on the watchlist, only set the new default
for future entries.
for future entries.
:example:Print some usage examples.
:example:Print some usage examples.
Examples:
Examples:
@ -1914,8 +1918,9 @@ twice.
dfusion
dfusion
-------
-------
This is the DFusion lua plugin system by Warmist, running as a DFHack plugin. There are two parts to this plugin: an interactive script that shows a text based menu and lua modules. Some of the functionality of is intentionaly left out of the menu:
This is the DFusion lua plugin system by Warmist, running as a DFHack plugin. There are two parts to this plugin: an interactive script that shows a text based menu and lua modules. Some of the functionality of is intentionaly left out of the menu:
:Friendship:a binary plugin that allows multi race forts (to use make a script that imports plugins.dfusion.friendship and use Friendship:install{table} table should contain list of race names.)
:Embark:a binary plugin that allows multi race embark (to use make a script that imports plugins.dfusion.embark and use Embark:install{table} table should contain list of race names or list of pairs (race-name, caste_id)).
:Friendship:a binary plugin that allows multi race forts (to use make a script that imports plugins.dfusion.friendship and use Friendship:install{table} table should contain list of race names.)
:Embark:a binary plugin that allows multi race embark (to use make a script that imports plugins.dfusion.embark and use Embark:install{table} table should contain list of race names or list of pairs (race-name, caste_id)).
See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic=93317.0
See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic=93317.0
@ -1972,12 +1977,12 @@ Creates a strange mood job the same way the game itself normally does it.
Options:
Options:
:-force:Ignore normal strange mood preconditions (no recent mood, minimum moodable population, artifact limit not reached).
:-force:Ignore normal strange mood preconditions (no recent mood, minimum moodable population, artifact limit not reached).
:-unit:Make the strange mood strike the selected unit instead of picking one randomly. Unit eligibility is still enforced.
:-unit:Make the strange mood strike the selected unit instead of picking one randomly. Unit eligibility is still enforced.
:-type T:Force the mood to be of a particular type instead of choosing randomly based on happiness.
:-type T:Force the mood to be of a particular type instead of choosing randomly based on happiness.
Valid values are "fey", "secretive", "possessed", "fell", and "macabre".
Valid values are "fey", "secretive", "possessed", "fell", and "macabre".
:-skill S:Force the mood to use a specific skill instead of choosing the highest moodable skill.
:-skill S:Force the mood to use a specific skill instead of choosing the highest moodable skill.