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Dwarf fortress dfhack commands
Dwarf fortress dfhack commands











  1. #Dwarf fortress dfhack commands mod#
  2. #Dwarf fortress dfhack commands mods#
  3. #Dwarf fortress dfhack commands download#

make-citizenĪn attempt at replacing the functionality of the now outdated tweak makeown. I like to think dwarven taverns operate on a "No shoes, no shirt, no problem" policy. Works by resetting the anger points every so often, so it may let some thoughts slip through at the start if this is the first time the script has been used on a save, and it won't remove the angry thoughts that are already present.Įxample usage: clothing-optional -creature DWARF -shoes -shirt Will make dwarves not care about being shoeless and/or shirtless. Changes persist until the world is unloaded, so it's best to run every command you want from within an onLoad.init. clothing-optionalĪ utility script that you can use to make creatures or entities not generate bad thoughts for lacking particular clothing items (i.e. You can manually toggle each value, or use randomise to roll again using the weights set out by the creature's caste (the values set by the ORIENTATION token). So maybe don't do that.Ī simple GUI for editing the orientation of a selected unit. While animals are smart enough to obey your request via the talk menu for them to wait in a spot, they aren't smart enough to follow you again if you ask them.

#Dwarf fortress dfhack commands download#

If you're using dfhack 0.44.12-r2, you'll need to download an updated version of companion-order since the one that shipped with the release is broken.

  • Because the unit didn't join as part of an agreement, you'll have to use dfhack's gui/companion-order to get them to leave.
  • The game will usually generate a nemesis record and historical figure data after you first talk to that person.
  • Turns the selected unit into a companion for your current adventurer.

    dwarf fortress dfhack commands

    I think I tested to make sure everything worked. Has a few useful notes about preference related stuff in its comments. I never built the nice wrapper for it so you could execute its functions using the dfhack command prompt (like modtools/whatever), and I don't think it follows the standard dfhack procedure for making a module. Valid types are: FORGOTTEN_BEAST, DEMON, UNIQUE_DEMON, ANGEL, NIGHT_TROLL, TITAN, BOGEYMAN, WEREBEASTĮxample usage: rename-beasts -type FORGOTTEN_BEAST -singular "Fun beast" -plural "Fun beasts" -adjective "Fun beast" prefUtilsĪ utility for interacting with a unit's preferences via script code. The script requires an entry for their singular, plural, and adjective names just like vanilla raws, as well as a type to select which generated creature type to change. I'll do the description later, man! rename-beastsĪ simple script that permanently changes the names of all of a given type of generated creature in the current save. The features of the tweak script are fully customizable and can be toggled on/off. The download also contains a small tweak script to allow for playing as non-standard race to be a more enjoyable experience, like giving your adventurer the ability to open doors, learn skills, and speak. With all the extra stuff added to the menus, it's worth remembering that Page Up and Page Down can be used to help navigate :P It also has a bunch of settings that can be altered to toggle certain features on/off, among other things.

    dwarf fortress dfhack commands

    Automatically automatically automatically.

    dwarf fortress dfhack commands

    The new automatic version automatically adds every creature to the Intelligent Wilderness Animal section, automatically makes every civ available to start from, automatically patches in any natural skills and automatically unlocks the skill list to make every skill available to purchase. First, there's the original command-prompt version, and now there's an additional new script that performs some of its features automatically, as well as some new features.

    #Dwarf fortress dfhack commands mod#

    I was delayed long enough before uploading the mod that there's now a whole new addition.

  • Edit the size of your attribute and skill poolĪt the moment it runs through the DFhack command-prompt but I hope one day (when I actually figure GUI stuff out) it'll have a swanky GUI interface, or at the very least use the Dwarf Fortress window.
  • Begin with any natural skills you should have (bugfix of vanilla bug).
  • Play as any creature, including world-unique generated creatures (contains spoilers).
  • (Description copied from my bay12 post) Brief Feature Overview

    #Dwarf fortress dfhack commands mods#

    An assortment of my DF mods and DFhack scripts, ranging from complete, to random scraps.













    Dwarf fortress dfhack commands