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Author Topic: Using DFHack Job tool to complete a Mood  (Read 8921 times)

Dragoon209

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Using DFHack Job tool to complete a Mood
« on: March 12, 2012, 12:10:17 am »

  I'm not sure if I am using the wrong keywords, or having a brain freeze... but I can not get the job tool to work correctly.

I have a dwarf in a mood (Possessed) and he wanted wood, and Yarn Cloth.  I don't have any Yarn (but plenty of Silk thread, cloth, and pig tail cloth) but  I can't for the life of me figure out what to type in to get it to work. 

Could somebody please help me out?  How about just changing it to... more wood?  Maple, for instance.

also I KNOW this is cheating... I'm just testing some new builds out, and don't want to lose the fort early to something silly! 

Thanks!
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robertheinrich

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Re: Using DFHack Job tool to complete a Mood
« Reply #1 on: March 12, 2012, 11:26:11 am »

If you´re just testing stuff you shouldn´t care that much about one dwarf, right? Just wall him off in his workshop before he goes insane.

I know that´s not what you´re asking for, but it´s an easy solution if you don´t want to endanger your fort because of one failed mood.
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Dragoon209

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Re: Using DFHack Job tool to complete a Mood
« Reply #2 on: March 12, 2012, 11:33:15 am »

Ahh, of course that is A solution...  but whats the point of having a hacking tool if you don't use it!

Also, some of the testing involves job creation and editing, but I guess I could have put that in the first post to let people know as well....

Anyway, thanks for the idea!  Have you don't any work with the Job tool as well?
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Girlinhat

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Re: Using DFHack Job tool to complete a Mood
« Reply #3 on: March 12, 2012, 01:01:44 pm »

You can't change a mood with DFHack, but I think you can change what a job produces.  You could temporarily alter "make wooden barrel" to instead produce cloth, if you know how to manipulate reactions and can use the job tool liberally I think it's possible.  It's the sort of thing you should only attempt of you know how to do it though.

Also, open your d_init and set artifacts to NO.  It won't stop this mood, but future moods won't occur.

Dragoon209

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Re: Using DFHack Job tool to complete a Mood
« Reply #4 on: March 12, 2012, 02:17:19 pm »

You can't change a mood with DFHack, but I think you can change what a job produces.  You could temporarily alter "make wooden barrel" to instead produce cloth, if you know how to manipulate reactions and can use the job tool liberally I think it's possible.  It's the sort of thing you should only attempt of you know how to do it though.

Also, open your d_init and set artifacts to NO.  It won't stop this mood, but future moods won't occur.

I'll check that out, Thanks!

The only success I got was replacing the job requirements, but I couldn't change the secondary requirement of the item.  For instance, it wanted Thread, of a Yarn type.  I managed to get it to replace the type to 'Wood', but then it wanted yarn wood... which doesn't exist, haha.  I noticed the status message would change when you 'q' the shop ("Trees.... life..., Cloth... Thread...) to ("trees... life...,   ....   ....") so It was doing something... but certainly not making any progress.  Ah well.
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Have you played Webfort yet?  It's a way to play Dwarf Fortress in a web browser with your friends!  Come check it out at:
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