Couple questions that are probably more on the fringe of what anyone has done with DFHack;
1. Currently, setting a creatures CAGED flag to true has the desired effect of removing the creature from the map (i.e. like a banishment spell). Unfortunately, when resetting the flag to false, the game crashes. I have tried a couple different things to avoid this crash, but have not had any luck. Has anyone experimented at all with this? Or does anyone have a working banishment-like spell?
2. Has anyone experimented with adding full entities after the game has already begun? By adding entities, I mean, adding one to the df.global.world.entities.all table, and filling all the appropriate fields in. I understand that there wouldn't be any known units currently existing for this new entity, but you could then possible create new units for them, and generate a full new entity.
3. Is there a flag, or relationship vector, stored somewhere that specifies if an entity is at war with another entity? Can peace/war be toggled as an option?
4. I find it interesting that pretty much everything an entity has access to but buildings are stored in a configurable space, is this just because we haven't found the memory locations for where buildings are stored, or are they just always read directly from the raws whenever needed?
5. Is it possible to configure the accessibility of certain tiles? I experimented with temperature changes, and they did indeed prevent movement through the tiles for as long as the temperature change lasted, but since temperature changes can not be permanent, and are actually somewhat random, that doesn't really work.
6. Is there a list, or someway to figure out, exactly what type of tile is underneath a unit (or a particular location)? What I mean is that there is currently several different numbers associated with a tile (type, id, biome-id, etc...) and except for very few instances (basically normal underground dirt) I am unsure what all the different numbers affect.
7. I forget who, but someone recently talked about the trouble with dfhack.run_script commands and the fact that if you save a game before a script is run, and then reload it, the script will not run. Is it at all possible to make those commands persistent over saves without a lot of hassle?