A few questions:
1. If moods are turned to off, can I still trigger strange moods with the dfhack strangemood command?
2. Is it possible to assign burrows with dfhack? For example, if I wanted to create a civilization that automatically made burrows around certain buildings?
3. Has interaction-trigger been updated to include self targeting interactions like would be found with [USAGE_HINT:FLEEING]?
4. If I have a syndrome that transforms a unit (or transform a unit via the script) and they drop their items, will item-trigger trigger?
5. Can addReactionToShop be used to add reactions to custom buildings? And can default reactions (like butcher animal or melt item) be added to different buildings?
6. Does addReactionToShop need to be run each time you load a save?
PS: I think the description here for hfs_pit command has a type. When describing the examples they both say that they have stairs but no walls, I believe one should say walls but no stairs.
Re-quoting this just to see if anyone has any knowledge to share. But the real reason I am posting is because I had a dream about DF last night and came up with two new ideas for future projects and wanted to check on their feasibility. So here's the pitch;
1. An Expedition system. Right now I have a couple scripts that allow dwarfs to "leave" the fortress on predefined "missions", but what I am hoping to do is to actually influence the world instead of just arbitrary things. What I want is to recreate the embark location screen, except most of the world is covered in "fog of war" so that you only know where you are, where your home civilization's cities are, and where any allies/traders cities are. You can then send out explorers to reveal more of the map (other cities, monster lairs, caverns, features, etc...). Once discovered you could send scouts to see what kind of threat there is and then send adventurers to go and loot/raid/siege/trade/etc...
Now this sounds like a major endeavor, but most of the needed code I have already in some way/shape/form, the complication is how to get said screen. I have tried just copying the screen and then displaying it later, but that causes crashes. I could read the world information and recreate it from scratch, but I'm not entirely sure if that would work. Has anyone thought about accessing the world map from a fortress?
For reference this is the screen I am talking about.
2. Multistory buildings. It seems silly to continue to have single story only buildings. Now I already have a script that requires a certain amount of open space above a building (it works the same way outside-only does, if you try to build the building without n z-levels of open space above it, it will instantly deconstruct the building), and we have other scripts that will create buildings, so my thought is, what if you created multiple BUILDING raws, say CATHEDRAL_FLOOR_1, CATHEDRAL_FLOOR_2, CATHEDRAL_FLOOR_3, etc... Then when you build CATHEDRAL_BASE the game also construct the other building floors above that one. You could even tie their building into different phases of the CATHEDRAL_BASE building. Now of course you wouldn't be able to use the other floors for any reactions, but it would be something at least.
The only problem I foresee about this is, is it possible to construct a building (with DFHack) in the middle of the air?
Any thoughts on either idea?