I seem to have an issue with the quicksave command. Normally I quicksave every time an enemy force is coming but it seems that, as soon as i save the game, the invaders which did not spawn yet on the map vanish before spawning, leaving all their armor, cloth and weapons just outside of the map. I can see the items in the stock overview as forbidden and marked red for no unobtainable and when I jump to them the cursor is placed right on the mapedge the siege came from, all the way on the last tile of the map. This also happens for merchants so all the food and items they carry is just dumped before entering the map. If I dont quicksave everything works fine and a whole bunch of enemies spawn and attack. If I save once all are spawned, everything seems fine...
Anybody else experiencing this? 0.44.04 with dfhack.
I've heard of a variety of issues like this in vanilla DF.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9593 is related. I think saving before a siege or caravan (or migrant wave?) has entered the map prevents them from entering. I'm surprised that quicksave broke it - I would have expected it to work better than a save/load cycle. That probably means autosaves are affected too, since that's basically identical to what quicksave does.
I couldn't find a bug report quickly that links the issue to saving, so I might have to address that, but if you have an affected save handy, it might help to upload it to DFFD and see if you can find a good report to link it to.
Is there a way to add a reaction to a workshop entirely through the command line? I am trying to test some of my reaction based scripts and it would be a lot easier if I could automate it. I saw there was dfhack.job.linkIntoWorld(job,new_id) but I wasn't sure if that would do what I wanted.
EDIT: Also, does the eventful onReactionComplete only work if the reaction starts with 'LUA_HOOK_TRIGGER'?
dfhack.job.linkIntoWorld has something to do with setting up jobs (the things in the "j" screen, not the options workshops). If I misunderstood and you're talking about queueing jobs at specific workshops that happen to involve interactions, there are probably some examples of that. I was looking at autogems recently, but it's a bit complicated. I don't know much about eventful.
Request:
Would it be possible to create a command that lists which cooking ingredients are favoured in the thoughts and preferences screen of you dwarves?
Idem for drink preferences?
Interesting idea. I'm not sure where that information is stored, but I can look into it.
Edit: "dwarfmonitor prefs" should list this already, although it's mixed in among other preferences.