@Rumrusher
But will you fulfill the late DerMeister's dreams of a plugin for milkable ogresses?
i just got done with repeatedly milking a sheep, and realizing no you can't just toggle the milkable enemy caste flag on folks
like I Was thinking 'oh hey can I use this one job reaction to say harvest bone from someone or blood. does it have to be milk?' and so far it seems like 'yeah it totally does there nothing in the unit data that controls what body part is milk or not' and I think it's tied to the raws which also ....
fake edit : I just look in the extract section in the creature caste and notice that's where the milkable material section is. I'm tired but combination of messing with the milker's jobs to target who ever you wanted to be milked, with the combination of either Making a mod where you set up the milkee or dfhacking the milkee's caste extract to a material so the game will produce something and or making a milk material for the milkee
so far having got a farmer market to milk blood from a god sheep I'm pretty much done on this as I do not want to pursuit this mess any further at best I can direct you to the gm-editor command lines I used to mess with this .
gui/gm-editor df.global.world.nemesis.all[milker nemesis id here].unit.job.current_job.general_refs
- this here is where you can edit the job of the unit hopefully you wrote a script that inserts a milking job for them so that they go do this but if you haven't you probably need to insert "general_ref_unit_milkeest" in the job's general ref section after the general ref of the building and worker. other wise you just edit the job's milkee unit id before the worker grabs the default milkee-
gui/gm-editor df.global.world.raws.creatures.all[insert milkees creature id here].caste[the caste id of the milkee here].extracts
-and here is where you need to fill out which material do you want to have this creature extracting if you already have a creature with raw mods set for this you can skip this step for others uhh you need to edit the materials of the creature's raws to have a liquid that you can produce... or this just grabs any raws and makes it work regardless either way this is needed to produce stuff or else the stuff above will be getting nothing-
and like given messing with creature raws resets the changes after saving and or exiting the save this idea just seems like you need to run the script every time you want to do this or some complex auto fort mode triggers tied to an custom modded in workshop reaction that edits the milking job or something.
man do hope the next dfhack project I do at least involves adventure mode and or is fun.