I made a utility long ago that allowed tame creatures (and intelligent) to work. This is a remake for DF 31.13
Linky:Wimbli(yes that's elves doing all the dirty work)
Usage:
- run program with "-f" in command line to update offsets.txt to newest version. Df must be in arena or in normal game (unmoded or at least toad as first creature)(cur for 31.12)
- (s)lavery -> turn all races in "races.txt" to creatures that are able to work for you.
- (S)lavery experimental -> same as above, but few more offsets, fixes the hospitals
- (e)nalbe labours -> enables labour menu for creatures in "races.txt" (quite useless without (s)lavery)
e(m)bark -> edits embark party to contents of "embark.txt" Need at least seven (7) creatures in list.- (f)ind offsets -> finds offsets for current DF version. Same as commandline option.
- switch (r)ace-> set your main race (like (s)lavery but more stable and only for one race) also you need to have at least one or your fort will crumble, but migrants will be of this race
- (q)uit ->
- PROFIT!
stability:
- (r) race change-> changes data Danger: low
- (e) enable labour -> Danger: almost 0 data hack-> safe
- (s) slavery -> Danger: high/moderate*
- (S) slavery advance-> Danger: high/moderate++* (not very tested yet)
- (m) embark-> Danger:moderate/low* is used only once - quite safe
all with * make DfHack and similar fail. If you want to use embark just to start
hermit 100 dwarf challenge run DF, embark, save , run DF again. This way DF will be clean and you will have embark party just like you want.
PS: after (s) option DfHack (and similar) based tools will not work as checksum will change.
Also if you change the race and wait for migration you will get that race as migrants.
PPS: looks like embark hack needs at least 7 creatures...
So no hermits Try adding cats instead of dwarves.
Also it's possible to assign all the positions if you use (s) option same time as embark hack (Yes that means gremlin doctors and goblin strike squads)
NOW WITH LESS CRASHES FOR SOME REASON