First draft of autoSyndrome: a tool for replacing boiling rock syndromes with something more reliable. Uses non-df-recognized tags in material definition raws.
autoSyndrome: automatically detects boiling rock syndromes better, and checks if each syndrome is applicable to the unit that finished the job.
autoSyndrome now deals with creature_class.
autoSyndrome: made the syndrome logic make more sense.
Merge branch 'eventManager' into autoSyndrome
autoSyndrome: made it use EventManager.
autoSyndrome: deleted an unused constant.
Merge branch 'eventManager' into autoSyndrome
AutoSyndrome: allowed for triggering DFHack commands from in game reactions.
AutoSyndrome: added smart arguments for location, worker id, and reaction id.
Merge branch 'eventManager' into autoSyndrome
AutoSyndrome: added options for worker only (vs all in building), allow multiple targets, and allow multiple syndromes.
AutoSyndrome: added an option to delete boiling rocks as they are created (on by default).
True transformation. Temp commit.
Merge branch 'trueTransformation' into trueTransformation2
True Transformation: turn into something temporarily, then permanently transform into another creature. If you try to do that with a syndrome, you can't do it recursively.
Merge branch 'eventManager' into trueTransformation
EventManager: got rid of silly print statement.
Merge branch 'eventManager' into trueTransformation
True transformation: got rid of debug print statements.