Yeah, I have one of those no-effect clouds too.
*yoinks dl*
Certainly finds the permanent effects - I think perhaps the most cruel one I found might be permanent pain, though permanent paralysis in a vamp fort is kind of cool too - and, hey, clean effect description. Nice. I can now find some effects with non-local effects

where local would be possible:

(Or hey, even targeting specific tissues, no matter where it hits:

)
Though with probability, severity, start always having same 100/100/0 values (and peak always 200 for debuffs, afaik).
(Alternatively, could also use darker shading for those, I suppose. Anyway, adding checks to only list mine for non-default values.)
table.insert (Info, tonumber(effect.prob) == 100 and "" or (" Probability: " .. tostring (effect.prob) ))
if effect ["end"] == -1 then
table.insert (Info, " Permanent")
else
table.insert (Info, ( tonumber(effect.start) == 0 and "" or (" Start: " .. tostring (effect.start) ) ) ..
( tonumber(effect.peak) == 200 and "" or (" Peak: " .. tostring (effect.peak) ) ) ..
" End: " .. tostring (effect ["end"]))
end
if effect._type == df.creature_interaction_effect_painst or
effect._type == df.creature_interaction_effect_swellingst or
effect._type == df.creature_interaction_effect_oozingst or
effect._type == df.creature_interaction_effect_bruisingst or
effect._type == df.creature_interaction_effect_blistersst or
effect._type == df.creature_interaction_effect_numbnessst or
effect._type == df.creature_interaction_effect_paralysisst or
effect._type == df.creature_interaction_effect_bleedingst or
effect._type == df.creature_interaction_effect_necrosisst or
effect._type == df.creature_interaction_effect_impair_functionst then
table.insert (Info, tonumber(effect.sev) == 100 and "" or ( " Severity: " .. tostring (effect.sev) ) )
for n, tgt in ipairs (effect.target.mode) do
table.insert (Info, "\n")
table.insert (Info, " Mode: " .. df.creature_interaction_effect_target_mode [tgt] ..
" Key: " .. effect.target.key [n].value ..
" Tissue: " .. effect.target.tissue [n].value .. "\n")
end
if #effect.target.mode == 0 then
table.insert (Info, "\n")
end
elseif effect._type == df.creature_interaction_effect_feverst or
effect._type == df.creature_interaction_effect_cough_bloodst or
effect._type == df.creature_interaction_effect_vomit_bloodst or
effect._type == df.creature_interaction_effect_nauseast or
effect._type == df.creature_interaction_effect_unconsciousnessst or
effect._type == df.creature_interaction_effect_painst or
effect._type == df.creature_interaction_effect_drowsinessst or
effect._type == df.creature_interaction_effect_dizzinessst or
effect._type == df.creature_interaction_effect_erratic_behaviorst then
table.insert (Info, tonumber(effect.sev) == 100 and "\n" or (" Severity: " .. tostring (effect.sev) .. "\n") )
Looking like this after changesNone of my 95 regional interactions showed non-standard severities/starts/probabilities/peaks (something that would have taken so long to find out with just gui/gm-editor, thx), so they seem pretty standard. Then again, there was only 1 interaction that targeted gut in particular, so pretty low sample size still.
EDIT:
Huh, found just that it crashes
[DFHack]# biomemanipulator
.../DF/df4303LNP/df_linux/hack/scripts/biomemanipulator.lua:918: Cannot read field vector<world_region*>.-1: index out of bounds.
stack traceback:
[C]: in function '__index'
.../DF/df4303LNP/df_linux/hack/scripts/biomemanipulator.lua:918: in function 'get_biome_type'
.../DF/df4303LNP/df_linux/hack/scripts/biomemanipulator.lua:1486: in function 'Make_Profile'
.../DF/df4303LNP/df_linux/hack/scripts/biomemanipulator.lua:2328: in function 'fun'
./hack/lua/class.lua:98: in function 'invoke_after_rec'
./hack/lua/class.lua:127: in function 'BiomeManipulatorUi'
.../DF/df4303LNP/df_linux/hack/scripts/biomemanipulator.lua:3784: in function 'Show_Viewer'
.../DF/df4303LNP/df_linux/hack/scripts/biomemanipulator.lua:3791: in function 'biomemanipulator'
.../DF/df4303LNP/df_linux/hack/scripts/biomemanipulator.lua:3794: in function 'f'
./hack/lua/dfhack.lua:562: in function <./hack/lua/dfhack.lua:503>
(...tail calls...)
When ran on any biome of
this gen. (Which has no evil clouds in addition to no evil rains, but the one I've been testing on has no evil rains (beyond blood ones) anyway.)