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authorKelly Martin2012-09-22 13:07:00 -0500
committerKelly Martin2012-09-22 13:07:00 -0500
commitb0bec4c4d4daa732f3845ce1350c1e892cc4a553 (patch)
tree853c6fad7be30ea50710c7da50ca85c4dee4f510
parentebd4b94c2d26f18bfde389fed910eb69dccd7ced (diff)
parent825d21c91a24f7f95bf05ad10b54845054a36411 (diff)
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Merge remote-tracking branch 'angavrilov/master'
-rw-r--r--LUA_API.rst92
-rw-r--r--Lua API.html102
-rw-r--r--NEWS1
-rw-r--r--README.rst1712
-rw-r--r--Readme.html2169
-rw-r--r--library/LuaApi.cpp1
-rw-r--r--library/LuaTools.cpp4
-rw-r--r--library/VTableInterpose.cpp40
-rw-r--r--library/include/VTableInterpose.h19
-rw-r--r--library/include/modules/Gui.h4
-rw-r--r--library/include/modules/Screen.h18
-rw-r--r--library/modules/Gui.cpp73
-rw-r--r--library/modules/Screen.cpp41
m---------library/xml0
-rw-r--r--plugins/add-spatter.cpp8
-rw-r--r--plugins/manipulator.cpp141
-rw-r--r--plugins/power-meter.cpp8
-rw-r--r--plugins/rename.cpp54
-rw-r--r--plugins/siege-engine.cpp1
-rw-r--r--plugins/steam-engine.cpp8
m---------plugins/stonesense0
-rw-r--r--scripts/devel/find-offsets.lua96
-rw-r--r--scripts/devel/inject-raws.lua178
-rw-r--r--scripts/gui/rename.lua10
-rw-r--r--scripts/gui/siege-engine.lua4
-rw-r--r--scripts/siren.lua109
26 files changed, 3015 insertions, 1878 deletions
diff --git a/LUA_API.rst b/LUA_API.rst
index c5f9a1c5..b098aa05 100644
--- a/LUA_API.rst
+++ b/LUA_API.rst
@@ -777,6 +777,10 @@ Gui module
last case, the highlighted *contained item* is returned, not
the container itself.
+* ``dfhack.gui.getSelectedBuilding([silent])``
+
+ Returns the building selected via *'q'*, *'t'*, *'k'* or *'i'*.
+
* ``dfhack.gui.showAnnouncement(text,color[,is_bright])``
Adds a regular announcement with given text, color, and brightness.
@@ -1463,6 +1467,14 @@ Supported callbacks and fields are:
If this method is omitted, the screen is dismissed on receival of the ``LEAVESCREEN`` key.
+* ``function screen:onGetSelectedUnit()``
+* ``function screen:onGetSelectedItem()``
+* ``function screen:onGetSelectedJob()``
+* ``function screen:onGetSelectedBuilding()``
+
+ Implement these to provide a return value for the matching
+ ``dfhack.gui.getSelected...`` function.
+
Internal API
------------
@@ -1819,6 +1831,86 @@ function:
argument specifies the indentation step size in spaces. For
the other arguments see the original documentation link above.
+class
+=====
+
+Implements a trivial single-inheritance class system.
+
+* ``Foo = defclass(Foo[, ParentClass])``
+
+ Defines or updates class Foo. The ``Foo = defclass(Foo)`` syntax
+ is needed so that when the module or script is reloaded, the
+ class identity will be preserved through the preservation of
+ global variable values.
+
+ The ``defclass`` function is defined as a stub in the global
+ namespace, and using it will auto-load the class module.
+
+* ``Class.super``
+
+ This class field is set by defclass to the parent class, and
+ allows a readable ``Class.super.method(self, ...)`` syntax for
+ calling superclass methods.
+
+* ``Class.ATTRS { foo = xxx, bar = yyy }``
+
+ Declares certain instance fields to be attributes, i.e. auto-initialized
+ from fields in the table used as the constructor argument. If omitted,
+ they are initialized with the default values specified in this declaration.
+
+ If the default value should be *nil*, use ``ATTRS { foo = DEFAULT_NIL }``.
+
+* ``new_obj = Class{ foo = arg, bar = arg, ... }``
+
+ Calling the class as a function creates and initializes a new instance.
+ Initialization happens in this order:
+
+ 1. An empty instance table is created, and its metatable set.
+ 2. The ``preinit`` method is called via ``invoke_before`` (see below)
+ with the table used as argument to the class. This method is intended
+ for validating and tweaking that argument table.
+ 3. Declared ATTRS are initialized from the argument table or their default values.
+ 4. The ``init`` method is called via ``invoke_after`` with the argument table.
+ This is the main constructor method.
+ 5. The ``postinit`` method is called via ``invoke_after`` with the argument table.
+ Place code that should be called after the object is fully constructed here.
+
+Predefined instance methods:
+
+* ``instance:assign{ foo = xxx }``
+
+ Assigns all values in the input table to the matching instance fields.
+
+* ``instance:callback(method_name, [args...])``
+
+ Returns a closure that invokes the specified method of the class,
+ properly passing in self, and optionally a number of initial arguments too.
+ The arguments given to the closure are appended to these.
+
+* ``instance:invoke_before(method_name, args...)``
+
+ Navigates the inheritance chain of the instance starting from the most specific
+ class, and invokes the specified method with the arguments if it is defined in
+ that specific class. Equivalent to the following definition in every class::
+
+ function Class:invoke_before(method, ...)
+ if rawget(Class, method) then
+ rawget(Class, method)(self, ...)
+ end
+ Class.super.invoke_before(method, ...)
+ end
+
+* ``instance:invoke_after(method_name, args...)``
+
+ Like invoke_before, only the method is called after the recursive call to super,
+ i.e. invocations happen in the parent to child order.
+
+ These two methods are inspired by the Common Lisp before and after methods, and
+ are intended for implementing similar protocols for certain things. The class
+ library itself uses them for constructors.
+
+To avoid confusion, these methods cannot be redefined.
+
=======
Plugins
diff --git a/Lua API.html b/Lua API.html
index 07f038bc..f30bb6ec 100644
--- a/Lua API.html
+++ b/Lua API.html
@@ -366,14 +366,15 @@ ul.auto-toc {
<li><a class="reference internal" href="#global-environment" id="id32">Global environment</a></li>
<li><a class="reference internal" href="#utils" id="id33">utils</a></li>
<li><a class="reference internal" href="#dumper" id="id34">dumper</a></li>
+<li><a class="reference internal" href="#class" id="id35">class</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#plugins" id="id35">Plugins</a><ul>
-<li><a class="reference internal" href="#burrows" id="id36">burrows</a></li>
-<li><a class="reference internal" href="#sort" id="id37">sort</a></li>
+<li><a class="reference internal" href="#plugins" id="id36">Plugins</a><ul>
+<li><a class="reference internal" href="#burrows" id="id37">burrows</a></li>
+<li><a class="reference internal" href="#sort" id="id38">sort</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#scripts" id="id38">Scripts</a></li>
+<li><a class="reference internal" href="#scripts" id="id39">Scripts</a></li>
</ul>
</div>
<p>The current version of DFHack has extensive support for
@@ -1032,6 +1033,9 @@ a full-screen item view of a container. Note that in the
last case, the highlighted <em>contained item</em> is returned, not
the container itself.</p>
</li>
+<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getSelectedBuilding([silent])</span></tt></p>
+<p>Returns the building selected via <em>'q'</em>, <em>'t'</em>, <em>'k'</em> or <em>'i'</em>.</p>
+</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.showAnnouncement(text,color[,is_bright])</span></tt></p>
<p>Adds a regular announcement with given text, color, and brightness.
The is_bright boolean actually seems to invert the brightness.</p>
@@ -1608,6 +1612,16 @@ options; if multiple interpretations exist, the table will contain multiple keys
</dl>
<p>If this method is omitted, the screen is dismissed on receival of the <tt class="docutils literal">LEAVESCREEN</tt> key.</p>
</li>
+<li><p class="first"><tt class="docutils literal">function screen:onGetSelectedUnit()</tt></p>
+</li>
+<li><p class="first"><tt class="docutils literal">function screen:onGetSelectedItem()</tt></p>
+</li>
+<li><p class="first"><tt class="docutils literal">function screen:onGetSelectedJob()</tt></p>
+</li>
+<li><p class="first"><tt class="docutils literal">function screen:onGetSelectedBuilding()</tt></p>
+<p>Implement these to provide a return value for the matching
+<tt class="docutils literal"><span class="pre">dfhack.gui.getSelected...</span></tt> function.</p>
+</li>
</ul>
</div>
<div class="section" id="internal-api">
@@ -1917,16 +1931,88 @@ the other arguments see the original documentation link above.</p>
</li>
</ul>
</div>
+<div class="section" id="class">
+<h2><a class="toc-backref" href="#id35">class</a></h2>
+<p>Implements a trivial single-inheritance class system.</p>
+<ul>
+<li><p class="first"><tt class="docutils literal">Foo = defclass(Foo[, ParentClass])</tt></p>
+<p>Defines or updates class Foo. The <tt class="docutils literal">Foo = defclass(Foo)</tt> syntax
+is needed so that when the module or script is reloaded, the
+class identity will be preserved through the preservation of
+global variable values.</p>
+<p>The <tt class="docutils literal">defclass</tt> function is defined as a stub in the global
+namespace, and using it will auto-load the class module.</p>
+</li>
+<li><p class="first"><tt class="docutils literal">Class.super</tt></p>
+<p>This class field is set by defclass to the parent class, and
+allows a readable <tt class="docutils literal">Class.super.method(self, <span class="pre">...)</span></tt> syntax for
+calling superclass methods.</p>
+</li>
+<li><p class="first"><tt class="docutils literal">Class.ATTRS { foo = xxx, bar = yyy }</tt></p>
+<p>Declares certain instance fields to be attributes, i.e. auto-initialized
+from fields in the table used as the constructor argument. If omitted,
+they are initialized with the default values specified in this declaration.</p>
+<p>If the default value should be <em>nil</em>, use <tt class="docutils literal">ATTRS { foo = DEFAULT_NIL }</tt>.</p>
+</li>
+<li><p class="first"><tt class="docutils literal">new_obj = Class{ foo = arg, bar = arg, ... }</tt></p>
+<p>Calling the class as a function creates and initializes a new instance.
+Initialization happens in this order:</p>
+<ol class="arabic simple">
+<li>An empty instance table is created, and its metatable set.</li>
+<li>The <tt class="docutils literal">preinit</tt> method is called via <tt class="docutils literal">invoke_before</tt> (see below)
+with the table used as argument to the class. This method is intended
+for validating and tweaking that argument table.</li>
+<li>Declared ATTRS are initialized from the argument table or their default values.</li>
+<li>The <tt class="docutils literal">init</tt> method is called via <tt class="docutils literal">invoke_after</tt> with the argument table.
+This is the main constructor method.</li>
+<li>The <tt class="docutils literal">postinit</tt> method is called via <tt class="docutils literal">invoke_after</tt> with the argument table.
+Place code that should be called after the object is fully constructed here.</li>
+</ol>
+</li>
+</ul>
+<p>Predefined instance methods:</p>
+<ul>
+<li><p class="first"><tt class="docutils literal">instance:assign{ foo = xxx }</tt></p>
+<p>Assigns all values in the input table to the matching instance fields.</p>
+</li>
+<li><p class="first"><tt class="docutils literal">instance:callback(method_name, <span class="pre">[args...])</span></tt></p>
+<p>Returns a closure that invokes the specified method of the class,
+properly passing in self, and optionally a number of initial arguments too.
+The arguments given to the closure are appended to these.</p>
+</li>
+<li><p class="first"><tt class="docutils literal">instance:invoke_before(method_name, <span class="pre">args...)</span></tt></p>
+<p>Navigates the inheritance chain of the instance starting from the most specific
+class, and invokes the specified method with the arguments if it is defined in
+that specific class. Equivalent to the following definition in every class:</p>
+<pre class="literal-block">
+function Class:invoke_before(method, ...)
+ if rawget(Class, method) then
+ rawget(Class, method)(self, ...)
+ end
+ Class.super.invoke_before(method, ...)
+end
+</pre>
+</li>
+<li><p class="first"><tt class="docutils literal">instance:invoke_after(method_name, <span class="pre">args...)</span></tt></p>
+<p>Like invoke_before, only the method is called after the recursive call to super,
+i.e. invocations happen in the parent to child order.</p>
+<p>These two methods are inspired by the Common Lisp before and after methods, and
+are intended for implementing similar protocols for certain things. The class
+library itself uses them for constructors.</p>
+</li>
+</ul>
+<p>To avoid confusion, these methods cannot be redefined.</p>
+</div>
</div>
<div class="section" id="plugins">
-<h1><a class="toc-backref" href="#id35">Plugins</a></h1>
+<h1><a class="toc-backref" href="#id36">Plugins</a></h1>
<p>DFHack plugins may export native functions and events
to lua contexts. They are automatically imported by
<tt class="docutils literal"><span class="pre">mkmodule('plugins.&lt;name&gt;')</span></tt>; this means that a lua
module file is still necessary for <tt class="docutils literal">require</tt> to read.</p>
<p>The following plugins have lua support.</p>
<div class="section" id="burrows">
-<h2><a class="toc-backref" href="#id36">burrows</a></h2>
+<h2><a class="toc-backref" href="#id37">burrows</a></h2>
<p>Implements extended burrow manipulations.</p>
<p>Events:</p>
<ul>
@@ -1964,13 +2050,13 @@ set is the same as used by the command line.</p>
<p>The lua module file also re-exports functions from <tt class="docutils literal">dfhack.burrows</tt>.</p>
</div>
<div class="section" id="sort">
-<h2><a class="toc-backref" href="#id37">sort</a></h2>
+<h2><a class="toc-backref" href="#id38">sort</a></h2>
<p>Does not export any native functions as of now. Instead, it
calls lua code to perform the actual ordering of list items.</p>
</div>
</div>
<div class="section" id="scripts">
-<h1><a class="toc-backref" href="#id38">Scripts</a></h1>
+<h1><a class="toc-backref" href="#id39">Scripts</a></h1>
<p>Any files with the .lua extension placed into hack/scripts/*
are automatically used by the DFHack core as commands. The
matching command name consists of the name of the file sans
diff --git a/NEWS b/NEWS
index c1722974..8f7c407e 100644
--- a/NEWS
+++ b/NEWS
@@ -30,6 +30,7 @@ DFHack v0.34.11-r2 (UNRELEASED)
New scripts:
- fixnaked: removes thoughts about nakedness.
- setfps: set FPS cap at runtime, in case you want slow motion or speed-up.
+ - siren: wakes up units, stops breaks and parties - but causes bad thoughts.
- fix/population-cap: run after every migrant wave to prevent exceeding the cap.
- fix/stable-temp: counts items with temperature updates; does instant one-shot stable-temp.
- fix/loyaltycascade: fix units allegiance, eg after ordering a dwarf merchant kill.
diff --git a/README.rst b/README.rst
index 8b28c158..e495b158 100644
--- a/README.rst
+++ b/README.rst
@@ -1,3 +1,7 @@
+#############
+DFHack Readme
+#############
+
============
Introduction
============
@@ -97,11 +101,49 @@ the issues tracker on github, contact me (peterix@gmail.com) or visit the
=============
The init file
=============
-If your DF folder contains a file named dfhack.init, its contents will be run
+If your DF folder contains a file named ``dfhack.init``, its contents will be run
every time you start DF. This allows setting up keybindings. An example file
-is provided as dfhack.init-example - you can tweak it and rename to dfhack.init
+is provided as ``dfhack.init-example`` - you can tweak it and rename to dfhack.init
if you want to use this functionality.
+Setting keybindings
+===================
+
+To set keybindings, use the built-in ``keybinding`` command. Like any other
+command it can be used at any time from the console, but it is also meaningful
+in the DFHack init file.
+
+Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.
+
+Possible ways to call the command:
+
+:keybinding list <key>: List bindings active for the key combination.
+:keybinding clear <key> <key>...: Remove bindings for the specified keys.
+:keybinding add <key> "cmdline" "cmdline"...: Add bindings for the specified
+ key.
+:keybinding set <key> "cmdline" "cmdline"...: Clear, and then add bindings for
+ the specified key.
+
+The *<key>* parameter above has the following *case-sensitive* syntax::
+
+ [Ctrl-][Alt-][Shift-]KEY[@context]
+
+where the *KEY* part can be F1-F9 or A-Z, and [] denote optional parts.
+
+When multiple commands are bound to the same key combination, DFHack selects
+the first applicable one. Later 'add' commands, and earlier entries within one
+'add' command have priority. Commands that are not specifically intended for use
+as a hotkey are always considered applicable.
+
+The *context* part in the key specifier above can be used to explicitly restrict
+the UI state where the binding would be applicable. If called without parameters,
+the ``keybinding`` command among other things prints the current context string.
+Only bindings with a *context* tag that either matches the current context fully,
+or is a prefix ending at a '/' boundary would be considered for execution, i.e.
+for context ``foo/bar/baz``, possible matches are any of ``@foo/bar/baz``, ``@foo/bar``,
+``@foo`` or none.
+
+
========
Commands
========
@@ -110,33 +152,109 @@ Almost all the commands support using the 'help <command-name>' built-in command
to retrieve further help without having to look at this document. Alternatively,
some accept a 'help'/'?' option on their command line.
+
+Game progress
+=============
+
+die
+---
+Instantly kills DF without saving.
+
+forcepause
+----------
+Forces DF to pause. This is useful when your FPS drops below 1 and you lose
+control of the game.
+
+ * Activate with 'forcepause 1'
+ * Deactivate with 'forcepause 0'
+
+nopause
+-------
+Disables pausing (both manual and automatic) with the exception of pause forced
+by 'reveal hell'. This is nice for digging under rivers.
+
+fastdwarf
+---------
+Makes your minions move at ludicrous speeds.
+
+ * Activate with 'fastdwarf 1'
+ * Deactivate with 'fastdwarf 0'
+
+
+Game interface
+==============
+
+follow
+------
+Makes the game view follow the currently highlighted unit after you exit from
+current menu/cursor mode. Handy for watching dwarves running around. Deactivated
+by moving the view manually.
+
+tidlers
+-------
+Toggle between all possible positions where the idlers count can be placed.
+
+twaterlvl
+---------
+Toggle between displaying/not displaying liquid depth as numbers.
+
+copystock
+----------
+Copies the parameters of the currently highlighted stockpile to the custom
+stockpile settings and switches to custom stockpile placement mode, effectively
+allowing you to copy/paste stockpiles easily.
+
+rename
+------
+Allows renaming various things.
+
+Options:
+
+ :rename squad <index> "name": Rename squad by index to 'name'.
+ :rename hotkey <index> \"name\": Rename hotkey by index. This allows assigning
+ longer commands to the DF hotkeys.
+ :rename unit "nickname": Rename a unit/creature highlighted in the DF user
+ interface.
+ :rename unit-profession "custom profession": Change proffession name of the
+ highlighted unit/creature.
+ :rename building "name": Set a custom name for the selected building.
+ The building must be one of stockpile, workshop, furnace, trap,
+ siege engine or an activity zone.
+
+
+Adventure mode
+==============
+
adv-bodyswap
-============
+------------
This allows taking control over your followers and other creatures in adventure
mode. For example, you can make them pick up new arms and armor and equip them
properly.
-Usage
------
+Usage:
+
* When viewing unit details, body-swaps into that unit.
* In the main adventure mode screen, reverts transient swap.
advtools
-========
+--------
A package of different adventure mode tools (currently just one)
-
-Usage
------
-:list-equipped [all]: List armor and weapons equipped by your companions.
- If all is specified, also lists non-metal clothing.
-:metal-detector [all-types] [non-trader]: Reveal metal armor and weapons in
- shops. The options disable the checks
- on item type and being in shop.
+Usage:
+
+ :list-equipped [all]: List armor and weapons equipped by your companions.
+ If all is specified, also lists non-metal clothing.
+ :metal-detector [all-types] [non-trader]: Reveal metal armor and weapons in
+ shops. The options disable the checks
+ on item type and being in shop.
+
+
+Map modification
+================
changelayer
-===========
+-----------
Changes material of the geology layer under cursor to the specified inorganic
RAW material. Can have impact on all surrounding regions, not only your embark!
By default changing stone to soil and vice versa is not allowed. By default
@@ -149,18 +267,18 @@ as well, though. Mineral veins and gem clusters will stay on the map. Use
tl;dr: You will end up with changing quite big areas in one go, especially if
you use it in lower z levels. Use with care.
-Options
--------
-:all_biomes: Change selected layer for all biomes on your map.
+Options:
+
+ :all_biomes: Change selected layer for all biomes on your map.
Result may be undesirable since the same layer can AND WILL
be on different z-levels for different biomes. Use the tool
'probe' to get an idea how layers and biomes are distributed
on your map.
-:all_layers: Change all layers on your map (only for the selected biome
+ :all_layers: Change all layers on your map (only for the selected biome
unless 'all_biomes' is added).
Candy mountain, anyone? Will make your map quite boring,
but tidy.
-:force: Allow changing stone to soil and vice versa. !!THIS CAN HAVE
+ :force: Allow changing stone to soil and vice versa. !!THIS CAN HAVE
WEIRD EFFECTS, USE WITH CARE!!
Note that soil will not be magically replaced with stone.
You will, however, get a stone floor after digging so it
@@ -169,16 +287,16 @@ Options
You will, however, get a soil floor after digging so it
could be helpful for creating farm plots on maps with no
soil.
-:verbose: Give some details about what is being changed.
-:trouble: Give some advice about known problems.
+ :verbose: Give some details about what is being changed.
+ :trouble: Give some advice about known problems.
Examples:
----------
-``changelayer GRANITE``
+
+ ``changelayer GRANITE``
Convert layer at cursor position into granite.
-``changelayer SILTY_CLAY force``
+ ``changelayer SILTY_CLAY force``
Convert layer at cursor position into clay even if it's stone.
-``changelayer MARBLE all_biomes all_layers``
+ ``changelayer MARBLE all_biomes all_layers``
Convert all layers of all biomes which are not soil into marble.
.. note::
@@ -197,17 +315,18 @@ Examples:
You did save your game, right?
changevein
-==========
+----------
Changes material of the vein under cursor to the specified inorganic RAW
-material.
+material. Only affects tiles within the current 16x16 block - for veins and
+large clusters, you will need to use this command multiple times.
Example:
---------
-``changevein NATIVE_PLATINUM``
+
+ ``changevein NATIVE_PLATINUM``
Convert vein at cursor position into platinum ore.
changeitem
-==========
+----------
Allows changing item material and base quality. By default the item currently
selected in the UI will be changed (you can select items in the 'k' list
or inside containers/inventory). By default change is only allowed if materials
@@ -218,500 +337,283 @@ in weirdness. To get an idea how the RAW id should look like, check some items
with 'info'. Using 'force' might create items which are not touched by
crafters/haulers.
-Options
--------
-:info: Don't change anything, print some info instead.
-:here: Change all items at the cursor position. Requires in-game cursor.
-:material, m: Change material. Must be followed by valid material RAW id.
-:quality, q: Change base quality. Must be followed by number (0-5).
-:force: Ignore subtypes, force change to new material.
-
-Examples:
----------
-``changeitem m INORGANIC:GRANITE here``
- Change material of all items under the cursor to granite.
-``changeitem q 5``
- Change currently selected item to masterpiece quality.
-
-cursecheck
-==========
-Checks a single map tile or the whole map/world for cursed creatures (ghosts,
-vampires, necromancers, werebeasts, zombies).
-
-With an active in-game cursor only the selected tile will be observed.
-Without a cursor the whole map will be checked.
-
-By default cursed creatures will be only counted in case you just want to find
-out if you have any of them running around in your fort. Dead and passive
-creatures (ghosts who were put to rest, killed vampires, ...) are ignored.
-Undead skeletons, corpses, bodyparts and the like are all thrown into the curse
-category "zombie". Anonymous zombies and resurrected body parts will show
-as "unnamed creature".
+Options:
-Options
--------
-:detail: Print full name, date of birth, date of curse and some status
- info (some vampires might use fake identities in-game, though).
-:nick: Set the type of curse as nickname (does not always show up
- in-game, some vamps don't like nicknames).
-:all: Include dead and passive cursed creatures (can result in a quite
- long list after having FUN with necromancers).
-:verbose: Print all curse tags (if you really want to know it all).
+ :info: Don't change anything, print some info instead.
+ :here: Change all items at the cursor position. Requires in-game cursor.
+ :material, m: Change material. Must be followed by valid material RAW id.
+ :quality, q: Change base quality. Must be followed by number (0-5).
+ :force: Ignore subtypes, force change to new material.
Examples:
----------
-``cursecheck detail all``
- Give detailed info about all cursed creatures including deceased ones (no
- in-game cursor).
-``cursecheck nick``
- Give a nickname all living/active cursed creatures on the map(no in-game
- cursor).
-
-.. note::
-
- * If you do a full search (with the option "all") former ghosts will show up
- with the cursetype "unknown" because their ghostly flag is not set
- anymore. But if you happen to find a living/active creature with cursetype
- "unknown" please report that in the dfhack thread on the modding forum or
- per irc. This is likely to happen with mods which introduce new types
- of curses, for example.
-
-follow
-======
-Makes the game view follow the currently highlighted unit after you exit from
-current menu/cursor mode. Handy for watching dwarves running around. Deactivated
-by moving the view manually.
-
-forcepause
-==========
-Forces DF to pause. This is useful when your FPS drops below 1 and you lose
-control of the game.
- * Activate with 'forcepause 1'
- * Deactivate with 'forcepause 0'
+ ``changeitem m INORGANIC:GRANITE here``
+ Change material of all items under the cursor to granite.
+ ``changeitem q 5``
+ Change currently selected item to masterpiece quality.
-nopause
-=======
-Disables pausing (both manual and automatic) with the exception of pause forced
-by 'reveal hell'. This is nice for digging under rivers.
+colonies
+--------
+Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
-die
-===
-Instantly kills DF without saving.
+Options:
-autodump
-========
-This utility lets you quickly move all items designated to be dumped.
-Items are instantly moved to the cursor position, the dump flag is unset,
-and the forbid flag is set, as if it had been dumped normally.
-Be aware that any active dump item tasks still point at the item.
+ :bees: turn colonies into honey bee colonies
-Cursor must be placed on a floor tile so the items can be dumped there.
+deramp (by zilpin)
+------------------
+Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation.
+It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen).
-Options
+feature
-------
-:destroy: Destroy instead of dumping. Doesn't require a cursor.
-:destroy-here: Destroy items only under the cursor.
-:visible: Only process items that are not hidden.
-:hidden: Only process hidden items.
-:forbidden: Only process forbidden items (default: only unforbidden).
-
-autodump-destroy-here
-=====================
-Destroy items marked for dumping under cursor. Identical to autodump
-destroy-here, but intended for use as keybinding.
-
-autodump-destroy-item
-=====================
-Destroy the selected item. The item may be selected in the 'k' list, or inside
-a container. If called again before the game is resumed, cancels destroy.
-
-burrow
-======
-Miscellaneous burrow control. Allows manipulating burrows and automated burrow
-expansion while digging.
+Enables management of map features.
-Options
--------
-:enable feature ...:
-:disable feature ...: Enable or Disable features of the plugin.
-:clear-unit burrow burrow ...:
-:clear-tiles burrow burrow ...: Removes all units or tiles from the burrows.
-:set-units target-burrow src-burrow ...:
-:add-units target-burrow src-burrow ...:
-:remove-units target-burrow src-burrow ...: Adds or removes units in source
- burrows to/from the target burrow. Set is equivalent to clear and add.
-:set-tiles target-burrow src-burrow ...:
-:add-tiles target-burrow src-burrow ...:
-:remove-tiles target-burrow src-burrow ...: Adds or removes tiles in source
- burrows to/from the target burrow. In place of a source burrow it is
- possible to use one of the following keywords: ABOVE_GROUND,
- SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED
-
-Features
---------
-:auto-grow: When a wall inside a burrow with a name ending in '+' is dug
- out, the burrow is extended to newly-revealed adjacent walls.
- This final '+' may be omitted in burrow name args of commands above.
- Digging 1-wide corridors with the miner inside the burrow is SLOW.
+* Discovering a magma feature (magma pool, volcano, magma sea, or curious
+ underground structure) permits magma workshops and furnaces to be built.
+* Discovering a cavern layer causes plants (trees, shrubs, and grass) from
+ that cavern to grow within your fortress.
-catsplosion
-===========
-Makes cats just *multiply*. It is not a good idea to run this more than once or
-twice.
+Options:
-clean
-=====
-Cleans all the splatter that get scattered all over the map, items and
-creatures. In an old fortress, this can significantly reduce FPS lag. It can
-also spoil your !!FUN!!, so think before you use it.
+ :list: Lists all map features in your current embark by index.
+ :show X: Marks the selected map feature as discovered.
+ :hide X: Marks the selected map feature as undiscovered.
-Options
+liquids
-------
-:map: Clean the map tiles. By default, it leaves mud and snow alone.
-:units: Clean the creatures. Will also clean hostiles.
-:items: Clean all the items. Even a poisoned blade.
+Allows adding magma, water and obsidian to the game. It replaces the normal
+dfhack command line and can't be used from a hotkey. Settings will be remembered
+as long as dfhack runs. Intended for use in combination with the command
+liquids-here (which can be bound to a hotkey).
-Extra options for 'map'
------------------------
-:mud: Remove mud in addition to the normal stuff.
-:snow: Also remove snow coverings.
+For more information, refer to the command's internal help.
-spotclean
-=========
-Works like 'clean map snow mud', but only for the tile under the cursor. Ideal
-if you want to keep that bloody entrance 'clean map' would clean up.
+.. note::
-cleanowned
-==========
-Confiscates items owned by dwarfs. By default, owned food on the floor
-and rotten items are confistacted and dumped.
+ Spawning and deleting liquids can F up pathing data and
+ temperatures (creating heat traps). You've been warned.
-Options
--------
-:all: confiscate all owned items
-:scattered: confiscated and dump all items scattered on the floor
-:x: confiscate/dump items with wear level 'x' and more
-:X: confiscate/dump items with wear level 'X' and more
-:dryrun: a dry run. combine with other options to see what will happen
- without it actually happening.
+liquids-here
+------------
+Run the liquid spawner with the current/last settings made in liquids (if no
+settings in liquids were made it paints a point of 7/7 magma by default).
-Example:
---------
-``cleanowned scattered X`` : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.
+Intended to be used as keybinding. Requires an active in-game cursor.
-colonies
-========
-Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
-Options
--------
-:bees: turn colonies into honey bee colonies
+tiletypes
+---------
+Can be used for painting map tiles and is an interactive command, much like
+liquids.
-deramp (by zilpin)
-==================
-Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation.
-It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen).
+The tool works with two set of options and a brush. The brush determines which
+tiles will be processed. First set of options is the filter, which can exclude
+some of the tiles from the brush by looking at the tile properties. The second
+set of options is the paint - this determines how the selected tiles are
+changed.
-dfusion
-=======
-This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.
+Both paint and filter can have many different properties including things like
+general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL,
+etc.), state of 'designated', 'hidden' and 'light' flags.
-See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic=69682.15
+The properties of filter and paint can be partially defined. This means that
+you can for example do something like this:
-Confirmed working DFusion plugins:
-----------------------------------
-:simple_embark: allows changing the number of dwarves available on embark.
+::
-.. note::
+ filter material STONE
+ filter shape FORTIFICATION
+ paint shape FLOOR
- * Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.
- * This is currently working only on Windows.
- * The game will be suspended while you're using dfusion. Don't panic when it doen't respond.
+This will turn all stone fortifications into floors, preserving the material.
-drybuckets
-==========
-This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.
+Or this:
+::
-fastdwarf
-=========
-Makes your minions move at ludicrous speeds.
+ filter shape FLOOR
+ filter material MINERAL
+ paint shape WALL
- * Activate with 'fastdwarf 1'
- * Deactivate with 'fastdwarf 0'
+Turning mineral vein floors back into walls.
-feature
-=======
-Enables management of map features.
+The tool also allows tweaking some tile flags:
-* Discovering a magma feature (magma pool, volcano, magma sea, or curious
- underground structure) permits magma workshops and furnaces to be built.
-* Discovering a cavern layer causes plants (trees, shrubs, and grass) from
- that cavern to grow within your fortress.
+Or this:
-Options
--------
-:list: Lists all map features in your current embark by index.
-:show X: Marks the selected map feature as discovered.
-:hide X: Marks the selected map feature as undiscovered.
+::
-filltraffic
-===========
-Set traffic designations using flood-fill starting at the cursor.
+ paint hidden 1
+ paint hidden 0
-Traffic Type Codes:
--------------------
-:H: High Traffic
-:N: Normal Traffic
-:L: Low Traffic
-:R: Restricted Traffic
+This will hide previously revealed tiles (or show hidden with the 0 option).
-Other Options:
---------------
-:X: Fill accross z-levels.
-:B: Include buildings and stockpiles.
-:P: Include empty space.
+Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword:
-Example:
---------
-'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.
+::
-alltraffic
-==========
-Set traffic designations for every single tile of the map (useful for resetting traffic designations).
+ paint hidden ANY
+ paint shape ANY
+ filter material any
+ filter shape any
+ filter any
-Traffic Type Codes:
--------------------
-:H: High Traffic
-:N: Normal Traffic
-:L: Low Traffic
-:R: Restricted Traffic
+You can use several different brushes for painting tiles:
+ * Point. (point)
+ * Rectangular range. (range)
+ * A column ranging from current cursor to the first solid tile above. (column)
+ * DF map block - 16x16 tiles, in a regular grid. (block)
Example:
---------
-'alltraffic N' - Set traffic to 'normal' for all tiles.
-
-fixdiplomats
-============
-Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose
-tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring
-about excess tree cutting. This command adds a Diplomat position to all Elven
-civilizations, allowing them to negotiate tree cutting quotas (and allowing you
-to violate them and potentially start wars) in case you haven't already modified
-your raws accordingly.
-fixmerchants
-============
-This command adds the Guild Representative position to all Human civilizations,
-allowing them to make trade agreements (just as they did back in 0.28.181.40d
-and earlier) in case you haven't already modified your raws accordingly.
-
-fixveins
-========
-Removes invalid references to mineral inclusions and restores missing ones.
-Use this if you broke your embark with tools like tiletypes, or if you
-accidentally placed a construction on top of a valuable mineral floor.
+::
-fixwagons
-=========
-Due to a bug in all releases of version 0.31, merchants no longer bring wagons
-with their caravans. This command re-enables them for all appropriate
-civilizations.
+ range 10 10 1
-flows
-=====
-A tool for checking how many tiles contain flowing liquids. If you suspect that
-your magma sea leaks into HFS, you can use this tool to be sure without
-revealing the map.
+This will change the brush to a rectangle spanning 10x10 tiles on one z-level.
+The range starts at the position of the cursor and goes to the east, south and
+up.
-getplants
-=========
-This tool allows plant gathering and tree cutting by RAW ID. Specify the types
-of trees to cut down and/or shrubs to gather by their plant names, separated
-by spaces.
+For more details, see the 'help' command while using this.
-Options
--------
-:-t: Select trees only (exclude shrubs)
-:-s: Select shrubs only (exclude trees)
-:-c: Clear designations instead of setting them
-:-x: Apply selected action to all plants except those specified (invert
- selection)
+tiletypes-commands
+------------------
+Runs tiletypes commands, separated by ;. This makes it possible to change
+tiletypes modes from a hotkey.
-Specifying both -t and -s will have no effect. If no plant IDs are specified,
-all valid plant IDs will be listed.
+tiletypes-here
+--------------
+Apply the current tiletypes options at the in-game cursor position, including
+the brush. Can be used from a hotkey.
-tidlers
-=======
-Toggle between all possible positions where the idlers count can be placed.
+tiletypes-here-point
+--------------------
+Apply the current tiletypes options at the in-game cursor position to a single
+tile. Can be used from a hotkey.
-twaterlvl
-=========
-Toggle between displaying/not displaying liquid depth as numbers.
+tubefill
+--------
+Fills all the adamantine veins again. Veins that were empty will be filled in
+too, but might still trigger a demon invasion (this is a known bug).
-job
-===
-Command for general job query and manipulation.
+extirpate
+---------
+A tool for getting rid of trees and shrubs. By default, it only kills
+a tree/shrub under the cursor. The plants are turned into ashes instantly.
Options:
- * no extra options - Print details of the current job. The job can be selected
- in a workshop, or the unit/jobs screen.
- * list - Print details of all jobs in the selected workshop.
- * item-material <item-idx> <material[:subtoken]> - Replace the exact material
- id in the job item.
- * item-type <item-idx> <type[:subtype]> - Replace the exact item type id in
- the job item.
-
-job-material
-============
-Alter the material of the selected job.
-
-Invoked as: job-material <inorganic-token>
-Intended to be used as a keybinding:
- * In 'q' mode, when a job is highlighted within a workshop or furnace,
- changes the material of the job. Only inorganic materials can be used
- in this mode.
- * In 'b' mode, during selection of building components positions the cursor
- over the first available choice with the matching material.
-
-job-duplicate
-=============
-Duplicate the selected job in a workshop:
- * In 'q' mode, when a job is highlighted within a workshop or furnace building,
- instantly duplicates the job.
+ :shrubs: affect all shrubs on the map
+ :trees: affect all trees on the map
+ :all: affect every plant!
-keybinding
-==========
-
-Manages DFHack keybindings.
+grow
+----
+Makes all saplings present on the map grow into trees (almost) instantly.
-Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.
+immolate
+--------
+Very similar to extirpate, but additionally sets the plants on fire. The fires
+can and *will* spread ;)
-Options
+regrass
-------
-:keybinding list <key>: List bindings active for the key combination.
-:keybinding clear <key> <key>...: Remove bindings for the specified keys.
-:keybinding add <key> "cmdline" "cmdline"...: Add bindings for the specified
- key.
-:keybinding set <key> "cmdline" "cmdline"...: Clear, and then add bindings for
- the specified key.
+Regrows grass. Not much to it ;)
-When multiple commands are bound to the same key combination, DFHack selects
-the first applicable one. Later 'add' commands, and earlier entries within one
-'add' command have priority. Commands that are not specifically intended for use
-as a hotkey are always considered applicable.
+weather
+-------
+Prints the current weather map by default.
-liquids
-=======
-Allows adding magma, water and obsidian to the game. It replaces the normal
-dfhack command line and can't be used from a hotkey. Settings will be remembered
-as long as dfhack runs. Intended for use in combination with the command
-liquids-here (which can be bound to a hotkey).
+Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.
-For more information, refer to the command's internal help.
+Options:
-.. note::
+ :snow: make it snow everywhere.
+ :rain: make it rain.
+ :clear: clear the sky.
- Spawning and deleting liquids can F up pathing data and
- temperatures (creating heat traps). You've been warned.
-liquids-here
-============
-Run the liquid spawner with the current/last settings made in liquids (if no
-settings in liquids were made it paints a point of 7/7 magma by default).
+Map inspection
+==============
-Intended to be used as keybinding. Requires an active in-game cursor.
+cursecheck
+----------
+Checks a single map tile or the whole map/world for cursed creatures (ghosts,
+vampires, necromancers, werebeasts, zombies).
-mode
-====
-This command lets you see and change the game mode directly.
-Not all combinations are good for every situation and most of them will
-produce undesirable results. There are a few good ones though.
+With an active in-game cursor only the selected tile will be observed.
+Without a cursor the whole map will be checked.
-.. admonition:: Example
+By default cursed creatures will be only counted in case you just want to find
+out if you have any of them running around in your fort. Dead and passive
+creatures (ghosts who were put to rest, killed vampires, ...) are ignored.
+Undead skeletons, corpses, bodyparts and the like are all thrown into the curse
+category "zombie". Anonymous zombies and resurrected body parts will show
+as "unnamed creature".
- You are in fort game mode, managing your fortress and paused.
- You switch to the arena game mode, *assume control of a creature* and then
- switch to adventure game mode(1).
- You just lost a fortress and gained an adventurer.
- You could also do this.
- You are in fort game mode, managing your fortress and paused at the esc menu.
- You switch to the adventure game mode, then use Dfusion to *assume control of a creature* and then
- save or retire.
- You just created a returnable mountain home and gained an adventurer.
+Options:
+ :detail: Print full name, date of birth, date of curse and some status
+ info (some vampires might use fake identities in-game, though).
+ :nick: Set the type of curse as nickname (does not always show up
+ in-game, some vamps don't like nicknames).
+ :all: Include dead and passive cursed creatures (can result in a quite
+ long list after having FUN with necromancers).
+ :verbose: Print all curse tags (if you really want to know it all).
-I take no responsibility of anything that happens as a result of using this tool
+Examples:
-extirpate
-=========
-A tool for getting rid of trees and shrubs. By default, it only kills
-a tree/shrub under the cursor. The plants are turned into ashes instantly.
+ ``cursecheck detail all``
+ Give detailed info about all cursed creatures including deceased ones (no
+ in-game cursor).
+ ``cursecheck nick``
+ Give a nickname all living/active cursed creatures on the map(no in-game
+ cursor).
-Options
--------
-:shrubs: affect all shrubs on the map
-:trees: affect all trees on the map
-:all: affect every plant!
+.. note::
-grow
-====
-Makes all saplings present on the map grow into trees (almost) instantly.
+ * If you do a full search (with the option "all") former ghosts will show up
+ with the cursetype "unknown" because their ghostly flag is not set
+ anymore. But if you happen to find a living/active creature with cursetype
+ "unknown" please report that in the dfhack thread on the modding forum or
+ per irc. This is likely to happen with mods which introduce new types
+ of curses, for example.
-immolate
-========
-Very similar to extirpate, but additionally sets the plants on fire. The fires
-can and *will* spread ;)
+flows
+-----
+A tool for checking how many tiles contain flowing liquids. If you suspect that
+your magma sea leaks into HFS, you can use this tool to be sure without
+revealing the map.
probe
-=====
+-----
Can be used to determine tile properties like temperature.
prospect
-========
+--------
Prints a big list of all the present minerals and plants. By default, only
the visible part of the map is scanned.
-Options
--------
-:all: Scan the whole map, as if it was revealed.
-:value: Show material value in the output. Most useful for gems.
-:hell: Show the Z range of HFS tubes. Implies 'all'.
+Options:
+
+ :all: Scan the whole map, as if it was revealed.
+ :value: Show material value in the output. Most useful for gems.
+ :hell: Show the Z range of HFS tubes. Implies 'all'.
Pre-embark estimate
--------------------
+...................
+
If called during the embark selection screen, displays an estimate of layer
stone availability. If the 'all' option is specified, also estimates veins.
The estimate is computed either for 1 embark tile of the blinking biome, or
for all tiles of the embark rectangle.
-Options
--------
-:all: processes all tiles, even hidden ones.
-
-regrass
-=======
-Regrows grass. Not much to it ;)
-
-rename
-======
-Allows renaming various things.
+Options:
-Options
--------
-:rename squad <index> "name": Rename squad by index to 'name'.
-:rename hotkey <index> \"name\": Rename hotkey by index. This allows assigning
- longer commands to the DF hotkeys.
-:rename unit "nickname": Rename a unit/creature highlighted in the DF user
- interface.
-:rename unit-profession "custom profession": Change proffession name of the
- highlighted unit/creature.
-:rename building "name": Set a custom name for the selected building.
- The building must be one of stockpile, workshop, furnace, trap or siege engine.
+ :all: processes all tiles, even hidden ones.
reveal
-======
+------
This reveals the map. By default, HFS will remain hidden so that the demons
don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed,
you won't be able to unpause until you hide the map again. If you really want
@@ -721,167 +623,325 @@ Reveal also works in adventure mode, but any of its effects are negated once
you move. When you use it this way, you don't need to run 'unreveal'.
unreveal
-========
+--------
Reverts the effects of 'reveal'.
revtoggle
-=========
+---------
Switches between 'reveal' and 'unreveal'.
revflood
-========
+--------
This command will hide the whole map and then reveal all the tiles that have
a path to the in-game cursor.
revforget
-=========
+---------
When you use reveal, it saves information about what was/wasn't visible before
revealing everything. Unreveal uses this information to hide things again.
This command throws away the information. For example, use in cases where
you abandoned with the fort revealed and no longer want the data.
-lair
-====
-This command allows you to mark the map as 'monster lair', preventing item
-scatter on abandon. When invoked as 'lair reset', it does the opposite.
+showmood
+--------
+Shows all items needed for the currently active strange mood.
-Unlike reveal, this command doesn't save the information about tiles - you
-won't be able to restore state of real monster lairs using 'lair reset'.
-Options
--------
-:lair: Mark the map as monster lair
-:lair reset: Mark the map as ordinary (not lair)
+Designations
+============
-seedwatch
-=========
-Tool for turning cooking of seeds and plants on/off depending on how much you
-have of them.
+burrow
+------
+Miscellaneous burrow control. Allows manipulating burrows and automated burrow
+expansion while digging.
-See 'seedwatch help' for detailed description.
+Options:
-showmood
-========
-Shows all items needed for the currently active strange mood.
+ **enable feature ...**
+ Enable features of the plugin.
+ **disable feature ...**
+ Disable features of the plugin.
+ **clear-unit burrow burrow ...**
+ Remove all units from the burrows.
+ **clear-tiles burrow burrow ...**
+ Remove all tiles from the burrows.
+ **set-units target-burrow src-burrow ...**
+ Clear target, and adds units from source burrows.
+ **add-units target-burrow src-burrow ...**
+ Add units from the source burrows to the target.
+ **remove-units target-burrow src-burrow ...**
+ Remove units in source burrows from the target.
+ **set-tiles target-burrow src-burrow ...**
+ Clear target and adds tiles from the source burrows.
+ **add-tiles target-burrow src-burrow ...**
+ Add tiles from the source burrows to the target.
+ **remove-tiles target-burrow src-burrow ...**
+ Remove tiles in source burrows from the target.
+
+ For these three options, in place of a source burrow it is
+ possible to use one of the following keywords: ABOVE_GROUND,
+ SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED
+
+Features:
+
+ :auto-grow: When a wall inside a burrow with a name ending in '+' is dug
+ out, the burrow is extended to newly-revealed adjacent walls.
+ This final '+' may be omitted in burrow name args of commands above.
+ Digging 1-wide corridors with the miner inside the burrow is SLOW.
-copystock
-==========
-Copies the parameters of the currently highlighted stockpile to the custom
-stockpile settings and switches to custom stockpile placement mode, effectively
-allowing you to copy/paste stockpiles easily.
+digv
+----
+Designates a whole vein for digging. Requires an active in-game cursor placed
+over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs
+between the same-material tiles).
-ssense / stonesense
-===================
-An isometric visualizer that runs in a second window. This requires working
-graphics acceleration and at least a dual core CPU (otherwise it will slow
-down DF).
+digvx
+-----
+A permanent alias for 'digv x'.
-All the data resides in the 'stonesense' directory. For detailed instructions,
-see stonesense/README.txt
+digl
+----
+Designates layer stone for digging. Requires an active in-game cursor placed
+over a layer stone tile. With the 'x' option, it will traverse z-levels
+(putting stairs between the same-material tiles). With the 'undo' option it
+will remove the dig designation instead (if you realize that digging out a 50
+z-level deep layer was not such a good idea after all).
-Compatible with Windows > XP SP3 and most modern Linux distributions.
+diglx
+-----
+A permanent alias for 'digl x'.
-Older versions, support and extra graphics can be found in the bay12 forum
-thread: http://www.bay12forums.com/smf/index.php?topic=43260.0
+digexp
+------
+This command can be used for exploratory mining.
-Some additional resources:
-http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository
+See: http://df.magmawiki.com/index.php/DF2010:Exploratory_mining
-tiletypes
-=========
-Can be used for painting map tiles and is an interactive command, much like
-liquids.
+There are two variables that can be set: pattern and filter.
-The tool works with two set of options and a brush. The brush determines which
-tiles will be processed. First set of options is the filter, which can exclude
-some of the tiles from the brush by looking at the tile properties. The second
-set of options is the paint - this determines how the selected tiles are
-changed.
+Patterns:
-Both paint and filter can have many different properties including things like
-general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL,
-etc.), state of 'designated', 'hidden' and 'light' flags.
+ :diag5: diagonals separated by 5 tiles
+ :diag5r: diag5 rotated 90 degrees
+ :ladder: A 'ladder' pattern
+ :ladderr: ladder rotated 90 degrees
+ :clear: Just remove all dig designations
+ :cross: A cross, exactly in the middle of the map.
-The properties of filter and paint can be partially defined. This means that
-you can for example do something like this:
+Filters:
-::
+ :all: designate whole z-level
+ :hidden: designate only hidden tiles of z-level (default)
+ :designated: Take current designation and apply pattern to it.
- filter material STONE
- filter shape FORTIFICATION
- paint shape FLOOR
+After you have a pattern set, you can use 'expdig' to apply it again.
-This will turn all stone fortifications into floors, preserving the material.
+Examples:
-Or this:
-::
+ designate the diagonal 5 patter over all hidden tiles:
+ * expdig diag5 hidden
+ apply last used pattern and filter:
+ * expdig
+ Take current designations and replace them with the ladder pattern:
+ * expdig ladder designated
- filter shape FLOOR
- filter material MINERAL
- paint shape WALL
+digcircle
+---------
+A command for easy designation of filled and hollow circles.
+It has several types of options.
-Turning mineral vein floors back into walls.
+Shape:
-The tool also allows tweaking some tile flags:
+ :hollow: Set the circle to hollow (default)
+ :filled: Set the circle to filled
+ :#: Diameter in tiles (default = 0, does nothing)
-Or this:
+Action:
-::
+ :set: Set designation (default)
+ :unset: Unset current designation
+ :invert: Invert designations already present
- paint hidden 1
- paint hidden 0
+Designation types:
-This will hide previously revealed tiles (or show hidden with the 0 option).
+ :dig: Normal digging designation (default)
+ :ramp: Ramp digging
+ :ustair: Staircase up
+ :dstair: Staircase down
+ :xstair: Staircase up/down
+ :chan: Dig channel
-Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword:
+After you have set the options, the command called with no options
+repeats with the last selected parameters.
-::
+Examples:
- paint hidden ANY
- paint shape ANY
- filter material any
- filter shape any
- filter any
+* 'digcircle filled 3' = Dig a filled circle with radius = 3.
+* 'digcircle' = Do it again.
-You can use several different brushes for painting tiles:
- * Point. (point)
- * Rectangular range. (range)
- * A column ranging from current cursor to the first solid tile above. (column)
- * DF map block - 16x16 tiles, in a regular grid. (block)
+
+filltraffic
+-----------
+Set traffic designations using flood-fill starting at the cursor.
+
+Traffic Type Codes:
+
+ :H: High Traffic
+ :N: Normal Traffic
+ :L: Low Traffic
+ :R: Restricted Traffic
+
+Other Options:
+
+ :X: Fill accross z-levels.
+ :B: Include buildings and stockpiles.
+ :P: Include empty space.
Example:
-::
+ 'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.
- range 10 10 1
+alltraffic
+----------
+Set traffic designations for every single tile of the map (useful for resetting traffic designations).
-This will change the brush to a rectangle spanning 10x10 tiles on one z-level.
-The range starts at the position of the cursor and goes to the east, south and
-up.
+Traffic Type Codes:
-For more details, see the 'help' command while using this.
+ :H: High Traffic
+ :N: Normal Traffic
+ :L: Low Traffic
+ :R: Restricted Traffic
-tiletypes-commands
-==================
-Runs tiletypes commands, separated by ;. This makes it possible to change
-tiletypes modes from a hotkey.
+Example:
-tiletypes-here
-==============
-Apply the current tiletypes options at the in-game cursor position, including
-the brush. Can be used from a hotkey.
+ 'alltraffic N' - Set traffic to 'normal' for all tiles.
-tiletypes-here-point
-====================
-Apply the current tiletypes options at the in-game cursor position to a single
-tile. Can be used from a hotkey.
+getplants
+---------
+This tool allows plant gathering and tree cutting by RAW ID. Specify the types
+of trees to cut down and/or shrubs to gather by their plant names, separated
+by spaces.
+
+Options:
+
+ :-t: Select trees only (exclude shrubs)
+ :-s: Select shrubs only (exclude trees)
+ :-c: Clear designations instead of setting them
+ :-x: Apply selected action to all plants except those specified (invert
+ selection)
+
+Specifying both -t and -s will have no effect. If no plant IDs are specified,
+all valid plant IDs will be listed.
+
+
+Cleanup and garbage disposal
+============================
+
+clean
+-----
+Cleans all the splatter that get scattered all over the map, items and
+creatures. In an old fortress, this can significantly reduce FPS lag. It can
+also spoil your !!FUN!!, so think before you use it.
+
+Options:
+
+ :map: Clean the map tiles. By default, it leaves mud and snow alone.
+ :units: Clean the creatures. Will also clean hostiles.
+ :items: Clean all the items. Even a poisoned blade.
+
+Extra options for 'map':
+
+ :mud: Remove mud in addition to the normal stuff.
+ :snow: Also remove snow coverings.
+
+spotclean
+---------
+Works like 'clean map snow mud', but only for the tile under the cursor. Ideal
+if you want to keep that bloody entrance 'clean map' would clean up.
+
+autodump
+--------
+This utility lets you quickly move all items designated to be dumped.
+Items are instantly moved to the cursor position, the dump flag is unset,
+and the forbid flag is set, as if it had been dumped normally.
+Be aware that any active dump item tasks still point at the item.
+
+Cursor must be placed on a floor tile so the items can be dumped there.
+
+Options:
+
+ :destroy: Destroy instead of dumping. Doesn't require a cursor.
+ :destroy-here: Destroy items only under the cursor.
+ :visible: Only process items that are not hidden.
+ :hidden: Only process hidden items.
+ :forbidden: Only process forbidden items (default: only unforbidden).
+
+autodump-destroy-here
+---------------------
+Destroy items marked for dumping under cursor. Identical to autodump
+destroy-here, but intended for use as keybinding.
+
+autodump-destroy-item
+---------------------
+Destroy the selected item. The item may be selected in the 'k' list, or inside
+a container. If called again before the game is resumed, cancels destroy.
+
+cleanowned
+----------
+Confiscates items owned by dwarfs. By default, owned food on the floor
+and rotten items are confistacted and dumped.
+
+Options:
+
+ :all: confiscate all owned items
+ :scattered: confiscated and dump all items scattered on the floor
+ :x: confiscate/dump items with wear level 'x' and more
+ :X: confiscate/dump items with wear level 'X' and more
+ :dryrun: a dry run. combine with other options to see what will happen
+ without it actually happening.
+
+Example:
+
+ ``cleanowned scattered X``
+ This will confiscate rotten and dropped food, garbage on the floors and any
+ worn items with 'X' damage and above.
+
+
+
+Bugfixes
+========
+
+drybuckets
+----------
+This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.
+
+fixdiplomats
+------------
+Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose
+tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring
+about excess tree cutting. This command adds a Diplomat position to all Elven
+civilizations, allowing them to negotiate tree cutting quotas (and allowing you
+to violate them and potentially start wars) in case you haven't already modified
+your raws accordingly.
+
+fixmerchants
+------------
+This command adds the Guild Representative position to all Human civilizations,
+allowing them to make trade agreements (just as they did back in 0.28.181.40d
+and earlier) in case you haven't already modified your raws accordingly.
+
+fixveins
+--------
+Removes invalid references to mineral inclusions and restores missing ones.
+Use this if you broke your embark with tools like tiletypes, or if you
+accidentally placed a construction on top of a valuable mineral floor.
tweak
-=====
+-----
Contains various tweaks for minor bugs (currently just one).
-Options
--------
+Options:
+
:clear-missing: Remove the missing status from the selected unit.
This allows engraving slabs for ghostly, but not yet
found, creatures.
@@ -927,136 +987,139 @@ Options
the contents separately from the container. This forcefully skips child
reagents.
-tubefill
-========
-Fills all the adamantine veins again. Veins that were empty will be filled in
-too, but might still trigger a demon invasion (this is a known bug).
-digv
-====
-Designates a whole vein for digging. Requires an active in-game cursor placed
-over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs
-between the same-material tiles).
+Mode switch and reclaim
+=======================
-digvx
-=====
-A permanent alias for 'digv x'.
+lair
+----
+This command allows you to mark the map as 'monster lair', preventing item
+scatter on abandon. When invoked as 'lair reset', it does the opposite.
-digl
-====
-Designates layer stone for digging. Requires an active in-game cursor placed
-over a layer stone tile. With the 'x' option, it will traverse z-levels
-(putting stairs between the same-material tiles). With the 'undo' option it
-will remove the dig designation instead (if you realize that digging out a 50
-z-level deep layer was not such a good idea after all).
+Unlike reveal, this command doesn't save the information about tiles - you
+won't be able to restore state of real monster lairs using 'lair reset'.
-diglx
-=====
-A permanent alias for 'digl x'.
+Options:
-digexp
-======
-This command can be used for exploratory mining.
+ :lair: Mark the map as monster lair
+ :lair reset: Mark the map as ordinary (not lair)
-See: http://df.magmawiki.com/index.php/DF2010:Exploratory_mining
+mode
+----
+This command lets you see and change the game mode directly.
+Not all combinations are good for every situation and most of them will
+produce undesirable results. There are a few good ones though.
-There are two variables that can be set: pattern and filter.
+.. admonition:: Example
-Patterns:
----------
-:diag5: diagonals separated by 5 tiles
-:diag5r: diag5 rotated 90 degrees
-:ladder: A 'ladder' pattern
-:ladderr: ladder rotated 90 degrees
-:clear: Just remove all dig designations
-:cross: A cross, exactly in the middle of the map.
+ You are in fort game mode, managing your fortress and paused.
+ You switch to the arena game mode, *assume control of a creature* and then
+ switch to adventure game mode(1).
+ You just lost a fortress and gained an adventurer.
+ You could also do this.
+ You are in fort game mode, managing your fortress and paused at the esc menu.
+ You switch to the adventure game mode, then use Dfusion to *assume control of a creature* and then
+ save or retire.
+ You just created a returnable mountain home and gained an adventurer.
-Filters:
---------
-:all: designate whole z-level
-:hidden: designate only hidden tiles of z-level (default)
-:designated: Take current designation and apply pattern to it.
-After you have a pattern set, you can use 'expdig' to apply it again.
+I take no responsibility of anything that happens as a result of using this tool
-Examples:
----------
-designate the diagonal 5 patter over all hidden tiles:
- * expdig diag5 hidden
-apply last used pattern and filter:
- * expdig
-Take current designations and replace them with the ladder pattern:
- * expdig ladder designated
-digcircle
-=========
-A command for easy designation of filled and hollow circles.
-It has several types of options.
+Visualizer and data export
+==========================
-Shape:
---------
-:hollow: Set the circle to hollow (default)
-:filled: Set the circle to filled
-:#: Diameter in tiles (default = 0, does nothing)
+ssense / stonesense
+-------------------
+An isometric visualizer that runs in a second window. This requires working
+graphics acceleration and at least a dual core CPU (otherwise it will slow
+down DF).
-Action:
--------
-:set: Set designation (default)
-:unset: Unset current designation
-:invert: Invert designations already present
+All the data resides in the 'stonesense' directory. For detailed instructions,
+see stonesense/README.txt
-Designation types:
-------------------
-:dig: Normal digging designation (default)
-:ramp: Ramp digging
-:ustair: Staircase up
-:dstair: Staircase down
-:xstair: Staircase up/down
-:chan: Dig channel
+Compatible with Windows > XP SP3 and most modern Linux distributions.
-After you have set the options, the command called with no options
-repeats with the last selected parameters.
+Older versions, support and extra graphics can be found in the bay12 forum
+thread: http://www.bay12forums.com/smf/index.php?topic=43260.0
-Examples:
+Some additional resources:
+http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository
+
+mapexport
---------
-* 'digcircle filled 3' = Dig a filled circle with radius = 3.
-* 'digcircle' = Do it again.
+Export the current loaded map as a file. This will be eventually usable
+with visualizers.
-weather
-=======
-Prints the current weather map by default.
+dwarfexport
+----------=
+Export dwarves to RuneSmith-compatible XML.
-Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.
+
+Job management
+==============
+
+job
+---
+Command for general job query and manipulation.
Options:
---------
-:snow: make it snow everywhere.
-:rain: make it rain.
-:clear: clear the sky.
+ *no extra options*
+ Print details of the current job. The job can be selected
+ in a workshop, or the unit/jobs screen.
+ **list**
+ Print details of all jobs in the selected workshop.
+ **item-material <item-idx> <material[:subtoken]>**
+ Replace the exact material id in the job item.
+ **item-type <item-idx> <type[:subtype]>**
+ Replace the exact item type id in the job item.
+
+job-material
+------------
+Alter the material of the selected job.
+
+Invoked as::
+
+ job-material <inorganic-token>
+
+Intended to be used as a keybinding:
+
+ * In 'q' mode, when a job is highlighted within a workshop or furnace,
+ changes the material of the job. Only inorganic materials can be used
+ in this mode.
+ * In 'b' mode, during selection of building components positions the cursor
+ over the first available choice with the matching material.
+
+job-duplicate
+-------------
+Duplicate the selected job in a workshop:
+ * In 'q' mode, when a job is highlighted within a workshop or furnace building,
+ instantly duplicates the job.
workflow
-========
+--------
Manage control of repeat jobs.
-Usage
------
-``workflow enable [option...], workflow disable [option...]``
+Usage:
+
+ ``workflow enable [option...], workflow disable [option...]``
If no options are specified, enables or disables the plugin.
Otherwise, enables or disables any of the following options:
- drybuckets: Automatically empty abandoned water buckets.
- auto-melt: Resume melt jobs when there are objects to melt.
-``workflow jobs``
+ ``workflow jobs``
List workflow-controlled jobs (if in a workshop, filtered by it).
-``workflow list``
+ ``workflow list``
List active constraints, and their job counts.
-``workflow count <constraint-spec> <cnt-limit> [cnt-gap], workflow amount <constraint-spec> <cnt-limit> [cnt-gap]``
+ ``workflow count <constraint-spec> <cnt-limit> [cnt-gap], workflow amount <constraint-spec> <cnt-limit> [cnt-gap]``
Set a constraint. The first form counts each stack as only 1 item.
-``workflow unlimit <constraint-spec>``
+ ``workflow unlimit <constraint-spec>``
Delete a constraint.
Function
---------
+........
+
When the plugin is enabled, it protects all repeat jobs from removal.
If they do disappear due to any cause, they are immediately re-added to their
workshop and suspended.
@@ -1069,7 +1132,8 @@ the frequency of jobs being toggled.
Constraint examples
--------------------
+...................
+
Keep metal bolts within 900-1000, and wood/bone within 150-200.
::
@@ -1110,73 +1174,76 @@ Make sure there are always 80-100 units of dimple dye.
on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material'
command.
-mapexport
-=========
-Export the current loaded map as a file. This will be eventually usable
-with visualizers.
-dwarfexport
-===========
-Export dwarves to RuneSmith-compatible XML.
+Fortress activity management
+============================
+
+seedwatch
+---------
+Tool for turning cooking of seeds and plants on/off depending on how much you
+have of them.
+
+See 'seedwatch help' for detailed description.
zone
-====
+----
Helps a bit with managing activity zones (pens, pastures and pits) and cages.
Options:
---------
-:set: Set zone or cage under cursor as default for future assigns.
-:assign: Assign unit(s) to the pen or pit marked with the 'set' command.
+
+ :set: Set zone or cage under cursor as default for future assigns.
+ :assign: Assign unit(s) to the pen or pit marked with the 'set' command.
If no filters are set a unit must be selected in the in-game ui.
Can also be followed by a valid zone id which will be set
instead.
-:unassign: Unassign selected creature from it's zone.
-:nick: Mass-assign nicknames, must be followed by the name you want
+ :unassign: Unassign selected creature from it's zone.
+ :nick: Mass-assign nicknames, must be followed by the name you want
to set.
-:remnick: Mass-remove nicknames.
-:tocages: Assign unit(s) to cages inside a pasture.
-:uinfo: Print info about unit(s). If no filters are set a unit must
+ :remnick: Mass-remove nicknames.
+ :tocages: Assign unit(s) to cages inside a pasture.
+ :uinfo: Print info about unit(s). If no filters are set a unit must
be selected in the in-game ui.
-:zinfo: Print info about zone(s). If no filters are set zones under
+ :zinfo: Print info about zone(s). If no filters are set zones under
the cursor are listed.
-:verbose: Print some more info.
-:filters: Print list of valid filter options.
-:examples: Print some usage examples.
-:not: Negates the next filter keyword.
+ :verbose: Print some more info.
+ :filters: Print list of valid filter options.
+ :examples: Print some usage examples.
+ :not: Negates the next filter keyword.
Filters:
---------
-:all: Process all units (to be used with additional filters).
-:count: Must be followed by a number. Process only n units (to be used
- with additional filters).
-:unassigned: Not assigned to zone, chain or built cage.
-:minage: Minimum age. Must be followed by number.
-:maxage: Maximum age. Must be followed by number.
-:race: Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,
- etc). Negatable.
-:caged: In a built cage. Negatable.
-:own: From own civilization. Negatable.
-:merchant: Is a merchant / belongs to a merchant. Should only be used for
- pitting, not for stealing animals (slaughter should work).
-:war: Trained war creature. Negatable.
-:hunting: Trained hunting creature. Negatable.
-:tamed: Creature is tame. Negatable.
-:trained: Creature is trained. Finds war/hunting creatures as well as
- creatures who have a training level greater than 'domesticated'.
- If you want to specifically search for war/hunting creatures use
- 'war' or 'hunting' Negatable.
-:trainablewar: Creature can be trained for war (and is not already trained for
- war/hunt). Negatable.
-:trainablehunt: Creature can be trained for hunting (and is not already trained
- for war/hunt). Negatable.
-:male: Creature is male. Negatable.
-:female: Creature is female. Negatable.
-:egglayer: Race lays eggs. Negatable.
-:grazer: Race is a grazer. Negatable.
-:milkable: Race is milkable. Negatable.
+
+ :all: Process all units (to be used with additional filters).
+ :count: Must be followed by a number. Process only n units (to be used
+ with additional filters).
+ :unassigned: Not assigned to zone, chain or built cage.
+ :minage: Minimum age. Must be followed by number.
+ :maxage: Maximum age. Must be followed by number.
+ :race: Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,
+ etc). Negatable.
+ :caged: In a built cage. Negatable.
+ :own: From own civilization. Negatable.
+ :merchant: Is a merchant / belongs to a merchant. Should only be used for
+ pitting, not for stealing animals (slaughter should work).
+ :war: Trained war creature. Negatable.
+ :hunting: Trained hunting creature. Negatable.
+ :tamed: Creature is tame. Negatable.
+ :trained: Creature is trained. Finds war/hunting creatures as well as
+ creatures who have a training level greater than 'domesticated'.
+ If you want to specifically search for war/hunting creatures use
+ 'war' or 'hunting' Negatable.
+ :trainablewar: Creature can be trained for war (and is not already trained for
+ war/hunt). Negatable.
+ :trainablehunt: Creature can be trained for hunting (and is not already trained
+ for war/hunt). Negatable.
+ :male: Creature is male. Negatable.
+ :female: Creature is female. Negatable.
+ :egglayer: Race lays eggs. Negatable.
+ :grazer: Race is a grazer. Negatable.
+ :milkable: Race is milkable. Negatable.
Usage with single units
------------------------
+.......................
+
One convenient way to use the zone tool is to bind the command 'zone assign' to
a hotkey, maybe also the command 'zone set'. Place the in-game cursor over
a pen/pasture or pit, use 'zone set' to mark it. Then you can select units
@@ -1185,7 +1252,8 @@ and use 'zone assign' to assign them to their new home. Allows pitting your
own dwarves, by the way.
Usage with filters
-------------------
+..................
+
All filters can be used together with the 'assign' command.
Restrictions: It's not possible to assign units who are inside built cages
@@ -1206,14 +1274,16 @@ are not properly added to your own stocks; slaughtering them should work).
Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).
Mass-renaming
--------------
+.............
+
Using the 'nick' command you can set the same nickname for multiple units.
If used without 'assign', 'all' or 'count' it will rename all units in the
current default target zone. Combined with 'assign', 'all' or 'count' (and
further optional filters) it will rename units matching the filter conditions.
Cage zones
-----------
+..........
+
Using the 'tocages' command you can assign units to a set of cages, for example
a room next to your butcher shop(s). They will be spread evenly among available
cages to optimize hauling to and butchering from them. For this to work you need
@@ -1224,7 +1294,8 @@ would make no sense, but can be used together with 'nick' or 'remnick' and all
the usual filters.
Examples
---------
+........
+
``zone assign all own ALPACA minage 3 maxage 10``
Assign all own alpacas who are between 3 and 10 years old to the selected
pasture.
@@ -1247,7 +1318,7 @@ Examples
on the current default zone.
autonestbox
-===========
+-----------
Assigns unpastured female egg-layers to nestbox zones. Requires that you create
pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox
must be in the top left corner. Only 1 unit will be assigned per pen, regardless
@@ -1259,15 +1330,15 @@ nestbox zones when they revert to wild. When called without options autonestbox
will instantly run once.
Options:
---------
-:start: Start running every X frames (df simulation ticks).
- Default: X=6000, which would be every 60 seconds at 100fps.
-:stop: Stop running automatically.
-:sleep: Must be followed by number X. Changes the timer to sleep X
- frames between runs.
+
+ :start: Start running every X frames (df simulation ticks).
+ Default: X=6000, which would be every 60 seconds at 100fps.
+ :stop: Stop running automatically.
+ :sleep: Must be followed by number X. Changes the timer to sleep X
+ frames between runs.
autobutcher
-===========
+-----------
Assigns lifestock for slaughter once it reaches a specific count. Requires that
you add the target race(s) to a watch list. Only tame units will be processed.
@@ -1286,41 +1357,41 @@ If you don't set any target count the following default will be used:
1 male kid, 5 female kids, 1 male adult, 5 female adults.
Options:
---------
-:start: Start running every X frames (df simulation ticks).
- Default: X=6000, which would be every 60 seconds at 100fps.
-:stop: Stop running automatically.
-:sleep: Must be followed by number X. Changes the timer to sleep
- X frames between runs.
-:watch R: Start watching a race. R can be a valid race RAW id (ALPACA,
- BIRD_TURKEY, etc) or a list of ids seperated by spaces or
- the keyword 'all' which affects all races on your current
- watchlist.
-:unwatch R: Stop watching race(s). The current target settings will be
- remembered. R can be a list of ids or the keyword 'all'.
-:forget R: Stop watching race(s) and forget it's/their target settings.
- R can be a list of ids or the keyword 'all'.
-:autowatch: Automatically adds all new races (animals you buy from merchants,
- tame yourself or get from migrants) to the watch list using
- default target count.
-:noautowatch: Stop auto-adding new races to the watchlist.
-:list: Print the current status and watchlist.
-:list_export: Print status and watchlist in a format which can be used
- to import them to another savegame (see notes).
-:target fk mk fa ma R: Set target count for specified race(s).
- fk = number of female kids,
- mk = number of male kids,
- fa = number of female adults,
- ma = number of female adults.
- R can be a list of ids or the keyword 'all' or 'new'.
- R = 'all': change target count for all races on watchlist
- and set the new default for the future. R = 'new': don't touch
- current settings on the watchlist, only set the new default
- for future entries.
-:example: Print some usage examples.
+
+ :start: Start running every X frames (df simulation ticks).
+ Default: X=6000, which would be every 60 seconds at 100fps.
+ :stop: Stop running automatically.
+ :sleep: Must be followed by number X. Changes the timer to sleep
+ X frames between runs.
+ :watch R: Start watching a race. R can be a valid race RAW id (ALPACA,
+ BIRD_TURKEY, etc) or a list of ids seperated by spaces or
+ the keyword 'all' which affects all races on your current
+ watchlist.
+ :unwatch R: Stop watching race(s). The current target settings will be
+ remembered. R can be a list of ids or the keyword 'all'.
+ :forget R: Stop watching race(s) and forget it's/their target settings.
+ R can be a list of ids or the keyword 'all'.
+ :autowatch: Automatically adds all new races (animals you buy from merchants,
+ tame yourself or get from migrants) to the watch list using
+ default target count.
+ :noautowatch: Stop auto-adding new races to the watchlist.
+ :list: Print the current status and watchlist.
+ :list_export: Print status and watchlist in a format which can be used
+ to import them to another savegame (see notes).
+ :target fk mk fa ma R: Set target count for specified race(s).
+ fk = number of female kids,
+ mk = number of male kids,
+ fa = number of female adults,
+ ma = number of female adults.
+ R can be a list of ids or the keyword 'all' or 'new'.
+ R = 'all': change target count for all races on watchlist
+ and set the new default for the future. R = 'new': don't touch
+ current settings on the watchlist, only set the new default
+ for future entries.
+ :example: Print some usage examples.
Examples:
----------
+
You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female,
1 male) of the race alpaca. Once the kids grow up the oldest adults will get
slaughtered. Excess kids will get slaughtered starting with the youngest
@@ -1352,8 +1423,8 @@ add some new races with 'watch'. If you simply want to stop it completely use
autobutcher unwatch ALPACA CAT
-Note:
------
+**Note:**
+
Settings and watchlist are stored in the savegame, so that you can have
different settings for each world. If you want to copy your watchlist to
another savegame you can use the command list_export:
@@ -1367,7 +1438,7 @@ another savegame you can use the command list_export:
autolabor
-=========
+---------
Automatically manage dwarf labors.
When enabled, autolabor periodically checks your dwarves and enables or
@@ -1381,6 +1452,100 @@ also tries to have dwarves specialize in specific skills.
For detailed usage information, see 'help autolabor'.
+Other
+=====
+
+catsplosion
+-----------
+Makes cats just *multiply*. It is not a good idea to run this more than once or
+twice.
+
+dfusion
+-------
+This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.
+
+See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic=69682.15
+
+Confirmed working DFusion plugins:
+
+:simple_embark: allows changing the number of dwarves available on embark.
+
+.. note::
+
+ * Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.
+ * This is currently working only on Windows.
+ * The game will be suspended while you're using dfusion. Don't panic when it doen't respond.
+
+
+=======
+Scripts
+=======
+
+Lua or ruby scripts placed in the hack/scripts/ directory are considered for
+execution as if they were native DFHack commands. They are listed at the end
+of the 'ls' command output.
+
+Note: scripts in subdirectories of hack/scripts/ can still be called, but will
+only be listed by ls if called as 'ls -a'. This is intended as a way to hide
+scripts that are obscure, developer-oriented, or should be used as keybindings.
+
+Some notable scripts:
+
+fix/*
+=====
+
+Scripts in this subdirectory fix various bugs and issues, some of them obscure.
+
+* fix/dead-units
+
+ Removes uninteresting dead units from the unit list. Doesn't seem to give any
+ noticeable performance gain, but migrants normally stop if the unit list grows
+ to around 3000 units, and this script reduces it back.
+
+* fix/population-cap
+
+ Run this after every migrant wave to ensure your population cap is not exceeded.
+ The issue with the cap is that it is compared to the population number reported
+ by the last caravan, so once it drops below the cap, migrants continue to come
+ until that number is updated again.
+
+* fix/stable-temp
+
+ Instantly sets the temperature of all free-lying items to be in equilibrium with
+ the environment and stops temperature updates. In order to maintain this efficient
+ state however, use ``tweak stable-temp`` and ``tweak fast-heat``.
+
+* fix/item-occupancy
+
+ Diagnoses and fixes issues with nonexistant 'items occupying site', usually
+ caused by autodump bugs or other hacking mishaps.
+
+
+gui/*
+=====
+
+Scripts that implement dialogs inserted into the main game window are put in this
+directory.
+
+quicksave
+=========
+
+If called in dwarf mode, makes DF immediately auto-save the game by setting a flag
+normally used in seasonal auto-save.
+
+setfps
+======
+
+Run ``setfps <number>`` to set the FPS cap at runtime, in case you want to watch
+combat in slow motion or something :)
+
+siren
+=====
+
+Wakes up sleeping units, cancels breaks and stops parties either everywhere,
+or in the burrows given as arguments. In return, adds bad thoughts about
+noise and tiredness. Also, the units with interrupted breaks will go on
+break again a lot sooner.
growcrops
=========
@@ -1514,9 +1679,45 @@ are mostly implemented by lua scripts.
Dwarf Manipulator
=================
-Implemented by the manipulator plugin. To activate, open the unit screen and press 'l'.
+Implemented by the manipulator plugin. To activate, open the unit screen and
+press 'l'.
+
+This tool implements a Dwarf Therapist-like interface within the game UI. The
+far left column displays the unit's Happiness (color-coded based on its
+value), and the right half of the screen displays each dwarf's labor settings
+and skill levels (0-9 for Dabbling thru Professional, A-E for Great thru Grand
+Master, and U-Z for Legendary thru Legendary+5). Cells with red backgrounds
+denote skills not controlled by labors.
+
+Use the arrow keys or number pad to move the cursor around, holding Shift to
+move 10 tiles at a time.
+
+Press the Z-Up (<) and Z-Down (>) keys to move quickly between labor/skill
+categories.
+
+Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
+to toggle all labors within the selected category.
+
+Press the ``+-`` keys to sort the unit list according to the currently selected
+skill/labor, and press the ``*/`` keys to sort the unit list by Name, Profession,
+or Happiness (using Tab to select which sort method to use here).
-This tool implements a Dwarf Therapist-like interface within the game ui.
+With a unit selected, you can press the "v" key to view its properties (and
+possibly set a custom nickname or profession) or the "c" key to exit
+Manipulator and zoom to its position within your fortress.
+
+The following mouse shortcuts are also available:
+
+* Click on a column header to sort the unit list. Left-click to sort it in one
+ direction (descending for happiness or labors/skills, ascending for name or
+ profession) and right-click to sort it in the opposite direction.
+* Left-click on a labor cell to toggle that labor. Right-click to move the
+ cursor onto that cell instead of toggling it.
+* Left-click on a unit's name or profession to view its properties.
+* Right-click on a unit's name or profession to zoom to it.
+
+Pressing ESC normally returns to the unit screen, but Shift-ESC would exit
+directly to the main dwarf mode screen.
Liquids
@@ -1559,7 +1760,8 @@ via a simple dialog in the game ui.
* ``gui/rename [building]`` in 'q' mode changes the name of a building.
- The selected building must be one of stockpile, workshop, furnace, trap or siege engine.
+ The selected building must be one of stockpile, workshop, furnace, trap, or siege engine.
+ It is also possible to rename zones from the 'i' menu.
* ``gui/rename [unit]`` with a unit selected changes the nickname.
@@ -1585,23 +1787,30 @@ Front-end to the siege-engine plugin implemented by the gui/siege-engine script.
key and activate after selecting a siege engine in 'q' mode.
The main mode displays the current target, selected ammo item type, linked stockpiles and
-the allowed operator skill range. The map tile color is changed to reflect if it can be
-hit by the selected engine.
+the allowed operator skill range. The map tile color is changed to signify if it can be
+hit by the selected engine: green for fully reachable, blue for out of range, red for blocked,
+yellow for partially blocked.
Pressing 'r' changes into the target selection mode, which works by highlighting two points
with Enter like all designations. When a target area is set, the engine projectiles are
aimed at that area, or units within it, instead of the vanilla four directions.
-Pressing 't' switches to stockpile selection.
+After setting the target in this way for one engine, you can 'paste' the same area into others
+just by pressing 'p' in the main page of this script. The area to paste is kept until you quit
+DF, or select another area manually.
+
+Pressing 't' switches to a mode for selecting a stockpile to take ammo from.
Exiting from the siege engine script via ESC reverts the view to the state prior to starting
the script. Shift-ESC retains the current viewport, and also exits from the 'q' mode to main
menu.
-**DISCLAIMER**: Siege engines are a very interesting feature, but currently nearly useless
-because they haven't been updated since 2D and can only aim in four directions. This is an
-attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
-e.g. like making siegers bring their own, are something only Toady can do.
+.. admonition:: DISCLAIMER
+
+ Siege engines are a very interesting feature, but currently nearly useless
+ because they haven't been updated since 2D and can only aim in four directions. This is an
+ attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
+ e.g. like making siegers bring their own, are something only Toady can do.
=========
@@ -1637,20 +1846,24 @@ The workshop needs water as its input, which it takes via a
passable floor tile below it, like usual magma workshops do.
The magma version also needs magma.
-**ISSUE**: Since this building is a machine, and machine collapse
-code cannot be modified, it would collapse over true open space.
-As a loophole, down stair provides support to machines, while
-being passable, so use them.
+.. admonition:: ISSUE
+
+ Since this building is a machine, and machine collapse
+ code cannot be modified, it would collapse over true open space.
+ As a loophole, down stair provides support to machines, while
+ being passable, so use them.
After constructing the building itself, machines can be connected
to the edge tiles that look like gear boxes. Their exact position
is extracted from the workshop raws.
-**ISSUE**: Like with collapse above, part of the code involved in
-machine connection cannot be modified. As a result, the workshop
-can only immediately connect to machine components built AFTER it.
-This also means that engines cannot be chained without intermediate
-short axles that can be built later.
+.. admonition:: ISSUE
+
+ Like with collapse above, part of the code involved in
+ machine connection cannot be modified. As a result, the workshop
+ can only immediately connect to machine components built AFTER it.
+ This also means that engines cannot be chained without intermediate
+ short axles that can be built later than both of the engines.
Operation
---------
@@ -1713,4 +1926,5 @@ produce contaminants on the items instead of improvements.
Intended to give some use to all those poisons that can be bought from caravans.
-To be really useful this needs patches from bug 808 and ``tweak fix-dimensions``.
+To be really useful this needs patches from bug 808, ``tweak fix-dimensions``
+and ``tweak advmode-contained``.
diff --git a/Readme.html b/Readme.html
index 001e89b1..be6856fb 100644
--- a/Readme.html
+++ b/Readme.html
@@ -4,7 +4,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="generator" content="Docutils 0.8.1: http://docutils.sourceforge.net/" />
-<title></title>
+<title>DFHack Readme</title>
<style type="text/css">
/*
@@ -314,11 +314,11 @@ ul.auto-toc {
</style>
</head>
<body>
-<div class="document">
-
+<div class="document" id="dfhack-readme">
+<h1 class="title">DFHack Readme</h1>
<div class="section" id="introduction">
-<h1><a class="toc-backref" href="#id36">Introduction</a></h1>
+<h1><a class="toc-backref" href="#id3">Introduction</a></h1>
<p>DFHack is a Dwarf Fortress memory access library and a set of basic
tools that use it. Tools come in the form of plugins or (not yet)
external tools. It is an attempt to unite the various ways tools
@@ -326,245 +326,192 @@ access DF memory and allow for easier development of new tools.</p>
<div class="contents topic" id="contents">
<p class="topic-title first">Contents</p>
<ul class="simple">
-<li><a class="reference internal" href="#introduction" id="id36">Introduction</a></li>
-<li><a class="reference internal" href="#getting-dfhack" id="id37">Getting DFHack</a></li>
-<li><a class="reference internal" href="#compatibility" id="id38">Compatibility</a></li>
-<li><a class="reference internal" href="#installation-removal" id="id39">Installation/Removal</a></li>
-<li><a class="reference internal" href="#using-dfhack" id="id40">Using DFHack</a></li>
-<li><a class="reference internal" href="#something-doesn-t-work-help" id="id41">Something doesn't work, help!</a></li>
-<li><a class="reference internal" href="#the-init-file" id="id42">The init file</a></li>
-<li><a class="reference internal" href="#commands" id="id43">Commands</a><ul>
-<li><a class="reference internal" href="#adv-bodyswap" id="id44">adv-bodyswap</a><ul>
-<li><a class="reference internal" href="#usage" id="id45">Usage</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#advtools" id="id46">advtools</a><ul>
-<li><a class="reference internal" href="#id1" id="id47">Usage</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#changelayer" id="id48">changelayer</a><ul>
-<li><a class="reference internal" href="#options" id="id49">Options</a></li>
-<li><a class="reference internal" href="#examples" id="id50">Examples:</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#changevein" id="id51">changevein</a><ul>
-<li><a class="reference internal" href="#example" id="id52">Example:</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#changeitem" id="id53">changeitem</a><ul>
-<li><a class="reference internal" href="#id2" id="id54">Options</a></li>
-<li><a class="reference internal" href="#id3" id="id55">Examples:</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#cursecheck" id="id56">cursecheck</a><ul>
-<li><a class="reference internal" href="#id4" id="id57">Options</a></li>
-<li><a class="reference internal" href="#id5" id="id58">Examples:</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#follow" id="id59">follow</a></li>
-<li><a class="reference internal" href="#forcepause" id="id60">forcepause</a></li>
-<li><a class="reference internal" href="#nopause" id="id61">nopause</a></li>
-<li><a class="reference internal" href="#die" id="id62">die</a></li>
-<li><a class="reference internal" href="#autodump" id="id63">autodump</a><ul>
-<li><a class="reference internal" href="#id6" id="id64">Options</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#autodump-destroy-here" id="id65">autodump-destroy-here</a></li>
-<li><a class="reference internal" href="#autodump-destroy-item" id="id66">autodump-destroy-item</a></li>
-<li><a class="reference internal" href="#burrow" id="id67">burrow</a><ul>
-<li><a class="reference internal" href="#id7" id="id68">Options</a></li>
-<li><a class="reference internal" href="#features" id="id69">Features</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#catsplosion" id="id70">catsplosion</a></li>
-<li><a class="reference internal" href="#clean" id="id71">clean</a><ul>
-<li><a class="reference internal" href="#id8" id="id72">Options</a></li>
-<li><a class="reference internal" href="#extra-options-for-map" id="id73">Extra options for 'map'</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#spotclean" id="id74">spotclean</a></li>
-<li><a class="reference internal" href="#cleanowned" id="id75">cleanowned</a><ul>
-<li><a class="reference internal" href="#id9" id="id76">Options</a></li>
-<li><a class="reference internal" href="#id10" id="id77">Example:</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#colonies" id="id78">colonies</a><ul>
-<li><a class="reference internal" href="#id11" id="id79">Options</a></li>
-</ul>
-</li>
-<li><a class="reference internal" href="#deramp-by-zilpin" id="id80">deramp (by zilpin)</a></li>
-<li><a class="reference internal" href="#dfusion" id="id81">dfusion</a><ul>
-<li><a class="reference internal" href="#confirmed-working-dfusion-plugins" id="id82">Confirmed working DFusion plugins:</a></li>
+<li><a class="reference internal" href="#introduction" id="id3">Introduction</a></li>
+<li><a class="reference internal" href="#getting-dfhack" id="id4">Getting DFHack</a></li>
+<li><a class="reference internal" href="#compatibility" id="id5">Compatibility</a></li>
+<li><a class="reference internal" href="#installation-removal" id="id6">Installation/Removal</a></li>
+<li><a class="reference internal" href="#using-dfhack" id="id7">Using DFHack</a></li>
+<li><a class="reference internal" href="#something-doesn-t-work-help" id="id8">Something doesn't work, help!</a></li>
+<li><a class="reference internal" href="#the-init-file" id="id9">The init file</a><ul>
+<li><a class="reference internal" href="#setting-keybindings" id="id10">Setting keybindings</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#drybuckets" id="id83">drybuckets</a></li>
-<li><a class="reference internal" href="#fastdwarf" id="id84">fastdwarf</a></li>
-<li><a class="reference internal" href="#feature" id="id85">feature</a><ul>
-<li><a class="reference internal" href="#id12" id="id86">Options</a></li>
+<li><a class="reference internal" href="#commands" id="id11">Commands</a><ul>
+<li><a class="reference internal" href="#game-progress" id="id12">Game progress</a><ul>
+<li><a class="reference internal" href="#die" id="id13">die</a></li>
+<li><a class="reference internal" href="#forcepause" id="id14">forcepause</a></li>
+<li><a class="reference internal" href="#nopause" id="id15">nopause</a></li>
+<li><a class="reference internal" href="#fastdwarf" id="id16">fastdwarf</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#filltraffic" id="id87">filltraffic</a><ul>
-<li><a class="reference internal" href="#traffic-type-codes" id="id88">Traffic Type Codes:</a></li>
-<li><a class="reference internal" href="#other-options" id="id89">Other Options:</a></li>
-<li><a class="reference internal" href="#id13" id="id90">Example:</a></li>
+<li><a class="reference internal" href="#game-interface" id="id17">Game interface</a><ul>
+<li><a class="reference internal" href="#follow" id="id18">follow</a></li>
+<li><a class="reference internal" href="#tidlers" id="id19">tidlers</a></li>
+<li><a class="reference internal" href="#twaterlvl" id="id20">twaterlvl</a></li>
+<li><a class="reference internal" href="#copystock" id="id21">copystock</a></li>
+<li><a class="reference internal" href="#rename" id="id22">rename</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#alltraffic" id="id91">alltraffic</a><ul>
-<li><a class="reference internal" href="#id14" id="id92">Traffic Type Codes:</a></li>
-<li><a class="reference internal" href="#id15" id="id93">Example:</a></li>
+<li><a class="reference internal" href="#adventure-mode" id="id23">Adventure mode</a><ul>
+<li><a class="reference internal" href="#adv-bodyswap" id="id24">adv-bodyswap</a></li>
+<li><a class="reference internal" href="#advtools" id="id25">advtools</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#fixdiplomats" id="id94">fixdiplomats</a></li>
-<li><a class="reference internal" href="#fixmerchants" id="id95">fixmerchants</a></li>
-<li><a class="reference internal" href="#fixveins" id="id96">fixveins</a></li>
-<li><a class="reference internal" href="#fixwagons" id="id97">fixwagons</a></li>
-<li><a class="reference internal" href="#flows" id="id98">flows</a></li>
-<li><a class="reference internal" href="#getplants" id="id99">getplants</a><ul>
-<li><a class="reference internal" href="#id16" id="id100">Options</a></li>
+<li><a class="reference internal" href="#map-modification" id="id26">Map modification</a><ul>
+<li><a class="reference internal" href="#changelayer" id="id27">changelayer</a></li>
+<li><a class="reference internal" href="#changevein" id="id28">changevein</a></li>
+<li><a class="reference internal" href="#changeitem" id="id29">changeitem</a></li>
+<li><a class="reference internal" href="#colonies" id="id30">colonies</a></li>
+<li><a class="reference internal" href="#deramp-by-zilpin" id="id31">deramp (by zilpin)</a></li>
+<li><a class="reference internal" href="#feature" id="id32">feature</a></li>
+<li><a class="reference internal" href="#liquids" id="id33">liquids</a></li>
+<li><a class="reference internal" href="#liquids-here" id="id34">liquids-here</a></li>
+<li><a class="reference internal" href="#tiletypes" id="id35">tiletypes</a></li>
+<li><a class="reference internal" href="#tiletypes-commands" id="id36">tiletypes-commands</a></li>
+<li><a class="reference internal" href="#tiletypes-here" id="id37">tiletypes-here</a></li>
+<li><a class="reference internal" href="#tiletypes-here-point" id="id38">tiletypes-here-point</a></li>
+<li><a class="reference internal" href="#tubefill" id="id39">tubefill</a></li>
+<li><a class="reference internal" href="#extirpate" id="id40">extirpate</a></li>
+<li><a class="reference internal" href="#grow" id="id41">grow</a></li>
+<li><a class="reference internal" href="#immolate" id="id42">immolate</a></li>
+<li><a class="reference internal" href="#regrass" id="id43">regrass</a></li>
+<li><a class="reference internal" href="#weather" id="id44">weather</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#tidlers" id="id101">tidlers</a></li>
-<li><a class="reference internal" href="#twaterlvl" id="id102">twaterlvl</a></li>
-<li><a class="reference internal" href="#job" id="id103">job</a></li>
-<li><a class="reference internal" href="#job-material" id="id104">job-material</a></li>
-<li><a class="reference internal" href="#job-duplicate" id="id105">job-duplicate</a></li>
-<li><a class="reference internal" href="#keybinding" id="id106">keybinding</a><ul>
-<li><a class="reference internal" href="#id17" id="id107">Options</a></li>
+<li><a class="reference internal" href="#map-inspection" id="id45">Map inspection</a><ul>
+<li><a class="reference internal" href="#cursecheck" id="id46">cursecheck</a></li>
+<li><a class="reference internal" href="#flows" id="id47">flows</a></li>
+<li><a class="reference internal" href="#probe" id="id48">probe</a></li>
+<li><a class="reference internal" href="#prospect" id="id49">prospect</a><ul>
+<li><a class="reference internal" href="#pre-embark-estimate" id="id50">Pre-embark estimate</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#liquids" id="id108">liquids</a></li>
-<li><a class="reference internal" href="#liquids-here" id="id109">liquids-here</a></li>
-<li><a class="reference internal" href="#mode" id="id110">mode</a></li>
-<li><a class="reference internal" href="#extirpate" id="id111">extirpate</a><ul>
-<li><a class="reference internal" href="#id18" id="id112">Options</a></li>
+<li><a class="reference internal" href="#reveal" id="id51">reveal</a></li>
+<li><a class="reference internal" href="#unreveal" id="id52">unreveal</a></li>
+<li><a class="reference internal" href="#revtoggle" id="id53">revtoggle</a></li>
+<li><a class="reference internal" href="#revflood" id="id54">revflood</a></li>
+<li><a class="reference internal" href="#revforget" id="id55">revforget</a></li>
+<li><a class="reference internal" href="#showmood" id="id56">showmood</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#grow" id="id113">grow</a></li>
-<li><a class="reference internal" href="#immolate" id="id114">immolate</a></li>
-<li><a class="reference internal" href="#probe" id="id115">probe</a></li>
-<li><a class="reference internal" href="#prospect" id="id116">prospect</a><ul>
-<li><a class="reference internal" href="#id19" id="id117">Options</a></li>
-<li><a class="reference internal" href="#pre-embark-estimate" id="id118">Pre-embark estimate</a></li>
-<li><a class="reference internal" href="#id20" id="id119">Options</a></li>
+<li><a class="reference internal" href="#designations" id="id57">Designations</a><ul>
+<li><a class="reference internal" href="#burrow" id="id58">burrow</a></li>
+<li><a class="reference internal" href="#digv" id="id59">digv</a></li>
+<li><a class="reference internal" href="#digvx" id="id60">digvx</a></li>
+<li><a class="reference internal" href="#digl" id="id61">digl</a></li>
+<li><a class="reference internal" href="#diglx" id="id62">diglx</a></li>
+<li><a class="reference internal" href="#digexp" id="id63">digexp</a></li>
+<li><a class="reference internal" href="#digcircle" id="id64">digcircle</a></li>
+<li><a class="reference internal" href="#filltraffic" id="id65">filltraffic</a></li>
+<li><a class="reference internal" href="#alltraffic" id="id66">alltraffic</a></li>
+<li><a class="reference internal" href="#getplants" id="id67">getplants</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#regrass" id="id120">regrass</a></li>
-<li><a class="reference internal" href="#rename" id="id121">rename</a><ul>
-<li><a class="reference internal" href="#id21" id="id122">Options</a></li>
+<li><a class="reference internal" href="#cleanup-and-garbage-disposal" id="id68">Cleanup and garbage disposal</a><ul>
+<li><a class="reference internal" href="#clean" id="id69">clean</a></li>
+<li><a class="reference internal" href="#spotclean" id="id70">spotclean</a></li>
+<li><a class="reference internal" href="#autodump" id="id71">autodump</a></li>
+<li><a class="reference internal" href="#autodump-destroy-here" id="id72">autodump-destroy-here</a></li>
+<li><a class="reference internal" href="#autodump-destroy-item" id="id73">autodump-destroy-item</a></li>
+<li><a class="reference internal" href="#cleanowned" id="id74">cleanowned</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#reveal" id="id123">reveal</a></li>
-<li><a class="reference internal" href="#unreveal" id="id124">unreveal</a></li>
-<li><a class="reference internal" href="#revtoggle" id="id125">revtoggle</a></li>
-<li><a class="reference internal" href="#revflood" id="id126">revflood</a></li>
-<li><a class="reference internal" href="#revforget" id="id127">revforget</a></li>
-<li><a class="reference internal" href="#lair" id="id128">lair</a><ul>
-<li><a class="reference internal" href="#id22" id="id129">Options</a></li>
+<li><a class="reference internal" href="#bugfixes" id="id75">Bugfixes</a><ul>
+<li><a class="reference internal" href="#drybuckets" id="id76">drybuckets</a></li>
+<li><a class="reference internal" href="#fixdiplomats" id="id77">fixdiplomats</a></li>
+<li><a class="reference internal" href="#fixmerchants" id="id78">fixmerchants</a></li>
+<li><a class="reference internal" href="#fixveins" id="id79">fixveins</a></li>
+<li><a class="reference internal" href="#tweak" id="id80">tweak</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#seedwatch" id="id130">seedwatch</a></li>
-<li><a class="reference internal" href="#showmood" id="id131">showmood</a></li>
-<li><a class="reference internal" href="#copystock" id="id132">copystock</a></li>
-<li><a class="reference internal" href="#ssense-stonesense" id="id133">ssense / stonesense</a></li>
-<li><a class="reference internal" href="#tiletypes" id="id134">tiletypes</a></li>
-<li><a class="reference internal" href="#tiletypes-commands" id="id135">tiletypes-commands</a></li>
-<li><a class="reference internal" href="#tiletypes-here" id="id136">tiletypes-here</a></li>
-<li><a class="reference internal" href="#tiletypes-here-point" id="id137">tiletypes-here-point</a></li>
-<li><a class="reference internal" href="#tweak" id="id138">tweak</a><ul>
-<li><a class="reference internal" href="#id23" id="id139">Options</a></li>
+<li><a class="reference internal" href="#mode-switch-and-reclaim" id="id81">Mode switch and reclaim</a><ul>
+<li><a class="reference internal" href="#lair" id="id82">lair</a></li>
+<li><a class="reference internal" href="#mode" id="id83">mode</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#tubefill" id="id140">tubefill</a></li>
-<li><a class="reference internal" href="#digv" id="id141">digv</a></li>
-<li><a class="reference internal" href="#digvx" id="id142">digvx</a></li>
-<li><a class="reference internal" href="#digl" id="id143">digl</a></li>
-<li><a class="reference internal" href="#diglx" id="id144">diglx</a></li>
-<li><a class="reference internal" href="#digexp" id="id145">digexp</a><ul>
-<li><a class="reference internal" href="#patterns" id="id146">Patterns:</a></li>
-<li><a class="reference internal" href="#filters" id="id147">Filters:</a></li>
-<li><a class="reference internal" href="#id24" id="id148">Examples:</a></li>
+<li><a class="reference internal" href="#visualizer-and-data-export" id="id84">Visualizer and data export</a><ul>
+<li><a class="reference internal" href="#ssense-stonesense" id="id85">ssense / stonesense</a></li>
+<li><a class="reference internal" href="#mapexport" id="id86">mapexport</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#digcircle" id="id149">digcircle</a><ul>
-<li><a class="reference internal" href="#shape" id="id150">Shape:</a></li>
-<li><a class="reference internal" href="#action" id="id151">Action:</a></li>
-<li><a class="reference internal" href="#designation-types" id="id152">Designation types:</a></li>
-<li><a class="reference internal" href="#id25" id="id153">Examples:</a></li>
+<li><a class="reference internal" href="#job-management" id="id87">Job management</a><ul>
+<li><a class="reference internal" href="#job" id="id88">job</a></li>
+<li><a class="reference internal" href="#job-material" id="id89">job-material</a></li>
+<li><a class="reference internal" href="#job-duplicate" id="id90">job-duplicate</a></li>
+<li><a class="reference internal" href="#workflow" id="id91">workflow</a><ul>
+<li><a class="reference internal" href="#function" id="id92">Function</a></li>
+<li><a class="reference internal" href="#constraint-examples" id="id93">Constraint examples</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#weather" id="id154">weather</a><ul>
-<li><a class="reference internal" href="#id26" id="id155">Options:</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#workflow" id="id156">workflow</a><ul>
-<li><a class="reference internal" href="#id27" id="id157">Usage</a></li>
-<li><a class="reference internal" href="#function" id="id158">Function</a></li>
-<li><a class="reference internal" href="#constraint-examples" id="id159">Constraint examples</a></li>
+<li><a class="reference internal" href="#fortress-activity-management" id="id94">Fortress activity management</a><ul>
+<li><a class="reference internal" href="#seedwatch" id="id95">seedwatch</a></li>
+<li><a class="reference internal" href="#zone" id="id96">zone</a><ul>
+<li><a class="reference internal" href="#usage-with-single-units" id="id97">Usage with single units</a></li>
+<li><a class="reference internal" href="#usage-with-filters" id="id98">Usage with filters</a></li>
+<li><a class="reference internal" href="#mass-renaming" id="id99">Mass-renaming</a></li>
+<li><a class="reference internal" href="#cage-zones" id="id100">Cage zones</a></li>
+<li><a class="reference internal" href="#examples" id="id101">Examples</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#mapexport" id="id160">mapexport</a></li>
-<li><a class="reference internal" href="#dwarfexport" id="id161">dwarfexport</a></li>
-<li><a class="reference internal" href="#zone" id="id162">zone</a><ul>
-<li><a class="reference internal" href="#id28" id="id163">Options:</a></li>
-<li><a class="reference internal" href="#id29" id="id164">Filters:</a></li>
-<li><a class="reference internal" href="#usage-with-single-units" id="id165">Usage with single units</a></li>
-<li><a class="reference internal" href="#usage-with-filters" id="id166">Usage with filters</a></li>
-<li><a class="reference internal" href="#mass-renaming" id="id167">Mass-renaming</a></li>
-<li><a class="reference internal" href="#cage-zones" id="id168">Cage zones</a></li>
-<li><a class="reference internal" href="#id30" id="id169">Examples</a></li>
+<li><a class="reference internal" href="#autonestbox" id="id102">autonestbox</a></li>
+<li><a class="reference internal" href="#autobutcher" id="id103">autobutcher</a></li>
+<li><a class="reference internal" href="#autolabor" id="id104">autolabor</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#autonestbox" id="id170">autonestbox</a><ul>
-<li><a class="reference internal" href="#id31" id="id171">Options:</a></li>
+<li><a class="reference internal" href="#other" id="id105">Other</a><ul>
+<li><a class="reference internal" href="#catsplosion" id="id106">catsplosion</a></li>
+<li><a class="reference internal" href="#dfusion" id="id107">dfusion</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#autobutcher" id="id172">autobutcher</a><ul>
-<li><a class="reference internal" href="#id32" id="id173">Options:</a></li>
-<li><a class="reference internal" href="#id33" id="id174">Examples:</a></li>
-<li><a class="reference internal" href="#note" id="id175">Note:</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#autolabor" id="id176">autolabor</a></li>
-<li><a class="reference internal" href="#growcrops" id="id177">growcrops</a></li>
-<li><a class="reference internal" href="#removebadthoughts" id="id178">removebadthoughts</a></li>
-<li><a class="reference internal" href="#slayrace" id="id179">slayrace</a></li>
-<li><a class="reference internal" href="#magmasource" id="id180">magmasource</a></li>
+<li><a class="reference internal" href="#scripts" id="id108">Scripts</a><ul>
+<li><a class="reference internal" href="#fix" id="id109">fix/*</a></li>
+<li><a class="reference internal" href="#gui" id="id110">gui/*</a></li>
+<li><a class="reference internal" href="#quicksave" id="id111">quicksave</a></li>
+<li><a class="reference internal" href="#setfps" id="id112">setfps</a></li>
+<li><a class="reference internal" href="#growcrops" id="id113">growcrops</a></li>
+<li><a class="reference internal" href="#removebadthoughts" id="id114">removebadthoughts</a></li>
+<li><a class="reference internal" href="#slayrace" id="id115">slayrace</a></li>
+<li><a class="reference internal" href="#magmasource" id="id116">magmasource</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#in-game-interface-tools" id="id181">In-game interface tools</a><ul>
-<li><a class="reference internal" href="#dwarf-manipulator" id="id182">Dwarf Manipulator</a></li>
-<li><a class="reference internal" href="#id34" id="id183">Liquids</a></li>
-<li><a class="reference internal" href="#mechanisms" id="id184">Mechanisms</a></li>
-<li><a class="reference internal" href="#power-meter" id="id185">Power Meter</a></li>
-<li><a class="reference internal" href="#id35" id="id186">Rename</a></li>
-<li><a class="reference internal" href="#room-list" id="id187">Room List</a></li>
-<li><a class="reference internal" href="#siege-engine" id="id188">Siege Engine</a></li>
+<li><a class="reference internal" href="#in-game-interface-tools" id="id117">In-game interface tools</a><ul>
+<li><a class="reference internal" href="#dwarf-manipulator" id="id118">Dwarf Manipulator</a></li>
+<li><a class="reference internal" href="#id1" id="id119">Liquids</a></li>
+<li><a class="reference internal" href="#mechanisms" id="id120">Mechanisms</a></li>
+<li><a class="reference internal" href="#power-meter" id="id121">Power Meter</a></li>
+<li><a class="reference internal" href="#id2" id="id122">Rename</a></li>
+<li><a class="reference internal" href="#room-list" id="id123">Room List</a></li>
+<li><a class="reference internal" href="#siege-engine" id="id124">Siege Engine</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#raw-hacks" id="id189">RAW hacks</a><ul>
-<li><a class="reference internal" href="#steam-engine" id="id190">Steam Engine</a><ul>
-<li><a class="reference internal" href="#rationale" id="id191">Rationale</a></li>
-<li><a class="reference internal" href="#construction" id="id192">Construction</a></li>
-<li><a class="reference internal" href="#operation" id="id193">Operation</a></li>
-<li><a class="reference internal" href="#explosions" id="id194">Explosions</a></li>
-<li><a class="reference internal" href="#save-files" id="id195">Save files</a></li>
+<li><a class="reference internal" href="#raw-hacks" id="id125">RAW hacks</a><ul>
+<li><a class="reference internal" href="#steam-engine" id="id126">Steam Engine</a><ul>
+<li><a class="reference internal" href="#rationale" id="id127">Rationale</a></li>
+<li><a class="reference internal" href="#construction" id="id128">Construction</a></li>
+<li><a class="reference internal" href="#operation" id="id129">Operation</a></li>
+<li><a class="reference internal" href="#explosions" id="id130">Explosions</a></li>
+<li><a class="reference internal" href="#save-files" id="id131">Save files</a></li>
</ul>
</li>
-<li><a class="reference internal" href="#add-spatter" id="id196">Add Spatter</a></li>
+<li><a class="reference internal" href="#add-spatter" id="id132">Add Spatter</a></li>
</ul>
</li>
</ul>
</div>
</div>
<div class="section" id="getting-dfhack">
-<h1><a class="toc-backref" href="#id37">Getting DFHack</a></h1>
+<h1><a class="toc-backref" href="#id4">Getting DFHack</a></h1>
<p>The project is currently hosted on <a class="reference external" href="http://www.github.com/">github</a>, for both source and
binaries at <a class="reference external" href="http://github.com/peterix/dfhack">http://github.com/peterix/dfhack</a></p>
<p>Releases can be downloaded from here: <a class="reference external" href="https://github.com/peterix/dfhack/downloads">https://github.com/peterix/dfhack/downloads</a></p>
<p>All new releases are announced in the bay12 thread: <a class="reference external" href="http://tinyurl.com/dfhack-ng">http://tinyurl.com/dfhack-ng</a></p>
</div>
<div class="section" id="compatibility">
-<h1><a class="toc-backref" href="#id38">Compatibility</a></h1>
+<h1><a class="toc-backref" href="#id5">Compatibility</a></h1>
<p>DFHack works on Windows XP, Vista, 7 or any modern Linux distribution.
OSX is not supported due to lack of developers with a Mac.</p>
<p>Currently, versions 0.34.08 - 0.34.11 are supported. If you need DFHack
@@ -573,7 +520,7 @@ for older versions, look for older releases.</p>
<p>It is possible to use the Windows DFHack under wine/OSX.</p>
</div>
<div class="section" id="installation-removal">
-<h1><a class="toc-backref" href="#id39">Installation/Removal</a></h1>
+<h1><a class="toc-backref" href="#id6">Installation/Removal</a></h1>
<p>Installing DFhack involves copying files into your DF folder.
Copy the files from a release archive so that:</p>
<blockquote>
@@ -595,7 +542,7 @@ remove the other DFHack files</li>
file created in your DF folder.</p>
</div>
<div class="section" id="using-dfhack">
-<h1><a class="toc-backref" href="#id40">Using DFHack</a></h1>
+<h1><a class="toc-backref" href="#id7">Using DFHack</a></h1>
<p>DFHack basically extends what DF can do with something similar to the drop-down
console found in Quake engine games. On Windows, this is a separate command line
window. On linux, the terminal used to launch the dfhack script is taken over
@@ -619,7 +566,7 @@ they are re-created every time it is loaded.</p>
<p>Most of the commands come from plugins. Those reside in 'hack/plugins/'.</p>
</div>
<div class="section" id="something-doesn-t-work-help">
-<h1><a class="toc-backref" href="#id41">Something doesn't work, help!</a></h1>
+<h1><a class="toc-backref" href="#id8">Something doesn't work, help!</a></h1>
<p>First, don't panic :) Second, dfhack keeps a few log files in DF's folder
- stderr.log and stdout.log. You can look at those and possibly find out what's
happening.
@@ -628,24 +575,158 @@ the issues tracker on github, contact me (<a class="reference external" href="ma
#dfhack IRC channel on freenode.</p>
</div>
<div class="section" id="the-init-file">
-<h1><a class="toc-backref" href="#id42">The init file</a></h1>
-<p>If your DF folder contains a file named dfhack.init, its contents will be run
+<h1><a class="toc-backref" href="#id9">The init file</a></h1>
+<p>If your DF folder contains a file named <tt class="docutils literal">dfhack.init</tt>, its contents will be run
every time you start DF. This allows setting up keybindings. An example file
-is provided as dfhack.init-example - you can tweak it and rename to dfhack.init
+is provided as <tt class="docutils literal"><span class="pre">dfhack.init-example</span></tt> - you can tweak it and rename to dfhack.init
if you want to use this functionality.</p>
+<div class="section" id="setting-keybindings">
+<h2><a class="toc-backref" href="#id10">Setting keybindings</a></h2>
+<p>To set keybindings, use the built-in <tt class="docutils literal">keybinding</tt> command. Like any other
+command it can be used at any time from the console, but it is also meaningful
+in the DFHack init file.</p>
+<p>Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.</p>
+<p>Possible ways to call the command:</p>
+<table class="docutils field-list" frame="void" rules="none">
+<col class="field-name" />
+<col class="field-body" />
+<tbody valign="top">
+<tr class="field"><th class="field-name" colspan="2">keybinding list &lt;key&gt;:</th></tr>
+<tr class="field"><td>&nbsp;</td><td class="field-body">List bindings active for the key combination.</td>
+</tr>
+<tr class="field"><th class="field-name" colspan="2">keybinding clear &lt;key&gt; &lt;key&gt;...:</th></tr>
+<tr class="field"><td>&nbsp;</td><td class="field-body">Remove bindings for the specified keys.</td>
+</tr>
+<tr class="field"><th class="field-name" colspan="2">keybinding add &lt;key&gt; &quot;cmdline&quot; &quot;cmdline&quot;...:</th></tr>
+<tr class="field"><td>&nbsp;</td><td class="field-body">Add bindings for the specified
+key.</td>
+</tr>
+<tr class="field"><th class="field-name" colspan="2">keybinding set &lt;key&gt; &quot;cmdline&quot; &quot;cmdline&quot;...:</th></tr>
+<tr class="field"><td>&nbsp;</td><td class="field-body">Clear, and then add bindings for
+the specified key.</td>
+</tr>
+</tbody>
+</table>
+<p>The <em>&lt;key&gt;</em> parameter above has the following <em>case-sensitive</em> syntax:</p>
+<pre class="literal-block">
+[Ctrl-][Alt-][Shift-]KEY[&#64;context]
+</pre>
+<p>where the <em>KEY</em> part can be F1-F9 or A-Z, and [] denote optional parts.</p>
+<p>When multiple commands are bound to the same key combination, DFHack selects
+the first applicable one. Later 'add' commands, and earlier entries within one
+'add' command have priority. Commands that are not specifically intended for use
+as a hotkey are always considered applicable.</p>
+<p>The <em>context</em> part in the key specifier above can be used to explicitly restrict
+the UI state where the binding would be applicable. If called without parameters,
+the <tt class="docutils literal">keybinding</tt> command among other things prints the current context string.
+Only bindings with a <em>context</em> tag that either matches the current context fully,
+or is a prefix ending at a '/' boundary would be considered for execution, i.e.
+for context <tt class="docutils literal">foo/bar/baz</tt>, possible matches are any of <tt class="docutils literal">&#64;foo/bar/baz</tt>, <tt class="docutils literal">&#64;foo/bar</tt>,
+<tt class="docutils literal">&#64;foo</tt> or none.</p>
+</div>
</div>
<div class="section" id="commands">
-<h1><a class="toc-backref" href="#id43">Commands</a></h1>
+<h1><a class="toc-backref" href="#id11">Commands</a></h1>
<p>Almost all the commands support using the 'help &lt;command-name&gt;' built-in command
to retrieve further help without having to look at this document. Alternatively,
some accept a 'help'/'?' option on their command line.</p>
+<div class="section" id="game-progress">
+<h2><a class="toc-backref" href="#id12">Game progress</a></h2>
+<div class="section" id="die">
+<h3><a class="toc-backref" href="#id13">die</a></h3>
+<p>Instantly kills DF without saving.</p>
+</div>
+<div class="section" id="forcepause">
+<h3><a class="toc-backref" href="#id14">forcepause</a></h3>
+<p>Forces DF to pause. This is useful when your FPS drops below 1 and you lose
+control of the game.</p>
+<blockquote>
+<ul class="simple">
+<li>Activate with 'forcepause 1'</li>
+<li>Deactivate with 'forcepause 0'</li>
+</ul>
+</blockquote>
+</div>
+<div class="section" id="nopause">
+<h3><a class="toc-backref" href="#id15">nopause</a></h3>
+<p>Disables pausing (both manual and automatic) with the exception of pause forced
+by 'reveal hell'. This is nice for digging under rivers.</p>
+</div>
+<div class="section" id="fastdwarf">
+<h3><a class="toc-backref" href="#id16">fastdwarf</a></h3>
+<p>Makes your minions move at ludicrous speeds.</p>
+<blockquote>
+<ul class="simple">
+<li>Activate with 'fastdwarf 1'</li>
+<li>Deactivate with 'fastdwarf 0'</li>
+</ul>
+</blockquote>
+</div>
+</div>
+<div class="section" id="game-interface">
+<h2><a class="toc-backref" href="#id17">Game interface</a></h2>
+<div class="section" id="follow">
+<h3><a class="toc-backref" href="#id18">follow</a></h3>
+<p>Makes the game view follow the currently highlighted unit after you exit from
+current menu/cursor mode. Handy for watching dwarves running around. Deactivated
+by moving the view manually.</p>
+</div>
+<div class="section" id="tidlers">
+<h3><a class="toc-backref" href="#id19">tidlers</a></h3>
+<p>Toggle between all possible positions where the idlers count can be placed.</p>
+</div>
+<div class="section" id="twaterlvl">
+<h3><a class="toc-backref" href="#id20">twaterlvl</a></h3>
+<p>Toggle between displaying/not displaying liquid depth as numbers.</p>
+</div>
+<div class="section" id="copystock">
+<h3><a class="toc-backref" href="#id21">copystock</a></h3>
+<p>Copies the parameters of the currently highlighted stockpile to the custom
+stockpile settings and switches to custom stockpile placement mode, effectively
+allowing you to copy/paste stockpiles easily.</p>
+</div>
+<div class="section" id="rename">
+<h3><a class="toc-backref" href="#id22">rename</a></h3>
+<p>Allows renaming various things.</p>
+<p>Options:</p>
+<blockquote>
+<table class="docutils field-list" frame="void" rules="none">
+<col class="field-name" />
+<col class="field-body" />
+<tbody valign="top">
+<tr class="field"><th class="field-name" colspan="2">rename squad &lt;index&gt; &quot;name&quot;:</th></tr>
+<tr class="field"><td>&nbsp;</td><td class="field-body">Rename squad by index to 'name'.</td>
+</tr>
+<tr class="field"><th class="field-name" colspan="2">rename hotkey &lt;index&gt; &quot;name&quot;:</th></tr>
+<tr class="field"><td>&nbsp;</td><td class="field-body">Rename hotkey by index. This allows assigning
+longer commands to the DF hotkeys.</td>
+</tr>
+<tr class="field"><th class="field-name" colspan="2">rename unit &quot;nickname&quot;:</th></tr>
+<tr class="field"><td>&nbsp;</td><td class="field-body">Rename a unit/creature highlighted in the DF user
+interface.</td>
+</tr>
+<tr class="field"><th class="field-name" colspan="2">rename unit-profession &quot;custom profession&quot;:</th></tr>
+<tr class="field"><td>&nbsp;</td><td class="field-body">Change proffession name of the
+highlighted unit/creature.</td>
+</tr>
+<tr class="field"><th class="field-name" colspan="2">rename building &quot;name&quot;:</th></tr>
+<tr class="field"><td>&nbsp;</td><td class="field-body">Set a custom name for the selected building.
+The building must be one of stockpile, workshop, furnace, trap,
+siege engine or an activity zone.</td>
+</tr>
+</tbody>
+</table>
+</blockquote>
+</div>
+</div>
+<div class="section" id="adventure-mode">
+<h2><a class="toc-backref" href="#id23">Adventure mode</a></h2>
<div class="section" id="adv-bodyswap">
-<h2><a class="toc-backref" href="#id44">adv-bodyswap</a></h2>
+<h3><a class="toc-backref" href="#id24">adv-bodyswap</a></h3>
<p>This allows taking control over your followers and other creatures in adventure
mode. For example, you can make them pick up new arms and armor and equip them
properly.</p>
-<div class="section" id="usage">
-<h3><a class="toc-backref" href="#id45">Usage</a></h3>
+<p>Usage:</p>
<blockquote>
<ul class="simple">
<li>When viewing unit details, body-swaps into that unit.</li>
@@ -653,12 +734,11 @@ properly.</p>
</ul>
</blockquote>
</div>
-</div>
<div class="section" id="advtools">
-<h2><a class="toc-backref" href="#id46">advtools</a></h2>
+<h3><a class="toc-backref" href="#id25">advtools</a></h3>
<p>A package of different adventure mode tools (currently just one)</p>
-<div class="section" id="id1">
-<h3><a class="toc-backref" href="#id47">Usage</a></h3>
+<p>Usage:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -674,10 +754,13 @@ on item type and being in shop.</td>
</tr>
</tbody>
</table>
+</blockquote>
</div>
</div>
+<div class="section" id="map-modification">
+<h2><a class="toc-backref" href="#id26">Map modification</a></h2>
<div class="section" id="changelayer">
-<h2><a class="toc-backref" href="#id48">changelayer</a></h2>
+<h3><a class="toc-backref" href="#id27">changelayer</a></h3>
<p>Changes material of the geology layer under cursor to the specified inorganic
RAW material. Can have impact on all surrounding regions, not only your embark!
By default changing stone to soil and vice versa is not allowed. By default
@@ -688,8 +771,8 @@ as well, though. Mineral veins and gem clusters will stay on the map. Use
'changevein' for them.</p>
<p>tl;dr: You will end up with changing quite big areas in one go, especially if
you use it in lower z levels. Use with care.</p>
-<div class="section" id="options">
-<h3><a class="toc-backref" href="#id49">Options</a></h3>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -721,9 +804,9 @@ soil.</td>
</tr>
</tbody>
</table>
-</div>
-<div class="section" id="examples">
-<h3><a class="toc-backref" href="#id50">Examples:</a></h3>
+</blockquote>
+<p>Examples:</p>
+<blockquote>
<dl class="docutils">
<dt><tt class="docutils literal">changelayer GRANITE</tt></dt>
<dd>Convert layer at cursor position into granite.</dd>
@@ -732,6 +815,7 @@ soil.</td>
<dt><tt class="docutils literal">changelayer MARBLE all_biomes all_layers</tt></dt>
<dd>Convert all layers of all biomes which are not soil into marble.</dd>
</dl>
+</blockquote>
<div class="note">
<p class="first admonition-title">Note</p>
<ul class="last simple">
@@ -750,21 +834,21 @@ You did save your game, right?</li>
</ul>
</div>
</div>
-</div>
<div class="section" id="changevein">
-<h2><a class="toc-backref" href="#id51">changevein</a></h2>
+<h3><a class="toc-backref" href="#id28">changevein</a></h3>
<p>Changes material of the vein under cursor to the specified inorganic RAW
-material.</p>
-<div class="section" id="example">
-<h3><a class="toc-backref" href="#id52">Example:</a></h3>
+material. Only affects tiles within the current 16x16 block - for veins and
+large clusters, you will need to use this command multiple times.</p>
+<p>Example:</p>
+<blockquote>
<dl class="docutils">
<dt><tt class="docutils literal">changevein NATIVE_PLATINUM</tt></dt>
<dd>Convert vein at cursor position into platinum ore.</dd>
</dl>
-</div>
+</blockquote>
</div>
<div class="section" id="changeitem">
-<h2><a class="toc-backref" href="#id53">changeitem</a></h2>
+<h3><a class="toc-backref" href="#id29">changeitem</a></h3>
<p>Allows changing item material and base quality. By default the item currently
selected in the UI will be changed (you can select items in the 'k' list
or inside containers/inventory). By default change is only allowed if materials
@@ -774,8 +858,8 @@ with 'force'. Note that some attributes will not be touched, possibly resulting
in weirdness. To get an idea how the RAW id should look like, check some items
with 'info'. Using 'force' might create items which are not touched by
crafters/haulers.</p>
-<div class="section" id="id2">
-<h3><a class="toc-backref" href="#id54">Options</a></h3>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -792,19 +876,220 @@ crafters/haulers.</p>
</tr>
</tbody>
</table>
-</div>
-<div class="section" id="id3">
-<h3><a class="toc-backref" href="#id55">Examples:</a></h3>
+</blockquote>
+<p>Examples:</p>
+<blockquote>
<dl class="docutils">
<dt><tt class="docutils literal">changeitem m INORGANIC:GRANITE here</tt></dt>
<dd>Change material of all items under the cursor to granite.</dd>
<dt><tt class="docutils literal">changeitem q 5</tt></dt>
<dd>Change currently selected item to masterpiece quality.</dd>
</dl>
+</blockquote>
+</div>
+<div class="section" id="colonies">
+<h3><a class="toc-backref" href="#id30">colonies</a></h3>
+<p>Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.</p>
+<p>Options:</p>
+<blockquote>
+<table class="docutils field-list" frame="void" rules="none">
+<col class="field-name" />
+<col class="field-body" />
+<tbody valign="top">
+<tr class="field"><th class="field-name">bees:</th><td class="field-body">turn colonies into honey bee colonies</td>
+</tr>
+</tbody>
+</table>
+</blockquote>
+</div>
+<div class="section" id="deramp-by-zilpin">
+<h3><a class="toc-backref" href="#id31">deramp (by zilpin)</a></h3>
+<p>Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation.
+It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen).</p>
+</div>
+<div class="section" id="feature">
+<h3><a class="toc-backref" href="#id32">feature</a></h3>
+<p>Enables management of map features.</p>
+<ul class="simple">
+<li>Discovering a magma feature (magma pool, volcano, magma sea, or curious
+underground structure) permits magma workshops and furnaces to be built.</li>
+<li>Discovering a cavern layer causes plants (trees, shrubs, and grass) from
+that cavern to grow within your fortress.</li>
+</ul>
+<p>Options:</p>
+<blockquote>
+<table class="docutils field-list" frame="void" rules="none">
+<col class="field-name" />
+<col class="field-body" />
+<tbody valign="top">
+<tr class="field"><th class="field-name">list:</th><td class="field-body">Lists all map features in your current embark by index.</td>
+</tr>
+<tr class="field"><th class="field-name">show X:</th><td class="field-body">Marks the selected map feature as discovered.</td>
+</tr>
+<tr class="field"><th class="field-name">hide X:</th><td class="field-body">Marks the selected map feature as undiscovered.</td>
+</tr>
+</tbody>
+</table>
+</blockquote>
+</div>
+<div class="section" id="liquids">
+<h3><a class="toc-backref" href="#id33">liquids</a></h3>
+<p>Allows adding magma, water and obsidian to the game. It replaces the normal
+dfhack command line and can't be used from a hotkey. Settings will be remembered
+as long as dfhack runs. Intended for use in combination with the command
+liquids-here (which can be bound to a hotkey).</p>
+<p>For more information, refer to the command's internal help.</p>
+<div class="note">
+<p class="first admonition-title">Note</p>
+<p class="last">Spawning and deleting liquids can F up pathing data and
+temperatures (creating heat traps). You've been warned.</p>
+</div>
+</div>
+<div class="section" id="liquids-here">
+<h3><a class="toc-backref" href="#id34">liquids-here</a></h3>
+<p>Run the liquid spawner with the current/last settings made in liquids (if no
+settings in liquids were made it paints a point of 7/7 magma by default).</p>
+<p>Intended to be used as keybinding. Requires an active in-game cursor.</p>
+</div>
+<div class="section" id="tiletypes">
+<h3><a class="toc-backref" href="#id35">tiletypes</a></h3>
+<p>Can be used for painting map tiles and is an interactive command, much like
+liquids.</p>
+<p>The tool works with two set of options and a brush. The brush determines which
+tiles will be processed. First set of options is the filter, which can exclude
+some of the tiles from the brush by looking at the tile properties. The second
+set of options is the paint - this determines how the selected tiles are
+changed.</p>
+<p>Both paint and filter can have many different properties including things like
+general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL,
+etc.), state of 'designated', 'hidden' and 'light' flags.</p>
+<p>The properties of filter and paint can be partially defined. This means that
+you can for example do something like this:</p>
+<pre class="literal-block">
+filter material STONE
+filter shape FORTIFICATION
+paint shape FLOOR
+</pre>
+<p>This will turn all stone fortifications into floors, preserving the material.</p>
+<p>Or this:</p>
+<pre class="literal-block">
+filter shape FLOOR
+filter material MINERAL
+paint shape WALL
+</pre>
+<p>Turning mineral vein floors back into walls.</p>
+<p>The tool also allows tweaking some tile flags:</p>
+<p>Or this:</p>
+<pre class="literal-block">
+paint hidden 1
+paint hidden 0
+</pre>
+<p>This will hide previously revealed tiles (or show hidden with the 0 option).</p>
+<p>Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword:</p>
+<pre class="literal-block">
+paint hidden ANY
+paint shape ANY
+filter material any
+filter shape any
+filter any
+</pre>
+<dl class="docutils">
+<dt>You can use several different brushes for painting tiles:</dt>
+<dd><ul class="first last simple">
+<li>Point. (point)</li>
+<li>Rectangular range. (range)</li>
+<li>A column ranging from current cursor to the first solid tile above. (column)</li>
+<li>DF map block - 16x16 tiles, in a regular grid. (block)</li>
+</ul>
+</dd>
+</dl>
+<p>Example:</p>
+<pre class="literal-block">
+range 10 10 1
+</pre>
+<p>This will change the brush to a rectangle spanning 10x10 tiles on one z-level.
+The range starts at the position of the cursor and goes to the east, south and
+up.</p>
+<p>For more details, see the 'help' command while using this.</p>
+</div>
+<div class="section" id="tiletypes-commands">
+<h3><a class="toc-backref" href="#id36">tiletypes-commands</a></h3>
+<p>Runs tiletypes commands, separated by ;. This makes it possible to change
+tiletypes modes from a hotkey.</p>
+</div>
+<div class="section" id="tiletypes-here">
+<h3><a class="toc-backref" href="#id37">tiletypes-here</a></h3>
+<p>Apply the current tiletypes options at the in-game cursor position, including
+the brush. Can be used from a hotkey.</p>
+</div>
+<div class="section" id="tiletypes-here-point">
+<h3><a class="toc-backref" href="#id38">tiletypes-here-point</a></h3>
+<p>Apply the current tiletypes options at the in-game cursor position to a single
+tile. Can be used from a hotkey.</p>
+</div>
+<div class="section" id="tubefill">
+<h3><a class="toc-backref" href="#id39">tubefill</a></h3>
+<p>Fills all the adamantine veins again. Veins that were empty will be filled in
+too, but might still trigger a demon invasion (this is a known bug).</p>
+</div>
+<div class="section" id="extirpate">
+<h3><a class="toc-backref" href="#id40">extirpate</a></h3>
+<p>A tool for getting rid of trees and shrubs. By default, it only kills
+a tree/shrub under the cursor. The plants are turned into ashes instantly.</p>
+<p>Options:</p>
+<blockquote>
+<table class="docutils field-list" frame="void" rules="none">
+<col class="field-name" />
+<col class="field-body" />
+<tbody valign="top">
+<tr class="field"><th class="field-name">shrubs:</th><td class="field-body">affect all shrubs on the map</td>
+</tr>
+<tr class="field"><th class="field-name">trees:</th><td class="field-body">affect all trees on the map</td>
+</tr>
+<tr class="field"><th class="field-name">all:</th><td class="field-body">affect every plant!</td>
+</tr>
+</tbody>
+</table>
+</blockquote>
+</div>
+<div class="section" id="grow">
+<h3><a class="toc-backref" href="#id41">grow</a></h3>
+<p>Makes all saplings present on the map grow into trees (almost) instantly.</p>
+</div>
+<div class="section" id="immolate">
+<h3><a class="toc-backref" href="#id42">immolate</a></h3>
+<p>Very similar to extirpate, but additionally sets the plants on fire. The fires
+can and <em>will</em> spread ;)</p>
+</div>
+<div class="section" id="regrass">
+<h3><a class="toc-backref" href="#id43">regrass</a></h3>
+<p>Regrows grass. Not much to it ;)</p>
+</div>
+<div class="section" id="weather">
+<h3><a class="toc-backref" href="#id44">weather</a></h3>
+<p>Prints the current weather map by default.</p>
+<p>Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.</p>
+<p>Options:</p>
+<blockquote>
+<table class="docutils field-list" frame="void" rules="none">
+<col class="field-name" />
+<col class="field-body" />
+<tbody valign="top">
+<tr class="field"><th class="field-name">snow:</th><td class="field-body">make it snow everywhere.</td>
+</tr>
+<tr class="field"><th class="field-name">rain:</th><td class="field-body">make it rain.</td>
+</tr>
+<tr class="field"><th class="field-name">clear:</th><td class="field-body">clear the sky.</td>
+</tr>
+</tbody>
+</table>
+</blockquote>
</div>
</div>
+<div class="section" id="map-inspection">
+<h2><a class="toc-backref" href="#id45">Map inspection</a></h2>
<div class="section" id="cursecheck">
-<h2><a class="toc-backref" href="#id56">cursecheck</a></h2>
+<h3><a class="toc-backref" href="#id46">cursecheck</a></h3>
<p>Checks a single map tile or the whole map/world for cursed creatures (ghosts,
vampires, necromancers, werebeasts, zombies).</p>
<p>With an active in-game cursor only the selected tile will be observed.
@@ -815,8 +1100,8 @@ creatures (ghosts who were put to rest, killed vampires, ...) are ignored.
Undead skeletons, corpses, bodyparts and the like are all thrown into the curse
category &quot;zombie&quot;. Anonymous zombies and resurrected body parts will show
as &quot;unnamed creature&quot;.</p>
-<div class="section" id="id4">
-<h3><a class="toc-backref" href="#id57">Options</a></h3>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -834,9 +1119,9 @@ long list after having FUN with necromancers).</td>
</tr>
</tbody>
</table>
-</div>
-<div class="section" id="id5">
-<h3><a class="toc-backref" href="#id58">Examples:</a></h3>
+</blockquote>
+<p>Examples:</p>
+<blockquote>
<dl class="docutils">
<dt><tt class="docutils literal">cursecheck detail all</tt></dt>
<dd>Give detailed info about all cursed creatures including deceased ones (no
@@ -845,6 +1130,7 @@ in-game cursor).</dd>
<dd>Give a nickname all living/active cursed creatures on the map(no in-game
cursor).</dd>
</dl>
+</blockquote>
<div class="note">
<p class="first admonition-title">Note</p>
<ul class="last simple">
@@ -857,119 +1143,125 @@ of curses, for example.</li>
</ul>
</div>
</div>
+<div class="section" id="flows">
+<h3><a class="toc-backref" href="#id47">flows</a></h3>
+<p>A tool for checking how many tiles contain flowing liquids. If you suspect that
+your magma sea leaks into HFS, you can use this tool to be sure without
+revealing the map.</p>
</div>
-<div class="section" id="follow">
-<h2><a class="toc-backref" href="#id59">follow</a></h2>
-<p>Makes the game view follow the currently highlighted unit after you exit from
-current menu/cursor mode. Handy for watching dwarves running around. Deactivated
-by moving the view manually.</p>
+<div class="section" id="probe">
+<h3><a class="toc-backref" href="#id48">probe</a></h3>
+<p>Can be used to determine tile properties like temperature.</p>
</div>
-<div class="section" id="forcepause">
-<h2><a class="toc-backref" href="#id60">forcepause</a></h2>
-<p>Forces DF to pause. This is useful when your FPS drops below 1 and you lose
-control of the game.</p>
+<div class="section" id="prospect">
+<h3><a class="toc-backref" href="#id49">prospect</a></h3>
+<p>Prints a big list of all the present minerals and plants. By default, only
+the visible part of the map is scanned.</p>
+<p>Options:</p>
<blockquote>
-<ul class="simple">
-<li>Activate with 'forcepause 1'</li>
-<li>Deactivate with 'forcepause 0'</li>
-</ul>
-</blockquote>
-</div>
-<div class="section" id="nopause">
-<h2><a class="toc-backref" href="#id61">nopause</a></h2>
-<p>Disables pausing (both manual and automatic) with the exception of pause forced
-by 'reveal hell'. This is nice for digging under rivers.</p>
-</div>
-<div class="section" id="die">
-<h2><a class="toc-backref" href="#id62">die</a></h2>
-<p>Instantly kills DF without saving.</p>
-</div>
-<div class="section" id="autodump">
-<h2><a class="toc-backref" href="#id63">autodump</a></h2>
-<p>This utility lets you quickly move all items designated to be dumped.
-Items are instantly moved to the cursor position, the dump flag is unset,
-and the forbid flag is set, as if it had been dumped normally.
-Be aware that any active dump item tasks still point at the item.</p>
-<p>Cursor must be placed on a floor tile so the items can be dumped there.</p>
-<div class="section" id="id6">
-<h3><a class="toc-backref" href="#id64">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name">destroy:</th><td class="field-body">Destroy instead of dumping. Doesn't require a cursor.</td>
-</tr>
-<tr class="field"><th class="field-name">destroy-here:</th><td class="field-body">Destroy items only under the cursor.</td>
+<tr class="field"><th class="field-name">all:</th><td class="field-body">Scan the whole map, as if it was revealed.</td>
</tr>
-<tr class="field"><th class="field-name">visible:</th><td class="field-body">Only process items that are not hidden.</td>
+<tr class="field"><th class="field-name">value:</th><td class="field-body">Show material value in the output. Most useful for gems.</td>
</tr>
-<tr class="field"><th class="field-name">hidden:</th><td class="field-body">Only process hidden items.</td>
+<tr class="field"><th class="field-name">hell:</th><td class="field-body">Show the Z range of HFS tubes. Implies 'all'.</td>
</tr>
-<tr class="field"><th class="field-name">forbidden:</th><td class="field-body">Only process forbidden items (default: only unforbidden).</td>
+</tbody>
+</table>
+</blockquote>
+<div class="section" id="pre-embark-estimate">
+<h4><a class="toc-backref" href="#id50">Pre-embark estimate</a></h4>
+<p>If called during the embark selection screen, displays an estimate of layer
+stone availability. If the 'all' option is specified, also estimates veins.
+The estimate is computed either for 1 embark tile of the blinking biome, or
+for all tiles of the embark rectangle.</p>
+<p>Options:</p>
+<blockquote>
+<table class="docutils field-list" frame="void" rules="none">
+<col class="field-name" />
+<col class="field-body" />
+<tbody valign="top">
+<tr class="field"><th class="field-name">all:</th><td class="field-body">processes all tiles, even hidden ones.</td>
</tr>
</tbody>
</table>
+</blockquote>
</div>
</div>
-<div class="section" id="autodump-destroy-here">
-<h2><a class="toc-backref" href="#id65">autodump-destroy-here</a></h2>
-<p>Destroy items marked for dumping under cursor. Identical to autodump
-destroy-here, but intended for use as keybinding.</p>
+<div class="section" id="reveal">
+<h3><a class="toc-backref" href="#id51">reveal</a></h3>
+<p>This reveals the map. By default, HFS will remain hidden so that the demons
+don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed,
+you won't be able to unpause until you hide the map again. If you really want
+to unpause with hell revealed, use 'reveal demons'.</p>
+<p>Reveal also works in adventure mode, but any of its effects are negated once
+you move. When you use it this way, you don't need to run 'unreveal'.</p>
+</div>
+<div class="section" id="unreveal">
+<h3><a class="toc-backref" href="#id52">unreveal</a></h3>
+<p>Reverts the effects of 'reveal'.</p>
+</div>
+<div class="section" id="revtoggle">
+<h3><a class="toc-backref" href="#id53">revtoggle</a></h3>
+<p>Switches between 'reveal' and 'unreveal'.</p>
+</div>
+<div class="section" id="revflood">
+<h3><a class="toc-backref" href="#id54">revflood</a></h3>
+<p>This command will hide the whole map and then reveal all the tiles that have
+a path to the in-game cursor.</p>
+</div>
+<div class="section" id="revforget">
+<h3><a class="toc-backref" href="#id55">revforget</a></h3>
+<p>When you use reveal, it saves information about what was/wasn't visible before
+revealing everything. Unreveal uses this information to hide things again.
+This command throws away the information. For example, use in cases where
+you abandoned with the fort revealed and no longer want the data.</p>
+</div>
+<div class="section" id="showmood">
+<h3><a class="toc-backref" href="#id56">showmood</a></h3>
+<p>Shows all items needed for the currently active strange mood.</p>
</div>
-<div class="section" id="autodump-destroy-item">
-<h2><a class="toc-backref" href="#id66">autodump-destroy-item</a></h2>
-<p>Destroy the selected item. The item may be selected in the 'k' list, or inside
-a container. If called again before the game is resumed, cancels destroy.</p>
</div>
+<div class="section" id="designations">
+<h2><a class="toc-backref" href="#id57">Designations</a></h2>
<div class="section" id="burrow">
-<h2><a class="toc-backref" href="#id67">burrow</a></h2>
+<h3><a class="toc-backref" href="#id58">burrow</a></h3>
<p>Miscellaneous burrow control. Allows manipulating burrows and automated burrow
expansion while digging.</p>
-<div class="section" id="id7">
-<h3><a class="toc-backref" href="#id68">Options</a></h3>
-<table class="docutils field-list" frame="void" rules="none">
-<col class="field-name" />
-<col class="field-body" />
-<tbody valign="top">
-<tr class="field"><th class="field-name" colspan="2">enable feature ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body"></td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">disable feature ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Enable or Disable features of the plugin.</td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">clear-unit burrow burrow ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body"></td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">clear-tiles burrow burrow ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Removes all units or tiles from the burrows.</td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">set-units target-burrow src-burrow ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body"></td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">add-units target-burrow src-burrow ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body"></td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">remove-units target-burrow src-burrow ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Adds or removes units in source
-burrows to/from the target burrow. Set is equivalent to clear and add.</td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">set-tiles target-burrow src-burrow ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body"></td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">add-tiles target-burrow src-burrow ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body"></td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">remove-tiles target-burrow src-burrow ...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Adds or removes tiles in source
-burrows to/from the target burrow. In place of a source burrow it is
+<p>Options:</p>
+<blockquote>
+<dl class="docutils">
+<dt><strong>enable feature ...</strong></dt>
+<dd>Enable features of the plugin.</dd>
+<dt><strong>disable feature ...</strong></dt>
+<dd>Disable features of the plugin.</dd>
+<dt><strong>clear-unit burrow burrow ...</strong></dt>
+<dd>Remove all units from the burrows.</dd>
+<dt><strong>clear-tiles burrow burrow ...</strong></dt>
+<dd>Remove all tiles from the burrows.</dd>
+<dt><strong>set-units target-burrow src-burrow ...</strong></dt>
+<dd>Clear target, and adds units from source burrows.</dd>
+<dt><strong>add-units target-burrow src-burrow ...</strong></dt>
+<dd>Add units from the source burrows to the target.</dd>
+<dt><strong>remove-units target-burrow src-burrow ...</strong></dt>
+<dd>Remove units in source burrows from the target.</dd>
+<dt><strong>set-tiles target-burrow src-burrow ...</strong></dt>
+<dd>Clear target and adds tiles from the source burrows.</dd>
+<dt><strong>add-tiles target-burrow src-burrow ...</strong></dt>
+<dd>Add tiles from the source burrows to the target.</dd>
+<dt><strong>remove-tiles target-burrow src-burrow ...</strong></dt>
+<dd><p class="first">Remove tiles in source burrows from the target.</p>
+<p class="last">For these three options, in place of a source burrow it is
possible to use one of the following keywords: ABOVE_GROUND,
-SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED</td>
-</tr>
-</tbody>
-</table>
-</div>
-<div class="section" id="features">
-<h3><a class="toc-backref" href="#id69">Features</a></h3>
+SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED</p>
+</dd>
+</dl>
+</blockquote>
+<p>Features:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -981,169 +1273,161 @@ Digging 1-wide corridors with the miner inside the burrow is SLOW.</td>
</tr>
</tbody>
</table>
+</blockquote>
</div>
+<div class="section" id="digv">
+<h3><a class="toc-backref" href="#id59">digv</a></h3>
+<p>Designates a whole vein for digging. Requires an active in-game cursor placed
+over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs
+between the same-material tiles).</p>
</div>
-<div class="section" id="catsplosion">
-<h2><a class="toc-backref" href="#id70">catsplosion</a></h2>
-<p>Makes cats just <em>multiply</em>. It is not a good idea to run this more than once or
-twice.</p>
+<div class="section" id="digvx">
+<h3><a class="toc-backref" href="#id60">digvx</a></h3>
+<p>A permanent alias for 'digv x'.</p>
</div>
-<div class="section" id="clean">
-<h2><a class="toc-backref" href="#id71">clean</a></h2>
-<p>Cleans all the splatter that get scattered all over the map, items and
-creatures. In an old fortress, this can significantly reduce FPS lag. It can
-also spoil your !!FUN!!, so think before you use it.</p>
-<div class="section" id="id8">
-<h3><a class="toc-backref" href="#id72">Options</a></h3>
+<div class="section" id="digl">
+<h3><a class="toc-backref" href="#id61">digl</a></h3>
+<p>Designates layer stone for digging. Requires an active in-game cursor placed
+over a layer stone tile. With the 'x' option, it will traverse z-levels
+(putting stairs between the same-material tiles). With the 'undo' option it
+will remove the dig designation instead (if you realize that digging out a 50
+z-level deep layer was not such a good idea after all).</p>
+</div>
+<div class="section" id="diglx">
+<h3><a class="toc-backref" href="#id62">diglx</a></h3>
+<p>A permanent alias for 'digl x'.</p>
+</div>
+<div class="section" id="digexp">
+<h3><a class="toc-backref" href="#id63">digexp</a></h3>
+<p>This command can be used for exploratory mining.</p>
+<p>See: <a class="reference external" href="http://df.magmawiki.com/index.php/DF2010:Exploratory_mining">http://df.magmawiki.com/index.php/DF2010:Exploratory_mining</a></p>
+<p>There are two variables that can be set: pattern and filter.</p>
+<p>Patterns:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name">map:</th><td class="field-body">Clean the map tiles. By default, it leaves mud and snow alone.</td>
+<tr class="field"><th class="field-name">diag5:</th><td class="field-body">diagonals separated by 5 tiles</td>
</tr>
-<tr class="field"><th class="field-name">units:</th><td class="field-body">Clean the creatures. Will also clean hostiles.</td>
+<tr class="field"><th class="field-name">diag5r:</th><td class="field-body">diag5 rotated 90 degrees</td>
</tr>
-<tr class="field"><th class="field-name">items:</th><td class="field-body">Clean all the items. Even a poisoned blade.</td>
+<tr class="field"><th class="field-name">ladder:</th><td class="field-body">A 'ladder' pattern</td>
</tr>
-</tbody>
-</table>
-</div>
-<div class="section" id="extra-options-for-map">
-<h3><a class="toc-backref" href="#id73">Extra options for 'map'</a></h3>
-<table class="docutils field-list" frame="void" rules="none">
-<col class="field-name" />
-<col class="field-body" />
-<tbody valign="top">
-<tr class="field"><th class="field-name">mud:</th><td class="field-body">Remove mud in addition to the normal stuff.</td>
+<tr class="field"><th class="field-name">ladderr:</th><td class="field-body">ladder rotated 90 degrees</td>
</tr>
-<tr class="field"><th class="field-name">snow:</th><td class="field-body">Also remove snow coverings.</td>
+<tr class="field"><th class="field-name">clear:</th><td class="field-body">Just remove all dig designations</td>
+</tr>
+<tr class="field"><th class="field-name">cross:</th><td class="field-body">A cross, exactly in the middle of the map.</td>
</tr>
</tbody>
</table>
-</div>
-</div>
-<div class="section" id="spotclean">
-<h2><a class="toc-backref" href="#id74">spotclean</a></h2>
-<p>Works like 'clean map snow mud', but only for the tile under the cursor. Ideal
-if you want to keep that bloody entrance 'clean map' would clean up.</p>
-</div>
-<div class="section" id="cleanowned">
-<h2><a class="toc-backref" href="#id75">cleanowned</a></h2>
-<p>Confiscates items owned by dwarfs. By default, owned food on the floor
-and rotten items are confistacted and dumped.</p>
-<div class="section" id="id9">
-<h3><a class="toc-backref" href="#id76">Options</a></h3>
+</blockquote>
+<p>Filters:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name">all:</th><td class="field-body">confiscate all owned items</td>
-</tr>
-<tr class="field"><th class="field-name">scattered:</th><td class="field-body">confiscated and dump all items scattered on the floor</td>
-</tr>
-<tr class="field"><th class="field-name">x:</th><td class="field-body">confiscate/dump items with wear level 'x' and more</td>
+<tr class="field"><th class="field-name">all:</th><td class="field-body">designate whole z-level</td>
</tr>
-<tr class="field"><th class="field-name">X:</th><td class="field-body">confiscate/dump items with wear level 'X' and more</td>
+<tr class="field"><th class="field-name">hidden:</th><td class="field-body">designate only hidden tiles of z-level (default)</td>
</tr>
-<tr class="field"><th class="field-name">dryrun:</th><td class="field-body">a dry run. combine with other options to see what will happen
-without it actually happening.</td>
+<tr class="field"><th class="field-name">designated:</th><td class="field-body">Take current designation and apply pattern to it.</td>
</tr>
</tbody>
</table>
+</blockquote>
+<p>After you have a pattern set, you can use 'expdig' to apply it again.</p>
+<p>Examples:</p>
+<blockquote>
+<dl class="docutils">
+<dt>designate the diagonal 5 patter over all hidden tiles:</dt>
+<dd><ul class="first last simple">
+<li>expdig diag5 hidden</li>
+</ul>
+</dd>
+<dt>apply last used pattern and filter:</dt>
+<dd><ul class="first last simple">
+<li>expdig</li>
+</ul>
+</dd>
+<dt>Take current designations and replace them with the ladder pattern:</dt>
+<dd><ul class="first last simple">
+<li>expdig ladder designated</li>
+</ul>
+</dd>
+</dl>
+</blockquote>
</div>
-<div class="section" id="id10">
-<h3><a class="toc-backref" href="#id77">Example:</a></h3>
-<p><tt class="docutils literal">cleanowned scattered X</tt> : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.</p>
-</div>
-</div>
-<div class="section" id="colonies">
-<h2><a class="toc-backref" href="#id78">colonies</a></h2>
-<p>Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.</p>
-<div class="section" id="id11">
-<h3><a class="toc-backref" href="#id79">Options</a></h3>
+<div class="section" id="digcircle">
+<h3><a class="toc-backref" href="#id64">digcircle</a></h3>
+<p>A command for easy designation of filled and hollow circles.
+It has several types of options.</p>
+<p>Shape:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name">bees:</th><td class="field-body">turn colonies into honey bee colonies</td>
+<tr class="field"><th class="field-name">hollow:</th><td class="field-body">Set the circle to hollow (default)</td>
+</tr>
+<tr class="field"><th class="field-name">filled:</th><td class="field-body">Set the circle to filled</td>
+</tr>
+<tr class="field"><th class="field-name">#:</th><td class="field-body">Diameter in tiles (default = 0, does nothing)</td>
</tr>
</tbody>
</table>
-</div>
-</div>
-<div class="section" id="deramp-by-zilpin">
-<h2><a class="toc-backref" href="#id80">deramp (by zilpin)</a></h2>
-<p>Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation.
-It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen).</p>
-</div>
-<div class="section" id="dfusion">
-<h2><a class="toc-backref" href="#id81">dfusion</a></h2>
-<p>This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.</p>
-<p>See the bay12 thread for details: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=69682.15">http://www.bay12forums.com/smf/index.php?topic=69682.15</a></p>
-<div class="section" id="confirmed-working-dfusion-plugins">
-<h3><a class="toc-backref" href="#id82">Confirmed working DFusion plugins:</a></h3>
+</blockquote>
+<p>Action:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name">simple_embark:</th><td class="field-body">allows changing the number of dwarves available on embark.</td>
+<tr class="field"><th class="field-name">set:</th><td class="field-body">Set designation (default)</td>
+</tr>
+<tr class="field"><th class="field-name">unset:</th><td class="field-body">Unset current designation</td>
+</tr>
+<tr class="field"><th class="field-name">invert:</th><td class="field-body">Invert designations already present</td>
</tr>
</tbody>
</table>
-<div class="note">
-<p class="first admonition-title">Note</p>
-<ul class="last simple">
-<li>Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.</li>
-<li>This is currently working only on Windows.</li>
-<li>The game will be suspended while you're using dfusion. Don't panic when it doen't respond.</li>
-</ul>
-</div>
-</div>
-</div>
-<div class="section" id="drybuckets">
-<h2><a class="toc-backref" href="#id83">drybuckets</a></h2>
-<p>This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.</p>
-</div>
-<div class="section" id="fastdwarf">
-<h2><a class="toc-backref" href="#id84">fastdwarf</a></h2>
-<p>Makes your minions move at ludicrous speeds.</p>
-<blockquote>
-<ul class="simple">
-<li>Activate with 'fastdwarf 1'</li>
-<li>Deactivate with 'fastdwarf 0'</li>
-</ul>
</blockquote>
-</div>
-<div class="section" id="feature">
-<h2><a class="toc-backref" href="#id85">feature</a></h2>
-<p>Enables management of map features.</p>
-<ul class="simple">
-<li>Discovering a magma feature (magma pool, volcano, magma sea, or curious
-underground structure) permits magma workshops and furnaces to be built.</li>
-<li>Discovering a cavern layer causes plants (trees, shrubs, and grass) from
-that cavern to grow within your fortress.</li>
-</ul>
-<div class="section" id="id12">
-<h3><a class="toc-backref" href="#id86">Options</a></h3>
+<p>Designation types:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name">list:</th><td class="field-body">Lists all map features in your current embark by index.</td>
+<tr class="field"><th class="field-name">dig:</th><td class="field-body">Normal digging designation (default)</td>
</tr>
-<tr class="field"><th class="field-name">show X:</th><td class="field-body">Marks the selected map feature as discovered.</td>
+<tr class="field"><th class="field-name">ramp:</th><td class="field-body">Ramp digging</td>
</tr>
-<tr class="field"><th class="field-name">hide X:</th><td class="field-body">Marks the selected map feature as undiscovered.</td>
+<tr class="field"><th class="field-name">ustair:</th><td class="field-body">Staircase up</td>
+</tr>
+<tr class="field"><th class="field-name">dstair:</th><td class="field-body">Staircase down</td>
+</tr>
+<tr class="field"><th class="field-name">xstair:</th><td class="field-body">Staircase up/down</td>
+</tr>
+<tr class="field"><th class="field-name">chan:</th><td class="field-body">Dig channel</td>
</tr>
</tbody>
</table>
-</div>
+</blockquote>
+<p>After you have set the options, the command called with no options
+repeats with the last selected parameters.</p>
+<p>Examples:</p>
+<ul class="simple">
+<li>'digcircle filled 3' = Dig a filled circle with radius = 3.</li>
+<li>'digcircle' = Do it again.</li>
+</ul>
</div>
<div class="section" id="filltraffic">
-<h2><a class="toc-backref" href="#id87">filltraffic</a></h2>
+<h3><a class="toc-backref" href="#id65">filltraffic</a></h3>
<p>Set traffic designations using flood-fill starting at the cursor.</p>
-<div class="section" id="traffic-type-codes">
-<h3><a class="toc-backref" href="#id88">Traffic Type Codes:</a></h3>
+<p>Traffic Type Codes:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -1158,9 +1442,9 @@ that cavern to grow within your fortress.</li>
</tr>
</tbody>
</table>
-</div>
-<div class="section" id="other-options">
-<h3><a class="toc-backref" href="#id89">Other Options:</a></h3>
+</blockquote>
+<p>Other Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -1173,17 +1457,16 @@ that cavern to grow within your fortress.</li>
</tr>
</tbody>
</table>
-</div>
-<div class="section" id="id13">
-<h3><a class="toc-backref" href="#id90">Example:</a></h3>
-<p>'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.</p>
-</div>
+</blockquote>
+<p>Example:</p>
+<blockquote>
+'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.</blockquote>
</div>
<div class="section" id="alltraffic">
-<h2><a class="toc-backref" href="#id91">alltraffic</a></h2>
+<h3><a class="toc-backref" href="#id66">alltraffic</a></h3>
<p>Set traffic designations for every single tile of the map (useful for resetting traffic designations).</p>
-<div class="section" id="id14">
-<h3><a class="toc-backref" href="#id92">Traffic Type Codes:</a></h3>
+<p>Traffic Type Codes:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -1198,52 +1481,18 @@ that cavern to grow within your fortress.</li>
</tr>
</tbody>
</table>
-</div>
-<div class="section" id="id15">
-<h3><a class="toc-backref" href="#id93">Example:</a></h3>
-<p>'alltraffic N' - Set traffic to 'normal' for all tiles.</p>
-</div>
-</div>
-<div class="section" id="fixdiplomats">
-<h2><a class="toc-backref" href="#id94">fixdiplomats</a></h2>
-<p>Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose
-tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring
-about excess tree cutting. This command adds a Diplomat position to all Elven
-civilizations, allowing them to negotiate tree cutting quotas (and allowing you
-to violate them and potentially start wars) in case you haven't already modified
-your raws accordingly.</p>
-</div>
-<div class="section" id="fixmerchants">
-<h2><a class="toc-backref" href="#id95">fixmerchants</a></h2>
-<p>This command adds the Guild Representative position to all Human civilizations,
-allowing them to make trade agreements (just as they did back in 0.28.181.40d
-and earlier) in case you haven't already modified your raws accordingly.</p>
-</div>
-<div class="section" id="fixveins">
-<h2><a class="toc-backref" href="#id96">fixveins</a></h2>
-<p>Removes invalid references to mineral inclusions and restores missing ones.
-Use this if you broke your embark with tools like tiletypes, or if you
-accidentally placed a construction on top of a valuable mineral floor.</p>
-</div>
-<div class="section" id="fixwagons">
-<h2><a class="toc-backref" href="#id97">fixwagons</a></h2>
-<p>Due to a bug in all releases of version 0.31, merchants no longer bring wagons
-with their caravans. This command re-enables them for all appropriate
-civilizations.</p>
-</div>
-<div class="section" id="flows">
-<h2><a class="toc-backref" href="#id98">flows</a></h2>
-<p>A tool for checking how many tiles contain flowing liquids. If you suspect that
-your magma sea leaks into HFS, you can use this tool to be sure without
-revealing the map.</p>
+</blockquote>
+<p>Example:</p>
+<blockquote>
+'alltraffic N' - Set traffic to 'normal' for all tiles.</blockquote>
</div>
<div class="section" id="getplants">
-<h2><a class="toc-backref" href="#id99">getplants</a></h2>
+<h3><a class="toc-backref" href="#id67">getplants</a></h3>
<p>This tool allows plant gathering and tree cutting by RAW ID. Specify the types
of trees to cut down and/or shrubs to gather by their plant names, separated
by spaces.</p>
-<div class="section" id="id16">
-<h3><a class="toc-backref" href="#id100">Options</a></h3>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -1259,398 +1508,154 @@ selection)</td>
</tr>
</tbody>
</table>
+</blockquote>
<p>Specifying both -t and -s will have no effect. If no plant IDs are specified,
all valid plant IDs will be listed.</p>
</div>
</div>
-<div class="section" id="tidlers">
-<h2><a class="toc-backref" href="#id101">tidlers</a></h2>
-<p>Toggle between all possible positions where the idlers count can be placed.</p>
-</div>
-<div class="section" id="twaterlvl">
-<h2><a class="toc-backref" href="#id102">twaterlvl</a></h2>
-<p>Toggle between displaying/not displaying liquid depth as numbers.</p>
-</div>
-<div class="section" id="job">
-<h2><a class="toc-backref" href="#id103">job</a></h2>
-<p>Command for general job query and manipulation.</p>
-<dl class="docutils">
-<dt>Options:</dt>
-<dd><ul class="first last simple">
-<li>no extra options - Print details of the current job. The job can be selected
-in a workshop, or the unit/jobs screen.</li>
-<li>list - Print details of all jobs in the selected workshop.</li>
-<li>item-material &lt;item-idx&gt; &lt;material[:subtoken]&gt; - Replace the exact material
-id in the job item.</li>
-<li>item-type &lt;item-idx&gt; &lt;type[:subtype]&gt; - Replace the exact item type id in
-the job item.</li>
-</ul>
-</dd>
-</dl>
-</div>
-<div class="section" id="job-material">
-<h2><a class="toc-backref" href="#id104">job-material</a></h2>
-<p>Alter the material of the selected job.</p>
-<p>Invoked as: job-material &lt;inorganic-token&gt;</p>
-<dl class="docutils">
-<dt>Intended to be used as a keybinding:</dt>
-<dd><ul class="first last simple">
-<li>In 'q' mode, when a job is highlighted within a workshop or furnace,
-changes the material of the job. Only inorganic materials can be used
-in this mode.</li>
-<li>In 'b' mode, during selection of building components positions the cursor
-over the first available choice with the matching material.</li>
-</ul>
-</dd>
-</dl>
-</div>
-<div class="section" id="job-duplicate">
-<h2><a class="toc-backref" href="#id105">job-duplicate</a></h2>
-<dl class="docutils">
-<dt>Duplicate the selected job in a workshop:</dt>
-<dd><ul class="first last simple">
-<li>In 'q' mode, when a job is highlighted within a workshop or furnace building,
-instantly duplicates the job.</li>
-</ul>
-</dd>
-</dl>
-</div>
-<div class="section" id="keybinding">
-<h2><a class="toc-backref" href="#id106">keybinding</a></h2>
-<p>Manages DFHack keybindings.</p>
-<p>Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.</p>
-<div class="section" id="id17">
-<h3><a class="toc-backref" href="#id107">Options</a></h3>
+<div class="section" id="cleanup-and-garbage-disposal">
+<h2><a class="toc-backref" href="#id68">Cleanup and garbage disposal</a></h2>
+<div class="section" id="clean">
+<h3><a class="toc-backref" href="#id69">clean</a></h3>
+<p>Cleans all the splatter that get scattered all over the map, items and
+creatures. In an old fortress, this can significantly reduce FPS lag. It can
+also spoil your !!FUN!!, so think before you use it.</p>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name" colspan="2">keybinding list &lt;key&gt;:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">List bindings active for the key combination.</td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">keybinding clear &lt;key&gt; &lt;key&gt;...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Remove bindings for the specified keys.</td>
+<tr class="field"><th class="field-name">map:</th><td class="field-body">Clean the map tiles. By default, it leaves mud and snow alone.</td>
</tr>
-<tr class="field"><th class="field-name" colspan="2">keybinding add &lt;key&gt; &quot;cmdline&quot; &quot;cmdline&quot;...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Add bindings for the specified
-key.</td>
+<tr class="field"><th class="field-name">units:</th><td class="field-body">Clean the creatures. Will also clean hostiles.</td>
</tr>
-<tr class="field"><th class="field-name" colspan="2">keybinding set &lt;key&gt; &quot;cmdline&quot; &quot;cmdline&quot;...:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Clear, and then add bindings for
-the specified key.</td>
+<tr class="field"><th class="field-name">items:</th><td class="field-body">Clean all the items. Even a poisoned blade.</td>
</tr>
</tbody>
</table>
-<p>When multiple commands are bound to the same key combination, DFHack selects
-the first applicable one. Later 'add' commands, and earlier entries within one
-'add' command have priority. Commands that are not specifically intended for use
-as a hotkey are always considered applicable.</p>
-</div>
-</div>
-<div class="section" id="liquids">
-<h2><a class="toc-backref" href="#id108">liquids</a></h2>
-<p>Allows adding magma, water and obsidian to the game. It replaces the normal
-dfhack command line and can't be used from a hotkey. Settings will be remembered
-as long as dfhack runs. Intended for use in combination with the command
-liquids-here (which can be bound to a hotkey).</p>
-<p>For more information, refer to the command's internal help.</p>
-<div class="note">
-<p class="first admonition-title">Note</p>
-<p class="last">Spawning and deleting liquids can F up pathing data and
-temperatures (creating heat traps). You've been warned.</p>
-</div>
-</div>
-<div class="section" id="liquids-here">
-<h2><a class="toc-backref" href="#id109">liquids-here</a></h2>
-<p>Run the liquid spawner with the current/last settings made in liquids (if no
-settings in liquids were made it paints a point of 7/7 magma by default).</p>
-<p>Intended to be used as keybinding. Requires an active in-game cursor.</p>
-</div>
-<div class="section" id="mode">
-<h2><a class="toc-backref" href="#id110">mode</a></h2>
-<p>This command lets you see and change the game mode directly.
-Not all combinations are good for every situation and most of them will
-produce undesirable results. There are a few good ones though.</p>
-<div class="admonition-example admonition">
-<p class="first admonition-title">Example</p>
-<p class="last">You are in fort game mode, managing your fortress and paused.
-You switch to the arena game mode, <em>assume control of a creature</em> and then
-switch to adventure game mode(1).
-You just lost a fortress and gained an adventurer.
-You could also do this.
-You are in fort game mode, managing your fortress and paused at the esc menu.
-You switch to the adventure game mode, then use Dfusion to <em>assume control of a creature</em> and then
-save or retire.
-You just created a returnable mountain home and gained an adventurer.</p>
-</div>
-<p>I take no responsibility of anything that happens as a result of using this tool</p>
-</div>
-<div class="section" id="extirpate">
-<h2><a class="toc-backref" href="#id111">extirpate</a></h2>
-<p>A tool for getting rid of trees and shrubs. By default, it only kills
-a tree/shrub under the cursor. The plants are turned into ashes instantly.</p>
-<div class="section" id="id18">
-<h3><a class="toc-backref" href="#id112">Options</a></h3>
+</blockquote>
+<p>Extra options for 'map':</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name">shrubs:</th><td class="field-body">affect all shrubs on the map</td>
-</tr>
-<tr class="field"><th class="field-name">trees:</th><td class="field-body">affect all trees on the map</td>
+<tr class="field"><th class="field-name">mud:</th><td class="field-body">Remove mud in addition to the normal stuff.</td>
</tr>
-<tr class="field"><th class="field-name">all:</th><td class="field-body">affect every plant!</td>
+<tr class="field"><th class="field-name">snow:</th><td class="field-body">Also remove snow coverings.</td>
</tr>
</tbody>
</table>
+</blockquote>
</div>
+<div class="section" id="spotclean">
+<h3><a class="toc-backref" href="#id70">spotclean</a></h3>
+<p>Works like 'clean map snow mud', but only for the tile under the cursor. Ideal
+if you want to keep that bloody entrance 'clean map' would clean up.</p>
</div>
-<div class="section" id="grow">
-<h2><a class="toc-backref" href="#id113">grow</a></h2>
-<p>Makes all saplings present on the map grow into trees (almost) instantly.</p>
-</div>
-<div class="section" id="immolate">
-<h2><a class="toc-backref" href="#id114">immolate</a></h2>
-<p>Very similar to extirpate, but additionally sets the plants on fire. The fires
-can and <em>will</em> spread ;)</p>
-</div>
-<div class="section" id="probe">
-<h2><a class="toc-backref" href="#id115">probe</a></h2>
-<p>Can be used to determine tile properties like temperature.</p>
-</div>
-<div class="section" id="prospect">
-<h2><a class="toc-backref" href="#id116">prospect</a></h2>
-<p>Prints a big list of all the present minerals and plants. By default, only
-the visible part of the map is scanned.</p>
-<div class="section" id="id19">
-<h3><a class="toc-backref" href="#id117">Options</a></h3>
+<div class="section" id="autodump">
+<h3><a class="toc-backref" href="#id71">autodump</a></h3>
+<p>This utility lets you quickly move all items designated to be dumped.
+Items are instantly moved to the cursor position, the dump flag is unset,
+and the forbid flag is set, as if it had been dumped normally.
+Be aware that any active dump item tasks still point at the item.</p>
+<p>Cursor must be placed on a floor tile so the items can be dumped there.</p>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name">all:</th><td class="field-body">Scan the whole map, as if it was revealed.</td>
+<tr class="field"><th class="field-name">destroy:</th><td class="field-body">Destroy instead of dumping. Doesn't require a cursor.</td>
</tr>
-<tr class="field"><th class="field-name">value:</th><td class="field-body">Show material value in the output. Most useful for gems.</td>
+<tr class="field"><th class="field-name">destroy-here:</th><td class="field-body">Destroy items only under the cursor.</td>
</tr>
-<tr class="field"><th class="field-name">hell:</th><td class="field-body">Show the Z range of HFS tubes. Implies 'all'.</td>
+<tr class="field"><th class="field-name">visible:</th><td class="field-body">Only process items that are not hidden.</td>
</tr>
-</tbody>
-</table>
-</div>
-<div class="section" id="pre-embark-estimate">
-<h3><a class="toc-backref" href="#id118">Pre-embark estimate</a></h3>
-<p>If called during the embark selection screen, displays an estimate of layer
-stone availability. If the 'all' option is specified, also estimates veins.
-The estimate is computed either for 1 embark tile of the blinking biome, or
-for all tiles of the embark rectangle.</p>
-</div>
-<div class="section" id="id20">
-<h3><a class="toc-backref" href="#id119">Options</a></h3>
-<table class="docutils field-list" frame="void" rules="none">
-<col class="field-name" />
-<col class="field-body" />
-<tbody valign="top">
-<tr class="field"><th class="field-name">all:</th><td class="field-body">processes all tiles, even hidden ones.</td>
+<tr class="field"><th class="field-name">hidden:</th><td class="field-body">Only process hidden items.</td>
+</tr>
+<tr class="field"><th class="field-name">forbidden:</th><td class="field-body">Only process forbidden items (default: only unforbidden).</td>
</tr>
</tbody>
</table>
+</blockquote>
</div>
+<div class="section" id="autodump-destroy-here">
+<h3><a class="toc-backref" href="#id72">autodump-destroy-here</a></h3>
+<p>Destroy items marked for dumping under cursor. Identical to autodump
+destroy-here, but intended for use as keybinding.</p>
</div>
-<div class="section" id="regrass">
-<h2><a class="toc-backref" href="#id120">regrass</a></h2>
-<p>Regrows grass. Not much to it ;)</p>
+<div class="section" id="autodump-destroy-item">
+<h3><a class="toc-backref" href="#id73">autodump-destroy-item</a></h3>
+<p>Destroy the selected item. The item may be selected in the 'k' list, or inside
+a container. If called again before the game is resumed, cancels destroy.</p>
</div>
-<div class="section" id="rename">
-<h2><a class="toc-backref" href="#id121">rename</a></h2>
-<p>Allows renaming various things.</p>
-<div class="section" id="id21">
-<h3><a class="toc-backref" href="#id122">Options</a></h3>
+<div class="section" id="cleanowned">
+<h3><a class="toc-backref" href="#id74">cleanowned</a></h3>
+<p>Confiscates items owned by dwarfs. By default, owned food on the floor
+and rotten items are confistacted and dumped.</p>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name" colspan="2">rename squad &lt;index&gt; &quot;name&quot;:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Rename squad by index to 'name'.</td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">rename hotkey &lt;index&gt; &quot;name&quot;:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Rename hotkey by index. This allows assigning
-longer commands to the DF hotkeys.</td>
-</tr>
-<tr class="field"><th class="field-name" colspan="2">rename unit &quot;nickname&quot;:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Rename a unit/creature highlighted in the DF user
-interface.</td>
+<tr class="field"><th class="field-name">all:</th><td class="field-body">confiscate all owned items</td>
</tr>
-<tr class="field"><th class="field-name" colspan="2">rename unit-profession &quot;custom profession&quot;:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Change proffession name of the
-highlighted unit/creature.</td>
+<tr class="field"><th class="field-name">scattered:</th><td class="field-body">confiscated and dump all items scattered on the floor</td>
</tr>
-<tr class="field"><th class="field-name" colspan="2">rename building &quot;name&quot;:</th></tr>
-<tr class="field"><td>&nbsp;</td><td class="field-body">Set a custom name for the selected building.
-The building must be one of stockpile, workshop, furnace, trap or siege engine.</td>
+<tr class="field"><th class="field-name">x:</th><td class="field-body">confiscate/dump items with wear level 'x' and more</td>
</tr>
-</tbody>
-</table>
-</div>
-</div>
-<div class="section" id="reveal">
-<h2><a class="toc-backref" href="#id123">reveal</a></h2>
-<p>This reveals the map. By default, HFS will remain hidden so that the demons
-don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed,
-you won't be able to unpause until you hide the map again. If you really want
-to unpause with hell revealed, use 'reveal demons'.</p>
-<p>Reveal also works in adventure mode, but any of its effects are negated once
-you move. When you use it this way, you don't need to run 'unreveal'.</p>
-</div>
-<div class="section" id="unreveal">
-<h2><a class="toc-backref" href="#id124">unreveal</a></h2>
-<p>Reverts the effects of 'reveal'.</p>
-</div>
-<div class="section" id="revtoggle">
-<h2><a class="toc-backref" href="#id125">revtoggle</a></h2>
-<p>Switches between 'reveal' and 'unreveal'.</p>
-</div>
-<div class="section" id="revflood">
-<h2><a class="toc-backref" href="#id126">revflood</a></h2>
-<p>This command will hide the whole map and then reveal all the tiles that have
-a path to the in-game cursor.</p>
-</div>
-<div class="section" id="revforget">
-<h2><a class="toc-backref" href="#id127">revforget</a></h2>
-<p>When you use reveal, it saves information about what was/wasn't visible before
-revealing everything. Unreveal uses this information to hide things again.
-This command throws away the information. For example, use in cases where
-you abandoned with the fort revealed and no longer want the data.</p>
-</div>
-<div class="section" id="lair">
-<h2><a class="toc-backref" href="#id128">lair</a></h2>
-<p>This command allows you to mark the map as 'monster lair', preventing item
-scatter on abandon. When invoked as 'lair reset', it does the opposite.</p>
-<p>Unlike reveal, this command doesn't save the information about tiles - you
-won't be able to restore state of real monster lairs using 'lair reset'.</p>
-<div class="section" id="id22">
-<h3><a class="toc-backref" href="#id129">Options</a></h3>
-<table class="docutils field-list" frame="void" rules="none">
-<col class="field-name" />
-<col class="field-body" />
-<tbody valign="top">
-<tr class="field"><th class="field-name">lair:</th><td class="field-body">Mark the map as monster lair</td>
+<tr class="field"><th class="field-name">X:</th><td class="field-body">confiscate/dump items with wear level 'X' and more</td>
</tr>
-<tr class="field"><th class="field-name">lair reset:</th><td class="field-body">Mark the map as ordinary (not lair)</td>
+<tr class="field"><th class="field-name">dryrun:</th><td class="field-body">a dry run. combine with other options to see what will happen
+without it actually happening.</td>
</tr>
</tbody>
</table>
-</div>
-</div>
-<div class="section" id="seedwatch">
-<h2><a class="toc-backref" href="#id130">seedwatch</a></h2>
-<p>Tool for turning cooking of seeds and plants on/off depending on how much you
-have of them.</p>
-<p>See 'seedwatch help' for detailed description.</p>
-</div>
-<div class="section" id="showmood">
-<h2><a class="toc-backref" href="#id131">showmood</a></h2>
-<p>Shows all items needed for the currently active strange mood.</p>
-</div>
-<div class="section" id="copystock">
-<h2><a class="toc-backref" href="#id132">copystock</a></h2>
-<p>Copies the parameters of the currently highlighted stockpile to the custom
-stockpile settings and switches to custom stockpile placement mode, effectively
-allowing you to copy/paste stockpiles easily.</p>
-</div>
-<div class="section" id="ssense-stonesense">
-<h2><a class="toc-backref" href="#id133">ssense / stonesense</a></h2>
-<p>An isometric visualizer that runs in a second window. This requires working
-graphics acceleration and at least a dual core CPU (otherwise it will slow
-down DF).</p>
-<p>All the data resides in the 'stonesense' directory. For detailed instructions,
-see stonesense/README.txt</p>
-<p>Compatible with Windows &gt; XP SP3 and most modern Linux distributions.</p>
-<p>Older versions, support and extra graphics can be found in the bay12 forum
-thread: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=43260.0">http://www.bay12forums.com/smf/index.php?topic=43260.0</a></p>
-<p>Some additional resources:
-<a class="reference external" href="http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository">http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository</a></p>
-</div>
-<div class="section" id="tiletypes">
-<h2><a class="toc-backref" href="#id134">tiletypes</a></h2>
-<p>Can be used for painting map tiles and is an interactive command, much like
-liquids.</p>
-<p>The tool works with two set of options and a brush. The brush determines which
-tiles will be processed. First set of options is the filter, which can exclude
-some of the tiles from the brush by looking at the tile properties. The second
-set of options is the paint - this determines how the selected tiles are
-changed.</p>
-<p>Both paint and filter can have many different properties including things like
-general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL,
-etc.), state of 'designated', 'hidden' and 'light' flags.</p>
-<p>The properties of filter and paint can be partially defined. This means that
-you can for example do something like this:</p>
-<pre class="literal-block">
-filter material STONE
-filter shape FORTIFICATION
-paint shape FLOOR
-</pre>
-<p>This will turn all stone fortifications into floors, preserving the material.</p>
-<p>Or this:</p>
-<pre class="literal-block">
-filter shape FLOOR
-filter material MINERAL
-paint shape WALL
-</pre>
-<p>Turning mineral vein floors back into walls.</p>
-<p>The tool also allows tweaking some tile flags:</p>
-<p>Or this:</p>
-<pre class="literal-block">
-paint hidden 1
-paint hidden 0
-</pre>
-<p>This will hide previously revealed tiles (or show hidden with the 0 option).</p>
-<p>Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword:</p>
-<pre class="literal-block">
-paint hidden ANY
-paint shape ANY
-filter material any
-filter shape any
-filter any
-</pre>
+</blockquote>
+<p>Example:</p>
+<blockquote>
<dl class="docutils">
-<dt>You can use several different brushes for painting tiles:</dt>
-<dd><ul class="first last simple">
-<li>Point. (point)</li>
-<li>Rectangular range. (range)</li>
-<li>A column ranging from current cursor to the first solid tile above. (column)</li>
-<li>DF map block - 16x16 tiles, in a regular grid. (block)</li>
-</ul>
-</dd>
+<dt><tt class="docutils literal">cleanowned scattered X</tt></dt>
+<dd>This will confiscate rotten and dropped food, garbage on the floors and any
+worn items with 'X' damage and above.</dd>
</dl>
-<p>Example:</p>
-<pre class="literal-block">
-range 10 10 1
-</pre>
-<p>This will change the brush to a rectangle spanning 10x10 tiles on one z-level.
-The range starts at the position of the cursor and goes to the east, south and
-up.</p>
-<p>For more details, see the 'help' command while using this.</p>
+</blockquote>
</div>
-<div class="section" id="tiletypes-commands">
-<h2><a class="toc-backref" href="#id135">tiletypes-commands</a></h2>
-<p>Runs tiletypes commands, separated by ;. This makes it possible to change
-tiletypes modes from a hotkey.</p>
</div>
-<div class="section" id="tiletypes-here">
-<h2><a class="toc-backref" href="#id136">tiletypes-here</a></h2>
-<p>Apply the current tiletypes options at the in-game cursor position, including
-the brush. Can be used from a hotkey.</p>
+<div class="section" id="bugfixes">
+<h2><a class="toc-backref" href="#id75">Bugfixes</a></h2>
+<div class="section" id="drybuckets">
+<h3><a class="toc-backref" href="#id76">drybuckets</a></h3>
+<p>This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.</p>
</div>
-<div class="section" id="tiletypes-here-point">
-<h2><a class="toc-backref" href="#id137">tiletypes-here-point</a></h2>
-<p>Apply the current tiletypes options at the in-game cursor position to a single
-tile. Can be used from a hotkey.</p>
+<div class="section" id="fixdiplomats">
+<h3><a class="toc-backref" href="#id77">fixdiplomats</a></h3>
+<p>Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose
+tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring
+about excess tree cutting. This command adds a Diplomat position to all Elven
+civilizations, allowing them to negotiate tree cutting quotas (and allowing you
+to violate them and potentially start wars) in case you haven't already modified
+your raws accordingly.</p>
+</div>
+<div class="section" id="fixmerchants">
+<h3><a class="toc-backref" href="#id78">fixmerchants</a></h3>
+<p>This command adds the Guild Representative position to all Human civilizations,
+allowing them to make trade agreements (just as they did back in 0.28.181.40d
+and earlier) in case you haven't already modified your raws accordingly.</p>
+</div>
+<div class="section" id="fixveins">
+<h3><a class="toc-backref" href="#id79">fixveins</a></h3>
+<p>Removes invalid references to mineral inclusions and restores missing ones.
+Use this if you broke your embark with tools like tiletypes, or if you
+accidentally placed a construction on top of a valuable mineral floor.</p>
</div>
<div class="section" id="tweak">
-<h2><a class="toc-backref" href="#id138">tweak</a></h2>
+<h3><a class="toc-backref" href="#id80">tweak</a></h3>
<p>Contains various tweaks for minor bugs (currently just one).</p>
-<div class="section" id="id23">
-<h3><a class="toc-backref" href="#id139">Options</a></h3>
+<p>Options:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -1716,186 +1721,127 @@ reagents.</td>
</table>
</div>
</div>
-<div class="section" id="tubefill">
-<h2><a class="toc-backref" href="#id140">tubefill</a></h2>
-<p>Fills all the adamantine veins again. Veins that were empty will be filled in
-too, but might still trigger a demon invasion (this is a known bug).</p>
-</div>
-<div class="section" id="digv">
-<h2><a class="toc-backref" href="#id141">digv</a></h2>
-<p>Designates a whole vein for digging. Requires an active in-game cursor placed
-over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs
-between the same-material tiles).</p>
-</div>
-<div class="section" id="digvx">
-<h2><a class="toc-backref" href="#id142">digvx</a></h2>
-<p>A permanent alias for 'digv x'.</p>
-</div>
-<div class="section" id="digl">
-<h2><a class="toc-backref" href="#id143">digl</a></h2>
-<p>Designates layer stone for digging. Requires an active in-game cursor placed
-over a layer stone tile. With the 'x' option, it will traverse z-levels
-(putting stairs between the same-material tiles). With the 'undo' option it
-will remove the dig designation instead (if you realize that digging out a 50
-z-level deep layer was not such a good idea after all).</p>
-</div>
-<div class="section" id="diglx">
-<h2><a class="toc-backref" href="#id144">diglx</a></h2>
-<p>A permanent alias for 'digl x'.</p>
-</div>
-<div class="section" id="digexp">
-<h2><a class="toc-backref" href="#id145">digexp</a></h2>
-<p>This command can be used for exploratory mining.</p>
-<p>See: <a class="reference external" href="http://df.magmawiki.com/index.php/DF2010:Exploratory_mining">http://df.magmawiki.com/index.php/DF2010:Exploratory_mining</a></p>
-<p>There are two variables that can be set: pattern and filter.</p>
-<div class="section" id="patterns">
-<h3><a class="toc-backref" href="#id146">Patterns:</a></h3>
+<div class="section" id="mode-switch-and-reclaim">
+<h2><a class="toc-backref" href="#id81">Mode switch and reclaim</a></h2>
+<div class="section" id="lair">
+<h3><a class="toc-backref" href="#id82">lair</a></h3>
+<p>This command allows you to mark the map as 'monster lair', preventing item
+scatter on abandon. When invoked as 'lair reset', it does the opposite.</p>
+<p>Unlike reveal, this command doesn't save the information about tiles - you
+won't be able to restore state of real monster lairs using 'lair reset'.</p>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
-<tr class="field"><th class="field-name">diag5:</th><td class="field-body">diagonals separated by 5 tiles</td>
-</tr>
-<tr class="field"><th class="field-name">diag5r:</th><td class="field-body">diag5 rotated 90 degrees</td>
-</tr>
-<tr class="field"><th class="field-name">ladder:</th><td class="field-body">A 'ladder' pattern</td>
-</tr>
-<tr class="field"><th class="field-name">ladderr:</th><td class="field-body">ladder rotated 90 degrees</td>
-</tr>
-<tr class="field"><th class="field-name">clear:</th><td class="field-body">Just remove all dig designations</td>
+<tr class="field"><th class="field-name">lair:</th><td class="field-body">Mark the map as monster lair</td>
</tr>
-<tr class="field"><th class="field-name">cross:</th><td class="field-body">A cross, exactly in the middle of the map.</td>
+<tr class="field"><th class="field-name">lair reset:</th><td class="field-body">Mark the map as ordinary (not lair)</td>
</tr>
</tbody>
</table>
+</blockquote>
</div>
-<div class="section" id="filters">
-<h3><a class="toc-backref" href="#id147">Filters:</a></h3>
-<table class="docutils field-list" frame="void" rules="none">
-<col class="field-name" />
-<col class="field-body" />
-<tbody valign="top">
-<tr class="field"><th class="field-name">all:</th><td class="field-body">designate whole z-level</td>
-</tr>
-<tr class="field"><th class="field-name">hidden:</th><td class="field-body">designate only hidden tiles of z-level (default)</td>
-</tr>
-<tr class="field"><th class="field-name">designated:</th><td class="field-body">Take current designation and apply pattern to it.</td>
-</tr>
-</tbody>
-</table>
-<p>After you have a pattern set, you can use 'expdig' to apply it again.</p>
+<div class="section" id="mode">
+<h3><a class="toc-backref" href="#id83">mode</a></h3>
+<p>This command lets you see and change the game mode directly.
+Not all combinations are good for every situation and most of them will
+produce undesirable results. There are a few good ones though.</p>
+<div class="admonition-example admonition">
+<p class="first admonition-title">Example</p>
+<p class="last">You are in fort game mode, managing your fortress and paused.
+You switch to the arena game mode, <em>assume control of a creature</em> and then
+switch to adventure game mode(1).
+You just lost a fortress and gained an adventurer.
+You could also do this.
+You are in fort game mode, managing your fortress and paused at the esc menu.
+You switch to the adventure game mode, then use Dfusion to <em>assume control of a creature</em> and then
+save or retire.
+You just created a returnable mountain home and gained an adventurer.</p>
</div>
-<div class="section" id="id24">
-<h3><a class="toc-backref" href="#id148">Examples:</a></h3>
-<dl class="docutils">
-<dt>designate the diagonal 5 patter over all hidden tiles:</dt>
-<dd><ul class="first last simple">
-<li>expdig diag5 hidden</li>
-</ul>
-</dd>
-<dt>apply last used pattern and filter:</dt>
-<dd><ul class="first last simple">
-<li>expdig</li>
-</ul>
-</dd>
-<dt>Take current designations and replace them with the ladder pattern:</dt>
-<dd><ul class="first last simple">
-<li>expdig ladder designated</li>
-</ul>
-</dd>
-</dl>
+<p>I take no responsibility of anything that happens as a result of using this tool</p>
</div>
</div>
-<div class="section" id="digcircle">
-<h2><a class="toc-backref" href="#id149">digcircle</a></h2>
-<p>A command for easy designation of filled and hollow circles.
-It has several types of options.</p>
-<div class="section" id="shape">
-<h3><a class="toc-backref" href="#id150">Shape:</a></h3>
-<table class="docutils field-list" frame="void" rules="none">
-<col class="field-name" />
-<col class="field-body" />
-<tbody valign="top">
-<tr class="field"><th class="field-name">hollow:</th><td class="field-body">Set the circle to hollow (default)</td>
-</tr>
-<tr class="field"><th class="field-name">filled:</th><td class="field-body">Set the circle to filled</td>
-</tr>
-<tr class="field"><th class="field-name">#:</th><td class="field-body">Diameter in tiles (default = 0, does nothing)</td>
-</tr>
-</tbody>
-</table>
+<div class="section" id="visualizer-and-data-export">
+<h2><a class="toc-backref" href="#id84">Visualizer and data export</a></h2>
+<div class="section" id="ssense-stonesense">
+<h3><a class="toc-backref" href="#id85">ssense / stonesense</a></h3>
+<p>An isometric visualizer that runs in a second window. This requires working
+graphics acceleration and at least a dual core CPU (otherwise it will slow
+down DF).</p>
+<p>All the data resides in the 'stonesense' directory. For detailed instructions,
+see stonesense/README.txt</p>
+<p>Compatible with Windows &gt; XP SP3 and most modern Linux distributions.</p>
+<p>Older versions, support and extra graphics can be found in the bay12 forum
+thread: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=43260.0">http://www.bay12forums.com/smf/index.php?topic=43260.0</a></p>
+<p>Some additional resources:
+<a class="reference external" href="http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository">http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository</a></p>
</div>
-<div class="section" id="action">
-<h3><a class="toc-backref" href="#id151">Action:</a></h3>
-<table class="docutils field-list" frame="void" rules="none">
-<col class="field-name" />
-<col class="field-body" />
-<tbody valign="top">
-<tr class="field"><th class="field-name">set:</th><td class="field-body">Set designation (default)</td>
-</tr>
-<tr class="field"><th class="field-name">unset:</th><td class="field-body">Unset current designation</td>
-</tr>
-<tr class="field"><th class="field-name">invert:</th><td class="field-body">Invert designations already present</td>
-</tr>
-</tbody>
-</table>
+<div class="section" id="mapexport">
+<h3><a class="toc-backref" href="#id86">mapexport</a></h3>
+<p>Export the current loaded map as a file. This will be eventually usable
+with visualizers.</p>
+<p>dwarfexport
+----------=
+Export dwarves to RuneSmith-compatible XML.</p>
</div>
-<div class="section" id="designation-types">
-<h3><a class="toc-backref" href="#id152">Designation types:</a></h3>
-<table class="docutils field-list" frame="void" rules="none">
-<col class="field-name" />
-<col class="field-body" />
-<tbody valign="top">
-<tr class="field"><th class="field-name">dig:</th><td class="field-body">Normal digging designation (default)</td>
-</tr>
-<tr class="field"><th class="field-name">ramp:</th><td class="field-body">Ramp digging</td>
-</tr>
-<tr class="field"><th class="field-name">ustair:</th><td class="field-body">Staircase up</td>
-</tr>
-<tr class="field"><th class="field-name">dstair:</th><td class="field-body">Staircase down</td>
-</tr>
-<tr class="field"><th class="field-name">xstair:</th><td class="field-body">Staircase up/down</td>
-</tr>
-<tr class="field"><th class="field-name">chan:</th><td class="field-body">Dig channel</td>
-</tr>
-</tbody>
-</table>
-<p>After you have set the options, the command called with no options
-repeats with the last selected parameters.</p>
</div>
-<div class="section" id="id25">
-<h3><a class="toc-backref" href="#id153">Examples:</a></h3>
+<div class="section" id="job-management">
+<h2><a class="toc-backref" href="#id87">Job management</a></h2>
+<div class="section" id="job">
+<h3><a class="toc-backref" href="#id88">job</a></h3>
+<p>Command for general job query and manipulation.</p>
+<dl class="docutils">
+<dt>Options:</dt>
+<dd><dl class="first last docutils">
+<dt><em>no extra options</em></dt>
+<dd>Print details of the current job. The job can be selected
+in a workshop, or the unit/jobs screen.</dd>
+<dt><strong>list</strong></dt>
+<dd>Print details of all jobs in the selected workshop.</dd>
+<dt><strong>item-material &lt;item-idx&gt; &lt;material[:subtoken]&gt;</strong></dt>
+<dd>Replace the exact material id in the job item.</dd>
+<dt><strong>item-type &lt;item-idx&gt; &lt;type[:subtype]&gt;</strong></dt>
+<dd>Replace the exact item type id in the job item.</dd>
+</dl>
+</dd>
+</dl>
+</div>
+<div class="section" id="job-material">
+<h3><a class="toc-backref" href="#id89">job-material</a></h3>
+<p>Alter the material of the selected job.</p>
+<p>Invoked as:</p>
+<pre class="literal-block">
+job-material &lt;inorganic-token&gt;
+</pre>
+<p>Intended to be used as a keybinding:</p>
+<blockquote>
<ul class="simple">
-<li>'digcircle filled 3' = Dig a filled circle with radius = 3.</li>
-<li>'digcircle' = Do it again.</li>
+<li>In 'q' mode, when a job is highlighted within a workshop or furnace,
+changes the material of the job. Only inorganic materials can be used
+in this mode.</li>
+<li>In 'b' mode, during selection of building components positions the cursor
+over the first available choice with the matching material.</li>
</ul>
+</blockquote>
</div>
-</div>
-<div class="section" id="weather">
-<h2><a class="toc-backref" href="#id154">weather</a></h2>
-<p>Prints the current weather map by default.</p>
-<p>Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.</p>
-<div class="section" id="id26">
-<h3><a class="toc-backref" href="#id155">Options:</a></h3>
-<table class="docutils field-list" frame="void" rules="none">
-<col class="field-name" />
-<col class="field-body" />
-<tbody valign="top">
-<tr class="field"><th class="field-name">snow:</th><td class="field-body">make it snow everywhere.</td>
-</tr>
-<tr class="field"><th class="field-name">rain:</th><td class="field-body">make it rain.</td>
-</tr>
-<tr class="field"><th class="field-name">clear:</th><td class="field-body">clear the sky.</td>
-</tr>
-</tbody>
-</table>
-</div>
+<div class="section" id="job-duplicate">
+<h3><a class="toc-backref" href="#id90">job-duplicate</a></h3>
+<dl class="docutils">
+<dt>Duplicate the selected job in a workshop:</dt>
+<dd><ul class="first last simple">
+<li>In 'q' mode, when a job is highlighted within a workshop or furnace building,
+instantly duplicates the job.</li>
+</ul>
+</dd>
+</dl>
</div>
<div class="section" id="workflow">
-<h2><a class="toc-backref" href="#id156">workflow</a></h2>
+<h3><a class="toc-backref" href="#id91">workflow</a></h3>
<p>Manage control of repeat jobs.</p>
-<div class="section" id="id27">
-<h3><a class="toc-backref" href="#id157">Usage</a></h3>
+<p>Usage:</p>
+<blockquote>
<dl class="docutils">
<dt><tt class="docutils literal">workflow enable <span class="pre">[option...],</span> workflow disable <span class="pre">[option...]</span></tt></dt>
<dd><p class="first">If no options are specified, enables or disables the plugin.
@@ -1914,9 +1860,9 @@ Otherwise, enables or disables any of the following options:</p>
<dt><tt class="docutils literal">workflow unlimit <span class="pre">&lt;constraint-spec&gt;</span></tt></dt>
<dd>Delete a constraint.</dd>
</dl>
-</div>
+</blockquote>
<div class="section" id="function">
-<h3><a class="toc-backref" href="#id158">Function</a></h3>
+<h4><a class="toc-backref" href="#id92">Function</a></h4>
<p>When the plugin is enabled, it protects all repeat jobs from removal.
If they do disappear due to any cause, they are immediately re-added to their
workshop and suspended.</p>
@@ -1927,7 +1873,7 @@ the amount has to drop before jobs are resumed; this is intended to reduce
the frequency of jobs being toggled.</p>
</div>
<div class="section" id="constraint-examples">
-<h3><a class="toc-backref" href="#id159">Constraint examples</a></h3>
+<h4><a class="toc-backref" href="#id93">Constraint examples</a></h4>
<p>Keep metal bolts within 900-1000, and wood/bone within 150-200.</p>
<pre class="literal-block">
workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
@@ -1964,20 +1910,20 @@ command.
</pre>
</div>
</div>
-<div class="section" id="mapexport">
-<h2><a class="toc-backref" href="#id160">mapexport</a></h2>
-<p>Export the current loaded map as a file. This will be eventually usable
-with visualizers.</p>
</div>
-<div class="section" id="dwarfexport">
-<h2><a class="toc-backref" href="#id161">dwarfexport</a></h2>
-<p>Export dwarves to RuneSmith-compatible XML.</p>
+<div class="section" id="fortress-activity-management">
+<h2><a class="toc-backref" href="#id94">Fortress activity management</a></h2>
+<div class="section" id="seedwatch">
+<h3><a class="toc-backref" href="#id95">seedwatch</a></h3>
+<p>Tool for turning cooking of seeds and plants on/off depending on how much you
+have of them.</p>
+<p>See 'seedwatch help' for detailed description.</p>
</div>
<div class="section" id="zone">
-<h2><a class="toc-backref" href="#id162">zone</a></h2>
+<h3><a class="toc-backref" href="#id96">zone</a></h3>
<p>Helps a bit with managing activity zones (pens, pastures and pits) and cages.</p>
-<div class="section" id="id28">
-<h3><a class="toc-backref" href="#id163">Options:</a></h3>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -2014,9 +1960,9 @@ the cursor are listed.</td>
</tr>
</tbody>
</table>
-</div>
-<div class="section" id="id29">
-<h3><a class="toc-backref" href="#id164">Filters:</a></h3>
+</blockquote>
+<p>Filters:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -2071,9 +2017,9 @@ for war/hunt). Negatable.</td>
</tr>
</tbody>
</table>
-</div>
+</blockquote>
<div class="section" id="usage-with-single-units">
-<h3><a class="toc-backref" href="#id165">Usage with single units</a></h3>
+<h4><a class="toc-backref" href="#id97">Usage with single units</a></h4>
<p>One convenient way to use the zone tool is to bind the command 'zone assign' to
a hotkey, maybe also the command 'zone set'. Place the in-game cursor over
a pen/pasture or pit, use 'zone set' to mark it. Then you can select units
@@ -2082,7 +2028,7 @@ and use 'zone assign' to assign them to their new home. Allows pitting your
own dwarves, by the way.</p>
</div>
<div class="section" id="usage-with-filters">
-<h3><a class="toc-backref" href="#id166">Usage with filters</a></h3>
+<h4><a class="toc-backref" href="#id98">Usage with filters</a></h4>
<p>All filters can be used together with the 'assign' command.</p>
<p>Restrictions: It's not possible to assign units who are inside built cages
or chained because in most cases that won't be desirable anyways.
@@ -2100,14 +2046,14 @@ are not properly added to your own stocks; slaughtering them should work).</p>
<p>Most filters can be negated (e.g. 'not grazer' -&gt; race is not a grazer).</p>
</div>
<div class="section" id="mass-renaming">
-<h3><a class="toc-backref" href="#id167">Mass-renaming</a></h3>
+<h4><a class="toc-backref" href="#id99">Mass-renaming</a></h4>
<p>Using the 'nick' command you can set the same nickname for multiple units.
If used without 'assign', 'all' or 'count' it will rename all units in the
current default target zone. Combined with 'assign', 'all' or 'count' (and
further optional filters) it will rename units matching the filter conditions.</p>
</div>
<div class="section" id="cage-zones">
-<h3><a class="toc-backref" href="#id168">Cage zones</a></h3>
+<h4><a class="toc-backref" href="#id100">Cage zones</a></h4>
<p>Using the 'tocages' command you can assign units to a set of cages, for example
a room next to your butcher shop(s). They will be spread evenly among available
cages to optimize hauling to and butchering from them. For this to work you need
@@ -2117,8 +2063,8 @@ all cages you want to use. Then use 'zone set' (like with 'assign') and use
would make no sense, but can be used together with 'nick' or 'remnick' and all
the usual filters.</p>
</div>
-<div class="section" id="id30">
-<h3><a class="toc-backref" href="#id169">Examples</a></h3>
+<div class="section" id="examples">
+<h4><a class="toc-backref" href="#id101">Examples</a></h4>
<dl class="docutils">
<dt><tt class="docutils literal">zone assign all own ALPACA minage 3 maxage 10</tt></dt>
<dd>Assign all own alpacas who are between 3 and 10 years old to the selected
@@ -2144,7 +2090,7 @@ on the current default zone.</dd>
</div>
</div>
<div class="section" id="autonestbox">
-<h2><a class="toc-backref" href="#id170">autonestbox</a></h2>
+<h3><a class="toc-backref" href="#id102">autonestbox</a></h3>
<p>Assigns unpastured female egg-layers to nestbox zones. Requires that you create
pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox
must be in the top left corner. Only 1 unit will be assigned per pen, regardless
@@ -2154,8 +2100,8 @@ to a 1x1 pasture is not a good idea. Only tame and domesticated own units are
processed since pasturing half-trained wild egglayers could destroy your neat
nestbox zones when they revert to wild. When called without options autonestbox
will instantly run once.</p>
-<div class="section" id="id31">
-<h3><a class="toc-backref" href="#id171">Options:</a></h3>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -2170,10 +2116,10 @@ frames between runs.</td>
</tr>
</tbody>
</table>
-</div>
+</blockquote>
</div>
<div class="section" id="autobutcher">
-<h2><a class="toc-backref" href="#id172">autobutcher</a></h2>
+<h3><a class="toc-backref" href="#id103">autobutcher</a></h3>
<p>Assigns lifestock for slaughter once it reaches a specific count. Requires that
you add the target race(s) to a watch list. Only tame units will be processed.</p>
<p>Named units will be completely ignored (to protect specific animals from
@@ -2186,8 +2132,8 @@ units or with 'zone nick' to mass-rename units in pastures and cages).</p>
Once you have too much kids, the youngest will be butchered first.
If you don't set any target count the following default will be used:
1 male kid, 5 female kids, 1 male adult, 5 female adults.</p>
-<div class="section" id="id32">
-<h3><a class="toc-backref" href="#id173">Options:</a></h3>
+<p>Options:</p>
+<blockquote>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@@ -2238,9 +2184,8 @@ for future entries.</td>
</tr>
</tbody>
</table>
-</div>
-<div class="section" id="id33">
-<h3><a class="toc-backref" href="#id174">Examples:</a></h3>
+</blockquote>
+<p>Examples:</p>
<p>You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female,
1 male) of the race alpaca. Once the kids grow up the oldest adults will get
slaughtered. Excess kids will get slaughtered starting with the youngest
@@ -2269,9 +2214,7 @@ add some new races with 'watch'. If you simply want to stop it completely use
<pre class="literal-block">
autobutcher unwatch ALPACA CAT
</pre>
-</div>
-<div class="section" id="note">
-<h3><a class="toc-backref" href="#id175">Note:</a></h3>
+<p><strong>Note:</strong></p>
<p>Settings and watchlist are stored in the savegame, so that you can have
different settings for each world. If you want to copy your watchlist to
another savegame you can use the command list_export:</p>
@@ -2283,9 +2226,8 @@ Load the savegame where you want to copy the settings to, run the batch file (fr
autobutcher.bat
</pre>
</div>
-</div>
<div class="section" id="autolabor">
-<h2><a class="toc-backref" href="#id176">autolabor</a></h2>
+<h3><a class="toc-backref" href="#id104">autolabor</a></h3>
<p>Automatically manage dwarf labors.</p>
<p>When enabled, autolabor periodically checks your dwarves and enables or
disables labors. It tries to keep as many dwarves as possible busy but
@@ -2297,8 +2239,90 @@ while it is enabled.</p>
</div>
<p>For detailed usage information, see 'help autolabor'.</p>
</div>
+</div>
+<div class="section" id="other">
+<h2><a class="toc-backref" href="#id105">Other</a></h2>
+<div class="section" id="catsplosion">
+<h3><a class="toc-backref" href="#id106">catsplosion</a></h3>
+<p>Makes cats just <em>multiply</em>. It is not a good idea to run this more than once or
+twice.</p>
+</div>
+<div class="section" id="dfusion">
+<h3><a class="toc-backref" href="#id107">dfusion</a></h3>
+<p>This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.</p>
+<p>See the bay12 thread for details: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=69682.15">http://www.bay12forums.com/smf/index.php?topic=69682.15</a></p>
+<p>Confirmed working DFusion plugins:</p>
+<table class="docutils field-list" frame="void" rules="none">
+<col class="field-name" />
+<col class="field-body" />
+<tbody valign="top">
+<tr class="field"><th class="field-name">simple_embark:</th><td class="field-body">allows changing the number of dwarves available on embark.</td>
+</tr>
+</tbody>
+</table>
+<div class="note">
+<p class="first admonition-title">Note</p>
+<ul class="last simple">
+<li>Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.</li>
+<li>This is currently working only on Windows.</li>
+<li>The game will be suspended while you're using dfusion. Don't panic when it doen't respond.</li>
+</ul>
+</div>
+</div>
+</div>
+</div>
+<div class="section" id="scripts">
+<h1><a class="toc-backref" href="#id108">Scripts</a></h1>
+<p>Lua or ruby scripts placed in the hack/scripts/ directory are considered for
+execution as if they were native DFHack commands. They are listed at the end
+of the 'ls' command output.</p>
+<p>Note: scripts in subdirectories of hack/scripts/ can still be called, but will
+only be listed by ls if called as 'ls -a'. This is intended as a way to hide
+scripts that are obscure, developer-oriented, or should be used as keybindings.</p>
+<p>Some notable scripts:</p>
+<div class="section" id="fix">
+<h2><a class="toc-backref" href="#id109">fix/*</a></h2>
+<p>Scripts in this subdirectory fix various bugs and issues, some of them obscure.</p>
+<ul>
+<li><p class="first">fix/dead-units</p>
+<p>Removes uninteresting dead units from the unit list. Doesn't seem to give any
+noticeable performance gain, but migrants normally stop if the unit list grows
+to around 3000 units, and this script reduces it back.</p>
+</li>
+<li><p class="first">fix/population-cap</p>
+<p>Run this after every migrant wave to ensure your population cap is not exceeded.
+The issue with the cap is that it is compared to the population number reported
+by the last caravan, so once it drops below the cap, migrants continue to come
+until that number is updated again.</p>
+</li>
+<li><p class="first">fix/stable-temp</p>
+<p>Instantly sets the temperature of all free-lying items to be in equilibrium with
+the environment and stops temperature updates. In order to maintain this efficient
+state however, use <tt class="docutils literal">tweak <span class="pre">stable-temp</span></tt> and <tt class="docutils literal">tweak <span class="pre">fast-heat</span></tt>.</p>
+</li>
+<li><p class="first">fix/item-occupancy</p>
+<p>Diagnoses and fixes issues with nonexistant 'items occupying site', usually
+caused by autodump bugs or other hacking mishaps.</p>
+</li>
+</ul>
+</div>
+<div class="section" id="gui">
+<h2><a class="toc-backref" href="#id110">gui/*</a></h2>
+<p>Scripts that implement dialogs inserted into the main game window are put in this
+directory.</p>
+</div>
+<div class="section" id="quicksave">
+<h2><a class="toc-backref" href="#id111">quicksave</a></h2>
+<p>If called in dwarf mode, makes DF immediately auto-save the game by setting a flag
+normally used in seasonal auto-save.</p>
+</div>
+<div class="section" id="setfps">
+<h2><a class="toc-backref" href="#id112">setfps</a></h2>
+<p>Run <tt class="docutils literal">setfps &lt;number&gt;</tt> to set the FPS cap at runtime, in case you want to watch
+combat in slow motion or something :)</p>
+</div>
<div class="section" id="growcrops">
-<h2><a class="toc-backref" href="#id177">growcrops</a></h2>
+<h2><a class="toc-backref" href="#id113">growcrops</a></h2>
<p>Instantly grow seeds inside farming plots.</p>
<p>With no argument, this command list the various seed types currently in
use in your farming plots.
@@ -2310,7 +2334,7 @@ growcrops plump 40
</pre>
</div>
<div class="section" id="removebadthoughts">
-<h2><a class="toc-backref" href="#id178">removebadthoughts</a></h2>
+<h2><a class="toc-backref" href="#id114">removebadthoughts</a></h2>
<p>This script remove negative thoughts from your dwarves. Very useful against
tantrum spirals.</p>
<p>With a selected unit in 'v' mode, will clear this unit's mind, otherwise
@@ -2323,7 +2347,7 @@ you unpause.</p>
it removed.</p>
</div>
<div class="section" id="slayrace">
-<h2><a class="toc-backref" href="#id179">slayrace</a></h2>
+<h2><a class="toc-backref" href="#id115">slayrace</a></h2>
<p>Kills any unit of a given race.</p>
<p>With no argument, lists the available races.</p>
<p>With the special argument 'him', targets only the selected creature.</p>
@@ -2349,7 +2373,7 @@ slayrace elve magma
</pre>
</div>
<div class="section" id="magmasource">
-<h2><a class="toc-backref" href="#id180">magmasource</a></h2>
+<h2><a class="toc-backref" href="#id116">magmasource</a></h2>
<p>Create an infinite magma source on a tile.</p>
<p>This script registers a map tile as a magma source, and every 12 game ticks
that tile receives 1 new unit of flowing magma.</p>
@@ -2365,22 +2389,52 @@ To remove all placed sources, call <tt class="docutils literal">magmasource stop
</div>
</div>
<div class="section" id="in-game-interface-tools">
-<h1><a class="toc-backref" href="#id181">In-game interface tools</a></h1>
+<h1><a class="toc-backref" href="#id117">In-game interface tools</a></h1>
<p>These tools work by displaying dialogs or overlays in the game window, and
are mostly implemented by lua scripts.</p>
<div class="section" id="dwarf-manipulator">
-<h2><a class="toc-backref" href="#id182">Dwarf Manipulator</a></h2>
-<p>Implemented by the manipulator plugin. To activate, open the unit screen and press 'l'.</p>
-<p>This tool implements a Dwarf Therapist-like interface within the game ui.</p>
+<h2><a class="toc-backref" href="#id118">Dwarf Manipulator</a></h2>
+<p>Implemented by the manipulator plugin. To activate, open the unit screen and
+press 'l'.</p>
+<p>This tool implements a Dwarf Therapist-like interface within the game UI. The
+far left column displays the unit's Happiness (color-coded based on its
+value), and the right half of the screen displays each dwarf's labor settings
+and skill levels (0-9 for Dabbling thru Professional, A-E for Great thru Grand
+Master, and U-Z for Legendary thru Legendary+5). Cells with red backgrounds
+denote skills not controlled by labors.</p>
+<p>Use the arrow keys or number pad to move the cursor around, holding Shift to
+move 10 tiles at a time.</p>
+<p>Press the Z-Up (&lt;) and Z-Down (&gt;) keys to move quickly between labor/skill
+categories.</p>
+<p>Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
+to toggle all labors within the selected category.</p>
+<p>Press the <tt class="docutils literal">+-</tt> keys to sort the unit list according to the currently selected
+skill/labor, and press the <tt class="docutils literal">*/</tt> keys to sort the unit list by Name, Profession,
+or Happiness (using Tab to select which sort method to use here).</p>
+<p>With a unit selected, you can press the &quot;v&quot; key to view its properties (and
+possibly set a custom nickname or profession) or the &quot;c&quot; key to exit
+Manipulator and zoom to its position within your fortress.</p>
+<p>The following mouse shortcuts are also available:</p>
+<ul class="simple">
+<li>Click on a column header to sort the unit list. Left-click to sort it in one
+direction (descending for happiness or labors/skills, ascending for name or
+profession) and right-click to sort it in the opposite direction.</li>
+<li>Left-click on a labor cell to toggle that labor. Right-click to move the
+cursor onto that cell instead of toggling it.</li>
+<li>Left-click on a unit's name or profession to view its properties.</li>
+<li>Right-click on a unit's name or profession to zoom to it.</li>
+</ul>
+<p>Pressing ESC normally returns to the unit screen, but Shift-ESC would exit
+directly to the main dwarf mode screen.</p>
</div>
-<div class="section" id="id34">
-<h2><a class="toc-backref" href="#id183">Liquids</a></h2>
+<div class="section" id="id1">
+<h2><a class="toc-backref" href="#id119">Liquids</a></h2>
<p>Implemented by the gui/liquids script. To use, bind to a key and activate in the 'k' mode.</p>
<p>While active, use the suggested keys to switch the usual liquids parameters, and Enter
to select the target area and apply changes.</p>
</div>
<div class="section" id="mechanisms">
-<h2><a class="toc-backref" href="#id184">Mechanisms</a></h2>
+<h2><a class="toc-backref" href="#id120">Mechanisms</a></h2>
<p>Implemented by the gui/mechanims script. To use, bind to a key and activate in the 'q' mode.</p>
<p>Lists mechanisms connected to the building, and their links. Navigating the list centers
the view on the relevant linked buildings.</p>
@@ -2389,19 +2443,20 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
re-entering the mechanisms ui.</p>
</div>
<div class="section" id="power-meter">
-<h2><a class="toc-backref" href="#id185">Power Meter</a></h2>
+<h2><a class="toc-backref" href="#id121">Power Meter</a></h2>
<p>Front-end to the power-meter plugin implemented by the gui/power-meter script. Bind to a
key and activate after selecting Pressure Plate in the build menu.</p>
<p>The script follows the general look and feel of the regular pressure plate build
configuration page, but configures parameters relevant to the modded power meter building.</p>
</div>
-<div class="section" id="id35">
-<h2><a class="toc-backref" href="#id186">Rename</a></h2>
+<div class="section" id="id2">
+<h2><a class="toc-backref" href="#id122">Rename</a></h2>
<p>Backed by the rename plugin, the gui/rename script allows entering the desired name
via a simple dialog in the game ui.</p>
<ul>
<li><p class="first"><tt class="docutils literal">gui/rename [building]</tt> in 'q' mode changes the name of a building.</p>
-<p>The selected building must be one of stockpile, workshop, furnace, trap or siege engine.</p>
+<p>The selected building must be one of stockpile, workshop, furnace, trap, or siege engine.
+It is also possible to rename zones from the 'i' menu.</p>
</li>
<li><p class="first"><tt class="docutils literal">gui/rename [unit]</tt> with a unit selected changes the nickname.</p>
</li>
@@ -2411,41 +2466,48 @@ via a simple dialog in the game ui.</p>
<p>The <tt class="docutils literal">building</tt> or <tt class="docutils literal">unit</tt> are automatically assumed when in relevant ui state.</p>
</div>
<div class="section" id="room-list">
-<h2><a class="toc-backref" href="#id187">Room List</a></h2>
+<h2><a class="toc-backref" href="#id123">Room List</a></h2>
<p>Implemented by the gui/room-list script. To use, bind to a key and activate in the 'q' mode,
either immediately or after opening the assign owner page.</p>
<p>The script lists other rooms owned by the same owner, or by the unit selected in the assign
list, and allows unassigning them.</p>
</div>
<div class="section" id="siege-engine">
-<h2><a class="toc-backref" href="#id188">Siege Engine</a></h2>
+<h2><a class="toc-backref" href="#id124">Siege Engine</a></h2>
<p>Front-end to the siege-engine plugin implemented by the gui/siege-engine script. Bind to a
key and activate after selecting a siege engine in 'q' mode.</p>
<p>The main mode displays the current target, selected ammo item type, linked stockpiles and
-the allowed operator skill range. The map tile color is changed to reflect if it can be
-hit by the selected engine.</p>
+the allowed operator skill range. The map tile color is changed to signify if it can be
+hit by the selected engine: green for fully reachable, blue for out of range, red for blocked,
+yellow for partially blocked.</p>
<p>Pressing 'r' changes into the target selection mode, which works by highlighting two points
with Enter like all designations. When a target area is set, the engine projectiles are
aimed at that area, or units within it, instead of the vanilla four directions.</p>
-<p>Pressing 't' switches to stockpile selection.</p>
+<p>After setting the target in this way for one engine, you can 'paste' the same area into others
+just by pressing 'p' in the main page of this script. The area to paste is kept until you quit
+DF, or select another area manually.</p>
+<p>Pressing 't' switches to a mode for selecting a stockpile to take ammo from.</p>
<p>Exiting from the siege engine script via ESC reverts the view to the state prior to starting
the script. Shift-ESC retains the current viewport, and also exits from the 'q' mode to main
menu.</p>
-<p><strong>DISCLAIMER</strong>: Siege engines are a very interesting feature, but currently nearly useless
+<div class="admonition-disclaimer admonition">
+<p class="first admonition-title">DISCLAIMER</p>
+<p class="last">Siege engines are a very interesting feature, but currently nearly useless
because they haven't been updated since 2D and can only aim in four directions. This is an
attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
e.g. like making siegers bring their own, are something only Toady can do.</p>
</div>
</div>
+</div>
<div class="section" id="raw-hacks">
-<h1><a class="toc-backref" href="#id189">RAW hacks</a></h1>
+<h1><a class="toc-backref" href="#id125">RAW hacks</a></h1>
<p>These plugins detect certain structures in RAWs, and enhance them in various ways.</p>
<div class="section" id="steam-engine">
-<h2><a class="toc-backref" href="#id190">Steam Engine</a></h2>
+<h2><a class="toc-backref" href="#id126">Steam Engine</a></h2>
<p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in
their token, and turns them into real steam engines.</p>
<div class="section" id="rationale">
-<h3><a class="toc-backref" href="#id191">Rationale</a></h3>
+<h3><a class="toc-backref" href="#id127">Rationale</a></h3>
<p>The vanilla game contains only water wheels and windmills as sources of
power, but windmills give relatively little power, and water wheels require
flowing water, which must either be a real river and thus immovable and
@@ -2456,25 +2518,31 @@ it can be done just by combining existing features of the game engine
in a new way with some glue code and a bit of custom logic.</p>
</div>
<div class="section" id="construction">
-<h3><a class="toc-backref" href="#id192">Construction</a></h3>
+<h3><a class="toc-backref" href="#id128">Construction</a></h3>
<p>The workshop needs water as its input, which it takes via a
passable floor tile below it, like usual magma workshops do.
The magma version also needs magma.</p>
-<p><strong>ISSUE</strong>: Since this building is a machine, and machine collapse
+<div class="admonition-issue admonition">
+<p class="first admonition-title">ISSUE</p>
+<p class="last">Since this building is a machine, and machine collapse
code cannot be modified, it would collapse over true open space.
As a loophole, down stair provides support to machines, while
being passable, so use them.</p>
+</div>
<p>After constructing the building itself, machines can be connected
to the edge tiles that look like gear boxes. Their exact position
is extracted from the workshop raws.</p>
-<p><strong>ISSUE</strong>: Like with collapse above, part of the code involved in
+<div class="admonition-issue admonition">
+<p class="first admonition-title">ISSUE</p>
+<p class="last">Like with collapse above, part of the code involved in
machine connection cannot be modified. As a result, the workshop
can only immediately connect to machine components built AFTER it.
This also means that engines cannot be chained without intermediate
-short axles that can be built later.</p>
+short axles that can be built later than both of the engines.</p>
+</div>
</div>
<div class="section" id="operation">
-<h3><a class="toc-backref" href="#id193">Operation</a></h3>
+<h3><a class="toc-backref" href="#id129">Operation</a></h3>
<p>In order to operate the engine, queue the Stoke Boiler job (optionally
on repeat). A furnace operator will come, possibly bringing a bar of fuel,
and perform it. As a result, a &quot;boiling water&quot; item will appear
@@ -2499,7 +2567,7 @@ decrease it by further 4%, and also decrease the whole steam
use rate by 10%.</p>
</div>
<div class="section" id="explosions">
-<h3><a class="toc-backref" href="#id194">Explosions</a></h3>
+<h3><a class="toc-backref" href="#id130">Explosions</a></h3>
<p>The engine must be constructed using barrel, pipe and piston
from fire-safe, or in the magma version magma-safe metals.</p>
<p>During operation weak parts get gradually worn out, and
@@ -2508,7 +2576,7 @@ toppled during operation by a building destroyer, or a
tantruming dwarf.</p>
</div>
<div class="section" id="save-files">
-<h3><a class="toc-backref" href="#id195">Save files</a></h3>
+<h3><a class="toc-backref" href="#id131">Save files</a></h3>
<p>It should be safe to load and view engine-using fortresses
from a DF version without DFHack installed, except that in such
case the engines won't work. However actually making modifications
@@ -2519,11 +2587,12 @@ being generated.</p>
</div>
</div>
<div class="section" id="add-spatter">
-<h2><a class="toc-backref" href="#id196">Add Spatter</a></h2>
+<h2><a class="toc-backref" href="#id132">Add Spatter</a></h2>
<p>This plugin makes reactions with names starting with <tt class="docutils literal">SPATTER_ADD_</tt>
produce contaminants on the items instead of improvements.</p>
<p>Intended to give some use to all those poisons that can be bought from caravans.</p>
-<p>To be really useful this needs patches from bug 808 and <tt class="docutils literal">tweak <span class="pre">fix-dimensions</span></tt>.</p>
+<p>To be really useful this needs patches from bug 808, <tt class="docutils literal">tweak <span class="pre">fix-dimensions</span></tt>
+and <tt class="docutils literal">tweak <span class="pre">advmode-contained</span></tt>.</p>
</div>
</div>
</div>
diff --git a/library/LuaApi.cpp b/library/LuaApi.cpp
index d73d14cf..b2d41dc1 100644
--- a/library/LuaApi.cpp
+++ b/library/LuaApi.cpp
@@ -760,6 +760,7 @@ static const LuaWrapper::FunctionReg dfhack_gui_module[] = {
WRAPM(Gui, getSelectedJob),
WRAPM(Gui, getSelectedUnit),
WRAPM(Gui, getSelectedItem),
+ WRAPM(Gui, getSelectedBuilding),
WRAPM(Gui, showAnnouncement),
WRAPM(Gui, showZoomAnnouncement),
WRAPM(Gui, showPopupAnnouncement),
diff --git a/library/LuaTools.cpp b/library/LuaTools.cpp
index a283d215..8fce0076 100644
--- a/library/LuaTools.cpp
+++ b/library/LuaTools.cpp
@@ -1814,7 +1814,9 @@ void DFHack::Lua::Core::onUpdate(color_ostream &out)
lua_rawgetp(State, LUA_REGISTRYINDEX, &DFHACK_TIMEOUTS_TOKEN);
run_timers(out, State, frame_timers, frame[1], ++frame_idx);
- run_timers(out, State, tick_timers, frame[1], world->frame_counter);
+
+ if (world)
+ run_timers(out, State, tick_timers, frame[1], world->frame_counter);
}
void DFHack::Lua::Core::Init(color_ostream &out)
diff --git a/library/VTableInterpose.cpp b/library/VTableInterpose.cpp
index 04642565..48ae6109 100644
--- a/library/VTableInterpose.cpp
+++ b/library/VTableInterpose.cpp
@@ -247,8 +247,9 @@ void VMethodInterposeLinkBase::set_chain(void *chain)
addr_to_method_pointer_(chain_mptr, chain);
}
-VMethodInterposeLinkBase::VMethodInterposeLinkBase(virtual_identity *host, int vmethod_idx, void *interpose_method, void *chain_mptr)
- : host(host), vmethod_idx(vmethod_idx), interpose_method(interpose_method), chain_mptr(chain_mptr),
+VMethodInterposeLinkBase::VMethodInterposeLinkBase(virtual_identity *host, int vmethod_idx, void *interpose_method, void *chain_mptr, int priority)
+ : host(host), vmethod_idx(vmethod_idx), interpose_method(interpose_method),
+ chain_mptr(chain_mptr), priority(priority),
applied(false), saved_chain(NULL), next(NULL), prev(NULL)
{
if (vmethod_idx < 0 || interpose_method == NULL)
@@ -349,15 +350,26 @@ bool VMethodInterposeLinkBase::apply(bool enable)
return false;
// Retrieve the current vtable entry
- void *old_ptr = host->get_vmethod_ptr(vmethod_idx);
VMethodInterposeLinkBase *old_link = host->interpose_list[vmethod_idx];
+ VMethodInterposeLinkBase *next_link = NULL;
+ while (old_link && old_link->host == host && old_link->priority > priority)
+ {
+ next_link = old_link;
+ old_link = old_link->prev;
+ }
+
+ void *old_ptr = next_link ? next_link->saved_chain : host->get_vmethod_ptr(vmethod_idx);
assert(old_ptr != NULL && (!old_link || old_link->interpose_method == old_ptr));
// Apply the new method ptr
set_chain(old_ptr);
- if (!host->set_vmethod_ptr(vmethod_idx, interpose_method))
+ if (next_link)
+ {
+ next_link->set_chain(interpose_method);
+ }
+ else if (!host->set_vmethod_ptr(vmethod_idx, interpose_method))
{
set_chain(NULL);
return false;
@@ -365,8 +377,13 @@ bool VMethodInterposeLinkBase::apply(bool enable)
// Push the current link into the home host
applied = true;
- host->interpose_list[vmethod_idx] = this;
prev = old_link;
+ next = next_link;
+
+ if (next_link)
+ next_link->prev = this;
+ else
+ host->interpose_list[vmethod_idx] = this;
child_hosts.clear();
child_next.clear();
@@ -374,13 +391,22 @@ bool VMethodInterposeLinkBase::apply(bool enable)
if (old_link && old_link->host == host)
{
// If the old link is home, just push into the plain chain
- assert(old_link->next == NULL);
+ assert(old_link->next == next_link);
old_link->next = this;
// Child links belong to the topmost local entry
child_hosts.swap(old_link->child_hosts);
child_next.swap(old_link->child_next);
}
+ else if (next_link)
+ {
+ if (old_link)
+ {
+ assert(old_link->child_next.count(next_link));
+ old_link->child_next.erase(next_link);
+ old_link->child_next.insert(this);
+ }
+ }
else
{
// If creating a new local chain, find children with same vmethod
@@ -401,6 +427,8 @@ bool VMethodInterposeLinkBase::apply(bool enable)
}
}
+ assert (!next_link || (child_next.empty() && child_hosts.empty()));
+
// Chain subclass hooks
for (auto it = child_next.begin(); it != child_next.end(); ++it)
{
diff --git a/library/include/VTableInterpose.h b/library/include/VTableInterpose.h
index 7ba6b67a..aeb407a8 100644
--- a/library/include/VTableInterpose.h
+++ b/library/include/VTableInterpose.h
@@ -87,7 +87,8 @@ namespace DFHack
with code defined by DFHack, while retaining ability to
call the original code. The API can be safely used from
plugins, and multiple hooks for the same vmethod are
- automatically chained in undefined order.
+ automatically chained (subclass before superclass; at same
+ level highest priority called first; undefined order otherwise).
Usage:
@@ -105,6 +106,8 @@ namespace DFHack
};
IMPLEMENT_VMETHOD_INTERPOSE(my_hack, foo);
+ or
+ IMPLEMENT_VMETHOD_INTERPOSE_PRIO(my_hack, foo, priority);
void init() {
if (!INTERPOSE_HOOK(my_hack, foo).apply())
@@ -121,9 +124,11 @@ namespace DFHack
static DFHack::VMethodInterposeLink<interpose_base,interpose_ptr_##name> interpose_##name; \
rtype interpose_fn_##name args
-#define IMPLEMENT_VMETHOD_INTERPOSE(class,name) \
+#define IMPLEMENT_VMETHOD_INTERPOSE_PRIO(class,name,priority) \
DFHack::VMethodInterposeLink<class::interpose_base,class::interpose_ptr_##name> \
- class::interpose_##name(&class::interpose_base::name, &class::interpose_fn_##name);
+ class::interpose_##name(&class::interpose_base::name, &class::interpose_fn_##name, priority);
+
+#define IMPLEMENT_VMETHOD_INTERPOSE(class,name) IMPLEMENT_VMETHOD_INTERPOSE_PRIO(class,name,0)
#define INTERPOSE_NEXT(name) (this->*interpose_##name.chain)
#define INTERPOSE_HOOK(class, name) (class::interpose_##name)
@@ -140,6 +145,7 @@ namespace DFHack
int vmethod_idx;
void *interpose_method; // Pointer to the code of the interposing method
void *chain_mptr; // Pointer to the chain field below
+ int priority;
bool applied;
void *saved_chain; // Previous pointer to the code
@@ -155,7 +161,7 @@ namespace DFHack
VMethodInterposeLinkBase *get_first_interpose(virtual_identity *id);
void find_child_hosts(virtual_identity *cur, void *vmptr);
public:
- VMethodInterposeLinkBase(virtual_identity *host, int vmethod_idx, void *interpose_method, void *chain_mptr);
+ VMethodInterposeLinkBase(virtual_identity *host, int vmethod_idx, void *interpose_method, void *chain_mptr, int priority);
~VMethodInterposeLinkBase();
bool is_applied() { return applied; }
@@ -171,12 +177,13 @@ namespace DFHack
operator Ptr () { return chain; }
template<class Ptr2>
- VMethodInterposeLink(Ptr target, Ptr2 src)
+ VMethodInterposeLink(Ptr target, Ptr2 src, int priority)
: VMethodInterposeLinkBase(
&Base::_identity,
vmethod_pointer_to_idx(target),
method_pointer_to_addr(src),
- &chain
+ &chain,
+ priority
)
{ src = target; /* check compatibility */ }
};
diff --git a/library/include/modules/Gui.h b/library/include/modules/Gui.h
index 97e8bd42..b06408f6 100644
--- a/library/include/modules/Gui.h
+++ b/library/include/modules/Gui.h
@@ -91,6 +91,10 @@ namespace DFHack
DFHACK_EXPORT bool any_item_hotkey(df::viewscreen *top);
DFHACK_EXPORT df::item *getSelectedItem(color_ostream &out, bool quiet = false);
+ // A building is selected via 'q', 't' or 'i' (civzone)
+ DFHACK_EXPORT bool any_building_hotkey(df::viewscreen *top);
+ DFHACK_EXPORT df::building *getSelectedBuilding(color_ostream &out, bool quiet = false);
+
// Show a plain announcement, or a titan-style popup message
DFHACK_EXPORT void showAnnouncement(std::string message, int color = 7, bool bright = true);
DFHACK_EXPORT void showZoomAnnouncement(df::announcement_type type, df::coord pos, std::string message, int color = 7, bool bright = true);
diff --git a/library/include/modules/Screen.h b/library/include/modules/Screen.h
index 4f47205f..fdad6c8a 100644
--- a/library/include/modules/Screen.h
+++ b/library/include/modules/Screen.h
@@ -33,6 +33,14 @@ distribution.
#include "df/graphic.h"
#include "df/viewscreen.h"
+namespace df
+{
+ struct job;
+ struct item;
+ struct unit;
+ struct building;
+}
+
/**
* \defgroup grp_screen utilities for painting to the screen
* @ingroup grp_screen
@@ -134,6 +142,7 @@ namespace DFHack
virtual ~dfhack_viewscreen();
static bool is_instance(df::viewscreen *screen);
+ static dfhack_viewscreen *try_cast(df::viewscreen *screen);
virtual void logic();
virtual void render();
@@ -146,6 +155,10 @@ namespace DFHack
virtual std::string getFocusString() = 0;
virtual void onShow() {};
virtual void onDismiss() {};
+ virtual df::unit *getSelectedUnit() { return NULL; }
+ virtual df::item *getSelectedItem() { return NULL; }
+ virtual df::job *getSelectedJob() { return NULL; }
+ virtual df::building *getSelectedBuilding() { return NULL; }
};
class DFHACK_EXPORT dfhack_lua_viewscreen : public dfhack_viewscreen {
@@ -178,5 +191,10 @@ namespace DFHack
virtual void onShow();
virtual void onDismiss();
+
+ virtual df::unit *getSelectedUnit();
+ virtual df::item *getSelectedItem();
+ virtual df::job *getSelectedJob();
+ virtual df::building *getSelectedBuilding();
};
}
diff --git a/library/modules/Gui.cpp b/library/modules/Gui.cpp
index 1662f446..eaeef9bf 100644
--- a/library/modules/Gui.cpp
+++ b/library/modules/Gui.cpp
@@ -53,6 +53,7 @@ using namespace DFHack;
#include "df/viewscreen_dungeon_monsterstatusst.h"
#include "df/viewscreen_joblistst.h"
#include "df/viewscreen_unitlistst.h"
+#include "df/viewscreen_buildinglistst.h"
#include "df/viewscreen_itemst.h"
#include "df/viewscreen_layer.h"
#include "df/viewscreen_layer_workshop_profilest.h"
@@ -691,6 +692,8 @@ df::job *Gui::getSelectedJob(color_ostream &out, bool quiet)
return job;
}
+ else if (auto dfscreen = dfhack_viewscreen::try_cast(top))
+ return dfscreen->getSelectedJob();
else
return getSelectedWorkshopJob(out, quiet);
}
@@ -781,6 +784,9 @@ static df::unit *getAnyUnit(df::viewscreen *top)
return NULL;
}
+ if (auto dfscreen = dfhack_viewscreen::try_cast(top))
+ return dfscreen->getSelectedUnit();
+
if (!Gui::dwarfmode_hotkey(top))
return NULL;
@@ -875,6 +881,9 @@ static df::item *getAnyItem(df::viewscreen *top)
return NULL;
}
+ if (auto dfscreen = dfhack_viewscreen::try_cast(top))
+ return dfscreen->getSelectedItem();
+
if (!Gui::dwarfmode_hotkey(top))
return NULL;
@@ -933,6 +942,70 @@ df::item *Gui::getSelectedItem(color_ostream &out, bool quiet)
return item;
}
+static df::building *getAnyBuilding(df::viewscreen *top)
+{
+ using namespace ui_sidebar_mode;
+ using df::global::ui;
+ using df::global::ui_look_list;
+ using df::global::ui_look_cursor;
+ using df::global::world;
+ using df::global::ui_sidebar_menus;
+
+ if (auto screen = strict_virtual_cast<df::viewscreen_buildinglistst>(top))
+ return vector_get(screen->buildings, screen->cursor);
+
+ if (auto dfscreen = dfhack_viewscreen::try_cast(top))
+ return dfscreen->getSelectedBuilding();
+
+ if (!Gui::dwarfmode_hotkey(top))
+ return NULL;
+
+ switch (ui->main.mode) {
+ case LookAround:
+ {
+ if (!ui_look_list || !ui_look_cursor)
+ return NULL;
+
+ auto item = vector_get(ui_look_list->items, *ui_look_cursor);
+ if (item && item->type == df::ui_look_list::T_items::Building)
+ return item->building;
+ else
+ return NULL;
+ }
+ case QueryBuilding:
+ case BuildingItems:
+ {
+ return world->selected_building;
+ }
+ case Zones:
+ case ZonesPenInfo:
+ case ZonesPitInfo:
+ case ZonesHospitalInfo:
+ {
+ if (ui_sidebar_menus)
+ return ui_sidebar_menus->zone.selected;
+ return NULL;
+ }
+ default:
+ return NULL;
+ }
+}
+
+bool Gui::any_building_hotkey(df::viewscreen *top)
+{
+ return getAnyBuilding(top) != NULL;
+}
+
+df::building *Gui::getSelectedBuilding(color_ostream &out, bool quiet)
+{
+ df::building *building = getAnyBuilding(Core::getTopViewscreen());
+
+ if (!building && !quiet)
+ out.printerr("No building is selected in the UI.\n");
+
+ return building;
+}
+
//
static void doShowAnnouncement(
diff --git a/library/modules/Screen.cpp b/library/modules/Screen.cpp
index 9f258fe0..8057d17a 100644
--- a/library/modules/Screen.cpp
+++ b/library/modules/Screen.cpp
@@ -50,6 +50,10 @@ using namespace DFHack;
#include "df/tile_page.h"
#include "df/interfacest.h"
#include "df/enabler.h"
+#include "df/unit.h"
+#include "df/item.h"
+#include "df/job.h"
+#include "df/building.h"
using namespace df::enums;
using df::global::init;
@@ -322,6 +326,11 @@ bool dfhack_viewscreen::is_instance(df::viewscreen *screen)
return dfhack_screens.count(screen) != 0;
}
+dfhack_viewscreen *dfhack_viewscreen::try_cast(df::viewscreen *screen)
+{
+ return is_instance(screen) ? static_cast<dfhack_viewscreen*>(screen) : NULL;
+}
+
void dfhack_viewscreen::check_resize()
{
auto size = Screen::getWindowSize();
@@ -637,3 +646,35 @@ void dfhack_lua_viewscreen::onDismiss()
lua_pushstring(Lua::Core::State, "onDismiss");
safe_call_lua(do_notify, 1, 0);
}
+
+df::unit *dfhack_lua_viewscreen::getSelectedUnit()
+{
+ Lua::StackUnwinder frame(Lua::Core::State);
+ lua_pushstring(Lua::Core::State, "onGetSelectedUnit");
+ safe_call_lua(do_notify, 1, 1);
+ return Lua::GetDFObject<df::unit>(Lua::Core::State, -1);
+}
+
+df::item *dfhack_lua_viewscreen::getSelectedItem()
+{
+ Lua::StackUnwinder frame(Lua::Core::State);
+ lua_pushstring(Lua::Core::State, "onGetSelectedItem");
+ safe_call_lua(do_notify, 1, 1);
+ return Lua::GetDFObject<df::item>(Lua::Core::State, -1);
+}
+
+df::job *dfhack_lua_viewscreen::getSelectedJob()
+{
+ Lua::StackUnwinder frame(Lua::Core::State);
+ lua_pushstring(Lua::Core::State, "onGetSelectedJob");
+ safe_call_lua(do_notify, 1, 1);
+ return Lua::GetDFObject<df::job>(Lua::Core::State, -1);
+}
+
+df::building *dfhack_lua_viewscreen::getSelectedBuilding()
+{
+ Lua::StackUnwinder frame(Lua::Core::State);
+ lua_pushstring(Lua::Core::State, "onGetSelectedBuilding");
+ safe_call_lua(do_notify, 1, 1);
+ return Lua::GetDFObject<df::building>(Lua::Core::State, -1);
+}
diff --git a/library/xml b/library/xml
-Subproject 8a78bfa218817765b0a80431e0cf25435ffb217
+Subproject d52c7181fb439a5fead143188d17d659d82e7f8
diff --git a/plugins/add-spatter.cpp b/plugins/add-spatter.cpp
index 35ea11ef..425ffe9d 100644
--- a/plugins/add-spatter.cpp
+++ b/plugins/add-spatter.cpp
@@ -397,7 +397,7 @@ static void enable_hooks(bool enable)
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
- case SC_MAP_LOADED:
+ case SC_WORLD_LOADED:
if (find_reactions(out))
{
out.print("Detected spatter add reactions - enabling plugin.\n");
@@ -406,7 +406,7 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan
else
enable_hooks(false);
break;
- case SC_MAP_UNLOADED:
+ case SC_WORLD_UNLOADED:
enable_hooks(false);
reactions.clear();
products.clear();
@@ -420,8 +420,8 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
- if (Core::getInstance().isMapLoaded())
- plugin_onstatechange(out, SC_MAP_LOADED);
+ if (Core::getInstance().isWorldLoaded())
+ plugin_onstatechange(out, SC_WORLD_LOADED);
return CR_OK;
}
diff --git a/plugins/manipulator.cpp b/plugins/manipulator.cpp
index 1ad46ab2..a3ec72a4 100644
--- a/plugins/manipulator.cpp
+++ b/plugins/manipulator.cpp
@@ -331,6 +331,12 @@ class viewscreen_unitlaborsst : public dfhack_viewscreen {
public:
void feed(set<df::interface_key> *events);
+ void logic() {
+ dfhack_viewscreen::logic();
+ if (do_refresh_names)
+ refreshNames();
+ }
+
void render();
void resize(int w, int h) { calcSize(); }
@@ -338,23 +344,27 @@ public:
std::string getFocusString() { return "unitlabors"; }
- viewscreen_unitlaborsst(vector<df::unit*> &src);
+ df::unit *getSelectedUnit();
+
+ viewscreen_unitlaborsst(vector<df::unit*> &src, int cursor_pos);
~viewscreen_unitlaborsst() { };
protected:
vector<UnitInfo *> units;
altsort_mode altsort;
+ bool do_refresh_names;
int first_row, sel_row, num_rows;
int first_column, sel_column;
int col_widths[DISP_COLUMN_MAX];
int col_offsets[DISP_COLUMN_MAX];
+ void refreshNames();
void calcSize ();
};
-viewscreen_unitlaborsst::viewscreen_unitlaborsst(vector<df::unit*> &src)
+viewscreen_unitlaborsst::viewscreen_unitlaborsst(vector<df::unit*> &src, int cursor_pos)
{
for (size_t i = 0; i < src.size(); i++)
{
@@ -375,19 +385,44 @@ viewscreen_unitlaborsst::viewscreen_unitlaborsst(vector<df::unit*> &src)
if (!ENUM_ATTR(profession, can_assign_labor, unit->profession))
cur->allowEdit = false;
- cur->name = Translation::TranslateName(&unit->name, false);
- cur->transname = Translation::TranslateName(&unit->name, true);
- cur->profession = Units::getProfessionName(unit);
cur->color = Units::getProfessionColor(unit);
units.push_back(cur);
}
- std::sort(units.begin(), units.end(), sortByName);
-
altsort = ALTSORT_NAME;
- first_row = sel_row = 0;
first_column = sel_column = 0;
+
+ refreshNames();
+
+ first_row = 0;
+ sel_row = cursor_pos;
calcSize();
+
+ // recalculate first_row to roughly match the original layout
+ first_row = 0;
+ while (first_row < sel_row - num_rows + 1)
+ first_row += num_rows + 2;
+ // make sure the selection stays visible
+ if (first_row > sel_row)
+ first_row = sel_row - num_rows + 1;
+ // don't scroll beyond the end
+ if (first_row > units.size() - num_rows)
+ first_row = units.size() - num_rows;
+}
+
+void viewscreen_unitlaborsst::refreshNames()
+{
+ do_refresh_names = false;
+
+ for (size_t i = 0; i < units.size(); i++)
+ {
+ UnitInfo *cur = units[i];
+ df::unit *unit = cur->unit;
+
+ cur->name = Translation::TranslateName(&unit->name, false);
+ cur->transname = Translation::TranslateName(&unit->name, true);
+ cur->profession = Units::getProfessionName(unit);
+ }
}
void viewscreen_unitlaborsst::calcSize()
@@ -463,16 +498,25 @@ void viewscreen_unitlaborsst::calcSize()
void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
{
- if (events->count(interface_key::LEAVESCREEN))
+ bool leave_all = events->count(interface_key::LEAVESCREEN_ALL);
+ if (leave_all || events->count(interface_key::LEAVESCREEN))
{
events->clear();
Screen::dismiss(this);
+ if (leave_all)
+ {
+ events->insert(interface_key::LEAVESCREEN);
+ parent->feed(events);
+ }
return;
}
if (!units.size())
return;
+ if (do_refresh_names)
+ refreshNames();
+
if (events->count(interface_key::CURSOR_UP) || events->count(interface_key::CURSOR_UPLEFT) || events->count(interface_key::CURSOR_UPRIGHT))
sel_row--;
if (events->count(interface_key::CURSOR_UP_FAST) || events->count(interface_key::CURSOR_UPLEFT_FAST) || events->count(interface_key::CURSOR_UPRIGHT_FAST))
@@ -528,7 +572,11 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
if (first_column < sel_column - col_widths[DISP_COLUMN_LABORS] + 1)
first_column = sel_column - col_widths[DISP_COLUMN_LABORS] + 1;
- // handle mouse input
+ int input_row = sel_row;
+ int input_column = sel_column;
+ int input_sort = altsort;
+
+ // Translate mouse input to appropriate keyboard input
if (enabler->tracking_on && gps->mouse_x != -1 && gps->mouse_y != -1)
{
int click_header = DISP_COLUMN_MAX; // group ID of the column header clicked
@@ -560,34 +608,44 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
case DISP_COLUMN_HAPPINESS:
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
- descending = enabler->mouse_lbut;
- std::sort(units.begin(), units.end(), sortByHappiness);
+ input_sort = ALTSORT_HAPPINESS;
+ if (enabler->mouse_lbut)
+ events->insert(interface_key::SECONDSCROLL_PAGEUP);
+ if (enabler->mouse_rbut)
+ events->insert(interface_key::SECONDSCROLL_PAGEDOWN);
}
break;
case DISP_COLUMN_NAME:
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
- descending = enabler->mouse_rbut;
- std::sort(units.begin(), units.end(), sortByName);
+ input_sort = ALTSORT_NAME;
+ if (enabler->mouse_lbut)
+ events->insert(interface_key::SECONDSCROLL_PAGEDOWN);
+ if (enabler->mouse_rbut)
+ events->insert(interface_key::SECONDSCROLL_PAGEUP);
}
break;
case DISP_COLUMN_PROFESSION:
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
- descending = enabler->mouse_rbut;
- std::sort(units.begin(), units.end(), sortByProfession);
+ input_sort = ALTSORT_PROFESSION;
+ if (enabler->mouse_lbut)
+ events->insert(interface_key::SECONDSCROLL_PAGEDOWN);
+ if (enabler->mouse_rbut)
+ events->insert(interface_key::SECONDSCROLL_PAGEUP);
}
break;
case DISP_COLUMN_LABORS:
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
- descending = enabler->mouse_lbut;
- sort_skill = columns[click_labor].skill;
- sort_labor = columns[click_labor].labor;
- std::sort(units.begin(), units.end(), sortBySkill);
+ input_column = click_labor;
+ if (enabler->mouse_lbut)
+ events->insert(interface_key::SECONDSCROLL_UP);
+ if (enabler->mouse_rbut)
+ events->insert(interface_key::SECONDSCROLL_DOWN);
}
break;
}
@@ -603,12 +661,12 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
// left-click to view, right-click to zoom
if (enabler->mouse_lbut)
{
- sel_row = click_unit;
+ input_row = click_unit;
events->insert(interface_key::UNITJOB_VIEW);
}
if (enabler->mouse_rbut)
{
- sel_row = click_unit;
+ input_row = click_unit;
events->insert(interface_key::UNITJOB_ZOOM_CRE);
}
break;
@@ -617,21 +675,28 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
// left-click to toggle, right-click to just highlight
if (enabler->mouse_lbut || enabler->mouse_rbut)
{
- sel_row = click_unit;
- sel_column = click_labor;
if (enabler->mouse_lbut)
+ {
+ input_row = click_unit;
+ input_column = click_labor;
events->insert(interface_key::SELECT);
+ }
+ if (enabler->mouse_rbut)
+ {
+ sel_row = click_unit;
+ sel_column = click_labor;
+ }
}
break;
}
enabler->mouse_lbut = enabler->mouse_rbut = 0;
}
- UnitInfo *cur = units[sel_row];
- if (events->count(interface_key::SELECT) && (cur->allowEdit) && (columns[sel_column].labor != unit_labor::NONE))
+ UnitInfo *cur = units[input_row];
+ if (events->count(interface_key::SELECT) && (cur->allowEdit) && (columns[input_column].labor != unit_labor::NONE))
{
df::unit *unit = cur->unit;
- const SkillColumn &col = columns[sel_column];
+ const SkillColumn &col = columns[input_column];
bool newstatus = !unit->status.labors[col.labor];
if (col.special)
{
@@ -650,7 +715,7 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
if (events->count(interface_key::SELECT_ALL) && (cur->allowEdit))
{
df::unit *unit = cur->unit;
- const SkillColumn &col = columns[sel_column];
+ const SkillColumn &col = columns[input_column];
bool newstatus = !unit->status.labors[col.labor];
for (int i = 0; i < NUM_COLUMNS; i++)
{
@@ -675,15 +740,15 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
if (events->count(interface_key::SECONDSCROLL_UP) || events->count(interface_key::SECONDSCROLL_DOWN))
{
descending = events->count(interface_key::SECONDSCROLL_UP);
- sort_skill = columns[sel_column].skill;
- sort_labor = columns[sel_column].labor;
+ sort_skill = columns[input_column].skill;
+ sort_labor = columns[input_column].labor;
std::sort(units.begin(), units.end(), sortBySkill);
}
if (events->count(interface_key::SECONDSCROLL_PAGEUP) || events->count(interface_key::SECONDSCROLL_PAGEDOWN))
{
descending = events->count(interface_key::SECONDSCROLL_PAGEUP);
- switch (altsort)
+ switch (input_sort)
{
case ALTSORT_NAME:
std::sort(units.begin(), units.end(), sortByName);
@@ -718,12 +783,14 @@ void viewscreen_unitlaborsst::feed(set<df::interface_key> *events)
{
for (int i = 0; i < unitlist->units[unitlist->page].size(); i++)
{
- if (unitlist->units[unitlist->page][i] == units[sel_row]->unit)
+ if (unitlist->units[unitlist->page][i] == units[input_row]->unit)
{
unitlist->cursor_pos[unitlist->page] = i;
unitlist->feed(events);
if (Screen::isDismissed(unitlist))
Screen::dismiss(this);
+ else
+ do_refresh_names = true;
break;
}
}
@@ -954,6 +1021,14 @@ void viewscreen_unitlaborsst::render()
}
}
+df::unit *viewscreen_unitlaborsst::getSelectedUnit()
+{
+ // This query might be from the rename plugin
+ do_refresh_names = true;
+
+ return units[sel_row]->unit;
+}
+
struct unitlist_hook : df::viewscreen_unitlistst
{
typedef df::viewscreen_unitlistst interpose_base;
@@ -964,7 +1039,7 @@ struct unitlist_hook : df::viewscreen_unitlistst
{
if (units[page].size())
{
- Screen::show(new viewscreen_unitlaborsst(units[page]));
+ Screen::show(new viewscreen_unitlaborsst(units[page], cursor_pos[page]));
return;
}
}
diff --git a/plugins/power-meter.cpp b/plugins/power-meter.cpp
index 0466b68e..17261adb 100644
--- a/plugins/power-meter.cpp
+++ b/plugins/power-meter.cpp
@@ -200,7 +200,7 @@ DFHACK_PLUGIN_LUA_FUNCTIONS {
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
- case SC_MAP_LOADED:
+ case SC_WORLD_LOADED:
{
auto pworld = Core::getInstance().getWorld();
bool enable = pworld->GetPersistentData("power-meter/enabled").isValid();
@@ -212,7 +212,7 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan
}
}
break;
- case SC_MAP_UNLOADED:
+ case SC_WORLD_UNLOADED:
enable_hooks(false);
break;
default:
@@ -224,8 +224,8 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
- if (Core::getInstance().isMapLoaded())
- plugin_onstatechange(out, SC_MAP_LOADED);
+ if (Core::getInstance().isWorldLoaded())
+ plugin_onstatechange(out, SC_WORLD_LOADED);
return CR_OK;
}
diff --git a/plugins/rename.cpp b/plugins/rename.cpp
index 99dc6848..ecebbb90 100644
--- a/plugins/rename.cpp
+++ b/plugins/rename.cpp
@@ -10,9 +10,11 @@
#include "modules/Translation.h"
#include "modules/Units.h"
#include "modules/World.h"
+#include "modules/Screen.h"
#include <VTableInterpose.h>
#include "df/ui.h"
+#include "df/ui_sidebar_menus.h"
#include "df/world.h"
#include "df/squad.h"
#include "df/unit.h"
@@ -27,6 +29,8 @@
#include "df/building_furnacest.h"
#include "df/building_trapst.h"
#include "df/building_siegeenginest.h"
+#include "df/building_civzonest.h"
+#include "df/viewscreen_dwarfmodest.h"
#include "RemoteServer.h"
#include "rename.pb.h"
@@ -43,6 +47,7 @@ using namespace df::enums;
using namespace dfproto;
using df::global::ui;
+using df::global::ui_sidebar_menus;
using df::global::world;
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event);
@@ -66,8 +71,8 @@ DFhackCExport command_result plugin_init (color_ostream &out, std::vector <Plugi
" (a building must be highlighted via 'q')\n"
));
- if (Core::getInstance().isMapLoaded())
- plugin_onstatechange(out, SC_MAP_LOADED);
+ if (Core::getInstance().isWorldLoaded())
+ plugin_onstatechange(out, SC_WORLD_LOADED);
}
return CR_OK;
@@ -78,10 +83,10 @@ static void init_buildings(bool enable);
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
- case SC_MAP_LOADED:
+ case SC_WORLD_LOADED:
init_buildings(true);
break;
- case SC_MAP_UNLOADED:
+ case SC_WORLD_UNLOADED:
init_buildings(false);
break;
default:
@@ -105,7 +110,8 @@ DFhackCExport command_result plugin_shutdown ( color_ostream &out )
BUILDING('w', building_workshopst, NULL) \
BUILDING('e', building_furnacest, NULL) \
BUILDING('T', building_trapst, NULL) \
- BUILDING('i', building_siegeenginest, NULL)
+ BUILDING('i', building_siegeenginest, NULL) \
+ BUILDING('Z', building_civzonest, "Zone")
#define BUILDING(code, cname, tag) \
struct cname##_hook : df::cname { \
@@ -124,10 +130,36 @@ DFhackCExport command_result plugin_shutdown ( color_ostream &out )
INTERPOSE_NEXT(getName)(buf); \
} \
}; \
- IMPLEMENT_VMETHOD_INTERPOSE(cname##_hook, getName);
+ IMPLEMENT_VMETHOD_INTERPOSE_PRIO(cname##_hook, getName, 100);
KNOWN_BUILDINGS
#undef BUILDING
+struct dwarf_render_zone_hook : df::viewscreen_dwarfmodest {
+ typedef df::viewscreen_dwarfmodest interpose_base;
+
+ DEFINE_VMETHOD_INTERPOSE(void, render, ())
+ {
+ INTERPOSE_NEXT(render)();
+
+ if (ui->main.mode == ui_sidebar_mode::Zones &&
+ ui_sidebar_menus && ui_sidebar_menus->zone.selected &&
+ !ui_sidebar_menus->zone.selected->name.empty())
+ {
+ auto dims = Gui::getDwarfmodeViewDims();
+ int width = dims.menu_x2 - dims.menu_x1 - 1;
+
+ Screen::Pen pen(' ',COLOR_WHITE);
+ Screen::fillRect(pen, dims.menu_x1, dims.y1+1, dims.menu_x2, dims.y1+1);
+
+ std::string name;
+ ui_sidebar_menus->zone.selected->getName(&name);
+ Screen::paintString(pen, dims.menu_x1+1, dims.y1+1, name.substr(0, width));
+ }
+ }
+};
+
+IMPLEMENT_VMETHOD_INTERPOSE(dwarf_render_zone_hook, render);
+
static char getBuildingCode(df::building *bld)
{
CHECK_NULL_POINTER(bld);
@@ -142,6 +174,9 @@ KNOWN_BUILDINGS
static bool enable_building_rename(char code, bool enable)
{
+ if (code == 'Z')
+ INTERPOSE_HOOK(dwarf_render_zone_hook, render).apply(enable);
+
switch (code) {
#define BUILDING(code, cname, tag) \
case code: return INTERPOSE_HOOK(cname##_hook, getName).apply(enable);
@@ -154,6 +189,8 @@ KNOWN_BUILDINGS
static void disable_building_rename()
{
+ INTERPOSE_HOOK(dwarf_render_zone_hook, render).remove();
+
#define BUILDING(code, cname, tag) \
INTERPOSE_HOOK(cname##_hook, getName).remove();
KNOWN_BUILDINGS
@@ -357,10 +394,11 @@ static command_result rename(color_ostream &out, vector <string> &parameters)
if (parameters.size() != 2)
return CR_WRONG_USAGE;
- if (ui->main.mode != ui_sidebar_mode::QueryBuilding)
+ df::building *bld = Gui::getSelectedBuilding(out, true);
+ if (!bld)
return CR_WRONG_USAGE;
- if (!renameBuilding(world->selected_building, parameters[1]))
+ if (!renameBuilding(bld, parameters[1]))
{
out.printerr("This type of building is not supported.\n");
return CR_FAILURE;
diff --git a/plugins/siege-engine.cpp b/plugins/siege-engine.cpp
index 3b95aba3..2e362afe 100644
--- a/plugins/siege-engine.cpp
+++ b/plugins/siege-engine.cpp
@@ -1821,6 +1821,7 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan
{
switch (event) {
case SC_MAP_LOADED:
+ if (!gamemode || *gamemode == game_mode::DWARF)
{
auto pworld = Core::getInstance().getWorld();
bool enable = pworld->GetPersistentData("siege-engine/enabled").isValid();
diff --git a/plugins/steam-engine.cpp b/plugins/steam-engine.cpp
index cacfc6e1..d884191e 100644
--- a/plugins/steam-engine.cpp
+++ b/plugins/steam-engine.cpp
@@ -972,7 +972,7 @@ static void enable_hooks(bool enable)
DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
switch (event) {
- case SC_MAP_LOADED:
+ case SC_WORLD_LOADED:
if (find_engines())
{
out.print("Detected steam engine workshops - enabling plugin.\n");
@@ -981,7 +981,7 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan
else
enable_hooks(false);
break;
- case SC_MAP_UNLOADED:
+ case SC_WORLD_UNLOADED:
enable_hooks(false);
engines.clear();
break;
@@ -994,8 +994,8 @@ DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_chan
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
- if (Core::getInstance().isMapLoaded())
- plugin_onstatechange(out, SC_MAP_LOADED);
+ if (Core::getInstance().isWorldLoaded())
+ plugin_onstatechange(out, SC_WORLD_LOADED);
return CR_OK;
}
diff --git a/plugins/stonesense b/plugins/stonesense
-Subproject 37a823541538023b9f3d0d1e8039cf32851de68
+Subproject 2a62ba5ed2607f4dbf0473e77502d4e19c19678
diff --git a/scripts/devel/find-offsets.lua b/scripts/devel/find-offsets.lua
index 6fc12735..07a05847 100644
--- a/scripts/devel/find-offsets.lua
+++ b/scripts/devel/find-offsets.lua
@@ -803,6 +803,19 @@ end
-- cur_year_tick
--
+function stop_autosave()
+ if is_known 'd_init' then
+ local f = df.global.d_init.flags4
+ if f.AUTOSAVE_SEASONAL or f.AUTOSAVE_YEARLY then
+ f.AUTOSAVE_SEASONAL = false
+ f.AUTOSAVE_YEARLY = false
+ print('Disabled seasonal and yearly autosave.')
+ end
+ else
+ dfhack.printerr('Could not disable autosave!')
+ end
+end
+
local function find_cur_year_tick()
local zone
if os_type == 'windows' then
@@ -815,6 +828,8 @@ local function find_cur_year_tick()
return
end
+ stop_autosave()
+
local addr = zone:find_counter([[
Searching for cur_year_tick. Please exit to main dwarfmode
menu, then do as instructed below:]],
@@ -825,6 +840,79 @@ menu, then do as instructed below:]],
end
--
+-- cur_season_tick
+--
+
+function step_n_frames(cnt)
+ local world = df.global.world
+ local ctick = world.frame_counter
+ local more = ''
+ while world.frame_counter-ctick < cnt do
+ print(" Please step the game "..(cnt-world.frame_counter+ctick)..more.." frames.")
+ more = ' more'
+ if not utils.prompt_yes_no(' Done?', true) then
+ return nil
+ end
+ end
+ return world.frame_counter-ctick
+end
+
+local function find_cur_season_tick()
+ if not (is_known 'cur_year_tick') then
+ dfhack.printerr('Cannot search for cur_season_tick - prerequisites missing.')
+ return
+ end
+
+ stop_autosave()
+
+ local addr = searcher:find_interactive([[
+Searching for cur_season_tick. Please exit to main dwarfmode
+menu, then do as instructed below:]],
+ 'int32_t',
+ function(ccursor)
+ if ccursor > 0 then
+ if not step_n_frames(10) then
+ return false
+ end
+ end
+ return true, math.floor(((df.global.cur_year_tick+10)%100800)/10)
+ end
+ )
+ ms.found_offset('cur_season_tick', addr)
+end
+
+--
+-- cur_season
+--
+
+local function find_cur_season()
+ if not (is_known 'cur_year_tick' and is_known 'cur_season_tick') then
+ dfhack.printerr('Cannot search for cur_season - prerequisites missing.')
+ return
+ end
+
+ stop_autosave()
+
+ local addr = searcher:find_interactive([[
+Searching for cur_season. Please exit to main dwarfmode
+menu, then do as instructed below:]],
+ 'int8_t',
+ function(ccursor)
+ if ccursor > 0 then
+ local cst = df.global.cur_season_tick
+ df.global.cur_season_tick = 10079
+ df.global.cur_year_tick = df.global.cur_year_tick + (10079-cst)*10
+ if not step_n_frames(10) then
+ return false
+ end
+ end
+ return true, math.floor((df.global.cur_year_tick+10)/100800)%4
+ end
+ )
+ ms.found_offset('cur_season', addr)
+end
+
+--
-- process_jobs
--
@@ -839,6 +927,8 @@ end
local function find_process_jobs()
local zone = get_process_zone() or searcher
+ stop_autosave()
+
local addr = zone:find_menu_cursor([[
Searching for process_jobs. Please do as instructed below:]],
'int8_t',
@@ -856,6 +946,8 @@ end
local function find_process_dig()
local zone = get_process_zone() or searcher
+ stop_autosave()
+
local addr = zone:find_menu_cursor([[
Searching for process_dig. Please do as instructed below:]],
'int8_t',
@@ -879,6 +971,8 @@ local function find_pause_state()
end
zone = zone or searcher
+ stop_autosave()
+
local addr = zone:find_menu_cursor([[
Searching for pause_state. Please do as instructed below:]],
'int8_t',
@@ -930,6 +1024,8 @@ print('\nUnpausing globals:\n')
exec_finder(find_cur_year, 'cur_year')
exec_finder(find_cur_year_tick, 'cur_year_tick')
+exec_finder(find_cur_season_tick, 'cur_season_tick')
+exec_finder(find_cur_season, 'cur_season')
exec_finder(find_process_jobs, 'process_jobs')
exec_finder(find_process_dig, 'process_dig')
exec_finder(find_pause_state, 'pause_state')
diff --git a/scripts/devel/inject-raws.lua b/scripts/devel/inject-raws.lua
new file mode 100644
index 00000000..a4ebeec1
--- /dev/null
+++ b/scripts/devel/inject-raws.lua
@@ -0,0 +1,178 @@
+-- Injects new reaction, item and building defs into the world.
+
+-- The savegame contains a list of the relevant definition tokens in
+-- the right order, but all details are read from raws every time.
+-- This allows just adding stub definitions, and simply saving and
+-- reloading the game.
+
+local utils = require 'utils'
+
+local raws = df.global.world.raws
+
+print[[
+WARNING: THIS SCRIPT CAN PERMANENLY DAMAGE YOUR SAVE.
+
+This script attempts to inject new raw objects into your
+world. If the injected references do not match the actual
+edited raws, your save will refuse to load, or load but crash.
+]]
+
+if not utils.prompt_yes_no('Did you make a backup?') then
+ qerror('Not backed up.')
+end
+
+df.global.pause_state = true
+
+local changed = false
+
+function inject_reaction(name)
+ for _,v in ipairs(raws.reactions) do
+ if v.code == name then
+ print('Reaction '..name..' already exists.')
+ return
+ end
+ end
+
+ print('Injecting reaction '..name)
+ changed = true
+
+ raws.reactions:insert('#', {
+ new = true,
+ code = name,
+ name = 'Dummy reaction '..name,
+ index = #raws.reactions,
+ })
+end
+
+local building_types = {
+ workshop = { df.building_def_workshopst, raws.buildings.workshops },
+ furnace = { df.building_def_furnacest, raws.buildings.furnaces },
+}
+
+function inject_building(btype, name)
+ for _,v in ipairs(raws.buildings.all) do
+ if v.code == name then
+ print('Building '..name..' already exists.')
+ return
+ end
+ end
+
+ print('Injecting building '..name)
+ changed = true
+
+ local typeinfo = building_types[btype]
+
+ local id = raws.buildings.next_id
+ raws.buildings.next_id = id+1
+
+ raws.buildings.all:insert('#', {
+ new = typeinfo[1],
+ code = name,
+ name = 'Dummy '..btype..' '..name,
+ id = id,
+ })
+
+ typeinfo[2]:insert('#', raws.buildings.all[#raws.buildings.all-1])
+end
+
+local itemdefs = raws.itemdefs
+local item_types = {
+ weapon = { df.itemdef_weaponst, itemdefs.weapons, 'weapon_type' },
+ trainweapon = { df.itemdef_weaponst, itemdefs.weapons, 'training_weapon_type' },
+ pick = { df.itemdef_weaponst, itemdefs.weapons, 'digger_type' },
+ trapcomp = { df.itemdef_trapcompst, itemdefs.trapcomps, 'trapcomp_type' },
+ toy = { df.itemdef_toyst, itemdefs.toys, 'toy_type' },
+ tool = { df.itemdef_toolst, itemdefs.tools, 'tool_type' },
+ instrument = { df.itemdef_instrumentst, itemdefs.instruments, 'instrument_type' },
+ armor = { df.itemdef_armorst, itemdefs.armor, 'armor_type' },
+ ammo = { df.itemdef_ammost, itemdefs.ammo, 'ammo_type' },
+ siegeammo = { df.itemdef_siegeammost, itemdefs.siege_ammo, 'siegeammo_type' },
+ gloves = { df.itemdef_glovest, itemdefs.gloves, 'gloves_type' },
+ shoes = { df.itemdef_shoest, itemdefs.shoes, 'shoes_type' },
+ shield = { df.itemdef_shieldst, itemdefs.shields, 'shield_type' },
+ helm = { df.itemdef_helmst, itemdefs.helms, 'helm_type' },
+ pants = { df.itemdef_pantsst, itemdefs.pants, 'pants_type' },
+ food = { df.itemdef_foodst, itemdefs.food },
+}
+
+function add_to_civ(entity, bvec, id)
+ for _,v in ipairs(entity.resources[bvec]) do
+ if v == id then
+ return
+ end
+ end
+
+ entity.resources[bvec]:insert('#', id)
+end
+
+function add_to_dwarf_civs(btype, id)
+ local typeinfo = item_types[btype]
+ if not typeinfo[3] then
+ print('Not adding to civs.')
+ end
+
+ for _,entity in ipairs(df.global.world.entities.all) do
+ if entity.race == df.global.ui.race_id then
+ add_to_civ(entity, typeinfo[3], id)
+ end
+ end
+end
+
+function inject_item(btype, name)
+ for _,v in ipairs(itemdefs.all) do
+ if v.id == name then
+ print('Itemdef '..name..' already exists.')
+ return
+ end
+ end
+
+ print('Injecting item '..name)
+ changed = true
+
+ local typeinfo = item_types[btype]
+ local vec = typeinfo[2]
+ local id = #vec
+
+ vec:insert('#', {
+ new = typeinfo[1],
+ id = name,
+ subtype = id,
+ name = name,
+ name_plural = name,
+ })
+
+ itemdefs.all:insert('#', vec[id])
+
+ add_to_dwarf_civs(btype, id)
+end
+
+local args = {...}
+local mode = nil
+local ops = {}
+
+for _,kv in ipairs(args) do
+ if mode and string.match(kv, '^[%u_]+$') then
+ table.insert(ops, curry(mode, kv))
+ elseif kv == 'reaction' then
+ mode = inject_reaction
+ elseif building_types[kv] then
+ mode = curry(inject_building, kv)
+ elseif item_types[kv] then
+ mode = curry(inject_item, kv)
+ else
+ qerror('Invalid option: '..kv)
+ end
+end
+
+if #ops > 0 then
+ print('')
+ for _,v in ipairs(ops) do
+ v()
+ end
+end
+
+if changed then
+ print('\nNow without unpausing save and reload the game to re-read raws.')
+else
+ print('\nNo changes made.')
+end
diff --git a/scripts/gui/rename.lua b/scripts/gui/rename.lua
index a457a0bf..70a09b2f 100644
--- a/scripts/gui/rename.lua
+++ b/scripts/gui/rename.lua
@@ -13,10 +13,12 @@ local function verify_mode(expected)
end
end
-if string.match(focus, '^dwarfmode/QueryBuilding/Some') then
+local unit = dfhack.gui.getSelectedUnit(true)
+local building = dfhack.gui.getSelectedBuilding(true)
+
+if building and (not unit or mode == 'building') then
verify_mode('building')
- local building = df.global.world.selected_building
if plugin.canRenameBuilding(building) then
dlg.showInputPrompt(
'Rename Building',
@@ -30,9 +32,7 @@ if string.match(focus, '^dwarfmode/QueryBuilding/Some') then
'Cannot rename this type of building.', COLOR_LIGHTRED
)
end
-elseif dfhack.gui.getSelectedUnit(true) then
- local unit = dfhack.gui.getSelectedUnit(true)
-
+elseif unit then
if mode == 'unit-profession' then
dlg.showInputPrompt(
'Rename Unit',
diff --git a/scripts/gui/siege-engine.lua b/scripts/gui/siege-engine.lua
index c98cb167..f460bb21 100644
--- a/scripts/gui/siege-engine.lua
+++ b/scripts/gui/siege-engine.lua
@@ -74,6 +74,10 @@ function SiegeEngine:onDestroy()
end
end
+function SiegeEngine:onGetSelectedBuilding()
+ return df.global.world.selected_building
+end
+
function SiegeEngine:showCursor(enable)
local cursor = guidm.getCursorPos()
if cursor and not enable then
diff --git a/scripts/siren.lua b/scripts/siren.lua
new file mode 100644
index 00000000..5371e3d7
--- /dev/null
+++ b/scripts/siren.lua
@@ -0,0 +1,109 @@
+-- Wakes up the sleeping, breaks up parties and stops breaks.
+
+local utils = require 'utils'
+
+local args = {...}
+local burrows = {}
+local bnames = {}
+
+if not dfhack.isMapLoaded() then
+ qerror('Map is not loaded.')
+end
+
+for _,v in ipairs(args) do
+ local b = dfhack.burrows.findByName(v)
+ if not b then
+ qerror('Unknown burrow: '..v)
+ end
+ table.insert(bnames, v)
+ table.insert(burrows, b)
+end
+
+function is_in_burrows(pos)
+ if #burrows == 0 then
+ return true
+ end
+ for _,v in ipairs(burrows) do
+ if dfhack.burrows.isAssignedTile(v, pos) then
+ return true
+ end
+ end
+end
+
+function add_thought(unit, code)
+ for _,v in ipairs(unit.status.recent_events) do
+ if v.type == code then
+ v.age = 0
+ return
+ end
+ end
+
+ unit.status.recent_events:insert('#', { new = true, type = code })
+end
+
+function wake_unit(unit)
+ local job = unit.job.current_job
+ if not job or job.job_type ~= df.job_type.Sleep then
+ return
+ end
+
+ if job.completion_timer > 0 then
+ unit.counters.unconscious = 0
+ add_thought(unit, df.unit_thought_type.SleepNoiseWake)
+ elseif job.completion_timer < 0 then
+ add_thought(unit, df.unit_thought_type.Tired)
+ end
+
+ job.pos:assign(unit.pos)
+
+ job.completion_timer = 0
+
+ unit.path.dest:assign(unit.pos)
+ unit.path.path.x:resize(0)
+ unit.path.path.y:resize(0)
+ unit.path.path.z:resize(0)
+
+ unit.counters.job_counter = 0
+end
+
+function stop_break(unit)
+ local counter = dfhack.units.getMiscTrait(unit, df.misc_trait_type.OnBreak)
+ if counter then
+ counter.id = df.misc_trait_type.TimeSinceBreak
+ counter.value = 100800 - 30*1200
+ add_thought(unit, df.unit_thought_type.Tired)
+ end
+end
+
+-- Stop rest
+for _,v in ipairs(df.global.world.units.active) do
+ local x,y,z = dfhack.units.getPosition(v)
+ if x and not dfhack.units.isDead(v) and is_in_burrows(xyz2pos(x,y,z)) then
+ wake_unit(v)
+ stop_break(v)
+ end
+end
+
+-- Stop parties
+for _,v in ipairs(df.global.ui.parties) do
+ local pos = utils.getBuildingCenter(v.location)
+ if is_in_burrows(pos) then
+ v.timer = 0
+ for _, u in ipairs(v.units) do
+ add_thought(unit, df.unit_thought_type.Tired)
+ end
+ end
+end
+
+local place = 'the halls and tunnels'
+if #bnames > 0 then
+ if #bnames == 1 then
+ place = bnames[1]
+ else
+ place = table.concat(bnames,', ',1,#bnames-1)..' and '..bnames[#bnames]
+ end
+end
+dfhack.gui.showAnnouncement(
+ 'A loud siren sounds throughout '..place..', waking the sleeping and startling the awake.',
+ COLOR_BROWN, true
+)