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| author | Alexander Gavrilov | 2012-09-21 12:19:48 +0400 |
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| committer | Alexander Gavrilov | 2012-09-21 12:19:48 +0400 |
| commit | c5101b2ea4f2685dd306f91840ab471048e52495 (patch) | |
| tree | e8f7dd0110adfb147c09395e23b158352c2375b7 | |
| parent | 1403bb126c65053e9d430a5876dd6d2ac50a2361 (diff) | |
| download | dfhack-c5101b2ea4f2685dd306f91840ab471048e52495.tar.gz dfhack-c5101b2ea4f2685dd306f91840ab471048e52495.tar.bz2 dfhack-c5101b2ea4f2685dd306f91840ab471048e52495.tar.xz | |
Group commands in the readme document by their general type.
There are way too many of them now for a flat list to work.
| -rw-r--r-- | README.rst | 1536 | ||||
| -rw-r--r-- | Readme.html | 2009 |
2 files changed, 1798 insertions, 1747 deletions
@@ -152,33 +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 @@ -191,18 +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 @@ -211,16 +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:: @@ -239,18 +315,18 @@ Examples: You did save your game, right? changevein -========== +---------- Changes material of the vein under cursor to the specified inorganic RAW 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 @@ -261,474 +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. +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`` + + ``changeitem m INORGANIC:GRANITE here`` Change material of all items under the cursor to granite. -``changeitem q 5`` + ``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 -------- -: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). +colonies +-------- +Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies. -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). +Options: -.. note:: + :bees: turn colonies into honey bee colonies - * 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. +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). -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. +feature +------- +Enables management of map features. -forcepause -========== -Forces DF to pause. This is useful when your FPS drops below 1 and you lose -control of the game. +* 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. - * Activate with 'forcepause 1' - * Deactivate with 'forcepause 0' +Options: -nopause -======= -Disables pausing (both manual and automatic) with the exception of pause forced -by 'reveal hell'. This is nice for digging under rivers. + :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. -die -=== -Instantly kills DF without saving. +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). -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. +For more information, refer to the command's internal help. -Cursor must be placed on a floor tile so the items can be dumped there. +.. note:: -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). + Spawning and deleting liquids can F up pathing data and + temperatures (creating heat traps). You've been warned. -autodump-destroy-here -===================== -Destroy items marked for dumping under cursor. Identical to autodump -destroy-here, but intended for use as keybinding. +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). -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. +Intended to be used as keybinding. Requires an active in-game cursor. -burrow -====== -Miscellaneous burrow control. Allows manipulating burrows and automated burrow -expansion while digging. -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. +tiletypes +--------- +Can be used for painting map tiles and is an interactive command, much like +liquids. -catsplosion -=========== -Makes cats just *multiply*. It is not a good idea to run this more than once or -twice. +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. -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. +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. -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. +The properties of filter and paint can be partially defined. This means that +you can for example do something like this: -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. + filter material STONE + filter shape FORTIFICATION + paint shape FLOOR -cleanowned -========== -Confiscates items owned by dwarfs. By default, owned food on the floor -and rotten items are confistacted and dumped. +This will turn all stone fortifications into floors, preserving the material. -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. +Or this: +:: -Example: --------- -``cleanowned scattered X`` : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above. + filter shape FLOOR + filter material MINERAL + paint shape WALL -colonies -======== -Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies. +Turning mineral vein floors back into walls. -Options -------- -:bees: turn colonies into honey bee colonies +The tool also allows tweaking some tile flags: -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). +Or this: -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 + paint hidden 1 + paint hidden 0 -Confirmed working DFusion plugins: ----------------------------------- -:simple_embark: allows changing the number of dwarves available on embark. +This will hide previously revealed tiles (or show hidden with the 0 option). -.. note:: +Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword: - * 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. +:: -drybuckets -========== -This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye. + paint hidden ANY + paint shape ANY + filter material any + filter shape any + filter any -fastdwarf -========= -Makes your minions move at ludicrous speeds. +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) - * Activate with 'fastdwarf 1' - * Deactivate with 'fastdwarf 0' +Example: -feature -======= -Enables management of map features. +:: -* 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. + range 10 10 1 -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. +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. -filltraffic -=========== -Set traffic designations using flood-fill starting at the cursor. +For more details, see the 'help' command while using this. -Traffic Type Codes: -------------------- -: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. -Other Options: +tiletypes-here -------------- -: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. - -alltraffic -========== -Set traffic designations for every single tile of the map (useful for resetting traffic designations). +Apply the current tiletypes options at the in-game cursor position, including +the brush. Can be used from a hotkey. -Traffic Type Codes: -------------------- -:H: High Traffic -:N: Normal Traffic -:L: Low Traffic -:R: Restricted Traffic +tiletypes-here-point +-------------------- +Apply the current tiletypes options at the in-game cursor position to a single +tile. Can be used from a hotkey. -Example: +tubefill -------- -'alltraffic N' - Set traffic to 'normal' for all tiles. +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). -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. +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. -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. +Options: -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. + :shrubs: affect all shrubs on the map + :trees: affect all trees on the map + :all: affect every plant! -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. +grow +---- +Makes all saplings present on the map grow into trees (almost) instantly. -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. +immolate +-------- +Very similar to extirpate, but additionally sets the plants on fire. The fires +can and *will* spread ;) -Options +regrass ------- -:-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. - -tidlers -======= -Toggle between all possible positions where the idlers count can be placed. +Regrows grass. Not much to it ;) -twaterlvl -========= -Toggle between displaying/not displaying liquid depth as numbers. +weather +------- +Prints the current weather map by default. -job -=== -Command for general job query and manipulation. +Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'. 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. -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). + :snow: make it snow everywhere. + :rain: make it rain. + :clear: clear the sky. -For more information, refer to the command's internal help. -.. note:: - - 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, - siege engine or an activity zone. + :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 @@ -738,167 +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. + +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. -tiletypes-here-point -==================== -Apply the current tiletypes options at the in-game cursor position to a single -tile. Can be used from a hotkey. + +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. @@ -944,136 +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. @@ -1086,7 +1132,8 @@ the frequency of jobs being toggled. Constraint examples -------------------- +................... + Keep metal bolts within 900-1000, and wood/bone within 150-200. :: @@ -1127,73 +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 @@ -1202,7 +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 @@ -1223,14 +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 @@ -1241,7 +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. @@ -1264,7 +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 @@ -1276,15 +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. @@ -1303,41 +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 @@ -1369,8 +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: @@ -1384,7 +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 @@ -1398,6 +1452,30 @@ 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 @@ -1413,19 +1491,6 @@ scripts that are obscure, developer-oriented, or should be used as keybindings. Some notable scripts: -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 :) - - fix/* ===== @@ -1462,6 +1527,17 @@ 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 :) growcrops ========= @@ -1684,10 +1760,12 @@ Exiting from the siege engine script via ESC reverts the view to the state prior 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. ========= @@ -1723,20 +1801,24 @@ 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 than both of the engines. +.. 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 --------- diff --git a/Readme.html b/Readme.html index 977c4177..be6856fb 100644 --- a/Readme.html +++ b/Readme.html @@ -318,7 +318,7 @@ ul.auto-toc { <h1 class="title">DFHack Readme</h1> <div class="section" id="introduction"> -<h1><a class="toc-backref" href="#id35">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 @@ -326,250 +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="id35">Introduction</a></li> -<li><a class="reference internal" href="#getting-dfhack" id="id36">Getting DFHack</a></li> -<li><a class="reference internal" href="#compatibility" id="id37">Compatibility</a></li> -<li><a class="reference internal" href="#installation-removal" id="id38">Installation/Removal</a></li> -<li><a class="reference internal" href="#using-dfhack" id="id39">Using DFHack</a></li> -<li><a class="reference internal" href="#something-doesn-t-work-help" id="id40">Something doesn't work, help!</a></li> -<li><a class="reference internal" href="#the-init-file" id="id41">The init file</a><ul> -<li><a class="reference internal" href="#setting-keybindings" id="id42">Setting keybindings</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="#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> +<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="#advtools" id="id46">advtools</a><ul> -<li><a class="reference internal" href="#id1" id="id47">Usage</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="#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> +<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="#changevein" id="id51">changevein</a><ul> -<li><a class="reference internal" href="#example" id="id52">Example:</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="#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> +<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="#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> +<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="#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> +<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="#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> +<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="#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> +<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="#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> +<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="#colonies" id="id78">colonies</a><ul> -<li><a class="reference internal" href="#id11" id="id79">Options</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="#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="#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="#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> </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="#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="#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="#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="#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="#flows" id="id97">flows</a></li> -<li><a class="reference internal" href="#getplants" id="id98">getplants</a><ul> -<li><a class="reference internal" href="#id16" id="id99">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="#tidlers" id="id100">tidlers</a></li> -<li><a class="reference internal" href="#twaterlvl" id="id101">twaterlvl</a></li> -<li><a class="reference internal" href="#job" id="id102">job</a></li> -<li><a class="reference internal" href="#job-material" id="id103">job-material</a></li> -<li><a class="reference internal" href="#job-duplicate" id="id104">job-duplicate</a></li> -<li><a class="reference internal" href="#liquids" id="id105">liquids</a></li> -<li><a class="reference internal" href="#liquids-here" id="id106">liquids-here</a></li> -<li><a class="reference internal" href="#mode" id="id107">mode</a></li> -<li><a class="reference internal" href="#extirpate" id="id108">extirpate</a><ul> -<li><a class="reference internal" href="#id17" id="id109">Options</a></li> </ul> </li> -<li><a class="reference internal" href="#grow" id="id110">grow</a></li> -<li><a class="reference internal" href="#immolate" id="id111">immolate</a></li> -<li><a class="reference internal" href="#probe" id="id112">probe</a></li> -<li><a class="reference internal" href="#prospect" id="id113">prospect</a><ul> -<li><a class="reference internal" href="#id18" id="id114">Options</a></li> -<li><a class="reference internal" href="#pre-embark-estimate" id="id115">Pre-embark estimate</a></li> -<li><a class="reference internal" href="#id19" id="id116">Options</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="#regrass" id="id117">regrass</a></li> -<li><a class="reference internal" href="#rename" id="id118">rename</a><ul> -<li><a class="reference internal" href="#id20" id="id119">Options</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="#reveal" id="id120">reveal</a></li> -<li><a class="reference internal" href="#unreveal" id="id121">unreveal</a></li> -<li><a class="reference internal" href="#revtoggle" id="id122">revtoggle</a></li> -<li><a class="reference internal" href="#revflood" id="id123">revflood</a></li> -<li><a class="reference internal" href="#revforget" id="id124">revforget</a></li> -<li><a class="reference internal" href="#lair" id="id125">lair</a><ul> -<li><a class="reference internal" href="#id21" id="id126">Options</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="#seedwatch" id="id127">seedwatch</a></li> -<li><a class="reference internal" href="#showmood" id="id128">showmood</a></li> -<li><a class="reference internal" href="#copystock" id="id129">copystock</a></li> -<li><a class="reference internal" href="#ssense-stonesense" id="id130">ssense / stonesense</a></li> -<li><a class="reference internal" href="#tiletypes" id="id131">tiletypes</a></li> -<li><a class="reference internal" href="#tiletypes-commands" id="id132">tiletypes-commands</a></li> -<li><a class="reference internal" href="#tiletypes-here" id="id133">tiletypes-here</a></li> -<li><a class="reference internal" href="#tiletypes-here-point" id="id134">tiletypes-here-point</a></li> -<li><a class="reference internal" href="#tweak" id="id135">tweak</a><ul> -<li><a class="reference internal" href="#id22" id="id136">Options</a></li> -</ul> -</li> -<li><a class="reference internal" href="#tubefill" id="id137">tubefill</a></li> -<li><a class="reference internal" href="#digv" id="id138">digv</a></li> -<li><a class="reference internal" href="#digvx" id="id139">digvx</a></li> -<li><a class="reference internal" href="#digl" id="id140">digl</a></li> -<li><a class="reference internal" href="#diglx" id="id141">diglx</a></li> -<li><a class="reference internal" href="#digexp" id="id142">digexp</a><ul> -<li><a class="reference internal" href="#patterns" id="id143">Patterns:</a></li> -<li><a class="reference internal" href="#filters" id="id144">Filters:</a></li> -<li><a class="reference internal" href="#id23" id="id145">Examples:</a></li> -</ul> -</li> -<li><a class="reference internal" href="#digcircle" id="id146">digcircle</a><ul> -<li><a class="reference internal" href="#shape" id="id147">Shape:</a></li> -<li><a class="reference internal" href="#action" id="id148">Action:</a></li> -<li><a class="reference internal" href="#designation-types" id="id149">Designation types:</a></li> -<li><a class="reference internal" href="#id24" id="id150">Examples:</a></li> -</ul> -</li> -<li><a class="reference internal" href="#weather" id="id151">weather</a><ul> -<li><a class="reference internal" href="#id25" id="id152">Options:</a></li> -</ul> -</li> -<li><a class="reference internal" href="#workflow" id="id153">workflow</a><ul> -<li><a class="reference internal" href="#id26" id="id154">Usage</a></li> -<li><a class="reference internal" href="#function" id="id155">Function</a></li> -<li><a class="reference internal" href="#constraint-examples" id="id156">Constraint examples</a></li> -</ul> -</li> -<li><a class="reference internal" href="#mapexport" id="id157">mapexport</a></li> -<li><a class="reference internal" href="#dwarfexport" id="id158">dwarfexport</a></li> -<li><a class="reference internal" href="#zone" id="id159">zone</a><ul> -<li><a class="reference internal" href="#id27" id="id160">Options:</a></li> -<li><a class="reference internal" href="#id28" id="id161">Filters:</a></li> -<li><a class="reference internal" href="#usage-with-single-units" id="id162">Usage with single units</a></li> -<li><a class="reference internal" href="#usage-with-filters" id="id163">Usage with filters</a></li> -<li><a class="reference internal" href="#mass-renaming" id="id164">Mass-renaming</a></li> -<li><a class="reference internal" href="#cage-zones" id="id165">Cage zones</a></li> -<li><a class="reference internal" href="#id29" id="id166">Examples</a></li> -</ul> -</li> -<li><a class="reference internal" href="#autonestbox" id="id167">autonestbox</a><ul> -<li><a class="reference internal" href="#id30" id="id168">Options:</a></li> -</ul> -</li> -<li><a class="reference internal" href="#autobutcher" id="id169">autobutcher</a><ul> -<li><a class="reference internal" href="#id31" id="id170">Options:</a></li> -<li><a class="reference internal" href="#id32" id="id171">Examples:</a></li> -<li><a class="reference internal" href="#note" id="id172">Note:</a></li> -</ul> -</li> -<li><a class="reference internal" href="#autolabor" id="id173">autolabor</a></li> -</ul> -</li> -<li><a class="reference internal" href="#scripts" id="id174">Scripts</a><ul> -<li><a class="reference internal" href="#quicksave" id="id175">quicksave</a></li> -<li><a class="reference internal" href="#setfps" id="id176">setfps</a></li> -<li><a class="reference internal" href="#fix" id="id177">fix/*</a></li> -<li><a class="reference internal" href="#gui" id="id178">gui/*</a></li> -<li><a class="reference internal" href="#growcrops" id="id179">growcrops</a></li> -<li><a class="reference internal" href="#removebadthoughts" id="id180">removebadthoughts</a></li> -<li><a class="reference internal" href="#slayrace" id="id181">slayrace</a></li> -<li><a class="reference internal" href="#magmasource" id="id182">magmasource</a></li> -</ul> -</li> -<li><a class="reference internal" href="#in-game-interface-tools" id="id183">In-game interface tools</a><ul> -<li><a class="reference internal" href="#dwarf-manipulator" id="id184">Dwarf Manipulator</a></li> -<li><a class="reference internal" href="#id33" id="id185">Liquids</a></li> -<li><a class="reference internal" href="#mechanisms" id="id186">Mechanisms</a></li> -<li><a class="reference internal" href="#power-meter" id="id187">Power Meter</a></li> -<li><a class="reference internal" href="#id34" id="id188">Rename</a></li> -<li><a class="reference internal" href="#room-list" id="id189">Room List</a></li> -<li><a class="reference internal" href="#siege-engine" id="id190">Siege Engine</a></li> -</ul> -</li> -<li><a class="reference internal" href="#raw-hacks" id="id191">RAW hacks</a><ul> -<li><a class="reference internal" href="#steam-engine" id="id192">Steam Engine</a><ul> -<li><a class="reference internal" href="#rationale" id="id193">Rationale</a></li> -<li><a class="reference internal" href="#construction" id="id194">Construction</a></li> -<li><a class="reference internal" href="#operation" id="id195">Operation</a></li> -<li><a class="reference internal" href="#explosions" id="id196">Explosions</a></li> -<li><a class="reference internal" href="#save-files" id="id197">Save files</a></li> -</ul> -</li> -<li><a class="reference internal" href="#add-spatter" id="id198">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="#id36">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="#id37">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 @@ -578,7 +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="#id38">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> @@ -600,7 +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="#id39">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 @@ -624,7 +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="#id40">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. @@ -633,13 +575,13 @@ 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="#id41">The init file</a></h1> +<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 <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="#id42">Setting keybindings</a></h2> +<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> @@ -684,17 +626,107 @@ for context <tt class="docutils literal">foo/bar/baz</tt>, possible matches are </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 <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.</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 <index> "name":</th></tr> +<tr class="field"><td> </td><td class="field-body">Rename squad by index to 'name'.</td> +</tr> +<tr class="field"><th class="field-name" colspan="2">rename hotkey <index> "name":</th></tr> +<tr class="field"><td> </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 "nickname":</th></tr> +<tr class="field"><td> </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 "custom profession":</th></tr> +<tr class="field"><td> </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 "name":</th></tr> +<tr class="field"><td> </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> @@ -702,12 +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" /> @@ -723,10 +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 @@ -737,8 +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" /> @@ -770,9 +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> @@ -781,6 +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"> @@ -799,22 +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. Only affects tiles within the current 16x16 block - for veins and large clusters, you will need to use this command multiple times.</p> -<div class="section" id="example"> -<h3><a class="toc-backref" href="#id52">Example:</a></h3> +<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 @@ -824,8 +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" /> @@ -842,19 +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. @@ -865,8 +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 "zombie". Anonymous zombies and resurrected body parts will show as "unnamed creature".</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" /> @@ -884,9 +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 @@ -895,6 +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"> @@ -907,119 +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="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 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> +<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> </td><td class="field-body"></td> -</tr> -<tr class="field"><th class="field-name" colspan="2">disable feature ...:</th></tr> -<tr class="field"><td> </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> </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> </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> </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> </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> </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> </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> </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> </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" /> @@ -1031,169 +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" /> @@ -1208,9 +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" /> @@ -1223,17 +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" /> @@ -1248,46 +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="flows"> -<h2><a class="toc-backref" href="#id97">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="#id98">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="#id99">Options</a></h3> +<p>Options:</p> +<blockquote> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1303,367 +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="#id100">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="#id101">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="#id102">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 <item-idx> <material[:subtoken]> - Replace the exact material -id in the job item.</li> -<li>item-type <item-idx> <type[:subtype]> - 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="#id103">job-material</a></h2> -<p>Alter the material of the selected job.</p> -<p>Invoked as: job-material <inorganic-token></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="#id104">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="liquids"> -<h2><a class="toc-backref" href="#id105">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="#id106">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="#id107">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="#id108">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="id17"> -<h3><a class="toc-backref" href="#id109">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">shrubs:</th><td class="field-body">affect all shrubs on the map</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">trees:</th><td class="field-body">affect all trees on the map</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">all:</th><td class="field-body">affect every plant!</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> -</div> -</div> -<div class="section" id="grow"> -<h2><a class="toc-backref" href="#id110">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="#id111">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="#id112">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="#id113">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="id18"> -<h3><a class="toc-backref" href="#id114">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">all:</th><td class="field-body">Scan the whole map, as if it was revealed.</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> -<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">mud:</th><td class="field-body">Remove mud in addition to the normal stuff.</td> </tr> -</tbody> -</table> -</div> -<div class="section" id="pre-embark-estimate"> -<h3><a class="toc-backref" href="#id115">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="id19"> -<h3><a class="toc-backref" href="#id116">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">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="regrass"> -<h2><a class="toc-backref" href="#id117">regrass</a></h2> -<p>Regrows grass. Not much to it ;)</p> -</div> -<div class="section" id="rename"> -<h2><a class="toc-backref" href="#id118">rename</a></h2> -<p>Allows renaming various things.</p> -<div class="section" id="id20"> -<h3><a class="toc-backref" href="#id119">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" colspan="2">rename squad <index> "name":</th></tr> -<tr class="field"><td> </td><td class="field-body">Rename squad by index to 'name'.</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" colspan="2">rename hotkey <index> "name":</th></tr> -<tr class="field"><td> </td><td class="field-body">Rename hotkey by index. This allows assigning -longer commands to the DF hotkeys.</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" colspan="2">rename unit "nickname":</th></tr> -<tr class="field"><td> </td><td class="field-body">Rename a unit/creature highlighted in the DF user -interface.</td> +<tr class="field"><th class="field-name">visible:</th><td class="field-body">Only process items that are not hidden.</td> </tr> -<tr class="field"><th class="field-name" colspan="2">rename unit-profession "custom profession":</th></tr> -<tr class="field"><td> </td><td class="field-body">Change proffession name of the -highlighted unit/creature.</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" colspan="2">rename building "name":</th></tr> -<tr class="field"><td> </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 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="reveal"> -<h2><a class="toc-backref" href="#id120">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="#id121">unreveal</a></h2> -<p>Reverts the effects of 'reveal'.</p> -</div> -<div class="section" id="revtoggle"> -<h2><a class="toc-backref" href="#id122">revtoggle</a></h2> -<p>Switches between 'reveal' and 'unreveal'.</p> -</div> -<div class="section" id="revflood"> -<h2><a class="toc-backref" href="#id123">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="#id124">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 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="lair"> -<h2><a class="toc-backref" href="#id125">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="id21"> -<h3><a class="toc-backref" href="#id126">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">lair:</th><td class="field-body">Mark the map as monster lair</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">lair reset:</th><td class="field-body">Mark the map as ordinary (not lair)</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">x:</th><td class="field-body">confiscate/dump items with wear level 'x' and more</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> +<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="#id127">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="#id128">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="#id129">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="#id130">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 > 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="#id131">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="#id132">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="#id133">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="#id134">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="#id135">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="id22"> -<h3><a class="toc-backref" href="#id136">Options</a></h3> +<p>Options:</p> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -1729,186 +1721,127 @@ reagents.</td> </table> </div> </div> -<div class="section" id="tubefill"> -<h2><a class="toc-backref" href="#id137">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="#id138">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="#id139">digvx</a></h2> -<p>A permanent alias for 'digv x'.</p> -</div> -<div class="section" id="digl"> -<h2><a class="toc-backref" href="#id140">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="#id141">diglx</a></h2> -<p>A permanent alias for 'digl x'.</p> -</div> -<div class="section" id="digexp"> -<h2><a class="toc-backref" href="#id142">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="#id143">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="#id144">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="id23"> -<h3><a class="toc-backref" href="#id145">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="#id146">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="#id147">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 > 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="#id148">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="#id149">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="id24"> -<h3><a class="toc-backref" href="#id150">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 <item-idx> <material[:subtoken]></strong></dt> +<dd>Replace the exact material id in the job item.</dd> +<dt><strong>item-type <item-idx> <type[:subtype]></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 <inorganic-token> +</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="#id151">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="id25"> -<h3><a class="toc-backref" href="#id152">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="#id153">workflow</a></h2> +<h3><a class="toc-backref" href="#id91">workflow</a></h3> <p>Manage control of repeat jobs.</p> -<div class="section" id="id26"> -<h3><a class="toc-backref" href="#id154">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. @@ -1927,9 +1860,9 @@ Otherwise, enables or disables any of the following options:</p> <dt><tt class="docutils literal">workflow unlimit <span class="pre"><constraint-spec></span></tt></dt> <dd>Delete a constraint.</dd> </dl> -</div> +</blockquote> <div class="section" id="function"> -<h3><a class="toc-backref" href="#id155">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> @@ -1940,7 +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="#id156">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 @@ -1977,20 +1910,20 @@ command. </pre> </div> </div> -<div class="section" id="mapexport"> -<h2><a class="toc-backref" href="#id157">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="#id158">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="#id159">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="id27"> -<h3><a class="toc-backref" href="#id160">Options:</a></h3> +<p>Options:</p> +<blockquote> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -2027,9 +1960,9 @@ the cursor are listed.</td> </tr> </tbody> </table> -</div> -<div class="section" id="id28"> -<h3><a class="toc-backref" href="#id161">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" /> @@ -2084,9 +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="#id162">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 @@ -2095,7 +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="#id163">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. @@ -2113,14 +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' -> race is not a grazer).</p> </div> <div class="section" id="mass-renaming"> -<h3><a class="toc-backref" href="#id164">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="#id165">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 @@ -2130,8 +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="id29"> -<h3><a class="toc-backref" href="#id166">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 @@ -2157,7 +2090,7 @@ on the current default zone.</dd> </div> </div> <div class="section" id="autonestbox"> -<h2><a class="toc-backref" href="#id167">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 @@ -2167,8 +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="id30"> -<h3><a class="toc-backref" href="#id168">Options:</a></h3> +<p>Options:</p> +<blockquote> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -2183,10 +2116,10 @@ frames between runs.</td> </tr> </tbody> </table> -</div> +</blockquote> </div> <div class="section" id="autobutcher"> -<h2><a class="toc-backref" href="#id169">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 @@ -2199,8 +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="id31"> -<h3><a class="toc-backref" href="#id170">Options:</a></h3> +<p>Options:</p> +<blockquote> <table class="docutils field-list" frame="void" rules="none"> <col class="field-name" /> <col class="field-body" /> @@ -2251,9 +2184,8 @@ for future entries.</td> </tr> </tbody> </table> -</div> -<div class="section" id="id32"> -<h3><a class="toc-backref" href="#id171">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 @@ -2282,9 +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="#id172">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> @@ -2296,9 +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="#id173">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 @@ -2311,8 +2240,39 @@ while it is enabled.</p> <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="#id174">Scripts</a></h1> +<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> @@ -2320,18 +2280,8 @@ of the 'ls' command output.</p> 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="quicksave"> -<h2><a class="toc-backref" href="#id175">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="#id176">setfps</a></h2> -<p>Run <tt class="docutils literal">setfps <number></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="fix"> -<h2><a class="toc-backref" href="#id177">fix/*</a></h2> +<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> @@ -2357,12 +2307,22 @@ caused by autodump bugs or other hacking mishaps.</p> </ul> </div> <div class="section" id="gui"> -<h2><a class="toc-backref" href="#id178">gui/*</a></h2> +<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 <number></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="#id179">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. @@ -2374,7 +2334,7 @@ growcrops plump 40 </pre> </div> <div class="section" id="removebadthoughts"> -<h2><a class="toc-backref" href="#id180">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 @@ -2387,7 +2347,7 @@ you unpause.</p> it removed.</p> </div> <div class="section" id="slayrace"> -<h2><a class="toc-backref" href="#id181">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> @@ -2413,7 +2373,7 @@ slayrace elve magma </pre> </div> <div class="section" id="magmasource"> -<h2><a class="toc-backref" href="#id182">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> @@ -2429,11 +2389,11 @@ 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="#id183">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="#id184">Dwarf Manipulator</a></h2> +<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 @@ -2467,14 +2427,14 @@ cursor onto that cell instead of toggling it.</li> <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="id33"> -<h2><a class="toc-backref" href="#id185">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="#id186">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> @@ -2483,14 +2443,14 @@ 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="#id187">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="id34"> -<h2><a class="toc-backref" href="#id188">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> @@ -2506,14 +2466,14 @@ It is also possible to rename zones from the 'i' menu.</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="#id189">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="#id190">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 @@ -2530,21 +2490,24 @@ DF, or select another area manually.</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="#id191">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="#id192">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="#id193">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 @@ -2555,25 +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="#id194">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 than both of the engines.</p> </div> +</div> <div class="section" id="operation"> -<h3><a class="toc-backref" href="#id195">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 "boiling water" item will appear @@ -2598,7 +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="#id196">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 @@ -2607,7 +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="#id197">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 @@ -2618,7 +2587,7 @@ being generated.</p> </div> </div> <div class="section" id="add-spatter"> -<h2><a class="toc-backref" href="#id198">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> |
